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Author SHA1 Message Date
bryanthaboi 7756fdc3cb Merge pull request #1622 from bryanthaboi/dev
fix android because goia broke it
2026-08-20 18:37:33 -04:00
github-actions 5cbde96177 chore(ios): update app-repo.json [skip ci] 2026-08-20 17:44:02 -04:00
bryanthaboi 03c5a1eddf Merge pull request #1617 from bryanthaboi/dev
some major buggies and some minor huggies
2026-08-20 17:34:16 -04:00
github-actions 1e6613e2de chore(ios): update app-repo.json [skip ci] 2026-08-20 13:16:04 -04:00
bryanthaboi debfaf28e6 Merge pull request #1607 from bryanthaboi/dev
sometimes adrian be reading these PR titles
2026-08-20 13:05:45 -04:00
538 changed files with 4923 additions and 100358 deletions
-2
View File
@@ -33,8 +33,6 @@ body:
- Blue
- Yellow
- Gold
- Silver
- Crystal
- N/A
validations:
required: true
-21
View File
@@ -468,24 +468,3 @@ jobs:
if [ "$found" = "0" ]; then
echo "no committed mods to lint"
fi
luacheck:
name: engine lint (luacheck)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: install luacheck
run: |
set -e
sudo apt-get update
sudo apt-get install -y lua5.4 liblua5.4-dev luarocks
sudo luarocks install luacheck || sudo apt-get install -y lua-check
luacheck --version
- name: luacheck gate (undefined globals, unreachable code)
run: ./scripts/lint.sh --gate
- name: luacheck full report (advisory)
continue-on-error: true
run: ./scripts/lint.sh
+2 -9
View File
@@ -1,9 +1,5 @@
# Generated from a user-provided Pokemon ROM (Red/Blue/Yellow/Gold/Silver/Crystal).
# Regenerate with: python3 tools/build_data.py --rom /path/to/rom.gb --clean
# Yellow Surfing Pikachu minigame art also lands here on import:
# assets/generated/minigame/surf_1{a,b,c}.png
# assets/generated/minigame/title_bg.png
# assets/generated/minigame/intro_pika_{0,1,2,3}.png
# Generated from a user-provided Pokemon Red ROM.
# Regenerate with: python3 tools/build_data.py --rom /path/to/pokemon-red.gb --clean
data/generated/
assets/generated/
@@ -66,9 +62,6 @@ mobile/dist/
# ROM cache exactly like data/generated/, so it is never committable.
/build/tiled/
# Local visual scratch from minigame development (not wired to CI).
/tests/fixtures/
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
mobile/ios/bundle_id.local
-5
View File
@@ -23,10 +23,6 @@ read_globals = {
-- LuaJIT 2.1 ships table.unpack even though the bare 5.1 `table` std lacks
-- it; without this, every `table.unpack` reads as an undefined field.
table = { fields = { "unpack" } },
"POKEPORT_DISPLAY_COMPANION",
"POKEPORT_EDITOR_MODE",
"rawlen",
package = { fields = { "searchers" } },
}
-- Vendored/native trees and the test suites have their own conventions.
@@ -34,7 +30,6 @@ exclude_files = {
"mobile/",
"tests/",
"tools/save-editor/",
"tools/save_convert/vendor/",
}
ignore = {
+14 -16
View File
@@ -140,8 +140,8 @@ ship text.
### 4. `games` (and the legacy `gen2compat`)
Pokemon Gold, Silver and Crystal are Gen 2, and they run their own battle
engine, overworld, script VM and save format. The mod API is shared across both
Pokemon Gold and Silver are Gen 2, and they run their own battle engine,
overworld, script VM and save format. The mod API is shared across both
generations (same hook names, same event names, same registry names) but Gen 2
cannot serve all of it yet, so it is opt-in. Say which games the mod is for:
@@ -150,20 +150,19 @@ cannot serve all of it yet, so it is opt-in. Say which games the mod is for:
```
Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`,
`"silver"`, `"crystal"`), a generation (`"gen1"`, `"gen2"`) or `"all"`;
`"silver"`), a generation (`"gen1"`, `"gen2"`) or `"all"`;
`src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing
restates the game list, which is why `"gen2"` covers Crystal as well as Gold
and Silver. `python3 tools/modkit.py scaffold my_mod --games gen1,gen2` writes
the key for you. The mod still installs to one directory, `mods/<id>/`, shared
by every game -- targeting is declared, never filed.
restates the game list. `python3 tools/modkit.py scaffold my_mod --games
gen1,gen2` writes the key for you. The mod still installs to one directory,
`mods/<id>/`, shared by every game -- targeting is declared, never filed.
Absent means Gen 1 only, which is what every mod written before the key existed
was tested as. `"gen2compat": true` is the legacy spelling, still accepted and
purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it
already ran on. On a Gen 2 boot a mod claiming no Gen 2 game is not loaded at
all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a
mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
run your mod on Gold, Silver or Crystal.
already ran on. On a Gold or Silver boot a mod claiming no Gen 2 game is not
loaded at all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why,
because a mod that half-applies reads as a broken mod. Claim Gen 2 once you
have actually run your mod on Gold or Silver.
Every token is enforced, per game: the loader gates on the same
`ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]`
@@ -173,11 +172,10 @@ manifest with neither key still covers every Gen 1 game, so nothing written
before the key existed changes behavior; list both generations or say `"all"`
when you mean everywhere.
`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold,
Silver and Crystal today (40 of the 46 registries, 40 event and 44 hook names
shared with Gen 1, and 24 Gen 2-only ones), which registries have no Gen 2 home
and drop their writes with a report, and which hooks and events are still to
come.
`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold
and Silver today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
writes with a report, and which hooks and events are still to come.
`docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a
Gen 1 mod, and it is the one to start from.
+13 -17
View File
@@ -53,19 +53,17 @@ And before you say, "that's not a recomp", you're wrong. Recomp is an acronym. *
### Watch the latest update video
[![Watch the latest update video](https://img.youtube.com/vi/0hgtLDNGpdo/maxresdefault.jpg)](https://youtu.be/0hgtLDNGpdo)
[![Watch the latest update video](https://img.youtube.com/vi/yi7LkWQPKKM/maxresdefault.jpg)](https://youtu.be/yi7LkWQPKKM)
This project does not include a ROM, emulate the Game Boy, transpile assembly,
or download a disassembly. A canonical US Poke Red, Blue, Yellow, Gold,
Silver, or Crystal ROM is the only game content input.
or download a disassembly. A canonical US Poke Red, Blue, Yellow, Gold, or
Silver 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. Red, Blue, Yellow, Gold, Silver, and Crystal can
all be imported side by side. Gold, Silver, and Crystal are Gen 2 Phase 1
(import + launcher; see `docs/gold-phase1.md`): the Gen 2 engine is still under
construction, and Crystal is the newest of the three, so the launcher lists it
as Crystal (Beta).
do not ask for the ROM again. Red, Blue, Yellow, Gold, and Silver can all be
imported side by side. Gold and Silver are Gen 2 Phase 1 (import + launcher;
see `docs/gold-phase1.md`): the Gen 2 engine is still under construction.
## Quick Start
@@ -73,17 +71,14 @@ Open the desktop app. On first boot, choose your legally obtained `.gb` /
`.gbc` file or drop it onto the window. Import takes a few seconds and the
game starts automatically.
Only the canonical US Red, Blue, Yellow (1 MiB), Gold, Silver, and Crystal
(2 MiB) ROMs are accepted. The importer verifies SHA-1 before creating any
game data:
Only the canonical US Red, Blue, Yellow (1 MiB), Gold, and Silver (2 MiB)
ROMs are accepted. The importer verifies SHA-1 before creating any game data:
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
- Gold: `d8b8a3600a465308c9953dfa04f0081c05bdcb94`
- Silver: `49b163f7e57702bc939d642a18f591de55d92dae`
- Crystal (1.0): `f4cd194bdee0d04ca4eac29e09b8e4e9d818c133`
- Crystal (1.1): `f2f52230b536214ef7c9924f483392993e226cfb`
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
@@ -127,23 +122,24 @@ supported out of the box.
| `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, SHADER FX, GAME SPEED, and VOID FILL are also in the
COLORS, TILT, ZOOM, GBC FX, GAME SPEED, and VOID FILL are also in the
Options menu and persist in `options.lua`.
### Low-end devices
**OPTIONS → PERFORMANCE** scales the port's optional extras for weaker
hardware: **HIGH** (everything on), **BALANCED** (no 3D tilt),
hardware: **HIGH** (everything on), **BALANCED** (no 3D tilt or GBC FX),
**LOW** (also no survey zoom, FPS capped), or **AUTO** — the default, which
picks a tier from your device (ARM handhelds → LOW, phones → BALANCED,
normal desktops → HIGH, unchanged). It only scales presentation; the
fixed-step game logic is identical on every tier, and a lower tier hides
your tilt/zoom preferences without forgetting them. Details in
your tilt/zoom/GBC-FX preferences without forgetting them. Details in
[docs/new-features.md](docs/new-features.md#performance-tier-low-end-devices).
### Rulesets
@@ -223,7 +219,7 @@ entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
| Option | Effect |
| --- | --- |
| `--game=red` | boot Red, skipping the launcher (`blue`, `yellow`, `gold`, `silver` and `crystal` too, or just `r` / `b` / `y` / `g` / `s` / `c`) |
| `--game=red` | boot Red, skipping the launcher (`blue`, `yellow`, `gold` and `silver` too, or just `r` / `b` / `y` / `g` / `s`) |
| `--slot=2` | load that save slot; takes a slot number or a slot id |
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
+1 -1
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@@ -134,7 +134,7 @@ mkdir -p "$GAME_SRC"
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json tools/rom_manifest_crystal.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$WORK/game-payload.zip" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
+13 -3
View File
@@ -92,7 +92,7 @@ mkdir -p "$GAME_SRC"
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json tools/rom_manifest_crystal.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
payload_list="$(unzip -Z1 "$WORK/game-payload.zip")"
printf '%s\n' "$payload_list" \
@@ -102,8 +102,6 @@ printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_gold.json" \
|| fail "payload is missing tools/rom_manifest_gold.json"
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_silver.json" \
|| fail "payload is missing tools/rom_manifest_silver.json"
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_crystal.json" \
|| fail "payload is missing tools/rom_manifest_crystal.json"
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
rm -f "$WORK/game-payload.zip"
@@ -230,6 +228,11 @@ export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
# Mali / H700: prefer GLES where available
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
# Same GPU class as a phone, but getOS() here says "Linux", so the Android
# gate (issue #136) would not fire on its own: refuse GBC FX explicitly.
# Hides the OPTIONS row, pins the level to OFF, and heals a level already
# persisted in options.lua.
export POKEPORT_GBCFX="${POKEPORT_GBCFX:-0}"
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
@@ -320,6 +323,13 @@ Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
### Display options
GBC FX is disabled on this device (the H700's Mali GPU compiles that present
pass and then shows a black frame), so the OPTIONS row is hidden. COLORS,
TILT, ZOOM, VOID FILL and MAX FPS all work. To try it anyway, launch with
`POKEPORT_GBCFX=1`.
### First run
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
-6
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@@ -66,12 +66,6 @@ function love.conf(t)
t.modules.audio = not companion
t.modules.joystick = not companion
t.modules.physics = false
-- love.sensor exposes raw accelerometer/gyroscope data (love.sensor.getData),
-- independent of t.accelerometerjoystick below (which instead maps the
-- accelerometer onto joystick axes and stays off -- see that flag's
-- comment for why). Explicit here so a future effect (e.g. a tilt-driven
-- reflective-screen look) has sensor data available without reviving #468.
t.modules.sensor = true
-- love.system is not loaded during love.conf; love._os is set by the
-- engine before conf runs (LÖVE 11.x / 11.5).
-270
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@@ -1,270 +0,0 @@
-- Yellow-only Advanced (redpp) deltas. Merged on top of data/palettes_gbc.lua
-- world tables when GameVersion.isYellow(); Red/Blue never load this file's
-- world path. Named SuperPalettes stay washed on Yellow -- PaletteFX.pal
-- prefers CGBBase under Advanced instead (title MEWMON/LOGO, YELLOWMON).
-- See #1639.
return {
world = {
-- Summer Beach House: Yellow-only tileset. Tile→group map mirrors HOUSE
-- (closest Advanced indoor profile); colors lean sand / wood / water.
tileGroups = {
BEACH_HOUSE = {
[0] = 5,
[1] = 0,
[2] = 0,
[3] = 0,
[4] = 1,
[5] = 0,
[6] = 3,
[7] = 3,
[8] = 2,
[9] = 2,
[10] = 2,
[11] = 2,
[12] = 2,
[13] = 2,
[14] = 5,
[15] = 5,
[16] = 0,
[17] = 0,
[18] = 0,
[19] = 0,
[20] = 1,
[21] = 0,
[22] = 3,
[23] = 3,
[24] = 5,
[25] = 5,
[26] = 5,
[27] = 5,
[28] = 0,
[29] = 0,
[30] = 5,
[31] = 5,
[32] = 0,
[33] = 0,
[34] = 3,
[35] = 5,
[36] = 5,
[37] = 5,
[38] = 5,
[39] = 5,
[40] = 5,
[41] = 5,
[42] = 2,
[43] = 2,
[44] = 5,
[45] = 5,
[46] = 5,
[47] = 5,
[48] = 5,
[49] = 5,
[50] = 5,
[51] = 5,
[52] = 5,
[53] = 5,
[54] = 5,
[55] = 5,
[56] = 5,
[57] = 5,
[58] = 5,
[59] = 5,
[60] = 5,
[61] = 5,
[62] = 5,
[63] = 5,
[64] = 0,
[65] = 0,
[66] = 0,
[67] = 0,
[68] = 0,
[69] = 0,
[70] = 5,
[71] = 5,
[72] = 5,
[73] = 5,
[74] = 5,
[75] = 5,
[76] = 5,
[77] = 5,
[78] = 5,
[79] = 5,
[80] = 5,
[81] = 5,
[82] = 5,
[83] = 5,
[84] = 5,
[85] = 5,
[86] = 5,
[87] = 5,
[88] = 5,
[89] = 5,
[90] = 5,
[91] = 5,
[92] = 5,
[93] = 5,
[94] = 5,
[95] = 5,
},
},
groupColors = {
BEACH_HOUSE = {
-- sand / wood floor
{
{ 255, 239, 198 },
{ 206, 173, 115 },
{ 156, 123, 74 },
{ 58, 58, 58 },
},
-- signs / accents (warm coral)
{
{ 255, 239, 198 },
{ 255, 156, 148 },
{ 230, 82, 66 },
{ 58, 58, 58 },
},
-- foliage
{
{ 255, 239, 198 },
{ 123, 189, 82 },
{ 66, 123, 41 },
{ 58, 58, 58 },
},
-- water / windows
{
{ 255, 239, 198 },
{ 99, 189, 230 },
{ 41, 115, 189 },
{ 58, 58, 58 },
},
-- yellow props
{
{ 255, 239, 198 },
{ 255, 255, 82 },
{ 230, 148, 25 },
{ 58, 58, 58 },
},
-- wood walls / furniture
{
{ 255, 239, 198 },
{ 189, 140, 74 },
{ 140, 99, 41 },
{ 58, 58, 58 },
},
-- sky / cool trim
{
{ 255, 239, 198 },
{ 148, 189, 255 },
{ 99, 148, 230 },
{ 58, 58, 58 },
},
-- text
{
{ 255, 255, 255 },
{ 255, 255, 255 },
{ 255, 255, 255 },
{ 0, 0, 0 },
},
},
},
-- Yellow spriteOrder is 82 entries; Red Advanced assignment is 72.
-- Indices 60-69 are Yellow inserts (Pikachu, Jenny, mons, Jessie/James);
-- Red's ball/fossil/snorlax/... shift to 70-81.
spriteAssignment = {
[0] = 0,
[1] = 1,
[2] = 3,
[3] = "random",
[4] = 0,
[5] = "random",
[6] = "random",
[7] = "random",
[8] = 0,
[9] = "random",
[10] = "random",
[11] = "random",
[12] = "random",
[13] = "random",
[14] = "random",
[15] = 1,
[16] = 1,
[17] = "random",
[18] = "random",
[19] = "random",
[20] = "random",
[21] = 2,
[22] = 1,
[23] = 3,
[24] = "random",
[25] = "random",
[26] = "random",
[27] = "random",
[28] = "random",
[29] = 0,
[30] = 3,
[31] = 3,
[32] = "random",
[33] = "random",
[34] = "random",
[35] = "random",
[36] = "random",
[37] = "random",
[38] = "random",
[39] = "random",
[40] = 0,
[41] = 2,
[42] = "random",
[43] = "random",
[44] = "random",
[45] = "random",
[46] = "random",
[47] = "random",
[48] = "random",
[49] = "random",
[50] = "random",
[51] = "random",
[52] = "random",
[53] = "random",
[54] = "random",
[55] = 0,
[56] = 1,
[57] = 3,
[58] = 0,
[59] = 0,
[60] = 4, -- SPRITE_PIKACHU
[61] = 1, -- SPRITE_OFFICER_JENNY
[62] = 3, -- SPRITE_SANDSHREW
[63] = 2, -- SPRITE_ODDISH
[64] = 2, -- SPRITE_BULBASAUR
[65] = "random", -- SPRITE_JIGGLYPUFF
[66] = "random", -- SPRITE_CLEFAIRY
[67] = "random", -- SPRITE_CHANSEY
[68] = "random", -- SPRITE_JESSIE
[69] = "random", -- SPRITE_JAMES
[70] = 0, -- SPRITE_POKE_BALL
[71] = 0, -- SPRITE_FOSSIL
[72] = 3, -- SPRITE_BOULDER
[73] = 3, -- SPRITE_PAPER
[74] = 0, -- SPRITE_POKEDEX
[75] = 3, -- SPRITE_CLIPBOARD
[76] = 0, -- SPRITE_SNORLAX
[77] = 3, -- SPRITE_UNUSED_OLD_AMBER
[78] = 3, -- SPRITE_OLD_AMBER
[79] = "random",
[80] = "random",
[81] = 3, -- SPRITE_GAMBLER_ASLEEP
},
-- Group 4 is Pikachu yellow on Yellow Advanced (Red keeps its own [4]).
spritePalettes = {
[4] = {
{ 222, 255, 222 },
{ 255, 255, 0 },
{ 230, 115, 0 },
{ 0, 0, 0 },
},
},
},
}
+25 -21
View File
@@ -42,29 +42,27 @@ local LINK_HEADINGS = { "HOW TO LINK", "COLOSSEUM", "TRADE CENTER" }
local function linkCableHelp(game)
local text = game.data.text or {}
local items, menu, openMenu
local function closeAll()
game.stack:pop()
local items, showMenu, askHeading
function showMenu()
game.stack:push(Menu.new(game, items,
{ tx = 0, ty = 0, tw = 15, th = 10, rowStep = 1 }))
end
function askHeading()
game.stack:push(TextBox.new(game,
text._LinkCableHelpText2 or "Which heading do\nyou want to read?",
showMenu))
end
items = {}
for i, label in ipairs(LINK_HEADINGS) do
items[i] = { label = label, keepOpen = true, onSelect = function()
items[i] = { label = label, onSelect = function()
game.stack:push(TextBox.new(game,
text["_LinkCableInfoText" .. i] or label))
text["_LinkCableInfoText" .. i] or label, askHeading))
end }
end
items[#items + 1] = { label = "STOP READING", onSelect = closeAll }
menu = Menu.new(game, items,
{ tx = 0, ty = 0, tw = 15, th = 10, rowStep = 2, itemY = 2,
onCancel = closeAll })
function openMenu() game.stack:push(menu) end
items[#items + 1] = { label = "STOP READING" }
game.stack:push(TextBox.new(game,
text._LinkCableHelpText1 or "TRAINER TIPS\fUsing a Game Link\nCable",
function()
game.stack:push(TextBox.new(game,
text._LinkCableHelpText2 or "Which heading do\nyou want to read?",
nil, { stay = { onShown = openMenu } }))
end))
askHeading))
end
return {
@@ -86,15 +84,21 @@ return {
{ "jump_if_false", 5 }, -- 2
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 3 (old saves)
{ "jump", 11 }, -- 4
{ "give_pokemon", "EEVEE", 25, false, true }, -- 5
{ "jump_if_false", 10 }, -- 6 (party+box full)
-- scripts/CeladonMansionRoofHouse.asm:17-20 (#426)
{ "jump", 13 }, -- 4
{ "give_pokemon", "EEVEE", 25 }, -- 5
{ "jump_if_false", 12 }, -- 6 (party+box full)
-- flag + HideObject before the jingle and GotMonText: the nickname
-- prompt inside give_pokemon and the text row both yield, and a
-- script that dies there would leave the EEVEE taken with the ball
-- still on the table and the gift claimable again (#426). The row
-- count is unchanged, so the numeric jump targets still hold.
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
{ "jump", 11 }, -- 9
{ "show_text", "_BoxIsFullText" }, -- 10
{ "text_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
{ "jump", 13 }, -- 11
{ "show_text", "_BoxIsFullText" }, -- 12
},
},
}
+4 -2
View File
@@ -2,10 +2,12 @@
return {
CELADON_CITY = {
talk = {
-- CeladonCityPoliwrathText (scripts/CeladonCity.asm): text_far
-- _CeladonCityPoliwrathText, then plays the POLIWRATH cry and ends.
-- The cry playback has no port-side equivalent command, so we just
-- show the flavor line.
TEXT_CELADONCITY_POLIWRATH = {
{"face_player"},
-- pokered/scripts/CeladonCity.asm:90
{"play_cry", "POLIWRATH", true},
{"show_text", "_CeladonCityPoliwrathText"},
},
},
+12 -6
View File
@@ -2,24 +2,30 @@
return {
CELADON_MANSION_1F = {
talk = {
-- CeladonMansion1FClefairyText (scripts/CeladonMansion1F.asm): text_far
-- _CeladonMansion1FClefairyText, then plays the CLEFAIRY cry and ends.
-- The cry playback has no port-side equivalent command, so we just
-- show the flavor line.
TEXT_CELADONMANSION1F_CLEFAIRY = {
{"face_player"},
-- pokered/scripts/CeladonMansion1F.asm:27
{"play_cry", "CLEFAIRY", true},
{"show_text", "_CeladonMansion1FClefairyText"},
},
-- CeladonMansion1FMeowthText (scripts/CeladonMansion1F.asm): text_far
-- _CeladonMansion1FMeowthText, then plays the MEOWTH cry and ends.
-- The cry playback has no port-side equivalent command, so we just
-- show the flavor line.
TEXT_CELADONMANSION1F_MEOWTH = {
{"face_player"},
-- pokered/scripts/CeladonMansion1F.asm:18
{"play_cry", "MEOWTH", true},
{"show_text", "_CeladonMansion1FMeowthText"},
},
-- CeladonMansion1FNidoranFText (scripts/CeladonMansion1F.asm): text_far
-- _CeladonMansion1FNidoranFText, then plays the NIDORAN_F cry and ends.
-- The cry playback has no port-side equivalent command, so we just
-- show the flavor line.
TEXT_CELADONMANSION1F_NIDORANF = {
{"face_player"},
-- pokered/scripts/CeladonMansion1F.asm:33
{"play_cry", "NIDORAN_F", true},
{"show_text", "_CeladonMansion1FNidoranFText"},
},
},
@@ -4,10 +4,11 @@
return {
LAVENDER_CUBONE_HOUSE = {
talk = {
-- LavenderCuboneHouse.asm:10
-- LavenderCuboneHouseCuboneText: text_far _LavenderCuboneHouseCuboneText,
-- then text_asm plays the CUBONE cry. Cry playback has no Commands
-- equivalent in this port, so just show the line.
TEXT_LAVENDERCUBONEHOUSE_CUBONE = {
{ "face_player" },
{ "play_cry", "CUBONE", true },
{ "show_text", "_LavenderCuboneHouseCuboneText" },
},
+5 -4
View File
@@ -31,15 +31,16 @@ M.MR_FUJIS_HOUSE = {
{ "show_text", "_MrFujisHouseLittleGirlPokemonAreNiceToHugText" }, -- 6
},
-- scripts/MrFujisHouse.asm:56
-- scripts/MrFujisHouse.asm MrFujisHousePsyduckText: text_far then
-- PlayCry(PSYDUCK). Cry playback isn't modeled by Commands, so just
-- show the flavor text.
TEXT_MRFUJISHOUSE_PSYDUCK = {
{ "play_cry", "PSYDUCK", true },
{ "show_text", "_MrFujisHousePsyduckText" },
},
-- scripts/MrFujisHouse.asm:63
-- scripts/MrFujisHouse.asm MrFujisHouseNidorinoText: text_far then
-- PlayCry(NIDORINO).
TEXT_MRFUJISHOUSE_NIDORINO = {
{ "play_cry", "NIDORINO", true },
{ "show_text", "_MrFujisHouseNidorinoText" },
},
},
+7 -17
View File
@@ -36,29 +36,19 @@ M.POKEMON_FAN_CLUB = {
{ "clear_flag", "EVENT_SEEL_FAN_BOAST" }, -- 8
},
-- PokemonFanClubPikachuText (scripts/PokemonFanClub.asm:71): PrintText,
-- then ld a, PIKACHU / call PlayCry (:76) / call WaitForSoundToFinish.
-- PokemonFanClubPikachuText (scripts/PokemonFanClub.asm): the
-- PIKACHU itself, just a flavor line (its cry isn't playable in the
-- port's talk pipeline, so it's dropped like other cry-only lines).
TEXT_POKEMONFANCLUB_PIKACHU = {
{ "play_cry", "PIKACHU", true }, -- 1 PlayCry (#1649)
{ "show_text", "_PokemonFanClubPikachuText" }, -- 2 PrintText
{ "show_text", "_PokemonFanClubPikachuText" },
},
-- PokemonFanClubSeelText (scripts/PokemonFanClub.asm:84): the same
-- shape with SEEL, PlayCry at :89.
-- PokemonFanClubSeelText (scripts/PokemonFanClub.asm): the SEEL
-- itself, flavor line only.
TEXT_POKEMONFANCLUB_SEEL = {
{ "play_cry", "SEEL", true }, -- 1 PlayCry (#1649)
{ "show_text", "_PokemonFanClubSeelText" }, -- 2 PrintText
{ "show_text", "_PokemonFanClubSeelText" },
},
},
}
-- pokeyellow/scripts/PokemonFanClub.asm:149 PokemonFanClubClefairyText: Yellow's
-- pet is a CLEFAIRY on its own TEXT_POKEMONFANCLUB_CLEFAIRY, PlayCry at :154.
if require("src.core.GameVersion").isYellow() then
M.POKEMON_FAN_CLUB.talk.TEXT_POKEMONFANCLUB_CLEFAIRY = {
{ "play_cry", "CLEFAIRY", true }, -- 1 PlayCry
{ "show_text", "_PokemonFanClubClefairyText" }, -- 2 PrintText
}
end
return M
+3 -2
View File
@@ -4,9 +4,10 @@
return {
ROUTE_16_FLY_HOUSE = {
talk = {
-- scripts/Route16FlyHouse.asm:45-51
-- Route16FlyHouseFearowText: text_asm just prints the one line and
-- plays the FEAROW cry (no cry-playback command exists in this
-- port's Commands vocabulary, so only the text is ported).
TEXT_ROUTE16FLYHOUSE_FEAROW = {
{ "play_cry", "FEAROW", true },
{ "show_text", "_Route16FlyHouseFearowText" },
},
},
+2 -3
View File
@@ -1,11 +1,10 @@
-- pokered/scripts/SSAnne1FRooms.asm:66 SSAnne1FRoomsWigglytuffText
-- text_far _SSAnne1FRoomsWigglytuffText, then ld a, WIGGLYTUFF / call PlayCry (:70)
-- pokered/scripts/SSAnne1FRooms.asm: SSAnne1FRoomsWigglytuffText
-- text_far _SSAnne1FRoomsWigglytuffText; then ld a, WIGGLYTUFF / call PlayCry (cosmetic cry sound, not ported)
return {
SS_ANNE_1F_ROOMS = {
talk = {
TEXT_SSANNE1FROOMS_WIGGLYTUFF = {
{"face_player"},
{"play_cry", "WIGGLYTUFF", true}, -- 1 PlayCry (#1687)
{"show_text", "_SSAnne1FRoomsWigglytuffText"},
},
},
+4 -3
View File
@@ -1,11 +1,12 @@
-- pokered/scripts/SSAnneB1FRooms.asm:82 SSAnneB1FRoomsMachokeText
-- text_far _SSAnneB1FRoomsMachokeText, then ld a, MACHOKE / call PlayCry (:86)
-- pokered/scripts/SSAnneB1FRooms.asm: SSAnneB1FRoomsMachokeText
-- text_far _SSAnneB1FRoomsMachokeText, then `ld a, MACHOKE / call PlayCry`
-- (cry playback has no equivalent Commands.lua verb in this port, so only
-- the flavor text is ported).
return {
SS_ANNE_B1F_ROOMS = {
talk = {
TEXT_SSANNEB1FROOMS_MACHOKE = {
{ "face_player" },
{ "play_cry", "MACHOKE", true }, -- 1 PlayCry (#1687)
{ "show_text", "_SSAnneB1FRoomsMachokeText" },
},
},
+3 -4
View File
@@ -18,11 +18,10 @@ return {
-- VermilionCityMachopText: cries out, then follows up with a
-- second line about stomping the land flat.
-- (pokered/scripts/VermilionCity.asm:224, PlayCry at :228)
-- (pokered/scripts/VermilionCity.asm)
TEXT_VERMILIONCITY_MACHOP = {
{ "play_cry", "MACHOP", true }, -- 1 PlayCry (#1649)
{ "show_text", "_VermilionCityMachopText" }, -- 2
{ "show_text", "_VermilionCityMachopStompingTheLandFlatText" }, -- 3
{ "show_text", "_VermilionCityMachopText" }, -- 1
{ "show_text", "_VermilionCityMachopStompingTheLandFlatText" }, -- 2
},
},
},
@@ -1,12 +1,14 @@
-- pokered/scripts/VermilionPidgeyHouse.asm:15 VermilionPidgeyHousePidgeyText
-- text_far, then ld a, PIDGEY / call PlayCry (:19) / call WaitForSoundToFinish
-- pokered/scripts/VermilionPidgeyHouse.asm: VermilionPidgeyHousePidgeyText
-- text_far _VermilionPidgeyHousePidgeyText, then text_asm plays the PIDGEY
-- cry (ld a, PIDGEY / call PlayCry / call WaitForSoundToFinish) before
-- TextScriptEnd. This port has no cry-playback command, so only the
-- flavor line is ported.
return {
VERMILION_PIDGEY_HOUSE = {
talk = {
TEXT_VERMILIONPIDGEYHOUSE_PIDGEY = {
{"face_player"},
{"play_cry", "PIDGEY", true}, -- 1 PlayCry (#1649)
{"show_text", "_VermilionPidgeyHousePidgeyText"},
},
},
+1 -1
View File
@@ -111,7 +111,7 @@ local function joinPrompt(game, ow, done)
local t = game.data.text
local back = function(text)
game.stack:push(TextBox.new(game, text, function()
ow:scriptMove(ow.player, "down", 1, done, { collide = true })
ow:scriptMove(ow.player, "down", 1, done)
end))
end
game.stack:push(TextBox.new(game,
+25 -40
View File
@@ -127,7 +127,7 @@ M.VIRIDIAN_CITY = {
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, nil, { collide = true }) end))
function() ow:scriptMove(ow.player, "down", 1) end))
return true
end,
}
@@ -356,7 +356,7 @@ M.VERMILION_CITY = {
if shipLeft then
game.stack:push(TextBox.new(game,
t._VermilionCitySailor1ShipSetSailText or "The ship set sail.",
function() ow:scriptMove(ow.player, "up", 1, nil, { collide = true }) end))
function() ow:scriptMove(ow.player, "up", 1) end))
return true
end
-- Walk-past is never facing-right / inFrontOfOrBehindGuardCoords, so
@@ -377,39 +377,26 @@ M.VERMILION_CITY = {
ask .. "\f"
.. (t._VermilionCitySailor1YouNeedATicketText
or "You need a ticket\nto get aboard."),
function() ow:scriptMove(ow.player, "up", 1, nil, { collide = true }) end))
function() ow:scriptMove(ow.player, "up", 1) end))
return true
end,
talk = {
-- scripts/VermilionCity.asm:158 (#1651)
TEXT_VERMILIONCITY_SAILOR1 = function(game, ow, npc, done)
local Flags = require("src.script.Flags")
local TextBox = require("src.render.TextBox")
local t = game.data.text
if Flags.get(game.save, "EVENT_SS_ANNE_LEFT") then
game.stack:push(TextBox.new(game,
t._VermilionCitySailor1ShipSetSailText or "The ship set sail.",
done))
return
end
-- scripts/VermilionCity.asm:195
local p = ow and ow.player
if not p or p.facing == "right"
or (p.cellX == 19 and (p.cellY == 29 or p.cellY == 31)) then
game.stack:push(TextBox.new(game,
t._VermilionCitySailor1WelcomeToSSAnneText
or "Welcome to S.S.\nANNE!", done))
return
end
local ask = t._VermilionCitySailor1DoYouHaveATicketText
or "Welcome to S.S.\nANNE!\fExcuse me, do you\nhave a ticket?"
local tail = ((game.save.inventory.S_S_TICKET or 0) > 0)
and (t._VermilionCitySailor1FlashedTicketText
or "{PLAYER} flashed\nthe S.S.TICKET!")
or (t._VermilionCitySailor1YouNeedATicketText
or "You need a ticket\nto get aboard.")
game.stack:push(TextBox.new(game, ask .. "\f" .. tail, done))
end,
-- 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
{ "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
},
},
}
@@ -418,14 +405,13 @@ M.SS_ANNE_2F = {
TEXT_SSANNE2F_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 2
{ "jump_if_true", 9 }, -- 3 (beaten: silent)
{ "jump_if_true", 9 }, -- 3
{ "show_text", "_SSAnne2FRivalText" }, -- 4
-- SSAnne2FRivalText's text_asm arms SaveEndBattleTextPointers
-- (scripts/SSAnne2F.asm:199), so the line prints in battle (#1688)
{ "save_end_battle_text", "_SSAnne2FRivalDefeatedText" }, -- 5
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 6
{ "jump_if_false", 9 }, -- 7
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 8
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
{ "jump_if_false", 10 }, -- 6
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
{ "jump", 10 }, -- 9 (already beaten: silent)
},
},
}
@@ -1047,7 +1033,6 @@ local championsRoomRivalScript = {
-- numeric 26 into a jump ONTO the closing HALL_OF_FAME warp instead of past
-- it, so a returning champion warped straight into the induction.
{ "jump_if_true", "end" }, -- 3
{ "set_option", "animations", true }, -- scripts/ChampionsRoom.asm:57
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
-- the intro text, before the battle itself (#706); pushBattle's wipe-time
+2 -25
View File
@@ -414,7 +414,7 @@ local function saffronGate(guardText, triggers, horizontal)
game.stack:push(TextBox.new(game,
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!\nThe road's closed.",
function()
ow:scriptMove(ow.player, back, 1, nil, { collide = true })
ow:scriptMove(ow.player, back, 1)
end))
return true
end,
@@ -731,35 +731,12 @@ M.MT_MOON_B2F = {
local function museumClerk(game, ow, done, onDecline)
local TextBox = require("src.render.TextBox")
local t = game.data.text or {}
local p = ow and ow.player
-- scripts/Museum1F.asm:45 (#1690)
if p and ((p.cellY == 4 and p.cellX == 13)
or (p.cellY == 3 and p.cellX == 12)) then
game.stack:push(TextBox.new(game,
t._Museum1FScientist1DoYouKnowWhatAmberIsText
or "You can't sneak\nin the back way!\fOh, whatever!\nDo you know what\vAMBER is?",
nil, { choice = function(yes)
game.stack:push(TextBox.new(game, yes
and (t._Museum1FScientist1TheresALabSomewhereText
or "There's a lab\nsomewhere trying\vto resurrect\vancient POKéMON\vfrom AMBER.")
or (t._Museum1FScientist1AmberIsFossilizedTreeSapText
or "AMBER is fossil-\nized tree sap."), done))
end }))
return
end
if game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
game.stack:push(TextBox.new(game,
t._Museum1FScientist1TakePlentyOfTimeText
or "Take your time,\nand enjoy it all!", done))
return
end
-- scripts/Museum1F.asm:58
if p and p.cellY ~= 4 then
game.stack:push(TextBox.new(game,
t._Museum1FScientist1GoToOtherSideText
or "Please go to the\nother side!", done))
return
end
-- scripts/Museum1F.asm:72
local money = function() return game.save.money end
game.stack:push(TextBox.new(game,
@@ -792,7 +769,7 @@ M.MUSEUM_1F = {
if y == 4 and (x == 9 or x == 10)
and not game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
museumClerk(game, ow, nil, function()
ow:scriptMove(ow.player, "down", 1, nil, { collide = true })
ow:scriptMove(ow.player, "down", 1)
end)
return true
end
+80 -75
View File
@@ -2,8 +2,6 @@
-- ghost, elevators, the Game Corner coins/prizes, the SS Anne departure
-- and the Hall of Fame record. Each cites its pokered source.
local Runtime = require("src.mods.Runtime")
local M = {}
-- -------------------------------------------------------------------
@@ -11,30 +9,20 @@ local M = {}
-- FuchsiaGoodRodHouse.asm, Route12SuperRodHouse.asm)
-- -------------------------------------------------------------------
-- refusedText is the .ThatsSoDisappointingText tail on NO; followText is
-- the second half of the received chain (scripts/VermilionOldRodHouse.asm:45)
local function rodGiver(askText, receivedText, afterText, rodItem, flag,
refusedText, followText)
local rows = {
{ "face_player" },
{ "check_flag", flag },
{ "jump_if_true", "already_got" },
{ "ask", askText },
{ "jump_if_false", "refused" },
local function rodGiver(askText, receivedText, afterText, rodItem, flag)
return {
{ "face_player" }, -- 1
{ "check_flag", flag }, -- 2
{ "jump_if_true", 9 }, -- 3
{ "ask", askText }, -- 4
{ "jump_if_false", 10 }, -- 5
-- give-then-print like the three rod-house scripts (GiveItem fills
-- wStringBuffer; the received texts read OLD/GOOD/SUPER ROD from it)
{ "give_item", rodItem, 1, false },
{ "set_flag", flag },
{ "show_text", receivedText },
{ "give_item", rodItem, 1, false }, -- 6
{ "show_text", receivedText }, -- 7
{ "set_flag", flag }, -- 8
{ "jump", 10 }, -- 9 is below
}
if followText then rows[#rows + 1] = { "show_text", followText } end
rows[#rows + 1] = { "jump", "end" }
rows[#rows + 1] = { "label", "refused" }
rows[#rows + 1] = { "show_text", refusedText }
rows[#rows + 1] = { "jump", "end" }
rows[#rows + 1] = { "label", "already_got" }
rows[#rows + 1] = { "show_text", afterText }
return rows
end
M.VERMILION_OLD_ROD_HOUSE = {
@@ -43,11 +31,11 @@ M.VERMILION_OLD_ROD_HOUSE = {
"_VermilionOldRodHouseFishingGuruDoYouLikeToFishText",
"_VermilionOldRodHouseFishingGuruTakeThisText",
"_VermilionOldRodHouseFishingGuruHowAreTheFishBitingText",
"OLD_ROD", "EVENT_GOT_OLD_ROD",
"_VermilionOldRodHouseFishingGuruThatsSoDisappointingText",
"_VermilionOldRodHouseFishingGuruFishingIsAWayOfLifeText"),
"OLD_ROD", "EVENT_GOT_OLD_ROD"),
},
}
M.VERMILION_OLD_ROD_HOUSE.talk.TEXT_VERMILIONOLDRODHOUSE_FISHING_GURU[9] =
{ "show_text", "_VermilionOldRodHouseFishingGuruHowAreTheFishBitingText" }
M.FUCHSIA_GOOD_ROD_HOUSE = {
talk = {
@@ -55,10 +43,11 @@ M.FUCHSIA_GOOD_ROD_HOUSE = {
"_FuchsiaGoodRodHouseFishingGuruText",
"_FuchsiaGoodRodHouseFishingGuruReceivedGoodRodText",
"_FuchsiaGoodRodHouseFishingGuruHowAreTheFishText",
"GOOD_ROD", "EVENT_GOT_GOOD_ROD",
"_FuchsiaGoodRodHouseFishingGuruThatsSoDisappointingText"),
"GOOD_ROD", "EVENT_GOT_GOOD_ROD"),
},
}
M.FUCHSIA_GOOD_ROD_HOUSE.talk.TEXT_FUCHSIAGOODRODHOUSE_FISHING_GURU[9] =
{ "show_text", "_FuchsiaGoodRodHouseFishingGuruHowAreTheFishText" }
M.ROUTE_12_SUPER_ROD_HOUSE = {
talk = {
@@ -66,11 +55,11 @@ M.ROUTE_12_SUPER_ROD_HOUSE = {
"_Route12SuperRodHouseFishingGuruDoYouLikeToFishText",
"_Route12SuperRodHouseFishingGuruReceivedSuperRodText",
"_Route12SuperRodHouseFishingGuruTryFishingText",
"SUPER_ROD", "EVENT_GOT_SUPER_ROD",
"_Route12SuperRodHouseFishingGuruThatsDisappointingText",
"_Route12SuperRodHouseFishingGuruFishingWayOfLifeText"),
"SUPER_ROD", "EVENT_GOT_SUPER_ROD"),
},
}
M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
{ "show_text", "_Route12SuperRodHouseFishingGuruTryFishingText" }
-- -------------------------------------------------------------------
-- Pokemon Tower 5F purified zone (scripts/PokemonTower5F.asm
@@ -187,7 +176,7 @@ M.POKEMON_TOWER_6F = {
-- .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, nil, { collide = true })
ow:scriptMove(ow.player, "right", 1)
end
ow:afterBattle(result, battle)
end
@@ -904,65 +893,81 @@ local DOCK_SHIP_BLOCKS = {
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
}
-- her four hull columns bow-to-stern (upper-half / lower-half block ids)
-- and the open-water ids of the rows she sits in
local DOCK_SHIP_COLUMNS = {
{ bx = 5, top = 4, bottom = 8 },
{ bx = 6, top = 5, bottom = 9 },
{ bx = 7, top = 6, bottom = 10 },
{ bx = 8, top = 7, bottom = 11 },
}
local DOCK_WATER_TOP, DOCK_WATER_BOTTOM = 1, 13
M.VERMILION_DOCK = {
onEnter = function(game, ow)
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 unless a mod
-- explicitly permits this occupied map state. This hook surrounds
-- only the ejection decision; map-script registration and dispatch
-- stay unchanged, and the departed ship remains erased.
-- 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 occupancyAllowed = false
if Runtime.wantsHook("map.occupancy_allowed") then
local player = ow.player or {}
occupancyAllowed = Runtime.call("map.occupancy_allowed",
function() return false end, game, {
mapId = "VERMILION_DOCK",
reason = "ss_anne_departed",
gameVersion = game.save and game.save.version,
x = player.cellX,
y = player.cellY,
}) == true
end
if not occupancyAllowed then
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", 18, 29, "up")
end))
end
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", 18, 29, "up")
end))
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
-- triggers the departure (wDestinationWarpID == 1 in pokered)
-- 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")
ow:queueScript({
-- scripts/VermilionDock.asm:50 zeroes the player image index and
-- :77 freezes sprite updates, so he faces DOWN throughout (#1689)
{ "face_player_dir", "down" },
{ "wait", 120 },
{ "play_sound", "SS_Anne_Horn" },
-- scripts/VermilionDock.asm:80 .shift_columns_up
{ "ss_anne_departs" },
-- scripts/VermilionDock.asm:205 VermilionDock_EraseSSAnne
{ "play_sound", "SS_Anne_Horn" },
{ "wait", 120 },
{ "move_player", "up", 2 },
-- no keepMusic on this warp: Music_Surfing belongs to the dock's
-- cutscene, and VERMILION_CITY's own theme has to take over as the
-- player crosses in (EnterMap's PlayDefaultMusic)
{ "warp", "VERMILION_CITY", 18, 31, "up" },
{ "move_player", "up", 2 },
})
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)
-- scripts/VermilionDock.asm:182-203
local rows = {}
local function setBlock(bx, by, block)
if bx < 1 or bx > 8 then return end
rows[#rows + 1] = { "replace_block", bx, by, block }
end
rows[#rows + 1] = { "wait", 120 }
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
-- .shift_columns_up slides her tile columns west behind a mid-frame
-- rSCX split; with no split scroll here she sails one block per beat
-- and the water closes in astern (#360)
for step = 1, 8 do
for _, col in ipairs(DOCK_SHIP_COLUMNS) do
setBlock(col.bx - step, 1, col.top)
setBlock(col.bx - step, 2, col.bottom)
end
setBlock(9 - step, 1, DOCK_WATER_TOP)
setBlock(9 - step, 2, DOCK_WATER_BOTTOM)
rows[#rows + 1] = { "wait", 20 }
end
-- the second horn as she clears the dock, then EraseSSAnne's 120
-- frames before the walk out
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
rows[#rows + 1] = { "wait", 120 }
rows[#rows + 1] = { "move_player", "up", 2 }
-- no keepMusic on this warp: Music_Surfing belongs to the dock's
-- cutscene, and VERMILION_CITY's own theme has to take over as the
-- player crosses in (EnterMap's PlayDefaultMusic)
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
rows[#rows + 1] = { "move_player", "up", 2 }
ow:queueScript(rows)
end
end,
}
+6 -10
View File
@@ -359,22 +359,18 @@ M.ROUTE_16_FLY_HOUSE = {
TEXT_ROUTE16FLYHOUSE_BRUNETTE_GIRL = function(game, ow, npc, done)
local t = text(game)
if game.save.flags.EVENT_GOT_HM02 then
push(game, t._Route16FlyHouseBrunetteGirlHM02ExplanationText
or "HM02 is FLY.\nIt will take you\vback to any town.\fPut it to good\nuse!", done)
push(game, t._Route16FlyHouseBrunetteGirlHm02ExplanationText
or "HM02 is FLY!\fIt will whisk you\nback to any town!", done)
return
end
push(game, t._Route16FlyHouseBrunetteGirlText
or "Oh, you found my\nsecret retreat!", function()
or "Shh! It's a\nsecret!\fMy POKéMON's\nHM02, take it!", function()
if not require("src.inventory.Bag").add(game.save, "HM_FLY", 1) then
push(game, t._Route16FlyHouseBrunetteGirlHM02NoRoomText
or "You don't have any\nroom for this.", done)
push(game, "You don't have\nroom for HM02!", done)
return
end
game.save.flags.EVENT_GOT_HM02 = true
-- scripts/Route16FlyHouse.asm:32-35
push(game, fill(t._Route16FlyHouseBrunetteGirlReceivedHM02Text
or "{PLAYER} received\nHM02!", { player = game.save.player.name }),
done, require("src.render.TextBox").soundOpts(game, "Get_Key_Item"))
push(game, ("%s got\nHM02!"):format(game.save.player.name), done)
end)
end,
},
@@ -738,7 +734,7 @@ local function e4ExitSeal(flag, closedBlock, openBlock, dontRunText, autoFlag)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text[dontRunText] or "Don't run away!", function()
ow:scriptMove(ow.player, "up", 1, nil, { collide = true })
ow:scriptMove(ow.player, "up", 1)
end))
return true
end,
+8 -11
View File
@@ -240,7 +240,7 @@ local function stepGate(opts)
push(game, text(game)[opts.text] or opts.fallback, function()
ow.player.facing = opts.push
if not ow:checkLedgeHop(opts.push) then
ow:scriptMove(ow.player, opts.push, 1, nil, { collide = true })
ow:scriptMove(ow.player, opts.push, 1)
end
end)
return true
@@ -820,8 +820,7 @@ M.PEWTER_POKECENTER = {
-- on the west-side cells and walks you back
local function bikeGateGuard(coords, stopText, explainText)
return function(game, ow, x, y)
local bike = game.save.inventory.BICYCLE
if bike and bike ~= 0 then return false end
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
@@ -843,10 +842,10 @@ local function bikeGateGuard(coords, stopText, explainText)
-- (PlayerMovingRightScript). Without it the player was left
-- parked beside the guard's counter with no way past. #518
local function shoveRight()
ow:scriptMove(ow.player, "right", 1, nil, { collide = true })
ow:scriptMove(ow.player, "right", 1)
end
if dist > 0 then
ow:scriptMove(ow.player, "up", dist, shoveRight, { collide = true })
ow:scriptMove(ow.player, "up", dist, shoveRight)
else
shoveRight()
end
@@ -922,12 +921,10 @@ M.SS_ANNE_2F = {
{ "move_npc_to", 2, 36, onLeft and 7 or 8 }, -- 2
{ "face_object", 2, onLeft and "down" or "right" }, -- 3
{ "show_text", "_SSAnne2FRivalText" }, -- 4
-- SSAnne2FRivalText's text_asm arms SaveEndBattleTextPointers
-- (scripts/SSAnne2F.asm:199), so the line prints in battle (#1688)
{ "save_end_battle_text", "_SSAnne2FRivalDefeatedText" }, -- 5
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 6
{ "jump_if_false", 13 }, -- 7
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 8
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
{ "jump_if_false", 13 }, -- 6
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 11
+10
View File
@@ -55,6 +55,16 @@ In-game controls use the normal PortMaster / SDL pad map, rebindable under
## Notes
**GBC FX is off on this device.** The launcher exports `POKEPORT_GBCFX=0`,
which hides the GBC FX row from OPTIONS, pins the level to OFF, and clears a
level carried over in an `options.lua` from another machine. The H700's Mali
GPU is in the same class as the phone GPUs that compile that present pass and
then show a black frame (issue #136), and `love.system.getOS()` reports
`"Linux"` here, so the Android gate would not have caught it. Every other
display option — COLORS, TILT, ZOOM, VOID FILL, MAX FPS — works normally. If
your device turns out to handle the pass, launch with `POKEPORT_GBCFX=1` to
put the row back.
**PERFORMANCE defaults to LOW here.** The OPTIONS → PERFORMANCE tier defaults
to AUTO, which reads this device as an ARM Linux handheld and resolves to
**LOW**: the 3D tilt and survey zoom stay off and the frame rate is capped,
+9 -27
View File
@@ -24,7 +24,7 @@ The short version, for an author deciding what to write:
merged.** The write is taken, dropped, and named once per mod in the same
error feed the mod manager shows -- in both directions, so a Red boot writing
to `decorations` is told exactly as a Gold boot writing to `map_scripts` is.
- **40 event names and 44 hook names have a call site in both generations**, so
- **40 event names and 43 hook names have a call site in both generations**, so
one subscription serves both games. `tests/engine/gate_gen2_mod_api.lua`
reads those names back out of the source and fails if a site is renamed or
deleted on either side, and fails again if a new shared site appears without
@@ -55,10 +55,10 @@ The short version, for an author deciding what to write:
```
`games` is an optional array of version ids (`"red"`, `"blue"`, `"yellow"`,
`"gold"`, `"silver"`, `"crystal"`), generations (`"gen1"`, `"gen2"`,
case-insensitive) or `"all"`. `src/mods/ModTargets.lua` resolves the tokens off
`GameVersion.ORDER` and `GameVersion.generation`, so nothing anywhere restates
the game list. `"gen2"` now expands to Gold, Silver and Crystal.
`"gold"`, `"silver"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or
`"all"`. `src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER`
and `GameVersion.generation`, so nothing anywhere restates the game list.
`"gen2"` now expands to both Gold and Silver.
`Manifest.validate` stores the resolved, ORDER-sorted ids on `manifest.games`
and **derives** `manifest.gen2compat` from them, which is the one field the
loader's gate reads.
@@ -469,11 +469,8 @@ is warned once per name and the rest of the list still runs. The engine's own
Gen 1 verbs are **not** seeded on Gold: a row-list verb handed Gold's ctx would
find no runner on it, so `data.commands` under Gen 2 is the mod verbs alone.
**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`,
`mod.developer`, exports.** Generation-agnostic; nothing to adapt.
`mod.developer` is the same fixed boot-time boolean on both generations and is
available while the entry chunk runs. Gold does not gain Gen 1's developer
console or F5 hot-reload hotkey; the field reports the loader's mode only.
**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`, exports.**
Generation-agnostic; nothing to adapt.
**`mod.world`.** Same method set, resolved against Gold's world
(`src/world/gen2/WorldAPI.lua`). Two differences show through and are
@@ -542,8 +539,7 @@ gains a field instead of the name gaining a prefix.
`battle.damage_dealt`, `battle.fainted`, `battle.status_inflicted`,
`battle.battler_switched`, `battle.ball_thrown`, `battle.exp_gained`,
`pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`,
`battle.crit`, `battle.accuracy`, `battle.charge_required`,
`battle.turn_order`,
`battle.crit`, `battle.accuracy`, `battle.turn_order`,
`battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`,
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`,
`battle.catch_exp`, `battle.bottom_ui_visible`,
@@ -553,17 +549,6 @@ gains a field instead of the name gaining a prefix.
screen has no `.data` field, so the Gen 2 site **adds** `ctx.data` beside the
Gen 1 keys. A mod that calls `nextFn` is unaffected; one that reaches through
`ctx.battle.data` instead gets nil on Gold.
`battle.exp_award`'s `ctx.applyShare(mon, split, announce)` reads its third
argument on both generations: truthy prints the mon's GainedText, falsy pays
it silently, so one mod source can print a single summary line for a
party-wide award instead of a box per recipient. Gold honours it **only when
it is passed**, by argument count -- `applyShare(mon, split)` was written
against a seam that always announced on Gold and keeps announcing there,
while `applyShare(mon, split, nil)` is silent on both. Pass the argument
explicitly and the two generations agree; omit it and Gen 1 stays silent
where Gold speaks. Only the line is affected: the exp, the stat exp,
`battle.exp_gained`, the level-up line, learned moves and the forget prompt
happen either way.
- *The catch and the evolution:* `pokemon.caught`, `pokemon.evolved`; hook
`evolution.check`. `src/ui/gen2/BattleState.lua:pushCaught` emits
`pokemon.caught` once the mon is in the party or the box, and
@@ -576,7 +561,7 @@ gains a field instead of the name gaining a prefix.
at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it
-- the logic tick before the pad is read, a pointer the touch overlay gets
first refusal on, the palette zone list handed to the present pass, the
composed frame before ShaderFX, the letterbox, and the finished playfield rect
composed frame before GBCFX, the letterbox, and the finished playfield rect
-- and carries the same payload.
`render.hud`'s `gameX` / `gameY` really is where Gold's dialogue boxes and
menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale`
@@ -786,9 +771,6 @@ name and the existing payload, plus fields where Gen 2 genuinely carries more
The list is much shorter than it was. What is outstanding, in descending value:
- `battle.field_residual`: the first guarded call site is in Gen 1 end-of-round
processing. Gold already has a native weather/between-turn pipeline but does
not yet expose the shared data-only descriptor hook.
- `trainer.before_battle`: Gold constructs and pushes its trainer battle in
`src/world/gen2/World.lua:startBattle`, which does not yet expose a deferred
preparation boundary or a battle-local player-party view. Gen 1 mods can use
+10 -373
View File
@@ -122,40 +122,21 @@ Each object requires a stable `id`, a display `name`, a destination `file`
digests. `format` is either `"raw"` (the default) or `"n64"`. An optional
`description` gives players dump or region guidance in the import panel.
`size` declares the exact canonical byte length; `max_size` declares a smaller
per-import ceiling when an exact size is not appropriate. The engine hard limit
is 2 GiB. Imports above 128 MiB receive an explicit free-space confirmation and
use the launcher's streaming large-file path rather than being materialized as
one Lua string.
per-import ceiling when an exact size is not appropriate. Every import also
has an engine-enforced 128 MiB ceiling and is rejected before hashing when its
filesystem reports an invalid size.
For `"n64"`, the launcher recognizes `.z64`, `.v64`, and `.n64` byte orders,
strips a recognized 512-byte copier header, converts the bytes to canonical
big-endian `.z64` order, and then checks MD5. The canonical bytes are written
to `mods/<mod-id>/baseroms/<file>`. Each selection is a private grant to that
mod: the launcher never scans or copies another mod's imported files merely
because its manifest names the same digest. Small sources can still be read
with the existing scoped `mod:read` API, for example
`mod:read("baseroms/stadium2.z64")`. For large sources, prefer the bounded
`mod.imports` facade described below; no host path or new general filesystem
because its manifest names the same digest. Mods read the result with their existing scoped `mod:read` API, for
example `mod:read("baseroms/stadium2.z64")`; no host path or new filesystem
permission is exposed. Missing `required_imports` block the mod before its
entry chunk runs; missing `optional_imports` remain visible in the same
launcher panel but do not block loading.
#### Bounded access to validated imports
A loaded mod can address only ids declared by its own `required_imports` or
`optional_imports` arrays:
```lua
local info, err = mod.imports:info("stadium2")
local header, err = mod.imports:read("stadium2", 0, 4096)
```
`read` uses zero-based offsets and is capped at 8 MiB per call. The engine
rechecks the stored import before exposing it, seeks into the engine-owned
copy, and never gives the mod a host path or file handle. This is intended for
large source formats whose table/index can be parsed with small reads before
selectively reading the payloads a transform actually needs.
MD5 here identifies a known dump because ROM databases commonly publish it;
it is not a security or authenticity guarantee. Do not paste the SHA-1 used by
Gen1Recomp's own game-ROM importer into an import's `md5` field. Mod archives
@@ -200,60 +181,6 @@ the adapter's own coverage table:
python3 tools/modkit.py gen2check mods/my_mod
```
## Imported version datasets
A mod can inspect semantic content from another game the player has already
imported without switching the active game or reaching into engine cache
internals:
```lua
local gold, reason = mod.datasets:open("gold")
if not gold then
-- reason is "unknown_version", "not_imported", or "invalid_cache"
return
end
local chikorita = gold.content.pokemon:get("CHIKORITA")
local normalVsGhost = gold.content.type_chart:get("NORMAL>GHOST")
local spritePath = gold.assets:path(chikorita.spriteFront)
for id, record in gold.content.pokemon:each() do
-- ids are returned in deterministic lexical order
end
```
`view.version` and `view.generation` identify the selected dataset.
`view.content` exposes the same registry names, aliases, generation routing,
and data-only record shapes as `mod.content`, but only `get`, `has`, and
`each`. Returned records are detached copies and cannot mutate either dataset.
Every generated base record passes the selected generation's existing public
schema before it is returned; extractor metadata beside record maps stays out
of the registry id space and is reserved against `register`, `override`,
`patch`, and `remove` writes through the active registry. A malformed record
makes `get` return nil, `has`
return false, and `each` return no rows, and invalidates that dataset view.
Records containing functions, userdata, threads, metatables, or cycles are not
exposed. Each open call receives an independent facade, so one mod cannot
replace another mod view method. Canonical boot shaping is included, such as
Gen 1 defaults and Yellow corrections, and Gold's Foresight matchup rows and
derived `held_items`.
`open` checks the completion marker, exact version-specific file inventory,
source/cache boundary, and file-size bounds without reading or decoding the
semantic modules. A root is read, bounded-decoded, normalized, and cached only
when a content operation first needs it. Each later view operation rechecks
readiness and the source bytes behind already cached roots; unchanged roots are
not decoded again. Missing, partial, and stale imports return
`nil, "not_imported"`. Malformed syntax, a resource-limit violation, or a
record that fails the public schema is discovered on first root access and
fails that operation closed; a later `open` against the same source returns
`nil, "invalid_cache"`. Generated modules use a bounded literal-only grammar
and are never executed. No raw ROM bytes or generated source are exposed.
`view.assets:path(relative)` and
`view.assets:info(relative)` accept only `assets/generated/...` paths and
keep them under the selected version cache prefix. The API never changes
`mod.game`, the active `Data` table, `GameVersion`, or cache mount state.
## Editing maps in Tiled
Maps are data, not assets, so they can be authored in a real map editor and
@@ -282,66 +209,6 @@ optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
read-only snapshots; mods choose which layers to render. Red and Gold expose
the same contract while applying their own object and event visibility rules.
### Active Gen 1 block checks
Red, Blue, and Yellow expose
`mod.world:activeBlockAt(mapId, blockX, blockY)`. It returns the numeric block
ID at one zero-based block coordinate only when `mapId` is the active map.
The value is a scalar snapshot: changing it cannot change the map. This lets a
mod compare a small runtime map signature before it applies a lawful authored
replacement, without reading the mutable map or ROM cache through engine
internals.
The method fails closed. Before an overworld exists it returns
`nil, "no overworld"`; for a different active map it returns
`nil, "map is not active"`; non-numeric, non-finite, or fractional coordinates
return `nil, "invalid block coordinates"`; and negative or out-of-range
coordinates return `nil, "block coordinates out of bounds"`. An unavailable
or malformed active block returns `nil, "block unavailable"`. The caller must
require every expected cell to match before changing presentation. This method
is Gen 1-only; Gold callers receive no parity promise for it.
The same unavailable result covers missing or sparse active block storage and
an accessor result that does not match its validated active block slot.
### Conditional map occupancy
`map.occupancy_allowed` is a narrow Gen 1 hook around a map script's vanilla
decision to eject the player from an otherwise valid loaded map. Its first
call site is the post-departure `VERMILION_DOCK` branch. The ship has already
been erased when the hook runs, and the hook does not replace or suppress any
base or peer map handler.
The wrapper receives `(next, game, context)`. The dock context is a copied
`{ mapId = "VERMILION_DOCK", reason = "ss_anne_departed", gameVersion, x, y }`
record. Vanilla returns `false`. Return exactly `true` to allow the player to
remain; every other value denies occupancy and preserves the normal message
and warp. A composable wrapper calls downstream first and only adds its own
permission:
```lua
mod.hooks:wrap("map.occupancy_allowed", function(next, game, ctx)
local allowed = next(game, ctx)
local mine = ctx.mapId == "VERMILION_DOCK"
and ctx.reason == "ss_anne_departed"
and myPublicEligibilityCheck(game)
return allowed == true or mine == true
end)
```
With no wrapper, the hook allocates no context and vanilla behavior is
unchanged. A throwing wrapper is isolated by the normal hook bus. A nil,
string, number, table, or other malformed final answer fails closed. Disabling
or uninstalling the permitting mod therefore restores vanilla ejection without
changing the S.S. Anne story flag or restoring the ship.
Normal hook-chain ownership applies: a wrapper that does not call `next`
intentionally owns the final answer and does not run lower-priority wrappers.
Permission wrappers must call `next` as shown above to compose. A noncompliant
wrapper that returns false without calling `next` safely denies occupancy and
can suppress downstream permission by this standard rule. A malformed answer
also fails closed and cannot force occupancy.
## Party ordering
Companion UIs and alternate party screens can call
@@ -379,80 +246,6 @@ Red exposes FLY separately because it requires a destination picker:
and `mod.world:flyTo(mapId)` accepts only a visited destination from the native
Fly town list. Gold does not expose these two methods yet.
## Self-driven world actors
`mod.world:spawnNpc()` returns a handle whose `scriptMove` queues onto the
overworld's scripted-movement list. A non-empty list is how the overworld
knows a cutscene is running, so it gates player input for as long as the
actor walks -- right for Oak marching to his lab, wrong for an actor that
moves on its own schedule (a networked player's ghost, an ambient walker).
Five handle methods drive one without that lockout:
```lua
local ghost = mod.world:spawnNpc({ map = "ROUTE_1", x = 5, y = 7,
sprite = "SPRITE_RED" })
if ghost:canStep("up") then ghost:stepNow("up") end -- one tile, now
if not ghost:isMoving() then ghost:placeAt(9, 3, "down") end -- snap, no walk
ghost:setPassable(true) -- walk-through
```
`stepNow(dir)` sets the same per-tile state `scriptMove` does, minus the
queue. It deliberately does **not** check collision: a caller replaying a
move that was already decided elsewhere (validated on a peer's machine, or
authored) would let the two copies disagree about where the actor is if this
re-judged it. Ask `canStep(dir)` first when you do want the map's opinion.
`placeAt(x, y, facing)` snaps with no animation and clears any step in
flight, for a warp arrival or a resync too far gone to walk off.
`isMoving()` lets a driver pace itself instead of stomping a move already
running. `setPassable(flag)` is the flag `Collision.occupied` skips (the
engine's own user is Yellow's companion Pikachu); a passable object still
draws and can still be talked to.
An object spawned this way carries no `TEXT_*` id, so the vanilla talk path
has nothing to say for it. The **`world.talk`** hook is the A press on an
object, raised before the map's text tables get it:
```lua
mod.hooks:wrap("world.talk", function(next, ow, target)
if mine(target) then
say(target) -- the mod answers for an object it owns
return -- ...by not calling next()
end
return next(ow, target) -- everything else falls through unchanged
end)
```
With no subscriber the A press reaches `talkTo` exactly as before. An object
mid-step raises no hook, matching the vanilla gate.
## Adopting an already-paired link session
`LinkState.newFromSession(game, transport, mode, isHost, opts)` starts a link
session on a transport that is *already* paired, skipping the address/code
entry UI while keeping the hello and fingerprint compatibility exchange
intact. `transport` is anything `Session` accepts, which is what lets a mode
tunnel a battle through its own connection rather than opening a second one.
When the battle finishes, **`link.battle_ended`** reports the outcome:
```lua
mod.events:on("link.battle_ended", function(ev)
-- ev = { result, myParty, theirParty, peerName, role }
end)
```
The party copies are the point. Cable rules leave the real party untouched,
so a mode built on link battles -- a tournament ladder, a battle royale --
has no other way to learn what the fight cost, and by the time the state
unwinds the battle object is gone. `role` is `"host"` or `"guest"`.
Two smaller pieces support the same shape of mode. `Game:startNewGame(opts)`
is the title screen's NEW GAME closure made callable, with `opts.intro =
false` to land straight in the world -- a mode that hands out its own starting
state has no use for Oak's speech. `CodeEntry.new` takes an optional
`{ length = , charset = }`, so the slot-scrub widget that enters a link code
can also carry a room code or an address.
## Read-only battle snapshots
`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
@@ -505,65 +298,6 @@ Menu choices and moves use the same engine methods as the native controls;
their mutable logic. Tutorial, link, forced, stale, and covered battle states
refuse core intents. Use `mod.input` for ordinary text advance.
## Battle rule hooks
Two decisions the OPTION screen and the cart make for the player, which a game
mode can make instead (RFC 0015). Neither writes the player's saved
preference, so a mode can hold a rule for as long as it is active and hand the
player's own setting back untouched.
`battle.style` wraps the SHIFT/SET read at the moment the foe's Pokémon faints
and the engine would offer a free switch:
```lua
mod.hooks:wrap("battle.style", function(next, battle)
if myMode.active then return "set" end -- no "will you change POKéMON?"
return next(battle) -- the OPTION row, as today
end)
```
Return `"set"` or `"shift"`; anything else reads as the vanilla answer.
`catch.nickname` wraps the `AskName` prompt after a capture (party or box),
the same question `pokemon.before_give`'s `gift.nickname` already answers for
script gifts:
```lua
mod.hooks:wrap("catch.nickname", function(next, mon, ctx)
-- ctx = { battle = <BattleState>, name = <display name>, game = <Game> }
if myMode.active then return false end -- keep the species name
if myNames then return myNames[mon.species] end -- a string names it, no prompt
return next(mon, ctx) -- true: ask, as today
end)
```
`false` keeps the species name with no prompt. A string is the nickname with
no prompt, clipped to the naming grid's ten characters (an empty string names
nothing). Anything else queues the prompt.
## Party-full custody at a catch
When a capture lands on a full party, the cart deposits the mon in storage
without a question. `catch.party_full` (RFC 0018) lets a mode stand in front
of `SendNewMonToBox` and take custody instead:
```lua
mod.hooks:wrap("catch.party_full", function(next, ctx)
-- ctx = { battle = <BattleState>, mon = <Pokemon>, name = <display name>,
-- game = <Game> }
if myMode.active then
takeCustody(ctx.mon) -- the mon is the mod's problem now
return true -- nothing is deposited
end
return next(ctx) -- false: deposit, as today
end)
```
A truthy return skips the box entirely -- the mon is neither in the party nor
in any box, and `pokemon.caught` reports `destination = "mod"` so the mode can
find its own custody again. Anything falsy deposits as always, "But every BOX
is full!" included.
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it
@@ -707,28 +441,6 @@ default** (1x front, 2x back).
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.
## Installation-scoped generated cache
Generated data derived from a validated user source often belongs to the mod
installation rather than to one Pokémon save. `mod.cache` is that namespace:
```lua
local ok, err = mod.cache:write("extract/v1/arena.bin", encodedArena)
local bytes, err = mod.cache:read("extract/v1/arena.bin")
local info = mod.cache:info("extract/v1/arena.bin")
mod.cache:delete("extract/v1/arena.bin")
```
The physical root is engine-owned (`mod_cache/<mod-id>/`) and never exposed to
the mod. Keys are safe relative paths and a single write is capped at 64 MiB.
The cache does not rewind with checkpoints and is not scoped to game version,
slot, or playthrough. The mod owns its generated format, fingerprints, rebuild
policy, and completion marker; the engine treats the bytes as opaque data.
Use `mod.storage` instead when the data belongs to one playthrough. Use
`mod.cache` when it is a reproducible installation artifact that can be rebuilt
from a declared user source.
## Durable tool storage and runtime checkpoints
`mod.save` remains the right place for state that should travel with the next
@@ -921,51 +633,17 @@ the selected indices. Mods remain responsible for selection policy and should
use only public `mod.ui`, hook, and save APIs. See RFC 0010 for the exact
contract and compatibility guarantees.
Both battle engines expose the guarded `battle.charge_required` hook when a
charge-capable move is selected for its initial turn and the active ruleset
would otherwise charge it. The wrapper receives `(next, ctx)`, where `ctx` is
`{ battle, user, target, move, charge = true, isCalled }`. Return `false` to
skip only that initial charge and continue through the ordinary move pipeline;
call `next(ctx)` to keep it. The hook does not run for the release turn or when
the active ruleset already skips charging (for example, Gold Solarbeam in
sun). PP use, accuracy, damage, animation, and secondary effects remain owned
by the engine. With no subscriber, the vanilla decision runs without building
the hook context.
## Developer console
On a Gen 1 boot, developer mode unlocks the in-game console and hot-reload
hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass `--developer`
on the command line:
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
```
The mod loader independently derives a matching boolean for every sandboxed
entry chunk as `mod.developer`. It is available while the entry file is
loading, so a mod can keep diagnostic commands, screens, and verbose tracing
out of player builds:
```lua
if mod.developer then
mod.commands:register("my_mod:diagnostics", function(ctx)
-- open or print this mod's diagnostic view
end)
end
```
`mod.developer` is a plain boolean snapshot for this boot. It grants no
permission and exposes neither the process environment nor the loader. In a
normal player boot it is `false`; `POKEPORT_DEV=1` and `--developer` make it
`true`. On Gen 1 those inputs separately enable the console and hot-reload
hotkeys. The headless loader's `opts.dev` test seam changes only the loader
signal and diagnostics; it does not enable the game's console or hot reload.
Gold exposes the same `mod.developer` boolean but does not implement the Gen 1
console or hotkeys. Use a mod option for player-facing feature toggles rather
than treating developer mode as configuration.
While developer mode is active on Gen 1:
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.
@@ -1076,7 +754,7 @@ contract, so a mod does not need a desktop-specific rendering path.
`render.output_enabled` and `render.output` are the later, whole-window seam
for mods that need the engine's normal composite rather than its separate
layers. It runs after registered present pipelines and before ShaderFX,
layers. It runs after registered present pipelines and before GBCFX,
`render.hud`, and touch controls. A mod wraps both hooks: the first returns
`true` only while output ownership is needed, and the second receives
`(next, ctx)` with `canvas`, `width`, `height`, `gameX`, `gameY`, `gameWidth`,
@@ -1127,47 +805,6 @@ which stay unconditional and are never visible to a subscriber.
Developer mode also arms the mod loader's dev tripwire, which flags mods
that reach outside their permission set.
## Battle field residual hook
`battle.field_residual` lets a Gen 1 battle-rule mod request end-of-round
damage without mutating live battlers. It is guarded and runs after vanilla
status residuals, before field-token expiry and `battle.turn_ended`. The
wrapper receives `(next, context)`, calls `next(context)` for the existing
descriptor list, and appends data-only rows:
```lua
mod.hooks:wrap("battle.field_residual", function(next, context)
local rows = next(context)
rows[#rows + 1] = {
side = "enemy", amount = 7,
message = context.battlers.enemy.name .. " is buffeted!",
}
return rows
end)
```
`context.field` is a detached, data-only view with the same
`{ weather, tokens }` shape that battle checkpoints capture; it does not expose
`field.sides` or any live battler aliases. The projection recursively retains
raw tables and finite numbers, strings, and booleans under scalar keys. It
strips metatables and omits functions, userdata, threads, unsupported keys, and
cyclic edges. Consequently a wrapper cannot obtain or invoke an engine callback
even if a live field token uses one internally, and changing any nested view
value cannot change live field state. `context.battlers.player` and `.enemy` are
detached `{ side, name, hp, maxHp, types, vanished }` views, and `context.turn`
is the current turn number. A descriptor accepts `side`
(`player` or `enemy`), a positive, finite integer number `amount`, and an
optional string `message`.
Numeric strings and invalid rows are ignored; damage is clamped to current HP.
The engine retains HP-bar, faint, experience, and replacement authority. If
both active battlers take terminal residual damage together and the player has
no healthy reserve, this hook batch queues only the player faint authority and
resolves as a blackout loss without an enemy-faint EXP award or replacement.
That precedence is local to accepted rows from this hook; native faint paths
are unchanged when no hook is active. Hook callbacks remain process-local;
checkpoints serialize only field data. Gold does not yet raise this hook; its
native weather pipeline is documented in `docs/mod-api-gen2-compat.md`.
## Process-lifecycle hooks
These exist so a platform-specific launcher integration (a native shell
+1 -50
View File
@@ -342,7 +342,6 @@ accepted and merged as-is.
| `source` | string |
| `swarmGrass` | map of string -> {map?, rates, slots} |
| `swarmWater` | map of string -> {map?, rate, slots} |
| `timeFishGroups` | map of string | integer 0..255 -> {day, nite} |
| `treeSets` | map of string -> {common, rare} |
| `trees` | map of string -> string |
| `water` | map of string -> {map?, rate, slots} |
@@ -510,26 +509,6 @@ mod.content.item_effects:register("MOON_FLUTE", { use = fn, field = true })
mod.content.items:patch("POTION", { price = 100 })
```
### On Gold (Gen 2)
- semantics: `record`
- target: `Data.items`
The record differs; the registry name, the verbs and the id space
do not.
| field | type | required |
|---|---|---|
| `ball` | balls id | no |
| `effect` | item_effects id | no |
| `id` | string | yes |
| `index` | integer 0..255 | no |
| `machine` | {kind, move, number} | no |
| `name` | string | yes |
| `needsTarget` | boolean | no |
| `price` | integer >= 0 | yes |
| `tossable` | boolean | no |
## landmarks
- semantics: `record`
@@ -619,7 +598,7 @@ mod.content.map_songs:override("PALLET_TOWN", "Music_Routes1")
| `id` | string | yes |
| `index` | integer >= 0 | no |
| `label` | string | no |
| `objects` | list of {pokemon?, ...} | no |
| `objects` | list of any value | no |
| `palette` | string | no |
| `signs` | list of any value | no |
| `tileset` | tilesets id | yes |
@@ -694,34 +673,6 @@ mod.content.move_effects:register("DRAIN_PP_EFFECT", { kind = "primary", run = f
mod.content.moves:patch("BLIZZARD", { accuracy = 70 })
```
### On Gold (Gen 2)
- semantics: `record`
- target: `Data.moves`
The record differs; the registry name, the verbs and the id space
do not.
| field | type | required |
|---|---|---|
| `accuracy` | integer 0..100 | yes |
| `anim` | any value | no |
| `category` | one of "physical" | "special" | "status" | no |
| `chargeText` | string | no |
| `counterable` | boolean | no |
| `effect` | move_effects id | yes |
| `fixedDamage` | integer >= 1 | function | no |
| `highCrit` | boolean | no |
| `id` | string | yes |
| `index` | integer 0..255 | no |
| `multiHit` | integer >= 1 | list of integer >= 1 | no |
| `name` | string | yes |
| `power` | integer 0..255 | yes |
| `pp` | integer 0..64 | yes |
| `priority` | integer -7..7 | no |
| `semiInvulnerable` | boolean | no |
| `type` | type_chart id | yes |
## music
- semantics: `record`
-5
View File
@@ -14,14 +14,9 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
* **Screen position setting** (center, upper, top) shared across all games, for clamp-on controllers that cover the lower screen
* **Touch skins** in RetroArch overlay format and Delta `.deltaskin` (including PDF-wrapped bezel art), with per-button press states and Super Game Boy borders
* **Pokédex diploma and printer image exports**
* **Shareable mod lists** over save sync, optionally carrying the options set for those mods, which the receiving device is asked about before anything is changed
* **Custom carts**, a named mod set saved from the mods tab and picked from a game's page, with its own shell colour, label art, save slots and export file
* **Install required mods**, one press on a cart that will not start, fetching every pinned mod at the pinned version and refusing any archive whose hash is not the one the cart recorded
* **Browse carts in Find mods**, a Mods / Carts switch on the same community index, searched and filtered by base game, installing the cart file straight into that game's cart list
## Gen 2 Specifics
* **Pokémon Silver** as an importable, launcher-selectable version alongside Gold
* **Pokémon Crystal** as an importable, launcher-selectable version alongside Gold and Silver
* **Mod manager** with Gen 1 mod adapters, per-game targeting, and `modkit gen2check`
* **Followers** for mods, plus Gen 2-only registries and hooks
+2 -3
View File
@@ -176,7 +176,7 @@ something the filesystem encodes.
| token | means |
| --- | --- |
| `"red"`, `"blue"`, `"yellow"`, `"gold"`, `"silver"`, `"crystal"` | that one game (a version id from `GameVersion.ORDER`) |
| `"red"`, `"blue"`, `"yellow"`, `"gold"`, `"silver"` | that one game (a version id from `GameVersion.ORDER`) |
| `"gen1"`, `"gen2"` | every game of that generation (case-insensitive; `"gen 2"` also parses) |
| `"all"` | every game this engine has |
@@ -768,8 +768,7 @@ the same:
So: read the log for coverage problems, and the manager for load problems.
`POKEPORT_IDENTITY=<name>` sandboxes the save directory if you want a clean
profile to test in. `POKEPORT_DEV=1` makes `mod.developer` true for loader-gated
diagnostics; Gold does not add Gen 1's console or `F5` hot reload.
profile to test in, and `POKEPORT_DEV=1` adds the console and `F5` hot reload.
## What this guide does not promise
@@ -1,141 +0,0 @@
# RFC 0008 — Streamed mod imports and installation-scoped generated cache
## Motivation
`required_imports`/`optional_imports` can now describe files up to 2 GiB, but
the existing launcher and public mod API still assume imported bytes are small:
* the Windows desktop picker stages a selected required import through a fixed
`%TEMP%/pokeport_required_import.bin` path before validation;
* the fallback import path materializes the selected file as one Lua string;
* after validation a mod can only use `mod:read("baseroms/...")`, which also
materializes the whole file;
* `mod.storage` is intentionally scoped to one Pokémon playthrough, so it is
not an appropriate home for a one-time generated asset cache shared by every
save using the same installed mod.
This makes optical-disc-sized user sources impractical even though the manifest
schema already accepts them. A failed temporary staging copy can also turn a
valid large source into a smaller temporary file and produce a misleading
"wrong file size" rejection.
A mod should be able to consume its own already-validated source incrementally
and compile derived runtime data once, without receiving a host path or general
filesystem access.
## Decision being extended
This extends the same legal/sandbox direction as **D11 asset transforms**
(`src/mods/AssetTransform.lua`): mods distribute recipes and derive bytes from
user-owned sources rather than shipping ROM-derived data. It also follows the
**D14 parity-gate** contract referenced by `tests/harness.lua` and
`tests/engine/gate_meta_coverage.lua` (the `21-testing-and-ci` plan): additive
extension points ship public-API coverage, no-mod parity coverage, and docs in
the same change.
The historical D11 plan document is referenced by source comments but is not
present in the current repository tree; this RFC is the checked-in design
record for the new surface.
## Exact API delta
No manifest field changes. Existing `required_imports` and `optional_imports`
remain the declaration/validation authority.
Two additive facades are added to the `mod` object.
### `mod.imports`
```lua
local info, err = mod.imports:info("source_id")
local bytes, err = mod.imports:read("source_id", offset, length)
```
* `source_id` must name an import declared by the calling mod.
* the import is rechecked through `RequiredImports.validateStored` before it is
exposed, so missing, replaced, or invalid optional imports are not readable;
* `offset` and `length` are zero-based byte coordinates;
* one read is capped at 8 MiB;
* no host path or file handle is returned;
* production reads seek into the engine-owned stored copy instead of reading
the whole source.
`info()` returns declaration metadata plus stored size. It does not expose a
host path.
### `mod.cache`
```lua
mod.cache:write("extract/v1/model.bin", bytes)
local bytes = mod.cache:read("extract/v1/model.bin")
local info = mod.cache:info("extract/v1/model.bin")
mod.cache:delete("extract/v1/model.bin")
```
The cache is rooted at `mod_cache/<mod-id>/`, follows the engine persistence
backend, and is independent of game version, launcher slot, and playthrough.
Paths are checked with `SafePath`; `..`, absolute paths, drive paths, and other
escapes remain unavailable. A single cache write is capped at 64 MiB so large
generated datasets are naturally split into independently replaceable files.
The engine does not interpret cache bytes. Mods own generated-format versioning,
fingerprints, transactional completion markers, and rebuild policy.
## Launcher/import transport delta
For large raw required imports:
1. desktop pickers return the original selected path instead of staging it
through a fixed temporary file;
2. the engine opens that source itself;
3. bytes are copied directly to the existing engine-owned
`mods/<id>/baseroms/<file>` destination in 4 MiB chunks;
4. MD5 is updated incrementally during the copy;
5. the normal size/MD5 validation receipt is written only after the complete
destination passes validation;
6. partial destinations are removed on short reads, write failure, size
mismatch, or digest mismatch.
N64 imports stay on the existing canonicalization path because byte-order and
copier-header normalization require transformation rather than a raw copy.
If a validation receipt for an already-stored large raw import is missing, the
engine rebuilds it with streaming MD5 rather than a whole-file read.
## Backward compatibility / migration
**Existing mods do nothing.** This is additive.
* manifest v1/v2 fields are unchanged;
* `mod:read`, `mod.storage`, registries, events, hooks, and legacy compatibility
retain their existing behavior;
* small required imports retain the existing in-memory validation path;
* N64 imports retain canonicalization and existing accepted byte orders;
* a mod that never touches `mod.imports` or `mod.cache` creates no new cache
files and observes no new behavior.
The mod API integer is not bumped because no existing member changes meaning or
shape.
## Security and legal posture
The launcher remains the authority that validates user-supplied bytes. The new
facade narrows access rather than widening it: a mod can read only ids declared
in its own manifest, only after validation, and only in bounded ranges. It does
not receive host paths, `io`, or a raw filesystem handle.
`mod.cache` is writable only beneath the calling mod's generated-cache root.
Nothing in this RFC permits packaged ROM-derived bytes; `modkit lint/pack`
continue to enforce the existing legal posture.
## Parity guarantee
The change ships with:
* a no-mod/API-v1 parity test proving an empty load and an existing v1-style
`mod:read` load do not create cache data or change the old surface;
* a public mod-API test that reaches `mod.imports` and `mod.cache` through a
real `Loader` load, including bounded reads, undeclared/missing imports,
cache isolation, and traversal rejection;
* incremental MD5 vectors and a large-import streaming regression test;
* the existing engine suite, required-import suite, and mod lint gates.
-92
View File
@@ -1,92 +0,0 @@
# RFC 0011: Charge-required battle hook
## Status
Proposed.
## Motivation
A battle-mechanics mod can change damage through `battle.damage` and register
move effects, but it cannot conditionally skip the first turn of an existing
charge move. In Gen 1, the engine decides and stores the charge continuation
before any public effect callback can run. Reaching into `user.charging`,
`user.chargeReady`, or generation-specific volatile state is private,
checkpoint-fragile, and would require a mod to duplicate move-pipeline policy.
Weather is the immediate example: a portable sun rule needs Solarbeam to
resolve on selection while leaving Fly, Dig, PP use, hit resolution, animation,
and secondary effects to the engine. The capability is generic and useful to
other ruleset and move-mechanics mods.
## Decision and plan extended
This implements **D-AT-002: charge-stage policy remains mod authority through a
generic guarded engine decision seam**. The consuming design is tracked in the
Adaptive Trainers implementation plan,
[`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md),
Task 8. The delta follows the additive, guarded hook convention documented by
Route B in `CONTRIBUTING-mods.md`; it contains no weather, move-id, trainer, or
Adaptive Trainers policy.
## Exact API delta
Both the Gen 1 and Gen 2 battle engines add this guarded hook:
```lua
mod.hooks:wrap("battle.charge_required", function(next, ctx)
-- ctx = {
-- battle = live battle controller,
-- user = attacking battler,
-- target = defending battler,
-- move = merged move record,
-- charge = true,
-- isCalled = false,
-- }
if should_resolve_now(ctx) then return false end
return next(ctx)
end)
```
The call site is the initial-use charge decision, after announcement and PP
handling but before charge state, invulnerability, charge animation, or charge
text is created. It runs only when the active engine rules would otherwise
require a charge. It does not run on the release turn. Returning exactly
`false` skips that initial charge and continues through the engine-owned move
pipeline. Any other downstream return preserves the charge. `isCalled` is true
when Metronome or Mirror Move selected the move.
Gold keeps its native sun decision first, so Solarbeam in native sun already
requires no charge and does not invoke the hook. Gen 1 link battles use the
shared Gen 1 move pipeline and therefore receive the same seam; normal link
mod-compatibility rules continue to govern deterministic peers.
The hot path first calls `Runtime.wantsHook("battle.charge_required")`. With no
subscriber, no hook payload table is allocated and the existing branch runs
unchanged.
## Migration and compatibility
Existing mods change nothing. The hook name and payload are additive. With no
wrapper installed, Red, Blue, Yellow, Gold, and Silver retain their previous
charge state, PP use, text, animation, accuracy, damage, and native weather
behavior. Existing charge-move data and effect records require no migration.
A mod adopting the seam should call `next(ctx)` unless it deliberately wants to
skip this charge. It should not mutate private charge fields or re-run the move.
## Verification
- `tests/engine/battle_charge_required.lua` exercises the real Gen 1 and Gen 2
engines through a sandboxed public mod, including false-to-skip, next-to-keep,
release-turn behavior, called-move PP semantics, shared payload shape, and
native Gold sun behavior.
- The same test proves no-mod charge/release parity and replaces
`Runtime.call` with a sentinel behind a false `Runtime.wantsHook` guard.
- `tests/engine/gate_hooks.lua` discovers the new catalog name and proves empty
chains preserve vanilla values and allocation behavior.
- `tests/engine/gate_gen2_mod_api.lua` requires a guarded site in both
generations and keeps the compatibility reference list complete.
## Deprecation etiquette
Nothing is removed, renamed, superseded, or deprecated.
-140
View File
@@ -1,140 +0,0 @@
# RFC 0012: `applyShare`'s announce argument on Gen 2
## Status
Proposed.
## Motivation
`battle.exp_award` hands a mod `ctx.applyShare(mon, split, announce)` on both
generations. On Gen 1 the third argument decides whether the mon's GainedText
box is printed (`src/battle/BattleState.lua`, `if announce then`), which is how
a mod that pays the whole party prints **one** summary line instead of a box
per recipient.
Gold accepts the argument and ignores it, as its own comment above the hook
call says. So the same mod source, running the same code, prints one line on
Red and six on Gold — one for the participant plus one for every bench mon it
paid.
This is not hypothetical. The [Exp Share](https://github.com/ShaneMcGovernIE/exp_share)
mod declares `"games": ["gen1", "gen2"]` and its description promises "a single
shared-exp line instead of one message per Pokemon". It passes `true` for the
fighters and `nil` for the bench, exactly as the Gen 1 seam asks. On Gold every
one of those `nil` calls announces anyway, so a five-mon party turns every KO
into six boxes to click through.
There is no mod-side fix. The announcement is emitted inside
`Battle:giveExperiencePass`, behind no hook, and a mod cannot ask for silence
because the argument that means "quietly" is discarded. The only workaround is
to intercept the battle's event queue afterwards and delete the boxes, which is
what a mod written for this had to do — a mod reaching into engine internals to
undo something the public seam should never have done.
## Decision and plan extended
This does not add a seam. It finishes one: `battle.exp_award` is documented as
"the same hook `BattleState:awardExp` calls on Gen 1 and with the same ctx",
and `docs/mod-api-gen2-compat.md` lists it among the hooks shared with Gen 1.
The third `applyShare` argument is the one part of that ctx whose meaning did
not survive the crossing, so the promise the catalog already makes is what this
change delivers.
The delta follows Route B's additive, guarded convention in
`CONTRIBUTING-mods.md`: nothing is renamed, nothing is removed, and no mod that
exists today changes behaviour.
## Exact API delta
`ctx.applyShare(mon, split, announce)` on Gen 2 now reads `announce`:
| Call | Gen 1 | Gen 2 before | Gen 2 after |
|---|---|---|---|
| `applyShare(mon, split)` | silent | announces | **announces** (unchanged) |
| `applyShare(mon, split, nil)` | silent | announces | **silent** |
| `applyShare(mon, split, false)` | silent | announces | **silent** |
| `applyShare(mon, split, true)` | announces | announces | announces |
| `applyShare(mon, split, "expAll")` | announces | announces | announces |
The argument is honoured **only when it is actually passed**, decided by
argument count rather than by value:
```lua
local function applyShare(mon, split, ...)
local announce = ...
local silent = select("#", ...) > 0 and not announce
...
end
```
`select("#", ...)` counts an explicit `nil`, so `applyShare(mon, split)` and
`applyShare(mon, split, nil)` are distinguishable — and they have to be, because
the first is a Gen 2-era call written against a seam that always announced, and
the second is a deliberate "pay this one quietly".
Only the `{ kind = "experience" }` event is affected. A silent award is still a
whole award: the exp, the stat exp, the `battle.exp_gained` event, the
`grew to level` line, learned moves and the interactive forget-a-move prompt all
happen exactly as before, in the same order.
Internally `Battle:giveExperiencePass` takes a sixth parameter, `silent`. It
defaults to announcing, so both of the cart's own passes are untouched.
## Migration and compatibility
**Existing mods change nothing.** A Gen 2 mod calling `applyShare(mon, split)`
gets the behaviour it was written against. A Gen 1 mod is untouched: no Gen 1
file is modified. The v1 surface — `content.X:register/override/get`,
`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, the manifest v1 fields and
`pokemon.before_give` — is not involved; `mods/example_mew_starter` neither
calls this seam nor loads differently.
A mod that wants parity passes the argument explicitly, which is what the Gen 1
seam has always documented. Exp Share already does, and needs no edit to get
its own README's behaviour on Gold.
One residual difference is deliberate and now documented rather than silent: an
**omitted** third argument still means "silent" on Gen 1 and "announce" on
Gold. Closing that would change what an existing Gen 2 mod prints, which Route
B rejects. Passing the argument makes the two generations agree, so the rule an
author needs is one sentence: *say what you mean and both games do the same
thing.*
## Verification
- `tests/gen2_exp_share_test.lua` grows two sections and 14 checks, and the 23
checks it already had are unchanged — which is itself the vanilla-parity
evidence for this file.
- **The no-mod test.** With nothing subscribed to `battle.exp_award`, a solo
participant still prints one line and the EXP.SHARE double pass still
prints both. The hot path is unchanged: `Runtime.wantsHook` still guards
the ctx allocation, and `vanillaAward` never passes `silent`.
- **The mod-API test.** The seam is driven through `hooks:wrap` on a real
`Runtime.install`ed bus, not by calling internals: the omitted argument
announces, an explicit `nil` and an explicit `false` are silent, a truthy
value (including Gen 1's `"expAll"`) announces, the exp and stat exp paid
are identical either way, and no `experience` event leaks into the queue on
a silent pass.
- `tests/engine/gate_gen2_mod_api.lua` (943 checks),
`tests/engine/gate_hooks.lua` (493) and `tests/engine/gate_events.lua` (529)
pass unchanged; `battle.exp_award` was already in the shared catalog, so no
gate list moves.
- `tests/gen2_battle_test.lua` (690), `gen2_battle_end_test.lua` (32),
`gen2_battle_items_test.lua` (99), `gen2_badge_boosts_test.lua` (34) and
`gen2_battle_loss_test.lua` (15) pass unchanged.
## Docs with the change
`docs/mod-api-gen2-compat.md` gains the `applyShare` reading beside the
existing `battle.low_health_alarm` payload note, in the same section that lists
`battle.exp_award` as shared — including the argument-count rule and the
residual difference above.
No registry or schema field changes, so `src/mods/Schemas.lua` is untouched and
`tools/gen_registry_docs.lua` has nothing new to emit.
## Deprecation etiquette
Nothing is removed, renamed, superseded or deprecated. The two-argument call is
not deprecated either — it keeps its current Gen 2 meaning permanently, and the
docs name the explicit form as the one that behaves the same on both games.
@@ -1,142 +0,0 @@
# RFC 0013: Conditional map occupancy and active-block reads
## Status
Proposed.
## Motivation
The Gen 1 Vermilion Dock script correctly ejects a player who enters after the
S.S. Anne has departed. A content mod can add a city-side route back to that
empty harbor, but it cannot preserve the dock visit: replacing the complete
dock handler would discard vanilla behavior and peer handlers, while an added
handler cannot cancel the base handler's ejection.
A mod that changes one active map block also needs to prove that it is looking
at the expected Red, Blue, or Yellow layout before it acts. `mapOverview()` is
intentionally presentation-oriented and does not expose block identity.
Requiring internal `Map` state or generated ROM data would cross the public mod
boundary and make a wrong-version edit difficult to fail closed.
## Decision and plan extended
This extends Route B in `CONTRIBUTING-mods.md`: new behavior is additive,
ordinary hook composition remains the authority, an empty hook chain is a
provable no-op, and mods receive copied or scalar data rather than mutable
engine state. It supports the approved Mew-under-the-truck implementation plan
without adding any Mew-specific rule, asset, flag, or content to the engine.
## Exact API delta
### `map.occupancy_allowed`
The post-departure `VERMILION_DOCK` script calls this hook after it replaces the
ship blocks with water and immediately before it would display the departure
message and warp the player to Vermilion City.
A wrapper has this shape:
```lua
function(next, game, context) -> boolean
```
The context is a new table with these fields:
| Field | Meaning |
|---|---|
| `mapId` | `"VERMILION_DOCK"` at this call site |
| `reason` | Stable reason key `"ss_anne_departed"` |
| `gameVersion` | Active save version (`red`, `blue`, or `yellow`) when present |
| `x`, `y` | Current player cell coordinates when present |
Vanilla returns `false`. The player remains only when the final chain result is
exactly `true`. Absent, throwing, or malformed wrappers therefore preserve
ejection. A wrapper composes by calling `next(game, context)` and returning
true when either downstream or its own narrow rule permits occupancy. The hook
does not replace `MapScripts` registration, merging, or dispatch, and does not
change the departure flag or reconstruct the ship.
As with every wrapper hook, a callback that does not call `next` intentionally
owns the final answer and does not run lower-priority callbacks. Permission
wrappers must call downstream to compose. A false, non-forwarding wrapper
safely denies occupancy and can suppress downstream permission by this normal
rule. A malformed final result also fails closed and cannot permit occupancy.
The call is guarded by `Runtime.wantsHook`, so an empty chain allocates no
context and follows the prior branch exactly.
### `WorldAPI:activeBlockAt`
Gen 1's public `mod.world` facade adds:
```lua
activeBlockAt(mapId, blockX, blockY) -> blockId
| nil, reason
```
`mapId` must equal the active map ID. Coordinates are finite, integral,
zero-based block coordinates. A successful result is a numeric scalar copied
from the active runtime map. The method never returns the map's mutable block
array and never writes game or save state.
Failure reasons are stable:
| Condition | Reason |
|---|---|
| No active overworld map | `no overworld` |
| `mapId` differs from the active map | `map is not active` |
| Coordinate has the wrong type, is non-finite, or is fractional | `invalid block coordinates` |
| Coordinate is negative or outside the active map | `block coordinates out of bounds` |
| Active block data is absent or malformed | `block unavailable` |
The block slot and the active map accessor must both contain the same valid
nonnegative integer. Missing or sparse storage and inconsistent accessor data
return `block unavailable`.
Requiring the expected map ID and rejecting all ambiguous input lets a mod
compare every cell in its version-specific signature before it calls an
existing mutation API. Red, Blue, and Yellow each use their own loaded map
data. Gold does not gain this method in this RFC.
## Migration and compatibility
Existing mods change nothing. No hook, event, registry, manifest field, save
field, map handler, or WorldAPI method is removed or renamed. With no hook
subscriber the departed-dock behavior is unchanged. Existing callers cannot
invoke the new WorldAPI method accidentally.
The occupancy answer is not persisted by the engine. Disabling or uninstalling
a mod removes its wrapper through normal owner cleanup, so a later dock entry
uses vanilla ejection. The engine writes no new save state and neither API
returns or serializes ROM or save data.
## Verification requirements
The parity gate must prove:
- vanilla departed-dock message and warp remain with no subscriber;
- one permission wrapper can allow occupancy without removing the ship-erasure
work or any map handler;
- multiple cooperative wrappers preserve downstream permission;
- absent, throwing, nil, false, malformed, and non-forwarding hook answers fail
closed according to the normal wrapper-chain rule;
- Red, Blue, and Yellow contexts keep their version identity separate;
- disabling or removing the owner restores vanilla behavior without a save
migration;
- `activeBlockAt` accepts only the active map and valid in-range integral
coordinates, returns a scalar, and never mutates map or save state; and
- the test fixtures and resulting changes contain no ROM or save payload.
The hook must be driven through a real public `hooks:wrap` chain. The block API
must be exercised through a public `WorldAPI` instance. Tests must not replace
the production map handler with a test-only implementation.
## Docs with the change
`docs/modding.md` documents both contracts, their failure behavior, the
cooperative wrapper pattern, and the Gen 1-only block method. No registry or
schema changes occur, so generated registry documentation is unchanged.
## Deprecation etiquette
Nothing is removed, superseded, or deprecated.
@@ -1,158 +0,0 @@
# RFC 0014: Mod-driven world actors and adopted link sessions
## Status
Proposed.
## Motivation
A mod can already spawn a runtime object with `mod.world:spawnNpc` and can
already start a link battle. It cannot make either of them behave like
something the mod itself owns.
Three walls, each of which stops a mode rather than inconveniencing it:
**An actor cannot move on its own schedule.** The only public way to animate a
spawned object is `Handle:scriptMove`, which queues onto
`OverworldState.scriptMoves`. A non-empty `scriptMoves` is how the overworld
knows a cutscene is running -- `handleInput` gates on it -- so anything
animated that way freezes the player's controls for as long as it walks. That
is correct for Oak marching into his lab and wrong for an ambient walker or a
networked player's ghost, which move continuously and must not lock anyone out.
**A spawned object cannot answer the A press.** Talking is resolved from the
map's text tables by `TEXT_*` id. A runtime object has no id, so the vanilla
path has nothing to say for it, and the mod that created it has no way to say
anything either.
**A link battle cannot ride a connection the mod already has.** `LinkState`
owns pairing, so a mode that already has a socket to its peer must either open
a second connection for the battle or reimplement lockstep. And when the
battle ends, cable rules leave the real party untouched, so the damage exists
only in the battle's own copies -- which are gone by the time the state
unwinds. A mode built on link battles cannot learn what the fight cost.
The immediate consumer is an overworld multiplayer mode, but nothing here is
specific to it: the first two are wanted by any mod with an actor that moves
itself, and the third by any mode that runs battles over its own transport --
a tournament ladder, a draft, a gauntlet.
## The decision it extends
This adds nothing to the compatibility surface's shape; it extends the
**additive, guarded seam convention** that Route B in `CONTRIBUTING-mods.md`
documents, and is gated by the parity guarantee `tests/engine/gate_meta_coverage.lua`
enforces ("21-testing-and-ci: a parity gate for every extension point"; M14).
There is no in-repo D-number registry to amend; the consuming design lives
outside this repository, as it did for RFC 0011.
## Exact API delta
### New hook: `world.talk`
```lua
mod.hooks:wrap("world.talk", function(next, ow, target)
-- ow = the OverworldState raising it
-- target = the object on the faced cell
if mine(target) then
say(target)
return -- the mod answered; the text path is skipped
end
return next(ow, target) -- anything else falls through unchanged
end)
```
Call site: `OverworldState:interact`, on the branch that has already resolved
an object on the faced cell (including across a counter) and confirmed it is
not mid-step and not the Pikachu follower. It runs before the map's text
tables are consulted. With no subscriber, `Runtime.call` invokes the vanilla
fallthrough, which is a file-local function rather than a per-press closure,
so an unhooked A press allocates nothing it did not allocate before.
### New event: `link.battle_ended`
```lua
mod.events:on("link.battle_ended", function(ev)
-- ev = {
-- result = "win" | "lose" | "draw" | "ended",
-- myParty = lockstep copy of our party,
-- theirParty = lockstep copy of theirs,
-- peerName = string,
-- role = "host" | "guest",
-- }
end)
```
Call site: `LinkState:update`, in the `battleRunning` stage, once the battle
state has been popped and before `exitWith` unwinds the link stack. Guarded by
`Runtime.wants("link.battle_ended")`, so with no subscriber no payload table
is allocated and the branch runs exactly as before.
The party copies are the point of the event. They are the lockstep records the
battle actually fought with, which is where the damage lives under cable rules.
### New `WorldAPI` handle methods
```lua
handle:stepNow(dir) --> true when the step started
handle:canStep(dir) --> would stepNow land somewhere legal?
handle:placeAt(x, y, dir) --> snap, no animation, clears a step in flight
handle:isMoving() --> true while a step is animating
handle:setPassable(flag) --> may the player walk through this object?
```
`stepNow` sets the same per-tile state `scriptMove` does, without the queue and
therefore without the input lockout. It does **not** consult collision: the
intended caller is replaying a move already decided elsewhere (validated on a
peer, or authored), and re-judging it locally would let two copies of the same
actor disagree about where it is. `canStep` is the separate opinion for callers
that want it. `setPassable` sets the flag `Collision.occupied` already honours
for Yellow's companion Pikachu; a passable object still draws and still talks.
### Two supporting changes
`Game:startNewGame(opts)` -- the title screen's NEW GAME closure, made callable,
with `opts.intro = false` to land directly in the world. A mode that issues its
own starting state has no use for the intro cutscene.
`CodeEntry.new(shape)` -- accepts an optional `{ length =, charset = }`, so the
slot-scrub widget that enters a link code can also carry a room code or a
host:port address. Called with no argument it is byte-for-byte the previous
widget.
## Migration and compatibility
**Existing mods change nothing.** Every item above is a new name or a new
optional argument; no existing name, payload, signature, or default changes.
The v1 surface is unaffected: `content.X:register/override/get`, `events:on`,
`hooks:wrap`, `mod.log`, `mod:read`, the manifest v1 fields and
`pokemon.before_give` all behave as before. `mods/example_mew_starter` -- api 1,
`category = "GAMEPLAY"`, whole-species copy -- loads unchanged, which
`tests/run_modkit.lua` proves on every run.
With no subscriber to either seam, Red, Blue, Yellow, Gold and Silver behave
exactly as they did: the A press reaches `talkTo`, the link battle unwinds
without building an event payload, and no handle method is reachable unless a
mod calls it.
## Verification
- `tests/modkit/cases/world_talk.lua` drives the real `OverworldState:interact`
path. It asserts the unhooked build first (the A press reaches `talkTo`),
then that a mod owning the object suppresses the text path by not calling
`next`, that an object the mod ignores still falls through, and that an
object mid-step raises no hook at all.
- `tests/modkit/cases/link_battle_ended.lua` drives the real `LinkState:update`
path. It asserts that with nothing subscribed the event is not wanted (so no
payload is built) and the battle still unwinds, then that a subscriber
receives the result, the role, the peer name and both party copies including
the damage the real party never took, from both sides of the cable.
- `tests/engine/gate_hooks.lua` and `tests/engine/gate_events.lua` walk the live
catalog, so both seams are parity-gated structurally; `gate_meta_coverage`
passes 208/208 with both names covered and no DEBT entry added.
## Deprecation etiquette
Nothing is removed, renamed, superseded or deprecated.
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@@ -1,110 +0,0 @@
# RFC 0015: Battle rule hooks — `battle.style` and `catch.nickname`
## Status
Proposed.
## Motivation
Two decisions in a Red/Blue/Yellow battle are made for the player by the
OPTION screen and by the cart, and a game mode has no way to make them
instead:
**Whether a faint offers a free switch.** `EnemySendOutFirstMon` reads the
battle-style bit: SHIFT asks "will you change POKéMON?" when the foe's Pokémon
faints, SET does not. The engine reads `save.options.battleStyle` inline at
that moment. A mode that wants SET — a tournament, a Nuzlocke, a battle royale
where party-as-health is the whole design — can only get it by writing the
player's saved preference, which leaks into their real playthrough the first
time anything calls `Game:writeOptions` (the speed hotkey does, on every
press).
**Whether a catch asks for a nickname.** `AddPartyMon` and `SendNewMonToBox`
both run `AskName` after a capture. A mode with a disposable team, a
randomizer that names what it hands out, a speedrun practice mod — all want to
answer that prompt themselves, and the only way today is to drive the yes/no
box from outside. The script-gift path already has this seam: a mod that sets
`gift.nickname` on `pokemon.before_give` skips `AskName`. The catch path does
not.
The immediate consumer is a battle-royale mode; neither hook is specific to it.
## The decision it extends
This extends the **additive, guarded seam convention** Route B in
`CONTRIBUTING-mods.md` documents, and is gated by the parity guarantee
`tests/engine/gate_meta_coverage.lua` enforces. `catch.nickname` mirrors a
contract that already exists for gifts (`pokemon.before_give`'s
`gift.nickname`), so the two ways a Pokémon joins the party answer the same
question the same way.
There is no in-repo D-number registry to amend.
## Exact API delta
### New hook: `battle.style`
```lua
mod.hooks:wrap("battle.style", function(next, battle)
if myMode.active then return "set" end
return next(battle) -- the OPTION row, as today
end)
```
Call site: `BattleState:battleStyle()`, called from the enemy send-out path at
the moment the SHIFT prompt would be offered. The vanilla link reads
`save.options.battleStyle` (lower-cased, default `"shift"`) exactly as the
inline read did. A return of `"set"` or `"shift"` is used; anything else reads
as the vanilla answer, so a hook that returns nothing by mistake cannot change
the rule. The player's saved preference is never written.
### New hook: `catch.nickname`
```lua
mod.hooks:wrap("catch.nickname", function(next, mon, ctx)
-- ctx = { battle = <BattleState>, name = <display name>, game = <Game> }
if myMode.active then return false end -- keep the species name
if randomizer then return pickName(mon) end -- a string names it
return next(mon, ctx) -- true: ask, as today
end)
```
Call site: `BattleState:offerNickname(mon, displayName)`, called from the
capture path where `AskName` ran, before the prompt is queued. The vanilla
link returns `true`. `false` skips the prompt and keeps the species name; a
string skips the prompt and is the nickname, clipped to the naming grid's ten
characters (an empty string names nothing, like the grid's own empty entry);
anything else queues the prompt as today. The method returns whether a prompt
was queued.
### No other surface changes
Both call sites are guarded by `Runtime.wantsHook`, and both vanilla links are
file-local functions, so a build with nothing wrapped runs the branch exactly
as before and allocates nothing it did not allocate before. `askNicknameUI` is
unchanged and still public.
## Migration
Nothing changes for existing mods. A mod that was writing
`save.options.battleStyle` to force a style should wrap `battle.style` instead
and stop writing the option.
## Verification
- `tests/modkit/cases/battle_rule_hooks.lua` — through the public mod API: the
no-mod answers match the OPTION row and the cart's AskName; a wrapped mod
forces either style without the row being written; `false`, a string, a
too-long string, an empty string, and a fall-through each do what this RFC
says at the catch prompt.
- `tests/engine/gate_hooks.lua` — both names are in the live catalog and pass
the no-mod parity gate (vanilla called exactly once, result unchanged,
nothing allocated).
- `tests/engine/gate_meta_coverage.lua` — both names are covered by the unit
corpus.
## Backward compatibility
Additive. No existing hook, event, registry or manifest field changes shape.
The two new methods on `BattleState` are called only from the paths that
previously inlined their logic; the results with no subscriber are identical.
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# RFC 0015: Read-only imported dataset views
## Status
Proposed.
## Motivation
A cross-version content mod can read only the active merged dataset through
`mod.content`. Even when the player has already imported another supported
game, a mod cannot inspect that version's semantic species, moves, items, type
chart, or generated asset namespace. The available alternatives are private:
mutating `CacheFs.prefix`, mounting another cache over the active one, loading
generated Lua directly, or asking for a second raw-ROM import. They compose
poorly with the active game, expose unstable import layout, and make safe
read-only use impossible from the sandbox.
The concrete consumer is **Adaptive Trainers**, whose approved Phase G Kanto+
sidecar must derive nine Kanto-line continuations, Steel/type and move
definitions, and generated sprites from the player's existing verified Gold
cache while Red, Blue, or Yellow remains active. `mod.content` exposes only the
active R/B/Y dataset; `mod.imports` can read only separately declared raw mod
imports; and `mod.cache` is mod-private generated output. None can inspect the
launcher-owned Gold semantic dataset without a second ROM import and mod-side
ROM interpretation. The engine API remains generic and contains no Adaptive
Trainers policy.
## Decision and plan extended
This implements **D-AT-004: optional Kanto+ content consumes an
active-independent semantic dataset view**. The consuming design is tracked in
the Adaptive Trainers implementation plan,
[`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md),
Task 8. The delta is a generic, additive public API and contains no trainer
pools, scaling, boss identities, version-mixing rules, or Adaptive Trainers
policy.
## Exact API delta
Every sandboxed mod receives:
```lua
local view, reason = mod.datasets:open("gold")
```
A known version with the current completed import marker returns a read-only view:
```lua
view = {
version = "gold",
generation = 2,
content = {
pokemon = {
get = function(self, id) end,
has = function(self, id) end,
each = function(self) end,
},
-- every public registry name and alias
},
assets = {
path = function(self, generatedPath) end,
info = function(self, generatedPath) end,
},
}
```
`get` returns a bounded detached data-only copy or nil. `has` reports data-only
semantic presence.
`each` returns ids in lexical order and detached values. The registries use
the selected version's generation routing and the engine's existing
`Schemas`, `Registry`, and `Builtins` normalization, so structured sources
such as type matchups retain the same public ids used by the active
`mod.content` facade and extractor metadata beside record maps is not exposed
as a record id or writable through the active registry's mutation verbs. Every
generated base record is checked with that selected generation's existing
public schema before it can cross `get`, `has`, or
`each`; there is no dataset-specific duplicate schema. No register, patch,
override, or remove verb is exposed. Each call returns an independent facade
over the cached internal dataset, so facade mutation cannot cross mod
boundaries.
`assets:path` returns the selected cache-prefixed virtual path.
`assets:info` returns sanitized `type` and optional `size` metadata. Both
accept only relative paths below `assets/generated/`, reject control
characters, absolute paths, backslashes, and traversal, and expose no byte
reader.
An unknown version returns `nil, "unknown_version"`. `open` checks the current
completion marker, exact version-specific file inventory, source/cache
boundary, and available file sizes; it does not read or decode semantic
modules. A missing, partial, or stale cache returns `nil, "not_imported"`.
The first content operation that needs a root reads it once, applies the
limits (8 MiB per module, 48 MiB aggregate, depth 64, 500,000 values, 2 MiB
per string, and 250,000 entries per table), decodes the restricted literal
grammar, applies canonical selected-version normalization, and caches the
detached root. Each later content or asset operation rechecks marker/file and
source-bound readiness. It also rereads the source bytes for already cached
roots; unchanged roots are not decoded again, while a changed root clears the
derived registry cache and is decoded on its next use.
Malformed syntax, non-table roots, binary/trailing content, resource-limit
violations, and records that fail the public schema are therefore discovered
on first access rather than during `open`. The triggering `get` returns nil,
`has` returns false, or `each` returns no rows; the whole internal view is
invalidated, and a subsequent `open` against the unchanged source returns
`nil, "invalid_cache"`. Actionable detail is engine-logged but not exposed to
the mod. Generated Lua is never executed. Functions, userdata, threads,
metatables, and cycles cannot cross the facade. The API never exposes raw ROM
bytes, generated source, host paths, or a mount.
## Migration and compatibility
Existing mods change nothing. `mod.datasets` is additive and requires no
permission. The service is allocated lazily on the first explicit
`mod.datasets:open` call. A boot with no mods, or with mods that do not call
it, performs no cross-version cache reads.
Opening a view does not change `GameVersion`, `CacheFs.prefix`, the active
`Data` table, PhysFS mounts, save state, or the selected game's behavior.
Red, Blue, Yellow, Gold, Silver, and Crystal keep their existing active data paths.
The completion marker and per-version required-file rules live in the pure,
injected `CacheContract` shared by the importer and dataset service. It also
defines source-tree behavior. Neither consumer mutates `CacheFs.prefix` while
checking readiness. Every `open` revalidates the contract and required module
inventory without semantic decoding. Every view operation rechecks that
readiness before serving cached state; a stale/remove/reimport transition
evicts the previous semantic view.
## Verification
- `tests/modkit/cases/dataset_views.lua` loads sandboxed fixture mods through
the public API and covers Red, Blue, Yellow, Gold, Silver, and Crystal independently.
- The test proves semantic registry normalization, deterministic iteration,
detached records, read-only facades, cross-mod facade isolation,
version-prefixed generated assets,
traversal rejection, stable failure reasons, and stale-marker rejection.
- It also proves missing/empty/partial/stale/remove/reimport behavior, hostile
generated-source and malformed-record rejection, canonical Gen
1/Yellow/Gold hydration, active Red/Blue/Yellow isolation while reading Gold,
and the approved Kanto+ Gold records and assets.
- `tests/engine/dataset_views_lazy_validation.lua` counts semantic reads and
decoder calls to prove `open` decodes nothing, unused roots stay unread, and
repeated access does not re-decode an unchanged cached root.
- `tests/modkit/cases/dataset_views_nontermination.lua` proves generated code
is rejected rather than executed; `tests/engine/generated_data_decoder_test.lua`
proves every decoder resource bound.
- `tests/engine/dataset_views_no_mod_parity.lua` is the separate guarded no-mod
parity suite and proves the service stays unallocated with zero cache reads.
## Deprecation etiquette
Nothing is removed, renamed, superseded, or deprecated.
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# RFC 0016: Engine-owned field residual descriptors
## Status
Proposed.
## Motivation
Battle-rule mods can keep deterministic data-only state in the public battle
field and observe `battle.turn_ended`, but that event fires after the engine's
residual and faint pipeline. A listener cannot safely deal end-of-round field
damage: directly changing live HP bypasses bar drains, faint messages,
experience, replacements, double-faint resolution, and checkpoint continuation.
Putting callbacks into `battle.field` is also rejected by the checkpoint
serializer, correctly, because executable state is not save-safe.
## Decision and plan extended
This implements **D-AT-004: public engine-owned field residual execution**, the
consuming decision required by Adaptive Trainers capability `ENGINE-FIELD-
RESIDUALS`. The plan is
[`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md),
Task 8. The engine delta defines only a generic end-of-round extension point;
it contains no weather names, immunities, damage formula, trainer identity, or
Adaptive Trainers policy.
## Exact API delta
Add the guarded Gen 1 hook:
```lua
mod.hooks:wrap("battle.field_residual", function(next, context)
local rows = next(context)
rows[#rows + 1] = {
side = "enemy",
amount = 7,
message = context.battlers.enemy.name .. " is buffeted!",
}
return rows
end)
```
The hook runs once during an undecided battle's end-of-round processing, after
vanilla status residuals and before field/side token expiry and
`battle.turn_ended`. With no subscriber, the guarded site builds no context and
changes nothing. Vanilla contributes an empty list.
`context` is `{ field, battlers, turn }`. `field` is a strictly data-only view
with the same `{ weather, tokens }` shape captured by battle checkpoints. Its
recursive projection retains raw tables and finite numbers, strings, and
booleans under scalar keys. It strips metatables and omits functions, userdata,
threads, unsupported keys, and cyclic edges. Thus it exposes neither
`field.sides` nor a graph or executable callback back into live engine state.
`battlers.player` and `battlers.enemy` are detached snapshots with `{ side,
name, hp, maxHp, types, vanished }`. Changing either detached view cannot
change the live battle. `turn` is the current Gen 1 turn counter.
A result row is `{ side = "player"|"enemy", amount =
positive_finite_integer_number, message = optional_string }`. Numeric strings,
zero, negatives, fractions, NaN, infinities, malformed sides, and non-string
messages fail closed. Damage is clamped to current HP. The engine owns
mutation, HP-bar drain rows, and its existing faint pipeline. It applies every
accepted row before scheduling newly fainted battlers. If this hook batch
terminally faints the player with no healthy reserve, it queues only the player
faint authority, so descriptor order cannot race a blackout against an enemy
EXP/replacement path. Otherwise it schedules newly fainted battlers in fixed
player/enemy order. This precedence is scoped to this hook response; native
faint paths, including `enemyMonFainted`, keep their existing no-hook behavior.
Wrappers compose by calling `next(context)` and appending their own rows.
Callbacks are not part of the descriptor contract and hook functions are never
stored in the battle.
Gold already owns native weather and a generation-specific between-turn order;
this first additive call site is Gen 1-only. A future Gold site must keep the
same context and descriptor contract and choose its native ordering explicitly.
## Migration and compatibility
Existing mods change nothing. No hook name or payload changes. With no wrapper,
Gen 1 performs the same residual, token, event, and faint work as before,
including native simultaneous-faint resolution, and allocates no context. Gen
2 is unchanged. Existing and new checkpoints keep
serializing only the data stored in `battle.field`; hook callbacks remain
process-local loader state and are never serialized.
The v1 surface remains unchanged: `content.X:register/override/get`,
`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, manifest v1 fields, and
`pokemon.before_give` keep their existing behavior.
## Verification
- The catalog hook parity gate proves null and live-empty buses return the
vanilla list unchanged.
- A sandboxed fixture mod exercises the seam through `mod.hooks`, verifies the
detached checkpoint-shaped context, applies damage, and reaches the engine
faint pipeline.
- Engine validation tests cover strict number validation (including numeric
strings, NaN, infinities, zero, and negatives), nested mutation isolation,
omission of functions/userdata/threads/cycles and metatables from the public
field projection, optional messages, non-table results, clamping, and
settled-battle suppression.
- Both descriptor orders are driven through queue completion for a simultaneous
terminal residual. Each proves player blackout loss with no EXP event,
enemy replacement, or replacement UI.
- A disabled-bus sentinel proves the guard performs no `Runtime.call` or field
context construction. An ordering probe proves the enabled hook runs after
vanilla status residuals and before token expiry and `battle.turn_ended`.
- A no-hook native regression proves a simultaneous zero-HP state still enters
the pre-existing enemy-faint EXP and win authority outside this hook batch.
- Capture/restore/capture evidence proves checkpointed field state round-trips
while the enabled process-local hook remains installed and callable.
## Docs with the change
`docs/modding.md` documents the Gen 1 timing, detached payload, descriptor
validation, simultaneous-terminal result, and checkpoint boundary.
`docs/mod-api-gen2-compat.md` records that Gold does not yet expose the hook.
No registry or schema changes are involved, so generated registry docs do not
change.
## Deprecation etiquette
Nothing is deprecated. The hook is additive.
-102
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# RFC 0017: Public mod developer-mode signal
## Status
Proposed.
## Motivation
The loader already derives a boot-time developer-mode flag for its permission
diagnostics and headless test seam. Gen 1's `Game` independently derives a
similarly sourced flag for its console and hot reload. A sandboxed mod cannot
read either one. `mod.commands` can register a diagnostic command but cannot
say whether the current boot is a developer boot. `mod.exports` only publishes
values to other mods. `game.ready` fires after entry registration and carries
only the game. `mod.options` is player configuration, not engine mode, and
`mod.log` logs unconditionally. The pre-sandbox compatibility
`os.getenv("POKEPORT_DEV")` deliberately returns `nil`, because the process
environment is hidden from mods.
The concrete consumer is **Adaptive Trainers**. Its approved Chapter 30 and
Phase H require trainer, boss, Rival, and League diagnostic views plus
seed-label tracing to exist only when `POKEPORT_DEV` is active. Without a
public signal, the mod must either ship those registrations in production,
misuse a player option, or import loader/Logger internals. All three violate
the approved observability boundary or the sandbox/public-API policy.
## Decision and plan extended
This implements **D-AT-005: diagnostics and seed tracing are admitted only by
the engine's developer-mode decision**. The consuming design is tracked in the
Adaptive Trainers implementation plan,
[`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md),
Task 9. The engine delta is generic and contains no trainer, balancing,
diagnostic-layout, seed-label, or Adaptive Trainers policy.
## Exact API delta
Every sandboxed mod object adds one field:
```lua
mod.developer -- boolean
```
The loader copies its existing `dev` decision into this field before invoking
the mod's entry chunk. It is therefore available for load-time registration:
```lua
if mod.developer then
mod.commands:register("my_mod:diagnostics", diagnostics_command)
end
```
The value is a plain boolean snapshot, not a loader reference or environment
facade. `false` is the normal player-build answer. `POKEPORT_DEV=1` and the
`--developer` command-line path make the loader flag true; on Gen 1 those inputs
separately make `Game`'s own developer flag true for its console and hot
reload. The loader's existing injected `opts.dev` test seam changes only the
loader flag and diagnostics, not `Game` or its hotkeys. It grants no permission
and does not expose environment variables. The answer is fixed for the life of
that loader; changing a field on a mod's own table cannot change engine mode.
The field is generation-independent and has identical semantics on Red, Blue,
Yellow, Gold, and Silver. Gold and Silver do not gain Gen 1's developer console
or hot-reload hotkeys from this field.
## Migration and compatibility
Existing mods change nothing. `mod.developer` is additive, requires no
permission, and does not bump the integer mod API. Existing API-v1 and API-v2
entry chunks receive one extra scalar field and retain all prior fields and
methods unchanged. No name is removed or shadowed.
With no mods installed, `Loader:_api` is never called, so the delta allocates no
mod object and changes no data, save, options, event, hook, command, or file.
With mods installed in a normal boot, the new field is `false` unless an author
explicitly reads it. Existing registration and logging behavior is unchanged.
An adopting mod should gate developer-only registrations and verbose logging
directly on `mod.developer`. Player-facing behavior belongs behind
`mod.options`, not this signal.
## Verification
- `tests/engine/mod_developer_mode_test.lua` loads a real sandboxed mod through
the public SDK with developer mode both on and off. It proves the boolean is
available during entry execution and that the same source registers its
diagnostic command only for the developer load. It also covers the
command-line global path and a Gen 2 load.
- `tests/engine/mod_developer_mode_parity_test.lua` is the separate no-mod
parity suite. It proves both developer answers discover no mods, create no
files, and leave injected vanilla data unchanged. It also loads an unchanged
API-v1 probe and verifies identity, `mod:read`, exports, and options behavior.
- The full ROM-free engine and modkit tiers remain the compatibility proof for
`content.X:register/override/get`, `events:on`, `hooks:wrap`, `mod.log`,
`mod:read`, manifest v1 fields, and `pokemon.before_give`.
No registry or schema changes are involved, so generated registry documentation
is unaffected.
## Deprecation etiquette
Nothing is removed, renamed, superseded, or deprecated.
-113
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# RFC 0018: `catch.party_full` — custody of a catch the party cannot hold
## Status
Proposed.
## Motivation
When a capture lands and the party already holds six Pokémon, the cart does
not ask the player anything: `AddPartyMon` fails and the mon goes to
`SendNewMonToBox` without a stop. The engine mirrors that —
`BattleState:storeCaughtMon` falls through to `Boxes.deposit` — and a game
mode has no way to stand in front of it.
That silence is wrong for any mode where the box is not a thing. A battle
royale locks the Pokémon Center PC for the whole match (the box is a second
health bar: deposit the healthy ones, fight with one, withdraw fresh ones),
so a seventh catch is deposited into storage the player cannot reach — the
mon is gone and everyone saw the fanfare. A Nuzlocke that counts a boxed mon
as lost, a randomizer that wants to hand out a replacement instead, a
challenge run that makes the player release someone for the catch — all want
the decision, and today there is no seam to catch it at.
The immediate consumer is a battle-royale mode, where the fix is the game's
own rule: at 6/6 you choose who makes room, and whoever leaves hits the
ground as a ball. Neither the decision nor the spill is specific to it.
## The decision it extends
This extends the **additive, guarded seam convention** Route B in
`CONTRIBUTING-mods.md` documents, and is gated by the parity guarantee
`tests/engine/gate_meta_coverage.lua` enforces. It sits next to
`catch.nickname` (RFC 0015) on the same capture path: that hook answers
*what the mon is called* once its home is decided; this one decides the home
when the party cannot hold it.
There is no in-repo D-number registry to amend.
## Exact API delta
### New hook: `catch.party_full`
```lua
mod.hooks:wrap("catch.party_full", function(next, ctx)
-- ctx = { battle = <BattleState>, mon = <Pokemon>, name = <display name>,
-- game = <Game> }
if myMode.active then
takeCustody(ctx.mon) -- the mon is the mod's problem now
return true -- nothing is deposited
end
return next(ctx) -- false: deposit, as today
end)
```
Call site: `BattleState:partyFullDestination(mon)`, called from the capture
path at the moment `AddPartyMon` has failed and `SendNewMonToBox` would run.
The vanilla link returns `false`. A truthy return skips the box entirely —
the mon is neither in the party nor in any box, and `pokemon.caught` reports
`destination = "mod"` so the mode can find its own custody again. Anything
falsy deposits as always, "But every BOX is full!" included.
The method returns `"box"` or `"mod"`, and is a *method* on purpose: the
compatibility seam for engines that predate this RFC needs a name to ask for
(see below), and `battleStyle`/`offerNickname` set the precedent.
### One event value, already emitted
`pokemon.caught`'s `destination` gains a third value, `"mod"`, next to
`"party"` and `"box"`. Nothing that reads the event today matches on it.
### No other surface changes
The call site is guarded by `Runtime.wantsHook`, and the vanilla link is a
file-local, so a build with nothing wrapped runs the branch exactly as
before and allocates nothing it did not allocate before.
## Migration
Nothing changes for existing mods. A mode that was fighting the box after
the fact — withdrawing the deposit it could not prevent, or eating the loss —
should wrap `catch.party_full` and take the mon at the moment of the catch.
## Verification
- `tests/modkit/cases/catch_party_full.lua` — through the public mod API:
with no mod a 6/6 catch lands in the box with the transfer text; a wrapped
mod that claims custody leaves the mon out of both party and boxes; a
fall-through deposits; the hook's ctx carries the battle, the mon, the
display name and the game.
- `tests/engine/gate_hooks.lua` — the name is in the live catalog and passes
the no-mod parity gate (vanilla called exactly once, result unchanged,
nothing allocated).
- `tests/engine/gate_meta_coverage.lua` — the name is covered by the unit
corpus.
## Backward compatibility
Additive. No existing hook, event, registry or manifest field changes shape.
`storeCaughtMon`'s box branch keeps its text, its nickname offer and its
`pokemon.caught` emit; the only reader-visible difference with no subscriber
is one extra method on `BattleState`.
## Compatibility seam for older engines
The call site is mid-function, so a mod on a stock engine cannot see it —
the same problem `world.talk` has. The battle-royale mod's shim covers the
gap by wrapping `Boxes.deposit` (the one call the old branch makes that a
patch can reach): during a match it raises `catch.party_full` first, and a
claim refuses the deposit, so nothing reaches a box even there. The mod then
takes custody from the `pokemon.caught` emit, which carries the mon. What
the shim cannot repair is the text: the old branch answers a refused deposit
with "But every BOX is full!" before the mode's own prompt opens — the wrong
reason for the right decision, and the argument for the seam.
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# ShaderFX: runtime slang shader presets
ShaderFX plays real libretro `.slangp` shader presets over the finished frame.
It replaced `src/render/GBCFX.lua`, a hand-ported fixed four-level effect, with
a picker: any preset the player drops in a folder, or any preset pulled from
the RetroArch buildbot, can be selected and run. Engine:
`src/render/ShaderFX.lua` (discovery, download, translation call, pass-graph
runtime, render entry point), `src/render/ShaderFixup.lua` (GLSL rewrites),
`src/render/ShaderSourcePatches.lua` (pre-translation source patches),
`src/core/Sensors.lua` (accelerometer and gyroscope), `src/ui/ShaderFXScreen.lua`
(the picker), `src/ui/ShaderFXParamsScreen.lua` (per-preset parameter editor),
`tools/shaderfx-bridge/` (the Rust translator). Call sites:
`src/render/Renderer.lua` (Gen 1) and `src/core/Game2.lua` (Gen 2), both at the
end of the frame. Drivers: `tests/drivers/gold_shaderfx_zoom_sizing_test.lua`,
`tests/drivers/gold_shaderfx_menu_black_crop_test.lua`.
This is first-party engine code, not a mod. It calls the native translator
directly through `ffi.load`, with no `Sandbox.lua`, no `native` permission
declaration, and no mod boundary. Mods do not get that, and the distinction is
deliberate: the upstream maintainer will not accept `native` in mods.
## What a player sees
**OPTIONS** carries two rows, `SHADER FX` and `SHADER FX 2`. Each opens the
same pushed list screen (`ShaderFXScreen`) on a different slot. The list is
`OFF`, then every `.slangp` found on disk, then a permanent `DOWNLOAD SHADERS`
action row at the bottom.
A preset that has never been translated draws muted with a `CONVERT` hint on
the right. `A` on that row translates it in place and stays open: converting is
a preparation step, not a selection. `A` on a converted row activates it,
persists the choice, and closes. `SELECT` on a converted row opens
`ShaderFXParamsScreen`, which lists every `#pragma parameter` the preset
declares and lets the player step each one (`A` wraps, Left/Right clamp,
`SELECT` resets one row, `START` resets all behind a confirm).
Presets live in a plain OS folder, `shaders/` under the portable base directory
when running portable (`SaveData.portableBaseDir()`, the SD-card convention the
Anbernic pack uses, see `docs/anbernic-rg34xxsp.md`) and otherwise under LOVE's
save directory. `ShaderFX.list()` scans it recursively, so a shader pack keeps
whatever nested layout it shipped with. These are real filesystem paths rather
than `love.filesystem` virtual paths on purpose: the native translator does
plain `std::fs` reads and knows nothing about LOVE's mounts, and neither do the
LUT loads.
Persisted state, all in `save.options`:
| Key | Meaning |
| --- | --- |
| `shaderfx` | main slot's preset name, or absent for OFF |
| `shaderfxSecondary` | secondary slot's preset name |
| `shaderfxParams[name][paramId]` | one preset's edited pragma values |
`POKEPORT_SHADERFX=<name>` activates a preset in the main slot for scratch
harnesses that never call `ShaderFX.applyOptions`. It is a stand-in that
predates the real OPTIONS row; `applyOptions` marks itself as having run so the
env var can never later override a real player choice, including a real choice
of OFF.
One quiet behavior worth knowing about: if a slot wants a real preset while
PERFORMANCE is still on AUTO, and AUTO would resolve to a tier that caps
ShaderFX off, `ShaderFX.applyOptions` pins PERFORMANCE to `HIGH`. Without it
the saved choice was force-deactivated a few lines later on every boot, which
looks identical to "the setting does not save" from the player's side. On
Android and iOS that is the common case, because AUTO always resolves to
`balanced` there. It never touches an already-explicit performance choice and
never un-escalates.
## The five stages
| Stage | Owner |
| --- | --- |
| Fetch | `ShaderFX.list`, `ShaderFX.downloadPresets`, `ShaderFX.installDownloaded` |
| Translate | `tools/shaderfx-bridge/` via `ShaderFX.translate` |
| Fixup | `src/render/ShaderFixup.lua` |
| Cache | `ShaderFX.convert` writes, `ShaderFX.load` reads |
| Run | `ShaderFX.runChain` / `runPass` / `ShaderFX.render` |
### Fetch
Two acquisition paths, and they land in the same place. A player can copy a
shader pack into `shaders/` by hand, or press `DOWNLOAD SHADERS`, which fetches
`https://buildbot.libretro.com/assets/frontend/shaders_slang.zip` (the same
~54 MB archive RetroArch's own "Update Shaders" entry pulls) through
`src/net/Fetch.lua`, the curl-on-a-`love.thread` transport the self-updater and
mod index already use.
Downloaded presets are *not* pre-converted. The buildbot is RetroArch's asset
mirror and has no notion of this project's cache format, so a downloaded preset
goes through the same `CONVERT` row a hand-copied one does. Every platform
ships both convert and use; there is no asymmetry to work around.
Repeat downloads are conditional. The zip itself is deleted right after
extraction, so what is cached instead is the buildbot's own ETag
(`shaderfx_buildbot.etag`), replayed as `If-None-Match`. The server answers a
match with 304 and no body, and curl writes no file at all in that case, so
`installDownloaded(notModified)` short-circuits before touching the filesystem
and reports "already up to date" rather than "FAILED".
The interesting part is what gets extracted. `handheld/` is not self-contained:
its 78 presets carry 101 references that escape the folder (color-mod LUTs
into `../shaders/color/`, console-border helpers into `../../reshade/`, shared
motion-blur and misc helpers, a shared `stock.slang`) across roughly 40 of
them. Extracting `handheld/` alone silently breaks about a third of its own
list; extracting the whole zip drags in ~5600 files of CRT, arcade and console
content nobody asked for. So `extractClosure` walks the real file-level
dependency closure in Lua before a single file is copied, the same
`#reference`-closure idea librashader applies internally, done up front because
deciding what to copy has to happen before the translator ever sees these
files. Against this zip that is 207 files and about 9.5 MB with zero broken
references. The closure seeds from `KEPT_PRESETS`, a curated shortlist rather
than all 78, after most of `color-mod/` and `console-border/` turned out either
irrelevant (color-only, no LCD effect) or broken for this project. That list
is a temporary trim pending wider testing and is expected to change.
Two mechanical details in that walk that are easy to get wrong a second time.
`extractRefs` tries a quoted `key = "path"` match per line first, with an
unrestricted `[^"]+` capture, because the closing quote is an unambiguous
delimiter and real packs ship paths with spaces and parentheses in them
(`"shaders/handheld/color-mod/Game Boy (Color).slang"`); only a line with no
quoted match falls back to a conservative character class, since an unquoted
path has no delimiter to trust past. And `love.filesystem.write` does not
create intermediate directories, so each destination directory is created once
before anything is written into it; without that, every file under a subfolder
`handheld/` never had before was silently dropped while flat writes succeeded.
Cleanup is equally literal: `love.filesystem.unmount()` takes the archive path
originally passed to `mount()`, not the mountpoint. Called with the mountpoint
it returns false, leaves the zip's handle open, and the following `remove()`
silently fails too, so every download used to leave 54 MB on disk forever.
### Translate: the native bridge
`tools/shaderfx-bridge/` is a small Rust crate (`spike`) that builds a cdylib
named `librashader_bridge`. It wraps `librashader-presets`,
`librashader-preprocess` and `librashader-reflect` behind a two-function C ABI:
```
char* librashader_translate_preset(const char* preset_path, int es);
void librashader_free_string(char* s);
```
It returns a JSON `TranslateResult`: `pass_count`, a `passes` array (each with
its emitted `vertex`/`fragment` GLSL, `filter`, `wrap_mode`, `scale_x`/
`scale_y`, its own `#pragma parameter` declarations, a classified `samplers`
list and a classified `size_uniforms` list), the preset's `textures` (LUTs,
with resolved absolute paths and filter/wrap settings), its
`parameter_overrides`, and an `error` field.
**What the bridge is not.** No librashader runtime backend is linked in, for
any API: no GL, Vulkan, D3D or Metal crate is a dependency, and no live
graphics context is ever touched. It is the translation step only. LOVE still
owns every draw call, every canvas and every shader object. The bridge hands
back text and metadata and nothing else.
**When it is called.** Only from `ShaderFX.convert()`. Translation is ahead of
time, not just in time. `ShaderFX.load()`, `ShaderFX.activate()`, boot-time
reactivation of a saved choice and every frame of `ShaderFX.render()` read the
cached artifact and never call the library. An entry with no cached artifact
fails `activate()` loudly instead of silently live-translating.
The classification is done with librashader's real semantics resolution rather
than name matching on the Lua side, and that matters for correctness, not just
tidiness. Sampler classification uses `ShaderSemantics::create_pass_semantics`
plus the `TextureSemanticMap` lookup (explicit alias and LUT-name entries
first, then the built-in `Source`/`Original`/`OriginalHistoryN`/`PassOutputN`/
`PassFeedbackN` conventions), so a pass reachable only by its real `.slangp`
alias resolves. The per-pass convenience API only registers the alias of the
pass being compiled, so the bridge mirrors upstream's `insert_pass_semantics`
loop and builds a preset-wide alias map first; without that,
`ds-hybrid-scalefx.slangp`'s pass 2 sampling `scalefx_pass0` by alias, with no
`PassOutput1`-shaped name anywhere, can never resolve. Size-uniform
classification runs the same resolution over the pass's `uniform_semantics`
map, which also covers shapes (`PassFeedbackSizeN`, `UserSizeN`) that no
present preset uses but that the convention allows.
The `es` flag picks the emitted dialect: 1 for GLSL ES 1.00 (mobile, LOVE's ES
dialect), 0 for GLSL 1.20 (LOVE's desktop dialect). `ShaderFX` picks it from
`love.system.getOS()`, and the same function decides which dialect
`validateShader` is asked about at run time, so the two always agree. Convert
and render always happen on the same device; **artifacts are not portable
across platforms**.
One class of fixup has to happen in the bridge rather than in `ShaderFixup.lua`,
on the raw `.slang` text before SPIR-V compilation: `textureSize`,
`texelFetchOffset` and `textureOffset` are all ES 3.00+ only, and spirv-cross
refuses to *emit* them for an ES 1.00 target, failing the whole pass with
`UnsupportedSpirv("textureSize is not supported in ESSL 100.")`. No GLSL text
is ever produced for a later pass to patch, so `rewrite_essl100_gaps` rewrites
the source first, and only for the ES target:
- `textureSize(Tex, lod)` becomes a literal `ivec2(w, h)` when `Tex` is one of
the preset's declared static textures, with dimensions read straight out of
each PNG's IHDR chunk. A texture that is not one of those, or a non-literal
`lod`, is left alone so it fails as loudly as before instead of guessing.
- `texelFetchOffset` and `textureOffset` become ordinary `texture()` calls at
the equivalent texel-centre UV, using the texture's own `<Tex>Size.zw`
reciprocal-size uniform. The containing block instance (`params`, `global`,
whatever) is discovered by scanning the source's own uniform block bodies,
never assumed. When a pass samples another pass purely through these calls it
may never declare that `<Tex>Size` uniform at all, so one is injected first,
before any byte offsets are computed.
That last rewrite has an honest limit: `texture()` honours the sampler's wrap
mode at out-of-range coordinates, which is not necessarily identical to
`texelFetch`'s implementation-defined out-of-bounds behavior. Any edge-of-image
discrepancy for passes whose offsets can leave the image is unmeasured.
**Building it.** `cargo build --release` inside `tools/shaderfx-bridge/`.
`ShaderFX` looks for the library, most specific first: the
`LIBRASHADER_BRIDGE_DLL` environment variable, the source directory,
`<source>/tools/shaderfx-bridge/target/release/`, the save directory, and
finally the bare name handed to the system loader. Per-OS names are
`librashader_bridge.dll` (Windows), `liblibrashader_bridge.dylib` or
`librashader_bridge.dylib` (macOS), and `liblibrashader_bridge.so` or
`librashader_bridge.so` (Linux and Android). Android resolves the bare name
because the `.so` ships as an ordinary `jniLibs` entry, so `dlopen` finds it
without a path. The desktop path is still a developer build sitting in cargo's
output directory; nothing packages it next to a shipped game yet.
`ShaderFX.canConvert()` reports whether the library resolved on this machine,
and `ShaderFX.bridgeError()` says why not. Activating an already-converted
preset never needs any of this.
**Statically linked bridges.** On iOS there is no loadable library at all:
the bridge is linked straight into the app binary, so its symbols live in the
main image and are reachable only through `ffi.C`. The candidate list is empty
on iOS and, on every platform, a failed candidate walk falls back to probing
`ffi.C` for `librashader_translate_preset` after the `ffi.cdef`. If the symbol
is there, `ffi.C` becomes the library handle and `ShaderFX.translate` uses it
unchanged. If it is not, `ShaderFX.bridgeError()` reports that `ffi.C` was
probed as well, followed by the file paths that were tried (omitted on iOS,
where none are).
**Android ships the bridge inside the APK.** `scripts/build_android.sh`
stages `liblibrashader_bridge.so` into
`mobile/android/app/src/main/jniLibs/<abi>/` for the two ABIs the APK ships,
arm64-v8a and armeabi-v7a, so `ffi.load("liblibrashader_bridge.so")` finds it
by bare name in the app's native library directory. The build cross-compiles
the crate with `cargo ndk` against the same NDK the gradle project uses
(25.2.9519653), which needs `cargo install cargo-ndk` and
`rustup target add aarch64-linux-android armv7-linux-androideabi`; the script
names the exact command for any target that is missing. Set
`SHADERFX_BRIDGE_ANDROID_DIR` to a directory holding
`<abi>/liblibrashader_bridge.so` to bundle prebuilt libraries instead. As on
desktop, the bridge is only needed to CONVERT a preset: a build without it
still runs presets converted elsewhere, and the packager warns and continues
rather than failing.
**iOS links the bridge instead of loading it.** An iOS app cannot `dlopen` a
dylib shipped beside its binary, so `tools/shaderfx-bridge` also builds as a
`staticlib` and `scripts/build_ios.sh` links it into the app executable
(`bundle_shader_bridge_ios`, mirroring `bundle_shader_bridge` in
`scripts/build.sh`). `SHADERFX_BRIDGE_IOS` points at a prebuilt archive;
otherwise cargo builds `aarch64-apple-ios` for device builds and every
installed simulator target (`aarch64-apple-ios-sim`, `x86_64-apple-ios`) for
the Simulator, with `IPHONEOS_DEPLOYMENT_TARGET=15.0`, and `ARCHS` is pinned to
what got built. The archive is never linked directly: LÖVE 12 carries its own
glslang for shader validation and the crate drags in a second, incompatible
one, and linking both crashed inside `Shader::validateInternal` at startup.
Each slice is therefore prelinked with `ld -r -all_load
-exported_symbols_list` so only `_librashader_translate_preset` and
`_librashader_free_string` stay external and every other symbol (glslang,
spirv-cross, Rust std) becomes private to the object, then `rust-objcopy`
drops the `__LLVM` bitcode sections rustup's prebuilt std carries, since
Apple's `nm` cannot read them. `OTHER_LDFLAGS` adds `-Wl,-u` on both entry
points to keep them past dead-stripping and `-lc++` for the C++ the crate
needs; no Objective-C framework is involved. A build that linked the object
fails if `nm` cannot find `_librashader_translate_preset` in the finished
binary; a build that could not produce one only warns and lands where the
desktop packages without cargo land: converted presets run, CONVERT does not.
### Fixup
`ShaderFixup.lua` mechanically rewrites the emitted GLSL into something LOVE
will accept. librashader emits a standalone `void main()` /`gl_FragData[0]` /
`gl_Position` shape (translated Vulkan GLSL); LOVE requires the `effect()` and
`position()` convention and refuses a raw `main()`-shaped source outright. This
is a targeted rewriter, not a GLSL parser, and every rule below exists because a
real preset in the corpus failed without it. This list is the least guessable
part of the whole feature.
**`#version` line.** Stripped; LOVE prepends its own.
**Array constructors.** SPIR-V Cross emits ES 3.0 array-constructor syntax
(`const float _17[5] = float[](0.0, 1.0, ...)`) for compile-time array
literals, which validation rejects with "arrayed constructor: not supported for
this version". GLSL ES 1.00 has no array-constructor syntax at all. There are
three real shapes in the corpus and each is handled: a `const` global (declared
without an initializer at global scope, with per-element assignments relocated
to the top of `main()`), a non-const local declaration with initializer
(rewritten in place, since a function body can hold assignment statements where
the literal was), and a bare reassignment of an array declared elsewhere (also
in place). Splitting the element list needs `splitTopLevelCommas`, because a
naive comma split breaks on any element containing its own parentheses
(`vec2(-1.0, 0.0)`), and the outer capture needs `%b()` rather than a
`[^%)]-` class for the same reason: the class stops at the first inner `)`, the
whole match fails, and the literal passes through completely untouched.
**Whole-array copies.** `float param_1[7] = coeffs;` is how SPIR-V Cross clones
a function-parameter array before passing it on, since GLSL array arguments are
by value. ES 1.00 has no whole-array assignment either, so it becomes a bare
declaration plus an element-by-element copy. The size is known from the
declaration, so no comma splitting is involved. This one only became reachable
once the other array shapes stopped masking it in the same file.
**Integer modulo.** ES 1.00 has no `%` operator, and SPIR-V Cross emits it
anyway for an upstream integer-modulo op. `%` in GLSL is only defined for
integer operands, so routing through float `mod()` and back is exact for the
non-negative operands this shader family uses (rotation and orientation enum
indices). Four patterns are tried in order (paren/paren, paren/bare,
bare/paren, bare/bare) because SPIR-V Cross fully parenthesizes a compound
operand and leaves a simple one bare, and the balanced form must be tried
before a plain identifier can partially match. Seen live on
`authentic_gbc`'s subpixel-rotation math.
**Precision.** SPIR-V Cross hardcodes an unguarded `precision highp float;` /
`precision highp int;` pair with no toggle. That is removed and replaced with
the same guard the old hand-written `DotMatrix` port used: claim `highp` only
where `GL_FRAGMENT_PRECISION_HIGH` says the driver actually offers fragment
highp, and fall through to the stage default otherwise.
**Struct flattening.** This is the big one. LOVE's `Shader:send` cannot address
a member of a custom struct-typed uniform: neither an `INSTANCE.member` dot path
nor sending the whole struct as a table works, both raise "Shader uniform '...'
does not exist." librashader emits every pass's `#pragma parameter`s and size
uniforms as exactly that kind of struct, so as shipped the output is unusable
from LOVE, not merely inefficient. `flattenStruct` deletes the struct and its
instance uniform and re-declares the members at top level. Scalar members are
*packed* four at a time into synthetic `uniform vec4 LIBRA_PACKED_N;` slots,
because GLSL ES 1.00 guarantees only 16 fragment uniform *vectors* and every
scalar costs a whole one; `gb-pass4`'s pass 0 alone has 14 scalars, already over
budget unpacked. Non-scalar members keep their own uniform, since packing an
existing `vec4` saves nothing. Every `instance.member` reference is rewritten to
`LIBRA_PACKED_N.x` (or `.y`/`.z`/`.w`), and a member whose original declared
type was `int` or `bool` gets an explicit cast back on every read, since a
packed slot only stores floats. Vertex and fragment declare identically ordered
structs for the same parameters, so packing both with the same prefix assigns
the same slot and component to the same parameter in both stages, and one
`shader:send` reaches whichever stage uses it.
Two ordering constraints inside that function are load bearing and look
arbitrary from the outside. Packing must walk the members in the struct's own
declaration order, because that order is what keeps the scalars in one
contiguous run; an earlier version sorted them longest-name-first before
packing and produced six packed vec4s instead of four on `gb-pass4`, blowing the
budget. Substitution, separately, must go longest-name-first, so a replacement
can never land as a substring inside a still-pending member name that shares a
prefix. The two orders are separate copies of the list for exactly that reason.
`Fixup.packValues` turns a flat `{name = value}` table back into the
`{uniform = value_or_vec4}` shape the packed shader expects, per the manifest
`flattenStruct` returned. `Fixup.countUniformSlots` counts declared uniform
slots against that same 16-vector budget, samplers excluded. Its pattern uses
`[%w_]+` rather than `%w+` because Lua's `%w` does not include underscore
unlike regex `\w`, and every generated name here is full of underscores.
**UBO blocks.** `LIBRA_UBO_FRAGMENT` and `LIBRA_UBO_VERTEX` have the identical
problem and are flattened the same way, under a distinct `LIBRA_UBO_PACKED_`
prefix so their groups cannot collide with the push block's numbering. `MVP` is
the one special member: it is substituted directly to `transform_projection`
instead of becoming a uniform, because "multiply the incoming vertex by it" is
exactly what LOVE's `transform_projection` already is on a full-screen draw, and
nothing would ever supply a value for it. An earlier version assumed the UBO
block only ever carried `MVP` and deleted the whole declaration after
substituting it. That is true only for presets that declare their parameters in
a push-constant block; presets that use a UBO instead (many real handheld and
console-border presets do) had every other member reference left dangling, and
the driver then read `INSTANCE.PAR` as a swizzle, which is where the "undeclared
identifier" and "unknown swizzle selection" errors on real Android hardware came
from.
**Fragment entry point.** `void main()` becomes LOVE's `effect()` signature.
The parameter list is qualified by an `EFFECT_PREC` define rather than a literal
precision, because LOVE forward-declares `effect()`'s prototype under its own
header's precision default before this source runs, which can mismatch whatever
the precision guard above raises the default to. `Fixup.PREC_HEADS` holds the
two variants (`mediump`, then unqualified) and the caller tries them in order
against `validateShader`, taking the first that passes.
**Fragment output.** `gl_FragData` does not exist in LOVE's `effect()`
convention, so every `gl_FragData[0]` occurrence is rewritten to a local
`gbFragColor`, declared at the top of the function, with a single `return`
appended before the closing brace. Rewriting *every* occurrence regardless of
the operator that follows is necessary, not just symmetric with the vertex side:
an earlier assign-then-return pair assumed one write at the very end of
`main()`, which holds for most presets but not for ones like `ds-hybrid-sabr`
that write once with `=` and later accumulate with `+=`. The `+=` statement
passed through unconverted and collided with LOVE's own `gl_FragColor` write
("Cannot use both gl_FragColor and gl_FragData"). A bare early `return;` is
rewritten to `return gbFragColor;`, which holds the value assigned just before
it on every real shape seen.
**Vertex entry point.** `void main()` becomes `position(mat4
transform_projection, vec4 vertex_position)`, the source's own `attribute`
redeclarations of `Position`/`TexCoord` are dropped since LOVE supplies them,
`gl_Position = X;` becomes `gbClipPos = X;` (named to share no substring with
`Position`, or the next step would mangle it), and a `return gbClipPos;` is
appended. The `Position` and `TexCoord` substitutions are frontier-matched
whole identifiers (`%f[%w]...%f[%W]`), not blind substring replacements: real
presets declare their own unrelated locals such as `vec2 vTexCoord;`, and a
blind `gsub` turned that declaration into the invalid `vec2 vVertexTexCoord.xy;`
(`dot.slangp` pass 0, a real driver "unexpected DOT" error).
### Cache
`ShaderFX.convert(entry)` is the only path that calls the bridge. It runs
`ShaderSourcePatches.apply` first, translates, then serializes the decoded
result to `ShaderFX.artifactPath(entry)`: the source `.slangp`'s own absolute
path with the extension swapped to `.lua`, so the artifact sits next to the
preset it came from. The file is a plain `return { ... }` chunk written by
`serializeLua`, which handles the string/number/boolean/nested-table shape
`Json.decode` produces. Array detection walks every key rather than trusting
`#t`, since `#t` counts a trailing nil as absent and a sparse table can pass a
naive length check by accident.
`ShaderFX.load(entry)` `loadfile`s that chunk and builds a chain state. On
failure it says "convert this preset first" rather than falling back to a live
translation.
**AOT rather than JIT** is the whole point of this stage. Translation is a rare,
explicit, user-initiated action whose result is stable for a given preset and
dialect, so paying for it once and writing the answer to disk keeps `ffi.load`
and the native call off every activation, every boot and every frame. The cost
is a staleness gap: `ShaderFX.isConverted()` is a plain "does the artifact file
exist" check with no version or content stamp, and there is no explicit
"reconvert" action in the UI. A preset converted by an older build never picks
up a later translator fix on its own. This was seen on a real device, where
`sunlight_shimmer.slangp`'s `Accelerometer` uniform never reached the shader
because that device's cache predated the fix while `pixel_transparency`'s
happened to be fresher. Two places compensate by reconverting unconditionally:
`ShaderFXScreen`'s explicit selection of an already-converted row, and
`ShaderFX.applyOptions` on every boot and options save. Both are human-paced,
CPU-only work with no GPU compile, and neither is on the per-frame path.
`ShaderSourcePatches.lua` sits just before translation and patches the raw
`.slang`/`.inc` files *on disk*, because only librashader's own preset parser,
reading the real files, discovers `#pragma parameter` lines and struct members;
nothing downstream can add one. Patches are small, explicit, per-preset literal
find/replace pairs (plain `find`, not `gsub`, since GLSL source is full of Lua
pattern magic), re-applied idempotently on every convert so a buildbot
re-download that replaces the upstream file wholesale does not quietly undo
them. **The patch table ships empty on purpose and nothing registers one.** Its
original use case, wiring gyroscope yaw into `sunlight_shimmer.slangp` as new
`PT_YAW_*` pragma parameters, was reverted precisely because of the staleness
gap above: a new pragma can only reach an artifact that gets reconverted, and at
the time nothing forced one. The mechanism is kept for a future preset that
genuinely needs a new declaration, but an already-wired engine-side channel is
preferred whenever one exists.
### Run: the pass graph
`ShaderFX.activate(slot, entry, paramOverrides)` loads the artifact, layers the
player's edited parameters over the artifact's own defaults, loads the preset's
LUTs once, and snapshots the accelerometer rest pose. `ShaderFX.render` then
runs the chain each frame.
`newChainState` builds one instance of chain-local state per loaded preset,
never module-global, so switching presets cannot leak a previous preset's
canvases or dimensions. `ALL_DEFAULTS` is built in layers: each pass's declared
`initial`, then the preset's own `parameter_overrides`, then (in `activate`) the
player's `shaderfxParams` edits.
Sizes resolve through `resolveScale`, which handles all four slang scale types
(`absolute`, `viewport`, `source`, `original`) against the viewport, the pass's
input dimensions and the original frame. Size uniforms are packed as
`{w, h, 1/w, 1/h}`, the slang convention.
`runPass` caches two things per `(state, pass index)`. The **shader** is
compiled once for the state's lifetime, along with the fragment manifest it was
compiled against, since a pass's GLSL depends only on the preset and never on
per-frame input. The **canvas** is reallocated only when the pass's resolved
size actually changes, a window resize or a different preset. Every harness this
runtime was ported from ran the chain once and quit, so allocating a fresh
canvas and compiling a fresh shader on every call was invisible there. On a real
per-frame render path it is one GPU allocation per pass per frame, and a shader
recompile on top. The same discipline applies to the crop canvas in
`cropToGbSource`, which is called once per frame and whose size grows with the
world canvas as the player zooms out; leaving it uncached was a real cost that
scaled with zoom level even with a single preset active.
Sampler binding is by semantic, from the bridge's classification, never by a
hardcoded per-preset name check: `Source` is the previous pass's output (or the
input frame for pass 0), `Original` and `OriginalHistory` are the input frame,
`PassOutput` indexes an earlier pass's canvas, and `User` resolves a LUT by the
real name the translation reported. A sampler that resolves to nothing asserts
rather than drawing garbage.
**LUTs** are loaded once per `activate`. `ShaderFX.loadImageFromPath` reads the
bytes with plain `io.open` and goes through `love.data.newByteData` and
`love.image.newImageData`, because a preset's texture paths are arbitrary
absolute OS paths outside any LOVE mount and `love.graphics.newImage` refuses
those outright ("Could not open file ... Does not exist") even when the file is
real. Wrap modes are mapped from librashader's names to LOVE's
(`clamp_to_border` to `clampzero`, `clamp_to_edge` to `clamp`, `repeat`,
`mirrored_repeat` to `mirroredrepeat`). A LUT that fails to load is logged and
left nil; the fail-loud point is the sampler assertion in `runPass` that
actually needed it, not the loader.
**History ring.** `OriginalHistoryN` currently resolves to a steady state: every
history slot reads the current frame, both for the sampler binding and for the
size uniform. Real per-frame history rotation has been proven out in a desktop
harness but is not wired into this path.
**Feedback.** `PassFeedback` is not implemented. A `PassFeedback` or `User` size
uniform raises an explicit "not yet supported" error, and a `PassFeedback`
sampler resolves to nothing and trips the binding assertion. No preset in the
shipped shortlist uses it.
**Blending.** Every pass draws with `replace`, and the chain's final pass uses
`replace, premultiplied`. Intermediate canvases are `nearest` filtered.
`ShaderFX.render(canvas, rect, source, dpiX, dpiY)` is the entry point
`Renderer:endFrame` and `Game2` call. `canvas` is the finished window-sized
composite (world, UI, and any post-process pipeline that already ran); `rect` is
this frame's real playfield rectangle in physical framebuffer pixels and
`source` is the real pixel size of the content it frames. The sequence is: crop
`rect` out of the composite, run whichever slots are active over that crop, draw
the untouched composite, then stretch the chain output back over `rect`. UI and
letterbox bars outside the playfield pass through untouched. If the chain throws,
the frame still shows the unprocessed composite; a broken preset degrades to
"shader off", never to a crash or a blank frame.
Three details in that path are non-obvious:
- **DPI.** `love.graphics.newCanvas` and `draw` work in LOVE's DPI-aware
logical units, not raw pixels, so the viewport handed to the pass graph and
the final draw-back position are both converted from `rect`'s physical pixels
first. On a `dpiscale = 1` desktop the two are numerically identical and the
bug is invisible; at dpiscale 3 on real Android hardware the chain output
rendered about three times too large and at a pixel-valued offset in unit
space.
- **Draw color.** `cropToGbSource` sets `setColor(1, 1, 1, 1)` explicitly. The
caller can leave the draw color dirty (a menu's black text leaves it at
`(0,0,0,x)`), the crop draw multiplies the canvas texels by the active color,
and `push("all")` saves state for `pop()` without resetting it. That was the
root cause of the Gen 2 blank-menu bug, confirmed on a desktop repro where
`getColor()` read `0,0,0,1` here exactly when a menu was on the stack.
`flushBatch()` on the line above is cheap insurance against a read-after-write
ordering hazard between this draw and whatever last rendered into the canvas;
it was never confirmed to fix anything on its own.
- **The final blit stretches.** A slang chain's last pass is not required to
land on the viewport size, and most presets (21 of the 78 in the corpus)
declare their last pass `scale_type = "source"` and stay at native Game Boy
resolution, relying on the frontend's blit exactly as RetroArch does.
Requiring an exact size match here used to skip the draw outright for every
such preset on every frame, which is a silent total no-op rather than a sizing
quirk. The stretch uses the last-run chain's own final-pass `filter` to pick
nearest or linear.
### What this engine feeds shaders that a libretro core does not
A stock libretro core hands its frontend a raw framebuffer and a frame count.
This engine has more context available and passes some of it through.
| Context | How it reaches the shader |
| --- | --- |
| Playfield rect and true source size | `rect`/`source` per frame from `Renderer:endFrame` or `Game2`, so the chain sees real on-screen geometry at any survey zoom or Faithful Ratio state rather than a fixed 160x144 assumption that then gets stretched |
| Blit scale | `rect.scale`, the crisp integer scale the composite was built at, used to derive the crop's own draw scale |
| SGB zone coloring and palette | Baked into the input frame. `PaletteFX` zone passes run before the composite reaches ShaderFX, so a preset shades an already-zone-tinted image |
| Performance tier | `chainRenderScale()` reads `Performance.CAPS[tier].shaderfx`, a chain-resolution multiplier; the viewport and the cropped source both shrink by it and the final blit upscales |
| Accelerometer | `Sensors.read("accelerometer")`, bound to the `Accelerometer` unique semantic |
| Gyroscope | `Sensors.read("gyroscope")`, bound to `Gyroscope`, plus the integrated yaw twist below |
Two motion semantics are deliberately pinned rather than guessed. `Rotation` is
bound to 0 because librashader's own documentation is explicit that it is
`retroarch_get_rotation()`, the *content's* requested rotation (a vertically
oriented arcade core, say), not device orientation. Nothing here ever rotates
Game Boy content, so 0 is the correct answer, not a placeholder.
`AccelerometerRest` is bound to `{0, 0, 0}`: it is librashader's "reading at
rest" calibration reference, no preset in the corpus reads it, and a fixed
placeholder beats an invented value.
`src/core/Sensors.lua` is what makes the two real motion semantics work.
`love.sensor` does not exist in LOVE 11.5, the version this project ships, on
any platform including Android; it is a LOVE 12 addition. The working path is
raw FFI into the SDL2 that LOVE already links, the same technique
`src/core/Orientation.lua` uses, opening the first `SDL_SENSOR_ACCEL` or
`SDL_SENSOR_GYRO` device via `SDL_NumSensors`/`SDL_SensorGetDeviceType`/
`SDL_SensorOpen`. The `love.sensor` path is kept above it and simply stops being
dead code after a future LOVE 12 upgrade. Loading order matters:
`ffi.load("SDL2")` first, needed on desktop where SDL2 is a separate DLL, then
bare `ffi.C`, needed on Android where love-android links SDL2 statically into
`libmain.so` and there is no `libSDL2.so` for `ffi.load` to find by name. A
device with no sensor is probed once and then permanently reports zeros, so a
desktop run does not pay for it every frame.
SDL keeps sensor readings in the device's fixed chassis frame regardless of
screen orientation, so `rotateForScreen` remaps x and y into
"as currently displayed" terms using `SDL_GetDisplayOrientation`. That
compensation is mobile-only: a desktop monitor is legitimately and permanently
"landscape" to that query, which says something about the monitor's shape and
nothing about how a player is holding anything.
The accelerometer path in `sizeTable` does three things to the raw reading
before it becomes a uniform, all of them driven by real on-device data:
1. **Rest-pose subtraction.** `activate()` snapshots whatever pose the player is
actually holding the device in and every later reading is measured relative
to that, rather than to an assumed idealized vertical. The shipped tilt maths
(`pt_base.inc`'s `getOrientedTilt`) was authored assuming gravity sits almost
entirely on one axis at rest; a natural, comfortable hold already puts 56 to
66 percent of gravity's magnitude on the axis the shader reads as tilt, so
the effect sat near-saturated all the time instead of starting near neutral.
2. **Axis swap.** The tilt maths assumes a device resting flat, with gravity
dominant on Z, the one axis it never reads. This engine's rest pose is
upright portrait, where Y is gravity-dominant, so y and z are swapped to put
gravity back on the ignored axis.
3. **Denominator stabilization.** `getOrientedTilt` normalizes by the full
vector's magnitude. Before calibration that magnitude was a stable ~9.8 that
quietly damped tilt and noise alike by the same factor; calibration correctly
zeroes x and y at neutral but also shrinks the magnitude near rest, and real
logs showed it swinging between 0.65 and 11.4 second to second on ordinary
hand jitter, which reads as wildly bouncing. A fixed constant is re-injected
on the ignored axis to keep the denominator stable, but only when there is a
genuine live reading to calibrate against. An all-zero raw read is
`Sensors.lua`'s explicit "no hardware at all" sentinel, never a real value on
Earth, and injecting into that case would make the shader believe it had
sensor data and silently replace its own static fallback with fake motion.
Yaw is a separate mechanism. A raw gyroscope reading is angular velocity, not an
angle, so it only becomes a usable on-screen offset by integrating over time,
and only the per-slot state persists frame to frame to do that. `updateYawTwist`
is deliberately a decaying spring rather than a true integrated heading:
gyro-only integration drifts without a magnetometer to correct it, so this
settles back toward neutral and stays bounded by construction. It is folded onto
the accelerometer's x component before the shader's own normalize and clamp,
because that is the only already-compiled channel the stock upstream maths
reads, and reaching an already-converted artifact with no reconvert was worth
the tradeoff that the twist reads as an added simulated tilt rather than a
cleanly separate motion. It applies to `sunlight_shimmer.slangp` only, the one
preset in the shortlist with a twist-reactive channel. `YAW_GAIN = 0.6` and a
clamp of +/-2 were tuned against real device data (a moderate real yaw turn
peaks around 1.5 to 1.7 rad/s); a much larger gain was tried on-device and
looked worse, because overshooting a comfortable range reads worse than being
subtle. Retune in small steps with real device checks, not big jumps.
## Two slots
`ShaderFX.SLOTS` is `{"main", "secondary"}` and `ShaderFX.OPTION_KEY` maps each
to its save key. The slots are activated and persisted independently, and the
same `ShaderFXScreen` serves both, opened with the slot as its argument. Pragma
parameter edits are keyed by *preset name*, not by slot, because a preset's
values are a property of the preset the same way its cached artifact is;
editing them re-activates every slot currently showing that preset and persists
for the next load in either.
When both slots are active, `render` runs main's chain first and hands its
finished output to secondary as secondary's own input frame, along with its
dimensions, so a secondary preset that scales off its input sees main's real
output size rather than the original crop. Either slot alone behaves exactly as
a single-preset path; neither active is a plain passthrough.
**This is not how RetroArch composes multiple presets.** RetroArch merges
presets into a *single* pass list through `#reference` and `Append`, producing
one pass graph with one shared semantics map, where a later pass can reference
an earlier one's output by alias and the whole thing resolves as one unit. Two
slots here are two independent librashader chains run back to back, which is
what stacking two separate preset chains would give you, not what merging them
gives you. Presets that assume merged semantics will not behave the same way.
## Test seams
`ShaderFX` exposes a few fields purely so a headless harness can assert on real
per-frame values without taking a screenshot: `_lastRect` and `_lastSource`
(the rect and source dimensions a caller handed in), `_lastCrop` (the exact crop
canvas, which the later unconditional draw-back would otherwise mask),
`_lastYawTwist` and `_lastAccelPacked` (the integrated twist and the values that
actually reached the packed uniform, per slot). `Sensors.setOverride`,
`Sensors.clearOverride` and `Sensors.setOrientationOverride` inject synthetic
readings on a machine with no hardware.
## Limitations
None of these are theoretical.
- **Tested on very little real hardware.** Essentially one Android phone, one
desktop, and the automated harnesses. Anything about how a preset actually
looks or performs elsewhere is unverified.
- **No performance tier is actually tuned.** The chain-resolution multiplier in
`Performance.CAPS` is a working mechanism, but every tier that permits
ShaderFX at all sets it to 1.0. Nothing runs at reduced chain resolution
today. Picking a real value for weak hardware needs a device this project does
not have.
- **The dual-slot design does not match RetroArch.** See above. Two chains in
sequence is not one merged pass list.
- **`OriginalHistoryN` is a steady state.** Real per-frame history rotation
falls back to "every slot is the current frame" in the live render path, and
is unverified there.
- **`PassFeedback` is unimplemented.** Its size uniform raises an explicit
error and its sampler trips an assertion.
- **`ShaderFXScreen` has a known text-overlap bug on long preset names.**
`ListMenu`'s `fitLabel` truncation covers the ordinary case, but a long enough
player-supplied filename still collides with the row's right-hand hint.
- **`ShaderSourcePatches` ships with an empty patch table and nothing uses it.**
Intentional, for the reason given above, but it means the mechanism has no
live coverage.
- **Cached artifacts have no staleness detection.** Existence is the only check.
The two unconditional reconvert points paper over it; anything that does not
go through them can be running a stale translation.
- **Artifacts are per-device.** The GLSL dialect is baked in at convert time.
Copying a converted preset folder between a phone and a desktop copies a
wrong artifact along with it.
- **The bundled bridge is only as good as the build machine.**
`scripts/build.sh` bundles the cdylib for mac, win and linux via
`bundle_shader_bridge`, building it with cargo when a prebuilt one is not
supplied through `SHADERFX_BRIDGE`. A build host without cargo produces a
package that can run converted presets but cannot CONVERT new ones, and says
so rather than failing. `scripts/build_android.sh` and `scripts/build_ios.sh`
follow the same rule with `cargo ndk` and the iOS static archive.
- **The buildbot shortlist is a temporary trim.** `KEPT_PRESETS` reflects one
manual pass over `handheld/` and is expected to change, most likely to shrink.
- **Tilt direction is unverified.** Which way forward and back rocking moves the
effect was never confirmed on a device; if it feels backwards the fix is a
sign flip on the swapped axis, not a deeper bug. Likewise, whether the
landscape rotation compensation matches real RetroArch is genuinely unknown:
RetroArch's Android input driver computes a screen rotation but does not
visibly apply it to the accelerometer values that reach shader uniforms, so
this project's compensation may be an improvement over upstream rather than a
match to it.
- **`texelFetch` wrap behavior at image edges may differ.** The ES 1.00 rewrite
in the bridge turns those calls into `texture()`, which honours the sampler's
wrap mode out of range where `texelFetch`'s out-of-bounds behavior is
implementation defined. Unmeasured.
+25 -64
View File
@@ -1,11 +1,11 @@
# Touch skins and the Skin Studio
A **skin** replaces the on-screen controls wholesale: a bezel image, a
control layout, and a screen-placement anchor. Engine:
control layout, and the rectangle the Game Boy screen is drawn into. Engine:
`src/core/TouchSkin.lua` (model, parsers, zip export), `src/core/TouchControls.lua`
(draw and input), `src/render/Renderer.lua` (screen placement),
(draw and input), `src/render/Renderer.lua` (the screen viewport),
`src/core/DeltaSkin.lua` (Delta `.deltaskin` import and export),
`src/ui/SkinStudio.lua` (the responsive skin editor). Tests:
`src/ui/SkinStudio.lua` (the desktop editor). Tests:
`tests/engine/touch_skin_test.lua`, `tests/engine/skin_studio_test.lua`,
`tests/engine/skin_studio_ux.lua`,
`tests/engine/skin_studio_image_import.lua`,
@@ -13,10 +13,8 @@ control layout, and a screen-placement anchor. Engine:
`tests/engine/launcher_skins_tab.lua`,
`tests/engine/launcher_skins_ux.lua`.
The launcher's **Skins** tab imports skins, shows the enabled skin, exports it,
and is the one place that turns skin use off. **My Skins** holds the visual
grid, pagination, edit, delete and per-skin export actions.
`options.touchControls.skin` holds the folder name.
Skins are picked in the launcher's **Skins** tab, which also imports them and
opens the studio. `options.touchControls.skin` holds the folder name.
## Formats
@@ -32,7 +30,7 @@ as-is. Supported keys:
| `overlays` | page count |
| `overlayN_name` | page name, the target of `next_target` |
| `overlayN_overlay` | bezel image |
| `overlayN_full_screen` | cover the window with the page without deforming its artwork |
| `overlayN_full_screen` | stretch the page to the window |
| `overlayN_rect` | page placement, default `0,0,1,1` |
| `overlayN_aspect_ratio` | design aspect; the overlay letterboxes to it even when full screen |
| `overlayN_range_mod`, `overlayN_alpha_mod` | desc defaults |
@@ -100,8 +98,8 @@ corners fire two directions. `screens[1].outputFrame` (or the legacy
`gameScreenFrame`) becomes the screen cutout. A portrait page with neither
keeps `mappingSize` as the overlay aspect, sits at the bottom of the
window, and puts the Game Boy picture in the leftover space above -- the
usual GBA4iOS controller-deck layout. Pages that name a screen rect fit the
game into it. Host functions map to
usual GBA4iOS controller-deck layout. Pages that name a screen rect still
stretch to the window the way Delta does. Host functions map to
engine hotkeys: `menu` to `menu_toggle`, `fastForward` to
`hold_fast_forward`, `toggleFastForward` to `toggle_fast_forward`;
`quickSave` and `quickLoad` have nothing to bind to and drop to decoration.
@@ -137,7 +135,7 @@ to decoration and never captures a touch.
As an extension to the format, `key:<name>` presses any keyboard key, which is
how a skin button reaches a mod hotkey.
## Screen placement
## The screen viewport
`overlayN_viewport` is the cutout the picture is fitted into. The Game Boy
screen keeps its whole-pixel scale and letterboxes inside that rect rather than
@@ -148,17 +146,6 @@ that lets a widescreen bezel take the filling survey-zoom world view instead.
A viewport also implies the faithful-ratio lock. Without it the world pass
expands to fill the cutout and you get more map instead of a Game Boy screen.
Zoom still steps around that hole: OUT shows more map inside it, IN enlarges
the world, and the start menu stays at the hole's fit scale instead of
shrinking with the map.
An image-backed portrait overlay that has no explicit vertical anchor is treated
as a controller deck: it is contained without deformation and pinned to the
bottom on taller screens. The spare space belongs to the game above it.
When a skin is active, **SCREEN POS** reads **SKIN**: placement comes from the
skin rather than the normal Center / Upper / Top setting.
Border art often ships with a transparent hole and no `viewport` key. **Detect
screen from bezel** in the studio measures the hole out of the art's alpha
channel and writes the rect.
@@ -166,8 +153,10 @@ channel and writes the rect.
## Bezels versus pads
A skin whose active page binds nothing is a frame rather than a pad: a TV
surround, a handheld shell, a Super Game Boy border. Selected skins draw on
**desktop** as well as mobile; a gamepad does not hide them.
surround, a handheld shell, a Super Game Boy border. Those draw on **desktop**
as well, where the touch overlay itself does not, and a gamepad does not hide
them. Anything that binds a button still follows the usual mobile /
`POKEPORT_TOUCH` rule.
## Installing
@@ -201,32 +190,9 @@ shipping branding.
## The studio
Launcher, Skins tab, **My Skins** opens the Studio library on desktop and
mobile. **My Skins** is the only visual grid: real bezel previews plus create
and import actions, with each card owning Edit, Export and (for installed
skins) Delete. Choosing Edit opens a separate, canvas-first editor; the old
New/Load workspace controls are deliberately not duplicated inside that editor.
The editor keeps its canvas unobstructed and puts the contextual actions in a
compact lower tray: add/control binding, button and bezel artwork, pages,
screen placement, freeform/10:9 screen shape and deletion. **Screen** opens
cutout, bezel-hole detect, **Detect this screen**, and the canvas presets.
**Detect this screen** (also on the tray) sets the mock device to the live
window size so a phone skin is authored at that phone's form factor rather
than a generic 1080x1920 16:9. **Zoom ** shrinks the mock device inside the
workspace so the screen hole can be dragged larger than the bezel while the
handles stay grabable; **Fit** restores contain. The mouse wheel over the
canvas, and `-` / `=` / `0` on a keyboard, do the same. Touches select, drag and resize the
same controls that a mouse edits on desktop.
My Skins and the editor chrome sit inside the platform safe area (notch,
status bar, home indicator), the same inset the launcher uses. The mock
device still represents the full window, because a skin covers the whole
screen at play time.
The launchers **Turn skins off** button clears the selected skin and disables
skin use. With no skin enabled, mobile falls back to the built-in pad; that pad
is not itself a skin card.
Launcher, Skins tab, **Open Skin Studio**, or the gear on any skin row to open
that skin. Desktop only: the launcher does not offer it on Android or iOS,
because it wants a mouse, typed coordinates and room for an inspector.
**Canvas.** A mock device at a chosen preset, so a phone skin is authored at
phone proportions on a desktop monitor.
@@ -234,7 +200,6 @@ phone proportions on a desktop monitor.
| Preset | Size |
| --- | --- |
| Phone portrait / landscape | 1080x1920, 1920x1080 |
| This screen | the live window, so a phone is authored at its own height |
| Tablet portrait / landscape | 1536x2048, 2048x1536 |
| Steam Deck | 1280x800 |
| Desktop 1080p | 1920x1080 |
@@ -251,16 +216,13 @@ and of the page itself when it comes within a few pixels, and the guide it
snapped to is drawn. X / Y / W / H are in canvas pixels, so a control can be
typed to the coordinate its art was drawn at. **Back** and **Front** move the
selection through the draw order. Bind, hitbox shape, hit reach and idle and
pressed images are per control; the bezel, the pages and the screen anchor are
per page. The SCREEN anchor is itself draggable and resizable; its default
shape is freeform, with an optional 10:9 lock.
pressed images are per control; the bezel, the pages and the screen cutout are
per page. The cutout is itself a draggable element with a 10:9 lock.
**Bind** opens a grid of every bind the engine understands: the eight Game Boy
buttons, the diagonal pairs, every hotkey, desktop hotkeys and decoration.
The desktop section exposes `-` / `=`, `1` through `5`, `F1`, `F2` and `F10`
as `key:` controls, so a mobile button invokes the exact same game path as
its desktop shortcut. The COMBINE chips at the top toggle one part at a time,
which is how a pipe bind like `left|down` is built without typing it.
buttons, the diagonal pairs, every hotkey, a few `key:` entries, and
decoration. The COMBINE chips at the top toggle one part at a time, which is
how a pipe bind like `left|down` is built without typing it.
**Undo** and **Redo** in the top bar cover every edit (ctrl+Z / ctrl+Y, or
`u` / shift+`u` without a keyboard modifier). The stack holds the last 50
@@ -285,13 +247,12 @@ the **Import** button there and beside each row opens the host file picker (`src
zenity/kdialog) and copies the chosen PNG or JPG into `img/` under the name in
the SKIN field, then assigns it to that slot. Dropping a PNG or JPG on the
window does the same for whichever slot was last touched. A new bezel does not
move the screen anchor: press **Detect screen from bezel** to measure it out of
move the screen cutout: press **Detect screen from bezel** to measure it out of
the art's alpha.
**Testing.** **Test** renders a game-composition preview behind the live overlay:
the 160x144 picture letterboxes inside the screen cutout, matching gameplay.
Clicking presses real Game Boy buttons and the footer reports what is held.
**Play** saves the skin, selects it, and boots the game with it.
**Testing.** **Test** makes the canvas live: clicking presses real Game Boy
buttons and the footer reports what is held. **Play** saves the skin, selects
it, and boots the game with it.
**Saving.** **Save** writes `skins/<name>/skin.lua` and copies every image the
skin names, so the folder stands alone. **Export** offers three formats, and
+1
View File
@@ -183,6 +183,7 @@ hotkeys (`2`/`3`/`5` are claimed before any mod pipeline hotkey runs).
| ----- | -------------- | ------------------- |
| Select + **A** | `2` | COLORS |
| Select + **B** | `3` | TILT |
| Select + **Y** | `5` | GBC FX |
| Select + **X** | `6` | Mod pipeline hotkey (if a mod registers `6`) |
| Select + **L** | `7` | Mod pipeline hotkey (if a mod registers `7`) |
+4 -4
View File
@@ -22,8 +22,8 @@ Player install (what to download, title override) stays in
| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow\|gold\|silver\|crystal/` then that game's SAVE FILES → **Import save** (Gen 2 cart `.sav` not supported yet, on Gold, Silver or Crystal) |
| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold\|silver\|crystal/` (pull after **Export save**; Gen 2 cart `.sav` not supported yet, on Gold, Silver or Crystal) |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow\|gold\|silver/` then that game's SAVE FILES → **Import save** (Gold / Silver cart `.sav` not supported yet) |
| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold\|silver/` (pull after **Export save**; Gold / Silver cart `.sav` not supported yet) |
| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
| Lua error log | `lua-error.log` in the save dir |
@@ -54,8 +54,8 @@ macOS, not a Mac-only requirement.
3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
(or copy NRO / `game.love` for loose).
4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
`imports/saves/<red|blue|yellow|gold|silver|crystal>/`, or
`exports/<red|blue|yellow|gold|silver|crystal>/`
`imports/saves/<red|blue|yellow|gold|silver>/`, or
`exports/<red|blue|yellow|gold|silver>/`
path the launcher prints.
5. Wait for the queue; refresh; exit MTP responder; title-override launch.
+3 -6
View File
@@ -126,12 +126,9 @@ bundled game, in that case.
persistent launcher control. Android downloads the release APK, verifies
its SHA-256 entry from `sha256sums.txt`, then invokes Android's Package
Installer. The installer asks the user for consent and enforces package,
version-code, and signing-certificate compatibility. A legacy APK without
the installer bridge links its full package for one manual bootstrap
update, including when its downloaded payload already reports the latest
engine version. iOS links the sideload repository for a re-sideload; Xbox,
desktop, and PortMaster builds link their correctly named full package.
Switch keeps its native OTA flow.
version-code, and signing-certificate compatibility. iOS links the
sideload repository for a re-sideload; Xbox, desktop, and PortMaster builds
link their correctly named full package. Switch keeps its native OTA flow.
## Known limitations
+97 -128
View File
@@ -24,10 +24,10 @@ local GameViewport = require("src.render.GameViewport")
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
do
local defaultErrorHandler = love.errorhandler or love.errhand
local defaultErrorHandler = love.errorhandler
function love.errorhandler(msg)
local ok, hint = pcall(SwitchDiagnostics.logLuaError, msg)
if ok and hint and type(msg) == "string" then
local hint = SwitchDiagnostics.logLuaError(msg)
if hint and type(msg) == "string" then
msg = msg .. "\n\n" .. hint
end
if defaultErrorHandler then
@@ -82,11 +82,6 @@ end
local editorHost, editorVersion, editorWindow
local closeEditor -- forward declaration: openEditor hands it to the editor
-- Drop CacheFs / Data / mod Runtime / Assets / LegacyCompat for one mounted
-- version session (save editor or game). closeEditor and returnToLauncher
-- both go through SessionLifecycle so neither path forgets a singleton.
local SessionLifecycle = require("src.core.SessionLifecycle")
-- The editor's modules use flat names (require("Kit"), require("Party")), so
-- their directories have to be on the require path. It must be
-- love.filesystem's path, not package.path: in a packaged build these files
@@ -162,7 +157,9 @@ local function openEditor(version, slotId)
local okReq, appOrErr = pcall(require, "App")
if not okReq then
editorMode = false
SessionLifecycle.endEditorSession({ version = version, app = nil })
if version then
require("src.import.CacheFs").unmountVersion(version)
end
restoreWindow()
Importer = editorHost
editorHost = nil
@@ -182,7 +179,10 @@ local function openEditor(version, slotId)
editorMode = false
if EditorApp.unload then pcall(EditorApp.unload) end
EditorApp = nil
SessionLifecycle.endEditorSession({ version = version, app = nil })
if version then
require("src.import.CacheFs").unmountVersion(version)
require("src.core.Data"):unloadGenerated()
end
restoreWindow()
Importer = editorHost
editorHost = nil
@@ -197,14 +197,21 @@ end
-- Back to the launcher. Everything the editor mounted or cached has to come
-- back out: the version overlay (CacheFs) and the generated modules require
-- cached behind it (Data), or pressing Play on the OTHER game would boot it
-- with this one's data. Also reset Runtime / Assets / LegacyCompat so the
-- next Edit or Play does not inherit the editor's dead mod loader.
-- with this one's data.
function closeEditor()
local version = editorVersion
local app = EditorApp
editorMode = false
if EditorApp and EditorApp.unload then EditorApp.unload() end
EditorApp = nil
SessionLifecycle.endEditorSession({ version = version, app = app })
if version then
require("src.import.CacheFs").unmountVersion(version)
require("src.core.Data"):unloadGenerated()
end
for k in pairs(package.loaded) do
if type(k) == "string" and (k:find("save%-editor") or k == "App" or k == "Kit" or k == "State" or k == "Catalog" or k == "SaveIO" or k == "Ops" or k == "MonOps" or k == "ItemOps" or k == "PadInput" or k == "Gen" or k == "Theme") then
package.loaded[k] = nil
end
end
editorVersion = nil
restoreWindow()
Importer = editorHost
@@ -287,16 +294,14 @@ end
local function makeLauncher()
local RomImporter = require("src.import.RomImporter")
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
return RomImporter.new(function(version, cartId)
return RomImporter.new(function(version)
Importer = nil
bootGame(version, cartId)
bootGame(version)
end, {
launcher = true,
forceImport = forceImport,
onEditSave = openEditor,
onEditTouchControls = openTouchControlsEditor,
-- Skin Studio owns a touch-first layout as well as the desktop workspace.
-- Keep the compatibility predicate so external hosts using it still work.
onOpenSkinStudio = require("src.ui.SkinStudio").available_desktop()
and openSkinStudio or nil,
})
@@ -305,19 +310,45 @@ end
local function returnToLauncher()
if not Game then return end
pcall(function() require("src.core.Music").stop() end)
pcall(function() require("src.core.Sound").stop() end)
if package.loaded["src.core.ChipAudio"] then
pcall(package.loaded["src.core.ChipAudio"].shutdown)
end
if package.loaded["src.core.DiscordPresence"] then
pcall(package.loaded["src.core.DiscordPresence"].shutdown)
end
if package.loaded["src.core.gen2.Clock"] then
pcall(package.loaded["src.core.gen2.Clock"].shutdown)
end
if package.loaded["src.net.Gen1Tls"] then
pcall(package.loaded["src.net.Gen1Tls"].shutdown)
end
if love.audio and love.audio.stop then
pcall(love.audio.stop)
end
pcall(function() require("src.render.SecondScreen").setEnabled(false) end)
local GameVersion = require("src.core.GameVersion")
local currentVersion = GameVersion.get()
SessionLifecycle.endGameSession(Game)
if currentVersion then
require("src.import.CacheFs").unmountVersion(currentVersion)
end
require("src.core.Data"):unloadGenerated()
local Runtime = require("src.mods.Runtime")
if Runtime.reset then
Runtime.reset()
end
Game = nil
autopilot = nil
driverCo = nil
-- Leave the cart's scope behind: the launcher's own settings and slots are
-- the base game's, not the cart's. The speed ladder is cart state too, so
-- a 1x/2x cart must not pin the launcher or the next game.
require("src.core.SaveData").setCart(nil)
require("src.core.GameSpeed").setAllowed(nil)
SessionLifecycle.endMountedSession(currentVersion)
local Input = require("src.core.Input")
local TouchControls = require("src.core.TouchControls")
Input:reset()
TouchControls:reset()
require("src.core.Orientation").applyOptions(
require("src.core.SaveData").loadOptions())
@@ -333,7 +364,7 @@ local function returnToLauncher()
Importer = makeLauncher()
end
function bootGame(version, cartId)
function bootGame(version)
-- The launcher hands us the chosen game (Red / Blue / Yellow / Gold);
-- scripted and headless runs fall back to POKEPORT_VERSION, then Red.
-- Set the active version and overlay its extracted cache BEFORE anything
@@ -346,25 +377,6 @@ function bootGame(version, cartId)
-- (Blue/Yellow/Gold caches live under blue/ / yellow/ / gold/).
CacheFs.prefix = GameVersion.cachePrefix()
CacheFs.mountVersion(GameVersion.get())
local cartHash, cartSpeeds, cartOptions
if cartId then
local ok, cart, hash = pcall(function()
return require("src.carts.CartStore").get(cartId)
end)
if ok and cart then
cartHash, cartSpeeds, cartOptions = hash, cart.speeds, cart.options
else
cartId = nil
end
end
local SaveData = require("src.core.SaveData")
SaveData.setCart(cartId, cartHash)
-- The author's settings land in the cart's own scope the first time only;
-- after that the player owns them.
if cartOptions then SaveData.seedCartOptions(cartOptions) end
-- A cart may narrow or pin the speed ladder; nil restores the full one.
require("src.core.GameSpeed").setAllowed(cartSpeeds)
if cartId then SaveData.adoptCartSeal(cartId) end
-- NX: always write nx-asset-probe.log so Yellow/Blue art failures are
-- diagnosable from the SD without enabling switch-debug.txt.
pcall(function()
@@ -384,16 +396,7 @@ function bootGame(version, cartId)
Game = require("src.core.Game2").new()
Game:load()
else
-- Gen1 Game is a module singleton. Always re-require after in-process
-- EXIT GAME so a prior session cannot leave a table whose rawget(load)
-- is nil (release Android: bootGame then dies with load-a-nil-value).
-- rawget: type(mod.load) can lie via __index and skip a rebuild.
package.loaded["src.core.Game"] = nil
local gameMod = require("src.core.Game")
if type(rawget(gameMod, "load")) ~= "function" then
error("src.core.Game missing load after reload")
end
Game = gameMod
Game = require("src.core.Game")
Game:load()
if os.getenv("POKEPORT_AUTOPILOT") then
autopilot = require("tests.autopilot")
@@ -689,7 +692,7 @@ function love.gamepadpressed(joystick, button)
end
return
end
if Studio then return Studio.gamepadpressed(joystick, button) end
if Studio then return end
if Importer then return Importer:gamepadpressed(joystick, button) end
if not Game then return end
Game:gamepadpressed(joystick, button)
@@ -709,7 +712,7 @@ function love.gamepadreleased(joystick, button)
end
return
end
if Studio then return Studio.gamepadreleased(joystick, button) end
if Studio then return end
if Importer then return Importer:gamepadreleased(joystick, button) end
if not Game then return end
Game:gamepadreleased(joystick, button)
@@ -729,7 +732,7 @@ function love.gamepadaxis(joystick, axis, value)
end
return
end
if Studio then return Studio.gamepadaxis(joystick, axis, value) end
if Studio then return end
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
if not Game then return end
Game:gamepadaxis(joystick, axis, value)
@@ -749,7 +752,7 @@ function love.joystickpressed(joystick, button)
end
return
end
if Studio then return Studio.joystickpressed(joystick, button) end
if Studio then return end
if Importer then return Importer:joystickpressed(joystick, button) end
if not Game then return end
Game:joystickpressed(joystick, button)
@@ -769,7 +772,7 @@ function love.joystickreleased(joystick, button)
end
return
end
if Studio then return Studio.joystickreleased(joystick, button) end
if Studio then return end
if Importer then return Importer:joystickreleased(joystick, button) end
if not Game then return end
Game:joystickreleased(joystick, button)
@@ -789,7 +792,7 @@ function love.joystickaxis(joystick, axis, value)
end
return
end
if Studio then return Studio.joystickaxis(joystick, axis, value) end
if Studio then return end
if Importer then return Importer:joystickaxis(joystick, axis, value) end
if not Game then return end
Game:joystickaxis(joystick, axis, value)
@@ -809,7 +812,7 @@ function love.joystickhat(joystick, hat, direction)
end
return
end
if Studio then return Studio.joystickhat(joystick, hat, direction) end
if Studio then return end
if Importer then return Importer:joystickhat(joystick, hat, direction) end
if not Game then return end
Game:joystickhat(joystick, hat, direction)
@@ -874,8 +877,6 @@ love.handlers = love.handlers or {}
function love.handlers.audiosuspend()
local ChipAudio = package.loaded["src.core.ChipAudio"]
if ChipAudio then pcall(ChipAudio.setSuspended, true) end
local Sound = package.loaded["src.core.Sound"]
if Sound then pcall(Sound.onDeviceReset) end
end
function love.handlers.audioreset()
@@ -928,7 +929,7 @@ function love.touchpressed(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchpressed(id, x, y)
end
if Studio then return Studio.touchpressed(id, x, y) end
if Studio then return end
if Importer then
-- Both mobiles: FlexLove scroll needs the real touch stream. Clicks are
-- polled inside the view; the istouch filter on mousepressed still drops
@@ -945,7 +946,7 @@ function love.touchmoved(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchmoved(id, x, y)
end
if Studio then return Studio.touchmoved(id, x, y) end
if Studio then return end
if Importer then
return Importer:touchmoved(id, x, y, dx, dy, pressure)
end
@@ -959,7 +960,7 @@ function love.touchreleased(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchreleased(id, x, y)
end
if Studio then return Studio.touchreleased(id, x, y) end
if Studio then return end
if Importer then
return Importer:touchreleased(id, x, y, dx, dy, pressure)
end
@@ -1012,12 +1013,7 @@ function love.mousepressed(x, y, button, istouch)
if love.system.getOS() == "Android" then return end
return TouchEditor.mousepressed(x, y, button)
end
if Studio then
-- Mobile LÖVE sends both a touch event and an `istouch` mouse twin.
-- Studio consumes the real finger stream above, so discard the twin.
if istouch and (love.system.getOS() == "Android" or love.system.getOS() == "iOS") then return end
return Studio.mousepressed(x, y, button)
end
if Studio then return Studio.mousepressed(x, y, button) end
if Importer then
-- love.touchpressed already forwards the primary touch into FlexLove for
-- scroll. LÖVE ALSO synthesizes a mouse press for that same touch; if both
@@ -1052,10 +1048,7 @@ function love.mousereleased(x, y, button, istouch)
if love.system.getOS() == "Android" then return end
return TouchEditor.mousereleased(x, y, button)
end
if Studio then
if istouch and (love.system.getOS() == "Android" or love.system.getOS() == "iOS") then return end
return Studio.mousereleased(x, y, button)
end
if Studio then return Studio.mousereleased(x, y, button) end
if Importer then return end
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
@@ -1073,10 +1066,7 @@ function love.mousemoved(x, y, dx, dy, istouch)
if love.system.getOS() == "Android" then return end
return TouchEditor.mousemoved(x, y)
end
if Studio then
if istouch and (love.system.getOS() == "Android" or love.system.getOS() == "iOS") then return end
return Studio.mousemoved(x, y)
end
if Studio then return Studio.mousemoved(x, y) end
if editorMode or Importer then return end
if mouseTouch then
if Game and love.mouse.isDown(1) then Game:touchmoved("mouse", x, y) end
@@ -1127,23 +1117,15 @@ function love.quit()
-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
-- this Lua launcher via that hook. Vanilla behavior (used when no mod
-- claims the hook) is exactly the condition below.
--
-- Android and iOS both tear down LOVE in-process rather than
-- love.event.quit("restart"): Android's vendored love.cpp PHYSFS-crashes
-- on a second init (#575), and iOS's love.cpp forces DONE_RESTART for
-- every quit while warning that leftover threads make that unreliable.
-- SessionLifecycle workers (ChipAudio / Fetch / Check) make that warning
-- real -- endProcess joins them, then the native restart still blows up.
local osName = love.system and love.system.getOS and love.system.getOS()
local inProcessReturn = (osName == "Android" or osName == "iOS")
local isAndroid = (love.system and love.system.getOS and love.system.getOS() == "Android")
local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
return Game and not Importer and not quitToLauncher and not scripted
and (inProcessReturn or not launchedIntoGame)
and (isAndroid or not launchedIntoGame)
end)
if wouldReturnToLauncher then
if inProcessReturn then
if isAndroid then
returnToLauncher()
return true -- abort this quit; stay in the same LOVE run
return true -- abort this quit; the restart lands back in the launcher
end
quitToLauncher = true
-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
@@ -1156,7 +1138,22 @@ function love.quit()
pcall(function()
require("src.core.DiscordPresence").shutdown()
end)
SessionLifecycle.endProcess()
-- LOVE waits for every live love.thread before the process exits, and both
-- background workers idle in a loop that only a "quit" command breaks, so
-- without this the process outlived the window and the next launch re-entered
-- the dead one instead of starting fresh (#339)
if package.loaded["src.core.ChipAudio"] then
pcall(package.loaded["src.core.ChipAudio"].shutdown)
end
if package.loaded["src.update.Check"] then
pcall(package.loaded["src.update.Check"].shutdown)
end
-- The launcher's fetch pool is the same story: its workers idle in
-- Channel:demand(), which never returns on its own, so a launcher that ever
-- touched the network would hang the process on exit (#339's shape again).
if package.loaded["src.net.Fetch"] then
pcall(package.loaded["src.net.Fetch"].shutdown)
end
end
function love.filedropped(file)
@@ -1187,17 +1184,6 @@ function love.run()
-- per-frame sleep-granularity jitter.
local nextFrame = love.timer and love.timer.getTime() or 0
local dt = 0
local idleFor = 0
local SLEEP_FLOOR = 0.001
local WAKE = {
keypressed = true, keyreleased = true, textinput = true,
mousepressed = true, mousereleased = true, mousemoved = true,
wheelmoved = true, touchpressed = true, touchreleased = true,
touchmoved = true, joystickpressed = true, joystickreleased = true,
joystickhat = true, gamepadpressed = true, gamepadreleased = true,
joystickadded = true, joystickremoved = true, filedropped = true,
directorydropped = true, focus = true, visible = true, resize = true,
}
return function()
-- process events
@@ -1216,34 +1202,17 @@ function love.run()
return a or 0
end
end
if WAKE[name] then
idleFor = 0
elseif name == "joystickaxis" and type(c) == "number" and math.abs(c) > 0.5 then
idleFor = 0
end
love.handlers[name](a, b, c, d, e, f)
end
end
-- update dt
if love.timer then dt = love.timer.step() end
idleFor = idleFor + dt
-- call update and draw
if love.update then love.update(dt) end
local visible = not (love.window and love.window.isVisible)
or love.window.isVisible()
local focused = not (love.window and love.window.hasFocus)
or love.window.hasFocus()
local cap = FrameCap.current
if not visible then
cap = 10
elseif Importer and (not focused or idleFor > 30) then
cap = 15
end
if visible and love.graphics and love.graphics.isActive() then
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then love.draw() end
@@ -1254,9 +1223,9 @@ function love.run()
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. The pacer yields to vsync inside a 1ms dead band, so
-- when the panel already paces at or below the cap it is a no-op.
local budget = 1 / cap
-- 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
@@ -1267,8 +1236,8 @@ function love.run()
end
while true do
local remaining = nextFrame - love.timer.getTime()
if remaining <= SLEEP_FLOOR then break end
love.timer.sleep(0.001)
if remaining <= 0 then break end
love.timer.sleep(remaining < 0.001 and remaining or 0.001)
end
else
love.timer.sleep(0.001)
-5
View File
@@ -100,11 +100,6 @@ love-android 11.5a expects:
Set `ANDROID_SDK_ROOT` (or `ANDROID_HOME`), or let the script write
`local.properties` when it finds `~/Library/Android/sdk`.
**ShaderFX bridge**: `scripts/build_android.sh` bundles
`liblibrashader_bridge.so` for arm64-v8a and armeabi-v7a via `cargo ndk` (or
from `SHADERFX_BRIDGE_ANDROID_DIR`), and warns and continues when neither is
available; see `docs/shaderfx.md`.
Gradle flavor used: **`embedNoRecord`** (game fused into the APK, no microphone).
Build task: `assembleEmbedNoRecordDebug`.
@@ -30,10 +30,6 @@
<!-- Low latency audio -->
<uses-feature android:name="android.hardware.audio.low_latency" android:required="false" />
<uses-feature android:name="android.hardware.audio.pro" android:required="false" />
<!-- love.sensor (accelerometer). No runtime permission needed on Android;
this is a Play Store filtering hint only, so required=false like the
other optional hardware features above. -->
<uses-feature android:name="android.hardware.sensor.accelerometer" android:required="false" />
<application
android:allowBackup="true"
@@ -58,7 +54,7 @@
<activity
android:name="org.love2d.android.GameActivity"
android:exported="true"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation|uiMode|density|fontScale|locale|layoutDirection|colorMode"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:label="${NAME}"
android:launchMode="singleTask"
android:screenOrientation="${ORIENTATION}"
@@ -75,7 +71,7 @@
</activity>
<activity
android:name="org.love2d.android.GameActivity$SecondaryActivity"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation|uiMode|density|fontScale|locale|layoutDirection|colorMode"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:excludeFromRecents="true"
android:exported="false"
android:launchMode="singleTask"
@@ -182,7 +182,7 @@ void System::vibrate(double seconds) const
#endif
}
bool System::pickFile(const char *kind, const char *destination) const
bool System::pickFile(const char *kind) const
{
#ifdef LOVE_ANDROID
const char *dest = "picked_rom.gb";
@@ -193,8 +193,7 @@ bool System::pickFile(const char *kind, const char *destination) const
else if (strcmp(kind, "sav") == 0 || strcmp(kind, "save") == 0)
dest = "picked_save.sav";
else if (strcmp(kind, "required_import") == 0)
dest = (destination != nullptr && destination[0] != '\0')
? destination : "picked_required_import.bin";
dest = "picked_required_import.bin";
else if (strcmp(kind, "rom") == 0)
dest = "picked_rom.gb";
// Unknown kinds used to fall through to the ROM destination. Refuse them
@@ -116,7 +116,7 @@ public:
* "required_import" -> picked_required_import.bin.
* @return Whether the picker was shown.
**/
virtual bool pickFile(const char *kind = nullptr, const char *destination = nullptr) const;
virtual bool pickFile(const char *kind = nullptr) const;
virtual const char *pickFileKinds() const;
/**
@@ -101,8 +101,7 @@ int w_vibrate(lua_State *L)
int w_pickFile(lua_State *L)
{
const char *kind = luaL_optstring(L, 1, nullptr);
const char *destination = luaL_optstring(L, 2, nullptr);
luax_pushboolean(L, instance()->pickFile(kind, destination));
luax_pushboolean(L, instance()->pickFile(kind));
return 1;
}
@@ -39,7 +39,6 @@ import java.util.HashMap;
import java.util.List;
import java.util.Locale;
import java.util.Map;
import java.security.MessageDigest;
import android.Manifest;
import android.app.AlarmManager;
@@ -112,8 +111,6 @@ public class GameActivity extends SDLActivity {
// basename as its body, so RomImporter:focus can say so in the launcher
// instead of leaving the player on "No ROM imported" (issue #442).
private static final String PICK_ERROR_FILENAME = "pick_error.flag";
// Written after a direct required-import copy has been fully published.
private static final String PICK_COMPLETE_FILENAME = "pick_complete.flag";
// Step bridge (love.system.syncHealthSteps): pending-steps delivery
// consumed by the Pokéwalker mod, same contract as the iOS
// GRHealthBridge. Steps come from the hardware TYPE_STEP_COUNTER
@@ -579,21 +576,6 @@ public class GameActivity extends SDLActivity {
* picked_rom.gb, picked_mod.zip, picked_save.sav, or
* picked_required_import.bin)
*/
private static boolean isDirectRequiredDestination(String relative) {
if (relative == null || relative.length() == 0 || relative.startsWith("/")) return false;
String normalized = relative.replace('\\', '/');
if (!normalized.startsWith("mods/")) return false;
int marker = normalized.indexOf("/baseroms/");
if (marker <= "mods/".length() || marker + "/baseroms/".length() >= normalized.length()) {
return false;
}
return !normalized.contains("//")
&& !normalized.equals("..")
&& !normalized.startsWith("../")
&& !normalized.contains("/../")
&& !normalized.endsWith("/..");
}
/** Legacy single-argument entry; resolves the save dir itself. */
@Keep
public static boolean showFilePicker(String destFilename) {
@@ -611,30 +593,14 @@ public class GameActivity extends SDLActivity {
// onActivityResult copies the pick there, not into a recomputed
// (possibly different-volume) root (#604, #839).
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
// Basename destinations keep the historical ROM/mod/save staging path.
// A nested destination is accepted only for an engine-generated mod
// baseroms path, then canonicalized beneath LOVE's mounted save root.
String normalizedDest = destFilename.replace('\\', '/');
boolean nested = normalizedDest.indexOf('/') >= 0;
if (nested && !isDirectRequiredDestination(normalizedDest)) {
Log.d("GameActivity", "refusing non-baseroms picker dest: " + destFilename);
return false;
}
try {
File rootCanonical = self.saveIdentityDir().getCanonicalFile();
File destCanonical = new File(rootCanonical, normalizedDest).getCanonicalFile();
String rootPrefix = rootCanonical.getPath() + File.separator;
if (destCanonical.equals(rootCanonical)
|| !destCanonical.getPath().startsWith(rootPrefix)) {
Log.d("GameActivity", "refusing unsafe picker dest: " + destFilename);
return false;
}
} catch (IOException e) {
Log.d("GameActivity", "could not validate picker dest: " + e.getMessage());
// Reject path separators so a hostile JNI caller cannot escape the
// save identity directory.
if (destFilename.indexOf('/') >= 0 || destFilename.indexOf('\\') >= 0) {
Log.d("GameActivity", "refusing unsafe picker dest: " + destFilename);
return false;
}
self.pendingPickFilename = normalizedDest;
self.pendingPickFilename = destFilename;
if (android.os.Build.VERSION.SDK_INT >= 21) {
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
@@ -1311,7 +1277,13 @@ public class GameActivity extends SDLActivity {
/** Drops a small flag file in the save identity for Lua to consume on focus. */
private void writeSaveDirFlag(String name, String body) {
writeFlagFile(saveIdentityDir(), name, body);
try {
FileOutputStream fos = new FileOutputStream(new File(saveIdentityDir(), name), false);
fos.write(body.getBytes());
fos.close();
} catch (IOException e) {
Log.d("GameActivity", "could not write " + name + ": " + e.getMessage());
}
}
/**
@@ -1534,26 +1506,9 @@ public class GameActivity extends SDLActivity {
Log.d("GameActivity", "could not create " + destDir);
return;
}
final String destName = pendingPickFilename != null
String destName = pendingPickFilename != null
? pendingPickFilename : PICKED_ROM_FILENAME;
final boolean directRequired = isDirectRequiredDestination(destName);
final File destFile;
try {
File rootCanonical = destDir.getCanonicalFile();
destFile = new File(rootCanonical, destName).getCanonicalFile();
String rootPrefix = rootCanonical.getPath() + File.separator;
if (destFile.equals(rootCanonical)
|| !destFile.getPath().startsWith(rootPrefix)
|| (destName.indexOf('/') >= 0 && !directRequired)) {
Log.d("GameActivity", "refusing unsafe result dest: " + destName);
writeSaveDirFlag(PICK_ERROR_FILENAME, destName);
return;
}
} catch (IOException e) {
Log.d("GameActivity", "could not validate result dest: " + e.getMessage());
writeSaveDirFlag(PICK_ERROR_FILENAME, destName);
return;
}
File destFile = new File(destDir, destName);
// ACTION_OPEN_DOCUMENT is meant to land in the system documents UI, but
// some OEM shells (ColorOS) offer third-party file managers in a
@@ -1579,110 +1534,15 @@ public class GameActivity extends SDLActivity {
writeSaveDirFlag(PICK_ERROR_FILENAME, destName);
return;
}
final InputStream pickedSource = source;
final File pickedRoot = destDir;
if (directRequired) {
// Optical-disc-sized imports must not block Android's UI thread and
// must not create a second picked_required_import.bin copy.
new Thread(new Runnable() {
@Override public void run() {
PickCopyResult result = copyRequiredImport(pickedSource, destFile);
if (!result.ok) {
writeFlagFile(pickedRoot, PICK_ERROR_FILENAME, destName);
return;
}
String marker = "v1\n" + destName + "\n" + result.md5 + "\n"
+ Long.toString(result.bytes) + "\n";
writeFlagFile(pickedRoot, PICK_COMPLETE_FILENAME, marker);
}
}, "gen1recomp-required-import").start();
return;
}
if (!copyAssetFile(pickedSource, destFile.getPath())) {
if (!copyAssetFile(source, destFile.getPath())) {
Log.d("GameActivity", "could not copy picked file to " + destFile);
// A truncated pick would only fail verification later, so drop it
// and report instead.
destFile.delete();
writeSaveDirFlag(PICK_ERROR_FILENAME, destName);
}
}
private static final class PickCopyResult {
boolean ok = false;
long bytes = 0;
String md5 = "";
}
private static String hex(byte[] bytes) {
StringBuilder out = new StringBuilder(bytes.length * 2);
for (byte b : bytes) out.append(String.format(Locale.US, "%02x", b & 0xff));
return out.toString();
}
private static void writeFlagFile(File dir, String name, String body) {
try {
if (!dir.isDirectory() && !dir.mkdirs()) return;
File tmp = new File(dir, name + ".tmp");
File dest = new File(dir, name);
FileOutputStream out = new FileOutputStream(tmp, false);
out.write(body.getBytes("UTF-8"));
out.getFD().sync();
out.close();
if (dest.exists() && !dest.delete()) { tmp.delete(); return; }
if (!tmp.renameTo(dest)) tmp.delete();
} catch (Exception e) {
Log.d("GameActivity", "could not write " + name + ": " + e.getMessage());
}
}
private static PickCopyResult copyRequiredImport(InputStream source, File destination) {
PickCopyResult result = new PickCopyResult();
File parent = destination.getParentFile();
File partial = new File(destination.getPath() + ".part");
BufferedInputStream in = null;
BufferedOutputStream out = null;
FileOutputStream rawOut = null;
try {
if (parent != null && !parent.isDirectory() && !parent.mkdirs()) return result;
if (partial.exists() && !partial.delete()) return result;
MessageDigest md5 = MessageDigest.getInstance("MD5");
in = new BufferedInputStream(source, 1024 * 1024);
rawOut = new FileOutputStream(partial, false);
out = new BufferedOutputStream(rawOut, 1024 * 1024);
byte[] buf = new byte[1024 * 1024];
int n;
long total = 0;
while ((n = in.read(buf)) != -1) {
if (n == 0) continue;
out.write(buf, 0, n);
md5.update(buf, 0, n);
total += n;
}
out.flush();
rawOut.getFD().sync();
out.close(); out = null; rawOut = null;
in.close(); in = null;
// Publish only a complete same-directory file. Validation still
// happens in Lua against the manifest before a receipt is written.
if (destination.exists() && !destination.delete()) return result;
if (!partial.renameTo(destination)) return result;
result.ok = true;
result.bytes = total;
result.md5 = hex(md5.digest());
Log.d("GameActivity", "direct required import copied " + total
+ " bytes to " + destination);
return result;
} catch (Exception e) {
Log.d("GameActivity", "direct required import failed: " + e.getMessage());
return result;
} finally {
try { if (in != null) in.close(); } catch (IOException ignored) {}
try { if (out != null) out.close(); } catch (IOException ignored) {}
try { if (rawOut != null) rawOut.close(); } catch (IOException ignored) {}
if (!result.ok && partial.exists()) partial.delete();
}
}
/**
* Copies a given file from the assets folder to the destination.
*
@@ -1705,12 +1565,13 @@ public class GameActivity extends SDLActivity {
assert (source != null && destination != null);
try {
byte[] buf = new byte[1024 * 1024];
while ((chunk_read = source.read(buf)) != -1) {
if (chunk_read == 0) continue;
byte[] buf = new byte[1024];
chunk_read = source.read(buf);
do {
destination.write(buf, 0, chunk_read);
bytes_written += chunk_read;
}
chunk_read = source.read(buf);
} while (chunk_read != -1);
} catch (IOException e) {
Log.d("GameActivity", "Copying failed:" + e.getMessage());
}
-1
View File
@@ -52,7 +52,6 @@ The script verifies the final app before packaging it:
- the public Documents plist settings are present
- the native picker bridge is present
- the SHADER FX librashader bridge is linked into the app binary, when this build produced one
- `game.love` exists and is non-empty
If the payload is missing, the build fails instead of producing a blank app.
+14
View File
@@ -12,6 +12,20 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.2.13",
"date": "2026-08-20",
"size": 13749377,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.13/gen1recomp++-0.2.13-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1474 (Pokémon Gold) Pokédex mode not being saved\n- #1475 (Pokémon Gold) Vital Throw attacking before the opponent\n- #1477 (Pokémon Gold) Map when using fly keeps the arrow from the pokégear\n- #1478 (Pokémon Gold) Wrong move layout in battles\n- #1479 [Gold] tiles broken at Route 28 and Mt Silver\n- #1482 (Pokémon Gold) Nothing happens when trying to use Coin Case\n- #1488 Pokemon EXP calculation after trading went back to issue #984\n- #1510 Title Screen Transition is Missing\n- #1511 Broken Trainer Rival Name Layout\n- #1512 Gen 2 Post battle interactions don't exist\n- #1514 Health damage timing\n- #1516 Move learning timing\n- #1521 Different Item Menu\n- #1522 Wrong Save Game Layout\n- #1545 Pikachu not sliding out when switching Pokemon.\n- #1557 (Gold) Impossible to get TM 03 in Celadon Mansion at night\n- #1558 (Gold) Missing colors and symbol in stats screen\n- #1563 Player mon pic cuts away instead of shrinking when recalled\n- #1565 Thrash doesn't lock in when the first use misses\n- #1566 Center PC missing the PKMN LEAGUE entry after the Hall of Fame\n- #1569 Goldenrod Gift Spearow Bugged\n- #1577 Thrash has no animation past the first turn\n- #1578 Hitting yourself in confusion animation missing\n- #1579 Missing dialogue for Cerulean City Rocket\n- #1594 Pokemon menu closing too soon when using rare candy\n- #1596 Evolution dialogue & missing jingle\n- #1606 Misty dialogue issue\n- #1608 \"There's no will to fight!\" message issues\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.2.12",
"date": "2026-08-20",
"size": 13737259,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.12/gen1recomp++-0.2.12-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1582 Sync not working between steamdeck and windows\n- #1583 Cant sync between iOS and windows\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi\n- @thibautbus"
},
{
"version": "0.2.11",
"date": "2026-08-20",
+4 -101
View File
@@ -13,7 +13,6 @@
import UIKit
import UniformTypeIdentifiers
import CryptoKit
@objc(GRPickerBridge)
public final class GRPickerBridge: NSObject {
@@ -191,17 +190,9 @@ public final class GRPickerBridge: NSObject {
@objc(presentPickerWithKind:saveDir:)
public static func presentPicker(kind: UnsafePointer<CChar>?,
saveDir: UnsafePointer<CChar>?) -> Bool {
return presentPicker(kind: kind, saveDir: saveDir, destination: nil)
}
@objc(presentPickerWithKind:saveDir:destination:)
public static func presentPicker(kind: UnsafePointer<CChar>?,
saveDir: UnsafePointer<CChar>?,
destination: UnsafePointer<CChar>?) -> Bool {
let kindStr = kind.map { String(cString: $0) } ?? "rom"
guard let dir = resolvedSaveDir(saveDir) else { return false }
let requestedDestination = destination.map { String(cString: $0) }
let destName: String
var types: [UTType] = []
switch kindStr {
@@ -211,13 +202,7 @@ public final class GRPickerBridge: NSObject {
case "sav":
destName = "picked_save.sav"
case "required_import":
if let requestedDestination,
isDirectRequiredDestination(requestedDestination),
safeDestination(in: dir, relative: requestedDestination) != nil {
destName = requestedDestination
} else {
destName = "picked_required_import.bin"
}
destName = "picked_required_import.bin"
// A Nintendo 64 cartridge, for mods that build assets out of one --
// the voxel mod's Pokemon Stadium battle models are the caller this
// was added for. Its own filename on purpose: an N64 ROM landing on
@@ -249,18 +234,12 @@ public final class GRPickerBridge: NSObject {
types.append(.data)
if !types.contains(.item) { types.append(.item) }
let directRequired = kindStr == "required_import"
&& destName != "picked_required_import.bin"
let picker = UIDocumentPickerViewController(forOpeningContentTypes: types,
asCopy: !directRequired)
asCopy: true)
picker.allowsMultipleSelection = false
let delegate = PickerDelegate { urls in
guard let src = urls.first else { return }
if directRequired {
copyRequiredItemAsync(at: src, into: dir, relative: destName)
} else {
copyItem(at: src, into: dir, named: destName)
}
copyItem(at: src, into: dir, named: destName)
}
return present(picker, with: delegate)
}
@@ -431,82 +410,6 @@ public final class GRPickerBridge: NSObject {
try? fm.moveItem(at: item, to: target)
}
private static func isDirectRequiredDestination(_ relative: String) -> Bool {
let normalized = relative.replacingOccurrences(of: "\\", with: "/")
guard normalized.hasPrefix("mods/"),
let range = normalized.range(of: "/baseroms/"),
range.lowerBound > normalized.index(normalized.startIndex, offsetBy: 5),
range.upperBound < normalized.endIndex else { return false }
return !normalized.hasPrefix("/")
&& !normalized.contains("//")
&& !normalized.contains("/../")
&& !normalized.hasSuffix("/..")
}
private static func safeDestination(in root: URL, relative: String) -> URL? {
guard isDirectRequiredDestination(relative) else { return nil }
let rootURL = root.standardizedFileURL
let candidate = rootURL.appendingPathComponent(relative).standardizedFileURL
let rootPath = rootURL.path.hasSuffix("/") ? rootURL.path : rootURL.path + "/"
guard candidate.path.hasPrefix(rootPath) else { return nil }
return candidate
}
private static func writeFlag(in dir: URL, name: String, body: String) {
try? body.data(using: .utf8)?.write(to: dir.appendingPathComponent(name),
options: .atomic)
}
private static func copyRequiredItemAsync(at src: URL, into dir: URL,
relative: String) {
DispatchQueue.global(qos: .userInitiated).async {
let scoped = src.startAccessingSecurityScopedResource()
defer { if scoped { src.stopAccessingSecurityScopedResource() } }
guard let dest = safeDestination(in: dir, relative: relative) else {
writeFlag(in: dir, name: "pick_error.flag", body: relative)
return
}
let fm = FileManager.default
ensureDirectory(dest.deletingLastPathComponent())
let partial = URL(fileURLWithPath: dest.path + ".part")
try? fm.removeItem(at: partial)
guard fm.createFile(atPath: partial.path, contents: nil) else {
writeFlag(in: dir, name: "pick_error.flag", body: relative)
return
}
var hasher = Insecure.MD5()
var total: UInt64 = 0
do {
let input = try FileHandle(forReadingFrom: src)
let output = try FileHandle(forWritingTo: partial)
defer {
try? input.close()
try? output.close()
}
while true {
let data = input.readData(ofLength: 1024 * 1024)
if data.isEmpty { break }
hasher.update(data: data)
output.write(data)
total += UInt64(data.count)
}
output.synchronizeFile()
try? fm.removeItem(at: dest)
try fm.moveItem(at: partial, to: dest)
let digest = hasher.finalize().map { String(format: "%02x", $0) }.joined()
let marker = "v1\n" + relative + "\n" + digest + "\n"
+ String(total) + "\n"
writeFlag(in: dir, name: "pick_complete.flag", body: marker)
NSLog("GRPickerBridge: direct required import delivered %llu bytes", total)
} catch {
try? fm.removeItem(at: partial)
NSLog("GRPickerBridge: direct required import failed: \(error)")
writeFlag(in: dir, name: "pick_error.flag", body: relative)
}
}
}
private static func copyItem(at src: URL, into dir: URL, named name: String) {
let scoped = src.startAccessingSecurityScopedResource()
defer { if scoped { src.stopAccessingSecurityScopedResource() } }
@@ -523,7 +426,7 @@ public final class GRPickerBridge: NSObject {
let report = "Could not copy \(src.lastPathComponent): " +
error.localizedDescription
try? report.data(using: .utf8)?
.write(to: dir.appendingPathComponent("pick_error.flag"))
.write(to: dir.appendingPathComponent("pick_error.txt"))
}
}
+1 -14
View File
@@ -93,20 +93,7 @@ static int gr_callBridge(lua_State *L, const char *className,
int w_pickFile(lua_State *L)
{
const char *kind = luaL_optstring(L, 1, "rom");
const char *destination = luaL_optstring(L, 2, nullptr);
Class cls = objc_getClass("GRPickerBridge");
if (cls == nullptr)
{
lua_pushboolean(L, 0);
return 1;
}
typedef signed char (*GRPick)(Class, SEL, const char *, const char *,
const char *);
signed char ok = ((GRPick)objc_msgSend)(
cls, sel_registerName("presentPickerWithKind:saveDir:destination:"),
kind, gr_saveDirectory(), destination);
lua_pushboolean(L, ok != 0);
return 1;
return gr_callBridge(L, "GRPickerBridge", "presentPickerWithKind:saveDir:", kind);
}
// love.system.pickFileKinds() -> the comma-separated kinds supported by the
+1 -1
View File
@@ -1,6 +1,6 @@
# LÖVE UWP binaries
These x64 UWP Release binaries were built from [`caorthann-celt/love-xbox-uwp`](https://github.com/caorthann-celt/love-xbox-uwp) at commit `3f51bf0be5f3f86e5934da3893caba2b817f82c1`.
These x64 UWP Release binaries were built from [`caorthann-celt/love-xbox-uwp`](https://github.com/caorthann-celt/love-xbox-uwp) at commit `cdf85f28ed794c95d6f5f7e3a8f23ca9ee1fbdcb`.
The build uses LÖVE 11.5, LuaJIT, SDL2, and ANGLE. Keep the DLLs and import libraries together; they are one binary interface.
Binary file not shown.
Binary file not shown.
+3 -3
View File
@@ -7,7 +7,7 @@
"love": {
"version": "11.5",
"repository": "https://github.com/caorthann-celt/love-xbox-uwp.git",
"commit": "3f51bf0be5f3f86e5934da3893caba2b817f82c1"
"commit": "cdf85f28ed794c95d6f5f7e3a8f23ca9ee1fbdcb"
},
"luajit": {
"repository": "https://github.com/LuaJIT/LuaJIT.git",
@@ -99,7 +99,7 @@
},
{
"path": "love/bin/love.dll",
"sha256": "E2CE334817636AA9EFF97E181FB5C33C506971F2AC7C653F2CA751B5CDE2FCE6"
"sha256": "A3622828014F03DDB502D2A7807DC8F94432172595BE03508099BD66937FD45F"
},
{
"path": "love/bin/lua51.dll",
@@ -111,7 +111,7 @@
},
{
"path": "love/lib/lovestatic.lib",
"sha256": "3794690ED3F44DB6F0C83BBC1673979922627929E852E7668C9911DE1F72B972"
"sha256": "15FB3A9CB3C3CDAB8B33DE5B1D1F8D8FF6CE9719E9AA7BC2CF3D7B51CDCE0C98"
},
{
"path": "love/lib/lua51.lib",
+3 -33
View File
@@ -79,7 +79,7 @@ else
main.lua conf.lua src data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json tools/rom_manifest_crystal.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
fi
# Materialize the listing once and grep the file: piping unzip straight into
@@ -101,8 +101,7 @@ for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
src/ui/kit/Kit.lua \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
tools/rom_manifest_crystal.json; do
tools/rom_manifest_silver.json; do
grep -qxF "$required" "$LOVE_LISTING" \
|| fail "game.love is missing $required"
done
@@ -168,31 +167,6 @@ make_ico() { # $1 = output .ico path
}
# --------------------------------------------------------------- macOS
# ShaderFX's librashader bridge. Only the CONVERT action needs it, so a build
# without it still runs presets that were converted elsewhere.
# SHADERFX_BRIDGE points at a prebuilt library; otherwise cargo builds it.
bundle_shader_bridge() {
local dest="$1" name="$2"
local src="${SHADERFX_BRIDGE:-}"
local crate="$ROOT/tools/shaderfx-bridge"
if [ -z "$src" ] && [ -f "$crate/target/release/$name" ]; then
src="$crate/target/release/$name"
fi
if [ -z "$src" ] && command -v cargo >/dev/null 2>&1; then
say "building the ShaderFX bridge with cargo"
if (cd "$crate" && cargo build --release >/dev/null 2>&1); then
src="$crate/target/release/$name"
fi
fi
if [ -n "$src" ] && [ -f "$src" ]; then
mkdir -p "$dest"
cp "$src" "$dest/$name"
say "bundled $name for SHADER FX preset conversion"
else
warn "$name not found: this build can run converted presets but not CONVERT new ones (set SHADERFX_BRIDGE or install cargo)"
fi
}
build_mac() {
say "building macOS app"
local love_app="${LOVE_APP:-/Applications/love.app}"
@@ -205,7 +179,6 @@ build_mac() {
# drop any bundled placeholder .love and fuse ours in
find "$out_app/Contents/Resources" -maxdepth 1 -name '*.love' -delete
cp "$LOVE_FILE" "$out_app/Contents/Resources/game.love"
bundle_shader_bridge "$out_app/Contents/MacOS" "liblibrashader_bridge.dylib"
local plist="$out_app/Contents/Info.plist"
/usr/libexec/PlistBuddy -c "Set :CFBundleName $APP_NAME" "$plist" 2>/dev/null \
@@ -319,11 +292,9 @@ build_win() {
cp "$tls_dll" "$out_dir/gen1tls.dll"
say "bundled gen1tls.dll for Windows TLS (wss://)"
else
warn "gen1tls.dll not found: Windows zip will not support wss:// (set GEN1TLS_DLL or build native/tls_dial)"
warn "gen1tls.dll not found Windows zip will not support wss:// (set GEN1TLS_DLL or build native/tls_dial)"
fi
bundle_shader_bridge "$out_dir" "librashader_bridge.dll"
# The exe's icon lives in love.exe's PE resources, so it must be patched
# BEFORE the .love is appended: peresed rewrites the whole file and would
# drop the fused bytes. peresed (pipx install pe_tools) has no .ico input,
@@ -419,7 +390,6 @@ build_linux() {
unsquashfs -q -no-xattrs -o "$sfs_offset" -d "$appdir" "$love_appimage" >/dev/null
cp "$LOVE_FILE" "$appdir/game.love"
bundle_shader_bridge "$appdir" "liblibrashader_bridge.so"
# Replace LÖVE's own desktop entry rather than keeping it: it says
# Name=LÖVE / Icon=love, which is what appimaged, app menus and file
+7 -198
View File
@@ -2,22 +2,11 @@
# Packages the LÖVE2D Pokémon Red port into an Android APK via love-android 11.5a.
#
# Usage: scripts/build_android.sh [--version X.Y.Z] [--release] [--package-only]
# [--test-application-id ID]
#
# --version X.Y.Z set app.version_name / app.version_code (else left as-is)
# --release build the production-signed release APK (requires the
# GEN1RECOMP_ANDROID_* signing environment variables)
# --package-only zip game.love + apply branding; skip gradle
# --test-application-id ID install under a distinct application id (e.g.
# com.theboisclub.pokemonred.shaderfxtest) so a
# test build installs side by side with a real
# played copy instead of overwriting it. App name
# gets a " (test)" suffix so it's distinguishable
# in the launcher too. Without this flag,
# apply_android_branding always writes back the
# real shipping identity, which previously had to
# be restored by hand in gradle.properties after
# every test build.
# --version X.Y.Z set app.version_name / app.version_code (else left as-is)
# --release build the production-signed release APK (requires the
# GEN1RECOMP_ANDROID_* signing environment variables)
# --package-only zip game.love + apply branding; skip gradle
#
# Prerequisites:
# - mobile/android vendored love-android tree at tag 11.5a (in-repo; see mobile/ANDROID.md)
@@ -45,13 +34,10 @@ GOLD_MANIFEST_RELATIVE="tools/rom_manifest_gold.json"
GOLD_MANIFEST_URL="${GOLD_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_gold.json}"
SILVER_MANIFEST_RELATIVE="tools/rom_manifest_silver.json"
SILVER_MANIFEST_URL="${SILVER_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_silver.json}"
CRYSTAL_MANIFEST_RELATIVE="tools/rom_manifest_crystal.json"
CRYSTAL_MANIFEST_URL="${CRYSTAL_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_crystal.json}"
VERSION=""
PACKAGE_ONLY=false
RELEASE=false
TEST_APPLICATION_ID=""
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
@@ -62,12 +48,11 @@ while [ $# -gt 0 ]; do
--version) VERSION="$2"; shift ;;
--package-only) PACKAGE_ONLY=true ;;
--release) RELEASE=true ;;
--test-application-id) TEST_APPLICATION_ID="$2"; shift ;;
-h|--help)
sed -n '2,28p' "$0"
sed -n '2,20p' "$0"
exit 0
;;
*) fail "unknown argument: $1 (try --version X.Y.Z, --release, --package-only, or --test-application-id ID)" ;;
*) fail "unknown argument: $1 (try --version X.Y.Z, --release, or --package-only)" ;;
esac
shift
done
@@ -99,21 +84,6 @@ if $RELEASE; then
|| fail "Android signing keystore does not exist: $GEN1RECOMP_ANDROID_KEYSTORE"
fi
if [ -n "$TEST_APPLICATION_ID" ]; then
if ! printf '%s' "$TEST_APPLICATION_ID" | grep -Eq '^[A-Za-z][A-Za-z0-9_]*(\.[A-Za-z][A-Za-z0-9_]*)+$'; then
fail "invalid --test-application-id '$TEST_APPLICATION_ID' (expected a dotted package id, e.g. com.theboisclub.pokemonred.shaderfxtest)"
fi
APPLICATION_ID="$TEST_APPLICATION_ID"
APP_NAME="$APP_NAME (test)"
fi
# Optional overrides for side-by-side test APKs (never used by CI shipping builds).
if [ -n "${GEN1RECOMP_ANDROID_APPLICATION_ID:-}" ]; then
APPLICATION_ID="$GEN1RECOMP_ANDROID_APPLICATION_ID"
fi
if [ -n "${GEN1RECOMP_ANDROID_APP_NAME:-}" ]; then
APP_NAME="$GEN1RECOMP_ANDROID_APP_NAME"
fi
# --------------------------------------------------------------- preconditions
if [ ! -f "$ANDROID_DIR/settings.gradle" ] || [ ! -f "$ANDROID_DIR/gradlew" ]; then
fail "love-android not found at mobile/android/.
@@ -276,54 +246,6 @@ ensure_silver_manifest() {
fail "Silver import manifest is unavailable. Git recovery failed and could not download $SILVER_MANIFEST_URL"
}
crystal_manifest_is_valid() {
local path="$1"
python3 - "$path" <<'PY'
import json, pathlib, sys
try:
manifest = json.loads(pathlib.Path(sys.argv[1]).read_text())
except (OSError, ValueError):
raise SystemExit(1)
raise SystemExit(0 if manifest.get("romSha1") ==
"f4cd194bdee0d04ca4eac29e09b8e4e9d818c133" else 1)
PY
}
ensure_crystal_manifest() {
local manifest="$ROOT/$CRYSTAL_MANIFEST_RELATIVE"
local staged
staged="$(mktemp)"
if crystal_manifest_is_valid "$manifest"; then
rm -f "$staged"
return
fi
warn "Crystal import manifest is missing or invalid; recovering it before packaging"
if git -C "$ROOT" show "HEAD:$CRYSTAL_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \
&& crystal_manifest_is_valid "$staged"; then
mkdir -p "$(dirname "$manifest")"
mv "$staged" "$manifest"
say "restored Crystal import manifest from this checkout's Git data"
return
fi
if command -v curl >/dev/null 2>&1 \
&& curl --fail --location --retry 2 --connect-timeout 15 \
--output "$staged" "$CRYSTAL_MANIFEST_URL" \
&& crystal_manifest_is_valid "$staged"; then
mkdir -p "$(dirname "$manifest")"
mv "$staged" "$manifest"
say "downloaded Crystal import manifest from the project repository"
return
fi
rm -f "$staged"
fail "Crystal import manifest is unavailable. Git recovery failed and could not download $CRYSTAL_MANIFEST_URL"
}
# --------------------------------------------------------------- branding
# love-android 11.5+ reads app id / name / orientation from gradle.properties.
# Manifest still gets permission trims. Re-applied every build so refreshing
@@ -390,7 +312,6 @@ pack_game_love() {
ensure_yellow_manifest
ensure_gold_manifest
ensure_silver_manifest
ensure_crystal_manifest
mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE"
# tools/save-editor ships with the app: the launcher's Edit button on a save
@@ -405,7 +326,7 @@ pack_game_love() {
main.lua conf.lua src data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json tools/rom_manifest_crystal.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
-x 'data/generated/*' -x 'assets/generated/*')
# List once and match against the captured text: piping unzip straight into
@@ -429,8 +350,6 @@ pack_game_love() {
|| fail "game.love is missing the Gold ROM import manifest"
grep -qx 'tools/rom_manifest_silver.json' <<< "$archive_entries" \
|| fail "game.love is missing the Silver ROM import manifest"
grep -qx 'tools/rom_manifest_crystal.json' <<< "$archive_entries" \
|| fail "game.love is missing the Crystal ROM import manifest"
# This gate exists because the launcher's UI toolkit once lived outside
# src/ (libs/flexlove) and was added to scripts/build.sh's payload and to
# no other packager, so Android and iOS built an APK/IPA whose launcher
@@ -468,115 +387,6 @@ pack_game_love() {
fi
}
# --------------------------------------------------------------- ShaderFX bridge
SHADER_BRIDGE_LIB="liblibrashader_bridge.so"
SHADER_BRIDGE_ABIS="arm64-v8a armeabi-v7a"
shader_bridge_rust_target() {
case "$1" in
arm64-v8a) printf 'aarch64-linux-android' ;;
armeabi-v7a) printf 'armv7-linux-androideabi' ;;
x86_64) printf 'x86_64-linux-android' ;;
x86) printf 'i686-linux-android' ;;
*) printf '' ;;
esac
}
shader_bridge_staged_count() {
local jni="$1" abi count=0
for abi in $SHADER_BRIDGE_ABIS; do
[ -f "$jni/$abi/$SHADER_BRIDGE_LIB" ] && count=$((count + 1))
done
printf '%s' "$count"
}
bundle_shader_bridge_android() {
local jni="$ANDROID_DIR/app/src/main/jniLibs"
local crate="$ROOT/tools/shaderfx-bridge"
local abi target
for abi in $SHADER_BRIDGE_ABIS; do
rm -f "$jni/$abi/$SHADER_BRIDGE_LIB"
done
local prebuilt="${SHADERFX_BRIDGE_ANDROID_DIR:-}"
if [ -n "$prebuilt" ]; then
for abi in $SHADER_BRIDGE_ABIS; do
if [ -f "$prebuilt/$abi/$SHADER_BRIDGE_LIB" ]; then
mkdir -p "$jni/$abi"
cp "$prebuilt/$abi/$SHADER_BRIDGE_LIB" "$jni/$abi/$SHADER_BRIDGE_LIB"
else
warn "SHADERFX_BRIDGE_ANDROID_DIR has no $abi/$SHADER_BRIDGE_LIB"
fi
done
if [ "$(shader_bridge_staged_count "$jni")" -gt 0 ]; then
say "bundled $SHADER_BRIDGE_LIB for SHADER FX preset conversion (prebuilt)"
return
fi
fi
if [ ! -f "$crate/Cargo.toml" ]; then
warn "$SHADER_BRIDGE_LIB not found: this build can run converted presets but not CONVERT new ones (tools/shaderfx-bridge is missing)"
return
fi
if ! command -v cargo >/dev/null 2>&1 || ! cargo ndk --version >/dev/null 2>&1; then
warn "$SHADER_BRIDGE_LIB not found: this build can run converted presets but not CONVERT new ones (set SHADERFX_BRIDGE_ANDROID_DIR or run 'cargo install cargo-ndk')"
return
fi
local ndk="${ANDROID_NDK_HOME:-}"
if [ -z "$ndk" ] || [ ! -d "$ndk" ]; then
ndk="${ANDROID_SDK_ROOT:-${ANDROID_HOME:-$HOME/Library/Android/sdk}}/ndk/$NDK_VERSION"
fi
if [ ! -d "$ndk" ]; then
warn "$SHADER_BRIDGE_LIB not built: NDK $NDK_VERSION not found (set ANDROID_NDK_HOME)"
return
fi
local installed missing="" buildable=""
installed="$(rustup target list --installed 2>/dev/null || true)"
for abi in $SHADER_BRIDGE_ABIS; do
target="$(shader_bridge_rust_target "$abi")"
if grep -qx "$target" <<< "$installed"; then
buildable="$buildable $abi"
else
missing="$missing $target"
fi
done
if [ -n "$missing" ]; then
warn "$SHADER_BRIDGE_LIB: skipping$missing. Run: rustup target add$missing"
fi
if [ -z "$buildable" ]; then
warn "$SHADER_BRIDGE_LIB not built: this build can run converted presets but not CONVERT new ones (no Android Rust targets installed)"
return
fi
local args=()
for abi in $buildable; do
args+=(-t "$abi")
done
say "building the ShaderFX bridge with cargo-ndk (${buildable# })"
mkdir -p "$jni"
if ! (
cd "$crate"
export ANDROID_NDK_HOME="$ndk"
export ANDROID_NDK_ROOT="$ndk"
export CARGO_PROFILE_RELEASE_STRIP="symbols"
cargo ndk "${args[@]}" -o "$jni" build --release
); then
warn "$SHADER_BRIDGE_LIB failed to cross-compile: this build can run converted presets but not CONVERT new ones"
return
fi
if [ "$(shader_bridge_staged_count "$jni")" -gt 0 ]; then
say "bundled $SHADER_BRIDGE_LIB for SHADER FX preset conversion"
else
warn "$SHADER_BRIDGE_LIB not found after cargo-ndk: this build can run converted presets but not CONVERT new ones"
fi
}
# --------------------------------------------------------------- SDK check
require_android_sdk() {
local sdk="${ANDROID_SDK_ROOT:-${ANDROID_HOME:-}}"
@@ -691,6 +501,5 @@ if $PACKAGE_ONLY; then
fi
require_android_sdk
bundle_shader_bridge_android
run_gradle
say "done"
+3 -149
View File
@@ -615,138 +615,6 @@ verify_game_payload() {
say "game.love present ($(du -h "$app/game.love" | cut -f1))"
}
SHADER_BRIDGE_LIB=""
SHADER_BRIDGE_NAME="liblibrashader_bridge.a"
SHADER_BRIDGE_OBJ="librashader_bridge.o"
SHADER_BRIDGE_ARCHS=""
rust_targets_for_sdk() {
if [ "$1" = "iphoneos" ]; then
printf 'aarch64-apple-ios'
else
printf 'aarch64-apple-ios-sim x86_64-apple-ios'
fi
}
build_shader_bridge_slice() {
local rust_target="$1"
local crate="$ROOT/tools/shaderfx-bridge"
local built="$crate/target/$rust_target/release/$SHADER_BRIDGE_NAME"
if [ -f "$built" ]; then
printf '%s' "$built"
return 0
fi
if command -v cargo >/dev/null 2>&1 \
&& rustup target list --installed 2>/dev/null \
| grep -x "$rust_target" >/dev/null; then
say "building the ShaderFX bridge with cargo ($rust_target)" >&2
if (cd "$crate" && IPHONEOS_DEPLOYMENT_TARGET=15.0 \
cargo build --release --target "$rust_target" >/dev/null 2>&1); then
printf '%s' "$built"
return 0
fi
fi
return 1
}
prelink_shader_bridge_slice() {
local archive="$1" sdk="$2" out="$3"
local arch platform sdk_version syms objcopy tmp
arch="$(lipo -archs "$archive" 2>/dev/null | awk '{print $1}')"
[ -n "$arch" ] || return 1
if [ "$sdk" = "iphoneos" ]; then platform="ios"; else platform="ios-simulator"; fi
sdk_version="$(xcrun --sdk "$sdk" --show-sdk-version 2>/dev/null)"
[ -n "$sdk_version" ] || return 1
syms="$LIBS_DIR/librashader_bridge.exports"
printf '_librashader_translate_preset\n_librashader_free_string\n' > "$syms"
tmp="$out.tmp"
xcrun ld -r -arch "$arch" -platform_version "$platform" 15.0 "$sdk_version" \
-all_load -exported_symbols_list "$syms" -o "$tmp" "$archive" || return 1
objcopy="$(ls "$(rustc --print sysroot 2>/dev/null)"/lib/rustlib/*/bin/rust-objcopy 2>/dev/null | head -1)"
if [ -n "$objcopy" ] && "$objcopy" --remove-section __LLVM,__bitcode \
--remove-section __LLVM,__cmdline "$tmp" "$out" 2>/dev/null; then
rm -f "$tmp"
else
mv "$tmp" "$out"
fi
}
bundle_shader_bridge_ios() {
local rust_targets="$1" sdk="$2"
local src="${SHADERFX_BRIDGE_IOS:-}"
local slices=() objs=() target slice obj i
SHADER_BRIDGE_LIB=""
SHADER_BRIDGE_ARCHS=""
rm -f "$LIBS_DIR/$SHADER_BRIDGE_NAME" "$LIBS_DIR/$SHADER_BRIDGE_OBJ" "$LIBS_DIR"/librashader_bridge.*.o
if [ -n "$src" ]; then
if [ -f "$src" ]; then
slices+=("$src")
else
warn "SHADERFX_BRIDGE_IOS=$src does not exist"
fi
else
for target in $rust_targets; do
if slice="$(build_shader_bridge_slice "$target")"; then
slices+=("$slice")
fi
done
fi
if [ "${#slices[@]}" -gt 0 ]; then
mkdir -p "$LIBS_DIR"
i=0
for slice in "${slices[@]}"; do
i=$((i + 1))
obj="$LIBS_DIR/librashader_bridge.$i.o"
if prelink_shader_bridge_slice "$slice" "$sdk" "$obj"; then
objs+=("$obj")
else
warn "could not prelink $(basename "$slice") for $sdk"
fi
done
fi
if [ "${#objs[@]}" -eq 1 ]; then
mv "${objs[0]}" "$LIBS_DIR/$SHADER_BRIDGE_OBJ"
elif [ "${#objs[@]}" -gt 1 ]; then
lipo -create "${objs[@]}" -output "$LIBS_DIR/$SHADER_BRIDGE_OBJ"
rm -f "${objs[@]}"
fi
if [ -f "$LIBS_DIR/$SHADER_BRIDGE_OBJ" ]; then
SHADER_BRIDGE_LIB="$LIBS_DIR/$SHADER_BRIDGE_OBJ"
SHADER_BRIDGE_ARCHS="$(lipo -archs "$SHADER_BRIDGE_LIB" 2>/dev/null || true)"
say "linking $SHADER_BRIDGE_OBJ for SHADER FX preset conversion (${SHADER_BRIDGE_ARCHS:-unknown arch})"
else
warn "$SHADER_BRIDGE_NAME not found: this build can run converted presets but not CONVERT new ones (set SHADERFX_BRIDGE_IOS, or install cargo plus one of: rustup target add $rust_targets)"
fi
}
verify_shader_bridge() {
local app="$1"
local exe bin
if [ -z "$SHADER_BRIDGE_LIB" ]; then
warn "no SHADER FX bridge in this build: CONVERT stays unavailable, converted presets still run"
return 0
fi
exe="$(/usr/libexec/PlistBuddy -c 'Print :CFBundleExecutable' \
"$app/Info.plist" 2>/dev/null || true)"
bin="$app/${exe:-love}"
[ -f "$bin" ] || bin="$app/love"
if [ ! -f "$bin" ]; then
warn "no executable inside $(basename "$app"); skipping SHADER FX bridge check"
return 0
fi
if nm "$bin" 2>/dev/null | grep -E ' _librashader_translate_preset$' >/dev/null \
|| xcrun dyld_info -exports "$bin" 2>/dev/null \
| grep -E ' _librashader_translate_preset$' >/dev/null; then
say "SHADER FX bridge present (librashader_translate_preset)"
return 0
fi
fail "built app does not carry the SHADER FX bridge symbols.
$SHADER_BRIDGE_OBJ was linked but librashader_translate_preset is absent,
so SHADER FX CONVERT would fail at runtime.
Rebuild after: rm -rf tools/shaderfx-bridge/target"
}
run_xcodebuild() {
local config sdk destination
if $RELEASE; then
@@ -765,8 +633,6 @@ run_xcodebuild() {
mkdir -p "$BUILD_DIR"
bundle_shader_bridge_ios "$(rust_targets_for_sdk "$sdk")" "$sdk"
# Prefer -target + SYMROOT over -derivedDataPath: modern Xcode requires
# -scheme whenever -derivedDataPath is set, and love-ios ships no shared schemes.
# Always stamp both: the overlay plist expands $(MARKETING_VERSION) /
@@ -795,13 +661,6 @@ run_xcodebuild() {
ONLY_ACTIVE_ARCH=NO
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
)
if [ -n "$SHADER_BRIDGE_LIB" ]; then
args+=(OTHER_LDFLAGS="-Wl,-u,_librashader_translate_preset -Wl,-u,_librashader_free_string \"$SHADER_BRIDGE_LIB\" -lc++")
if [ -n "$SHADER_BRIDGE_ARCHS" ]; then
args+=(ARCHS="$SHADER_BRIDGE_ARCHS")
fi
fi
if ! $DEVICE; then
# Simulator: ad-hoc signing (no certificate needed). A plain unsigned
# build would drop the entitlements file, and HealthKit refuses to run
@@ -864,14 +723,11 @@ run_xcodebuild() {
local products="$BUILD_DIR/Build/Products/${config}-${sdk}"
local app=""
local candidate newest=0 mtime
local candidate
for candidate in "$products/$PRODUCT_NAME.app" "$products/$APP_NAME.app" "$products/love.app"; do
if [ -d "$candidate" ]; then
mtime="$(stat -f %m "$candidate" 2>/dev/null || echo 0)"
if [ "$mtime" -gt "$newest" ]; then
newest="$mtime"
app="$candidate"
fi
app="$candidate"
break
fi
done
if [ -z "$app" ]; then
@@ -880,7 +736,6 @@ run_xcodebuild() {
return 0
fi
if [ "$app" != "$products/$APP_NAME.app" ]; then
rm -rf "$products/$APP_NAME.app"
mv "$app" "$products/$APP_NAME.app"
app="$products/$APP_NAME.app"
fi
@@ -899,7 +754,6 @@ run_xcodebuild() {
verify_game_payload "$app"
verify_native_bridge "$app"
verify_shader_bridge "$app"
local dist_dir="$DIST/${config}-${sdk}"
rm -rf "$dist_dir"
+2 -21
View File
@@ -7,8 +7,7 @@
# the nil global), unused values, unreachable code. The .luacheckrc mutes the
# cosmetic categories the codebase lives with, so what prints is worth a look.
#
# scripts/lint.sh full advisory report over every shipped tree
# scripts/lint.sh --gate only the codes CI blocks on (0xx, 1xx, 511)
# scripts/lint.sh lint src/
# scripts/lint.sh src tools lint specific paths
#
# Install once with: luarocks install luacheck
@@ -16,27 +15,9 @@
set -uo pipefail
cd "$(dirname "$0")/.."
DEFAULT_PATHS=(main.lua conf.lua src data/scripts mods tools)
GATE=0
if [ "${1:-}" = "--gate" ]; then
GATE=1
shift
fi
if ! command -v luacheck >/dev/null 2>&1; then
echo "luacheck not found on PATH (install: luarocks install luacheck)" >&2
exit 2
fi
if [ "$#" -gt 0 ]; then
PATHS=("$@")
else
PATHS=("${DEFAULT_PATHS[@]}")
fi
if [ "$GATE" = "1" ]; then
exec luacheck "${PATHS[@]}" -q --codes --only 0 1 511
fi
luacheck "${PATHS[@]}"
luacheck "${@:-src}"
-2
View File
@@ -368,8 +368,6 @@ grep -qxF "tools/rom_manifest_gold.json" "$WORK/love-listing.txt" \
|| fail "game.love is missing tools/rom_manifest_gold.json"
grep -qxF "tools/rom_manifest_silver.json" "$WORK/love-listing.txt" \
|| fail "game.love is missing tools/rom_manifest_silver.json"
grep -qxF "tools/rom_manifest_crystal.json" "$WORK/love-listing.txt" \
|| fail "game.love is missing tools/rom_manifest_crystal.json"
# The .desktop's Icon= resolves against the AppDir root by basename, and
# .DirIcon is what appimaged and file-manager thumbnailers read.
cp "$IN/icon.png" "$APPDIR/$APP_NAME.png"
@@ -171,7 +171,5 @@ grep -qxF "tools/rom_manifest_gold.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_gold.json"
grep -qxF "tools/rom_manifest_silver.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_silver.json"
grep -qxF "tools/rom_manifest_crystal.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_crystal.json"
say "Linux arm64 self-test passed"
+1 -2
View File
@@ -50,7 +50,7 @@ rm -f "$OUTPUT"
main.lua conf.lua src data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json tools/rom_manifest_crystal.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if [ -f "$ROOT/PATCH_NOTES.md" ]; then
(cd "$ROOT" && zip -q "$OUTPUT" PATCH_NOTES.md)
@@ -96,7 +96,6 @@ for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
tools/rom_manifest_crystal.json \
src/ui/kit/Kit.lua \
src/import/LauncherView.lua; do
grep -qxF "$required" "$LISTING" \
+1 -2
View File
@@ -19,8 +19,7 @@ if [ ! -f "$ROOT/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/blue/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/yellow/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/gold/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/silver/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/crystal/data/generated/maps.lua" ]; then
&& [ ! -f "$ROOT/silver/data/generated/maps.lua" ]; then
fail "generated data missing, run scripts/setup.sh first"
fi
+4 -10
View File
@@ -71,15 +71,15 @@ First install or update (same steps):
your saves, imported ROMs, mods, and options. Re-extracting only
replaces the NRO(s) and these help files.
3. Launch with title override (hold R on HOME, open any title → hbmenu).
4. Copy a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver/Crystal .gbc into:
4. Copy a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver .gbc into:
switch/gen1recomp/pokemon-love2d/imports/
then use Scan again in the launcher if needed.
Inboxes (drop files here via MTP / SD / FTP):
imports/ — ROM .gb / .gbc
imports/mods/ — community mod .zip
imports/saves/red|blue|yellow|gold|silver|crystal/ - raw .sav import (Gen 2 cart .sav not yet)
exports/red|blue|yellow|gold|silver|crystal/ - pull after Export save (Gen 2 not yet)
imports/saves/red|blue|yellow|gold|silver/ raw .sav import (Gold/Silver cart .sav not yet)
exports/red|blue|yellow|gold|silver/ pull after Export save (Gold/Silver not yet)
Full guide: https://github.com/bryanthaboi/gen1recomp/blob/main/docs/switch-install.md
EOF
@@ -92,7 +92,7 @@ write_readme() {
}
write_readme "$SAVE_ROOT/imports/README.txt" \
"Put a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver/Crystal .gbc here, then Scan again in the launcher."
"Put a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver .gbc here, then Scan again in the launcher."
write_readme "$SAVE_ROOT/imports/mods/README.txt" \
"Put community mod .zip files here, then MODS → Scan again."
write_readme "$SAVE_ROOT/imports/saves/red/README.txt" \
@@ -105,8 +105,6 @@ write_readme "$SAVE_ROOT/imports/saves/gold/README.txt" \
"Gold cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/imports/saves/silver/README.txt" \
"Silver cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/imports/saves/crystal/README.txt" \
"Crystal cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/exports/red/README.txt" \
"After Export save (Red), copy the .sav out of this folder via MTP / SD / FTP."
write_readme "$SAVE_ROOT/exports/blue/README.txt" \
@@ -117,8 +115,6 @@ write_readme "$SAVE_ROOT/exports/gold/README.txt" \
"Gold cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/exports/silver/README.txt" \
"Silver cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/exports/crystal/README.txt" \
"Crystal cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
rm -f "$OUT_ZIP"
(
@@ -149,13 +145,11 @@ REQUIRED=(
"switch/gen1recomp/pokemon-love2d/imports/saves/yellow/README.txt"
"switch/gen1recomp/pokemon-love2d/imports/saves/gold/README.txt"
"switch/gen1recomp/pokemon-love2d/imports/saves/silver/README.txt"
"switch/gen1recomp/pokemon-love2d/imports/saves/crystal/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/red/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/blue/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/yellow/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/gold/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/silver/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/crystal/README.txt"
)
for rel in "${REQUIRED[@]}"; do
printf '%s\n' "$LISTING" | grep -Fq "$rel" || fail "zip missing $rel"
+1 -3
View File
@@ -272,13 +272,11 @@ for rel in \
"switch/gen1recomp/pokemon-love2d/imports/saves/yellow/README.txt" \
"switch/gen1recomp/pokemon-love2d/imports/saves/gold/README.txt" \
"switch/gen1recomp/pokemon-love2d/imports/saves/silver/README.txt" \
"switch/gen1recomp/pokemon-love2d/imports/saves/crystal/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/red/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/blue/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/yellow/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/gold/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/silver/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/crystal/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/silver/README.txt"
do
printf '%s\n' "$ZIP_LIST" | grep -Fq "$rel" || PACK_MISSING="${PACK_MISSING} ${rel}"
done
+5 -69
View File
@@ -5,8 +5,8 @@
# them fails. The tier split is what makes that possible: T1/T2/T4 need
# nothing but the committed fixture dataset, so they run anywhere --
# including CI, which has no ROM. T3 asserts Pokemon Red facts and needs
# data/generated/ or an imported Red cache, so it is skipped automatically
# when neither exists rather than failing the run.
# data/generated/, so it is skipped automatically when the ROM has never
# been imported rather than failing the run.
#
# scripts/test.sh every tier this checkout can run
# scripts/test.sh --quick skip the slow content tier
@@ -16,13 +16,6 @@
#
# LUA overrides the interpreter (luajit here; CI installs lua5.4 too, but
# the engine targets LuaJIT/5.1 semantics so luajit is the default).
#
# POKEPORT_TEST_CACHES points at one LOVE identity holding an imported cache
# per version (red/ blue/ yellow/ gold/ silver/ crystal/); each is exported as
# RED_CACHE .. CRYSTAL_CACHE for the suites that read one. Build it with:
# POKEPORT_IDENTITY=pokeport-test-caches POKEPORT_VERSION=<version> \
# POKEPORT_IMPORT_ONLY=1 POKEPORT_IMPORT_ROM="<rom>" love .
# An explicit RED_CACHE/GOLD_CACHE/... in the environment always wins.
set -uo pipefail
@@ -39,7 +32,7 @@ for arg in "$@"; do
--bless) BLESS=1 ;;
--bless-shots) SHOTS=1; BLESS=1 ;;
--quick) QUICK=1 ;;
--help|-h) sed -n '2,26p' "$0" | sed 's/^# \{0,1\}//'; exit 0 ;;
--help|-h) sed -n '2,20p' "$0" | sed 's/^# \{0,1\}//'; exit 0 ;;
*) echo "unknown option: $arg" >&2; exit 2 ;;
esac
done
@@ -56,36 +49,6 @@ fi
# save-editor suite pins that to the default identity.
SANDBOX_IDENTITY="ci-$$"
# Per-version caches. POKEPORT_TEST_CACHES names one LOVE identity holding an
# imported cache per version (red/ blue/ yellow/ gold/ silver/ crystal/).
CACHE_IDENTITY=${POKEPORT_TEST_CACHE_IDENTITY:-pokeport-test-caches}
if [ -n "${POKEPORT_TEST_CACHES:-}" ]; then
CACHE_ROOT="$POKEPORT_TEST_CACHES"
elif [ -d "$HOME/Library/Application Support/LOVE/$CACHE_IDENTITY" ]; then
CACHE_ROOT="$HOME/Library/Application Support/LOVE/$CACHE_IDENTITY"
else
CACHE_ROOT="$HOME/.local/share/love/$CACHE_IDENTITY"
fi
# Only a cache with the importer's completion marker is offered: a half-written
# one would fail suites that are meant to self-skip.
adopt_cache() {
local var="$1" dir="$CACHE_ROOT/$2"
[ -z "${!var:-}" ] || return 0
[ -f "$dir/rom-cache.complete" ] || return 0
export "$var=$dir"
echo " $var=$dir"
}
echo ""
echo "-- per-version caches under $CACHE_ROOT"
adopt_cache RED_CACHE red
adopt_cache BLUE_CACHE blue
adopt_cache YELLOW_CACHE yellow
adopt_cache GOLD_CACHE gold
adopt_cache SILVER_CACHE silver
adopt_cache CRYSTAL_CACHE crystal
FAILED=()
run_tier() {
local label="$1"; shift
@@ -103,19 +66,8 @@ run_tier() {
# ------- ROM-free tiers: these are what CI runs
if command -v luacheck >/dev/null 2>&1; then
run_tier "T0 luacheck gate (undefined globals, unreachable code)" \
./scripts/lint.sh --gate
else
echo ""
echo "-- T0 luacheck gate: skipped (no luacheck on PATH --"
echo " luarocks install luacheck; CI installs and gates on it regardless)"
fi
run_tier "T0 ROM builder version routing" python3 tests/build_rom_data_cli_test.py
run_tier "T0 ROM manifest generator pin/overrides" python3 tests/rom_manifest_generator_test.py
run_tier "T0 Yellow title OBP eye remap" python3 tests/title_pikachu_obp_test.py
run_tier "T0 Crystal manifest + specials coverage" "$LUA" tests/crystal_import_test.lua
run_tier "T0 switch CI workflow content gate" "$LUA" tests/switch_ci_workflows_test.lua
run_tier "T0 switch transfer docs gate" "$LUA" tests/switch_transfer_docs_test.lua
# NX Blue/Yellow asset overlay: ROM-free, must run on every checkout so a
@@ -126,9 +78,6 @@ run_tier "T0 NX Yellow/Blue boot (dynamic paths)" "$LUA" tests/engine/nx_yellow_
run_tier "T0 NX Gold cache load (maps.lua prefix)" "$LUA" tests/engine/cache_fs_gold_nx_load_test.lua
run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua
run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
# Gen 2 / Crystal: ROM-free (own fixtures, or a self-skip on a missing cache),
# so it runs here rather than behind the Red content gate below.
run_tier "T2 Gen 2 / Crystal suites" "$LUA" tests/run_gen2.lua
run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
run_tier "T4 title checkpoint cold restart" \
bash tests/integration/title_checkpoint_cold_start.sh
@@ -175,19 +124,7 @@ run_content_behavior() {
return 1
}
# The Red dataset is the source tree's when tools/build_data.py wrote one, and
# otherwise the imported Red cache, through Data:load's POKEPORT_DATA_DIR hook.
HAVE_RED_DATA=0
if [ -f data/generated/maps.lua ]; then
HAVE_RED_DATA=1
elif [ -n "${RED_CACHE:-}" ] && [ -f "$RED_CACHE/data/generated/maps.lua" ]; then
HAVE_RED_DATA=1
export POKEPORT_DATA_DIR="$RED_CACHE/data/generated"
echo ""
echo "-- T3 content: reading Red from $POKEPORT_DATA_DIR"
fi
if [ "$HAVE_RED_DATA" = "1" ]; then
if [ "$QUICK" = "1" ]; then
echo ""
echo "-- T3 content: skipped (--quick)"
@@ -217,9 +154,8 @@ if [ "$HAVE_RED_DATA" = "1" ]; then
fi
else
echo ""
echo "-- T3 content + run_link_tests: skipped (no data/generated/ and no"
echo " RED_CACHE -- import a ROM to run them; the modded-link cases ran"
echo " in T4 and the Gen 2 suites in T2)"
echo "-- T3 content + run_link_tests: skipped (no data/generated/ --"
echo " import a ROM to run them; the modded-link cases ran in T4)"
fi
# ------- golden screenshots: needs love + a display
-11
View File
@@ -348,12 +348,6 @@ local EMITTERS = {
SE_PETALS_FALLING = function() return fallingObjectSteps(20, PETAL_TILE, "e4") end,
}
-- home/copy2.asm:62 CopyVideoData -- 8 tiles a frame plus the tail frame
local function tilesetLoadFrames(data, ts)
local sheet = data and data.tilesheets and data.tilesheets[ts or 0]
return math.floor((sheet and sheet.tiles or 79) / 8) + 1
end
-- One OAM entry for tile `t` of a frame block anchored at base coord `bc`,
-- with the subanimation transform applied (DrawFrameBlock).
local function placeTile(transform, bc, t, tileset)
@@ -462,11 +456,6 @@ function AnimPlayer:start(moveId, attackerIsPlayer, opts)
local obp0Flip = false
for _, row in ipairs(anim.seq) do
-- engine/battle/animations.asm:252 LoadMoveAnimationTiles, before the
-- row's sound and its first frame block (#1653)
if not row.effect then
emit(tilesetLoadFrames(self.data, row.tileset))
end
-- PlayAnimation/PlaySubanimation: each row's sound byte is a move id
-- whose MoveSoundTable entry (sfx + pitch/tempo modifiers) plays as
-- the row starts (GetMoveSound)
+55 -319
View File
@@ -97,7 +97,7 @@ end
-- space.
function BattleState:extendedHUD()
local options = self.game and self.game.save and self.game.save.options
local bg = options and self:bgMode()
local bg = options and options.battleBg
return self:wideLayout()
and options and options.battleHud == "extended"
and ((options.battleFit == "fixed"
@@ -108,12 +108,12 @@ end
function BattleState:extendedWorldHUD()
local options = self.game and self.game.save and self.game.save.options
return self:extendedHUD() and options
and options.battleFit == "fixed" and self:bgMode() == "world"
and options.battleFit == "fixed" and options.battleBg == "world"
end
function BattleState:extendedBlackHUD()
local options = self.game and self.game.save and self.game.save.options
return self:extendedHUD() and options and self:bgMode() == "black"
return self:extendedHUD() and options and options.battleBg == "black"
end
-- BATTLE BG: what fills the screen AROUND the battle -- the letterbox voids
@@ -130,10 +130,6 @@ end
-- opaque 160x144 field over the top, so only the surround changes.
function BattleState:bgMode()
local options = self.game and self.game.save and self.game.save.options
if options and self:wideLayout() and options.battleFit == "fill"
and options.battleHud == "extended" then
return "white"
end
local mode = options and options.battleBg
if mode == "black" or mode == "world" then return mode end
return "white"
@@ -216,13 +212,6 @@ local BALL_ANIMS = {
SHAKE_ANIM = true, SHOWPIC_ANIM = true,
}
-- engine/battle/effects.asm:552
local ENEMY_STAT_DOWN_MISS = {
ATTACK_DOWN1_EFFECT = true, DEFENSE_DOWN1_EFFECT = true,
DEFENSE_DOWN2_EFFECT = true, SPEED_DOWN1_EFFECT = true,
ACCURACY_DOWN1_EFFECT = true,
}
local imageCache = {}
-- The three tables below are keyed by the Image OBJECT, not by a path, and a
-- running battle holds the pics it built at enter() (battler.sprite,
@@ -240,11 +229,6 @@ local imagePadLeft = setmetatable({}, WEAK_KEYS)
-- image -> { path, pal } so palette-fade variants (see fadeImage) can be
-- rebuilt for any battle pic, whatever code loaded it
local imageMeta = setmetatable({}, WEAK_KEYS)
local function mattedPic(path)
return path:sub(1, 17) == "assets/generated/"
or path:sub(1, 17) == "save/mod-derived/"
end
-- pal = { name, colors } recolors the 4 GB shades like the Super Game Boy.
-- trueColor art (14 §the 4-shade contract) opts out of the quantize
-- entirely, so its palette variant collapses back onto the plain path.
@@ -270,31 +254,29 @@ local function getImage(path, pal, trueColor)
end)
end
local w, h = id:getDimensions()
if mattedPic(Assets.resolve(path)) then
local bottom = h - 1
while bottom >= 0 do
local opaque = false
for x = 0, w - 1 do
local _, _, _, a = id:getPixel(x, bottom)
if a > 0 then opaque = true break end
end
if opaque then break end
bottom = bottom - 1
local bottom = h - 1
while bottom >= 0 do
local opaque = false
for x = 0, w - 1 do
local _, _, _, a = id:getPixel(x, bottom)
if a > 0 then opaque = true break end
end
local left = 0
while left < w do
local opaque = false
for y = 0, h - 1 do
local _, _, _, a = id:getPixel(left, y)
if a > 0 then opaque = true break end
end
if opaque then break end
left = left + 1
if opaque then break end
bottom = bottom - 1
end
local left = 0
while left < w do
local opaque = false
for y = 0, h - 1 do
local _, _, _, a = id:getPixel(left, y)
if a > 0 then opaque = true break end
end
pad = h - 1 - bottom
padL = left
if opaque then break end
left = left + 1
end
img = love.graphics.newImage(id)
pad = h - 1 - bottom
padL = left
else
img = Assets.image(path) -- headless stub: no pixel access
end
@@ -556,7 +538,6 @@ end
local function makeBattler(data, mon, isPlayer, save)
local def = data.pokemon[mon.species]
require("src.pokemon.Stats").ensure(def, mon)
local badgeBoosts = data.constants and data.constants.badgeBoosts
local badges = nil
if isPlayer and save then
@@ -656,9 +637,6 @@ local function newBattle(game)
-- wPartyAndBillsPCSavedMenuItem, so entering a battle drops the party
-- cursor the field menu has been carrying (src/ui/PartyMenu.lua). #768
game.partyMenuSavedIndex = nil
-- the same run covers wBagSavedMenuItem, and wListScrollOffset follows it
-- (init_battle_variables.asm:7-12) #1732
game.bagSavedMenuItem, game.bagListScrollOffset = nil, nil
self.data = game.data
-- ruleset from the merged registry (the requires above are the same
-- records on a mod-free boot); an unknown save value falls back to the
@@ -1939,8 +1917,6 @@ function BattleState:exit()
-- end_of_battle.asm clears wPartyAndBillsPCSavedMenuItem as well, so the
-- field party menu comes back on slot 1 after a battle. #768
self.game.partyMenuSavedIndex = nil
-- and wBagSavedMenuItem / wListScrollOffset (end_of_battle.asm:57-62) #1732
self.game.bagSavedMenuItem, self.game.bagListScrollOffset = nil, nil
-- Free this battle's own GPU objects now rather than waiting on a GC
-- finalizer: the two full-screen wavy-effect canvases (colorMode) and
-- the AnimPlayer's per-instance tilesheet images/quads. The shared
@@ -1965,7 +1941,6 @@ local function clearTrapping(battler)
battler.trappingTurns = nil
battler.trapMove = nil
battler.trapDamage = nil
battler.trapHitSfx = nil
end
-- SendOutMon (core.asm:1733-1735) clears both battle cursors, though the
@@ -2232,9 +2207,6 @@ function BattleState:update(dt)
self.waitFrames = nil
if destination == "menu" then
self.introSlide = nil
-- engine/battle/core.asm:2007
self.msgHold = nil
self.shown = nil
self.phase = "menu"
elseif destination == "finish" then
self:finish()
@@ -2819,111 +2791,6 @@ function BattleState:queueResidual(b, opp)
end
end
local function fieldBattlerView(battler, side)
local types = {}
for index, typeId in ipairs(battler.curTypes or {}) do
types[index] = typeId
end
local mon = battler.mon or {}
return {
side = side,
name = battler.name,
hp = tonumber(mon.hp) or 0,
maxHp = tonumber(mon.stats and mon.stats.hp) or tonumber(mon.hp) or 0,
types = types,
vanished = battler.invulnerable and true or false,
}
end
local function publicScalar(value)
local kind = type(value)
if kind == "string" or kind == "boolean" then return value, true end
if kind == "number" and value == value
and value < math.huge and value > -math.huge then
return value, true
end
return nil, false
end
local function publicDataCopy(value, visiting)
local scalar, ok = publicScalar(value)
if ok then return scalar, true end
if type(value) ~= "table" then return nil, false end
visiting = visiting or {}
if visiting[value] then return nil, false end
visiting[value] = true
local copy = {}
for key, child in next, value do
local copiedKey, keyOk = publicScalar(key)
local copiedChild, childOk = publicDataCopy(child, visiting)
if keyOk and childOk then copy[copiedKey] = copiedChild end
end
visiting[value] = nil
return copy, true
end
local function checkpointFieldView(field)
field = field or {}
local view = publicDataCopy({
weather = field.weather,
tokens = field.tokens or {},
})
return view
end
-- Public field residuals are data-only requests. Mods can inspect a detached
-- checkpoint-shaped field view and detached battler views, but only the engine
-- mutates HP, animates the bar, or enters the faint pipeline.
function BattleState:applyFieldResiduals()
if not Runtime.wantsHook("battle.field_residual") then return end
local views = {
player = fieldBattlerView(self.player, "player"),
enemy = fieldBattlerView(self.enemy, "enemy"),
}
local rows = Runtime.call("battle.field_residual", function() return {} end, {
field = checkpointFieldView(self.field),
battlers = views,
turn = self.turnCount or 0,
})
if type(rows) ~= "table" then return end
local fainted = {}
for _, row in ipairs(rows) do
local battler = type(row) == "table" and row.side == "player"
and self.player or type(row) == "table" and row.side == "enemy"
and self.enemy or nil
local amount = type(row) == "table" and row.amount or nil
if battler and battler.mon.hp > 0 and type(amount) == "number"
and amount > 0
and amount < math.huge and amount == math.floor(amount)
and (row.message == nil or type(row.message) == "string") then
amount = math.min(amount, battler.mon.hp)
if type(row.message) == "string" and row.message ~= "" then
self:sayNext(row.message)
end
battler.mon.hp = battler.mon.hp - amount
self:drainNext(battler, battler.mon.hp)
if battler.mon.hp <= 0 then fainted[battler] = true end
end
end
-- A terminal player faint owns a simultaneous field-residual batch. Queue
-- only that authority so its blackout cannot race an enemy EXP/replacement
-- path from the same hook response. Native faint paths remain untouched.
if fainted[self.player]
and not Party.firstHealthy(self:playerPartyView()) then
self:onFaint(self.player)
return
end
-- Otherwise resolve the two sides in engine order after every accepted
-- descriptor has landed. Descriptor order must not decide resolution.
for _, battler in ipairs({ self.player, self.enemy }) do
if fainted[battler] then self:onFaint(battler) end
end
end
function BattleState:endOfTurn()
-- the same ret: a decided battle never reaches HandlePoisonBurnLeechSeed
-- or CheckNumAttacksLeft (core.asm:417-421, 456-460), so the residual
@@ -2977,7 +2844,6 @@ function BattleState:endOfTurn()
b.trappingTurns = nil
end
end
self:applyFieldResiduals()
self:tickTokens()
Runtime.emit("battle.turn_ended", { battle = self, turn = self.turnCount or 0 })
end
@@ -3062,33 +2928,18 @@ local BGP_INVERT = { [0] = 3, 2, 1, 0 } -- $1b (flash phase 1)
local BGP_WHITE = { [0] = 0, 0, 0, 0 } -- $00 (flash phase 2)
local BGP_DARK = { [0] = 3, 3, 2, 1 } -- $6f DarkScreenPalette
local BGP_LIGHT = { [0] = 0, 0, 1, 2 } -- $90 LightScreenPalette
local BGP_DARKEN_SGB = { [0] = 0, 1, 3, 3 } -- $f4
local BGP_DARKEN_MONO = { [0] = 1, 2, 3, 3 } -- $f9
-- engine/battle/animations.asm:1090
local function onSgb()
local m = require("src.render.PaletteFX").mode
return m == "gbc" or m == "gbc_inv"
end
local BGP_DARKEN = { [0] = 0, 1, 3, 3 } -- $f4 DarkenMonPalette (SGB)
-- FlashScreenLongSGB (animations.asm:1010): 12 BGP values per cycle,
-- 3 cycles; the first cycle holds each for 2 frames, the rest for 1
-- (FlashScreenLongDelay)
local FLASH_LONG_SGB = {
local FLASH_LONG_MAPS = {
{ [0] = 0, 2, 3, 3 }, { [0] = 0, 3, 3, 3 }, { [0] = 3, 3, 3, 3 },
{ [0] = 0, 3, 3, 3 }, { [0] = 0, 2, 3, 3 }, { [0] = 0, 1, 2, 3 },
{ [0] = 0, 0, 1, 2 }, { [0] = 0, 0, 0, 1 }, { [0] = 0, 0, 0, 0 },
{ [0] = 0, 0, 0, 1 }, { [0] = 0, 0, 1, 2 }, { [0] = 0, 1, 2, 3 },
}
-- engine/battle/animations.asm:992
local FLASH_LONG_MONO = {
{ [0] = 1, 2, 3, 3 }, { [0] = 2, 3, 3, 3 }, { [0] = 3, 3, 3, 3 },
{ [0] = 2, 3, 3, 3 }, { [0] = 1, 2, 3, 3 }, { [0] = 0, 1, 2, 3 },
{ [0] = 0, 0, 1, 2 }, { [0] = 0, 0, 0, 1 }, { [0] = 0, 0, 0, 0 },
{ [0] = 0, 0, 0, 1 }, { [0] = 0, 0, 1, 2 }, { [0] = 0, 1, 2, 3 },
}
-- the shade map in force this frame (a running flash wins over the
-- persistent palette)
function BattleState:activeBgp()
@@ -3222,7 +3073,7 @@ function BattleState:applyAnimEffect(ev)
elseif e == "SE_LIGHT_SCREEN_PALETTE" then
fx.bgp = BGP_LIGHT
elseif e == "SE_DARKEN_MON_PALETTE" then
fx.bgp = onSgb() and BGP_DARKEN_SGB or BGP_DARKEN_MONO
fx.bgp = BGP_DARKEN
elseif e == "SE_RESET_SCREEN_PALETTE" then
fx.bgp = nil
elseif e == "SE_DARK_SCREEN_FLASH" then
@@ -3232,9 +3083,8 @@ function BattleState:applyAnimEffect(ev)
idx = 1, left = 2 }
elseif e == "SE_FLASH_SCREEN_LONG" then
local steps = {}
local maps = onSgb() and FLASH_LONG_SGB or FLASH_LONG_MONO
for cycle = 1, 3 do
for _, m in ipairs(maps) do
for _, m in ipairs(FLASH_LONG_MAPS) do
steps[#steps + 1] = { map = m, frames = (cycle == 1) and 2 or 1 }
end
end
@@ -4130,17 +3980,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- record (chargeText) and the invulnerability from semiInvulnerable,
-- falling back to the id tables (Fly AND Dig go semi-invulnerable:
-- ChargeEffect sets INVULNERABLE for both)
local chargeRequired = record and record.charge ~= nil and not releasing
if chargeRequired and Runtime.wantsHook("battle.charge_required") then
local required = Runtime.call("battle.charge_required", function(c)
return c.charge
end, {
battle = self, user = user, target = target, move = move,
charge = true, isCalled = isCalled or false,
})
chargeRequired = required ~= false
end
if chargeRequired then
if record and record.charge and not releasing then
self:cancelMoveAnim()
user.charging = moveInst
user.chargeReady = true
@@ -4176,12 +4016,6 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- pure status moves
if move.power == 0 and record and record.kind == "primary" and record.run then
if ENEMY_STAT_DOWN_MISS[move.effect] and not user.isPlayer
and self.kind ~= "link" and self.rng(0, 255) < 64 then
self:cancelMoveAnim()
self:sayNext(self:romText("_AttackMissedText", "%s's\nattack missed!", displayName(user)))
return
end
-- accuracy-checked status effects run MoveHitTest, which has no
-- 100%-accuracy early-out (even Thunder Wave misses on the 255
-- roll) and misses outright against a mid-Fly/Dig target; the
@@ -4225,15 +4059,12 @@ function BattleState:continueTrapping(user, target)
-- .MultiturnMoveCheck (core.asm:3554-3566) prints AttackContinuesText
-- then jumps to GetPlayerAnimationType, so the trapping move's full
-- animation replays each locked turn (same damage, animation shown).
-- Mirror performMove's anim row (BattleState.lua ~1307), with the
-- applying-attack shake GetPlayerAnimationType picks (core.asm:3159 /
-- :5555 -- a trapping move's effect is nonzero, so type 5 / 2) (#1653).
if user.trapMove then
-- Mirror performMove's anim row (BattleState.lua ~1307), gated on the
-- OPTIONS animation toggle.
if user.trapMove and self:animationsOn() then
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert,
{ anim = user.trapMove, attackerIsPlayer = user.isPlayer,
hit = { animType = user.isPlayer and 5 or 2,
sfx = user.trapHitSfx } })
{ anim = user.trapMove, attackerIsPlayer = user.isPlayer })
end
-- the counter can sit at 0 until the END of the turn: the trapping
-- bit is only cleared by CheckNumAttacksLeft (core.asm:439/467)
@@ -4408,7 +4239,7 @@ function BattleState:awardExp()
local levels, gained = Experience.apply(self.data, mon, self.enemy.def,
self.enemy.mon.level, self.kind == "trainer",
split, traded)
-- Track level-ups for EvolveAfterBattle (BattleState:finish ->
-- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle ->
-- Evolution.checkParty). B-cancel leaves the mon at/above threshold;
-- without this gate it re-triggers after every later fight (#213).
if #levels > 0 then
@@ -4460,11 +4291,7 @@ function BattleState:awardExp()
-- new current HP (house convention: potions drain the bar too, see
-- itemUsed) so the bar grows instead. Only the active player battler
-- shares its table with the HUD; other party mons (EXP.ALL) have no bar.
if mon == self.player.mon then
-- engine/battle/experience.asm:236
self.player.badgeExtraBoosts = nil
self:drainNext()
end
if mon == self.player.mon then self:drainNext() end
for _, moveId in ipairs(Experience.movesLearnedAt(
self.data.pokemon[mon.species], lv)) do
self:learnMove(mon, moveId)
@@ -4531,7 +4358,8 @@ function BattleState:enemyMonFainted()
-- remaining HP); SET / single-mon / fainted active skip the prompt.
local nextMon = self.enemyParty[self.enemyIndex]
local nextName = nextMon.nickname or self.data.pokemon[nextMon.species].name
local style = self:battleStyle()
local style = tostring((self.game.save.options or {}).battleStyle or "shift")
:lower()
local partyCount = #self:playerPartyView()
-- ReplaceFaintedEnemyMon (core.asm:892-896): DrawEnemyPokeballs puts the
-- foe's party ball row -- and the HUD chrome PlaceEnemyHUDTiles lays
@@ -4788,14 +4616,6 @@ function BattleState:playerMonFainted()
-- Exception: the Oak's Lab starter rival (HandlePlayerBlackOut).
if not nextMon and self.result ~= "lose" then
if self.oppClass == "OPP_RIVAL1" then
-- HandlePlayerBlackOut (core.asm:1139-1146): ClearScreenArea, the pic
-- scroll-in and DelayFrames 40 all run before Rival1WinText (#1721)
self:actNext(function()
self.showEnemyTrainer = self.trainerPic ~= nil
if self.showEnemyTrainer then self:slidePic("foe", 64, 16, 2) end
end)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { wait = 64 })
local TextBox = require("src.render.TextBox")
local raw = (self.data.text and self.data.text._Rival1WinText)
or Strings("{RIVAL}: Yeah! Am\nI great or what?")
@@ -5099,57 +4919,6 @@ function BattleState:ballMissMessage(shakes)
return t._ItemUseBallText04 or self:romText("_ItemUseBallText04", "Shoot! It was so\nclose too!")
end
-- ------- battle rules a mode may own
--
-- Two decisions the OPTION screen and the cart make for the player that a
-- game mode may want to make instead: whether a faint offers a free switch,
-- and whether a catch asks for a nickname. Each is a hook around the vanilla
-- answer, so a mode can force it without touching the player's saved
-- preference and without the player being able to change it mid-match.
--
-- The vanilla links are file-locals so an empty chain allocates no closure.
local function styleFromOptions(battle)
return tostring(((battle.game.save or {}).options or {}).battleStyle or "shift")
:lower()
end
local function alwaysAsk() return true end
-- "shift" or "set" for this battle. battle.style wraps the OPTION row: a
-- mod returns "set" or "shift"; anything else reads as the vanilla answer.
function BattleState:battleStyle()
if not Runtime.wantsHook("battle.style") then return styleFromOptions(self) end
local style = Runtime.call("battle.style", styleFromOptions, self)
if style == "set" then return "set" end
if style == "shift" then return "shift" end
return styleFromOptions(self)
end
-- AskName for a catch (AddPartyMon / SendNewMonToBox). Vanilla queues the
-- yes/no prompt. catch.nickname may answer for the player: false keeps the
-- species name and shows nothing; a string is the nickname, shown nothing;
-- anything else asks as usual. Returns whether a prompt was queued.
--
-- The same verdict a script gift already takes from pokemon.before_give's
-- gift.nickname, for the other way a Pokemon joins the party.
function BattleState:offerNickname(mon, displayName)
if Runtime.wantsHook("catch.nickname") then
local verdict = Runtime.call("catch.nickname", alwaysAsk, mon,
{ battle = self, name = displayName, game = self.game })
if verdict == false then return false end
if type(verdict) == "string" then
-- the naming grid's own limit, so a mod cannot hand the party a name
-- the summary screen has no room to draw
verdict = verdict:sub(1, 10)
if #verdict > 0 then mon.nickname = verdict end
return false
end
end
self:uiNext(function() return self:askNicknameUI(mon, displayName) end)
return true
end
-- AskName (engine/menus/naming_screen.asm): ClearSprites, wild field blank,
-- PrintText, YES/NO while text stays (TextBox opts.choice). Shared by party
-- AddPartyMon and SendNewMonToBox (#172).
@@ -5183,22 +4952,6 @@ end
-- "New POKéDEX data will be added" + the dex entry page, then
-- AddPartyMon or SendNewMonToBox (both call AskName), then the PC
-- transfer text when the party was full.
-- Where a caught mon goes when the party has no room for it (RFC 0018):
-- "box", as AddPartyMon falling through to SendNewMonToBox always did, or
-- "mod" when the catch.party_full hook claims it -- a game mode that has
-- done away with storage hands the decision to the player instead of
-- laundering the catch through a PC it has locked. A method rather than
-- an inline read, so a mod or a compatibility shim can tell a seam engine
-- from a stock one by name.
function BattleState:partyFullDestination(mon)
if not Runtime.wantsHook("catch.party_full") then return "box" end
local claimed = Runtime.call("catch.party_full", function() return false end,
{ battle = self, mon = mon, name = self.enemy and self.enemy.name,
game = self.game })
if claimed then return "mod" end
return "box"
end
function BattleState:storeCaughtMon()
-- ItemUseBall reloads the caught mon via LoadEnemyMonData
-- (item_effects.asm:472-501), regenerating its move list from the
@@ -5230,26 +4983,28 @@ function BattleState:storeCaughtMon()
end)
end
local function askCaughtNickname()
self:offerNickname(self.enemy.mon, self.enemy.name)
local caught = self.enemy.mon
local enemyName = self.enemy.name
self:uiNext(function()
return self:askNicknameUI(caught, enemyName)
end)
end
if Party.add(game.save.party, self.enemy.mon) then
askCaughtNickname()
else
destination = self:partyFullDestination(self.enemy.mon)
if destination == "box" then
local boxNum = require("src.pokemon.Boxes").deposit(game.save, self.enemy.mon)
if boxNum then
askCaughtNickname()
-- _ItemUseBallText07/08 keyed on EVENT_MET_BILL
local metBill = game.save.flags and game.save.flags.EVENT_MET_BILL
self:sayNext(self:romText(
metBill and "_ItemUseBallText07" or "_ItemUseBallText08",
metBill and "%s was\ntransferred to\nBILL's PC!"
or "%s was\ntransferred to\nsomeone's PC!",
self.enemy.name))
else
self:sayNext(Strings("But every BOX\nis full!"))
end
destination = "box"
local boxNum = require("src.pokemon.Boxes").deposit(game.save, self.enemy.mon)
if boxNum then
askCaughtNickname()
-- _ItemUseBallText07/08 keyed on EVENT_MET_BILL
local metBill = game.save.flags and game.save.flags.EVENT_MET_BILL
self:sayNext(self:romText(
metBill and "_ItemUseBallText07" or "_ItemUseBallText08",
metBill and "%s was\ntransferred to\nBILL's PC!"
or "%s was\ntransferred to\nsomeone's PC!",
self.enemy.name))
else
self:sayNext(Strings("But every BOX\nis full!"))
end
end
Runtime.emit("pokemon.caught", {
@@ -5450,14 +5205,6 @@ function BattleState:finish()
self.phase = "messages"
return
end
-- EndOfBattle runs EvolutionAfterBattle on the battle screen, before the
-- GBPalWhiteOut back to the map (end_of_battle.asm:42-45) (#1656, #213)
if not self.evolutionsChecked then
self.evolutionsChecked = true
require("src.pokemon.Evolution").checkParty(self.game,
function() self:finish() end, self.leveledUp)
return
end
-- Invariant: a battle can never hand the overworld a party with nothing
-- healthy in it -- except the Oak's Lab starter rival, where pret skips
-- the blackout and OaksLabRivalEndBattleScript HealParty's immediately.
@@ -5498,13 +5245,6 @@ function BattleState:finish()
local result = self.result or "run"
local onFinish = self.onFinish
if result == "lose" then
-- .battleOccurred skips the faint check in OAKS_LAB and re-enters the map
-- through MapEntryAfterBattle (home/overworld.asm:343-352) (#1721)
if BattleState.isOaksLabStarterRival(self) then
self.game.stack:push(require("src.render.Transition").battleReturn(
self.game, function() if onFinish then onFinish(result) end end))
return
end
-- the blackout path warps to the heal point with its own transition
if onFinish then onFinish(result) end
return
@@ -6031,9 +5771,7 @@ function BattleState:animSpriteColors(s, px, py)
local P
-- engine/battle/animations.asm:551 (.notSGB)
if PaletteFX.usesSpriteObp() then
-- engine/battle/init_battle_variables.asm:18
P = require("src.core.GameVersion").isBlue() and PaletteFX.GBC_OBJ_BLUE
or PaletteFX.GBC_OBJ
P = PaletteFX.ogObj()
if key == "f0" then key = "e4" elseif key == "f0x" then key = "e4x" end
else
P = self:zoneColorsAt(px or (s.x - 8 + 4), py or (s.y - 16 + 4))
@@ -6371,10 +6109,8 @@ function BattleState:drawHUDs(slide)
self:drawBallRow(self:playerPartyView(), 88, 80, 8)
end
local hidePlayer = self.safari or self.demo
-- RemoveFaintedPlayerMon clears the player HUD (core.asm:1024-1026) and
-- nothing redraws it until the next SendOutMon (#1721)
if showStatus and self.player and not hidePlayer and not self.showPlayerBack
and slide == 0 and not self.player.fainted then
and slide == 0 then
-- player HUD (DrawPlayerHUDAndHPBar): name (10,7), <LV>+level
-- (14,8), HP bar (10,9), HP numbers row 10, underline row 11 with
-- the tick at (18,10) and the triangle at (9,11)
+8 -30
View File
@@ -41,34 +41,6 @@ local function badgeBoost(battler, stat)
return nil
end
-- engine/battle/core.asm:6454
function Damage.applyBadgeBoost(battler, stat, value)
if battler.hazeStatReset then return value end
local row = badgeBoost(battler, stat)
if not row then return value end
local extra = battler.badgeExtraBoosts and battler.badgeExtraBoosts[stat] or 0
for _ = 1, 1 + extra do
value = math.min(999, math.floor(value * (row.num or 9) / (row.den or 8)))
end
return value
end
-- engine/battle/effects.asm:498,689
function Damage.reapplyBadgeBoosts(battler, changedStat)
if not battler or not battler.badges then return end
local extra = battler.badgeExtraBoosts
if not extra then extra = {} battler.badgeExtraBoosts = extra end
for _, row in ipairs(battler.badgeBoosts or Damage.BADGE_BOOSTS) do
if battler.badges[row.badge] then
if row.stat == changedStat then
extra[row.stat] = 0
else
extra[row.stat] = (extra[row.stat] or 0) + 1
end
end
end
end
-- the merged status record for a battler's persistent condition, or nil
local function statusRecord(battler)
return Status.recordFor(battler.statuses, battler.mon.status)
@@ -206,8 +178,14 @@ function Damage.compute(ruleset, attacker, defender, move, opts)
-- badge boosts (x9/8), engine/battle/core.asm ApplyBadgeStatBoosts:
-- Boulder -> attack, Thunder -> defense, Soul -> speed (TurnOrder),
-- Volcano -> special
atk = Damage.applyBadgeBoost(attacker, atkStat, atk)
dfn = Damage.applyBadgeBoost(defender, defStat, dfn)
local atkBoost = badgeBoost(attacker, atkStat)
if atkBoost then
atk = math.floor(atk * (atkBoost.num or 9) / (atkBoost.den or 8))
end
local defBoost = badgeBoost(defender, defStat)
if defBoost then
dfn = math.floor(dfn * (defBoost.num or 9) / (defBoost.den or 8))
end
-- burn halves physical attack (applied as part of the stat in Gen 1;
-- the status record's statPenalty names the stat it cuts).
-- hazeStatReset suppresses it: Haze (haze.asm ResetStats) copied the
+6 -12
View File
@@ -260,7 +260,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
local totalDealt = 0
local landed, brokeSub = 0, false
local critPending, ohkoPending = info.crit, info.ohko
for h = 1, hits do
if target.mon.hp <= 0 then break end
local hitRow
@@ -281,16 +280,12 @@ function EffectRegistry.runDamaging(battle, ctx, record)
totalDealt = totalDealt + dealt
landed = h
if dealt > 0 then hitRow.hit = hitFx end
-- PrintCriticalOHKOText zeroes wCriticalHitOrOHKO after printing
-- (core.asm:3809-3811); DisplayEffectiveness re-reads its own flag (#1720)
if critPending then
battle:sayNext(romText(battle.data, "_CriticalHitText", "Critical hit!"))
critPending = false
end
if ohkoPending then
battle:sayNext(romText(battle.data, "_OHKOText", "One-hit KO!"))
ohkoPending = false
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(romText(battle.data, "_CriticalHitText", "Critical hit!")) end
if info.ohko then battle:sayNext(romText(battle.data, "_OHKOText", "One-hit KO!")) end
-- PrintCriticalOHKOText closes with `ld c, 20 / jp DelayFrames` at its
-- .done label (core.asm:3812-3814) -- and the no-crit path jumps to that
-- same label (:3799), so this hold is paid on EVERY landed hit, not just
@@ -328,7 +323,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- post-damage effect bookkeeping (recoil/drain/trap/thrash/...)
ctx.rawDamage, ctx.totalDealt = dmg, totalDealt
ctx.brokeSub, ctx.hits = brokeSub, hits
ctx.hitSfx = hitSfx
if record and record.afterDamage then
record.afterDamage(ctx, totalDealt)
elseif moveInst.struggle then
+1 -16
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@@ -11,7 +11,6 @@
-- is the registry view of all three -- the merged Data.move_effects a
-- battle dispatches on serves these same objects.
local Damage = require("src.battle.Damage")
local Logger = require("src.core.Logger")
local StatusRegistry = require("src.battle.StatusRegistry")
local TurnOrder = require("src.battle.TurnOrder")
@@ -58,10 +57,6 @@ local function changeStage(battle, who, stat, delta, fromEnemy)
-- recomputed and QuarterSpeedDueToParalysis/HalveAttackDueToBurn re-run,
-- re-baking the burn/para penalty and ending Haze's temporary lift.
who.hazeStatReset = nil
if battle.ruleset and battle.ruleset.badgeBoostReapplyBug
and battle.kind ~= "link" and who == battle.player then
Damage.reapplyBadgeBoosts(who, stat)
end
-- _MonsStatsRoseText/_MonsStatsFellText: "X's / STAT rose!"; the
-- two-stage variants scroll "greatly" onto a third line
local label = Strings(STAT_LABEL[stat]) -- looked up here, not at require (#811)
@@ -137,11 +132,6 @@ end
local function statDownSide(stat)
return function(battle, user, target)
-- engine/battle/effects.asm:552
if not user.isPlayer and battle.kind ~= "link"
and battle.rng(0, 255) < 64 then
return {}
end
if target.substituteHP then return {} end
if battle.rng(0, 255) >= 85 then return {} end -- 33 percent + 1 (85/256)
-- StatModifierDownEffect's side-effect branch never runs MoveHitTest,
@@ -264,7 +254,6 @@ MoveEffects.primary = {
-- Attack-halving and paralysis Speed-quartering on BOTH battlers
-- until the next stat recompute (a stage change or switch-in).
b.hazeStatReset = true
b.badgeExtraBoosts = nil
end
-- Gen 1 also removes the enemy's major status; if that cured sleep
-- or freeze, the target forfeits its move this turn (haze.asm
@@ -585,8 +574,6 @@ MoveEffects.full = {
local r = ctx.rng(0, 7)
user.trappingTurns = ({ 1, 1, 1, 2, 2, 2, 3, 4 })[r + 1]
user.trapDamage = ctx.rawDamage
-- PlayApplyingAttackSound (animations.asm:2639) replays it each turn
user.trapHitSfx = ctx.hitSfx
-- remember the move so its animation can replay on each locked
-- continuation (core.asm:3554-3566 -> GetPlayerAnimationType)
user.trapMove = ctx.move.id
@@ -658,9 +645,7 @@ MoveEffects.full = {
user.bideTurns = ctx.rng(2, 3)
user.bideDamage = 0
ctx.battle:cancelMoveAnim()
ctx.battle:animBeforeMove(
user.isPlayer and "XSTATITEM_ANIM" or "XSTATITEM_DUPLICATE_ANIM",
user.isPlayer)
ctx.anim(user.isPlayer and "XSTATITEM_ANIM" or "XSTATITEM_DUPLICATE_ANIM")
ctx.say(Strings("%s\nis storing energy!", displayName(user)))
end,
},
+9 -1
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@@ -14,7 +14,15 @@ local function effectiveSpeed(battler)
battler.stages and battler.stages.speed or 0)
-- ApplyBadgeStatBoosts: the SOULBADGE boosts speed; the rows come from
-- the battler's merged badgeBoosts with the vanilla list as fallback
spd = Damage.applyBadgeBoost(battler, "speed", spd)
local badges = battler.badges
if badges then
for _, row in ipairs(battler.badgeBoosts or Damage.BADGE_BOOSTS) do
if row.stat == "speed" and badges[row.badge] then
spd = math.floor(spd * (row.num or 9) / (row.den or 8))
break
end
end
end
-- paralysis quarters speed (the status record's statPenalty);
-- hazeStatReset suppresses it because Haze (haze.asm ResetStats)
-- copied the unmodified speed over the quartered battle stat, lifting
+2 -17
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@@ -97,19 +97,6 @@ local function battleIsTopState(battle)
return not (stack and stack.top) or stack:top() == battle
end
-- engine/menus/party_menu.asm:4
local function coveredByOpaqueState(battle)
local stack = battle.game and battle.game.stack
local states = stack and stack.states
if not states then return false end
local above = false
for i = 1, #states do
if above and states[i] and states[i].isOpaque then return true end
if states[i] == battle then above = true end
end
return false
end
local function anchorHUD(battle, x, y, w, h, anchor)
if not battle:extendedHUD() or not battleIsTopState(battle) then return end
local renderer = battle.game and battle.game.renderer
@@ -174,10 +161,8 @@ local function drawHUDs(battle, slide)
-- item, not a HUD element (DisplayBattleMenu prints wNumSafariBalls inside
-- the battle menu box, engine/battle/core.asm:2074-2079), so it rides in
-- drawCommandMenu below like the classic layout's (#540).
-- RemoveFaintedPlayerMon clears the player HUD (core.asm:1024-1026) (#1721)
if showStatus and not battle.safari and battle.player and not battle.demo
and not battle.showPlayerBack and slide == 0
and not battle.player.fainted then
and not battle.showPlayerBack and slide == 0 then
drawStatusPanel(battle, battle.player, 184, 56, true)
end
end
@@ -364,7 +349,7 @@ function WideBattle.draw(battle)
g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
end
-- AskName clears the field the same way the classic layout does
if battle.blankForAskName or coveredByOpaqueState(battle) then return end
if battle.blankForAskName then return end
local fx = battle.fx
local sx = (fx and fx.shakeX) or 0
+55 -326
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@@ -16,7 +16,7 @@
--
-- Status handling follows Gen 2's rules rather than Gen 1's: burn is 1/8 max HP
-- (not 1/16) and halves physical Attack, poison is 1/8, and sleep counts down
-- from 2-7 turns.
-- from 1-7 turns.
local Damage = require("src.battle.gen2.Damage")
local Ai = require("src.battle.gen2.Ai")
@@ -166,9 +166,6 @@ Battle.SUBSTATUS_ITEMS = {
-- be run from or Roared away.
Battle.BATTLETYPE_FORCESHINY = 7
Battle.BATTLETYPE_TRAP = 9
-- ../pokecrystal/constants/battle_constants.asm:102-103, Crystal-only appends
Battle.BATTLETYPE_CELEBI = 11
Battle.BATTLETYPE_SUICUNE = 12
-- LostBattle's .canlose arm (engine/battle/core.asm:2766): the only battle
-- type whose loss still prints the trainer's own line instead of a whiteout.
Battle.BATTLETYPE_CANLOSE = 1
@@ -250,13 +247,6 @@ function Battle.new(opts)
-- (BATTLETYPE_FISH is the one condition LureBallMultiplier reads), and the
-- FORCESHINY / TRAP no-escape rules will hang off the same field.
self.battleType = opts.battleType
-- wInBattleTowerBattle (../pokecrystal/constants/ram_constants.asm:38), set
-- around the Tower's own StartBattle (engine/events/battle_tower/
-- battle_tower.asm:220-223) and cleared again at :253-254.
self.inBattleTowerBattle = opts.battleTower and true or false
-- wTimeOfDay: only BattleCommand_TimeBasedHealContinue reads it in battle
-- (engine/battle/effect_commands.asm:6401-6404).
self.timeOfDay = opts.timeOfDay
self.events = {}
self.turn = 0
self.over = false
@@ -645,7 +635,6 @@ function Battle:smartAiState()
-- wPlayerSubStatus5 & SUBSTATUS_LOCK_ON: the enemy's OWN Lock-On, since
-- BattleCommand_LockOn sets the bit on the target it was aimed at.
playerLockOn = playerState.lockOn or nil,
playerIdentified = playerState.identified or nil,
playerPhysicalMoves = physical,
enemyRage = enemyState.rage,
enemyRageCount = enemyState.rageCount,
@@ -776,9 +765,6 @@ end
function Battle:battleStat(mon, key)
local value = (mon.stats or {})[key] or 1
if mon ~= self.player then return value end
-- BadgeStatBoosts' second early return (engine/battle/core.asm:6786-6788):
-- adventure badges do not follow the player into the standardised Tower.
if self.inBattleTowerBattle then return value end
local badge = Battle.BADGE_STAT_BOOSTS[key]
if badge and self:hasBadge("badges", badge) then
return Battle.boostStat(value)
@@ -797,8 +783,6 @@ end
-- boosts the damage. Each type appears once, so this is a plain scan.
function Battle:badgeTypeBoost(attacker, moveType)
if attacker ~= self.player or not moveType then return false end
-- DoBadgeTypeBoosts' own tower guard (engine/battle/misc.asm:152-154).
if self.inBattleTowerBattle then return false end
for _, row in ipairs(Battle.BADGE_TYPE_BOOSTS) do
if row.type == moveType then
return self:hasBadge(row.store, row.badge)
@@ -919,16 +903,8 @@ function Battle:movePriority(moveId)
return (def and Battle.PRIORITY[def.effect]) or 0
end
-- engine/battle/effect_commands.asm:192-197 (enemy twin :383-390)
Battle.SLEEP_BYPASS_MOVES = { SNORE = true, SLEEP_TALK = true }
-- Can this mon act? Returns true, or false plus the message the cart prints.
-- `moveId` is wCurPlayerMove / wCurEnemyMove (effect_commands.asm:193).
local function clearBide(state)
state.bideTurns, state.bideStored, state.bideMove = nil, nil, nil
end
local function checkTurn(self, mon, moveId)
function Battle:canAct(mon)
local name = self:monName(mon)
-- SUBSTATUS_RECHARGE, and it is checked BEFORE status: CheckPlayerTurn reads
-- it first, clears it, prints MustRechargeText and jumps to EndTurn, so a mon
@@ -949,11 +925,7 @@ local function checkTurn(self, mon, moveId)
local beforeMove = record and record.beforeMove
if beforeMove
and (record.beforeMovePriority or 0) > Battle.VOLATILE_PRIORITY then
-- engine/battle/effect_commands.asm:188-200
local bypass = mon.status == "sleep" and Battle.SLEEP_BYPASS_MOVES[moveId]
local acted = beforeMove(self, mon, name) and true or false
if acted or not bypass then return acted end
beforeMove = nil
return beforeMove(self, mon, name) and true or false
end
-- SUBSTATUS_FLINCHED, read and cleared right after the freeze check
-- (CheckPlayerTurn / CheckEnemyTurn `.not_frozen`). Set this turn by the
@@ -987,14 +959,6 @@ local function checkTurn(self, mon, moveId)
return true
end
-- CantMove (engine/battle/effect_commands.asm:344-353) clears BIDE on every
-- arm of CheckPlayerTurn / CheckEnemyTurn that spends the turn.
function Battle:canAct(mon, moveId)
local acted = checkTurn(self, mon, moveId)
if not acted then clearBide(self:volatile(mon)) end
return acted
end
-- STRUGGLE, the move a mon with nothing left to spend falls back to
-- (engine/battle/core.asm `.CheckPlayerHasUsableMoves` for the player and
-- `.struggle` for the enemy). It lives in the move table like any other move
@@ -1083,7 +1047,7 @@ function Battle:hitOnce(attacker, defender, def, opts)
local attackerStages = self.stages[self:sideOf(attacker)]
local defenderStages = self.stages[self:sideOf(defender)]
local types = self.data.type_chart and self.data.type_chart.types
local matchups = self:matchupsAgainst(defender)
local matchups = self.data.type_chart and self.data.type_chart.matchups
local heldEffect, heldParam = self:heldEffect(attacker, "damage")
-- BattleCommand_Critical: SUBSTATUS_FOCUS_ENERGY (Focus Energy or a
@@ -1203,8 +1167,6 @@ function Battle:hitOnce(attacker, defender, def, opts)
if def.effect == "EFFECT_FALSE_SWIPE" and damage >= (defender.hp or 0) then
damage = math.max(0, (defender.hp or 0) - 1)
end
-- engine/battle_anims/anim_commands.asm:1200
if self.moveEvent then self.moveEvent.effectiveness = info.effectiveness end
return self:dealDamage(attacker, defender, damage, {
critical = critical, effectiveness = info.effectiveness,
-- Counter answers physical damage and Mirror Coat special, so what kind
@@ -1272,15 +1234,10 @@ function Battle:dealDamage(attacker, defender, damage, opts)
if opts.critical then
self:emit({ kind = "message", text = "A critical hit!" })
end
-- SuperEffectiveText / NotVeryEffectiveText (data/text/battle.asm:603,608).
-- The cart breaks both across the box's two lines and hyphenates "super-"
-- to do it, and the not-very line ends on the single ellipsis glyph Gold's
-- charmap carries at $75, not three periods.
if opts.effectiveness and opts.effectiveness > 10 then
self:emit({ kind = "message", text = Strings("It's super-\neffective!") })
self:emit({ kind = "message", text = "It's super effective!" })
elseif opts.effectiveness and opts.effectiveness < 10 then
self:emit({ kind = "message",
text = Strings("It's not very\neffective…") })
self:emit({ kind = "message", text = "It's not very effective..." })
end
if endured then
self:emit({ kind = "message",
@@ -1432,18 +1389,9 @@ function Battle:useMove(attacker, defender, moveId)
-- free of PP and obedience in exactly the same way.
local rolling = state.rolloutLock == moveId
-- engine/battle/effect_commands.asm:977-979, data/moves/effects.asm:795-800,
-- engine/battle/move_effects/bide.asm:62-68
local biding = def.effect == "EFFECT_BIDE" and state.bideTurns ~= nil
-- engine/battle/effect_commands.asm:6222-6234, :949-951
local called = (self.copyDepth or 0) > 0
if not (charging or rampaging or rolling or biding or called) then
if not (charging or rampaging or rolling) then
if move and (move.pp or 0) <= 0 then
-- BattleText_TheresNoPPLeftForThisMove (data/text/battle.asm:315).
self:emit({ kind = "message",
text = Strings("There's no PP left\nfor this move!") })
self:emit({ kind = "message", text = "No PP left for this move!" })
return
end
if move then move.pp = (move.pp or 1) - 1 end
@@ -1523,38 +1471,9 @@ function Battle:useMove(attacker, defender, moveId)
return
end
-- engine/battle/move_effects/sleep_talk.asm:2, :16-19, :61
if def.effect == "EFFECT_SLEEP_TALK" then
local picked
if attacker.status == "sleep" and (self.copyDepth or 0) == 0 then
-- engine/battle/move_effects/sleep_talk.asm:40-44, :117-141
local pool = {}
for _, own in ipairs(attacker.moves or {}) do
local ownDef = self:moveDef(own.id)
local effect = ownDef and ownDef.effect
if own.id ~= moveId and not self:moveDisabled(attacker, own.id)
and not Effects.CHARGE[effect] and effect ~= "EFFECT_BIDE" then
pool[#pool + 1] = own.id
end
end
if #pool > 0 then picked = pool[rand(self.random, #pool) + 1] end
end
if not picked then
self:markMissed()
self:emit({ kind = "message", text = "But it failed!" })
return
end
state.lastMove = nil
self.copyDepth = (self.copyDepth or 0) + 1
self:useMove(attacker, defender, picked)
self.copyDepth = self.copyDepth - 1
return
end
-- Everything past here counts as "the user's last move" for Mirror Move,
-- Encore and Disable. A called move skips the write
-- (engine/battle/used_move_text.asm:30-36).
if (self.copyDepth or 0) == 0 then state.lastMove = moveId end
-- Encore and Disable.
state.lastMove = moveId
state.turnsTaken = (state.turnsTaken or 0) + 1
state.usedMoves = state.usedMoves or {}
local seen = false
@@ -1575,15 +1494,6 @@ function Battle:useMove(attacker, defender, moveId)
if def.effect == "EFFECT_SOLARBEAM" and self.weather == "sun" then
charge = nil
end
if charge and not charging and Runtime.wantsHook("battle.charge_required") then
local required = Runtime.call("battle.charge_required", function(c)
return c.charge
end, {
battle = self, user = attacker, target = defender, move = def,
charge = true, isCalled = (self.copyDepth or 0) > 0,
})
if required == false then charge = nil end
end
if charge and not charging then
state.chargeMove = moveId
state.vanished = charge.vanish or nil
@@ -1597,13 +1507,6 @@ function Battle:useMove(attacker, defender, moveId)
return
end
-- BattleCommand_Snore (engine/battle/move_effects/snore.asm:1-9)
if def.effect == "EFFECT_SNORE" and attacker.status ~= "sleep" then
self:markMissed()
self:emit({ kind = "message", text = "But it failed!" })
return
end
-- Counter and Mirror Coat answer what the user took this turn, at double,
-- and fail outright when nothing of the right kind landed.
local counterKind = Effects.COUNTER[def.effect]
@@ -1693,13 +1596,6 @@ function Battle:useMove(attacker, defender, moveId)
text = ("Magnitude %d!"):format(number) })
end
-- data/moves/effects.asm:1607, :1649
if def.effect == "EFFECT_RETURN" then
powerOverride = Effects.happinessPower(attacker.happiness)
elseif def.effect == "EFFECT_FRUSTRATION" then
powerOverride = Effects.happinessPower(attacker.happiness, true)
end
if not sureHit
and not self:accuracyRoll(def, attacker, defender) then
-- data/moves/effects.asm:148-151: `selfdestruct` sits between checkhit and
@@ -1754,7 +1650,7 @@ function Battle:useMove(attacker, defender, moveId)
-- thing that stops SONIC BOOM, NIGHT SHADE or SUPER FANG.
local defenderTypes = (self:speciesDef(defender) or {}).types
or defender.types
local matchups = self:matchupsAgainst(defender)
local matchups = self.data.type_chart and self.data.type_chart.matchups
if Damage.typeMultiplier(def.type, defenderTypes, matchups) == 0 then
self:markMissed()
self:emit({ kind = "message",
@@ -1842,12 +1738,8 @@ function Battle:useMove(attacker, defender, moveId)
landed = landed + 1
end
if landed > 1 then
-- PlayerHitTimesText / EnemyHitTimesText (data/text/battle.asm:749,755)
-- are "Hit @ times!". Gen 2 has no singular form of this line, so the
-- plural stands even at one hit rather than the "(s)" this printed.
-- Gen 1 already says it this way (src/battle/EffectRegistry.lua,
-- _HitXTimesText).
self:emit({ kind = "message", text = Strings("Hit %d times!", landed) })
self:emit({ kind = "message",
text = ("Hit %d time(s)!"):format(landed) })
end
-- move_effects/pay_day.asm:13
@@ -2067,11 +1959,8 @@ Battle.MOVE_EFFECTS.EFFECT_PERISH_SONG = function(self)
if mine.perish and theirs.perish then return fail(self) end
if not mine.perish then mine.perish = Effects.PERISH_TURNS end
if not theirs.perish then theirs.perish = Effects.PERISH_TURNS end
-- StartPerishText (data/text/battle.asm:986). What shipped here was a
-- sentence no cart prints; the Gen 2 line names both sides and counts in
-- digits.
self:emit({ kind = "message",
text = Strings("Both POKéMON will\nfaint in 3 turns!") })
text = "All POKéMON hearing the song will faint in three turns!" })
end
-- BattleCommand_Encore: 3-6 turns locked into the move the target last used.
@@ -2129,21 +2018,6 @@ Battle.MOVE_EFFECTS.EFFECT_LOCK_ON = function(self, attacker, defender)
text = self:monName(attacker) .. " took aim!" })
end
-- engine/battle/move_effects/foresight.asm
Battle.MOVE_EFFECTS.EFFECT_FORESIGHT = function(self, attacker, defender,
def, _, sureHit)
if not sureHit
and not self:accuracyRoll(def, attacker, defender) then
return fail(self)
end
local target = self:volatile(defender)
if target.vanished or target.identified then return fail(self) end
target.identified = true
self:emit({ kind = "message",
text = self:monName(attacker) .. " identified "
.. self:monName(defender) .. "!" })
end
-- BattleCommand_CheckHit's .LockOn: the flag is read AND cleared by the next
-- move aimed at the mon carrying it, whether or not that move was the one the
-- lock-on was meant for, and whether or not the exception at :1683-1688 then
@@ -2191,15 +2065,9 @@ function Battle:accuracyRoll(def, attacker, defender, accuracy)
end
function Battle:vanillaAccuracyRoll(accuracy, attacker, defender)
local acc = self.stages[self:sideOf(attacker)].accuracy
local eva = self.stages[self:sideOf(defender)].evasion
-- engine/battle/effect_commands.asm:1786
if defender and self:volatile(defender).identified
and (eva or 0) >= (acc or 0) then
acc, eva = 0, 0
end
return Damage.rollHit(self:moveAccuracy(accuracy, defender), acc, eva,
self.random)
return Damage.rollHit(self:moveAccuracy(accuracy, defender),
self.stages[self:sideOf(attacker)].accuracy,
self.stages[self:sideOf(defender)].evasion, self.random)
end
-- BattleCommand_StatDown's SUBSTATUS_MIST arm (a GUARD SPEC): a drop the FOE
@@ -2222,11 +2090,6 @@ Battle.MOVE_EFFECTS.EFFECT_SPIKES = function(self, attacker, defender)
local side = self:sideOf(defender)
if self.spikes[side] then return fail(self) end
self.spikes[side] = true
-- SpikesText (data/text/battle.asm:974) is three rows, the third scrolled
-- (`cont`) and carrying <TARGET>. The battle message path has no `cont`:
-- src/ui/gen2/BattleState.lua sets self.message straight from the event and
-- printMessage cuts past two rows, so the cart's line cannot be told here
-- yet without the name being dropped on screen. Left as it stands.
self:emit({ kind = "message", text = "Spikes were scattered all around!" })
end
@@ -2261,8 +2124,6 @@ Battle.MOVE_EFFECTS.EFFECT_BIDE = function(self, attacker, defender, def, moveId
if not state.bideTurns then
state.bideTurns = Effects.bideTurns(self.random)
state.bideStored = 0
-- engine/battle/core.asm:574-576
state.bideMove = moveId
self:emit({ kind = "message",
text = self:monName(attacker) .. " is storing energy!" })
return
@@ -2274,7 +2135,7 @@ Battle.MOVE_EFFECTS.EFFECT_BIDE = function(self, attacker, defender, def, moveId
return
end
local damage = Effects.bideDamage(state.bideStored)
state.bideTurns, state.bideStored, state.bideMove = nil, nil, nil
state.bideTurns, state.bideStored = nil, nil
self:emit({ kind = "message",
text = self:monName(attacker) .. " unleashed energy!" })
if damage <= 0 then return fail(self) end
@@ -2385,7 +2246,7 @@ Battle.MOVE_EFFECTS.EFFECT_FUTURE_SIGHT = function(self, attacker, defender, def
stages = self.stages[self:sideOf(defender)],
},
types = self.data.type_chart and self.data.type_chart.types,
matchups = self:matchupsAgainst(defender),
matchups = self.data.type_chart and self.data.type_chart.matchups,
random = self.random,
})
state.futureSight = Effects.FUTURE_SIGHT_TURNS
@@ -2464,9 +2325,7 @@ Battle.MOVE_EFFECTS.EFFECT_BEAT_UP = function(self, attacker, defender, def)
{ move = def, moveId = def and def.id })
landed = landed + 1
end
-- BattleCommand_EndLoop prints the same line for Beat Up, and Beat Up can
-- land exactly once, which is the case the cart still prints as "times".
self:emit({ kind = "message", text = Strings("Hit %d times!", landed) })
self:emit({ kind = "message", text = ("Hit %d time(s)!"):format(landed) })
end
-- BattleCommand_Heal (effect_commands.asm:5986): Recover and Rest are both
@@ -2503,7 +2362,7 @@ end
-- BattleCommand_TimeBasedHealContinue (effect_commands.asm:6374) answers the
-- same two lines BattleCommand_Heal does: HPIsFullText (:6447) and
-- RegainedHealthText (:6440).
for effect, wants in pairs(Effects.SUN_HEAL) do
for effect in pairs(Effects.SUN_HEAL) do
Battle.MOVE_EFFECTS[effect] = function(self, attacker)
local maxHp = attacker.maxHp or (attacker.stats and attacker.stats.hp) or 1
if (attacker.hp or 0) >= maxHp then
@@ -2512,9 +2371,7 @@ for effect, wants in pairs(Effects.SUN_HEAL) do
text = self:monName(attacker) .. "'s HP is full!" })
return
end
-- effect_commands.asm:6396-6417, the time of day and the weather (#1751).
local fraction = Effects.timeBasedHealFraction(self.weather, wants,
self.timeOfDay)
local fraction = Effects.weatherHealFraction(self.weather)
self:heal(attacker, math.max(1, math.floor(maxHp * fraction)))
self:emit({ kind = "message",
text = self:monName(attacker) .. " regained health!" })
@@ -2551,8 +2408,6 @@ Battle.MOVE_EFFECTS.EFFECT_BATON_PASS = function(self, attacker)
self.enemyIndex = target
self.enemy = party[target]
self.enemy.volatile = carried
-- engine/battle/move_effects/baton_pass.asm:59
self:resetParticipants()
end
local sent = side == "player" and self.player or self.enemy
self:emit({ kind = "send", side = side, mon = sent,
@@ -2815,8 +2670,6 @@ Battle.MOVE_EFFECTS.EFFECT_FORCE_SWITCH = function(self, attacker, defender,
self.enemyIndex = pick
self.enemy = incoming
self.stages.enemy = Battle.newStages()
-- ForceEnemySwitch (engine/battle/core.asm:2937)
self:resetParticipants()
end
self:emit({ kind = "send", side = self:sideOf(incoming), mon = incoming,
hp = incoming.hp or 0, status = incoming.status or false,
@@ -2961,12 +2814,9 @@ Battle.STATUSES = {
id = "sleep", label = "SLP", hudLabel = "SLP", healClass = "slp",
inflictText = " fell asleep!",
catchBonus = 10, catchBonusIntended = 10,
-- BattleCommand_SleepTarget's .random_loop rerolls 0 and SLP_MASK before
-- `inc a`, so sleep opens at 2 (effect_commands.asm:3591-3598, #1707).
-- Crystal masks the roll to %011 in the Battle Tower, capping it at 4
-- (../pokecrystal/engine/battle/effect_commands.asm:3609-3613).
-- BattleCommand_Sleep rolls a 3-bit value, retried until nonzero.
onInflict = function(battle, mon)
mon.statusTurns = rand(battle.random, battle.inBattleTowerBattle and 3 or 6) + 2
mon.statusTurns = rand(battle.random, 7) + 1
end,
beforeMovePriority = 40,
beforeMove = function(battle, mon, name)
@@ -3103,30 +2953,6 @@ function Battle:safeguarded(mon)
return (self.screens[self:sideOf(mon)].safeguard or 0) > 0
end
-- engine/battle/effect_commands.asm:1305
function Battle:matchupsAgainst(defender)
local chart = self.data.type_chart
local rows = chart and chart.matchups
if not rows or not defender then return rows end
if not self:volatile(defender).identified then return rows end
local skipped = chart.foresightMatchups
if not skipped or #skipped == 0 then return rows end
if not self.identifiedMatchups then
local drop = {}
for _, row in ipairs(skipped) do
drop[tostring(row.attacker) .. "/" .. tostring(row.defender)] = true
end
local out = {}
for _, row in ipairs(rows) do
if not drop[tostring(row.attacker) .. "/" .. tostring(row.defender)] then
out[#out + 1] = row
end
end
self.identifiedMatchups = out
end
return self.identifiedMatchups
end
-- `source` is the battler that inflicted it, carried only so
-- battle.status_inflicted can name it the way Gen 1's does.
-- BattleCommand_Paralyze and BattleCommand_Poison refuse on a zero matchup,
@@ -3139,7 +2965,7 @@ function Battle:statusRefusedByType(defender, moveType, status)
end
local types = (self:speciesDef(defender) or {}).types or defender.types or {}
if moveType then
local matchups = self:matchupsAgainst(defender)
local matchups = self.data.type_chart and self.data.type_chart.matchups
if Damage.typeMultiplier(moveType, types, matchups) == 0 then return true end
end
if status == "poison" or status == "toxic" then
@@ -3253,12 +3079,6 @@ end
-- Faint bookkeeping and experience. Returns true when the battle ended.
function Battle:resolveFaints()
-- engine/battle/core.asm:2551-2556, :7116-7130, :3033-3037
if (self.player.hp or 0) <= 0 and self.participantsCleared ~= self.player then
self.participantsCleared = self.player
if self.playerIndex then self.participants[self.playerIndex] = nil end
end
if (self.enemy.hp or 0) <= 0 then
self:emit({ kind = "faint", side = "enemy",
text = (self.wild and "Wild " or "") .. self:monName(self.enemy)
@@ -3443,16 +3263,7 @@ end
-- `count` is the pass's own divisor -- the participant count for the first
-- pass, the holder count for the EXP.SHARE pass -- and `halved` is whether
-- any Share holder taxed the whole pool.
--
-- `silent` suppresses only the GainedText line. It exists for the
-- battle.exp_award seam below, where a mod paying the bench wants one summary
-- line rather than a box per mon; the cart's own two passes never pass it, so
-- vanilla prints exactly what it always did. Everything else about the pass
-- -- the exp, the stat exp, battle.exp_gained, "grew to level", learned moves
-- and the forget prompt -- is unaffected, because a silent award is still an
-- award.
function Battle:giveExperiencePass(loser, def, recipients, count, halved,
silent)
function Battle:giveExperiencePass(loser, def, recipients, count, halved)
for _, index in ipairs(recipients) do
local mon = self.party[index]
if mon and (mon.hp or 0) > 0 and not mon.isEgg then
@@ -3503,12 +3314,10 @@ function Battle:giveExperiencePass(loser, def, recipients, count, halved,
index = index,
})
end
if not silent then
self:emit({ kind = "experience", index = index, amount = amount,
-- BoostedExpPointsText, keyed on the traded arm alone.
text = self:monName(mon) .. " gained "
.. (traded and "a boosted " or "") .. amount .. " EXP. Points!" })
end
self:emit({ kind = "experience", index = index, amount = amount,
-- BoostedExpPointsText, keyed on the traded arm alone.
text = self:monName(mon) .. " gained "
.. (traded and "a boosted " or "") .. amount .. " EXP. Points!" })
if result.levels > 0 then
-- "level up happiness mod", the cart's own comment, sitting right
-- after the stat recalc and before the "grew to level" text. It fires
@@ -3523,9 +3332,7 @@ function Battle:giveExperiencePass(loser, def, recipients, count, halved,
local moveDef = self:moveDef(moveId)
local moveName = (moveDef and moveDef.name) or moveId
if ok then
-- data/text/common_3.asm:119
self:emit({ kind = "message",
sfx = "Sfx_DexFanfare5079", waitSfx = true,
text = self:monName(mon) .. " learned " .. moveName .. "!" })
elseif reason == "full" then
-- LearnMove's full-moveset arm calls ForgetMove, which asks with
@@ -3604,38 +3411,22 @@ function Battle:awardExperience(loser)
-- battle.exp_award, the same hook BattleState:awardExp calls on Gen 1 and
-- with the same ctx: the participant COUNT, the live participants, and an
-- applyShare(mon, split, announce) a mod can call to pay one mon its own
-- share. `recipients`, `holders` and `halved` are the Gen 2 additions.
--
-- `announce` is Gen 1's third argument (src/battle/BattleState.lua
-- applyShare) and means the same thing here: truthy prints the mon's
-- GainedText, falsy pays it silently. That is what lets one mod source
-- print ONE summary line for a party-wide award on both generations instead
-- of a box per mon -- which is what the Exp Share mod documents and could
-- not do on Gold, because this argument used to be accepted and ignored.
--
-- It is honoured only when it is actually PASSED, by argument count rather
-- than by value. A Gen 2-era mod calling applyShare(mon, split) was written
-- against a seam that always announced and keeps announcing; a caller that
-- passes the argument -- including an explicit nil, which is what a "pay
-- this one quietly" call looks like -- gets Gen 1's reading. So no existing
-- mod changes behaviour, and a mod that opts in gets parity.
-- applyShare(mon, split) a mod can call to pay one mon its own share. The
-- third applyShare argument is Gen 1's EXP.ALL announcement variant; Gen 2
-- has no EXP.ALL (the EXP.SHARE pass below is its replacement), so it is
-- accepted and ignored rather than changing what is printed. `recipients`,
-- `holders` and `halved` are the Gen 2 additions.
if Runtime.wantsHook("battle.exp_award") then
local alive = {}
for _, index in ipairs(participants) do
local mon = self.party[index]
if mon and (mon.hp or 0) > 0 then alive[#alive + 1] = mon end
end
local function applyShare(mon, split, ...)
local announce = ...
-- select("#") counts an explicit nil; `announce == nil` alone could not
-- tell applyShare(mon, split) from applyShare(mon, split, nil), and
-- those two have to mean different things here.
local silent = select("#", ...) > 0 and not announce
local function applyShare(mon, split)
for index, candidate in ipairs(self.party) do
if candidate == mon then
return self:giveExperiencePass(loser, def, { index },
math.max(1, split or 1), halved, silent)
math.max(1, split or 1), halved)
end
end
end
@@ -3650,7 +3441,8 @@ function Battle:awardExperience(loser)
-- GiveExperiencePoints .done falls through ResetBattleParticipants into
-- AddBattleParticipant (engine/battle/core.asm:7116 and :3033).
self:resetParticipants()
self.participants = {}
if self.playerIndex then self.participants[self.playerIndex] = true end
end
-- The answer to a `choose-forget`: drop the move in `slot` and put the
@@ -3671,9 +3463,7 @@ function Battle:resolveForget(index, slot, entry, moveName)
end
self:emit({ kind = "message",
text = "1, 2 and… " .. self:monName(mon) .. " forgot " .. oldName .. "!" })
-- engine/pokemon/learn.asm:115, data/text/common_3.asm:119
self:emit({ kind = "message",
sfx = "Sfx_DexFanfare5079", waitSfx = true,
text = self:monName(mon) .. " learned "
.. (moveName or (entry and entry.id) or "?") .. "!" })
-- The forget path writes the slot itself rather than going through
@@ -3712,13 +3502,6 @@ function Battle:switchLocked()
return self:volatile(self.enemy).trapsTarget == true
end
-- ResetBattleParticipants falls through into AddBattleParticipant
-- (engine/battle/core.asm:3033 and :3037).
function Battle:resetParticipants()
self.participants = {}
if self.playerIndex then self.participants[self.playerIndex] = true end
end
-- EnemySwitch's shift arm zeroes both participant bitfields before PlayerSwitch
-- (engine/battle/core.asm:2959-2961).
function Battle:shiftSwitch(index)
@@ -3741,7 +3524,6 @@ function Battle:switch(index)
-- A mon that comes back (a REVIVE, or a second battle) has to be able to
-- announce its own faint again; see resolveFaints.
self.faintAnnounced = nil
self.participantsCleared = nil
-- ForcePlayerMonChoice has been answered, so the next faint may ask again.
self.pendingSwitch = nil
self.player = mon
@@ -3972,8 +3754,6 @@ end
-- check. Split out because playerAttack needs the same answer.
function Battle:lockedInMove(mon)
local state = self:volatile(mon)
-- engine/battle/core.asm:543
if state.chargeMove then return state.chargeMove end
if state.rolloutLock then return state.rolloutLock end
if state.rampageMove and (state.rampageTurns or 0) > 0 then
return state.rampageMove
@@ -3981,41 +3761,19 @@ function Battle:lockedInMove(mon)
return nil
end
-- ParsePlayerAction's bide arm (engine/battle/core.asm:569-576), enemy twin
-- at :5650
function Battle:fightLockedMove(mon)
local state = self:volatile(mon)
if state.bideTurns then return state.bideMove end
return nil
end
-- engine/battle/core.asm:627-629
function Battle:cancelBide(mon)
clearBide(self:volatile(mon))
end
-- Encore forces the move; Disable forbids one. Both are read by the screen
-- (to grey out the move list) and by the enemy's own choice below.
-- engine/battle/core.asm:561-566
local function encoredMove(state, mon)
if not state.encore then return nil end
for _, move in ipairs(mon.moves or {}) do
if move.id == state.encore and (move.pp or 0) > 0 then
return state.encore
end
end
state.encore, state.encoreTurns = nil, nil
return nil
end
function Battle:forcedMove(mon)
local locked = self:lockedInMove(mon)
if locked then return locked end
-- ParsePlayerAction reads SUBSTATUS_ENCORED ahead of the bide arm
-- (engine/battle/core.asm:561-566).
local encored = encoredMove(self:volatile(mon), mon)
if encored then return encored end
return self:fightLockedMove(mon)
local state = self:volatile(mon)
if not state.encore then return nil end
for _, move in ipairs(mon.moves or {}) do
if move.id == state.encore and (move.pp or 0) > 0 then return state.encore end
end
-- Encore ends early when the move runs out of PP.
state.encore, state.encoreTurns = nil, nil
return nil
end
function Battle:moveDisabled(mon, moveId)
@@ -4029,9 +3787,8 @@ function Battle:usableMoves(mon)
-- .CheckPlayerHasUsableMoves (core.asm:533-556), so a Rollout or a rampage
-- that spent its last PP on the opening turn keeps running: no later turn
-- of the lock spends any. Encore is not in this exemption -- forcedMove
-- ends it the moment the encored move runs dry. Bide is exempt too:
-- .CheckPlayerHasUsableMoves lives inside MoveSelectionScreen (core.asm:5058).
local locked = self:lockedInMove(mon) or self:fightLockedMove(mon)
-- ends it the moment the encored move runs dry.
local locked = self:lockedInMove(mon)
local out = {}
for _, move in ipairs(mon.moves or {}) do
local ok = (move.pp or 0) > 0 and not self:moveDisabled(mon, move.id)
@@ -4042,16 +3799,6 @@ function Battle:usableMoves(mon)
return out
end
-- ../pokecrystal/engine/battle/core.asm:3687-3694 refuses TRAP, CELEBI,
-- FORCESHINY and SUICUNE; pokegold's :3476-3479 has only the first and third.
function Battle:noEscapeBattleType()
local t = self.battleType
return t == Battle.BATTLETYPE_FORCESHINY
or t == Battle.BATTLETYPE_TRAP
or t == Battle.BATTLETYPE_CELEBI
or t == Battle.BATTLETYPE_SUICUNE
end
-- Running: Gen 2's odds (engine/battle/core.asm TryToRunAwayFromBattle) are
-- based on the speed ratio and how many times you have tried this battle.
-- Trainers never let you run.
@@ -4065,7 +3812,8 @@ function Battle:tryRun(pSpd)
-- BATTLETYPE_FORCESHINY jump straight to .cant_escape, ahead of the
-- trainer check and any speed math. Without this, running from the Red
-- Gyarados returned a WIN to the script and forfeited the one-shot shiny.
if self:noEscapeBattleType() then
if self.battleType == Battle.BATTLETYPE_FORCESHINY
or self.battleType == Battle.BATTLETYPE_TRAP then
self:emit({ kind = "message", text = "Can't escape!" })
self.runRefused = true
return false
@@ -4242,8 +3990,6 @@ function Battle:enemyTrySwitchOrItem()
.. self:monName(outgoing) .. "!" })
self.enemyIndex = target
self.enemy = self.enemyParty[target]
-- AI_Switch (engine/battle/ai/items.asm:697)
self:resetParticipants()
-- ResetEnemyBattleVars (engine/battle/core.asm:3016) zeroes wCurEnemyMove
-- and wLastEnemyMove and NewEnemyMonStatus wipes the substatus bytes, so
-- the mon coming IN starts from an empty area -- the same pair of clears
@@ -4334,16 +4080,9 @@ function Battle:vanillaEnemyMove()
-- move answers "TYPHLOSION's attack missed!", so Hitmonlee cannot be damaged
-- by anything, at any level. Fifteen straight attempts at the Elite Four
-- died there, and no amount of grinding could ever have got past it.
local enemyState = self:volatile(self.enemy)
local charged = enemyState.chargeMove
local charged = self:volatile(self.enemy).chargeMove
if charged then return charged end
-- engine/battle/core.asm:5524-5533: the encore arm runs ahead of
-- CheckEnemyLockedIn (:5650).
local encored = encoredMove(enemyState, self.enemy)
if encored then return encored end
if enemyState.bideTurns then return enemyState.bideMove end
-- Encore and Disable narrow the pool before the AI ever scores it.
local moves = self:usableMoves(self.enemy)
if #moves == 0 then
@@ -4437,7 +4176,6 @@ local function runTurn(self, action)
-- (engine/battle/core.asm:5035-5038), which reopens the 2x2 menu with the
-- turn unspent -- so a refused RUN never bought the enemy a free attack.
if self.runRefused then return self:takeEvents() end
self:cancelBide(self.player)
action = { kind = "skip" }
end
@@ -4453,9 +4191,6 @@ local function runTurn(self, action)
if action.kind == "item" and Battle.X_ITEMS[action.item] then
Happiness.change(self.player, "USEDXITEM")
end
-- engine/battle/core.asm:572-573 into :627-629; a switch takes :570-571
-- instead and keeps the store.
if action.kind == "item" then self:cancelBide(self.player) end
-- AI_SwitchOrTryItem runs BEFORE the move is chosen: a trainer that decides
-- to rotate or drink a potion spends its whole turn on it.
@@ -4504,6 +4239,7 @@ local function runTurn(self, action)
local function playerAttack()
if action.kind ~= "move" then return end
if not self:canAct(self.player) then return end
local move = action.move
-- An encored mon has no choice, whatever the menu said.
local forced = self:forcedMove(self.player)
@@ -4523,20 +4259,13 @@ local function runTurn(self, action)
-- player's own mon spends the rest of the battle underground.
local stored = self:volatile(self.player).chargeMove
if stored then move = stored end
-- engine/battle/core.asm:558-598 settles wCurPlayerMove before
-- engine/battle/effect_commands.asm:193 reads it.
if not self:canAct(self.player, move) then return end
-- CheckPlayerLockedIn quits before .CheckPlayerHasUsableMoves and before
-- checkobedience, so a locked Rollout or Thrash is exempt from the
-- Struggle substitution and the obedience roll the same way the second
-- half of a charge move is.
local charging = self:volatile(self.player).chargeMove == move
or self:lockedInMove(self.player) == move
-- engine/battle/core.asm:5058, and data/moves/effects.asm:796 keeps
-- `checkobedience`.
local bideLocked = self:fightLockedMove(self.player) == move
if not charging and not bideLocked
and not self:hasUsableMoves(self.player) then
if not charging and not self:hasUsableMoves(self.player) then
self:emit({ kind = "message",
text = self:monName(self.player) .. " has no moves left!" })
move = Battle.STRUGGLE
@@ -4574,7 +4303,7 @@ local function runTurn(self, action)
-- against a trainer, could not be escaped either.
enemyMoveId = Battle.STRUGGLE
end
if not self:canAct(self.enemy, enemyMoveId) then return end
if not self:canAct(self.enemy) then return end
-- CheckEnemyTurn's disabled arm (engine/battle/effect_commands.asm:562-574):
-- the AI chose before the player's Disable landed, so the turn is spent here.
if self:moveDisabled(self.enemy, enemyMoveId) then
-42
View File
@@ -25,7 +25,6 @@
-- names src/battle/BattleState.lua raises on Gen 1, with the same argument
-- order and the same payload keys (docs/mod-api-gen2-compat.md).
local Runtime = require("src.mods.Runtime")
local Mon = require("src.battle.gen2.Mon")
local Catching = {}
@@ -338,47 +337,6 @@ function Catching.statusBonus(status, opts)
return bonuses[status] or 0
end
-- constants/landmark_constants.asm:24, the fallback when no cache is passed.
Catching.LANDMARK_NATIONAL_PARK = 19
local function landmarkIndex(opts, id, fallback)
local data = opts and (opts.data or (opts.battle and opts.battle.data))
local rows = (opts and opts.landmarks)
or (data and data.gen2Landmarks and data.gen2Landmarks.landmarks)
local row = rows and rows[id]
return (row and row.index) or fallback
end
-- GetWorldMapLocation with the POKECENTER_2F backup-map swap
-- (engine/pokemon/caught_data.asm:177-193) and the Bug Contest override (:73-81).
function Catching.caughtLandmark(opts)
opts = opts or {}
if opts.bugContest then
return landmarkIndex(opts, "LANDMARK_NATIONAL_PARK",
Catching.LANDMARK_NATIONAL_PARK)
end
if opts.landmark then return opts.landmark end
local map = opts.map
if map and map.id == "POKECENTER_2F" and opts.backupMap then
map = opts.backupMap
end
return (map and map.landmark) or 0
end
-- SetCaughtData (engine/pokemon/caught_data.asm:163-199); no-op off Crystal.
function Catching.stampCaughtData(mon, opts)
opts = opts or {}
if not Mon.hasCaughtData(opts.version) then return mon end
local save = opts.save or (opts.battle and opts.battle.save)
return Mon.setCaughtData(mon, {
level = opts.level or (type(mon) == "table" and mon.level) or 0,
timeOfDay = opts.timeOfDay,
landmark = Catching.caughtLandmark(opts),
playerGender = opts.playerGender
or (save and save.player and save.player.gender),
})
end
-- Does the ball catch? Returns caught and the final rate (wFinalCatchRate).
-- A rate of 255 or a Master Ball is certain.
--
+1 -30
View File
@@ -21,13 +21,8 @@
-- per-move as in Gen 4: type ids below FIRE are physical. type_chart.lua's
-- records carry that as `category`.
local GameVersion = require("src.core.GameVersion")
local Damage = {}
-- ../pokecrystal/constants/battle_constants.asm:78
Damage.MAX_STAT_VALUE = 999
-- data/battle/critical_hit_chances.asm, as "1 in N".
Damage.CRITICAL_CHANCES = { [0] = 15, 8, 4, 3, 2, 2, 2 }
@@ -65,23 +60,7 @@ end
function Damage.applyStage(value, stage)
local numerator, denominator = Damage.stageMultiplier(stage)
local out = math.floor(value * numerator / denominator)
-- ../pokecrystal/engine/battle/core.asm:6739
return math.max(1, math.min(Damage.MAX_STAT_VALUE, out))
end
-- TruncateHL_BC: ../pokegold/engine/battle/effect_commands.asm:2625 runs one
-- pass, ../pokecrystal/engine/battle/effect_commands.asm:2644 loops it.
function Damage.truncateStats(attack, defense, fixed)
local a = math.max(0, math.floor(attack or 0))
local d = math.max(0, math.floor(defense or 0))
while a > 255 or d > 255 do
d = math.floor(d / 4)
if d == 0 then d = 1 end
a = math.floor(a / 4)
if a == 0 then a = 1 end
if not fixed then break end
end
return a % 256, d % 256
return math.max(1, out)
end
-- Is this move physical? `types` is type_chart.lua's `types` table.
@@ -190,8 +169,6 @@ end
-- random(n) -- 0..n-1, for the variation roll
-- screen -- Reflect/Light Screen active on the defender
-- defenseHalved -- EFFECT_SELFDESTRUCT's srl c
-- reflectOverflowFixed -- override GameVersion.fixes()'s TruncateHL_BC
-- answer; ../pokecrystal/engine/battle/effect_commands.asm:2644
--
-- Returns damage, info where info carries the pieces a battle message needs:
-- effectiveness (x10), critical, physical, variation.
@@ -227,12 +204,6 @@ function Damage.calc(opts)
defense = defense * 2
end
-- PlayerAttackDamage hands DamageCalc one-byte stats
-- (../pokecrystal/engine/battle/effect_commands.asm:2604).
local fixed = opts.reflectOverflowFixed
if fixed == nil then fixed = GameVersion.fixes().reflectOverflow == true end
attack, defense = Damage.truncateStats(attack, defense, fixed)
-- BattleCommand_DamageCalc (effect_commands.asm:2905-2913): Selfdestruct and
-- Explosion halve the defence, never below 1.
if opts.defenseHalved then defense = math.max(1, math.floor(defense / 2)) end
+11 -38
View File
@@ -267,7 +267,7 @@ Effects.MAGNITUDE_POWER = {
-- power and the magnitude number the text prints.
--
-- `random` is BattleRandom (0..n-1). If none is supplied, roll via love.math
-- / math.random -- never hard-code 0 (that always yields Magnitude 4).
-- / math.random never hard-code 0 (that always yields Magnitude 4).
function Effects.magnitudePower(random)
local roll
if type(random) == "function" then
@@ -284,14 +284,6 @@ function Effects.magnitudePower(random)
return last[2], last[3]
end
-- engine/battle/move_effects/return.asm:1-24, frustration.asm:1-25
function Effects.happinessPower(happiness, frustration)
local h = happiness or 0
if h < 0 then h = 0 elseif h > 255 then h = 255 end
if frustration then h = 255 - h end
return math.floor(h * 10 / 25)
end
-- ------------------------------------------------------------------- weather
--
-- BattleCommand_StartRain / StartSun / StartSandstorm all set wWeatherCount to
@@ -364,38 +356,19 @@ function Effects.sandstormHits(types)
return true
end
-- BattleCommand_TimeBasedHealContinue's .Multipliers
-- (engine/battle/effect_commands.asm:6450-6454).
Effects.HEAL_MULTIPLIERS = { 1 / 8, 1 / 4, 1 / 2, 1 }
-- wTimeOfDay (constants/ram_constants.asm:134-139): MORN_F 0, DAY_F 1,
-- NITE_F 2, DARKNESS_F 3.
Effects.TIME_OF_DAY_ID = { MORN = 0, DAY = 1, NITE = 2, DARK = 3 }
-- Morning Sun / Synthesis / Moonlight and the wTimeOfDay each one wants
-- (engine/battle/effect_commands.asm:6362-6371).
-- Morning Sun / Synthesis / Moonlight heal a HALF normally, and the weather
-- shifts that one step either way: x2 in sun, /2 in rain or sandstorm
-- (BattleCommand_Heal's .Weather block walks a multiplier index).
Effects.SUN_HEAL = {
EFFECT_MORNING_SUN = 0,
EFFECT_SYNTHESIS = 1,
EFFECT_MOONLIGHT = 2,
EFFECT_MORNING_SUN = true,
EFFECT_SYNTHESIS = true,
EFFECT_MOONLIGHT = true,
}
function Effects.timeOfDayIndex(timeOfDay)
if type(timeOfDay) == "number" then return math.floor(timeOfDay) end
return Effects.TIME_OF_DAY_ID[timeOfDay]
end
-- engine/battle/effect_commands.asm:6388-6417: the index opens at a half, the
-- wrong time of day steps it down, sun steps it up, rain and sandstorm down.
function Effects.timeBasedHealFraction(weather, wants, timeOfDay)
local index = 3
local now = Effects.timeOfDayIndex(timeOfDay)
if wants ~= nil and now ~= nil and now ~= wants then index = index - 1 end
if weather then
index = index + 1
if weather ~= "sun" then index = index - 2 end
end
return Effects.HEAL_MULTIPLIERS[math.max(1, math.min(4, index))]
function Effects.weatherHealFraction(weather)
if weather == "sun" then return 2 / 3 end
if weather == "rain" or weather == "sandstorm" then return 1 / 4 end
return 1 / 2
end
-- ---------------------------------------------------------------- Perish Song
+1 -102
View File
@@ -17,7 +17,6 @@
-- with a sign bit on the n^2 term. pokemon.lua carries those five numbers per
-- GROWTH_* so this needs no hardcoded table.
local GameVersion = require("src.core.GameVersion")
local Unown = require("src.core.gen2.Unown")
-- The mod event bus. pokemon.level_up and pokemon.move_learned are the SAME
-- names src/battle/Experience.lua and src/battle/BattleState.lua raise on
@@ -33,102 +32,6 @@ Mon.PARTY_SIZE = 6
-- DVs are 0..15 each; Attack's low bit pair also decides gender and shininess.
Mon.MAX_DV = 15
-- MON_CAUGHTDATA's two packed bytes and their masks --
-- constants/pokemon_data_constants.asm:93-99, :120-130.
Mon.CAUGHT_TIME_MASK = 0xc0
Mon.CAUGHT_LEVEL_MASK = 0x3f
Mon.CAUGHT_GENDER_MASK = 0x80
Mon.CAUGHT_LOCATION_MASK = 0x7f
Mon.CAUGHT_EGG_LEVEL = 1
-- constants/landmark_constants.asm:111-113
Mon.LANDMARK_EVENT = 0x7f
Mon.LANDMARK_GIFT = 0x7e
-- Gold spends the same word on `rb_skip 2` and has no SetCaughtData --
-- pokegold constants/pokemon_data_constants.asm:93.
function Mon.hasCaughtData(version)
return GameVersion.engine(version) == "crystal"
end
-- wTimeOfDay is only MORN / DAY / NITE (engine/rtc/rtc.asm:48-55), stored
-- `inc a`'d so 0 stays free -- engine/pokemon/caught_data.asm:169-172.
local CAUGHT_TIME = { MORN = 1, DAY = 2, NITE = 3, DARK = 3 }
function Mon.caughtTimeOf(timeOfDay)
if type(timeOfDay) == "string" then return CAUGHT_TIME[timeOfDay] or 0 end
if type(timeOfDay) ~= "number" then return 0 end
local id = math.floor(timeOfDay)
if id < 0 or id > 3 then return 0 end
if id > 2 then id = 2 end
return id + 1
end
-- wPlayerGender's bit 0 is PLAYERGENDER_FEMALE_F (constants/ram_constants.asm:177).
local CAUGHT_GENDER = {
girl = "girl", female = "girl", boy = "boy", male = "boy",
}
function Mon.caughtGenderOf(gender)
if gender == true then return "girl" end
if gender == false then return "boy" end
if type(gender) ~= "string" then return nil end
return CAUGHT_GENDER[gender:lower()]
end
local function landmarkByte(landmark)
if type(landmark) ~= "number" then return 0 end
return math.floor(landmark) % 0x80
end
-- SetBoxmonOrEggmonCaughtData (engine/pokemon/caught_data.asm:168-199); the
-- egg path hands CAUGHT_EGG_LEVEL in as `level` (:239-242).
function Mon.setCaughtData(mon, opts)
if type(mon) ~= "table" then return mon end
opts = opts or {}
mon.caughtTime = Mon.caughtTimeOf(opts.timeOfDay)
mon.caughtLevel = math.max(0, math.floor(opts.level or mon.level or 0))
mon.caughtLocation = landmarkByte(opts.landmark)
mon.caughtByGender = Mon.caughtGenderOf(opts.playerGender) or "boy"
return mon
end
-- CAUGHT_BY_UNKNOWN / GIRL / BOY, the code SetGiftMonCaughtData takes in `b`
-- (constants/pokemon_data_constants.asm:126-128).
Mon.CAUGHT_BY = { unknown = 0, girl = 1, boy = 2 }
-- SetGiftMonCaughtData (engine/pokemon/caught_data.asm:226-233): `rrc b / or
-- LANDMARK_GIFT` puts CAUGHT_BY_BOY on $7f, LANDMARK_EVENT, not on a gender bit.
function Mon.setGiftCaughtData(mon, caughtBy)
if type(mon) ~= "table" then return mon end
local code = Mon.CAUGHT_BY[tostring(caughtBy):lower()] or 0
local rotated = math.floor(code / 2) + (code % 2) * Mon.CAUGHT_GENDER_MASK
local unpacked = Mon.unpackCaughtData(0, Mon.LANDMARK_GIFT + rotated)
mon.caughtTime, mon.caughtLevel = 0, 0
mon.caughtLocation = unpacked.caughtLocation
mon.caughtByGender = unpacked.caughtByGender
return mon
end
-- The packed pair, as engine/pokemon/caught_data.asm:169-199 stores it.
function Mon.packCaughtData(mon)
mon = type(mon) == "table" and mon or {}
local time = math.floor(tonumber(mon.caughtTime) or 0) % 4
local level = math.floor(tonumber(mon.caughtLevel) or 0) % 0x40
local location = landmarkByte(tonumber(mon.caughtLocation) or 0)
local female = Mon.caughtGenderOf(mon.caughtByGender) == "girl"
return time * 0x40 + level, (female and Mon.CAUGHT_GENDER_MASK or 0) + location
end
function Mon.unpackCaughtData(byte0, byte1)
byte0, byte1 = math.floor(byte0 or 0) % 256, math.floor(byte1 or 0) % 256
return {
caughtTime = math.floor(byte0 / 0x40),
caughtLevel = byte0 % 0x40,
caughtLocation = byte1 % 0x80,
caughtByGender = (byte1 >= Mon.CAUGHT_GENDER_MASK) and "girl" or "boy",
}
end
local function rand(a, b)
if love and love.math and love.math.random then
return love.math.random(a, b)
@@ -459,11 +362,7 @@ function Mon.new(data, species, level, opts)
status = nil,
-- 70 for a caught mon, 120 for a gift/hatched one.
happiness = opts.happiness or 70,
caughtLevel = opts.caughtLevel or level,
-- MON_CAUGHTDATA, absent on Gold -- constants/pokemon_data_constants.asm:93-99.
caughtTime = opts.caughtTime,
caughtLocation = opts.caughtLocation,
caughtByGender = opts.caughtByGender,
caughtLevel = level,
-- shiny.roll / gender.roll get the species and level as context; opts.shiny
-- still wins, because a FORCED shiny battle (Red Gyarados) is the cart
-- overriding the roll rather than a roll to be hooked.
+2 -5
View File
@@ -58,12 +58,9 @@ Prize.AMULET_COIN = "AMULET_COIN"
-- data/text/battle.asm. Declared here and formatted at the call site so
-- Strings.source is what registers them, the same way Decorations declares
-- its own five. No line markers: every battle message in this port is one
-- flowing string that Chrome.wrap breaks to the box, except SentSomeToMomText,
-- which keeps the cart's own `line`/`cont` breaks because it does not fit two
-- rows.
-- flowing string that Chrome.wrap breaks to the box.
local GOT_MONEY = Strings.source("%s got %s%d for winning!")
-- data/text/battle.asm:179-185
local SENT_SOME = Strings.source("%s got %s%d\nfor winning!\vSent some to MOM!")
local SENT_SOME = Strings.source("%s got %s%d for winning! Sent some to MOM!")
-- The half and all texts really are this short on the cart: they replace the
-- money line rather than following it, which is a quirk no Gold player can
-- see because BankOfMom only ever writes MOM_SAVING_SOME_MONEY_F.
-2
View File
@@ -23,6 +23,4 @@ return {
-- (core.asm:426-464): poison/burn/leech seed tick before the slower
-- mon acts, not in an end-of-round sweep like Gen 3+.
residualAfterMove = true,
-- engine/battle/effects.asm:498,689
badgeBoostReapplyBug = true,
}
-501
View File
@@ -1,501 +0,0 @@
local Base64 = require("src.core.Base64")
local GameVersion = require("src.core.GameVersion")
local SafePath = require("src.mods.SafePath")
local SaveSerializer = require("src.core.SaveSerializer")
local Semver = require("src.mods.Semver")
local StreamMD5 = require("src.mods.StreamMD5")
local CartManifest = {}
CartManifest.SCHEMA = 1
CartManifest.EXT = ".g1rcart"
CartManifest.FORMAT = "g1rcart"
CartManifest.DIR = "carts"
-- sealed: the pinned set runs exactly as pinned. sealed+: the same fixed set,
-- but the player may switch any pinned mod on or off. open: additive.
CartManifest.SEALS = { sealed = true, ["sealed+"] = true, open = true }
-- Shell and label finishes the launcher cartridge can render.
CartManifest.FINISHES = {
sparkle = true, holo = true, ["sparkle+holo"] = true,
}
CartManifest.SOURCES = { github = true, gamebanana = true, ["local"] = true }
CartManifest.ART_ENCODINGS = { base64 = true }
CartManifest.PNG_SIGNATURE = "\137PNG\r\n\26\10"
CartManifest.MAX_ID = 64
CartManifest.MAX_TITLE = 48
CartManifest.MAX_AUTHOR = 64
CartManifest.MAX_SUMMARY = 120
CartManifest.MAX_LABEL = 128
CartManifest.MAX_LABEL_ART = 1024 * 1024
CartManifest.MAX_MODS = 64
CartManifest.MAX_OPTIONS = 64
CartManifest.MAX_OPTION_KEY = 64
CartManifest.MAX_OPTION_TEXT = 256
local function trim(text)
return text:match("^%s*(.-)%s*$")
end
local function isId(value)
return type(value) == "string" and value ~= "" and #value <= CartManifest.MAX_ID
and value:match("^[%w_%-]+$") ~= nil
end
local function isRepo(value)
if type(value) ~= "string" then return false end
local owner, name = value:match("^([%w%._%-]+)/([%w%._%-]+)$")
return owner ~= nil and name ~= nil
end
local function isHex(value, width)
return type(value) == "string" and #value == width
and value:match("^[0-9a-f]+$") ~= nil
end
local function isCount(value)
return type(value) == "number" and value > 0 and value % 1 == 0
end
local function isSemver(value)
return type(value) == "string" and Semver.parse(value) ~= nil
end
local function parseOptions(raw, label)
if raw == nil then return nil end
if type(raw) ~= "table" then
return nil, label .. " options must be a table"
end
local keys = {}
for key in pairs(raw) do
if type(key) ~= "string" then
return nil, label .. " option keys must be strings"
end
if key == "" or #key > CartManifest.MAX_OPTION_KEY then
return nil, ("%s option keys must be 1 to %d characters")
:format(label, CartManifest.MAX_OPTION_KEY)
end
keys[#keys + 1] = key
end
if #keys > CartManifest.MAX_OPTIONS then
return nil, ("%s carries more than %d options")
:format(label, CartManifest.MAX_OPTIONS)
end
local out = {}
for _, key in ipairs(keys) do
local value = raw[key]
local kind = type(value)
if kind == "string" then
if #value > CartManifest.MAX_OPTION_TEXT then
return nil, ("%s option %q must be %d characters or fewer")
:format(label, key, CartManifest.MAX_OPTION_TEXT)
end
elseif kind ~= "number" and kind ~= "boolean" then
return nil, ("%s option %q must be a string, number or boolean")
:format(label, key)
end
out[key] = value
end
return out
end
local function parseMod(raw, index, seen)
local label = ("cart mod #%d"):format(index)
if type(raw) ~= "table" then return nil, label .. " must be a table" end
if not isId(raw.id) then
return nil, ("%s id must be 1 to %d characters of letters, numbers, _ or -")
:format(label, CartManifest.MAX_ID)
end
label = ("cart mod %q"):format(raw.id)
if seen[raw.id] then return nil, label .. " is pinned twice" end
seen[raw.id] = true
local source = raw.source
if type(source) ~= "string" or not CartManifest.SOURCES[source] then
return nil, label .. " source must be github, gamebanana or local"
end
local entry = { id = raw.id, source = source }
if source == "github" then
if not isRepo(raw.repo) then
return nil, label .. " repo must be owner/name"
end
if not isSemver(raw.version) then
return nil, label .. " version must be a semantic version"
end
if not isHex(raw.sha256, 64) then
return nil, label .. " sha256 must be 64 lowercase hex characters"
end
entry.repo = raw.repo
entry.version = trim(raw.version)
entry.sha256 = raw.sha256
elseif source == "local" then
if not isSemver(raw.version) then
return nil, label .. " version must be a semantic version"
end
entry.version = trim(raw.version)
else
if not isCount(raw.mod) then
return nil, label .. " mod must be a positive integer"
end
if not isCount(raw.file) then
return nil, label .. " file must be a positive integer"
end
if not isHex(raw.md5, 32) then
return nil, label .. " md5 must be 32 lowercase hex characters"
end
entry.mod = raw.mod
entry.file = raw.file
entry.md5 = raw.md5
end
if raw.enabled ~= nil and type(raw.enabled) ~= "boolean" then
return nil, label .. " enabled must be true or false"
end
-- Only a declared OFF is carried: an absent or explicit true is the default,
-- so a cart that says nothing serializes exactly as it did before this field.
if raw.enabled == false then entry.enabled = false end
local options, err = parseOptions(raw.options, label)
if err then return nil, err end
entry.options = options
return entry
end
-- A pin the cart ships switched off is installed and configured but not run.
function CartManifest.modEnabled(entry)
return type(entry) == "table" and entry.enabled ~= false
end
local function parseOrder(raw, mods)
local out = {}
if raw == nil then
for i, entry in ipairs(mods) do out[i] = entry.id end
return out
end
if type(raw) ~= "table" then return nil, "cart load_order must be an array" end
if #raw ~= #mods then
return nil, "cart load_order must list every pinned mod exactly once"
end
local pinned, seen = {}, {}
for _, entry in ipairs(mods) do pinned[entry.id] = true end
for i = 1, #raw do
local id = raw[i]
if type(id) ~= "string" or not pinned[id] then
return nil, ("cart load_order names %s, which the cart does not pin")
:format(tostring(id))
end
if seen[id] then
return nil, ("cart load_order names %s twice"):format(id)
end
seen[id] = true
out[i] = id
end
return out
end
function CartManifest.parse(tbl)
if type(tbl) ~= "table" then return nil, "cart must be a table" end
if not isId(tbl.id) then
return nil, ("cart id must be 1 to %d characters of letters, numbers, _ or -")
:format(CartManifest.MAX_ID)
end
if type(tbl.title) ~= "string" then return nil, "cart title is required" end
local title = trim(tbl.title)
if title == "" or #title > CartManifest.MAX_TITLE then
return nil, ("cart title must be 1 to %d characters"):format(CartManifest.MAX_TITLE)
end
if not isSemver(tbl.version) then
return nil, "cart version must be a semantic version"
end
if type(tbl.author) ~= "string" then return nil, "cart author is required" end
local author = trim(tbl.author)
if author == "" or #author > CartManifest.MAX_AUTHOR then
return nil, ("cart author must be 1 to %d characters"):format(CartManifest.MAX_AUTHOR)
end
local repo = nil
if tbl.repo ~= nil then
if not isRepo(tbl.repo) then return nil, "cart repo must be owner/name" end
repo = tbl.repo
end
local summary = nil
if tbl.summary ~= nil then
if type(tbl.summary) ~= "string" then
return nil, "cart summary must be a string"
end
summary = trim(tbl.summary)
if #summary > CartManifest.MAX_SUMMARY then
return nil, ("cart summary must be %d characters or fewer")
:format(CartManifest.MAX_SUMMARY)
end
end
local shell = type(tbl.shell) == "string" and tbl.shell:match("^#(%x%x%x%x%x%x)$")
if not shell then return nil, "cart shell must be a #RRGGBB colour" end
shell = "#" .. shell:lower()
local label = nil
if tbl.label ~= nil then
if type(tbl.label) ~= "string" or #tbl.label > CartManifest.MAX_LABEL then
return nil, ("cart label must be a path of %d characters or fewer")
:format(CartManifest.MAX_LABEL)
end
label = SafePath.safe(tbl.label)
if not label then return nil, "cart label must stay inside the cart" end
end
if type(tbl.base) ~= "string" or not GameVersion.VERSIONS[tbl.base] then
return nil, "cart base must name a game this engine knows"
end
local engine = nil
if tbl.engine ~= nil then
if type(tbl.engine) ~= "string" or trim(tbl.engine) == "" then
return nil, "cart engine must be a non-empty version range"
end
engine = trim(tbl.engine)
end
local speeds
if tbl.speeds ~= nil then
if type(tbl.speeds) ~= "table" or #tbl.speeds == 0 then
return nil, "cart speeds must be a non-empty array of multipliers"
end
local GameSpeed = require("src.core.GameSpeed")
local valid, seen = {}, {}
for _, want in ipairs(GameSpeed.LEVELS) do
for _, have in ipairs(tbl.speeds) do
if have == want and not seen[want] then
seen[want] = true
valid[#valid + 1] = want
end
end
end
if #valid ~= #tbl.speeds then
return nil, "cart speeds must all be GameSpeed levels"
end
speeds = valid
end
local finish = tbl.finish
if finish ~= nil then
if type(finish) ~= "string" or not CartManifest.FINISHES[finish] then
return nil, "cart finish must be sparkle, holo or sparkle+holo"
end
end
local seal = tbl.seal
if seal == nil then seal = "sealed" end
if type(seal) ~= "string" or not CartManifest.SEALS[seal] then
return nil, "cart seal must be sealed, sealed+ or open"
end
-- The author's preferred game settings, seeded once per cart
-- (SaveData.CART_OPTION_KEYS); unknown keys are kept but ignored.
local cartOptions, cartOptErr = parseOptions(tbl.options, "cart")
if cartOptErr then return nil, cartOptErr end
if type(tbl.mods) ~= "table" then return nil, "cart mods must be an array" end
local count = #tbl.mods
if count < 1 or count > CartManifest.MAX_MODS then
return nil, ("cart must pin 1 to %d mods"):format(CartManifest.MAX_MODS)
end
local mods, seen = {}, {}
for i = 1, count do
local entry, err = parseMod(tbl.mods[i], i, seen)
if not entry then return nil, err end
mods[i] = entry
end
local order, orderErr = parseOrder(tbl.load_order, mods)
if not order then return nil, orderErr end
return {
id = tbl.id,
title = title,
version = trim(tbl.version),
author = author,
repo = repo,
summary = summary,
shell = shell,
finish = finish,
speeds = speeds,
label = label,
base = tbl.base,
engine = engine,
seal = seal,
options = cartOptions,
mods = mods,
load_order = order,
}
end
function CartManifest.parseLabelArt(raw)
if raw == nil then return nil, "cart carries no label art" end
if type(raw) ~= "table" then return nil, "cart label art must be a table" end
if type(raw.encoding) ~= "string" or not CartManifest.ART_ENCODINGS[raw.encoding] then
return nil, "cart label art encoding must be base64"
end
if type(raw.data) ~= "string" or raw.data == "" then
return nil, "cart label art data must be a base64 string"
end
local tooBig = ("cart label art must be %d bytes or fewer")
:format(CartManifest.MAX_LABEL_ART)
if #raw.data > math.ceil(CartManifest.MAX_LABEL_ART / 3) * 4 then
return nil, tooBig
end
local bytes, err = Base64.decode(raw.data)
if not bytes then return nil, "cart label art " .. err end
if #bytes > CartManifest.MAX_LABEL_ART then return nil, tooBig end
if not isCount(raw.bytes) or raw.bytes ~= #bytes then
return nil, ("cart label art declares %s bytes but decodes to %d")
:format(tostring(raw.bytes), #bytes)
end
if bytes:sub(1, #CartManifest.PNG_SIGNATURE) ~= CartManifest.PNG_SIGNATURE then
return nil, "cart label art must be a PNG"
end
local name = nil
if raw.name ~= nil then
if type(raw.name) ~= "string" or #raw.name > CartManifest.MAX_LABEL then
return nil, ("cart label art name must be a path of %d characters or fewer")
:format(CartManifest.MAX_LABEL)
end
name = SafePath.safe(raw.name)
if not name then return nil, "cart label art name must stay inside the cart" end
end
return { name = name, encoding = raw.encoding, bytes = raw.bytes, data = raw.data },
nil, bytes
end
function CartManifest.labelArtBytes(cart)
if type(cart) ~= "table" then return nil, "cart must be a table" end
local art, err, bytes = CartManifest.parseLabelArt(cart.labelArt)
if not art then return nil, err end
return bytes, art.name
end
function CartManifest.publishable(cart)
if type(cart) ~= "table" or type(cart.mods) ~= "table" then
return false, "a cart must be parsed before it can be published"
end
local unpinned = {}
for _, entry in ipairs(cart.mods) do
if type(entry) == "table" and entry.source == "local" then
unpinned[#unpinned + 1] = tostring(entry.id)
end
end
if #unpinned == 0 then return true end
table.sort(unpinned)
return false, ("%s %s pinned to this install only, so nobody else can fetch %s: publish needs a repo and an archive hash for %s")
:format(table.concat(unpinned, ", "),
#unpinned == 1 and "is" or "are",
#unpinned == 1 and "it" or "them",
#unpinned == 1 and "it" or "each")
end
local function number(value)
return ("%.17g"):format(value)
end
local function writeText(out, prefix, text)
out[#out + 1] = ("%s%d:%s"):format(prefix, #text, text)
end
local function writeValue(out, value)
local kind = type(value)
if kind == "number" then
out[#out + 1] = "#" .. number(value)
elseif kind == "boolean" then
out[#out + 1] = value and "T" or "F"
elseif kind == "table" then
-- Length-prefixed so a list can never collide with another field's text.
out[#out + 1] = "*" .. tostring(#value)
for _, item in ipairs(value) do writeValue(out, item) end
else
writeText(out, "$", tostring(value))
end
end
local function writeField(out, name, value)
if value == nil then return end
writeText(out, ".", name)
writeValue(out, value)
end
local CART_FIELDS = { "author", "base", "engine", "finish", "id", "label",
"repo", "seal", "shell", "speeds", "summary", "title",
"version" }
local MOD_FIELDS = { "enabled", "file", "id", "md5", "mod", "repo", "sha256",
"source", "version" }
local function writeOptions(out, marker, options)
out[#out + 1] = marker
local keys = {}
for key in pairs(options or {}) do keys[#keys + 1] = key end
table.sort(keys)
for _, key in ipairs(keys) do writeField(out, key, options[key]) end
end
function CartManifest.canonical(cart)
local out = { "[cart]" }
for _, field in ipairs(CART_FIELDS) do writeField(out, field, cart[field]) end
-- Absent when the cart ships no settings, so a cart written before this
-- field hashes byte for byte as it did.
if cart.options ~= nil then writeOptions(out, "[cart_options]", cart.options) end
out[#out + 1] = "[mods]"
for _, entry in ipairs(cart.mods or {}) do
writeText(out, "@", tostring(entry.id))
for _, field in ipairs(MOD_FIELDS) do writeField(out, field, entry[field]) end
writeOptions(out, "[options]", entry.options)
end
out[#out + 1] = "[order]"
for _, id in ipairs(cart.load_order or {}) do writeText(out, "@", tostring(id)) end
return table.concat(out)
end
function CartManifest.hash(cart)
return StreamMD5.new():update(CartManifest.canonical(cart)):final()
end
function CartManifest.encode(cart)
return SaveSerializer.encode({
format = CartManifest.FORMAT,
formatVersion = CartManifest.SCHEMA,
labelArt = CartManifest.parseLabelArt(cart.labelArt),
-- Every field parse() keeps: a name missing here is a field the file
-- round trip silently drops, as finish and speeds were.
cart = { id = cart.id, title = cart.title, version = cart.version,
author = cart.author, repo = cart.repo, summary = cart.summary,
shell = cart.shell, finish = cart.finish, speeds = cart.speeds,
label = cart.label, base = cart.base,
engine = cart.engine, seal = cart.seal, options = cart.options,
mods = cart.mods, load_order = cart.load_order },
})
end
function CartManifest.decode(str)
if type(str) ~= "string" or str == "" then return nil, "EMPTY FILE" end
local data = SaveSerializer.decode(str)
if type(data) ~= "table" then return nil, "BAD FILE" end
if data.format ~= CartManifest.FORMAT then return nil, "NOT A CART" end
if data.formatVersion ~= CartManifest.SCHEMA then
return nil, ("unknown cart schema %s"):format(tostring(data.formatVersion))
end
local cart, err = CartManifest.parse(data.cart)
if not cart then return nil, err end
cart.labelArt = CartManifest.parseLabelArt(data.labelArt)
return cart
end
return CartManifest
-355
View File
@@ -1,355 +0,0 @@
local CartManifest = require("src.carts.CartManifest")
local SaveData = require("src.core.SaveData")
local Semver = require("src.mods.Semver")
local CartStore = {}
CartStore.DIR = CartManifest.DIR
CartStore.EXT = CartManifest.EXT
CartStore.OPTIONS_KEY = "carts"
CartStore.UNPINNED_VERSION = "0.0.0"
local RECORD_FIELDS = { "id", "title", "version", "author", "base", "seal",
"shell", "finish", "speeds", "summary", "hash", "file" }
local function fsOr(fs)
return fs or (love and love.filesystem) or nil
end
local function safeId(id)
return type(id) == "string" and id ~= "" and #id <= CartManifest.MAX_ID
and id:match("^[%w_%-]+$") ~= nil
end
local function fileFor(id)
return CartStore.DIR .. "/" .. id .. CartStore.EXT
end
CartStore.fileFor = fileFor
local function readOptions(fs)
local ok, opts = pcall(SaveData.loadOptions, fs)
if not ok or type(opts) ~= "table" then return {} end
return opts
end
local function writeOptions(opts, fs)
local ok = pcall(SaveData.saveOptions, opts, fs)
return ok and true or false
end
local function registry(opts)
local reg = opts[CartStore.OPTIONS_KEY]
return type(reg) == "table" and reg or nil
end
local function ensureRegistry(opts)
if type(opts[CartStore.OPTIONS_KEY]) ~= "table" then
opts[CartStore.OPTIONS_KEY] = {}
end
return opts[CartStore.OPTIONS_KEY]
end
local function recordFor(cart, hash)
return { id = cart.id, title = cart.title, version = cart.version,
author = cart.author, base = cart.base, seal = cart.seal,
shell = cart.shell, finish = cart.finish, speeds = cart.speeds,
summary = cart.summary,
hash = hash, file = fileFor(cart.id) }
end
local function sameValue(a, b)
if type(a) == "table" and type(b) == "table" then
if #a ~= #b then return false end
for i = 1, #a do
if a[i] ~= b[i] then return false end
end
return true
end
return a == b
end
local function sameRecord(a, b)
if type(a) ~= "table" or type(b) ~= "table" then return false end
for _, field in ipairs(RECORD_FIELDS) do
if not sameValue(a[field], b[field]) then return false end
end
return true
end
local function entryFor(cart, hash)
return { id = cart.id, title = cart.title, version = cart.version,
author = cart.author, base = cart.base, seal = cart.seal,
shell = cart.shell, finish = cart.finish, speeds = cart.speeds,
summary = cart.summary, label = cart.label,
cart = cart, cartHash = hash, file = fileFor(cart.id) }
end
local function readCart(fs, id)
if not safeId(id) then return nil, "unknown cart id" end
if not (fs and fs.read) then return nil, "NO FILESYSTEM" end
local path = fileFor(id)
if fs.getInfo and not fs.getInfo(path) then
return nil, ("cart %q is not installed"):format(id)
end
local body = fs.read(path)
if type(body) ~= "string" or body == "" then
return nil, ("cart %q is not installed"):format(id)
end
local ok, cart, err = pcall(CartManifest.decode, body)
if not ok then return nil, "BAD CART" end
if not cart then return nil, err or "BAD CART" end
if cart.id ~= id then
return nil, ("cart file %s names %q"):format(path, tostring(cart.id))
end
local hashed, hash = pcall(CartManifest.hash, cart)
if not hashed then return nil, "BAD CART" end
return cart, hash
end
local function strayIds(fs, seen)
local out = {}
if not (fs and fs.getDirectoryItems) then return out end
if fs.getInfo and not fs.getInfo(CartStore.DIR) then return out end
local ok, items = pcall(fs.getDirectoryItems, CartStore.DIR)
if not ok then return out end
for _, name in ipairs(items or {}) do
if type(name) == "string" and name:sub(-#CartStore.EXT) == CartStore.EXT then
local id = name:sub(1, #name - #CartStore.EXT)
if safeId(id) and not seen[id] then
seen[id] = true
out[#out + 1] = id
end
end
end
table.sort(out)
return out
end
function CartStore.index(fs)
local opts = readOptions(fsOr(fs))
local reg = registry(opts) or {}
local out = {}
for id, record in pairs(reg) do
if safeId(id) and type(record) == "table" then
local row = { id = id, file = fileFor(id) }
for _, field in ipairs(RECORD_FIELDS) do
if record[field] ~= nil then row[field] = record[field] end
end
row.id, row.title = id, record.title or id
out[#out + 1] = row
end
end
table.sort(out, function(a, b)
local at, bt = tostring(a.title):lower(), tostring(b.title):lower()
if at ~= bt then return at < bt end
return a.id < b.id
end)
return out
end
function CartStore.list(fs)
fs = fsOr(fs)
local rows = {}
if not fs then return rows end
local opts = readOptions(fs)
local reg = registry(opts) or {}
local ids, seen = {}, {}
for id in pairs(reg) do
if safeId(id) and not seen[id] then
seen[id] = true
ids[#ids + 1] = id
end
end
table.sort(ids)
for _, id in ipairs(strayIds(fs, seen)) do ids[#ids + 1] = id end
for _, id in ipairs(ids) do
local cart, hash = readCart(fs, id)
if cart then rows[#rows + 1] = entryFor(cart, hash) end
end
table.sort(rows, function(a, b)
local at, bt = tostring(a.title):lower(), tostring(b.title):lower()
if at ~= bt then return at < bt end
return a.id < b.id
end)
local healed, changed = {}, false
for _, row in ipairs(rows) do
healed[row.id] = recordFor(row.cart, row.cartHash)
if not sameRecord(reg[row.id], healed[row.id]) then changed = true end
end
for id in pairs(reg) do
if healed[id] == nil then changed = true end
end
if changed then
opts[CartStore.OPTIONS_KEY] = healed
writeOptions(opts, fs)
end
return rows
end
function CartStore.listFor(version, fs)
local out = {}
for _, row in ipairs(CartStore.list(fs)) do
if row.base == version then out[#out + 1] = row end
end
return out
end
function CartStore.get(id, fs)
return readCart(fsOr(fs), id)
end
function CartStore.labelArt(id, fs)
local cart, err = readCart(fsOr(fs), id)
if not cart then return nil, err end
return CartManifest.labelArtBytes(cart)
end
function CartStore.export(id, fs)
local cart, err = readCart(fsOr(fs), id)
if not cart then return nil, err end
return CartManifest.encode(cart), CartManifest.hash(cart)
end
function CartStore.install(bytes, fs)
fs = fsOr(fs)
if not (fs and fs.write) then return nil, "NO FILESYSTEM" end
local ok, cart, err = pcall(CartManifest.decode, bytes)
if not ok then return nil, "BAD CART" end
if not cart then return nil, err or "BAD CART" end
local existing = readCart(fs, cart.id)
if existing then
local order = Semver.compare(cart.version, existing.version)
if order and order < 0 then
return nil, ("%s %s is older than the installed %s")
:format(cart.title, cart.version, existing.version)
end
end
if fs.createDirectory then fs.createDirectory(CartStore.DIR) end
local wrote, writeErr = fs.write(fileFor(cart.id), CartManifest.encode(cart))
if not wrote then return nil, tostring(writeErr) end
local hash = CartManifest.hash(cart)
local opts = readOptions(fs)
ensureRegistry(opts)[cart.id] = recordFor(cart, hash)
writeOptions(opts, fs)
return cart, hash
end
function CartStore.uninstall(id, fs)
fs = fsOr(fs)
if not safeId(id) then return nil, "unknown cart id" end
if not fs then return nil, "NO FILESYSTEM" end
local path = fileFor(id)
local present = not fs.getInfo or fs.getInfo(path) ~= nil
if present and fs.read and fs.read(path) == nil then present = false end
local opts = readOptions(fs)
local reg = registry(opts)
local known = reg ~= nil and reg[id] ~= nil
if not present and not known then
return nil, ("cart %q is not installed"):format(id)
end
if present and fs.remove then fs.remove(path) end
if known then
reg[id] = nil
writeOptions(opts, fs)
end
return true
end
local function manifestOf(row)
return type(row.manifest) == "table" and row.manifest or nil
end
local function textOf(...)
for i = 1, select("#", ...) do
local value = select(i, ...)
if type(value) == "string" and value ~= "" then return value end
end
return nil
end
local function pinRepo(row)
local m = manifestOf(row)
return textOf(row.github, m and m.github)
end
local function pinHash(row)
local m = manifestOf(row)
local hash = textOf(row.sha256, row.archiveSha256,
m and m.sha256, m and m.archiveSha256)
if hash and #hash == 64 and hash:match("^[0-9a-f]+$") then return hash end
return nil
end
local function frozenOptions(bucket)
if type(bucket) ~= "table" then return nil end
local out, any = {}, false
for key, value in pairs(bucket) do
local kind = type(value)
if type(key) == "string" and key ~= ""
and (kind == "string" or kind == "number" or kind == "boolean") then
out[key] = value
any = true
end
end
return any and out or nil
end
local function pinReason(repo, version, semver, hash)
local why = {}
if not repo then why[#why + 1] = "no GitHub repo is recorded" end
if not semver then
why[#why + 1] = ("version %s is not a semantic version, so it pins as %s")
:format(version and ("%q"):format(version) or "is missing",
CartStore.UNPINNED_VERSION)
end
if repo and semver and not hash then
why[#why + 1] = "no archive hash is known yet"
end
return table.concat(why, " and ")
end
function CartStore.capture(identity, available, modOptions)
if type(identity) ~= "table" then return nil, "cart identity is required" end
local mods, order, unresolved = {}, {}, {}
for _, row in ipairs(available or {}) do
if type(row) == "table" and safeId(row.id) then
local m = manifestOf(row)
local version = textOf(row.version, m and m.version)
local semver = version and Semver.parse(version) and version or nil
local repo = pinRepo(row)
local hash = pinHash(row)
local entry
if repo and semver and hash then
entry = { id = row.id, source = "github", repo = repo,
version = semver, sha256 = hash }
else
entry = { id = row.id, source = "local",
version = semver or CartStore.UNPINNED_VERSION }
unresolved[#unresolved + 1] = {
id = row.id,
name = textOf(row.name, m and m.name) or row.id,
version = version,
reason = pinReason(repo, version, semver, hash),
}
end
-- A switched-off mod is pinned OFF rather than dropped, so the cart
-- still ships it with the author's settings.
if not row.enabled then entry.enabled = false end
entry.options = frozenOptions(modOptions and modOptions[row.id])
mods[#mods + 1] = entry
order[#order + 1] = row.id
end
end
local cart, err = CartManifest.parse({
id = identity.id, title = identity.title, version = identity.version,
author = identity.author, repo = identity.repo, summary = identity.summary,
shell = identity.shell, finish = identity.finish, speeds = identity.speeds,
label = identity.label, base = identity.base,
engine = identity.engine, seal = identity.seal, options = identity.options,
mods = mods, load_order = order,
})
if not cart then return nil, err end
return cart, unresolved
end
return CartStore
-75
View File
@@ -1,75 +0,0 @@
local Base64 = {}
local ALPHABET = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
local PAD = 61
local ENC, DEC = {}, {}
for i = 0, 63 do
local c = ALPHABET:sub(i + 1, i + 1)
ENC[i] = c
DEC[c:byte()] = i
end
local floor = math.floor
local char = string.char
local concat = table.concat
function Base64.encode(bytes)
if type(bytes) ~= "string" then return nil, "base64 input must be a string" end
local out, n, i = {}, #bytes, 1
while i + 2 <= n do
local a, b, c = bytes:byte(i, i + 2)
local word = a * 65536 + b * 256 + c
out[#out + 1] = ENC[floor(word / 262144)] .. ENC[floor(word / 4096) % 64]
.. ENC[floor(word / 64) % 64] .. ENC[word % 64]
i = i + 3
end
local rest = n - i + 1
if rest == 1 then
local a = bytes:byte(i)
out[#out + 1] = ENC[floor(a / 4)] .. ENC[(a % 4) * 16] .. "=="
elseif rest == 2 then
local a, b = bytes:byte(i, i + 1)
local word = a * 256 + b
out[#out + 1] = ENC[floor(word / 1024)] .. ENC[floor(word / 16) % 64]
.. ENC[(word % 16) * 4] .. "="
end
return concat(out)
end
function Base64.decode(text)
if type(text) ~= "string" then return nil, "base64 input must be a string" end
local n = #text
if n % 4 ~= 0 then return nil, "base64 length must be a multiple of four" end
if n == 0 then return "" end
local out = {}
local last = n - 3
for i = 1, n, 4 do
local b1, b2, b3, b4 = text:byte(i, i + 3)
local v1, v2 = DEC[b1], DEC[b2]
if not v1 or not v2 then
return nil, "base64 holds a character outside the alphabet"
end
if i == last and b3 == PAD then
if b4 ~= PAD then return nil, "base64 padding is malformed" end
if v2 % 16 ~= 0 then return nil, "base64 padding carries data bits" end
out[#out + 1] = char(v1 * 4 + floor(v2 / 16))
elseif i == last and b4 == PAD then
local v3 = DEC[b3]
if not v3 then return nil, "base64 holds a character outside the alphabet" end
if v3 % 4 ~= 0 then return nil, "base64 padding carries data bits" end
local word = v1 * 1024 + v2 * 16 + floor(v3 / 4)
out[#out + 1] = char(floor(word / 256), word % 256)
else
local v3, v4 = DEC[b3], DEC[b4]
if not v3 or not v4 then
return nil, "base64 holds a character outside the alphabet"
end
local word = v1 * 262144 + v2 * 4096 + v3 * 64 + v4
out[#out + 1] = char(floor(word / 65536), floor(word / 256) % 256, word % 256)
end
end
return concat(out)
end
return Base64
+1 -1
View File
@@ -27,7 +27,7 @@ local BATTLER_FIELDS = {
"chargeReady", "invulnerable", "mustRecharge",
"thrashTurns", "thrashAnnounced", "focusEnergy", "leechSeeded",
"lightScreen", "reflect", "mist", "xAccuracy", "lastMove", "flinched",
"skipMove", "hazeStatReset", "badgeExtraBoosts", "drainFloor", "drainHold", "trappingTurns",
"skipMove", "hazeStatReset", "drainFloor", "drainHold", "trappingTurns",
"trapMove", "trapDamage", "fainted",
"aiLayer2",
}
+1 -3
View File
@@ -371,7 +371,7 @@ function ChipAudio.shutdown()
if workerReady and cmdCh then cmdCh:push({ cmd = "quit" }) end
if worker then pcall(function() worker:wait() end) end
worker, cmdCh, outCh = nil, nil, nil
workerReady = nil
workerReady = false
end
function ChipAudio.currentSource()
@@ -498,8 +498,6 @@ end
-- program (20 §2 cache contract, chip music row)
Assets.register(ChipAudio.invalidate)
require("src.core.SessionLifecycle").registerProcessShutdown(ChipAudio.shutdown)
-- ---------------------------------------------------------------------------
-- one-shot effects (SFX, cries, low-health alarm): synchronous static Sources
-- ---------------------------------------------------------------------------
-1
View File
@@ -1147,7 +1147,6 @@ function Engine:drumInstrumentGen2(kit, pitch)
ticks = ticks + duration
end
end
extendDrumEnvelope(segments)
self.noiseInstruments[key] = segments
return segments
end
+7 -32
View File
@@ -82,9 +82,8 @@ local function copy(value)
return out
end
function Data:applyVersionedFieldData(version)
version = version or require("src.core.GameVersion").get()
if version == "yellow" then
function Data:applyVersionedFieldData()
if require("src.core.GameVersion").isYellow() then
self.field.trades = copy(YELLOW_TRADES)
-- The old man's catch demo is a RATTATA in Yellow
-- (scripts/ViridianCity.asm ViridianCityOldManStartCatchTrainingScript
@@ -107,8 +106,7 @@ end
-- Fills only what the cache is missing, so an importer that learns to
-- stamp one of these keys silently takes over from the engine.
function Data:seedDefaults(version)
version = version or require("src.core.GameVersion").get()
function Data:seedDefaults()
local constants = self.constants or {}
self.constants = constants
self.field = self.field or {}
@@ -133,7 +131,7 @@ function Data:seedDefaults(version)
if constants.dexDigits == nil then
constants.dexDigits = math.max(3, #tostring(constants.dexSize))
end
Data.applyVersionedFieldData(self, version)
self:applyVersionedFieldData()
local boot = self.field.boot
if boot == nil then
boot = {}
@@ -146,7 +144,7 @@ function Data:seedDefaults(version)
-- only the un-overridden default flips, so a total conversion that set
-- field.boot.screens.splash keeps its choice on any version.
if boot.screens.splash == BOOT_DEFAULTS.screens.splash
and version == "yellow" then
and require("src.core.GameVersion").isYellow() then
boot.screens.splash = "YellowIntro"
end
-- the naming screen presets the importer already extracts but nothing
@@ -165,15 +163,11 @@ function Data:seedDefaults(version)
-- 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).
Data.seedCinnabarGymTrainerHeaders(self)
self:seedCinnabarGymTrainerHeaders()
-- #197: the Fighting Dojo Karate Master is text_asm, so the extractor
-- writes no header for him -- seed one so he engages on sight and has
-- his defeat / re-talk lines (same idea as the Cinnabar seed above).
Data.seedFightingDojoKarateMaster(self)
-- #1743: Mt. Moon B2F Super Nerd is text_asm (no def_trainers), so Yellow's
-- extractor never writes his header -- seed one so engageTrainer finds
-- battle/won/after text instead of the "I like shorts!" fallback.
Data.seedMtMoonB2FSuperNerd(self)
self:seedFightingDojoKarateMaster()
-- #189: 1F cabin door order vs rooms map (survey zoom)
require("src.world.SsAnneLayout").apply(self.maps)
end
@@ -205,25 +199,6 @@ function Data:seedFightingDojoKarateMaster()
}
end
-- Mt. Moon B2F Super Nerd (object index 1) is text_asm with no def_trainers
-- row, so Yellow never gets a trainerHeaders.MtMoonB2F[1] entry (Red/Blue
-- pin one in make_rom_manifest.py). Without it, engageTrainer falls through
-- to the hard-coded "I like shorts!" fallback (#1743). trainerDefeated still
-- tracks him via defeatedTrainers[npc.id]; the fabricated event name matches
-- the shipped Red/Blue manifest pin for consistency with fossil drivers.
function Data:seedMtMoonB2FSuperNerd()
local headers = self.trainer_headers
if not headers then return end
headers.MtMoonB2F = headers.MtMoonB2F or {}
if headers.MtMoonB2F[1] then return end
headers.MtMoonB2F[1] = {
battle = "_MtMoonB2FSuperNerdTheyreBothMineText",
won = "_MtMoonB2FSuperNerdOkIllShareText",
after = "_MtMoonB2FSuperNerdTheresAPokemonLabText",
event = "EVENT_BEAT_MT_MOON_3_SUPER_NERD",
}
end
function Data:seedCinnabarGymTrainerHeaders()
local headers = self.trainer_headers
if not headers or headers.CinnabarGym then return end
-29
View File
@@ -1,29 +0,0 @@
-- Canonical pure shaping shared by the active boot and inactive dataset views.
-- The caller supplies both the data table and selected version; no global
-- GameVersion, cache prefix, mount, or active Data table is changed.
local GameVersion = require("src.core.GameVersion")
local DatasetHydration = {}
function DatasetHydration.applyGen2(data, moduleLoader)
local chart = data.type_chart or {}
chart.matchups = chart.matchups or {}
for _, row in ipairs(chart.foresightMatchups or {}) do
chart.matchups[#chart.matchups + 1] = row
end
data.type_chart = chart
data.gen2HeldItems =
(moduleLoader or require)("src.core.gen2.ItemEffects").heldItemsFrom(data.items)
return data
end
function DatasetHydration.apply(data, version, moduleLoader)
if GameVersion.generation(version) == 2 then
return DatasetHydration.applyGen2(data, moduleLoader)
end
require("src.core.Data").seedDefaults(data, version)
return data
end
return DatasetHydration
+1 -19
View File
@@ -6,9 +6,6 @@ local FixedStep = {}
FixedStep.STEP = 1 / 60
local MAX_ACCUM = 0.25 -- avoid spiral of death after a stall
local SMOOTH_FRAMES = 4
local SMOOTH_MAX = 1 / 60 * 2.5
local STEP_EPS = 1 / 60 * 0.02
-- Phase the accumulator is re-seeded with once an absorbed hitch frame has
-- been paid for. Half a step is the balanced point: a frame has to come in
@@ -26,7 +23,6 @@ function FixedStep:init(callback)
self.accum = 0
self.callback = callback
self.suppressCatchup = false
self.dtHistory, self.dtSum = nil, 0
end
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
@@ -43,26 +39,12 @@ function FixedStep:update(dt)
-- the burst it would otherwise release doesn't play out as a slide.
if self.suppressCatchup then
self.suppressCatchup = false
self.dtHistory, self.dtSum = nil, 0
self.accum = self.STEP * RESEED_PHASE
self.callback(self.STEP)
return
end
if dt > 0 and dt <= SMOOTH_MAX then
local hist = self.dtHistory
if not hist then hist = {}; self.dtHistory = hist; self.dtSum = 0 end
hist[#hist + 1] = dt
self.dtSum = self.dtSum + dt
if #hist > SMOOTH_FRAMES then
self.dtSum = self.dtSum - hist[1]
table.remove(hist, 1)
end
dt = self.dtSum / #hist
else
self.dtHistory, self.dtSum = nil, 0
end
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
while self.accum >= self.STEP - STEP_EPS do
while self.accum >= self.STEP do
self.accum = self.accum - self.STEP
self.callback(self.STEP)
end
+44 -79
View File
@@ -147,42 +147,29 @@ function Game:bootConfig()
return boot
end
-- NEW GAME, as a call: a fresh skeleton (through save.new_game, so a mod
-- can reshape it), the overworld at the skeleton's spawn, and the intro
-- screen on top. The title menu's NEW GAME row is this; a mod that starts a
-- game on its own terms -- a match, a challenge mode -- calls it directly.
--
-- opts.intro = false skips the newGame screen (Oak's speech) so the player
-- lands straight in the world; the skeleton then has to carry a name and a
-- party, which is the caller's job via save.new_game.
function Game:startNewGame(opts)
local OverworldState = require("src.world.OverworldController")
while self.stack:top() do self.stack:pop() end
-- New Game keeps the standalone options.lua preferences
self.sessionStartedAt = os.time()
self.save = SaveData.newGame(self:bootConfig())
-- no bucket carry-over: mod state from an abandoned session must
-- not leak into a fresh slot; mods seed via save.created instead
self:adoptSave(self.save)
ModRuntime.emit("save.created", { save = self.save })
self:applyOptions(self.save.options)
self.stack:push(OverworldState, self.save.player.map,
self.save.player.x, self.save.player.y,
self.save.player.facing,
{ via = "boot", freshBoot = true })
if not (opts and opts.intro == false) then
Screens.push(self, bootScreens(self).newGame or "OakSpeech",
function() end)
end
end
-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
-- and by the START-menu QUIT confirmation
function Game:makeTitleState()
local OverworldState = require("src.world.OverworldController")
local factory = Screens.get(self, bootScreens(self).title or "TitleState")
local title = factory.new(self, {
onNewGame = function() self:startNewGame() end,
onNewGame = function()
while self.stack:top() do self.stack:pop() end
-- New Game keeps the standalone options.lua preferences
self.sessionStartedAt = os.time()
self.save = SaveData.newGame(self:bootConfig())
-- no bucket carry-over: mod state from an abandoned session must
-- not leak into a fresh slot; mods seed via save.created instead
self:adoptSave(self.save)
ModRuntime.emit("save.created", { save = self.save })
self:applyOptions(self.save.options)
self.stack:push(OverworldState, self.save.player.map,
self.save.player.x, self.save.player.y,
self.save.player.facing,
{ via = "boot", freshBoot = true })
Screens.push(self, bootScreens(self).newGame or "OakSpeech",
function() end)
end,
onContinue = function()
local loaded, recovered = SaveData.load()
if loaded then
@@ -830,6 +817,14 @@ function Game:keypressed(key)
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
@@ -924,7 +919,16 @@ function Game:gamepadaxis(joystick, axis, value)
Input:gamepadaxis(joystick, axis, value)
end
local isAccelerometer = GamepadMap.isAccelerometer
-- conf.lua turns the mobile accelerometer-joystick off (#468), but guard the
-- generic joystick path anyway: any sensor-style device that still reaches us
-- has gravity pinning an axis past the deadzone, which would hide the touch
-- overlay every instant and steer the player by tilt through the axis-1/2
-- mapping (#459). Real controllers arrive as SDL gamepads or named sticks,
-- never as "* Accelerometer".
local function isAccelerometer(joystick)
local name = joystick and joystick.getName and joystick:getName()
return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
end
-- BindingsMenu's raw-stick capture rides the same top-state routing as the
-- keyboard and gamepad paths (#632). Only a stick SDL does not recognize
@@ -1263,10 +1267,8 @@ function Game:applyOptions(opts)
require("src.render.Pipelines").applyOptions(opts)
require("src.render.Zoom").applyOptions(opts)
require("src.render.TileRenderer").applyOptions(opts)
-- returns true when a persisted preset name no longer resolves (deleted
-- from the drop-in folder, or failed to (re)translate) and had to be
-- cleared back to OFF -- "sanitized, please persist" contract
local shaderfxCleared = require("src.render.ShaderFX").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)
-- Android orientation lock (#592); no-op everywhere else
require("src.core.Orientation").applyOptions(opts)
@@ -1281,12 +1283,12 @@ function Game:applyOptions(opts)
-- tier. Every heavy feature was just applied from the stored options
-- above; here we clamp the *live* state down for a weaker device without
-- rewriting what the player saved, so raising the tier later restores
-- their exact TILT / ZOOM / MAX FPS choices. A HIGH tier (the
-- their exact TILT / GBC FX / ZOOM / MAX FPS choices. A HIGH tier (the
-- default on a normal desktop, and every options.lua predating this
-- option) clamps nothing, so it is a no-op for the common case.
local caps = require("src.core.Performance").applyOptions(opts)
if not caps.tilt then require("src.render.Tilt").setLevel(0) end
if not caps.shaderfx then require("src.render.ShaderFX").deactivate() end
if not caps.gbcfx then require("src.render.GBCFX").setLevel(0) end
local Zoom = require("src.render.Zoom")
Zoom.allowSurvey = caps.survey
if not caps.survey and Zoom.offset < 0 then Zoom.offset = 0 end
@@ -1296,7 +1298,8 @@ function Game:applyOptions(opts)
end
Input:applyBindings(opts.bindings)
TouchControls:applyOptions(opts)
if shaderfxCleared then self:writeOptions() end
-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
if gbcCleared then self:writeOptions() end
end
function Game:restoreSave(loaded, recovered, opts)
@@ -1324,7 +1327,9 @@ function Game:restoreSave(loaded, recovered, opts)
self:adoptSave(loaded)
-- SaveData.load already attached the standalone options.lua table
self:applyOptions(loaded.options)
-- saves from before OT/ID stamping: backfill with the player's
-- saves from before OT/ID stamping: backfill with the player's (after
-- the scrub, so every mon the stamp loop sees is known)
SaveData.repairTradedOtIds(loaded)
local stamp = require("src.battle.BattleState").stampOT
for _, mon in ipairs(loaded.party or {}) do stamp(loaded, mon) end
for _, box in ipairs(loaded.boxes or {}) do
@@ -1385,44 +1390,4 @@ function Game:restoreCheckpointBattle(battle)
if battle.resumeCheckpoint then battle:resumeCheckpoint() end
end
-- Drop every session-owned field so the next Game:load() starts clean when
-- the process returns to the launcher in-place (Android / intent_game).
--
-- Gen1 Game is a MODULE SINGLETON (methods live on this table). Never fan
-- out arbitrary field:release() here: session fields can hold shared modules
-- (Fetch, SyncClient, …) whose :release is a job-handle API, not instance
-- teardown -- calling them as value:release() corrupts process state and has
-- been observed to leave Game.load nil after EXIT GAME on Android.
-- Explicit GPU owners are released below; everything else is just dropped.
function Game:reset()
if self.stack and self.stack.clear then
pcall(function() self.stack:clear() end)
end
if self.world and self.world.release then
pcall(function() self.world:release() end)
end
if self._canvases then
for _, canvas in pairs(self._canvases) do
if canvas and canvas.release then pcall(canvas.release, canvas) end
end
end
if self.renderer then
local release = self.renderer.releaseCanvases or self.renderer.release
if release then pcall(release, self.renderer) end
end
-- Keep methods; clear every other field (including session scalars like
-- speedOverride). Re-seed module constants afterward.
local skinFast = self.SKIN_FAST_FORWARD
local keys = {}
for key, value in pairs(self) do
if type(value) ~= "function" then
keys[#keys + 1] = key
end
end
for _, key in ipairs(keys) do
self[key] = nil
end
self.SKIN_FAST_FORWARD = skinFast or 4
end
return Game
+83 -288
View File
@@ -18,8 +18,6 @@ local Chrome = require("src.ui.gen2.Chrome")
local Clock = require("src.core.gen2.Clock")
local FixedStep = require("src.core.FixedStep")
local Font = require("src.render.Font")
local GamepadMap = require("src.core.GamepadMap")
local GameVersion = require("src.core.GameVersion")
local Input = require("src.core.Input")
local Music = require("src.core.Music")
local Save = require("src.core.gen2.Save")
@@ -59,6 +57,20 @@ Game2.__index = Game2
local function noop() end
for _, name in ipairs({
"joystickpressed", "joystickreleased", "joystickaxis", "joystickhat",
"joystickadded",
}) do
Game2[name] = noop
end
-- Not a noop, because the overlay has to come back on its own: a player who
-- unplugs the only controller would otherwise have to tap a blind screen to
-- get the pad back (src/core/Game.lua:869 does the same).
function Game2:joystickremoved()
TouchControls:joystickremoved()
end
-- THE FRAME AND INPUT SEAMS.
--
-- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad
@@ -289,6 +301,8 @@ function Game2:continueGame(save)
self:startWorld()
-- After the adopt and after the world is standing, which is where Gen 1
-- emits it (src/core/Game.lua:1127, once the stack has been rebuilt).
-- `meta` stays absent on a Gold save, which stamps no meta block; modsDiff
-- is derived from it and so comes back empty rather than missing.
if modsDiff then
local notice = SaveData.modsDiffNotice(modsDiff, save.meta)
if notice then require("src.core.Logger").warn("%s", notice) end
@@ -350,43 +364,27 @@ function Game2:showTitle()
onContinue = function()
self:showMainMenu()
end,
-- engine/menus/intro_menu.asm:848-889
onTimeout = function()
self:showCopyright()
end,
})
end
-- ../pokegold/engine/movie/intro.asm:1 GoldSilverIntro, and Crystal's own
-- program at ../pokecrystal/engine/movie/intro.asm:1 CrystalIntro.
function Game2:showIntro()
self.stack:clear()
self.phase = "boot"
local id = (GameVersion.engine() == "crystal")
and "Gen2CrystalIntro" or "Gen2GoldSilverIntro"
Screens.push(self, id, {
Screens.push(self, "Gen2GoldSilverIntro", {
onDone = function()
self:showTitle()
end,
})
end
-- ../pokegold/engine/menus/intro_menu.asm:848-851 IntroSequence, and Crystal's
-- at ../pokecrystal/engine/menus/intro_menu.asm:964-967: a skip means the title.
function Game2:showGameFreak()
self.stack:clear()
self.phase = "boot"
local id = (GameVersion.engine() == "crystal")
and "Gen2CrystalSplash" or "Gen2GameFreakPresents"
Screens.push(self, id, {
Screens.push(self, "Gen2GameFreakPresents", {
title = self.titleData or {},
oakSpeech = self.oakSpeechData or {},
onDone = function(skipped)
if skipped then
self:showTitle()
else
self:showIntro()
end
onDone = function()
self:showIntro()
end,
})
end
@@ -498,10 +496,8 @@ function Game2:learnMoveOn(mon, moveId, onDone)
if onDone then onDone(learned) end
end
if ok then
-- data/text/common_3.asm:119
return self:say(("%s learned\n%s!"):format(name, moveName),
function() finish(true) end,
TextBox.soundOpts(self, "Sfx_DexFanfare5079"))
function() finish(true) end)
end
if reason ~= "full" then return finish(false) end
local askForget, pickMove, askStop
@@ -556,11 +552,9 @@ function Game2:learnMoveOn(mon, moveId, onDone)
-- The slot is written here rather than through Mon.learnMove, so
-- pokemon.move_learned is raised here too.
ModRuntime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
-- engine/pokemon/learn.asm:115, data/text/common_3.asm:119
self:say(("1, 2 and… Poof!\f%s forgot\n%s.\fAnd…\f%s learned\n%s!")
:format(name, oldName, name, moveName),
function() finish(true) end,
TextBox.soundOpts(self, "Sfx_DexFanfare5079"))
function() finish(true) end)
end,
})
end
@@ -725,9 +719,7 @@ function Game2:usePartyItem(itemId)
})
elseif action == "candy" then
self:consumeItem(itemId)
-- data/text/common_1.asm:86
self:say(result.text, function() self:afterRareCandy(mon, result) end,
result.sfx and TextBox.soundOpts(self, result.sfx) or nil)
self:say(result.text, function() self:afterRareCandy(mon, result) end)
else
self:consumeItem(itemId)
self:say(result.text)
@@ -786,10 +778,8 @@ function Game2:useSelectItem()
local name = (items[itemId] and items[itemId].name) or itemId
self:say(Strings("{PLAYER} used the\n%s.", name))
elseif outcome == "trophy_sent" then
-- data/text/common_3.asm:372
self:say(Strings(
"There was a trophy\ninside!\fThe trophy was\nsent home."),
nil, TextBox.soundOpts(self, "Sfx_DexFanfare5079"))
"There was a trophy\ninside!\fThe trophy was\nsent home."))
end
-- Anything else (a fishing bite, the ITEMFINDER's queued script) already
-- drives its own presentation off World:step -- nothing left to print here.
@@ -801,9 +791,9 @@ end
-- onDone that popped again ate the state UNDER the box: dismissing a message
-- over the PACK closed the PACK with it, and over an empty overworld stack it
-- was a silent extra pop.
function Game2:say(text, onDone, opts)
function Game2:say(text, onDone)
local TextBox = require("src.render.TextBox")
self.stack:push(TextBox.new(self, text, onDone, opts))
self.stack:push(TextBox.new(self, text, onDone))
end
-- The landmark the player is standing in, for the Pokegear map's marker.
@@ -958,12 +948,6 @@ function Game2:load()
self.data.gen2Scripts = loadGenerated("data/generated/scripts.lua")
self.data.gen2StdScripts = loadGenerated("data/generated/std_scripts.lua")
self.data.gen2Text = loadGenerated("data/generated/text.lua")
-- The engine's own strings, keyed by the disassembly's label. gen2Text
-- above is the script text and is keyed by bank:address for the overworld
-- VM, so the two are different tables and both are loaded. This one is
-- what src/core/RomText.lua reads, which is why it lands on `text`: that
-- helper is shared with Gen 1 and looks up data.text[label].
self.data.text = loadGenerated("data/generated/rom_text.lua") or {}
-- data/generated/events.lua: the side tables a script command NAMES rather
-- than carries -- the phone book, the in-game trades, the elevator's floor
-- labels, the decoration descriptions. Keyed for World's own `eventTables`
@@ -1110,26 +1094,18 @@ function Game2:load()
-- The play clock only runs in the overworld, the way wGameTimerPaused is
-- set while the intro menu is up.
Save.tickPlayTime(self.save)
-- MAPEVENTS_OFF skips GetJoypad for the whole of a step, so the hJoyDown
-- mirror is frozen -- events.asm:190-198, :211-227 (#525, #1718)
local accepts = self.world:acceptsMenuInput()
local latch = self.joyLatch
if accepts then
self.joyLatch = nil
if self.input:wasPressed("start")
or (latch and latch.start and self.input:isDown("start")) then
self:openStartMenu()
return
end
if self.input:wasPressed("select")
or (latch and latch.select and self.input:isDown("select")) then
self:useSelectItem()
return
end
else
if not latch then latch = {}; self.joyLatch = latch end
if self.input:wasPressed("start") then latch.start = true end
if self.input:wasPressed("select") then latch.select = true end
-- START and SELECT are read only at the tail of OWPlayerInput, which
-- PlayerEvents never reaches while a script is running or the player is
-- mid-step (World:acceptsMenuInput transcribes the three gates). A press
-- that arrives under one of them is dropped, not queued -- and the frame
-- still runs, so world:step must not be skipped on the swallowed press.
if self.input:wasPressed("start") and self.world:acceptsMenuInput() then
self:openStartMenu()
return
end
if self.input:wasPressed("select") and self.world:acceptsMenuInput() then
self:useSelectItem()
return
end
self.world:pollInput(self.input)
if self.input:wasPressed("a") then
@@ -1181,8 +1157,8 @@ end
-- The screen-pixels-per-GB-pixel scale the post passes need so their grid and
-- shadow offsets stay window-size independent. Always the plain letterbox
-- fit, never the survey zoom: SHADER FX is simulating the PANEL the picture
-- is being shown on, and the panel does not resize when the player zooms the map
-- fit, never the survey zoom: GBC FX is simulating the PANEL the picture is
-- being shown on, and the panel does not resize when the player zooms the map
-- -- Gen 1 hands the same pass its `Renderer:fitScale()` for that reason
-- (Renderer:endFrame's Sp). Following the zoom used to shrink the LCD grid to
-- one screen pixel a cell out at survey range.
@@ -1379,29 +1355,25 @@ end
-- Gold's frame, and then the passes that run over it.
--
-- The Gen 1 path gets these for free because everything it draws goes through
-- src/render/Renderer.lua, which owns a present canvas and calls ShaderFX
-- there. Gold draws straight to the screen instead, which is why its SHADER
-- FX row used to change a number and nothing else (back when it was GBC FX):
-- nothing ever presented a canvas for the shader to read. So compose into
-- one here when a pass wants it, and skip the canvas entirely when none does
-- -- the common case, and one less full-screen blit than the old path would
-- have paid.
-- src/render/Renderer.lua, which owns a present canvas and calls GBCFX there.
-- Gold draws straight to the screen instead, which is why its GBC FX row used
-- to change a number and nothing else: nothing ever presented a canvas for the
-- shader to read. So compose into one here when a pass wants it, and skip the
-- canvas entirely when none does -- the common case, and one less full-screen
-- blit than the old path would have paid.
--
-- CLASSIC runs first and SHADER FX second, matching the Gen 1 order: the
-- palette IS the picture, and the screen effects are simulating the panel
-- that picture is being shown on. Mod post-processes fold in between the
-- two, where Renderer.lua:1058 folds them -- a blur or a colour grade is
-- what the LCD grid is then drawn over, rather than something that smears
-- the grid itself.
-- CLASSIC runs first and GBC FX second, matching the Gen 1 order: the palette
-- IS the picture, and the screen effects are simulating the panel that picture
-- is being shown on. Mod post-processes fold in between the two, where
-- Renderer.lua:1058 folds them -- a blur or a colour grade is what the LCD grid
-- is then drawn over, rather than something that smears the grid itself.
function Game2:drawViewportFrame()
local G = love.graphics
local w, h = GameViewport.dimensions()
local ShaderFX = require("src.render.ShaderFX")
local GBCFX = require("src.render.GBCFX")
local GbcPalette = require("src.render.GbcPalette")
local Pipelines = require("src.render.Pipelines")
-- Same dispatch src/render/Renderer.lua:1185 already uses for Gen 1
-- (ShaderFX replaced GBCFX's slot; GBCFX.lua itself is removed).
local shaderfx = ShaderFX.active()
local fx = GBCFX.active()
-- render.zones, at the instant Gen 1 raises it: the palette list is settled
-- and the blit has not happened yet. Gen 1's list is the SGB packet zones
@@ -1424,14 +1396,14 @@ function Game2:drawViewportFrame()
local zoned = type(zones) == "table" and zones[1] ~= nil
-- A present canvas is paid for only when something reads it: the zone pass,
-- SHADER FX, a mod post-process, render.compose, or an enabled render.output
-- GBC FX, a mod post-process, render.compose, or an enabled render.output
-- subscriber. With none of them the frame draws straight to the screen
-- exactly as it always did.
local composing = ModRuntime.wantsHook("render.compose")
local hasOutputHook = ModRuntime.wantsHook("render.output")
and ModRuntime.call("render.output_enabled", function() return false end) == true
local scene = nil
if zoned or shaderfx or composing or Pipelines.wantsPresent() or hasOutputHook then
if zoned or fx or composing or Pipelines.wantsPresent() or hasOutputHook then
scene = self:presentCanvas(1, w, h)
end
if not scene then
@@ -1459,11 +1431,11 @@ function Game2:drawViewportFrame()
end
-- The zone pass has to land in a texture whenever anything still reads one
-- after it: SHADER FX and a post-process both sample the tinted image, not
-- the untinted one. On its own the tint rides the final blit and no second
-- after it: GBC FX and a post-process both sample the tinted image, not the
-- untinted one. On its own the tint rides the final blit and no second
-- canvas is paid for.
local source = scene
local reread = shaderfx or Pipelines.wantsPresent() or hasOutputHook
local reread = fx or Pipelines.wantsPresent() or hasOutputHook
if zoned and reread then
local tinted = self:presentCanvas(2, w, h)
if tinted then
@@ -1483,7 +1455,7 @@ function Game2:drawViewportFrame()
-- Post-process pipelines run over the finished composite and before GBC
-- FX. Each hands back a canvas; with none registered this returns `source`
-- unchanged and the frame is byte-identical (Renderer.lua:1058).
local scale, ox, oy, dpi, pw, ph = self:frameFit(w, h)
local scale, ox, oy, dpi = self:frameFit(w, h)
source = Pipelines.present(source, { width = w, height = h, scale = scale,
dpi = dpi, dpiX = dpi, dpiY = dpi }) or source
local outputHandled = hasOutputHook
@@ -1497,30 +1469,8 @@ function Game2:drawViewportFrame()
if not outputHandled then
local cx, cy, cw, ch = Playfield.cutout(w, h)
if cx then G.setScissor(cx, cy, cw, ch) end
if shaderfx then
-- rect is physical framebuffer pixels and source is the un-scaled
-- size, matching Renderer.lua's fxRectPx / fxSrc contract.
-- A live overworld draws edge to edge at World:zoomScale, so the
-- faithful 160*scale box would leave the rest of the map unshaded.
local rect, srcW, srcH
if self.frameWorldActive and self.world then
local s = self.world:zoomScale() * dpi
srcW = self.world.viewW or 160
srcH = self.world.viewH or 144
local rw, rh = srcW * s, srcH * s
rect = {
x = math.floor((pw - rw) / 2), y = math.floor((ph - rh) / 2),
w = rw, h = rh, scale = s,
}
else
srcW, srcH = 160, 144
rect = {
x = ox * dpi, y = oy * dpi,
w = 160 * scale * dpi, h = 144 * scale * dpi,
scale = scale * dpi,
}
end
ShaderFX.render(source, rect, { w = srcW, h = srcH }, dpi, dpi)
if fx then
GBCFX.present(source, self:pixelScale(w, h))
else
G.setColor(1, 1, 1, 1)
G.draw(source, 0, 0)
@@ -1564,28 +1514,6 @@ function Game2:drawContained(w, h)
if not ok then error(err, 0) end
end
-- BATTLE BG (#1709): the surround around the centred GB screen, taken from
-- whichever state in the stack owns a battle.
function Game2:paintBattleSurround(w, h)
local states = self.stack and self.stack.states or {}
local mode
for i = #states, 1, -1 do
local state = states[i]
if state and state.bgMode then mode = state:bgMode() break end
end
if mode ~= "black" then return end
local G = love.graphics
local scale = Chrome.fitScale(w, h)
local ox, oy = Chrome.fitOrigin(w, h, scale)
local pw, ph = 160 * scale, 144 * scale
G.setColor(0, 0, 0, 1)
if oy > 0 then G.rectangle("fill", 0, 0, w, oy) end
if oy + ph < h then G.rectangle("fill", 0, oy + ph, w, h - oy - ph) end
if ox > 0 then G.rectangle("fill", 0, oy, ox, ph) end
if ox + pw < w then G.rectangle("fill", ox + pw, oy, w - ox - pw, ph) end
G.setColor(1, 1, 1, 1)
end
function Game2:drawScene(w, h)
local G = love.graphics
-- render.compose reads this after the scene is drawn; the plain overworld
@@ -1655,7 +1583,6 @@ function Game2:drawScene(w, h)
and base.drawWidescreen and base)
if wide then
wide:drawWidescreen(w, h)
self:paintBattleSurround(w, h)
self:letterbox(w, h, false)
if wide ~= top then
-- The pushed box blits at the same integer fit the widescreen layer
@@ -1760,6 +1687,7 @@ end
-- F1/F2 write / reload the save 1 GAME SPEED
-- - = zoom one step out / in 2 COLOR
-- 4 cycle ZOOM 3 TILT (mnemonic: 3D)
-- 5 GBC FX
--
-- `2` is COLOR here rather than Gen 1's COLORS. The Gen 1 row cycles SGB
-- palette packs, which a CGB-native game has no use for; what it cycles here
@@ -1794,6 +1722,13 @@ function Game2:hotkey(key)
options.tilt = Tilt.cycle()
persist()
return true
elseif key == "5" then
local GBCFX = require("src.render.GBCFX")
if GBCFX.isSupported() then
options.gbcfx = GBCFX.cycle()
persist()
end
return true
end
if not (self.world and self.world.map) then
return self:pipelineHotkey(key, options, persist)
@@ -2028,17 +1963,12 @@ end
-- Push the saved display options into the modules that own them. Called
-- whenever the options table changes hands (boot, CONTINUE, the OPTION
-- screen), so a reload comes back at the zoom, tilt and SHADER FX the player
-- left.
-- screen), so a reload comes back at the zoom, tilt and GBC FX the player left.
function Game2:applyOptions()
local options = self.options or {}
Music.applyOptions(options)
require("src.core.Sound").applyOptions(options)
local Zoom = require("src.render.Zoom")
Zoom.applyOptions(options)
local caps = require("src.core.Performance").applyOptions(options)
Zoom.allowSurvey = caps.survey
if not caps.survey and Zoom.offset < 0 then Zoom.offset = 0 end
require("src.render.Zoom").applyOptions(options)
require("src.render.Tilt").applyOptions(options)
require("src.render.GbcPalette").applyOptions(options)
-- engine/gfx/load_font.asm:29 LoadFrame, off options.lua's wTextboxFrame.
@@ -2056,37 +1986,13 @@ function Game2:applyOptions()
require("src.core.ScreenPosition").applyOptions(options)
require("src.core.FrameCap").applyOptions(options)
require("src.world.gen2.BorderFill").applyOptions(options)
-- returns true when a persisted preset name no longer resolves (deleted
-- from the drop-in folder, or failed to (re)translate) and had to be
-- cleared back to OFF -- src\core\Game.lua:1215 mirrors this call for
-- Gen 1 (SHADER FX reaches Gen 2 too)
local shaderfxCleared = require("src.render.ShaderFX").applyOptions(options)
-- Scale the optional presentation extras to the device's performance
-- tier, same clamp src/core/Game.lua:1222-1230 applies for Gen 1 -- see
-- that site's comment for the full rationale.
local caps = require("src.core.Performance").applyOptions(options)
if not caps.tilt then require("src.render.Tilt").setLevel(0) end
if not caps.shaderfx then require("src.render.ShaderFX").deactivate() end
local Zoom = require("src.render.Zoom")
Zoom.allowSurvey = caps.survey
if not caps.survey and Zoom.offset < 0 then Zoom.offset = 0 end
if caps.fpsMax then
local FrameCap = require("src.core.FrameCap")
if FrameCap.current > caps.fpsMax then FrameCap.apply(caps.fpsMax) end
end
if shaderfxCleared and self.save then
-- applyOptions returns true when it had to clear an unresolved preset.
local GBCFX = require("src.render.GBCFX")
if GBCFX.applyOptions(options) and self.save then
-- applyOptions returns true when it had to clear an unsupported level.
self.save.options = options
end
end
function Game2:_cycleSpeed(dir)
local GameSpeed = require("src.core.GameSpeed")
self.options.speed = GameSpeed.cycle(self.options.speed, dir)
if self.save then self.save.options = self.options end
self:persistOptions()
end
-- `back` -- SDL's name for the small left-hand menu button: Xbox VIEW, the PS
-- CREATE/SHARE beside the touchpad, the Switch MINUS -- is SELECT, and has been
-- since src/core/GamepadMap.lua's DEFAULT_GAMEPAD_BINDINGS was written
@@ -2097,49 +2003,27 @@ end
-- the PACK's move-item, the party menu's reorder and half the soft-reset chord
-- (A+B+SELECT+START) were all unreachable from a pad, and pressing the button
-- to find out killed the process. It reaches Input like every other button now.
function Game2:gamepadpressed(joystick, button)
function Game2: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()
local selectHeld = Input:isDown("select")
if not selectHeld and joystick and joystick.isGamepadDown then
local ok, down = pcall(function()
return joystick:isGamepadDown("back")
end)
selectHeld = ok and down == true
end
-- shoulders and triggers cycle GAME SPEED, as in src/core/Game.lua:881
if not selectHeld then
if button == "rightshoulder" or button == "righttrigger" then
self:_cycleSpeed(1)
return
elseif button == "leftshoulder" or button == "lefttrigger" then
self:_cycleSpeed(-1)
return
end
end
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
top:onGamepadPressed(button)
-- The shoulders cycle GAME SPEED, as they do in the Gen 1 path.
if button == "rightshoulder" or button == "leftshoulder" then
local GameSpeed = require("src.core.GameSpeed")
local dir = button == "rightshoulder" and 1 or -1
self.options.speed = GameSpeed.cycle(self.options.speed, dir)
if self.save then self.save.options = self.options end
self:persistOptions()
return
end
if selectHeld then
local digit = GamepadMap.displayChordDigit(button)
if digit then
self:keypressed(digit)
return
end
end
-- START opens the start menu in the overworld; it used to quit, from before
-- there was a menu to open.
Input:gamepadpressed(joystick, button)
Input:gamepadpressed(_joystick, button)
end
function Game2:gamepadreleased(joystick, button)
Input:gamepadreleased(joystick, button)
local top = self.stack and self.stack:top()
if top and top.onGamepadReleased then top:onGamepadReleased(button) end
end
function Game2:gamepadaxis(joystick, axis, value)
@@ -2148,93 +2032,4 @@ function Game2:gamepadaxis(joystick, axis, value)
Input:gamepadaxis(joystick, axis, value)
end
-- The raw joystick road, same bodies as src/core/Game.lua:935 (#620, #632, #1570).
local function isRawStick(joystick)
return not (joystick and joystick.isGamepad and joystick:isGamepad())
end
function Game2:joystickpressed(joystick, button)
if GamepadMap.isAccelerometer(joystick) then return end
TouchControls:noteGamepad()
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickPressed then
top:onJoystickPressed(button)
return
end
Input:joystickpressed(joystick, button)
end
function Game2:joystickreleased(joystick, button)
if GamepadMap.isAccelerometer(joystick) then return end
Input:joystickreleased(joystick, button)
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickReleased then
top:onJoystickReleased(button)
end
end
function Game2:joystickaxis(joystick, axis, value)
if GamepadMap.isAccelerometer(joystick) then return end
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
Input:joystickaxis(joystick, axis, value)
end
function Game2:joystickhat(joystick, hat, direction)
if GamepadMap.isAccelerometer(joystick) then return end
if direction ~= "c" then TouchControls:noteGamepad() end
Input:joystickhat(joystick, hat, direction)
end
-- src/core/Game.lua:1015 (#799)
function Game2:recoverInput()
Input:reset()
Input:reconcile()
TouchControls:reset()
if self.mods and self.mods.releaseModInput then self.mods:releaseModInput() end
self:cancelPointers()
end
function Game2:joystickadded()
self:recoverInput()
end
-- The overlay comes back on its own when the last pad is unplugged
-- (src/core/Game.lua:1044).
function Game2:joystickremoved()
self:recoverInput()
TouchControls:joystickremoved()
end
-- In-process return-to-launcher (Android / intent_game): drop session fields
-- so a later Game2.new() + load is not sharing a live stack or mod loader.
-- Methods live on the class table; pairs(self) only sees instance state.
-- Same rule as Gen1: only release known GPU owners -- never fan out
-- arbitrary field:release() (shared modules use :release as a handle API).
function Game2:reset()
if self.stack and self.stack.clear then
pcall(function() self.stack:clear() end)
end
if self.world and self.world.release then
pcall(function() self.world:release() end)
end
if self._canvases then
for _, canvas in pairs(self._canvases) do
if canvas and canvas.release then pcall(canvas.release, canvas) end
end
end
if self.renderer then
local release = self.renderer.releaseCanvases or self.renderer.release
if release then pcall(release, self.renderer) end
end
local keys = {}
for key, value in pairs(self) do
if type(value) ~= "function" then
keys[#keys + 1] = key
end
end
for _, key in ipairs(keys) do
self[key] = nil
end
end
return Game2
+4 -31
View File
@@ -29,38 +29,11 @@ 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
-- A cart may narrow the levels a player can reach (CartManifest's `speeds`).
-- nil restores the full ladder; a one-entry list pins the speed outright.
local allowed
function GameSpeed.setAllowed(levels)
if type(levels) ~= "table" or #levels == 0 then allowed = nil; return end
local valid, seen = {}, {}
for _, want in ipairs(GameSpeed.LEVELS) do
for _, have in ipairs(levels) do
if have == want and not seen[want] then
seen[want] = true
valid[#valid + 1] = want
end
end
end
allowed = (#valid > 0) and valid or nil
end
function GameSpeed.allowed()
return allowed or GameSpeed.LEVELS
end
function GameSpeed.isLocked()
return allowed ~= nil and #allowed <= 1
end
function GameSpeed.clamp(v)
v = tonumber(v)
local levels = GameSpeed.allowed()
if not v then return levels[1] or GameSpeed.DEFAULT end
local best, bestDiff = levels[1] or GameSpeed.DEFAULT, math.huge
for _, level in ipairs(levels) do
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
@@ -69,7 +42,7 @@ end
-- cycle to the next/previous level, wrapping (the options row idiom)
function GameSpeed.cycle(v, dir)
local levels = GameSpeed.allowed()
local levels = GameSpeed.LEVELS
local cur = 1
for i, level in ipairs(levels) do
if level == GameSpeed.clamp(v) then cur = i break end

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