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Author SHA1 Message Date
bryanthaboi 2c2a5a4220 LOTS OF UPDATES
LOTS OF UPDATES - SEE ALL ISSUES THIS CLOSED
2026-07-21 14:57:32 -04:00
bryanthaboi f64666c6ce discord rich presence, and MORE COLORS, video options, shiddddd so much stuff 2026-07-21 14:52:45 -04:00
bryanthaboi 3f4aaccbf5 attacks should not animate if miss or fail 2026-07-21 13:52:21 -04:00
bryanthaboi 20ad4e6c41 fix first blue battle, fossil stuff, and another color palette option 2026-07-21 13:41:34 -04:00
bryanthaboi 60b3cebdce ok the auto driver works but needs work 2026-07-21 13:19:53 -04:00
bryanthaboi 9468ffccdf solving more things and making the auto-player work almost perfectly 2026-07-21 09:55:03 -04:00
bryanthaboi 948ae8abbd Merge pull request #16 from bryanthaboi/bryanthaboi-support-1
Add support section to README
2026-07-21 07:37:17 -04:00
bryanthaboi cb22684c2a Add support section to README
Added a section for supporting the project with a 'Buy Me a Coffee' link.
2026-07-21 07:36:43 -04:00
bryanthaboi 94be169e35 Merge pull request #13 from bryanthaboi/speedrun_conv_bug_fix
work in progress bug fix via speed run
2026-07-21 05:53:01 -04:00
bryanthaboi 36188ef18a work in progress 2026-07-21 05:50:40 -04:00
bryanthaboi 7a1b4e5c45 Merge pull request #10 from bryanthaboi/CI-update
CI Update
2026-07-20 09:22:48 -04:00
bryanthaboi eba6e8d752 CI Update 2026-07-20 09:20:56 -04:00
bryanthaboi ec5a72b365 Merge pull request #3 from bryanthaboi/underground-path-warps 2026-07-19 16:43:50 -04:00
bryanthaboi 9325d56046 Fix underground path route 5-8 exit warps 2026-07-19 16:42:30 -04:00
bryanthaboi d650e605b0 Merge pull request #2 from bryanthaboi/modding-updates - big ass modding update
big ass modding update
2026-07-19 16:21:56 -04:00
63 changed files with 19661 additions and 290 deletions
+101
View File
@@ -0,0 +1,101 @@
name: Bug report
description: Something in the game is broken, wrong, or not behaving like the original.
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
A screenshot is worth more than any description. If you can grab one, grab one.
If you genuinely can't, that's fine, but then the details below need to be thorough
enough that someone can find the bug without ever seeing your screen.
- type: input
id: summary
attributes:
label: One line summary
description: What's broken, in a sentence.
placeholder: Warp at the south end of the Route 5-8 underground path drops you in the wrong spot
validations:
required: true
- type: dropdown
id: os
attributes:
label: Which build are you running
options:
- macOS
- Windows
- Both
validations:
required: true
- type: input
id: version
attributes:
label: Version
description: The release you downloaded. It's in the release title, like 0.1.4.
placeholder: 0.1.4
validations:
required: true
- type: input
id: location
attributes:
label: Where in the game
description: >
Be specific. Route, town, building, floor, menu, battle. If it's a map
transition, say which side you came in from.
placeholder: Underground path between Route 5 and Route 8, south entrance
validations:
required: true
- type: textarea
id: screenshot
attributes:
label: Screenshot, or a detailed description if you couldn't take one
description: >
Drag the image straight into this box. If you couldn't get a screenshot,
write "no screenshot" and then describe exactly what was on screen: where
the player sprite was, what the tiles around it looked like, any text on
screen, whether anything was frozen or flickering. The more concrete, the better.
placeholder: |
Drop the image here.
Or, with no screenshot:
Screen faded out like a normal warp, then faded back in with the player
standing on the grass tile north of the Route 6 gate house instead of
inside the tunnel. Player was facing down. No text box. Music kept playing
the underground path track instead of switching to the Route 6 track.
validations:
required: true
- type: textarea
id: steps
attributes:
label: How to make it happen
description: Numbered steps, starting from a point someone else can get to.
placeholder: |
1. Start a new game, get to Cerulean
2. Go south to Route 5, enter the underground path building
3. Walk to the south end of the tunnel
4. Step onto the stairs
validations:
required: true
- type: textarea
id: expected
attributes:
label: What should have happened
placeholder: Should have come out inside the Route 8 side entrance building, facing up.
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Does it happen every time or only sometimes. Did it start after a specific
release. Anything you were doing right before it. Leave blank if nothing comes to mind.
validations:
required: false
+1
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@@ -0,0 +1 @@
blank_issues_enabled: false
@@ -0,0 +1,88 @@
name: Feature request
description: Ask for something new, or a change to how something already works.
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
"Can we add X" on its own is hard to act on. Say what you want, why you want it,
and how you picture it working. A request with real detail is one someone can
actually build without guessing at what you meant.
- type: input
id: summary
attributes:
label: One line summary
description: What you want, in a sentence.
placeholder: Add a run toggle so you can move at bike speed without the bike
validations:
required: true
- type: textarea
id: what
attributes:
label: What do you want
description: >
Describe it properly. What is it, where does it live in the game, what does the
player see or do. If it changes something that already exists, say what it does today
and what it should do instead.
placeholder: |
A hold-to-run button, the way later Pokemon games do it. Hold B while moving on
foot and the player moves at bike speed. Release and you go back to walking.
Doesn't work indoors where the bike doesn't work, doesn't work in battles or menus.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why is this worth doing
description: >
What's annoying or missing right now. What does this fix. If it's just because you
think it would be fun, say that, it's a real answer.
placeholder: |
Backtracking across routes you've already cleared is slow, and the bike is a menu
dive away and doesn't work in a lot of places. Running would cut a lot of dead time
without making the game easier.
validations:
required: true
- type: textarea
id: how
attributes:
label: How should it work
description: >
The specifics. Which button, which menu, what happens in the edge cases. If you don't
know, say what you'd expect as a player and leave the rest open.
placeholder: |
- Hold B on the overworld to run
- Same speed as the bike
- Disabled anywhere the bike is disabled
- Sprite should probably need a running animation, not sure what that takes
- No effect on encounter rates
validations:
required: true
- type: dropdown
id: scope
attributes:
label: Does this change how the original game plays
description: >
Some requests are quality of life, some change the actual game. Both are fine,
it just helps to know which one you're asking for.
options:
- Quality of life, original game is untouched
- Changes how the game plays
- Not sure
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Reference screenshots, how another game does it, related issues. Leave blank
if nothing comes to mind.
validations:
required: false
+41
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@@ -14,6 +14,12 @@ name: Release
on:
push:
branches: [main]
# CI/workflow and docs-only changes don't ship anything to users, so they
# don't earn a release. A push touching these *and* real source still
# releases; only pushes confined entirely to these paths are skipped.
paths-ignore:
- '.github/**'
- '**.md'
workflow_dispatch:
inputs:
version:
@@ -23,6 +29,8 @@ on:
permissions:
contents: write
issues: read
pull-requests: read
concurrency:
group: release
@@ -206,7 +214,40 @@ jobs:
v="${{ steps.ver.outputs.version }}"
tag="${{ steps.ver.outputs.tag }}"
# Issues this release closes, per GitHub's own "closing issues" links
# (works for squash, rebase, and merge commits alike). Scans every
# commit since the previous tag so a skipped release run doesn't drop
# issues on the floor.
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
closed=""
for pr in $(git log --pretty=%H "$range" \
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
--jq '.[].number' 2>/dev/null \
| sort -un || true); do
closed+="$(gh api graphql \
-f owner="${GITHUB_REPOSITORY%/*}" \
-f name="${GITHUB_REPOSITORY#*/}" \
-F pr="$pr" \
-f query='
query($owner:String!, $name:String!, $pr:Int!) {
repository(owner:$owner, name:$name) {
pullRequest(number:$pr) {
closingIssuesReferences(first:50) { nodes { number title } }
}
}
}' \
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[]
| "- #\(.number) \(.title)"' 2>/dev/null || true)"$'\n'
done
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
notes="Download the correct version for your computer below."
if [ -n "$closed" ]; then
notes+=$'\n\n## Issues closed\n\n'"$closed"
fi
printf 'Release notes:\n%s\n' "$notes"
gh release create "$tag" \
--target "$GITHUB_SHA" \
+19
View File
@@ -55,6 +55,21 @@ reference — lives on the
Shipped example mods, one per kind of author, live in [`mods/`](mods/).
## Bugs and Ideas
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
that looks wrong, text in the wrong box, anything that does not match the
original game.
[Open a bug report](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=bug_report.yml).
Attach a screenshot if you can. It saves a lot of back and forth, and if you
can't get one, the form asks you to describe what you saw instead.
Thought of a feature that could be good, or a way to improve one that already
exists?
[Open a feature request](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=feature_request.yml).
Say what you want, why it is worth doing, and how you picture it working. A
request with real detail is one that can actually get built.
## More
- [Link play](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Link-Play)
@@ -69,3 +84,7 @@ Shipped example mods, one per kind of author, live in [`mods/`](mods/).
This project would not be possible without [pret](https://github.com/pret) >
the pret band of decompiling maniacs > and their
[pokered](https://github.com/pret/pokered) disassembly.
## Wanna Support My Work?
[![Buy Me a Coffee](https://img.shields.io/badge/Buy_Me_a_Coffee-FFDD00?style=for-the-badge&logo=buy-me-a-coffee&logoColor=black)](https://buymeacoffee.com/bryanthaboi)
File diff suppressed because it is too large Load Diff
+10 -32
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@@ -1,22 +1,18 @@
-- Viridian City flavor dialogue (pokered/scripts/ViridianCity.asm).
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2, GIRL and OLD_MAN.
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2 and GIRL.
--
-- Not ported here (already handled elsewhere / not talk-reachable):
-- * TEXT_VIRIDIANCITY_FISHER (TM42 gift) -- already ported as a
-- `gift()` entry in data/scripts/story5.lua's M.VIRIDIAN_CITY.talk.
-- * TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY / TEXT_VIRIDIANCITY_GYM_LOCKED --
-- these are step-triggered blocking texts (ViridianCityCheckGotPokedexScript /
-- ViridianCityCheckGymOpenScript), not npc talk text_asm bodies; the
-- gates themselves are already implemented via story5.lua's onStep
-- chain (viridianOldManStep / viridianGymLock) for this map.
-- * The old man's catch-training minigame trigger (SCRIPT_VIRIDIANCITY_
-- OLD_MAN_START_CATCH_TRAINING / battle vs. WEEDLE) is a full
-- scripted-battle cutscene outside this task's Commands vocabulary
-- (no static_battle-style "battle a scripted old-man WEEDLE" command
-- exists); we port the real YES/NO branch text he speaks but the
-- "yes" branch here just shows the "I'll show you how" line rather
-- than actually starting the minigame, since that machinery isn't
-- ported to this map yet.
-- * TEXT_VIRIDIANCITY_OLD_MAN (the walking man at (17,5)) and
-- TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY (the sleeper at (18,9)) -- both
-- live in data/scripts/story.lua, which owns this map's onStep gate
-- and can reach the `old_man_demo` command for the real catch
-- tutorial. Keep them there: story.lua loads BEFORE this file, so a
-- duplicate here would silently win the merge.
-- * TEXT_VIRIDIANCITY_GYM_LOCKED -- a step-triggered blocking text
-- (ViridianCityCheckGymOpenScript), implemented by story5.lua's
-- onStep chain (viridianGymLock -> viridianOldManStep) for this map.
local M = {}
@@ -91,24 +87,6 @@ M.VIRIDIAN_CITY = {
end
end,
-- ViridianCityOldManText (scripts/ViridianCity.asm): once he's had
-- his coffee, he asks (YES/NO) whether you want to learn how to
-- catch Pokemon. YES leads into the catch-training minigame
-- (SCRIPT_VIRIDIANCITY_OLD_MAN_START_CATCH_TRAINING, not ported --
-- see file header); NO just brushes you off ("Time is money...").
TEXT_VIRIDIANCITY_OLD_MAN = function(game, ow, npc, done)
local t = text(game)
ask(game, t._ViridianCityOldManHadMyCoffeeNowText
or "Ahh, I've had my\ncoffee now and I\nfeel great!\nSure you can go\nthrough!\nAre you in a\nhurry?", function(yes)
if yes then
push(game, t._ViridianCityOldManKnowHowToCatchPokemonText
or "I see you're using\na POKéDEX.\nWhen you catch a\nPOKéMON, POKéDEX\nis automatically\nupdated.\nWhat? Don't you\nknow how to catch\nPOKéMON?\nI'll show you\nhow to then.", done)
else
push(game, t._ViridianCityOldManTimeIsMoneyText
or "Time is money...\nGo along then.", done)
end
end)
end,
},
}
+51 -39
View File
@@ -10,8 +10,8 @@
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
-- afterwards he gloats or sulks and marches out of the lab
-- (OaksLabRivalBattleEndScript).
-- afterwards HealParty + flag always, then he gloats or sulks and
-- marches out (OaksLabRivalEndBattleScript). A loss does not black out.
-- ball objects: CHARMANDER (6,3), SQUIRTLE (7,3), BULBASAUR (8,3);
-- rival = object 1 at (4,3). rivalBallX is the counter-pick's column.
@@ -58,33 +58,40 @@ return {
TEXT_OAKSLAB_OAK1 = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
{ "jump_if_false", 12 }, -- 3
{ "jump_if_false", 14 }, -- 3
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
{ "jump_if_true", 12 }, -- 5
{ "jump_if_true", 14 }, -- 5
{ "show_text", "_OaksLabOak1DeliverParcelText" }, -- 6
{ "take_item", "OAKS_PARCEL", 1 }, -- 7
{ "set_flag", "EVENT_OAK_GOT_PARCEL" }, -- 8
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" }, -- 9
{ "set_flag", "EVENT_GOT_POKEDEX" }, -- 10
{ "jump", 30 }, -- 11
{ "check_flag", "EVENT_GOT_STARTER" }, -- 12
{ "jump_if_false", 27 }, -- 13
{ "check_item", "POKE_BALL" }, -- 14
{ "jump_if_true", 25 }, -- 15
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 16
{ "jump_if_false", 29 }, -- 17
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 18
{ "jump_if_true", 25 }, -- 19
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 20
{ "give_item", "POKE_BALL", 5, false }, -- 21
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 22
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 23
{ "jump", 30 }, -- 24
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 25
{ "jump", 30 }, -- 26
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 27
{ "jump", 30 }, -- 28
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 29 (30 = end)
-- the Pokédex swaps Viridian's two old men (OaksLab.asm:602-606:
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN).
-- Until this ran, the walking man at (17,5) -- who owns the coffee
-- ask and the catch tutorial -- stayed OFF for the whole game
-- (toggleable_objects.asm seeds him OFF, the sleeper ON).
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 11
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" }, -- 12
{ "jump", 32 }, -- 13
{ "check_flag", "EVENT_GOT_STARTER" }, -- 14
{ "jump_if_false", 29 }, -- 15
{ "check_item", "POKE_BALL" }, -- 16
{ "jump_if_true", 27 }, -- 17
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 18
{ "jump_if_false", 31 }, -- 19
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 20
{ "jump_if_true", 27 }, -- 21
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 22
{ "give_item", "POKE_BALL", 5, false }, -- 23
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 24
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 25
{ "jump", 32 }, -- 26
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 27
{ "jump", 32 }, -- 28
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 29
{ "jump", 32 }, -- 30
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 31 (32 = end)
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -100,9 +107,9 @@ return {
TEXT_OAKSLAB_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_false", 20 }, -- 3
{ "jump_if_false", 21 }, -- 3
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
{ "jump_if_true", 18 }, -- 5
{ "jump_if_true", 19 }, -- 5
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
{ "jump_if_false", 11 }, -- 8
@@ -113,18 +120,20 @@ return {
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
{ "jump", 16 }, -- 14
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 16
{ "jump", 21 }, -- 17
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 18
{ "jump", 25 }, -- 19
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 20
-- battle aftermath: on a win the rival sulks and marches out
-- (OaksLabRivalBattleEnd); on a loss the blackout already warped
-- us away, so the script just ends
{ "jump_if_false", 25 }, -- 21
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 22
{ "move_npc_to", 1, 4, 11 }, -- 23
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 24 (25 = end)
-- OaksLabRivalEndBattleScript: HealParty + flag, then exit either way
{ "heal_party" }, -- 16
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 17
{ "jump", 23 }, -- 18
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 19
{ "jump", "end" }, -- 20
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 21
{ "jump", "end" }, -- 22
-- win: sulk text then exit; loss: Rival1WinText already played in
-- battle (HandlePlayerBlackOut), so skip straight to the walk-out
{ "jump_if_false", 25 }, -- 23
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 24
{ "move_npc_to", 1, 4, 11 }, -- 25
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 26
},
},
@@ -171,9 +180,12 @@ return {
local party = flags.EVENT_CHOSE_BULBASAUR and 3
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- a loss blacks out to another map: end the script there
table.insert(rows, { "jump_if_false", base + 7 })
-- win: sulk text then exit; loss jumps to the walk-out (taunt was
-- already shown in-battle via Rival1WinText)
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
+134 -36
View File
@@ -10,6 +10,31 @@ local M = {}
-- -------------------------------------------------------------------
M.VIRIDIAN_MART = {
-- scripts/ViridianMart.asm: the parcel hand-off is the map's DEFAULT
-- script, not a talk. Entering with a starter and no parcel runs
-- ViridianMartDefaultScript -- the clerk calls out, then
-- StartSimulatingJoypadStates walks the player to the counter
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
-- and ViridianMartOaksParcelScript hands the parcel over. The player
-- never presses A. This matters beyond convenience: the parcel gates
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
-- it on entry rather than letting you walk out without it.
--
-- The talk branch below is kept as the fallback for a save that reaches
-- the counter without this having fired.
onEnter = function(game, ow)
local f = game.save.flags
if f.EVENT_OAK_GOT_PARCEL or f.EVENT_GOT_OAKS_PARCEL then return end
if not f.EVENT_GOT_STARTER then return end
ow:queueScript({
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
{ "move_player", "left", 1 },
{ "move_player", "up", 2 },
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
})
end,
talk = {
TEXT_VIRIDIANMART_CLERK = {
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
@@ -33,42 +58,48 @@ M.VIRIDIAN_MART = {
M.VIRIDIAN_CITY = {
talk = {
-- the old man napping on the north path (scripts/ViridianCity.asm)
-- after his coffee, the old man offers the catch tutorial: not in a
-- hurry -> he demos catching a wild mon (BATTLE_TYPE_OLD_MAN)
-- The GAMBLER_ASLEEP at (18,9) (ViridianCityOldManSleepyText): he
-- only ever grumbles and shoves you back down -- he never wakes,
-- moves or hides. The coffee ask and the catch tutorial belong to
-- the *other* old man, the walking SPRITE_GAMBLER at (17,5)
-- (TEXT_VIRIDIANCITY_OLD_MAN, below). The two are swapped by the
-- Pokédex in data/scripts/oaks_lab.lua, not by talking to either.
TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY = {
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
{ "jump_if_true", 5 }, -- 2
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 3
{ "jump", 14 }, -- 4
{ "face_player" }, -- 5
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 6
{ "jump_if_true", 12 }, -- 7 (in a hurry)
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 8
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" }, -- 9
{ "old_man_demo" }, -- 10
{ "jump", 13 }, -- 11
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 12
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 1
{ "move_player", "down", 1 }, -- 2
},
-- The walking old man at (17,5), shown once the Pokédex swaps him in
-- (ViridianCityOldManText). "Are you in a hurry?" -- YES brushes you
-- off, NO leads into the catch tutorial: he explains, demos a catch
-- on a wild WEEDLE (BATTLE_TYPE_OLD_MAN), then comments afterwards.
-- pokered prints YouNeedToWeakenTheTarget *after* the demo battle
-- (ViridianCityOldManEndCatchTrainingScript), not before it.
TEXT_VIRIDIANCITY_OLD_MAN = {
{ "face_player" }, -- 1
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 2
{ "jump_if_true", 8 }, -- 3 (yes = in a hurry)
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 4
{ "old_man_demo" }, -- 5
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" },-- 6
{ "jump", 9 }, -- 7
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 8 (9 = end)
},
},
-- the sleeping old man lies across the Route 22 path (18,9): until
-- he moves you can't slip past on either side (scripts/ViridianCity
-- blocks the whole corridor, not just his tile)
-- ViridianCityCheckGotPokedexScript: the north corridor is gated on
-- EVENT_GOT_POKEDEX, NOT on the sleeper being hidden, and it triggers
-- on exactly one cell -- (19,9), the gap east of the sleeper (18,9)
-- and the girl (17,9). With the Pokédex the check returns immediately
-- and you simply walk past at x=19.
onStep = function(game, ow, x, y)
local gone = game.save.objectToggles and game.save.objectToggles.VIRIDIAN_CITY
and game.save.objectToggles.VIRIDIAN_CITY.VIRIDIANCITY_OLD_MAN_SLEEPY == false
if gone then return false end
-- crossing north of his row through the 3-wide gap (x 17-19, y<=8)
if y <= 8 and x >= 17 and x <= 19 then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
or "You can't go\nthrough here!\fThis is private\nproperty!",
function() ow:scriptMove(ow.player, "down", 1) end))
return true
end
return false
if game.save.flags and game.save.flags.EVENT_GOT_POKEDEX then return false end
if x ~= 19 or y ~= 9 then return false end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
or "You can't go\nthrough here!\fThis is private\nproperty!",
function() ow:scriptMove(ow.player, "down", 1) end))
return true
end,
}
@@ -104,7 +135,7 @@ M.BILLS_HOUSE = {
talk = {
TEXT_BILLSHOUSE_BILL_POKEMON = {
{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 1
{ "jump_if_true", 11 }, -- 2
{ "jump_if_true", 13 }, -- 2
{ "show_text", "_BillsHouseBillImNotAPokemonText" }, -- 3
{ "show_text", "_BillsHouseBillNoYouGottaHelpText" }, -- 4
-- the cell-separator PC throws its switch
@@ -118,8 +149,21 @@ M.BILLS_HOUSE = {
{ "give_item", "S_S_TICKET", 1, false }, -- 7
{ "show_text", "_SSTicketReceivedText" }, -- 8
{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 9
{ "jump", 12 }, -- 10
{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 11
-- The two Cerulean guards are a SWAP PAIR, not scenery
-- (BillsHouse.asm:174-178): handing over the ticket shows GUARD1 at
-- (28,12) and hides GUARD2 at (27,12). This matters far more than it
-- looks: (27,12) is the ONLY walkable neighbour of the trashed
-- house's south door at (27,11), and that house is one of the two
-- ways through the fence that splits Cerulean in half (the badge
-- house is the other). Leaving GUARD2 up forever severs the city --
-- the gym/mart half can never reach the Route 5 exit -- which is
-- exactly what stranded the bot after it beat Misty.
-- Same swap fires after the TM28 Rocket (CeruleanCity_2.asm
-- CeruleanHideRocket), so either route opens the path.
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 11
{ "jump", 14 }, -- 12
{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 13
},
},
}
@@ -208,7 +252,17 @@ M.POKEMON_TOWER_7F = {
{ "show_object", "MR_FUJIS_HOUSE", "MRFUJISHOUSE_MR_FUJI" }, -- 5
{ "hide_object", "SAFFRON_CITY", "SAFFRONCITY_ROCKET8" }, -- 6
{ "show_object", "SAFFRON_CITY", "SAFFRONCITY_ROCKET9" }, -- 7
{ "warp", "MR_FUJIS_HOUSE", 3, 3, "down" }, -- 8
-- pokered warps to wDestinationWarpID $1 (0-based) -- the house's
-- SECOND warp, the door mat at (3,7) -- facing UP
-- (PokemonTower7FWarpToMrFujiHouseScript: SPRITE_FACING_UP +
-- hWarpDestinationMap MR_FUJIS_HOUSE). Landing (3,3) instead put
-- the player at the Pokédex table, and the route's first waypoint
-- (3,7) then stepped onto a LIVE door mat and exited the house
-- before ever talking to Fuji -- so the POKE_FLUTE was never
-- collected and the Route 16 SNORLAX sealed the map. The arrival
-- mat itself is inert until stepped off (warpEntryCell), which is
-- what makes the vanilla coordinates safe.
{ "warp", "MR_FUJIS_HOUSE", 3, 7, "up" }, -- 8
},
},
}
@@ -343,6 +397,50 @@ M.WARDENS_HOUSE = {
-- -------------------------------------------------------------------
M.SILPH_CO_11F = {
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
-- .PlayerCoordsArray -- (6,13) and (7,12) -- every frame while
-- EVENT_BEAT_SILPH_CO_GIOVANNI is unset: standing there shows his text,
-- walks him three tiles down (.GiovanniMovement), and starts the fight.
-- He also has no trainer-header entry, so sight engagement never fires
-- either. Without this hook he was a talk-only statue four tiles away
-- from anything the route (or a vanilla-faithful player walking the same
-- line) would touch, and the whole Silph ending -- the flag, the Master
-- Ball, the Saffron streets clearing -- silently never happened.
--
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
-- sets nothing, so the trigger re-arms exactly as vanilla does.
onStep = function(game, ow, x, y)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
local gio
for _, npc in ipairs(ow.npcs) do
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
end
if not gio or ow:trainerDefeated(gio) then return false end
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FTeamRocketLeavesScript: Giovanni leaves the floor
-- after the loss (the street rockets are handled by
-- M.SAFFRON_CITY.onEnter in story4.lua).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
end
end)
end)
return true
end,
onEnter = function(game, ow)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
end
end,
talk = {
TEXT_SILPHCO11F_SILPH_PRESIDENT = {
{ "face_player" }, -- 1
+79 -14
View File
@@ -278,6 +278,23 @@ M.PALLET_TOWN = {
local DRINKS = { "FRESH_WATER", "SODA_POP", "LEMONADE" }
-- Hand over the first drink in the bag, if any. Mirrors RemoveGuardDrink
-- (engine/items/inventory.asm), which walks the same three item ids and
-- removes ONE, and the caller's BIT_GAVE_SAFFRON_GUARDS_DRINK.
local function takeGuardDrink(game)
for _, drink in ipairs(DRINKS) do
if (game.save.inventory[drink] or 0) > 0 then
game.save.inventory[drink] = game.save.inventory[drink] - 1
if game.save.inventory[drink] == 0 then
game.save.inventory[drink] = nil
end
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
return true
end
end
return false
end
local function saffronGate(guardText, triggers, horizontal)
return {
talk = {
@@ -289,18 +306,11 @@ local function saffronGate(guardText, triggers, horizontal)
t._SaffronGateGuardThanksForTheDrinkText or "Gee, that was\ntasty!", done))
return
end
for _, drink in ipairs(DRINKS) do
if (game.save.inventory[drink] or 0) > 0 then
game.save.inventory[drink] = game.save.inventory[drink] - 1
if game.save.inventory[drink] == 0 then
game.save.inventory[drink] = nil
end
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
game.stack:push(TextBox.new(game,
(t._SaffronGateGuardYouCanGoOnThroughText or
"Thanks! You can\ngo on through!"), done))
return
end
if takeGuardDrink(game) then
game.stack:push(TextBox.new(game,
(t._SaffronGateGuardYouCanGoOnThroughText or
"Thanks! You can\ngo on through!"), done))
return
end
game.stack:push(TextBox.new(game,
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!", done))
@@ -317,6 +327,27 @@ local function saffronGate(guardText, triggers, horizontal)
if game.save.flags.EVENT_GAVE_GUARDS_DRINK then return false end
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- Stepping on the trigger WITH a drink hands it over right here.
--
-- Route5GateDefaultScript (scripts/Route5Gate.asm) runs
-- `farcall RemoveGuardDrink` before it decides anything: the coord
-- trigger itself takes the drink and sets
-- BIT_GAVE_SAFFRON_GUARDS_DRINK, and only a player carrying nothing
-- gets the thirsty line and the walk-back. We had the removal on the
-- guard's TALK handler only, so walking up with a FRESH_WATER in the
-- bag was turned away and the four gates stayed shut unless you
-- happened to talk to him -- which vanilla never requires.
--
-- Saffron is the middle of the map, so this sealed it: every route
-- through the city (Celadon <-> Lavender, Vermilion <-> Cerulean the
-- short way) was unreachable, and the bot could not get to Lavender
-- for the POKE_FLUTE at all.
if takeGuardDrink(game) then
game.stack:push(TextBox.new(game,
(t._SaffronGateGuardYouCanGoOnThroughText or
"Thanks! You can\ngo on through!")))
return true
end
local back
if horizontal then
back = ow.player.facing == "left" and "right" or "left"
@@ -386,6 +417,26 @@ M.BIKE_SHOP = {
-- the Cinnabar lab (the wait is skipped).
-- -------------------------------------------------------------------
-- The Super Nerd (object index 1) claims both fossils and blocks the way
-- to them. In scripts/MtMoonB2F.asm he isn't a sight-line trainer: his
-- header carries no range, so MtMoonB2FDefaultScript force-triggers the
-- battle the instant the player steps onto (13,8) -- the chokepoint tile
-- to his right -- and reaching for a fossil intercepts you too.
local function superNerdBeaten(ow)
local nerd = ow:npcByIndex(1)
return not nerd or ow:trainerDefeated(nerd)
end
local function engageSuperNerd(game, ow, onDone)
local nerd = ow:npcByIndex(1)
if not nerd or ow:trainerDefeated(nerd) then
if onDone then onDone() end
return
end
nerd:facePlayer(ow.player)
ow:engageTrainer(nerd, onDone)
end
local function mtMoonFossil(itemId, otherName)
return function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
@@ -394,7 +445,13 @@ local function mtMoonFossil(itemId, otherName)
game.stack:push(TextBox.new(game, "You already took\na fossil.", done))
return
end
game.stack:push(TextBox.new(game, "You found a\nfossil! Take it?", function()
-- can't grab a fossil until the Super Nerd is beaten -- he intercepts
if not superNerdBeaten(ow) then
engageSuperNerd(game, ow, done)
return
end
local name = game.data.items[itemId].name
game.stack:push(TextBox.new(game, ("You want the\n%s?"):format(name), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then done() return end
game.save.inventory[itemId] = 1
@@ -403,7 +460,6 @@ local function mtMoonFossil(itemId, otherName)
local ctx = { save = game.save, overworld = ow, game = game }
Commands.hide_object(ctx, "MT_MOON_B2F", npc.def.name)
Commands.hide_object(ctx, "MT_MOON_B2F", otherName)
local name = game.data.items[itemId].name
game.stack:push(TextBox.new(game,
("%s got the\n%s!"):format(game.save.player.name, name), done))
end))
@@ -412,6 +468,15 @@ local function mtMoonFossil(itemId, otherName)
end
M.MT_MOON_B2F = {
-- MtMoonB2FDefaultScript forces the Super Nerd battle when the player
-- steps onto (13,8), the tile beside him guarding the fossils.
onStep = function(game, ow, x, y)
if x == 13 and y == 8 and not superNerdBeaten(ow) then
engageSuperNerd(game, ow, nil)
return true
end
return false
end,
talk = {
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil("DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil("HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL"),
+28 -14
View File
@@ -63,7 +63,15 @@ M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
-- -------------------------------------------------------------------
-- The ghost Marowak (scripts/PokemonTower6F.asm): blocks the stairs at
-- (10,16) until identified with the Silph Scope and defeated.
-- (10,16) until defeated.
--
-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
-- Silph Scope check at the trigger -- the scope only decides whether the
-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
-- balls dodged). An earlier version of this port turned the player back
-- without the scope and never opened the battle, which made 6F
-- impassable on any route that skips Rocket Hideout; vanilla lets the
-- battle open and a POKE_DOLL end it (see wBattleResult below).
-- -------------------------------------------------------------------
M.POKEMON_TOWER_6F = {
@@ -71,26 +79,32 @@ M.POKEMON_TOWER_6F = {
if game.save.flags.EVENT_BEAT_GHOST_MAROWAK then return false end
if x ~= 10 or y ~= 16 then return false end
local TextBox = require("src.render.TextBox")
if not game.save.inventory.SILPH_SCOPE then
game.stack:push(TextBox.new(game,
"A GHOST blocks\nthe way...\fDarn! You can't\nidentify it!",
function()
local back = ow.player.facing == "up" and "down" or "up"
ow:scriptMove(ow.player, back, 1)
end))
return true
end
local t = game.data.text
game.stack:push(TextBox.new(game,
"The GHOST was\nMAROWAK!\fThe restless soul\nattacks!", function()
t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "MAROWAK", 30)
if not game.save.inventory.SILPH_SCOPE then
battle:makeGhost()
end
battle.onFinish = function(result)
if result == "win" then
-- wBattleResult parity (PokemonTower6FMarowakBattleScript's
-- "and a / jr nz"): losing writes $1 and running writes $2, but
-- ItemUsePokeDoll ends the battle WITHOUT touching it, so the
-- script reads 0 -- defeated. That is the famous Poke Doll
-- trick, and the speedrun route this bot follows depends on it.
if result == "win" or battle.pokeDollEscape then
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
game.stack:push(TextBox.new(game,
"The restless soul\ncalmed down and\ndeparted!"))
t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
elseif result ~= "lose" then
-- .did_not_defeat: one simulated step right, off the trigger,
-- so fleeing does not leave you standing on a cell that
-- immediately re-fires.
ow:scriptMove(ow.player, "right", 1)
end
ow:afterBattle(result)
ow:afterBattle(result, battle)
end
game.stack:push(battle)
end))
+90
View File
@@ -633,4 +633,94 @@ M.BRUNOS_ROOM = e4ExitSeal("EVENT_BEAT_BRUNOS_ROOM_TRAINER_0", 0x24, 0x05,
M.AGATHAS_ROOM = e4ExitSeal("EVENT_BEAT_AGATHAS_ROOM_TRAINER_0", 0x3b, 0x0e,
"_AgathasRoomAgathaDontRunAwayText", "EVENT_AUTOWALKED_INTO_AGATHAS_ROOM")
-- -------------------------------------------------------------------
-- Lance's room (scripts/LancesRoom.asm). Unlike the other three E4
-- rooms this one gates its ENTRANCE, not its exit: the .blk ships with
-- the arena doorway CLOSED (blocks $72/$73 at block (2,6)/(3,6), cells
-- (4-7,12-13)), and LanceShowOrHideEntranceBlocks OPENS it ($31/$32)
-- on every map load while EVENT_LANCES_ROOM_LOCK_DOOR is unset.
-- Without this script the doorway never opened, so the whole arena --
-- Lance AND both CHAMPIONS_ROOM warps at (5,0)/(6,0) -- was sealed off
-- from the entrance hall and the league dead-ended here ("goto (6,11)
-- unreachable on LANCES_ROOM").
--
-- LancesRoomDefaultScript's coordinate triggers, all inert once
-- EVENT_BEAT_LANCE is set:
-- (5,1)/(6,2) beside Lance -> his battle starts (a coordinate
-- trigger, not a talk; victories.lua OPP_LANCE#1 sets
-- EVENT_BEAT_LANCE on the win, so a loss re-arms)
-- (5,11)/(6,11) the doorway -> CheckAndSetEvent
-- EVENT_LANCES_ROOM_LOCK_DOOR: first crossing seals
-- the door behind the player with SFX_GO_INSIDE
-- (24,16) the entrance staircase -> WalkToLance: an auto-walk
-- (up 12, left 12, down 7, left 6) landing on (6,11).
-- It marches straight across the room's water decor:
-- pokered's CollisionCheckOnLand skips collision
-- entirely while simulated joypad states run, and our
-- scriptMove is collision-free the same way.
-- -------------------------------------------------------------------
local function lanceEntranceBlocks(game, ow)
local locked = game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR
ow:replaceBlock(2, 6, locked and 0x72 or 0x31)
ow:replaceBlock(3, 6, locked and 0x73 or 0x32)
end
local function lanceLockDoor(game, ow)
if game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR then return end
game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR = true
require("src.core.Sound").play(game.data, "Go_Inside")
lanceEntranceBlocks(game, ow)
end
local function lanceWalkIn(game, ow)
ow:scriptMove(ow.player, "up", 12, function()
ow:scriptMove(ow.player, "left", 12, function()
ow:scriptMove(ow.player, "down", 7, function()
ow:scriptMove(ow.player, "left", 6, function()
-- the walk lands on (6,11); vanilla's per-frame coord poll
-- then locks the door at once. scriptMove landings do not
-- fire onStep, so lock here.
lanceLockDoor(game, ow)
end)
end)
end)
end)
end
M.LANCES_ROOM = {
onEnter = function(game, ow)
lanceEntranceBlocks(game, ow)
-- the warp arrival lands ON the staircase trigger, and onStep only
-- fires for completed steps -- start the walk-in here, the same
-- way Lorelei's auto walk-in runs from its onEnter
if not game.save.flags.EVENT_BEAT_LANCE
and ow.player.cellX == 24 and ow.player.cellY == 16 then
lanceWalkIn(game, ow)
end
end,
onStep = function(game, ow, x, y)
if game.save.flags.EVENT_BEAT_LANCE then return false end
if (x == 5 and y == 1) or (x == 6 and y == 2) then
local lance
for _, npc in ipairs(ow.npcs) do
if npc.def and npc.def.name == "LANCESROOM_LANCE" then lance = npc break end
end
if not lance or ow:trainerDefeated(lance) then return false end
lance:facePlayer(ow.player)
ow:engageTrainer(lance, function() end)
return true
end
if (x == 5 or x == 6) and y == 11 then
lanceLockDoor(game, ow)
return false
end
if x == 24 and y == 16 then
lanceWalkIn(game, ow)
return true
end
return false
end,
}
return M
+10 -1
View File
@@ -360,7 +360,7 @@ local rocketRows = {
{ "jump_if_true", 9 }, -- 5
{ "show_text", "_CeruleanCityRocketText" }, -- 6
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 7
{ "jump_if_false", 16 }, -- 8
{ "jump_if_false", 18 }, -- 8
{ "show_text", "_CeruleanCityRocketIllReturnTheTMText" }, -- 9
{ "set_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 10
{ "give_item", "TM_DIG", 1, false }, -- 11 (row 13 prints)
@@ -368,6 +368,15 @@ local rocketRows = {
{ "show_text", "_CeruleanCityRocketReceivedTM28Text" }, -- 13
{ "show_text", "_CeruleanCityRocketIBetterGetMovingText" }, -- 14
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 15
-- CeruleanHideRocket (scripts/CeruleanCity_2.asm) does all three behind
-- one fade: the ROCKET goes, GUARD1 (28,12) appears and GUARD2 (27,12)
-- disappears. GUARD2 stands on the only walkable neighbour of the
-- trashed house's south door, which is one of the two ways through the
-- fence dividing Cerulean, so this swap is what reconnects the city.
-- Bill's ticket performs the same swap (data/scripts/story.lua), and
-- both are idempotent, so whichever the player reaches first opens it.
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 16
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 17
}
M.CERULEAN_CITY = {
+32 -9
View File
@@ -5,24 +5,46 @@
-- Rocket Hideout Giovanni: his Silph Scope is an item ball next to him
-- (data/maps/objects/RocketHideoutB4F.asm), so no reward entry needed.
-- The TM each gym leader hands out afterwards is also ported.
--
-- `deactivate` lists the EVENT_BEAT_* flags each gym's victory script
-- sets to retire unfought non-leader trainers (PewterGym.asm
-- "; deactivate gym trainers" / SetEventRange in the other gyms, and
-- FightingDojo.asm SetEventRange EVENT_BEAT_KARATE_MASTER ..
-- EVENT_BEAT_FIGHTING_DOJO_TRAINER_3).
local function range(prefix, first, last)
local t = {}
for i = first, last do
t[#t + 1] = prefix .. i
end
return t
end
return {
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
item = "TM_BIDE" },
item = "TM_BIDE",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" } },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM" },
item = "TM_BUBBLEBEAM",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1) },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT" },
item = "TM_THUNDERBOLT",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2) },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN" },
item = "TM_MEGA_DRAIN",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6) },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC" },
item = "TM_TOXIC",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5) },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE" },
item = "TM_PSYWAVE",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6) },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST" },
item = "TM_FIRE_BLAST",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6) },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE" },
item = "TM_FISSURE",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7) },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
@@ -31,7 +53,8 @@ return {
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
-- only him (data/maps/objects/FightingDojo.asm).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER" },
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
-- Elite Four progress flags (their rooms' door logic isn't ported, but
-- the flags make the Hall of Fame checkable)
+2 -1
View File
@@ -132,6 +132,7 @@ migrated once into `options.lua` on load.
- Music / SFX volume
- Music Filter
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
- COLORS (GBC / OG / OG INV / GBC INV / CLASSIC), also hotkey `2`
- COLORS (GBC / RED++ / OG / OG INV / GBC INV / CLASSIC), also hotkey `2`
(RED++ uses pokered-gbc SuperPalettes + per-species mon colors)
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
+47 -12
View File
@@ -13,6 +13,19 @@ local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
-- coroutine that receives `Game` and yields once per
-- frame; used headless (xvfb) for scripted screenshots
-- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without
-- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a
-- bot or screenshot run is not at the mercy of the player's last choice.
local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
-- How many times to run a scripted act+step loop per rendered frame. Only
-- scripted runs use this; interactive play fast-forwards through
-- Game.speedOverride / the GAME SPEED option instead.
local function scriptedIterations()
if not (autopilot or driverCo) then return 1 end
return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
end
local function bootGame()
Game = require("src.core.Game")
Game:load()
@@ -24,6 +37,10 @@ local function bootGame()
local fn = assert(loadfile(driverPath))()
driverCo = coroutine.create(fn)
end
-- After the two above are known: a scripted run drives the multiplier
-- from love.update's loop, so the in-engine one must stay at 1 or the
-- two would compound (10x10 = 100 steps per observation).
Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride
end
function love.load(args)
@@ -33,6 +50,8 @@ function love.load(args)
editorMode = true
elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
savePath = args[i + 1]
elseif a == "--speed" and tonumber(args[i + 1]) then
speedOverride = tonumber(args[i + 1])
end
end
love.graphics.setDefaultFilter("nearest", "nearest")
@@ -67,23 +86,36 @@ function love.update(dt)
if editorMode then return EditorApp.update(dt) end
if Importer then return Importer:update(dt) end
-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
-- once per Game:update, so they must keep a 1:1 relationship with the
-- logic step. Fast-forwarding them by scaling the step inside
-- Game:update would run N steps per observation: a held direction walks
-- through all N, the player slides past the waypoint, and the script
-- re-plans from an overshot cell. So iterate the whole act+step loop
-- instead -- same script, just more of it per rendered frame.
local iterations = scriptedIterations()
if autopilot then
autopilot.update()
Game:update(1 / 60) -- deterministic stepping for the autopilot
for _ = 1, iterations do
autopilot.update()
Game:update(1 / 60) -- deterministic stepping for the autopilot
end
return
end
if driverCo then
local ok, err = coroutine.resume(driverCo, Game)
if not ok then
print("driver error: " .. tostring(err))
love.event.quit(1)
return
for _ = 1, iterations do
local ok, err = coroutine.resume(driverCo, Game)
if not ok then
print("driver error: " .. tostring(err))
love.event.quit(1)
return
end
if coroutine.status(driverCo) == "dead" then
love.event.quit()
return
end
Game:update(1 / 60)
end
if coroutine.status(driverCo) == "dead" then
love.event.quit()
return
end
Game:update(1 / 60)
return
end
Game:update(dt)
@@ -191,6 +223,9 @@ function love.quit()
if editorMode and EditorApp.quit then
return EditorApp.quit() -- return true to abort quit
end
pcall(function()
require("src.core.DiscordPresence").shutdown()
end)
end
function love.filedropped(file)
+11 -18
View File
@@ -78,23 +78,14 @@ run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
# ------- content tier: only meaningful with an imported ROM
# tests/run_tests.lua carries two pre-existing failures that are stale
# about the chip-audio architecture rather than real defects:
#
# Pikachu cry WAV exists nothing writes .wav any more -- cries are
# synthesized at play time from
# Data.audio.cries + programs.bin
# low-health alarm sfx extracted the importer deliberately does not
# extract it; Sound.startLoop falls back to
# ChipAudio.newLowHealthAlarm (Sound.lua:268)
#
# They are left in place (fixing them is a separate, reviewed change), so
# the tier passes on exactly this baseline and fails the moment a third
# failure appears or one of these two changes identity. Ignoring the exit
# code outright would hide every future content regression.
KNOWN_CONTENT_FAILURES=2
KNOWN_CONTENT_LINES="FAIL Pikachu cry WAV exists
FAIL low-health alarm sfx extracted"
# tests/run_tests.lua is expected to be clean. It used to carry two stale
# chip-audio assertions on the allowlist below (Pikachu cry WAV exists /
# low-health alarm sfx extracted); both have since been fixed, so the
# baseline is zero and any failure fails the tier. Keep the allowlist
# mechanism rather than ignoring the exit code -- that would hide every
# future content regression.
KNOWN_CONTENT_FAILURES=0
KNOWN_CONTENT_LINES=""
run_content_behavior() {
local out
@@ -107,7 +98,9 @@ run_content_behavior() {
if [ "$count" -eq "$KNOWN_CONTENT_FAILURES" ] \
&& [ "$lines" = "$(printf '%s\n' "$KNOWN_CONTENT_LINES" | sort)" ]; then
printf '%s\n' "$out" | tail -3
echo "(the $KNOWN_CONTENT_FAILURES known stale audio assertions, unchanged)"
if [ "$KNOWN_CONTENT_FAILURES" -gt 0 ]; then
echo "(the $KNOWN_CONTENT_FAILURES known stale assertions, unchanged)"
fi
return 0
fi
+138 -21
View File
@@ -106,19 +106,25 @@ end
Assets.register(BattleState.invalidate)
-- the species' SGB palette (data/pokemon/palettes.asm), or nil
-- the species' SGB palette (active COLORS pack), or nil
local function monPalette(data, species)
local p = data.palettes
local name = p and p.pokemon[species]
local colors = name and p.palettes[name]
return colors and { name = name, colors = colors } or nil
local PaletteFX = require("src.render.PaletteFX")
local colors = PaletteFX.monPal(data, species)
if not colors then return nil end
local name = PaletteFX.monPalName(data, species)
-- prefix so GBC vs RED++ cache keys don't collide on shared names
if PaletteFX.usesGbcPack() then name = "redpp:" .. name end
return { name = name, colors = colors }
end
-- a named palette from data/generated/palettes.lua as a getImage pal
-- a named palette from the active COLORS pack as a getImage pal
local function namedPalette(data, name)
local p = data.palettes
local colors = p and p.palettes[name]
return colors and { name = name, colors = colors } or nil
local PaletteFX = require("src.render.PaletteFX")
local colors = PaletteFX.pal(data, name)
if not colors then return nil end
local key = name
if PaletteFX.usesGbcPack() then key = "redpp:" .. name end
return { name = key, colors = colors }
end
-- The battle-BGP fade variant of a pic (AnimationFlashScreen and the
@@ -264,8 +270,10 @@ function BattleState:speciesSprite(species, isPlayerSide)
if not def then return nil end
local PaletteFX = require("src.render.PaletteFX")
local colors = PaletteFX.monPal(self.data, species, true)
local name = "GRAYMON"
if PaletteFX.usesGbcPack() then name = "redpp:GRAYMON" end
return getImage(isPlayerSide and def.spriteBack or def.spriteFront,
colors and { name = "GRAYMON", colors = colors } or nil,
colors and { name = name, colors = colors } or nil,
def.trueColor)
end
@@ -414,8 +422,17 @@ end
function BattleState.newTrainer(game, oppClass, partyIndex)
local self = newBattle(game)
self.kind = "trainer"
self.oppClass = oppClass
self.trainer = game.data.trainers[oppClass]
assert(self.trainer, "unknown trainer class " .. tostring(oppClass))
-- pret GetTrainerName_: RIVAL1/2/3 copy wRivalName into wTrainerName
-- instead of TrainerNames ("RIVAL1" etc.). Overlay so we don't mutate
-- the shared data table.
if oppClass == "OPP_RIVAL1" or oppClass == "OPP_RIVAL2"
or oppClass == "OPP_RIVAL3" then
local rivalName = (game.save.player and game.save.player.rival) or "BLUE"
self.trainer = setmetatable({ name = rivalName }, { __index = self.trainer })
end
self.enemyAIMods = self.trainer.aiMods
local partyDef = self.trainer.parties[partyIndex or 1]
assert(partyDef, ("trainer %s has no party %s"):format(oppClass, tostring(partyIndex)))
@@ -1547,6 +1564,25 @@ function BattleState:animationsOn()
return not o or o.animations ~= false
end
-- Drop the announcement-time move-anim row. Gen 1 queues PlayMoveAnimation
-- only after MoveHitTest / the effect lands (HandleIfPlayerMoveMissed skips
-- it on a miss unless EXPLODE_EFFECT); we insert early for blink attachment
-- and peel it back on miss/fail paths.
function BattleState:cancelMoveAnim()
local row = self.moveAnimRow
if not row then return end
self.moveAnimRow = nil
for i, item in ipairs(self.queue) do
if item == row then
table.remove(self.queue, i)
if self.nextInsert and i <= self.nextInsert then
self.nextInsert = self.nextInsert - 1
end
return
end
end
end
-- ------------------------------------------------------------------
-- special-effect (SE_*) implementations. Palette effects are BGP
-- shade maps ({[i] = shade color index i displays as}); on the SGB the
@@ -2151,6 +2187,20 @@ end
-- Decomposed into a staged pipeline over the merged move_effects record:
-- announcement -> callsMove -> charge -> perform -> primary run -> the
-- damaging pipeline (EffectRegistry.runDamaging).
-- Gen 1 status/stat primary effects call PlayCurrentMoveAnimation only
-- after they land; these failure texts print with no animation.
local function primaryEffectFailed(msgs)
if not msgs or #msgs == 0 then return true end
local m = msgs[1]
if m == "But, it failed!" or m == "Nothing happened!" then return true end
if m:find("didn't affect", 1, true) then return true end
if m:find("is unaffected", 1, true) then return true end
if m:find("protected by MIST", 1, true) then return true end
if m:find("Already", 1, true) then return true end
return false
end
function BattleState:performMove(user, target, moveInst, isCalled)
local move = self:moveDef(moveInst)
if not move then
@@ -2198,6 +2248,11 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- already said its failure text
if record and record.callsMove then
local pick = record.callsMove(ctx)
-- Mirror Move never plays its own anim (MetronomePickMove does;
-- MirrorMoveCopyMove only reloads the copied move or prints fail)
if move.id == "MIRROR_MOVE" or not pick then
self:cancelMoveAnim()
end
if pick then
self:performMove(user, target, { id = pick, pp = 1 }, true)
end
@@ -2240,10 +2295,19 @@ function BattleState:performMove(user, target, moveInst, isCalled)
if record.accuracyChecked
and (target.invulnerable
or not self:accuracyRoll(move, user, target)) then
-- SleepEffect/PoisonEffect/... call PlayCurrentMoveAnimation only
-- after the effect lands; a miss skips it
self:cancelMoveAnim()
self:sayNext(("%s's\nattack missed!"):format(displayName(user)))
return
end
for _, m in ipairs(record.run(ctx)) do
local msgs = record.run(ctx)
-- Gen 1 status/stat effects animate only when they take effect
-- (AlreadyAsleep / NothingHappened / ButItFailed print with no anim)
if primaryEffectFailed(msgs) then
self:cancelMoveAnim()
end
for _, m in ipairs(msgs) do
self:sayNext(m)
end
self:drainNext() -- REST/RECOVER/SOFTBOILED move the user's bar
@@ -2251,6 +2315,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
end
if move.power == 0 and not (record and record.kind == "full") then
MoveEffects.warnUnknown(move.effect)
self:cancelMoveAnim()
self:sayNext("But, it failed!")
return
end
@@ -2290,6 +2355,7 @@ function BattleState:continueBide(user, target)
local dmg = (user.bideDamage or 0) * 2
user.bideTurns, user.bideDamage = nil, nil
if dmg <= 0 then
self:cancelMoveAnim()
self:sayNext("But, it failed!")
return
end
@@ -2558,16 +2624,53 @@ function BattleState:learnMove(mon, moveId)
end)
end
-- Map the battle was fought on (overworld wins; save.player.map is fallback).
function BattleState.currentMapId(self)
local game = self.game
local ow = game and game.overworld
if ow and ow.map then return ow.map.id end
local player = game and game.save and game.save.player
return player and player.map
end
-- pret HandlePlayerBlackOut: OPP_RIVAL1 in OAKS_LAB prints Rival1WinText
-- and returns without blacking out. OaksLabRivalEndBattleScript then heals.
function BattleState.isOaksLabStarterRival(self)
return self.oppClass == "OPP_RIVAL1"
and BattleState.currentMapId(self) == "OAKS_LAB"
end
function BattleState:playerMonFainted()
if self.result then return end -- double faint: the battle is decided
local nextMon = Party.firstHealthy(self.game.save.party)
if not nextMon then
self:sayNext(("%s is out of\nuseable POKéMON!"):format(self.game.save.player.name))
self:sayNext(("%s blacked\nout!"):format(self.game.save.player.name))
-- Being out of useable POKéMON blacks you out even when the battle was
-- already decided in our favour. A double faint -- our last mon dying
-- to residual damage on the turn it lands the KO -- used to hit the
-- "battle is decided" guard below and return with result = "win", so
-- afterBattle never took the lose branch: no revive, no warp to the
-- heal point, and the player was left standing on the map with a party
-- at 0 HP. Nothing recovers from that state (every later encounter
-- aborts with "no healthy party"), and it is not reachable in pokered:
-- HandlePlayerMonFainted runs the player-side check on its own, so
-- losing your last mon always blacks you out whatever the enemy did.
-- Exception: the Oak's Lab starter rival (HandlePlayerBlackOut).
if not nextMon and self.result ~= "lose" then
if self.oppClass == "OPP_RIVAL1" then
local TextBox = require("src.render.TextBox")
local raw = (self.data.text and self.data.text._Rival1WinText)
or "{RIVAL}: Yeah! Am\nI great or what?"
self:sayNext(TextBox.substitute(self.game, raw))
end
-- Oak's Lab starter rival: Rival1WinText only (no blackout lines).
-- Any other wipe, including Route 22 RIVAL1, still blacks out.
if not BattleState.isOaksLabStarterRival(self) then
self:sayNext(("%s is out of\nuseable POKéMON!"):format(self.game.save.player.name))
self:sayNext(("%s blacked\nout!"):format(self.game.save.player.name))
end
self.result = "lose"
self.afterQueue = "finish"
return
end
if self.result then return end -- double faint: the battle is decided
-- DoUseNextMonDialogue (core.asm:1052-1078): only WILD battles ask
-- "Use next POKéMON?"; NO goes through the run check with party slot
-- 1's speed, and a failed run still forces the party menu. Trainer
@@ -3026,6 +3129,19 @@ function BattleState:finish()
self.phase = "messages"
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.
-- afterBattle only revives and warps to the heal point on a normal
-- "lose", so any other result here strands the player at 0 HP with no
-- way back -- an unrecoverable state, not merely a wrong one.
-- playerMonFainted is the path that should have caught this; if we land
-- here it did not, so say so rather than silently papering over it.
if self.result ~= "lose" and not Party.firstHealthy(self.game.save.party) then
Logger.warn("battle finished %s with no healthy party; forcing blackout",
tostring(self.result))
self.result = "lose"
end
self.lockedBall = nil
-- pokered never writes Mimic's copy into the party struct; leaving
-- battle discards the battle copy, so the original ids come back
@@ -3343,9 +3459,10 @@ function BattleState:colorMode()
if self.colorFxReady == nil then
local ready = false
local g = love and love.graphics
local PaletteFX = require("src.render.PaletteFX")
if g and g.newCanvas and g.setScissor and g.setShader and g.getCanvas
and love.image and self.data.palettes
and require("src.render.PaletteFX").shader() then
and love.image and PaletteFX.pack(self.data)
and PaletteFX.shader() then
local ok1, bg = pcall(g.newCanvas, 160, 144)
local ok2, wv = pcall(g.newCanvas, 160, 144)
if ok1 and ok2 and bg and wv then
@@ -3364,9 +3481,10 @@ end
-- PAL_MEWMON (= MonsterPalettes[0]) while a side still shows its
-- trainer/back pic (the species bytes are 0 then).
function BattleState:sgbBattlePals()
local pals = self.data.palettes and self.data.palettes.palettes
if not pals then return nil end
local PaletteFX = require("src.render.PaletteFX")
local pack = PaletteFX.pack(self.data)
local pals = pack and pack.palettes
if not pals then return nil end
local function bar(b)
if not b then return pals.GREENBAR end
local hp = b.shownHP or b.mon.hp
@@ -3374,8 +3492,7 @@ function BattleState:sgbBattlePals()
end
local function mon(b, placeholder)
if placeholder or not b then return pals.MEWMON or pals.GREENBAR end
local name = self.data.palettes.pokemon[b.mon.species]
return pals[name] or pals.MEWMON
return PaletteFX.monPal(self.data, b.mon.species) or pals.MEWMON
end
return {
[0] = bar(self.player),
+10
View File
@@ -89,6 +89,8 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- Swift ignores semi-invulnerability (MoveHitTest returns hit for
-- SWIFT_EFFECT before the INVULNERABLE check)
if target.invulnerable and not neverMiss then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
return
end
@@ -97,6 +99,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if record and record.gate then
local ok, failMsg = record.gate(ctx)
if not ok then
battle:cancelMoveAnim()
if failMsg then battle:sayNext(failMsg) end
return
end
@@ -108,6 +111,8 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if not neverMiss then
if not battle:accuracyRoll(move, user, target) then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
-- Jump Kick crash, Explode self-destruct
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
@@ -134,6 +139,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
end
if not counterable or (battle.lastDamage or 0) == 0 then
battle:cancelMoveAnim()
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
return
end
@@ -144,6 +150,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- failed with that text already chosen
local chosen, extra = record.chooseDamage(ctx)
if not chosen then
battle:cancelMoveAnim()
if extra then battle:sayNext(extra) end
return
end
@@ -154,12 +161,15 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
if info.typeMult == 0 then
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("It doesn't affect\n%s!"):format(displayName(target)))
if record and record.onMiss then record.onMiss(ctx, "immune") end
return
end
if info.missed then
-- 0.25x floored the damage to zero: the original registers a miss
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
if record and record.onMiss then record.onMiss(ctx, "floored") end
return
+5
View File
@@ -616,6 +616,7 @@ MoveEffects.full = {
-- roll is below opponentLevel/4. Teleport's failure text is "But
-- it failed!", Roar/Whirlwind's is DidntAffectText; in trainer
-- battles Teleport fails and Roar/Whirlwind are "unaffected".
-- Fail paths DelayFrames then print -- no PlayCurrentMoveAnimation.
perform = function(ctx)
local battle, user, target, move = ctx.battle, ctx.user, ctx.target, ctx.move
if battle.kind == "wild" then
@@ -635,13 +636,17 @@ MoveEffects.full = {
battle.result = "run"
battle.afterQueue = "finish"
elseif move.id == "TELEPORT" then
battle:cancelMoveAnim()
ctx.say("But, it failed!")
else
battle:cancelMoveAnim()
ctx.say(("It didn't affect\n%s!"):format(displayName(target)))
end
elseif move.id == "TELEPORT" then
battle:cancelMoveAnim()
ctx.say("But, it failed!")
else
battle:cancelMoveAnim()
ctx.say(("%s\nis unaffected!"):format(displayName(target)))
end
end,
+29 -1
View File
@@ -41,7 +41,11 @@ local CONSTANT_DEFAULTS = {
-- field.boot is the total-conversion override point for the new game; the
-- values match what SaveData.newGame and the Oak speech used to inline.
local BOOT_DEFAULTS = {
startMap = "PALLET_TOWN", startX = 5, startY = 6, startFacing = "down",
-- special_warps.asm NewGameWarp: REDS_HOUSE_2F, 3, 6 -- the bedroom, not
-- the tile outside the house. lastHeal is deliberately absent: SaveData
-- derives the vanilla blackout point, and seeding it here would leak into
-- total conversions that patch the spawn without naming a heal point.
startMap = "REDS_HOUSE_2F", startX = 3, startY = 6, startFacing = "down",
playerName = "RED", rivalName = "BLUE",
startMoney = 3000,
screens = { splash = "IntroMovie", title = "TitleState", newGame = "OakSpeech" },
@@ -93,6 +97,30 @@ function Data:seedDefaults()
-- the overworld's Kanto literals, same fill-if-absent contract; required
-- here rather than at the top so core keeps out of src/world at load time
require("src.world.FieldDefaults").seed(self)
-- Cinnabar's quiz trainers are text_asm (no def_trainers), so the
-- extractor never writes headers for them. Seed the EVENT_BEAT_* /
-- after-battle rows so Blaine's SetEventRange deactivation and talk
-- after-text work like the other gyms (scripts/CinnabarGym.asm).
self:seedCinnabarGymTrainerHeaders()
end
function Data:seedCinnabarGymTrainerHeaders()
local headers = self.trainer_headers
if not headers or headers.CinnabarGym then return end
local gym = {}
for i = 0, 6 do
local n = i + 1
-- object indices 2..8 are SUPER_NERD1..7; range 0 -- they only
-- engage via talk / wrong quiz answer, never sight lines
gym[i + 2] = {
event = "EVENT_BEAT_CINNABAR_GYM_TRAINER_" .. i,
range = 0,
battle = "_CinnabarGymSuperNerd" .. n .. "BattleText",
won = "_CinnabarGymSuperNerd" .. n .. "EndBattleText",
after = "_CinnabarGymSuperNerd" .. n .. "AfterBattleText",
}
end
headers.CinnabarGym = gym
end
-- POKEPORT_DATA_DIR points a test runner at another dataset root (the
+658
View File
@@ -0,0 +1,658 @@
-- Discord Rich Presence via the local Discord IPC pipe. Shows the player's
-- current map (and battle status) on their Discord profile. Desktop only;
-- no-ops on mobile, headless runs, or when Discord is not running.
--
-- Application ID is the only credential needed for presence. The Discord
-- Interactions public key is unused here (that is for verifying bot HTTP
-- payloads, not Rich Presence).
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local DiscordPresence = {
APP_ID = "1529183141267374262",
}
local OP_HANDSHAKE, OP_FRAME, OP_CLOSE = 0, 1, 2
local MIN_UPDATE_INTERVAL = 2.0
local RECONNECT_INTERVAL = 30.0
local state = {
enabled = false,
connected = false,
socket = nil, -- Windows: file handle; Unix: ffi sockfd
isWindows = false,
ffi = nil,
ffiReady = false,
startedAt = 0,
dirty = false,
lastSentKey = nil,
lastSendAt = -1e9,
nextReconnectAt = 0,
location = nil, -- display name
mapId = nil,
activity = "menu", -- menu | exploring | battle
battleLabel = nil,
unsubs = {},
pid = nil,
loggedAbsent = false, -- one quiet note when Discord isn't running
}
local function disabledByEnv()
return os.getenv("POKEPORT_NO_DISCORD") == "1"
or os.getenv("POKEPORT_AUTOPILOT") ~= nil
or os.getenv("POKEPORT_DRIVER") ~= nil
end
local function isDesktop()
if not love or not love.system or not love.system.getOS then return false end
local osName = love.system.getOS()
return osName == "OS X" or osName == "Windows" or osName == "Linux"
end
local function packU32(n)
n = math.floor(n) % 0x100000000
local b1 = n % 256; n = math.floor(n / 256)
local b2 = n % 256; n = math.floor(n / 256)
local b3 = n % 256; n = math.floor(n / 256)
local b4 = n % 256
return string.char(b1, b2, b3, b4)
end
local function unpackU32(s)
local b1, b2, b3, b4 = s:byte(1, 4)
return b1 + b2 * 256 + b3 * 65536 + b4 * 16777216
end
local function nonce()
return string.format("%08x-%04x-4%03x-%04x-%04x%08x",
math.random(0, 0xffffffff),
math.random(0, 0xffff),
math.random(0, 0xfff),
math.random(0, 0x3fff) + 0x8000,
math.random(0, 0xffff),
math.random(0, 0xffffffff))
end
local function resolvePid()
if state.pid then return state.pid end
local ffi = state.ffi
if ffi then
if state.isWindows then
pcall(ffi.cdef, "unsigned long GetCurrentProcessId(void);")
local ok, p = pcall(function() return ffi.C.GetCurrentProcessId() end)
if ok and p and tonumber(p) and tonumber(p) > 0 then
state.pid = tonumber(p)
return state.pid
end
else
pcall(ffi.cdef, "int getpid(void);")
local ok, p = pcall(function() return ffi.C.getpid() end)
if ok and p and tonumber(p) and tonumber(p) > 0 then
state.pid = tonumber(p)
return state.pid
end
end
end
state.pid = 1000 + math.random(1, 8999)
return state.pid
end
local function ensureFfi()
if state.ffiReady then return state.ffi end
if state.ffi == false then return nil end
local ok, ffi = pcall(require, "ffi")
if not ok or not ffi then
state.ffi = false
return nil
end
state.ffi = ffi
if state.isWindows then
state.ffiReady = true
return ffi
end
-- Darwin sockaddr_un has sun_len + uint8_t family; Linux uses u16 family.
local osName = love.system.getOS()
local cdef
if osName == "OS X" then
cdef = [[
typedef unsigned int socklen_t;
typedef int ssize_t;
struct sockaddr_un {
uint8_t sun_len;
uint8_t sun_family;
char sun_path[104];
};
struct timeval { long tv_sec; int tv_usec; };
int socket(int domain, int type, int protocol);
int connect(int sockfd, const void *addr, socklen_t addrlen);
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
int close(int fd);
]]
else
cdef = [[
typedef unsigned int socklen_t;
typedef int ssize_t;
struct sockaddr_un {
unsigned short sun_family;
char sun_path[108];
};
struct timeval { long tv_sec; long tv_usec; };
int socket(int domain, int type, int protocol);
int connect(int sockfd, const void *addr, socklen_t addrlen);
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
int close(int fd);
]]
end
-- cdef may already be registered from a prior boot; either way we need
-- sockaddr_un usable before claiming readiness
pcall(ffi.cdef, cdef)
local ready = pcall(function() return ffi.new("struct sockaddr_un") end)
if not ready then
state.ffi = false
state.ffiReady = false
return nil
end
state.ffiReady = true
return ffi
end
local function closeSocket()
local sock = state.socket
state.socket = nil
state.connected = false
if not sock then return end
if state.isWindows then
pcall(function() sock:close() end)
elseif state.ffi then
pcall(state.ffi.C.close, sock)
end
end
local function writeRaw(bytes)
if not state.socket then return false end
if state.isWindows then
local ok = pcall(function()
state.socket:seek("end")
local _, writeErr = state.socket:write(bytes)
state.socket:flush()
if writeErr then error(writeErr) end
end)
return ok
end
local ffi = state.ffi
if not ffi then return false end
local ok, sent = pcall(ffi.C.send, state.socket, bytes, #bytes, 0)
return ok and sent == #bytes
end
local function sendFrame(opcode, payload)
local body = payload or ""
local ok, frame = pcall(function()
return packU32(opcode) .. packU32(#body) .. body
end)
if not ok or not frame then return false end
return writeRaw(frame)
end
local function readExact(n)
if not state.socket or n <= 0 then return nil end
if state.isWindows then
local ok, data = pcall(function() return state.socket:read(n) end)
if not ok or not data or #data < n then return nil end
return data
end
local ffi = state.ffi
if not ffi then return nil end
local ok, data = pcall(function()
local buf = ffi.new("char[?]", n)
local got = 0
while got < n do
local nread = ffi.C.recv(state.socket, buf + got, n - got, 0)
if not nread or nread <= 0 then return nil end
got = got + tonumber(nread)
end
return ffi.string(buf, n)
end)
if not ok then return nil end
return data
end
local function receiveFrame()
local header = readExact(8)
if not header then return nil end
local ok, opcode, length = pcall(function()
return unpackU32(header:sub(1, 4)), unpackU32(header:sub(5, 8))
end)
if not ok or not opcode or not length or length < 0 or length > 65536 then
return nil
end
local data = length > 0 and readExact(length) or ""
if data == nil then return nil end
return opcode, data
end
local function unixSocketPaths()
local paths = {}
local envs = { "XDG_RUNTIME_DIR", "TMPDIR", "TMP", "TEMP" }
local bases = {}
for _, key in ipairs(envs) do
local v = os.getenv(key)
if v and v ~= "" then
if v:sub(-1) == "/" then v = v:sub(1, -2) end
bases[#bases + 1] = v
end
end
bases[#bases + 1] = "/tmp"
local suffixes = {
"",
"/app/com.discordapp.Discord",
"/app/com.discordapp.DiscordCanary",
"/app/com.discordapp.DiscordPTB",
"/snap.discord",
"/snap.discord-canary",
}
local seen = {}
for i = 0, 9 do
local name = "discord-ipc-" .. i
for _, base in ipairs(bases) do
for _, suffix in ipairs(suffixes) do
local path = base .. suffix .. "/" .. name
if not seen[path] then
seen[path] = true
paths[#paths + 1] = path
end
end
end
end
return paths
end
local function setSocketTimeout(fd, seconds)
local ffi = state.ffi
if not ffi or not fd then return end
pcall(function()
local tv = ffi.new("struct timeval")
tv.tv_sec = seconds
tv.tv_usec = 0
-- SOL_SOCKET / SO_RCVTIMEO / SO_SNDTIMEO differ by OS
local sol, rcv, snd
if love.system.getOS() == "OS X" then
sol, rcv, snd = 0xffff, 0x1006, 0x1005
else
sol, rcv, snd = 1, 20, 21
end
ffi.C.setsockopt(fd, sol, rcv, tv, ffi.sizeof(tv))
ffi.C.setsockopt(fd, sol, snd, tv, ffi.sizeof(tv))
end)
end
local function connectUnix()
local ffi = ensureFfi()
if not ffi then return false end
local darwin = love.system.getOS() == "OS X"
local maxPath = darwin and 103 or 107
-- AF_UNIX=1, SOCK_STREAM=1 on Linux/macOS
local pathsOk, paths = pcall(unixSocketPaths)
if not pathsOk or not paths then return false end
for _, path in ipairs(paths) do
if #path <= maxPath then
local ok, connected = pcall(function()
local fd = ffi.C.socket(1, 1, 0)
if not fd or fd < 0 then return false end
local addr = ffi.new("struct sockaddr_un")
addr.sun_family = 1
if darwin then
-- SUN_LEN: sizeof(sun_len+sun_family) + path + NUL
addr.sun_len = 2 + #path + 1
end
ffi.copy(addr.sun_path, path)
local rc = ffi.C.connect(fd, ffi.cast("void*", addr), ffi.sizeof(addr))
if rc == 0 then
setSocketTimeout(fd, 1) -- handshake must not freeze the game
state.socket = fd
return true
end
ffi.C.close(fd)
return false
end)
if ok and connected then return true end
end
end
return false
end
local function connectWindows()
for i = 0, 9 do
local path = "\\\\.\\pipe\\discord-ipc-" .. i
local ok, file = pcall(io.open, path, "r+")
if ok and file then
state.socket = file
return true
end
end
return false
end
local function handshake()
local ok, payload = pcall(Json.encode, { v = 1, client_id = DiscordPresence.APP_ID })
if not ok or not payload then return false end
if not sendFrame(OP_HANDSHAKE, payload) then return false end
-- Discord echoes READY as a FRAME. A timeout/missing client is a soft miss.
local opcode = receiveFrame()
if opcode == OP_FRAME then return true end
-- Windows named pipes have no easy read timeout: if the write succeeded
-- and Discord is present, proceed optimistically so boot never blocks.
if state.isWindows then return true end
return false
end
local function noteAbsent()
if state.loggedAbsent then return end
state.loggedAbsent = true
-- info, not warn: missing Discord is normal for many players
Logger.info("discord: rich presence unavailable (Discord not running)")
end
local function connect()
local ok, result = pcall(function()
closeSocket()
local linked
if state.isWindows then
linked = connectWindows()
else
linked = connectUnix()
end
if not linked then return false end
if not handshake() then
closeSocket()
return false
end
state.connected = true
state.dirty = true
state.lastSentKey = nil
state.loggedAbsent = false
Logger.info("discord: rich presence connected")
return true
end)
if not ok then
closeSocket()
return false
end
return result and true or false
end
local function locationName(game, mapId)
if not mapId then return nil end
local field = game and game.data and game.data.field
local townMap = field and field.townMap
local locations = townMap and (townMap.locations or townMap)
local entry = type(locations) == "table" and locations[mapId]
if type(entry) == "table" then
local name = entry.name or entry.label
if type(name) == "string" and name ~= "" then return name end
end
local def = game and game.data and game.data.maps and game.data.maps[mapId]
if def and type(def.label) == "string" and def.label ~= "" then
-- PalletTown -> Pallet Town
return def.label:gsub("(%l)(%u)", "%1 %2")
end
return tostring(mapId):gsub("_", " ")
end
local function speciesName(game, species)
if not species or not game or not game.data or not game.data.pokemon then
return nil
end
local def = game.data.pokemon[species]
return def and def.name or tostring(species):gsub("_", " ")
end
local function buildActivity()
local details, activityState
if state.activity == "battle" then
details = state.battleLabel or "In battle"
activityState = state.location and (state.location) or "Kanto"
elseif state.activity == "exploring" and state.location then
details = state.location
activityState = "Exploring the overworld"
else
details = state.location or "Kanto"
activityState = "At the title screen"
end
return {
details = details,
state = activityState,
timestamps = { start = state.startedAt },
assets = {
large_image = "logo",
large_text = "Pokemon Gen1Recomp",
},
}
end
local function activityKey(activity)
return (activity.details or "") .. "|" .. (activity.state or "")
end
local function flush(force)
if not state.enabled or not state.connected then return end
local ok = pcall(function()
local now = love.timer.getTime()
if not force and (now - state.lastSendAt) < MIN_UPDATE_INTERVAL then
state.dirty = true
return
end
local activity = buildActivity()
local key = activityKey(activity)
if not force and key == state.lastSentKey then
state.dirty = false
return
end
local payload = Json.encode({
cmd = "SET_ACTIVITY",
args = {
pid = resolvePid(),
activity = activity,
},
nonce = nonce(),
})
if not sendFrame(OP_FRAME, payload) then
closeSocket()
state.nextReconnectAt = now + RECONNECT_INTERVAL
return
end
state.lastSentKey = key
state.lastSendAt = now
state.dirty = false
end)
if not ok then
closeSocket()
local now = love and love.timer and love.timer.getTime and love.timer.getTime() or 0
state.nextReconnectAt = now + RECONNECT_INTERVAL
end
end
local function setPresence(fields)
-- event listeners must never throw into the overworld/battle path
pcall(function()
if fields.location ~= nil then state.location = fields.location end
if fields.mapId ~= nil then state.mapId = fields.mapId end
if fields.activity ~= nil then state.activity = fields.activity end
if fields.clearBattle then
state.battleLabel = nil
elseif fields.battleLabel ~= nil then
state.battleLabel = fields.battleLabel
end
state.dirty = true
flush(false)
end)
end
local function subscribe(game)
local events = Runtime.events
if not events or not events.on then return end
local function track(name, fn)
state.unsubs[#state.unsubs + 1] = events:on(name, fn, 0, "discord")
end
track("map.entered", function(ev)
local mapId = ev and ev.mapId
setPresence({
mapId = mapId,
location = locationName(game, mapId),
activity = "exploring",
clearBattle = true,
})
end)
track("battle.started", function(ev)
local battle = ev and ev.battle
local label = "In battle"
if ev and ev.kind == "wild" then
local name = speciesName(game, ev.species)
if name then
label = "Battling wild " .. name
if ev.level then label = label .. " Lv" .. tostring(ev.level) end
else
label = "Wild battle"
end
elseif ev and ev.kind == "trainer" then
local tname = battle and battle.trainer and battle.trainer.name
label = tname and ("Battling " .. tname) or "Trainer battle"
elseif ev and ev.kind == "link" then
label = "Link battle"
end
local mapId = state.mapId
or (game.save and game.save.player and game.save.player.map)
setPresence({
activity = "battle",
battleLabel = label,
location = locationName(game, mapId) or state.location,
mapId = mapId,
})
end)
track("battle.ended", function()
local mapId = state.mapId
or (game.save and game.save.player and game.save.player.map)
setPresence({
activity = mapId and "exploring" or "menu",
clearBattle = true,
location = locationName(game, mapId) or state.location,
mapId = mapId,
})
end)
track("screen.pushed", function(ev)
local s = ev and ev.state
local id = s and s.screenId
if not id and s and s.onNewGame then id = "TitleState" end
if id == "TitleState" or id == "IntroMovie" then
state.mapId = nil
setPresence({
activity = "menu",
location = id == "IntroMovie" and "Watching the intro" or "Title screen",
clearBattle = true,
})
end
end)
end
function DiscordPresence.init(game)
local ok, err = pcall(function()
DiscordPresence.shutdown()
if disabledByEnv() or not isDesktop() then return end
state.enabled = true
state.isWindows = love.system.getOS() == "Windows"
state.startedAt = os.time()
state.activity = "menu"
state.location = "Title screen"
state.mapId = nil
state.battleLabel = nil
state.dirty = true
state.nextReconnectAt = 0
state.loggedAbsent = false
if not state.isWindows and not ensureFfi() then
-- no FFI / broken cdef: stay disabled, never throw
state.enabled = false
return
end
subscribe(game)
if connect() then
flush(true)
else
noteAbsent()
local now = (love.timer and love.timer.getTime and love.timer.getTime()) or 0
state.nextReconnectAt = now + RECONNECT_INTERVAL
end
end)
if not ok then
closeSocket()
state.enabled = false
-- still soft: a broken presence stack must not abort boot
Logger.info("discord: rich presence disabled (%s)", tostring(err))
end
end
function DiscordPresence.update(_dt)
if not state.enabled then return end
pcall(function()
local now = love.timer.getTime()
if not state.connected then
if now >= state.nextReconnectAt then
state.nextReconnectAt = now + RECONNECT_INTERVAL
if connect() then
flush(true)
else
noteAbsent()
end
end
return
end
if state.dirty then flush(false) end
end)
end
function DiscordPresence.shutdown()
pcall(function()
for _, unsub in ipairs(state.unsubs) do
pcall(unsub)
end
state.unsubs = {}
if state.connected then
pcall(function()
-- omit activity to clear the presence
sendFrame(OP_FRAME, Json.encode({
cmd = "SET_ACTIVITY",
args = { pid = resolvePid() },
nonce = nonce(),
}))
sendFrame(OP_CLOSE, "{}")
end)
end
closeSocket()
end)
state.enabled = false
state.dirty = false
state.lastSentKey = nil
state.connected = false
state.socket = nil
end
-- test / debug helpers
DiscordPresence._state = state
DiscordPresence.locationName = locationName
return DiscordPresence
+8 -1
View File
@@ -12,8 +12,15 @@ function FixedStep:init(callback)
self.callback = callback
end
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
-- steps), which silently throttled the high fast-forward levels: at 100X
-- a 60fps frame wants ~100 steps. Game:update raises this to fit the
-- current speed target; a stall still cannot snowball past one frame's
-- intended budget.
FixedStep.maxAccum = MAX_ACCUM
function FixedStep:update(dt)
self.accum = math.min(self.accum + dt, MAX_ACCUM)
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
while self.accum >= self.STEP do
self.accum = self.accum - self.STEP
self.callback(self.STEP)
+39 -3
View File
@@ -68,6 +68,10 @@ function Game:load()
local OverworldState = require("src.world.OverworldController")
self.overworld = OverworldState
-- Discord Rich Presence: map name / battle status on the player's profile.
-- Soft-fail: missing Discord / IPC errors must never block boot.
pcall(function() require("src.core.DiscordPresence").init(self) end)
-- every service is up but nothing is on the stack yet; this payload is
-- the sanctioned way for a mod to obtain the Game object
ModRuntime.emit("game.ready", { game = self })
@@ -103,7 +107,7 @@ end
function Game:makeTitleState()
local OverworldState = require("src.world.OverworldController")
local factory = Screens.get(self, bootScreens(self).title or "TitleState")
return factory.new(self, {
local title = factory.new(self, {
onNewGame = function()
while self.stack:top() do self.stack:pop() end
-- New Game keeps the standalone options.lua preferences
@@ -126,6 +130,8 @@ function Game:makeTitleState()
end
end,
})
title.screenId = title.screenId or "TitleState"
return title
end
-- QUIT from the START menu: back to the title like a power-cycle,
@@ -148,17 +154,46 @@ function Game:step(dt)
self.stack:update(dt)
-- play time for the trainer card / save screen
self.save.playTime = (self.save.playTime or 0) + dt
require("src.core.Music").update(Data)
-- Music.update is NOT serviced here: it decrements fade counters and
-- drives ChipAudio once per call, so running it inside the logic step
-- would pitch music and sfx up under fast-forward. Game:update advances
-- it on its own real-time 60Hz accumulator instead.
end
-- The logic multiplier for this frame. Read live rather than cached so the
-- Options row takes effect immediately; speedOverride is the --speed /
-- POKEPORT_SPEED run argument, which wins over the saved option so a bot
-- or screenshot run does not depend on whatever the player last chose.
function Game:logicSpeed()
local GameSpeed = require("src.core.GameSpeed")
if self.speedOverride then return GameSpeed.clamp(self.speedOverride) end
local opts = self.save and self.save.options
return GameSpeed.clamp(opts and opts.speed or GameSpeed.DEFAULT)
end
function Game:update(dt)
-- Touch timers / prior-frame auto-releases before the fixed step so
-- deferred A and edge pulses land in Input's press queue for this step.
TouchInput:update(dt)
FixedStep:update(dt)
-- Fast-forward scales only the logic clock (see src/core/GameSpeed.lua).
-- Give the accumulator room for one full frame at the current speed,
-- or the anti-spiral clamp quietly caps every level above ~15X.
local speed = self:logicSpeed()
FixedStep.maxAccum = math.max(0.25, speed * FixedStep.STEP * 1.5)
FixedStep:update(dt * speed)
-- Audio runs off real time at a fixed 60Hz regardless of game speed or
-- display refresh, so fades and chip synthesis keep their intended tempo
-- whether we are at 1X, 10X, or running with vsync disabled.
local step = FixedStep.STEP
self.audioAccum = math.min((self.audioAccum or 0) + dt, 0.25)
while self.audioAccum >= step do
self.audioAccum = self.audioAccum - step
require("src.core.Music").update(Data)
end
-- Overworld tilt toggle tween: presentational, so it runs on the real
-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
require("src.render.Tilt").update(dt)
pcall(function() require("src.core.DiscordPresence").update(dt) end)
end
-- render.zones' identity default: unhooked, the zone list reaches the blit
@@ -363,6 +398,7 @@ function Game:applyOptions(opts)
require("src.render.PaletteFX").applyOptions(opts)
require("src.render.Tilt").applyOptions(opts)
require("src.render.GBCFX").applyOptions(opts)
require("src.core.VideoMode").applyOptions(opts)
end
function Game:restoreSave(loaded, recovered)
+54
View File
@@ -0,0 +1,54 @@
-- Fast-forward multiplier for game logic.
--
-- Speeding up means running the 1/60 fixed step N times per real frame
-- (Game:update), so everything driven by the step -- movement, text,
-- battle timing, scripts -- advances N times faster while staying
-- deterministic. Audio deliberately does NOT scale: Music.update drives
-- fade counters and ChipAudio synthesis off its own real-time 60Hz
-- accumulator in Game:update, so music and sfx play at normal pitch and
-- tempo at every speed.
--
-- Vsync still caps how much work a real frame can do, so 10X is a target
-- rather than a promise on a slow machine -- the logic simply runs as many
-- steps as the frame budget allows.
local GameSpeed = {}
-- 20X exists for the bot runs (tests/drivers/route.lua): a full-route
-- attempt is long enough that the iteration loop, not the engine, is the
-- bottleneck. Vsync caps how much a real frame can do, so past 10X the
-- multiplier is increasingly a ceiling rather than a rate.
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75, 100,200 }
GameSpeed.DEFAULT = 1
function GameSpeed.levelLabel(v)
v = tonumber(v) or GameSpeed.DEFAULT
if v == 1 then return "NORMAL" end
return tostring(v) .. "X"
end
-- nearest valid level for an arbitrary value (a hand-edited options.lua or
-- a --speed argument), so a bad number degrades to something sane
function GameSpeed.clamp(v)
v = tonumber(v)
if not v then return GameSpeed.DEFAULT end
local best, bestDiff = GameSpeed.DEFAULT, math.huge
for _, level in ipairs(GameSpeed.LEVELS) do
local diff = math.abs(level - v)
if diff < bestDiff then best, bestDiff = level, diff end
end
return best
end
-- cycle to the next/previous level, wrapping (the options row idiom)
function GameSpeed.cycle(v, dir)
local levels = GameSpeed.LEVELS
local cur = 1
for i, level in ipairs(levels) do
if level == GameSpeed.clamp(v) then cur = i break end
end
local nextIdx = (cur - 1 + (dir or 1)) % #levels + 1
return levels[nextIdx]
end
return GameSpeed
+35 -5
View File
@@ -41,10 +41,14 @@ function SaveData.defaultOptions()
musicVol = 7,
sfxVol = 7,
musicFilter = 0,
-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
speed = 1,
-- port display options (OptionsMenu / hotkeys 2/3/5)
colors = "gbc",
tilt = 0,
gbcfx = 0,
-- windowed | borderless (desktop fullscreen); ignored on mobile
videoMode = "windowed",
-- Native mod enablement is an installation option, not save-slot data.
-- Missing entries mean enabled so newly installed mods work by default.
mods = {},
@@ -516,8 +520,8 @@ end
local function scrubMaps(save, data, report)
local boot = (data.field and data.field.boot) or {}
local spawn = { map = boot.startMap or "PALLET_TOWN",
x = boot.startX or 5, y = boot.startY or 6 }
local spawn = { map = boot.startMap or "REDS_HOUSE_2F",
x = boot.startX or 3, y = boot.startY or 6 }
-- heal point first, so the player fallback below always lands somewhere
-- valid; boot's heal cell (threaded from field.boot) is the last resort
if save.lastHeal and not known(data.maps, save.lastHeal.map) then
@@ -627,11 +631,31 @@ end
-- boot is Data.field.boot, threaded in by Game: this module must not reach
-- into Data itself. Every read falls back to the Red literal it replaced,
-- so an absent or partial config still produces the vanilla new game.
-- Where blackouts and ESCAPE ROPE return to for a given boot config.
--
-- In vanilla this is NOT the spawn. wLastBlackoutMap is zero-filled at new
-- game and PALLET_TOWN is map 0, so the player starts in the bedroom
-- (special_warps.asm NewGameWarp) but blacks out to Pallet Town's fly_warp
-- cell (5, 6). A world that moves the spawn without naming a heal point
-- keeps the two together -- it may have no Pallet Town at all.
--
-- Shared with the Hall of Fame reset, which pokered writes as a literal
-- (HallOfFameResetEventsAndSaveScript: wLastBlackoutMap := PALLET_TOWN)
-- rather than deriving from the spawn.
function SaveData.defaultHeal(boot)
boot = type(boot) == "table" and boot or {}
local h = boot.lastHeal
if h then return { map = h.map, x = h.x, y = h.y } end
local map = boot.startMap or "REDS_HOUSE_2F"
if map == "REDS_HOUSE_2F" then return { map = "PALLET_TOWN", x = 5, y = 6 } end
return { map = map, x = boot.startX or 3, y = boot.startY or 6 }
end
function SaveData.newGame(boot)
boot = type(boot) == "table" and boot or {}
local map = boot.startMap or "PALLET_TOWN"
local x, y = boot.startX or 5, boot.startY or 6
local heal = boot.lastHeal or {}
local map = boot.startMap or "REDS_HOUSE_2F"
local x, y = boot.startX or 3, boot.startY or 6
local heal = SaveData.defaultHeal(boot)
local save = {
meta = { format = Version.saveFormat, mods = {} },
player = {
@@ -655,6 +679,12 @@ function SaveData.newGame(boot)
-- where blackouts and ESCAPE ROPE return to (updated by nurses);
-- copied, never aliased, so a save never writes back into Data
lastHeal = { map = heal.map or map, x = heal.x or x, y = heal.y or y },
-- Interiors inherit the SGB palette of the last outdoor map. wLastMap
-- is zero-filled at new game and PALLET_TOWN is map 0, so before the
-- player has ever been outdoors that palette is Pallet Town's -- which
-- matters because the vanilla spawn (REDS_HOUSE_2F) is itself indoors.
-- Without this the palette falls through to the ROUTE default.
lastOutdoor = { id = heal.map or map, x = heal.x or x, y = heal.y or y },
repelSteps = 0,
-- per-mod persistence (mod.save) lives under here, keyed by mod id
modData = {},
+54
View File
@@ -0,0 +1,54 @@
-- Windowed vs borderless (desktop) fullscreen.
--
-- Persisted as save.options.videoMode. Applied from OptionsMenu and on
-- boot via Game:applyOptions. No-ops on mobile and in headless stubs
-- that lack love.window.
local VideoMode = {}
VideoMode.MODES = { "windowed", "borderless" }
VideoMode.DEFAULT = "windowed"
local LABELS = {
windowed = "WINDOWED",
borderless = "BORDERLESS",
}
function VideoMode.normalize(mode)
if mode == "borderless" then return "borderless" end
return VideoMode.DEFAULT
end
function VideoMode.modeLabel(mode)
return LABELS[VideoMode.normalize(mode)] or LABELS[VideoMode.DEFAULT]
end
function VideoMode.isMobile()
if not love or not love.system or not love.system.getOS then return false end
local osName = love.system.getOS()
return osName == "Android" or osName == "iOS"
end
-- Cycle windowed <-> borderless (dir ignored; two modes).
function VideoMode.cycle(mode, _dir)
return VideoMode.normalize(mode) == "borderless" and "windowed" or "borderless"
end
-- Push the mode into the live window. Safe when love.window is missing.
function VideoMode.apply(mode)
if VideoMode.isMobile() then return end
if not love or not love.window or not love.window.setFullscreen then return end
mode = VideoMode.normalize(mode)
if mode == "borderless" then
-- "desktop" = borderless fullscreen matching the display
love.window.setFullscreen(true, "desktop")
else
love.window.setFullscreen(false)
end
end
function VideoMode.applyOptions(opts)
VideoMode.apply(opts and opts.videoMode)
end
return VideoMode
+5 -4
View File
@@ -86,10 +86,11 @@ function HudTiles.drawHPBar(data, tx, ty, mon, barType)
px = math.max(1, math.floor(mon.hp * 48 / mon.stats.hp))
end
local tint
local pals = data.palettes
if pals then
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local c = pals.palettes[name][3] -- GB color 2 is the fill shade
local PaletteFX = require("src.render.PaletteFX")
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local colors = PaletteFX.pal(data, name)
if colors then
local c = colors[3] -- GB color 2 is the fill shade
-- the fill pixels are the 2/3-gray shade; divide so they land on
-- the palette color exactly (the black outline stays black)
tint = { math.min(1, c[1] / 170), math.min(1, c[2] / 170),
+200 -14
View File
@@ -5,17 +5,20 @@
-- then drawn once per zone through a shader that remaps the four DMG
-- shades to that zone's palette.
--
-- Port display option: COLORS (GBC / OG / OG INV / GBC INV / CLASSIC)
-- Port display option: COLORS (GBC / RED++ / OG / OG INV / GBC INV / CLASSIC)
-- transforms every zone's palette at send time via effectiveColors.
-- RED++ swaps the named-palette pack for pokered-gbc SuperPalettes
-- (data/palettes_gbc.lua), including per-species mon colors.
local PaletteFX = {}
local shader -- false = unavailable (headless / no shader support)
local gbcPack -- false = missing; nil = not loaded yet
-- Cycle order matches OptionsMenu / hotkey 2
PaletteFX.MODES = { "gbc", "og", "og_inv", "gbc_inv", "classic" }
PaletteFX.MODES = { "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
PaletteFX.MODE_LABELS = {
gbc = "GBC", og = "OG", og_inv = "OG INV",
gbc = "GBC", redpp = "RED++", og = "OG", og_inv = "OG INV",
gbc_inv = "GBC INV", classic = "CLASSIC",
}
PaletteFX.mode = "gbc"
@@ -124,22 +127,181 @@ function PaletteFX.whole(colors)
return PaletteFX.zone(colors, 0, 0, 19, 17)
end
-- named palette from data/generated/palettes.lua (nil on stale builds)
-- Red++ / pokered-gbc SuperPalette pack (committed; optional if absent).
function PaletteFX.gbcPack()
if gbcPack == nil then
local ok, pack = pcall(require, "data.palettes_gbc")
gbcPack = ok and pack or false
end
return gbcPack or nil
end
function PaletteFX.usesGbcPack(mode)
mode = mode or PaletteFX.mode
return mode == "redpp"
end
-- Active named-palette table for COLORS: RED++ uses data/palettes_gbc.lua,
-- everything else uses the ROM-imported data.palettes.
function PaletteFX.pack(data)
if PaletteFX.usesGbcPack() then
local g = PaletteFX.gbcPack()
if g then return g end
end
return data and data.palettes or nil
end
-- named palette from the active pack (nil on stale builds / missing name).
-- RED++ falls back to the ROM pack for names the gbc table omits (rare).
function PaletteFX.pal(data, name)
local p = data.palettes
return p and p.palettes[name] or nil
local p = PaletteFX.pack(data)
local c = p and p.palettes[name]
if c then return c end
if PaletteFX.usesGbcPack() and data and data.palettes then
return data.palettes.palettes[name]
end
return nil
end
-- the species' palette (data/pokemon/palettes.asm), MEWMON for unknowns.
-- transformed forces PAL_GRAYMON (Ditto's palette) regardless of species
-- (engine/gfx/palettes.asm DeterminePaletteID: bit TRANSFORMED, a; a
-- Transformed mon's pic is tinted gray, not the copied species' own
-- SGB color).
-- SGB color). RED++ uses per-species pals from mon_palettes.asm.
function PaletteFX.monPal(data, species, transformed)
local p = data.palettes
local p = PaletteFX.pack(data)
if not p then return nil end
if transformed then return p.palettes.GRAYMON end
return p.palettes[p.pokemon[species] or "MEWMON"]
if transformed then
return p.palettes.GRAYMON
or (data and data.palettes and data.palettes.palettes.GRAYMON)
end
local name = p.pokemon[species] or "MEWMON"
local c = p.palettes[name]
if c then return c end
if PaletteFX.usesGbcPack() and data and data.palettes then
name = data.palettes.pokemon[species] or "MEWMON"
return data.palettes.palettes[name]
end
return nil
end
-- palette name a species currently resolves to (for image-cache keys)
function PaletteFX.monPalName(data, species, transformed)
if transformed then return "GRAYMON" end
local p = PaletteFX.pack(data)
if p and p.pokemon[species] then return p.pokemon[species] end
if data and data.palettes and data.palettes.pokemon[species] then
return data.palettes.pokemon[species]
end
return "MEWMON"
end
-- ------- true GBC overworld coloring (color/loadpalettes.asm,
-- color/data/*, color/sprites.asm ColorOverworldSprite) -------------------
--
-- RED++ pairs its named-palette battle/mon colors above with pokered-gbc's
-- real per-tile system: LoadTilesetPalette assigns one of 8 four-color BG
-- palettes to every tile GRAPHIC in a tileset (by tile id, not by map
-- position), and LoadTownPalette swaps just the ROOF slot (index 6) per
-- town/route. `data/palettes_gbc.lua`'s `world` table holds the extracted
-- data (tools/extract/palettes.py extract_gbc_world); these queries are
-- mode-independent (only check the pack exists) so TileRenderer can
-- precompute geometry once regardless of the active COLORS mode -- callers
-- that resolve to actual on-screen COLOR should gate on usesGbcPack()
-- themselves, the same way they already gate other RED++-only behavior.
--
-- LoadTilesetPalette's 3 hardcoded single-tile fixes (Celadon Mart) and
-- LoadTownPalette's Route 6/Saffron y<2 roof split are control flow, not
-- data, so they are not in the extracted pack -- they live here instead.
local TILE_GROUP_EXCEPTIONS = {
-- tile ids $4b-$4f -> BLUE (outside sky, seen through the mart's roof)
CELADON_MART_ROOF = { tiles = { [0x4b] = true, [0x4c] = true, [0x4d] = true,
[0x4e] = true, [0x4f] = true }, group = 3 },
-- tile $37 -> BROWN (counter miscoloration fix)
CELADON_MART_3F = { tiles = { [0x37] = true }, group = 5 },
-- tiles $07/$08/$17/$18 -> YELLOW (bench, blue by default)
CELADON_MART_1F = { tiles = { [0x07] = true, [0x08] = true,
[0x17] = true, [0x18] = true }, group = 4 },
}
local ROOF_GROUP = 6
local ROUTE_6_SAFFRON = { mapId = "ROUTE_6", useMapId = "SAFFRON_CITY", cellYBelow = 2 }
-- whether the extracted pack has real per-tile GBC data for this tileset
-- (false for a mod tileset with no pokered-gbc counterpart, or when the
-- pack failed to load at all)
function PaletteFX.hasWorldTileset(tileset)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
return (w and w.tileGroups[tileset]) ~= nil
end
-- the palette-group (0-7) a tile GRAPHIC id resolves to in this tileset,
-- with the current map's tile-id exceptions (if any) applied first
function PaletteFX.worldGroupAt(tileset, mapId, tileId)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local groups = w and w.tileGroups[tileset]
if not groups then return nil end
local exc = TILE_GROUP_EXCEPTIONS[mapId]
if exc and exc.tiles[tileId] then return exc.group end
return groups[tileId] or 7 -- TEXT: tile ids past the tileset's 96 (menus)
end
-- this tileset's resolved 8-entry {r,g,b}x4 palette array, with the ROOF
-- slot swapped to the current town/route (Route 6's north end uses
-- Saffron's roof colors while the player stands in its top 2 cell rows,
-- like pokered's wYCoord check -- data is Game.data, for the map lookup)
function PaletteFX.worldGroupColors(data, tileset, mapId, playerCellY)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local base = w and w.groupColors[tileset]
if not base then return nil end
if not w.roofGroup[tileset] then return base end
local roofMapId = mapId
if mapId == ROUTE_6_SAFFRON.mapId and playerCellY
and playerCellY < ROUTE_6_SAFFRON.cellYBelow then
roofMapId = ROUTE_6_SAFFRON.useMapId
end
local roofMap = data and data.maps and data.maps[roofMapId]
local roof = roofMap and w.roofByMapIndex[roofMap.index]
if not roof then return base end
local out = {}
for i = 1, 8 do out[i] = base[i] end
-- LoadTownPalette only overwrites W2_BgPaletteData + $32, i.e. colors 1
-- and 2 (0-indexed) of the 4-color ROOF slot -- color 0 (background,
-- typically the sky-through-gaps white) and color 3 (outline black) keep
-- the tileset's own OUTDOOR_ROOF/INDOOR_ROOF base, only the roof
-- material's 2 middle shades are town-specific
local base4 = base[ROOF_GROUP + 1]
out[ROOF_GROUP + 1] = { base4[1], roof[1], roof[2], base4[4] }
return out
end
-- an overworld sprite's resolved 4-color OBJ palette (ColorOverworldSprite),
-- or nil when unassigned/unavailable, plus the resolved group index (for
-- callers that want a stable cache key without hashing the colors table).
-- spriteDef carries the ROM picture-id crosswalk in its `source` field
-- ("ROM:SpriteSheetPointerTable[N]"); seed (any stable per-instance value,
-- e.g. an NPC's `id`) resolves the "random" sentinel -- a deliberate
-- approximation of ColorOverworldSprite's per-OAM-slot pseudo-random pick
-- (`swap a; and 3` on the sprite's OAM offset, which has no equivalent
-- here): a stable hash instead, so the same NPC instance always shows the
-- same one of the 4 SPR_PAL_* colors.
function PaletteFX.spriteObp(spriteDef, seed)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local src = spriteDef and spriteDef.source
if not (w and src) then return nil end
local idx = tonumber(src:match("%[(%d+)%]"))
local group = idx and w.spriteAssignment[idx]
if group == nil then return nil end
if group == "random" then
local h = 0
seed = tostring(seed or "")
for i = 1, #seed do h = (h * 31 + seed:byte(i)) % 4294967296 end
group = h % 4
end
return w.spritePalettes[group], group
end
-- GetHealthBarColor (home/palettes.asm) on the standard 48px bar
@@ -173,13 +335,35 @@ function PaletteFX.permute(colors, map)
end
function PaletteFX.setMode(mode)
local prev = PaletteFX.mode
local ok = false
for _, m in ipairs(PaletteFX.MODES) do
if m == mode then
PaletteFX.mode = mode
return
ok = true
break
end
end
PaletteFX.mode = "gbc"
if not ok then PaletteFX.mode = "gbc" end
-- battle pics and overworld sprites bake the active pack into ImageData;
-- drop those caches when the pack (or any COLORS mode) changes so the
-- next draw re-tints
if prev ~= PaletteFX.mode then
pcall(function() require("src.battle.BattleState").invalidate() end)
pcall(function() require("src.render.SpriteRenderer").invalidate() end)
-- RED++'s baked tileset atlas (TileRenderer.getGbcAtlas) is built once
-- per loaded map, so a mode toggle needs every cached Map/TileRenderer
-- dropped and the currently-visible one rebuilt in place -- otherwise
-- the on-screen map keeps its stale (wrong-mode) atlas until the next
-- map transition happens to reload it.
pcall(function()
require("src.world.MapLoader").invalidateAll()
local Game = require("src.core.Game")
if Game.overworld and Game.overworld.map and Game.overworld.reloadMap then
Game.overworld:reloadMap(Game.overworld.map.id, "colors")
end
end)
end
end
function PaletteFX.cycleMode()
@@ -188,7 +372,7 @@ function PaletteFX.cycleMode()
for i, m in ipairs(PaletteFX.MODES) do
if m == cur then idx = i; break end
end
PaletteFX.mode = PaletteFX.MODES[idx % #PaletteFX.MODES + 1]
PaletteFX.setMode(PaletteFX.MODES[idx % #PaletteFX.MODES + 1])
return PaletteFX.mode
end
@@ -202,7 +386,7 @@ end
-- When a state exposes no SGB zones but COLORS needs a forced palette
-- (OG / OG INV / CLASSIC), invent a whole-screen zone so the shade-remap
-- shader still runs. GBC / GBC INV leave nil alone (raw DMG canvas).
-- shader still runs. GBC / RED++ / GBC INV leave nil alone (raw DMG canvas).
function PaletteFX.ensureZones(zones)
if zones and zones[1] then return zones end
local mode = PaletteFX.mode or "gbc"
@@ -213,6 +397,8 @@ function PaletteFX.ensureZones(zones)
end
-- Transform a 4-color palette for the active COLORS display mode.
-- GBC and RED++ pass the zone colors through (RED++ already swapped the
-- pack in pal/monPal); OG* / CLASSIC replace; GBC INV permutes shades.
function PaletteFX.effectiveColors(c)
if not c then return nil end
local mode = PaletteFX.mode or "gbc"
+60 -5
View File
@@ -18,10 +18,49 @@ local function getImage(path)
return imageCache[path]
end
-- RED++ overworld sprite OBJ-palette recolor (color/sprites.asm
-- ColorOverworldSprite), baked into an ImageData like BattleState's mon-pic
-- palette bake (src/battle/BattleState.lua getImage): CPU-remap the 4 DMG
-- shades to the resolved OBP colors, cached per (image path, group).
--
-- Sprite sheets carry no real alpha (every pixel, including the
-- background, is opaque -- confirmed by sampling the extracted PNGs): the
-- "transparent" look in every other draw path is a coincidence of the
-- whole-canvas shade-remap shader, where shade 0 (white) happens to map to
-- a similarly light color in whatever terrain zone the sprite stands over.
-- That coincidence breaks once terrain is colored per-tile instead of one
-- flat color per map (different tiles can have very different color-0s),
-- so shade 0 is keyed to alpha 0 here explicitly -- matching real GBC OBJ
-- hardware, where sprite palette index 0 is unconditionally transparent
-- (same rule TileRenderer's getColor0KeyShader documents for tall grass).
local obpCache = {}
local function getObpImage(path, colors, group)
local key = path .. "#obp" .. group
if not obpCache[key] then
local img
if love.image and love.image.newImageData then
local id = Assets.imageData(path)
id:mapPixel(function(_, _, r, g, b, a)
if a == 0 then return r, g, b, a end
if r > 0.83 then return r, g, b, 0 end -- OBJ color 0: always transparent
local col = r > 0.5 and colors[2] or r > 0.17 and colors[3] or colors[4]
return col[1] / 255, col[2] / 255, col[3] / 255, a
end)
img = love.graphics.newImage(id)
else
img = getImage(path) -- headless stub: no pixel access
end
obpCache[key] = img
end
return obpCache[key]
end
-- hot reload drops the sheets; live instances hold their own image, so
-- the world rebuilds them (MapLoader.invalidateAll) rather than this
function SpriteRenderer.invalidate()
imageCache = {}
obpCache = {}
end
Assets.register(SpriteRenderer.invalidate)
@@ -29,9 +68,12 @@ Assets.register(SpriteRenderer.invalidate)
local STAND = { down = 0, up = 1, left = 2, right = 2 }
local WALK = { down = 3, up = 4, left = 5, right = 5 }
function SpriteRenderer.new(spriteDef)
-- seed: any stable per-instance value (e.g. an NPC's `id`) used to resolve
-- RED++'s per-instance "random" OBP sentinel (PaletteFX.spriteObp)
function SpriteRenderer.new(spriteDef, seed)
local self = setmetatable({}, SpriteRenderer)
self.def = spriteDef
self.seed = seed
self.image = getImage(spriteDef.image)
local iw, ih = self.image:getDimensions()
self.frames = {}
@@ -46,13 +88,26 @@ end
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
local x = math.floor(px - camX)
local y = math.floor(py - camY) - 4
local image = self.image
-- full-color art claims its 16x16 cell out of the shade-remap pass
if self.def.trueColor then PaletteFX.markTrueColor(x, y, 16, 16) end
if self.def.trueColor then
PaletteFX.markTrueColor(x, y, 16, 16)
elseif PaletteFX.usesGbcPack() then
-- RED++: the world canvas is already true-color (TileRenderer bakes
-- terrain, this bakes the sprite) and the world pass runs unshaded
-- (OverworldState.sgbWorldZones), so this draws like any normal sprite
-- -- opaque character pixels over a real-alpha-transparent background,
-- no trueColor rect needed (there is no shader left to exempt it from).
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then
image = getObpImage(self.def.image, colors, group)
end
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
-- still 3-frame sprites turn to face (the nurse at her machine,
-- facePlayer on STAY NPCs) but never show walk frames
if self.def.frames <= 1 then
love.graphics.draw(self.image, self.frames[0], x, y)
love.graphics.draw(image, self.frames[0], x, y)
return
end
local frame = (self.def.walker and walkPhase == 1)
@@ -65,9 +120,9 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
end
local quad = self.frames[frame] or self.frames[0]
if flip then
love.graphics.draw(self.image, quad, x + 16, y, 0, -1, 1)
love.graphics.draw(image, quad, x + 16, y, 0, -1, 1)
else
love.graphics.draw(self.image, quad, x, y)
love.graphics.draw(image, quad, x, y)
end
end
+133 -12
View File
@@ -108,10 +108,23 @@ end
-- the water/flower branches did before they were data.
-- ------------------------------------------------------------------
-- the 8 shifted variants of one tile (built once per sheet + tile id)
-- shade 0-3 -> one of `colors`' 4 entries (same cutoffs PaletteFX's shader
-- uses), alpha passed through unchanged; nil colors leaves r,g,b as-is.
-- Shared by the whole-atlas bake (getGbcAtlas) and the animated-tile
-- variants below, so water/flowers/spinners match the static tiles around
-- them under RED++ instead of showing their un-recolored grayscale.
local function recolorSample(r, g, b, a, colors)
if not (colors and a > 0) then return r, g, b, a end
local col = r > 0.83 and colors[1] or r > 0.5 and colors[2]
or r > 0.17 and colors[3] or colors[4]
return col[1] / 255, col[2] / 255, col[3] / 255, a
end
-- the 8 shifted variants of one tile (built once per sheet + tile id [+
-- gbcKey, when `colors` recolors it for RED++ -- see buildAnim])
local shiftVariants = {}
local function getShiftVariants(tilesetImagePath, perRow, tile)
local key = tilesetImagePath .. "#" .. tile
local function getShiftVariants(tilesetImagePath, perRow, tile, colors, gbcKey)
local key = tilesetImagePath .. "#" .. tile .. (gbcKey or "")
if shiftVariants[key] ~= nil then return shiftVariants[key] end
if not (love.image and love.image.newImageData) then
shiftVariants[key] = false
@@ -126,6 +139,7 @@ local function getShiftVariants(tilesetImagePath, perRow, tile)
for y = 0, 7 do
for x = 0, 7 do
local r, g, b, a = id:getPixel(sx + x, sy + y)
r, g, b, a = recolorSample(r, g, b, a, colors)
v:setPixel((x + o) % 8, y, r, g, b, a)
end
end
@@ -136,12 +150,27 @@ local function getShiftVariants(tilesetImagePath, perRow, tile)
end
local frameImages = {}
local function getFrameImages(paths)
local key = table.concat(paths, "|")
local function getFrameImages(paths, colors, gbcKey)
local key = table.concat(paths, "|") .. (gbcKey or "")
if frameImages[key] ~= nil then return frameImages[key] end
local out = {}
for i, path in ipairs(paths) do
local ok, img = pcall(getImage, path)
local ok, img = pcall(function()
if not (colors and love.image and love.image.newImageData) then
return getImage(path)
end
local id = Assets.imageData(path)
local w, h = id:getDimensions()
local out2 = love.image.newImageData(w, h)
for y = 0, h - 1 do
for x = 0, w - 1 do
local r, g, b, a = id:getPixel(x, y)
r, g, b, a = recolorSample(r, g, b, a, colors)
out2:setPixel(x, y, r, g, b, a)
end
end
return love.graphics.newImage(out2)
end)
if not ok then
frameImages[key] = false
return false
@@ -237,17 +266,33 @@ end
-- one entry's runtime form: the tile ids it claims, the textures a step
-- picks from, and either a step sequence (hshift/frames) or a gate
-- (toggle). nil when the entry's pixels could not be built.
local function buildAnim(spec, tilesetImagePath, perRow, quads)
--
-- gbc, when present (RED++ with a baked atlas -- see getGbcAtlas), recolors
-- hshift/frames entries (water/flowers) the same way the atlas bakes their
-- static tile, so they match their surroundings instead of showing raw
-- grayscale over an otherwise fully-colored map. The "toggle" kind
-- (spinner puzzle blur, gfx/overworld/spinners.png) is a whole-atlas clone
-- built from the ORIGINAL grayscale atlas, not worth recoloring for a rare,
-- gameplay-gated blur -- it is skipped under gbc, same as the buildAnim
-- caller already does for a texture-build failure (the static, correctly-
-- colored tile shows through unanimated).
local function buildAnim(spec, tilesetImagePath, perRow, quads, gbc)
local tiles = spec.tiles
if not tiles then
if spec.tile == nil then return nil end
tiles = { spec.tile }
end
local period = spec.period or ANIM_PERIOD
local colors
if gbc then
local group = PaletteFX.worldGroupAt(gbc.tilesetId, gbc.mapId, tiles[1])
colors = group and gbc.groupColors[group + 1]
end
if spec.kind == "hshift" then
local offsets = spec.offsets
if not offsets or #offsets == 0 then return nil end
local textures = getShiftVariants(tilesetImagePath, perRow, tiles[1])
local textures = getShiftVariants(tilesetImagePath, perRow, tiles[1],
colors, gbc and gbc.key)
if not textures then return nil end
local sequence = {}
for i, offset in ipairs(offsets) do sequence[i] = offset + 1 end
@@ -256,11 +301,12 @@ local function buildAnim(spec, tilesetImagePath, perRow, quads)
elseif spec.kind == "frames" then
local sequence = spec.sequence
if not (spec.images and sequence and #sequence > 0) then return nil end
local textures = getFrameImages(spec.images)
local textures = getFrameImages(spec.images, colors, gbc and gbc.key)
if not textures then return nil end
return { tiles = tiles, textures = textures, sequence = sequence,
period = period }
elseif spec.kind == "toggle" then
if gbc then return nil end
local image = getToggleImage(spec, tilesetImagePath, perRow)
if not image then return nil end
-- the patch texture is a whole-atlas clone, so each cell needs the
@@ -271,10 +317,82 @@ local function buildAnim(spec, tilesetImagePath, perRow, quads)
return nil
end
function TileRenderer.new(map)
-- True GBC overworld coloring (COLORS=RED++): recolor the WHOLE tileset
-- atlas once, per (tileset image, map), rather than trying to retrofit the
-- SGB zone/shade-remap-shader post-process (built for a handful of coarse
-- screen regions) into per-tile precision -- pokered-gbc's real model is
-- "one of 8 four-color BG palettes baked per tile GRAPHIC"
-- (color/loadpalettes.asm LoadTilesetPalette), which is exactly a
-- recolored atlas, not a shader pass. Every existing draw path (batches,
-- quads, border fill) then just works unmodified, with no shader at
-- draw time; OverworldState.sgbWorldZones skips the shade-remap zone pass
-- entirely when this is active (re-running it over already-true-color
-- pixels would corrupt them), and SpriteRenderer's own OBP bake composites
-- on top with ordinary alpha blending -- no trueColor exemption needed,
-- because there is no shader left for it to be exempted from.
--
-- Only the ROOF group (index 6, OVERWORLD/PLATEAU only) varies by town
-- (LoadTownPalette); Route 6's mid-map Saffron-roof y<2 split is not
-- reproduced (it would need a rebuild on crossing the boundary for two
-- tile-rows of one route -- not worth the complexity), so it bakes with
-- the route's own default roof (Vermilion's) throughout.
local gbcAtlasCache = {}
local function getGbcAtlas(imagePath, tilesetId, mapId, perRow, data)
local key = imagePath .. "#gbc:" .. mapId
if gbcAtlasCache[key] ~= nil then return gbcAtlasCache[key] or nil end
local img = false
if love.image and love.image.newImageData then
local groupColors = PaletteFX.worldGroupColors(data, tilesetId, mapId, nil)
if groupColors then
local src = Assets.imageData(imagePath)
local iw, ih = src:getDimensions()
local out = love.image.newImageData(iw, ih)
local tileColors = {}
for t = 0, (iw / 8) * (ih / 8) - 1 do
local colors = tileColors[t]
if colors == nil then
local group = PaletteFX.worldGroupAt(tilesetId, mapId, t)
colors = (group and groupColors[group + 1]) or false
tileColors[t] = colors
end
local ox, oy = (t % perRow) * 8, math.floor(t / perRow) * 8
for py = 0, 7 do
for px = 0, 7 do
local sx, sy = ox + px, oy + py
local r, g, b, a = src:getPixel(sx, sy)
r, g, b, a = recolorSample(r, g, b, a, colors)
out:setPixel(sx, sy, r, g, b, a)
end
end
end
img = love.graphics.newImage(out)
end
end
gbcAtlasCache[key] = img
return img or nil
end
-- data: Game.data (threaded through explicitly, not required lazily, so
-- headless tests that build a map from a plain local table still work)
function TileRenderer.new(map, data)
local self = setmetatable({}, TileRenderer)
self.map = map
self.data = data
self.image = getImage(map.tileset.image)
local gbcCtx
if data and PaletteFX.usesGbcPack() and PaletteFX.hasWorldTileset(map.tileset.id) then
local gbc = getGbcAtlas(map.tileset.image, map.tileset.id, map.id,
map.tileset.tilesPerRow, data)
if gbc then
self.image = gbc
self.gbcAtlas = true
-- also recolors the animated water/flower entries below, so they
-- match the atlas's static tiles instead of showing raw grayscale
gbcCtx = { tilesetId = map.tileset.id, mapId = map.id, key = "#gbc:" .. map.id,
groupColors = PaletteFX.worldGroupColors(data, map.tileset.id, map.id, nil) }
end
end
-- a full-color atlas colors everything it paints, ring and border fill
-- included, so every draw entry point claims its rect out of the pass
self.trueColor = map.tileset.trueColor or nil
@@ -301,7 +419,7 @@ function TileRenderer.new(map)
local declared = map.tileset.animatedTiles
or TileRenderer.defaultAnimatedTiles(map.tileset)
for _, spec in ipairs(declared) do
local anim = buildAnim(spec, map.tileset.image, perRow, self.quads)
local anim = buildAnim(spec, map.tileset.image, perRow, self.quads, gbcCtx)
if anim then
anim.cells = {}
anims[#anims + 1] = anim
@@ -487,7 +605,10 @@ end
-- rebuild after a block change (Cut trees)
function TileRenderer:rebuild()
local fresh = TileRenderer.new(self.map)
local fresh = TileRenderer.new(self.map, self.data)
self.image = fresh.image
self.gbcAtlas = fresh.gbcAtlas
self.quads = fresh.quads
self.ringBatch = fresh.ringBatch
self.mapBatch = fresh.mapBatch
self.anims = fresh.anims
+5 -5
View File
@@ -225,7 +225,7 @@ function Commands.start_battle(ctx, kind, a, b)
ctx.lastBattleResult = result
ctx.lastCheck = result == "win"
if ctx.overworld then
ctx.overworld:afterBattle(result)
ctx.overworld:afterBattle(result, battle)
end
runner:resume()
end
@@ -523,11 +523,11 @@ function Commands.record_hall_of_fame(ctx)
-- save keeps the player standing in the HALL_OF_FAME room. (The
-- E4 room-script/event resets that precede the save in pokered are
-- the Indigo lobby's re-entry reset here, data/scripts/story6.lua.)
-- The reset heal point is field.boot's spawn, PALLET_TOWN (5,6)
-- in the vanilla dataset.
-- pokered writes PALLET_TOWN here as a literal, not as "the spawn" --
-- the vanilla spawn is REDS_HOUSE_2F. SaveData.defaultHeal carries
-- that split (and lets a total conversion redirect it).
local boot = game.data.field and game.data.field.boot or {}
ctx.save.lastHeal = { map = boot.startMap or "PALLET_TOWN",
x = boot.startX or 5, y = boot.startY or 6 }
ctx.save.lastHeal = require("src.core.SaveData").defaultHeal(boot)
if game.writeSave then game:writeSave() end
end)
end)
+6
View File
@@ -71,6 +71,12 @@ local function useOn(game, battle, id, target, list, moveIndex)
consume(game, id)
list:close()
showMessages(game, payload, function()
-- ItemUsePokeDoll sets wEscapedFromBattle and never touches
-- wBattleResult, so a script that reads the result afterwards sees
-- 0 -- "defeated". The ghost MAROWAK's script keys on exactly that
-- (the Poke Doll trick); the flag lets it tell this escape from an
-- ordinary RUN, which writes $2.
battle.pokeDollEscape = true
battle.result = "run"
battle.afterQueue = "finish"
battle.phase = "messages"
+24 -1
View File
@@ -3,7 +3,7 @@
-- (cycles the merged rulesets registry; gen1_faithful keeps the original
-- quirks), plus the port's audio rows and display rows: music/SFX
-- volume (0-7), music low-pass filter (OFF/1X/2X/3X), COLORS / TILT /
-- GBC FX, and the MODS row that opens the mod manager.
-- GBC FX / VIDEO MODE, and the MODS row that opens the mod manager.
-- Rows are descriptors fed through the ui.options.rows hook, so mods can
-- add their own; CANCEL is appended after the hook and stays fixed on the
-- bottom line like pokered's.
@@ -11,6 +11,8 @@
local PaletteFX = require("src.render.PaletteFX")
local Tilt = require("src.render.Tilt")
local GBCFX = require("src.render.GBCFX")
local GameSpeed = require("src.core.GameSpeed")
local VideoMode = require("src.core.VideoMode")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local OptionRows = require("src.ui.OptionRows")
@@ -190,6 +192,27 @@ local function buildRows(game)
GBCFX.setLevel(o.gbcfx)
return true
end },
{ id = "videoMode", label = "VIDEO MODE",
value = function(g)
return VideoMode.modeLabel(g.save.options.videoMode)
end,
step = function(g, dir)
local o = g.save.options
o.videoMode = VideoMode.cycle(o.videoMode, dir)
VideoMode.apply(o.videoMode)
return true
end },
-- fast-forward the logic clock only; music and sfx keep their tempo
-- (src/core/GameSpeed.lua), so this is safe to leave on
{ id = "speed", label = "GAME SPEED",
value = function(g)
return GameSpeed.levelLabel(g.save.options.speed)
end,
step = function(g, dir)
local o = g.save.options
o.speed = GameSpeed.cycle(o.speed, dir)
return true
end },
-- the manager's discoverable home (18-mod-manager-ux); inert until
-- opened, so the row costs a vanilla install nothing
{ id = "mods", label = "MODS",
+6 -1
View File
@@ -1,7 +1,7 @@
-- Title screen (engine/movie/title.asm + engine/menus/main_menu.asm):
-- the logo (or a text fallback while the asset is missing), a cycling
-- Pokémon front sprite, the copyright line, and the CONTINUE / NEW GAME
-- / OPTION main menu on START or A.
-- / OPTION / EXIT GAME main menu on START or A.
local Font = require("src.render.Font")
local Music = require("src.core.Music")
@@ -165,6 +165,11 @@ function TitleState:openMenu()
table.insert(items, { label = "OPTION", onSelect = function()
require("src.ui.Screens").push(game, "OptionsMenu")
end })
table.insert(items, { label = "EXIT GAME", onSelect = function()
if love.event and love.event.quit then
love.event.quit()
end
end })
game.stack:push(Menu.new(game, items,
{ tx = 0, ty = 0, tw = 13, th = #items * 2 + 2 }))
end
+13
View File
@@ -85,6 +85,19 @@ local PLAYER_SPRITES = {
local LAST_MAP_REWRITES = {
ROUTE_22_GATE = { axis = "y", rules = { { below = 4, map = "ROUTE_23" },
{ map = "ROUTE_22" } } },
-- UndergroundPathRoute{5,6,7,8}_Script force wLastMap to their own route on
-- map load, so crossing the tunnel and taking the far building's LAST_MAP
-- exit lands you on that route instead of the one you entered from.
UNDERGROUND_PATH_ROUTE_5 = { rules = { { map = "ROUTE_5" } } },
UNDERGROUND_PATH_ROUTE_6 = { rules = { { map = "ROUTE_6" } } },
UNDERGROUND_PATH_ROUTE_7 = { rules = { { map = "ROUTE_7" } } },
UNDERGROUND_PATH_ROUTE_8 = { rules = { { map = "ROUTE_8" } } },
-- DiglettsCaveRoute{2,11}_Script are the same pattern for the cave's two
-- entrance houses. Without these, crossing the cave and taking the far
-- house's LAST_MAP door warps you back to the route you ENTERED from --
-- the whole cave was a one-way trip that always returned to its start.
DIGLETTS_CAVE_ROUTE_2 = { rules = { { map = "ROUTE_2" } } },
DIGLETTS_CAVE_ROUTE_11 = { rules = { { map = "ROUTE_11" } } },
}
FieldDefaults.FIELD = {
+43
View File
@@ -29,6 +29,49 @@ local function hashSet(list, into)
return into
end
-- Passability of a cell of an UNLOADED map def -- the connected neighbor
-- during an edge crossing. pokered's collision check reads the neighbor
-- strip's tile bytes, so a step off the map edge onto a solid tile of
-- the connected map bumps exactly like an in-map wall; the port needs
-- the same read without building the whole Map. Same math as cellTile
-- on the raw blocks, honoring the surf rule (water/shore passable only
-- while surfing, same fallbacks as Map.new).
function Map.defPassable(def, tilesetDef, cx, cy, surfing)
-- Fail closed: a missing tileset used to return true and re-open the
-- Pallet south-shore stranding (cross onto ROUTE_21 solids). No data
-- means we cannot prove the landing is safe, so the step bumps.
if not (def and tilesetDef and tilesetDef.blocks and tilesetDef.walkable) then
return false
end
local tx, ty = cx * 2, cy * 2 + 1
local bx, by = math.floor(tx / 4), math.floor(ty / 4)
local id
if bx < 0 or by < 0 or bx >= def.width or by >= def.height then
id = def.borderBlock
else
id = def.blocks[by * def.width + bx + 1]
end
local block = tilesetDef.blocks[(id or 0) + 1]
if not block then return false end
local tile = block[(ty % 4) * 4 + (tx % 4) + 1]
for _, t in ipairs(tilesetDef.walkable) do
if t == tile then return true end
end
if surfing then
for _, t in ipairs(tilesetDef.waterTiles or WATER_TILES) do
if t == tile then return true end
end
local shore = tilesetDef.shoreTiles
if shore == nil and not NO_SHORE_TILESETS[def.tileset] then
shore = SHORE_TILES
end
for _, t in ipairs(shore or {}) do
if t == tile then return true end
end
end
return false
end
function Map.new(def, tilesetDef)
local self = setmetatable({}, Map)
self.def = def
+1 -1
View File
@@ -23,7 +23,7 @@ function MapLoader.load(data, mapId)
-- warp tiles are stored per tileset macro name; the generated tilesets
-- module carries them in the tileset entry itself
local map = Map.new(def, tilesetDef)
map.renderer = TileRenderer.new(map)
map.renderer = TileRenderer.new(map, data)
cache[mapId] = map
return map
end
+1 -1
View File
@@ -26,7 +26,7 @@ function NPC.new(data, mapId, objDef)
self.id = string.format("%s_obj_%d", mapId, objDef.index)
local spriteDef = data.sprites[objDef.sprite]
assert(spriteDef, "unknown sprite " .. tostring(objDef.sprite))
self.sprite = SpriteRenderer.new(spriteDef)
self.sprite = SpriteRenderer.new(spriteDef, self.id)
-- object_event coordinates are already walk-grid cells
self.cellX, self.cellY = objDef.x, objDef.y
self.px, self.py = self.cellX * 16, self.cellY * 16
+100 -12
View File
@@ -360,10 +360,15 @@ function OverworldState:paletteNameFor(map)
local palettes = FieldDefaults.field(Game.data, "palettes")
local name = map.def.palette or paletteLookup(palettes, map.id, map.def.tileset)
if not name then
-- interiors inherit the outdoor map they sit in; before the player has
-- been outdoors at all that is wherever the game starts
-- Interiors inherit the outdoor map they sit in. Before the player has
-- been outdoors at all, that is wLastMap's zero-fill -- map 0,
-- PALLET_TOWN -- and NOT the spawn: the vanilla spawn (REDS_HOUSE_2F)
-- is itself an interior and would fall through to the ROUTE default.
-- defaultHeal derives the same zero-fill map (wLastBlackoutMap shares
-- the reasoning) and lets a total conversion redirect it.
local boot = (Game.data.field and Game.data.field.boot) or {}
local last = self.lastOutdoor and self.lastOutdoor.id
or FieldDefaults.fieldValue(Game.data, "boot", "startMap")
or require("src.core.SaveData").defaultHeal(boot).map
local lastDef = last and Game.data.maps[last]
name = (last and paletteLookup(palettes, last, lastDef and lastDef.tileset))
or palettes.default
@@ -383,8 +388,25 @@ end
-- which recolored the whole screen per map -- see the survey zoom
-- entry in docs/known-differences.md). Border fill inherits the
-- current map's palette.
--
-- RED++ true overworld coloring does NOT go through this zone/shader
-- system at all: TileRenderer bakes real per-tile GBC colors straight into
-- a recolored tileset atlas (see TileRenderer's gbcAtlas), and
-- SpriteRenderer bakes sprites' OBP colors the same way, so the world
-- canvas is already final RGB by the time this runs. Returning an EMPTY
-- list here (when the current map has that baked atlas) skips the shader
-- entirely -- Renderer:endFrame's blit sees zoneList[1] == nil and falls
-- back to a plain, unshaded draw. Returning plain `nil` would NOT do this:
-- endFrame treats a nil worldZones as "no world-specific zones, reuse the
-- UI pass's zones" (sgbPalettes' whole-screen named-palette zone), which
-- would re-run the DMG shade-remap over already-true-color pixels using
-- an unrelated 4-color palette -- exactly the "colors are wrong" bug this
-- fixes.
function OverworldState:sgbWorldZones()
local PaletteFX = require("src.render.PaletteFX")
if PaletteFX.usesGbcPack() and self.map.renderer and self.map.renderer.gbcAtlas then
return {}
end
local base = PaletteFX.pal(Game.data, self:paletteNameFor(self.map))
if not base then return nil end
local vw, vh = Game.renderer:worldViewSize()
@@ -878,8 +900,7 @@ function OverworldState:checkEdgeExit(dir)
local conn = self.map:connection(COMPASS[dir])
if conn then
self:crossConnection(dir, conn)
return true
return self:crossConnection(dir, conn)
end
return false
end
@@ -893,7 +914,7 @@ function OverworldState:crossConnection(dir, conn)
local dest = Game.data.maps[conn.map]
if not dest then
Logger.warn("connection to unknown map %s", tostring(conn.map))
return
return false
end
local p = self.player
local x, y = p.cellX, p.cellY
@@ -909,6 +930,15 @@ function OverworldState:crossConnection(dir, conn)
end
x = math.max(0, math.min(destW - 1, x))
y = math.max(0, math.min(destH - 1, y))
-- pokered's collision check reads the NEIGHBOR strip's tile bytes, so
-- stepping off the edge onto a solid tile of the connected map bumps
-- exactly like an in-map wall. Without this read, Pallet's south
-- shore (land at x2-3) walked straight onto ROUTE_21 (3,0) -- a
-- collision tile -- stranding the player on a cell no walk can leave.
if not Map.defPassable(dest, Game.data.tilesets[dest.tileset], x, y,
p.surfing) then
return false
end
self:setMap(conn.map, x, y, p.facing, { seamless = true })
-- place the player one cell before the seam (their old world spot,
-- which the neighbor strip renders identically) and start the step
@@ -926,6 +956,7 @@ function OverworldState:crossConnection(dir, conn)
p.stepFramesCur = Game.save.onBike
and (FieldDefaults.world(Game.data, "bikeStepFrames") or 8)
or (FieldDefaults.world(Game.data, "stepFrames") or 16)
return true
end
-- -------------------------------------------------------------------------
@@ -1017,7 +1048,7 @@ function OverworldState:goFishing(rod)
if Game.save.safari and Map.inRegion(self.map.def, "SAFARI", "SAFARI_ZONE") then
battle:makeSafari(Game.save.safari)
end
battle.onFinish = function(result) self:afterBattle(result) end
battle.onFinish = function(result) self:afterBattle(result, battle) end
self:pushBattle(battle)
end))
end))
@@ -1501,6 +1532,21 @@ function OverworldState:trySurf(fx, fy)
end
function OverworldState:tryCut(fx, fy)
-- UsedCut (engine/overworld/cut.asm) gates on the TILESET before
-- anything else: only OVERWORLD (tree tile $3d) and GYM (plant tile
-- $50) have cuttable anything. Matching raw block ids alone
-- false-positives on every other tileset -- block ids are only
-- meaningful within one tileset, so Route 23 (PLATEAU) had blocks
-- matching a swap's `before`, and applying it wrote a block id that
-- does not exist in PLATEAU's block table: the renderer indexed nil
-- and the game crashed. The same false match is what made the bot
-- chain-cut "ornamental bushes" around Saffron and Celadon.
local ts = self.map.def.tileset
local tile = self.map:cellTile(fx, fy)
if not ((ts == "OVERWORLD" and tile == 0x3d)
or (ts == "GYM" and tile == 0x50)) then
return false
end
local bx, by = math.floor(fx / 2), math.floor(fy / 2)
local block = self.map:blockAt(bx, by)
local swap
@@ -1586,6 +1632,15 @@ function OverworldState:useCutFieldMove()
if not self:partyKnows("CUT") then return "no_badge" end
local fx, fy = self.player:facingCell()
if not self.map:inBounds(fx, fy) then return "nothing" end
-- same tileset/tile gate as tryCut (UsedCut, engine/overworld/cut.asm):
-- a tree BLOCK also contains fence/path cells, and facing those is
-- "nothing to cut" in vanilla
local ts = self.map.def.tileset
local tile = self.map:cellTile(fx, fy)
if not ((ts == "OVERWORLD" and tile == 0x3d)
or (ts == "GYM" and tile == 0x50)) then
return "nothing"
end
local bx, by = math.floor(fx / 2), math.floor(fy / 2)
local block = self.map:blockAt(bx, by)
local swap
@@ -1649,7 +1704,7 @@ function OverworldState:talkTo(npc)
if e == npc then table.remove(self.entities, i) break end
end
end
self:afterBattle(result)
self:afterBattle(result, battle)
unfreeze()
end
self:pushBattle(battle)
@@ -1967,7 +2022,7 @@ function OverworldState:engageTrainer(npc, onDone)
end
self:checkVictoryRewards(d.trainerClass, d.trainerParty)
local after = function()
self:afterBattle(result)
self:afterBattle(result, battle)
if onDone then onDone() end
end
if wonText then
@@ -1976,7 +2031,7 @@ function OverworldState:engageTrainer(npc, onDone)
after()
end
else
self:afterBattle(result)
self:afterBattle(result, battle)
if onDone then onDone() end
end
end
@@ -1985,6 +2040,8 @@ function OverworldState:engageTrainer(npc, onDone)
end
-- Badges/items awarded after specific battles (data/scripts/victories.lua).
-- `deactivate` retires unfought gym/dojo trainers the way the originals'
-- SetEvent / SetEventRange do after the leader victory.
function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
local victories = require("data.scripts.victories")
local reward = victories[trainerClass .. "#" .. tostring(partyIndex or 1)]
@@ -1993,6 +2050,11 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
if Game.save.flags[reward.flag] then return self:runVictoryHook() end
Game.save.flags[reward.flag] = true
end
if reward.deactivate then
for _, flag in ipairs(reward.deactivate) do
Game.save.flags[flag] = true
end
end
local lines = {}
if reward.badge then
Game.save.inventory[reward.badge] = 1
@@ -2275,8 +2337,19 @@ function OverworldState:onStepComplete()
-- arriving on a door/warp tile warp; a non-door warp square also fires
-- when the extra check passes and the d-pad is held
-- (CheckWarpsNoCollision)
-- The cell we warped in on is inert until we step off it: standing on it,
-- or being walked back onto it before leaving, does not re-fire (see
-- warpEntryCell where it is set). Once we are on any other cell it clears
-- and every warp is live again.
local entry = self.warpEntryCell
if entry and (p.cellX ~= entry.x or p.cellY ~= entry.y) then
self.warpEntryCell = nil
entry = nil
end
if self.justWarped then
self.justWarped = false
elseif entry then
-- still standing on the warp we arrived through; do not re-trigger it
else
local w = Warp.onArrive(self.map, p.cellX, p.cellY)
if not w and self:dirHeld() then
@@ -2332,7 +2405,7 @@ function OverworldState:onStepComplete()
if Game.save.safari and Map.inRegion(self.map.def, "SAFARI", "SAFARI_ZONE") then
battle:makeSafari(Game.save.safari)
end
battle.onFinish = function(result) self:afterBattle(result) end
battle.onFinish = function(result) self:afterBattle(result, battle) end
self:pushBattle(battle)
return
end
@@ -2665,7 +2738,9 @@ function OverworldState:safariGameOver(text)
end
-- Blackouts return to the last heal point; evolutions run after battles.
function OverworldState:afterBattle(result)
-- battle is optional; when given, Oak's Lab OPP_RIVAL1 losses skip the
-- blackout (pret HandlePlayerBlackOut) so the map script can HealParty.
function OverworldState:afterBattle(result, battle)
local lead = Game.save.party[1]
Logger.info("battle over: %s (lead %s %d/%d)", tostring(result),
lead and lead.species or "-", lead and lead.hp or 0,
@@ -2675,6 +2750,13 @@ function OverworldState:afterBattle(result)
Evolution.checkParty(Game)
end
if result == "lose" then
local oaksLabRival = battle and battle.oppClass == "OPP_RIVAL1"
and self.map and self.map.id == "OAKS_LAB"
if oaksLabRival then
-- stay in the lab; OaksLabRivalEndBattleScript heals and continues
evolutions()
return
end
-- blackout: revive the party at the last heal point; half the
-- money is lost (like the original)
local Pokemon = require("src.pokemon.Pokemon")
@@ -2777,6 +2859,12 @@ function OverworldState:startWarpTo(mapId, x, y, facing, onDone, opts)
Game.stack:push(Transition.new(Game, function()
self:setMap(mapId, x, y, facing or "down", opts)
self.justWarped = true
-- The warp we land ON stays inert until we physically step off it, so a
-- warp whose destination cell is itself a warp cannot bounce us straight
-- back (elevator cars, stacked stair/door mats). This generalizes the
-- one-step justWarped guard, which only skipped the very next frame's
-- check and so let a mon walked back onto the pad re-trigger it.
self.warpEntryCell = { x = x, y = y }
-- Fly/Teleport/Dig/Escape-Rope/blackout landings poof the player
-- back in (player_animations.asm EnterMapAnim); ordinary door
-- warps never take this branch
+3 -3
View File
@@ -26,12 +26,12 @@ function Player.new(data, cx, cy, facing)
local walkId = FieldDefaults.fieldValue(data, "playerSprites", "walk")
local surfId = FieldDefaults.fieldValue(data, "playerSprites", "surf")
local bikeId = FieldDefaults.fieldValue(data, "playerSprites", "bike")
self.sprite = SpriteRenderer.new(data.sprites[walkId])
self.sprite = SpriteRenderer.new(data.sprites[walkId], "player")
if surfId and data.sprites[surfId] then
self.surfSprite = SpriteRenderer.new(data.sprites[surfId])
self.surfSprite = SpriteRenderer.new(data.sprites[surfId], "player")
end
if bikeId and data.sprites[bikeId] then
self.bikeSprite = SpriteRenderer.new(data.sprites[bikeId])
self.bikeSprite = SpriteRenderer.new(data.sprites[bikeId], "player")
end
-- the ledge-hop shadow quarter-tile (gfx/overworld/shadow.png,
-- LedgeHoppingShadow, engine/overworld/ledges.asm)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+12 -7
View File
@@ -112,8 +112,8 @@ check(#Data.constants.hmMoves == 5 and Data.constants.hmMoves[1] == "CUT",
"hmMoves seeded")
local boot = Data.field.boot
check(boot.startMap == "PALLET_TOWN" and boot.startX == 5 and boot.startY == 6
and boot.startFacing == "down", "field.boot seeded with the Pallet spawn")
check(boot.startMap == "REDS_HOUSE_2F" and boot.startX == 3 and boot.startY == 6
and boot.startFacing == "down", "field.boot seeded with the NewGameWarp spawn")
check(boot.playerName == "RED" and boot.rivalName == "BLUE"
and boot.startMoney == 3000, "field.boot seeded with the Red new-game values")
check(boot.namePresets.player[1] == "RED" and boot.namePresets.rival[1] == "BLUE",
@@ -312,16 +312,21 @@ check(#worldData.field.ledges == #Data.field.ledges,
-- ------- field.boot changes the new game
local vanillaSave = SaveData.newGame(Data.field.boot)
check(vanillaSave.player.map == "PALLET_TOWN" and vanillaSave.player.x == 5
-- special_warps.asm NewGameWarp is REDS_HOUSE_2F, 3, 6 -- the bedroom. This
-- previously asserted PALLET_TOWN (5, 6), which is where you stand after
-- walking out of the house, so a new game skipped Red's house entirely.
check(vanillaSave.player.map == "REDS_HOUSE_2F" and vanillaSave.player.x == 3
and vanillaSave.player.y == 6 and vanillaSave.player.facing == "down",
"the seeded boot config reproduces the Pallet spawn")
"the seeded boot config reproduces the NewGameWarp bedroom spawn")
check(vanillaSave.player.name == "RED" and vanillaSave.player.rival == "BLUE"
and vanillaSave.money == 3000, "the seeded boot config reproduces the Red start")
-- the heal point is deliberately NOT the spawn: wLastBlackoutMap is
-- zero-filled at new game and PALLET_TOWN is map 0
check(vanillaSave.lastHeal.map == "PALLET_TOWN" and vanillaSave.lastHeal.x == 5
and vanillaSave.lastHeal.y == 6, "heal point defaults to the spawn")
and vanillaSave.lastHeal.y == 6, "blackouts return to Pallet Town, not the spawn")
-- an absent config is still the vanilla new game
local bareSave = SaveData.newGame()
check(bareSave.player.map == "PALLET_TOWN" and bareSave.money == 3000
check(bareSave.player.map == "REDS_HOUSE_2F" and bareSave.money == 3000
and bareSave.lastHeal.map == "PALLET_TOWN",
"newGame without a boot config is unchanged")
@@ -355,7 +360,7 @@ check(bootData.field.boot.screens.title == "TitleState",
check(bootData.field.hiddenItems.CERULEAN_CAVE_1F ~= nil
and #bootData.field.flyOrder == #Data.field.flyOrder,
"sibling field keys are intact after a boot patch")
check(Data.field.boot.startMap == "PALLET_TOWN",
check(Data.field.boot.startMap == "REDS_HOUSE_2F",
"the boot merge never touched the live Data")
-- the save table is a copy: writing to it cannot reach back into Data
+17
View File
@@ -598,6 +598,23 @@ check(PaletteFX.monPal(palData, "TESTMON") == monPalette,
check(PaletteFX.monPal(palData, "UNKNOWN") == nil,
"an unmapped species falls through to MEWMON (absent here)")
-- RED++ pack: per-species SuperPalettes from data/palettes_gbc.lua
local prevMode = PaletteFX.mode
PaletteFX.setMode("redpp")
check(PaletteFX.usesGbcPack(), "redpp mode selects the gbc pack")
local gbc = PaletteFX.gbcPack()
check(gbc ~= nil and gbc.palettes.BULBASAUR ~= nil,
"data/palettes_gbc.lua ships per-species pals")
check(PaletteFX.monPalName({ palettes = nil }, "BULBASAUR") == "BULBASAUR",
"RED++ monPalName resolves to the species palette id")
check(PaletteFX.monPal({ palettes = nil }, "BULBASAUR") == gbc.palettes.BULBASAUR,
"RED++ monPal reads the species colors without a ROM pack")
check(PaletteFX.pal({ palettes = nil }, "ROUTE") == gbc.palettes.ROUTE,
"RED++ still has ROUTE (aliased from VIRIDIAN)")
check(PaletteFX.effectiveColors(gbc.palettes.MEWMON) == gbc.palettes.MEWMON,
"RED++ passes zone colors through like GBC")
PaletteFX.setMode(prevMode)
-- ------- the transitions registry
local transitions = Registry.new("transitions", Schemas.REGISTRIES.transitions)
+3 -3
View File
@@ -205,7 +205,7 @@ end
local om = OptionsMenu.new(optGame())
local WANT_IDS = { "textSpeed", "animations", "battleStyle", "ruleset",
"musicVol", "sfxVol", "musicFilter", "colors", "tilt",
"gbcfx", "mods", "controls" }
"gbcfx", "videoMode", "speed", "mods", "controls" }
check(#om.rows == #WANT_IDS, "vanilla options row count (plus MODS/CONTROLS)")
for i, id in ipairs(WANT_IDS) do
check(om.rows[i].id == id, "options row order: " .. id)
@@ -238,7 +238,7 @@ check(om.game.save.options.musicVol == 0, "music volume clamps at 0")
-- the MODS row is the manager's discoverable home
local mgGame = optGame()
om = OptionsMenu.new(mgGame)
om.rows[11].activate(mgGame)
om.rows[13].activate(mgGame)
check(getmetatable(mgGame.stack:top()) == ManagerState,
"the MODS row opens the manager")
check(mgGame.stack:top().screenId == "ManagerState",
@@ -248,7 +248,7 @@ check(mgGame.stack:top().screenId == "ManagerState",
local BindingsMenu = require("src.ui.BindingsMenu")
local cbGame = optGame()
om = OptionsMenu.new(cbGame)
om.rows[12].activate(cbGame)
om.rows[14].activate(cbGame)
local bm = cbGame.stack:top()
check(getmetatable(bm) == BindingsMenu,
"the CONTROLS row opens the rebind list")
+99
View File
@@ -263,4 +263,103 @@ do
package.loaded["src.render.TextBox"] = realTB
end
-- (7) gym / dojo leader victory deactivates unfought non-leader trainers
-- (PewterGym.asm "; deactivate gym trainers" / SetEventRange in the
-- other gyms; FightingDojo.asm SetEventRange through TRAINER_3).
do
local victories = require("data.scripts.victories")
local expected = {
["OPP_BROCK#1"] = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
["OPP_MISTY#1"] = { "EVENT_BEAT_CERULEAN_GYM_TRAINER_0",
"EVENT_BEAT_CERULEAN_GYM_TRAINER_1" },
["OPP_LT_SURGE#1"] = { "EVENT_BEAT_VERMILION_GYM_TRAINER_0",
"EVENT_BEAT_VERMILION_GYM_TRAINER_1",
"EVENT_BEAT_VERMILION_GYM_TRAINER_2" },
["OPP_ERIKA#1"] = 7,
["OPP_KOGA#1"] = 6,
["OPP_SABRINA#1"] = 7,
["OPP_BLAINE#1"] = 7,
["OPP_GIOVANNI#3"] = 8,
["OPP_BLACKBELT#1"] = 4,
}
for key, want in pairs(expected) do
local d = victories[key] and victories[key].deactivate
check(d ~= nil, key .. " lists trainers to deactivate")
if type(want) == "number" then
eq(#d, want, key .. " deactivates " .. want .. " trainers")
else
for i, flag in ipairs(want) do
eq(d[i], flag, key .. " deactivate[" .. i .. "]")
end
end
end
-- Cinnabar trainers have no extracted def_trainers; seeded headers let
-- EVENT_BEAT_CINNABAR_GYM_TRAINER_* satisfy trainerDefeated without
-- stamping defeatedTrainers (which would also open the quiz gates).
Data:seedCinnabarGymTrainerHeaders()
check(Data.trainer_headers.CinnabarGym ~= nil,
"CinnabarGym trainer headers seeded for deactivate flags")
local nerd1 = Data:trainerHeader("CinnabarGym", 2)
check(nerd1 and nerd1.event == "EVENT_BEAT_CINNABAR_GYM_TRAINER_0"
and nerd1.range == 0,
"Cinnabar SUPER_NERD1 header: event + no sight range")
require("src.render.Font").load(Data)
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local StateStack = require("src.core.StateStack")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local OW = require("src.world.OverworldController")
local realTB = package.loaded["src.render.TextBox"]
package.loaded["src.render.TextBox"] = {
new = function(game, text, done) return { text = text, onDone = done } end,
}
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack; StateStack:init()
while Game.stack:top() do Game.stack:pop() end
Game.save = SaveData.newGame()
Game.save.flags = {}
Game.save.inventory = {}
Game.save.defeatedTrainers = {}
Game.stack:push(OW, "PEWTER_GYM", 4, 13, "up")
local ow = Game.stack:top()
ow:checkVictoryRewards("OPP_BROCK", 1)
check(Game.save.flags.EVENT_BEAT_BROCK, "Brock victory sets EVENT_BEAT_BROCK")
check(Game.save.inventory.BOULDERBADGE == 1, "Brock victory awards BOULDERBADGE")
check(Game.save.flags.EVENT_BEAT_PEWTER_GYM_TRAINER_0,
"Brock victory deactivates the Pewter Gym Cooltrainer")
local pewterNpc
for _, npc in ipairs(ow.npcs) do
if npc.def.index == 2 then pewterNpc = npc break end
end
check(pewterNpc and ow:trainerDefeated(pewterNpc),
"unfought Pewter gym trainer is defeated after badge")
while Game.stack:top() do Game.stack:pop() end
Game.save = SaveData.newGame()
Game.save.flags = {}
Game.save.inventory = {}
Game.save.defeatedTrainers = {}
Game.stack:push(OW, "CINNABAR_GYM", 16, 15, "up")
ow = Game.stack:top()
ow:checkVictoryRewards("OPP_BLAINE", 1)
check(Game.save.flags.EVENT_BEAT_CINNABAR_GYM_TRAINER_3,
"Blaine victory deactivates Cinnabar quiz trainers")
check(next(Game.save.defeatedTrainers) == nil,
"Blaine deactivate does not stamp defeatedTrainers (gates stay put)")
local cinnabarNpc
for _, npc in ipairs(ow.npcs) do
if npc.def.index == 5 then cinnabarNpc = npc break end
end
check(cinnabarNpc and ow:trainerDefeated(cinnabarNpc),
"unfought Cinnabar trainer is defeated via seeded header event")
while Game.stack:top() do Game.stack:pop() end
package.loaded["src.render.TextBox"] = realTB
end
S.finish()
+16 -3
View File
@@ -192,21 +192,34 @@ check(actsOn.cut and actsOn.surf and actsOn.strength,
"CUT/SURF/STRENGTH submenu entries appear once the badges are held")
-- ===========================================================================
-- I: CUT from the party menu (CERULEAN_CITY cut tree @18,28, stand @17,28)
-- I: CUT from the party menu. The Cerulean tree BLOCK (50, at block 9,14)
-- spans two unwalkable cells: the fence half at (18,28) (tile $50) and the
-- tree itself at (19,28) (tile $3d). UsedCut (engine/overworld/cut.asm)
-- checks the facing TILE, so only the tree cell cuts -- stand above it at
-- (19,27) facing down, the way a vanilla player does.
-- ===========================================================================
Game.save.party = { mkMon("BULBASAUR", "CUT") }
Game.save.inventory = { CASCADEBADGE = true }
ow = pushOW("CERULEAN_CITY", 17, 28, "right")
ow = pushOW("CERULEAN_CITY", 19, 27, "down")
check(ow.map:blockAt(9, 14) == 50, "cut tree block (50) present before CUT")
eq(ow:useCutFieldMove(), "ok", "useCutFieldMove ok when facing a cut tree")
ow.player.facing = "up"
eq(ow:useCutFieldMove(), "nothing", "useCutFieldMove nothing when not facing a tree")
ow.player.facing = "right"
ow.player.facing = "down"
Game.save.inventory.CASCADEBADGE = nil
eq(ow:useCutFieldMove(), "no_badge", "useCutFieldMove no_badge without CASCADEBADGE")
Game.save.inventory.CASCADEBADGE = true
-- the fence half of the same tree block is NOT cuttable (tile $50 on
-- OVERWORLD, not the $3d tree tile)
popToOW()
ow = pushOW("CERULEAN_CITY", 17, 28, "right")
eq(ow:useCutFieldMove(), "nothing",
"useCutFieldMove nothing when facing the tree block's fence cell")
popToOW()
ow = pushOW("CERULEAN_CITY", 19, 27, "down")
-- success path: facing the tree -> _UsedCutText, menu closes, tree replaced
clearCaptured()
local pmCut = PartyMenu.new(Game)
+89
View File
@@ -0,0 +1,89 @@
-- Parity test: a wild battle always returns to the action menu after a
-- POKé BALL fails to catch.
--
-- BattleState's message pump only leaves the "messages" phase through
-- afterQueue:
--
-- if self.phase == "messages" then
-- if not self:updateQueue() then
-- if self.afterQueue == "menu" then self.phase = "menu"
-- elseif self.afterQueue == "finish" then self:finish() end
-- end
-- return
-- end
--
-- so a drained queue with afterQueue set to anything else -- or to nothing
-- -- parks the battle in "messages" for good. Nothing on screen is
-- waiting, no input advances it, and the encounter can never end.
--
-- Found by the route driver, which reported it precisely once it was made
-- to give up rather than spin: "catch: livelocked on ROUTE_6 after 1201
-- iterations (steps=81, thrown=6, inBattle=true, phase=messages)". Six
-- balls thrown, battle still live, phase stuck. Before the guard it span
-- 10,229 times on one ODDISH and pinned the whole run.
--
-- Self-contained; run via `luajit tests/parity_ball_miss.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity ball miss")
local check, eq = S.check, S.eq
-- Drive the phase machine the way BattleState:update does, with a queue
-- that drains. The decision under test is what the phase becomes when the
-- queue empties, so the queue's contents do not matter -- only afterQueue.
local function pump(afterQueue, queued)
local b = {
phase = "messages",
afterQueue = afterQueue,
queue = queued or {},
finished = false,
}
b.updateQueue = function(self)
if #self.queue > 0 then table.remove(self.queue, 1) return true end
return false
end
b.finish = function(self) self.finished = true end
-- the real update()'s messages branch, verbatim
for _ = 1, 50 do
if b.phase == "messages" then
if not b:updateQueue() then
if b.afterQueue == "menu" then
b.phase = "menu"
elseif b.afterQueue == "finish" then
b:finish()
end
end
end
end
return b
end
-- The contract: "menu" and "finish" both leave the messages phase.
eq(pump("menu").phase, "menu", "afterQueue=menu returns to the action menu")
check(pump("finish").finished, "afterQueue=finish ends the battle")
-- ...and anything else is the livelock. This is the assertion that would
-- have caught it: a drained queue with no afterQueue never leaves
-- "messages", so the battle is unreachable by any input.
local stuck = pump(nil, { {}, {}, {} })
eq(stuck.phase, "messages", "afterQueue=nil is the stuck state (documented)")
check(#stuck.queue == 0, "the queue really did drain -- nothing is pending")
-- The real thing: openItems -> throwBall -> miss must leave afterQueue as
-- "menu" the whole way through, since throwBall itself never sets it.
local BattleState = require("src.battle.BattleState")
local openItems = BattleState.openItems
local fake = {
queue = {},
say = function(self, t) table.insert(self.queue, { text = t }) end,
act = function(self, f) table.insert(self.queue, { fn = f }) end,
ui = function(self, f) table.insert(self.queue, { ui = f }) end,
buildScreen = function() return {} end,
}
openItems(fake)
eq(fake.phase, "messages", "openItems parks the battle in the messages phase")
eq(fake.afterQueue, "menu", "openItems arms afterQueue=menu before the bag")
check(#fake.queue == 1 and fake.queue[1].ui ~= nil,
"openItems queues the bag as a ui item")
S.finish()
+95
View File
@@ -0,0 +1,95 @@
-- Regression: map-edge crossings must read the NEIGHBOR map's collision.
--
-- Without that read, Pallet Town's south shore land spit (cells x=2,3 at
-- y=17) walked straight onto ROUTE_21 (2,0)/(3,0) -- solid tiles. From
-- (2,0) a further step south lands on walkable (2,1), after which the
-- solid edge cell blocks the only path back to the seam, so the player
-- cannot return north. pokered's CollisionCheckOnLand reads the neighbor
-- strip's tile bytes and bumps; the port must do the same via
-- Map.defPassable before crossConnection commits.
--
-- Self-contained; run via `luajit tests/parity_connection_collision.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local Map = require("src.world.Map")
local MapLoader = require("src.world.MapLoader")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local OW = require("src.world.OverworldController")
local S = require("tests.harness").suite("parity connection collision")
local check, eq = S.check, S.eq
local pallet = MapLoader.load(Data, "PALLET_TOWN")
local route21 = MapLoader.load(Data, "ROUTE_21")
local ts = Data.tilesets[route21.def.tileset]
-- ground truth: the spit is land, the Route 21 landings are solid, and
-- the water column next to it is surf-only
for _, x in ipairs({ 2, 3 }) do
check(pallet:isWalkableCell(x, 17),
("Pallet south shore (%d,17) is walkable land"):format(x))
check(not route21:isWalkableCell(x, 0),
("ROUTE_21 (%d,0) is a solid landing"):format(x))
check(not Map.defPassable(route21.def, ts, x, 0, false),
("defPassable refuses land->solid at ROUTE_21 (%d,0)"):format(x))
end
check(route21:isWaterCell(5, 0), "ROUTE_21 (5,0) is water")
check(not Map.defPassable(route21.def, ts, 5, 0, false),
"water landing without Surf is refused")
check(Map.defPassable(route21.def, ts, 5, 0, true),
"water landing with Surf is allowed")
check(not Map.defPassable(route21.def, nil, 2, 0, false),
"missing tileset fails closed (no permissive fallback)")
-- Live edge: standing on the spit and pressing into the seam must bump,
-- not swap maps. Pallet -> Route 1 north still crosses on grass.
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack
StateStack:init()
Game.save = SaveData.newGame()
Game.overworld = OW
while Game.stack:top() do Game.stack:pop() end
Game.stack:push(OW, "PALLET_TOWN", 2, 17, "down")
local ow = Game.stack:top()
eq(ow.map.id, "PALLET_TOWN", "start on Pallet south shore")
eq(ow.player.cellX, 2, "spit x")
eq(ow.player.cellY, 17, "spit y")
local conn = ow.map:connection("south")
check(conn and conn.map == "ROUTE_21", "Pallet south connects to ROUTE_21")
check(ow:crossConnection("down", conn) == false,
"crossConnection bumps on ROUTE_21 solid landing")
eq(ow.map.id, "PALLET_TOWN", "still on Pallet after the refused cross")
eq(ow.player.cellX, 2, "x unchanged after bump")
eq(ow.player.cellY, 17, "y unchanged after bump")
-- surfing the water column still crosses
ow.player.cellX, ow.player.cellY = 5, 17
ow.player.px, ow.player.py = 5 * 16, 17 * 16
ow.player.surfing = true
ow.player.moving = false
check(ow:crossConnection("down", conn) == true,
"surfing Pallet water still crosses onto ROUTE_21")
eq(ow.map.id, "ROUTE_21", "surf cross lands on ROUTE_21")
-- north seam onto Route 1 grass still works on foot
while Game.stack:top() do Game.stack:pop() end
Game.stack:push(OW, "PALLET_TOWN", 10, 0, "up")
ow = Game.stack:top()
local north = ow.map:connection("north")
check(north and north.map == "ROUTE_1", "Pallet north connects to ROUTE_1")
check(ow:crossConnection("up", north) == true,
"Pallet -> Route 1 grass crossing still allowed")
eq(ow.map.id, "ROUTE_1", "north cross lands on ROUTE_1")
S.finish()
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-- Parity test: losing your last POKéMON always blacks you out, even when
-- the battle was already decided in your favour.
--
-- A double faint -- the lead dying to residual damage on the same turn it
-- lands the KO -- used to leave BattleState:playerMonFainted at its
-- "the battle is decided" guard, so it returned with result = "win" still
-- set. OverworldState:afterBattle only revives the party and warps to the
-- heal point on "lose" (src/world/OverworldController.lua), so the player
-- was handed back to the overworld standing on the map with every POKéMON
-- at 0 HP. Nothing recovers from that: BattleState refuses to start an
-- encounter with no healthy party ("wild battle with no healthy party;
-- skipping"), so the save is bricked in place.
--
-- pokered cannot reach that state -- HandlePlayerMonFainted runs the
-- player-side check on its own account, so being out of useable POKéMON
-- blacks you out whatever happened to the enemy.
--
-- Found by the automated route driver: an attempt spent its whole length
-- "wiping" on VIRIDIAN_FOREST fourteen times without ever moving, because
-- the party was dead but the game had never blacked out.
-- Self-contained; run via `luajit tests/parity_double_faint.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local BattleState = require("src.battle.BattleState")
local S = require("tests.harness").suite("parity double faint")
local check, eq = S.check, S.eq
-- A stand-in carrying only what playerMonFainted touches. Deliberately not
-- a real battle: the point is the decision, and a full encounter would need
-- a loaded Data, an RNG and a queue to say nothing more than this does.
local function battleWith(partyHP, result)
local party = {}
for i, hp in ipairs(partyHP) do
party[i] = { species = "SQUIRTLE", hp = hp, stats = { hp = 20 } }
end
return {
kind = "wild",
result = result,
afterQueue = nil,
said = {},
-- the reserves-left path reads the "Use next POKéMON?" prompt off Data
data = { text = { _UseNextMonText = "Use next POKéMON?" } },
game = { save = { party = party, player = { name = "RED" } } },
sayNext = function(self, m) self.said[#self.said + 1] = m end,
say = function(self, m) self.said[#self.said + 1] = m end,
ui = function() end,
}
end
local function saidBlackout(b)
for _, m in ipairs(b.said) do
if tostring(m):find("blacked") then return true end
end
return false
end
-- The regression itself: a won battle whose last mon died with it.
do
local b = battleWith({ 0 }, "win")
BattleState.playerMonFainted(b)
eq(b.result, "lose", "a win with the last mon dead becomes a blackout")
eq(b.afterQueue, "finish", "the blackout ends the battle")
check(saidBlackout(b), "the blackout text still prints on a double faint")
end
-- Same for the other non-lose results, so no path can strand the party.
for _, result in ipairs({ "run", "caught" }) do
local b = battleWith({ 0 }, result)
BattleState.playerMonFainted(b)
eq(b.result, "lose", ("a %q result with no healthy party becomes a blackout")
:format(result))
end
-- An undecided battle keeps behaving exactly as before.
do
local b = battleWith({ 0 }, nil)
BattleState.playerMonFainted(b)
eq(b.result, "lose", "the ordinary last-mon faint still blacks out")
check(saidBlackout(b), "and still prints the blackout text")
end
-- The guard must not fire while something is still standing: a won battle
-- with a healthy reserve stays won, and the fainted-mon flow is untouched.
do
local b = battleWith({ 0, 15 }, "win")
BattleState.playerMonFainted(b)
eq(b.result, "win", "a win with a healthy reserve is still a win")
check(not saidBlackout(b), "and prints no blackout text")
end
-- Already lost: no second helping of the blackout text.
do
local b = battleWith({ 0 }, "lose")
BattleState.playerMonFainted(b)
eq(b.result, "lose", "an already-lost battle stays lost")
eq(#b.said, 0, "and does not re-announce the blackout")
end
-- A mid-battle faint with reserves left is the wild "Use next POKéMON?"
-- prompt (DoUseNextMonDialogue), not a blackout -- the path the guard
-- sits in front of, so prove it still runs.
do
local b = battleWith({ 0, 15 }, nil)
BattleState.playerMonFainted(b)
eq(b.result, nil, "a faint with reserves left does not decide the battle")
check(not saidBlackout(b), "and does not black out")
end
S.finish()
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-- Parity test: the ghost MAROWAK battle opens with NO Silph Scope check
-- at the trigger, and the Poke Doll escape counts as defeating it.
--
-- PokemonTower6FDefaultScript (scripts/PokemonTower6F.asm) fires on
-- (10,16), shows _PokemonTower6FBeGoneText, and starts the RESTLESS SOUL
-- battle unconditionally -- the SILPH_SCOPE is only consulted inside the
-- battle (IsGhostBattle: disguised sprite, "too scared to move", balls
-- dodged). Our port used to turn the player back without the scope and
-- never open the battle, which made 6F impassable on any route that skips
-- Rocket Hideout -- including the speedrun route the bot follows, whose
-- answer to the MAROWAK is a POKE_DOLL, not the scope.
--
-- The doll works because of wBattleResult: the battle script's
-- "and a / jr nz .did_not_defeat" reads 0 as "defeated". Losing writes $1
-- and running writes $2, but ItemUsePokeDoll ends the battle without
-- touching it -- so the doll escape reads as a win and sets
-- EVENT_BEAT_GHOST_MAROWAK. BagMenu marks that escape as
-- battle.pokeDollEscape; the 6F script keys on it.
--
-- Self-contained; run via `luajit tests/parity_marowak.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity ghost marowak")
local check, eq = S.check, S.eq
-- Real TextBoxes want a Font atlas; the decision under test is which
-- branch runs, not how the text renders.
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { text = text, done = done } end,
}
-- A recording stand-in for BattleState: newWild captures the species and
-- level, makeGhost sets the flag the real one sets, and the test drives
-- onFinish by hand.
local madeBattles = {}
package.loaded["src.battle.BattleState"] = {
newWild = function(_, species, level)
local b = { species = species, level = level, ghost = false }
b.makeGhost = function(self) self.ghost = true end
madeBattles[#madeBattles + 1] = b
return b
end,
}
local M = dofile("data/scripts/story3.lua")
local tower = M.POKEMON_TOWER_6F
check(tower ~= nil and tower.onStep ~= nil, "POKEMON_TOWER_6F has a step trigger")
local function gameWith(inventory, flags)
local pushed = {}
return {
save = { inventory = inventory or {}, flags = flags or {} },
data = { text = {} },
stack = { push = function(_, box) pushed[#pushed + 1] = box end },
}, pushed
end
local function owWith()
local moved, after = {}, {}
return {
player = { facing = "up" },
scriptMove = function(_, _, dir, n) moved[#moved + 1] = { dir, n } end,
afterBattle = function(_, result) after[#after + 1] = result end,
}, moved, after
end
-- Walk the trigger: run onStep, then the Be-gone text's done() to push
-- the battle. Returns the battle object (or nil).
local function trigger(game, pushed, ow, x, y)
local before = #madeBattles
local fired = tower.onStep(game, ow, x, y)
if not fired then return nil, fired end
local box = pushed[#pushed]
check(box ~= nil and box.done ~= nil, "the Be-gone text is pushed first")
box.done()
return madeBattles[#madeBattles], fired, #madeBattles > before
end
-- ---- 1. fires only on (10,16), only while the event is unset ------------
do
local game, pushed = gameWith()
local ow = owWith()
check(not tower.onStep(game, ow, 10, 15), "no trigger off the coord")
check(not tower.onStep(game, ow, 9, 16), "no trigger off the coord (x)")
eq(0, #pushed, "nothing pushed off the coord")
end
do
local game = gameWith({}, { EVENT_BEAT_GHOST_MAROWAK = true })
local ow = owWith()
check(not tower.onStep(game, ow, 10, 16),
"a departed MAROWAK never re-triggers")
end
-- ---- 2. NO scope: the battle still opens, disguised as a ghost ----------
do
local game, pushed = gameWith({})
local ow = owWith()
local battle, fired, created = trigger(game, pushed, ow, 10, 16)
check(fired, "trigger fires without the SILPH_SCOPE")
check(created and battle ~= nil,
"the battle OPENS without the scope (vanilla; the old port turned back)")
eq("MAROWAK", battle.species, "the opponent is the MAROWAK")
eq(30, battle.level, "at level 30")
check(battle.ghost, "and it is ghost-disguised without the scope")
end
-- ---- 3. scope: same battle, not disguised -------------------------------
do
local game, pushed = gameWith({ SILPH_SCOPE = 1 })
local ow = owWith()
local battle = trigger(game, pushed, ow, 10, 16)
check(battle ~= nil and not battle.ghost,
"with the scope the battle is not a ghost")
end
-- ---- 4. a win sets the event and shows the departed text ----------------
do
local game, pushed = gameWith({})
local ow, moved, after = owWith()
local battle = trigger(game, pushed, ow, 10, 16)
battle.onFinish("win")
check(game.save.flags.EVENT_BEAT_GHOST_MAROWAK, "win sets the event")
eq(0, #moved, "no shove after a win")
eq("win", after[#after], "afterBattle still runs")
end
-- ---- 5. the Poke Doll escape counts as a win (wBattleResult trick) ------
do
local game, pushed = gameWith({})
local ow, moved = owWith()
local battle = trigger(game, pushed, ow, 10, 16)
battle.pokeDollEscape = true
battle.onFinish("run")
check(game.save.flags.EVENT_BEAT_GHOST_MAROWAK,
"the doll escape sets EVENT_BEAT_GHOST_MAROWAK")
eq(0, #moved, "and does not shove the player")
end
-- ---- 6. an ordinary flee does NOT count, and steps you right ------------
do
local game, pushed = gameWith({})
local ow, moved = owWith()
local battle = trigger(game, pushed, ow, 10, 16)
battle.onFinish("run")
check(not game.save.flags.EVENT_BEAT_GHOST_MAROWAK,
"running away leaves the MAROWAK standing")
eq(1, #moved, "and walks the player off the trigger")
eq("right", moved[1] and moved[1][1], ".did_not_defeat steps RIGHT")
end
-- ---- 7. a loss neither sets the event nor shoves (blackout handles it) --
do
local game, pushed = gameWith({})
local ow, moved = owWith()
local battle = trigger(game, pushed, ow, 10, 16)
battle.onFinish("lose")
check(not game.save.flags.EVENT_BEAT_GHOST_MAROWAK, "a loss does not clear it")
eq(0, #moved, "no scripted step on a loss")
end
S.finish()
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-- Parity test: mart inventories match pokered, and every item the route
-- driver tries to buy is actually on that mart's shelf.
--
-- Two failures in one, and the second is the one that bit.
--
-- Our extracted mart data was right all along -- VermilionMartClerkText is
-- POKE_BALL, SUPER_POTION, ICE_HEAL, AWAKENING, PARLYZ_HEAL, REPEL
-- (data/items/marts.asm:17), and that is exactly what we import. The route
-- driver's shopping list asked for plain POTION there, which Vermilion has
-- never sold. buyItem logged "shop: no POTION @ VERMILION_MART" into the
-- end-of-run summary and returned, so the bot left town with no healing at
-- all and then died nine times in Surge's gym and five more around
-- Cerulean, every fight taken at whatever HP the last nurse had left it.
--
-- A shopping list that names an unstocked item cannot work, and nothing
-- else in the run reports it loudly enough to notice. This asserts the
-- lists against the data instead.
--
-- Self-contained; run via `luajit tests/parity_mart_stock.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity mart stock")
local check, eq = S.check, S.eq
local T = dofile("data/generated/text_pointers.lua")
-- MAP_NAME -> text-pointer group ("CELADON_MART_4F" -> "CeladonMart4F")
local function groupOf(map)
local s = ""
for part in tostring(map):gmatch("[^_]+") do
if part:match("^%d") then
s = s .. part:upper()
else
s = s .. part:sub(1, 1):upper() .. part:sub(2):lower()
end
end
return s
end
-- every item sold on a map, across all its clerks
local function stockFor(map)
local group = T[groupOf(map)]
if not group then return nil end
local set, any = {}, false
for _, v in pairs(group) do
if type(v) == "table" and v.mart then
for _, id in ipairs(v.mart) do set[id] = true; any = true end
end
end
return any and set or nil
end
-- ---- 1. our extracted stock matches pokered's marts.asm -----------------
-- Spot-checks transcribed from data/items/marts.asm; the Vermilion row is
-- the one the driver got wrong, so it is pinned exactly.
local POKERED = {
VERMILION_MART = { "POKE_BALL", "SUPER_POTION", "ICE_HEAL", "AWAKENING",
"PARLYZ_HEAL", "REPEL" },
PEWTER_MART = { "POKE_BALL", "POTION", "ESCAPE_ROPE", "ANTIDOTE",
"BURN_HEAL", "AWAKENING", "PARLYZ_HEAL" },
LAVENDER_MART = { "GREAT_BALL", "SUPER_POTION", "REVIVE", "ESCAPE_ROPE",
"SUPER_REPEL", "ANTIDOTE", "BURN_HEAL", "ICE_HEAL",
"PARLYZ_HEAL" },
}
for map, want in pairs(POKERED) do
local sold = stockFor(map)
check(sold ~= nil, map .. " has mart data")
if sold then
for _, id in ipairs(want) do
check(sold[id], ("%s stocks %s (marts.asm)"):format(map, id))
end
end
end
-- and the absence that caused the bug
check(not (stockFor("VERMILION_MART") or {}).POTION,
"VERMILION_MART sells SUPER_POTION and NOT plain POTION")
-- ---- 2. every driver shopping list is actually stocked ------------------
-- Mirrors SHOP_STOCK in tests/drivers/route.lua. Kept as a literal rather
-- than reached into the driver, which needs a live Game to load.
local SHOP_STOCK = {
viridianBalls = { "POKE_BALL", "ANTIDOTE", "PARLYZ_HEAL" },
pewter = { "ESCAPE_ROPE", "POTION" },
vermilion = { "SUPER_POTION", "POKE_BALL" },
repels = { "SUPER_POTION" },
buffs = {},
pokeDoll = { "POKE_DOLL" },
tm07 = {}, vending = {}, water = {},
}
local R = dofile("tests/drivers/bot_route.lua")
local checked = 0
for i, seg in ipairs(R) do
for _, step in ipairs(seg.steps) do
if step.op == "shop" then
local list = SHOP_STOCK[step.list]
-- an unknown list name would silently fall back to POTION at runtime
check(list ~= nil,
("segment %d: shop list %q is known to the driver")
:format(i, tostring(step.list)))
local sold = stockFor(seg.map)
for _, id in ipairs(list or {}) do
checked = checked + 1
check(sold and sold[id],
("segment %d: %s sells %s"):format(i, seg.map, id))
end
end
end
end
check(checked > 0, "the route actually contains shop steps to check")
S.finish()
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-- Parity: losing the Oak's Lab starter rival must not black out.
-- pret HandlePlayerBlackOut special-cases OPP_RIVAL1 on OAKS_LAB:
-- Rival1WinText only, no PlayerBlackedOutText, no warp / half-money.
-- OaksLabRivalEndBattleScript then HealParty and continues either way.
-- Self-contained; run via `luajit tests/parity_oaks_lab_rival_loss.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local BattleState = require("src.battle.BattleState")
local S = require("tests.harness").suite("parity oaks lab rival loss")
local check, eq = S.check, S.eq
local function saidBlackout(b)
for _, m in ipairs(b.said) do
if tostring(m):find("blacked") then return true end
end
return false
end
local function saidRivalTaunt(b)
for _, m in ipairs(b.said) do
if tostring(m):find("great or what") then return true end
end
return false
end
local function rivalBattle(mapId)
return {
kind = "trainer",
oppClass = "OPP_RIVAL1",
result = nil,
afterQueue = nil,
said = {},
data = {
text = { _Rival1WinText = "{RIVAL}: Yeah! Am\nI great or what?" },
},
game = {
save = {
party = { { species = "SQUIRTLE", hp = 0, stats = { hp = 20 } } },
player = { name = "RED", rival = "BLUE", map = mapId },
},
overworld = { map = { id = mapId } },
},
sayNext = function(self, m) self.said[#self.said + 1] = m end,
say = function(self, m) self.said[#self.said + 1] = m end,
}
end
do
local b = rivalBattle("OAKS_LAB")
BattleState.playerMonFainted(b)
eq(b.result, "lose", "lab rival wipe is still a loss")
check(saidRivalTaunt(b), "lab rival wipe shows Rival1WinText")
check(not saidBlackout(b), "lab rival wipe does not say blacked out")
check(BattleState.isOaksLabStarterRival(b), "oaks-lab starter-rival detector")
end
do
local b = rivalBattle("ROUTE_22")
BattleState.playerMonFainted(b)
eq(b.result, "lose", "route-22 rival wipe is a loss")
check(saidRivalTaunt(b), "route-22 rival still shows Rival1WinText")
check(saidBlackout(b), "route-22 rival still blacks out")
check(not BattleState.isOaksLabStarterRival(b),
"route-22 is not the oaks-lab special case")
end
S.finish()
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-- Parity test: the Saffron gate guards take the drink from the COORD
-- TRIGGER, not only when talked to.
--
-- Route5GateDefaultScript (scripts/Route5Gate.asm) runs
--
-- farcall RemoveGuardDrink
-- ldh a, [hItemToRemoveID]
-- and a
-- jr nz, .have_drink
--
-- before it decides anything, so simply stepping onto the trigger while
-- carrying FRESH_WATER / SODA_POP / LEMONADE hands it over and sets
-- BIT_GAVE_SAFFRON_GUARDS_DRINK. Only a player carrying none of the three
-- gets the "Gee, I'm thirsty" line and the walk-back.
--
-- Our port had the removal on the guard's talk handler alone, so walking up
-- with a drink in the bag was turned away and all four gates stayed shut
-- unless the player happened to talk to him -- which vanilla never asks
-- for. Saffron is the middle of the map, so this sealed the city: Celadon
-- <-> Lavender and the short Vermilion <-> Cerulean crossing both route
-- through it, and the route bot could not reach Lavender for the POKE_FLUTE
-- at all ("travelTo: no route to MR_FUJIS_HOUSE").
--
-- Self-contained; run via `luajit tests/parity_saffron_gate.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity saffron gate")
local check, eq = S.check, S.eq
-- The gate pushes real TextBoxes, which want a loaded Font atlas; the
-- decision under test is which branch runs, not how the text renders.
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { text = text, done = done } end,
}
local M = dofile("data/scripts/story2.lua")
-- Enough of a game for the gate's onStep: an inventory, flags, a stack that
-- records what was pushed, and a player that records being shoved back.
local function gameWith(inventory)
local pushed, moved = {}, {}
return {
save = { inventory = inventory, flags = {} },
data = { text = {} },
stack = { push = function(_, box) pushed[#pushed + 1] = box end },
_pushed = pushed,
_moved = moved,
}, pushed, moved
end
local function owWith(moved)
return {
player = { facing = "up" },
scriptMove = function(_, _, dir, n) moved[#moved + 1] = { dir, n } end,
}
end
-- ROUTE_5_GATE's trigger cells are (3,3) and (4,3) (.PlayerInCoordsArray).
local gate = M.ROUTE_5_GATE
check(gate ~= nil and gate.onStep ~= nil, "ROUTE_5_GATE has a coord trigger")
-- Carrying a drink: the trigger takes it and lets us through.
for _, drink in ipairs({ "FRESH_WATER", "SODA_POP", "LEMONADE" }) do
local game, pushed, moved = gameWith({ [drink] = 1 })
local ow = owWith(moved)
local handled = gate.onStep(game, ow, 3, 3)
check(handled, drink .. ": stepping on the trigger is handled")
check(game.save.flags.EVENT_GAVE_GUARDS_DRINK,
drink .. ": the guards are marked as having been given a drink")
eq(game.save.inventory[drink], nil, drink .. ": exactly one was removed")
check(#pushed == 1, drink .. ": the thanks text is shown")
check(#moved == 0, drink .. ": we are NOT walked back")
end
-- Only ONE drink is taken, even holding several.
do
local game = gameWith({ FRESH_WATER = 2, LEMONADE = 1 })
gate.onStep(game, owWith({}), 3, 3)
eq(game.save.inventory.FRESH_WATER, 1, "only one drink is consumed")
eq(game.save.inventory.LEMONADE, 1, "the other drinks are untouched")
end
-- Carrying nothing: thirsty line, and we get walked back the way we came.
do
local game, pushed, moved = gameWith({})
local ow = owWith(moved)
local handled = gate.onStep(game, ow, 3, 3)
check(handled, "no drink: the trigger still fires")
check(not game.save.flags.EVENT_GAVE_GUARDS_DRINK,
"no drink: the flag is NOT set")
check(#pushed == 1, "no drink: the thirsty text is shown")
-- the shove happens when the text box closes, not while it is up
if pushed[1] and pushed[1].done then pushed[1].done() end
check(#moved == 1 and moved[1][1] == "down",
"no drink: we are walked back the way we came")
end
-- Once given, the gate is open for good and stops triggering.
do
local game, pushed = gameWith({})
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
eq(gate.onStep(game, owWith({}), 3, 3), false,
"after the drink the trigger no longer blocks")
check(#pushed == 0, "and shows nothing")
end
-- Cells that are not trigger cells are ignored.
do
local game = gameWith({ FRESH_WATER = 1 })
eq(gate.onStep(game, owWith({}), 9, 9), false, "a non-trigger cell is ignored")
eq(game.save.inventory.FRESH_WATER, 1, "and takes no drink")
end
-- All four gates carry the same behaviour -- one drink opens every one.
for _, id in ipairs({ "ROUTE_5_GATE", "ROUTE_6_GATE",
"ROUTE_7_GATE", "ROUTE_8_GATE" }) do
check(M[id] and M[id].onStep, id .. " has the guard trigger")
end
S.finish()
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-- Regression: a plan must never be blocked by another map's NPCs.
--
-- The route driver's BFS treats every entity as a wall, keyed by a folded
-- cell id (`y * width + x`). A warp swaps the map id before the entity list
-- is rebuilt, so a plan made in that window sees the PREVIOUS map's NPCs --
-- and folding hides how wrong that is. On an 8-wide gate, a forest NPC at
-- (16,43) folds to 43*8+16 = 360, which is a perfectly ordinary cell of the
-- gate; the wall lands somewhere innocent and nothing looks amiss.
--
-- Observed as: "goto (4,1) unreachable on VIRIDIAN_FOREST_NORTH_GATE; from
-- (2,1); npcs: SPRITE_YOUNGSTER@(16,43) SPRITE_YOUNGSTER@(30,33)
-- SPRITE_POKE_BALL@(12,29)" -- Viridian Forest coordinates listed against a
-- gate the size of a room. Every following segment skipped and the attempt
-- was lost.
--
-- The fix is to ignore any entity outside the current map's bounds. This
-- pins the folding arithmetic that makes the bug invisible, so a future
-- reader can see why the bounds check is not merely defensive.
--
-- Self-contained; run via `luajit tests/parity_stale_npc.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity stale npc")
local check, eq = S.check, S.eq
-- the driver's blocking rule, isolated: fold a cell, wall it, but only for
-- entities that are actually on this map
local function blockedCells(npcs, w, h)
local blocked = {}
for _, npc in ipairs(npcs) do
if npc.x >= 0 and npc.y >= 0 and npc.x < w and npc.y < h then
blocked[npc.y * w + npc.x] = true
end
end
return blocked
end
-- VIRIDIAN_FOREST_NORTH_GATE is 8 cells wide; the forest is far larger.
local GATE_W, GATE_H = 8, 8
-- The arithmetic that made this invisible: a foreign NPC folds onto a real
-- cell of the small map rather than into obvious nonsense.
eq(43 * GATE_W + 16, 360, "forest (16,43) folds onto a plain integer id")
eq(1 * GATE_W + 4, 12, "the gate's own (4,1) folds to 12")
-- Without the bounds check, foreign NPCs wall off cells of the gate.
do
local naive = {}
for _, n in ipairs({ { x = 16, y = 43 }, { x = 30, y = 33 }, { x = 12, y = 29 } }) do
naive[n.y * GATE_W + n.x] = true
end
check(next(naive) ~= nil,
"unguarded, off-map NPCs still produce blocked cell ids")
end
-- With it, they are ignored entirely.
do
local blocked = blockedCells({
{ x = 16, y = 43 }, { x = 30, y = 33 }, { x = 12, y = 29 },
{ x = 2, y = 18 }, { x = 27, y = 40 },
}, GATE_W, GATE_H)
check(next(blocked) == nil,
"every off-map NPC is ignored on the gate")
end
-- ...while the map's own NPCs still block, which is the whole point.
do
local blocked = blockedCells({
{ x = 3, y = 2 }, -- SPRITE_SUPER_NERD, really in the gate
{ x = 2, y = 5 }, -- SPRITE_GRAMPS
{ x = 16, y = 43 }, -- stale, from the forest
}, GATE_W, GATE_H)
check(blocked[2 * GATE_W + 3], "an NPC inside the gate still blocks its cell")
check(blocked[5 * GATE_W + 2], "and so does the second one")
local n = 0
for _ in pairs(blocked) do n = n + 1 end
eq(n, 2, "exactly the two real NPCs block -- the stale one does not")
end
-- Edge cases of the bound itself.
do
local blocked = blockedCells({
{ x = GATE_W - 1, y = GATE_H - 1 }, -- last legal cell
{ x = GATE_W, y = 0 }, -- one past the right edge
{ x = 0, y = GATE_H }, -- one past the bottom
{ x = -1, y = 0 }, -- negative
}, GATE_W, GATE_H)
check(blocked[(GATE_H - 1) * GATE_W + (GATE_W - 1)],
"the far corner is in bounds and blocks")
local n = 0
for _ in pairs(blocked) do n = n + 1 end
eq(n, 1, "off-by-one and negative coordinates are all rejected")
end
S.finish()
+190
View File
@@ -0,0 +1,190 @@
-- Parity test, Viridian City's two old men + the Pokédex object swap.
--
-- pokered has TWO old men on this map (data/maps/objects/ViridianCity.asm):
--
-- object_event 18, 9, SPRITE_GAMBLER_ASLEEP, STAY, NONE, ..._OLD_MAN_SLEEPY
-- object_event 17, 5, SPRITE_GAMBLER, WALK, LEFT_RIGHT, ..._OLD_MAN
--
-- The sleeper only ever grumbles "private property" and shoves you back
-- down; he never wakes, moves or hides. The coffee ask and the catch
-- tutorial belong to the walking man, who starts OFF
-- (data/maps/toggleable_objects.asm) and is swapped in for the sleeper
-- when Oak hands over the Pokédex (scripts/OaksLab.asm:602-606). The
-- north corridor is gated on EVENT_GOT_POKEDEX at exactly (19,9)
-- (ViridianCityCheckGotPokedexScript), not on either man's visibility.
--
-- All three of those were wrong at once: the port merged both men into
-- the sleeper, never ran the swap (so the walking man stayed hidden for
-- the entire game), and gated the corridor on the sleeper being hidden --
-- which made talking to him and answering "yes, I'm in a hurry" the only
-- way out of Viridian. Self-contained; run via `luajit tests/parity_viridian.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.VIRIDIAN_CITY) then Data:load() end
-- The gate builds a real TextBox, which wants a loaded Font atlas we have
-- no graphics device for. The hook requires it lazily, so a stub in
-- package.loaded is enough to exercise the branch headlessly -- we only
-- care that the step was blocked and that a box was pushed, not what it
-- rendered (parity_flavor already covers the text labels themselves).
package.loaded["src.render.TextBox"] = {
new = function(_, text, onDone) return { text = text, onDone = onDone } end,
}
local init = require("data.scripts.init")
local S = require("tests.harness").suite("parity viridian")
local check = S.check
local function rowsOf(script)
return type(script) == "table" and script or nil
end
-- find the first row whose command is `cmd`; returns index, row
local function findRow(rows, cmd, arg2)
for i, row in ipairs(rows or {}) do
if row[1] == cmd and (arg2 == nil or row[2] == arg2) then return i, row end
end
end
-- ---------------------------------------------------------------------
-- (1) the sleeper is text-and-shove only
-- ---------------------------------------------------------------------
local sleepy = rowsOf(init.talkScript("VIRIDIAN_CITY", "TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY"))
check(sleepy ~= nil, "sleeper resolves to a row-list script")
if sleepy then
check(findRow(sleepy, "show_text", "_ViridianCityOldManSleepyPrivatePropertyText") ~= nil,
"sleeper shows the private-property text")
check(findRow(sleepy, "move_player") ~= nil, "sleeper shoves the player back")
-- the bugs: his script must NOT own the other man's dialogue, and must
-- never hide himself (pokered's HideObject fires from Oak's lab instead)
check(findRow(sleepy, "ask") == nil, "sleeper does not ask about coffee")
check(findRow(sleepy, "old_man_demo") == nil, "sleeper does not run the catch demo")
check(findRow(sleepy, "hide_object") == nil, "sleeper never hides himself")
end
-- ---------------------------------------------------------------------
-- (2) the walking old man owns the coffee ask + the real catch tutorial
-- ---------------------------------------------------------------------
local oldMan = rowsOf(init.talkScript("VIRIDIAN_CITY", "TEXT_VIRIDIANCITY_OLD_MAN"))
-- a Lua function handler here would mean data/scripts/flavor/viridian_city.lua
-- (which loads AFTER story.lua) had silently won the talk-table merge back
check(oldMan ~= nil, "walking old man resolves to a row-list script, not a handler")
if oldMan then
local askAt = findRow(oldMan, "ask", "_ViridianCityOldManHadMyCoffeeNowText")
check(askAt ~= nil, "walking old man asks the coffee question")
check(findRow(oldMan, "old_man_demo") ~= nil, "walking old man runs the catch demo")
-- polarity: the question is "Are you in a hurry?", so YES is the refusal
-- (ViridianCityOldManText: `and a / jr z, .refused` -- wCurrentMenuItem 0
-- is YES). jump_if_true must therefore land on the "Time is money" line.
local jAt, jRow = findRow(oldMan, "jump_if_true")
check(jAt ~= nil and askAt ~= nil and jAt > askAt, "the yes/no branch follows the ask")
if jRow then
local target = oldMan[jRow[2]]
check(target ~= nil and target[1] == "show_text"
and target[2] == "_ViridianCityOldManTimeIsMoneyText",
"YES (in a hurry) brushes you off rather than starting the demo")
end
-- pokered prints this AFTER the demo battle (EndCatchTrainingScript)
local demoAt = findRow(oldMan, "old_man_demo")
local weakenAt = findRow(oldMan, "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText")
check(demoAt and weakenAt and weakenAt > demoAt,
"the weaken-the-target line comes after the demo, not before it")
end
-- ---------------------------------------------------------------------
-- (3) the Pokédex performs the swap (OaksLab.asm:602-606)
-- ---------------------------------------------------------------------
local oak1 = rowsOf(init.talkScript("OAKS_LAB", "TEXT_OAKSLAB_OAK1"))
check(oak1 ~= nil, "Oak's main script resolves")
if oak1 then
local dexAt = findRow(oak1, "set_flag", "EVENT_GOT_POKEDEX")
check(dexAt ~= nil, "Oak sets EVENT_GOT_POKEDEX")
local hideAt = findRow(oak1, "hide_object", "VIRIDIAN_CITY")
local showAt = findRow(oak1, "show_object", "VIRIDIAN_CITY")
check(hideAt ~= nil, "the Pokédex hides the Viridian sleeper")
check(showAt ~= nil, "the Pokédex shows the walking Viridian old man")
if hideAt then
check(oak1[hideAt][3] == "VIRIDIANCITY_OLD_MAN_SLEEPY", "hides the right object")
end
if showAt then
check(oak1[showAt][3] == "VIRIDIANCITY_OLD_MAN", "shows the right object")
end
check(dexAt and hideAt and showAt and hideAt > dexAt and showAt > dexAt,
"the swap runs on the branch that grants the Pokédex")
end
-- ---------------------------------------------------------------------
-- (4) every jump target in the touched scripts is in range
--
-- Inserting the two swap rows renumbered Oak's whole 30-row jump table.
-- An off-by-one there is invisible until a branch silently runs the wrong
-- line, so check every target lands on a real row (or the end sentinel,
-- #rows + 1) across both files.
-- ---------------------------------------------------------------------
local JUMPS = { jump = true, jump_if_true = true, jump_if_false = true }
local checkedJumps = 0
for _, modname in ipairs({ "data.scripts.oaks_lab", "data.scripts.story" }) do
local mod = require(modname)
-- oaks_lab returns one map's table; story returns { [mapId] = table }
local maps = mod.talk and { [modname] = mod } or mod
for mapId, m in pairs(maps) do
if type(m) == "table" and m.talk then
for const, script in pairs(m.talk) do
local rows = rowsOf(script)
if rows then
for i, row in ipairs(rows) do
if type(row) == "table" and JUMPS[row[1]] then
local t = row[2]
checkedJumps = checkedJumps + 1
check(type(t) == "number" and t >= 1 and t <= #rows + 1,
("%s/%s row %d: %s -> %s in range"):format(
mapId, const, i, tostring(row[1]), tostring(t)))
end
end
end
end
end
end
end
check(checkedJumps > 0, "found jump rows to range-check (got " .. checkedJumps .. ")")
-- ---------------------------------------------------------------------
-- (5) the corridor gate keys off EVENT_GOT_POKEDEX at (19,9)
-- ---------------------------------------------------------------------
local onStep = init.get("VIRIDIAN_CITY").onStep
check(type(onStep) == "function", "VIRIDIAN_CITY has an onStep hook")
local function step(flags, x, y)
local pushed = 0
local game = {
save = { flags = flags, inventory = {}, objectToggles = {} },
data = Data,
stack = { push = function() pushed = pushed + 1 end },
}
local ow = { player = {}, scriptMove = function() end }
local ok, blocked = pcall(onStep, game, ow, x, y)
return ok, blocked, pushed
end
if type(onStep) == "function" then
local ok, blocked, pushed = step({}, 19, 9)
check(ok, "onStep runs at the gate cell")
check(ok and blocked == true, "(19,9) is blocked without the Pokédex")
check(ok and pushed == 1, "being blocked shows a text box")
local ok2, blocked2 = step({ EVENT_GOT_POKEDEX = true }, 19, 9)
check(ok2 and blocked2 ~= true, "(19,9) is walkable once you have the Pokédex")
-- the old port blocked the whole 3-wide corridor (x 17-19, y<=8); pokered
-- blocks one cell, and the sleeper/girl bodies do the rest
local ok3, blocked3 = step({}, 19, 8)
check(ok3 and blocked3 ~= true, "(19,8) north of the gate is not itself gated")
local ok4, blocked4 = step({}, 17, 8)
check(ok4 and blocked4 ~= true, "(17,8) is not gated (only (19,9) triggers)")
end
S.finish()
+116 -8
View File
@@ -38,6 +38,19 @@ check(pallet:isWarpTileCell(5, 5), "Red's house door is a door tile")
local w = pallet:warpAtCell(5, 5)
eq(w.def.destMap, "REDS_HOUSE_1F", "door warp goes to Red's house")
-- Pallet south shore spit: land that faces ROUTE_21 solids. Crossing
-- without reading the neighbor tile stranded players (see
-- tests/parity_connection_collision.lua).
local Map = require("src.world.Map")
local route21Def = Data.maps.ROUTE_21
local route21Tileset = Data.tilesets[route21Def.tileset]
check(pallet:isWalkableCell(2, 17), "Pallet south shore spit (2,17) walkable")
check(pallet:isWalkableCell(3, 17), "Pallet south shore spit (3,17) walkable")
check(not Map.defPassable(route21Def, route21Tileset, 2, 0, false),
"ROUTE_21 (2,0) refuses a land edge cross")
check(not Map.defPassable(route21Def, route21Tileset, 3, 0, false),
"ROUTE_21 (3,0) refuses a land edge cross")
-- signs
local sign = pallet:signAtCell(13, 13)
eq(sign.text, "TEXT_PALLETTOWN_OAKSLAB_SIGN", "Oak's lab sign at (13,13)")
@@ -719,6 +732,33 @@ do
eq(x, 8, "south gate lands on Route 22 gate warp x")
eq(y, 5, "south gate lands on Route 22 gate warp y")
end
-- UndergroundPathRoute{5,6,7,8}_Script force wLastMap to their own route on
-- map load, so crossing the tunnel and taking the far building's LAST_MAP exit
-- lands you on that route rather than the one you entered from (issue #1)
do
local OW = require("src.world.OverworldController")
local FieldDefaults = require("src.world.FieldDefaults")
local rewrites = FieldDefaults.field(Data, "lastMapRewrites")
local cases = {
{ map = "UNDERGROUND_PATH_ROUTE_5", route = "ROUTE_5", x = 17, y = 27 },
{ map = "UNDERGROUND_PATH_ROUTE_6", route = "ROUTE_6", x = 17, y = 13 },
{ map = "UNDERGROUND_PATH_ROUTE_7", route = "ROUTE_7", x = 5, y = 13 },
{ map = "UNDERGROUND_PATH_ROUTE_8", route = "ROUTE_8", x = 13, y = 3 },
-- DiglettsCaveRoute{2,11}_Script: same pattern for the cave's two ends
{ map = "DIGLETTS_CAVE_ROUTE_2", route = "ROUTE_2", x = 12, y = 9 },
{ map = "DIGLETTS_CAVE_ROUTE_11", route = "ROUTE_11", x = 4, y = 5 },
}
for _, c in ipairs(cases) do
local rewrite = rewrites[c.map]
check(rewrite ~= nil, c.map .. " rewrites wLastMap to its own route")
eq(OW.rewrittenLastMap(rewrite, 0, 0), c.route, c.map .. " -> " .. c.route)
local door = Data.maps[c.map].warps[1]
local m, x, y = Warp.destination(Data, door, { id = c.route, x = 0, y = 0 })
eq(m, c.route, c.map .. " door exits onto " .. c.route)
eq(x, c.x, c.map .. " door lands on the " .. c.route .. " entrance x")
eq(y, c.y, c.map .. " door lands on the " .. c.route .. " entrance y")
end
end
eq(Data.field.forcedMovement.slopeMaps[1], "ROUTE_17", "Cycling Road slope map")
check(Data.field.seafoam.SEAFOAM_ISLANDS_B3F.currents[1].moves[1] ~= nil,
"Seafoam B3F current movement extracted")
@@ -827,6 +867,11 @@ do
ab.rng = mkseq({ 255 }) -- the 1/256 miss
ab:performMove(ab.player, ab.enemy, { id = "THUNDER_WAVE", pp = 10 })
eq(ab.enemy.mon.status, nil, "THUNDER WAVE misses on the 255 roll")
local function hasAnim(b)
for _, r in ipairs(b.queue) do if r.anim then return true end end
return false
end
check(not hasAnim(ab), "a missed THUNDER WAVE plays no move animation")
ab.rng = mkseq({ 254 })
ab:performMove(ab.player, ab.enemy, { id = "THUNDER_WAVE", pp = 10 })
eq(ab.enemy.mon.status, "PAR", "THUNDER WAVE lands on the 254 roll")
@@ -837,6 +882,33 @@ do
eq(sbst.player.stages.attack, 1, "SHARPEN skips the accuracy roll")
end
-- HandleIfPlayerMoveMissed: skip PlayMoveAnimation on a miss
-- (unless EXPLODE_EFFECT)
do
Game.save.party = { Pokemon.new(Data, "BULBASAUR", 20) }
local function hasAnim(b)
for _, r in ipairs(b.queue) do if r.anim then return true end end
return false
end
local function sawMiss(b)
for _, r in ipairs(b.queue) do
if r.text and r.text:find("attack missed!", 1, true) then return true end
end
return false
end
local mb = BattleState.newWild(Game, "RATTATA", 5)
mb.rng = function(a, b) return b end -- accuracy 255: miss
mb:performMove(mb.player, mb.enemy, { id = "TACKLE", pp = 10 })
check(sawMiss(mb), "TACKLE miss prints AttackMissedText")
check(not hasAnim(mb), "a missed TACKLE plays no move animation")
eq(mb.enemy.mon.hp, mb.enemy.mon.stats.hp, "a missed TACKLE deals no damage")
local hb = BattleState.newWild(Game, "RATTATA", 5)
hb.rng = function(a, b) return a end -- hit
hb:performMove(hb.player, hb.enemy, { id = "TACKLE", pp = 10 })
check(hasAnim(hb), "a landing TACKLE still queues its move animation")
end
-- #14: EXP.ALL second pass inherits the participant divisor and skips
-- fainted mons
do
@@ -1073,6 +1145,20 @@ do
tb.trainer.name)),
"trainer defeat uses '<PLAYER> defeated <TRAINER>!'")
-- pret GetTrainerName_: rival classes show wRivalName, not "RIVAL1"
do
local savedRival = Game.save.player.rival
Game.save.player.rival = "GARY"
Game.save.party = { Pokemon.new(Data, "BULBASAUR", 30) }
local rb = BattleState.newTrainer(Game, "OPP_RIVAL1", 1)
eq(rb.trainer.name, "GARY", "rival battle uses saved rival name")
check(rb.introText:find("GARY", 1, true),
"rival intro wants-to-fight uses rival name")
check(Data.trainers.OPP_RIVAL1.name == "RIVAL1",
"shared trainer data keeps the RIVAL1 placeholder")
Game.save.player.rival = savedRival
end
-- PartyMenu onCancel fires when backing out without a pick
do
local PartyMenu = require("src.ui.PartyMenu")
@@ -1940,14 +2026,16 @@ do
-- option boxes (the port rows plus the MODS/CONTROLS entries) through a 4-box
-- viewport with a $EE ▼ marker; MUSIC VOL / SFX VOL clamp at 0..7 like
-- the text-speed cursor clamps at its ends (.pressedLeftInTextSpeed),
-- MUSIC FILTER cycles OFF/1X/2X/3X, and COLORS / TILT / GBC FX cycle
-- their display modes.
-- MUSIC FILTER cycles OFF/1X/2X/3X, and COLORS / TILT / GBC FX / VIDEO MODE
-- cycle their display modes.
do
local OptionsMenu = require("src.ui.OptionsMenu")
local OInput = require("src.core.Input")
local PaletteFX = require("src.render.PaletteFX")
local Tilt = require("src.render.Tilt")
local GBCFX = require("src.render.GBCFX")
local GameSpeed = require("src.core.GameSpeed")
local VideoMode = require("src.core.VideoMode")
local SD = require("src.core.SaveData")
-- Isolate from earlier save/options writes in this suite
SD.saveOptions(SD.defaultOptions())
@@ -1966,6 +2054,8 @@ do
eq(og.save.options.colors, "gbc", "new saves default COLORS to GBC")
eq(og.save.options.tilt, 0, "new saves default TILT to OFF")
eq(og.save.options.gbcfx, 0, "new saves default GBC FX to OFF")
eq(og.save.options.videoMode, "windowed",
"new saves default VIDEO MODE to WINDOWED")
eq(om.scroll, 0, "options viewport starts at the top")
for _ = 1, 4 do press("down") end
eq(om.index, 5, "cursor reaches MUSIC VOL")
@@ -2005,25 +2095,43 @@ do
for _ = 1, 4 do press("a") end
eq(og.save.options.gbcfx, 0, "GBC FX wraps back to OFF")
press("down")
eq(om.index, 11, "cursor reaches MODS")
eq(om.index, 11, "cursor reaches VIDEO MODE")
press("a")
eq(og.save.options.videoMode, "borderless",
"A cycles VIDEO MODE to BORDERLESS")
press("a")
eq(og.save.options.videoMode, "windowed",
"VIDEO MODE wraps back to WINDOWED")
press("down")
eq(om.index, 12, "cursor reaches CONTROLS")
eq(om.index, 12, "cursor reaches GAME SPEED")
press("a")
eq(og.save.options.speed, 2, "A cycles GAME SPEED to 2X")
-- Driven by the level list rather than a literal press count: adding a
-- speed (20X went in for the bot runs) otherwise fails this as a wrap
-- bug when the cycling is fine and the row is simply one longer.
for _ = 1, #GameSpeed.LEVELS - 1 do press("a") end
eq(og.save.options.speed, 1, "GAME SPEED wraps back to NORMAL")
press("down")
eq(om.index, 13, "CANCEL stays the fixed final row")
eq(om.scroll, 8, "CANCEL keeps the last option boxes on screen")
eq(om.index, 13, "cursor reaches MODS")
press("down")
eq(om.index, 14, "cursor reaches CONTROLS")
press("down")
eq(om.index, 15, "CANCEL stays the fixed final row")
eq(om.scroll, 10, "CANCEL keeps the last option boxes on screen")
om:draw() -- smoke: scrolled layout draws under the headless stub
press("a")
check(popped, "A on CANCEL closes the options menu")
local om2 = OptionsMenu.new(og)
OInput.pressed = { up = true }; om2:update(1 / 60); OInput.pressed = {}
eq(om2.index, 13, "up from the top wraps to CANCEL")
eq(om2.scroll, 8, "wrapping to CANCEL scrolls to the tail")
eq(om2.index, 15, "up from the top wraps to CANCEL")
eq(om2.scroll, 10, "wrapping to CANCEL scrolls to the tail")
-- headless-safe: no love.audio, setters only update internal state
require("src.core.Music").applyOptions(og.save.options)
require("src.core.Sound").applyOptions(og.save.options)
PaletteFX.applyOptions(og.save.options)
Tilt.applyOptions(og.save.options)
GBCFX.applyOptions(og.save.options)
VideoMode.applyOptions(og.save.options)
end
end
+196
View File
@@ -0,0 +1,196 @@
-- PokeBotBad route converter.
--
-- luajit tools/botconv/convert.lua <PokeBotBad checkout> [out.lua]
--
-- Reads PokeBotBad's data/red/paths.lua and emits a route data file for
-- the recomp: numeric pokered map ids become our string map names, tile
-- waypoints pass through unchanged (the coordinate systems are
-- identical), and every strategy/control step is classified by
-- table.lua into a generic op, a battle, a manual stub, or nothing.
--
-- The output is data, not code. tests/drivers/route.lua interprets it
-- against the live Game object. Anything table.lua does not cover is a
-- hard error -- the converter never silently drops a step.
local BOT = ... or arg[1]
assert(BOT, "usage: luajit tools/botconv/convert.lua <PokeBotBad checkout> [out]")
local OUT = arg[2] or "tests/drivers/bot_route.lua"
local TBL = dofile("tools/botconv/table.lua")
local mapOrder = dofile("data/generated/constants.lua").mapOrder
setmetatable(_G, { __index = function() return 0 end }) -- speedrun-only globals
local Paths = assert(loadfile(BOT .. "/data/red/paths.lua"))()
local stats = {
waypoint = 0, dropped = 0, battle = 0, verb = 0, manual = 0, control = 0,
}
local manualSeen, unknown = {}, {}
local function face(v) return TBL.face[v] or v end
-- Translate one {s=...} / {c=...} step into an op, or nil to drop it.
local function convertStep(step)
if step.s then
local name = step.s
if TBL.drop[name] then
stats.dropped = stats.dropped + 1
return nil
end
if TBL.battle[name] then
stats.battle = stats.battle + 1
return { op = "battle", face = step.dir and face(step.dir) or nil }
end
if TBL.manual[name] then
stats.manual = stats.manual + 1
manualSeen[name] = (manualSeen[name] or 0) + 1
return { op = "manual", name = name }
end
local v = TBL.verb[name]
if v then
stats.verb = stats.verb + 1
local out = { op = v.op }
for k, val in pairs(v.fixed or {}) do out[k] = val end
for botKey, ourKey in pairs(v.params or {}) do
local val = step[botKey]
if val ~= nil then
out[ourKey] = (ourKey == "face") and face(val) or val
end
end
return out
end
unknown[#unknown + 1] = "s=" .. name
return nil
end
local name = step.c
if TBL.controlDrop[name] then
stats.dropped = stats.dropped + 1
return nil
end
local cv = TBL.controlVerb[name]
if cv then
stats.control = stats.control + 1
local out = { op = cv.op }
if cv.mon ~= nil then out.mon = cv.mon end
return out
end
unknown[#unknown + 1] = "c=" .. name
return nil
end
-- ---------------------------------------------------------------------
-- PokeBotBad advances its path list sequentially whenever the map changes
-- (action/walk.lua:91-93) and only consults entry[1] when re-syncing after
-- a reset, so a wrong map id there never breaks its run -- and some are
-- wrong. Fix the ones we have verified rather than importing the typo:
-- entry 2 is labelled "Red's house" but carries 39 (BLUES_HOUSE); its
-- waypoints continue from Red's stairs, so it is REDS_HOUSE_1F (37).
local MAP_FIXUPS = { [2] = 37 }
local route = {}
for idx, entry in ipairs(Paths) do
local mapId = MAP_FIXUPS[idx] or entry[1]
local mapName = mapOrder[mapId + 1]
assert(mapName, ("unmapped pokered map id %d"):format(mapId))
local steps = {}
for j = 2, #entry do
local step = entry[j]
if step.s or step.c then
local op = convertStep(step)
if op then steps[#steps + 1] = op end
else
-- a bare {x,y} waypoint. Negative coords are the route's idiom for
-- "walk off the map edge into the connecting map"; the runtime
-- clamps into the connection rather than pathfinding to a cell that
-- does not exist.
stats.waypoint = stats.waypoint + 1
steps[#steps + 1] = { op = "goto", x = step[1], y = step[2] }
end
end
route[#route + 1] = { map = mapName, steps = steps }
end
if #unknown > 0 then
io.stderr:write("unclassified steps (add them to tools/botconv/table.lua):\n")
local seen = {}
for _, u in ipairs(unknown) do
if not seen[u] then seen[u] = true; io.stderr:write(" " .. u .. "\n") end
end
os.exit(1)
end
-- ---------------------------------------------------------------------
-- emit
-- ---------------------------------------------------------------------
-- Param values are scalars, or a list of candidate strings -- the route
-- writes poke={"oddish","paras"} for "teach this to whichever of these we
-- actually caught". Anything else is a bug in table.lua's param mapping
-- (an unquoted WRAM address, say) and must not reach the output as a
-- stringified pointer.
local function quote(v)
local t = type(v)
if t == "string" then return ("%q"):format(v) end
if t == "number" or t == "boolean" then return tostring(v) end
if t == "table" then
local parts = {}
for i, item in ipairs(v) do
assert(type(item) == "string",
("list param element %d is %s, expected string"):format(i, type(item)))
parts[i] = ("%q"):format(item)
end
assert(#parts > 0, "empty list param")
return "{ " .. table.concat(parts, ", ") .. " }"
end
error("unserializable param value of type " .. t)
end
local buf = {
"-- Generated by tools/botconv/convert.lua from PokeBotBad's any% route.",
"-- Do not edit; edit tools/botconv/table.lua and regenerate.",
"return {",
}
for _, seg in ipairs(route) do
buf[#buf + 1] = (" { map = %q, steps = {"):format(seg.map)
for _, s in ipairs(seg.steps) do
local parts = {}
local keys = {}
for k in pairs(s) do if k ~= "op" then keys[#keys + 1] = k end end
table.sort(keys)
for _, k in ipairs(keys) do
parts[#parts + 1] = ("%s = %s"):format(k, quote(s[k]))
end
buf[#buf + 1] = (" { op = %q%s },"):format(
s.op, #parts > 0 and (", " .. table.concat(parts, ", ")) or "")
end
buf[#buf + 1] = " } },"
end
buf[#buf + 1] = "}"
local fh = assert(io.open(OUT, "w"))
fh:write(table.concat(buf, "\n"), "\n")
fh:close()
-- ---------------------------------------------------------------------
-- coverage report
-- ---------------------------------------------------------------------
print(("wrote %s (%d map segments)"):format(OUT, #route))
print((" goto %4d"):format(stats.waypoint))
print((" battle %4d"):format(stats.battle))
print((" verb %4d"):format(stats.verb))
print((" control %4d"):format(stats.control))
print((" dropped %4d (speedrun / streaming only)"):format(stats.dropped))
print((" manual %4d <- runtime handlers required"):format(stats.manual))
local names = {}
for n in pairs(manualSeen) do names[#names + 1] = n end
table.sort(names)
print("\nhandlers tests/drivers/route.lua must implement:")
for _, n in ipairs(names) do
print((" %-20s x%d"):format(n, manualSeen[n]))
end
+123
View File
@@ -0,0 +1,123 @@
-- Inventory pass for the PokeBotBad route converter.
--
-- Reads PokeBotBad's data/red/paths.lua and reports every distinct step
-- shape it contains, so the conversion table is driven by what the route
-- actually uses rather than by guesswork.
--
-- luajit tools/botconv/inventory.lua /path/to/PokeBotBad
--
-- Route entries look like:
-- { <mapId>, {x,y}, {s="talk",dir="Up"}, {c="a",a="Brock's Gym"}, ... }
-- entry[1] is a numeric pokered map id; the rest are steps.
local botRoot = ... or arg[1]
assert(botRoot, "usage: luajit tools/botconv/inventory.lua <PokeBotBad checkout>")
-- paths.lua reads a few speedrun-only globals (client.speedmode targets).
-- They are dropped by the converter, so any value will do.
setmetatable(_G, { __index = function() return 0 end })
local pathsFile = botRoot .. "/data/red/paths.lua"
local Paths = assert(loadfile(pathsFile))()
local mapOrder = dofile("data/generated/constants.lua").mapOrder
local strategies, controls = {}, {}
local counts = { waypoint = 0, strategy = 0, control = 0, unknown = 0 }
local unknownMaps, sections = {}, {}
local function note(bucket, name, step, section)
local rec = bucket[name]
if not rec then
rec = { n = 0, params = {}, sections = {} }
bucket[name] = rec
end
rec.n = rec.n + 1
rec.sections[section] = true
for k in pairs(step) do
if k ~= "s" and k ~= "c" then rec.params[k] = true end
end
end
-- Section headers are comments, so recover them by scanning the source and
-- counting which route entry each header precedes.
local function sectionNames()
local names, idx, fh = {}, 0, assert(io.open(pathsFile, "r"))
local current = "0: INTRO"
for line in fh:lines() do
local header = line:match("^%-%-%s*(%d+:%s*.+)$")
if header then current = header end
if line:match("^%s*{%s*%-?%d+%s*,") then
idx = idx + 1
names[idx] = current
end
end
fh:close()
return names
end
local names = sectionNames()
for i, entry in ipairs(Paths) do
local mapId = entry[1]
local section = names[i] or "?"
sections[section] = true
local mapName = mapOrder[mapId + 1]
if not mapName then unknownMaps[mapId] = true end
for j = 2, #entry do
local step = entry[j]
if type(step) ~= "table" then
counts.unknown = counts.unknown + 1
elseif step.s then
counts.strategy = counts.strategy + 1
note(strategies, step.s, step, section)
elseif step.c then
counts.control = counts.control + 1
note(controls, step.c, step, section)
elseif type(step[1]) == "number" and type(step[2]) == "number" then
counts.waypoint = counts.waypoint + 1
else
counts.unknown = counts.unknown + 1
end
end
end
local function dump(title, bucket)
local keys = {}
for k in pairs(bucket) do keys[#keys + 1] = k end
table.sort(keys, function(a, b)
if bucket[a].n ~= bucket[b].n then return bucket[a].n > bucket[b].n end
return a < b
end)
print(("\n=== %s (%d distinct) ==="):format(title, #keys))
for _, k in ipairs(keys) do
local rec = bucket[k]
local params = {}
for p in pairs(rec.params) do params[#params + 1] = p end
table.sort(params)
local nsec = 0
for _ in pairs(rec.sections) do nsec = nsec + 1 end
print(("%-28s x%-4d sections:%-3d %s"):format(
k, rec.n, nsec,
#params > 0 and ("{" .. table.concat(params, ",") .. "}") or ""))
end
end
print(("route entries: %d sections: %d"):format(#Paths, (function()
local n = 0; for _ in pairs(sections) do n = n + 1 end; return n
end)()))
print(("waypoints:%d strategies:%d controls:%d unknown:%d"):format(
counts.waypoint, counts.strategy, counts.control, counts.unknown))
local bad = {}
for id in pairs(unknownMaps) do bad[#bad + 1] = id end
if #bad > 0 then
table.sort(bad)
print("UNMAPPED MAP IDS: " .. table.concat(bad, ", "))
else
print("all map ids resolve against data/generated/constants.lua mapOrder")
end
dump("STRATEGIES", strategies)
dump("CONTROLS", controls)
+187
View File
@@ -0,0 +1,187 @@
-- Classification table for the PokeBotBad route converter.
--
-- Every strategy/control name the route references maps to exactly one
-- bucket. convert.lua errors on anything missing, so this file is the
-- single place that decides what a PokeBotBad step becomes.
--
-- DROP speedrun or streaming only; no gameplay effect. Removing it
-- cannot make the run unwinnable, only slower.
-- BATTLE resolve the fight with the generic battle handler. We are not
-- optimizing turns, so every named fight collapses to one op.
-- VERB a generic parameterized action; params are rewritten below.
-- MANUAL progression-critical and not inferable from the route data.
-- Emitted as a stub op the runtime must implement, and listed in
-- the coverage report.
local T = {}
-- ---------------------------------------------------------------------
-- DROP
-- ---------------------------------------------------------------------
-- Timer splits, Twitch/LiveSplit bridge chatter, emulator speed control.
-- Stat-boost item pickups (carbos/rare candy) exist to hit damage
-- breakpoints on an optimal route; a bot that grinds normally outlevels
-- the need. "redbar" deliberately parks a mon at low HP for the Gen 1
-- low-HP speed trick and is actively harmful when not speedrunning.
-- "dodge*" routes around trainer sight lines to skip fights -- we let
-- those trainers engage and the generic battle handler takes them.
local DROP = {
"split", "splitBrock", "changeSpeed", "battleModeSet", "guess",
"tweetBrock", "tweetMisty", "tweetSurge", "tweetVictoryRoad",
"reportMtMoon", "announceMachop", "announceOddish", "announceVenonat",
"epicCutscene", "centerSkip", "jingleSkip",
"dodgeCerulean", "dodgePalletBoy", "dodgeDepartment", "dodgeGirl",
"dodgeViridianOldMan",
"redbarCubone", "redbarMankey",
"cinnabarCarbos", "safariCarbos", "silphCarbos",
"drivebyRareCandy", "rareCandyEarly", "rareCandyGiovanni",
"tossInSafari", "tossInVictoryRoad",
"swapXSpecials", "swapXSpeeds",
-- pre-emptive heals sized to an optimal route; the runtime's own
-- "heal when below threshold" rule supersedes all of them.
"potionBeforeMisty", "potionBeforeCocoons", "potionBeforeHypno",
"potionBeforeLorelei", "potionBeforeRaticate", "potionBeforeRocket",
"potionBeforeShorts", "potionBeforeSurge", "potionForMankey",
"extraFullRestore", "checkEther", "checkGiovanni",
-- turn-by-turn battle tactics, superseded by the generic battle AI
"thunderboltFirst", "fourTurnThrash", "thrashGeodude", "rivalSandAttack",
"swapThrash", "fightGiovanniMachoke", "fightSilphMachoke",
}
-- ---------------------------------------------------------------------
-- BATTLE
-- ---------------------------------------------------------------------
-- Named fights. Each becomes {op="battle"} -- walk in, fight until the
-- battle state pops. Rival/gym/E4 fights are all the same op; the route
-- has already put us in front of the right trainer.
local BATTLE = {
"fightBrock", "fightMisty", "fightSurge", "fightErika", "fightKoga",
"fightGiovanni", "fightSilphGiovanni", "fightBulbasaur", "fightMetapod",
"fightWeedle", "fightGrimer", "fightHypno", "fightX",
"lorelei", "bruno", "agatha", "lance", "blue", "champion",
"viridianRival", "lavenderRival", "silphRival",
"bugCatcher", "shortsKid", "digFight", "waitToFight",
"hornAttackCaterpie", "catchFlierBackup",
}
-- NOTE: squirtleIChooseYou is NOT here. Despite sitting between two fights
-- in the route it is the starter pick -- walk to the ball, press A, accept
-- the prompt -- and is classified as a talk below.
-- ---------------------------------------------------------------------
-- VERB
-- ---------------------------------------------------------------------
-- name -> { op, params = { botKey = ourKey } }
-- Params not listed are dropped. `face` values are rewritten from
-- PokeBotBad's "Up"/"Down"/"Left"/"Right" to our "up"/"down"/"left"/"right".
local VERB = {
talk = { op = "talk", params = { dir = "face" } },
waitToTalk = { op = "talk", params = { dir = "face" } },
interact = { op = "talk", params = { dir = "face" } },
dialogue = { op = "talk", params = { dir = "face", decline = "decline" } },
take = { op = "pickup", params = { dir = "face" } },
grabAntidote = { op = "pickup" },
grabForestPotion = { op = "pickup" },
grabMaxEther = { op = "pickup" },
grabTreePotion = { op = "pickup" },
bicycle = { op = "bike" },
procureBicycle = { op = "talk" },
-- the starter pick: face the ball, A, accept the prompt
squirtleIChooseYou = { op = "talk" },
fly = { op = "fly", params = { dest = "dest", map = "map" } },
push = { op = "push", params = { dir = "face", x = "x", y = "y" } },
teach = { op = "teach", params = { move = "move", poke = "mon", replace = "replace" } },
-- these two name the move rather than passing it as a param
teachThrash = { op = "teach", fixed = { move = "thrash" } },
learnThrash = { op = "teach", fixed = { move = "thrash" } },
swapMove = { op = "swapMove", params = { move = "move", to = "to" } },
swap = { op = "swapItem", params = { item = "item", dest = "dest" } },
item = { op = "useItem", params = { item = "item", poke = "mon", all = "all" } },
potion = { op = "heal", params = { hp = "hp", full = "full" } },
elixer = { op = "useItem", params = { move = "move" } },
ether = { op = "useItem", params = { max = "max" } },
hikerElixer = { op = "useItem" },
lassEther = { op = "useItem" },
undergroundElixer = { op = "useItem" },
healParalysis = { op = "heal" },
-- shops: the route knows the location, the runtime knows the list
shopPewterMart = { op = "shop", fixed = { list = "pewter" } },
shopViridianPokeballs = { op = "shop", fixed = { list = "viridianBalls" } },
shopVermilionMart = { op = "shop", fixed = { list = "vermilion" } },
shopRepels = { op = "shop", fixed = { list = "repels" } },
shopTM07 = { op = "shop", fixed = { list = "tm07" } },
shopPokeDoll = { op = "shop", fixed = { list = "pokeDoll" } },
shopVending = { op = "shop", fixed = { list = "vending" } },
shopExtraWater = { op = "shop", fixed = { list = "water" } },
shopBuffs = { op = "shop", fixed = { list = "buffs" } },
-- Not shops, despite the names. prepareForBlue/prepareForLance are
-- thin wrappers over strategyFunctions.potion (they fire in Lance's
-- and Agatha's rooms, where no mart exists). equipForBrock is a
-- level-8 reset gate plus a cure-poison, and the gate is speedrun-only
-- -- a bot that grinds normally arrives overlevelled.
prepareForBlue = { op = "heal", fixed = { full = true } },
prepareForLance = { op = "heal", fixed = { full = true } },
equipForBrock = { op = "heal", fixed = { status = true } },
-- "skill" is the route's field-move verb (cut/surf/strength/dig/flash)
skill = { op = "fieldMove", params = { move = "move", dir = "face",
x = "x", y = "y", map = "map" } },
}
-- ---------------------------------------------------------------------
-- MANUAL
-- ---------------------------------------------------------------------
-- Progression gates. A generic verb cannot infer these from route data:
-- they involve party composition, puzzle state, or menus the route only
-- names. Each emits {op="manual", name=...} and the runtime dispatches to
-- a hand-written handler keyed by name.
local MANUAL = {
"catchNidoran", "catchOddish", -- party composition the route assumes
"evolveNidoking", "evolveNidorino", -- level/stone gating
"trashcans", -- Surge gym can-search puzzle
"depositPokemon", -- PC box menu
"deptElevator", "silphElevator", -- elevator floor menus
"giveWater", -- Saffron guard gate
"playPokeFlute", -- Snorlax
"pokeDoll", -- Lavender Rocket blocker
"talkToBill", -- S.S. Ticket gate
"exitForest", -- Viridian Forest exit routing
"trainerSightSkip",
}
-- ---------------------------------------------------------------------
-- CONTROLS ({c="..."} steps)
-- ---------------------------------------------------------------------
-- Almost all of these are reset conditions or run telemetry. {c="a"} is
-- Bridge.chat -- Twitch commentary, 50 of the 98 control calls.
local CONTROL_DROP = {
"a", "encounters", "trackEncounters", "allowDeath", "pp", "thrash",
"moon1Exp", "moon2Exp", "moon3Exp", "startMtMoon",
"nidoranBackupExp", "viridianBackupExp", "viridianExp",
}
-- Catch permission toggles do affect what the bot ends up with.
local CONTROL_VERB = {
catchNidoran = { op = "allowCatch", mon = "nidoran" },
catchOddish = { op = "allowCatch", mon = "oddish" },
catchParas = { op = "allowCatch", mon = "paras" },
catchFlier = { op = "allowCatch", mon = "flier" },
disableCatch = { op = "allowCatch", mon = false },
potion = { op = "heal" },
}
-- ---------------------------------------------------------------------
local function set(list)
local t = {}
for _, name in ipairs(list) do t[name] = true end
return t
end
T.drop = set(DROP)
T.battle = set(BATTLE)
T.verb = VERB
T.manual = set(MANUAL)
T.controlDrop = set(CONTROL_DROP)
T.controlVerb = CONTROL_VERB
T.face = { Up = "up", Down = "down", Left = "left", Right = "right" }
return T
+475 -3
View File
@@ -1,6 +1,6 @@
"""Extract the Super Game Boy colorization palettes.
Sources:
Sources (vanilla pokered):
data/sgb/sgb_palettes.asm SuperPalettes: 4 colors per PAL_* entry,
5-bit RGB (IF DEF(_RED) variants are used;
this is a Red port)
@@ -8,17 +8,60 @@ Sources:
in Pokédex order with species names in the
line comments
Sources (pokered-gbc / Red++ SuperPalettes, optional COLORS mode):
data/super_palettes.asm multi-line RGB + ; 0xNN: PAL_NAME comments;
includes per-species pals under GEN_2_GRAPHICS
data/mon_palettes.asm MonsterPalettes: GEN_2 per-species PAL_* ids
Output: data/generated/palettes.lua
palettes[NAME] = { {r,g,b} x4 } with 8-bit components, color 0 first
pokemon[SPECIES] = NAME (PAL_ prefix stripped)
Output: data/palettes_gbc.lua (committed; not wiped by ROM import)
same shape, plus per-species palette entries (BULBASAUR, ), plus a
`world` table (below) for true overworld tile/roof/sprite coloring.
The HP bar fill is GB color 2 of PAL_GREENBAR / PAL_YELLOWBAR /
PAL_REDBAR; the thresholds live in home/palettes.asm GetHealthBarColor
(>= 27 pixels green, >= 10 yellow, else red).
Sources (pokered-gbc color/**, the real GBC overworld coloring engine):
color/data/map_palette_assignments.asm per tileset: 96 tile-graphic-id
-> palette-group (0-7) bytes
color/data/map_palette_sets.asm per tileset: 8 group -> palette-
constant bytes (positional)
color/data/map_palettes.asm palette-constant -> 4 RGB colors
color/data/roofpalettes.asm per pokered map ID (positional,
matches map.def.index): roof
2-color override + the labeled
RGB blocks it points at
color/data/spritepalettes.asm 8 four-color OBJ palettes
color/sprites.asm SpritePaletteAssignments: 1-based
picture ID -> OBJ palette 0-3, or
the "db 4" random-per-instance
sentinel (ColorOverworldSprite)
Output `world` table shape:
world.tileGroups[TILESET][tileId 0-95] = group index 0-7
world.groupColors[TILESET][group 0-7] = { {r,g,b} x4 }
world.roofGroup[TILESET] = the town-overridable group index (OVERWORLD/
PLATEAU only)
world.roofByMapIndex[mapIndex] = { {r,g,b} x2 } (matches map.def.index)
world.spritePalettes[0-7] = { {r,g,b} x4 }
world.spriteAssignment[pictureIndex 0-based] = group 0-3 or "random"
(pictureIndex matches the N in a sprite def's
`source = "ROM:SpriteSheetPointerTable[N]"`)
The 3 hardcoded Celadon Mart tile-group exceptions and the Route 6/Saffron
roof y-split (LoadTilesetPalette / LoadTownPalette control flow, not data)
are NOT extracted here -- they live as a small named table in
src/render/PaletteFX.lua next to the code that consumes `world`.
"""
import argparse
import os
import re
import sys
from . import util
@@ -28,6 +71,11 @@ def _scale5(v):
return round(int(v) * 255 / 31)
def _rgb8(nums12):
return [[_scale5(nums12[i]), _scale5(nums12[i + 1]), _scale5(nums12[i + 2])]
for i in range(0, 12, 3)]
def _read_raw(path):
"""Raw lines WITH comments (palette / species names live in them)."""
with open(path, encoding="utf-8") as f:
@@ -54,8 +102,7 @@ def extract(pokered, out_dir):
if len(nums) != 12:
util.die(f"sgb_palettes.asm:{lineno}: expected 12 components, got {len(nums)}")
name = m.group(2)
palettes[name] = [[_scale5(nums[i]), _scale5(nums[i + 1]), _scale5(nums[i + 2])]
for i in range(0, 12, 3)]
palettes[name] = _rgb8(nums)
order.append(name)
# ---- MonsterPalettes -------------------------------------------------
@@ -91,3 +138,428 @@ def extract(pokered, out_dir):
header="SGB colorization: 4 8-bit RGB colors per palette (color 0\n"
"first) and the per-species palette assignment.")
return palettes, mon_pals
def _parse_gbc_super_palettes(path):
"""pokered-gbc data/super_palettes.asm: ; 0xNN: PAL_NAME then 4x RGB lines."""
palettes = {}
order = []
pending = None
buf = []
for lineno, line in _read_raw(path):
s = line.strip()
m = re.match(r";\s*0x[0-9a-fA-F]+:\s*PAL_(\w+)", s)
if m:
pending = m.group(1)
buf = []
continue
m = re.match(r"RGB\s+([\d,\s]+)", s)
if not m or not pending:
continue
nums = [n for n in re.split(r"[,\s]+", m.group(1).strip()) if n]
buf.extend(nums)
if len(buf) < 12:
continue
if len(buf) != 12:
util.die(f"{path}:{lineno}: expected 12 components for PAL_{pending}, "
f"got {len(buf)}")
palettes[pending] = _rgb8(buf)
order.append(pending)
pending = None
buf = []
if pending:
util.die(f"{path}: incomplete palette PAL_{pending}")
return palettes, order
def _parse_gbc_monster_palettes(path):
"""GEN_2_GRAPHICS MonsterPalettes paired with ELSE-branch species comments."""
lines = _read_raw(path)
# species order from the vanilla ELSE comments (dex order + MISSINGNO)
species_order = []
in_else = False
for _, line in lines:
s = line.strip()
if s.startswith("ELSE"):
in_else = True
continue
if s.startswith("ENDC"):
break
if not in_else:
continue
m = re.match(r"db\s+PAL_\w+\s*;\s*(\w+)", s)
if m:
species_order.append(m.group(1))
gen2_pals = []
in_gen2 = False
for lineno, line in lines:
s = line.strip()
if s.startswith("MonsterPalettes:"):
continue
if s.startswith("IF GEN_2_GRAPHICS"):
in_gen2 = True
continue
if s.startswith("ELSE") or s.startswith("TrainerPalettes:"):
break
if not in_gen2:
continue
m = re.match(r"db\s+PAL_(\w+)", s)
if m:
gen2_pals.append(m.group(1))
if len(species_order) != len(gen2_pals):
util.die(f"{path}: GEN_2 MonsterPalettes ({len(gen2_pals)}) != "
f"ELSE species comments ({len(species_order)})")
mon_pals = {}
for species, pal in zip(species_order, gen2_pals):
if species != "MISSINGNO":
mon_pals[species] = pal
return mon_pals
# ---- color/** overworld attribute data ------------------------------------
#
# Two tiny fixed enums, hand-transcribed rather than parsed: both are
# `EQU`/`const` lists that never change (they are the hardware-shaped slot
# numbering, not game content), and each uses a different const-declaration
# style that isn't worth a bespoke parser for 4-8 entries.
# color/data/map_palette_constants.asm:69-78 (`const_value = 0` block)
_GROUP_NAMES = ["GRAY", "RED", "GREEN", "BLUE", "YELLOW", "BROWN", "ROOF", "TEXT"]
_GROUP_INDEX = {name: i for i, name in enumerate(_GROUP_NAMES)}
# color/sprites.asm:15-18 (`SPR_PAL_* EQU n`)
_SPR_PAL = {"SPR_PAL_ORANGE": 0, "SPR_PAL_BLUE": 1, "SPR_PAL_GREEN": 2, "SPR_PAL_BROWN": 3}
def _rgbN(nums):
return [[_scale5(nums[i]), _scale5(nums[i + 1]), _scale5(nums[i + 2])]
for i in range(0, len(nums), 3)]
def _parse_rgb_table(path, header_re, n_nums):
"""name -> n_nums/3 RGB colors, from blocks of `header_re` + RGB lines
(one or more `RGB r,g,b[,r,g,b...]` lines per block, however they're
wrapped -- matches both the 1-color-per-line and 4-colors-per-line
styles pokered-gbc uses in different files)."""
out = {}
order = []
pending = None
buf = []
for lineno, line in _read_raw(path):
s = line.strip()
m = header_re.match(s)
if m:
if pending:
util.die(f"{path}:{lineno}: incomplete RGB block for "
f"{pending} ({len(buf)}/{n_nums})")
pending = m.group(1)
buf = []
continue
m = re.match(r"RGB\s+([\d,\s]+)", s)
if not m or not pending:
continue
nums = [n for n in re.split(r"[,\s]+", m.group(1).strip()) if n]
buf.extend(nums)
if len(buf) < n_nums:
continue
if len(buf) != n_nums:
util.die(f"{path}:{lineno}: expected {n_nums} components for "
f"{pending}, got {len(buf)}")
out[pending] = _rgbN(buf)
order.append(pending)
pending = None
buf = []
if pending:
util.die(f"{path}: incomplete RGB block for {pending}")
return out, order
_TILESET_HEADER_RE = re.compile(r"^;\s*([A-Z][A-Z0-9_]*)\s*$")
def _parse_map_palette_assignments(path):
"""color/data/map_palette_assignments.asm: per tileset, 96 tile-graphic
palette-group bytes (0-7, symbolic), 16 per line / 6 lines."""
tile_groups = {}
order = []
current = None
vals = []
def flush(lineno):
if len(vals) != 96:
util.die(f"{path}:{lineno}: {current} has {len(vals)} tile "
f"groups (want 96)")
tile_groups[current] = vals[:]
order.append(current)
for lineno, line in _read_raw(path):
s = line.strip()
m = _TILESET_HEADER_RE.match(s)
if m:
if current:
flush(lineno)
current, vals = m.group(1), []
continue
m = re.match(r"db\s+(.*)$", s)
if not m or not current:
continue
for tok in m.group(1).split(","):
tok = tok.strip()
if tok not in _GROUP_INDEX:
util.die(f"{path}:{lineno}: unknown palette group {tok!r}")
vals.append(_GROUP_INDEX[tok])
if current:
flush("EOF")
return tile_groups, order
def _parse_map_palette_sets(path):
"""color/data/map_palette_sets.asm: per tileset, 8 palette-constant
names, positional (index = the palette-group 0-7 above)."""
sets = {}
order = []
current = None
vals = []
def flush(lineno):
if len(vals) != 8:
util.die(f"{path}:{lineno}: {current} has {len(vals)} palette "
f"sets (want 8)")
sets[current] = vals[:]
order.append(current)
for lineno, line in _read_raw(path):
s = line.strip()
m = _TILESET_HEADER_RE.match(s)
if m:
if current:
flush(lineno)
current, vals = m.group(1), []
continue
m = re.match(r"db\s+(\w+)", s)
if m and current:
vals.append(m.group(1))
if current:
flush("EOF")
return sets, order
def _parse_roof_order(path):
"""color/data/roofpalettes.asm's RoofPalettes: dw list, positional by
pokered map ID (matches map.def.index in the recomp project)."""
names = []
in_table = False
for lineno, line in _read_raw(path):
s = line.strip()
if s.startswith("RoofPalettes:"):
in_table = True
continue
if not in_table:
continue
m = re.match(r"dw\s+(\w+)", s)
if m:
names.append(m.group(1))
continue
if s == "":
continue
break # first non-dw, non-blank line (a Label:) ends the table
if not names:
util.die(f"{path}: RoofPalettes table not found or empty")
return names
def _parse_sprite_assignments(path):
"""color/sprites.asm SpritePaletteAssignments: 1-based picture ID (from
the '; 0xNN: SPRITE_NAME' comment) -> OBJ palette 0-3, or "random" for
the "db 4" per-instance sentinel (ColorOverworldSprite). Returned keyed
0-based (pictureId - 1), matching a recomp sprite def's
`source = "ROM:SpriteSheetPointerTable[N]"` index."""
assignments = {}
in_table = False
pending_id = None
header_re = re.compile(r"^;\s*0x([0-9a-fA-F]+):")
for lineno, line in _read_raw(path):
s = line.strip()
if s.startswith("SpritePaletteAssignments:"):
in_table = True
continue
if not in_table:
continue
m = header_re.match(s)
if m:
pending_id = int(m.group(1), 16)
continue
m = re.match(r"db\s+(\w+)", s)
if m and pending_id is not None:
tok = m.group(1)
if tok == "4":
assignments[pending_id - 1] = "random"
elif tok in _SPR_PAL:
assignments[pending_id - 1] = _SPR_PAL[tok]
else:
util.die(f"{path}:{lineno}: unknown sprite palette {tok!r}")
pending_id = None
continue
if s and not s.startswith(";"):
break # next label (AnimationTileset1Palettes:) ends the table
if not assignments:
util.die(f"{path}: SpritePaletteAssignments not found or empty")
return assignments
def extract_gbc_world(pokered_gbc):
"""pokered-gbc color/** -> the `world` table (see module docstring):
real per-tile GBC BG-palette groups, per-town roof overrides, and
overworld sprite OBJ palettes, for true overworld parity under
COLORS=RED++ (LoadTilesetPalette / LoadTownPalette / ColorOverworldSprite)."""
base = os.path.join(pokered_gbc, "color")
tile_groups, ts_order = _parse_map_palette_assignments(
os.path.join(base, "data/map_palette_assignments.asm"))
pal_sets, ts_order2 = _parse_map_palette_sets(
os.path.join(base, "data/map_palette_sets.asm"))
if set(ts_order) != set(ts_order2):
util.die("map_palette_assignments.asm / map_palette_sets.asm "
"tileset lists disagree")
if len(ts_order) < 20:
util.die(f"map_palette_assignments.asm: parsed only {len(ts_order)} "
f"tilesets (want ~24)")
map_palettes, _ = _parse_rgb_table(
os.path.join(base, "data/map_palettes.asm"),
re.compile(r"^;\s*0x[0-9a-fA-F]+:\s*(\w+)\s*$"), 12)
group_colors = {}
for ts in ts_order:
colors = []
for slot, const in enumerate(pal_sets[ts]):
if const not in map_palettes:
util.die(f"map_palette_sets.asm: {ts} slot {slot}: unknown "
f"palette constant {const}")
colors.append(map_palettes[const])
group_colors[ts] = colors
# Only these two tilesets are ever town-roof-swapped
# (LoadTilesetPalette: `cp 0` / `cp PLATEAU` before calling
# LoadTownPalette) -- the ROOF slot for every other tileset is static.
roof_group = {ts: _GROUP_INDEX["ROOF"]
for ts in ("OVERWORLD", "PLATEAU") if ts in group_colors}
roof_path = os.path.join(base, "data/roofpalettes.asm")
roof_colors, _ = _parse_rgb_table(
roof_path, re.compile(r"^(?!RoofPalettes)(\w+):\s*$"), 6)
roof_order = _parse_roof_order(roof_path)
roof_by_index = {}
for i, name in enumerate(roof_order):
if name not in roof_colors:
util.die(f"{roof_path}: RoofPalettes references unknown label "
f"{name}")
roof_by_index[i] = roof_colors[name]
sprite_path = os.path.join(base, "data/spritepalettes.asm")
raw_sprite_pals, _ = _parse_rgb_table(
sprite_path, re.compile(r"^;\s*(\d+)\s*$"), 12)
sprite_palettes = {int(k): v for k, v in raw_sprite_pals.items()}
if len(sprite_palettes) != 8:
util.die(f"{sprite_path}: parsed {len(sprite_palettes)} sprite "
f"palettes (want 8)")
sprite_assignment = _parse_sprite_assignments(
os.path.join(base, "sprites.asm"))
if len(sprite_assignment) != 72:
util.die(f"sprites.asm: parsed {len(sprite_assignment)} sprite "
f"palette assignments (want 72)")
tile_groups_out = {ts: {i: v for i, v in enumerate(vals)}
for ts, vals in tile_groups.items()}
return {
"tileGroups": tile_groups_out,
"groupColors": group_colors,
"roofGroup": roof_group,
"roofByMapIndex": roof_by_index,
"spritePalettes": sprite_palettes,
"spriteAssignment": sprite_assignment,
}
def extract_gbc(pokered_gbc, out_path):
"""Build the Red++ / pokered-gbc SuperPalette pack used by COLORS=RED++."""
super_path = os.path.join(pokered_gbc, "data/super_palettes.asm")
mon_path = os.path.join(pokered_gbc, "data/mon_palettes.asm")
if not os.path.isfile(super_path):
util.die(f"missing {super_path}")
if not os.path.isfile(mon_path):
util.die(f"missing {mon_path}")
palettes, order = _parse_gbc_super_palettes(super_path)
# pret spelling vs Red++ British spelling
if "GREYMON" in palettes and "GRAYMON" not in palettes:
palettes["GRAYMON"] = palettes["GREYMON"]
order.append("GRAYMON")
# Overworld still asks for ROUTE / PALLET; Red++ dropped those SGB
# entries (color/data handles overworld). Alias to closest town pals.
if "ROUTE" not in palettes and "VIRIDIAN" in palettes:
palettes["ROUTE"] = palettes["VIRIDIAN"]
order.append("ROUTE")
if "PALLET" not in palettes and "PEWTER" in palettes:
palettes["PALLET"] = palettes["PEWTER"]
order.append("PALLET")
mon_pals = _parse_gbc_monster_palettes(mon_path)
if len(mon_pals) != 151:
util.die(f"mon_palettes.asm: parsed {len(mon_pals)} species (want 151)")
for species, pal in mon_pals.items():
if pal not in palettes:
util.die(f"mon_palettes.asm: unknown palette PAL_{pal} for {species}")
for name in ("MEWMON", "GREENBAR", "YELLOWBAR", "REDBAR", "GRAYMON"):
if name not in palettes:
util.die(f"super_palettes.asm: PAL_{name} missing")
world = extract_gbc_world(pokered_gbc)
# write_lua stamps "Generated by tools/build_data.py"; keep that header
# but point the source field at the gbc tree.
util.write_lua(
out_path,
{"source": "pokered-gbc data/super_palettes.asm + data/mon_palettes.asm"
" + color/**",
"palettes": palettes,
"order": order,
"pokemon": mon_pals,
"world": world},
header="Red++ / pokered-gbc SuperPalettes (COLORS=RED++): 4 8-bit RGB\n"
"colors per palette (color 0 first), including per-species\n"
"pals and the GEN_2 MonsterPalettes assignment, plus `world`\n"
"(true overworld tile/roof/sprite GBC coloring -- see this\n"
"file's module docstring for its shape).")
return palettes, mon_pals
def main(argv=None):
parser = argparse.ArgumentParser(description=__doc__.split("\n\n")[0])
sub = parser.add_subparsers(dest="cmd", required=True)
p_van = sub.add_parser("vanilla", help="extract pret/pokered SGB palettes")
p_van.add_argument("--pokered", required=True)
p_van.add_argument("--out-dir", default="data/generated")
p_gbc = sub.add_parser("gbc", help="extract pokered-gbc SuperPalettes")
p_gbc.add_argument("--pokered-gbc", required=True)
p_gbc.add_argument("--out", default="data/palettes_gbc.lua")
args = parser.parse_args(argv)
if args.cmd == "vanilla":
extract(args.pokered, args.out_dir)
else:
extract_gbc(args.pokered_gbc, args.out)
return 0
if __name__ == "__main__":
# python3 -m extract.palettes (from tools/) or python3 tools/extract/palettes.py
if __package__ is None:
sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
__package__ = "extract"
from extract import util as util # noqa: F811
raise SystemExit(main())
+6
View File
@@ -42219,6 +42219,12 @@
}
},
"MtMoonB2F": {
"1": {
"after": "_MtMoonB2FSuperNerdTheresAPokemonLabText",
"battle": "_MtMoonB2FSuperNerdTheyreBothMineText",
"event": "EVENT_BEAT_MT_MOON_3_SUPER_NERD",
"won": "_MtMoonB2fSuperNerdEachTakeOneText"
},
"2": {
"after": "_MtMoonB2FRocket1AfterBattleText",
"battle": "_MtMoonB2FRocket1BattleText",