mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 895e904d75 | |||
| 1ce9e32dd1 |
@@ -148,4 +148,6 @@ migrated once into `options.lua` on load.
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hotkey `2` (OG RED = GBC boot-ROM look; RED++ uses pokered-gbc
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SuperPalettes + per-species mon colors)
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- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
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- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
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- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
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- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
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a hard render frame-rate cap (`save.options.fpsCap`).
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@@ -299,3 +299,78 @@ function love.filedropped(file)
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end
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if Importer then Importer:filedropped(file) end
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end
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local function pacingEnabled()
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if os.getenv("POKEPORT_AUTOPILOT") then return false end
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if os.getenv("POKEPORT_DRIVER") then return false end
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if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then return false end
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return true
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end
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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-- don't let love.load's cost land in the first frame's dt
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if love.timer then love.timer.step() end
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local FrameCap = require("src.core.FrameCap")
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local paced = pacingEnabled()
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-- The deadline the next present() should not beat. Carried forward one
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-- budget per frame so pacing stays even instead of drifting with the
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-- per-frame sleep-granularity jitter.
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local nextFrame = love.timer and love.timer.getTime() or 0
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local dt = 0
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return function()
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-- process events
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if love.event then
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love.event.pump()
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for name, a, b, c, d, e, f in love.event.poll() do
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if name == "quit" then
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if not love.quit or not love.quit() then
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return a or 0
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end
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end
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love.handlers[name](a, b, c, d, e, f)
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end
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end
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-- update dt
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if love.timer then dt = love.timer.step() end
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-- call update and draw
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if love.update then love.update(dt) end
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if love.graphics and love.graphics.isActive() then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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if love.draw then love.draw() end
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love.graphics.present()
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end
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if love.timer then
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if paced then
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-- Sleep out the remainder of the frame budget, measured from the
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-- carried deadline, in small chunks so the OS timer stays
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-- responsive. vsync is untouched: when it already paces slower
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-- than the cap the remainder is <= 0 and this rounds to a no-op.
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local budget = 1 / FrameCap.current
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nextFrame = nextFrame + budget
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local now = love.timer.getTime()
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-- A stall (alt-tab, a GC pause, a blocked import) can leave the
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-- deadline more than a full budget in the past; re-anchor to now so
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-- we pace the next frame rather than burst uncapped to catch up.
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if now - nextFrame > budget then
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nextFrame = now
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end
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while true do
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local remaining = nextFrame - love.timer.getTime()
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if remaining <= 0 then break end
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love.timer.sleep(remaining < 0.001 and remaining or 0.001)
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end
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else
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love.timer.sleep(0.001)
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end
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end
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end
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end
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@@ -0,0 +1,72 @@
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-- Render frame-rate cap. With a driver control panel forcing
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-- vsync off, the 160x144 game is trivially cheap and love.run will present
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-- thousands of frames a second; over hours that cooks the graphics driver
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-- until a restart, and it wastes power whenever the window is left open in
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-- the background. A hard cap bounds the present rate. Render-only: game
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-- logic is fixed-step off dt (src/core/FixedStep.lua), so pacing present()
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-- changes nothing about timing, audio, or determinism.
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--
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-- Persisted as save.options.fpsCap; applied from OptionsMenu and on boot
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-- via Game:applyOptions. main.lua's love.run reads FrameCap.current each
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-- frame for its sleep budget. The module never touches love.timer itself,
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-- so it stays safe under the headless test stub.
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local FrameCap = {}
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-- Selectable steps: the normal framerate stops between the floor and the
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-- ceiling. STEPS[1] == MIN and STEPS[#STEPS] == MAX, so the nearest-step
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-- snap in normalize doubles as the clamp. Cycling past the last wraps.
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FrameCap.STEPS = { 30, 40, 50, 60, 75, 90, 100, 120, 144, 160 }
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FrameCap.MIN = 30
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FrameCap.MAX = 160
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FrameCap.DEFAULT = 60
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-- The live cap the run loop paces to. Defaults so the launcher and the
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-- save editor are paced before any save applies its stored option.
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FrameCap.current = FrameCap.DEFAULT
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-- Nearest valid step for an arbitrary value (a hand-edited options.lua or
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-- an old save with no fpsCap key), so a bad number degrades to something
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-- sane; nil / non-numbers fall back to the default. A value below MIN or
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-- above MAX snaps to that end, since MIN/MAX are the first/last steps.
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function FrameCap.normalize(value)
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value = tonumber(value)
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if not value then return FrameCap.DEFAULT end
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local best, bestDiff = FrameCap.DEFAULT, math.huge
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for _, step in ipairs(FrameCap.STEPS) do
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local diff = math.abs(step - value)
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if diff < bestDiff then best, bestDiff = step, diff end
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end
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return best
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end
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-- plain numeric text for the options row (e.g. "60")
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function FrameCap.label(value)
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return tostring(FrameCap.normalize(value))
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end
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-- cycle to the next/previous step, wrapping (the options row idiom)
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function FrameCap.cycle(value, dir)
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local steps = FrameCap.STEPS
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local snapped = FrameCap.normalize(value)
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local cur = 1
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for i, step in ipairs(steps) do
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if step == snapped then cur = i break end
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end
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local nextIdx = (cur - 1 + (dir or 1)) % #steps + 1
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return steps[nextIdx]
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end
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-- Store the chosen cap as the live value the run loop paces to. Never
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-- touches love.timer, so it is safe headless -- the loop just reads the
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-- number back. Returns the normalized value it stored.
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function FrameCap.apply(value)
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FrameCap.current = FrameCap.normalize(value)
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return FrameCap.current
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end
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function FrameCap.applyOptions(opts)
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FrameCap.apply(opts and opts.fpsCap)
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end
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return FrameCap
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@@ -445,6 +445,9 @@ function Game:applyOptions(opts)
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require("src.render.Tilt").applyOptions(opts)
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require("src.render.GBCFX").applyOptions(opts)
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require("src.core.VideoMode").applyOptions(opts)
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-- normalizes a nil/garbage cap to the 60 default, so old saves with no
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-- fpsCap key pace at the standard rate (issue #88)
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require("src.core.FrameCap").applyOptions(opts)
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Input:applyBindings(opts.bindings)
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end
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@@ -192,6 +192,8 @@ function SaveData.defaultOptions()
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gbcfx = 0,
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-- windowed | borderless (desktop fullscreen); ignored on mobile
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videoMode = "windowed",
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-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
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fpsCap = 60,
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-- Native mod enablement is an installation option, not save-slot data.
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-- Missing entries mean enabled so newly installed mods work by default.
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mods = {},
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@@ -13,6 +13,7 @@ local Tilt = require("src.render.Tilt")
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local GBCFX = require("src.render.GBCFX")
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local GameSpeed = require("src.core.GameSpeed")
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local VideoMode = require("src.core.VideoMode")
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local FrameCap = require("src.core.FrameCap")
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local Logger = require("src.core.Logger")
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local Runtime = require("src.mods.Runtime")
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local OptionRows = require("src.ui.OptionRows")
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@@ -202,6 +203,19 @@ local function buildRows(game)
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VideoMode.apply(o.videoMode)
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return true
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end },
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-- hard render cap (issue #88): bounds the present rate so a
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-- driver-forced vsync-off run cannot spin at thousands of FPS. Logic
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-- is fixed-step off dt, so this touches presentation only.
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{ id = "fpsCap", label = "MAX FPS",
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value = function(g)
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return FrameCap.label(g.save.options.fpsCap)
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end,
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step = function(g, dir)
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local o = g.save.options
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o.fpsCap = FrameCap.cycle(o.fpsCap, dir)
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FrameCap.apply(o.fpsCap)
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return true
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end },
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-- fast-forward the logic clock only; music and sfx keep their tempo
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-- (src/core/GameSpeed.lua), so this is safe to leave on
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{ id = "speed", label = "GAME SPEED",
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+41
-3
@@ -22,6 +22,7 @@ local StateStack = require("src.core.StateStack")
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local ManagerState = require("src.mods.ManagerState")
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local ModUI = require("src.ui.ModUI")
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local Theme = require("src.ui.Theme")
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local FrameCap = require("src.core.FrameCap")
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local savedEvents, savedHooks, savedErrors =
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Runtime.events, Runtime.hooks, Runtime.errors
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@@ -205,7 +206,7 @@ end
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local om = OptionsMenu.new(optGame())
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local WANT_IDS = { "textSpeed", "animations", "battleStyle", "ruleset",
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"musicVol", "sfxVol", "musicFilter", "colors", "tilt",
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"gbcfx", "videoMode", "speed", "mods", "controls" }
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"gbcfx", "videoMode", "fpsCap", "speed", "mods", "controls" }
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check(#om.rows == #WANT_IDS, "vanilla options row count (plus MODS/CONTROLS)")
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for i, id in ipairs(WANT_IDS) do
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check(om.rows[i].id == id, "options row order: " .. id)
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@@ -235,10 +236,47 @@ check(om.game.save.options.musicVol == 6, "music volume steps down")
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for _ = 1, 10 do om.rows[5].step(om.game, -1) end
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check(om.game.save.options.musicVol == 0, "music volume clamps at 0")
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-- the MAX FPS row cycles the render-cap steps and shows the value plain
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om.game.save.options.fpsCap = nil
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check(om.rows[12].value(om.game) == "60",
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"MAX FPS row defaults to 60 with no saved cap")
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om.rows[12].step(om.game, 1)
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check(om.game.save.options.fpsCap == 75, "MAX FPS steps up from 60 to 75")
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check(om.rows[12].value(om.game) == "75", "the MAX FPS row renders the cap")
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om.game.save.options.fpsCap = 160
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om.rows[12].step(om.game, 1)
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check(om.game.save.options.fpsCap == 30, "MAX FPS wraps past the ceiling to 30")
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om.rows[12].step(om.game, -1)
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check(om.game.save.options.fpsCap == 160, "MAX FPS wraps back down to the ceiling")
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-- ------- FrameCap normalize / cycle (issue #88)
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check(FrameCap.normalize(nil) == 60, "FrameCap defaults nil to 60")
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check(FrameCap.normalize("junk") == 60, "FrameCap defaults garbage to 60")
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check(FrameCap.normalize(60) == 60, "FrameCap keeps an exact step")
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check(FrameCap.normalize(58) == 60, "FrameCap snaps 58 to the nearest step 60")
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check(FrameCap.normalize(72) == 75, "FrameCap snaps 72 to the nearest step 75")
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check(FrameCap.normalize(0) == 30, "FrameCap clamps below the floor to 30")
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check(FrameCap.normalize(9999) == 160, "FrameCap clamps above the ceiling to 160")
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check(FrameCap.normalize(30) == 30 and FrameCap.normalize(160) == 160,
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"FrameCap keeps the exact floor and ceiling")
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check(FrameCap.label(nil) == "60" and FrameCap.label(144) == "144",
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"FrameCap.label renders the normalized cap as plain text")
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check(FrameCap.cycle(60, 1) == 75, "FrameCap cycles 60 up to 75")
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check(FrameCap.cycle(60, -1) == 50, "FrameCap cycles 60 down to 50")
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check(FrameCap.cycle(160, 1) == 30, "FrameCap cycle wraps the ceiling to the floor")
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check(FrameCap.cycle(30, -1) == 160, "FrameCap cycle wraps the floor to the ceiling")
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check(FrameCap.cycle(nil, 1) == 75,
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"FrameCap cycle normalizes a nil cap (60) before stepping")
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-- apply drives the live value the run loop paces to; never touches love.timer
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FrameCap.apply(144)
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check(FrameCap.current == 144, "FrameCap.apply stores the live cap")
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FrameCap.applyOptions({})
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check(FrameCap.current == 60, "FrameCap.applyOptions defaults a missing key to 60")
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-- the MODS row is the manager's discoverable home
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local mgGame = optGame()
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om = OptionsMenu.new(mgGame)
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om.rows[13].activate(mgGame)
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om.rows[14].activate(mgGame)
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check(getmetatable(mgGame.stack:top()) == ManagerState,
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"the MODS row opens the manager")
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check(mgGame.stack:top().screenId == "ManagerState",
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@@ -248,7 +286,7 @@ check(mgGame.stack:top().screenId == "ManagerState",
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local BindingsMenu = require("src.ui.BindingsMenu")
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local cbGame = optGame()
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om = OptionsMenu.new(cbGame)
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om.rows[14].activate(cbGame)
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om.rows[15].activate(cbGame)
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local bm = cbGame.stack:top()
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check(getmetatable(bm) == BindingsMenu,
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"the CONTROLS row opens the rebind list")
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+17
-7
@@ -2091,6 +2091,7 @@ do
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local GBCFX = require("src.render.GBCFX")
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local GameSpeed = require("src.core.GameSpeed")
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local VideoMode = require("src.core.VideoMode")
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local FrameCap = require("src.core.FrameCap")
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local SD = require("src.core.SaveData")
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-- Isolate from earlier save/options writes in this suite
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SD.saveOptions(SD.defaultOptions())
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@@ -2155,7 +2156,16 @@ do
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eq(og.save.options.videoMode, "windowed",
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"VIDEO MODE wraps back to WINDOWED")
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press("down")
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eq(om.index, 12, "cursor reaches GAME SPEED")
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eq(om.index, 12, "cursor reaches MAX FPS")
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press("a")
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eq(og.save.options.fpsCap, 75, "A cycles MAX FPS up from 60 to 75")
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eq(FrameCap.current, 75, "the live render cap tracks the MAX FPS option")
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-- Driven by the step list rather than a literal press count, like GAME
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-- SPEED below: a full loop of #STEPS presses returns to the 60 default.
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for _ = 1, #FrameCap.STEPS - 1 do press("a") end
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eq(og.save.options.fpsCap, 60, "MAX FPS wraps back to 60")
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press("down")
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eq(om.index, 13, "cursor reaches GAME SPEED")
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press("a")
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eq(og.save.options.speed, 2, "A cycles GAME SPEED to 2X")
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-- Driven by the level list rather than a literal press count: adding a
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@@ -2164,19 +2174,19 @@ do
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for _ = 1, #GameSpeed.LEVELS - 1 do press("a") end
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eq(og.save.options.speed, 1, "GAME SPEED wraps back to NORMAL")
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press("down")
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eq(om.index, 13, "cursor reaches MODS")
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eq(om.index, 14, "cursor reaches MODS")
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press("down")
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eq(om.index, 14, "cursor reaches CONTROLS")
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eq(om.index, 15, "cursor reaches CONTROLS")
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press("down")
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eq(om.index, 15, "CANCEL stays the fixed final row")
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eq(om.scroll, 10, "CANCEL keeps the last option boxes on screen")
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eq(om.index, 16, "CANCEL stays the fixed final row")
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eq(om.scroll, 11, "CANCEL keeps the last option boxes on screen")
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om:draw() -- smoke: scrolled layout draws under the headless stub
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press("a")
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check(popped, "A on CANCEL closes the options menu")
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local om2 = OptionsMenu.new(og)
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OInput.pressed = { up = true }; om2:update(1 / 60); OInput.pressed = {}
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eq(om2.index, 15, "up from the top wraps to CANCEL")
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eq(om2.scroll, 10, "wrapping to CANCEL scrolls to the tail")
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eq(om2.index, 16, "up from the top wraps to CANCEL")
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eq(om2.scroll, 11, "wrapping to CANCEL scrolls to the tail")
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-- headless-safe: no love.audio, setters only update internal state
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require("src.core.Music").applyOptions(og.save.options)
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require("src.core.Sound").applyOptions(og.save.options)
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Reference in New Issue
Block a user