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@@ -1,7 +1,7 @@
|
||||
name: Release
|
||||
|
||||
# Builds the macOS and Windows desktop apps on the self-hosted Mac runner
|
||||
# and publishes them as a GitHub Release.
|
||||
# Builds the macOS, Windows, and Linux desktop apps plus an Android APK
|
||||
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -152,14 +152,20 @@ jobs:
|
||||
echo "Identities available to codesign:"
|
||||
security find-identity -v -p codesigning "$KEYCHAIN_PATH"
|
||||
|
||||
- name: Build macOS + Windows
|
||||
- name: Build macOS + Windows + Linux
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Sign in-build (identity auto-detected from the temp keychain);
|
||||
# notarize separately below so it uses secret credentials, not a
|
||||
# login-keychain profile.
|
||||
# login-keychain profile. "all" also builds the Linux AppImage,
|
||||
# which needs no signing/notarization.
|
||||
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
|
||||
|
||||
- name: Build Android
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -171,8 +177,8 @@ jobs:
|
||||
set -a; . "$ci_dir/notary.env"; set +a
|
||||
echo "::add-mask::$APPLE_APP_PASSWORD"
|
||||
|
||||
app=".bazinga/work/PokemonRed.app"
|
||||
zip="dist/mac/PokemonRed-macos.zip"
|
||||
app=".bazinga/work/gen1recomp.app"
|
||||
zip="dist/mac/gen1recomp-macos.zip"
|
||||
[ -d "$app" ] || { echo "::error::signed app not found at $app"; exit 1; }
|
||||
if [ -z "${APPLE_ID:-}" ] || [ -z "${APPLE_APP_PASSWORD:-}" ] || [ -z "${APPLE_TEAM_ID:-}" ]; then
|
||||
echo "::error::notary.env is missing APPLE_ID / APPLE_APP_PASSWORD / APPLE_TEAM_ID."
|
||||
@@ -202,10 +208,27 @@ jobs:
|
||||
outdir="dist/release"
|
||||
rm -rf "$outdir"
|
||||
mkdir -p "$outdir"
|
||||
cp "dist/mac/PokemonRed-macos.zip" "$outdir/PokemonRed-${v}-macos.zip"
|
||||
cp "dist/win/PokemonRed-win64.zip" "$outdir/PokemonRed-${v}-windows.zip"
|
||||
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
|
||||
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
|
||||
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
|
||||
apk="$(find dist/android/debug -name '*.apk' | head -1)"
|
||||
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
||||
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
||||
|
||||
# Platform-independent update payload, built alongside the desktop
|
||||
# apps above (same game.love that gets fused into each of them).
|
||||
love_file=".bazinga/work/game.love"
|
||||
[ -f "$love_file" ] || { echo "::error::$love_file not found (expected from scripts/build.sh)"; exit 1; }
|
||||
cp "$love_file" "$outdir/gen1recomp-${v}.love"
|
||||
|
||||
ls -lh "$outdir"
|
||||
|
||||
# Checksums for every staged release asset (sums file itself is
|
||||
# written after this and named outside the gen1recomp-* glob, so it
|
||||
# never lists itself).
|
||||
(cd "$outdir" && shasum -a 256 gen1recomp-* > sha256sums.txt)
|
||||
cat "$outdir/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
@@ -253,8 +276,12 @@ jobs:
|
||||
--target "$GITHUB_SHA" \
|
||||
--title "$v" \
|
||||
--notes "$notes" \
|
||||
"dist/release/PokemonRed-${v}-macos.zip" \
|
||||
"dist/release/PokemonRed-${v}-windows.zip"
|
||||
"dist/release/gen1recomp-${v}-macos.zip" \
|
||||
"dist/release/gen1recomp-${v}-windows.zip" \
|
||||
"dist/release/gen1recomp-${v}-linux.zip" \
|
||||
"dist/release/gen1recomp-${v}-android.apk" \
|
||||
"dist/release/gen1recomp-${v}.love" \
|
||||
"dist/release/sha256sums.txt"
|
||||
|
||||
echo "Published release $tag"
|
||||
|
||||
|
||||
@@ -1,18 +1,19 @@
|
||||
# Pokemon Gen 1 Recompilation Project
|
||||
|
||||
A native LÖVE2D recreation of Pokemon Red. The engine and map behavior are
|
||||
hand-written Lua; game data and graphics are decoded from a ROM supplied by
|
||||
the player.
|
||||
A native LÖVE2D recreation of Pokemon Red and Blue. The engine and map
|
||||
behavior are hand-written Lua; game data and graphics are decoded from a ROM
|
||||
supplied by the player.
|
||||
|
||||
SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
|
||||
|
||||
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
||||
or download a disassembly. A canonical US Pokemon Red ROM is the only game
|
||||
content input.
|
||||
or download a disassembly. A canonical US Pokemon Red or Blue ROM is the only
|
||||
game content input.
|
||||
|
||||
The ROM is verified, used during import, and then released from memory. It is
|
||||
not copied into the cache. Later launches load the private generated cache and
|
||||
do not ask for the ROM again.
|
||||
do not ask for the ROM again. Red and Blue can both be imported and played
|
||||
side by side.
|
||||
|
||||
## Quick Start
|
||||
|
||||
@@ -20,24 +21,52 @@ Open the desktop app. On first boot, choose your legally obtained `.gb` file
|
||||
or drop it onto the window. Import takes a few seconds and the game starts
|
||||
automatically.
|
||||
|
||||
Only the canonical 1 MiB US Red ROM is accepted. The importer verifies SHA-1
|
||||
`ea9bcae617fdf159b045185467ae58b2e4a48b9a` before creating any game data.
|
||||
Only the canonical 1 MiB US Red and Blue ROMs are accepted. The importer
|
||||
verifies SHA-1 before creating any game data:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
The packaged app contains neither a ROM nor pre-extracted game data. Music,
|
||||
sound effects, and cries are synthesized while the game runs from compact
|
||||
audio channel programs copied out of the verified ROM.
|
||||
|
||||
## Controls
|
||||
|
||||
arrow keys or WASD move; Z, Enter, or Space is A; X or Backspace is
|
||||
B; Escape opens START. F1 saves and F2 loads. Controllers are supported.
|
||||
| Action | Keyboard | Controller |
|
||||
|--------|----------|------------|
|
||||
| Move | Arrow keys / WASD | D-pad / left stick |
|
||||
| A | Z / Enter / Space | A |
|
||||
| B | X / Backspace | B |
|
||||
| Start | Escape | Start |
|
||||
| Select | Tab / Shift | Back / Select |
|
||||
|
||||
Rebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are
|
||||
supported out of the box.
|
||||
|
||||
### Hotkeys
|
||||
|
||||
| Key | What it does |
|
||||
|-----|----------------|
|
||||
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
|
||||
| `2` | Cycle COLORS |
|
||||
| `3` | Cycle TILT (free-roam overworld) |
|
||||
| `4` | Cycle ZOOM through every level (free-roam overworld) |
|
||||
| `5` | Cycle GBC FX |
|
||||
| `F1` | Save |
|
||||
| `F2` | Load |
|
||||
| `F10` | Open / close the mod manager |
|
||||
|
||||
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
|
||||
and persist in `options.lua`.
|
||||
|
||||
## Running From Source
|
||||
|
||||
Requires LÖVE 11.x. Place the ROM in the project folder and double-click
|
||||
`Play-Mac.command` or `Play-Windows.bat`, or run:
|
||||
Requires LÖVE 11.x. Place a Red or Blue ROM in the project folder and
|
||||
double-click `Play-Mac.command` or `Play-Windows.bat`, or run:
|
||||
|
||||
```sh
|
||||
scripts/setup.sh --rom "/path/to/Pokemon Red.gb"
|
||||
scripts/setup.sh --rom "/path/to/Pokemon Red.gb" # or Pokemon Blue.gb
|
||||
scripts/run.sh
|
||||
```
|
||||
|
||||
@@ -45,6 +74,29 @@ then `love .` for later launches. Windows PowerShell scripts, the optional
|
||||
developer data build, test suites, and cache management are covered in
|
||||
[Developer Setup](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Developer-Setup).
|
||||
|
||||
## Portable Mode
|
||||
|
||||
By default the game keeps your save, options, and the private ROM-derived
|
||||
data cache in your OS's normal per-user app data folder. To keep everything
|
||||
next to the game instead (handy for a USB stick or portable drive you carry
|
||||
between computers), drop an empty file named `portable.txt` next to the app
|
||||
(next to `PokemonRed.app`/`.exe`, or next to `main.lua`/`conf.lua` when
|
||||
running from source), then launch the game. Portable mode is desktop-only
|
||||
(Windows, Linux, macOS); it has no effect on Android or iOS, where the app
|
||||
runs from a read-only package.
|
||||
|
||||
With `portable.txt` present:
|
||||
|
||||
- `save.lua`, `save.lua.bak`, and `options.lua` are read from and written to
|
||||
that same folder instead of the OS save directory.
|
||||
- A ROM import writes the generated `data/generated` and `assets/generated`
|
||||
cache straight into that folder too (nothing is left in the OS save
|
||||
directory), so a later launch reuses it without asking for the ROM again
|
||||
even on a different computer, as long as the same folder comes along.
|
||||
- Deleting `portable.txt` switches back to the normal OS save directory; nothing
|
||||
already written to either location is touched automatically, so copy files
|
||||
over yourself if you want to carry existing progress across the switch.
|
||||
|
||||
## Modding
|
||||
|
||||
The game ships a native mod platform: content registries, events and hooks,
|
||||
|
||||
|
After Width: | Height: | Size: 753 KiB |
@@ -0,0 +1,9 @@
|
||||
# On-screen touch control art
|
||||
|
||||
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
|
||||
Those Awesome Guys), public domain under CC0:
|
||||
https://thoseawesomeguys.com/prompts/
|
||||
|
||||
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
|
||||
d-pad (neutral + per-direction highlight), A, B, plus (START) and
|
||||
minus (SELECT).
|
||||
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 5.1 KiB |
|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 751 B |
|
After Width: | Height: | Size: 1.5 KiB |
@@ -1,13 +1,16 @@
|
||||
function love.conf(t)
|
||||
local editor = os.getenv("POKEPORT_EDITOR") == "1"
|
||||
local developer = os.getenv("POKEPORT_DEV") == "1"
|
||||
if arg then
|
||||
for _, a in ipairs(arg) do
|
||||
if a == "--editor" then editor = true end
|
||||
if a == "--developer" then developer = true end
|
||||
end
|
||||
end
|
||||
-- main.lua runs in the same Lua state right after conf.lua; stash the
|
||||
-- decision in a global so it doesn't need to reparse `arg`.
|
||||
_G.POKEPORT_EDITOR_MODE = editor
|
||||
_G.POKEPORT_DEV_MODE = developer
|
||||
|
||||
if editor then
|
||||
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d-editor"
|
||||
@@ -20,9 +23,13 @@ function love.conf(t)
|
||||
-- back to the plain title if the source is not mounted yet
|
||||
local ok, Version = pcall(require, "src.core.Version")
|
||||
t.window.title = ok and Version.title()
|
||||
or "Pokemon Red (Gen 1 Recompilation Project)"
|
||||
t.window.width = 160 * 4
|
||||
t.window.height = 144 * 4
|
||||
or "gen1recomp"
|
||||
-- Open at the launcher's design size (the split-screen ROM selector is
|
||||
-- laid out for 1024x768). The window is resizable and the 160x144 game
|
||||
-- canvas letterboxes into whatever size it ends up, so this only sets the
|
||||
-- starting size, not the game's resolution.
|
||||
t.window.width = 1024
|
||||
t.window.height = 768
|
||||
end
|
||||
t.version = "11.5"
|
||||
t.window.vsync = 1
|
||||
@@ -34,14 +41,30 @@ function love.conf(t)
|
||||
local osName = love._os
|
||||
local mobile = osName == "Android" or osName == "iOS"
|
||||
if mobile then
|
||||
-- On Android/iOS, width/height aspect picks portrait vs landscape
|
||||
-- (fullscreen alone is not enough). Use a tall portrait size; the
|
||||
-- OS then resizes to the real display. highdpi is required for
|
||||
-- Retina iOS (Android always behaves as highdpi).
|
||||
-- resizable is what unlocks orientation. SDL's Android backend, given no
|
||||
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
|
||||
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
|
||||
-- freely to portrait or landscape), otherwise locked to the window's w/h
|
||||
-- aspect. So a non-resizable tall window forced portrait; resizable lets
|
||||
-- the game follow the device. The renderer letterboxes the 160x144
|
||||
-- viewport into whatever size results, and the on-screen touch controls
|
||||
-- re-lay themselves out from the new window size, so both orientations
|
||||
-- just work. iOS follows the Info.plist orientations
|
||||
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
|
||||
t.window.resizable = true
|
||||
-- Starting size is a tall portrait hint; the OS resizes to the real
|
||||
-- display and rotations resize again. highdpi is required for Retina iOS
|
||||
-- (Android always behaves as highdpi).
|
||||
t.window.width = 1080
|
||||
t.window.height = 1920
|
||||
t.window.fullscreen = true
|
||||
t.window.highdpi = true
|
||||
-- Android only (irrelevant on iOS): puts the save directory under the
|
||||
-- app's external-files folder, which is readable/writable via USB or a
|
||||
-- file manager with no runtime permission, so RomImporter can ask the
|
||||
-- player to copy their ROM there instead of needing a native file
|
||||
-- picker (LOVE 11.5 on Android has none -- see src/import/RomImporter.lua).
|
||||
t.externalstorage = osName == "Android"
|
||||
else
|
||||
t.window.resizable = true
|
||||
end
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
-- Celadon Chief House (scripts/CeladonChiefHouse.asm). The CHIEF is a
|
||||
-- talk-only NPC in the original ROM, and ChiefData (data/trainers/
|
||||
-- parties.asm) is an empty, unreferenced trainer entry. After the HALL
|
||||
-- OF FAME (EVENT_BEAT_CHAMPION_RIVAL) the CHIEF puts up a fight, using a
|
||||
-- reconstructed party for the otherwise-unused OPP_CHIEF class.
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_CELADONCHIEFHOUSE_CHIEF = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
|
||||
{ "jump_if_false", 12 }, -- 3
|
||||
{ "check_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 4
|
||||
{ "jump_if_true", 12 }, -- 5
|
||||
{ "show_text", "So you've come to\nshut down my\noperation?\f"
|
||||
.. "TEAM ROCKET's\nCHIEF won't go\ndown so easy!" }, -- 6
|
||||
{ "start_battle", "trainer", "OPP_CHIEF", 1 }, -- 7
|
||||
{ "jump_if_false", "end" }, -- 8
|
||||
{ "set_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 9
|
||||
{ "show_text", "Gah! Even the\nCHIEF is no match\nfor you!\f"
|
||||
.. "TEAM ROCKET is\nfinished for\ngood!" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
{ "show_text", "_CeladonChiefHouseChiefText" }, -- 12
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -1,9 +1,8 @@
|
||||
-- Flavor talk scripts for CopycatsHouse2F (registry id COPYCATS_HOUSE_2F).
|
||||
-- Source: pokered/scripts/CopycatsHouse2F.asm, pokered/text/CopycatsHouse2F.asm
|
||||
--
|
||||
-- TEXT_COPYCATSHOUSE2F_COPYCAT is already ported (with the POKE DOLL /
|
||||
-- TM31 MIMIC trade) in data/scripts/story4.lua, so it is intentionally
|
||||
-- omitted here.
|
||||
-- TEXT_COPYCATSHOUSE2F_COPYCAT (POKE DOLL -> TM31 MIMIC) lives in
|
||||
-- data/scripts/story4.lua.
|
||||
|
||||
return {
|
||||
COPYCATS_HOUSE_2F = {
|
||||
|
||||
@@ -1,14 +1,11 @@
|
||||
-- Pewter City flavor dialogue (pokered/scripts/PewterCity.asm).
|
||||
-- PewterCity_TextPointers text_asm bodies for the SUPER_NERD1 museum
|
||||
-- guide, SUPER_NERD2 garden nerd, and the leaving-east YOUNGSTER.
|
||||
-- guide and SUPER_NERD2 garden nerd.
|
||||
--
|
||||
-- The escort choreography (SUPER_NERD1 walking the player to the
|
||||
-- museum, YOUNGSTER walking the player to the gym) is scripted NPC
|
||||
-- movement + a wPewterCityCurScript state machine that steers the
|
||||
-- player off-map; that part is already covered on this map by
|
||||
-- story5.lua's onStep gate (walks the player back a step at the
|
||||
-- east exit before EVENT_BEAT_BROCK). Here we only port the real
|
||||
-- YES/NO-branched flavor text these NPCs speak when talked to.
|
||||
-- The YOUNGSTER's gym escort (talk + east-exit onStep) lives in
|
||||
-- story5.lua so the lockstep RLE walk is not overwritten by this
|
||||
-- flavor merge. SUPER_NERD1's museum escort is not ported; only the
|
||||
-- YES/NO-branched flavor text is here.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -60,15 +57,6 @@ M.PEWTER_CITY = {
|
||||
end)
|
||||
end,
|
||||
|
||||
-- PewterCityYoungsterText (scripts/PewterCity.asm): the "follow
|
||||
-- me" line the youngster says when the player is stopped from
|
||||
-- leaving Pewter east before beating Brock; the actual gate/step
|
||||
-- block is handled by story5.lua's onStep for this map.
|
||||
TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!", done)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
-- Red's House 2F (pokered data/events/hidden_events.asm +
|
||||
-- engine/events/hidden_objects PrintRedSNESText).
|
||||
--
|
||||
-- The bedroom SNES is a hidden_event at (3, 5) with ANY_FACING that
|
||||
-- prints _RedBedroomSNESText. field.py extracts OpenRedsPC on this map
|
||||
-- but skips PrintRedSNESText, so interaction was a no-op (#135).
|
||||
|
||||
local TextBox = require("src.render.TextBox")
|
||||
|
||||
return {
|
||||
REDS_HOUSE_2F = {
|
||||
-- hidden_events.asm:
|
||||
-- hidden_event 3, 5, PrintRedSNESText, ANY_FACING
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
if fx ~= 3 or fy ~= 5 then return false end
|
||||
local text = game.data.text._RedBedroomSNESText
|
||||
or "{PLAYER} is\nplaying the SNES!"
|
||||
game.stack:push(TextBox.new(game, text))
|
||||
return true
|
||||
end,
|
||||
},
|
||||
}
|
||||
@@ -5,19 +5,23 @@ return {
|
||||
SILPH_CO_9F = {
|
||||
talk = {
|
||||
-- SilphCo9FNurseText (pokered/scripts/SilphCo9F.asm):
|
||||
-- before EVENT_BEAT_SILPH_CO_GIOVANNI: heals the party and shows
|
||||
-- "You look tired..." then "Don't give up!"; after the event, just
|
||||
-- says thanks. Nurse texts are not in data/generated/text.lua, so
|
||||
-- the exact pokered/text/SilphCo9F.asm strings are used as literals.
|
||||
-- before EVENT_BEAT_SILPH_CO_GIOVANNI: heals the party, white fade
|
||||
-- (Delay3 between out/in; no Music_PkmnHealed), then "Don't give
|
||||
-- up!"; after the event, just says thanks. Nurse texts are not in
|
||||
-- data/generated/text.lua, so the exact pokered/text/SilphCo9F.asm
|
||||
-- strings are used as literals.
|
||||
TEXT_SILPHCO9F_NURSE = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 8 },
|
||||
{ "show_text", "You look tired!\nYou should take a\nquick nap!" },
|
||||
{ "heal_party" },
|
||||
{ "show_text", "Don't give up!" },
|
||||
{ "jump", 9 },
|
||||
{ "show_text", "Thank you so\nmuch!" },
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" }, -- 2
|
||||
{ "jump_if_true", 11 }, -- 3
|
||||
{ "show_text", "You look tired!\nYou should take a\nquick nap!" }, -- 4
|
||||
{ "heal_party" }, -- 5
|
||||
{ "fade", "out", "white" }, -- 6
|
||||
{ "wait", 3 }, -- 7 Delay3
|
||||
{ "fade", "in", "white" }, -- 8
|
||||
{ "show_text", "Don't give up!" }, -- 9
|
||||
{ "jump", "end" }, -- 10
|
||||
{ "show_text", "Thank you so\nmuch!" }, -- 11
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -1,22 +1,18 @@
|
||||
-- Viridian City flavor dialogue (pokered/scripts/ViridianCity.asm).
|
||||
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2, GIRL and OLD_MAN.
|
||||
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2 and GIRL.
|
||||
--
|
||||
-- Not ported here (already handled elsewhere / not talk-reachable):
|
||||
-- * TEXT_VIRIDIANCITY_FISHER (TM42 gift) -- already ported as a
|
||||
-- `gift()` entry in data/scripts/story5.lua's M.VIRIDIAN_CITY.talk.
|
||||
-- * TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY / TEXT_VIRIDIANCITY_GYM_LOCKED --
|
||||
-- these are step-triggered blocking texts (ViridianCityCheckGotPokedexScript /
|
||||
-- ViridianCityCheckGymOpenScript), not npc talk text_asm bodies; the
|
||||
-- gates themselves are already implemented via story5.lua's onStep
|
||||
-- chain (viridianOldManStep / viridianGymLock) for this map.
|
||||
-- * The old man's catch-training minigame trigger (SCRIPT_VIRIDIANCITY_
|
||||
-- OLD_MAN_START_CATCH_TRAINING / battle vs. WEEDLE) is a full
|
||||
-- scripted-battle cutscene outside this task's Commands vocabulary
|
||||
-- (no static_battle-style "battle a scripted old-man WEEDLE" command
|
||||
-- exists); we port the real YES/NO branch text he speaks but the
|
||||
-- "yes" branch here just shows the "I'll show you how" line rather
|
||||
-- than actually starting the minigame, since that machinery isn't
|
||||
-- ported to this map yet.
|
||||
-- * TEXT_VIRIDIANCITY_OLD_MAN (the walking man at (17,5)) and
|
||||
-- TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY (the sleeper at (18,9)) -- both
|
||||
-- live in data/scripts/story.lua, which owns this map's onStep gate
|
||||
-- and can reach the `old_man_demo` command for the real catch
|
||||
-- tutorial. Keep them there: story.lua loads BEFORE this file, so a
|
||||
-- duplicate here would silently win the merge.
|
||||
-- * TEXT_VIRIDIANCITY_GYM_LOCKED -- a step-triggered blocking text
|
||||
-- (ViridianCityCheckGymOpenScript), implemented by story5.lua's
|
||||
-- onStep chain (viridianGymLock -> viridianOldManStep) for this map.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -91,24 +87,6 @@ M.VIRIDIAN_CITY = {
|
||||
end
|
||||
end,
|
||||
|
||||
-- ViridianCityOldManText (scripts/ViridianCity.asm): once he's had
|
||||
-- his coffee, he asks (YES/NO) whether you want to learn how to
|
||||
-- catch Pokemon. YES leads into the catch-training minigame
|
||||
-- (SCRIPT_VIRIDIANCITY_OLD_MAN_START_CATCH_TRAINING, not ported --
|
||||
-- see file header); NO just brushes you off ("Time is money...").
|
||||
TEXT_VIRIDIANCITY_OLD_MAN = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
ask(game, t._ViridianCityOldManHadMyCoffeeNowText
|
||||
or "Ahh, I've had my\ncoffee now and I\nfeel great!\nSure you can go\nthrough!\nAre you in a\nhurry?", function(yes)
|
||||
if yes then
|
||||
push(game, t._ViridianCityOldManKnowHowToCatchPokemonText
|
||||
or "I see you're using\na POKéDEX.\nWhen you catch a\nPOKéMON, POKéDEX\nis automatically\nupdated.\nWhat? Don't you\nknow how to catch\nPOKéMON?\nI'll show you\nhow to then.", done)
|
||||
else
|
||||
push(game, t._ViridianCityOldManTimeIsMoneyText
|
||||
or "Time is money...\nGo along then.", done)
|
||||
end
|
||||
end)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -28,6 +28,7 @@ local files = {
|
||||
"data.scripts.flavor.pokemon_fan_club",
|
||||
"data.scripts.flavor.power_plant",
|
||||
"data.scripts.flavor.reds_house_1f",
|
||||
"data.scripts.flavor.reds_house_2f",
|
||||
"data.scripts.flavor.route11_gate_2f",
|
||||
"data.scripts.flavor.route18_gate_2f",
|
||||
"data.scripts.flavor.route_12_gate_2f",
|
||||
|
||||
@@ -10,8 +10,8 @@
|
||||
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
|
||||
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
|
||||
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
|
||||
-- afterwards he gloats or sulks and marches out of the lab
|
||||
-- (OaksLabRivalBattleEndScript).
|
||||
-- afterwards HealParty + flag always, then he gloats or sulks and
|
||||
-- marches out (OaksLabRivalEndBattleScript). A loss does not black out.
|
||||
|
||||
-- ball objects: CHARMANDER (6,3), SQUIRTLE (7,3), BULBASAUR (8,3);
|
||||
-- rival = object 1 at (4,3). rivalBallX is the counter-pick's column.
|
||||
@@ -19,72 +19,137 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
rivalBallX, rivalBall)
|
||||
return {
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
|
||||
{ "jump_if_true", 19 }, -- 2
|
||||
{ "jump_if_true", 20 }, -- 2
|
||||
-- no picking until Oak has walked you in (OaksLabScript gating)
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
||||
{ "jump_if_false", 19 }, -- 4
|
||||
{ "ask", askText }, -- 5
|
||||
{ "jump_if_false", 20 }, -- 6
|
||||
{ "give_pokemon", species, 5 }, -- 7
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 8
|
||||
{ "set_flag", choseFlag }, -- 9
|
||||
{ "jump_if_false", 20 }, -- 4
|
||||
-- the Pokédex "new species" entry shows before the ask (predef
|
||||
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
|
||||
-- sets the owned bits so ShowPokedexData prints height/weight/text;
|
||||
-- forceOwned is that bypass without mutating save.pokedex.owned.
|
||||
{ "push_screen", "DexEntryMenu",
|
||||
{ species = species, forceOwned = true } }, -- 5
|
||||
{ "ask", askText }, -- 6
|
||||
{ "jump_if_false", 21 }, -- 7
|
||||
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
|
||||
-- inside give_pokemon). Show the received text first so the
|
||||
-- nickname prompt follows "you got X", matching Gen1.
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
|
||||
{ "give_pokemon", species, 5 }, -- 9
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
|
||||
{ "set_flag", choseFlag }, -- 11
|
||||
-- POKé BALLs are not handed out here in the original -- Oak gives
|
||||
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
|
||||
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 11
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
|
||||
-- the rival walks to the countering ball (around the furniture)
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 12
|
||||
{ "face_object", 1, "up" }, -- 13
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 14
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 15
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
|
||||
{ "face_object", 1, "up" }, -- 14
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
|
||||
{ "show_text", "_OaksLabRivalReceivedMonText",
|
||||
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
|
||||
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
|
||||
or "BULBASAUR" } }, -- 16
|
||||
{ "jump", 20 }, -- 17
|
||||
{ "jump", 20 }, -- 18 (spacer)
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 19
|
||||
or "BULBASAUR" } }, -- 17
|
||||
{ "jump", 21 }, -- 18
|
||||
{ "jump", 21 }, -- 19 (spacer)
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
|
||||
}
|
||||
end
|
||||
|
||||
return {
|
||||
talk = {
|
||||
-- Oak: accepts the parcel and hands over the Pokédex, then (once the
|
||||
-- player has beaten the Route 22 rival) hands over the real POKé
|
||||
-- BALLs (scripts/OaksLab.asm OaksLabOak1Text, simplified: no rival
|
||||
-- recall / dex-rating / "pokemon can fight" / "around the world"
|
||||
-- branches -- see docs/known-differences.md)
|
||||
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
|
||||
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
|
||||
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
|
||||
-- (DisplayDexRating) is still skipped.
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
|
||||
{ "jump_if_false", 12 }, -- 3
|
||||
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
|
||||
{ "jump_if_true", 12 }, -- 5
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" }, -- 6
|
||||
{ "take_item", "OAKS_PARCEL", 1 }, -- 7
|
||||
{ "set_flag", "EVENT_OAK_GOT_PARCEL" }, -- 8
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" }, -- 9
|
||||
{ "set_flag", "EVENT_GOT_POKEDEX" }, -- 10
|
||||
{ "jump", 30 }, -- 11
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 12
|
||||
{ "jump_if_false", 27 }, -- 13
|
||||
{ "check_item", "POKE_BALL" }, -- 14
|
||||
{ "jump_if_true", 25 }, -- 15
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 16
|
||||
{ "jump_if_false", 29 }, -- 17
|
||||
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 18
|
||||
{ "jump_if_true", 25 }, -- 19
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 20
|
||||
{ "give_item", "POKE_BALL", 5, false }, -- 21
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 22
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 23
|
||||
{ "jump", 30 }, -- 24
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 25
|
||||
{ "jump", 30 }, -- 26
|
||||
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 27
|
||||
{ "jump", 30 }, -- 28
|
||||
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 29 (30 = end)
|
||||
{ "face_player" },
|
||||
{ "check_item", "POKE_BALL" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
|
||||
{ "jump_if_true", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_true", "around_world" },
|
||||
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
|
||||
{ "jump_if_false", "pre_lab_battle" },
|
||||
{ "check_item", "OAKS_PARCEL" },
|
||||
{ "jump_if_false", "raise_young" },
|
||||
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||
{ "take_item", "OAKS_PARCEL", 1 },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalGrampsText" },
|
||||
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
-- OaksLabCalcRivalMovementScript: sprite map (8,11) → cell (4,7)
|
||||
-- when the player stands below Oak (the usual desk talk).
|
||||
{ "place_npc", 1, 4, 7, "up" },
|
||||
{ "move_npc_to", 1, 4, 3 },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabRivalWhatDidYouCallMeForText" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakIHaveARequestText" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
|
||||
{ "face_object", 1, "right" },
|
||||
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
|
||||
{ "set_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
|
||||
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
|
||||
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "move_npc_to", 1, 4, 7 },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
|
||||
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "raise_young" },
|
||||
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_lab_battle" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_true", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "around_world" },
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "give_item", "POKE_BALL", 5, false },
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
},
|
||||
|
||||
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
|
||||
@@ -100,9 +165,9 @@ return {
|
||||
TEXT_OAKSLAB_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_false", 20 }, -- 3
|
||||
{ "jump_if_false", 21 }, -- 3
|
||||
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
|
||||
{ "jump_if_true", 18 }, -- 5
|
||||
{ "jump_if_true", 19 }, -- 5
|
||||
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
|
||||
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
|
||||
{ "jump_if_false", 11 }, -- 8
|
||||
@@ -113,21 +178,36 @@ return {
|
||||
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
|
||||
{ "jump", 16 }, -- 14
|
||||
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
|
||||
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 16
|
||||
{ "jump", 21 }, -- 17
|
||||
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 18
|
||||
{ "jump", 25 }, -- 19
|
||||
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 20
|
||||
-- battle aftermath: on a win the rival sulks and marches out
|
||||
-- (OaksLabRivalBattleEnd); on a loss the blackout already warped
|
||||
-- us away, so the script just ends
|
||||
{ "jump_if_false", 25 }, -- 21
|
||||
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 22
|
||||
{ "move_npc_to", 1, 4, 11 }, -- 23
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 24 (25 = end)
|
||||
-- OaksLabRivalEndBattleScript: HealParty + flag, then exit either way
|
||||
{ "heal_party" }, -- 16
|
||||
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 17
|
||||
{ "jump", 23 }, -- 18
|
||||
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 19
|
||||
{ "jump", "end" }, -- 20
|
||||
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 21
|
||||
{ "jump", "end" }, -- 22
|
||||
-- win: sulk text then exit; loss: Rival1WinText already played in
|
||||
-- battle (HandlePlayerBlackOut), so skip straight to the walk-out
|
||||
{ "jump_if_false", 25 }, -- 23
|
||||
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 24
|
||||
{ "move_npc_to", 1, 4, 11 }, -- 25
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 26
|
||||
},
|
||||
},
|
||||
|
||||
-- Saves that got the Pokédex before #106 never wrote objectToggles for
|
||||
-- the table sprites; re-entering the lab applies the same HideObject
|
||||
-- the gift script now does (OaksLab.asm OakGivesPokedex).
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
|
||||
end,
|
||||
|
||||
-- Oak stops you leaving without a starter; the rival stops you on
|
||||
-- the way out for the first battle (scripts/OaksLab.asm
|
||||
-- OaksLabScript8 / OaksLabRivalChallenge)
|
||||
@@ -171,9 +251,12 @@ return {
|
||||
local party = flags.EVENT_CHOSE_BULBASAUR and 3
|
||||
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
|
||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
|
||||
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
|
||||
table.insert(rows, { "heal_party" })
|
||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||
-- a loss blacks out to another map: end the script there
|
||||
table.insert(rows, { "jump_if_false", base + 7 })
|
||||
-- win: sulk text then exit; loss jumps to the walk-out (taunt was
|
||||
-- already shown in-battle via Rival1WinText)
|
||||
table.insert(rows, { "jump_if_false", base + 6 })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
|
||||
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
|
||||
@@ -10,15 +10,39 @@
|
||||
-- The girl, fisher and the four signs resolve automatically through the
|
||||
-- extracted text pointers (no script needed).
|
||||
|
||||
-- Once the HALL OF FAME has been reached (EVENT_BEAT_CHAMPION_RIVAL, set
|
||||
-- alongside Commands.record_hall_of_fame) Oak offers the ProfOakData
|
||||
-- battle (data/trainers/parties.asm) -- three teams picked by the
|
||||
-- player's starter, mirroring the rival's type-advantage lineup, that go
|
||||
-- unused in the original ROM.
|
||||
return {
|
||||
talk = {
|
||||
TEXT_PALLETTOWN_OAK = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" },-- 4
|
||||
{ "jump", 7 }, -- 5
|
||||
{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 6
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
|
||||
{ "jump_if_false", 20 }, -- 3
|
||||
{ "check_flag", "EVENT_BEAT_PROF_OAK" }, -- 4
|
||||
{ "jump_if_true", 20 }, -- 5
|
||||
{ "show_text", "OAK: So you want\nto test your\nskills on me?\f"
|
||||
.. "Very well! Let\nme show you what\na real trainer\ncan do!" }, -- 6
|
||||
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
|
||||
{ "jump_if_false", 11 }, -- 8
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 3 }, -- 9 CHARIZARD
|
||||
{ "jump", 16 }, -- 10
|
||||
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
|
||||
{ "jump_if_false", 15 }, -- 12
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 2 }, -- 13 VENUSAUR
|
||||
{ "jump", 16 }, -- 14
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 1 }, -- 15 BLASTOISE
|
||||
{ "jump_if_false", "end" }, -- 16
|
||||
{ "set_flag", "EVENT_BEAT_PROF_OAK" }, -- 17
|
||||
{ "show_text", "OAK: Impressive!\nYou truly are a\nPOKéMON MASTER!" }, -- 18
|
||||
{ "jump", "end" }, -- 19
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 20
|
||||
{ "jump_if_true", 24 }, -- 21
|
||||
{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" }, -- 22
|
||||
{ "jump", "end" }, -- 23
|
||||
{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 24
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -1,15 +1,23 @@
|
||||
-- Hand-ported from pret/pokered scripts/RedsHouse1F.asm.
|
||||
-- Mom (RedsHouse1FMomText, text_asm) heals the party and shows the
|
||||
-- "you should rest" / "looking great" dialogue. The intro "wake up"
|
||||
-- branch is tied to the unported intro cutscene, so the heal path is used.
|
||||
-- Mom (RedsHouse1FMomText): pre-starter shows the wake-up / Oak tip;
|
||||
-- after EVENT_GOT_STARTER, RedsHouse1FMomHealScript fades to white,
|
||||
-- heals, plays MUSIC_PKMN_HEALED, fades back, then "looking great".
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_REDSHOUSE1F_MOM = {
|
||||
{ "face_player" },
|
||||
{ "show_text", "_RedsHouse1FMomYouShouldRestText" },
|
||||
{ "heal_party" },
|
||||
{ "show_text", "_RedsHouse1FMomLookingGreatText" },
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_RedsHouse1FMomWakeUpText" }, -- 4
|
||||
{ "jump", "end" }, -- 5
|
||||
-- RedsHouse1FMomHealScript
|
||||
{ "show_text", "_RedsHouse1FMomYouShouldRestText" }, -- 6
|
||||
{ "fade", "out", "white" }, -- 7 GBFadeOutToWhite
|
||||
{ "heal_party" }, -- 8
|
||||
{ "play_once", "Music_PkmnHealed" }, -- 9 wait + restore map
|
||||
{ "fade", "in", "white" }, -- 10 GBFadeInFromWhite
|
||||
{ "show_text", "_RedsHouse1FMomLookingGreatText" }, -- 11
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -10,6 +10,31 @@ local M = {}
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.VIRIDIAN_MART = {
|
||||
-- scripts/ViridianMart.asm: the parcel hand-off is the map's DEFAULT
|
||||
-- script, not a talk. Entering with a starter and no parcel runs
|
||||
-- ViridianMartDefaultScript -- the clerk calls out, then
|
||||
-- StartSimulatingJoypadStates walks the player to the counter
|
||||
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
|
||||
-- and ViridianMartOaksParcelScript hands the parcel over. The player
|
||||
-- never presses A. This matters beyond convenience: the parcel gates
|
||||
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
|
||||
-- it on entry rather than letting you walk out without it.
|
||||
--
|
||||
-- The talk branch below is kept as the fallback for a save that reaches
|
||||
-- the counter without this having fired.
|
||||
onEnter = function(game, ow)
|
||||
local f = game.save.flags
|
||||
if f.EVENT_OAK_GOT_PARCEL or f.EVENT_GOT_OAKS_PARCEL then return end
|
||||
if not f.EVENT_GOT_STARTER then return end
|
||||
ow:queueScript({
|
||||
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
|
||||
{ "move_player", "left", 1 },
|
||||
{ "move_player", "up", 2 },
|
||||
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
|
||||
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
|
||||
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
|
||||
})
|
||||
end,
|
||||
talk = {
|
||||
TEXT_VIRIDIANMART_CLERK = {
|
||||
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
|
||||
@@ -33,42 +58,48 @@ M.VIRIDIAN_MART = {
|
||||
|
||||
M.VIRIDIAN_CITY = {
|
||||
talk = {
|
||||
-- the old man napping on the north path (scripts/ViridianCity.asm)
|
||||
-- after his coffee, the old man offers the catch tutorial: not in a
|
||||
-- hurry -> he demos catching a wild mon (BATTLE_TYPE_OLD_MAN)
|
||||
-- The GAMBLER_ASLEEP at (18,9) (ViridianCityOldManSleepyText): he
|
||||
-- only ever grumbles and shoves you back down -- he never wakes,
|
||||
-- moves or hides. The coffee ask and the catch tutorial belong to
|
||||
-- the *other* old man, the walking SPRITE_GAMBLER at (17,5)
|
||||
-- (TEXT_VIRIDIANCITY_OLD_MAN, below). The two are swapped by the
|
||||
-- Pokédex in data/scripts/oaks_lab.lua, not by talking to either.
|
||||
TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY = {
|
||||
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
|
||||
{ "jump_if_true", 5 }, -- 2
|
||||
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 3
|
||||
{ "jump", 14 }, -- 4
|
||||
{ "face_player" }, -- 5
|
||||
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 6
|
||||
{ "jump_if_true", 12 }, -- 7 (in a hurry)
|
||||
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 8
|
||||
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" }, -- 9
|
||||
{ "old_man_demo" }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 12
|
||||
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
|
||||
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 1
|
||||
{ "move_player", "down", 1 }, -- 2
|
||||
},
|
||||
|
||||
-- The walking old man at (17,5), shown once the Pokédex swaps him in
|
||||
-- (ViridianCityOldManText). "Are you in a hurry?" -- YES brushes you
|
||||
-- off, NO leads into the catch tutorial: he explains, demos a catch
|
||||
-- on a wild WEEDLE (BATTLE_TYPE_OLD_MAN), then comments afterwards.
|
||||
-- pokered prints YouNeedToWeakenTheTarget *after* the demo battle
|
||||
-- (ViridianCityOldManEndCatchTrainingScript), not before it.
|
||||
TEXT_VIRIDIANCITY_OLD_MAN = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 2
|
||||
{ "jump_if_true", 8 }, -- 3 (yes = in a hurry)
|
||||
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 4
|
||||
{ "old_man_demo" }, -- 5
|
||||
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" },-- 6
|
||||
{ "jump", 9 }, -- 7
|
||||
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 8 (9 = end)
|
||||
},
|
||||
},
|
||||
-- the sleeping old man lies across the Route 22 path (18,9): until
|
||||
-- he moves you can't slip past on either side (scripts/ViridianCity
|
||||
-- blocks the whole corridor, not just his tile)
|
||||
-- ViridianCityCheckGotPokedexScript: the north corridor is gated on
|
||||
-- EVENT_GOT_POKEDEX, NOT on the sleeper being hidden, and it triggers
|
||||
-- on exactly one cell -- (19,9), the gap east of the sleeper (18,9)
|
||||
-- and the girl (17,9). With the Pokédex the check returns immediately
|
||||
-- and you simply walk past at x=19.
|
||||
onStep = function(game, ow, x, y)
|
||||
local gone = game.save.objectToggles and game.save.objectToggles.VIRIDIAN_CITY
|
||||
and game.save.objectToggles.VIRIDIAN_CITY.VIRIDIANCITY_OLD_MAN_SLEEPY == false
|
||||
if gone then return false end
|
||||
-- crossing north of his row through the 3-wide gap (x 17-19, y<=8)
|
||||
if y <= 8 and x >= 17 and x <= 19 then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
|
||||
or "You can't go\nthrough here!\fThis is private\nproperty!",
|
||||
function() ow:scriptMove(ow.player, "down", 1) end))
|
||||
return true
|
||||
end
|
||||
return false
|
||||
if game.save.flags and game.save.flags.EVENT_GOT_POKEDEX then return false end
|
||||
if x ~= 19 or y ~= 9 then return false end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
|
||||
or "You can't go\nthrough here!\fThis is private\nproperty!",
|
||||
function() ow:scriptMove(ow.player, "down", 1) end))
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -102,26 +133,145 @@ M.BLUES_HOUSE = {
|
||||
|
||||
M.BILLS_HOUSE = {
|
||||
talk = {
|
||||
TEXT_BILLSHOUSE_BILL_POKEMON = {
|
||||
{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 1
|
||||
{ "jump_if_true", 11 }, -- 2
|
||||
{ "show_text", "_BillsHouseBillImNotAPokemonText" }, -- 3
|
||||
{ "show_text", "_BillsHouseBillNoYouGottaHelpText" }, -- 4
|
||||
-- the cell-separator PC throws its switch
|
||||
-- (bills_house_pc.asm BillsHouseInitiatedText: SFX_SWITCH)
|
||||
{ "play_sound", "Switch" }, -- 5
|
||||
{ "show_text", "_BillsHouseBillThankYouText" }, -- 6
|
||||
-- BillsHouseBillPokemonText: "I'm not a POKéMON!", a YES/NO choice
|
||||
-- (NO only adds "No, you gotta help!" before rejoining the YES
|
||||
-- path), then the "get in the TELEPORTER" line and the monster
|
||||
-- walking into the cell-separator machine
|
||||
-- (BillsHousePokemonWalkToMachineScript: up 3, or around the player
|
||||
-- when they stand in the way facing down), where it is hidden and
|
||||
-- EVENT_BILL_SAID_USE_CELL_SEPARATOR arms the PC at (1,4) -- see
|
||||
-- OverworldState.billsHousePC for the separator itself.
|
||||
TEXT_BILLSHOUSE_BILL_POKEMON = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
local function toMachine()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._BillsHouseBillUseSeparationSystemText
|
||||
or "When I'm in the\nTELEPORTER, run\nthe Cell\nSeparation System!", function()
|
||||
local function entered()
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save,
|
||||
overworld = ow },
|
||||
"BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
|
||||
done()
|
||||
end
|
||||
if ow.player.facing == "down" then
|
||||
-- the player is standing on his straight path: walk around
|
||||
-- (.PokemonWalkAroundPlayerMovement)
|
||||
ow:scriptMove(npc, "right", 1, function()
|
||||
ow:scriptMove(npc, "up", 2, function()
|
||||
ow:scriptMove(npc, "left", 1, function()
|
||||
ow:scriptMove(npc, "up", 1, entered)
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
else
|
||||
ow:scriptMove(npc, "up", 3, entered)
|
||||
end
|
||||
end))
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._BillsHouseBillImNotAPokemonText or "Hey! I'm not a\nPOKéMON!",
|
||||
nil, { choice = function(yes)
|
||||
if yes then
|
||||
toMachine()
|
||||
else
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._BillsHouseBillNoYouGottaHelpText
|
||||
or "No! You gotta\nhelp me!", toMachine))
|
||||
end
|
||||
end }))
|
||||
end,
|
||||
|
||||
-- BillsHouseBillSSTicketText (human Bill after the separation)
|
||||
TEXT_BILLSHOUSE_BILL_SS_TICKET = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 2
|
||||
{ "jump_if_true", 12 }, -- 3
|
||||
{ "show_text", "_BillsHouseBillThankYouText" }, -- 4
|
||||
-- pokered gives first (GiveItem fills wStringBuffer), then prints
|
||||
-- the received text that reads it (scripts/BillsHouse.asm; the
|
||||
-- item id is S_S_TICKET in generated items.lua -- keyItem, so the
|
||||
-- sound_get_key_item jingle plays like BillsHouse.asm:196)
|
||||
{ "give_item", "S_S_TICKET", 1, false }, -- 7
|
||||
{ "show_text", "_SSTicketReceivedText" }, -- 8
|
||||
{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 9
|
||||
{ "jump", 12 }, -- 10
|
||||
{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 11
|
||||
{ "give_item", "S_S_TICKET", 1, false }, -- 5
|
||||
{ "show_text", "_SSTicketReceivedText" }, -- 6
|
||||
{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 7
|
||||
-- The two Cerulean guards are a SWAP PAIR, not scenery
|
||||
-- (BillsHouse.asm:174-178): handing over the ticket shows GUARD1 at
|
||||
-- (28,12) and hides GUARD2 at (27,12). This matters far more than it
|
||||
-- looks: (27,12) is the ONLY walkable neighbour of the trashed
|
||||
-- house's south door at (27,11), and that house is one of the two
|
||||
-- ways through the fence that splits Cerulean in half (the badge
|
||||
-- house is the other). Leaving GUARD2 up forever severs the city --
|
||||
-- the gym/mart half can never reach the Route 5 exit.
|
||||
-- Same swap fires after the TM28 Rocket (CeruleanCity_2.asm
|
||||
-- CeruleanHideRocket), so either route opens the path.
|
||||
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 8
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 9
|
||||
{ "show_text", "_BillsHouseBillWhyDontYouGoInsteadOfMeText" }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_BillsHouseBillWhyDontYouGoInsteadOfMeText" }, -- 12
|
||||
},
|
||||
|
||||
TEXT_BILLSHOUSE_BILL_CHECK_OUT_MY_RARE_POKEMON = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 2
|
||||
},
|
||||
},
|
||||
-- repair saves that already got the ticket under the old collapsed
|
||||
-- script (the monster never hidden, human Bill never shown)
|
||||
onEnter = function(game, ow)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_GOT_SS_TICKET
|
||||
and not flags.EVENT_USED_CELL_SEPARATOR_ON_BILL then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
|
||||
flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
|
||||
flags.EVENT_MET_BILL = true
|
||||
flags.EVENT_MET_BILL_2 = true
|
||||
end
|
||||
-- After Route25ToggleBillsScript, BILL2 is the visible human Bill
|
||||
-- ("check out my rare POKéMON"). Re-apply on enter so a mid-house
|
||||
-- load still matches the toggles if the pool was rebuilt.
|
||||
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Route 25 outside Bill's house (scripts/Route25.asm
|
||||
-- Route25ToggleBillsScript): leaving after the SS Ticket arms the
|
||||
-- Eevee PC list and swaps human Bill to his post-help dialogue NPC.
|
||||
-- Leaving mid-quest (Bill still in the machine) puts the monster back.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROUTE_25 = {
|
||||
onEnter = function(game, ow)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
if not flags.EVENT_MET_BILL_2 then
|
||||
flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = nil
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
return
|
||||
end
|
||||
if not flags.EVENT_GOT_SS_TICKET then return end
|
||||
flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING = true
|
||||
-- TOGGLE_NUGGET_BRIDGE_GUY (ROUTE24_COOLTRAINER_M1)
|
||||
Commands.hide_object(ctx, "ROUTE_24", "ROUTE24_COOLTRAINER_M1")
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -142,17 +292,63 @@ M.VERMILION_CITY = {
|
||||
game.save.trashPuzzle = puz
|
||||
puz.first = love.math.random(0, 7) * 2
|
||||
end,
|
||||
-- VermilionCityDefaultScript's per-frame SSAnneTicketCheckCoords check:
|
||||
-- the unguarded cell (18,30) just west of the sailor leads straight
|
||||
-- onto the dock warp. Stepping onto it facing down always runs the
|
||||
-- sailor dialog (DisplayTextID TEXT_VERMILIONCITY_SAILOR1); only a
|
||||
-- ticket while the ship is still docked lets the player continue --
|
||||
-- otherwise they are walked back up. The sailor himself never hides.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x ~= 18 or y ~= 30 then return false end
|
||||
if ow.player.facing ~= "down" then return false end
|
||||
local Flags = require("src.script.Flags")
|
||||
local t = game.data.text
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local shipLeft = Flags.get(game.save, "EVENT_SS_ANNE_LEFT")
|
||||
local hasTicket = (game.save.inventory.S_S_TICKET or 0) > 0
|
||||
if shipLeft then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._VermilionCitySailor1ShipSetSailText or "The ship set sail.",
|
||||
function() ow:scriptMove(ow.player, "up", 1) end))
|
||||
return true
|
||||
end
|
||||
-- Walk-past is never facing-right / inFrontOfOrBehindGuardCoords, so
|
||||
-- VermilionCitySailor1Text always takes .greet_player_and_check_ticket:
|
||||
-- DoYouHaveATicket, then FlashedTicket (allow through) or YouNeedATicket
|
||||
-- (walk back). Returning true while the box is up also blocks the
|
||||
-- dock warp on this step.
|
||||
local ask = t._VermilionCitySailor1DoYouHaveATicketText
|
||||
or "Welcome to S.S.\nANNE!\fExcuse me, do you\nhave a ticket?"
|
||||
if hasTicket then
|
||||
game.stack:push(TextBox.new(game,
|
||||
ask .. "\f"
|
||||
.. (t._VermilionCitySailor1FlashedTicketText
|
||||
or "{PLAYER} flashed\nthe S.S.TICKET!")))
|
||||
return true
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
ask .. "\f"
|
||||
.. (t._VermilionCitySailor1YouNeedATicketText
|
||||
or "You need a ticket\nto get aboard."),
|
||||
function() ow:scriptMove(ow.player, "up", 1) end))
|
||||
return true
|
||||
end,
|
||||
talk = {
|
||||
-- the sailor guarding the dock gangway
|
||||
-- the sailor guarding the dock gangway (VermilionCitySailor1Text):
|
||||
-- flashing the ticket just lets you through -- he never hides, and
|
||||
-- once the ship has sailed he only reports it gone
|
||||
TEXT_VERMILIONCITY_SAILOR1 = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "show_text", "_VermilionCitySailor1WelcomeToSSAnneText" }, -- 2
|
||||
{ "check_item", "S_S_TICKET" }, -- 3
|
||||
{ "jump_if_false", 8 }, -- 4
|
||||
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 5
|
||||
{ "hide_object", "VERMILION_CITY", "VERMILIONCITY_SAILOR1" }, -- 6
|
||||
{ "jump", 9 }, -- 7
|
||||
{ "show_text", "_VermilionCitySailor1YouNeedATicketText" }, -- 8
|
||||
{ "check_flag", "EVENT_SS_ANNE_LEFT" }, -- 2
|
||||
{ "jump_if_true", 11 }, -- 3
|
||||
{ "show_text", "_VermilionCitySailor1DoYouHaveATicketText" }, -- 4
|
||||
{ "check_item", "S_S_TICKET" }, -- 5
|
||||
{ "jump_if_false", 9 }, -- 6
|
||||
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 7
|
||||
{ "jump", 12 }, -- 8
|
||||
{ "show_text", "_VermilionCitySailor1YouNeedATicketText" }, -- 9
|
||||
{ "jump", 12 }, -- 10
|
||||
{ "show_text", "_VermilionCitySailor1ShipSetSailText" }, -- 11
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -175,18 +371,21 @@ M.SS_ANNE_2F = {
|
||||
|
||||
M.SS_ANNE_CAPTAINS_ROOM = {
|
||||
talk = {
|
||||
-- SSAnneCaptainsRoomCaptainText: after the rub line's text_asm tail,
|
||||
-- pokered plays MUSIC_PKMN_HEALED (scripts/SSAnneCaptainsRoom.asm).
|
||||
TEXT_SSANNECAPTAINSROOM_CAPTAIN = {
|
||||
{ "check_flag", "EVENT_GOT_HM01" }, -- 1
|
||||
{ "jump_if_true", 9 }, -- 2
|
||||
{ "jump_if_true", 10 }, -- 2
|
||||
{ "show_text", "_SSAnneCaptainsRoomRubCaptainsBackText" }, -- 3
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainIFeelMuchBetterText" }, -- 4
|
||||
{ "play_once", "Music_PkmnHealed" }, -- 4
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainIFeelMuchBetterText" }, -- 5
|
||||
-- give-then-print like scripts/SSAnneCaptainsRoom.asm (GiveItem
|
||||
-- fills wStringBuffer; the received text reads it)
|
||||
{ "give_item", "HM_CUT", 1, false }, -- 5
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainReceivedHM01Text" }, -- 6
|
||||
{ "set_flag", "EVENT_GOT_HM01" }, -- 7
|
||||
{ "jump", 10 }, -- 8
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainNotSickAnymoreText" }, -- 9
|
||||
{ "give_item", "HM_CUT", 1, false }, -- 6
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainReceivedHM01Text" }, -- 7
|
||||
{ "set_flag", "EVENT_GOT_HM01" }, -- 8
|
||||
{ "jump", 11 }, -- 9
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainNotSickAnymoreText" }, -- 10
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -208,7 +407,17 @@ M.POKEMON_TOWER_7F = {
|
||||
{ "show_object", "MR_FUJIS_HOUSE", "MRFUJISHOUSE_MR_FUJI" }, -- 5
|
||||
{ "hide_object", "SAFFRON_CITY", "SAFFRONCITY_ROCKET8" }, -- 6
|
||||
{ "show_object", "SAFFRON_CITY", "SAFFRONCITY_ROCKET9" }, -- 7
|
||||
{ "warp", "MR_FUJIS_HOUSE", 3, 3, "down" }, -- 8
|
||||
-- pokered warps to wDestinationWarpID $1 (0-based) -- the house's
|
||||
-- SECOND warp, the door mat at (3,7) -- facing UP
|
||||
-- (PokemonTower7FWarpToMrFujiHouseScript: SPRITE_FACING_UP +
|
||||
-- hWarpDestinationMap MR_FUJIS_HOUSE). Landing (3,3) instead put
|
||||
-- the player at the Pokédex table, and the route's first waypoint
|
||||
-- (3,7) then stepped onto a LIVE door mat and exited the house
|
||||
-- before ever talking to Fuji -- so the POKE_FLUTE was never
|
||||
-- collected and the Route 16 SNORLAX sealed the map. The arrival
|
||||
-- mat itself is inert until stepped off (warpEntryCell), which is
|
||||
-- what makes the vanilla coordinates safe.
|
||||
{ "warp", "MR_FUJIS_HOUSE", 3, 7, "up" }, -- 8
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -343,6 +552,50 @@ M.WARDENS_HOUSE = {
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
|
||||
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
|
||||
-- .PlayerCoordsArray -- (6,13) and (7,12) -- every frame while
|
||||
-- EVENT_BEAT_SILPH_CO_GIOVANNI is unset: standing there shows his text,
|
||||
-- walks him three tiles down (.GiovanniMovement), and starts the fight.
|
||||
-- He also has no trainer-header entry, so sight engagement never fires
|
||||
-- either. Without this hook he was a talk-only statue four tiles away
|
||||
-- from anything the route (or a vanilla-faithful player walking the same
|
||||
-- line) would touch, and the whole Silph ending -- the flag, the Master
|
||||
-- Ball, the Saffron streets clearing -- silently never happened.
|
||||
--
|
||||
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
|
||||
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
|
||||
-- sets nothing, so the trigger re-arms exactly as vanilla does.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
|
||||
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
|
||||
local gio
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
|
||||
end
|
||||
if not gio or ow:trainerDefeated(gio) then return false end
|
||||
ow:scriptMove(gio, "down", 3, function()
|
||||
gio:facePlayer(ow.player)
|
||||
ow:engageTrainer(gio, function()
|
||||
-- SilphCo11FTeamRocketLeavesScript: Giovanni leaves the floor
|
||||
-- after the loss (the street rockets are handled by
|
||||
-- M.SAFFRON_CITY.onEnter in story4.lua).
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
|
||||
end
|
||||
end)
|
||||
end)
|
||||
return true
|
||||
end,
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
|
||||
end
|
||||
end,
|
||||
talk = {
|
||||
TEXT_SILPHCO11F_SILPH_PRESIDENT = {
|
||||
{ "face_player" }, -- 1
|
||||
@@ -363,7 +616,8 @@ M.SILPH_CO_11F = {
|
||||
-- -------------------------------------------------------------------
|
||||
-- Victory Road boulder switches (scripts/VictoryRoad1F/2F/3F.asm):
|
||||
-- a boulder resting on a switch removes a barrier block; the 3F hole
|
||||
-- drops a boulder down to the 2F switch.
|
||||
-- drops a boulder down to the 2F switch, and also dungeon-warps the
|
||||
-- player (IsPlayerOnDungeonWarp + DungeonWarpList/Data -> 2F at 22,16).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local function boulderAt(ow, x, y)
|
||||
@@ -429,6 +683,18 @@ M.VICTORY_ROAD_3F = {
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER")
|
||||
end
|
||||
end,
|
||||
-- scripts/VictoryRoad3F.asm VictoryRoad3FDefaultScript: the same hole
|
||||
-- is a dungeon warp for the player (wDungeonWarpDestinationMap =
|
||||
-- VICTORY_ROAD_2F, wWhichDungeonWarp = 2 -> DungeonWarpData 22,16).
|
||||
-- Mirrors POKEMON_MANSION_3F.onStep; CAVERN $22 is walkable so the
|
||||
-- fall is onStep, not a collision block.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x == 23 and y == 15 then
|
||||
ow:startWarpTo("VICTORY_ROAD_2F", 22, 16, ow.player.facing)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -441,6 +707,16 @@ M.VICTORY_ROAD_3F = {
|
||||
-- IndigoPlateauLobby.asm) so the champion is re-fightable on rematches,
|
||||
-- like pokered's re-entry cutscene. EVENT_BEAT_CHAMPION_RIVAL stays set
|
||||
-- forever (postgame gates like the Cerulean cave guard read it).
|
||||
--
|
||||
-- pokered forces the fight on map entry: Agatha's victory arms
|
||||
-- SCRIPT_CHAMPIONSROOM_PLAYER_ENTERS (scripts/AgathasRoom.asm), and
|
||||
-- ChampionsRoomPlayerEntersScript then runs RivalEntrance_RLEMovement
|
||||
-- (up 1, right 1, up 3) before ChampionsRoomRivalReadyToBattleScript.
|
||||
-- The rival object has no trainer header / sight range, so without that
|
||||
-- entrance script the player can walk past (issue #99). We arm on the
|
||||
-- run flag instead of Agatha's victory bit: same observable effect for
|
||||
-- first clear and Indigo rematches, without a cross-map script pointer.
|
||||
--
|
||||
-- scripts/ChampionsRoom.asm ChampionsRoomRivalDefeatedScript ->
|
||||
-- OakArrivesScript -> OakCongratulatesPlayerScript ->
|
||||
-- OakDisappointedWithRivalScript -> OakComeWithMeScript -> OakExitsScript,
|
||||
@@ -449,43 +725,69 @@ M.VICTORY_ROAD_3F = {
|
||||
-- itself is NOT run here: it belongs to the HALL_OF_FAME room script
|
||||
-- (scripts/HallOfFame.asm), so we set a one-shot marker and warp; the room
|
||||
-- onEnter (M.HALL_OF_FAME below) drives the HoF Oak speech + record.
|
||||
local championsRoomRivalScript = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
||||
{ "jump_if_true", 25 }, -- 3 past end
|
||||
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
|
||||
{ "jump_if_false", 25 }, -- 6 past end
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
|
||||
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
||||
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
||||
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
||||
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
|
||||
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
|
||||
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
|
||||
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
|
||||
{ "play_music", "Music_Cities1", { keep = true } }, -- 10
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 11
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
|
||||
{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
|
||||
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
||||
{ "face_object", 1, "left" }, -- 14
|
||||
{ "face_object", 2, "down" }, -- 15
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
|
||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||
{ "face_object", 2, "right" }, -- 17
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
|
||||
-- OakComeWithMeScript: Oak faces down again, then exits up
|
||||
{ "face_object", 2, "down" }, -- 19
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
|
||||
{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
|
||||
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
||||
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
||||
{ "set_field", "pendingHallOfFame", true }, -- 23
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
|
||||
}
|
||||
|
||||
M.CHAMPIONS_ROOM = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN then return end
|
||||
-- Lance entrance warps land at y=7; HoF return warps land at y=0.
|
||||
-- Only the south entry should run ChampionsRoomPlayerEntersScript.
|
||||
if ow.player.cellY < 7 then return end
|
||||
local rival
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "CHAMPIONSROOM_RIVAL" then
|
||||
rival = npc
|
||||
break
|
||||
end
|
||||
end
|
||||
-- RivalEntrance_RLEMovement, then the battle/Oak script (queued
|
||||
-- separately so talk-script jump indices stay 1-based as written).
|
||||
ow:queueScript({
|
||||
{ "move_player", "up", 1 },
|
||||
{ "move_player", "right", 1 },
|
||||
{ "move_player", "up", 3 },
|
||||
})
|
||||
ow:queueScript(championsRoomRivalScript, { npc = rival })
|
||||
end,
|
||||
talk = {
|
||||
TEXT_CHAMPIONSROOM_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
||||
{ "jump_if_true", 24 }, -- 3
|
||||
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
|
||||
{ "jump_if_false", 24 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
|
||||
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
||||
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
||||
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
||||
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
|
||||
-- ChampionsRoomOakArrivesScript: Oak's "{PLAYER}!" then reveal + walk in
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 10
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 11
|
||||
{ "move_npc", 2, "up", 5 }, -- 12 OakEntranceAfterVictoryMovement (3,7)->(3,2)
|
||||
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
||||
{ "face_object", 1, "left" }, -- 13
|
||||
{ "face_object", 2, "down" }, -- 14
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 15
|
||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||
{ "face_object", 2, "right" }, -- 16
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 17
|
||||
-- OakComeWithMeScript: Oak faces down again, then exits up
|
||||
{ "face_object", 2, "down" }, -- 18
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 19
|
||||
{ "move_npc", 2, "up", 2 }, -- 20 OakExitChampionsRoomMovement (3,2)->(3,0)
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 21
|
||||
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
||||
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
||||
{ "set_field", "pendingHallOfFame", true }, -- 22
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 23
|
||||
},
|
||||
TEXT_CHAMPIONSROOM_RIVAL = championsRoomRivalScript,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -515,6 +817,29 @@ M.HALL_OF_FAME = {
|
||||
local toggles = game.save.objectToggles and game.save.objectToggles.HALL_OF_FAME
|
||||
if toggles then toggles.HALLOFFAME_OAK = nil end
|
||||
|
||||
-- Make the Hall of Fame recording machine interactable. The console
|
||||
-- juts from the north wall as the two solid cells (4,1) and (5,1); a
|
||||
-- sign on each lets the player face the machine (from below, or from
|
||||
-- either side) and press A to run the TEXT_HALLOFFAME_PC talk script.
|
||||
-- maps.lua is generated from the ROM and gitignored, so the sign is
|
||||
-- injected here (a tracked script) rather than baked into map data.
|
||||
local def = ow.map.def
|
||||
def.signs = def.signs or {}
|
||||
local present = false
|
||||
for _, s in ipairs(def.signs) do
|
||||
if s.text == "TEXT_HALLOFFAME_PC" then present = true break end
|
||||
end
|
||||
if not present then
|
||||
table.insert(def.signs, { text = "TEXT_HALLOFFAME_PC", x = 4, y = 1 })
|
||||
table.insert(def.signs, { text = "TEXT_HALLOFFAME_PC", x = 5, y = 1 })
|
||||
end
|
||||
-- the live Map instance built its signAt lookup from def.signs before
|
||||
-- this hook ran, so rebuild it (idempotent) to pick up the injection
|
||||
ow.map.signAt = {}
|
||||
for _, s in ipairs(def.signs) do
|
||||
ow.map.signAt[s.y * ow.map.widthCells + s.x] = s
|
||||
end
|
||||
|
||||
if not game.save.pendingHallOfFame then return end
|
||||
game.save.pendingHallOfFame = false
|
||||
ow:queueScript({
|
||||
@@ -528,6 +853,21 @@ M.HALL_OF_FAME = {
|
||||
{ "record_hall_of_fame" }, -- predef HallOfFamePC: induction + credits
|
||||
})
|
||||
end,
|
||||
talk = {
|
||||
-- The recording machine doubles as a "warp home" PC: a YES/NO prompt
|
||||
-- that teleports back to the new-game bedroom spawn (special_warps.asm
|
||||
-- NewGameWarp: REDS_HOUSE_2F, 3, 6, facing down). Fabricated
|
||||
-- convenience -- there is no such prompt in the original ROM.
|
||||
-- Heal + remember_outdoor so house LAST_MAP mats land in Pallet, not
|
||||
-- Indigo Plateau (issue #103 escape path for already-stuck saves).
|
||||
TEXT_HALLOFFAME_PC = {
|
||||
{ "ask", "Return to\nPALLET TOWN?" }, -- 1 YES/NO -> lastCheck
|
||||
{ "jump_if_false", "end" }, -- 2 NO: back away
|
||||
{ "heal_party" }, -- 3
|
||||
{ "remember_outdoor", "PALLET_TOWN", 5, 6 }, -- 4 LAST_MAP -> Pallet door
|
||||
{ "warp", "REDS_HOUSE_2F", 3, 6, "down" }, -- 5 YES: home to your room
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -538,35 +878,86 @@ M.HALL_OF_FAME = {
|
||||
|
||||
M.CERULEAN_CITY = {
|
||||
talk = {
|
||||
-- CeruleanCityRivalText: Bill line once beaten; pre-battle otherwise.
|
||||
-- Post-fight walk matches CeruleanCityMovement4 (right then into town).
|
||||
TEXT_CERULEANCITY_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 2
|
||||
{ "jump_if_true", 9 }, -- 3
|
||||
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
|
||||
{ "jump_if_false", 10 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
|
||||
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
|
||||
{ "jump", 10 }, -- 9
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 2
|
||||
{ "jump_if_true", 13 }, -- 3
|
||||
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
|
||||
{ "jump_if_false", "end" }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
|
||||
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
|
||||
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
|
||||
{ "walk_npc", 1, { "right", "down", "down", "down",
|
||||
"down", "down", "down" } }, -- 10
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
|
||||
{ "jump", "end" }, -- 12
|
||||
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 13
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- PokemonTower2F.asm: after the battle, PokemonTower2FDefeatedRivalScript
|
||||
-- walks him out (RightThenDown vs DownThenRight from EVENT_POKEMON_TOWER_
|
||||
-- RIVAL_ON_LEFT) then HideObject TOGGLE_POKEMON_TOWER_2F_RIVAL. Player
|
||||
-- at (15,5) is the ON_LEFT case.
|
||||
local TOWER_RIVAL_EXIT_RIGHT_THEN_DOWN =
|
||||
{ "right", "down", "down", "right", "down", "down", "right", "right" }
|
||||
local TOWER_RIVAL_EXIT_DOWN_THEN_RIGHT =
|
||||
{ "down", "down", "right", "right", "right", "right", "down", "down" }
|
||||
|
||||
local function pokemonTower2FRivalScript(playerX)
|
||||
local exitDirs = (playerX == 15)
|
||||
and TOWER_RIVAL_EXIT_DOWN_THEN_RIGHT
|
||||
or TOWER_RIVAL_EXIT_RIGHT_THEN_DOWN
|
||||
return {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 2
|
||||
{ "jump_if_true", 12 }, -- 3
|
||||
{ "show_text", "_PokemonTower2FRivalWhatBringsYouHereText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL2", 4 }, -- 5
|
||||
{ "jump_if_false", "end" }, -- 6 loss: stay
|
||||
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
||||
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
||||
{ "walk_npc", 1, exitDirs }, -- 9
|
||||
{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 12
|
||||
}
|
||||
end
|
||||
|
||||
M.POKEMON_TOWER_2F = {
|
||||
rivalScript = pokemonTower2FRivalScript,
|
||||
talk = {
|
||||
TEXT_POKEMONTOWER2F_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 2
|
||||
{ "jump_if_true", 10 }, -- 3
|
||||
{ "show_text", "_PokemonTower2FRivalWhatBringsYouHereText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL2", 4 }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
||||
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
||||
{ "jump", 11 }, -- 9
|
||||
{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 10
|
||||
},
|
||||
TEXT_POKEMONTOWER2F_RIVAL = function(game, ow, npc, done)
|
||||
ow.runner:run(pokemonTower2FRivalScript(ow.player.cellX),
|
||||
{ npc = npc, onDone = done })
|
||||
end,
|
||||
},
|
||||
-- Saves that beat him before the exit walk was ported still have the
|
||||
-- flag but a visible rival; hide on enter like BillsHouse repairs.
|
||||
onEnter = function(game, ow)
|
||||
if not game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
"POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL")
|
||||
end,
|
||||
-- PokemonTower2FDefaultScript: walking past the rival's tile forces
|
||||
-- the encounter (ArePlayerCoordsInArray on (15,5)/(14,6)) -- he never
|
||||
-- waits to be talked to
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL then return false end
|
||||
if not ((x == 15 and y == 5) or (x == 14 and y == 6)) then return false end
|
||||
if ow.runner:isRunning() then return false end
|
||||
local rival = ow:npcByIndex(1)
|
||||
if not rival then return false end
|
||||
ow.player.facing = (x == 15) and "left" or "up"
|
||||
require("src.core.Music").play(game.data, "Music_MeetRival")
|
||||
ow.runner:run(pokemonTower2FRivalScript(x), { npc = rival })
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
@@ -278,6 +278,23 @@ M.PALLET_TOWN = {
|
||||
|
||||
local DRINKS = { "FRESH_WATER", "SODA_POP", "LEMONADE" }
|
||||
|
||||
-- Hand over the first drink in the bag, if any. Mirrors RemoveGuardDrink
|
||||
-- (engine/items/inventory.asm), which walks the same three item ids and
|
||||
-- removes ONE, and the caller's BIT_GAVE_SAFFRON_GUARDS_DRINK.
|
||||
local function takeGuardDrink(game)
|
||||
for _, drink in ipairs(DRINKS) do
|
||||
if (game.save.inventory[drink] or 0) > 0 then
|
||||
game.save.inventory[drink] = game.save.inventory[drink] - 1
|
||||
if game.save.inventory[drink] == 0 then
|
||||
game.save.inventory[drink] = nil
|
||||
end
|
||||
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function saffronGate(guardText, triggers, horizontal)
|
||||
return {
|
||||
talk = {
|
||||
@@ -289,18 +306,15 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
t._SaffronGateGuardThanksForTheDrinkText or "Gee, that was\ntasty!", done))
|
||||
return
|
||||
end
|
||||
for _, drink in ipairs(DRINKS) do
|
||||
if (game.save.inventory[drink] or 0) > 0 then
|
||||
game.save.inventory[drink] = game.save.inventory[drink] - 1
|
||||
if game.save.inventory[drink] == 0 then
|
||||
game.save.inventory[drink] = nil
|
||||
end
|
||||
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"Thanks! You can\ngo on through!"), done))
|
||||
return
|
||||
end
|
||||
if takeGuardDrink(game) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "Whoa, boy!\nI'm parched!",
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"You can go on\nthrough!"), done))
|
||||
end))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!", done))
|
||||
@@ -317,6 +331,31 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
if game.save.flags.EVENT_GAVE_GUARDS_DRINK then return false end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
-- Stepping on the trigger WITH a drink hands it over right here.
|
||||
--
|
||||
-- Route5GateDefaultScript (scripts/Route5Gate.asm) runs
|
||||
-- `farcall RemoveGuardDrink` before it decides anything: the coord
|
||||
-- trigger itself takes the drink and sets
|
||||
-- BIT_GAVE_SAFFRON_GUARDS_DRINK, and only a player carrying nothing
|
||||
-- gets the thirsty line and the walk-back. We had the removal on the
|
||||
-- guard's TALK handler only, so walking up with a FRESH_WATER in the
|
||||
-- bag was turned away and the four gates stayed shut unless you
|
||||
-- happened to talk to him -- which vanilla never requires.
|
||||
--
|
||||
-- Saffron is the middle of the map, so this sealed it: every route
|
||||
-- through the city (Celadon <-> Lavender, Vermilion <-> Cerulean the
|
||||
-- short way) was unreachable, and the bot could not get to Lavender
|
||||
-- for the POKE_FLUTE at all.
|
||||
if takeGuardDrink(game) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "Whoa, boy!\nI'm parched!",
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"You can go on\nthrough!")))
|
||||
end))
|
||||
return true
|
||||
end
|
||||
local back
|
||||
if horizontal then
|
||||
back = ow.player.facing == "left" and "right" or "left"
|
||||
@@ -324,7 +363,7 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
back = ow.player.facing == "up" and "down" or "up"
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "I'm parched...\nNo entry until\nI get a drink!",
|
||||
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!\nThe road's closed.",
|
||||
function()
|
||||
ow:scriptMove(ow.player, back, 1)
|
||||
end))
|
||||
@@ -386,35 +425,105 @@ M.BIKE_SHOP = {
|
||||
-- the Cinnabar lab (the wait is skipped).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local function mtMoonFossil(itemId, otherName)
|
||||
-- The Super Nerd (object index 1) claims both fossils and blocks the way
|
||||
-- to them. In scripts/MtMoonB2F.asm he isn't a sight-line trainer: his
|
||||
-- header carries no range, so MtMoonB2FDefaultScript force-triggers the
|
||||
-- battle the instant the player steps onto (13,8) -- the chokepoint tile
|
||||
-- to his right -- and reaching for a fossil intercepts you too.
|
||||
local function superNerdBeaten(ow)
|
||||
local nerd = ow:npcByIndex(1)
|
||||
return not nerd or ow:trainerDefeated(nerd)
|
||||
end
|
||||
|
||||
local function engageSuperNerd(game, ow, onDone)
|
||||
local nerd = ow:npcByIndex(1)
|
||||
if not nerd or ow:trainerDefeated(nerd) then
|
||||
if onDone then onDone() end
|
||||
return
|
||||
end
|
||||
nerd:facePlayer(ow.player)
|
||||
ow:engageTrainer(nerd, onDone)
|
||||
end
|
||||
|
||||
-- MtMoonB2FMoveSuperNerdScript: player-near-dome coords walk RIGHT then
|
||||
-- UP (MoveRight falls through into MoveUp); near-helix walks UP only.
|
||||
local function mtMoonNerdWalk(px, py, itemId)
|
||||
if (px == 12 and py == 7) or (px == 11 and py == 6) or (px == 12 and py == 5) then
|
||||
return { "right", "up" }
|
||||
end
|
||||
if (px == 13 and py == 7) or (px == 14 and py == 6) or (px == 14 and py == 5) then
|
||||
return { "up" }
|
||||
end
|
||||
return (itemId == "DOME_FOSSIL") and { "right", "up" } or { "up" }
|
||||
end
|
||||
|
||||
-- scripts/MtMoonB2F.asm Dome/Helix fossil text_asm + MoveSuperNerd +
|
||||
-- SuperNerdTakesOtherFossil: pick one, hide it, walk the nerd to the
|
||||
-- other, "All right. Then this is mine!", hide the other.
|
||||
local function mtMoonFossil(itemId, otherName, gotFlag)
|
||||
return function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
if game.save.flags.EVENT_GOT_A_FOSSIL then
|
||||
game.stack:push(TextBox.new(game, "You already took\na fossil.", done))
|
||||
local t = game.data.text
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_GOT_DOME_FOSSIL or flags.EVENT_GOT_HELIX_FOSSIL then
|
||||
done()
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game, "You found a\nfossil! Take it?", function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then done() return end
|
||||
game.save.inventory[itemId] = 1
|
||||
game.save.flags.EVENT_GOT_A_FOSSIL = true
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, overworld = ow, game = game }
|
||||
Commands.hide_object(ctx, "MT_MOON_B2F", npc.def.name)
|
||||
Commands.hide_object(ctx, "MT_MOON_B2F", otherName)
|
||||
local name = game.data.items[itemId].name
|
||||
if not superNerdBeaten(ow) then
|
||||
engageSuperNerd(game, ow, done)
|
||||
return
|
||||
end
|
||||
local want = (itemId == "DOME_FOSSIL")
|
||||
and (t._MtMoonB2FDomeFossilYouWantText or "You want the\nDOME FOSSIL?")
|
||||
or (t._MtMoonB2FHelixFossilYouWantText or "You want the\nHELIX FOSSIL?")
|
||||
game.stack:push(TextBox.new(game, want, nil, { choice = function(yes)
|
||||
if not yes then done() return end
|
||||
if not require("src.inventory.Bag").add(game.save, itemId, 1) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
("%s got the\n%s!"):format(game.save.player.name, name), done))
|
||||
end))
|
||||
end))
|
||||
t._MtMoonB2FYouHaveNoRoomText or "Look, you've got\nno room for this.",
|
||||
done))
|
||||
return
|
||||
end
|
||||
local idef = game.data.items[itemId]
|
||||
game.stringBuffer = idef and idef.name or itemId
|
||||
require("src.core.Sound").play(game.data, "Get_Key_Item")
|
||||
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._MtMoonB2FReceivedFossilText
|
||||
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
|
||||
function()
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object(
|
||||
{ save = game.save, overworld = ow, game = game },
|
||||
"MT_MOON_B2F", npc.def.name)
|
||||
flags[gotFlag] = true
|
||||
ow.runner:run({
|
||||
{ "walk_npc", 1, dirs },
|
||||
{ "text_opts", { auto = true } },
|
||||
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "MT_MOON_B2F", otherName },
|
||||
}, { onDone = done })
|
||||
end))
|
||||
end }))
|
||||
end
|
||||
end
|
||||
|
||||
M.MT_MOON_B2F = {
|
||||
-- MtMoonB2FDefaultScript forces the Super Nerd battle when the player
|
||||
-- steps onto (13,8), the tile beside him guarding the fossils.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x == 13 and y == 8 and not superNerdBeaten(ow) then
|
||||
engageSuperNerd(game, ow, nil)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
talk = {
|
||||
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil("DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL"),
|
||||
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil("HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL"),
|
||||
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
|
||||
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
|
||||
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
|
||||
"HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL", "EVENT_GOT_HELIX_FOSSIL"),
|
||||
},
|
||||
}
|
||||
|
||||
@@ -646,73 +755,174 @@ M.CINNABAR_LAB_FOSSIL_ROOM = {
|
||||
-- -------------------------------------------------------------------
|
||||
-- Day-care (scripts/Daycare.asm): the boarded Pokémon earns 1 exp per
|
||||
-- step; the fee is ¥100 plus ¥100 per level gained.
|
||||
--
|
||||
-- #118: do not raise mon.level until a paid retrieve (pokered reverts
|
||||
-- wDayCareMonBoxLevel on .leaveMonInDayCare). Fold pending steps into
|
||||
-- mon.exp once and clear them so a second talk cannot re-apply the same
|
||||
-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here —
|
||||
-- TextBox.TOKENS.RAM only knows wStringBuffer.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local function fillDaycareText(s, subs)
|
||||
s = s:gsub("{PLAYER}", subs.player or "")
|
||||
s = s:gsub("{RAM:([^}]*)}", function(name) return subs[name] or "" end)
|
||||
-- extractor NUM spans may include flags after a comma; keep the name
|
||||
s = s:gsub("{NUM:([%w_]+)[^}]*}", function(name)
|
||||
return tostring(subs[name] or "0")
|
||||
end)
|
||||
return s
|
||||
end
|
||||
|
||||
M.DAYCARE = {
|
||||
talk = {
|
||||
TEXT_DAYCARE_GENTLEMAN = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local t = game.data.text
|
||||
local dc = game.save.daycare
|
||||
local playerName = game.save.player and game.save.player.name or "RED"
|
||||
|
||||
local function monName(mon)
|
||||
local def = game.data.pokemon[mon.species]
|
||||
return mon.nickname or (def and def.name) or mon.species
|
||||
end
|
||||
|
||||
if dc and dc.mon then
|
||||
local Growth = require("src.pokemon.Growth")
|
||||
local Stats = require("src.pokemon.Stats")
|
||||
local Party = require("src.pokemon.Party")
|
||||
local mon = dc.mon
|
||||
local def = game.data.pokemon[mon.species]
|
||||
mon.exp = mon.exp + (dc.steps or 0)
|
||||
local newLevel = math.min(100, Growth.levelForExp(def.growthRate, mon.exp))
|
||||
local fee = 100 + (newLevel - mon.level) * 100
|
||||
local grew = newLevel > mon.level
|
||||
mon.level = newLevel
|
||||
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
|
||||
mon.hp = mon.stats.hp
|
||||
local msg = grew and (t._DaycareGentlemanMonHasGrownText or "It's grown a lot!")
|
||||
or "Back already?"
|
||||
game.stack:push(TextBox.new(game,
|
||||
msg .. ("\fThe fee is ¥%d.\nGet it back?"):format(fee), function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if yes and game.save.money >= fee then
|
||||
-- Apply deferred step-exp once (OverworldController only bumps
|
||||
-- daycare.steps). Clearing prevents double-count on re-talk.
|
||||
mon.exp = (mon.exp or 0) + (dc.steps or 0)
|
||||
dc.steps = 0
|
||||
-- depositLevel mirrors wDayCareMonBoxLevel: fee baseline that
|
||||
-- must survive a declined retrieve. Fall back to mon.level for
|
||||
-- older saves that predate the field.
|
||||
if dc.depositLevel == nil then dc.depositLevel = mon.level end
|
||||
local startLevel = dc.depositLevel
|
||||
local newLevel = Growth.levelForExp(def and def.growthRate, mon.exp)
|
||||
if newLevel >= 100 then
|
||||
newLevel = 100
|
||||
if def then
|
||||
mon.exp = Growth.expForLevel(def.growthRate, 100)
|
||||
end
|
||||
end
|
||||
local levelsGrown = math.max(0, newLevel - startLevel)
|
||||
local fee = 100 + levelsGrown * 100
|
||||
local name = monName(mon)
|
||||
local subs = {
|
||||
player = playerName,
|
||||
wNameBuffer = name,
|
||||
wDayCareMonName = name,
|
||||
wDayCareNumLevelsGrown = levelsGrown,
|
||||
wDayCareTotalCost = fee,
|
||||
}
|
||||
local statusText = levelsGrown > 0
|
||||
and (t._DaycareGentlemanMonHasGrownText
|
||||
or "Your {RAM:wNameBuffer}\nhas grown a lot!\fBy level, it's\ngrown by {NUM:wDayCareNumLevelsGrown, 1, 3}!\fAren't I great?")
|
||||
or (t._DaycareGentlemanMonNeedsMoreTimeText
|
||||
or "Back already?\nYour {RAM:wNameBuffer}\nneeds some more\ntime with me.")
|
||||
|
||||
game.stack:push(TextBox.new(game, fillDaycareText(statusText, subs), function()
|
||||
if #game.save.party >= Party.MAX then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanNoRoomForMonText
|
||||
or "You have no room\nfor this POKéMON!", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanOweMoneyText
|
||||
or "You owe me ¥{NUM:wDayCareTotalCost, 2 | LEADING_ZEROES | LEFT_ALIGN}\nfor the return\nof this POKéMON.",
|
||||
subs),
|
||||
nil, { choice = function(yes)
|
||||
if not yes then
|
||||
-- .leaveMonInDayCare: revert any transient level bump
|
||||
mon.level = startLevel
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._DaycareGentlemanAllRightThenText or "All right then,\n")
|
||||
.. (t._DaycareGentlemanComeAgainText or "come again."),
|
||||
done))
|
||||
return
|
||||
end
|
||||
if (game.save.money or 0) < fee then
|
||||
mon.level = startLevel
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanNotEnoughMoneyText
|
||||
or "Hey, you don't\nhave enough ¥!", done))
|
||||
return
|
||||
end
|
||||
game.save.money = game.save.money - fee
|
||||
mon.level = newLevel
|
||||
if def then
|
||||
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
|
||||
mon.hp = mon.stats.hp
|
||||
-- Daycare.asm: WriteMonMoves with wLearningMovesFromDayCare
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
Pokemon.learnMovesFromDayCare(
|
||||
game.data, mon, def, startLevel, newLevel)
|
||||
end
|
||||
table.insert(game.save.party, mon)
|
||||
game.save.daycare = nil
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanGotMonBackText or "Here you go!", done))
|
||||
else
|
||||
game.stack:push(TextBox.new(game,
|
||||
yes and (t._DaycareGentlemanOweMoneyText or "You owe me money!")
|
||||
or "Come again!", done))
|
||||
end
|
||||
end))
|
||||
t._DaycareGentlemanHeresYourMonText
|
||||
or "Thank you! Here's\nyour POKéMON!", function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanGotMonBackText
|
||||
or "{PLAYER} got\n{RAM:wDayCareMonName} back!",
|
||||
subs), done))
|
||||
end))
|
||||
end }))
|
||||
end))
|
||||
return
|
||||
end
|
||||
|
||||
if #game.save.party < 2 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
"You only have one\nPOKéMON with you!", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanIntroText or "I can raise a\nPOKéMON for you.", function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then done() return end
|
||||
local PartyMenu = require("src.ui.PartyMenu")
|
||||
game.stack:push(PartyMenu.new(game, {
|
||||
pickOnly = true,
|
||||
onSwitch = function(mon)
|
||||
for i, m in ipairs(game.save.party) do
|
||||
if m == mon then table.remove(game.save.party, i) break end
|
||||
end
|
||||
game.save.daycare = { mon = mon, steps = 0 }
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanWillLookAfterMonText or
|
||||
"Fine, I'll look\nafter it a while!", done))
|
||||
end,
|
||||
}))
|
||||
end))
|
||||
end))
|
||||
t._DaycareGentlemanIntroText
|
||||
or "I run a DAYCARE.\nWould you like me\nto raise one of\nyour POKéMON?",
|
||||
nil, { choice = function(yes)
|
||||
if not yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanComeAgainText or "come again.", done))
|
||||
return
|
||||
end
|
||||
if #game.save.party < 2 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanOnlyHaveOneMonText
|
||||
or "You only have one\nPOKéMON with you.", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanWhichMonText or "Which POKéMON\nshould I raise?",
|
||||
function()
|
||||
local PartyMenu = require("src.ui.PartyMenu")
|
||||
game.stack:push(PartyMenu.new(game, {
|
||||
pickOnly = true,
|
||||
onSwitch = function(mon)
|
||||
for i, m in ipairs(game.save.party) do
|
||||
if m == mon then table.remove(game.save.party, i) break end
|
||||
end
|
||||
local name = monName(mon)
|
||||
-- depositLevel = wDayCareMonBoxLevel at deposit time
|
||||
game.save.daycare = {
|
||||
mon = mon, steps = 0, depositLevel = mon.level,
|
||||
}
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanWillLookAfterMonText
|
||||
or "Fine, I'll look\nafter {RAM:wNameBuffer}\nfor a while.",
|
||||
{ player = playerName, wNameBuffer = name }),
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanComeSeeMeInAWhileText
|
||||
or "Come see me in\na while.", done))
|
||||
end))
|
||||
end,
|
||||
}))
|
||||
end))
|
||||
end }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -61,9 +61,61 @@ M.ROUTE_12_SUPER_ROD_HOUSE = {
|
||||
M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
|
||||
{ "show_text", "_Route12SuperRodHouseFishingGuruTryFishingText" }
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 5F purified zone (scripts/PokemonTower5F.asm
|
||||
-- PokemonTower5FDefaultScript): the 2x2 center pad heals the party once
|
||||
-- per visit. EVENT_IN_PURIFIED_ZONE latches until the player steps off;
|
||||
-- while on the pad the map script also sets BIT_NO_BATTLES (we return
|
||||
-- true from onStep so wild encounters are skipped the same way).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local TOWER_5F_PURIFIED = {
|
||||
[10 * 256 + 8] = true, [11 * 256 + 8] = true,
|
||||
[10 * 256 + 9] = true, [11 * 256 + 9] = true,
|
||||
}
|
||||
|
||||
-- HealParty -> GBFadeOutToWhite -> Delay3 -> Delay3 -> GBFadeInFromWhite
|
||||
-- -> TEXT_POKEMONTOWER5F_PURIFIEDZONE (no Music_PkmnHealed).
|
||||
local TOWER_5F_HEAL = {
|
||||
{ "heal_party" },
|
||||
{ "fade", "out", "white" },
|
||||
{ "wait", 3 },
|
||||
{ "wait", 3 },
|
||||
{ "fade", "in", "white" },
|
||||
{ "show_text", "_PokemonTower5FPurifiedZoneText" },
|
||||
}
|
||||
|
||||
M.POKEMON_TOWER_5F = {
|
||||
onStep = function(game, ow, x, y)
|
||||
if not TOWER_5F_PURIFIED[x * 256 + y] then
|
||||
game.save.flags.EVENT_IN_PURIFIED_ZONE = nil
|
||||
return false
|
||||
end
|
||||
if game.save.flags.EVENT_IN_PURIFIED_ZONE then
|
||||
return true
|
||||
end
|
||||
if ow.runner and ow.runner:isRunning() then return false end
|
||||
game.save.flags.EVENT_IN_PURIFIED_ZONE = true
|
||||
if ow.runner then
|
||||
ow.runner:run(TOWER_5F_HEAL)
|
||||
elseif ow.queueScript then
|
||||
ow:queueScript(TOWER_5F_HEAL)
|
||||
end
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- The ghost Marowak (scripts/PokemonTower6F.asm): blocks the stairs at
|
||||
-- (10,16) until identified with the Silph Scope and defeated.
|
||||
-- (10,16) until defeated.
|
||||
--
|
||||
-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
|
||||
-- Silph Scope check at the trigger -- the scope only decides whether the
|
||||
-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
|
||||
-- balls dodged). An earlier version of this port turned the player back
|
||||
-- without the scope and never opened the battle, which made 6F
|
||||
-- impassable on any route that skips Rocket Hideout; vanilla lets the
|
||||
-- battle open and a POKE_DOLL end it (see wBattleResult below).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_TOWER_6F = {
|
||||
@@ -71,26 +123,32 @@ M.POKEMON_TOWER_6F = {
|
||||
if game.save.flags.EVENT_BEAT_GHOST_MAROWAK then return false end
|
||||
if x ~= 10 or y ~= 16 then return false end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
if not game.save.inventory.SILPH_SCOPE then
|
||||
game.stack:push(TextBox.new(game,
|
||||
"A GHOST blocks\nthe way...\fDarn! You can't\nidentify it!",
|
||||
function()
|
||||
local back = ow.player.facing == "up" and "down" or "up"
|
||||
ow:scriptMove(ow.player, back, 1)
|
||||
end))
|
||||
return true
|
||||
end
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
"The GHOST was\nMAROWAK!\fThe restless soul\nattacks!", function()
|
||||
t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local battle = BattleState.newWild(game, "MAROWAK", 30)
|
||||
if not game.save.inventory.SILPH_SCOPE then
|
||||
battle:makeGhost()
|
||||
end
|
||||
battle.onFinish = function(result)
|
||||
if result == "win" then
|
||||
-- wBattleResult parity (PokemonTower6FMarowakBattleScript's
|
||||
-- "and a / jr nz"): losing writes $1 and running writes $2, but
|
||||
-- ItemUsePokeDoll ends the battle WITHOUT touching it, so the
|
||||
-- script reads 0 -- defeated. That is the famous Poke Doll
|
||||
-- trick, and the speedrun route this bot follows depends on it.
|
||||
if result == "win" or battle.pokeDollEscape then
|
||||
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
|
||||
game.stack:push(TextBox.new(game,
|
||||
"The restless soul\ncalmed down and\ndeparted!"))
|
||||
t._PokemonTower6FSoulWasCalmedText
|
||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
|
||||
elseif result ~= "lose" then
|
||||
-- .did_not_defeat: one simulated step right, off the trigger,
|
||||
-- so fleeing does not leave you standing on a cell that
|
||||
-- immediately re-fires.
|
||||
ow:scriptMove(ow.player, "right", 1)
|
||||
end
|
||||
ow:afterBattle(result)
|
||||
ow:afterBattle(result, battle)
|
||||
end
|
||||
game.stack:push(battle)
|
||||
end))
|
||||
@@ -136,18 +194,20 @@ local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right =
|
||||
local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local WALK_ORDER = { "up", "down", "left", "right" }
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
-- .UpdateWarp is run twice, so BOTH car warp entries get the same
|
||||
-- (warp id, map id): point every exit warp at the picked floor's
|
||||
-- elevator-door warp (the reciprocal warp found while building the
|
||||
-- menu). The car map's def is shared generated data, but its own
|
||||
-- warps are only ever read from inside the car, and this rewrite runs
|
||||
-- on every ride before the walk-out fires, so it is self-correcting.
|
||||
for _, w in ipairs(m.def.warps) do
|
||||
-- .UpdateWarp: point EVERY car exit warp at the same floor's elevator
|
||||
-- door (warp id, map id). Shared generated map data, but the car's
|
||||
-- warps are only read from inside the car; rides rewrite them again.
|
||||
local function elevatorSetExit(ow, floor)
|
||||
if not floor then return end
|
||||
for _, w in ipairs(ow.map.def.warps) do
|
||||
w.destMap = floor.map
|
||||
w.destWarp = floor.warpIdx
|
||||
end
|
||||
end
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
elevatorSetExit(ow, floor)
|
||||
-- leave by the exit tile under the player (they warped in onto one),
|
||||
-- else the nearest
|
||||
local door
|
||||
@@ -185,37 +245,68 @@ local function elevatorWalkOut(ow, floor)
|
||||
end)
|
||||
end
|
||||
|
||||
local function elevatorFloors(elevatorMapId, game)
|
||||
local floors = {}
|
||||
for mapId, def in pairs(game.data.maps) do
|
||||
for i, w in ipairs(def.warps) do
|
||||
if w.destMap == elevatorMapId then
|
||||
-- short floor token pokered actually prints, e.g.
|
||||
-- SILPH_CO_10F -> "10F", ROCKET_HIDEOUT_B2F -> "B2F"
|
||||
local token = mapId:match("_([^_]+)$") or mapId
|
||||
-- warpIdx: this floor's warp back into the elevator IS the
|
||||
-- warp the car's rewritten exit lands on (the reciprocal
|
||||
-- pair), matching wElevatorWarpMaps' (warp id, map id)
|
||||
table.insert(floors,
|
||||
{ map = mapId, x = w.x, y = w.y, token = token, warpIdx = i })
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
-- numeric floor order (SilphCoElevatorFloors' FLOOR_1F..FLOOR_11F),
|
||||
-- not lexicographic -- otherwise 10F/11F sort before 2F..9F
|
||||
table.sort(floors, function(a, b)
|
||||
return (tonumber(a.token:match("%d+")) or 0) <
|
||||
(tonumber(b.token:match("%d+")) or 0)
|
||||
end)
|
||||
return floors
|
||||
end
|
||||
|
||||
local function elevatorSeedExit(ow, floors, fromMapId)
|
||||
-- Seed a walk-out destination before the menu (or key-gate text):
|
||||
-- entry floor when known, else the first listed floor (1F). Choosing
|
||||
-- a floor still rewrites via elevatorWalkOut; B-cancel / no-key leave
|
||||
-- keeps this seed so walking out of the car cannot hit a missing ROM
|
||||
-- placeholder (#123) or the car's static default floor (#90: Rocket
|
||||
-- Hideout defaults to B1F even when entered from B2F/B4F).
|
||||
local exitFloor = floors[1]
|
||||
if fromMapId then
|
||||
for _, f in ipairs(floors) do
|
||||
if f.map == fromMapId then exitFloor = f break end
|
||||
end
|
||||
end
|
||||
elevatorSetExit(ow, exitFloor)
|
||||
return exitFloor
|
||||
end
|
||||
|
||||
local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
return {
|
||||
onEnter = function(game, ow)
|
||||
-- fromMapId: the floor the player just left (setMap passes it), so a
|
||||
-- B-cancel can still walk out onto a real map. Silph's ROM car warps
|
||||
-- default to UNUSED_MAP_ED, which is not in Data.maps -- Warp.resolve
|
||||
-- asserted and hard-crashed (#123).
|
||||
onEnter = function(game, ow, fromMapId)
|
||||
local floors = elevatorFloors(elevatorMapId, game)
|
||||
elevatorSeedExit(ow, floors, fromMapId)
|
||||
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
|
||||
-- a-key line (scripts/RocketHideoutElevator.asm). Exit warps are
|
||||
-- still seeded above so walking out returns to the entry floor
|
||||
-- instead of the car's ROM default (B1F) — #90 / #105.
|
||||
if keyGate and not game.save.inventory[keyGate.item] then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text[keyGate.text] or "It appears to\nneed a key."))
|
||||
return
|
||||
end
|
||||
local floors = {}
|
||||
for mapId, def in pairs(game.data.maps) do
|
||||
for i, w in ipairs(def.warps) do
|
||||
if w.destMap == elevatorMapId then
|
||||
-- short floor token pokered actually prints, e.g.
|
||||
-- SILPH_CO_10F -> "10F", ROCKET_HIDEOUT_B2F -> "B2F"
|
||||
local token = mapId:match("_([^_]+)$") or mapId
|
||||
-- warpIdx: this floor's warp back into the elevator IS the
|
||||
-- warp the car's rewritten exit lands on (the reciprocal
|
||||
-- pair), matching wElevatorWarpMaps' (warp id, map id)
|
||||
table.insert(floors,
|
||||
{ map = mapId, x = w.x, y = w.y, token = token, warpIdx = i })
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
-- numeric floor order (SilphCoElevatorFloors' FLOOR_1F..FLOOR_11F),
|
||||
-- not lexicographic -- otherwise 10F/11F sort before 2F..9F
|
||||
table.sort(floors, function(a, b)
|
||||
return (tonumber(a.token:match("%d+")) or 0) <
|
||||
(tonumber(b.token:match("%d+")) or 0)
|
||||
end)
|
||||
local items = {}
|
||||
for _, f in ipairs(floors) do
|
||||
table.insert(items, { label = f.token, value = f })
|
||||
@@ -248,7 +339,8 @@ local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
end,
|
||||
onCancel = function()
|
||||
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
|
||||
-- happens, the player just stays in the car
|
||||
-- happens, the player just stays in the car (exit warps were
|
||||
-- already seeded to the entry floor above)
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
@@ -260,6 +352,98 @@ M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR", nil, 9)
|
||||
M.ROCKET_HIDEOUT_ELEVATOR = elevator("ROCKET_HIDEOUT_ELEVATOR",
|
||||
{ item = "LIFT_KEY", text = "_RocketHideoutElevatorAppearsToNeedKeyText" })
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Rocket Hideout B4F (scripts/RocketHideoutB4F.asm):
|
||||
-- Rocket3's after-battle text_asm drops the LIFT KEY item ball
|
||||
-- (CheckAndSetEvent EVENT_ROCKET_DROPPED_LIFT_KEY / ShowObject
|
||||
-- TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_5). Both start hidden in the map
|
||||
-- objects; without this talk side-effect the key never appears (#90,
|
||||
-- #105).
|
||||
-- Giovanni's post-battle script likewise ShowObject's the Silph Scope
|
||||
-- after the hope-we-meet-again line (TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_4).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROCKET_HIDEOUT_B4F = {
|
||||
talk = {
|
||||
TEXT_ROCKETHIDEOUTB4F_ROCKET3 = function(game, ow, npc, done)
|
||||
if not ow:trainerDefeated(npc) then
|
||||
ow:engageTrainer(npc, done)
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._RocketHideoutB4FRocket3AfterBattleText
|
||||
or "Oh no! I dropped\nthe LIFT KEY!",
|
||||
function()
|
||||
-- CheckAndSetEvent EVENT_ROCKET_DROPPED_LIFT_KEY: first talk
|
||||
-- after the win reveals the ball; later talks only reprint.
|
||||
if not game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY then
|
||||
game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY = true
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.show_object(
|
||||
{ game = game, save = game.save, overworld = ow },
|
||||
"ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_LIFT_KEY")
|
||||
end
|
||||
done()
|
||||
end))
|
||||
end,
|
||||
|
||||
TEXT_ROCKETHIDEOUTB4F_GIOVANNI = function(game, ow, npc, done)
|
||||
-- Giovanni has no trainer-header row (def_trainers 2); his text_asm
|
||||
-- owns both the engage and the BeatGiovanniScript aftermath.
|
||||
if ow:trainerDefeated(npc)
|
||||
or game.save.flags.EVENT_BEAT_ROCKET_HIDEOUT_GIOVANNI then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._RocketHideoutB4FGiovanniHopeWeMeetAgainText
|
||||
or "I hope we meet\nagain...", done))
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local t = game.data.text
|
||||
local impressed = t._RocketHideoutB4FGiovanniImpressedYouGotHereText
|
||||
or "So! I must say, I\nam impressed you\ngot here!"
|
||||
local cannotBe = t._RocketHideoutB4FGiovanniWhatCannotBeText
|
||||
or "WHAT!\nThis cannot be!"
|
||||
local hope = t._RocketHideoutB4FGiovanniHopeWeMeetAgainText
|
||||
or "I hope we meet\nagain..."
|
||||
game.stack:push(TextBox.new(game, impressed, function()
|
||||
local battle = BattleState.newTrainer(game, "OPP_GIOVANNI", 1)
|
||||
battle.onFinish = function(result)
|
||||
if result ~= "win" then
|
||||
ow:afterBattle(result, battle)
|
||||
done()
|
||||
return
|
||||
end
|
||||
game.save.defeatedTrainers[npc.id] = true
|
||||
game.save.flags.EVENT_BEAT_ROCKET_HIDEOUT_GIOVANNI = true
|
||||
-- End-battle "WHAT!" then BeatGiovanniScript's hope text,
|
||||
-- fade, HideObject Giovanni, ShowObject Silph Scope.
|
||||
game.stack:push(TextBox.new(game, cannotBe, function()
|
||||
game.stack:push(TextBox.new(game, hope, function()
|
||||
local Transition = require("src.render.Transition")
|
||||
game.stack:push(Transition.new(game, function()
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "ROCKET_HIDEOUT_B4F",
|
||||
"ROCKETHIDEOUTB4F_GIOVANNI")
|
||||
Commands.show_object(ctx, "ROCKET_HIDEOUT_B4F",
|
||||
"ROCKETHIDEOUTB4F_SILPH_SCOPE")
|
||||
end, function()
|
||||
ow:afterBattle(result, battle)
|
||||
done()
|
||||
end))
|
||||
end))
|
||||
end))
|
||||
end
|
||||
ow:pushBattle(battle)
|
||||
end))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Game Corner coins, prizes, and the rocket-poster switch that reveals
|
||||
-- the hideout stairs (scripts/GameCorner.asm, data/events/prizes.asm +
|
||||
@@ -272,14 +456,23 @@ M.GAME_CORNER = {
|
||||
-- EVENT_FOUND_ROCKET_HIDEOUT is unset, $43 after)
|
||||
onEnter = function(game, ow)
|
||||
local poster = game.data.field.gameCornerPoster
|
||||
if not poster then return end
|
||||
local block = game.save.flags[poster.event] and poster.openBlock
|
||||
or poster.closedBlock
|
||||
ow:replaceBlock(poster.x, poster.y, block)
|
||||
if poster then
|
||||
local block = game.save.flags[poster.event] and poster.openBlock
|
||||
or poster.closedBlock
|
||||
ow:replaceBlock(poster.x, poster.y, block)
|
||||
end
|
||||
-- pick this visit's lucky slot machine
|
||||
-- (wLuckySlotHiddenEventIndex, engine/slots/game_corner_slots2.asm)
|
||||
local seats = game.data.field.slotMachines.GAME_CORNER
|
||||
ow.luckySlot = love.math.random(1, #seats)
|
||||
-- #131: pre-#50 saves beat the poster grunt (defeatedTrainers) but
|
||||
-- never hid him; clear the tile if he is already marked defeated
|
||||
local rocketId = "GAME_CORNER_obj_11"
|
||||
if game.save.defeatedTrainers and game.save.defeatedTrainers[rocketId] then
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
"GAME_CORNER", "GAMECORNER_ROCKET")
|
||||
end
|
||||
end,
|
||||
talk = {
|
||||
-- the poster bg event: pressing A reveals the hidden switch
|
||||
@@ -303,6 +496,39 @@ M.GAME_CORNER = {
|
||||
done()
|
||||
end))
|
||||
end,
|
||||
-- the grunt guarding the poster (GameCornerRocketText /
|
||||
-- GameCornerRocketBattleScript / GameCornerRocketExitScript): after
|
||||
-- losing he warns the BOSS and leaves the floor for good, freeing
|
||||
-- the tile in front of the hideout switch
|
||||
TEXT_GAMECORNER_ROCKET = function(game, ow, npc, done)
|
||||
local Commands = require("src.script.Commands")
|
||||
local function hideRocket()
|
||||
Commands.hide_object({ game = game, save = game.save,
|
||||
overworld = ow },
|
||||
"GAME_CORNER", "GAMECORNER_ROCKET")
|
||||
end
|
||||
-- already beaten: hide anyway so pre-#50 saves that only have
|
||||
-- defeatedTrainers (no objectToggles hide) clear the poster tile
|
||||
if ow:trainerDefeated(npc) then
|
||||
hideRocket()
|
||||
done()
|
||||
return
|
||||
end
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._GameCornerRocketAfterBattleText
|
||||
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
||||
function()
|
||||
hideRocket()
|
||||
done()
|
||||
end))
|
||||
end)
|
||||
end,
|
||||
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
@@ -349,24 +575,42 @@ M.GAME_CORNER = {
|
||||
},
|
||||
}
|
||||
|
||||
-- Red-version prize lists (data/events/prizes.asm, prize_mon_levels.asm)
|
||||
local PRIZES = {
|
||||
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
|
||||
-- The six mon prizes differ between Red and Blue; the three TM prizes are
|
||||
-- identical, so they are shared and appended to each version's mon list.
|
||||
local PRIZE_TMS = {
|
||||
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
||||
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
||||
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
||||
}
|
||||
local RED_PRIZES = {
|
||||
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
|
||||
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
|
||||
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
|
||||
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
|
||||
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
||||
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
||||
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
||||
}
|
||||
local BLUE_PRIZES = {
|
||||
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
|
||||
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
|
||||
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
|
||||
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
|
||||
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
|
||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
||||
}
|
||||
|
||||
local function activePrizes()
|
||||
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
|
||||
end
|
||||
|
||||
local function prizeCounter(game, ow, npc, done)
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
local Commands = require("src.script.Commands")
|
||||
local items = {}
|
||||
for _, p in ipairs(PRIZES) do
|
||||
for _, p in ipairs(activePrizes()) do
|
||||
local label
|
||||
if p.kind == "mon" then
|
||||
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
||||
@@ -411,18 +655,63 @@ M.GAME_CORNER_PRIZE_ROOM = {
|
||||
-- and the player steps off the dock, the ship sets sail.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- the ship's hull/deck blocks (block cols 5-8, rows 1-2) and the water
|
||||
-- that replaces them once she sails (the surrounding blocks of each row)
|
||||
local DOCK_SHIP_BLOCKS = {
|
||||
{ bx = 5, by = 1, water = 1 }, { bx = 6, by = 1, water = 1 },
|
||||
{ bx = 7, by = 1, water = 1 }, { bx = 8, by = 1, water = 1 },
|
||||
{ bx = 5, by = 2, water = 13 }, { bx = 6, by = 2, water = 13 },
|
||||
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
|
||||
}
|
||||
|
||||
M.VERMILION_DOCK = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_SS_ANNE_LEFT then
|
||||
local Flags = require("src.script.Flags")
|
||||
local f = game.save.flags
|
||||
if Flags.get(game.save, "EVENT_SS_ANNE_LEFT") then
|
||||
-- the ship is long gone: erase her right away, and anyone who
|
||||
-- still lands here is sent back out past the guard
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
ow.map:setBlock(b.bx, b.by, b.water)
|
||||
end
|
||||
ow.map.renderer:rebuild()
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._VermilionCitySailor1ShipSetSailText
|
||||
or "The ship set sail.", function()
|
||||
ow:startWarpTo("VERMILION_CITY", 19, 30, "up")
|
||||
ow:startWarpTo("VERMILION_CITY", 18, 29, "up")
|
||||
end))
|
||||
elseif game.save.flags.EVENT_GOT_HM01 then
|
||||
game.save.flags.EVENT_SS_ANNE_LEFT = true
|
||||
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
|
||||
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
|
||||
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
|
||||
-- triggers the departure (wDestinationWarpID == 1 in pokered) --
|
||||
-- Music_Surfing plays for the sail-away cutscene, smoke puffs
|
||||
-- drift off the funnel, the horn blows, the ship is erased to
|
||||
-- open water, and the player is walked off the dock into the
|
||||
-- city past the guard (VermilionCity's
|
||||
-- SCRIPT_VERMILIONCITY_PLAYER_EXIT_SHIP walk)
|
||||
Flags.set(game.save, "EVENT_SS_ANNE_LEFT")
|
||||
local Music = require("src.core.Music")
|
||||
Music.stop()
|
||||
Music.play(game.data, "Music_Surfing")
|
||||
local function puff(n, cx)
|
||||
if n <= 0 then return end
|
||||
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
||||
end
|
||||
puff(3, 15)
|
||||
local rows = {}
|
||||
rows[#rows + 1] = { "wait", 100 }
|
||||
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
|
||||
end
|
||||
rows[#rows + 1] = { "wait", 30 }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
-- keep Music_Surfing across the city warp (pokered stays on it
|
||||
-- through the exit-ship walk)
|
||||
rows[#rows + 1] = { "play_music", "Music_Surfing", { keep = true } }
|
||||
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
ow:queueScript(rows)
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -212,30 +212,31 @@ M.COPYCATS_HOUSE_2F = {
|
||||
talk = {
|
||||
TEXT_COPYCATSHOUSE2F_COPYCAT = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
local Bag = require("src.inventory.Bag")
|
||||
if game.save.flags.EVENT_GOT_TM31 then
|
||||
push(game, t._CopycatsHouse2FCopycatWhirlingText
|
||||
or "Huh? Huh? Huh?", done)
|
||||
push(game, t._CopycatsHouse2FCopycatTM31Explanation2Text, done)
|
||||
return
|
||||
end
|
||||
if (game.save.inventory.POKE_DOLL or 0) > 0 then
|
||||
ask(game, t._CopycatsHouse2FCopycatPokeDollText
|
||||
or "Oh wow!\nA POKé DOLL!\fFor me?\nCan I have it?", function(yes)
|
||||
if not yes then done() return end
|
||||
game.save.inventory.POKE_DOLL = game.save.inventory.POKE_DOLL - 1
|
||||
if game.save.inventory.POKE_DOLL == 0 then
|
||||
game.save.inventory.POKE_DOLL = nil
|
||||
end
|
||||
if not require("src.inventory.Bag").add(game.save, "TM_MIMIC", 1) then
|
||||
push(game, "You don't have\nroom for TM31!", done)
|
||||
-- Mimic line first; auto-trade POKE DOLL for TM31 (no YES/NO).
|
||||
push(game, t._CopycatsHouse2FCopycatDoYouLikePokemonText, function()
|
||||
if (game.save.inventory.POKE_DOLL or 0) <= 0 then
|
||||
done()
|
||||
return
|
||||
end
|
||||
push(game, t._CopycatsHouse2FCopycatTM31PreReceiveText, function()
|
||||
if not Bag.add(game.save, "TM_MIMIC", 1) then
|
||||
push(game, t._CopycatsHouse2FCopycatTM31NoRoomText, done)
|
||||
return
|
||||
end
|
||||
game.stringBuffer = game.data.items.TM_MIMIC.name
|
||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
||||
Bag.remove(game.save, "POKE_DOLL", 1)
|
||||
game.save.flags.EVENT_GOT_TM31 = true
|
||||
push(game, ("%s got\nTM31!"):format(game.save.player.name), done)
|
||||
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
|
||||
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
|
||||
end)
|
||||
end)
|
||||
return
|
||||
end
|
||||
push(game, t._CopycatsHouse2FCopycatText
|
||||
or "I like to mimic\npeople!", done)
|
||||
end)
|
||||
end,
|
||||
},
|
||||
}
|
||||
@@ -457,6 +458,25 @@ M.ROUTE_24 = {
|
||||
battleOrDone()
|
||||
end,
|
||||
},
|
||||
-- Route24DefaultScript forces TEXT_ROUTE24_COOLTRAINER_M1 whenever the
|
||||
-- player stands on (10,15) in front of the recruiter while
|
||||
-- EVENT_GOT_NUGGET is unset (dbmapcoord 10,15), independent of facing
|
||||
-- or input -- he has no trainer header, so sight never engages him.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_GOT_NUGGET then return false end
|
||||
if not (x == 10 and y == 15) then return false end
|
||||
if ow.runner:isRunning() or ow.engaging then return false end
|
||||
local recruiter
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "ROUTE24_COOLTRAINER_M1" then
|
||||
recruiter = npc
|
||||
break
|
||||
end
|
||||
end
|
||||
if not recruiter then return false end
|
||||
ow:showMapText("TEXT_ROUTE24_COOLTRAINER_M1", recruiter)
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -626,11 +646,153 @@ local function e4ExitSeal(flag, closedBlock, openBlock, dontRunText, autoFlag)
|
||||
}
|
||||
end
|
||||
|
||||
-- Lorelei/Bruno/Agatha EndBattleScript (pokered): EndTrainerBattle then
|
||||
-- DisplayTextID -> TalkToTrainer, which prints the AfterBattle text on a
|
||||
-- win. engageTrainer only shows the won line, so wrap talk like Lance /
|
||||
-- Game Corner Rocket and push header.after immediately after a win.
|
||||
local function e4LeaderTalk(afterLabel)
|
||||
return function(game, ow, npc, done)
|
||||
done = done or function() end
|
||||
if ow:trainerDefeated(npc) then
|
||||
local after = text(game)[afterLabel]
|
||||
if after then push(game, after, done) else done() end
|
||||
return
|
||||
end
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
return
|
||||
end
|
||||
local after = text(game)[afterLabel]
|
||||
if after then push(game, after, done) else done() end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
M.LORELEIS_ROOM = e4ExitSeal("EVENT_BEAT_LORELEIS_ROOM_TRAINER_0", 0x24, 0x05,
|
||||
"_LoreleisRoomLoreleiDontRunAwayText", "EVENT_AUTOWALKED_INTO_LORELEIS_ROOM")
|
||||
M.LORELEIS_ROOM.talk = {
|
||||
TEXT_LORELEISROOM_LORELEI = e4LeaderTalk("_LoreleisRoomLoreleiAfterBattleText"),
|
||||
}
|
||||
M.BRUNOS_ROOM = e4ExitSeal("EVENT_BEAT_BRUNOS_ROOM_TRAINER_0", 0x24, 0x05,
|
||||
"_BrunosRoomBrunoDontRunAwayText", "EVENT_AUTOWALKED_INTO_BRUNOS_ROOM")
|
||||
M.BRUNOS_ROOM.talk = {
|
||||
TEXT_BRUNOSROOM_BRUNO = e4LeaderTalk("_BrunoAfterBattleText"),
|
||||
}
|
||||
M.AGATHAS_ROOM = e4ExitSeal("EVENT_BEAT_AGATHAS_ROOM_TRAINER_0", 0x3b, 0x0e,
|
||||
"_AgathasRoomAgathaDontRunAwayText", "EVENT_AUTOWALKED_INTO_AGATHAS_ROOM")
|
||||
M.AGATHAS_ROOM.talk = {
|
||||
TEXT_AGATHASROOM_AGATHA = e4LeaderTalk("_AgathaAfterBattleText"),
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Lance's room (scripts/LancesRoom.asm). Unlike the other three E4
|
||||
-- rooms this one gates its ENTRANCE, not its exit: the .blk ships with
|
||||
-- the arena doorway CLOSED (blocks $72/$73 at block (2,6)/(3,6), cells
|
||||
-- (4-7,12-13)), and LanceShowOrHideEntranceBlocks OPENS it ($31/$32)
|
||||
-- on every map load while EVENT_LANCES_ROOM_LOCK_DOOR is unset.
|
||||
-- Without this script the doorway never opened, so the whole arena --
|
||||
-- Lance AND both CHAMPIONS_ROOM warps at (5,0)/(6,0) -- was sealed off
|
||||
-- from the entrance hall and the league dead-ended here ("goto (6,11)
|
||||
-- unreachable on LANCES_ROOM").
|
||||
--
|
||||
-- LancesRoomDefaultScript's coordinate triggers, all inert once
|
||||
-- EVENT_BEAT_LANCE is set:
|
||||
-- (5,1)/(6,2) beside Lance -> his battle starts (a coordinate
|
||||
-- trigger, not a talk; victories.lua OPP_LANCE#1 sets
|
||||
-- EVENT_BEAT_LANCE on the win, so a loss re-arms)
|
||||
-- (5,11)/(6,11) the doorway -> CheckAndSetEvent
|
||||
-- EVENT_LANCES_ROOM_LOCK_DOOR: first crossing seals
|
||||
-- the door behind the player with SFX_GO_INSIDE
|
||||
-- (24,16) the entrance staircase -> WalkToLance: an auto-walk
|
||||
-- landing on (6,11). Vanilla WalkToLance_RLEList is
|
||||
-- up 12 / left 12 / down 7 / left 6 and skips collision
|
||||
-- through void tiles; our camera follows that literally
|
||||
-- and briefly shows the empty upper chamber (reads as
|
||||
-- "Gary's room"). We keep the same landing cell but
|
||||
-- route along the open-door floor corridor instead.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- Floor corridor (24,16) -> (6,11) with EVENT_LANCES_ROOM_LOCK_DOOR
|
||||
-- unset (entrance blocks $31/$32). Exposed for parity tests.
|
||||
local LANCE_WALK_IN = {
|
||||
{ "down", 2 }, { "left", 6 }, { "down", 5 }, { "left", 10 },
|
||||
{ "up", 9 }, { "left", 2 }, { "up", 3 },
|
||||
}
|
||||
|
||||
local function lanceEntranceBlocks(game, ow)
|
||||
local locked = game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR
|
||||
ow:replaceBlock(2, 6, locked and 0x72 or 0x31)
|
||||
ow:replaceBlock(3, 6, locked and 0x73 or 0x32)
|
||||
end
|
||||
|
||||
local function lanceLockDoor(game, ow)
|
||||
if game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR then return end
|
||||
game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR = true
|
||||
require("src.core.Sound").play(game.data, "Go_Inside")
|
||||
lanceEntranceBlocks(game, ow)
|
||||
end
|
||||
|
||||
local function lanceWalkIn(game, ow)
|
||||
local i = 0
|
||||
local function step()
|
||||
i = i + 1
|
||||
local seg = LANCE_WALK_IN[i]
|
||||
if not seg then
|
||||
-- lands on (6,11); vanilla's per-frame coord poll then locks the
|
||||
-- door at once. scriptMove landings do not fire onStep, so lock
|
||||
-- here.
|
||||
lanceLockDoor(game, ow)
|
||||
return
|
||||
end
|
||||
ow:scriptMove(ow.player, seg[1], seg[2], step)
|
||||
end
|
||||
step()
|
||||
end
|
||||
|
||||
M.LANCES_ROOM = {
|
||||
walkInRoute = LANCE_WALK_IN,
|
||||
onEnter = function(game, ow)
|
||||
lanceEntranceBlocks(game, ow)
|
||||
-- the warp arrival lands ON the staircase trigger, and onStep only
|
||||
-- fires for completed steps -- start the walk-in here, the same
|
||||
-- way Lorelei's auto walk-in runs from its onEnter
|
||||
if not game.save.flags.EVENT_BEAT_LANCE
|
||||
and ow.player.cellX == 24 and ow.player.cellY == 16 then
|
||||
lanceWalkIn(game, ow)
|
||||
end
|
||||
end,
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_LANCE then return false end
|
||||
if (x == 5 and y == 1) or (x == 6 and y == 2) then
|
||||
local lance
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "LANCESROOM_LANCE" then lance = npc break end
|
||||
end
|
||||
if not lance or ow:trainerDefeated(lance) then return false end
|
||||
lance:facePlayer(ow.player)
|
||||
-- LancesRoomLanceEndBattleScript DisplayTextID -> TalkToTrainer
|
||||
-- after-battle text (rival became champion first). engageTrainer
|
||||
-- only shows the won line, so push the after text on a win.
|
||||
ow:engageTrainer(lance, function()
|
||||
if not ow:trainerDefeated(lance) then return end
|
||||
local after = text(game)._LancesRoomLanceAfterBattleText
|
||||
if after then push(game, after) end
|
||||
end)
|
||||
return true
|
||||
end
|
||||
if (x == 5 or x == 6) and y == 11 then
|
||||
lanceLockDoor(game, ow)
|
||||
return false
|
||||
end
|
||||
if x == 24 and y == 16 then
|
||||
lanceWalkIn(game, ow)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
|
||||
M.CELADON_CHIEF_HOUSE = require("data.scripts.celadon_chief_house")
|
||||
|
||||
return M
|
||||
|
||||
@@ -259,23 +259,183 @@ M.CINNABAR_ISLAND = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- Pewter's youngster stops you leaving east before Brock is beaten
|
||||
-- (scripts/PewterCity.asm PewterCityCheckPlayerLeavingEastScript; the
|
||||
-- original escorts you to the gym, we walk you back a step)
|
||||
-- Pewter's youngster stops you leaving east before Brock is beaten and
|
||||
-- escorts you to the gym (scripts/PewterCity.asm
|
||||
-- PewterCityCheckPlayerLeavingEastScript /
|
||||
-- PewterCityYoungsterShowsPlayerGymScript, engine/overworld/auto_movement.asm
|
||||
-- PewterGymGuyMovementScriptPointerTable, engine/events/pewter_guys.asm
|
||||
-- PewterGymGuyCoords). Same lockstep style as Oak's lab escort: the
|
||||
-- youngster walks RLEList_PewterGymGuy while the player plays the
|
||||
-- reverse of RLEList_PewterGymPlayer with a PewterGuys positioning
|
||||
-- preamble. Ends at (11,18) / (12,18) by the gym, not phasing through
|
||||
-- the building.
|
||||
local pewterEscort = {}
|
||||
|
||||
-- RLEList_PewterGymGuy (NPC directions play forward)
|
||||
pewterEscort.guySteps = {
|
||||
"down", "down",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left", "left", "left", "left", "left",
|
||||
"up", "up", "up", "up", "up",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
}
|
||||
|
||||
-- Walk home: reverse of guySteps with opposite facings (gym → spawn).
|
||||
do
|
||||
local opp = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local ret = {}
|
||||
for i = #pewterEscort.guySteps, 1, -1 do
|
||||
ret[#ret + 1] = opp[pewterEscort.guySteps[i]]
|
||||
end
|
||||
pewterEscort.guyReturnSteps = ret
|
||||
end
|
||||
|
||||
-- RLEList_PewterGymPlayer before reverse / PewterGuys (NO_INPUT, RIGHT×2,
|
||||
-- DOWN×5, LEFT×11, UP×5, LEFT×15)
|
||||
pewterEscort.playerRle = {
|
||||
"NO",
|
||||
"right", "right",
|
||||
"down", "down", "down", "down", "down",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left",
|
||||
"up", "up", "up", "up", "up",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left", "left", "left", "left", "left",
|
||||
}
|
||||
|
||||
-- PewterGymGuyCoords: (x, y) -> positioning moves written after the RLE
|
||||
-- (played in reverse; $00 pauses are one overworld frame ≈ 1/8 tile for
|
||||
-- the NPC, so eight of them ≈ one guy head-start step)
|
||||
pewterEscort.preambles = {
|
||||
["34,16"] = { "left", "down", "down", "right" },
|
||||
["35,17"] = { "left", "down", "right", "left" },
|
||||
["37,18"] = { "left", "left", "left",
|
||||
"NO", "NO", "NO", "NO", "NO", "NO", "NO", "NO" },
|
||||
["37,19"] = { "left", "left", "up", "left" },
|
||||
["36,17"] = { "left", "down", "left",
|
||||
"NO", "NO", "NO", "NO", "NO", "NO", "NO", "NO" },
|
||||
}
|
||||
|
||||
-- Realized player path for a trigger tile: PewterGuys overwrites the
|
||||
-- last RLE byte and appends the preamble, then simulated joypad plays
|
||||
-- high→low (reverse). Leading NO×8 collapses to guyHeadStart=1; the
|
||||
-- trailing end-of-list NO is dropped (one-frame pause).
|
||||
function pewterEscort.playerPlan(x, y)
|
||||
local pre = pewterEscort.preambles[x .. "," .. y]
|
||||
if not pre then return nil end
|
||||
local buf = {}
|
||||
for i, d in ipairs(pewterEscort.playerRle) do buf[i] = d end
|
||||
buf[#buf] = pre[1]
|
||||
for i = 2, #pre do buf[#buf + 1] = pre[i] end
|
||||
local path = {}
|
||||
for i = #buf, 1, -1 do path[#path + 1] = buf[i] end
|
||||
local head = 0
|
||||
while path[head + 1] == "NO" do head = head + 1 end
|
||||
local tail = #path
|
||||
while tail > head and path[tail] == "NO" do tail = tail - 1 end
|
||||
local steps = {}
|
||||
for i = head + 1, tail do steps[#steps + 1] = path[i] end
|
||||
return { steps = steps, guyHeadStart = math.floor(head / 8) }
|
||||
end
|
||||
|
||||
local function pewterGymEscort(game, ow)
|
||||
if ow.runner:isRunning() or #ow.scriptMoves > 0 then return end
|
||||
local x, y = ow.player.cellX, ow.player.cellY
|
||||
local plan = pewterEscort.playerPlan(x, y)
|
||||
local Music = require("src.core.Music")
|
||||
local t = text(game)
|
||||
local follow = t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!"
|
||||
-- PewterGuys only has entries for five tiles; an unmatched talk tile
|
||||
-- (e.g. (36,16) east of him) just gets the follow-me line, same as a
|
||||
-- failed coords lookup would refuse to arm the walk.
|
||||
if not plan then
|
||||
push(game, follow)
|
||||
return
|
||||
end
|
||||
local guy = ow:npcByIndex(5) -- PEWTERCITY_YOUNGSTER
|
||||
local guySteps = pewterEscort.guySteps
|
||||
local head = plan.guyHeadStart
|
||||
|
||||
-- After the walk: face the player, restore map music, "Go take on
|
||||
-- BROCK", then retrace RLEList_PewterGymGuy back to his spawn (35,16).
|
||||
-- (pokered teleports him via MovementData_PewterGymGuyExit; we walk
|
||||
-- the same route home instead. Brock victory still HideObject's him.)
|
||||
local function walkHome()
|
||||
if not guy then return end
|
||||
local ret = pewterEscort.guyReturnSteps
|
||||
local i = 0
|
||||
local function tick()
|
||||
i = i + 1
|
||||
if not ret[i] then
|
||||
guy.facing = "down"
|
||||
return
|
||||
end
|
||||
ow:scriptMove(guy, ret[i], 1, tick)
|
||||
end
|
||||
tick()
|
||||
end
|
||||
|
||||
local function afterWalk()
|
||||
if guy then guy.facing = "left" end
|
||||
Music.playMap(game.data, "PEWTER_CITY")
|
||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||
or "Go take on BROCK\nat the GYM first!", walkHome)
|
||||
end
|
||||
|
||||
local function lockstep()
|
||||
local i = 0
|
||||
local function tick()
|
||||
i = i + 1
|
||||
local ps = plan.steps[i]
|
||||
if not ps then
|
||||
afterWalk()
|
||||
return
|
||||
end
|
||||
local gs = guySteps[head + i]
|
||||
if guy and gs then ow:scriptMove(guy, gs, 1) end
|
||||
ow:scriptMove(ow.player, ps, 1, tick)
|
||||
end
|
||||
tick()
|
||||
end
|
||||
|
||||
local function beginWalk()
|
||||
Music.play(game.data, "Music_MuseumGuy")
|
||||
if guy and head > 0 then
|
||||
local h = 0
|
||||
local function headTick()
|
||||
h = h + 1
|
||||
if h > head then lockstep(); return end
|
||||
ow:scriptMove(guy, guySteps[h], 1, headTick)
|
||||
end
|
||||
headTick()
|
||||
else
|
||||
lockstep()
|
||||
end
|
||||
end
|
||||
|
||||
push(game, follow, beginWalk)
|
||||
end
|
||||
|
||||
M.PEWTER_CITY = {
|
||||
escort = pewterEscort,
|
||||
-- PewterCityYoungsterText: talking also arms the gym escort script
|
||||
talk = {
|
||||
TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
|
||||
pewterGymEscort(game, ow)
|
||||
if done then done() end
|
||||
end,
|
||||
},
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_BROCK then return false end
|
||||
if ow.runner:isRunning() or #ow.scriptMoves > 0 then return false end
|
||||
if not inCoords({ { 35, 17 }, { 36, 17 }, { 37, 18 }, { 37, 19 } }, x, y) then
|
||||
return false
|
||||
end
|
||||
local t = text(game)
|
||||
push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "Hey! You're a\ntrainer, right?", function()
|
||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||
or "Go take on BROCK\nat the GYM first!", function()
|
||||
ow:scriptMove(ow.player, "left", 1)
|
||||
end)
|
||||
end)
|
||||
pewterGymEscort(game, ow)
|
||||
return true
|
||||
end,
|
||||
}
|
||||
@@ -297,6 +457,19 @@ end
|
||||
-- EVENT_ROUTE22_RIVAL_WANTS_BATTLE in Oak's lab (expired by Pewter
|
||||
-- Gym) and again in Viridian Gym; we derive the same windows from the
|
||||
-- surrounding story flags so old saves work too.
|
||||
-- Rival1Exit → Viridian (right/down); Rival2Exit → League (left).
|
||||
local function route22ExitDirs(n, py)
|
||||
if n == 2 then
|
||||
if py == 5 then return { "left", "left", "left", "left" } end
|
||||
return { "left", "left", "left" }
|
||||
end
|
||||
if py == 5 then
|
||||
return { "right", "right", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
return { "up", "right", "right", "right",
|
||||
"down", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
|
||||
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
|
||||
return {
|
||||
{ "show_object", "ROUTE_22", objName }, -- 1
|
||||
@@ -308,7 +481,7 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
|
||||
{ "set_flag", beatFlag }, -- 7
|
||||
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
|
||||
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
|
||||
{ "move_npc_to", objIndex, 25, 5 }, -- 10
|
||||
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
|
||||
{ "hide_object", "ROUTE_22", objName }, -- 11
|
||||
}
|
||||
end
|
||||
@@ -335,6 +508,14 @@ M.ROUTE_22 = {
|
||||
-- Cerulean City: the Nugget Bridge rival ambush (CeruleanCityCoords2),
|
||||
-- the TM28 rocket thief with his forced-fight cells (Coords1), and the
|
||||
-- cave guard who steps aside once you are Champion.
|
||||
-- Post-battle: Bill text then CeruleanCityMovement3/4 into town.
|
||||
local function ceruleanRivalExitDirs(px)
|
||||
if px == 20 then
|
||||
return { "right", "down", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
return { "left", "down", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
|
||||
local function ceruleanRivalScene(px, py)
|
||||
return {
|
||||
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 1
|
||||
@@ -342,32 +523,43 @@ local function ceruleanRivalScene(px, py)
|
||||
{ "face_object", 1, "down" }, -- 3
|
||||
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
|
||||
{ "jump_if_false", 10 }, -- 6
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
|
||||
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
|
||||
{ "move_npc_to", 1, 20, 2 }, -- 9
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 10
|
||||
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
|
||||
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
|
||||
}
|
||||
end
|
||||
|
||||
-- scripts/CeruleanCity.asm CeruleanCityRocketText: fight the thief,
|
||||
-- then he returns TM28 (DIG) and hurries off
|
||||
-- then he returns TM28 (DIG) and hurries off. CeruleanHideRocket
|
||||
-- (CeruleanCity_2.asm) is GBFadeOutToBlack → Show GUARD1 / Hide GUARD2 /
|
||||
-- Hide ROCKET → GBFadeInFromBlack — not a bare hide_object.
|
||||
local rocketRows = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
|
||||
{ "jump_if_true", 15 }, -- 3
|
||||
{ "jump_if_true", 15 }, -- 3 → CeruleanHideRocket
|
||||
{ "check_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 4
|
||||
{ "jump_if_true", 9 }, -- 5
|
||||
{ "show_text", "_CeruleanCityRocketText" }, -- 6
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 7
|
||||
{ "jump_if_false", 16 }, -- 8
|
||||
{ "jump_if_false", "end" }, -- 8
|
||||
{ "show_text", "_CeruleanCityRocketIllReturnTheTMText" }, -- 9
|
||||
{ "set_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 10
|
||||
{ "give_item", "TM_DIG", 1, false }, -- 11 (row 13 prints)
|
||||
{ "set_flag", "EVENT_GOT_TM28" }, -- 12
|
||||
{ "show_text", "_CeruleanCityRocketReceivedTM28Text" }, -- 13
|
||||
{ "show_text", "_CeruleanCityRocketIBetterGetMovingText" }, -- 14
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 15
|
||||
{ "fade", "out" }, -- 15 GBFadeOutToBlack
|
||||
-- CeruleanHideRocket while black: GUARD1 (28,12) appears, GUARD2
|
||||
-- (27,12) and the ROCKET go. GUARD2 blocks the trashed-house south
|
||||
-- door neighbour — the swap reconnects the city (Bill's ticket does
|
||||
-- the same in story.lua; either route is enough).
|
||||
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 16
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 17
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 18
|
||||
{ "fade", "in" }, -- 19 GBFadeInFromBlack
|
||||
}
|
||||
|
||||
M.CERULEAN_CITY = {
|
||||
@@ -444,10 +636,22 @@ local function bikeGateGuard(coords, stopText, explainText)
|
||||
return function(game, ow, x, y)
|
||||
if game.save.inventory.BICYCLE then return false end
|
||||
if not inCoords(coords, x, y) then return false end
|
||||
-- walk the player up to the tile beside the counter, no further:
|
||||
-- (matchedY - closestY) tiles, 0 when already next to it
|
||||
-- (Route16Gate1FDefaultScript's wCoordIndex-1). Forcing a fixed one
|
||||
-- tile up from the counter-adjacent row shoved the player onto the
|
||||
-- impassable desk and boxed them in.
|
||||
local closestY = coords[1][2]
|
||||
for _, c in ipairs(coords) do
|
||||
if c[2] < closestY then closestY = c[2] end
|
||||
end
|
||||
local dist = y - closestY
|
||||
local t = text(game)
|
||||
push(game, t[stopText] or "Hey! Wait up!", function()
|
||||
push(game, t[explainText] or "You need a\nBICYCLE for\nCYCLING ROAD!", function()
|
||||
ow:scriptMove(ow.player, "up", 1)
|
||||
if dist > 0 then
|
||||
ow:scriptMove(ow.player, "up", dist)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
return true
|
||||
|
||||
@@ -2,27 +2,111 @@
|
||||
-- "OPP_CLASS#partyIndex" (the object_event trainer args). Hand-ported
|
||||
-- from the leaders'/bosses' text_asm victory scripts:
|
||||
-- gym badges: scripts/PewterGym.asm ... ViridianGym.asm
|
||||
-- Rocket Hideout Giovanni: his Silph Scope is an item ball next to him
|
||||
-- (data/maps/objects/RocketHideoutB4F.asm), so no reward entry needed.
|
||||
-- Rocket Hideout Giovanni: Silph Scope is a hidden item ball revealed by
|
||||
-- ShowObject in RocketHideoutB4FBeatGiovanniScript (ported as the
|
||||
-- TEXT_ROCKETHIDEOUTB4F_GIOVANNI talk handler in story3.lua).
|
||||
-- The TM each gym leader hands out afterwards is also ported.
|
||||
--
|
||||
-- `deactivate` lists the EVENT_BEAT_* flags each gym's victory script
|
||||
-- sets to retire unfought non-leader trainers (PewterGym.asm
|
||||
-- "; deactivate gym trainers" / SetEventRange in the other gyms, and
|
||||
-- FightingDojo.asm SetEventRange EVENT_BEAT_KARATE_MASTER ..
|
||||
-- EVENT_BEAT_FIGHTING_DOJO_TRAINER_3).
|
||||
--
|
||||
-- `dialogue` is the end-battle + post-battle text chain each gym leader
|
||||
-- runs (SaveEndBattleTextPointers then the map's *PostBattle / ReceiveTM
|
||||
-- script). Leaders are not def_trainers entries, so engageTrainer has
|
||||
-- no header.won — checkVictoryRewards shows this chain instead of a
|
||||
-- synthetic "received badge/TM" stub.
|
||||
|
||||
local function range(prefix, first, last)
|
||||
local t = {}
|
||||
for i = first, last do
|
||||
t[#t + 1] = prefix .. i
|
||||
end
|
||||
return t
|
||||
end
|
||||
|
||||
return {
|
||||
-- PewterGym.asm .gymVictory also HideObject TOGGLE_GYM_GUY
|
||||
-- (PEWTERCITY_YOUNGSTER) and TOGGLE_ROUTE_22_RIVAL_1 so the east-exit
|
||||
-- escort NPC and the first Route 22 rival stay gone after the badge.
|
||||
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
|
||||
item = "TM_BIDE" },
|
||||
item = "TM_BIDE",
|
||||
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
|
||||
hide = {
|
||||
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
|
||||
{ "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||
},
|
||||
dialogue = {
|
||||
"_PewterGymBrockReceivedBoulderBadgeText",
|
||||
"_PewterGymBrockBoulderBadgeInfoText",
|
||||
"_PewterGymBrockWaitTakeThisText",
|
||||
"_PewterGymReceivedTM34Text",
|
||||
"_TM34ExplanationText",
|
||||
} },
|
||||
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
|
||||
item = "TM_BUBBLEBEAM" },
|
||||
item = "TM_BUBBLEBEAM",
|
||||
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
|
||||
dialogue = {
|
||||
"_CeruleanGymMistyReceivedCascadeBadgeText",
|
||||
"_CeruleanGymMistyCascadeBadgeInfoText",
|
||||
"_CeruleanGymMistyReceivedTM11Text",
|
||||
} },
|
||||
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
|
||||
item = "TM_THUNDERBOLT" },
|
||||
item = "TM_THUNDERBOLT",
|
||||
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
|
||||
dialogue = {
|
||||
"_VermilionGymLTSurgeReceivedThunderBadgeText",
|
||||
"_VermilionGymLTSurgeThunderBadgeInfoText",
|
||||
"_VermilionGymLTSurgeReceivedTM24Text",
|
||||
"_TM24ExplanationText",
|
||||
} },
|
||||
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
|
||||
item = "TM_MEGA_DRAIN" },
|
||||
item = "TM_MEGA_DRAIN",
|
||||
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
|
||||
dialogue = {
|
||||
"_CeladonGymErikaReceivedRainbowBadgeText",
|
||||
"_CeladonGymRainbowBadgeInfoText",
|
||||
"_CeladonGymReceivedTM21Text",
|
||||
"_TM21ExplanationText",
|
||||
} },
|
||||
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
|
||||
item = "TM_TOXIC" },
|
||||
item = "TM_TOXIC",
|
||||
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
|
||||
dialogue = {
|
||||
"_FuchsiaGymKogaReceivedSoulBadgeText",
|
||||
"_FuchsiaGymKogaSoulBadgeInfoText",
|
||||
"_FuchsiaGymKogaReceivedTM06Text",
|
||||
"_FuchsiaGymKogaTM06ExplanationText",
|
||||
} },
|
||||
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
|
||||
item = "TM_PSYWAVE" },
|
||||
item = "TM_PSYWAVE",
|
||||
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
|
||||
dialogue = {
|
||||
"_SaffronGymSabrinaReceivedMarshBadgeText",
|
||||
"_SaffronGymSabrinaMarshBadgeInfoText",
|
||||
"_SaffronGymSabrinaReceivedTM46Text",
|
||||
"_TM46ExplanationText",
|
||||
} },
|
||||
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
|
||||
item = "TM_FIRE_BLAST" },
|
||||
item = "TM_FIRE_BLAST",
|
||||
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
|
||||
dialogue = {
|
||||
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
|
||||
"_CinnabarGymBlaineVolcanoBadgeInfoText",
|
||||
"_CinnabarGymBlaineReceivedTM38Text",
|
||||
"_CinnabarGymBlaineTM38ExplanationText",
|
||||
} },
|
||||
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
|
||||
item = "TM_FISSURE" },
|
||||
item = "TM_FISSURE",
|
||||
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
|
||||
dialogue = {
|
||||
"_ViridianGymGiovanniReceivedEarthBadgeText",
|
||||
"_ViridianGymGiovanniEarthBadgeInfoText",
|
||||
"_ViridianGymGiovanniReceivedTM27Text",
|
||||
"_ViridianGymGiovanniTM27ExplanationText",
|
||||
} },
|
||||
|
||||
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
|
||||
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
@@ -31,7 +115,8 @@ return {
|
||||
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
|
||||
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
|
||||
-- only him (data/maps/objects/FightingDojo.asm).
|
||||
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER" },
|
||||
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
|
||||
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
|
||||
|
||||
-- Elite Four progress flags (their rooms' door logic isn't ported, but
|
||||
-- the flags make the Hall of Fame checkable)
|
||||
|
||||
@@ -6,4 +6,37 @@ work for true parity. Faithfully-ported behavior is documented in
|
||||
docs/behavior-porting-notes.md; deliberate additions beyond the original
|
||||
are in docs/new-features.md.
|
||||
|
||||
None currently.
|
||||
## Reimplemented unused Prof. Oak and Rocket Chief battles
|
||||
|
||||
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
|
||||
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
|
||||
both battles are unreachable in the real game. This project makes them
|
||||
fightable after the Hall of Fame:
|
||||
|
||||
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
|
||||
is set, using `ProfOakData`'s three starter-matched teams (the team is
|
||||
picked by the type that counters your starter, mirroring the rival).
|
||||
- The Celadon Game Corner Chief battles you in his house post-game.
|
||||
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
|
||||
reconstructed party.
|
||||
|
||||
This is an intentional divergence: neither battle can be triggered in the
|
||||
original game.
|
||||
|
||||
## Reimplemented unused Silph Co. card-key doors
|
||||
|
||||
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
|
||||
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
|
||||
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
|
||||
door block at those coordinates, so the card key check is dead code in
|
||||
the original game. This project stamps the closed door block (`$54`/`$5f`
|
||||
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
|
||||
map load, and swaps it for the open block once that door's
|
||||
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
|
||||
Rocket grunt, as in the original's unused design).
|
||||
|
||||
This is an intentional divergence: the doors are not visible or
|
||||
functional in the original game. The door layout lives in
|
||||
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
|
||||
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
|
||||
it straight through on ROM import.
|
||||
|
||||
@@ -0,0 +1,163 @@
|
||||
# Launcher
|
||||
|
||||
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
|
||||
that runs before `Game:load`. Besides ROM import (see the file's own header)
|
||||
it hosts a tabbed shell covering per-game save slots and a mod manager. This
|
||||
file documents the runtime model; the visual spec lives separately.
|
||||
|
||||
## Android multi-ROM import
|
||||
|
||||
On Android, `love.system.pickFile()` opens the Storage Access Framework
|
||||
picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
|
||||
`picked_rom.gb` in the app save directory. `RomImporter` then imports on
|
||||
refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
|
||||
to a version that is **not** yet ready counts as pending. A leftover
|
||||
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
|
||||
After a successful import the consumed save-dir `.gb` is removed.
|
||||
|
||||
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
|
||||
system file picker must appear (not a silent Red re-extract) → pick Blue →
|
||||
Blue becomes ready beside Red.
|
||||
|
||||
## Tab structure
|
||||
|
||||
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
|
||||
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
|
||||
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
|
||||
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
|
||||
|
||||
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
|
||||
Play button, and the SAVE SLOT card in a responsive two-column grid (see
|
||||
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
|
||||
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
|
||||
centered pill in a reserved band just above the footer, on every tab. That
|
||||
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
|
||||
|
||||
## Save slot model
|
||||
|
||||
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
|
||||
abstraction (`persistFs`) every other save/options call uses, so portable
|
||||
mode (an `io.*` filesystem used when `portable.txt` marks the install)
|
||||
keeps working unchanged.
|
||||
|
||||
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
|
||||
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
|
||||
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
|
||||
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
|
||||
`slot%d+`; `createSlot` allocates one past the highest existing number so a
|
||||
reused id can never collide with a lingering file.
|
||||
- **Registry.** The ordered slot list and which one is active persist in
|
||||
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
|
||||
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
|
||||
- **Active slot resolution.** `saveNames(version)`, the function every
|
||||
existing caller (`TitleState` hasSave/load/save, recovery order) already
|
||||
goes through, now resolves the *active* slot instead of a fixed flat name.
|
||||
Resolved once per version per process (`ensureVersionSlots`, cached in
|
||||
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
|
||||
legacy migration may create one; otherwise the flat legacy path is used
|
||||
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
|
||||
- **Legacy migration.** One-time per version, lazy on first
|
||||
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
|
||||
file exists and no `saves/<version>/` registry does, its main + `.bak` are
|
||||
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
|
||||
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
|
||||
originals removed and `slot1` registered as active. A copy that fails to
|
||||
verify leaves the originals in place; migration never loses data.
|
||||
|
||||
The launcher-facing API:
|
||||
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
|
||||
every registered slot. `name` is the save's player name, or `nil` for an
|
||||
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
|
||||
title screen's `ContinueInfo` shows) or `nil`. The pure part,
|
||||
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
|
||||
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
|
||||
it as active, and updates the process cache so the very next save/load
|
||||
lands there. The launcher calls this the moment a slot row is clicked
|
||||
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
|
||||
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
|
||||
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
|
||||
save file written**. An empty slot means the title screen offers NEW GAME
|
||||
only, which needs no further changes.
|
||||
|
||||
## Launcher mod manager
|
||||
|
||||
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
|
||||
before `Game:load`, so **it never loads a mod's entry chunk**; only
|
||||
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
|
||||
`Loader:_discover` finds mods without running them. The real loader
|
||||
(`src/mods/Loader.lua`) still owns the actual load at boot.
|
||||
|
||||
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
|
||||
duplicate) and returns one row per mod:
|
||||
`{id, name, version, badge, description, enabled, status, statusDetail}`.
|
||||
`badge` is the manifest's `category`, falling back to `profile`, then
|
||||
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
|
||||
enabled, matching the loader's own default).
|
||||
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
|
||||
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
|
||||
and the validated manifests: `conflict` when enabling this mod collides
|
||||
with another enabled one; `warn` for an out-of-range `game_version` or an
|
||||
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
|
||||
`love.*` calls, this half is table-driven by the test suite on its own.
|
||||
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
|
||||
boolean, the exact shape `Loader:_saveState` writes, so the running game
|
||||
and the in-game `ManagerState` see the change on next boot. The mods panel
|
||||
calls this on every toggle and re-derives the list right away
|
||||
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
|
||||
shows without waiting for a reload.
|
||||
- `LauncherMods.installZip(path)` mounts the archive with
|
||||
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
|
||||
the zip root, or inside one top-level folder), validates its manifest, and
|
||||
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
|
||||
duplicate of an already-installed mod id, and accepts either an external
|
||||
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
|
||||
temp first (mount only reaches save-dir-relative paths), the same way
|
||||
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
|
||||
back, and every path unmounts and clears the staged temp file.
|
||||
|
||||
## Import / Export save
|
||||
|
||||
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
|
||||
through `src/import/SaveFileIO.lua`, which sits on top of
|
||||
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
|
||||
|
||||
- **Import save** is live once the game's ROM is imported (playable). It opens
|
||||
a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
|
||||
Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
|
||||
reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
|
||||
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
|
||||
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
|
||||
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
|
||||
The meta stamp is re-stamped off `gen1_import` to the current numeric format
|
||||
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
|
||||
panel is refreshed with the new slot selected.
|
||||
- **Export save** is live only when the active slot actually holds a save
|
||||
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
|
||||
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
|
||||
`rawImport`, so this is a zero-filled template export, which is valid), and
|
||||
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
|
||||
(`love.filesystem.createDirectory("exports")`). It returns the absolute path
|
||||
(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
|
||||
desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
|
||||
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
|
||||
currently active game tab; when a non-game tab (mods, or the locked yellow
|
||||
placeholder) is showing it defaults to red, the always-present first game
|
||||
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
|
||||
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
|
||||
nothing to export, ROM not imported yet) surfaces as a red notice line on the
|
||||
card. Nothing raises and nothing silently no-ops.
|
||||
|
||||
`SaveFileIO` is love-free enough to unit-test through the same in-memory
|
||||
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
|
||||
|
||||
## Responsiveness
|
||||
|
||||
Every measurement derives from `love.graphics.getDimensions()` each frame
|
||||
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
|
||||
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
|
||||
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
|
||||
column, slot card below Play, when the window is too narrow for both
|
||||
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
|
||||
(wheel, or drag on touch/desktop) clamped to their own content extent,
|
||||
recomputed every draw. The tab bar labels only the active chip so it stays
|
||||
narrow-safe, and content caps out at `~1440 * s` wide, centered.
|
||||
@@ -17,3 +17,138 @@ Regenerate the reference straight into a wiki checkout:
|
||||
```sh
|
||||
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
|
||||
```
|
||||
|
||||
## Rendering pipelines
|
||||
|
||||
Most registries hand the engine *content*. `render_pipelines` hands it
|
||||
*drawing*: a pipeline is a display mode a mod owns, which may replace the
|
||||
overworld's world pass with geometry of its own and/or post-process the
|
||||
finished image. `mods/voxel_world` is the worked example — a 3D diorama
|
||||
overworld plus a tilt-shift miniature pass, in about 120 lines of glue over
|
||||
its renderer.
|
||||
|
||||
A record declares what the mode *is*; the engine
|
||||
(`src/render/Pipelines.lua`) supplies everything about *being a display
|
||||
mode*: the OFF/1/2/3 ladder, an options row next to TILT, a hotkey,
|
||||
persistence in `save.options.pipelines`, and the rule that a world pipeline
|
||||
and the engine's own TILT are mutually exclusive.
|
||||
|
||||
```lua
|
||||
mod.content.render_pipelines:register("diorama", {
|
||||
label = "DIORAMA", -- options row label
|
||||
levels = { "OFF", "15", "35", "50" }, -- ladder; defaults to OFF/ON
|
||||
hotkey = "6", -- checked after the engine's keys
|
||||
priority = 20, -- highest eligible wins the world
|
||||
available = function() return Renderer3D.ok() end,
|
||||
update = function(dt, level) Camera.ease(dt, level) end,
|
||||
drawWorld = function(ctx) return renderScene(ctx) end,
|
||||
})
|
||||
```
|
||||
|
||||
Three draw stages, each optional; a record needs at least one:
|
||||
|
||||
| stage | signature | runs |
|
||||
| --- | --- | --- |
|
||||
| `drawWorld` | `(ctx) -> canvas \| nil` | instead of the flat/tilt world pass |
|
||||
| `worldPresent` | `(canvas, ctx) -> canvas` | over the world, **before** the UI composites |
|
||||
| `present` | `(canvas, ctx) -> canvas` | over the whole frame, world and UI alike |
|
||||
|
||||
`worldPresent` is the one to reach for when an effect must leave dialog
|
||||
boxes and menus crisp — a depth-of-field or colour grade on the world only.
|
||||
`present` is for effects that genuinely own the screen, like a CRT curve.
|
||||
|
||||
`ctx` carries the frame: `state`, `cam`, `vw`/`vh` (world-pixel view),
|
||||
`width`/`height` (window pixels), `scale`, `level`, `paletteFor(map)` and
|
||||
`spriteColors(map)`. It also carries `ctx.drawFx(project, scale)` — call it
|
||||
with your own projection and the engine draws every active field effect
|
||||
(the "!" bubble, the Poké Center heal machine, the Fly bird, the fishing
|
||||
rod, Rock Tunnel darkness) at its correct anchor under your camera. There
|
||||
is exactly one copy of each effect, so a new engine effect works in your
|
||||
pipeline without you touching anything.
|
||||
|
||||
Three rules worth knowing:
|
||||
|
||||
- **`gate` governs input, never the draw.** It decides whether the player
|
||||
may *change* the mode (default: free-roam overworld only). A mode that
|
||||
stopped rendering during a warp would flash the flat 2D world every time
|
||||
the player walked through a door.
|
||||
- **`available` is re-read every frame** and is the only thing that decides
|
||||
whether the mode can render at all. Answer `false` on a headless run or a
|
||||
driver with no depth canvas and the engine silently keeps the vanilla 2D
|
||||
path — which is why shipping a pipeline enabled is safe.
|
||||
- **A callback that throws retires its pipeline**, attributed to your mod in
|
||||
the manager's error feed, and the frame falls back to 2D. A broken
|
||||
renderer costs the player a display mode, never the game.
|
||||
|
||||
Returning `nil` from `drawWorld` is a normal answer meaning "not this
|
||||
frame"; the engine draws the vanilla world instead.
|
||||
|
||||
## Battle sprite scaling
|
||||
|
||||
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
|
||||
the Game Boy did. A mod can override either, per species or per image.
|
||||
|
||||
Per species, on the `pokemon` record:
|
||||
|
||||
```lua
|
||||
-- MEW's back pic renders 1.5x; its front pic is untouched
|
||||
mod.content.pokemon:patch("MEW", { battleScaleBack = 1.5 })
|
||||
```
|
||||
|
||||
`battleScaleFront` scales the enemy pic, `battleScaleBack` the player pic;
|
||||
both take a number in `0.25 .. 4.0`.
|
||||
|
||||
Per image, on the `battle_sprite_scales` registry, keyed by the asset path
|
||||
exactly as the data references it:
|
||||
|
||||
```lua
|
||||
mod.content.battle_sprite_scales:register("abra_back", {
|
||||
path = "assets/generated/battle/back/abrab.png",
|
||||
scale = 1.5,
|
||||
})
|
||||
```
|
||||
|
||||
An image-level entry beats the species scale for that one pic, and it is
|
||||
the only way to scale a pic that is not species-keyed — the player's
|
||||
trainer back sprite, held on screen until "Go!", is a bare image path.
|
||||
|
||||
The resolution order at draw time is **image-level → species-level →
|
||||
default** (1x front, 2x back).
|
||||
|
||||
- **The pic stays grounded at every scale.** The player pic keeps its feet
|
||||
flush on the text-box top (`y = 96`); the enemy pic keeps its bottom edge
|
||||
and horizontal centre pinned in its 7×7 slot. A larger pic grows upward
|
||||
and outward from that anchor, never off the shelf.
|
||||
- **Scaling composes with the send-out grow.** The `AnimateSendingOutMon`
|
||||
ball-to-pic grow multiplies your scale through each stage, so a rescaled
|
||||
mon still grows into place from the ball, grounded the whole way.
|
||||
|
||||
## Developer console
|
||||
|
||||
Boot with developer mode on to unlock the in-game console and hot-reload
|
||||
hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass
|
||||
`--developer` on the command line:
|
||||
|
||||
```sh
|
||||
love . --developer
|
||||
```
|
||||
|
||||
While developer mode is active:
|
||||
|
||||
- `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`,
|
||||
`data` and `mods` in scope. Press `` ` `` again to close it.
|
||||
- `F5` hot-reloads mods and asset caches without restarting.
|
||||
|
||||
The console understands these verbs (anything else is evaluated as Lua):
|
||||
|
||||
- `warp MAP [x y]` — teleport to a map (default cell 5,5).
|
||||
- `give ID [n|level]` — add an item (count) or a Pokémon (level).
|
||||
- `flag NAME [on|off]` — read or set an event flag.
|
||||
- `party` — dump the current party.
|
||||
- `mods` — list loaded mods and their state.
|
||||
- `reload` — hot-reload mods (same as `F5`).
|
||||
- `trace PAT | trace off` — trace events/hooks matching a glob pattern.
|
||||
- `help` — list the verbs.
|
||||
|
||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||
that reach outside their permission set.
|
||||
|
||||
@@ -8,27 +8,42 @@ behavior is in docs/behavior-porting-notes.md.
|
||||
|
||||
## Survey zoom
|
||||
|
||||
The mouse wheel (or `-`/`=`) zooms the overworld between 1 pixel per world
|
||||
pixel (full survey) and 2× the window fit scale (close-up), in crisp
|
||||
integer steps. This has no Game Boy equivalent:
|
||||
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
|
||||
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
|
||||
the window fit scale (close-up), in crisp integer steps. This has no Game
|
||||
Boy equivalent:
|
||||
|
||||
- Connected maps render their full bodies, and their NPCs appear as
|
||||
visual-only "ghosts", they wander but have no sight lines, triggers,
|
||||
dialogue, or collision until the map is actually entered.
|
||||
- Menus, text boxes, and battles draw at normal scale on top of the
|
||||
zoomed world. Zoom input is ignored while a script, menu, or battle is
|
||||
active; the zoom level persists across warps and is never saved.
|
||||
- Beyond the border ring the border block repeats indefinitely (interiors
|
||||
stay black, seaside towns stay water, except OVERWORLD-tileset maps,
|
||||
whose beyond-edge space fills with the solid tree wall instead of the
|
||||
per-map border block), and each visible map area is colorized with its
|
||||
own SGB palette (the original recolored the whole screen per map).
|
||||
active; the zoom offset is persisted as `save.options.zoom` (default
|
||||
`0` = FIT) and survives New Game via `options.lua`.
|
||||
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
|
||||
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
|
||||
- Beyond the border ring the void fill repeats indefinitely (see VOID
|
||||
FILL below); interiors keep their own border block. Each visible map
|
||||
area is colorized with its own SGB palette (the original recolored the
|
||||
whole screen per map).
|
||||
- Neighbor maps load two connection hops out so corner-adjacent maps
|
||||
don't pop in and out, and ghost NPCs share instances with the real ones
|
||||
so their wander positions persist across seamless connection crossings
|
||||
(a warp or fresh map entry still respawns everything at its script
|
||||
position, like the original's per-entry sprite init).
|
||||
|
||||
## VOID FILL
|
||||
|
||||
The Options **VOID FILL** row picks what paints the infinite beyond-edge
|
||||
space on OVERWORLD-tileset maps during survey zoom:
|
||||
|
||||
- **TREES** (default): solid tree wall block `$0F`.
|
||||
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
|
||||
- **BLACK**: solid black.
|
||||
|
||||
Other tilesets are unchanged (house/cave borders stay as authored).
|
||||
Persisted as `save.options.voidFill`.
|
||||
|
||||
## Tilt mode
|
||||
|
||||
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
|
||||
@@ -42,8 +57,10 @@ Game Boy equivalent:
|
||||
rows above the player recede and rows below come toward the viewer. Only
|
||||
things that actually *stand* on the ground draw as upright billboards,
|
||||
unscaled and pixel-identical to flat mode: the player, NPCs, item balls,
|
||||
and the screen-anchored FX attached to them (heal machine glow, emote
|
||||
bubbles, the fishing rod, the FLY bird). An earlier revision tried
|
||||
and the standing FX attached to them (emote bubbles, the fishing rod,
|
||||
the FLY bird). The Poké Center heal-machine overlay stays on the ground
|
||||
plane with the machine tiles (it is OAM glued to a BG graphic, not a
|
||||
standing sprite). An earlier revision tried
|
||||
billboarding buildings/trees/signs too (cutting them out of the ground
|
||||
per hand-curated per-tileset tables); that chased an endless tail of
|
||||
special cases, dense tree canopy, fences fused into grass, building
|
||||
@@ -68,19 +85,31 @@ Game Boy equivalent:
|
||||
|
||||
## Colors mode
|
||||
|
||||
The `2` key (and the Options menu COLORS row) cycles the global shade-remap
|
||||
display mode through **GBC → OG → OG INV → GBC INV → CLASSIC → GBC**:
|
||||
The `2` key (and the Options menu COLORS row) cycles the display mode
|
||||
through **OG RED → SGB → RED++ → OG → OG INV → SGB INV → CLASSIC → OG RED**.
|
||||
The first three are the real colorizations; the rest are DMG-shade novelties:
|
||||
|
||||
- **GBC** (default): current SGB / GBC zone palettes.
|
||||
- **OG RED**: the Game Boy Color boot-ROM look for Pokemon Red -- one global
|
||||
red BG palette + one green OBJ palette, every map, no per-map variation
|
||||
(Pokemon Red has no CGB code, so on a GBC the boot ROM colors it globally).
|
||||
The player/NPCs stay green over the red terrain via the OBP bake +
|
||||
post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`).
|
||||
- **SGB** (default): the per-map Super Game Boy region palettes
|
||||
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
|
||||
real SGB. (This is the mode formerly mislabeled "GBC".)
|
||||
- **RED++**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
|
||||
per-species mon colors (`data/palettes_gbc.lua`).
|
||||
- **OG**: force the four DMG grays (colorization off).
|
||||
- **OG INV**: inverted DMG grays.
|
||||
- **GBC INV**: each SGB zone palette with shade order reversed.
|
||||
- **SGB INV**: each SGB zone palette with shade order reversed.
|
||||
- **CLASSIC**: original Game Boy pea-soup greens
|
||||
(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
|
||||
|
||||
The transform is applied centrally in `PaletteFX.sendColors`, so it covers
|
||||
overworld, menus, battles, and tilt upright billboards. Persisted as
|
||||
`save.options.colors`.
|
||||
The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
|
||||
it covers overworld, menus, battles, and tilt upright billboards. OG RED's
|
||||
global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
|
||||
override in the overworld pass). Persisted as `save.options.colors`; the
|
||||
`gbc` / `gbc_inv` save ids are kept for back-compat under the new labels.
|
||||
|
||||
## GBC FX
|
||||
|
||||
@@ -125,13 +154,43 @@ Nidorino-vs-Gengar attract scene) mirror the original.
|
||||
Options persist in a standalone `options.lua` (separate from the game
|
||||
progress `save.lua`), so audio/display/battle preferences survive New Game
|
||||
and aren't wiped when a save slot is cleared. Changing a row in the Options
|
||||
menu or cycling hotkeys `2`/`3`/`5` writes immediately; an in-game save also
|
||||
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
|
||||
flushes the live options. Old saves that still embed an `options` table are
|
||||
migrated once into `options.lua` on load.
|
||||
|
||||
- Music / SFX volume
|
||||
- Music Filter
|
||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
||||
- COLORS (GBC / OG / OG INV / GBC INV / CLASSIC), also hotkey `2`
|
||||
- COLORS (OG RED / SGB / RED++ / OG / OG INV / SGB INV / CLASSIC), also
|
||||
hotkey `2` (OG RED = GBC boot-ROM look; RED++ uses pokered-gbc
|
||||
SuperPalettes + per-species mon colors)
|
||||
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
|
||||
`-`/`=` step one level and save
|
||||
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
|
||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
||||
|
||||
## Battle transition cascade + white battle letterbox
|
||||
|
||||
Into-battle wipes still run the original eight styles inside the classic
|
||||
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
|
||||
blocks cascade outward from that square into the surrounding world so the
|
||||
void outside the OG wipe fills in lockstep. Once the battle state is up,
|
||||
letterbox voids around the battle canvas fill **white** instead of black
|
||||
so the whole window reads as one continuous battle screen.
|
||||
|
||||
## On-screen touch controls (mobile)
|
||||
|
||||
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
|
||||
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
|
||||
center) over the frame, using Xelu's CC0 controller prompts
|
||||
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
|
||||
finger does, sliding on the d-pad changes direction without lifting, and
|
||||
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
|
||||
appears while no controller is being used: the first gamepad button or
|
||||
stick push hides it, the next screen touch brings it back, and unplugging
|
||||
the last controller restores it immediately. Layout re-derives from the
|
||||
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
|
||||
the overlay on and lets the mouse act as a finger (`=0` forces it off).
|
||||
@@ -0,0 +1,126 @@
|
||||
# Updater
|
||||
|
||||
A fused build (`love.filesystem.isFused()` true) ships a bundled `game.love`
|
||||
baked into the executable, but that bundled copy is only ever the *fallback*.
|
||||
On every launch, before anything else runs, `Boot.run` (`src/update/Boot.lua`)
|
||||
looks in the save directory's `updates/` folder for a downloaded
|
||||
`gen1recomp-X.Y.Z.love` payload that is both strictly newer than the bundled
|
||||
engine version and runnable on this shell. If one qualifies, it is mounted
|
||||
over `/` (so its files win over the fused source for every subsequent
|
||||
`require`) and chainloaded in place: the payload's `main.lua` and `love.load`
|
||||
run as if they had shipped in the executable. A dev/source checkout is never
|
||||
fused, so `Boot.run` no-ops there and the working tree always runs itself.
|
||||
|
||||
The pieces are deliberately layered so the risky part is small. `Boot.select`
|
||||
is a pure function (no `love.*` calls) that, given probed candidates and the
|
||||
bundled `engine`/`shell`, decides what to run and what stale payloads to
|
||||
delete. `Boot.probePayload` mounts one archive at an isolated mountpoint and
|
||||
reads its `src/core/Version.lua` with `loadstring` (never `require`, so it is
|
||||
never cached as a module) to learn its `engine` and `minShell`. `Boot.run`
|
||||
orchestrates the crash guard, enumeration, selection, and the mount +
|
||||
chainload, with full rollback on any failure. Checking for and fetching a
|
||||
new payload is a separate, slower path: `src/update/Check.lua` is a thin
|
||||
main-thread state machine the launcher screen polls, while the curl calls,
|
||||
JSON parsing, and sha256 verification run on a background `love.thread`
|
||||
(`src/update/check_worker.lua`) so a hung network call never blocks a frame.
|
||||
|
||||
## Version.lua fields
|
||||
|
||||
`src/core/Version.lua` carries three fields the updater reads directly (the
|
||||
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
|
||||
untouched):
|
||||
|
||||
- `engine` - the semver release, e.g. `"1.4.0"`. The repo default is the
|
||||
`"0.0.0-dev"` placeholder; CI stamps the real `X.Y.Z` into the packed
|
||||
`game.love` only, never the working tree. A `"0.0.0-dev"` engine always
|
||||
reports itself up to date (it never chases a release, and it never counts
|
||||
as a valid payload to chainload).
|
||||
- `shell` - the native-shell contract this build's fused executable
|
||||
implements.
|
||||
- `minShell` - the lowest shell contract required to *run* this payload.
|
||||
|
||||
Bump `minShell` only when a payload needs something the currently-shipped
|
||||
native shell cannot provide, for example a LOVE version bump, a new required
|
||||
system binary, or a change to `love.run` itself (see Known limitations
|
||||
below). An older shell refuses to chainload a payload whose `minShell`
|
||||
exceeds the shell it provides; `Boot.select` keeps that payload in `updates/`
|
||||
rather than deleting it, in case a future shell upgrade can run it, and
|
||||
`Check`'s worker reports `needs_full` so the player is pointed at a full
|
||||
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
|
||||
that is exactly the case the updater exists to avoid a reinstall for.
|
||||
|
||||
## Release assets
|
||||
|
||||
Each tagged release `vX.Y.Z` carries the existing per-platform archives
|
||||
(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
|
||||
`-android.apk`) plus two assets the updater itself consumes:
|
||||
|
||||
- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
|
||||
`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
|
||||
`Check.parseRelease`).
|
||||
- `sha256sums.txt` - `shasum -a 256` output (`<hex> <filename>`, bare
|
||||
filenames) covering at least the `.love` payload. `Check.parseSums`
|
||||
tolerates a leading `*` binary marker and a `./` prefix but expects the
|
||||
filename otherwise to match the asset name exactly.
|
||||
|
||||
A release missing either asset is treated as "no in-place update available":
|
||||
`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
|
||||
(`https://github.com/bryanthaboi/pokemon-gen1-recomp-project/releases/latest`).
|
||||
|
||||
## Save-directory layout
|
||||
|
||||
Under the save directory (identity `pokemon-love2d`):
|
||||
|
||||
```
|
||||
updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
|
||||
updates/pending.txt crash-guard marker
|
||||
```
|
||||
|
||||
`pending.txt` holds the filename of the payload currently being chainloaded.
|
||||
`Boot.run`'s `chainload` writes it immediately before mounting, and removes it
|
||||
on both a successful handoff and a clean rollback. If it is still present the
|
||||
*next* time `Boot.run` starts, the previous boot died mid-handoff, so that
|
||||
named payload is distrusted: it and the marker are deleted before candidates
|
||||
are enumerated. Boot may still fall back to an older valid payload, or to the
|
||||
bundled game, in that case.
|
||||
|
||||
## Update flow
|
||||
|
||||
1. **Boot** (every launch, fused builds only): crash-guard check, enumerate
|
||||
and probe every `updates/*.love`, pick the highest engine that is
|
||||
strictly newer than the bundled one and whose `minShell` this shell
|
||||
satisfies, delete stale payloads, chainload the winner (or run the
|
||||
bundled game if none qualifies).
|
||||
2. **Check** (launcher screen): `Check.start()` kicks off an async check
|
||||
against the GitHub releases API; safe to call every frame, it is a no-op
|
||||
once a check is in flight or has reached a terminal state. `Check.state()`
|
||||
reports `idle | checking | uptodate | available | downloading | ready |
|
||||
needs_full | error` plus the latest version and download progress.
|
||||
3. **Download + verify**: on `available`, `Check.download()` tells the
|
||||
worker to fetch the payload, polling the growing `.part` file for
|
||||
progress. On completion the worker re-fetches `sha256sums.txt`, verifies
|
||||
the payload's sha256, and probes it with `Boot.probePayload` to gate its
|
||||
`minShell` against this shell's `shell`. A verified, runnable payload is
|
||||
renamed into place and reported as `ready`; anything else reports
|
||||
`error` or `needs_full` and leaves `updates/` clean.
|
||||
4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
|
||||
player relaunches; the next launch's Boot step (1) is what actually
|
||||
mounts and runs it. There is no in-session hot-swap.
|
||||
|
||||
## Known limitations
|
||||
|
||||
- **`love.run` persists across handoff.** By the time `chainload` runs, the
|
||||
bundled `love.run` has already returned its stepper to LOVE; redefining the
|
||||
global `love.run` from the payload's `main.lua` does not affect the loop
|
||||
already driving the frame. A payload that must change `love.run` itself
|
||||
needs a `minShell` bump so an older shell refuses to chainload it rather
|
||||
than running with half its intended behavior.
|
||||
- **Android has no in-app download transport yet.** `check_worker.lua`
|
||||
shells out to curl for both the release check and the download; curl is
|
||||
absent on Android, so `Check` degrades to `status = "error"` there (the
|
||||
launcher UI hides on that status) and the player is directed to the
|
||||
releases page via `Check.releaseUrl()` instead.
|
||||
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
|
||||
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
|
||||
`"0.0.0-dev"` placeholder that always reports up to date, so a source
|
||||
checkout is always "the game" itself; updating it means pulling the repo.
|
||||
@@ -13,7 +13,37 @@ local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
|
||||
-- coroutine that receives `Game` and yields once per
|
||||
-- frame; used headless (xvfb) for scripted screenshots
|
||||
|
||||
local function bootGame()
|
||||
-- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without
|
||||
-- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a
|
||||
-- bot or screenshot run is not at the mercy of the player's last choice.
|
||||
local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
|
||||
|
||||
-- POKEPORT_TOUCH=1 forces the mobile on-screen controls on and lets the
|
||||
-- mouse stand in for a finger, so the overlay can be exercised on desktop
|
||||
-- (see src/core/TouchControls.lua).
|
||||
local mouseTouch = os.getenv("POKEPORT_TOUCH") == "1"
|
||||
|
||||
-- How many times to run a scripted act+step loop per rendered frame. Only
|
||||
-- scripted runs use this; interactive play fast-forwards through
|
||||
-- Game.speedOverride / the GAME SPEED option instead.
|
||||
local function scriptedIterations()
|
||||
if not (autopilot or driverCo) then return 1 end
|
||||
return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
|
||||
end
|
||||
|
||||
local function bootGame(version)
|
||||
-- The launcher hands us the chosen game (Red / Blue); scripted and headless
|
||||
-- runs fall back to POKEPORT_VERSION, then Red. Set the active version and
|
||||
-- overlay its extracted cache BEFORE anything requires generated data, so
|
||||
-- data/generated + assets/generated resolve to that version's files.
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
|
||||
require("src.import.CacheFs").mountVersion(GameVersion.get())
|
||||
if love.window and love.window.setTitle then
|
||||
local Version = require("src.core.Version")
|
||||
love.window.setTitle(Version.title(
|
||||
GameVersion.info().displayName .. " (Gen 1 Recompilation Project)"))
|
||||
end
|
||||
Game = require("src.core.Game")
|
||||
Game:load()
|
||||
if os.getenv("POKEPORT_AUTOPILOT") then
|
||||
@@ -24,15 +54,29 @@ local function bootGame()
|
||||
local fn = assert(loadfile(driverPath))()
|
||||
driverCo = coroutine.create(fn)
|
||||
end
|
||||
-- After the two above are known: a scripted run drives the multiplier
|
||||
-- from love.update's loop, so the in-engine one must stay at 1 or the
|
||||
-- two would compound (10x10 = 100 steps per observation).
|
||||
Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride
|
||||
end
|
||||
|
||||
function love.load(args)
|
||||
-- Self-updater boot shell: a fused build may mount and chainload a newer
|
||||
-- downloaded payload here. True means it took over, so we must stop. A
|
||||
-- dev / source checkout no-ops (see src/update/Boot.lua).
|
||||
local Boot = require("src.update.Boot")
|
||||
if Boot.run(args) then return end
|
||||
|
||||
local savePath
|
||||
for i, a in ipairs(args or {}) do
|
||||
if a == "--editor" then
|
||||
editorMode = true
|
||||
elseif a == "--developer" then
|
||||
_G.POKEPORT_DEV_MODE = true
|
||||
elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
|
||||
savePath = args[i + 1]
|
||||
elseif a == "--speed" and tonumber(args[i + 1]) then
|
||||
speedOverride = tonumber(args[i + 1])
|
||||
end
|
||||
end
|
||||
love.graphics.setDefaultFilter("nearest", "nearest")
|
||||
@@ -47,43 +91,82 @@ function love.load(args)
|
||||
end
|
||||
|
||||
local RomImporter = require("src.import.RomImporter")
|
||||
if os.getenv("POKEPORT_FORCE_IMPORT") == "1" or not RomImporter.isReady() then
|
||||
Importer = RomImporter.new(function()
|
||||
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Importer = nil
|
||||
bootGame()
|
||||
end)
|
||||
local importPath = os.getenv("POKEPORT_IMPORT_ROM")
|
||||
if importPath then Importer:startPath(importPath) end
|
||||
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
|
||||
local importPath = os.getenv("POKEPORT_IMPORT_ROM")
|
||||
-- Scripted / headless runs pick their game from POKEPORT_VERSION (default
|
||||
-- Red); the launcher's per-column choice does not apply to them.
|
||||
local scriptedVersion = os.getenv("POKEPORT_VERSION") or "red"
|
||||
local ready = RomImporter.isReady(scriptedVersion)
|
||||
-- Scripted / headless runs have to reach the game with no human pressing
|
||||
-- Play: an autopilot, a frame driver, an import-only build step, or an
|
||||
-- explicit ROM path all bypass the interactive launcher and keep today's
|
||||
-- import-then-boot (or boot-straight-in) behavior.
|
||||
local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
|
||||
or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or importPath ~= nil
|
||||
|
||||
if scripted then
|
||||
if forceImport or not ready then
|
||||
-- The importer detects the dropped/loaded ROM's version by SHA-1 and
|
||||
-- passes it to onComplete; boot that version.
|
||||
Importer = RomImporter.new(function(version)
|
||||
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Importer = nil
|
||||
bootGame(version or scriptedVersion)
|
||||
end)
|
||||
if importPath then Importer:startPath(importPath) end
|
||||
return
|
||||
end
|
||||
bootGame(scriptedVersion)
|
||||
return
|
||||
end
|
||||
bootGame()
|
||||
|
||||
-- Interactive: the launcher always runs. Red and Blue are each live: a
|
||||
-- column shows Play when that game's ROM is already imported, or Choose ROM
|
||||
-- / drag-drop when it is not (Yellow is still a placeholder). Any dropped
|
||||
-- .gb is routed to Red or Blue by its SHA-1; pressing Play boots that game.
|
||||
Importer = RomImporter.new(function(version)
|
||||
Importer = nil
|
||||
bootGame(version)
|
||||
end, { launcher = true, forceImport = forceImport })
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
if editorMode then return EditorApp.update(dt) end
|
||||
if Importer then return Importer:update(dt) end
|
||||
|
||||
-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
|
||||
-- once per Game:update, so they must keep a 1:1 relationship with the
|
||||
-- logic step. Fast-forwarding them by scaling the step inside
|
||||
-- Game:update would run N steps per observation: a held direction walks
|
||||
-- through all N, the player slides past the waypoint, and the script
|
||||
-- re-plans from an overshot cell. So iterate the whole act+step loop
|
||||
-- instead -- same script, just more of it per rendered frame.
|
||||
local iterations = scriptedIterations()
|
||||
|
||||
if autopilot then
|
||||
autopilot.update()
|
||||
Game:update(1 / 60) -- deterministic stepping for the autopilot
|
||||
for _ = 1, iterations do
|
||||
autopilot.update()
|
||||
Game:update(1 / 60) -- deterministic stepping for the autopilot
|
||||
end
|
||||
return
|
||||
end
|
||||
if driverCo then
|
||||
local ok, err = coroutine.resume(driverCo, Game)
|
||||
if not ok then
|
||||
print("driver error: " .. tostring(err))
|
||||
love.event.quit(1)
|
||||
return
|
||||
for _ = 1, iterations do
|
||||
local ok, err = coroutine.resume(driverCo, Game)
|
||||
if not ok then
|
||||
print("driver error: " .. tostring(err))
|
||||
love.event.quit(1)
|
||||
return
|
||||
end
|
||||
if coroutine.status(driverCo) == "dead" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Game:update(1 / 60)
|
||||
end
|
||||
if coroutine.status(driverCo) == "dead" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Game:update(1 / 60)
|
||||
return
|
||||
end
|
||||
Game:update(dt)
|
||||
@@ -139,6 +222,31 @@ function love.gamepadaxis(joystick, axis, value)
|
||||
Game:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function love.joystickremoved(joystick)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
Game:joystickremoved(joystick)
|
||||
end
|
||||
|
||||
-- f is true on focus gained, false on focus lost (e.g. alt-tab). A held
|
||||
-- direction's key-up can be delivered to the OS instead of the game while
|
||||
-- unfocused, so reset input on either transition rather than trust it.
|
||||
function love.focus(f)
|
||||
if editorMode then return end
|
||||
if Importer then
|
||||
if Importer.focus then Importer:focus(f) end
|
||||
return
|
||||
end
|
||||
Game:focus(f)
|
||||
end
|
||||
|
||||
-- v is true when the window becomes visible again, false on minimize.
|
||||
function love.visible(v)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
Game:visible(v)
|
||||
end
|
||||
|
||||
function love.touchpressed(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if Importer then return Importer:mousepressed(x, y, 1) end
|
||||
@@ -171,6 +279,9 @@ function love.mousepressed(x, y, button)
|
||||
if editorMode and EditorApp.mousepressed then
|
||||
return EditorApp.mousepressed(x, y, button)
|
||||
end
|
||||
if mouseTouch and Game and button == 1 then
|
||||
Game:touchpressed("mouse", x, y)
|
||||
end
|
||||
end
|
||||
|
||||
function love.mousereleased(x, y, button)
|
||||
@@ -178,6 +289,16 @@ function love.mousereleased(x, y, button)
|
||||
if editorMode and EditorApp.mousereleased then
|
||||
return EditorApp.mousereleased(x, y, button)
|
||||
end
|
||||
if mouseTouch and Game and button == 1 then
|
||||
Game:touchreleased("mouse", x, y)
|
||||
end
|
||||
end
|
||||
|
||||
function love.mousemoved(x, y)
|
||||
if editorMode or Importer then return end
|
||||
if mouseTouch and Game and love.mouse.isDown(1) then
|
||||
Game:touchmoved("mouse", x, y)
|
||||
end
|
||||
end
|
||||
|
||||
function love.textinput(text)
|
||||
@@ -191,6 +312,9 @@ function love.quit()
|
||||
if editorMode and EditorApp.quit then
|
||||
return EditorApp.quit() -- return true to abort quit
|
||||
end
|
||||
pcall(function()
|
||||
require("src.core.DiscordPresence").shutdown()
|
||||
end)
|
||||
end
|
||||
|
||||
function love.filedropped(file)
|
||||
@@ -199,3 +323,78 @@ function love.filedropped(file)
|
||||
end
|
||||
if Importer then Importer:filedropped(file) end
|
||||
end
|
||||
|
||||
local function pacingEnabled()
|
||||
if os.getenv("POKEPORT_AUTOPILOT") then return false end
|
||||
if os.getenv("POKEPORT_DRIVER") then return false end
|
||||
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then return false end
|
||||
return true
|
||||
end
|
||||
|
||||
function love.run()
|
||||
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
|
||||
|
||||
-- don't let love.load's cost land in the first frame's dt
|
||||
if love.timer then love.timer.step() end
|
||||
|
||||
local FrameCap = require("src.core.FrameCap")
|
||||
local paced = pacingEnabled()
|
||||
-- The deadline the next present() should not beat. Carried forward one
|
||||
-- budget per frame so pacing stays even instead of drifting with the
|
||||
-- per-frame sleep-granularity jitter.
|
||||
local nextFrame = love.timer and love.timer.getTime() or 0
|
||||
local dt = 0
|
||||
|
||||
return function()
|
||||
-- process events
|
||||
if love.event then
|
||||
love.event.pump()
|
||||
for name, a, b, c, d, e, f in love.event.poll() do
|
||||
if name == "quit" then
|
||||
if not love.quit or not love.quit() then
|
||||
return a or 0
|
||||
end
|
||||
end
|
||||
love.handlers[name](a, b, c, d, e, f)
|
||||
end
|
||||
end
|
||||
|
||||
-- update dt
|
||||
if love.timer then dt = love.timer.step() end
|
||||
|
||||
-- call update and draw
|
||||
if love.update then love.update(dt) end
|
||||
|
||||
if love.graphics and love.graphics.isActive() then
|
||||
love.graphics.origin()
|
||||
love.graphics.clear(love.graphics.getBackgroundColor())
|
||||
if love.draw then love.draw() end
|
||||
love.graphics.present()
|
||||
end
|
||||
|
||||
if love.timer then
|
||||
if paced then
|
||||
-- Sleep out the remainder of the frame budget, measured from the
|
||||
-- carried deadline, in small chunks so the OS timer stays
|
||||
-- responsive. vsync is untouched: when it already paces slower
|
||||
-- than the cap the remainder is <= 0 and this rounds to a no-op.
|
||||
local budget = 1 / FrameCap.current
|
||||
nextFrame = nextFrame + budget
|
||||
local now = love.timer.getTime()
|
||||
-- A stall (alt-tab, a GC pause, a blocked import) can leave the
|
||||
-- deadline more than a full budget in the past; re-anchor to now so
|
||||
-- we pace the next frame rather than burst uncapped to catch up.
|
||||
if now - nextFrame > budget then
|
||||
nextFrame = now
|
||||
end
|
||||
while true do
|
||||
local remaining = nextFrame - love.timer.getTime()
|
||||
if remaining <= 0 then break end
|
||||
love.timer.sleep(remaining < 0.001 and remaining or 0.001)
|
||||
end
|
||||
else
|
||||
love.timer.sleep(0.001)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -27,25 +27,28 @@ refresh is safe, just rebuild.
|
||||
## Build
|
||||
|
||||
```bash
|
||||
# Debug APK (default Android debug keystore)
|
||||
# Build the APK
|
||||
scripts/build_android.sh
|
||||
|
||||
# Release APK (signing is manual, see below)
|
||||
scripts/build_android.sh --release
|
||||
# Build the APK, setting app.version_name/app.version_code to match a release
|
||||
scripts/build_android.sh --version 0.2.5
|
||||
|
||||
# Zip game.love + branding only (no Android SDK required)
|
||||
scripts/build_android.sh --package-only
|
||||
```
|
||||
|
||||
Or via `scripts/build.sh android`.
|
||||
Or via `scripts/build.sh android [--version X.Y.Z]`.
|
||||
|
||||
The embedded `game.love` deliberately excludes `data/generated/`,
|
||||
`assets/generated/`, and any ROM. It contains the first-boot Lua importer and
|
||||
`tools/rom_manifest.json`.
|
||||
|
||||
The current importer has desktop file pickers only. A production Android
|
||||
release still needs a Storage Access Framework handoff that passes the chosen
|
||||
ROM to LÖVE; the APK packaging itself is data-free.
|
||||
ROM import on Android uses `love.system.pickFile()` →
|
||||
`GameActivity.showRomFilePicker` (Storage Access Framework), which copies the
|
||||
chosen file to `picked_rom.gb` under the app save directory. `RomImporter`
|
||||
imports pending (not-yet-ready) `.gb` files from that folder on Choose /
|
||||
refocus; see `docs/launcher.md` (Android multi-ROM import). The APK payload
|
||||
itself remains data-free (no embedded ROM or generated cache).
|
||||
|
||||
### SDK / NDK
|
||||
|
||||
@@ -59,12 +62,10 @@ Set `ANDROID_SDK_ROOT` (or `ANDROID_HOME`), or let the script write
|
||||
`local.properties` when it finds `~/Library/Android/sdk`.
|
||||
|
||||
Gradle flavor used: **`embedNoRecord`** (game fused into the APK, no microphone).
|
||||
Build task: `assembleEmbedNoRecordDebug`.
|
||||
|
||||
- Debug task: `assembleEmbedNoRecordDebug`
|
||||
- Release task: `assembleEmbedNoRecordRelease`
|
||||
|
||||
APKs land under `app/build/outputs/apk/embedNoRecord/{debug,release}/`.
|
||||
`scripts/build_android.sh` also copies the built APK(s) to `dist/android/{debug,release}/`.
|
||||
The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
|
||||
`scripts/build_android.sh` also copies it to `dist/android/debug/`.
|
||||
|
||||
### Payload path
|
||||
|
||||
@@ -79,17 +80,15 @@ scripts, tests, and mobile build sources are excluded.
|
||||
| `app.application_id` | `com.theboisclub.pokemonred` |
|
||||
| `app.name` | Pokemon Red |
|
||||
| `app.orientation` | `portrait` |
|
||||
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
|
||||
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
|
||||
|
||||
## Releases
|
||||
|
||||
`.github/workflows/release.yml` builds the APK with `--version` set to the
|
||||
release version and publishes it alongside the macOS/Windows/Linux builds as
|
||||
`PokemonRed-<version>-android.apk`.
|
||||
|
||||
## Signing
|
||||
|
||||
- **Debug**: default Android debug keystore (no setup).
|
||||
- **Release**: out-of-band. Create a keystore yourself and wire it into
|
||||
`app/build.gradle`, **do not commit keystores or passwords**.
|
||||
|
||||
Example (placeholder only):
|
||||
|
||||
```bash
|
||||
keytool -genkey -v -keystore /path/to/pokemonred-release.jks \
|
||||
-alias pokemonred -keyalg RSA -keysize 2048 -validity 10000
|
||||
```
|
||||
Signed with the default Android keystore (no setup required).
|
||||
|
||||
@@ -6,7 +6,9 @@
|
||||
#app.name=LÖVE for Android
|
||||
|
||||
app.application_id=com.theboisclub.pokemonred
|
||||
app.orientation=portrait
|
||||
# fullUser: allow every orientation the player's device permits (portrait and
|
||||
# landscape), honouring their auto-rotate lock. Was "portrait" (locked).
|
||||
app.orientation=fullUser
|
||||
app.version_code=32
|
||||
app.version_name=11.5a
|
||||
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
*.[oa]
|
||||
# Prebuilt vendored static libs Android.mk links against directly (not
|
||||
# built by the Gradle/NDK build itself) -- must stay tracked or a fresh
|
||||
# checkout fails ndk-build with "LOCAL_SRC_FILES points to a missing file".
|
||||
!android/*/libluajit.a
|
||||
*.so
|
||||
*.obj
|
||||
*.lib
|
||||
|
||||
@@ -36,6 +36,7 @@ demos
|
||||
*~
|
||||
Makefile*
|
||||
config*
|
||||
!src/common/config.h
|
||||
libtool
|
||||
/platform/unix/ar-lib
|
||||
/platform/unix/compile
|
||||
|
||||
@@ -183,6 +183,18 @@ void vibrate(double seconds)
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
bool showFilePicker()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "showRomFilePicker", "()Z");
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -59,6 +59,14 @@ bool openURL(const std::string &url);
|
||||
|
||||
void vibrate(double seconds);
|
||||
|
||||
/**
|
||||
* Shows the system's "pick a document" UI (Storage Access Framework).
|
||||
* Returns true if the picker was launched; the picked file (if any) is
|
||||
* copied asynchronously by GameActivity.onActivityResult into the app's
|
||||
* external save directory, not returned here -- see src/import/RomImporter.lua.
|
||||
**/
|
||||
bool showFilePicker();
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -0,0 +1,178 @@
|
||||
/**
|
||||
* Copyright (c) 2006-2023 LOVE Development Team
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
|
||||
|
||||
#ifndef LOVE_CONFIG_H
|
||||
#define LOVE_CONFIG_H
|
||||
|
||||
// Platform stuff.
|
||||
#if defined(WIN32) || defined(_WIN32)
|
||||
# define LOVE_WINDOWS 1
|
||||
// If _USING_V110_SDK71_ is defined it means we are using the xp toolset.
|
||||
# if defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_
|
||||
# include <winapifamily.h>
|
||||
# if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) && !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
||||
# define LOVE_WINDOWS_UWP 1
|
||||
# define LOVE_NO_MODPLUG 1
|
||||
# define LOVE_NOMPG123 1
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
#if defined(linux) || defined(__linux) || defined(__linux__)
|
||||
# define LOVE_LINUX 1
|
||||
#endif
|
||||
#if defined(__ANDROID__)
|
||||
# define LOVE_ANDROID 1
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
# include <TargetConditionals.h>
|
||||
# if TARGET_OS_IPHONE
|
||||
# define LOVE_IOS 1
|
||||
# elif TARGET_OS_MAC
|
||||
# define LOVE_MACOSX 1
|
||||
# endif
|
||||
#endif
|
||||
#if defined(__FreeBSD__) || defined(__NetBSD__) || defined(__OpenBSD__)
|
||||
// I know it's not linux, but it seems most "linux-only" code is bsd-compatible
|
||||
# define LOVE_LINUX 1
|
||||
#endif
|
||||
|
||||
// Endianness.
|
||||
#if defined(__ppc__) || defined(__ppc) || defined(__powerpc__) || defined(__powerpc)
|
||||
# define LOVE_BIG_ENDIAN 1
|
||||
#else
|
||||
# define LOVE_LITTLE_ENDIAN 1
|
||||
#endif
|
||||
|
||||
// SSE instructions.
|
||||
#if defined(__SSE__)
|
||||
# define LOVE_SIMD_SSE
|
||||
#elif defined(_MSC_VER)
|
||||
# if defined(_M_AMD64) || defined(_M_X64)
|
||||
# define LOVE_SIMD_SSE
|
||||
# elif _M_IX86_FP
|
||||
# define LOVE_SIMD_SSE
|
||||
# endif
|
||||
#endif
|
||||
|
||||
// NEON instructions.
|
||||
#if defined(__ARM_NEON)
|
||||
# define LOVE_SIMD_NEON
|
||||
#endif
|
||||
|
||||
// Warnings.
|
||||
#ifndef _CRT_SECURE_NO_WARNINGS
|
||||
# define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
// Preferably, and ironically, this macro should go unused.
|
||||
#ifndef LOVE_UNUSED
|
||||
# define LOVE_UNUSED(x) (void)sizeof(x)
|
||||
#endif
|
||||
|
||||
|
||||
// Warn on unused return values
|
||||
#ifdef __GNUC__
|
||||
# define LOVE_WARN_UNUSED __attribute__((warn_unused_result))
|
||||
#elif _MSC_VER
|
||||
# define LOVE_WARN_UNUSED _Check_return_
|
||||
#else
|
||||
# define LOVE_WARN_UNUSED
|
||||
#endif
|
||||
|
||||
#ifndef LOVE_BUILD
|
||||
# define LOVE_BUILD
|
||||
# define LOVE_BUILD_STANDALONE
|
||||
# define LOVE_BUILD_EXE
|
||||
//# define LOVE_BUILD_DLL
|
||||
#endif
|
||||
|
||||
// DLL-stuff.
|
||||
#if defined(_MSC_VER) || defined(__MINGW32__)
|
||||
# define LOVE_EXPORT __declspec(dllexport)
|
||||
#elif defined(__GNUC__) || defined(__clang__)
|
||||
# define LOVE_EXPORT __attribute__((visibility("default")))
|
||||
#else
|
||||
# define LOVE_EXPORT
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_WINDOWS)
|
||||
#ifndef LOVE_WINDOWS_UWP
|
||||
# define LOVE_LEGENDARY_CONSOLE_IO_HACK
|
||||
#endif // LOVE_WINDOWS_UWP
|
||||
#ifndef __MINGW32__
|
||||
# define NOMINMAX
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_MACOSX) || defined(LOVE_IOS)
|
||||
# define LOVE_LEGENDARY_APP_ARGV_HACK
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_ANDROID) || defined(LOVE_IOS)
|
||||
# define LOVE_LEGENDARY_ACCELEROMETER_AS_JOYSTICK_HACK
|
||||
#endif
|
||||
|
||||
// Autotools config.h
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <../config.h>
|
||||
# undef VERSION
|
||||
# ifdef WORDS_BIGENDIAN
|
||||
# undef LOVE_LITTLE_ENDIAN
|
||||
# define LOVE_BIG_ENDIAN 1
|
||||
# else
|
||||
# undef LOVE_BIG_ENDIAN
|
||||
# define LOVE_LITTLE_ENDIAN 1
|
||||
# endif
|
||||
#else
|
||||
# define LOVE_ENABLE_LOVE
|
||||
# define LOVE_ENABLE_AUDIO
|
||||
# define LOVE_ENABLE_DATA
|
||||
# define LOVE_ENABLE_EVENT
|
||||
# define LOVE_ENABLE_FILESYSTEM
|
||||
# define LOVE_ENABLE_FONT
|
||||
# define LOVE_ENABLE_GRAPHICS
|
||||
# define LOVE_ENABLE_IMAGE
|
||||
# define LOVE_ENABLE_JOYSTICK
|
||||
# define LOVE_ENABLE_KEYBOARD
|
||||
# define LOVE_ENABLE_MATH
|
||||
# define LOVE_ENABLE_MOUSE
|
||||
# define LOVE_ENABLE_PHYSICS
|
||||
# define LOVE_ENABLE_SOUND
|
||||
# define LOVE_ENABLE_SYSTEM
|
||||
# define LOVE_ENABLE_THREAD
|
||||
# define LOVE_ENABLE_TIMER
|
||||
# define LOVE_ENABLE_TOUCH
|
||||
# define LOVE_ENABLE_VIDEO
|
||||
# define LOVE_ENABLE_WINDOW
|
||||
|
||||
# define LOVE_ENABLE_ENET
|
||||
# define LOVE_ENABLE_LUASOCKET
|
||||
# define LOVE_ENABLE_LUA53
|
||||
#endif
|
||||
|
||||
// Check we have a sane configuration
|
||||
#if !defined(LOVE_WINDOWS) && !defined(LOVE_LINUX) && !defined(LOVE_IOS) && !defined(LOVE_MACOSX) && !defined(LOVE_ANDROID)
|
||||
# error Could not detect target platform
|
||||
#endif
|
||||
#if !defined(LOVE_LITTLE_ENDIAN) && !defined(LOVE_BIG_ENDIAN)
|
||||
# error Could not detect endianness
|
||||
#endif
|
||||
|
||||
#endif // LOVE_CONFIG_H
|
||||
@@ -186,6 +186,18 @@ bool Filesystem::setIdentity(const char *ident, bool appendToPath)
|
||||
|
||||
save_path_full = storage_path + std::string("/save/") + save_identity;
|
||||
|
||||
// love::android::mkdir is a single mkdir(), not mkdir -p: on a genuinely
|
||||
// first-ever launch (nothing has touched this app's external-files dir
|
||||
// before) save_directory doesn't exist yet either, so creating
|
||||
// save_path_full in one step fails with ENOENT and PHYSFS_mount below
|
||||
// silently never mounts anything for the rest of this process -- not
|
||||
// just the save dir, but everything routed through it (save.lua/
|
||||
// options.lua, the ROM-derived asset cache, RomImporter's Android
|
||||
// folder scan). Ensure each level exists in order instead.
|
||||
if (!love::android::directoryExists(save_directory.c_str()) &&
|
||||
!love::android::mkdir(save_directory.c_str()))
|
||||
SDL_Log("Error: Could not create save directory %s!", save_directory.c_str());
|
||||
|
||||
if (!love::android::directoryExists(save_path_full.c_str()) &&
|
||||
!love::android::mkdir(save_path_full.c_str()))
|
||||
SDL_Log("Error: Could not create save directory %s!", save_path_full.c_str());
|
||||
@@ -338,6 +350,26 @@ bool Filesystem::setupWriteDirectory()
|
||||
std::string temp_writedir = getDriveRoot(save_path_full);
|
||||
std::string temp_createdir = skipDriveRoot(save_path_full);
|
||||
|
||||
#ifdef LOVE_ANDROID
|
||||
// getUserDirectory() falls back to $HOME/getpwuid() (physfs_platform_posix.c),
|
||||
// which is meaningless on Android and unrelated to save_path_full (an
|
||||
// SDL_AndroidGet*StoragePath() subdirectory -- see setIdentity above), so
|
||||
// the generic check below never matches and falls through to setting the
|
||||
// write dir to the drive root ("/"), which no Android app can write to.
|
||||
// Anchor to the real Android storage root instead.
|
||||
std::string androidStorageRoot = isAndroidSaveExternal()
|
||||
? SDL_AndroidGetExternalStoragePath() : SDL_AndroidGetInternalStoragePath();
|
||||
if (save_path_full.find(androidStorageRoot) == 0)
|
||||
{
|
||||
temp_writedir = androidStorageRoot;
|
||||
temp_createdir = save_path_full.substr(androidStorageRoot.length());
|
||||
|
||||
size_t startpos = temp_createdir.find_first_not_of('/');
|
||||
if (startpos != std::string::npos)
|
||||
temp_createdir = temp_createdir.substr(startpos);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
// On some sandboxed platforms, physfs will break when its write directory
|
||||
// is the root of the drive and it tries to create a folder (even if the
|
||||
// folder's path is in a writable location.) If the user's home folder is
|
||||
|
||||
@@ -180,6 +180,15 @@ void System::vibrate(double seconds) const
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::pickFile() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::showFilePicker();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -106,6 +106,15 @@ public:
|
||||
*/
|
||||
virtual void vibrate(double seconds) const;
|
||||
|
||||
/**
|
||||
* Shows the platform's native "pick a file" UI, if one is available.
|
||||
* Android only for now; the result (if any) is not returned here -- see
|
||||
* love::android::showFilePicker and src/import/RomImporter.lua.
|
||||
*
|
||||
* @return Whether the picker was shown.
|
||||
**/
|
||||
virtual bool pickFile() const;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -95,6 +95,12 @@ int w_vibrate(lua_State *L)
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_pickFile(lua_State *L)
|
||||
{
|
||||
luax_pushboolean(L, instance()->pickFile());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_hasBackgroundMusic(lua_State *L)
|
||||
{
|
||||
lua_pushboolean(L, instance()->hasBackgroundMusic());
|
||||
@@ -110,6 +116,7 @@ static const luaL_Reg functions[] =
|
||||
{ "getPowerInfo", w_getPowerInfo },
|
||||
{ "openURL", w_openURL },
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -61,6 +61,13 @@ public class GameActivity extends SDLActivity {
|
||||
protected final int[] recordAudioRequestDummy = new int[1];
|
||||
public static final int EXTERNAL_STORAGE_REQUEST_CODE = 2;
|
||||
public static final int RECORD_AUDIO_REQUEST_CODE = 3;
|
||||
public static final int ROM_PICKER_REQUEST_CODE = 4;
|
||||
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked ROM
|
||||
// is dropped so RomImporter's existing folder scan finds it -- see
|
||||
// src/import/RomImporter.lua and Filesystem::setIdentity (sets Android's
|
||||
// save directory to getExternalFilesDir()/save/<identity>).
|
||||
private static final String ROM_SAVE_IDENTITY = "pokemon-love2d";
|
||||
private static final String PICKED_ROM_FILENAME = "picked_rom.gb";
|
||||
private static boolean immersiveActive = false;
|
||||
private static boolean needToCopyGameInArchive = false;
|
||||
private boolean storagePermissionUnnecessary = false;
|
||||
@@ -332,6 +339,64 @@ public class GameActivity extends SDLActivity {
|
||||
return openURL(url) == 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the system document picker (Storage Access Framework) so the
|
||||
* player can pick their ROM from anywhere (Downloads, Drive, etc.)
|
||||
* without needing to know where the app's external files folder is.
|
||||
* Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
|
||||
* arrives later in onActivityResult, not synchronously here.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showRomFilePicker() {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, ROM_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open ROM file picker: " + e.getMessage());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
|
||||
super.onActivityResult(requestCode, resultCode, data);
|
||||
if (requestCode != ROM_PICKER_REQUEST_CODE) return;
|
||||
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
|
||||
Log.d("GameActivity", "ROM picker returned no file (cancelled?)");
|
||||
return;
|
||||
}
|
||||
|
||||
Uri uri = data.getData();
|
||||
File destDir = new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
|
||||
if (!destDir.exists() && !destDir.mkdirs()) {
|
||||
Log.d("GameActivity", "could not create " + destDir);
|
||||
return;
|
||||
}
|
||||
File destFile = new File(destDir, PICKED_ROM_FILENAME);
|
||||
|
||||
InputStream source;
|
||||
try {
|
||||
source = getContentResolver().openInputStream(uri);
|
||||
} catch (FileNotFoundException e) {
|
||||
Log.d("GameActivity", "could not open picked ROM: " + e.getMessage());
|
||||
return;
|
||||
}
|
||||
if (source == null) {
|
||||
Log.d("GameActivity", "ContentResolver returned no stream for picked ROM");
|
||||
return;
|
||||
}
|
||||
if (!copyAssetFile(source, destFile.getPath())) {
|
||||
Log.d("GameActivity", "could not copy picked ROM to " + destFile);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Copies a given file from the assets folder to the destination.
|
||||
*
|
||||
|
||||
@@ -62,10 +62,15 @@
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UISupportedInterfaceOrientations~ipad</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationPortraitUpsideDown</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UTExportedTypeDeclarations</key>
|
||||
<array>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "BALANCE",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "TOOL",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "AUDIO",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"permissions": ["engine_internals"],
|
||||
"dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "QUEST",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"permissions": ["engine_internals"],
|
||||
"dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "total_conversion",
|
||||
"category": "TOTAL_CONVERSION",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 900,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "GRAPHICS",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"assets_transforms": "transforms.lua",
|
||||
"dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "overhaul",
|
||||
"category": "MECHANIC",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -1,17 +1,19 @@
|
||||
#!/usr/bin/env bash
|
||||
# Packages the LÖVE2D Pokémon Red port into distributable macOS and
|
||||
# Windows builds. Runs entirely on macOS (no cross-compiling needed,
|
||||
# the Windows build reuses LÖVE's prebuilt win64 binaries).
|
||||
# Packages the LÖVE2D Pokémon Red port into distributable macOS, Windows,
|
||||
# and Linux builds. Runs entirely on macOS (no cross-compiling needed,
|
||||
# the Windows and Linux builds reuse LÖVE's prebuilt win64 / AppImage
|
||||
# binaries, fusing our game.love onto them the same way love.exe does).
|
||||
#
|
||||
# Usage: scripts/build.sh [mac|win|android|ios|all] [--version X.Y.Z] [--identity "Developer ID Application: ..."]
|
||||
# Usage: scripts/build.sh [mac|win|linux|android|ios|all] [--version X.Y.Z] [--identity "Developer ID Application: ..."]
|
||||
# [--notary-profile NAME] [--no-notarize]
|
||||
# [--release] # android/ios: release config instead of debug
|
||||
# [--release] # ios only: release config instead of debug
|
||||
#
|
||||
# Output: dist/mac/PokemonRed-macos.zip
|
||||
# dist/win/PokemonRed-win64.zip
|
||||
# dist/android/{debug,release}/*.apk (full gradle output stays under
|
||||
# Output: dist/mac/gen1recomp-macos.zip
|
||||
# dist/win/gen1recomp-win64.zip
|
||||
# dist/linux/gen1recomp-linux.zip (fused x86_64 AppImage)
|
||||
# dist/android/debug/*.apk (full gradle output stays under
|
||||
# mobile/android/app/build/outputs/apk/embedNoRecord/)
|
||||
# dist/ios/<Config>-<sdk>/PokemonRed.app (full xcodebuild output stays
|
||||
# dist/ios/<Config>-<sdk>/gen1recomp.app (full xcodebuild output stays
|
||||
# under mobile/ios/build/Build/Products/)
|
||||
|
||||
set -euo pipefail
|
||||
@@ -23,15 +25,15 @@ WORK="$HERE/work"
|
||||
DIST="$ROOT/dist"
|
||||
ENTITLEMENTS="$ROOT/scripts/macos-entitlements.plist"
|
||||
|
||||
APP_NAME="PokemonRed"
|
||||
APP_NAME="gen1recomp"
|
||||
BUNDLE_ID="com.theboisclub.pokemonred"
|
||||
LOVE_VERSION="11.5"
|
||||
VERSION="$(git -C "$ROOT" rev-parse --short HEAD 2>/dev/null || echo dev)"
|
||||
VERSION_EXPLICIT=false
|
||||
IDENTITY=""
|
||||
TARGET="all"
|
||||
NOTARY_PROFILE="notary-profile"
|
||||
NOTARIZE=true
|
||||
ANDROID_RELEASE=false
|
||||
IOS_RELEASE=false
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
@@ -40,25 +42,25 @@ fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
while [ $# -gt 0 ]; do
|
||||
case "$1" in
|
||||
mac|win|android|ios|all) TARGET="$1" ;;
|
||||
--version) VERSION="$2"; shift ;;
|
||||
mac|win|linux|android|ios|all) TARGET="$1" ;;
|
||||
--version) VERSION="$2"; VERSION_EXPLICIT=true; shift ;;
|
||||
--identity) IDENTITY="$2"; shift ;;
|
||||
--notary-profile) NOTARY_PROFILE="$2"; shift ;;
|
||||
--no-notarize) NOTARIZE=false ;;
|
||||
--release) ANDROID_RELEASE=true; IOS_RELEASE=true ;;
|
||||
--release) IOS_RELEASE=true ;;
|
||||
*) fail "unknown argument: $1" ;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
||||
mkdir -p "$CACHE" "$WORK" "$DIST/mac" "$DIST/win"
|
||||
mkdir -p "$CACHE" "$WORK" "$DIST/mac" "$DIST/win" "$DIST/linux"
|
||||
|
||||
# --------------------------------------------------------------- game.love
|
||||
say "packing game.love"
|
||||
LOVE_FILE="$WORK/game.love"
|
||||
rm -f "$LOVE_FILE"
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
@@ -66,6 +68,31 @@ if unzip -Z1 "$LOVE_FILE" \
|
||||
fi
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
|
||||
|
||||
# ------------------------------------------------------- stamp release version
|
||||
# The working tree ships Version.lua with engine "0.0.0-dev"; the real release
|
||||
# number only ever lives inside the packed archive. When --version is a strict
|
||||
# X.Y.Z, patch a copy of Version.lua (engine set to that number) under a staging
|
||||
# dir and replace the entry inside game.love in place -- never the source tree.
|
||||
# Short-hash / "dev" builds are left with the "-dev" default so they cannot be
|
||||
# mistaken for a release. The stamp is then read back out of the archive and the
|
||||
# build fails if it did not take.
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION into game.love"
|
||||
stamp_dir="$WORK/stamp"
|
||||
rm -rf "$stamp_dir"
|
||||
mkdir -p "$stamp_dir/src/core"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
|
||||
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
|
||||
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
unzip -p "$LOVE_FILE" src/core/Version.lua \
|
||||
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
|| fail "version stamp failed: game.love does not report engine $VERSION"
|
||||
say "stamped engine version: $VERSION"
|
||||
else
|
||||
say "version '$VERSION' is not X.Y.Z, shipping default engine (no stamp)"
|
||||
fi
|
||||
|
||||
# --------------------------------------------------------------- macOS
|
||||
build_mac() {
|
||||
say "building macOS app"
|
||||
@@ -139,11 +166,20 @@ build_win() {
|
||||
say "building Windows (win64) app"
|
||||
local zip_name="love-$LOVE_VERSION-win64.zip"
|
||||
local love_zip="$CACHE/$zip_name"
|
||||
# A cache hit only checks existence, not validity -- a prior run truncated
|
||||
# by a network drop mid-download (curl still leaves the partial file if
|
||||
# the exit code slips through) would otherwise be reused forever.
|
||||
if [ -f "$love_zip" ] && ! unzip -tqq "$love_zip" >/dev/null 2>&1; then
|
||||
warn "cached $zip_name is not a valid zip, removing and re-downloading"
|
||||
rm -f "$love_zip"
|
||||
fi
|
||||
if [ ! -f "$love_zip" ]; then
|
||||
say "downloading LÖVE $LOVE_VERSION win64 binaries"
|
||||
curl -fL --progress-bar \
|
||||
"https://github.com/love2d/love/releases/download/$LOVE_VERSION/$zip_name" \
|
||||
-o "$love_zip" || fail "download failed, check LOVE_VERSION or your network"
|
||||
unzip -tqq "$love_zip" >/dev/null 2>&1 \
|
||||
|| fail "downloaded $zip_name is not a valid zip (truncated download?)"
|
||||
fi
|
||||
|
||||
local extract_dir="$WORK/love-win64"
|
||||
@@ -167,12 +203,82 @@ build_win() {
|
||||
say "Windows build: $zip_out"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- Linux
|
||||
build_linux() {
|
||||
say "building Linux (x86_64 AppImage) app"
|
||||
local appimage_name="love-$LOVE_VERSION-x86_64.AppImage"
|
||||
local love_appimage="$CACHE/$appimage_name"
|
||||
# Same cache-validity gap as the win64 zip above: an AppImage is just an
|
||||
# ELF, so check the magic bytes before trusting a cached copy is complete.
|
||||
if [ -f "$love_appimage" ] && [ "$(head -c 4 "$love_appimage" | od -An -tx1 | tr -d ' \n')" != "7f454c46" ]; then
|
||||
warn "cached $appimage_name is not a valid ELF binary, removing and re-downloading"
|
||||
rm -f "$love_appimage"
|
||||
fi
|
||||
if [ ! -f "$love_appimage" ]; then
|
||||
say "downloading LÖVE $LOVE_VERSION Linux AppImage"
|
||||
curl -fL --progress-bar \
|
||||
"https://github.com/love2d/love/releases/download/$LOVE_VERSION/$appimage_name" \
|
||||
-o "$love_appimage" || fail "download failed, check LOVE_VERSION or your network"
|
||||
[ "$(head -c 4 "$love_appimage" | od -An -tx1 | tr -d ' \n')" = "7f454c46" ] \
|
||||
|| fail "downloaded $appimage_name is not a valid ELF binary (truncated download?)"
|
||||
fi
|
||||
chmod +x "$love_appimage"
|
||||
|
||||
# The Windows-style `cat love.exe game.love` fusion does NOT work here:
|
||||
# an AppImage is a small runtime ELF with a squashfs appended, and at
|
||||
# launch the runtime mounts the squashfs and executes bin/love from
|
||||
# *inside* it -- bytes appended to the outer file are never read, so
|
||||
# users would just get vanilla LÖVE's no-game screen. Instead, unpack
|
||||
# the squashfs, drop game.love in, point AppRun's FUSE_PATH hook at it
|
||||
# (the hook ships commented-out in LÖVE's official AppImage), and glue
|
||||
# runtime + repacked squashfs back together.
|
||||
command -v unsquashfs >/dev/null && command -v mksquashfs >/dev/null \
|
||||
|| fail "squashfs tools not found; install with: brew install squashfs"
|
||||
|
||||
# The squashfs starts right where the ELF ends:
|
||||
# e_shoff + e_shnum * e_shentsize (all little-endian in the ELF64 header).
|
||||
local e_shoff e_shentsize e_shnum sfs_offset
|
||||
e_shoff=$(od -An -j40 -N8 -tu8 "$love_appimage" | tr -d ' ')
|
||||
e_shentsize=$(od -An -j58 -N2 -tu2 "$love_appimage" | tr -d ' ')
|
||||
e_shnum=$(od -An -j60 -N2 -tu2 "$love_appimage" | tr -d ' ')
|
||||
sfs_offset=$((e_shoff + e_shentsize * e_shnum))
|
||||
[ "$(dd if="$love_appimage" bs=1 skip="$sfs_offset" count=4 2>/dev/null)" = "hsqs" ] \
|
||||
|| fail "no squashfs superblock at computed offset $sfs_offset (unexpected AppImage layout)"
|
||||
|
||||
local appdir="$WORK/linux-appdir"
|
||||
rm -rf "$appdir"
|
||||
unsquashfs -q -no-xattrs -o "$sfs_offset" -d "$appdir" "$love_appimage" >/dev/null
|
||||
|
||||
cp "$LOVE_FILE" "$appdir/game.love"
|
||||
sed -i '' 's|^#FUSE_PATH="$APPDIR/my_game.love"$|FUSE_PATH="$APPDIR/game.love"|' "$appdir/AppRun"
|
||||
grep -q '^FUSE_PATH="\$APPDIR/game.love"$' "$appdir/AppRun" \
|
||||
|| fail "failed to enable FUSE_PATH in AppRun (upstream AppRun changed?)"
|
||||
|
||||
# Match the upstream image's compression (gzip, 128K blocks) so the
|
||||
# bundled runtime can read it.
|
||||
local sfs_out="$WORK/game.squashfs"
|
||||
rm -f "$sfs_out"
|
||||
mksquashfs "$appdir" "$sfs_out" \
|
||||
-comp gzip -b 131072 -noappend -all-root -no-xattrs -quiet >/dev/null
|
||||
|
||||
local out_bin="$WORK/$APP_NAME-x86_64.AppImage"
|
||||
rm -f "$out_bin"
|
||||
head -c "$sfs_offset" "$love_appimage" > "$out_bin"
|
||||
cat "$sfs_out" >> "$out_bin"
|
||||
chmod +x "$out_bin"
|
||||
|
||||
local zip_out="$DIST/linux/$APP_NAME-linux.zip"
|
||||
rm -f "$zip_out"
|
||||
(cd "$WORK" && zip -q -9 -j "$zip_out" "$(basename "$out_bin")")
|
||||
say "Linux build: $zip_out"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- Android
|
||||
build_android() {
|
||||
say "building Android (delegating to scripts/build_android.sh)"
|
||||
local args=()
|
||||
if [ "$ANDROID_RELEASE" = true ]; then
|
||||
args+=(--release)
|
||||
if [ "$VERSION_EXPLICIT" = true ]; then
|
||||
args+=(--version "$VERSION")
|
||||
fi
|
||||
"$ROOT/scripts/build_android.sh" ${args[@]+"${args[@]}"}
|
||||
}
|
||||
@@ -190,9 +296,10 @@ build_ios() {
|
||||
case "$TARGET" in
|
||||
mac) build_mac ;;
|
||||
win) build_win ;;
|
||||
linux) build_linux ;;
|
||||
android) build_android ;;
|
||||
ios) build_ios ;;
|
||||
all) build_mac; build_win ;;
|
||||
all) build_mac; build_win; build_linux ;;
|
||||
esac
|
||||
|
||||
case "$TARGET" in
|
||||
|
||||
@@ -1,11 +1,10 @@
|
||||
#!/usr/bin/env bash
|
||||
# Packages the LÖVE2D Pokémon Red port into an Android APK via love-android 11.5a.
|
||||
#
|
||||
# Usage: scripts/build_android.sh [--release] [--package-only]
|
||||
# Usage: scripts/build_android.sh [--version X.Y.Z] [--package-only]
|
||||
#
|
||||
# (default) assembleEmbedNoRecordDebug (debug keystore)
|
||||
# --release assembleEmbedNoRecordRelease (requires out-of-band signing)
|
||||
# --package-only zip game.love + apply branding; skip gradle
|
||||
# --version X.Y.Z set app.version_name / app.version_code (else left as-is)
|
||||
# --package-only zip game.love + apply branding; skip gradle
|
||||
#
|
||||
# Prerequisites:
|
||||
# - mobile/android vendored love-android tree at tag 11.5a (in-repo; see mobile/ANDROID.md)
|
||||
@@ -13,9 +12,8 @@
|
||||
# - JDK 17
|
||||
#
|
||||
# Output (after gradle):
|
||||
# dist/android/{debug,release}/*.apk (convenience copy)
|
||||
# dist/android/debug/*.apk (convenience copy)
|
||||
# mobile/android/app/build/outputs/apk/embedNoRecord/debug/*.apk
|
||||
# mobile/android/app/build/outputs/apk/embedNoRecord/release/*.apk
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
@@ -24,12 +22,12 @@ ANDROID_DIR="$ROOT/mobile/android"
|
||||
EMBED_ASSETS="$ANDROID_DIR/app/src/embed/assets"
|
||||
LOVE_FILE="$EMBED_ASSETS/game.love"
|
||||
DIST="$ROOT/dist/android"
|
||||
APP_NAME="Pokemon Red"
|
||||
APP_NAME="gen1recomp"
|
||||
APPLICATION_ID="com.theboisclub.pokemonred"
|
||||
LOVE_ANDROID_VERSION="11.5a"
|
||||
NDK_VERSION="25.2.9519653"
|
||||
|
||||
RELEASE=false
|
||||
VERSION=""
|
||||
PACKAGE_ONLY=false
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
@@ -38,17 +36,29 @@ fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
while [ $# -gt 0 ]; do
|
||||
case "$1" in
|
||||
--release) RELEASE=true ;;
|
||||
--version) VERSION="$2"; shift ;;
|
||||
--package-only) PACKAGE_ONLY=true ;;
|
||||
-h|--help)
|
||||
sed -n '2,20p' "$0"
|
||||
exit 0
|
||||
;;
|
||||
*) fail "unknown argument: $1 (try --release or --package-only)" ;;
|
||||
*) fail "unknown argument: $1 (try --version X.Y.Z or --package-only)" ;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
||||
VERSION_CODE=""
|
||||
if [ -n "$VERSION" ]; then
|
||||
if ! printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
fail "invalid --version '$VERSION' (expected X.Y.Z)"
|
||||
fi
|
||||
major="${VERSION%%.*}"
|
||||
rest="${VERSION#*.}"
|
||||
minor="${rest%%.*}"
|
||||
patch="${rest##*.}"
|
||||
VERSION_CODE=$((major * 10000 + minor * 100 + patch))
|
||||
fi
|
||||
|
||||
# --------------------------------------------------------------- preconditions
|
||||
if [ ! -f "$ANDROID_DIR/settings.gradle" ] || [ ! -f "$ANDROID_DIR/gradlew" ]; then
|
||||
fail "love-android not found at mobile/android/.
|
||||
@@ -74,10 +84,10 @@ apply_android_branding() {
|
||||
|
||||
say "applying Android branding (gradle.properties + permission trim)"
|
||||
|
||||
python3 - "$props" "$APPLICATION_ID" "$APP_NAME" <<'PY'
|
||||
python3 - "$props" "$APPLICATION_ID" "$APP_NAME" "$VERSION" "$VERSION_CODE" <<'PY'
|
||||
import pathlib, re, sys
|
||||
path = pathlib.Path(sys.argv[1])
|
||||
app_id, name = sys.argv[2], sys.argv[3]
|
||||
app_id, name, version, version_code = sys.argv[2], sys.argv[3], sys.argv[4], sys.argv[5]
|
||||
text = path.read_text()
|
||||
|
||||
def set_prop(text, key, value):
|
||||
@@ -91,7 +101,10 @@ def set_prop(text, key, value):
|
||||
text = re.sub(r"(?m)^app\.name_byte_array=.*\n?", "", text)
|
||||
text = set_prop(text, "app.name", name)
|
||||
text = set_prop(text, "app.application_id", app_id)
|
||||
text = set_prop(text, "app.orientation", "portrait")
|
||||
text = set_prop(text, "app.orientation", "fullUser")
|
||||
if version:
|
||||
text = set_prop(text, "app.version_name", version)
|
||||
text = set_prop(text, "app.version_code", version_code)
|
||||
path.write_text(text)
|
||||
PY
|
||||
|
||||
@@ -124,7 +137,7 @@ pack_game_love() {
|
||||
mkdir -p "$EMBED_ASSETS"
|
||||
rm -f "$LOVE_FILE"
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
@@ -132,6 +145,32 @@ pack_game_love() {
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
|
||||
|
||||
# This script packs its own game.love (it does not reuse build.sh's), so it
|
||||
# stamps the release version the same way: patch a copy of Version.lua
|
||||
# (engine set to $VERSION) under a throwaway staging dir and replace the
|
||||
# entry inside the archive in place -- never the source tree. VERSION is
|
||||
# already validated as X.Y.Z above; when it is empty the packaged game keeps
|
||||
# the "0.0.0-dev" default. The stamp is read back out and the build fails if
|
||||
# it did not take.
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION into game.love"
|
||||
local stamp_dir
|
||||
stamp_dir="$(mktemp -d)"
|
||||
mkdir -p "$stamp_dir/src/core"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
|
||||
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
|
||||
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
|
||||
local version_re
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
unzip -p "$LOVE_FILE" src/core/Version.lua \
|
||||
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
|| fail "version stamp failed: game.love does not report engine $VERSION"
|
||||
rm -rf "$stamp_dir"
|
||||
say "stamped engine version: $VERSION"
|
||||
else
|
||||
say "no X.Y.Z --version, shipping default engine (no stamp)"
|
||||
fi
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- SDK check
|
||||
@@ -178,16 +217,8 @@ require_android_sdk() {
|
||||
|
||||
# --------------------------------------------------------------- gradle
|
||||
run_gradle() {
|
||||
local task
|
||||
if $RELEASE; then
|
||||
task="assembleEmbedNoRecordRelease"
|
||||
say "building release APK ($task)"
|
||||
warn "release signing is out-of-band, see mobile/ANDROID.md (Signing)."
|
||||
warn "without a signingConfig, assembleRelease may produce an unsigned APK or fail."
|
||||
else
|
||||
task="assembleEmbedNoRecordDebug"
|
||||
say "building debug APK ($task), uses the default Android debug keystore"
|
||||
fi
|
||||
local task="assembleEmbedNoRecordDebug"
|
||||
say "building APK ($task)"
|
||||
|
||||
if ! (
|
||||
cd "$ANDROID_DIR"
|
||||
@@ -199,19 +230,12 @@ run_gradle() {
|
||||
You can still iterate on the .love payload with: scripts/build_android.sh --package-only"
|
||||
fi
|
||||
|
||||
local out_dir
|
||||
if $RELEASE; then
|
||||
out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/release"
|
||||
else
|
||||
out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/debug"
|
||||
fi
|
||||
local out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/debug"
|
||||
if [ -d "$out_dir" ]; then
|
||||
say "APK output:"
|
||||
find "$out_dir" -name '*.apk' -exec ls -lh {} \;
|
||||
|
||||
local flavor="debug"
|
||||
$RELEASE && flavor="release"
|
||||
local dist_dir="$DIST/$flavor"
|
||||
local dist_dir="$DIST/debug"
|
||||
rm -rf "$dist_dir"
|
||||
mkdir -p "$dist_dir"
|
||||
find "$out_dir" -name '*.apk' -exec cp {} "$dist_dir/" \;
|
||||
|
||||
@@ -15,8 +15,8 @@
|
||||
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
|
||||
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
|
||||
#
|
||||
# Output: dist/ios/<Config>-<sdk>/PokemonRed.app (convenience copy)
|
||||
# mobile/ios/build/Build/Products/<Config>-<sdk>/PokemonRed.app
|
||||
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
|
||||
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
@@ -33,8 +33,8 @@ RESOURCES_DIR="$XCODE_DIR/ios/resources"
|
||||
LOVE_FILE="$RESOURCES_DIR/game.love"
|
||||
LIBS_DIR="$XCODE_DIR/ios/libraries"
|
||||
|
||||
APP_NAME="PokemonRed"
|
||||
DISPLAY_NAME="Pokemon Red"
|
||||
APP_NAME="gen1recomp"
|
||||
DISPLAY_NAME="gen1recomp"
|
||||
BUNDLE_ID="com.theboisclub.pokemonred"
|
||||
LOVE_VERSION="$(tr -d '[:space:]' < "$IOS_DIR/LOVE_VERSION" 2>/dev/null || echo 11.5)"
|
||||
IOS_SOURCE_ZIP="love-${LOVE_VERSION}-ios-source.zip"
|
||||
@@ -155,7 +155,7 @@ require_ios_libraries
|
||||
apply_ios_branding() {
|
||||
[ -f "$OVERLAY_PLIST" ] || fail "missing overlay plist: $OVERLAY_PLIST"
|
||||
local dest="$XCODE_DIR/ios/love-ios.plist"
|
||||
say "applying iOS branding (portrait-only Info.plist, display name)"
|
||||
say "applying iOS branding (portrait + landscape Info.plist, display name)"
|
||||
cp "$OVERLAY_PLIST" "$dest"
|
||||
}
|
||||
|
||||
@@ -166,7 +166,7 @@ pack_game_love() {
|
||||
rm -f "$LOVE_FILE"
|
||||
# Same payload as scripts/build.sh / build_android.sh: game sources only.
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
|
||||
@@ -78,23 +78,14 @@ run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
|
||||
# ------- content tier: only meaningful with an imported ROM
|
||||
|
||||
|
||||
# tests/run_tests.lua carries two pre-existing failures that are stale
|
||||
# about the chip-audio architecture rather than real defects:
|
||||
#
|
||||
# Pikachu cry WAV exists nothing writes .wav any more -- cries are
|
||||
# synthesized at play time from
|
||||
# Data.audio.cries + programs.bin
|
||||
# low-health alarm sfx extracted the importer deliberately does not
|
||||
# extract it; Sound.startLoop falls back to
|
||||
# ChipAudio.newLowHealthAlarm (Sound.lua:268)
|
||||
#
|
||||
# They are left in place (fixing them is a separate, reviewed change), so
|
||||
# the tier passes on exactly this baseline and fails the moment a third
|
||||
# failure appears or one of these two changes identity. Ignoring the exit
|
||||
# code outright would hide every future content regression.
|
||||
KNOWN_CONTENT_FAILURES=2
|
||||
KNOWN_CONTENT_LINES="FAIL Pikachu cry WAV exists
|
||||
FAIL low-health alarm sfx extracted"
|
||||
# tests/run_tests.lua is expected to be clean. It used to carry two stale
|
||||
# chip-audio assertions on the allowlist below (Pikachu cry WAV exists /
|
||||
# low-health alarm sfx extracted); both have since been fixed, so the
|
||||
# baseline is zero and any failure fails the tier. Keep the allowlist
|
||||
# mechanism rather than ignoring the exit code -- that would hide every
|
||||
# future content regression.
|
||||
KNOWN_CONTENT_FAILURES=0
|
||||
KNOWN_CONTENT_LINES=""
|
||||
|
||||
run_content_behavior() {
|
||||
local out
|
||||
@@ -107,7 +98,9 @@ run_content_behavior() {
|
||||
if [ "$count" -eq "$KNOWN_CONTENT_FAILURES" ] \
|
||||
&& [ "$lines" = "$(printf '%s\n' "$KNOWN_CONTENT_LINES" | sort)" ]; then
|
||||
printf '%s\n' "$out" | tail -3
|
||||
echo "(the $KNOWN_CONTENT_FAILURES known stale audio assertions, unchanged)"
|
||||
if [ "$KNOWN_CONTENT_FAILURES" -gt 0 ]; then
|
||||
echo "(the $KNOWN_CONTENT_FAILURES known stale assertions, unchanged)"
|
||||
fi
|
||||
return 0
|
||||
fi
|
||||
|
||||
|
||||
@@ -144,6 +144,25 @@ function AnimPlayer.new(data)
|
||||
}, AnimPlayer)
|
||||
end
|
||||
|
||||
-- Release the tilesheet images and quads this player built. They live in
|
||||
-- per-instance caches (a fresh AnimPlayer is made per battle), so unlike a
|
||||
-- shared module cache they are dead the moment the battle ends -- freeing
|
||||
-- them here instead of waiting on a GC finalizer keeps grinding battles
|
||||
-- from piling orphaned VRAM up faster than the (Lua-heap-triggered) GC
|
||||
-- reclaims it.
|
||||
function AnimPlayer:release()
|
||||
for _, img in pairs(self.images) do
|
||||
if img and img.release then pcall(img.release, img) end
|
||||
end
|
||||
self.images = {}
|
||||
for _, byTile in pairs(self.quads) do
|
||||
for _, q in pairs(byTile) do
|
||||
if q and q.release then pcall(q.release, q) end
|
||||
end
|
||||
end
|
||||
self.quads = {}
|
||||
end
|
||||
|
||||
function AnimPlayer:warnOnce(key, fmt, ...)
|
||||
if not self.warned[key] then
|
||||
self.warned[key] = true
|
||||
|
||||
@@ -89,6 +89,8 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
-- Swift ignores semi-invulnerability (MoveHitTest returns hit for
|
||||
-- SWIFT_EFFECT before the INVULNERABLE check)
|
||||
if target.invulnerable and not neverMiss then
|
||||
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
|
||||
return
|
||||
end
|
||||
@@ -97,6 +99,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
if record and record.gate then
|
||||
local ok, failMsg = record.gate(ctx)
|
||||
if not ok then
|
||||
battle:cancelMoveAnim()
|
||||
if failMsg then battle:sayNext(failMsg) end
|
||||
return
|
||||
end
|
||||
@@ -108,6 +111,8 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
|
||||
if not neverMiss then
|
||||
if not battle:accuracyRoll(move, user, target) then
|
||||
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
|
||||
-- Jump Kick crash, Explode self-destruct
|
||||
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
|
||||
@@ -134,6 +139,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
end
|
||||
end
|
||||
if not counterable or (battle.lastDamage or 0) == 0 then
|
||||
battle:cancelMoveAnim()
|
||||
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
|
||||
return
|
||||
end
|
||||
@@ -144,6 +150,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
-- failed with that text already chosen
|
||||
local chosen, extra = record.chooseDamage(ctx)
|
||||
if not chosen then
|
||||
battle:cancelMoveAnim()
|
||||
if extra then battle:sayNext(extra) end
|
||||
return
|
||||
end
|
||||
@@ -154,37 +161,66 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
end
|
||||
|
||||
if info.typeMult == 0 then
|
||||
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
battle:sayNext(("It doesn't affect\n%s!"):format(displayName(target)))
|
||||
if record and record.onMiss then record.onMiss(ctx, "immune") end
|
||||
return
|
||||
end
|
||||
if info.missed then
|
||||
-- 0.25x floored the damage to zero: the original registers a miss
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
|
||||
if record and record.onMiss then record.onMiss(ctx, "floored") end
|
||||
return
|
||||
end
|
||||
battle.lastDamage = dmg -- wDamage (shared by both sides, read by Counter)
|
||||
|
||||
-- the hit blink + damage sound ride the queue behind the animation:
|
||||
-- on the move's anim row when one was announced, else on a bare hit
|
||||
-- row (thrash/rage continuations), placed BEFORE the drain rows the
|
||||
-- hits loop inserts so the blink precedes the bar drain
|
||||
local hitRow = battle.moveAnimRow
|
||||
if not hitRow then
|
||||
battle.nextInsert = (battle.nextInsert or 0) + 1
|
||||
hitRow = { hitRow = true }
|
||||
table.insert(battle.queue, battle.nextInsert, hitRow)
|
||||
end
|
||||
-- the hit blink + damage sound ride each animation row, placed BEFORE
|
||||
-- that hit's drain so the blink precedes the bar. Multi-hit moves
|
||||
-- replay PlayMoveAnimation per strike (pokered: GetPlayerAnimationType
|
||||
-- / GetEnemyAnimationType loop on wNumAttacksLeft); hit 1 reuses the
|
||||
-- announcement-time moveAnimRow, later hits queue fresh anim rows.
|
||||
-- Thrash/rage continuations have no announcement anim -- a bare
|
||||
-- hitRow carries the blink instead.
|
||||
local hitSfx = info.typeMult > 10 and "Super_Effective"
|
||||
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
|
||||
local hitFx = { sfx = hitSfx,
|
||||
blink = battle:animationsOn() and target or nil }
|
||||
|
||||
local totalDealt = 0
|
||||
local landed, brokeSub = 0, false
|
||||
for h = 1, hits do
|
||||
if target.mon.hp <= 0 then break end
|
||||
local hitRow
|
||||
if h == 1 then
|
||||
hitRow = battle.moveAnimRow
|
||||
if not hitRow then
|
||||
battle.nextInsert = (battle.nextInsert or 0) + 1
|
||||
hitRow = { hitRow = true }
|
||||
table.insert(battle.queue, battle.nextInsert, hitRow)
|
||||
end
|
||||
else
|
||||
battle.nextInsert = (battle.nextInsert or 0) + 1
|
||||
hitRow = { anim = move.id, attackerIsPlayer = user.isPlayer }
|
||||
table.insert(battle.queue, battle.nextInsert, hitRow)
|
||||
end
|
||||
local hadSub = target.substituteHP ~= nil
|
||||
local dealt = battle:applyDamage(target, dmg)
|
||||
totalDealt = totalDealt + dealt
|
||||
landed = h
|
||||
if dealt > 0 then hitRow.hit = hitFx end
|
||||
-- PrintCriticalOHKOText + DisplayEffectiveness run inside the
|
||||
-- multi-hit loop (core.asm .moveDidNotMiss before the jump back
|
||||
-- to GetPlayerAnimationType), so crit/effectiveness reprint on
|
||||
-- every strike -- damage was only rolled once
|
||||
if info.crit then battle:sayNext("Critical hit!") end
|
||||
if info.ohko then battle:sayNext("One-hit KO!") end
|
||||
if info.typeMult > 10 then
|
||||
battle:sayNext("It's super\neffective!")
|
||||
elseif info.typeMult < 10 then
|
||||
battle:sayNext("It's not very\neffective...")
|
||||
end
|
||||
if Runtime.wants("battle.damage_dealt") then
|
||||
Runtime.emit("battle.damage_dealt", {
|
||||
battle = battle, user = user, target = target, move = move,
|
||||
@@ -198,23 +234,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
end
|
||||
end
|
||||
hits = landed > 0 and landed or hits
|
||||
if totalDealt > 0 then
|
||||
-- the original's per-hit sound: normal / super / not-very-effective
|
||||
local hitSfx = info.typeMult > 10 and "Super_Effective"
|
||||
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
|
||||
hitRow.hit = { sfx = hitSfx,
|
||||
blink = battle:animationsOn() and target or nil }
|
||||
end
|
||||
-- PrintCriticalOHKOText prints "Critical hit!"/"One-hit KO!" right
|
||||
-- after the damage lands, BEFORE DisplayEffectiveness (core.asm
|
||||
-- .moveDidNotMiss); the multi-hit count follows the last hit
|
||||
if info.crit then battle:sayNext("Critical hit!") end
|
||||
if info.ohko then battle:sayNext("One-hit KO!") end
|
||||
if info.typeMult > 10 then
|
||||
battle:sayNext("It's super\neffective!")
|
||||
elseif info.typeMult < 10 then
|
||||
battle:sayNext("It's not very\neffective...")
|
||||
end
|
||||
if hits > 1 then
|
||||
-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
|
||||
if user.isPlayer then
|
||||
|
||||
@@ -516,8 +516,8 @@ MoveEffects.full = {
|
||||
|
||||
-- charge moves: first turn just charges; Fly AND Dig go
|
||||
-- semi-invulnerable (ChargeEffect sets INVULNERABLE for both)
|
||||
CHARGE_EFFECT = { charge = {} },
|
||||
FLY_EFFECT = { charge = { invulnerable = true } },
|
||||
CHARGE_EFFECT = { charge = { anim = "XSTATITEM_ANIM", enemyAnim = "XSTATITEM_DUPLICATE_ANIM" } },
|
||||
FLY_EFFECT = { charge = { invulnerable = true, anim = "TELEPORT" } },
|
||||
|
||||
TRAPPING_EFFECT = {
|
||||
-- TrappingEffect runs BEFORE the hit test and clears the target's
|
||||
@@ -616,6 +616,7 @@ MoveEffects.full = {
|
||||
-- roll is below opponentLevel/4. Teleport's failure text is "But
|
||||
-- it failed!", Roar/Whirlwind's is DidntAffectText; in trainer
|
||||
-- battles Teleport fails and Roar/Whirlwind are "unaffected".
|
||||
-- Fail paths DelayFrames then print -- no PlayCurrentMoveAnimation.
|
||||
perform = function(ctx)
|
||||
local battle, user, target, move = ctx.battle, ctx.user, ctx.target, ctx.move
|
||||
if battle.kind == "wild" then
|
||||
@@ -635,13 +636,17 @@ MoveEffects.full = {
|
||||
battle.result = "run"
|
||||
battle.afterQueue = "finish"
|
||||
elseif move.id == "TELEPORT" then
|
||||
battle:cancelMoveAnim()
|
||||
ctx.say("But, it failed!")
|
||||
else
|
||||
battle:cancelMoveAnim()
|
||||
ctx.say(("It didn't affect\n%s!"):format(displayName(target)))
|
||||
end
|
||||
elseif move.id == "TELEPORT" then
|
||||
battle:cancelMoveAnim()
|
||||
ctx.say("But, it failed!")
|
||||
else
|
||||
battle:cancelMoveAnim()
|
||||
ctx.say(("%s\nis unaffected!"):format(displayName(target)))
|
||||
end
|
||||
end,
|
||||
|
||||
@@ -15,7 +15,8 @@
|
||||
-- (super-effective) or adds 1 (not-effective when a better move exists);
|
||||
-- the MINIMUM-scored move is chosen, ties broken uniformly among the
|
||||
-- tied minima (core.asm:2971-3002). A non-minimal move is never
|
||||
-- selectable. Respects PP, Disable and Transform/Mimic move overrides.
|
||||
-- selectable. Respects Disable (and PP only when the ruleset depletes
|
||||
-- enemy PP — Gen 1 AI never reads wEnemyMonPP).
|
||||
|
||||
local TypeChart = require("src.battle.TypeChart")
|
||||
|
||||
@@ -212,9 +213,13 @@ end
|
||||
|
||||
function TrainerAI.chooseMove(battler, rng, battle)
|
||||
rng = rng or love.math.random
|
||||
-- Gen 1: SelectEnemyMove never consults wEnemyMonPP; Struggle only when
|
||||
-- every move slot is missing/disabled (core.asm:2957-2999). modern_clean
|
||||
-- depletes enemy PP and falls back to Struggle when none remain.
|
||||
local unlimited = battle and battle.ruleset and battle.ruleset.enemyUnlimitedPP
|
||||
local usable = {}
|
||||
for i, mv in ipairs(battler.curMoves) do
|
||||
if mv.pp > 0 and battler.disabledSlot ~= i then
|
||||
if battler.disabledSlot ~= i and (unlimited or mv.pp > 0) then
|
||||
table.insert(usable, mv)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -13,4 +13,7 @@ return {
|
||||
randMax = 255,
|
||||
-- Focus Energy famously QUARTERS the crit rate instead of x4
|
||||
focusEnergyBug = true,
|
||||
-- Wild/trainer enemies never spend PP (DecrementPP only touches the
|
||||
-- player side in pokered). They therefore never Struggle from empty PP.
|
||||
enemyUnlimitedPP = true,
|
||||
}
|
||||
|
||||
@@ -9,4 +9,6 @@ return {
|
||||
randMin = 217,
|
||||
randMax = 255,
|
||||
focusEnergyBug = false,
|
||||
-- Gen 2+ style: AI opponents deplete PP and can Struggle when empty.
|
||||
enemyUnlimitedPP = false,
|
||||
}
|
||||
|
||||
@@ -0,0 +1,760 @@
|
||||
-- Pure Game Boy audio synthesis (the DMG/GBC channel-program interpreter and
|
||||
-- PCM renderer), factored out of ChipAudio so it can run on EITHER the main
|
||||
-- thread (SFX/cries, and the synchronous music fallback) or the ChipAudio
|
||||
-- worker thread (src/core/chip_worker.lua), which is where map/battle music is
|
||||
-- synthesized so a song change never stutters the render thread.
|
||||
--
|
||||
-- Deliberately depends ONLY on `bit`, love.sound and love.filesystem: no
|
||||
-- love.audio (Sources are a playback concern the caller owns) and no
|
||||
-- src.render.Assets (hot-reload registration stays in ChipAudio). Both of
|
||||
-- those are unavailable or main-thread-only inside a love.thread worker, so
|
||||
-- keeping them out is what lets the same synth code run in the worker.
|
||||
|
||||
local bit = require("bit")
|
||||
|
||||
local ChipSynth = {}
|
||||
|
||||
local SAMPLE_RATE = 22050
|
||||
local TICKS_PER_SECOND = 15360
|
||||
local FRAME_TICKS = 256
|
||||
local GB_CLOCK = 4194304
|
||||
|
||||
-- one 4096-sample stereo SoundData is the unit both the worker hands off and
|
||||
-- the synchronous fallback queues; the source keeps MUSIC_BUFFER_COUNT of them
|
||||
-- (~6s) for stall tolerance (window resize, a long GC pause)
|
||||
local MUSIC_BUFFER_SAMPLES = 4096
|
||||
local MUSIC_BUFFER_COUNT = 32
|
||||
|
||||
ChipSynth.SAMPLE_RATE = SAMPLE_RATE
|
||||
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
|
||||
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
|
||||
|
||||
local PITCHES = {
|
||||
0xF82C, 0xF89D, 0xF907, 0xF96B, 0xF9CA, 0xFA23,
|
||||
0xFA77, 0xFAC7, 0xFB12, 0xFB58, 0xFB9B, 0xFBDA,
|
||||
}
|
||||
local DUTY = { [0] = 0.125, [1] = 0.25, [2] = 0.5, [3] = 0.75 }
|
||||
local WAVE_LEVEL = { [0] = 0, [1] = 1, [2] = 0.5, [3] = 0.25 }
|
||||
local NOISE_DIVISORS = {
|
||||
[0] = 8, [1] = 16, [2] = 32, [3] = 48,
|
||||
[4] = 64, [5] = 80, [6] = 96, [7] = 112,
|
||||
}
|
||||
|
||||
local function snapTicks(ticks)
|
||||
return math.floor((ticks * 735 + 256) / 512)
|
||||
end
|
||||
|
||||
local cachedProgramFile
|
||||
local cachedBanks
|
||||
|
||||
local function loadBanks(data)
|
||||
local audio = data.audio
|
||||
if cachedProgramFile == audio.programFile and cachedBanks then
|
||||
return cachedBanks
|
||||
end
|
||||
local raw, readError = love.filesystem.read(audio.programFile)
|
||||
if not raw then error("could not read sound programs: " .. tostring(readError)) end
|
||||
local banks = {}
|
||||
for index, bank in ipairs(audio.bankOrder) do
|
||||
local first = (index - 1) * 0x4000 + 1
|
||||
banks[bank] = raw:sub(first, first + 0x3FFF)
|
||||
end
|
||||
cachedProgramFile, cachedBanks = audio.programFile, banks
|
||||
return banks
|
||||
end
|
||||
|
||||
-- drop the single-slot bank cache; the worker keeps its own copy of this
|
||||
-- module's state, so ChipAudio.invalidate must reach it via a worker message
|
||||
function ChipSynth.invalidateBanks()
|
||||
cachedProgramFile, cachedBanks = nil, nil
|
||||
end
|
||||
|
||||
-- A def-local program (ChipAsm output) is mounted as pseudo-bank 0 next to
|
||||
-- the ROM banks, so the 0x4000-window byte reader and every call/loop
|
||||
-- target work unchanged. The ROM's own cached bank table is never touched
|
||||
-- because bank 0 differs per def, and a blob that carries its own waves and
|
||||
-- drums renders even where programs.bin is unreadable.
|
||||
local function engineBanks(data, chip)
|
||||
if not chip then return loadBanks(data) end
|
||||
local banks = {}
|
||||
local ok, romBanks = pcall(loadBanks, data)
|
||||
if ok then
|
||||
for bank, bytes in pairs(romBanks) do banks[bank] = bytes end
|
||||
end
|
||||
banks[0] = chip.blob
|
||||
return banks
|
||||
end
|
||||
|
||||
local function romByte(banks, bank, address)
|
||||
local bytes = assert(banks[bank], "uncached audio bank " .. tostring(bank))
|
||||
local value = bytes:byte(address - 0x4000 + 1)
|
||||
if not value then
|
||||
error(("audio read outside bank %02X:%04X"):format(bank, address))
|
||||
end
|
||||
return value
|
||||
end
|
||||
|
||||
local function romWord(banks, bank, address)
|
||||
return romByte(banks, bank, address)
|
||||
+ romByte(banks, bank, address + 1) * 0x100
|
||||
end
|
||||
|
||||
local function headerChannels(banks, header)
|
||||
local channels = {}
|
||||
local address = header.address
|
||||
local first = romByte(banks, header.bank, address)
|
||||
local count = bit.rshift(bit.band(first, 0xF0), 6) + 1
|
||||
for _ = 1, count do
|
||||
local descriptor = romByte(banks, header.bank, address)
|
||||
channels[#channels + 1] = {
|
||||
number = bit.band(descriptor, 0x0F) + 1,
|
||||
address = romWord(banks, header.bank, address + 1),
|
||||
}
|
||||
address = address + 3
|
||||
end
|
||||
return channels
|
||||
end
|
||||
|
||||
local function fadeValue(nibble)
|
||||
if bit.band(nibble, 8) ~= 0 then return -bit.band(nibble, 7) end
|
||||
return nibble
|
||||
end
|
||||
|
||||
local Channel = {}
|
||||
Channel.__index = Channel
|
||||
|
||||
function Channel.new(engine, spec, options)
|
||||
options = options or {}
|
||||
local hardware = (spec.number - 1) % 4 + 1
|
||||
local isSfxChannel = spec.number > 4
|
||||
return setmetatable({
|
||||
engine = engine,
|
||||
bank = options.bank,
|
||||
address = spec.address,
|
||||
number = spec.number,
|
||||
hardware = hardware,
|
||||
wave = hardware == 3,
|
||||
noise = hardware == 4,
|
||||
sfx = isSfxChannel,
|
||||
executeMusic = not isSfxChannel,
|
||||
allowLoops = options.allowLoops ~= false,
|
||||
frequencyOffset = options.frequencyOffset or 0,
|
||||
frameTicks = options.frameTicks or FRAME_TICKS,
|
||||
speed = 12,
|
||||
volume = 12,
|
||||
fade = 0,
|
||||
duty = 0.5,
|
||||
octave = 4,
|
||||
waveInstrument = 0,
|
||||
waveLevel = 1,
|
||||
perfectPitch = false,
|
||||
vibrato = nil,
|
||||
pendingSlide = nil,
|
||||
sweep = nil,
|
||||
callStack = {},
|
||||
loopCounts = {},
|
||||
event = nil,
|
||||
ended = false,
|
||||
phase = 0,
|
||||
noiseLfsr = 0x7FFF,
|
||||
noiseClock = 0,
|
||||
timeTicks = 0,
|
||||
}, Channel)
|
||||
end
|
||||
|
||||
function Channel:byte()
|
||||
local value = romByte(self.engine.banks, self.bank, self.address)
|
||||
self.address = self.address + 1
|
||||
return value
|
||||
end
|
||||
|
||||
function Channel:word()
|
||||
local value = romWord(self.engine.banks, self.bank, self.address)
|
||||
self.address = self.address + 2
|
||||
return value
|
||||
end
|
||||
|
||||
function Channel:frequency(note, octave)
|
||||
local signed = PITCHES[note + 1] - 0x10000
|
||||
local register = bit.band(
|
||||
bit.arshift(signed, math.max(0, (octave or self.octave) - 1)), 0x7FF)
|
||||
if self.perfectPitch then register = bit.band(register + 1, 0x7FF) end
|
||||
return bit.band(register + self.frequencyOffset, 0x7FF)
|
||||
end
|
||||
|
||||
function Channel:durationTicks(length)
|
||||
local tempo = self.sfx and self.frameTicks or self.engine.tempo
|
||||
local speed = self.sfx and (self.executeMusic and self.speed or 1)
|
||||
or self.speed
|
||||
return length * speed * tempo
|
||||
end
|
||||
|
||||
function Channel:timedEvent(event, ticks)
|
||||
local first = snapTicks(self.timeTicks)
|
||||
self.timeTicks = self.timeTicks + ticks
|
||||
event.duration = ticks / TICKS_PER_SECOND
|
||||
event.samples = snapTicks(self.timeTicks) - first
|
||||
event.sample = 0
|
||||
event.elapsed = 0
|
||||
return event
|
||||
end
|
||||
|
||||
function Channel:pan()
|
||||
local mask = bit.lshift(1, self.hardware - 1)
|
||||
return bit.band(bit.rshift(self.engine.pan, 4), mask) ~= 0,
|
||||
bit.band(self.engine.pan, mask) ~= 0
|
||||
end
|
||||
|
||||
function Channel:tone(ticks, register, volume, fade)
|
||||
if register >= 0x800 then
|
||||
return self:timedEvent({ silence = true }, ticks)
|
||||
end
|
||||
local duration = ticks / TICKS_PER_SECOND
|
||||
local panLeft, panRight = self:pan()
|
||||
local slide
|
||||
if self.pendingSlide then
|
||||
slide = {
|
||||
target = self.pendingSlide.target,
|
||||
frames = math.max(1, duration * 60 - self.pendingSlide.length),
|
||||
}
|
||||
self.pendingSlide = nil
|
||||
end
|
||||
return self:timedEvent({
|
||||
register = register,
|
||||
volume = volume == nil and self.volume or volume,
|
||||
fade = fade == nil and self.fade or fade,
|
||||
duty = self.duty,
|
||||
wave = self.wave,
|
||||
waveInstrument = self.waveInstrument,
|
||||
waveLevel = self.waveLevel,
|
||||
vibrato = slide and nil or self.vibrato,
|
||||
slide = slide,
|
||||
sweep = self.sfx and self.hardware == 1 and self.sweep or nil,
|
||||
panLeft = panLeft,
|
||||
panRight = panRight,
|
||||
}, ticks)
|
||||
end
|
||||
|
||||
function Channel:noiseEvent(ticks, volume, fade, parameter)
|
||||
local panLeft, panRight = self:pan()
|
||||
return self:timedEvent({
|
||||
noise = true,
|
||||
volume = volume or self.volume,
|
||||
fade = fade or 0,
|
||||
noiseParameter = parameter,
|
||||
panLeft = panLeft, panRight = panRight,
|
||||
}, ticks)
|
||||
end
|
||||
|
||||
function Channel:drumEvent(ticks, instrument)
|
||||
local panLeft, panRight = self:pan()
|
||||
return self:timedEvent({
|
||||
noise = true,
|
||||
drum = self.engine:noiseInstrument(instrument),
|
||||
panLeft = panLeft,
|
||||
panRight = panRight,
|
||||
}, ticks)
|
||||
end
|
||||
|
||||
function Channel:silenceEvent(ticks)
|
||||
return self:timedEvent({ silence = true }, ticks)
|
||||
end
|
||||
|
||||
function Channel:nextEvent()
|
||||
if self.ended then return nil end
|
||||
for _ = 1, 100000 do
|
||||
local commandAddress = self.address
|
||||
local command = self:byte()
|
||||
|
||||
if (self.executeMusic or not self.sfx) and command < 0xC0 then
|
||||
local note = bit.rshift(command, 4)
|
||||
local length = bit.band(command, 0x0F) + 1
|
||||
if self.noise then
|
||||
local instrument = note
|
||||
if command >= 0xB0 then instrument = self:byte() end
|
||||
return self:drumEvent(self:durationTicks(length), instrument)
|
||||
end
|
||||
return self:tone(self:durationTicks(length), self:frequency(note))
|
||||
elseif command >= 0xC0 and command < 0xD0 then
|
||||
local length = bit.band(command, 0x0F) + 1
|
||||
return self:silenceEvent(self:durationTicks(length))
|
||||
elseif command >= 0xD0 and command < 0xE0 then
|
||||
self.speed = bit.band(command, 0x0F)
|
||||
if not self.noise then
|
||||
local packed = self:byte()
|
||||
if self.wave then
|
||||
self.waveLevel = WAVE_LEVEL[bit.band(bit.rshift(packed, 4), 3)]
|
||||
self.waveInstrument = bit.band(packed, 0x0F)
|
||||
else
|
||||
self.volume = bit.rshift(packed, 4)
|
||||
self.fade = fadeValue(bit.band(packed, 0x0F))
|
||||
end
|
||||
end
|
||||
elseif command >= 0xE0 and command <= 0xE7 then
|
||||
self.octave = 8 - bit.band(command, 7)
|
||||
elseif command == 0xE8 then
|
||||
self.perfectPitch = not self.perfectPitch
|
||||
elseif command == 0xE9 then
|
||||
-- Unused command.
|
||||
elseif command == 0xEA then
|
||||
local delay, packed = self:byte(), self:byte()
|
||||
local depth = bit.rshift(packed, 4)
|
||||
if depth == 0 then
|
||||
self.vibrato = nil
|
||||
else
|
||||
self.vibrato = {
|
||||
delay = delay,
|
||||
above = bit.rshift(depth, 1) + bit.band(depth, 1),
|
||||
below = bit.rshift(depth, 1),
|
||||
rate = bit.band(packed, 0x0F),
|
||||
}
|
||||
end
|
||||
elseif command == 0xEB then
|
||||
local length, packed = self:byte(), self:byte()
|
||||
local octave = 8 - bit.rshift(packed, 4)
|
||||
self.pendingSlide = {
|
||||
length = length,
|
||||
target = self:frequency(bit.band(packed, 0x0F), octave),
|
||||
}
|
||||
elseif command == 0xEC then
|
||||
self.duty = DUTY[bit.band(self:byte(), 3)] or 0.5
|
||||
elseif command == 0xED then
|
||||
self.engine.tempo = self:byte() * 0x100 + self:byte()
|
||||
elseif command == 0xEE then
|
||||
self.engine.pan = self:byte()
|
||||
elseif command == 0xEF or command == 0xF0 then
|
||||
self:byte()
|
||||
elseif command == 0xF8 then
|
||||
self.executeMusic = not self.executeMusic
|
||||
elseif command == 0xFC then
|
||||
local packed = self:byte()
|
||||
self.duty = {
|
||||
DUTY[bit.band(bit.rshift(packed, 6), 3)],
|
||||
DUTY[bit.band(bit.rshift(packed, 4), 3)],
|
||||
DUTY[bit.band(bit.rshift(packed, 2), 3)],
|
||||
DUTY[bit.band(packed, 3)],
|
||||
}
|
||||
elseif command == 0xFD then
|
||||
self.callStack[#self.callStack + 1] = self.address + 2
|
||||
self.address = self:word()
|
||||
elseif command == 0xFE then
|
||||
local count, target = self:byte(), self:word()
|
||||
if count == 0 then
|
||||
if self.allowLoops then
|
||||
self.address = target
|
||||
else
|
||||
self.ended = true
|
||||
return nil
|
||||
end
|
||||
else
|
||||
local remaining = self.loopCounts[commandAddress]
|
||||
if remaining == nil then remaining = count end
|
||||
remaining = remaining - 1
|
||||
if remaining > 0 then
|
||||
self.loopCounts[commandAddress] = remaining
|
||||
self.address = target
|
||||
else
|
||||
self.loopCounts[commandAddress] = nil
|
||||
end
|
||||
end
|
||||
elseif command == 0xFF then
|
||||
local returnAddress = table.remove(self.callStack)
|
||||
if returnAddress then
|
||||
self.address = returnAddress
|
||||
else
|
||||
self.ended = true
|
||||
return nil
|
||||
end
|
||||
elseif self.sfx and command >= 0x20 and command < 0x30 then
|
||||
local length = bit.band(command, 0x0F) + 1
|
||||
local packed = self:byte()
|
||||
local volume = bit.rshift(packed, 4)
|
||||
local fade = fadeValue(bit.band(packed, 0x0F))
|
||||
if self.noise then
|
||||
local parameter = self:byte()
|
||||
return self:noiseEvent(
|
||||
self:durationTicks(length), volume, fade, parameter)
|
||||
end
|
||||
local register = bit.band(self:word() + self.frequencyOffset, 0x7FF)
|
||||
return self:tone(self:durationTicks(length), register, volume, fade)
|
||||
elseif command == 0x10 then
|
||||
local packed = self:byte()
|
||||
self.sweep = {
|
||||
pace = bit.band(bit.rshift(packed, 4), 7),
|
||||
subtract = bit.band(packed, 8) ~= 0,
|
||||
shift = bit.band(packed, 7),
|
||||
}
|
||||
else
|
||||
self.ended = true
|
||||
return nil
|
||||
end
|
||||
end
|
||||
self.ended = true
|
||||
return nil
|
||||
end
|
||||
|
||||
local function envelopeVolume(volume, fade, elapsed)
|
||||
if fade == 0 then return volume end
|
||||
local steps = math.floor(elapsed / (math.abs(fade) / 64))
|
||||
if fade > 0 then return math.max(0, volume - steps) end
|
||||
return math.min(15, volume + steps)
|
||||
end
|
||||
|
||||
function Channel:resetNoise()
|
||||
self.noiseLfsr = 0x7FFF
|
||||
self.noiseClock = 0
|
||||
end
|
||||
|
||||
function Channel:clockNoise(width7)
|
||||
local feedback = bit.bxor(
|
||||
bit.band(self.noiseLfsr, 1),
|
||||
bit.band(bit.rshift(self.noiseLfsr, 1), 1))
|
||||
self.noiseLfsr = bit.bor(
|
||||
bit.rshift(self.noiseLfsr, 1),
|
||||
bit.lshift(feedback, 14))
|
||||
if width7 then
|
||||
self.noiseLfsr = bit.bor(
|
||||
bit.band(self.noiseLfsr, bit.bnot(0x40)),
|
||||
bit.lshift(feedback, 6))
|
||||
end
|
||||
end
|
||||
|
||||
function Channel:sampleNoise(parameter)
|
||||
parameter = parameter or 0
|
||||
local divisor = NOISE_DIVISORS[bit.band(parameter, 7)]
|
||||
local shift = bit.rshift(parameter, 4)
|
||||
local output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
if shift >= 14 then return output end
|
||||
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE
|
||||
local width7 = bit.band(parameter, 8) ~= 0
|
||||
local remaining = cycles
|
||||
local area = 0
|
||||
|
||||
while remaining > 0 do
|
||||
local untilClock = 1 - self.noiseClock
|
||||
local span = math.min(remaining, untilClock)
|
||||
output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
area = area + output * span
|
||||
self.noiseClock = self.noiseClock + span
|
||||
remaining = remaining - span
|
||||
if self.noiseClock >= 1 - 1e-12 then
|
||||
self.noiseClock = 0
|
||||
self:clockNoise(width7)
|
||||
end
|
||||
end
|
||||
|
||||
return area / cycles
|
||||
end
|
||||
|
||||
local function sweepCalculation(register, sweep)
|
||||
local delta = math.floor(register / (2 ^ sweep.shift))
|
||||
if sweep.subtract then return register - delta end
|
||||
return register + delta
|
||||
end
|
||||
|
||||
local function sweptRegister(register, sweep, elapsed)
|
||||
if not sweep or sweep.shift == 0 then return register end
|
||||
local nextRegister = sweepCalculation(register, sweep)
|
||||
if nextRegister > 0x7FF or nextRegister < 0 then return nil end
|
||||
if sweep.pace == 0 then return register end
|
||||
|
||||
local iterations = math.floor(elapsed * 128 / sweep.pace)
|
||||
for _ = 1, iterations do
|
||||
register = nextRegister
|
||||
nextRegister = sweepCalculation(register, sweep)
|
||||
if nextRegister > 0x7FF or nextRegister < 0 then return nil end
|
||||
end
|
||||
return register
|
||||
end
|
||||
|
||||
function Channel:sampleDrum(event, sampleIndex)
|
||||
local index = event.drumSegmentIndex or 1
|
||||
local segment = event.drum[index]
|
||||
while segment and sampleIndex >= segment.endSample do
|
||||
index = index + 1
|
||||
segment = event.drum[index]
|
||||
end
|
||||
if not segment or sampleIndex < segment.startSample then return 0 end
|
||||
if event.drumSegmentIndex ~= index then
|
||||
event.drumSegmentIndex = index
|
||||
self:resetNoise()
|
||||
end
|
||||
local elapsed = (sampleIndex - segment.startSample) / SAMPLE_RATE
|
||||
local volume = envelopeVolume(segment.volume, segment.fade, elapsed)
|
||||
return self:sampleNoise(segment.parameter) * volume / 15 * 0.35
|
||||
end
|
||||
|
||||
function Channel:sample()
|
||||
while not self.ended
|
||||
and (not self.event or self.event.sample >= self.event.samples) do
|
||||
self.event = self:nextEvent()
|
||||
self.phase = 0
|
||||
self:resetNoise()
|
||||
end
|
||||
local event = self.event
|
||||
if not event then return 0 end
|
||||
local sampleIndex = event.sample
|
||||
event.elapsed = sampleIndex / SAMPLE_RATE
|
||||
event.sample = sampleIndex + 1
|
||||
if event.silence then return 0 end
|
||||
|
||||
if event.drum then return self:sampleDrum(event, sampleIndex) end
|
||||
local volume = envelopeVolume(
|
||||
event.volume or 0, event.fade or 0, event.elapsed)
|
||||
if event.noise then
|
||||
return self:sampleNoise(event.noiseParameter) * volume / 15 * 0.35
|
||||
end
|
||||
|
||||
local register = event.register
|
||||
local frame = math.floor(event.elapsed * 60)
|
||||
if event.sweep then
|
||||
register = sweptRegister(register, event.sweep, event.elapsed)
|
||||
if not register then return 0 end
|
||||
elseif event.slide then
|
||||
local amount = math.min(1, frame / event.slide.frames)
|
||||
register = register + (event.slide.target - register) * amount
|
||||
elseif event.vibrato and frame >= event.vibrato.delay then
|
||||
local vibrato = event.vibrato
|
||||
local toggles = math.floor(
|
||||
(frame - vibrato.delay + 1) / (vibrato.rate + 1))
|
||||
if toggles > 0 then
|
||||
local low = bit.band(register, 0xFF)
|
||||
local high = bit.band(register, 0x700)
|
||||
if bit.band(toggles, 1) ~= 0 then
|
||||
register = high + math.min(0xFF, low + vibrato.above)
|
||||
else
|
||||
register = high + math.max(0, low - vibrato.below)
|
||||
end
|
||||
end
|
||||
end
|
||||
local frequency = 131072 / (2048 - math.min(register, 2047))
|
||||
if event.wave then frequency = frequency * 0.5 end
|
||||
local phase = self.phase
|
||||
self.phase = (phase + frequency / SAMPLE_RATE) % 1
|
||||
if event.wave then
|
||||
local wave = self.engine.waves[
|
||||
math.min(event.waveInstrument + 1, #self.engine.waves)]
|
||||
-- a def-local program may omit its wave table entirely
|
||||
if not wave then return 0 end
|
||||
local index = math.min(32, math.floor(phase * 32) + 1)
|
||||
return wave[index] * event.waveLevel * 0.55
|
||||
end
|
||||
local duty = event.duty
|
||||
if type(duty) == "table" then
|
||||
duty = duty[frame % 4 + 1]
|
||||
end
|
||||
return (phase < duty and 1 or -1) * volume / 15 * 0.5
|
||||
end
|
||||
|
||||
local Engine = {}
|
||||
Engine.__index = Engine
|
||||
|
||||
function Engine:noiseInstrument(number)
|
||||
-- a def-local drum wins over the ROM engine's table for that id
|
||||
local custom = self.customDrums and self.customDrums[number]
|
||||
if custom then return custom end
|
||||
local cached = self.noiseInstruments[number]
|
||||
if cached then return cached end
|
||||
|
||||
local header = self.noiseHeaders[tostring(number)]
|
||||
local segments = {}
|
||||
if header then
|
||||
local spec = headerChannels(self.banks, header)[1]
|
||||
local address = spec and spec.address
|
||||
local ticks = 0
|
||||
for _ = 1, 64 do
|
||||
local command = romByte(self.banks, header.bank, address)
|
||||
address = address + 1
|
||||
if command == 0xFF then break end
|
||||
if command < 0x20 or command >= 0x30 then
|
||||
error(("unsupported drum command %02X at %02X:%04X")
|
||||
:format(command, header.bank, address - 1))
|
||||
end
|
||||
local packed = romByte(self.banks, header.bank, address)
|
||||
local parameter = romByte(self.banks, header.bank, address + 1)
|
||||
address = address + 2
|
||||
local duration = (bit.band(command, 0x0F) + 1) * FRAME_TICKS
|
||||
segments[#segments + 1] = {
|
||||
startSample = snapTicks(ticks),
|
||||
endSample = snapTicks(ticks + duration),
|
||||
volume = bit.rshift(packed, 4),
|
||||
fade = fadeValue(bit.band(packed, 0x0F)),
|
||||
parameter = parameter,
|
||||
}
|
||||
ticks = ticks + duration
|
||||
end
|
||||
end
|
||||
|
||||
self.noiseInstruments[number] = segments
|
||||
return segments
|
||||
end
|
||||
|
||||
local function readWaves(banks, audio, engineNumber)
|
||||
local spec = audio.waveBanks[tostring(engineNumber)]
|
||||
local waves = {}
|
||||
for wave = 0, 4 do
|
||||
local values = {}
|
||||
for byteIndex = 0, 15 do
|
||||
local packed = romByte(
|
||||
banks, spec.bank, spec.address + wave * 16 + byteIndex)
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
|
||||
end
|
||||
waves[#waves + 1] = values
|
||||
end
|
||||
local values = {}
|
||||
for byteIndex = 0, 15 do
|
||||
local packed = romByte(
|
||||
banks, spec.bank, spec.address + 5 * 16 + byteIndex)
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
|
||||
end
|
||||
for _ = 1, 4 do waves[#waves + 1] = values end
|
||||
return waves
|
||||
end
|
||||
|
||||
-- def-local waves are authored either as raw 0-15 nibbles (the ROM's own
|
||||
-- units) or as the -1..1 samples readWaves produces; the synth wants the
|
||||
-- latter
|
||||
local function normalizeWaves(source)
|
||||
local waves = {}
|
||||
for index, values in ipairs(source) do
|
||||
local nibbles = false
|
||||
for _, value in ipairs(values) do
|
||||
if value > 1 or value < -1 then nibbles = true break end
|
||||
end
|
||||
local wave = {}
|
||||
for position, value in ipairs(values) do
|
||||
wave[position] = nibbles and (value - 7.5) / 7.5 or value
|
||||
end
|
||||
waves[index] = wave
|
||||
end
|
||||
return waves
|
||||
end
|
||||
|
||||
function Engine.new(data, header, options)
|
||||
options = options or {}
|
||||
local audio = data.audio or {}
|
||||
-- shape dispatch: a def-local chip program supplies its own channels and
|
||||
-- may supply its own waves/drums, falling back to a ROM engine's tables
|
||||
local chip = header.chip
|
||||
local banks = engineBanks(data, chip)
|
||||
local engineNumber = chip and (chip.engine or 1) or header.engine
|
||||
local waves
|
||||
if chip and chip.waves then
|
||||
waves = normalizeWaves(chip.waves)
|
||||
elseif chip then
|
||||
local ok, romWaves = pcall(readWaves, banks, audio, engineNumber)
|
||||
waves = ok and romWaves or {}
|
||||
else
|
||||
waves = readWaves(banks, audio, engineNumber)
|
||||
end
|
||||
local engine = setmetatable({
|
||||
banks = banks,
|
||||
tempo = 0x100,
|
||||
pan = 0xFF,
|
||||
waves = waves,
|
||||
noiseHeaders = audio.noiseHeaders
|
||||
and audio.noiseHeaders[tostring(engineNumber)] or {},
|
||||
customDrums = chip and chip.drums or nil,
|
||||
noiseInstruments = {},
|
||||
channels = {},
|
||||
}, Engine)
|
||||
for _, spec in ipairs(chip and chip.channels
|
||||
or headerChannels(banks, header)) do
|
||||
local frameTicks = options.frameTicks
|
||||
local hardware = (spec.number - 1) % 4 + 1
|
||||
if hardware == 4 then
|
||||
frameTicks = FRAME_TICKS
|
||||
elseif options.cryLength then
|
||||
frameTicks = 0x80 + options.cryLength
|
||||
end
|
||||
engine.channels[#engine.channels + 1] = Channel.new(engine, spec, {
|
||||
bank = chip and 0 or header.bank,
|
||||
sfx = options.sfx,
|
||||
allowLoops = options.allowLoops,
|
||||
frequencyOffset = options.frequencyOffset,
|
||||
frameTicks = frameTicks,
|
||||
})
|
||||
end
|
||||
return engine
|
||||
end
|
||||
|
||||
function Engine:finished()
|
||||
for _, channel in ipairs(self.channels) do
|
||||
if not channel.ended or channel.event then return false end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Engine:sample()
|
||||
local value = 0
|
||||
for _, channel in ipairs(self.channels) do value = value + channel:sample() end
|
||||
return math.max(-1, math.min(1, value * 0.5))
|
||||
end
|
||||
|
||||
function Engine:sampleStereo()
|
||||
local left, right = 0, 0
|
||||
for _, channel in ipairs(self.channels) do
|
||||
local value = channel:sample()
|
||||
local event = channel.event
|
||||
if not event or event.panLeft ~= false then left = left + value end
|
||||
if not event or event.panRight ~= false then right = right + value end
|
||||
end
|
||||
return math.max(-1, math.min(1, left * 0.5)),
|
||||
math.max(-1, math.min(1, right * 0.5))
|
||||
end
|
||||
|
||||
function Engine:sampleChannel(number)
|
||||
local selected = 0
|
||||
for _, channel in ipairs(self.channels) do
|
||||
local value = channel:sample()
|
||||
if channel.number == number then selected = value end
|
||||
end
|
||||
return math.max(-1, math.min(1, selected * 0.5))
|
||||
end
|
||||
|
||||
-- render `samples` frames into a fresh SoundData (mono or stereo). love.sound
|
||||
-- is available on worker threads, so this is the hand-off unit the worker
|
||||
-- produces and the main thread queues.
|
||||
local function soundData(engine, samples, channels)
|
||||
local result = love.sound.newSoundData(samples, SAMPLE_RATE, 16, channels)
|
||||
for index = 0, samples - 1 do
|
||||
if channels == 2 then
|
||||
local left, right = engine:sampleStereo()
|
||||
result:setSample(index, 1, left)
|
||||
result:setSample(index, 2, right)
|
||||
else
|
||||
result:setSample(index, engine:sample())
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
|
||||
-- too short to be audible. The caller wraps it in a static love.audio.Source
|
||||
-- (a playback concern, hence not done here).
|
||||
local function renderEffectData(data, header, options)
|
||||
if not header then return nil end
|
||||
options = options or {}
|
||||
options.sfx = true
|
||||
options.allowLoops = false
|
||||
local engine = Engine.new(data, header, options)
|
||||
local maximum = SAMPLE_RATE * 5
|
||||
local values = {}
|
||||
local count = 0
|
||||
while count < maximum and not engine:finished() do
|
||||
count = count + 1
|
||||
values[count] = engine:sample()
|
||||
end
|
||||
if count < math.floor(SAMPLE_RATE / 100) then return nil end
|
||||
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
|
||||
for index = 1, count do result:setSample(index - 1, values[index]) end
|
||||
return result
|
||||
end
|
||||
|
||||
ChipSynth.newEngine = Engine.new
|
||||
ChipSynth.soundData = soundData
|
||||
ChipSynth.renderEffectData = renderEffectData
|
||||
|
||||
return ChipSynth
|
||||
@@ -41,7 +41,11 @@ local CONSTANT_DEFAULTS = {
|
||||
-- field.boot is the total-conversion override point for the new game; the
|
||||
-- values match what SaveData.newGame and the Oak speech used to inline.
|
||||
local BOOT_DEFAULTS = {
|
||||
startMap = "PALLET_TOWN", startX = 5, startY = 6, startFacing = "down",
|
||||
-- special_warps.asm NewGameWarp: REDS_HOUSE_2F, 3, 6 -- the bedroom, not
|
||||
-- the tile outside the house. lastHeal is deliberately absent: SaveData
|
||||
-- derives the vanilla blackout point, and seeding it here would leak into
|
||||
-- total conversions that patch the spawn without naming a heal point.
|
||||
startMap = "REDS_HOUSE_2F", startX = 3, startY = 6, startFacing = "down",
|
||||
playerName = "RED", rivalName = "BLUE",
|
||||
startMoney = 3000,
|
||||
screens = { splash = "IntroMovie", title = "TitleState", newGame = "OakSpeech" },
|
||||
@@ -93,6 +97,32 @@ function Data:seedDefaults()
|
||||
-- the overworld's Kanto literals, same fill-if-absent contract; required
|
||||
-- here rather than at the top so core keeps out of src/world at load time
|
||||
require("src.world.FieldDefaults").seed(self)
|
||||
-- Cinnabar's quiz trainers are text_asm (no def_trainers), so the
|
||||
-- extractor never writes headers for them. Seed the EVENT_BEAT_* /
|
||||
-- after-battle rows so Blaine's SetEventRange deactivation and talk
|
||||
-- after-text work like the other gyms (scripts/CinnabarGym.asm).
|
||||
self:seedCinnabarGymTrainerHeaders()
|
||||
-- #189: 1F cabin door order vs rooms map (survey zoom)
|
||||
require("src.world.SsAnneLayout").apply(self.maps)
|
||||
end
|
||||
|
||||
function Data:seedCinnabarGymTrainerHeaders()
|
||||
local headers = self.trainer_headers
|
||||
if not headers or headers.CinnabarGym then return end
|
||||
local gym = {}
|
||||
for i = 0, 6 do
|
||||
local n = i + 1
|
||||
-- object indices 2..8 are SUPER_NERD1..7; range 0 -- they only
|
||||
-- engage via talk / wrong quiz answer, never sight lines
|
||||
gym[i + 2] = {
|
||||
event = "EVENT_BEAT_CINNABAR_GYM_TRAINER_" .. i,
|
||||
range = 0,
|
||||
battle = "_CinnabarGymSuperNerd" .. n .. "BattleText",
|
||||
won = "_CinnabarGymSuperNerd" .. n .. "EndBattleText",
|
||||
after = "_CinnabarGymSuperNerd" .. n .. "AfterBattleText",
|
||||
}
|
||||
end
|
||||
headers.CinnabarGym = gym
|
||||
end
|
||||
|
||||
-- POKEPORT_DATA_DIR points a test runner at another dataset root (the
|
||||
|
||||
@@ -0,0 +1,788 @@
|
||||
-- Discord Rich Presence via the local Discord IPC pipe. Shows the player's
|
||||
-- current map (and battle status) on their Discord profile. Desktop only;
|
||||
-- no-ops on mobile, headless runs, or when Discord is not running.
|
||||
--
|
||||
-- Application ID is the only credential needed for presence. The Discord
|
||||
-- Interactions public key is unused here (that is for verifying bot HTTP
|
||||
-- payloads, not Rich Presence).
|
||||
|
||||
local Json = require("src.link.Json")
|
||||
local Logger = require("src.core.Logger")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
|
||||
local DiscordPresence = {
|
||||
APP_ID = "1529183141267374262",
|
||||
}
|
||||
|
||||
local OP_HANDSHAKE, OP_FRAME, OP_CLOSE = 0, 1, 2
|
||||
|
||||
local MIN_UPDATE_INTERVAL = 2.0
|
||||
local RECONNECT_INTERVAL = 30.0
|
||||
|
||||
local state = {
|
||||
enabled = false,
|
||||
connected = false,
|
||||
socket = nil, -- Windows: file handle; Unix: ffi sockfd
|
||||
isWindows = false,
|
||||
ffi = nil,
|
||||
ffiReady = false,
|
||||
startedAt = 0,
|
||||
dirty = false,
|
||||
lastSentKey = nil,
|
||||
lastSendAt = -1e9,
|
||||
nextReconnectAt = 0,
|
||||
location = nil, -- display name
|
||||
mapId = nil,
|
||||
activity = "menu", -- menu | exploring | battle
|
||||
battleLabel = nil,
|
||||
unsubs = {},
|
||||
pid = nil,
|
||||
loggedAbsent = false, -- one quiet note when Discord isn't running
|
||||
game = nil, -- kept for the "friend clicked join" -> push a screen path
|
||||
joinCode = nil, -- the online-match/tournament code to advertise as a join secret, if any
|
||||
joinKind = "match", -- "match" (LinkState online) or "tournament"
|
||||
partySize = 1, -- current headcount for the party.size Discord shows
|
||||
partyMax = 2,
|
||||
subscribedJoin = false, -- SUBSCRIBE ACTIVITY_JOIN sent on this connection?
|
||||
}
|
||||
|
||||
-- MSG_DONTWAIT differs by OS (Darwin 0x80, Linux 0x40); only used for the
|
||||
-- ongoing per-frame inbound poll, never for the one-time connect/handshake
|
||||
local MSG_DONTWAIT_BY_OS = { ["OS X"] = 0x80, Linux = 0x40 }
|
||||
|
||||
local function disabledByEnv()
|
||||
return os.getenv("POKEPORT_NO_DISCORD") == "1"
|
||||
or os.getenv("POKEPORT_AUTOPILOT") ~= nil
|
||||
or os.getenv("POKEPORT_DRIVER") ~= nil
|
||||
end
|
||||
|
||||
local function isDesktop()
|
||||
if not love or not love.system or not love.system.getOS then return false end
|
||||
local osName = love.system.getOS()
|
||||
return osName == "OS X" or osName == "Windows" or osName == "Linux"
|
||||
end
|
||||
|
||||
local function packU32(n)
|
||||
n = math.floor(n) % 0x100000000
|
||||
local b1 = n % 256; n = math.floor(n / 256)
|
||||
local b2 = n % 256; n = math.floor(n / 256)
|
||||
local b3 = n % 256; n = math.floor(n / 256)
|
||||
local b4 = n % 256
|
||||
return string.char(b1, b2, b3, b4)
|
||||
end
|
||||
|
||||
local function unpackU32(s)
|
||||
local b1, b2, b3, b4 = s:byte(1, 4)
|
||||
return b1 + b2 * 256 + b3 * 65536 + b4 * 16777216
|
||||
end
|
||||
|
||||
local function nonce()
|
||||
return string.format("%08x-%04x-4%03x-%04x-%04x%08x",
|
||||
math.random(0, 0xffffffff),
|
||||
math.random(0, 0xffff),
|
||||
math.random(0, 0xfff),
|
||||
math.random(0, 0x3fff) + 0x8000,
|
||||
math.random(0, 0xffff),
|
||||
math.random(0, 0xffffffff))
|
||||
end
|
||||
|
||||
local function resolvePid()
|
||||
if state.pid then return state.pid end
|
||||
local ffi = state.ffi
|
||||
if ffi then
|
||||
if state.isWindows then
|
||||
pcall(ffi.cdef, "unsigned long GetCurrentProcessId(void);")
|
||||
local ok, p = pcall(function() return ffi.C.GetCurrentProcessId() end)
|
||||
if ok and p and tonumber(p) and tonumber(p) > 0 then
|
||||
state.pid = tonumber(p)
|
||||
return state.pid
|
||||
end
|
||||
else
|
||||
pcall(ffi.cdef, "int getpid(void);")
|
||||
local ok, p = pcall(function() return ffi.C.getpid() end)
|
||||
if ok and p and tonumber(p) and tonumber(p) > 0 then
|
||||
state.pid = tonumber(p)
|
||||
return state.pid
|
||||
end
|
||||
end
|
||||
end
|
||||
state.pid = 1000 + math.random(1, 8999)
|
||||
return state.pid
|
||||
end
|
||||
|
||||
local function ensureFfi()
|
||||
if state.ffiReady then return state.ffi end
|
||||
if state.ffi == false then return nil end
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not ok or not ffi then
|
||||
state.ffi = false
|
||||
return nil
|
||||
end
|
||||
state.ffi = ffi
|
||||
if state.isWindows then
|
||||
state.ffiReady = true
|
||||
return ffi
|
||||
end
|
||||
-- Darwin sockaddr_un has sun_len + uint8_t family; Linux uses u16 family.
|
||||
local osName = love.system.getOS()
|
||||
local cdef
|
||||
if osName == "OS X" then
|
||||
cdef = [[
|
||||
typedef unsigned int socklen_t;
|
||||
typedef int ssize_t;
|
||||
struct sockaddr_un {
|
||||
uint8_t sun_len;
|
||||
uint8_t sun_family;
|
||||
char sun_path[104];
|
||||
};
|
||||
struct timeval { long tv_sec; int tv_usec; };
|
||||
int socket(int domain, int type, int protocol);
|
||||
int connect(int sockfd, const void *addr, socklen_t addrlen);
|
||||
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
|
||||
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
|
||||
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
|
||||
int close(int fd);
|
||||
]]
|
||||
else
|
||||
cdef = [[
|
||||
typedef unsigned int socklen_t;
|
||||
typedef int ssize_t;
|
||||
struct sockaddr_un {
|
||||
unsigned short sun_family;
|
||||
char sun_path[108];
|
||||
};
|
||||
struct timeval { long tv_sec; long tv_usec; };
|
||||
int socket(int domain, int type, int protocol);
|
||||
int connect(int sockfd, const void *addr, socklen_t addrlen);
|
||||
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
|
||||
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
|
||||
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
|
||||
int close(int fd);
|
||||
]]
|
||||
end
|
||||
-- cdef may already be registered from a prior boot; either way we need
|
||||
-- sockaddr_un usable before claiming readiness
|
||||
pcall(ffi.cdef, cdef)
|
||||
local ready = pcall(function() return ffi.new("struct sockaddr_un") end)
|
||||
if not ready then
|
||||
state.ffi = false
|
||||
state.ffiReady = false
|
||||
return nil
|
||||
end
|
||||
state.ffiReady = true
|
||||
return ffi
|
||||
end
|
||||
|
||||
local function closeSocket()
|
||||
local sock = state.socket
|
||||
state.socket = nil
|
||||
state.connected = false
|
||||
if not sock then return end
|
||||
if state.isWindows then
|
||||
pcall(function() sock:close() end)
|
||||
elseif state.ffi then
|
||||
pcall(state.ffi.C.close, sock)
|
||||
end
|
||||
end
|
||||
|
||||
local function writeRaw(bytes)
|
||||
if not state.socket then return false end
|
||||
if state.isWindows then
|
||||
local ok = pcall(function()
|
||||
state.socket:seek("end")
|
||||
local _, writeErr = state.socket:write(bytes)
|
||||
state.socket:flush()
|
||||
if writeErr then error(writeErr) end
|
||||
end)
|
||||
return ok
|
||||
end
|
||||
local ffi = state.ffi
|
||||
if not ffi then return false end
|
||||
local ok, sent = pcall(ffi.C.send, state.socket, bytes, #bytes, 0)
|
||||
return ok and sent == #bytes
|
||||
end
|
||||
|
||||
local function sendFrame(opcode, payload)
|
||||
local body = payload or ""
|
||||
local ok, frame = pcall(function()
|
||||
return packU32(opcode) .. packU32(#body) .. body
|
||||
end)
|
||||
if not ok or not frame then return false end
|
||||
return writeRaw(frame)
|
||||
end
|
||||
|
||||
local function readExact(n)
|
||||
if not state.socket or n <= 0 then return nil end
|
||||
if state.isWindows then
|
||||
local ok, data = pcall(function() return state.socket:read(n) end)
|
||||
if not ok or not data or #data < n then return nil end
|
||||
return data
|
||||
end
|
||||
local ffi = state.ffi
|
||||
if not ffi then return nil end
|
||||
local ok, data = pcall(function()
|
||||
local buf = ffi.new("char[?]", n)
|
||||
local got = 0
|
||||
while got < n do
|
||||
local nread = ffi.C.recv(state.socket, buf + got, n - got, 0)
|
||||
if not nread or nread <= 0 then return nil end
|
||||
got = got + tonumber(nread)
|
||||
end
|
||||
return ffi.string(buf, n)
|
||||
end)
|
||||
if not ok then return nil end
|
||||
return data
|
||||
end
|
||||
|
||||
local function receiveFrame()
|
||||
local header = readExact(8)
|
||||
if not header then return nil end
|
||||
local ok, opcode, length = pcall(function()
|
||||
return unpackU32(header:sub(1, 4)), unpackU32(header:sub(5, 8))
|
||||
end)
|
||||
if not ok or not opcode or not length or length < 0 or length > 65536 then
|
||||
return nil
|
||||
end
|
||||
local data = length > 0 and readExact(length) or ""
|
||||
if data == nil then return nil end
|
||||
return opcode, data
|
||||
end
|
||||
|
||||
local function unixSocketPaths()
|
||||
local paths = {}
|
||||
local envs = { "XDG_RUNTIME_DIR", "TMPDIR", "TMP", "TEMP" }
|
||||
local bases = {}
|
||||
for _, key in ipairs(envs) do
|
||||
local v = os.getenv(key)
|
||||
if v and v ~= "" then
|
||||
if v:sub(-1) == "/" then v = v:sub(1, -2) end
|
||||
bases[#bases + 1] = v
|
||||
end
|
||||
end
|
||||
bases[#bases + 1] = "/tmp"
|
||||
local suffixes = {
|
||||
"",
|
||||
"/app/com.discordapp.Discord",
|
||||
"/app/com.discordapp.DiscordCanary",
|
||||
"/app/com.discordapp.DiscordPTB",
|
||||
"/snap.discord",
|
||||
"/snap.discord-canary",
|
||||
}
|
||||
local seen = {}
|
||||
for i = 0, 9 do
|
||||
local name = "discord-ipc-" .. i
|
||||
for _, base in ipairs(bases) do
|
||||
for _, suffix in ipairs(suffixes) do
|
||||
local path = base .. suffix .. "/" .. name
|
||||
if not seen[path] then
|
||||
seen[path] = true
|
||||
paths[#paths + 1] = path
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return paths
|
||||
end
|
||||
|
||||
local function setSocketTimeout(fd, seconds)
|
||||
local ffi = state.ffi
|
||||
if not ffi or not fd then return end
|
||||
pcall(function()
|
||||
local tv = ffi.new("struct timeval")
|
||||
tv.tv_sec = seconds
|
||||
tv.tv_usec = 0
|
||||
-- SOL_SOCKET / SO_RCVTIMEO / SO_SNDTIMEO differ by OS
|
||||
local sol, rcv, snd
|
||||
if love.system.getOS() == "OS X" then
|
||||
sol, rcv, snd = 0xffff, 0x1006, 0x1005
|
||||
else
|
||||
sol, rcv, snd = 1, 20, 21
|
||||
end
|
||||
ffi.C.setsockopt(fd, sol, rcv, tv, ffi.sizeof(tv))
|
||||
ffi.C.setsockopt(fd, sol, snd, tv, ffi.sizeof(tv))
|
||||
end)
|
||||
end
|
||||
|
||||
local function connectUnix()
|
||||
local ffi = ensureFfi()
|
||||
if not ffi then return false end
|
||||
local darwin = love.system.getOS() == "OS X"
|
||||
local maxPath = darwin and 103 or 107
|
||||
-- AF_UNIX=1, SOCK_STREAM=1 on Linux/macOS
|
||||
local pathsOk, paths = pcall(unixSocketPaths)
|
||||
if not pathsOk or not paths then return false end
|
||||
for _, path in ipairs(paths) do
|
||||
if #path <= maxPath then
|
||||
local ok, connected = pcall(function()
|
||||
local fd = ffi.C.socket(1, 1, 0)
|
||||
if not fd or fd < 0 then return false end
|
||||
local addr = ffi.new("struct sockaddr_un")
|
||||
addr.sun_family = 1
|
||||
if darwin then
|
||||
-- SUN_LEN: sizeof(sun_len+sun_family) + path + NUL
|
||||
addr.sun_len = 2 + #path + 1
|
||||
end
|
||||
ffi.copy(addr.sun_path, path)
|
||||
local rc = ffi.C.connect(fd, ffi.cast("void*", addr), ffi.sizeof(addr))
|
||||
if rc == 0 then
|
||||
setSocketTimeout(fd, 1) -- handshake must not freeze the game
|
||||
state.socket = fd
|
||||
return true
|
||||
end
|
||||
ffi.C.close(fd)
|
||||
return false
|
||||
end)
|
||||
if ok and connected then return true end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function connectWindows()
|
||||
for i = 0, 9 do
|
||||
local path = "\\\\.\\pipe\\discord-ipc-" .. i
|
||||
local ok, file = pcall(io.open, path, "r+")
|
||||
if ok and file then
|
||||
state.socket = file
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function handshake()
|
||||
local ok, payload = pcall(Json.encode, { v = 1, client_id = DiscordPresence.APP_ID })
|
||||
if not ok or not payload then return false end
|
||||
if not sendFrame(OP_HANDSHAKE, payload) then return false end
|
||||
-- Discord echoes READY as a FRAME. A timeout/missing client is a soft miss.
|
||||
local opcode = receiveFrame()
|
||||
if opcode == OP_FRAME then return true end
|
||||
-- Windows named pipes have no easy read timeout: if the write succeeded
|
||||
-- and Discord is present, proceed optimistically so boot never blocks.
|
||||
if state.isWindows then return true end
|
||||
return false
|
||||
end
|
||||
|
||||
local function noteAbsent()
|
||||
if state.loggedAbsent then return end
|
||||
state.loggedAbsent = true
|
||||
-- info, not warn: missing Discord is normal for many players
|
||||
Logger.info("discord: rich presence unavailable (Discord not running)")
|
||||
end
|
||||
|
||||
local function connect()
|
||||
local ok, result = pcall(function()
|
||||
closeSocket()
|
||||
local linked
|
||||
if state.isWindows then
|
||||
linked = connectWindows()
|
||||
else
|
||||
linked = connectUnix()
|
||||
end
|
||||
if not linked then return false end
|
||||
if not handshake() then
|
||||
closeSocket()
|
||||
return false
|
||||
end
|
||||
state.connected = true
|
||||
state.dirty = true
|
||||
state.lastSentKey = nil
|
||||
state.loggedAbsent = false
|
||||
state.subscribedJoin = false
|
||||
-- ask for "friend clicked join" dispatches; a plain outbound write, so
|
||||
-- it's harmless to send even on Windows, where the inbound poll below
|
||||
-- isn't implemented yet (see pollJoinRequest)
|
||||
if sendFrame(OP_FRAME, Json.encode({
|
||||
cmd = "SUBSCRIBE", evt = "ACTIVITY_JOIN", nonce = nonce(),
|
||||
})) then
|
||||
state.subscribedJoin = true
|
||||
end
|
||||
Logger.info("discord: rich presence connected")
|
||||
return true
|
||||
end)
|
||||
if not ok then
|
||||
closeSocket()
|
||||
return false
|
||||
end
|
||||
return result and true or false
|
||||
end
|
||||
|
||||
local function locationName(game, mapId)
|
||||
if not mapId then return nil end
|
||||
local field = game and game.data and game.data.field
|
||||
local townMap = field and field.townMap
|
||||
local locations = townMap and (townMap.locations or townMap)
|
||||
local entry = type(locations) == "table" and locations[mapId]
|
||||
if type(entry) == "table" then
|
||||
local name = entry.name or entry.label
|
||||
if type(name) == "string" and name ~= "" then return name end
|
||||
end
|
||||
local def = game and game.data and game.data.maps and game.data.maps[mapId]
|
||||
if def and type(def.label) == "string" and def.label ~= "" then
|
||||
-- PalletTown -> Pallet Town
|
||||
return def.label:gsub("(%l)(%u)", "%1 %2")
|
||||
end
|
||||
return tostring(mapId):gsub("_", " ")
|
||||
end
|
||||
|
||||
local function speciesName(game, species)
|
||||
if not species or not game or not game.data or not game.data.pokemon then
|
||||
return nil
|
||||
end
|
||||
local def = game.data.pokemon[species]
|
||||
return def and def.name or tostring(species):gsub("_", " ")
|
||||
end
|
||||
|
||||
local function buildActivity()
|
||||
local details, activityState
|
||||
if state.activity == "battle" then
|
||||
details = state.battleLabel or "In battle"
|
||||
activityState = state.location and (state.location) or "Kanto"
|
||||
elseif state.activity == "exploring" and state.location then
|
||||
details = state.location
|
||||
activityState = "Exploring the overworld"
|
||||
else
|
||||
details = state.location or "Kanto"
|
||||
activityState = "At the title screen"
|
||||
end
|
||||
|
||||
local activity = {
|
||||
details = details,
|
||||
state = activityState,
|
||||
timestamps = { start = state.startedAt },
|
||||
assets = {
|
||||
large_image = "logo",
|
||||
large_text = "Pokemon Gen1Recomp",
|
||||
},
|
||||
}
|
||||
-- a party/join-secret pair is what makes Discord show "Ask to Join" on
|
||||
-- the profile card; the secret carries our own room/tournament code plus
|
||||
-- a one-letter kind tag ("m"/"t") so the click handler on the other end
|
||||
-- knows which screen to jump into -- Discord only echoes the string
|
||||
-- back, so the kind has to ride inside it
|
||||
if state.joinCode then
|
||||
local kindTag = state.joinKind == "tournament" and "t" or "m"
|
||||
activity.party = { id = "pokeport-" .. state.joinCode,
|
||||
size = { state.partySize, state.partyMax } }
|
||||
activity.secrets = { join = "join:" .. kindTag .. ":" .. state.joinCode }
|
||||
end
|
||||
return activity
|
||||
end
|
||||
|
||||
local function activityKey(activity)
|
||||
local partyKey = activity.party
|
||||
and (activity.party.size[1] .. "/" .. activity.party.size[2]) or ""
|
||||
return (activity.details or "") .. "|" .. (activity.state or "") .. "|"
|
||||
.. (activity.secrets and activity.secrets.join or "") .. "|" .. partyKey
|
||||
end
|
||||
|
||||
local function flush(force)
|
||||
if not state.enabled or not state.connected then return end
|
||||
local ok = pcall(function()
|
||||
local now = love.timer.getTime()
|
||||
if not force and (now - state.lastSendAt) < MIN_UPDATE_INTERVAL then
|
||||
state.dirty = true
|
||||
return
|
||||
end
|
||||
local activity = buildActivity()
|
||||
local key = activityKey(activity)
|
||||
if not force and key == state.lastSentKey then
|
||||
state.dirty = false
|
||||
return
|
||||
end
|
||||
local payload = Json.encode({
|
||||
cmd = "SET_ACTIVITY",
|
||||
args = {
|
||||
pid = resolvePid(),
|
||||
activity = activity,
|
||||
},
|
||||
nonce = nonce(),
|
||||
})
|
||||
if not sendFrame(OP_FRAME, payload) then
|
||||
closeSocket()
|
||||
state.nextReconnectAt = now + RECONNECT_INTERVAL
|
||||
return
|
||||
end
|
||||
state.lastSentKey = key
|
||||
state.lastSendAt = now
|
||||
state.dirty = false
|
||||
end)
|
||||
if not ok then
|
||||
closeSocket()
|
||||
local now = love and love.timer and love.timer.getTime and love.timer.getTime() or 0
|
||||
state.nextReconnectAt = now + RECONNECT_INTERVAL
|
||||
end
|
||||
end
|
||||
|
||||
local function setPresence(fields)
|
||||
-- event listeners must never throw into the overworld/battle path
|
||||
pcall(function()
|
||||
if fields.location ~= nil then state.location = fields.location end
|
||||
if fields.mapId ~= nil then state.mapId = fields.mapId end
|
||||
if fields.activity ~= nil then state.activity = fields.activity end
|
||||
if fields.clearBattle then
|
||||
state.battleLabel = nil
|
||||
elseif fields.battleLabel ~= nil then
|
||||
state.battleLabel = fields.battleLabel
|
||||
end
|
||||
state.dirty = true
|
||||
flush(false)
|
||||
end)
|
||||
end
|
||||
|
||||
local function subscribe(game)
|
||||
local events = Runtime.events
|
||||
if not events or not events.on then return end
|
||||
|
||||
local function track(name, fn)
|
||||
state.unsubs[#state.unsubs + 1] = events:on(name, fn, 0, "discord")
|
||||
end
|
||||
|
||||
track("map.entered", function(ev)
|
||||
local mapId = ev and ev.mapId
|
||||
setPresence({
|
||||
mapId = mapId,
|
||||
location = locationName(game, mapId),
|
||||
activity = "exploring",
|
||||
clearBattle = true,
|
||||
})
|
||||
end)
|
||||
|
||||
track("battle.started", function(ev)
|
||||
local battle = ev and ev.battle
|
||||
local label = "In battle"
|
||||
if ev and ev.kind == "wild" then
|
||||
local name = speciesName(game, ev.species)
|
||||
if name then
|
||||
label = "Battling wild " .. name
|
||||
if ev.level then label = label .. " Lv" .. tostring(ev.level) end
|
||||
else
|
||||
label = "Wild battle"
|
||||
end
|
||||
elseif ev and ev.kind == "trainer" then
|
||||
local tname = battle and battle.trainer and battle.trainer.name
|
||||
label = tname and ("Battling " .. tname) or "Trainer battle"
|
||||
elseif ev and ev.kind == "link" then
|
||||
label = "Link battle"
|
||||
end
|
||||
local mapId = state.mapId
|
||||
or (game.save and game.save.player and game.save.player.map)
|
||||
setPresence({
|
||||
activity = "battle",
|
||||
battleLabel = label,
|
||||
location = locationName(game, mapId) or state.location,
|
||||
mapId = mapId,
|
||||
})
|
||||
end)
|
||||
|
||||
track("battle.ended", function()
|
||||
local mapId = state.mapId
|
||||
or (game.save and game.save.player and game.save.player.map)
|
||||
setPresence({
|
||||
activity = mapId and "exploring" or "menu",
|
||||
clearBattle = true,
|
||||
location = locationName(game, mapId) or state.location,
|
||||
mapId = mapId,
|
||||
})
|
||||
end)
|
||||
|
||||
track("screen.pushed", function(ev)
|
||||
local s = ev and ev.state
|
||||
local id = s and s.screenId
|
||||
if not id and s and s.onNewGame then id = "TitleState" end
|
||||
if id == "TitleState" or id == "IntroMovie" then
|
||||
state.mapId = nil
|
||||
setPresence({
|
||||
activity = "menu",
|
||||
location = id == "IntroMovie" and "Watching the intro" or "Title screen",
|
||||
clearBattle = true,
|
||||
})
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- Advertise (or clear, with code=nil) an online-match/tournament code as a
|
||||
-- Discord join secret. LinkState/Tournament call this once they have a
|
||||
-- real code from the relay, and clear it again once paired/started or the
|
||||
-- hosting screen exits (an invite that's already full or gone is worse
|
||||
-- than no invite). kind is "match" (default) or "tournament"; size/max are
|
||||
-- the party.size Discord shows (default 1/2, a plain 1v1 room) -- a
|
||||
-- tournament passes its live roster count and a generous cap instead, and
|
||||
-- should call this again whenever the roster changes, not just once.
|
||||
function DiscordPresence.setJoinCode(code, kind, size, max)
|
||||
pcall(function()
|
||||
state.joinCode = code
|
||||
state.joinKind = kind or "match"
|
||||
state.partySize = size or 1
|
||||
state.partyMax = max or 2
|
||||
state.dirty = true
|
||||
flush(false)
|
||||
end)
|
||||
end
|
||||
|
||||
-- A friend clicked "Ask to Join" on our profile and Discord delivered the
|
||||
-- secret back over this same connection. Only act from a safe spot (never
|
||||
-- yank the player out of a battle or an already-running link session) --
|
||||
-- "exploring"/"menu" are the coarse buckets subscribe() above already
|
||||
-- tracks; anything more specific (a shop, a dialogue box) is a rarer miss
|
||||
-- worth accepting rather than adding a second, finer-grained state tracker
|
||||
-- just for this.
|
||||
local function handleJoinRequest(secret)
|
||||
if not secret or secret == "" then return end
|
||||
if state.activity == "battle" then return end
|
||||
local game = state.game
|
||||
if not game or not game.stack then return end
|
||||
local top = game.stack:top()
|
||||
if top and top.stage and top.net then return end -- already in a link session
|
||||
local kindTag, code = secret:match("^(%a):(.+)$")
|
||||
if not kindTag then kindTag, code = "m", secret end -- older/plain secret: assume match
|
||||
Runtime.emit("discord.join_requested", { code = code, kind = kindTag })
|
||||
if kindTag == "t" then
|
||||
local ok, Tournament = pcall(require, "src.link.Tournament")
|
||||
if ok and Tournament.newJoinOnline then
|
||||
game.stack:push(Tournament.newJoinOnline(game, code))
|
||||
end
|
||||
else
|
||||
local ok, LinkState = pcall(require, "src.link.LinkState")
|
||||
if ok and LinkState.newJoinOnline then
|
||||
game.stack:push(LinkState.newJoinOnline(game, code))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- non-blocking peek for an incoming ACTIVITY_JOIN dispatch. Unix (FFI)
|
||||
-- only for now: reading a Windows named pipe without risking a stall needs
|
||||
-- a HANDLE-level PeekNamedPipe that the plain io.open() connection below
|
||||
-- doesn't give us, so a Windows player's presence/party/join-secret still
|
||||
-- all work (they can still be seen and clicked), the click just isn't
|
||||
-- delivered back to their own game session yet.
|
||||
local function pollJoinRequest()
|
||||
if state.isWindows or not state.ffi or not state.socket or not state.subscribedJoin then
|
||||
return
|
||||
end
|
||||
pcall(function()
|
||||
local ffi = state.ffi
|
||||
local dontwait = MSG_DONTWAIT_BY_OS[love.system.getOS()] or 0
|
||||
local hbuf = ffi.new("char[8]")
|
||||
local n = ffi.C.recv(state.socket, hbuf, 8, dontwait)
|
||||
if not n or tonumber(n) <= 0 then return end -- nothing waiting right now
|
||||
local header = ffi.string(hbuf, 8)
|
||||
local opcode = unpackU32(header:sub(1, 4))
|
||||
local length = unpackU32(header:sub(5, 8))
|
||||
if not opcode or not length or length < 0 or length > 65536 then return end
|
||||
-- the body may lag the header by a packet; the connection's normal
|
||||
-- (short-timeout) blocking read is fine here since it has already
|
||||
-- announced its exact length
|
||||
local body = length > 0 and readExact(length) or ""
|
||||
if body == nil then return end
|
||||
if opcode == 3 then -- PING -> PONG, keeps Discord from closing on us
|
||||
sendFrame(4, body)
|
||||
return
|
||||
end
|
||||
if opcode ~= 1 then return end
|
||||
local decoded = Json.decode(body)
|
||||
if decoded and decoded.evt == "ACTIVITY_JOIN" then
|
||||
local secret = decoded.data and decoded.data.secret
|
||||
if type(secret) == "string" and secret ~= "" then
|
||||
if secret:sub(1, 5) == "join:" then secret = secret:sub(6) end
|
||||
handleJoinRequest(secret)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function DiscordPresence.init(game)
|
||||
local ok, err = pcall(function()
|
||||
DiscordPresence.shutdown()
|
||||
if disabledByEnv() or not isDesktop() then return end
|
||||
|
||||
state.enabled = true
|
||||
state.isWindows = love.system.getOS() == "Windows"
|
||||
state.startedAt = os.time()
|
||||
state.activity = "menu"
|
||||
state.location = "Title screen"
|
||||
state.mapId = nil
|
||||
state.battleLabel = nil
|
||||
state.joinCode = nil
|
||||
state.game = game
|
||||
state.dirty = true
|
||||
state.nextReconnectAt = 0
|
||||
state.loggedAbsent = false
|
||||
|
||||
if not state.isWindows and not ensureFfi() then
|
||||
-- no FFI / broken cdef: stay disabled, never throw
|
||||
state.enabled = false
|
||||
return
|
||||
end
|
||||
|
||||
subscribe(game)
|
||||
if connect() then
|
||||
flush(true)
|
||||
else
|
||||
noteAbsent()
|
||||
local now = (love.timer and love.timer.getTime and love.timer.getTime()) or 0
|
||||
state.nextReconnectAt = now + RECONNECT_INTERVAL
|
||||
end
|
||||
end)
|
||||
if not ok then
|
||||
closeSocket()
|
||||
state.enabled = false
|
||||
-- still soft: a broken presence stack must not abort boot
|
||||
Logger.info("discord: rich presence disabled (%s)", tostring(err))
|
||||
end
|
||||
end
|
||||
|
||||
function DiscordPresence.update(_dt)
|
||||
if not state.enabled then return end
|
||||
pcall(function()
|
||||
local now = love.timer.getTime()
|
||||
if not state.connected then
|
||||
if now >= state.nextReconnectAt then
|
||||
state.nextReconnectAt = now + RECONNECT_INTERVAL
|
||||
if connect() then
|
||||
flush(true)
|
||||
else
|
||||
noteAbsent()
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
pollJoinRequest()
|
||||
if state.dirty then flush(false) end
|
||||
end)
|
||||
end
|
||||
|
||||
function DiscordPresence.shutdown()
|
||||
pcall(function()
|
||||
for _, unsub in ipairs(state.unsubs) do
|
||||
pcall(unsub)
|
||||
end
|
||||
state.unsubs = {}
|
||||
if state.connected then
|
||||
pcall(function()
|
||||
-- omit activity to clear the presence
|
||||
sendFrame(OP_FRAME, Json.encode({
|
||||
cmd = "SET_ACTIVITY",
|
||||
args = { pid = resolvePid() },
|
||||
nonce = nonce(),
|
||||
}))
|
||||
sendFrame(OP_CLOSE, "{}")
|
||||
end)
|
||||
end
|
||||
closeSocket()
|
||||
end)
|
||||
state.enabled = false
|
||||
state.dirty = false
|
||||
state.lastSentKey = nil
|
||||
state.connected = false
|
||||
state.socket = nil
|
||||
state.subscribedJoin = false
|
||||
state.joinCode = nil
|
||||
end
|
||||
|
||||
-- test / debug helpers
|
||||
DiscordPresence._state = state
|
||||
DiscordPresence.locationName = locationName
|
||||
DiscordPresence.handleJoinRequest = handleJoinRequest
|
||||
|
||||
return DiscordPresence
|
||||
@@ -12,12 +12,27 @@ function FixedStep:init(callback)
|
||||
self.callback = callback
|
||||
end
|
||||
|
||||
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
|
||||
-- steps), which silently throttled the high fast-forward levels: at 100X
|
||||
-- a 60fps frame wants ~100 steps. Game:update raises this to fit the
|
||||
-- current speed target; a stall still cannot snowball past one frame's
|
||||
-- intended budget.
|
||||
FixedStep.maxAccum = MAX_ACCUM
|
||||
|
||||
function FixedStep:update(dt)
|
||||
self.accum = math.min(self.accum + dt, MAX_ACCUM)
|
||||
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
|
||||
while self.accum >= self.STEP do
|
||||
self.accum = self.accum - self.STEP
|
||||
self.callback(self.STEP)
|
||||
end
|
||||
end
|
||||
|
||||
-- Drop any pending catch-up steps. A hitch inside one logic step (map
|
||||
-- seam setMap / song start) makes the next real-time dt huge; without this
|
||||
-- the while-loop above would advance many walk frames before the next
|
||||
-- draw, which looks like a slide with no leg animation (issue #93).
|
||||
function FixedStep:discardCatchup()
|
||||
self.accum = 0
|
||||
end
|
||||
|
||||
return FixedStep
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
-- Render frame-rate cap. With a driver control panel forcing
|
||||
-- vsync off, the 160x144 game is trivially cheap and love.run will present
|
||||
-- thousands of frames a second; over hours that cooks the graphics driver
|
||||
-- until a restart, and it wastes power whenever the window is left open in
|
||||
-- the background. A hard cap bounds the present rate. Render-only: game
|
||||
-- logic is fixed-step off dt (src/core/FixedStep.lua), so pacing present()
|
||||
-- changes nothing about timing, audio, or determinism.
|
||||
--
|
||||
-- Persisted as save.options.fpsCap; applied from OptionsMenu and on boot
|
||||
-- via Game:applyOptions. main.lua's love.run reads FrameCap.current each
|
||||
-- frame for its sleep budget. The module never touches love.timer itself,
|
||||
-- so it stays safe under the headless test stub.
|
||||
|
||||
local FrameCap = {}
|
||||
|
||||
-- Selectable steps: the normal framerate stops between the floor and the
|
||||
-- ceiling. STEPS[1] == MIN and STEPS[#STEPS] == MAX, so the nearest-step
|
||||
-- snap in normalize doubles as the clamp. Cycling past the last wraps.
|
||||
FrameCap.STEPS = { 30, 40, 50, 60, 75, 90, 100, 120, 144, 160 }
|
||||
FrameCap.MIN = 30
|
||||
FrameCap.MAX = 160
|
||||
FrameCap.DEFAULT = 60
|
||||
|
||||
-- The live cap the run loop paces to. Defaults so the launcher and the
|
||||
-- save editor are paced before any save applies its stored option.
|
||||
FrameCap.current = FrameCap.DEFAULT
|
||||
|
||||
-- Nearest valid step for an arbitrary value (a hand-edited options.lua or
|
||||
-- an old save with no fpsCap key), so a bad number degrades to something
|
||||
-- sane; nil / non-numbers fall back to the default. A value below MIN or
|
||||
-- above MAX snaps to that end, since MIN/MAX are the first/last steps.
|
||||
function FrameCap.normalize(value)
|
||||
value = tonumber(value)
|
||||
if not value then return FrameCap.DEFAULT end
|
||||
local best, bestDiff = FrameCap.DEFAULT, math.huge
|
||||
for _, step in ipairs(FrameCap.STEPS) do
|
||||
local diff = math.abs(step - value)
|
||||
if diff < bestDiff then best, bestDiff = step, diff end
|
||||
end
|
||||
return best
|
||||
end
|
||||
|
||||
-- plain numeric text for the options row (e.g. "60")
|
||||
function FrameCap.label(value)
|
||||
return tostring(FrameCap.normalize(value))
|
||||
end
|
||||
|
||||
-- cycle to the next/previous step, wrapping (the options row idiom)
|
||||
function FrameCap.cycle(value, dir)
|
||||
local steps = FrameCap.STEPS
|
||||
local snapped = FrameCap.normalize(value)
|
||||
local cur = 1
|
||||
for i, step in ipairs(steps) do
|
||||
if step == snapped then cur = i break end
|
||||
end
|
||||
local nextIdx = (cur - 1 + (dir or 1)) % #steps + 1
|
||||
return steps[nextIdx]
|
||||
end
|
||||
|
||||
-- Store the chosen cap as the live value the run loop paces to. Never
|
||||
-- touches love.timer, so it is safe headless -- the loop just reads the
|
||||
-- number back. Returns the normalized value it stored.
|
||||
function FrameCap.apply(value)
|
||||
FrameCap.current = FrameCap.normalize(value)
|
||||
return FrameCap.current
|
||||
end
|
||||
|
||||
function FrameCap.applyOptions(opts)
|
||||
FrameCap.apply(opts and opts.fpsCap)
|
||||
end
|
||||
|
||||
return FrameCap
|
||||
@@ -8,7 +8,7 @@ local Logger = require("src.core.Logger")
|
||||
local Renderer = require("src.render.Renderer")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local StateStack = require("src.core.StateStack")
|
||||
local TouchInput = require("src.core.TouchInput")
|
||||
local TouchControls = require("src.core.TouchControls")
|
||||
local ModLoader = require("src.mods.Loader")
|
||||
local ModRuntime = require("src.mods.Runtime")
|
||||
local Screens = require("src.ui.Screens")
|
||||
@@ -17,7 +17,7 @@ local Game = {}
|
||||
|
||||
-- dev-mode gate for the F5/backtick hotkeys; false keeps every src/dev
|
||||
-- module unloaded, so a player boot never touches a byte of dev code
|
||||
local devMode = os.getenv("POKEPORT_DEV") == "1"
|
||||
local devMode = os.getenv("POKEPORT_DEV") == "1" or _G.POKEPORT_DEV_MODE == true
|
||||
|
||||
-- the boot screen ids (field.boot.screens); a plain function so the
|
||||
-- headless harness can borrow makeTitleState onto a stub game
|
||||
@@ -37,12 +37,15 @@ function Game:load()
|
||||
self.mods = ModLoader.new()
|
||||
self.mods:load(Data)
|
||||
self.modStatus = self.mods:status()
|
||||
-- render pipelines dispatch off the merged dataset; point them at the
|
||||
-- one the mods just merged into before anything can draw a frame
|
||||
require("src.render.Pipelines").install(Data)
|
||||
|
||||
self.input = Input
|
||||
Input:init()
|
||||
|
||||
self.touchInput = TouchInput
|
||||
TouchInput:init()
|
||||
self.touchControls = TouchControls
|
||||
TouchControls:init()
|
||||
|
||||
self.renderer = Renderer
|
||||
Renderer:init()
|
||||
@@ -68,6 +71,10 @@ function Game:load()
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
self.overworld = OverworldState
|
||||
|
||||
-- Discord Rich Presence: map name / battle status on the player's profile.
|
||||
-- Soft-fail: missing Discord / IPC errors must never block boot.
|
||||
pcall(function() require("src.core.DiscordPresence").init(self) end)
|
||||
|
||||
-- every service is up but nothing is on the stack yet; this payload is
|
||||
-- the sanctioned way for a mod to obtain the Game object
|
||||
ModRuntime.emit("game.ready", { game = self })
|
||||
@@ -95,7 +102,12 @@ end
|
||||
-- total conversion overrides. Threaded into SaveData so persistence stays
|
||||
-- free of a Data dependency.
|
||||
function Game:bootConfig()
|
||||
return self.data and self.data.field and self.data.field.boot
|
||||
local boot = self.data and self.data.field and self.data.field.boot
|
||||
-- stamp the running game version onto the boot config so a New Game records
|
||||
-- it (SaveData.newGame reads boot.version); this is what routes a Blue
|
||||
-- playthrough to save_blue.lua and Blue's version-gated content
|
||||
if boot then boot.version = require("src.core.GameVersion").get() end
|
||||
return boot
|
||||
end
|
||||
|
||||
-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
|
||||
@@ -103,7 +115,7 @@ end
|
||||
function Game:makeTitleState()
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
local factory = Screens.get(self, bootScreens(self).title or "TitleState")
|
||||
return factory.new(self, {
|
||||
local title = factory.new(self, {
|
||||
onNewGame = function()
|
||||
while self.stack:top() do self.stack:pop() end
|
||||
-- New Game keeps the standalone options.lua preferences
|
||||
@@ -126,6 +138,8 @@ function Game:makeTitleState()
|
||||
end
|
||||
end,
|
||||
})
|
||||
title.screenId = title.screenId or "TitleState"
|
||||
return title
|
||||
end
|
||||
|
||||
-- QUIT from the START menu: back to the title like a power-cycle,
|
||||
@@ -148,17 +162,53 @@ function Game:step(dt)
|
||||
self.stack:update(dt)
|
||||
-- play time for the trainer card / save screen
|
||||
self.save.playTime = (self.save.playTime or 0) + dt
|
||||
require("src.core.Music").update(Data)
|
||||
-- Music.update is NOT serviced here: it decrements fade counters and
|
||||
-- drives ChipAudio once per call, so running it inside the logic step
|
||||
-- would pitch music and sfx up under fast-forward. Game:update advances
|
||||
-- it on its own real-time 60Hz accumulator instead.
|
||||
end
|
||||
|
||||
-- The logic multiplier for this frame. Read live rather than cached so the
|
||||
-- Options row takes effect immediately; speedOverride is the --speed /
|
||||
-- POKEPORT_SPEED run argument, which wins over the saved option so a bot
|
||||
-- or screenshot run does not depend on whatever the player last chose.
|
||||
function Game:logicSpeed()
|
||||
local GameSpeed = require("src.core.GameSpeed")
|
||||
if self.speedOverride then return GameSpeed.clamp(self.speedOverride) end
|
||||
local opts = self.save and self.save.options
|
||||
return GameSpeed.clamp(opts and opts.speed or GameSpeed.DEFAULT)
|
||||
end
|
||||
|
||||
function Game:update(dt)
|
||||
-- Touch timers / prior-frame auto-releases before the fixed step so
|
||||
-- deferred A and edge pulses land in Input's press queue for this step.
|
||||
TouchInput:update(dt)
|
||||
FixedStep:update(dt)
|
||||
-- Fast-forward scales only the logic clock (see src/core/GameSpeed.lua).
|
||||
-- Give the accumulator room for one full frame at the current speed,
|
||||
-- or the anti-spiral clamp quietly caps every level above ~15X.
|
||||
local speed = self:logicSpeed()
|
||||
FixedStep.maxAccum = math.max(0.25, speed * FixedStep.STEP * 1.5)
|
||||
FixedStep:update(dt * speed)
|
||||
-- Audio runs off real time at a fixed 60Hz regardless of game speed or
|
||||
-- display refresh, so fades and chip synthesis keep their intended tempo
|
||||
-- whether we are at 1X, 10X, or running with vsync disabled.
|
||||
local step = FixedStep.STEP
|
||||
self.audioAccum = math.min((self.audioAccum or 0) + dt, 0.25)
|
||||
while self.audioAccum >= step do
|
||||
self.audioAccum = self.audioAccum - step
|
||||
require("src.core.Music").update(Data)
|
||||
end
|
||||
-- Overworld tilt toggle tween: presentational, so it runs on the real
|
||||
-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
|
||||
require("src.render.Tilt").update(dt)
|
||||
-- mod render pipelines tween on the same real-frame clock, for the same
|
||||
-- reason: they are presentational, so fast-forward must not speed them up
|
||||
require("src.render.Pipelines").update(dt)
|
||||
pcall(function() require("src.core.DiscordPresence").update(dt) end)
|
||||
-- Steady-state memory backstop: advance the incremental collector one
|
||||
-- small step every rendered frame. The heavy GPU objects are now freed
|
||||
-- explicitly (map eviction, battle exit, canvas/renderer swaps), so this
|
||||
-- only has to keep ordinary Lua-heap garbage (per-frame tables/closures)
|
||||
-- from drifting upward over a long session, and to spread collection out
|
||||
-- so the default lazy schedule never batches it into a visible pause.
|
||||
if collectgarbage then collectgarbage("step", 1) end
|
||||
end
|
||||
|
||||
-- render.zones' identity default: unhooked, the zone list reaches the blit
|
||||
@@ -193,13 +243,19 @@ function Game:draw()
|
||||
worldZones = self.overworld:sgbWorldZones()
|
||||
end
|
||||
Renderer:endFrame(zones, worldZones)
|
||||
-- on-screen mobile controls: pure screen-space, over the finished frame
|
||||
TouchControls:draw()
|
||||
end
|
||||
|
||||
-- overworld survey zoom: wheel up / '=' zooms in, wheel down / '-' out
|
||||
function Game:zoomStep(delta)
|
||||
local Zoom = require("src.render.Zoom")
|
||||
if not Zoom.gateOK(self.stack:top(), self.overworld) then return end
|
||||
Zoom.step(delta, Renderer:fitScale())
|
||||
local offset = Zoom.step(delta, Renderer:fitScale())
|
||||
if self.save and self.save.options then
|
||||
self.save.options.zoom = offset
|
||||
self:writeOptions()
|
||||
end
|
||||
end
|
||||
|
||||
function Game:wheelmoved(_, dy)
|
||||
@@ -248,10 +304,22 @@ function Game:keypressed(key)
|
||||
self:zoomStep(1)
|
||||
return
|
||||
elseif key == "2" then
|
||||
-- cycle COLORS (GBC / OG / OG INV / GBC INV / CLASSIC); always on
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
self.save.options.colors = PaletteFX.cycleMode()
|
||||
self:writeOptions()
|
||||
-- cycle COLORS (GBC / OG / OG INV / GBC INV / CLASSIC); the pack change
|
||||
-- forces Game.overworld:reloadMap, which rebuilds the live NPC array, so
|
||||
-- hold it while a warp/transition or an on-screen scripted cutscene is
|
||||
-- driving the overworld rather than tear the escort's NPCs out mid-move
|
||||
local ow = self.overworld
|
||||
local top = self.stack:top()
|
||||
local busy = ow and (ow.transitioning
|
||||
or (top == ow and (
|
||||
(ow.runner and ow.runner.isRunning and ow.runner:isRunning())
|
||||
or (ow.scriptMoves and #ow.scriptMoves > 0)
|
||||
or ow.engaging or ow.emote)))
|
||||
if not busy then
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
self.save.options.colors = PaletteFX.cycleMode()
|
||||
self:writeOptions()
|
||||
end
|
||||
return
|
||||
elseif key == "3" then
|
||||
-- cycle TILT OFF → 15 → 35 → 50 → OFF (mnemonic: 3D), free-roam only
|
||||
@@ -261,13 +329,34 @@ function Game:keypressed(key)
|
||||
self:writeOptions()
|
||||
end
|
||||
return
|
||||
elseif key == "4" then
|
||||
-- cycle ZOOM through every integer level (survey → FIT → close-up → wrap)
|
||||
local Zoom = require("src.render.Zoom")
|
||||
if Zoom.gateOK(self.stack:top(), self.overworld) then
|
||||
self.save.options.zoom = Zoom.cycle(Renderer:fitScale())
|
||||
self:writeOptions()
|
||||
end
|
||||
return
|
||||
elseif key == "5" then
|
||||
-- cycle GBC FX OFF → 1 → 2 → 3 → 4 (unlit-GBC ladder); always on
|
||||
-- desktop. Mobile refuses the present shader (issue #136).
|
||||
local GBCFX = require("src.render.GBCFX")
|
||||
if not GBCFX.isSupported() then return end
|
||||
self.save.options.gbcfx = GBCFX.cycle()
|
||||
self:writeOptions()
|
||||
return
|
||||
end
|
||||
-- Mod render pipelines claim their hotkeys last, so one can never shadow
|
||||
-- an engine display key however a mod declares it (12 §rendering
|
||||
-- pipelines). syncOptions writes the whole ladder back, including the
|
||||
-- tilt exclusion a world pipeline forces.
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
if Pipelines.hotkey(key, self.stack:top(), self.overworld) then
|
||||
Pipelines.syncOptions(self.save.options)
|
||||
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
|
||||
self:writeOptions()
|
||||
return
|
||||
end
|
||||
Input:keypressed(key)
|
||||
end
|
||||
|
||||
@@ -285,6 +374,9 @@ function Game:keyreleased(key)
|
||||
end
|
||||
|
||||
function Game:gamepadpressed(joystick, button)
|
||||
-- a controller is being used: the touch overlay steps aside until the
|
||||
-- next screen touch (mobile only; a no-op elsewhere)
|
||||
TouchControls:noteGamepad()
|
||||
-- BindingsMenu's pad capture rides the same top-state routing as keys
|
||||
local top = self.stack and self.stack:top()
|
||||
if top and top.onGamepadPressed then
|
||||
@@ -299,19 +391,43 @@ function Game:gamepadreleased(joystick, button)
|
||||
end
|
||||
|
||||
function Game:gamepadaxis(joystick, axis, value)
|
||||
-- past-deadzone only, so resting-stick drift can't hide the overlay
|
||||
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
|
||||
Input:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
-- Window focus/visibility flips: a release due while unfocused/hidden can
|
||||
-- be swallowed by the OS. Reset on both edges -- gaining focus with a
|
||||
-- physically held key won't re-fire keypressed, so trusting leftover
|
||||
-- state is worse than asking the player to re-press.
|
||||
function Game:focus(f)
|
||||
Input:reset()
|
||||
TouchControls:reset()
|
||||
end
|
||||
|
||||
function Game:visible(v)
|
||||
Input:reset()
|
||||
TouchControls:reset()
|
||||
end
|
||||
|
||||
-- A disconnected/dropped controller can't send the button-up for whatever
|
||||
-- it was holding, so drop all input state rather than try to guess which
|
||||
-- flags it owned.
|
||||
function Game:joystickremoved(joystick)
|
||||
Input:reset()
|
||||
TouchControls:joystickremoved()
|
||||
end
|
||||
|
||||
function Game:touchpressed(id, x, y)
|
||||
TouchInput:touchpressed(id, x, y)
|
||||
TouchControls:touchpressed(id, x, y)
|
||||
end
|
||||
|
||||
function Game:touchmoved(id, x, y)
|
||||
TouchInput:touchmoved(id, x, y)
|
||||
TouchControls:touchmoved(id, x, y)
|
||||
end
|
||||
|
||||
function Game:touchreleased(id, x, y)
|
||||
TouchInput:touchreleased(id, x, y)
|
||||
TouchControls:touchreleased(id, x, y)
|
||||
end
|
||||
|
||||
-- Point the loader's mod.save backing at this save's modData so per-mod
|
||||
@@ -362,7 +478,20 @@ function Game:applyOptions(opts)
|
||||
if Sound.applyOptions then Sound.applyOptions(opts) end
|
||||
require("src.render.PaletteFX").applyOptions(opts)
|
||||
require("src.render.Tilt").applyOptions(opts)
|
||||
require("src.render.GBCFX").applyOptions(opts)
|
||||
-- after Tilt, so a persisted world pipeline can switch the tilt level it
|
||||
-- just restored back off (the two are mutually exclusive)
|
||||
require("src.render.Pipelines").applyOptions(opts)
|
||||
require("src.render.Zoom").applyOptions(opts)
|
||||
require("src.render.TileRenderer").applyOptions(opts)
|
||||
-- returns true when a persisted GBC FX level was cleared on mobile
|
||||
local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
|
||||
require("src.core.VideoMode").applyOptions(opts)
|
||||
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
|
||||
-- fpsCap key pace at the standard rate (issue #88)
|
||||
require("src.core.FrameCap").applyOptions(opts)
|
||||
Input:applyBindings(opts.bindings)
|
||||
-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
|
||||
if gbcCleared then self:writeOptions() end
|
||||
end
|
||||
|
||||
function Game:restoreSave(loaded, recovered)
|
||||
@@ -374,6 +503,13 @@ function Game:restoreSave(loaded, recovered)
|
||||
-- SaveData.load and skip on the format guard
|
||||
local activeMods = self.modStatus and self.modStatus.loaded
|
||||
SaveData.runMigrations(loaded, self.mods and self.mods.migrations, activeMods)
|
||||
-- Issue #103: 0.1.11 softlocks left CONTINUE in HALL_OF_FAME with
|
||||
-- lastOutdoor on Indigo. One-shot relocate + heal before validate.
|
||||
if SaveData.needsPostGameRescue(loaded) then
|
||||
SaveData.applyPostGameHome(loaded, self:bootConfig())
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
for _, mon in ipairs(loaded.party or {}) do Pokemon.heal(mon) end
|
||||
end
|
||||
local modsDiff = SaveData.modsDiff(loaded, activeMods)
|
||||
local report = SaveData.validate(loaded, self.data)
|
||||
report.recovered = recovered
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
-- Fast-forward multiplier for game logic.
|
||||
--
|
||||
-- Speeding up means running the 1/60 fixed step N times per real frame
|
||||
-- (Game:update), so everything driven by the step -- movement, text,
|
||||
-- battle timing, scripts -- advances N times faster while staying
|
||||
-- deterministic. Audio deliberately does NOT scale: Music.update drives
|
||||
-- fade counters and ChipAudio synthesis off its own real-time 60Hz
|
||||
-- accumulator in Game:update, so music and sfx play at normal pitch and
|
||||
-- tempo at every speed.
|
||||
--
|
||||
-- Vsync still caps how much work a real frame can do, so 10X is a target
|
||||
-- rather than a promise on a slow machine -- the logic simply runs as many
|
||||
-- steps as the frame budget allows.
|
||||
|
||||
local GameSpeed = {}
|
||||
|
||||
-- 20X exists for the bot runs (tests/drivers/route.lua): a full-route
|
||||
-- attempt is long enough that the iteration loop, not the engine, is the
|
||||
-- bottleneck. Vsync caps how much a real frame can do, so past 10X the
|
||||
-- multiplier is increasingly a ceiling rather than a rate.
|
||||
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75, 100,200 }
|
||||
GameSpeed.DEFAULT = 1
|
||||
|
||||
function GameSpeed.levelLabel(v)
|
||||
v = tonumber(v) or GameSpeed.DEFAULT
|
||||
if v == 1 then return "NORMAL" end
|
||||
return tostring(v) .. "X"
|
||||
end
|
||||
|
||||
-- nearest valid level for an arbitrary value (a hand-edited options.lua or
|
||||
-- a --speed argument), so a bad number degrades to something sane
|
||||
function GameSpeed.clamp(v)
|
||||
v = tonumber(v)
|
||||
if not v then return GameSpeed.DEFAULT end
|
||||
local best, bestDiff = GameSpeed.DEFAULT, math.huge
|
||||
for _, level in ipairs(GameSpeed.LEVELS) do
|
||||
local diff = math.abs(level - v)
|
||||
if diff < bestDiff then best, bestDiff = level, diff end
|
||||
end
|
||||
return best
|
||||
end
|
||||
|
||||
-- cycle to the next/previous level, wrapping (the options row idiom)
|
||||
function GameSpeed.cycle(v, dir)
|
||||
local levels = GameSpeed.LEVELS
|
||||
local cur = 1
|
||||
for i, level in ipairs(levels) do
|
||||
if level == GameSpeed.clamp(v) then cur = i break end
|
||||
end
|
||||
local nextIdx = (cur - 1 + (dir or 1)) % #levels + 1
|
||||
return levels[nextIdx]
|
||||
end
|
||||
|
||||
return GameSpeed
|
||||
@@ -0,0 +1,77 @@
|
||||
-- Which Gen-1 game this process is running: Red (the historical default) or
|
||||
-- Blue. One source of truth for everything that differs by version -- the
|
||||
-- accepted ROM hash, the import manifest, where the extracted cache lives,
|
||||
-- and the save-file suffix -- so the importer, cache mount, SaveData, title
|
||||
-- screen and palette all agree.
|
||||
--
|
||||
-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
|
||||
-- so existing installs are untouched; Blue is namespaced under blue/ and
|
||||
-- _blue so both can be imported and played side by side.
|
||||
--
|
||||
-- Zero requires, so it loads during love.conf and under plain Lua for tools
|
||||
-- and tests. The active version is a process-global set once at boot from
|
||||
-- the launcher's column choice (main.lua); it defaults to Red.
|
||||
|
||||
local GameVersion = {}
|
||||
|
||||
GameVersion.VERSIONS = {
|
||||
red = {
|
||||
id = "red",
|
||||
label = "Red",
|
||||
displayName = "Pokemon Red",
|
||||
sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
|
||||
manifest = "tools/rom_manifest.json",
|
||||
cachePrefix = "", -- Red owns the cache root (backwards compatible)
|
||||
saveSuffix = "", -- save.lua / save.lua.bak / save.lua.tmp
|
||||
},
|
||||
blue = {
|
||||
id = "blue",
|
||||
label = "Blue",
|
||||
displayName = "Pokemon Blue",
|
||||
sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
|
||||
manifest = "tools/rom_manifest_blue.json",
|
||||
cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
|
||||
saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
|
||||
},
|
||||
}
|
||||
|
||||
-- Launcher column order (Yellow is still a placeholder, handled by the UI).
|
||||
GameVersion.ORDER = { "red", "blue" }
|
||||
|
||||
GameVersion.current = "red"
|
||||
|
||||
function GameVersion.set(id)
|
||||
GameVersion.current = GameVersion.VERSIONS[id] and id or "red"
|
||||
return GameVersion.current
|
||||
end
|
||||
|
||||
function GameVersion.get()
|
||||
return GameVersion.current
|
||||
end
|
||||
|
||||
function GameVersion.isBlue()
|
||||
return GameVersion.current == "blue"
|
||||
end
|
||||
|
||||
-- Metadata for a version id, defaulting to the active one.
|
||||
function GameVersion.info(id)
|
||||
return GameVersion.VERSIONS[id or GameVersion.current]
|
||||
end
|
||||
|
||||
function GameVersion.saveSuffix(id)
|
||||
return GameVersion.info(id).saveSuffix
|
||||
end
|
||||
|
||||
function GameVersion.cachePrefix(id)
|
||||
return GameVersion.info(id).cachePrefix
|
||||
end
|
||||
|
||||
-- The version a ROM belongs to, by its SHA-1, or nil for an unknown ROM.
|
||||
function GameVersion.forSha1(sha1)
|
||||
for id, info in pairs(GameVersion.VERSIONS) do
|
||||
if info.sha1 == sha1 then return id end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
return GameVersion
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
local Input = {}
|
||||
|
||||
local BINDINGS = {
|
||||
local DEFAULT_BINDINGS = {
|
||||
up = "up", w = "up",
|
||||
down = "down", s = "down",
|
||||
left = "left", a = "left",
|
||||
@@ -11,15 +11,23 @@ local BINDINGS = {
|
||||
z = "a", ["return"] = "a", space = "a",
|
||||
x = "b", backspace = "b",
|
||||
["kpenter"] = "start", escape = "start",
|
||||
-- Select: fight-menu move reorder + bag item reorder. Tab is the
|
||||
-- discoverable default (shown in CONTROLS); both shifts stay as
|
||||
-- aliases so Right-Shift muscle memory from older builds still works.
|
||||
tab = "select",
|
||||
rshift = "select",
|
||||
lshift = "select",
|
||||
}
|
||||
|
||||
-- keys that map to "start" but also to "a" would conflict; keep Enter = a,
|
||||
-- Escape = start for desktop friendliness.
|
||||
|
||||
-- LÖVE's standard gamepad mapping (SDL game controller DB), consistent
|
||||
-- across Xbox/PlayStation/generic controllers on desktop and mobile.
|
||||
local GAMEPAD_BINDINGS = {
|
||||
-- across Xbox/PlayStation/generic controllers on desktop and mobile. Some
|
||||
-- third-party pads report their own SDL mapping for a given physical
|
||||
-- button (e.g. Select/Back/View on off-brand XInput pads), which is what
|
||||
-- src/ui/BindingsMenu.lua's rebinding is for -- see applyBindings below.
|
||||
local DEFAULT_GAMEPAD_BINDINGS = {
|
||||
dpup = "up", dpdown = "down", dpleft = "left", dpright = "right",
|
||||
a = "a", b = "b",
|
||||
start = "start", back = "select",
|
||||
@@ -32,48 +40,142 @@ local STICK_ON = 0.5
|
||||
local STICK_OFF = 0.3
|
||||
|
||||
function Input:init()
|
||||
self:applyBindings(nil)
|
||||
self:reset()
|
||||
end
|
||||
|
||||
-- Layers a player's rebind choices (save.options.bindings, written by
|
||||
-- src/ui/BindingsMenu.lua) on top of the defaults above. A rebind adds an
|
||||
-- extra way to trigger that action instead of replacing the default key,
|
||||
-- so e.g. Z/Enter/Space all still press A even after binding a 4th key to
|
||||
-- it. Call whenever options load or change (see Game:applyOptions and
|
||||
-- BindingsMenu:storeBinding) -- without this the menu records a choice
|
||||
-- that never actually reaches gameplay.
|
||||
function Input:applyBindings(overlay)
|
||||
local keys, pads = {}, {}
|
||||
for key, action in pairs(DEFAULT_BINDINGS) do keys[key] = action end
|
||||
for button, action in pairs(DEFAULT_GAMEPAD_BINDINGS) do pads[button] = action end
|
||||
for actionId, binding in pairs(overlay or {}) do
|
||||
if type(binding) == "table" then
|
||||
if binding.key then keys[binding.key] = actionId end
|
||||
if binding.pad then pads[binding.pad] = actionId end
|
||||
elseif type(binding) == "string" then
|
||||
keys[binding] = actionId
|
||||
end
|
||||
end
|
||||
self.keyBindings = keys
|
||||
self.padBindings = pads
|
||||
end
|
||||
|
||||
-- Purely event-driven state (press sets true, release sets false) has no
|
||||
-- fallback if a release event never arrives -- focus loss, a minimized
|
||||
-- window, or a disconnected gamepad can all swallow the key-up/button-up
|
||||
-- that would have cleared a held direction. Called from Game on those
|
||||
-- transitions so a stuck flag can't outlive them.
|
||||
function Input:reset()
|
||||
self.state = {}
|
||||
self.pressQueue = {}
|
||||
self.pressed = {}
|
||||
self.sources = {}
|
||||
self.stickAxis = { x = 0, y = 0 }
|
||||
self.stickDir = nil
|
||||
end
|
||||
|
||||
function Input:keypressed(key)
|
||||
local btn = BINDINGS[key]
|
||||
if btn then
|
||||
-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
|
||||
-- same GB button. Track them individually so releasing one doesn't clear
|
||||
-- a hold another source still owns, and so a press+release that both land
|
||||
-- before the next FixedStep can't be revived when step() drains the queue.
|
||||
local function press(self, btn, source)
|
||||
local sources = self.sources[btn]
|
||||
if not sources then
|
||||
sources = {}
|
||||
self.sources[btn] = sources
|
||||
end
|
||||
if not sources[source] then
|
||||
sources[source] = true
|
||||
table.insert(self.pressQueue, btn)
|
||||
end
|
||||
self.state[btn] = true
|
||||
end
|
||||
|
||||
local function release(self, btn, source)
|
||||
local sources = self.sources[btn]
|
||||
if sources then
|
||||
sources[source] = nil
|
||||
if next(sources) == nil then
|
||||
-- Leave an empty table (not nil) so step() can tell a real
|
||||
-- source was released before the queue drained, versus a
|
||||
-- synthetic pressQueue inject that never had sources at all.
|
||||
self.state[btn] = false
|
||||
end
|
||||
else
|
||||
self.state[btn] = false
|
||||
end
|
||||
end
|
||||
|
||||
function Input:keypressed(key)
|
||||
local btn = self.keyBindings[key]
|
||||
if btn then
|
||||
press(self, btn, "key:" .. key)
|
||||
end
|
||||
end
|
||||
|
||||
function Input:keyreleased(key)
|
||||
local btn = BINDINGS[key]
|
||||
local btn = self.keyBindings[key]
|
||||
if btn then
|
||||
self.state[btn] = false
|
||||
release(self, btn, "key:" .. key)
|
||||
end
|
||||
end
|
||||
|
||||
-- Called once per fixed step: promote queued presses to this step's edges.
|
||||
-- Hold state is owned by live sources (updated in press/release), not
|
||||
-- re-asserted here -- otherwise a same-frame press→release leaves the
|
||||
-- button stuck on after the queue drains.
|
||||
-- Synthetic injects (tests/drivers writing pressQueue directly, with no
|
||||
-- source entry) still set state so scripted holds keep working.
|
||||
function Input:step()
|
||||
self.pressed = {}
|
||||
for _, btn in ipairs(self.pressQueue) do
|
||||
self.pressed[btn] = true
|
||||
self.state[btn] = true
|
||||
local sources = self.sources[btn]
|
||||
if sources == nil then
|
||||
-- synthetic pressQueue inject (tests/drivers): no live source map
|
||||
self.state[btn] = true
|
||||
elseif next(sources) ~= nil then
|
||||
self.state[btn] = true
|
||||
end
|
||||
-- sources == {}: real press fully released before this step — keep up
|
||||
end
|
||||
for btn, sources in pairs(self.sources) do
|
||||
if next(sources) == nil then
|
||||
self.sources[btn] = nil
|
||||
end
|
||||
end
|
||||
self.pressQueue = {}
|
||||
end
|
||||
|
||||
-- The on-screen touch overlay (src/core/TouchControls.lua) presses GB
|
||||
-- buttons directly by name -- not through a keyboard alias -- so a player
|
||||
-- rebind can never detach or shadow the overlay.
|
||||
function Input:overlayPressed(btn)
|
||||
press(self, btn, "touch:" .. btn)
|
||||
end
|
||||
|
||||
function Input:overlayReleased(btn)
|
||||
release(self, btn, "touch:" .. btn)
|
||||
end
|
||||
|
||||
function Input:gamepadpressed(joystick, button)
|
||||
local btn = GAMEPAD_BINDINGS[button]
|
||||
local btn = self.padBindings[button]
|
||||
if btn then
|
||||
table.insert(self.pressQueue, btn)
|
||||
press(self, btn, "pad:" .. button)
|
||||
end
|
||||
end
|
||||
|
||||
function Input:gamepadreleased(joystick, button)
|
||||
local btn = GAMEPAD_BINDINGS[button]
|
||||
local btn = self.padBindings[button]
|
||||
if btn then
|
||||
self.state[btn] = false
|
||||
release(self, btn, "pad:" .. button)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -103,10 +205,10 @@ function Input:gamepadaxis(joystick, axis, value)
|
||||
|
||||
if newDir ~= self.stickDir then
|
||||
if self.stickDir then
|
||||
self.state[self.stickDir] = false
|
||||
release(self, self.stickDir, "stick")
|
||||
end
|
||||
if newDir then
|
||||
table.insert(self.pressQueue, newDir)
|
||||
press(self, newDir, "stick")
|
||||
end
|
||||
self.stickDir = newDir
|
||||
end
|
||||
|
||||
@@ -114,6 +114,7 @@ local SPECIAL = {
|
||||
oakRoute = "Music_Routes2",
|
||||
bike = "Music_BikeRiding",
|
||||
surf = "Music_Surfing",
|
||||
evolution = "Music_SafariZone",
|
||||
}
|
||||
|
||||
-- the label a scene role resolves to; call sites keep their own presence
|
||||
@@ -253,6 +254,7 @@ function Music.stop()
|
||||
require("src.core.ChipAudio").stopMusic()
|
||||
state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil
|
||||
state.chip = false
|
||||
state.pendingRestore = nil
|
||||
if previous and Runtime.wants("music.stopped") then
|
||||
Runtime.emit("music.stopped", { song = previous })
|
||||
end
|
||||
@@ -346,18 +348,25 @@ end
|
||||
function Music.playOnce(data, song)
|
||||
if not songDef(data, song) then return false end
|
||||
Music.play(data, song, false, { reason = "once" })
|
||||
-- play() can no-op (hook silence, failed def); only arm restore when
|
||||
-- the jingle actually became current
|
||||
if state.current ~= song then return false end
|
||||
state.pendingRestore = true
|
||||
return true
|
||||
end
|
||||
|
||||
-- is a playOnce jingle still sounding? (AnimateHealingMachine's
|
||||
-- .waitLoop2 holds the healing machine until MUSIC_PKMN_HEALED ends)
|
||||
local function chipAwaitingFirstBuffer()
|
||||
return state.chip
|
||||
and require("src.core.ChipAudio").awaitingFirstBuffer()
|
||||
end
|
||||
|
||||
-- is a playOnce jingle still in flight? (AnimateHealingMachine's
|
||||
-- .waitLoop2 / Mom heal / captain rub hold until MUSIC_PKMN_HEALED ends.)
|
||||
-- pendingRestore stays set from playOnce until Music.update restores the
|
||||
-- map theme, covering the threaded chip "empty QueueableSource" window
|
||||
-- where Source:isPlaying is briefly false before the first buffer lands.
|
||||
function Music.oneShotPlaying()
|
||||
if not state.pendingRestore then return false end
|
||||
local src = state.source
|
||||
if not src then return false end
|
||||
local ok, playing = pcall(src.isPlaying, src)
|
||||
return ok and playing or false
|
||||
return state.pendingRestore == true
|
||||
end
|
||||
|
||||
function Music.restoreMap(data)
|
||||
@@ -440,8 +449,10 @@ function Music.update(data)
|
||||
state.source = loopSrc
|
||||
pcall(loopSrc.play, loopSrc)
|
||||
end
|
||||
-- do not treat "threaded source still waiting on its first buffer" as
|
||||
-- ended, or playOnce jingles get restored over before they can sound
|
||||
if state.pendingRestore and sourceStopped(state.source)
|
||||
and not state.loopSource then
|
||||
and not state.loopSource and not chipAwaitingFirstBuffer() then
|
||||
Music.restoreMap(data)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -17,15 +17,172 @@ local Runtime = require("src.mods.Runtime")
|
||||
local Semver = require("src.mods.Semver")
|
||||
local Boxes = require("src.pokemon.Boxes")
|
||||
local Bag = require("src.inventory.Bag")
|
||||
local Badges = require("src.inventory.Badges")
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local SaveData = {}
|
||||
|
||||
local FILENAME = "save.lua"
|
||||
-- Progress files carry the game-version suffix so Red and Blue saves coexist:
|
||||
-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
|
||||
-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
|
||||
-- global preferences and the mod enable-state, not per-playthrough data).
|
||||
local OPTIONS_FILENAME = "options.lua"
|
||||
-- one rolling backup plus the staged-write witness; load promotes either
|
||||
-- when the main file is missing or fails to parse
|
||||
local BACKUP_FILENAME = FILENAME .. ".bak"
|
||||
local TMP_FILENAME = FILENAME .. ".tmp"
|
||||
|
||||
-- Main / backup / staged-witness names for a version (defaults to the active
|
||||
-- one). The backup is a rolling copy and .tmp is the staged-write witness;
|
||||
-- load promotes either when the main file is missing or fails to parse.
|
||||
-- Forward-declared here so saveFilename (just below) and every save/load
|
||||
-- caller share the one upvalue; the body is filled in under "save slots"
|
||||
-- once the options IO it depends on exists, because it now resolves the
|
||||
-- ACTIVE slot for a version rather than the fixed flat name.
|
||||
local saveNames
|
||||
|
||||
-- The main save filename for a version -- used by the title screen's
|
||||
-- CONTINUE gate so it looks for the right game's save.
|
||||
function SaveData.saveFilename(version)
|
||||
local main = saveNames(version)
|
||||
return main
|
||||
end
|
||||
|
||||
-- ------- portable mode
|
||||
-- LÖVE's save directory is always the OS per-user path derived from the
|
||||
-- identity (conf.lua), so it can't be relocated at runtime. Portable mode
|
||||
-- instead drops a plain-Lua io.* filesystem next to the game whenever a
|
||||
-- `portable.txt` marker sits beside the executable/source, letting a USB
|
||||
-- copy carry its own save.lua/options.lua (and, through options.lua, the
|
||||
-- mod enable-state) rather than leaving them on the host machine.
|
||||
local PORTABLE_MARKER = "portable.txt"
|
||||
local SEP = package.config:sub(1, 1)
|
||||
|
||||
local portableChecked = false
|
||||
local portableBase = false -- resolved base dir when active, else false
|
||||
local portableFsCache = nil
|
||||
|
||||
local function pathExists(path)
|
||||
local f = io.open(path, "rb")
|
||||
if not f then return false end
|
||||
f:close()
|
||||
return true
|
||||
end
|
||||
|
||||
-- an io.* filesystem exposing the love.filesystem subset the save/options
|
||||
-- round-trip needs (getInfo/read/write/remove), rooted at `dir`
|
||||
local function makePortableFs(dir)
|
||||
local function full(name) return dir .. SEP .. name end
|
||||
return {
|
||||
getInfo = function(name)
|
||||
if not pathExists(full(name)) then return nil end
|
||||
return { type = "file" }
|
||||
end,
|
||||
read = function(name)
|
||||
local f = io.open(full(name), "rb")
|
||||
if not f then return nil, "no file: " .. name end
|
||||
local data = f:read("*a")
|
||||
f:close()
|
||||
return data
|
||||
end,
|
||||
write = function(name, data)
|
||||
local f, err = io.open(full(name), "wb")
|
||||
if not f then return false, err end
|
||||
f:write(data)
|
||||
f:close()
|
||||
return true
|
||||
end,
|
||||
remove = function(name)
|
||||
os.remove(full(name))
|
||||
return true
|
||||
end,
|
||||
createDirectory = function(name)
|
||||
-- portable mode writes real files through io.*, which will not
|
||||
-- create missing parent directories; mkdir the tree so a slot path
|
||||
-- like "saves/red" exists before a write lands inside it
|
||||
local osPath = full(name):gsub("/", SEP)
|
||||
if SEP == "\\" then
|
||||
os.execute('mkdir "' .. osPath .. '" 2>nul')
|
||||
else
|
||||
os.execute('mkdir -p "' .. osPath .. '" 2>/dev/null')
|
||||
end
|
||||
return true
|
||||
end,
|
||||
}
|
||||
end
|
||||
|
||||
local function detectPortable()
|
||||
if portableChecked then return portableBase end
|
||||
portableChecked = true
|
||||
portableBase = false
|
||||
if not (love and love.filesystem) then return false end
|
||||
-- Desktop only: portable mode carries the save (and, since issue #74, the
|
||||
-- ROM cache) in the game folder next to the executable/source. On
|
||||
-- Android/iOS the source is a read-only package with no such folder, so
|
||||
-- portable mode never applies there.
|
||||
if love.system and love.system.getOS then
|
||||
local osName = love.system.getOS()
|
||||
if osName ~= "Windows" and osName ~= "Linux" and osName ~= "OS X" then
|
||||
return false
|
||||
end
|
||||
end
|
||||
local src = love.filesystem.getSource and love.filesystem.getSource()
|
||||
local sbd = love.filesystem.getSourceBaseDirectory
|
||||
and love.filesystem.getSourceBaseDirectory()
|
||||
-- A packaged macOS build nests the game inside gen1recomp.app/Contents/
|
||||
-- Resources, so getSource()/getSourceBaseDirectory() point INSIDE the
|
||||
-- bundle -- not where the player drops portable.txt (next to the .app).
|
||||
-- Recover the folder containing the .app so a packaged app finds its
|
||||
-- marker. On Windows/Linux the executable is not a bundle, so this is nil
|
||||
-- and the plain source-base directory (next to the .exe/AppImage) is used.
|
||||
local function appContainer(path)
|
||||
local appPath = path and path:match("^(.*%.app)/Contents/")
|
||||
return appPath and appPath:match("^(.*)/[^/]+$") or nil
|
||||
end
|
||||
-- Order: the .app's containing folder (packaged macOS), then the
|
||||
-- source-base directory (next to a packaged .exe/AppImage), then the
|
||||
-- source itself (a `love <gamedir>` run drops portable.txt in the game
|
||||
-- folder). First one holding the marker wins. Built by appending so a
|
||||
-- nil (e.g. no .app in the path) never truncates the ipairs scan.
|
||||
local candidates = {}
|
||||
local appDir = appContainer(src) or appContainer(sbd)
|
||||
if appDir then candidates[#candidates + 1] = appDir end
|
||||
if sbd then candidates[#candidates + 1] = sbd end
|
||||
if src then candidates[#candidates + 1] = src end
|
||||
for _, base in ipairs(candidates) do
|
||||
if base ~= "" and pathExists(base .. SEP .. PORTABLE_MARKER) then
|
||||
portableBase = base
|
||||
break
|
||||
end
|
||||
end
|
||||
return portableBase
|
||||
end
|
||||
|
||||
function SaveData.isPortable()
|
||||
return detectPortable() ~= false
|
||||
end
|
||||
|
||||
-- the raw portable-folder path (for callers building their own nested
|
||||
-- paths, e.g. the ROM-derived asset cache), or nil when portable mode
|
||||
-- is off
|
||||
function SaveData.portableBaseDir()
|
||||
return detectPortable() or nil
|
||||
end
|
||||
|
||||
-- the io.* filesystem for the active portable folder, or nil when off
|
||||
function SaveData.portableFs()
|
||||
local base = detectPortable()
|
||||
if not base then return nil end
|
||||
if not portableFsCache then portableFsCache = makePortableFs(base) end
|
||||
return portableFsCache
|
||||
end
|
||||
|
||||
-- Resolve the filesystem a persistent read/write should land on: an
|
||||
-- explicitly injected non-love fs (headless tests, the mod loader's stub)
|
||||
-- always wins; otherwise portable mode reroutes off the OS save directory.
|
||||
local function persistFs(fs)
|
||||
if fs and love and love.filesystem and fs ~= love.filesystem then
|
||||
return fs
|
||||
end
|
||||
return SaveData.portableFs() or fs or (love and love.filesystem)
|
||||
end
|
||||
|
||||
-- Port + original Options menu defaults. Missing keys on load are filled
|
||||
-- from this table so old options.lua files stay compatible.
|
||||
@@ -41,10 +198,25 @@ function SaveData.defaultOptions()
|
||||
musicVol = 7,
|
||||
sfxVol = 7,
|
||||
musicFilter = 0,
|
||||
-- port display options (OptionsMenu / hotkeys 2/3/5)
|
||||
-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
|
||||
speed = 1,
|
||||
-- port display options (OptionsMenu / hotkeys 2/3/4/5)
|
||||
colors = "gbc",
|
||||
tilt = 0,
|
||||
gbcfx = 0,
|
||||
-- survey zoom offset from window fit scale (0 = FIT); see Zoom.lua
|
||||
zoom = 0,
|
||||
-- OVERWORLD beyond-edge fill: trees | water | black
|
||||
voidFill = "trees",
|
||||
-- windowed | borderless (desktop fullscreen); ignored on mobile
|
||||
videoMode = "windowed",
|
||||
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
|
||||
fpsCap = 60,
|
||||
-- Per-pipeline display levels, keyed by render_pipelines id (see
|
||||
-- src/render/Pipelines.lua). A level for a mod that is not installed
|
||||
-- is kept rather than pruned, so re-enabling the mod restores the mode
|
||||
-- the player left it in.
|
||||
pipelines = {},
|
||||
-- Native mod enablement is an installation option, not save-slot data.
|
||||
-- Missing entries mean enabled so newly installed mods work by default.
|
||||
mods = {},
|
||||
@@ -90,7 +262,7 @@ end
|
||||
-- love.filesystem, so the mod loader's injected filesystem can carry the
|
||||
-- options round-trip headless (no love global).
|
||||
function SaveData.saveOptions(opts, fs)
|
||||
fs = fs or love.filesystem
|
||||
fs = persistFs(fs)
|
||||
opts = SaveData.mergeOptions(opts)
|
||||
-- modOptions is per-mod nested state: fold the on-disk sub-tree
|
||||
-- underneath (newest value winning per key) so one caller's partial
|
||||
@@ -119,7 +291,7 @@ function SaveData.saveOptions(opts, fs)
|
||||
end
|
||||
|
||||
function SaveData.loadOptions(fs)
|
||||
fs = fs or love.filesystem
|
||||
fs = persistFs(fs)
|
||||
local data, err = readTable(fs, OPTIONS_FILENAME)
|
||||
if not data then
|
||||
if fs.getInfo(OPTIONS_FILENAME) then
|
||||
@@ -130,6 +302,264 @@ function SaveData.loadOptions(fs)
|
||||
return SaveData.mergeOptions(data)
|
||||
end
|
||||
|
||||
-- ------- save slots
|
||||
|
||||
-- A version's playthroughs live in numbered slots under saves/<version>/;
|
||||
-- the active slot is where in-game SAVE and CONTINUE land. The registry
|
||||
-- (the ordered slot list plus which one is active) persists in options.lua
|
||||
-- under options.saveSlots[version]; the active slot is also cached
|
||||
-- process-wide (like GameVersion.current) so the hot saveNames path does
|
||||
-- not re-read options every call. A false cache entry means "no slot in
|
||||
-- use" and the flat legacy path (save.lua / save_blue.lua) is used, which
|
||||
-- keeps a brand-new install and every pre-slots caller working unchanged.
|
||||
local activeSlotCache = {} -- version -> slotId in use, or false when none
|
||||
local slotsChecked = {} -- version -> true once resolved this process
|
||||
|
||||
local function slotDir(version) return "saves/" .. version end
|
||||
|
||||
local function slotNames(version, id)
|
||||
local main = slotDir(version) .. "/" .. id .. ".lua"
|
||||
return main, main .. ".bak", main .. ".tmp"
|
||||
end
|
||||
|
||||
-- the pre-slots flat names a version always used (save.lua for Red,
|
||||
-- save_blue.lua for Blue); still the destination before any slot exists
|
||||
local function legacyNames(version)
|
||||
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
|
||||
return main, main .. ".bak", main .. ".tmp"
|
||||
end
|
||||
|
||||
-- Slot resolution is only meaningful for versions GameVersion actually knows
|
||||
-- (red/blue). The launcher also renders a locked placeholder tab ("yellow")
|
||||
-- that has no info entry and therefore no saveSuffix; resolving its legacy
|
||||
-- names would index a nil info table and crash. Treat any unknown version as
|
||||
-- having no slots so the slot APIs degrade to empty/no-op instead.
|
||||
local function knownVersion(version)
|
||||
return GameVersion.info(version) ~= nil
|
||||
end
|
||||
|
||||
-- Create the parent directory of a slot path when the fs supports it.
|
||||
-- love.filesystem.createDirectory makes the whole tree; the injected memfs
|
||||
-- stub keys files by full path and exposes no such method, so this is a
|
||||
-- no-op there.
|
||||
local function ensureParentDir(fs, name)
|
||||
local dir = name:match("^(.*)/[^/]+$")
|
||||
if dir and fs.createDirectory then fs.createDirectory(dir) end
|
||||
end
|
||||
|
||||
-- Decode a slot's save using the same recovery order load() uses -- main,
|
||||
-- then the .tmp write-witness, then the .bak -- so a slot mid-crash still
|
||||
-- summarizes. nil when nothing readable is present.
|
||||
local function decodeSlot(fs, version, id)
|
||||
local main, bak, tmp = slotNames(version, id)
|
||||
local data = fs.getInfo(main) and SaveSerializer.decode(fs.read(main) or "")
|
||||
if data then return data end
|
||||
data = fs.getInfo(tmp) and SaveSerializer.decode(fs.read(tmp) or "")
|
||||
if data then return data end
|
||||
data = fs.getInfo(bak) and SaveSerializer.decode(fs.read(bak) or "")
|
||||
return data or nil
|
||||
end
|
||||
|
||||
-- One-time legacy consolidation: a pre-slots install has a flat save file
|
||||
-- (+ .bak) and no saves/<version>/ registry. Copy both into slot1, verify
|
||||
-- the copy reads back, then remove the originals and register slot1 as the
|
||||
-- active slot. Returns the new slot id, or nil when there is nothing to
|
||||
-- migrate or the copy could not be verified (originals left in place so no
|
||||
-- data is ever lost to a failed move).
|
||||
local function tryMigrateLegacy(version, fs)
|
||||
local lmain, lbak, ltmp = legacyNames(version)
|
||||
local mainBody = fs.getInfo(lmain) and fs.read(lmain)
|
||||
local bakBody = fs.getInfo(lbak) and fs.read(lbak)
|
||||
if not (mainBody or bakBody) then return nil end
|
||||
local id = "slot1"
|
||||
local dmain, dbak = slotNames(version, id)
|
||||
ensureParentDir(fs, dmain)
|
||||
if mainBody then fs.write(dmain, mainBody) end
|
||||
if bakBody then fs.write(dbak, bakBody) end
|
||||
-- refuse to delete the originals unless the new slot is loadable (from
|
||||
-- the main copy or, failing that, the backup)
|
||||
if not decodeSlot(fs, version, id) then return nil end
|
||||
remove(fs, lmain)
|
||||
remove(fs, lbak)
|
||||
remove(fs, ltmp)
|
||||
local opts = SaveData.loadOptions(fs)
|
||||
opts.saveSlots = opts.saveSlots or {}
|
||||
opts.saveSlots[version] = { list = { id }, active = id }
|
||||
SaveData.saveOptions(opts, fs)
|
||||
return id
|
||||
end
|
||||
|
||||
-- Resolve (once per version per process) which slot in-game saves use: an
|
||||
-- existing registry wins; otherwise a lazy legacy migration may create
|
||||
-- slot1; otherwise false, meaning the flat legacy path.
|
||||
local function ensureVersionSlots(version, fs)
|
||||
if slotsChecked[version] then return end
|
||||
slotsChecked[version] = true
|
||||
if not knownVersion(version) then
|
||||
activeSlotCache[version] = false
|
||||
return
|
||||
end
|
||||
local opts = SaveData.loadOptions(fs)
|
||||
local reg = opts.saveSlots and opts.saveSlots[version]
|
||||
if reg and type(reg.list) == "table" and #reg.list > 0 then
|
||||
activeSlotCache[version] = reg.active or reg.list[1]
|
||||
return
|
||||
end
|
||||
activeSlotCache[version] = tryMigrateLegacy(version, fs) or false
|
||||
end
|
||||
|
||||
-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
|
||||
-- the version, falling back to the flat legacy names when no slot is in use.
|
||||
function saveNames(version)
|
||||
version = version or GameVersion.get()
|
||||
local fs = persistFs(nil)
|
||||
ensureVersionSlots(version, fs)
|
||||
local slot = activeSlotCache[version]
|
||||
if slot then return slotNames(version, slot) end
|
||||
return legacyNames(version)
|
||||
end
|
||||
|
||||
-- Pure extraction of the launcher's per-slot summary from a decoded save,
|
||||
-- factored out so it is unit-testable with no filesystem: the player name
|
||||
-- (nil for an empty slot) and { badges, timeText, dexCount } -- the same
|
||||
-- fields the title screen's ContinueInfo derives. Badges resolve against
|
||||
-- the vanilla gym list (launcher has no loaded Data), which is what the
|
||||
-- flat launcher meta line needs.
|
||||
function SaveData.slotSummary(save)
|
||||
if type(save) ~= "table" then return nil, nil end
|
||||
local name = save.player and save.player.name or nil
|
||||
local dexCount = 0
|
||||
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
|
||||
dexCount = dexCount + 1
|
||||
end
|
||||
local t = math.floor(save.playTime or 0)
|
||||
local timeText = ("%d:%02d"):format(math.floor(t / 3600),
|
||||
math.floor(t / 60) % 60)
|
||||
return name, {
|
||||
badges = Badges.count(nil, save),
|
||||
timeText = timeText,
|
||||
dexCount = dexCount,
|
||||
}
|
||||
end
|
||||
|
||||
-- Slots visible to the launcher: every registered slot for a version, each
|
||||
-- with whether it holds a save and the cheap summary above. A fresh
|
||||
-- install with nothing registered returns an empty array; a legacy install
|
||||
-- is migrated to slot1 first.
|
||||
function SaveData.listSlots(version)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) then return {} end
|
||||
local fs = persistFs(nil)
|
||||
ensureVersionSlots(version, fs)
|
||||
local opts = SaveData.loadOptions(fs)
|
||||
local reg = opts.saveSlots and opts.saveSlots[version]
|
||||
local list = (reg and reg.list) or {}
|
||||
local out = {}
|
||||
for _, id in ipairs(list) do
|
||||
local save = decodeSlot(fs, version, id)
|
||||
local name, meta = SaveData.slotSummary(save)
|
||||
out[#out + 1] = { id = id, exists = save ~= nil, name = name, meta = meta }
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Point the active slot at slotId (registering it if new) and persist the
|
||||
-- choice to options.lua; also update the process-global cache so the very
|
||||
-- next save/load lands in the chosen slot.
|
||||
function SaveData.setActiveSlot(version, slotId)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) then return nil end
|
||||
local fs = persistFs(nil)
|
||||
local opts = SaveData.loadOptions(fs)
|
||||
opts.saveSlots = opts.saveSlots or {}
|
||||
local reg = opts.saveSlots[version] or { list = {}, active = nil }
|
||||
local found = false
|
||||
for _, id in ipairs(reg.list) do
|
||||
if id == slotId then found = true break end
|
||||
end
|
||||
if not found then reg.list[#reg.list + 1] = slotId end
|
||||
reg.active = slotId
|
||||
opts.saveSlots[version] = reg
|
||||
SaveData.saveOptions(opts, fs)
|
||||
slotsChecked[version] = true
|
||||
activeSlotCache[version] = slotId
|
||||
return slotId
|
||||
end
|
||||
|
||||
-- Register a new empty slot for the version and return its id. Does NOT
|
||||
-- write a save file and does NOT change the active slot: an empty slot
|
||||
-- means the title screen offers NEW GAME only. Ids are "slot%d+",
|
||||
-- allocated one past the highest existing number so a reused id can never
|
||||
-- collide with a lingering file.
|
||||
function SaveData.createSlot(version)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) then return nil end
|
||||
local fs = persistFs(nil)
|
||||
ensureVersionSlots(version, fs)
|
||||
local opts = SaveData.loadOptions(fs)
|
||||
opts.saveSlots = opts.saveSlots or {}
|
||||
local reg = opts.saveSlots[version] or { list = {}, active = nil }
|
||||
local maxN = 0
|
||||
for _, id in ipairs(reg.list) do
|
||||
local n = tonumber(tostring(id):match("^slot(%d+)$"))
|
||||
if n and n > maxN then maxN = n end
|
||||
end
|
||||
local id = "slot" .. (maxN + 1)
|
||||
reg.list[#reg.list + 1] = id
|
||||
opts.saveSlots[version] = reg
|
||||
SaveData.saveOptions(opts, fs)
|
||||
return id
|
||||
end
|
||||
|
||||
-- The active slot id in use for a version (resolved once per process like
|
||||
-- saveNames does), or nil when none is registered and the flat legacy path is
|
||||
-- in use. Public so the launcher's save Import/Export glue can name an export
|
||||
-- after the slot it came from without reaching into the private cache.
|
||||
function SaveData.activeSlot(version)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) then return nil end
|
||||
local fs = persistFs(nil)
|
||||
ensureVersionSlots(version, fs)
|
||||
return activeSlotCache[version] or nil
|
||||
end
|
||||
|
||||
-- Write saveTable into an existing slot's file (SaveSerializer.encode), through
|
||||
-- the same fs seam every other save/load call uses (so portable mode keeps
|
||||
-- working) and the same .tmp-witness / .bak recovery discipline SaveData.save
|
||||
-- uses for the flat path. Used by the launcher's save-import glue, which has
|
||||
-- already registered the slot via createSlot but written no bytes yet; unlike
|
||||
-- SaveData.save this targets a specific slot and never rebuilds meta or touches
|
||||
-- options. Returns true, or false + an error string on a failed write.
|
||||
function SaveData.writeSlot(version, slotId, saveTable)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) then return false, "unknown version" end
|
||||
if type(slotId) ~= "string" then return false, "missing slot id" end
|
||||
if type(saveTable) ~= "table" then return false, "missing save table" end
|
||||
local main, bak, tmp = slotNames(version, slotId)
|
||||
local encoded = SaveSerializer.encode(saveTable)
|
||||
local fs = persistFs(nil)
|
||||
ensureParentDir(fs, main)
|
||||
if fs.getInfo(main) then
|
||||
local prev = fs.read(main)
|
||||
if prev then fs.write(bak, prev) end
|
||||
end
|
||||
local ok, err = fs.write(tmp, encoded)
|
||||
if not ok then return false, err end
|
||||
remove(fs, main)
|
||||
ok, err = fs.write(main, encoded)
|
||||
if not ok then return false, err end
|
||||
remove(fs, tmp)
|
||||
return true
|
||||
end
|
||||
|
||||
-- Test seam: drop the process-global slot cache so a suite can exercise
|
||||
-- migration/resolution against a freshly injected filesystem. Unused by
|
||||
-- the game, which resolves each version exactly once per boot.
|
||||
function SaveData.resetSlotState()
|
||||
for k in pairs(activeSlotCache) do activeSlotCache[k] = nil end
|
||||
for k in pairs(slotsChecked) do slotsChecked[k] = nil end
|
||||
end
|
||||
|
||||
-- ------- meta
|
||||
|
||||
-- the version/engine/mod-set stamp every v2 save carries; mods is the
|
||||
@@ -307,7 +737,7 @@ end)
|
||||
-- afterwards either way
|
||||
SaveData.addCoreMigration(1, function(save)
|
||||
if type(save.options) == "table"
|
||||
and not love.filesystem.getInfo(OPTIONS_FILENAME) then
|
||||
and not persistFs(nil).getInfo(OPTIONS_FILENAME) then
|
||||
SaveData.saveOptions(save.options)
|
||||
end
|
||||
end)
|
||||
@@ -318,6 +748,36 @@ SaveData.addCoreMigration(1, function(save)
|
||||
Boxes.ensure(save)
|
||||
end)
|
||||
|
||||
-- game version (Red vs Blue) prep: saves written before Blue support
|
||||
-- existed carry no `version` tag, and Red is the only game that ever
|
||||
-- shipped, so default every untagged save to Red. from=2 so it catches
|
||||
-- every pre-bump save (format 1 and 2) and is skipped once re-stamped to
|
||||
-- the current format.
|
||||
SaveData.addCoreMigration(2, function(save)
|
||||
if not save.version then
|
||||
save.version = "red"
|
||||
end
|
||||
end)
|
||||
|
||||
-- #131 / follow-up to #50: Game Corner poster grunt used to stay on the
|
||||
-- floor after defeat (defeatedTrainers only). The #50 script now hides
|
||||
-- him via objectToggles, but saves that already beat him never got the
|
||||
-- toggle -- he still blocks the hideout switch. from=3 so every pre-4
|
||||
-- save reconciles once, then is skipped after re-stamp.
|
||||
SaveData.addCoreMigration(3, function(save)
|
||||
local defeated = save.defeatedTrainers
|
||||
if not defeated or not defeated["GAME_CORNER_obj_11"] then return end
|
||||
save.objectToggles = save.objectToggles or {}
|
||||
local mapToggles = save.objectToggles.GAME_CORNER
|
||||
if not mapToggles then
|
||||
mapToggles = {}
|
||||
save.objectToggles.GAME_CORNER = mapToggles
|
||||
end
|
||||
if mapToggles.GAMECORNER_ROCKET ~= false then
|
||||
mapToggles.GAMECORNER_ROCKET = false
|
||||
end
|
||||
end)
|
||||
|
||||
-- ------- write
|
||||
|
||||
-- Game progress only; options are written separately via saveOptions.
|
||||
@@ -327,6 +787,9 @@ end)
|
||||
-- itself rolls the last good save into .bak and stages the new bytes as
|
||||
-- a .tmp witness before the swap, so a crash mid-write is recoverable.
|
||||
function SaveData.save(data, mods)
|
||||
-- write to the file matching this save's own version, not just the active
|
||||
-- one, so a Blue playthrough always lands in save_blue.lua
|
||||
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
|
||||
if data.options then
|
||||
SaveData.saveOptions(data.options)
|
||||
end
|
||||
@@ -338,7 +801,10 @@ function SaveData.save(data, mods)
|
||||
if k ~= "options" then gameOnly[k] = v end
|
||||
end
|
||||
local encoded = SaveSerializer.encode(gameOnly)
|
||||
local fs = love.filesystem
|
||||
local fs = persistFs(nil)
|
||||
-- the active slot may live in saves/<version>/, which must exist before
|
||||
-- the .tmp/.bak/main writes land (a no-op for the flat legacy path)
|
||||
ensureParentDir(fs, FILENAME)
|
||||
if fs.getInfo(FILENAME) then
|
||||
local prev = fs.read(FILENAME)
|
||||
if prev then fs.write(BACKUP_FILENAME, prev) end
|
||||
@@ -366,8 +832,11 @@ end
|
||||
-- returns the parsed save plus "tmp"/"bak" when the main file was gone
|
||||
-- or corrupt and a staged/backup copy was promoted; Game surfaces the
|
||||
-- recovery on the load report
|
||||
function SaveData.load()
|
||||
local fs = love.filesystem
|
||||
function SaveData.load(version)
|
||||
-- version defaults to the active game (set at boot from the launcher);
|
||||
-- an explicit version lets callers/tests load a specific game's save.
|
||||
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(version)
|
||||
local fs = persistFs(nil)
|
||||
local data, err = readTable(fs, FILENAME)
|
||||
local recovered
|
||||
if not data then
|
||||
@@ -516,8 +985,8 @@ end
|
||||
|
||||
local function scrubMaps(save, data, report)
|
||||
local boot = (data.field and data.field.boot) or {}
|
||||
local spawn = { map = boot.startMap or "PALLET_TOWN",
|
||||
x = boot.startX or 5, y = boot.startY or 6 }
|
||||
local spawn = { map = boot.startMap or "REDS_HOUSE_2F",
|
||||
x = boot.startX or 3, y = boot.startY or 6 }
|
||||
-- heal point first, so the player fallback below always lands somewhere
|
||||
-- valid; boot's heal cell (threaded from field.boot) is the last resort
|
||||
if save.lastHeal and not known(data.maps, save.lastHeal.map) then
|
||||
@@ -627,13 +1096,66 @@ end
|
||||
-- boot is Data.field.boot, threaded in by Game: this module must not reach
|
||||
-- into Data itself. Every read falls back to the Red literal it replaced,
|
||||
-- so an absent or partial config still produces the vanilla new game.
|
||||
-- Where blackouts and ESCAPE ROPE return to for a given boot config.
|
||||
--
|
||||
-- In vanilla this is NOT the spawn. wLastBlackoutMap is zero-filled at new
|
||||
-- game and PALLET_TOWN is map 0, so the player starts in the bedroom
|
||||
-- (special_warps.asm NewGameWarp) but blacks out to Pallet Town's fly_warp
|
||||
-- cell (5, 6). A world that moves the spawn without naming a heal point
|
||||
-- keeps the two together -- it may have no Pallet Town at all.
|
||||
--
|
||||
-- Shared with the Hall of Fame reset, which pokered writes as a literal
|
||||
-- (HallOfFameResetEventsAndSaveScript: wLastBlackoutMap := PALLET_TOWN)
|
||||
-- rather than deriving from the spawn.
|
||||
function SaveData.defaultHeal(boot)
|
||||
boot = type(boot) == "table" and boot or {}
|
||||
local h = boot.lastHeal
|
||||
if h then return { map = h.map, x = h.x, y = h.y } end
|
||||
local map = boot.startMap or "REDS_HOUSE_2F"
|
||||
if map == "REDS_HOUSE_2F" then return { map = "PALLET_TOWN", x = 5, y = 6 } end
|
||||
return { map = map, x = boot.startX or 3, y = boot.startY or 6 }
|
||||
end
|
||||
|
||||
-- Post-credits home (issue #103). pokered left the player in HALL_OF_FAME
|
||||
-- after jp Init; this port places CONTINUE at the NewGameWarp bedroom and
|
||||
-- retargets LAST_MAP exits (Red's house mats) at the heal-point town so
|
||||
-- leaving the house does not dump the player back at Indigo Plateau.
|
||||
-- Marks postGameHomeOk so a later intentional HoF save is not relocated.
|
||||
function SaveData.applyPostGameHome(save, boot)
|
||||
boot = type(boot) == "table" and boot or {}
|
||||
local heal = SaveData.defaultHeal(boot)
|
||||
save.lastHeal = { map = heal.map, x = heal.x, y = heal.y }
|
||||
save.lastOutdoor = { id = heal.map, x = heal.x, y = heal.y }
|
||||
save.player = save.player or {}
|
||||
save.player.map = boot.startMap or "REDS_HOUSE_2F"
|
||||
save.player.x = boot.startX or 3
|
||||
save.player.y = boot.startY or 6
|
||||
save.player.facing = boot.startFacing or "down"
|
||||
save.postGameHomeOk = true
|
||||
return heal
|
||||
end
|
||||
|
||||
-- Softlocked 0.1.11 saves: still standing in HALL_OF_FAME after credits,
|
||||
-- with lastOutdoor on Indigo. One-shot rescue on CONTINUE.
|
||||
function SaveData.needsPostGameRescue(save)
|
||||
if not (save and save.player and save.player.map == "HALL_OF_FAME") then
|
||||
return false
|
||||
end
|
||||
if save.postGameHomeOk then return false end
|
||||
local hof = save.hallOfFame
|
||||
return type(hof) == "table" and #hof > 0
|
||||
end
|
||||
|
||||
function SaveData.newGame(boot)
|
||||
boot = type(boot) == "table" and boot or {}
|
||||
local map = boot.startMap or "PALLET_TOWN"
|
||||
local x, y = boot.startX or 5, boot.startY or 6
|
||||
local heal = boot.lastHeal or {}
|
||||
local map = boot.startMap or "REDS_HOUSE_2F"
|
||||
local x, y = boot.startX or 3, boot.startY or 6
|
||||
local heal = SaveData.defaultHeal(boot)
|
||||
local save = {
|
||||
meta = { format = Version.saveFormat, mods = {} },
|
||||
-- which game this playthrough is (Red vs Blue). Only Red ships today;
|
||||
-- boot carries the choice once Blue support lands.
|
||||
version = boot.version or "red",
|
||||
player = {
|
||||
map = map,
|
||||
x = x,
|
||||
@@ -647,6 +1169,10 @@ function SaveData.newGame(boot)
|
||||
},
|
||||
flags = {},
|
||||
inventory = {},
|
||||
-- Vanilla Gen1 seeds one Potion in the player's item PC
|
||||
-- (wBoxItems / players_pc.asm); existing saves keep whatever they
|
||||
-- already have — this only applies to New Game.
|
||||
pcItems = { POTION = 1 },
|
||||
party = {},
|
||||
box = {},
|
||||
money = boot.startMoney or 3000,
|
||||
@@ -655,6 +1181,12 @@ function SaveData.newGame(boot)
|
||||
-- where blackouts and ESCAPE ROPE return to (updated by nurses);
|
||||
-- copied, never aliased, so a save never writes back into Data
|
||||
lastHeal = { map = heal.map or map, x = heal.x or x, y = heal.y or y },
|
||||
-- Interiors inherit the SGB palette of the last outdoor map. wLastMap
|
||||
-- is zero-filled at new game and PALLET_TOWN is map 0, so before the
|
||||
-- player has ever been outdoors that palette is Pallet Town's -- which
|
||||
-- matters because the vanilla spawn (REDS_HOUSE_2F) is itself indoors.
|
||||
-- Without this the palette falls through to the ROUTE default.
|
||||
lastOutdoor = { id = heal.map or map, x = heal.x or x, y = heal.y or y },
|
||||
repelSteps = 0,
|
||||
-- per-mod persistence (mod.save) lives under here, keyed by mod id
|
||||
modData = {},
|
||||
|
||||
@@ -0,0 +1,287 @@
|
||||
-- On-screen touch controls: a visible d-pad, A, B, START and SELECT drawn
|
||||
-- over the finished frame (art: Xelu's CC0 controller prompts, see
|
||||
-- assets/touch/README.md). Replaces the old touch gesture recognizer:
|
||||
-- every control is a real button under the thumb, so there is no
|
||||
-- tap-vs-swipe classification, no deferred-A double-tap window, and no
|
||||
-- added latency.
|
||||
--
|
||||
-- Mobile only, and only while no controller is being used: the overlay
|
||||
-- shows on Android/iOS, disappears the moment a gamepad button or stick
|
||||
-- is used, and comes back on the next screen touch (Game routes both
|
||||
-- events here). POKEPORT_TOUCH=1 forces it on for desktop testing
|
||||
-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
|
||||
-- off everywhere.
|
||||
--
|
||||
-- Controls press GB buttons through Input:overlayPressed/Released -- their
|
||||
-- own input source, not a keyboard alias -- so a held overlay direction
|
||||
-- merges cleanly with a keyboard key or stick holding the same button,
|
||||
-- and a player rebind can never detach the overlay.
|
||||
|
||||
local Input = require("src.core.Input")
|
||||
|
||||
local TouchControls = {}
|
||||
|
||||
-- idle vs pressed overlay opacity
|
||||
local ALPHA = 0.65
|
||||
local ALPHA_PRESSED = 0.95
|
||||
-- translucent backing disc behind each control: the prompt art is dark
|
||||
-- gray, so without it the controls melt into dark map areas
|
||||
local BACK = 0.24
|
||||
local BACK_PRESSED = 0.38
|
||||
|
||||
-- neutral zone at the d-pad center, as a fraction of the d-pad width;
|
||||
-- inside it no direction is held (keeps a resting thumb from jittering)
|
||||
local DPAD_DEAD = 0.16
|
||||
|
||||
-- hit slop: how far past the visible edge a press still counts, as a
|
||||
-- multiplier on the control's half-width. START/SELECT get more because
|
||||
-- the glyphs are small.
|
||||
local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
|
||||
|
||||
local BUTTONS = { "a", "b", "start", "select" }
|
||||
|
||||
local IMAGES = {
|
||||
dpad = "assets/touch/dpad.png",
|
||||
dpad_up = "assets/touch/dpad_up.png",
|
||||
dpad_down = "assets/touch/dpad_down.png",
|
||||
dpad_left = "assets/touch/dpad_left.png",
|
||||
dpad_right = "assets/touch/dpad_right.png",
|
||||
a = "assets/touch/a.png",
|
||||
b = "assets/touch/b.png",
|
||||
start = "assets/touch/start.png",
|
||||
select = "assets/touch/select.png",
|
||||
}
|
||||
|
||||
local function wantsOverlay()
|
||||
local env = os.getenv("POKEPORT_TOUCH")
|
||||
if env == "1" then return true end
|
||||
if env == "0" then return false end
|
||||
local osName = love.system and love.system.getOS and love.system.getOS()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
function TouchControls:init()
|
||||
self.active = wantsOverlay()
|
||||
self.controllerHidden = false
|
||||
self.touches = {}
|
||||
-- per-GB-button owner count: two fingers on A must not double-press it,
|
||||
-- and lifting one of them must not release the other's hold
|
||||
self.held = {}
|
||||
self.dpadTouch = nil
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.img = nil
|
||||
if not self.active then return end
|
||||
-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
|
||||
-- stays off and keyboard/controller play still works
|
||||
local img = {}
|
||||
for name, path in pairs(IMAGES) do
|
||||
local ok, im = pcall(love.graphics.newImage, path)
|
||||
if not ok then
|
||||
img = nil
|
||||
break
|
||||
end
|
||||
-- smooth UI icons; the global default filter is nearest for GB pixels
|
||||
im:setFilter("linear", "linear")
|
||||
img[name] = im
|
||||
end
|
||||
self.img = img
|
||||
end
|
||||
|
||||
function TouchControls:visible()
|
||||
return self.active and self.img ~= nil and not self.controllerHidden
|
||||
end
|
||||
|
||||
-- Layout in LOVE units (density-independent on mobile), recomputed when
|
||||
-- the window size changes (rotation, resize). D-pad bottom-left, B/A
|
||||
-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
|
||||
-- flanking the bottom center.
|
||||
function TouchControls:layout()
|
||||
local ww, wh = love.graphics.getDimensions()
|
||||
if self.layoutW == ww and self.layoutH == wh then return self.L end
|
||||
self.layoutW, self.layoutH = ww, wh
|
||||
local short = math.min(ww, wh)
|
||||
-- ~a third of the short edge, capped so tablets don't get a dinner plate
|
||||
local dpadW = math.min(180, short * 0.34)
|
||||
local abW = dpadW * 0.46
|
||||
local ssW = dpadW * 0.30
|
||||
local margin = dpadW * 0.12
|
||||
-- START/SELECT hug the bottom center: on a narrow portrait phone the
|
||||
-- d-pad and B leave little room, so a tight pair is what keeps them off
|
||||
-- the neighboring controls
|
||||
self.L = {
|
||||
dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
|
||||
a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
|
||||
b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
|
||||
start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
|
||||
select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
|
||||
}
|
||||
local fontSize = math.max(8, math.floor(ssW * 0.26))
|
||||
if not self.labelFont or self.fontSize ~= fontSize then
|
||||
self.fontSize = fontSize
|
||||
self.labelFont = love.graphics.newFont(fontSize)
|
||||
end
|
||||
return self.L
|
||||
end
|
||||
|
||||
local function inCircle(zone, x, y, slop)
|
||||
local r = zone.w * 0.5 * slop
|
||||
local dx, dy = x - zone.cx, y - zone.cy
|
||||
return dx * dx + dy * dy <= r * r
|
||||
end
|
||||
|
||||
local function dpadDir(zone, x, y)
|
||||
local dx, dy = x - zone.cx, y - zone.cy
|
||||
local dead = zone.w * DPAD_DEAD
|
||||
if math.abs(dx) < dead and math.abs(dy) < dead then return nil end
|
||||
if math.abs(dx) >= math.abs(dy) then
|
||||
return dx > 0 and "right" or "left"
|
||||
end
|
||||
return dy > 0 and "down" or "up"
|
||||
end
|
||||
|
||||
local function pressBtn(self, btn)
|
||||
local n = (self.held[btn] or 0) + 1
|
||||
self.held[btn] = n
|
||||
if n == 1 then Input:overlayPressed(btn) end
|
||||
end
|
||||
|
||||
local function releaseBtn(self, btn)
|
||||
local n = self.held[btn]
|
||||
if not n then return end
|
||||
if n > 1 then
|
||||
self.held[btn] = n - 1
|
||||
else
|
||||
self.held[btn] = nil
|
||||
Input:overlayReleased(btn)
|
||||
end
|
||||
end
|
||||
|
||||
-- the d-pad touch's held direction changed (or ended): swap the GB hold
|
||||
local function setDpad(self, touch, dir)
|
||||
if touch.dir == dir then return end
|
||||
if touch.dir then releaseBtn(self, touch.dir) end
|
||||
touch.dir = dir
|
||||
if dir then pressBtn(self, dir) end
|
||||
end
|
||||
|
||||
function TouchControls:touchpressed(id, x, y)
|
||||
if not (self.active and self.img) then return end
|
||||
-- a controller hid the overlay; the first touch only brings it back
|
||||
if self.controllerHidden then
|
||||
self.controllerHidden = false
|
||||
return
|
||||
end
|
||||
local L = self:layout()
|
||||
for _, btn in ipairs(BUTTONS) do
|
||||
if inCircle(L[btn], x, y, SLOP[btn]) then
|
||||
self.touches[id] = { control = btn }
|
||||
pressBtn(self, btn)
|
||||
return
|
||||
end
|
||||
end
|
||||
-- square hit zone a bit past the cross art; one owning finger at a time
|
||||
local dz = L.dpad
|
||||
local half = dz.w * 0.65
|
||||
if not self.dpadTouch
|
||||
and math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
|
||||
self.dpadTouch = id
|
||||
local touch = { control = "dpad", dir = nil }
|
||||
self.touches[id] = touch
|
||||
setDpad(self, touch, dpadDir(dz, x, y))
|
||||
end
|
||||
end
|
||||
|
||||
function TouchControls:touchmoved(id, x, y)
|
||||
local touch = self.touches[id]
|
||||
-- only the d-pad tracks movement (slide between directions without
|
||||
-- lifting); buttons hold until release wherever the finger wanders
|
||||
if not touch or touch.control ~= "dpad" then return end
|
||||
setDpad(self, touch, dpadDir(self:layout().dpad, x, y))
|
||||
end
|
||||
|
||||
function TouchControls:touchreleased(id, x, y)
|
||||
local touch = self.touches[id]
|
||||
if not touch then return end
|
||||
self.touches[id] = nil
|
||||
if touch.control == "dpad" then
|
||||
setDpad(self, touch, nil)
|
||||
self.dpadTouch = nil
|
||||
else
|
||||
releaseBtn(self, touch.control)
|
||||
end
|
||||
end
|
||||
|
||||
-- LÖVE has no touchcancelled: a touch interrupted by the OS (app
|
||||
-- backgrounded, a system gesture stealing the finger) never fires
|
||||
-- touchreleased and would strand its button held forever. Called from
|
||||
-- Game alongside Input:reset() on focus/visibility loss.
|
||||
function TouchControls:reset()
|
||||
for btn in pairs(self.held) do
|
||||
Input:overlayReleased(btn)
|
||||
end
|
||||
self.held = {}
|
||||
self.touches = {}
|
||||
self.dpadTouch = nil
|
||||
end
|
||||
|
||||
-- a gamepad is being used: hide the overlay (dropping anything it held)
|
||||
-- until the next screen touch asks for it back
|
||||
function TouchControls:noteGamepad()
|
||||
if not self.active or self.controllerHidden then return end
|
||||
self.controllerHidden = true
|
||||
self:reset()
|
||||
end
|
||||
|
||||
-- last controller unplugged: show the overlay again immediately instead
|
||||
-- of requiring a blind first tap
|
||||
function TouchControls:joystickremoved()
|
||||
self:reset()
|
||||
if love.joystick and love.joystick.getJoystickCount
|
||||
and love.joystick.getJoystickCount() == 0 then
|
||||
self.controllerHidden = false
|
||||
end
|
||||
end
|
||||
|
||||
local function drawIcon(img, zone, pressed)
|
||||
love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
|
||||
love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
|
||||
local scale = zone.w / img:getWidth()
|
||||
love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
|
||||
love.graphics.draw(img, zone.cx - zone.w / 2,
|
||||
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
|
||||
end
|
||||
|
||||
-- Screen-space, called by Game:draw after Renderer:endFrame so the
|
||||
-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
|
||||
function TouchControls:draw()
|
||||
if not self:visible() then return end
|
||||
local L = self:layout()
|
||||
love.graphics.push("all")
|
||||
love.graphics.origin()
|
||||
|
||||
local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
|
||||
local dir = dpadTouch and dpadTouch.dir
|
||||
drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
|
||||
dir ~= nil)
|
||||
for _, btn in ipairs(BUTTONS) do
|
||||
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
|
||||
end
|
||||
|
||||
-- the +/- glyphs alone don't say which is which; shadowed so the text
|
||||
-- reads on both the black letterbox and battle's white one
|
||||
love.graphics.setFont(self.labelFont)
|
||||
local ly = L.start.cy + L.start.w * 0.66
|
||||
local function label(text, zone)
|
||||
local w = self.labelFont:getWidth(text)
|
||||
love.graphics.setColor(0, 0, 0, 0.6)
|
||||
love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
|
||||
love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
|
||||
love.graphics.print(text, zone.cx - w / 2, ly)
|
||||
end
|
||||
label("START", L.start)
|
||||
label("SELECT", L.select)
|
||||
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
return TouchControls
|
||||
@@ -1,282 +0,0 @@
|
||||
-- Touch gesture recognizer → virtual keyboard keys for Input.lua.
|
||||
--
|
||||
-- Deferred-tap tradeoff: A fires only after DOUBLE_TAP_MS with no second
|
||||
-- tap. That adds ~280ms latency to every A press so a double-tap can be
|
||||
-- remapped to START instead of A-then-START. Gen 1 has no frame-perfect
|
||||
-- input needs, so the latency is acceptable.
|
||||
--
|
||||
-- Select = two-finger tap (open Q1 in docs/mobile-plan.md): when a second distinct
|
||||
-- touch ID lands while another short, low-movement touch is active, fire
|
||||
-- SELECT (press + one-frame auto-release).
|
||||
|
||||
local Input = require("src.core.Input")
|
||||
|
||||
local TouchInput = {}
|
||||
|
||||
local function dpiScale()
|
||||
if love and love.window then
|
||||
if love.window.getDPIScale then
|
||||
return love.window.getDPIScale()
|
||||
end
|
||||
if love.window.toPixels then
|
||||
return love.window.toPixels(1)
|
||||
end
|
||||
end
|
||||
return 1
|
||||
end
|
||||
|
||||
-- Tunables (device-DPI-scaled where noted). Adjust after on-device testing.
|
||||
local SWIPE_THRESHOLD_PX = 14
|
||||
local EDGE_PX = 24
|
||||
local EDGE_SWIPE_PX = 24
|
||||
local DOUBLE_TAP_MS = 280
|
||||
local TAP_MAX_MS = 320
|
||||
local TAP_MAX_MOVE_PX = 12
|
||||
|
||||
local function scaled(px)
|
||||
return px * dpiScale()
|
||||
end
|
||||
|
||||
local DIRS = { up = true, down = true, left = true, right = true }
|
||||
|
||||
-- Virtual keys Input:keypressed looks up in KEYBOARD bindings (not button names).
|
||||
local KEY = {
|
||||
up = "up",
|
||||
down = "down",
|
||||
left = "left",
|
||||
right = "right",
|
||||
a = "z",
|
||||
b = "x",
|
||||
start = "escape",
|
||||
select = "rshift",
|
||||
}
|
||||
|
||||
local function nowMs()
|
||||
return love.timer.getTime() * 1000
|
||||
end
|
||||
|
||||
local function dominantDir(dx, dy)
|
||||
if math.abs(dx) >= math.abs(dy) then
|
||||
return dx > 0 and "right" or "left"
|
||||
end
|
||||
return dy > 0 and "down" or "up"
|
||||
end
|
||||
|
||||
function TouchInput:init()
|
||||
self.touches = {}
|
||||
self.pendingA = nil -- { deadlineMs = number }
|
||||
-- Edge pulses (B / START / SELECT / deferred-A): press now, release on a
|
||||
-- later update so FixedStep can consume wasPressed first.
|
||||
-- `armed` = pressed during events since last update; promoted to
|
||||
-- `autoRelease` at the start of update (released on the *following* update).
|
||||
-- Deferred-A fired inside update goes straight into `autoRelease`.
|
||||
self.armed = {}
|
||||
self.autoRelease = {}
|
||||
self.selectFired = false -- one SELECT per two-finger gesture cluster
|
||||
end
|
||||
|
||||
local function pulse(self, key)
|
||||
Input:keypressed(key)
|
||||
self.armed[#self.armed + 1] = key
|
||||
end
|
||||
|
||||
local function pulseInUpdate(self, key)
|
||||
Input:keypressed(key)
|
||||
self.autoRelease[#self.autoRelease + 1] = key
|
||||
end
|
||||
|
||||
local function releaseDir(self, touch)
|
||||
if touch.dir and DIRS[touch.dir] then
|
||||
Input:keyreleased(KEY[touch.dir])
|
||||
touch.dir = nil
|
||||
end
|
||||
end
|
||||
|
||||
local function pressDir(self, touch, dir)
|
||||
if touch.dir == dir then return end
|
||||
releaseDir(self, touch)
|
||||
touch.dir = dir
|
||||
Input:keypressed(KEY[dir])
|
||||
end
|
||||
|
||||
local function totalMove(touch, x, y)
|
||||
local dx = x - touch.x0
|
||||
local dy = y - touch.y0
|
||||
return math.abs(dx), math.abs(dy), dx, dy
|
||||
end
|
||||
|
||||
local function isTapLike(touch, x, y, tMs)
|
||||
local ax, ay = totalMove(touch, x, y)
|
||||
local elapsed = tMs - touch.t0
|
||||
return elapsed <= TAP_MAX_MS
|
||||
and ax <= scaled(TAP_MAX_MOVE_PX)
|
||||
and ay <= scaled(TAP_MAX_MOVE_PX)
|
||||
and not touch.classified
|
||||
end
|
||||
|
||||
local function countActive(self)
|
||||
local n = 0
|
||||
for _ in pairs(self.touches) do n = n + 1 end
|
||||
return n
|
||||
end
|
||||
|
||||
local function tryTwoFingerSelect(self, tMs)
|
||||
if self.selectFired then return false end
|
||||
local ids = {}
|
||||
for id, touch in pairs(self.touches) do
|
||||
if isTapLike(touch, touch.x, touch.y, tMs) then
|
||||
ids[#ids + 1] = id
|
||||
end
|
||||
end
|
||||
if #ids < 2 then return false end
|
||||
|
||||
self.selectFired = true
|
||||
self.pendingA = nil
|
||||
for _, id in ipairs(ids) do
|
||||
local touch = self.touches[id]
|
||||
touch.classified = true
|
||||
touch.consumed = true
|
||||
releaseDir(self, touch)
|
||||
end
|
||||
pulse(self, KEY.select)
|
||||
return true
|
||||
end
|
||||
|
||||
function TouchInput:update(dt)
|
||||
-- Releases armed on a prior update (FixedStep already saw wasPressed).
|
||||
for i = 1, #self.autoRelease do
|
||||
Input:keyreleased(self.autoRelease[i])
|
||||
end
|
||||
-- Promote event-phase pulses from since the last update; they release next time.
|
||||
self.autoRelease = self.armed
|
||||
self.armed = {}
|
||||
|
||||
local tMs = nowMs()
|
||||
|
||||
-- Deferred A: fire once the double-tap window closes with no second tap.
|
||||
-- Queued into autoRelease so the next update clears hold after this FixedStep.
|
||||
if self.pendingA and tMs >= self.pendingA.deadlineMs then
|
||||
self.pendingA = nil
|
||||
pulseInUpdate(self, KEY.a)
|
||||
end
|
||||
|
||||
-- Keep two-finger SELECT detection live while both fingers stay down.
|
||||
if countActive(self) >= 2 then
|
||||
tryTwoFingerSelect(self, tMs)
|
||||
elseif countActive(self) == 0 then
|
||||
self.selectFired = false
|
||||
end
|
||||
end
|
||||
|
||||
function TouchInput:touchpressed(id, x, y)
|
||||
local tMs = nowMs()
|
||||
|
||||
-- Second tap inside the deferred-A window → START instead of A.
|
||||
if self.pendingA and tMs < self.pendingA.deadlineMs then
|
||||
self.pendingA = nil
|
||||
pulse(self, KEY.start)
|
||||
-- Still record this touch so a lingering finger doesn't become a stray swipe.
|
||||
self.touches[id] = {
|
||||
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
|
||||
edge = x < scaled(EDGE_PX),
|
||||
classified = true,
|
||||
consumed = true,
|
||||
dir = nil,
|
||||
}
|
||||
return
|
||||
end
|
||||
|
||||
self.touches[id] = {
|
||||
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
|
||||
edge = x < scaled(EDGE_PX),
|
||||
classified = false,
|
||||
consumed = false,
|
||||
dir = nil,
|
||||
}
|
||||
|
||||
if countActive(self) >= 2 then
|
||||
tryTwoFingerSelect(self, tMs)
|
||||
end
|
||||
end
|
||||
|
||||
function TouchInput:touchmoved(id, x, y)
|
||||
local touch = self.touches[id]
|
||||
if not touch or touch.consumed then return end
|
||||
|
||||
touch.x, touch.y = x, y
|
||||
local ax, ay, dx, dy = totalMove(touch, x, y)
|
||||
local swipeTh = scaled(SWIPE_THRESHOLD_PX)
|
||||
|
||||
-- Edge-origin swipes become B on release; never promote to d-pad.
|
||||
if touch.edge then
|
||||
if ax >= scaled(EDGE_SWIPE_PX) or ay >= scaled(EDGE_SWIPE_PX) then
|
||||
touch.classified = true
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
if not touch.classified then
|
||||
if ax < swipeTh and ay < swipeTh then return end
|
||||
touch.classified = true
|
||||
pressDir(self, touch, dominantDir(dx, dy))
|
||||
return
|
||||
end
|
||||
|
||||
-- Mid-hold direction change: release old, press new (dominant axis).
|
||||
if touch.dir then
|
||||
local fromLastX = x - touch.x0
|
||||
local fromLastY = y - touch.y0
|
||||
-- Re-evaluate from origin so small jitter doesn't flip; require threshold
|
||||
-- distance from origin along the new dominant axis.
|
||||
if math.abs(fromLastX) >= swipeTh or math.abs(fromLastY) >= swipeTh then
|
||||
local newDir = dominantDir(fromLastX, fromLastY)
|
||||
if newDir ~= touch.dir then
|
||||
pressDir(self, touch, newDir)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TouchInput:touchreleased(id, x, y)
|
||||
local touch = self.touches[id]
|
||||
if not touch then return end
|
||||
|
||||
local tMs = nowMs()
|
||||
touch.x, touch.y = x, y
|
||||
local ax, ay = totalMove(touch, x, y)
|
||||
|
||||
if touch.dir then
|
||||
releaseDir(self, touch)
|
||||
self.touches[id] = nil
|
||||
if countActive(self) == 0 then self.selectFired = false end
|
||||
return
|
||||
end
|
||||
|
||||
if touch.consumed then
|
||||
self.touches[id] = nil
|
||||
if countActive(self) == 0 then self.selectFired = false end
|
||||
return
|
||||
end
|
||||
|
||||
-- Left-edge B: origin in EDGE_PX strip and movement past EDGE_SWIPE_PX
|
||||
-- (or already marked classified while moving). Prefer over d-pad / tap.
|
||||
if touch.edge then
|
||||
local edgeTh = scaled(EDGE_SWIPE_PX)
|
||||
if touch.classified or ax >= edgeTh or ay >= edgeTh then
|
||||
pulse(self, KEY.b)
|
||||
self.touches[id] = nil
|
||||
if countActive(self) == 0 then self.selectFired = false end
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Plain tap → defer A (or it was already classified as swipe without dir, ignore).
|
||||
if isTapLike(touch, x, y, tMs) then
|
||||
self.pendingA = { deadlineMs = tMs + DOUBLE_TAP_MS }
|
||||
end
|
||||
|
||||
self.touches[id] = nil
|
||||
if countActive(self) == 0 then self.selectFired = false end
|
||||
end
|
||||
|
||||
return TouchInput
|
||||
@@ -4,16 +4,24 @@
|
||||
-- tests.
|
||||
|
||||
local Version = {
|
||||
engine = "1.0.0", -- game/engine release (semver triple)
|
||||
engine = "0.0.0-dev", -- game/engine release (semver). Repo default is the
|
||||
-- "-dev" placeholder; CI stamps the real X.Y.Z into
|
||||
-- the packed game.love only, never the working tree.
|
||||
shell = 1, -- native-shell contract this build implements
|
||||
minShell = 1, -- lowest shell contract that can RUN this payload.
|
||||
-- Bump only when a payload needs a newer native
|
||||
-- binary (e.g. a LOVE version bump); an older shell
|
||||
-- refuses to chainload a payload whose minShell
|
||||
-- exceeds the shell it provides.
|
||||
modApi = 2, -- mod API major (manifest `api`)
|
||||
linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
|
||||
saveFormat = 2, -- save.meta.format
|
||||
saveFormat = 4, -- save.meta.format
|
||||
cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
|
||||
}
|
||||
|
||||
-- "Pokemon Red (Gen 1 Recompilation Project) v1.0.0"
|
||||
-- "gen1recomp v0.0.0-dev" (or the stamped release version in shipped builds)
|
||||
function Version.title(base)
|
||||
return (base or "Pokemon Red (Gen 1 Recompilation Project)")
|
||||
return (base or "gen1recomp")
|
||||
.. " v" .. Version.engine
|
||||
end
|
||||
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
-- Windowed vs borderless (desktop) fullscreen.
|
||||
--
|
||||
-- Persisted as save.options.videoMode. Applied from OptionsMenu and on
|
||||
-- boot via Game:applyOptions. No-ops on mobile and in headless stubs
|
||||
-- that lack love.window.
|
||||
|
||||
local VideoMode = {}
|
||||
|
||||
VideoMode.MODES = { "windowed", "borderless" }
|
||||
VideoMode.DEFAULT = "windowed"
|
||||
|
||||
local LABELS = {
|
||||
windowed = "WINDOWED",
|
||||
borderless = "BORDERLESS",
|
||||
}
|
||||
|
||||
function VideoMode.normalize(mode)
|
||||
if mode == "borderless" then return "borderless" end
|
||||
return VideoMode.DEFAULT
|
||||
end
|
||||
|
||||
function VideoMode.modeLabel(mode)
|
||||
return LABELS[VideoMode.normalize(mode)] or LABELS[VideoMode.DEFAULT]
|
||||
end
|
||||
|
||||
function VideoMode.isMobile()
|
||||
if not love or not love.system or not love.system.getOS then return false end
|
||||
local osName = love.system.getOS()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
-- Cycle windowed <-> borderless (dir ignored; two modes).
|
||||
function VideoMode.cycle(mode, _dir)
|
||||
return VideoMode.normalize(mode) == "borderless" and "windowed" or "borderless"
|
||||
end
|
||||
|
||||
-- Push the mode into the live window. Safe when love.window is missing.
|
||||
function VideoMode.apply(mode)
|
||||
if VideoMode.isMobile() then return end
|
||||
if not love or not love.window or not love.window.setFullscreen then return end
|
||||
mode = VideoMode.normalize(mode)
|
||||
if mode == "borderless" then
|
||||
-- "desktop" = borderless fullscreen matching the display
|
||||
love.window.setFullscreen(true, "desktop")
|
||||
else
|
||||
love.window.setFullscreen(false)
|
||||
end
|
||||
end
|
||||
|
||||
function VideoMode.applyOptions(opts)
|
||||
VideoMode.apply(opts and opts.videoMode)
|
||||
end
|
||||
|
||||
return VideoMode
|
||||
@@ -0,0 +1,96 @@
|
||||
-- ChipAudio synthesis worker (love.thread). Runs the Game Boy audio synth
|
||||
-- (src/core/ChipSynth.lua) off the main thread so a map/battle song change
|
||||
-- never stutters the render thread: filling the ~6s playback queue from
|
||||
-- scratch is ~200ms of Lua synthesis, and this is where it now happens.
|
||||
--
|
||||
-- Protocol -- main thread pushes command tables onto the "chipaudio_cmd"
|
||||
-- channel and drains produced buffers off "chipaudio_out":
|
||||
-- cmd = "play" { gen, header, allowLoops, audio } start a song
|
||||
-- cmd = "stop" halt production
|
||||
-- cmd = "invalidate" drop the bank cache
|
||||
-- cmd = "quit" end the thread
|
||||
-- out buffers are tagged with the play's `gen` so the main thread can
|
||||
-- discard anything left over from a superseded song:
|
||||
-- { gen, sd = SoundData } one rendered buffer
|
||||
-- { gen, done = true } the song ended (non-looping jingle finished)
|
||||
-- { gen, error = msg } build/synth failed; main logs and gives up
|
||||
|
||||
require("love.thread")
|
||||
require("love.timer")
|
||||
require("love.sound")
|
||||
require("love.filesystem")
|
||||
|
||||
-- Load the synth explicitly via love.filesystem (a fresh thread Lua state does
|
||||
-- not necessarily carry the package searcher that resolves "src.core..."):
|
||||
local ChipSynth = assert(love.filesystem.load("src/core/ChipSynth.lua"))()
|
||||
|
||||
local cmdCh = love.thread.getChannel("chipaudio_cmd")
|
||||
local outCh = love.thread.getChannel("chipaudio_out")
|
||||
|
||||
local BUF = ChipSynth.MUSIC_BUFFER_SAMPLES
|
||||
-- how many finished buffers may sit in the hand-off channel before the worker
|
||||
-- pauses. The deep (~6s) playback depth lives in the main-thread Source; this
|
||||
-- only bounds the worker's look-ahead (and its memory) between drains.
|
||||
local LOOKAHEAD = 8
|
||||
|
||||
local gen = nil -- active song generation, or nil when stopped
|
||||
local engine = nil -- the ChipSynth engine producing the current song
|
||||
local finished = false -- the current song ran out (non-looping)
|
||||
local data = nil -- { audio = <slim audio tables> } for ROM bank/wave reads
|
||||
|
||||
local function handle(cmd)
|
||||
if cmd.cmd == "play" then
|
||||
gen = cmd.gen
|
||||
finished = false
|
||||
engine = nil
|
||||
outCh:clear() -- drop any buffers left from the previous song
|
||||
data = { audio = cmd.audio }
|
||||
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
|
||||
{ allowLoops = cmd.allowLoops })
|
||||
if ok then
|
||||
engine = eng
|
||||
else
|
||||
outCh:push({ gen = gen, error = tostring(eng) })
|
||||
finished = true
|
||||
end
|
||||
elseif cmd.cmd == "stop" then
|
||||
gen = nil
|
||||
engine = nil
|
||||
finished = false
|
||||
outCh:clear()
|
||||
elseif cmd.cmd == "invalidate" then
|
||||
ChipSynth.invalidateBanks()
|
||||
elseif cmd.cmd == "quit" then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
while true do
|
||||
-- drain every pending command first, so a stop/new-play is seen promptly
|
||||
local quit = false
|
||||
local cmd = cmdCh:pop()
|
||||
while cmd do
|
||||
if handle(cmd) then quit = true end
|
||||
cmd = cmdCh:pop()
|
||||
end
|
||||
if quit then break end
|
||||
|
||||
if engine and not finished and gen and outCh:getCount() < LOOKAHEAD then
|
||||
local activeGen = gen
|
||||
local ok, sd = pcall(ChipSynth.soundData, engine, BUF, 2)
|
||||
if not ok then
|
||||
outCh:push({ gen = activeGen, error = tostring(sd) })
|
||||
finished = true
|
||||
else
|
||||
outCh:push({ gen = activeGen, sd = sd })
|
||||
if engine:finished() then
|
||||
outCh:push({ gen = activeGen, done = true })
|
||||
finished = true
|
||||
end
|
||||
end
|
||||
else
|
||||
-- nothing to do (idle, or the look-ahead is full): yield the core
|
||||
love.timer.sleep(0.001)
|
||||
end
|
||||
end
|
||||
@@ -0,0 +1,283 @@
|
||||
-- Routes ROM-derived cache I/O (data/generated, assets/generated and the
|
||||
-- rom-cache.complete marker) to the right place.
|
||||
--
|
||||
-- Normally the cache lives in LÖVE's per-user OS save directory and is
|
||||
-- written through love.filesystem. In portable mode it lives in the game
|
||||
-- folder next to the executable instead (the folder holding portable.txt --
|
||||
-- see SaveData), so nothing is left on the host machine. That folder is
|
||||
-- written with raw io.* (love.filesystem can only write to the save dir) and
|
||||
-- read back through love.filesystem, require and love.graphics.newImage --
|
||||
-- which works because the folder is on the physfs read path:
|
||||
--
|
||||
-- * Source runs (`love <gamedir>`, what the Play-* launchers use): the
|
||||
-- folder IS the physfs source, so it is already readable.
|
||||
-- * Fused builds (the packaged .app/.exe): the folder sits next to the
|
||||
-- executable and is NOT normally readable, so CacheFs mounts it onto the
|
||||
-- read path via PhysFS. love.filesystem.mount refuses external folders,
|
||||
-- but the underlying PHYSFS_mount (exported from love's framework) allows
|
||||
-- them; we call it through LuaJIT's FFI.
|
||||
--
|
||||
-- Directories in the portable folder are created with a plain mkdir syscall
|
||||
-- via FFI rather than os.execute, so importing never flashes a console window
|
||||
-- on Windows (issue #74 -- the old per-file `os.execute("mkdir")` froze the
|
||||
-- app behind a storm of one-frame cmd.exe windows).
|
||||
--
|
||||
-- Portable mode is desktop-only (Windows/Linux/macOS); on Android/iOS the
|
||||
-- source is a read-only package with no game folder to write into, so
|
||||
-- SaveData.isPortable() is false there and this module falls back to the
|
||||
-- ordinary love.filesystem/save-directory behaviour.
|
||||
|
||||
local CacheFs = {}
|
||||
|
||||
local SEP = package.config:sub(1, 1)
|
||||
|
||||
-- Cache-relative paths are prefixed with this before every read/write, so a
|
||||
-- Blue import lands in blue/ (see src.core.GameVersion) while a Red import
|
||||
-- keeps the historical root. The launcher sets it per import / per readiness
|
||||
-- check; it stays "" for Red. Runtime *reads* (require / newImage) do NOT go
|
||||
-- through here -- CacheFs.mountVersion overlays the active version's subtree
|
||||
-- onto the un-prefixed paths instead.
|
||||
CacheFs.prefix = ""
|
||||
|
||||
local function withPrefix(rel)
|
||||
local p = CacheFs.prefix
|
||||
if p == nil or p == "" then return rel end
|
||||
return p .. rel
|
||||
end
|
||||
|
||||
-- lazily-resolved windowless mkdir: function(absolutePath) or false when
|
||||
-- FFI is unavailable (the cache then stays on the save directory)
|
||||
local mkdirFn = nil
|
||||
|
||||
local function resolveMkdir()
|
||||
if mkdirFn ~= nil then return mkdirFn end
|
||||
mkdirFn = false
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not ok then return mkdirFn end
|
||||
if ffi.os == "Windows" then
|
||||
-- kernel32 is reliably resolvable through ffi.C on Windows (the engine
|
||||
-- already binds it in DiscordPresence); CreateDirectoryA returns
|
||||
-- nonzero on success and 0 when the directory already exists -- both
|
||||
-- fine, the result is ignored.
|
||||
pcall(ffi.cdef,
|
||||
"int CreateDirectoryA(const char *lpPathName, void *lpSecurityAttributes);")
|
||||
local resolved = pcall(function() return ffi.C.CreateDirectoryA end)
|
||||
if resolved then
|
||||
mkdirFn = function(path) pcall(ffi.C.CreateDirectoryA, path, nil) end
|
||||
end
|
||||
else
|
||||
pcall(ffi.cdef, "int mkdir(const char *pathname, unsigned int mode);")
|
||||
local resolved = pcall(function() return ffi.C.mkdir end)
|
||||
if resolved then
|
||||
mkdirFn = function(path) pcall(ffi.C.mkdir, path, 493) end -- 0755
|
||||
end
|
||||
end
|
||||
return mkdirFn
|
||||
end
|
||||
|
||||
-- Mount an external directory onto the physfs read path (appended, so the
|
||||
-- game's own source always wins a name clash). Returns true on success.
|
||||
--
|
||||
-- PHYSFS_mount is exported by love's own binary. How ffi finds it differs
|
||||
-- per platform: on macOS/Linux the symbol is in the default namespace, so
|
||||
-- ffi.C resolves it; on Windows it lives in love.dll, which ffi.C does NOT
|
||||
-- search, so love.dll is loaded explicitly with ffi.load("love"). Try the
|
||||
-- default first, then love.
|
||||
local physfsMountFn = nil
|
||||
local function resolveMount()
|
||||
if physfsMountFn ~= nil then return physfsMountFn end
|
||||
physfsMountFn = false
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not ok then return physfsMountFn end
|
||||
pcall(ffi.cdef,
|
||||
"int PHYSFS_mount(const char *newDir, const char *mountPoint, int appendToPath);")
|
||||
local libs = {
|
||||
function() return ffi.C end,
|
||||
function() return ffi.load("love") end,
|
||||
}
|
||||
for _, getlib in ipairs(libs) do
|
||||
local okl, lib = pcall(getlib)
|
||||
if okl and lib then
|
||||
local oks, fn = pcall(function() return lib.PHYSFS_mount end)
|
||||
if oks and fn then
|
||||
physfsMountFn = function(d, append)
|
||||
if append == nil then append = true end
|
||||
local okr, ret = pcall(fn, d, "", append and 1 or 0)
|
||||
return okr and ret ~= 0
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
return physfsMountFn
|
||||
end
|
||||
|
||||
-- append (default true): the game's own source wins a name clash, matching
|
||||
-- how the portable cache root has always been mounted. Pass false to
|
||||
-- prepend, so the mounted tree wins -- used to overlay the active version's
|
||||
-- cache on top of the root (Red) copy and the source.
|
||||
local function mountReadable(dir, append)
|
||||
local fn = resolveMount()
|
||||
if not fn then return false end
|
||||
return fn(dir, append)
|
||||
end
|
||||
|
||||
-- The portable game folder when the cache should live there, else nil.
|
||||
-- Resolved (and, for a fused build, mounted) once and cached. Requires a
|
||||
-- desktop portable install (SaveData) and a working windowless mkdir.
|
||||
local portableRoot = nil
|
||||
local portableResolved = false
|
||||
local function resolvePortableRoot()
|
||||
if portableResolved then return portableRoot end
|
||||
portableResolved = true
|
||||
portableRoot = nil
|
||||
if not resolveMkdir() then return nil end
|
||||
local base = require("src.core.SaveData").portableBaseDir()
|
||||
if not base then return nil end
|
||||
if love.filesystem.getSource and base == love.filesystem.getSource() then
|
||||
-- source run: the folder is already the physfs source
|
||||
portableRoot = base
|
||||
elseif mountReadable(base) then
|
||||
-- fused build: base is next to the executable; mount it so io.* writes
|
||||
-- there are visible to love.filesystem/require/newImage
|
||||
portableRoot = base
|
||||
end
|
||||
return portableRoot
|
||||
end
|
||||
|
||||
function CacheFs.root()
|
||||
return resolvePortableRoot()
|
||||
end
|
||||
|
||||
local function realPath(root, rel)
|
||||
return root .. SEP .. rel:gsub("/", SEP)
|
||||
end
|
||||
|
||||
-- create every parent directory of `rel` under `root` (best effort; an
|
||||
-- already-existing directory is fine, a genuine failure surfaces when the
|
||||
-- subsequent io.open write fails)
|
||||
local function ensureParents(root, rel)
|
||||
local mkdir = resolveMkdir()
|
||||
if not mkdir then return end
|
||||
local parts = {}
|
||||
for part in rel:gmatch("[^/]+") do parts[#parts + 1] = part end
|
||||
local cur = root
|
||||
for i = 1, #parts - 1 do
|
||||
cur = cur .. SEP .. parts[i]
|
||||
mkdir(cur)
|
||||
end
|
||||
end
|
||||
|
||||
-- write cache-relative `rel` (forward-slash path) with the given bytes;
|
||||
-- returns ok, err like love.filesystem.write
|
||||
function CacheFs.write(rel, data)
|
||||
rel = withPrefix(rel)
|
||||
local root = CacheFs.root()
|
||||
if root then
|
||||
ensureParents(root, rel)
|
||||
local f, err = io.open(realPath(root, rel), "wb")
|
||||
if not f then return false, err end
|
||||
f:write(data)
|
||||
f:close()
|
||||
return true
|
||||
end
|
||||
local parent = rel:match("^(.*)/[^/]+$")
|
||||
if parent and not love.filesystem.createDirectory(parent) then
|
||||
local info = love.filesystem.getInfo(parent)
|
||||
local reason = info and ("a " .. info.type .. " already exists there")
|
||||
or "unknown reason"
|
||||
return false, "could not create " .. parent .. ": " .. reason
|
||||
end
|
||||
return love.filesystem.write(rel, data)
|
||||
end
|
||||
|
||||
-- read cache-relative `rel`; returns the bytes or nil
|
||||
function CacheFs.read(rel)
|
||||
rel = withPrefix(rel)
|
||||
local root = CacheFs.root()
|
||||
if root then
|
||||
local f = io.open(realPath(root, rel), "rb")
|
||||
if not f then return nil end
|
||||
local data = f:read("*a")
|
||||
f:close()
|
||||
return data
|
||||
end
|
||||
return love.filesystem.read(rel)
|
||||
end
|
||||
|
||||
-- does cache-relative `rel` exist as a file?
|
||||
function CacheFs.exists(rel)
|
||||
rel = withPrefix(rel)
|
||||
local root = CacheFs.root()
|
||||
if root then
|
||||
local f = io.open(realPath(root, rel), "rb")
|
||||
if not f then return false end
|
||||
f:close()
|
||||
return true
|
||||
end
|
||||
return love.filesystem.getInfo(rel, "file") ~= nil
|
||||
end
|
||||
|
||||
-- remove a single cache-relative file
|
||||
function CacheFs.remove(rel)
|
||||
rel = withPrefix(rel)
|
||||
local root = CacheFs.root()
|
||||
if root then
|
||||
os.remove(realPath(root, rel))
|
||||
return
|
||||
end
|
||||
love.filesystem.remove(rel)
|
||||
end
|
||||
|
||||
-- Remove the game-folder copy of a cache subtree before a fresh import, so a
|
||||
-- cache-format bump does not leave orphaned files behind. No-op when the
|
||||
-- portable cache is inactive (the save-directory copy is cleared by
|
||||
-- RomImporter's own removeTree). The tree is enumerated through
|
||||
-- love.filesystem (the game folder is mounted) and the real files deleted
|
||||
-- with os.remove; empty directories are harmless and left in place.
|
||||
function CacheFs.removeTree(rel)
|
||||
rel = withPrefix(rel)
|
||||
local root = CacheFs.root()
|
||||
if not root then return end
|
||||
local function walk(r)
|
||||
local info = love.filesystem.getInfo(r)
|
||||
if not info then return end
|
||||
if info.type == "directory" then
|
||||
for _, child in ipairs(love.filesystem.getDirectoryItems(r)) do
|
||||
walk(r .. "/" .. child)
|
||||
end
|
||||
else
|
||||
os.remove(realPath(root, r))
|
||||
end
|
||||
end
|
||||
walk(rel)
|
||||
end
|
||||
|
||||
-- Overlay the active version's extracted cache onto the un-prefixed read
|
||||
-- paths, so require("data.generated.*") and love.graphics.newImage(
|
||||
-- "assets/generated/*") resolve to that version's files. Red lives at the
|
||||
-- cache root and needs nothing; Blue lives under blue/ and is *prepended* so
|
||||
-- it wins over any Red copy at the root and over the game source. Called
|
||||
-- once at boot, before Game:load (main.lua). Returns true when nothing was
|
||||
-- needed or the mount succeeded.
|
||||
function CacheFs.mountVersion(version)
|
||||
local prefix = require("src.core.GameVersion").cachePrefix(version)
|
||||
if prefix == "" then return true end -- Red: already at the root
|
||||
local sub = prefix:gsub("/+$", "") -- "blue/" -> "blue"
|
||||
-- The cache root is the portable game folder when active, else LÖVE's OS
|
||||
-- save directory (where love.filesystem wrote blue/...).
|
||||
local base = CacheFs.root()
|
||||
if not base and love.filesystem.getSaveDirectory then
|
||||
base = love.filesystem.getSaveDirectory()
|
||||
end
|
||||
if not base then return false end
|
||||
if mountReadable(base .. SEP .. sub, false) then return true end
|
||||
-- Fallback when FFI/PHYSFS_mount is unavailable: LÖVE can mount a folder
|
||||
-- that lives in the save directory by name (prepended: appendToPath=false).
|
||||
if love.filesystem.mount then
|
||||
return love.filesystem.mount(sub, "", false)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
return CacheFs
|
||||
@@ -126,14 +126,14 @@ function ImageWriter.columnsToRows(raw, tilesWide, tilesHigh, bytesPerTile)
|
||||
end
|
||||
|
||||
function ImageWriter.save(image, path)
|
||||
local parent = path:match("^(.*)/[^/]+$")
|
||||
if parent then
|
||||
local ok, err = love.filesystem.createDirectory(parent)
|
||||
if not ok then error("could not create " .. parent .. ": " .. tostring(err)) end
|
||||
end
|
||||
local ok, fileData = pcall(image.encode, image, "png")
|
||||
if not ok then error("could not encode " .. path .. ": " .. tostring(fileData)) end
|
||||
local written, writeError = love.filesystem.write(path, fileData)
|
||||
-- CacheFs routes this to the OS save directory (normal builds) or straight
|
||||
-- into the game folder (portable installs), creating parent directories as
|
||||
-- needed. io.* needs the bytes as a string; love.filesystem would also
|
||||
-- take the FileData, but getString() keeps one code path.
|
||||
local CacheFs = require("src.import.CacheFs")
|
||||
local written, writeError = CacheFs.write(path, fileData:getString())
|
||||
if not written then
|
||||
error("could not write " .. path .. ": " .. tostring(writeError))
|
||||
end
|
||||
|
||||
@@ -87,12 +87,11 @@ function LuaWriter.encode(value)
|
||||
end
|
||||
|
||||
function LuaWriter.write(path, value)
|
||||
local parent = path:match("^(.*)/[^/]+$")
|
||||
if parent then
|
||||
local ok, err = love.filesystem.createDirectory(parent)
|
||||
if not ok then error("could not create " .. parent .. ": " .. tostring(err)) end
|
||||
end
|
||||
local ok, err = love.filesystem.write(path, LuaWriter.encode(value))
|
||||
-- CacheFs routes this to the OS save directory (normal builds) or straight
|
||||
-- into the game folder (portable installs); it also creates the parent
|
||||
-- directories. See src/import/CacheFs.lua.
|
||||
local CacheFs = require("src.import.CacheFs")
|
||||
local ok, err = CacheFs.write(path, LuaWriter.encode(value))
|
||||
if not ok then error("could not write " .. path .. ": " .. tostring(err)) end
|
||||
end
|
||||
|
||||
|
||||
@@ -375,6 +375,8 @@ function RomExtractor:extractMaps()
|
||||
}
|
||||
self:tick("Maps", mapIndex, #keys)
|
||||
end
|
||||
-- keep the extract ROM-faithful; Data:seedDefaults applies the #189
|
||||
-- S.S. Anne 1F cabin reorder at load time
|
||||
self:write("maps", out)
|
||||
return out
|
||||
end
|
||||
@@ -1253,14 +1255,24 @@ function RomExtractor:extractTrainers()
|
||||
"battle/trainers/" .. picture.imageBase .. ".png")
|
||||
written[picture.imageBase] = true
|
||||
end
|
||||
local parties = self:trainerParties(
|
||||
pointers.bank, partyStarts[index], partyEnds[index])
|
||||
-- ChiefData is empty in the ROM (the Celadon Chief battle is unused/
|
||||
-- cut content); tools/rom_manifest.json carries a hand-authored party
|
||||
-- for the trainers this project reimplements, since no ROM data exists
|
||||
-- to extract for them.
|
||||
if #parties == 0 then
|
||||
local override = self.manifest.trainerPartyOverrides
|
||||
and self.manifest.trainerPartyOverrides[trainerId]
|
||||
if override then parties = { copy(override) } end
|
||||
end
|
||||
out[trainerId] = {
|
||||
id = trainerId, index = index, name = decodedNames[index],
|
||||
source = "ROM:TrainerDataPointers",
|
||||
pic = picture and picture.path or nil,
|
||||
baseMoney = math.floor(Rom.bcd(rawMoney) / 100),
|
||||
aiMods = aiMods[index],
|
||||
parties = self:trainerParties(
|
||||
pointers.bank, partyStarts[index], partyEnds[index]),
|
||||
parties = parties,
|
||||
}
|
||||
self:tick("Trainers", index, #order)
|
||||
end
|
||||
@@ -1426,7 +1438,7 @@ end
|
||||
|
||||
function RomExtractor:extractField()
|
||||
self:beginStage("Interface artwork")
|
||||
local done, total = 0, 48
|
||||
local done, total = 0, 49
|
||||
local function tick()
|
||||
done = done + 1
|
||||
self:tick("Interface artwork", math.min(done, total), total)
|
||||
@@ -1576,6 +1588,34 @@ function RomExtractor:extractField()
|
||||
"fx/" .. spec[4], { transparent = true })
|
||||
tick()
|
||||
end
|
||||
|
||||
-- The cuttable tree's own sprite: InitCutAnimOAM (engine/overworld/cut.asm)
|
||||
-- copies Overworld_GFX tiles $2d-$2e (top half) and $3d-$3e (bottom half)
|
||||
-- into the OAM tiles the Cut animation slides apart, so this comes out of
|
||||
-- the OVERWORLD tileset's own graphics blob rather than a named symbol.
|
||||
do
|
||||
local overworldIndex
|
||||
for i, name in ipairs(self.manifest.constants.tilesetOrder) do
|
||||
if name == "OVERWORLD" then overworldIndex = i break end
|
||||
end
|
||||
assert(overworldIndex, "OVERWORLD tileset not found in tilesetOrder")
|
||||
local tilesetHeaders = self:symbol("Tilesets")
|
||||
local rowAddress = tilesetHeaders.address + (overworldIndex - 1) * 12
|
||||
local gfxBank = self.rom:byte(tilesetHeaders.bank, rowAddress)
|
||||
local gfxPointer = self.rom:word(tilesetHeaders.bank, rowAddress + 3)
|
||||
local cutTree = ImageWriter.blank(16, 16, 1, 1, 1, 0)
|
||||
for _, spec in ipairs({
|
||||
{ 0x2d, 0, 0 }, { 0x2e, 8, 0 }, { 0x3d, 0, 8 }, { 0x3e, 8, 8 },
|
||||
}) do
|
||||
local tileIndex, dx, dy = spec[1], spec[2], spec[3]
|
||||
local tile = ImageWriter.decode2bpp(
|
||||
self.rom:bytes(gfxBank, gfxPointer + tileIndex * 16, 16),
|
||||
8, 8, true)
|
||||
ImageWriter.blit(cutTree, tile, dx, dy)
|
||||
end
|
||||
self:save(cutTree, "fx/cut_tree.png"); tick()
|
||||
end
|
||||
|
||||
self:raw2bpp("BattleTransitionTile", 8, 8,
|
||||
"fx/battle_transition.png"); tick()
|
||||
self:raw2bpp("PokedexTileGraphics", 24, 48,
|
||||
@@ -1631,10 +1671,11 @@ function RomExtractor:extractAudio()
|
||||
chunks[index] = self.rom.data:sub(first, first + 0x3FFF)
|
||||
self:tick("Sound programs", index, #bankOrder + 2)
|
||||
end
|
||||
local ok, writeError = love.filesystem.createDirectory(
|
||||
"assets/generated/audio")
|
||||
if ok == false then error("could not create audio cache: " .. tostring(writeError)) end
|
||||
ok, writeError = love.filesystem.write(
|
||||
-- CacheFs (not love.filesystem directly) so a portable install lands this
|
||||
-- in the game folder with the rest of the cache; it creates the parent
|
||||
-- directory too.
|
||||
local CacheFs = require("src.import.CacheFs")
|
||||
local ok, writeError = CacheFs.write(
|
||||
"assets/generated/audio/programs.bin", table.concat(chunks))
|
||||
if not ok then error("could not write audio programs: " .. tostring(writeError)) end
|
||||
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
-- SaveFileIO -- the launcher's glue between a raw Gen1 .sav battery image and
|
||||
-- this project's save slots. Keeps RomImporter lean: the SAVE FILES card just
|
||||
-- calls importToSlot / exportActiveSlot and renders the {ok, result} outcome.
|
||||
--
|
||||
-- Import reads bytes (an absolute picker path, a dropped LOVE file, or raw
|
||||
-- bytes), runs them through SaveConvert.importSav (32768-byte + checksum
|
||||
-- validated), then registers a fresh slot, writes it, and makes it active.
|
||||
-- Export loads the active slot, encodes it back to a 32768-byte SRAM image, and
|
||||
-- drops it in the save directory's exports/ folder, returning the absolute path
|
||||
-- so the launcher can offer an "open folder" affordance.
|
||||
--
|
||||
-- Every failure returns false + a friendly one-line message (never raises), so
|
||||
-- the card can surface it as a red notice line rather than crashing.
|
||||
|
||||
local SaveConvert = require("src.save_convert.SaveConvert")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local SaveFileIO = {}
|
||||
|
||||
local SAVE_SIZE = SaveConvert.SAVE_SIZE
|
||||
|
||||
-- Resolve raw save bytes from whatever the launcher hands us:
|
||||
-- * a LOVE DroppedFile (a table/userdata with :open/:read/:getSize), read the
|
||||
-- way RomImporter reads a dropped ROM;
|
||||
-- * a raw 32768-byte string (the tests and the in-memory path) used as-is;
|
||||
-- * any other string treated as an absolute picker path opened with io.open.
|
||||
-- A picker path is never 32768 bytes long, so the length test disambiguates it
|
||||
-- from a raw image cleanly. Returns bytes, or nil + an error string.
|
||||
local function readSource(source)
|
||||
local t = type(source)
|
||||
if t == "table" or t == "userdata" then
|
||||
if type(source.read) ~= "function" then
|
||||
return nil, "that file could not be read"
|
||||
end
|
||||
local ok, openErr = source:open("r")
|
||||
if not ok then return nil, "could not open the dropped file: " .. tostring(openErr) end
|
||||
local data, readErr = source:read(source:getSize())
|
||||
source:close()
|
||||
if not data then return nil, "could not read the dropped file: " .. tostring(readErr) end
|
||||
return data
|
||||
end
|
||||
if t ~= "string" then
|
||||
return nil, "no save file was provided"
|
||||
end
|
||||
if #source == SAVE_SIZE then
|
||||
return source
|
||||
end
|
||||
local f, openErr = io.open(source, "rb")
|
||||
if not f then return nil, "could not read the save file: " .. tostring(openErr) end
|
||||
local data = f:read("*a")
|
||||
f:close()
|
||||
if type(data) ~= "string" then return nil, "the save file was empty" end
|
||||
return data
|
||||
end
|
||||
|
||||
-- importToSlot(source, version) -> ok, slotIdOrErr
|
||||
-- source: an absolute path, a LOVE DroppedFile, or raw 32768 bytes. On success
|
||||
-- registers a new slot for the version, writes the imported save into it, makes
|
||||
-- it the active slot, and returns true + the new slot id. On any failure
|
||||
-- returns false + a friendly message.
|
||||
function SaveFileIO.importToSlot(source, version)
|
||||
version = version or GameVersion.get()
|
||||
local bytes, readErr = readSource(source)
|
||||
if not bytes then return false, readErr end
|
||||
if #bytes ~= SAVE_SIZE then
|
||||
return false, ("A save file must be %d bytes (32 KB); this one is %d.")
|
||||
:format(SAVE_SIZE, #bytes)
|
||||
end
|
||||
local save, convertErr = SaveConvert.importSav(bytes, version)
|
||||
if not save then return false, convertErr end
|
||||
-- Tag the game version and normalize the meta stamp: SaveConvert leaves
|
||||
-- meta.format = "gen1_import", but SaveData.load's migration pass compares
|
||||
-- the format numerically, so re-stamp it to the current format (the imported
|
||||
-- table is already current-shaped, so no migration is skipped by doing so).
|
||||
save.version = version
|
||||
save.meta = SaveData.buildMeta(nil, save.meta)
|
||||
local slotId = SaveData.createSlot(version)
|
||||
if not slotId then return false, "this game has no save slots to import into" end
|
||||
local ok, writeErr = SaveData.writeSlot(version, slotId, save)
|
||||
if not ok then
|
||||
return false, "could not write the imported save: " .. tostring(writeErr)
|
||||
end
|
||||
SaveData.setActiveSlot(version, slotId)
|
||||
return true, slotId
|
||||
end
|
||||
|
||||
-- exportActiveSlot(version) -> ok, pathOrErr
|
||||
-- Loads the version's active slot save (SaveData.load semantics), encodes it
|
||||
-- back to a 32768-byte SRAM image, and writes it to
|
||||
-- exports/gen1recomp-<version>-<slotId>.sav in the save directory (created if
|
||||
-- absent). Returns true + the absolute path on success, false + a friendly
|
||||
-- message otherwise.
|
||||
function SaveFileIO.exportActiveSlot(version)
|
||||
version = version or GameVersion.get()
|
||||
local save = SaveData.load(version)
|
||||
if not save then return false, "this game has no save to export yet" end
|
||||
local bytes, exportErr = SaveConvert.exportSav(save)
|
||||
if not bytes then return false, exportErr end
|
||||
local slotId = SaveData.activeSlot(version) or "save"
|
||||
local fs = love and love.filesystem
|
||||
if not (fs and fs.write) then return false, "no filesystem available to export to" end
|
||||
if fs.createDirectory then fs.createDirectory("exports") end
|
||||
local rel = ("exports/gen1recomp-%s-%s.sav"):format(version, slotId)
|
||||
local ok, writeErr = fs.write(rel, bytes)
|
||||
if not ok then return false, "could not write the export: " .. tostring(writeErr) end
|
||||
local base = fs.getSaveDirectory and fs.getSaveDirectory() or ""
|
||||
if base ~= "" then return true, base .. "/" .. rel end
|
||||
return true, rel
|
||||
end
|
||||
|
||||
return SaveFileIO
|
||||
@@ -11,6 +11,10 @@ local function isBadge(id)
|
||||
return id:find("BADGE", 1, true) ~= nil
|
||||
end
|
||||
|
||||
-- exported so item lists that share save.inventory (e.g. the PC deposit
|
||||
-- menu) can exclude badges the same way the bag does
|
||||
Bag.isBadge = isBadge
|
||||
|
||||
function Bag.slots(save)
|
||||
local n = 0
|
||||
for id in pairs(save.inventory) do
|
||||
|
||||
@@ -114,10 +114,11 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
|
||||
local itemDef = data.items[itemId]
|
||||
local name = itemDef and itemDef.name or itemId
|
||||
|
||||
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase
|
||||
-- all refuse mid-battle (jp nz, ItemUseNotTime)
|
||||
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase /
|
||||
-- ItemUseTMHM all refuse mid-battle (jp nz, ItemUseNotTime)
|
||||
if battle and (VITAMINS[itemId] or STONES[itemId] or itemId == "PP_UP"
|
||||
or itemId == "RARE_CANDY" or itemId == "COIN_CASE") then
|
||||
or itemId == "RARE_CANDY" or itemId == "COIN_CASE"
|
||||
or (itemDef and itemDef.machine)) then
|
||||
return "failed", { "OAK: " .. save.player.name
|
||||
.. "!\nThis isn't the\ntime to use that!" }
|
||||
end
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
-- Shared 6-slot room-code entry widget: the digit-scrub interaction
|
||||
-- LinkState's own `ipDigits`/`addrPos` already uses for IP entry, over the
|
||||
-- Crockford-32-style alphabet pokeserver room/tournament codes are drawn
|
||||
-- from (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read
|
||||
-- aloud or handwritten never has to be checked twice).
|
||||
|
||||
local CodeEntry = {}
|
||||
|
||||
CodeEntry.CHARSET = "23456789ABCDEFGHJKMNPQRSTUVWXYZ"
|
||||
CodeEntry.LENGTH = 6
|
||||
|
||||
function CodeEntry.new()
|
||||
local chars = {}
|
||||
for i = 1, CodeEntry.LENGTH do chars[i] = 1 end -- index into CHARSET, 1-based
|
||||
return { chars = chars, pos = 1 }
|
||||
end
|
||||
|
||||
local N = #CodeEntry.CHARSET
|
||||
|
||||
function CodeEntry.up(state)
|
||||
state.chars[state.pos] = state.chars[state.pos] % N + 1
|
||||
end
|
||||
|
||||
function CodeEntry.down(state)
|
||||
state.chars[state.pos] = (state.chars[state.pos] - 2) % N + 1
|
||||
end
|
||||
|
||||
function CodeEntry.left(state)
|
||||
state.pos = math.max(1, state.pos - 1)
|
||||
end
|
||||
|
||||
function CodeEntry.right(state)
|
||||
state.pos = math.min(CodeEntry.LENGTH, state.pos + 1)
|
||||
end
|
||||
|
||||
function CodeEntry.text(state)
|
||||
local out = {}
|
||||
for i = 1, CodeEntry.LENGTH do
|
||||
out[i] = CodeEntry.CHARSET:sub(state.chars[i], state.chars[i])
|
||||
end
|
||||
return table.concat(out)
|
||||
end
|
||||
|
||||
return CodeEntry
|
||||
@@ -67,6 +67,17 @@ function Handshake.linkModified(game)
|
||||
return false
|
||||
end
|
||||
|
||||
-- online play (the relay-based online match / tournament flows in
|
||||
-- LinkState/Tournament) meets strangers, not a coordinating friend, so it
|
||||
-- skips the LAN path's per-peer compatibility negotiation entirely and
|
||||
-- just requires vanilla on both ends: no mod-added Pokemon, no surprises.
|
||||
-- Mods only ever get baked in at boot (Loader:load), so this is a gate on
|
||||
-- attempting to go online, not a live mod toggle -- the player disables
|
||||
-- mods via the mod manager and relaunches.
|
||||
function Handshake.onlineAllowed(game)
|
||||
return #Handshake.mods(game) == 0
|
||||
end
|
||||
|
||||
-- mode is nil on the guest: it pairs and announces itself before the host
|
||||
-- has picked, and compatibility is decided from the two hellos, not the mode
|
||||
function Handshake.hello(game, mode)
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
-- them in link battles).
|
||||
|
||||
local Fingerprint = require("src.link.Fingerprint")
|
||||
local Font = require("src.render.Font")
|
||||
local Handshake = require("src.link.Handshake")
|
||||
local Logger = require("src.core.Logger")
|
||||
local Protocol = require("src.link.Protocol")
|
||||
@@ -36,18 +37,45 @@ local function makeRng(seed)
|
||||
end
|
||||
end
|
||||
|
||||
-- battler builder shared by both sides -- NO badge boosts, so both
|
||||
-- machines compute identical stats
|
||||
-- Battlers go through BattleState.makeBattler so pics get the same
|
||||
-- Assets.resolve + SGB/GBC palette + padBottom path as wild/trainer
|
||||
-- battles. save=nil skips badge boosts so both machines keep identical
|
||||
-- stats (Gen 1 cable battles famously kept badges; we still diverge).
|
||||
local function mkBattler(data, mon, isPlayer)
|
||||
local def = data.pokemon[mon.species]
|
||||
local ok, img = pcall(love.graphics.newImage,
|
||||
isPlayer and def.spriteBack or def.spriteFront)
|
||||
return {
|
||||
mon = mon, def = def, isPlayer = isPlayer, stages = {},
|
||||
name = mon.nickname or def.name,
|
||||
curStats = mon.stats, curTypes = def.types, curMoves = mon.moves,
|
||||
sprite = ok and img or nil,
|
||||
}
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
return BattleState.makeBattler(data, mon, isPlayer, nil)
|
||||
end
|
||||
|
||||
-- shared by LinkBattle.new (myParty/theirParty) and LinkBattle.newSpectator
|
||||
-- (hostParty/guestParty): pack->unpack clamp so every perspective watching
|
||||
-- a given match holds identical mon copies. errFmt(packedMon, why) builds
|
||||
-- the message shown when strict mode refuses an unrebuildable mon.
|
||||
local function unpackParty(game, packed, unpackOpts, errFmt)
|
||||
local out = {}
|
||||
for _, p in ipairs(packed or {}) do
|
||||
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
|
||||
if mon then
|
||||
table.insert(out, mon)
|
||||
elseif unpackOpts.strict then
|
||||
return nil, errFmt(p, why)
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- decode a wire action message against whichever battler it belongs to
|
||||
-- (the opponent's, from a real participant's perspective; either side's,
|
||||
-- from a spectator's)
|
||||
local function decodeWireAction(s, msg, battler)
|
||||
if msg.kind == "move" then
|
||||
local slot = math.max(1, math.min(#battler.curMoves, math.floor(msg.slot or 1)))
|
||||
return battler.curMoves[slot]
|
||||
elseif msg.kind == "struggle" then
|
||||
return { id = "STRUGGLE", pp = 1, struggle = true }
|
||||
elseif msg.kind == "locked" then
|
||||
return s:lockedAction(battler)
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- canonical (host-side-first) state hash, unchanged since v1: it stays on
|
||||
@@ -154,26 +182,15 @@ function LinkBattle.new(game, net, opts)
|
||||
|
||||
-- both parties pass through the same pack->unpack clamp on both
|
||||
-- machines, so the copies are identical everywhere
|
||||
local unpackOpts = { strict = opts.strict or false }
|
||||
local myParty, theirParty = {}, {}
|
||||
for _, p in ipairs(opts.myParty or {}) do
|
||||
local mon = Protocol.unpackMon(game.data, p, unpackOpts)
|
||||
if mon then
|
||||
table.insert(myParty, mon)
|
||||
elseif unpackOpts.strict then
|
||||
return nil, ("Your %s can't\nbattle on the\nother game."):format(
|
||||
tostring(p.species))
|
||||
end
|
||||
end
|
||||
for _, p in ipairs(opts.theirParty or {}) do
|
||||
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
|
||||
if mon then
|
||||
table.insert(theirParty, mon)
|
||||
elseif unpackOpts.strict then
|
||||
return nil, ("Their %s isn't\nin this game.\n(%s)"):format(
|
||||
tostring(p.species), tostring(why))
|
||||
end
|
||||
end
|
||||
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
|
||||
local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
|
||||
return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
|
||||
end)
|
||||
if not myParty then return nil, myErr end
|
||||
local theirParty, theirErr = unpackParty(game, opts.theirParty, unpackOpts, function(p, why)
|
||||
return ("Their %s isn't\nin this game.\n(%s)"):format(tostring(p.species), tostring(why))
|
||||
end)
|
||||
if not theirParty then return nil, theirErr end
|
||||
if #myParty == 0 or #theirParty == 0 then
|
||||
Logger.warn("link: empty party on one side")
|
||||
end
|
||||
@@ -213,6 +230,8 @@ function LinkBattle.new(game, net, opts)
|
||||
self.player = mkBattler(game.data, myParty[1], true)
|
||||
self.enemy = mkBattler(game.data, theirParty[1], false)
|
||||
self.enemyParty = theirParty
|
||||
self.playerParty = myParty -- intro ball row uses the clamped copies
|
||||
self.opponentName = theirName
|
||||
self.introText = ("%s wants\nto battle!"):format(theirName)
|
||||
self.remoteHashes = {}
|
||||
self.localHashes = {}
|
||||
@@ -230,22 +249,62 @@ function LinkBattle.new(game, net, opts)
|
||||
if text then s:say(text) end
|
||||
end
|
||||
|
||||
-- a tournament shot clock (opts.turnLimit) costs the slow player
|
||||
-- specifically, unlike RUN or a desync -- both of which stay a draw --
|
||||
-- so it needs its own result rather than reusing endAsDraw
|
||||
local function endWithResult(s, result, text)
|
||||
if s.linkEnded then return end
|
||||
s.result = result
|
||||
s.afterQueue = "finish"
|
||||
s.phase = "messages"
|
||||
if text then s:say(text) end
|
||||
end
|
||||
|
||||
local function orderMove(action)
|
||||
if action and action.id then return game.data.moves[action.id] end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- player-side SendOutMon (poof + grow-in + cry); mirrors BattleState
|
||||
local function sendOutPlayer(s, mon)
|
||||
local previous = s.player
|
||||
s.player = mkBattler(game.data, mon, true)
|
||||
s:syncSides()
|
||||
Runtime.emit("battle.battler_switched", {
|
||||
battle = s, side = s.sides[1], battler = s.player, previous = previous,
|
||||
})
|
||||
s.sendingOut = true
|
||||
s:sayNext(s:sendOutText(s.player.name))
|
||||
s:animNext("POOF_ANIM", false)
|
||||
s:actNext(function()
|
||||
s.sendingOut = false
|
||||
s:startGrowIn(s.player)
|
||||
require("src.core.Sound").playCry(s.data, s.player.mon.species)
|
||||
end)
|
||||
end
|
||||
|
||||
-- enemy-side EnemySendOut (grow-in + cry; no poof)
|
||||
local function sendOutEnemy(s, mon)
|
||||
local previous = s.enemy
|
||||
s.enemy = mkBattler(game.data, mon, false)
|
||||
s:syncSides()
|
||||
Runtime.emit("battle.battler_switched", {
|
||||
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
|
||||
})
|
||||
s.enemySendingOut = true
|
||||
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
|
||||
s:actNext(function()
|
||||
s.enemySendingOut = false
|
||||
s:startGrowIn(s.enemy)
|
||||
s:actNext(function()
|
||||
require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- decode a remote action message against the enemy battler
|
||||
local function decodeTheirAction(s, msg)
|
||||
if msg.kind == "move" then
|
||||
local slot = math.max(1, math.min(#s.enemy.curMoves, math.floor(msg.slot or 1)))
|
||||
return s.enemy.curMoves[slot]
|
||||
elseif msg.kind == "struggle" then
|
||||
return { id = "STRUGGLE", pp = 1, struggle = true }
|
||||
elseif msg.kind == "locked" then
|
||||
return s:lockedAction(s.enemy)
|
||||
end
|
||||
return nil
|
||||
return decodeWireAction(s, msg, s.enemy)
|
||||
end
|
||||
|
||||
-- with the handshake guaranteeing both games share a link surface, a
|
||||
@@ -306,17 +365,11 @@ function LinkBattle.new(game, net, opts)
|
||||
-- switches happen before attacks (both may switch)
|
||||
if myMsg.kind == "switch" then
|
||||
local idx = myMsg.index
|
||||
s:act(function()
|
||||
s.player = mkBattler(game.data, myParty[idx], true)
|
||||
s:sayNext(("Go! %s!"):format(s.player.name))
|
||||
end)
|
||||
s:act(function() sendOutPlayer(s, myParty[idx]) end)
|
||||
myAction = nil
|
||||
end
|
||||
if theirSwitch then
|
||||
s:act(function()
|
||||
s.enemy = mkBattler(game.data, theirParty[theirSwitch], false)
|
||||
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
|
||||
end)
|
||||
s:act(function() sendOutEnemy(s, theirParty[theirSwitch]) end)
|
||||
end
|
||||
|
||||
s:act(function()
|
||||
@@ -452,10 +505,7 @@ function LinkBattle.new(game, net, opts)
|
||||
self.playerMonFainted = function(s)
|
||||
for _, mon in ipairs(myParty) do
|
||||
if mon.hp > 0 then
|
||||
s:act(function()
|
||||
s.player = mkBattler(game.data, mon, true)
|
||||
s:sayNext(("Go! %s!"):format(s.player.name))
|
||||
end)
|
||||
s:act(function() sendOutPlayer(s, mon) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
@@ -468,10 +518,7 @@ function LinkBattle.new(game, net, opts)
|
||||
self.enemyMonFainted = function(s)
|
||||
for _, mon in ipairs(theirParty) do
|
||||
if mon.hp > 0 then
|
||||
s:act(function()
|
||||
s.enemy = mkBattler(game.data, mon, false)
|
||||
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
|
||||
end)
|
||||
s:act(function() sendOutEnemy(s, mon) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
@@ -498,6 +545,19 @@ function LinkBattle.new(game, net, opts)
|
||||
if not s.result then
|
||||
endAsDraw(s, ("%s left the\nbattle."):format(theirName))
|
||||
end
|
||||
elseif msg.type == "forfeit" then
|
||||
-- the peer's own shot clock ran out; unlike a mutual RUN/desync
|
||||
-- draw, this has a definite winner (us)
|
||||
if not s.result then
|
||||
endWithResult(s, "win", ("%s ran out of\ntime!"):format(theirName))
|
||||
end
|
||||
else
|
||||
-- a tournament control message (bracket_update, the next
|
||||
-- match_start, ...) can arrive while this match is still
|
||||
-- finishing up; Tournament.lua drains this once it regains the
|
||||
-- stack top rather than losing it to this poll loop
|
||||
s.pendingTournamentMessages = s.pendingTournamentMessages or {}
|
||||
table.insert(s.pendingTournamentMessages, msg)
|
||||
end
|
||||
end
|
||||
if net.closed and not s.linkEnded and not s.result then
|
||||
@@ -513,16 +573,48 @@ function LinkBattle.new(game, net, opts)
|
||||
end
|
||||
return
|
||||
end
|
||||
if opts.turnLimit and s.phase == "menu" then
|
||||
if not s.turnClockActive then
|
||||
s.turnClockActive = true
|
||||
s.turnClock = opts.turnLimit
|
||||
end
|
||||
s.turnClock = s.turnClock - dt
|
||||
if s.turnClock <= 0 then
|
||||
s.turnClockActive = false
|
||||
send({ type = "forfeit" })
|
||||
endWithResult(s, "lose", "Time's up! You\nforfeit the match.")
|
||||
end
|
||||
elseif opts.turnLimit then
|
||||
s.turnClockActive = false
|
||||
end
|
||||
baseUpdate(s, dt)
|
||||
end
|
||||
|
||||
if opts.turnLimit then
|
||||
local baseDraw = self.draw
|
||||
self.draw = function(s, ...)
|
||||
baseDraw(s, ...)
|
||||
if s.phase == "menu" and s.turnClockActive then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
Font.draw(tostring(math.max(0, math.ceil(s.turnClock))), 144, 4)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local baseFinish = self.finish
|
||||
self.finish = function(s)
|
||||
if not s.linkEnded then
|
||||
s.linkEnded = true
|
||||
send({ type = "bye" })
|
||||
end
|
||||
net:close()
|
||||
-- opts.keepNetOpen: a tournament match's `net` is the caller's
|
||||
-- long-lived tournament connection (still needed for the next round,
|
||||
-- spectating, bracket updates, ...), not a dedicated match socket --
|
||||
-- closing it here the way a plain 1v1 link battle does would sever
|
||||
-- the whole tournament, not just this match.
|
||||
if not opts.keepNetOpen then
|
||||
net:close()
|
||||
end
|
||||
if game.linkNet == net then game.linkNet = nil end
|
||||
baseFinish(s)
|
||||
end
|
||||
@@ -530,6 +622,244 @@ function LinkBattle.new(game, net, opts)
|
||||
return self
|
||||
end
|
||||
|
||||
-- A tournament spectator: reconstructs the exact same lockstep battle a
|
||||
-- live match's two real participants are playing, from a copy of the
|
||||
-- traffic the relay fans out to onlookers (see pokeserver's `spectate`
|
||||
-- envelope). No local input drives anything here -- both sides' actions
|
||||
-- arrive over the wire, tagged by which real player sent them -- so it's
|
||||
-- a read-only replay, not a third participant: no hash/desync checking
|
||||
-- (a spectator has nothing to verify against), no shot clock (nothing to
|
||||
-- act on), and `finish` must NOT close `net`, since that's the caller's
|
||||
-- long-lived tournament connection, not a dedicated match socket.
|
||||
--
|
||||
-- opts: { hostParty = packed, guestParty = packed, hostName, guestName,
|
||||
-- seed, verdict, strict }. `self.player` is always the host's battler and
|
||||
-- `self.enemy` the guest's, which is what makes TurnOrder.firstMover's
|
||||
-- tie-break (below) land on the same result the host's own instance
|
||||
-- already computed with invertTie=false.
|
||||
function LinkBattle.newSpectator(game, net, opts)
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local hostName = opts.hostName or "HOST"
|
||||
local guestName = opts.guestName or "GUEST"
|
||||
|
||||
if not Handshake.battleAllowed(opts.verdict) then
|
||||
return nil, "Link battle needs\nthe same mods on\nboth games."
|
||||
end
|
||||
|
||||
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
|
||||
local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
|
||||
return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
|
||||
end)
|
||||
if not hostParty then return nil, hostErr end
|
||||
local guestParty, guestErr = unpackParty(game, opts.guestParty, unpackOpts, function(p, why)
|
||||
return ("%s's %s can't\nbattle on this\ngame.\n(%s)"):format(
|
||||
guestName, tostring(p.species), tostring(why))
|
||||
end)
|
||||
if not guestParty then return nil, guestErr end
|
||||
if #hostParty == 0 or #guestParty == 0 then
|
||||
Logger.warn("link: empty party on one side (spectator)")
|
||||
end
|
||||
|
||||
local self = BattleState.newWild(game, guestParty[1] and guestParty[1].species
|
||||
or "RATTATA", 5)
|
||||
self.kind = "link" -- exact same visual treatment as a real link battle
|
||||
self.spectating = true -- Tournament.lua's marker: don't report a result for this one
|
||||
self.net = net
|
||||
game.linkNet = net
|
||||
self.rng = makeRng(opts.seed or 1)
|
||||
self.player = mkBattler(game.data, hostParty[1], true)
|
||||
self.enemy = mkBattler(game.data, guestParty[1], false)
|
||||
self.enemyParty = guestParty
|
||||
self.playerParty = hostParty
|
||||
self.opponentName = guestName
|
||||
self.introText = ("%s vs %s!"):format(hostName, guestName)
|
||||
|
||||
local function orderMove(action)
|
||||
if action and action.id then return game.data.moves[action.id] end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function endSpectate(s, text)
|
||||
if s.linkEnded then return end
|
||||
s.result = s.result or "ended"
|
||||
s.afterQueue = "finish"
|
||||
s.phase = "messages"
|
||||
if text then s:say(text) end
|
||||
end
|
||||
|
||||
local function sendOutHost(s, mon)
|
||||
local previous = s.player
|
||||
s.player = mkBattler(game.data, mon, true)
|
||||
s:syncSides()
|
||||
Runtime.emit("battle.battler_switched", {
|
||||
battle = s, side = s.sides[1], battler = s.player, previous = previous,
|
||||
})
|
||||
s.sendingOut = true
|
||||
s:sayNext(s:sendOutText(s.player.name))
|
||||
s:animNext("POOF_ANIM", false)
|
||||
s:actNext(function()
|
||||
s.sendingOut = false
|
||||
s:startGrowIn(s.player)
|
||||
require("src.core.Sound").playCry(s.data, s.player.mon.species)
|
||||
end)
|
||||
end
|
||||
|
||||
local function sendOutGuest(s, mon)
|
||||
local previous = s.enemy
|
||||
s.enemy = mkBattler(game.data, mon, false)
|
||||
s:syncSides()
|
||||
Runtime.emit("battle.battler_switched", {
|
||||
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
|
||||
})
|
||||
s.enemySendingOut = true
|
||||
s:sayNext(("%s sent\nout %s!"):format(guestName, s.enemy.name))
|
||||
s:actNext(function()
|
||||
s.enemySendingOut = false
|
||||
s:startGrowIn(s.enemy)
|
||||
s:actNext(function()
|
||||
require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
local function resolveSpecTurn(s, hostMsg, guestMsg)
|
||||
if hostMsg.kind == "run" or guestMsg.kind == "run" then
|
||||
endSpectate(s, "The match ended.")
|
||||
return
|
||||
end
|
||||
s.phase = "messages"
|
||||
s.afterQueue = "linkNext"
|
||||
s.turnCount = (s.turnCount or 0) + 1
|
||||
|
||||
if hostMsg.kind == "switch" then
|
||||
local idx = hostMsg.index
|
||||
s:act(function() sendOutHost(s, hostParty[idx]) end)
|
||||
end
|
||||
if guestMsg.kind == "switch" then
|
||||
local idx = guestMsg.index
|
||||
s:act(function() sendOutGuest(s, guestParty[idx]) end)
|
||||
end
|
||||
|
||||
s:act(function()
|
||||
local hostAction = hostMsg.kind ~= "switch" and hostMsg.kind ~= "run"
|
||||
and decodeWireAction(s, hostMsg, s.player) or nil
|
||||
local guestAction = guestMsg.kind ~= "switch" and guestMsg.kind ~= "run"
|
||||
and decodeWireAction(s, guestMsg, s.enemy) or nil
|
||||
Runtime.emit("battle.turn_started", {
|
||||
battle = s, turn = s.turnCount,
|
||||
playerAction = hostAction, enemyAction = guestAction,
|
||||
})
|
||||
if hostAction and guestAction then
|
||||
local hostMove, guestMove = orderMove(hostAction), orderMove(guestAction)
|
||||
local first
|
||||
if Runtime.wantsHook("battle.turn_order") then
|
||||
first = Runtime.call("battle.turn_order", function(a, aMove, b, bMove, c)
|
||||
return TurnOrder.firstMover(a, aMove, b, bMove, c.rng, c.invertTie)
|
||||
end, s.player, hostMove, s.enemy, guestMove, { rng = s.rng, invertTie = false })
|
||||
else
|
||||
first = TurnOrder.firstMover(s.player, hostMove, s.enemy, guestMove, s.rng, false)
|
||||
end
|
||||
local order
|
||||
if first then
|
||||
order = { { s.player, s.enemy, hostAction }, { s.enemy, s.player, guestAction } }
|
||||
else
|
||||
order = { { s.enemy, s.player, guestAction }, { s.player, s.enemy, hostAction } }
|
||||
end
|
||||
for _, entry in ipairs(order) do
|
||||
s:act(function() s:executeAction(entry[1], entry[2], entry[3]) end)
|
||||
end
|
||||
elseif hostAction then
|
||||
s:act(function() s:executeAction(s.player, s.enemy, hostAction) end)
|
||||
elseif guestAction then
|
||||
s:act(function() s:executeAction(s.enemy, s.player, guestAction) end)
|
||||
end
|
||||
s:act(function() s:endOfTurn() end)
|
||||
end)
|
||||
end
|
||||
|
||||
self.resolveTurn = function() end -- a spectator's own input never drives anything
|
||||
self.resolveSwitch = function() end
|
||||
self.tryRun = function() end
|
||||
self.openParty = function(s) s.phase = "waitBoth" end
|
||||
|
||||
self.playerMonFainted = function(s)
|
||||
for _, mon in ipairs(hostParty) do
|
||||
if mon.hp > 0 then
|
||||
s:act(function() sendOutHost(s, mon) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(hostName, guestName))
|
||||
s.result = "guestWin"
|
||||
s.afterQueue = "finish"
|
||||
end
|
||||
|
||||
self.enemyMonFainted = function(s)
|
||||
for _, mon in ipairs(guestParty) do
|
||||
if mon.hp > 0 then
|
||||
s:act(function() sendOutGuest(s, mon) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(guestName, hostName))
|
||||
s.result = "hostWin"
|
||||
s.afterQueue = "finish"
|
||||
end
|
||||
|
||||
self.hostMsg, self.guestMsg = nil, nil
|
||||
local baseUpdate = self.update
|
||||
self.update = function(s, dt)
|
||||
net:update()
|
||||
for _, msg in ipairs(net:poll()) do
|
||||
if msg.type == "spectate" then
|
||||
local inner = msg.msg
|
||||
if inner.type == "action" then
|
||||
if msg.side == "host" then s.hostMsg = inner else s.guestMsg = inner end
|
||||
if s.hostMsg and s.guestMsg then
|
||||
local h, g = s.hostMsg, s.guestMsg
|
||||
s.hostMsg, s.guestMsg = nil, nil
|
||||
resolveSpecTurn(s, h, g)
|
||||
end
|
||||
elseif inner.type == "bye" or inner.type == "forfeit" then
|
||||
if not s.result then endSpectate(s, "The match ended.") end
|
||||
end
|
||||
-- "hello"/"party"/"hash" ride along too (Tournament.lua already
|
||||
-- consumed hello/party before building this battle); none of them
|
||||
-- need any action here
|
||||
else
|
||||
-- same reasoning as the real-participant loop above: don't lose a
|
||||
-- bracket_update/match_start_spectate that arrives mid-match
|
||||
s.pendingTournamentMessages = s.pendingTournamentMessages or {}
|
||||
table.insert(s.pendingTournamentMessages, msg)
|
||||
end
|
||||
end
|
||||
if net.closed and not s.linkEnded and not s.result then
|
||||
endSpectate(s)
|
||||
end
|
||||
if s.phase == "messages" and s.afterQueue == "linkNext" then
|
||||
if not s:updateQueue() then
|
||||
s.afterQueue = "waitBoth"
|
||||
s.phase = "waitBoth"
|
||||
end
|
||||
return
|
||||
end
|
||||
if s.phase == "menu" or s.phase == "waitBoth" then
|
||||
return -- frozen between resolved turns; never a real decision here
|
||||
end
|
||||
baseUpdate(s, dt)
|
||||
end
|
||||
|
||||
local baseFinish = self.finish
|
||||
self.finish = function(s)
|
||||
s.linkEnded = true
|
||||
if game.linkNet == net then game.linkNet = nil end
|
||||
baseFinish(s) -- deliberately doesn't touch net: it's the caller's
|
||||
-- tournament connection, still needed after this match
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- backwards-compatible entry points (LinkState passes role explicitly)
|
||||
function LinkBattle.newHost(game, net, opts)
|
||||
opts.role = "host"
|
||||
|
||||