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Author SHA1 Message Date
bryanthaboi 3954f93653 Merge branch 'main' into bugsquashingjuly26 2026-07-26 14:09:53 -04:00
bryanthaboi b02f8c7daf ok 2026-07-26 14:03:58 -04:00
bryanthaboi f7695308b7 big bug squash (#261) 2026-07-26 13:38:52 -04:00
bryanthaboi 3461937dbc big bug squash 2026-07-26 13:36:57 -04:00
bryanthaboi a8936e79d6 Add on-screen touch controls and assets 2026-07-25 23:16:15 -04:00
bryanthaboi f6b29e6caa evee fix and some other junk 2026-07-25 15:21:49 -04:00
bryanthaboi 3069b2e2a9 The new experience (#201)
* new launcher and save converts and pipeline

* fixing bugs
2026-07-25 12:36:53 -04:00
bryanthaboi 6625391f76 online play updates and fixes and tweaks and cheeks 2026-07-24 14:36:10 -04:00
bryanthaboi c40dcd6159 Merge branch 'online-play' 2026-07-24 13:31:07 -04:00
bryanthaboi 5a0f9ab06d Online play (#156)
* new options, and hot keys and readme clean up

* oooooooooooh bazinga
2026-07-24 13:11:40 -04:00
bryanthaboi d872010209 new options, and hot keys and readme clean up (#148) 2026-07-24 10:12:27 -04:00
208 changed files with 25192 additions and 2272 deletions
+16 -1
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@@ -214,8 +214,21 @@ jobs:
apk="$(find dist/android/debug -name '*.apk' | head -1)"
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
# Platform-independent update payload, built alongside the desktop
# apps above (same game.love that gets fused into each of them).
love_file=".bazinga/work/game.love"
[ -f "$love_file" ] || { echo "::error::$love_file not found (expected from scripts/build.sh)"; exit 1; }
cp "$love_file" "$outdir/gen1recomp-${v}.love"
ls -lh "$outdir"
# Checksums for every staged release asset (sums file itself is
# written after this and named outside the gen1recomp-* glob, so it
# never lists itself).
(cd "$outdir" && shasum -a 256 gen1recomp-* > sha256sums.txt)
cat "$outdir/sha256sums.txt"
- name: Publish GitHub Release
env:
GH_TOKEN: ${{ github.token }}
@@ -266,7 +279,9 @@ jobs:
"dist/release/gen1recomp-${v}-macos.zip" \
"dist/release/gen1recomp-${v}-windows.zip" \
"dist/release/gen1recomp-${v}-linux.zip" \
"dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp-${v}-android.apk" \
"dist/release/gen1recomp-${v}.love" \
"dist/release/sha256sums.txt"
echo "Published release $tag"
+9
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@@ -0,0 +1,9 @@
# On-screen touch control art
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
Those Awesome Guys), public domain under CC0:
https://thoseawesomeguys.com/prompts/
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
d-pad (neutral + per-direction highlight), A, B, plus (START) and
minus (SELECT).
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+3 -2
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@@ -47,8 +47,9 @@ function love.conf(t)
-- freely to portrait or landscape), otherwise locked to the window's w/h
-- aspect. So a non-resizable tall window forced portrait; resizable lets
-- the game follow the device. The renderer letterboxes the 160x144
-- viewport into whatever size results, and touch input is gesture-based,
-- so both orientations just work. iOS follows the Info.plist orientations
-- viewport into whatever size results, and the on-screen touch controls
-- re-lay themselves out from the new window size, so both orientations
-- just work. iOS follows the Info.plist orientations
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
t.window.resizable = true
-- Starting size is a tall portrait hint; the OS resizes to the real
+2 -3
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@@ -1,9 +1,8 @@
-- Flavor talk scripts for CopycatsHouse2F (registry id COPYCATS_HOUSE_2F).
-- Source: pokered/scripts/CopycatsHouse2F.asm, pokered/text/CopycatsHouse2F.asm
--
-- TEXT_COPYCATSHOUSE2F_COPYCAT is already ported (with the POKE DOLL /
-- TM31 MIMIC trade) in data/scripts/story4.lua, so it is intentionally
-- omitted here.
-- TEXT_COPYCATSHOUSE2F_COPYCAT (POKE DOLL -> TM31 MIMIC) lives in
-- data/scripts/story4.lua.
return {
COPYCATS_HOUSE_2F = {
+149 -79
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@@ -6,7 +6,8 @@
-- takes it ("I'll take this one, then!") and both balls disappear.
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
-- OaksLabRivalTakePokeBallScript.
-- * Rival (object 1): before starter -> "gramps isn't around"; with
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
-- has walked you in, else "gramps isn't around" (#218); with
-- 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);
@@ -59,52 +60,97 @@ end
return {
talk = {
-- Oak: accepts the parcel and hands over the Pokédex, then (once the
-- player has beaten the Route 22 rival) hands over the real POKé
-- BALLs (scripts/OaksLab.asm OaksLabOak1Text, simplified: no rival
-- recall / dex-rating / "pokemon can fight" / "around the world"
-- branches -- see docs/known-differences.md)
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
-- (DisplayDexRating) is still skipped.
TEXT_OAKSLAB_OAK1 = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
{ "jump_if_false", 16 }, -- 3
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
{ "jump_if_true", 16 }, -- 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
-- OaksLab.asm OakGivesPokedex: HideObject TOGGLE_POKEDEX_1/2
-- so the table sprites leave with the gift (#106).
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" }, -- 11
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" }, -- 12
-- 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" }, -- 13
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" }, -- 14
{ "jump", "end" }, -- 15
{ "check_flag", "EVENT_GOT_STARTER" }, -- 16
{ "jump_if_false", 31 }, -- 17
{ "check_item", "POKE_BALL" }, -- 18
{ "jump_if_true", 29 }, -- 19
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 20
{ "jump_if_false", 33 }, -- 21
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 22
{ "jump_if_true", 29 }, -- 23
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 24
{ "give_item", "POKE_BALL", 5, false }, -- 25
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 26
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 27
{ "jump", "end" }, -- 28
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 29
{ "jump", "end" }, -- 30
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 31
{ "jump", "end" }, -- 32
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 33
{ "face_player" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
{ "jump_if_true", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "around_world" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_false", "pre_lab_battle" },
{ "check_item", "OAKS_PARCEL" },
{ "jump_if_false", "raise_young" },
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalGrampsText" },
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
-- OaksLabCalcRivalMovementScript: sprite map (8,11) → cell (4,7)
-- when the player stands below Oak (the usual desk talk).
{ "place_npc", 1, 4, 7, "up" },
{ "move_npc_to", 1, 4, 3 },
{ "play_music", "Music_OaksLab" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabRivalWhatDidYouCallMeForText" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakIHaveARequestText" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
{ "face_object", 1, "right" },
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", 1, 4, 7 },
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "play_music", "Music_OaksLab" },
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
{ "jump", "end" },
{ "label", "raise_young" },
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" },
{ "jump", "end" },
{ "label", "pre_lab_battle" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_true", "can_fight" },
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" },
{ "jump", "end" },
{ "label", "can_fight" },
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
{ "jump", "end" },
{ "label", "around_world" },
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
{ "jump", "end" },
{ "label", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "jump_if_true", "come_see" },
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "give_item", "POKE_BALL", 5, false },
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -117,36 +163,45 @@ return {
starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
"OAKSLAB_BULBASAUR_POKE_BALL", 6, "OAKSLAB_CHARMANDER_POKE_BALL"),
-- Talking to the rival only ever prints a line: the lab battle is a
-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6;
-- see onStep below), never a talk action. The handler used to fall
-- through from the "looks stronger" taunt straight into start_battle,
-- so talking to Blue at the table launched the rival fight before the
-- player ever stepped onto the trigger (#219). scripts/OaksLab.asm
-- OaksLabText8 branches text only:
-- * got starter, not yet battled -> _OaksLabRivalMyPokemonLooksStronger
-- * already battled -> _OaksLabRivalFedUpWithWaitingText (a Route 22
-- line; normally unreachable since the rival is hidden after the
-- lab battle in OaksLabRivalEndBattleScript)
-- * no starter yet -> the FOLLOWED_OAK pre-starter fork (#218)
TEXT_OAKSLAB_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_false", 21 }, -- 3
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
{ "jump_if_true", 19 }, -- 5
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
{ "jump_if_false", 11 }, -- 8
{ "start_battle", "trainer", "OPP_RIVAL1", 3 }, -- 9 Charmander
{ "jump", 16 }, -- 10
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
{ "jump_if_false", 15 }, -- 12
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
{ "jump", 16 }, -- 14
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
-- 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
{ "face_player" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_false", "pre_starter" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_true", "after_battle" },
-- has a starter, has not fought yet: just the taunt. The battle is
-- the coordinate trigger in onStep, not this talk (#219)
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
{ "jump", "end" },
{ "label", "after_battle" },
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" },
{ "jump", "end" },
-- pre-starter fork (scripts/OaksLab.asm OaksLabText8 rival handler):
-- Oak has already escorted you in (three balls on the table) -> he
-- waves you on to choose; not yet escorted (very early game) -> the
-- "Gramps isn't around" line. #218
{ "label", "pre_starter" },
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" },
{ "jump_if_false", "gramps_gone" },
{ "show_text", "_OaksLabRivalGoAheadAndChooseText" },
{ "jump", "end" },
{ "label", "gramps_gone" },
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
},
},
@@ -168,9 +223,16 @@ return {
-- OaksLabScript8 / OaksLabRivalChallenge)
onStep = function(game, ow, x, y)
local flags = game.save.flags
-- Oak blocks the exit mats (4,11)/(5,11) until you take a starter
-- Oak stops you leaving without a starter at the bookshelf row (cell
-- y == 6): this is the same wYCoord == 6 coordinate script the rival
-- challenge just below uses (scripts/OaksLab.asm, both gated on
-- EVENT_GOT_STARTER), so Oak halts you level with the shelves, not one
-- corridor length later on the exit mat. At y>=6 only the x=4,5
-- corridor is walkable and the up-push keeps the player above y=7, so
-- this only ever fires at y=6 in the corridor -- matching the rival
-- trigger's shape. (#232)
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
and y == 11 and (x == 4 or x == 5) then
and y >= 6 then
ow.runner:run({
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
{ "move_player", "up", 1 },
@@ -209,10 +271,18 @@ return {
-- 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" })
-- win: sulk text then exit; loss jumps to the walk-out (taunt was
-- already shown in-battle via Rival1WinText)
-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
-- marches out. A loss skips only the gloat (that taunt was already
-- shown in-battle via Rival1WinText), never the exit line (#231). The
-- jump_if_false convergence point is the exit line: base+6 indexes the
-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
ow.runner:run(rows, { npc = rival })
+102 -9
View File
@@ -395,7 +395,93 @@ M.SS_ANNE_CAPTAINS_ROOM = {
-- MrFujisHouse.asm; the teleport back to his house is a warp)
-- -------------------------------------------------------------------
-- scripts/PokemonTower7F.asm: after each Rocket loses,
-- PokemonTower7FEndBattleScript shows its EndBattle text (EndTrainerBattle),
-- prints its AfterBattle text (DisplayTextID), then
-- PokemonTower7FRocketLeaveMovementScript walks the grunt off toward the
-- (9,16) stairs (MoveSprite) and PokemonTower7FHideNPCScript despawns it
-- (HideObject). Without this the beaten grunts stood in the corridor
-- forever (#200).
local POKEMON_TOWER_7F_ROCKETS = {
{ index = 1, name = "POKEMONTOWER7F_ROCKET1",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_0",
after = "_PokemonTower7FRocket1AfterBattleText" },
{ index = 2, name = "POKEMONTOWER7F_ROCKET2",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_1",
after = "_PokemonTower7FRocket2AfterBattleText" },
{ index = 3, name = "POKEMONTOWER7F_ROCKET3",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_2",
after = "_PokemonTower7FRocket3AfterBattleText" },
}
-- PokemonTower7FNPCCoordMovementTable, keyed by the PLAYER's tile ("x,y")
-- at the engagement (both the talk and the sight walk-up leave the player on
-- the tile the vanilla table indexes). Each list is that entry's
-- NPC_MOVEMENT_* exit, applied from the grunt's current tile. The exact
-- tables are one per grunt (dbmapcoord bytes decoded back to x,y).
local POKEMON_TOWER_7F_EXITS = {
[1] = { -- ROCKET1 @ (9,11), faces RIGHT
["9,12"] = { "right", "down", "down", "down", "down", "down", "left" },
["10,11"] = { "down", "right", "down", "down", "down", "down" },
["11,11"] = { "down", "down", "down", "down", "down" },
["12,11"] = { "down", "down", "down", "down", "down" },
},
[2] = { -- ROCKET2 @ (12,9), faces LEFT
["12,10"] = { "left", "down", "down", "down", "down", "down", "down" },
["11,9"] = { "down", "down", "down", "left", "down", "down" },
["10,9"] = { "down", "down", "down", "down", "down" },
["9,9"] = { "down", "down", "down", "down", "down" },
},
[3] = { -- ROCKET3 @ (9,7), faces RIGHT
["9,8"] = { "right", "down", "down", "down", "down", "down", "down" },
["10,7"] = { "down", "down", "down", "down", "down" },
["11,7"] = { "down", "down", "down", "down", "down" },
["12,7"] = { "down", "down", "down", "down", "down" },
},
}
-- The vanilla table only lists the sight/talk tiles the map geometry allows;
-- a plain down-walk keeps any other engagement tile (e.g. talking from the
-- side) safe -- it still clears the corridor and despawns the grunt.
local POKEMON_TOWER_7F_EXIT_FALLBACK =
{ "down", "down", "down", "down", "down" }
M.POKEMON_TOWER_7F = {
-- Repair saves that beat a grunt before the exit walk was ported: in
-- vanilla HideObject persists (wMissableObjectFlags), so a beaten grunt is
-- still gone on re-entry. hide_object below writes objectToggles for new
-- wins; this hides any grunt whose BEAT flag is already set.
onEnter = function(game, ow)
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
if game.save.flags[r.beat] then
Commands.hide_object(ctx, "POKEMON_TOWER_7F", r.name)
end
end
end,
-- runVictoryHook fires after every trainer win on the map (both the sight
-- and talk paths route through engageTrainer -> checkVictoryRewards), so
-- this walks off whichever grunt was just beaten but is still standing.
-- The AfterBattle text + walk queue UNDER the EndBattle box engageTrainer
-- pushes right after, giving the vanilla order: EndBattle, AfterBattle,
-- walk, despawn.
onVictory = function(game, ow)
if ow.runner:isRunning() then return end
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
local npc = ow:npcByIndex(r.index)
if npc and game.save.flags[r.beat] then
local key = ow.player.cellX .. "," .. ow.player.cellY
local dirs = (POKEMON_TOWER_7F_EXITS[r.index] or {})[key]
or POKEMON_TOWER_7F_EXIT_FALLBACK
ow.runner:run({
{ "show_text", r.after }, -- DisplayTextID
{ "walk_npc", r.index, dirs }, -- MoveSprite
{ "hide_object", "POKEMON_TOWER_7F", r.name }, -- HideObject
}, { npc = npc })
return
end
end
end,
talk = {
TEXT_POKEMONTOWER7F_MR_FUJI = {
{ "face_player" }, -- 1
@@ -878,16 +964,23 @@ M.HALL_OF_FAME = {
M.CERULEAN_CITY = {
talk = {
-- CeruleanCityRivalText: Bill line once beaten; pre-battle otherwise.
-- Post-fight walk matches CeruleanCityMovement4 (right then into town).
TEXT_CERULEANCITY_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 2
{ "jump_if_true", 9 }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 10 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "jump", 10 }, -- 9
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 2
{ "jump_if_true", 13 }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", "end" }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "walk_npc", 1, { "right", "down", "down", "down",
"down", "down", "down" } }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
{ "jump", "end" }, -- 12
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 13
},
},
}
+64 -22
View File
@@ -445,33 +445,67 @@ local function engageSuperNerd(game, ow, onDone)
ow:engageTrainer(nerd, onDone)
end
local function mtMoonFossil(itemId, otherName)
-- MtMoonB2FMoveSuperNerdScript: player-near-dome coords walk RIGHT then
-- UP (MoveRight falls through into MoveUp); near-helix walks UP only.
local function mtMoonNerdWalk(px, py, itemId)
if (px == 12 and py == 7) or (px == 11 and py == 6) or (px == 12 and py == 5) then
return { "right", "up" }
end
if (px == 13 and py == 7) or (px == 14 and py == 6) or (px == 14 and py == 5) then
return { "up" }
end
return (itemId == "DOME_FOSSIL") and { "right", "up" } or { "up" }
end
-- scripts/MtMoonB2F.asm Dome/Helix fossil text_asm + MoveSuperNerd +
-- SuperNerdTakesOtherFossil: pick one, hide it, walk the nerd to the
-- other, "All right. Then this is mine!", hide the other.
local function mtMoonFossil(itemId, otherName, gotFlag)
return function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
if game.save.flags.EVENT_GOT_A_FOSSIL then
game.stack:push(TextBox.new(game, "You already took\na fossil.", done))
local t = game.data.text
local flags = game.save.flags
if flags.EVENT_GOT_DOME_FOSSIL or flags.EVENT_GOT_HELIX_FOSSIL then
done()
return
end
-- 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
game.save.flags.EVENT_GOT_A_FOSSIL = true
local Commands = require("src.script.Commands")
local ctx = { save = game.save, overworld = ow, game = game }
Commands.hide_object(ctx, "MT_MOON_B2F", npc.def.name)
Commands.hide_object(ctx, "MT_MOON_B2F", otherName)
local want = (itemId == "DOME_FOSSIL")
and (t._MtMoonB2FDomeFossilYouWantText or "You want the\nDOME FOSSIL?")
or (t._MtMoonB2FHelixFossilYouWantText or "You want the\nHELIX FOSSIL?")
game.stack:push(TextBox.new(game, want, nil, { choice = function(yes)
if not yes then done() return end
if not require("src.inventory.Bag").add(game.save, itemId, 1) then
game.stack:push(TextBox.new(game,
("%s got the\n%s!"):format(game.save.player.name, name), done))
end))
end))
t._MtMoonB2FYouHaveNoRoomText or "Look, you've got\nno room for this.",
done))
return
end
local idef = game.data.items[itemId]
game.stringBuffer = idef and idef.name or itemId
require("src.core.Sound").play(game.data, "Get_Key_Item")
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
game.stack:push(TextBox.new(game,
t._MtMoonB2FReceivedFossilText
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
function()
local Commands = require("src.script.Commands")
Commands.hide_object(
{ save = game.save, overworld = ow, game = game },
"MT_MOON_B2F", npc.def.name)
flags[gotFlag] = true
ow.runner:run({
{ "walk_npc", 1, dirs },
{ "text_opts", { auto = true } },
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "MT_MOON_B2F", otherName },
}, { onDone = done })
end))
end }))
end
end
@@ -486,13 +520,17 @@ M.MT_MOON_B2F = {
return false
end,
talk = {
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil("DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil("HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL"),
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
"HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL", "EVENT_GOT_HELIX_FOSSIL"),
},
}
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
-- Y50, once; declining at the rope walks you back out.
-- Y50, once. Declining at the rope shoves the player one tile SOUTH back off
-- the exhibit rope they crossed heading north (#151); the museum floor has no
-- ledges, so a plain scriptMove("down",1) is the correct primitive.
local function museumClerk(game, ow, done, onDecline)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
@@ -527,7 +565,7 @@ M.MUSEUM_1F = {
if y == 4 and (x == 9 or x == 10)
and not game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
museumClerk(game, ow, nil, function()
ow:scriptMove(ow.player, "right", 1)
ow:scriptMove(ow.player, "down", 1)
end)
return true
end
@@ -822,6 +860,10 @@ M.DAYCARE = {
if def then
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
mon.hp = mon.stats.hp
-- Daycare.asm: WriteMonMoves with wLearningMovesFromDayCare
local Pokemon = require("src.pokemon.Pokemon")
Pokemon.learnMovesFromDayCare(
game.data, mon, def, startLevel, newLevel)
end
table.insert(game.save.party, mon)
game.save.daycare = nil
+62 -31
View File
@@ -524,8 +524,17 @@ M.GAME_CORNER = {
game.data.text._GameCornerRocketAfterBattleText
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
function()
hideRocket()
done()
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
-- ApplyMovementData walks the grunt one tile UP into the poster
-- (the hideout's secret entrance at 9,4) before HideObject, so
-- he leaves the floor rather than popping out of existence on
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
-- ignores collision, so we despawn + unfreeze (done) only once
-- the step lands.
ow:scriptMove(npc, "up", 1, function()
hideRocket()
done()
end)
end))
end)
end,
@@ -606,40 +615,62 @@ local function activePrizes()
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
end
-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
-- with no case prints RequireCoinCaseText and returns without ever opening a
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
-- show the prizes. #194: the port used to open the window unconditionally and
-- skip both text boxes.
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items, { label = label, right = tostring(p.cost), value = p })
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- IsItemInBag COIN_CASE: without the case, deny and open no window
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
return
end
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
-- ExchangeCoinsForPrizesText plays before the prize window opens.
game.stack:push(TextBox.new(game,
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
function()
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items,
{ label = label, right = tostring(p.cost), value = p })
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
end))
end
M.GAME_CORNER_PRIZE_ROOM = {
+44 -19
View File
@@ -134,12 +134,19 @@ M.MT_MOON_POKECENTER = {
-- Karate Master, take HITMONLEE or HITMONCHAN (the other disappears)
-- -------------------------------------------------------------------
-- ownBall/otherBall keep their spots for signature symmetry; only ownBall
-- is ever hidden (Gen1 removes just the chosen ball).
local function dojoBall(species, ownBall, otherBall, askKey)
return function(game, ow, npc, done)
local t = text(game)
local flags = game.save.flags
-- Already took one prize: the OTHER ball is still on the mat, so
-- talking to it now gives the "Better not get greedy..." refusal
-- (FightingDojo.asm .gotThePokemon / _FightingDojoBetterNotGetGreedyText),
-- not a silent no-op (#197).
if flags.EVENT_GOT_HITMONLEE or flags.EVENT_GOT_HITMONCHAN then
done()
push(game, t._FightingDojoBetterNotGetGreedyText
or "Better not get\ngreedy...", done)
return
end
if not flags.EVENT_BEAT_KARATE_MASTER then
@@ -153,8 +160,10 @@ local function dojoBall(species, ownBall, otherBall, askKey)
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
Commands.hide_object(ctx, "FIGHTING_DOJO", otherBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end
@@ -171,6 +180,21 @@ M.FIGHTING_DOJO = {
"FIGHTINGDOJO_HITMONLEE_POKE_BALL",
"_FightingDojoHitmonchanPokeBallText"),
},
-- The two dojo posters on the north wall (FightingDojo.asm bg_events at
-- the top of the room, cells (4,0)/(5,0) directly above the prize balls)
-- print _EnemiesOnEverySideText. The map extractor dropped the dojo
-- bg_events (signs = {}), so wire the poster read here, the same
-- facing-up + coord shape the mansion switches use. Reachable only once
-- a claimed prize frees the ball cell below the poster (#197).
onInteract = function(game, ow, fx, fy)
if ow.player.facing ~= "up" then return false end
if fy == 0 and (fx == 4 or fx == 5) then
push(game, text(game)._EnemiesOnEverySideText
or "Enemies on every\nside!")
return true
end
return false
end,
}
-- -------------------------------------------------------------------
@@ -212,30 +236,31 @@ M.COPYCATS_HOUSE_2F = {
talk = {
TEXT_COPYCATSHOUSE2F_COPYCAT = function(game, ow, npc, done)
local t = text(game)
local Bag = require("src.inventory.Bag")
if game.save.flags.EVENT_GOT_TM31 then
push(game, t._CopycatsHouse2FCopycatWhirlingText
or "Huh? Huh? Huh?", done)
push(game, t._CopycatsHouse2FCopycatTM31Explanation2Text, done)
return
end
if (game.save.inventory.POKE_DOLL or 0) > 0 then
ask(game, t._CopycatsHouse2FCopycatPokeDollText
or "Oh wow!\nA POKé DOLL!\fFor me?\nCan I have it?", function(yes)
if not yes then done() return end
game.save.inventory.POKE_DOLL = game.save.inventory.POKE_DOLL - 1
if game.save.inventory.POKE_DOLL == 0 then
game.save.inventory.POKE_DOLL = nil
end
if not require("src.inventory.Bag").add(game.save, "TM_MIMIC", 1) then
push(game, "You don't have\nroom for TM31!", done)
-- Mimic line first; auto-trade POKE DOLL for TM31 (no YES/NO).
push(game, t._CopycatsHouse2FCopycatDoYouLikePokemonText, function()
if (game.save.inventory.POKE_DOLL or 0) <= 0 then
done()
return
end
push(game, t._CopycatsHouse2FCopycatTM31PreReceiveText, function()
if not Bag.add(game.save, "TM_MIMIC", 1) then
push(game, t._CopycatsHouse2FCopycatTM31NoRoomText, done)
return
end
game.stringBuffer = game.data.items.TM_MIMIC.name
require("src.core.Sound").play(game.data, "Get_Item1")
Bag.remove(game.save, "POKE_DOLL", 1)
game.save.flags.EVENT_GOT_TM31 = true
push(game, ("%s got\nTM31!"):format(game.save.player.name), done)
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
end)
end)
return
end
push(game, t._CopycatsHouse2FCopycatText
or "I like to mimic\npeople!", done)
end)
end,
},
}
+51 -18
View File
@@ -196,14 +196,24 @@ local function inCoords(coords, x, y)
return false
end
-- coordinate block: show a line and push the player back one step
-- coordinate block: show a line and shove the player back one step. pokered
-- shoves with a SIMULATED JOYPAD press (scripts/ViridianCity.asm ViridianCity-
-- CheckGymOpenScript), which runs the normal overworld step pipeline including
-- HandleLedges (engine/overworld/ledges.asm), so the shove must HOP a ledge
-- when one sits in front: the tile below the Viridian Gym door is a down-ledge
-- (#151). Gates with no ledge in front (Cinnabar gym lock at (18,4)) get
-- checkLedgeHop == false and fall back to the plain forced step, unchanged.
local function stepGate(opts)
return function(game, ow, x, y)
if not inCoords(opts.coords, x, y) then return false end
if not opts.blocked(game) then return false end
require("src.core.Sound").play(game.data, "Denied")
push(game, text(game)[opts.text] or opts.fallback,
function() ow:scriptMove(ow.player, opts.push, 1) end)
push(game, text(game)[opts.text] or opts.fallback, function()
ow.player.facing = opts.push
if not ow:checkLedgeHop(opts.push) then
ow:scriptMove(ow.player, opts.push, 1)
end
end)
return true
end
end
@@ -457,6 +467,19 @@ end
-- EVENT_ROUTE22_RIVAL_WANTS_BATTLE in Oak's lab (expired by Pewter
-- Gym) and again in Viridian Gym; we derive the same windows from the
-- surrounding story flags so old saves work too.
-- Rival1Exit → Viridian (right/down); Rival2Exit → League (left).
local function route22ExitDirs(n, py)
if n == 2 then
if py == 5 then return { "left", "left", "left", "left" } end
return { "left", "left", "left" }
end
if py == 5 then
return { "right", "right", "down", "down", "down", "down", "down" }
end
return { "up", "right", "right", "right",
"down", "down", "down", "down", "down", "down" }
end
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
return {
{ "show_object", "ROUTE_22", objName }, -- 1
@@ -468,7 +491,7 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
{ "set_flag", beatFlag }, -- 7
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
{ "move_npc_to", objIndex, 25, 5 }, -- 10
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11
}
end
@@ -495,6 +518,14 @@ M.ROUTE_22 = {
-- Cerulean City: the Nugget Bridge rival ambush (CeruleanCityCoords2),
-- the TM28 rocket thief with his forced-fight cells (Coords1), and the
-- cave guard who steps aside once you are Champion.
-- Post-battle: Bill text then CeruleanCityMovement3/4 into town.
local function ceruleanRivalExitDirs(px)
if px == 20 then
return { "right", "down", "down", "down", "down", "down", "down" }
end
return { "left", "down", "down", "down", "down", "down", "down" }
end
local function ceruleanRivalScene(px, py)
return {
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 1
@@ -502,41 +533,43 @@ local function ceruleanRivalScene(px, py)
{ "face_object", 1, "down" }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 10 }, -- 6
{ "jump_if_false", 11 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "move_npc_to", 1, 20, 2 }, -- 9
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 10
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
}
end
-- scripts/CeruleanCity.asm CeruleanCityRocketText: fight the thief,
-- then he returns TM28 (DIG) and hurries off
-- then he returns TM28 (DIG) and hurries off. CeruleanHideRocket
-- (CeruleanCity_2.asm) is GBFadeOutToBlack → Show GUARD1 / Hide GUARD2 /
-- Hide ROCKET → GBFadeInFromBlack — not a bare hide_object.
local rocketRows = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
{ "jump_if_true", 15 }, -- 3
{ "jump_if_true", 15 }, -- 3 → CeruleanHideRocket
{ "check_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 4
{ "jump_if_true", 9 }, -- 5
{ "show_text", "_CeruleanCityRocketText" }, -- 6
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 7
{ "jump_if_false", 18 }, -- 8
{ "jump_if_false", "end" }, -- 8
{ "show_text", "_CeruleanCityRocketIllReturnTheTMText" }, -- 9
{ "set_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 10
{ "give_item", "TM_DIG", 1, false }, -- 11 (row 13 prints)
{ "set_flag", "EVENT_GOT_TM28" }, -- 12
{ "show_text", "_CeruleanCityRocketReceivedTM28Text" }, -- 13
{ "show_text", "_CeruleanCityRocketIBetterGetMovingText" }, -- 14
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 15
-- 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.
{ "fade", "out" }, -- 15 GBFadeOutToBlack
-- CeruleanHideRocket while black: GUARD1 (28,12) appears, GUARD2
-- (27,12) and the ROCKET go. GUARD2 blocks the trashed-house south
-- door neighbour — the swap reconnects the city (Bill's ticket does
-- the same in story.lua; either route is enough).
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 16
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 17
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 18
{ "fade", "in" }, -- 19 GBFadeInFromBlack
}
M.CERULEAN_CITY = {
+66 -9
View File
@@ -12,6 +12,12 @@
-- "; deactivate gym trainers" / SetEventRange in the other gyms, and
-- FightingDojo.asm SetEventRange EVENT_BEAT_KARATE_MASTER ..
-- EVENT_BEAT_FIGHTING_DOJO_TRAINER_3).
--
-- `dialogue` is the end-battle + post-battle text chain each gym leader
-- runs (SaveEndBattleTextPointers then the map's *PostBattle / ReceiveTM
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won — checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
local function range(prefix, first, last)
local t = {}
@@ -31,28 +37,76 @@ return {
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
{ "ROUTE_22", "ROUTE22_RIVAL1" },
},
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1) },
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2) },
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6) },
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5) },
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6) },
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6) },
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7) },
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
@@ -60,9 +114,12 @@ return {
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
-- only him (data/maps/objects/FightingDojo.asm).
-- only him (data/maps/objects/FightingDojo.asm). `dialogue` is the
-- concede + prize offer he speaks after the win (his header supplies the
-- "Hwa! Arrgh! Beaten!" won line first; #197).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3),
dialogue = { "_FightingDojoKarateMasterIWillGiveYouAPokemonText" } },
-- Elite Four progress flags (their rooms' door logic isn't ported, but
-- the flags make the Hall of Fame checkable)
+163
View File
@@ -0,0 +1,163 @@
# Launcher
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
that runs before `Game:load`. Besides ROM import (see the file's own header)
it hosts a tabbed shell covering per-game save slots and a mod manager. This
file documents the runtime model; the visual spec lives separately.
## Android multi-ROM import
On Android, `love.system.pickFile()` opens the Storage Access Framework
picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
`picked_rom.gb` in the app save directory. `RomImporter` then imports on
refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
to a version that is **not** yet ready counts as pending. A leftover
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
After a successful import the consumed save-dir `.gb` is removed.
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
system file picker must appear (not a silent Red re-extract) → pick Blue →
Blue becomes ready beside Red.
## Tab structure
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
Play button, and the SAVE SLOT card in a responsive two-column grid (see
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
centered pill in a reserved band just above the footer, on every tab. That
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
## Save slot model
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
abstraction (`persistFs`) every other save/options call uses, so portable
mode (an `io.*` filesystem used when `portable.txt` marks the install)
keeps working unchanged.
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
`slot%d+`; `createSlot` allocates one past the highest existing number so a
reused id can never collide with a lingering file.
- **Registry.** The ordered slot list and which one is active persist in
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
- **Active slot resolution.** `saveNames(version)`, the function every
existing caller (`TitleState` hasSave/load/save, recovery order) already
goes through, now resolves the *active* slot instead of a fixed flat name.
Resolved once per version per process (`ensureVersionSlots`, cached in
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
legacy migration may create one; otherwise the flat legacy path is used
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
- **Legacy migration.** One-time per version, lazy on first
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
file exists and no `saves/<version>/` registry does, its main + `.bak` are
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
originals removed and `slot1` registered as active. A copy that fails to
verify leaves the originals in place; migration never loses data.
The launcher-facing API:
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
every registered slot. `name` is the save's player name, or `nil` for an
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
title screen's `ContinueInfo` shows) or `nil`. The pure part,
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
it as active, and updates the process cache so the very next save/load
lands there. The launcher calls this the moment a slot row is clicked
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
save file written**. An empty slot means the title screen offers NEW GAME
only, which needs no further changes.
## Launcher mod manager
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
before `Game:load`, so **it never loads a mod's entry chunk**; only
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
`Loader:_discover` finds mods without running them. The real loader
(`src/mods/Loader.lua`) still owns the actual load at boot.
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
duplicate) and returns one row per mod:
`{id, name, version, badge, description, enabled, status, statusDetail}`.
`badge` is the manifest's `category`, falling back to `profile`, then
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
enabled, matching the loader's own default).
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
and the validated manifests: `conflict` when enabling this mod collides
with another enabled one; `warn` for an out-of-range `game_version` or an
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
`love.*` calls, this half is table-driven by the test suite on its own.
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
boolean, the exact shape `Loader:_saveState` writes, so the running game
and the in-game `ManagerState` see the change on next boot. The mods panel
calls this on every toggle and re-derives the list right away
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
the zip root, or inside one top-level folder), validates its manifest, and
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
duplicate of an already-installed mod id, and accepts either an external
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
temp first (mount only reaches save-dir-relative paths), the same way
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
back, and every path unmounts and clears the staged temp file.
## Import / Export save
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
through `src/import/SaveFileIO.lua`, which sits on top of
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
- **Import save** is live once the game's ROM is imported (playable). It opens
a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
The meta stamp is re-stamped off `gen1_import` to the current numeric format
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
panel is refreshed with the new slot selected.
- **Export save** is live only when the active slot actually holds a save
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
(`love.filesystem.createDirectory("exports")`). It returns the absolute path
(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
currently active game tab; when a non-game tab (mods, or the locked yellow
placeholder) is showing it defaults to red, the always-present first game
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
nothing to export, ROM not imported yet) surfaces as a red notice line on the
card. Nothing raises and nothing silently no-ops.
`SaveFileIO` is love-free enough to unit-test through the same in-memory
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
## Responsiveness
Every measurement derives from `love.graphics.getDimensions()` each frame
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
column, slot card below Play, when the window is too narrow for both
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
(wheel, or drag on touch/desktop) clamped to their own content extent,
recomputed every draw. The tab bar labels only the active chip so it stays
narrow-safe, and content caps out at `~1440 * s` wide, centered.
+105
View File
@@ -18,6 +18,111 @@ Regenerate the reference straight into a wiki checkout:
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
```
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it
*drawing*: a pipeline is a display mode a mod owns, which may replace the
overworld's world pass with geometry of its own and/or post-process the
finished image. `mods/voxel_world` is the worked example — a 3D diorama
overworld plus a tilt-shift miniature pass, in about 120 lines of glue over
its renderer.
A record declares what the mode *is*; the engine
(`src/render/Pipelines.lua`) supplies everything about *being a display
mode*: the OFF/1/2/3 ladder, an options row next to TILT, a hotkey,
persistence in `save.options.pipelines`, and the rule that a world pipeline
and the engine's own TILT are mutually exclusive.
```lua
mod.content.render_pipelines:register("diorama", {
label = "DIORAMA", -- options row label
levels = { "OFF", "15", "35", "50" }, -- ladder; defaults to OFF/ON
hotkey = "6", -- checked after the engine's keys
priority = 20, -- highest eligible wins the world
available = function() return Renderer3D.ok() end,
update = function(dt, level) Camera.ease(dt, level) end,
drawWorld = function(ctx) return renderScene(ctx) end,
})
```
Three draw stages, each optional; a record needs at least one:
| stage | signature | runs |
| --- | --- | --- |
| `drawWorld` | `(ctx) -> canvas \| nil` | instead of the flat/tilt world pass |
| `worldPresent` | `(canvas, ctx) -> canvas` | over the world, **before** the UI composites |
| `present` | `(canvas, ctx) -> canvas` | over the whole frame, world and UI alike |
`worldPresent` is the one to reach for when an effect must leave dialog
boxes and menus crisp — a depth-of-field or colour grade on the world only.
`present` is for effects that genuinely own the screen, like a CRT curve.
`ctx` carries the frame: `state`, `cam`, `vw`/`vh` (world-pixel view),
`width`/`height` (window pixels), `scale`, `level`, `paletteFor(map)` and
`spriteColors(map)`. It also carries `ctx.drawFx(project, scale)` — call it
with your own projection and the engine draws every active field effect
(the "!" bubble, the Poké Center heal machine, the Fly bird, the fishing
rod, Rock Tunnel darkness) at its correct anchor under your camera. There
is exactly one copy of each effect, so a new engine effect works in your
pipeline without you touching anything.
Three rules worth knowing:
- **`gate` governs input, never the draw.** It decides whether the player
may *change* the mode (default: free-roam overworld only). A mode that
stopped rendering during a warp would flash the flat 2D world every time
the player walked through a door.
- **`available` is re-read every frame** and is the only thing that decides
whether the mode can render at all. Answer `false` on a headless run or a
driver with no depth canvas and the engine silently keeps the vanilla 2D
path — which is why shipping a pipeline enabled is safe.
- **A callback that throws retires its pipeline**, attributed to your mod in
the manager's error feed, and the frame falls back to 2D. A broken
renderer costs the player a display mode, never the game.
Returning `nil` from `drawWorld` is a normal answer meaning "not this
frame"; the engine draws the vanilla world instead.
## Battle sprite scaling
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
the Game Boy did. A mod can override either, per species or per image.
Per species, on the `pokemon` record:
```lua
-- MEW's back pic renders 1.5x; its front pic is untouched
mod.content.pokemon:patch("MEW", { battleScaleBack = 1.5 })
```
`battleScaleFront` scales the enemy pic, `battleScaleBack` the player pic;
both take a number in `0.25 .. 4.0`.
Per image, on the `battle_sprite_scales` registry, keyed by the asset path
exactly as the data references it:
```lua
mod.content.battle_sprite_scales:register("abra_back", {
path = "assets/generated/battle/back/abrab.png",
scale = 1.5,
})
```
An image-level entry beats the species scale for that one pic, and it is
the only way to scale a pic that is not species-keyed — the player's
trainer back sprite, held on screen until "Go!", is a bare image path.
The resolution order at draw time is **image-level → species-level →
default** (1x front, 2x back).
- **The pic stays grounded at every scale.** The player pic keeps its feet
flush on the text-box top (`y = 96`); the enemy pic keeps its bottom edge
and horizontal centre pinned in its 7×7 slot. A larger pic grows upward
and outward from that anchor, never off the shelf.
- **Scaling composes with the send-out grow.** The `AnimateSendingOutMon`
ball-to-pic grow multiplies your scale through each stage, so a rescaled
mon still grows into place from the ball, grounded the whole way.
## Developer console
Boot with developer mode on to unlock the in-game console and hot-reload
+15 -1
View File
@@ -179,4 +179,18 @@ Into-battle wipes still run the original eight styles inside the classic
blocks cascade outward from that square into the surrounding world so the
void outside the OG wipe fills in lockstep. Once the battle state is up,
letterbox voids around the battle canvas fill **white** instead of black
so the whole window reads as one continuous battle screen.
so the whole window reads as one continuous battle screen.
## On-screen touch controls (mobile)
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
center) over the frame, using Xelu's CC0 controller prompts
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
finger does, sliding on the d-pad changes direction without lifting, and
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
appears while no controller is being used: the first gamepad button or
stick push hides it, the next screen touch brings it back, and unplugging
the last controller restores it immediately. Layout re-derives from the
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
the overlay on and lets the mouse act as a finger (`=0` forces it off).
+126
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@@ -0,0 +1,126 @@
# Updater
A fused build (`love.filesystem.isFused()` true) ships a bundled `game.love`
baked into the executable, but that bundled copy is only ever the *fallback*.
On every launch, before anything else runs, `Boot.run` (`src/update/Boot.lua`)
looks in the save directory's `updates/` folder for a downloaded
`gen1recomp-X.Y.Z.love` payload that is both strictly newer than the bundled
engine version and runnable on this shell. If one qualifies, it is mounted
over `/` (so its files win over the fused source for every subsequent
`require`) and chainloaded in place: the payload's `main.lua` and `love.load`
run as if they had shipped in the executable. A dev/source checkout is never
fused, so `Boot.run` no-ops there and the working tree always runs itself.
The pieces are deliberately layered so the risky part is small. `Boot.select`
is a pure function (no `love.*` calls) that, given probed candidates and the
bundled `engine`/`shell`, decides what to run and what stale payloads to
delete. `Boot.probePayload` mounts one archive at an isolated mountpoint and
reads its `src/core/Version.lua` with `loadstring` (never `require`, so it is
never cached as a module) to learn its `engine` and `minShell`. `Boot.run`
orchestrates the crash guard, enumeration, selection, and the mount +
chainload, with full rollback on any failure. Checking for and fetching a
new payload is a separate, slower path: `src/update/Check.lua` is a thin
main-thread state machine the launcher screen polls, while the curl calls,
JSON parsing, and sha256 verification run on a background `love.thread`
(`src/update/check_worker.lua`) so a hung network call never blocks a frame.
## Version.lua fields
`src/core/Version.lua` carries three fields the updater reads directly (the
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
untouched):
- `engine` - the semver release, e.g. `"1.4.0"`. The repo default is the
`"0.0.0-dev"` placeholder; CI stamps the real `X.Y.Z` into the packed
`game.love` only, never the working tree. A `"0.0.0-dev"` engine always
reports itself up to date (it never chases a release, and it never counts
as a valid payload to chainload).
- `shell` - the native-shell contract this build's fused executable
implements.
- `minShell` - the lowest shell contract required to *run* this payload.
Bump `minShell` only when a payload needs something the currently-shipped
native shell cannot provide, for example a LOVE version bump, a new required
system binary, or a change to `love.run` itself (see Known limitations
below). An older shell refuses to chainload a payload whose `minShell`
exceeds the shell it provides; `Boot.select` keeps that payload in `updates/`
rather than deleting it, in case a future shell upgrade can run it, and
`Check`'s worker reports `needs_full` so the player is pointed at a full
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
that is exactly the case the updater exists to avoid a reinstall for.
## Release assets
Each tagged release `vX.Y.Z` carries the existing per-platform archives
(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
`-android.apk`) plus two assets the updater itself consumes:
- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
`Check.parseRelease`).
- `sha256sums.txt` - `shasum -a 256` output (`<hex> <filename>`, bare
filenames) covering at least the `.love` payload. `Check.parseSums`
tolerates a leading `*` binary marker and a `./` prefix but expects the
filename otherwise to match the asset name exactly.
A release missing either asset is treated as "no in-place update available":
`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
(`https://github.com/bryanthaboi/pokemon-gen1-recomp-project/releases/latest`).
## Save-directory layout
Under the save directory (identity `pokemon-love2d`):
```
updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
updates/pending.txt crash-guard marker
```
`pending.txt` holds the filename of the payload currently being chainloaded.
`Boot.run`'s `chainload` writes it immediately before mounting, and removes it
on both a successful handoff and a clean rollback. If it is still present the
*next* time `Boot.run` starts, the previous boot died mid-handoff, so that
named payload is distrusted: it and the marker are deleted before candidates
are enumerated. Boot may still fall back to an older valid payload, or to the
bundled game, in that case.
## Update flow
1. **Boot** (every launch, fused builds only): crash-guard check, enumerate
and probe every `updates/*.love`, pick the highest engine that is
strictly newer than the bundled one and whose `minShell` this shell
satisfies, delete stale payloads, chainload the winner (or run the
bundled game if none qualifies).
2. **Check** (launcher screen): `Check.start()` kicks off an async check
against the GitHub releases API; safe to call every frame, it is a no-op
once a check is in flight or has reached a terminal state. `Check.state()`
reports `idle | checking | uptodate | available | downloading | ready |
needs_full | error` plus the latest version and download progress.
3. **Download + verify**: on `available`, `Check.download()` tells the
worker to fetch the payload, polling the growing `.part` file for
progress. On completion the worker re-fetches `sha256sums.txt`, verifies
the payload's sha256, and probes it with `Boot.probePayload` to gate its
`minShell` against this shell's `shell`. A verified, runnable payload is
renamed into place and reported as `ready`; anything else reports
`error` or `needs_full` and leaves `updates/` clean.
4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
player relaunches; the next launch's Boot step (1) is what actually
mounts and runs it. There is no in-session hot-swap.
## Known limitations
- **`love.run` persists across handoff.** By the time `chainload` runs, the
bundled `love.run` has already returned its stepper to LOVE; redefining the
global `love.run` from the payload's `main.lua` does not affect the loop
already driving the frame. A payload that must change `love.run` itself
needs a `minShell` bump so an older shell refuses to chainload it rather
than running with half its intended behavior.
- **Android has no in-app download transport yet.** `check_worker.lua`
shells out to curl for both the release check and the download; curl is
absent on Android, so `Check` degrades to `status = "error"` there (the
launcher UI hides on that status) and the player is directed to the
releases page via `Check.releaseUrl()` instead.
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
`"0.0.0-dev"` placeholder that always reports up to date, so a source
checkout is always "the game" itself; updating it means pulling the repo.
+24
View File
@@ -18,6 +18,11 @@ local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
-- bot or screenshot run is not at the mercy of the player's last choice.
local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
-- POKEPORT_TOUCH=1 forces the mobile on-screen controls on and lets the
-- mouse stand in for a finger, so the overlay can be exercised on desktop
-- (see src/core/TouchControls.lua).
local mouseTouch = os.getenv("POKEPORT_TOUCH") == "1"
-- How many times to run a scripted act+step loop per rendered frame. Only
-- scripted runs use this; interactive play fast-forwards through
-- Game.speedOverride / the GAME SPEED option instead.
@@ -56,6 +61,12 @@ local function bootGame(version)
end
function love.load(args)
-- Self-updater boot shell: a fused build may mount and chainload a newer
-- downloaded payload here. True means it took over, so we must stop. A
-- dev / source checkout no-ops (see src/update/Boot.lua).
local Boot = require("src.update.Boot")
if Boot.run(args) then return end
local savePath
for i, a in ipairs(args or {}) do
if a == "--editor" then
@@ -268,6 +279,9 @@ function love.mousepressed(x, y, button)
if editorMode and EditorApp.mousepressed then
return EditorApp.mousepressed(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchpressed("mouse", x, y)
end
end
function love.mousereleased(x, y, button)
@@ -275,6 +289,16 @@ function love.mousereleased(x, y, button)
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchreleased("mouse", x, y)
end
end
function love.mousemoved(x, y)
if editorMode or Importer then return end
if mouseTouch and Game and love.mouse.isDown(1) then
Game:touchmoved("mouse", x, y)
end
end
function love.textinput(text)
+6 -3
View File
@@ -43,9 +43,12 @@ The embedded `game.love` deliberately excludes `data/generated/`,
`assets/generated/`, and any ROM. It contains the first-boot Lua importer and
`tools/rom_manifest.json`.
The current importer has desktop file pickers only. A production Android
release still needs a Storage Access Framework handoff that passes the chosen
ROM to LÖVE; the APK packaging itself is data-free.
ROM import on Android uses `love.system.pickFile()`
`GameActivity.showRomFilePicker` (Storage Access Framework), which copies the
chosen file to `picked_rom.gb` under the app save directory. `RomImporter`
imports pending (not-yet-ready) `.gb` files from that folder on Choose /
refocus; see `docs/launcher.md` (Android multi-ROM import). The APK payload
itself remains data-free (no embedded ROM or generated cache).
### SDK / NDK
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "BALANCE",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "TOOL",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "AUDIO",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"permissions": ["engine_internals"],
"dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "QUEST",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"permissions": ["engine_internals"],
"dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "total_conversion",
"category": "TOTAL_CONVERSION",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 900,
"dependencies": [],
"optional_dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "GRAPHICS",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"assets_transforms": "transforms.lua",
"dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "overhaul",
"category": "MECHANIC",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+25
View File
@@ -68,6 +68,31 @@ if unzip -Z1 "$LOVE_FILE" \
fi
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
# ------------------------------------------------------- stamp release version
# The working tree ships Version.lua with engine "0.0.0-dev"; the real release
# number only ever lives inside the packed archive. When --version is a strict
# X.Y.Z, patch a copy of Version.lua (engine set to that number) under a staging
# dir and replace the entry inside game.love in place -- never the source tree.
# Short-hash / "dev" builds are left with the "-dev" default so they cannot be
# mistaken for a release. The stamp is then read back out of the archive and the
# build fails if it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
stamp_dir="$WORK/stamp"
rm -rf "$stamp_dir"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
say "stamped engine version: $VERSION"
else
say "version '$VERSION' is not X.Y.Z, shipping default engine (no stamp)"
fi
# --------------------------------------------------------------- macOS
build_mac() {
say "building macOS app"
+26
View File
@@ -145,6 +145,32 @@ pack_game_love() {
fail "game.love unexpectedly contains generated ROM data"
fi
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
# This script packs its own game.love (it does not reuse build.sh's), so it
# stamps the release version the same way: patch a copy of Version.lua
# (engine set to $VERSION) under a throwaway staging dir and replace the
# entry inside the archive in place -- never the source tree. VERSION is
# already validated as X.Y.Z above; when it is empty the packaged game keeps
# the "0.0.0-dev" default. The stamp is read back out and the build fails if
# it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
local stamp_dir
stamp_dir="$(mktemp -d)"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
local version_re
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
rm -rf "$stamp_dir"
say "stamped engine version: $VERSION"
else
say "no X.Y.Z --version, shipping default engine (no stamp)"
fi
}
# --------------------------------------------------------------- SDK check
+463 -179
View File
@@ -173,9 +173,32 @@ local function grayImage(img)
return getImage(meta.path) or img
end
-- the asset path a loaded battle image came from (nil for the headless
-- stub images), so the battle_sprite_scales registry can be looked up by
-- the same path data references
local function imagePathOf(img)
local m = imageMeta[img]
return m and m.path
end
-- the image a battler pic actually draws with this frame
function BattleState:picImage(img)
if self.grayPics then return grayImage(img) end
local PaletteFX = require("src.render.PaletteFX")
-- #207: OG / OG INV / CLASSIC are forced-mono display modes. A battle that
-- exposes no SGB zones (sgbPalettes() == nil) has a whole-screen GRAYS zone
-- invented by PaletteFX.ensureZones, so Renderer:endFrame re-thresholds the
-- WHOLE finished frame through the shade shader a second time (keyed on the
-- red channel). A pic baked with the species' SGB color is then remapped
-- again and loses its warm mid shades -- REDMON's reds 1.0/0.839 both land in
-- the c0 bucket, collapsing CHARMANDER's body into the white paper and
-- leaving only the outline. Emit the raw DMG-gray build instead (exactly
-- what the SE_WAVY_SCREEN grayPics path already does) so the downstream remap
-- recolors 255->c0/170->c1/85->c2/0->c3 and all four shades survive; cool
-- palettes (CYANMON reds 0.678/0.451) already rendered correctly. This mode
-- set mirrors PaletteFX.ensureZones / effectiveColors -- keep them in sync.
local mono = PaletteFX.mode == "og" or PaletteFX.mode == "og_inv"
or PaletteFX.mode == "classic"
if self.grayPics or mono then return grayImage(img) end
return fadeImage(img, self:activeBgp())
end
@@ -267,6 +290,10 @@ local function makeBattler(data, mon, isPlayer, save)
badgeBoosts = badgeBoosts,
statuses = data.statuses,
shownHP = mon.hp, -- the HP the bar displays (UpdateHPBar drain)
-- HUD status label (DrawHUDsAndHPBars); mon.status can land mid-move
-- while the tilemap still shows the prior condition until the next
-- post-action HUD refresh (core.asm after Execute*Move)
shownStatus = mon.status,
stages = {},
-- volatile state; Transform/Conversion/Mimic override the cur* fields
curStats = mon.stats,
@@ -548,6 +575,12 @@ function BattleState:say(text)
table.insert(self.queue, { text = text })
end
-- Message that opens YES/NO once typed out, keeping the text visible
-- underneath (pokered `done` + TWO_OPTION_MENU / TextBox opts.choice).
function BattleState:sayChoice(text, onChoose)
table.insert(self.queue, { text = text, choice = onChoose })
end
function BattleState:act(fn)
table.insert(self.queue, { fn = fn })
end
@@ -648,16 +681,53 @@ local function shownHP(b)
return math.floor(shown)
end
-- Parse a battle message into its rendered lines. The extractor marks
-- \n = next line and \v = CONT (home/text.asm ContText: draw the blinking
-- ▼, WaitForTextScrollButtonPress, then ScrollTextUpOneLine); the boosted /
-- EXP.ALL exp lines end in the CONT code in the ROM (data/generated/text.lua
-- _BoostedText/_WithExpAllText = "...\011"). Each entry is { codes, cont },
-- cont true when the line was preceded by \v. Splitting before Font.encode
-- keeps the control chars out of the glyph stream. The box then types into
-- a rolling 2-line window (self.shown) that scrolls when a 3rd line arrives
-- instead of drawing it off-screen at y=144 (#216).
function BattleState:startMessage(item)
self.current = item
self.lines = {}
self.total = 0
for chunk in (item.text .. "\n"):gmatch("(.-)\n") do
local text = item.text or ""
local pos, cont = 1, false
while true do
local npos = text:find("[\n\v]", pos)
local chunk = npos and text:sub(pos, npos - 1) or text:sub(pos)
local codes = Font.encode(chunk)
table.insert(self.lines, codes)
self.lines[#self.lines + 1] = { codes = codes, cont = cont }
self.total = self.total + #codes
if not npos then break end
cont = text:sub(npos, npos) == "\v"
pos = npos + 1
end
self.shown = {} -- up to two visible lines of revealed glyph codes
self.lineIndex = 0
-- self.charIndex counts glyphs typed across the WHOLE message (drivers read
-- it against self.total); the current line's revealed count is #shown[last]
self.charIndex = 0
self.msgWaiting = nil
self.scrollPx = nil
self:beginMsgLine()
end
-- Start typing the next line into the rolling window. When the box already
-- shows two lines, drop the top one and set the pixel scroll-up
-- (ScrollTextUpOneLine), mirroring TextBox:beginLine.
function BattleState:beginMsgLine()
self.lineIndex = self.lineIndex + 1
local ln = self.lines[self.lineIndex]
self.codes = ln and ln.codes or {}
if #self.shown >= 2 then
table.remove(self.shown, 1)
self.scrollPx = 8
end
self.shown[#self.shown + 1] = {}
end
function BattleState:updateQueue()
@@ -805,11 +875,50 @@ function BattleState:updateQueue()
end
self:startMessage(item)
end
if self.charIndex < self.total then
self.charIndex = math.min(self.total, self.charIndex + 2)
else
local input = self.game.input
local input = self.game.input
-- a \v CONT wait holds the box until A/B, then scrolls the next line in
-- (home/text.asm ContText); this keeps a 3rd line on-screen (#216)
if self.msgWaiting then
if input:wasPressed("a") or input:wasPressed("b") then
self.msgWaiting = nil
self:beginMsgLine()
end
return true
end
local cur = self.shown[#self.shown]
if #cur < #self.codes then
-- battle typewriter cadence: two glyphs per fixed step (as before)
for _ = 1, 2 do
if #cur >= #self.codes then break end
cur[#cur + 1] = self.codes[#cur + 1]
self.charIndex = self.charIndex + 1
end
elseif self.lineIndex < #self.lines then
-- current line finished, more lines remain: \v waits for A/B + ▼ before
-- scrolling, \n advances now (beginMsgLine scrolls if the box is full)
if self.lines[self.lineIndex + 1].cont then
self.msgWaiting = true
else
self:beginMsgLine()
end
else
local item = self.current
-- TrainerAboutToUseText ends in `done` then DisplayTextBoxID: YES/NO
-- overlays the still-visible "Will … change POKéMON?" page.
if item and item.choice and not item.choiceOpen then
item.choiceOpen = true
self.waitingUI = true
local ChoiceBox = require("src.ui.ChoiceBox")
local battle = self
self.game.stack:push(ChoiceBox.new(self.game, function(yes)
local fn = item.choice
battle.current = nil
fn(yes)
end))
return true
end
if not (item and item.choice)
and (input:wasPressed("a") or input:wasPressed("b")) then
self.current = nil
end
end
@@ -1060,11 +1169,14 @@ function BattleState:update(dt)
self:updateFx()
local input = self.game.input
-- safety net: HP changed outside a queued drain (level-up heals,
-- field effects) snaps once the queue is idle
-- safety net: HP/status changed outside a queued drain (level-up heals,
-- field effects, bag cures) snaps once the queue is idle
if self.phase == "menu" then
for _, b in ipairs({ self.player, self.enemy }) do
if b and b.shownHP then b.shownHP = b.mon.hp end
if b then
if b.shownHP then b.shownHP = b.mon.hp end
b.shownStatus = b.mon.status
end
end
end
@@ -2145,90 +2257,105 @@ end
-- move execution pipeline
-- ---------------------------------------------------------------------
-- Mirror DrawHUDsAndHPBars: reveal mon.status on the HUD only after the
-- current action's queued anim/text have played (PoisonEffect sets the
-- bit before PlayCurrentMoveAnimation2 + PrintText, but the HUD redraw
-- waits until after Execute*Move returns).
function BattleState:syncShownStatus()
for _, b in ipairs({ self.player, self.enemy }) do
if b then b.shownStatus = b.mon.status end
end
end
function BattleState:executeAction(user, target, action)
if user.mon.hp <= 0 or target.mon.hp <= 0 then return end
if not action then return end
-- ghost battles: the ghost never attacks; its whole turn is the
-- GetOutText (ExecuteEnemyMove -> PrintGhostText, core.asm:5462-5463)
if self.ghost and not user.isPlayer then
self:sayNext(self.data.text._GetOutText or "GHOST: Get out...\nGet out...")
return
end
-- refresh the held-in-place mirror before the status checks (see
-- lockedAction): the victim is held exactly while the opponent's
-- trapping bit is set -- including a counter sitting at 0 until the
-- end-of-turn CheckNumAttacksLeft clear
user.boundTurns = target.trappingTurns
and math.max(1, target.trappingTurns) or nil
-- trainer class AI actions (engine/battle/trainer_ai.asm)
if action.special == "aiItem" then
self.aiUses = (self.aiUses or 1) - 1
for _, m in ipairs(TrainerAI.useItem(self, action.item)) do
self:sayNext(prefixEnemy(m, self.enemy))
end
self:drainNext()
require("src.core.Sound").play(self.data, "Heal_Ailment")
return
end
if action.special == "aiSwitch" then
self.aiUses = (self.aiUses or 1) - 1
local previous = self.enemy
local oldName = self.enemy.name
self.enemyIndex = action.index
self.enemy = makeBattler(self.data, self.enemyParty[action.index], false)
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[2], battler = self.enemy,
previous = previous,
})
self.aiUses = self:aiUsesFor()
markSeen(self.game, self.enemy.mon.species)
-- _AIBattleWithdrawText: "X with-/drew Y!"
self:sayNext(("%s with-\ndrew %s!"):format(self.trainer.name, oldName))
self:sayNext(("%s sent\nout %s!"):format(self.trainer.name, self.enemy.name))
return
end
-- special locked actions. All of them still run the status gauntlet:
-- CheckPlayerStatusConditions (core.asm:3328-3583) evaluates sleep ->
-- freeze -> held-in-place -> flinch -> recharge -> disable tick ->
-- confusion -> paralysis BEFORE the bide/thrash/trapping handling.
if action.special == "recharge" then
-- only reaching .HyperBeamCheck consumes the flag (core.asm:3384-
-- 3392): sleep/freeze/held/flinch keep the mon recharging next turn
if self:preRechargeChecks(user, target) then return end
user.mustRecharge = nil
self:sayNext(("%s\nmust recharge!"):format(displayName(user)))
return
end
if action.special == "bound" then
if not target.trappingTurns then
-- the trap ended earlier this turn: the CANNOT_MOVE selection is
-- simply lost (ExecutePlayerMove returns immediately on $ff)
local function run()
-- ghost battles: the ghost never attacks; its whole turn is the
-- GetOutText (ExecuteEnemyMove -> PrintGhostText, core.asm:5462-5463)
if self.ghost and not user.isPlayer then
self:sayNext(self.data.text._GetOutText or "GHOST: Get out...\nGet out...")
return
end
-- sleep/freeze take precedence over the held-in-place message
if self:statusInterrupt(user, target) then return end
return
end
if action.special == "trapping" then
if self:statusInterrupt(user, target) then return end
self:continueTrapping(user, target)
return
end
if action.special == "bide" then
if self:statusInterrupt(user, target) then return end
self:continueBide(user, target)
return
end
if self:statusInterrupt(user, target) then return end
self:performMove(user, target, action, false)
-- refresh the held-in-place mirror before the status checks (see
-- lockedAction): the victim is held exactly while the opponent's
-- trapping bit is set -- including a counter sitting at 0 until the
-- end-of-turn CheckNumAttacksLeft clear
user.boundTurns = target.trappingTurns
and math.max(1, target.trappingTurns) or nil
-- trainer class AI actions (engine/battle/trainer_ai.asm)
if action.special == "aiItem" then
self.aiUses = (self.aiUses or 1) - 1
for _, m in ipairs(TrainerAI.useItem(self, action.item)) do
self:sayNext(prefixEnemy(m, self.enemy))
end
self:drainNext()
require("src.core.Sound").play(self.data, "Heal_Ailment")
return
end
if action.special == "aiSwitch" then
self.aiUses = (self.aiUses or 1) - 1
local previous = self.enemy
local oldName = self.enemy.name
self.enemyIndex = action.index
self.enemy = makeBattler(self.data, self.enemyParty[action.index], false)
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[2], battler = self.enemy,
previous = previous,
})
self.aiUses = self:aiUsesFor()
markSeen(self.game, self.enemy.mon.species)
-- _AIBattleWithdrawText: "X with-/drew Y!"
self:sayNext(("%s with-\ndrew %s!"):format(self.trainer.name, oldName))
self:sayNext(("%s sent\nout %s!"):format(self.trainer.name, self.enemy.name))
return
end
-- special locked actions. All of them still run the status gauntlet:
-- CheckPlayerStatusConditions (core.asm:3328-3583) evaluates sleep ->
-- freeze -> held-in-place -> flinch -> recharge -> disable tick ->
-- confusion -> paralysis BEFORE the bide/thrash/trapping handling.
if action.special == "recharge" then
-- only reaching .HyperBeamCheck consumes the flag (core.asm:3384-
-- 3392): sleep/freeze/held/flinch keep the mon recharging next turn
if self:preRechargeChecks(user, target) then return end
user.mustRecharge = nil
self:sayNext(("%s\nmust recharge!"):format(displayName(user)))
return
end
if action.special == "bound" then
if not target.trappingTurns then
-- the trap ended earlier this turn: the CANNOT_MOVE selection is
-- simply lost (ExecutePlayerMove returns immediately on $ff)
return
end
-- sleep/freeze take precedence over the held-in-place message
if self:statusInterrupt(user, target) then return end
return
end
if action.special == "trapping" then
if self:statusInterrupt(user, target) then return end
self:continueTrapping(user, target)
return
end
if action.special == "bide" then
if self:statusInterrupt(user, target) then return end
self:continueBide(user, target)
return
end
if self:statusInterrupt(user, target) then return end
self:performMove(user, target, action, false)
end
run()
-- after announce/anim/effect text (pokered DrawHUDsAndHPBars)
self:actNext(function() self:syncShownStatus() end)
end
-- Sleep / confusion onomatopoeia from Check*StatusConditions
@@ -2654,6 +2781,13 @@ function BattleState:enemyMonFainted()
local levels, gained = Experience.apply(self.data, mon, self.enemy.def,
self.enemy.mon.level, self.kind == "trainer",
split, mon.traded)
-- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle ->
-- Evolution.checkParty). B-cancel leaves the mon at/above threshold;
-- without this gate it re-triggers after every later fight (#213).
if #levels > 0 then
self.leveledUp = self.leveledUp or {}
self.leveledUp[mon] = true
end
Runtime.emit("battle.exp_gained", {
battle = self, mon = mon, gained = gained, levels = levels,
})
@@ -2663,12 +2797,15 @@ function BattleState:enemyMonFainted()
-- _WithExpAllText / _BoostedText / _ExpPointsText; the EXP.ALL
-- pass beats the traded boost (wBoostExpByExpAll checks first),
-- and _ExpPointsText prints wExpAmountGained -- the raw share,
-- captured before the max-level cap (experience.asm:92-100)
-- captured before the max-level cap (experience.asm:92-100).
-- _BoostedText / _WithExpAllText end in the CONT code (\v, "...\011"
-- in data/generated/text.lua): the box waits for A/B + ▼ then scrolls
-- the amount line in, so it stays on-screen instead of at y=144 (#216).
local tail = "%d EXP. Points!"
if announce == "expAll" then
tail = "with EXP.ALL,\n" .. tail
tail = "with EXP.ALL,\v" .. tail
elseif mon.traded then
tail = "a boosted\n" .. tail
tail = "a boosted\v" .. tail
end
self:sayNext(("%s gained\n" .. tail):format(name, gained))
end
@@ -2681,6 +2818,17 @@ function BattleState:enemyMonFainted()
require("src.core.Sound").play(game.data, "Level_Up")
return StatBox.new(game, mon)
end)
-- After PrintStatsBox, experience.asm reloads the active battler's
-- wBattleMon and runs DrawHUDsAndHPBars, so its HP bar reflects the
-- higher current HP. Experience.lua:84 already raised mon.hp by
-- (newMaxHP - oldMaxHP); the party mon and the battler share one table
-- (makeBattler), so mon.stats.hp (the bar's denominator) jumps to the
-- new max instantly while the battler's shownHP numerator lags at the
-- old current HP -- the bar SHRINKS (#224). Animate shownHP up to the
-- new current HP (house convention: potions drain the bar too, see
-- itemUsed) so the bar grows instead. Only the active player battler
-- shares its table with the HUD; other party mons (EXP.ALL) have no bar.
if mon == self.player.mon then self:drainNext() end
for _, moveId in ipairs(Experience.movesLearnedAt(
self.data.pokemon[mon.species], lv)) do
self:learnMove(mon, moveId)
@@ -2724,51 +2872,37 @@ function BattleState:enemyMonFainted()
end
if nextIndex then
self.enemyIndex = nextIndex
-- SHIFT battle style (the default): announce the next mon and
-- offer a free switch (SET skips the prompt)
-- EnemySendOutFirstMon (core.asm:1366-1443): SHIFT offers a free
-- switch when party count > 1, the active mon is alive, and the
-- battle-style bit is clear. pokered counts party slots (not
-- remaining HP); SET / single-mon / fainted active skip the prompt.
local nextMon = self.enemyParty[self.enemyIndex]
local nextName = nextMon.nickname or self.data.pokemon[nextMon.species].name
local style = (self.game.save.options or {}).battleStyle or "shift"
local healthy = 0
for _, mon in ipairs(self.game.save.party) do
if mon.hp > 0 then healthy = healthy + 1 end
end
if style ~= "set" and healthy > 1 and self.player.mon.hp > 0 then
self:say(("%s is\nabout to use\n%s!"):format(self.trainer.name, nextName))
self:say(("Will %s\nchange POKéMON?"):format(self.game.save.player.name))
local game = self.game
self:ui(function()
local ChoiceBox = require("src.ui.ChoiceBox")
return ChoiceBox.new(game, function(yes)
local style = tostring((self.game.save.options or {}).battleStyle or "shift")
:lower()
local partyCount = #self.game.save.party
-- SwitchPlayerMon runs AFTER TrainerSentOutText (core.asm:1436-1443)
local shiftSwitchMon = nil
if style ~= "set" and partyCount > 1 and self.player.mon.hp > 0 then
-- _TrainerAboutToUseText: "X is" / "about to use" then cont nick,
-- then para "Will PLAYER" / "change POKéMON?" with YES/NO.
self:say(("%s is\nabout to use"):format(self.trainer.name))
self:say(("%s!"):format(nextName))
self:sayChoice(
("Will %s\nchange POKéMON?"):format(self.game.save.player.name),
function(yes)
if not yes then return end
local game = self.game
Screens.push(game, "PartyMenu", {
battle = self,
forceSwitch = true,
onSwitch = function(mon)
if mon ~= self.player.mon and mon.hp > 0 then
local previous = self.player
self.player = makeBattler(self.data, mon, true, game.save)
clearTrapping(self.enemy) -- SendOutMon clears foe trap
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
battler = self.player, previous = previous,
})
self:markParticipant()
self.nextInsert = 0
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:animNext("POOF_ANIM", false)
self:actNext(function()
self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
end)
shiftSwitchMon = mon
end
end,
})
end)
end)
end
self:act(function()
local previous = self.enemy
@@ -2797,6 +2931,29 @@ function BattleState:enemyMonFainted()
end)
end)
end)
-- SwitchPlayerMon after the enemy is out (core.asm:1436-1443)
self:act(function()
local mon = shiftSwitchMon
if not mon then return end
local previous = self.player
self.player = makeBattler(self.data, mon, true, self.game.save)
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
battler = self.player, previous = previous,
})
self:markParticipant()
self.nextInsert = 0
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:animNext("POOF_ANIM", false)
self:actNext(function()
self.sendingOut = false
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
end)
end)
return
end
local prize = (self.trainer.baseMoney or 0) * self.enemy.mon.level
@@ -2920,6 +3077,8 @@ function BattleState:openReplacementMenu()
self:ui(function()
return self:buildScreen("PartyMenu", {
battle = self,
-- ChooseNextMon: pick immediately (no SWITCH/STATS/CANCEL)
forceSwitch = true,
onSwitch = function(mon)
if mon.hp <= 0 then
self:say("There's no will\nto fight!")
@@ -3130,6 +3289,9 @@ end
-- called by BagMenu after an item is used in battle (consumes the turn)
function BattleState:itemUsed(messages)
-- bag cures clear mon.status before the message UI; refresh the HUD
-- once control returns (pokered DrawHUDsAndHPBars after item use)
self:syncShownStatus()
for _, m in ipairs(messages or {}) do self:say(m) end
table.insert(self.queue, { drain = true }) -- potions animate the bar
self:act(function()
@@ -3151,10 +3313,39 @@ function BattleState:ballMissMessage(shakes)
return t._ItemUseBallText04 or "Shoot! It was so\nclose too!"
end
-- AskName (engine/menus/naming_screen.asm): ClearSprites, wild field blank,
-- PrintText, YES/NO while text stays (TextBox opts.choice). Shared by party
-- AddPartyMon and SendNewMonToBox (#172).
function BattleState:askNicknameUI(mon, displayName)
local game = self.game
self.lockedBall = nil
self.blankForAskName = true
local TextBox = require("src.render.TextBox")
local text = ("Do you want to\ngive a nickname\nto %s?"):format(displayName)
local label = game.data.text and game.data.text._DoYouWantToNicknameText
if label then
-- extractor CONT is \t; TextBox scrolls on \n/\v
text = label:gsub("\t", "\n"):gsub("{RAM:?[%w_]*}", displayName)
end
return TextBox.new(game, text, nil, {
choice = function(yes)
self.blankForAskName = false
if not yes then return end
pcall(Screens.push, game, "NamingScreen", {
title = "NICKNAME?", maxLen = 10,
onDone = function(name)
if name and #name > 0 then mon.nickname = name end
end,
})
end,
})
end
-- The caught mon joins the party or a PC box (ItemUseBall .captured,
-- item_effects.asm:518-566): the caught text, then for a NEW species
-- "New POKéDEX data will be added" + the dex entry page, then the
-- party add (with the nickname ask) or the PC transfer text.
-- "New POKéDEX data will be added" + the dex entry page, then
-- AddPartyMon or SendNewMonToBox (both call AskName), then the PC
-- transfer text when the party was full.
function BattleState:storeCaughtMon()
-- ItemUseBall reloads the caught mon via LoadEnemyMonData
-- (item_effects.asm:472-501), regenerating its move list from the
@@ -3174,31 +3365,20 @@ function BattleState:storeCaughtMon()
return self:buildScreen("DexEntryMenu", species)
end)
end
if Party.add(game.save.party, self.enemy.mon) then
-- nickname prompt (AskName runs inside AddPartyMon; box mons are
-- never offered a nickname)
local function askCaughtNickname()
local caught = self.enemy.mon
local enemyName = self.enemy.name
self:uiNext(function()
local ChoiceBox = require("src.ui.ChoiceBox")
local TextBox = require("src.render.TextBox")
return TextBox.new(game, ("Do you want to\ngive a nickname\nto %s?")
:format(enemyName), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
pcall(Screens.push, game, "NamingScreen", {
title = "NICKNAME?", maxLen = 10,
onDone = function(name)
if name and #name > 0 then caught.nickname = name end
end,
})
end))
end)
return self:askNicknameUI(caught, enemyName)
end)
end
if Party.add(game.save.party, self.enemy.mon) then
askCaughtNickname()
else
destination = "box"
local boxNum = require("src.pokemon.Boxes").deposit(game.save, self.enemy.mon)
if boxNum then
askCaughtNickname()
-- _ItemUseBallText07/08 keyed on EVENT_MET_BILL
local pc = (game.save.flags and game.save.flags.EVENT_MET_BILL)
and "BILL's PC" or "someone's PC"
@@ -3449,12 +3629,15 @@ function BattleState:fxFaintActive(battler)
and fx.faint.frames > 0 or false
end
-- vertical slide offset for a fainting battler (the player's pic is
-- drawn 2x, so it slides 2x as fast to sink at the same visual rate)
function BattleState:fxFaintOffset(battler)
-- vertical slide offset for a fainting battler. The offset is in screen
-- pixels, so it scales with the pic's draw scale (the player's default 2x
-- sinks 2x as fast to sink at the same visual rate); a mod scale composes
-- the same way. scale defaults to the vanilla side scale when unknown.
function BattleState:fxFaintOffset(battler, scale)
local fx = self.fx
if self:fxFaintActive(battler) then
return (30 - fx.faint.frames) * 2 * (battler.isPlayer and 2 or 1)
scale = scale or (battler.isPlayer and 2 or 1)
return (30 - fx.faint.frames) * 2 * scale
end
return 0
end
@@ -3550,7 +3733,7 @@ function BattleState:drawBattlerPic(battler, x, y, scale)
return
end
if self:fxFaintActive(battler) then
local off = self:fxFaintOffset(battler)
local off = self:fxFaintOffset(battler, scale)
local visible = img:getHeight() - math.floor(off / scale)
if visible > 0 then
local quad = love.graphics.newQuad(0, 0, img:getWidth(), visible,
@@ -3847,6 +4030,63 @@ function BattleState:drawAnimLayer(colorized)
end
end
-- ------------------------------------------------------------------
-- Mod-facing battle sprite scaling. The enemy front pic draws at 1x and
-- the player back pic at 2x on the GB; a mod can override either per
-- species (pokemon.battleScaleFront / battleScaleBack) or per image path
-- (the battle_sprite_scales registry, which is the only handle on the
-- non-species pics like the trainer back). These resolvers and the
-- placement math are pure (no love.*) so the grounding contract -- feet
-- pinned at any scale -- is unit-tested directly.
-- ------------------------------------------------------------------
-- the vanilla scale for a side: enemy front 1x, player back 2x
BattleState.BATTLE_SCALE_DEFAULT = { front = 1, back = 2 }
-- image-level override for an asset path, or nil. scales is the merged
-- data.battle_sprite_scales table (record id -> { path, scale }).
function BattleState.imageBattleScale(scales, path)
if not scales or not path then return nil end
for id, rec in pairs(scales) do
if id ~= "_owners" and type(rec) == "table" and rec.path == path then
return rec.scale
end
end
return nil
end
-- effective battle scale for a pic: image-level override, else the
-- species-level override for the side, else the side default. side is
-- "front" (enemy) or "back" (player); species may be nil (a non-species
-- pic like the trainer back, which only image-level scaling reaches).
function BattleState.resolveBattleScale(data, side, path, species)
local img = data and BattleState.imageBattleScale(data.battle_sprite_scales, path)
if img then return img end
local def = species and data and data.pokemon and data.pokemon[species]
local field = side == "back" and "battleScaleBack" or "battleScaleFront"
local override = def and def[field]
if override then return override end
return BattleState.BATTLE_SCALE_DEFAULT[side] or 1
end
-- Player (back) placement: feet flush on the text-box top (y=96) at any
-- scale, with the left transparent columns pulled back so opaque pixels
-- land where hardware's white-on-white columns left them. Returns the
-- top-left x, y and the scale (slide/shake offsets are added by the
-- caller). Feet stay at 96 for every scale: y + (h - pad) * scale == 96.
function BattleState.backPlacement(w, h, pad, padL, scale)
return 8 - padL * scale, 96 - (h - pad) * scale, scale
end
-- Enemy (front) placement: given the s=1 slot origin (ex, ey) from the
-- 7x7 tile layout, keep the bottom edge and horizontal centre pinned as
-- the pic scales -- the same compensation AnimateSendingOutMon's grow
-- uses. Returns top-left x, y and the scale. The bottom edge stays put
-- for every scale: y + h * scale == ey + h.
function BattleState.frontPlacement(ex, ey, w, h, scale)
return ex + w * (1 - scale) / 2, ey + h * (1 - scale), scale
end
-- Front/trainer pics: LoadUncompressedSpriteData centers the sprite in
-- a 7x7 tile buffer, then CopyUncompressedPicToTilemap places that
-- buffer at hlcoord 12,0. Horizontal pad is floor((8-w)/2) tiles;
@@ -3890,16 +4130,23 @@ function BattleState:drawPicsLayer(slide, sx, sy)
local img = self:picImage(self.enemy.sprite)
love.graphics.setColor(1, 1, 1, 1)
local ex, ey = enemyPicXY(img, slide, sx, sy)
local s = BattleState.resolveBattleScale(self.data, "front",
imagePathOf(img), self.enemy.mon and self.enemy.mon.species)
local gs = self:growInScale(self.enemy)
if gs then
-- AnimateSendingOutMon: the downscaled pic keeps its bottom edge
-- and horizontal center pinned to the mon's slot while it grows
if gs > 0 then
love.graphics.draw(img, ex + img:getWidth() * (1 - gs) / 2,
ey + img:getHeight() * (1 - gs), 0, gs, gs)
-- and horizontal center pinned to the mon's slot while it grows --
-- the mod scale composes multiplicatively with the grow stage
local eff = s * gs
if eff > 0 then
local dx, dy = BattleState.frontPlacement(ex, ey,
img:getWidth(), img:getHeight(), eff)
love.graphics.draw(img, dx, dy, 0, eff, eff)
end
else
self:drawBattlerPic(self.enemy, ex, ey, 1)
local dx, dy = BattleState.frontPlacement(ex, ey,
img:getWidth(), img:getHeight(), s)
self:drawBattlerPic(self.enemy, dx, dy, s)
end
end
@@ -3913,9 +4160,14 @@ function BattleState:drawPicsLayer(slide, sx, sy)
local img = self:picImage(self.playerBackPic)
local pad = imagePadBottom[self.playerBackPic] or 0
local padL = imagePadLeft[self.playerBackPic] or 0
-- the trainer back is a bare pic, not species-keyed, so only an
-- image-level battle_sprite_scales entry can rescale it
local s = BattleState.resolveBattleScale(self.data, "back",
imagePathOf(self.playerBackPic), nil)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, 8 - padL * 2 + slide + sx,
96 - (img:getHeight() - pad) * 2 + sy, 0, 2, 2)
local dx, dy = BattleState.backPlacement(img:getWidth(), img:getHeight(),
pad, padL, s)
love.graphics.draw(img, dx + slide + sx, dy + sy, 0, s, s)
elseif self.player and self.player.sprite and not hidePlayer
and not self.sendingOut and not self:fxHidden(self.player) then
local img = self:picImage(self.player.sprite)
@@ -3923,19 +4175,24 @@ function BattleState:drawPicsLayer(slide, sx, sy)
-- feet flush on the text box top (y=96), ignoring baked-in padding
local pad = imagePadBottom[self.player.sprite] or 0
local padL = imagePadLeft[self.player.sprite] or 0
local px = 8 - padL * 2 + sx
local s = BattleState.resolveBattleScale(self.data, "back",
imagePathOf(self.player.sprite),
self.player.mon and self.player.mon.species)
local gs = self:growInScale(self.player)
if gs then
-- the player-side AnimateSendingOutMon grow (after the poof,
-- core.asm:1757-1762): feet pinned at y=96, center at x=8+w
if gs > 0 then
love.graphics.draw(img, px + img:getWidth() * (1 - gs),
96 - (img:getHeight() - pad) * 2 * gs + sy,
0, 2 * gs, 2 * gs)
-- core.asm:1757-1762): feet pinned at y=96, horizontal centre
-- pinned, mod scale composed with the grow stage
local eff = s * gs
if eff > 0 then
love.graphics.draw(img,
8 - padL * s + img:getWidth() * s * (1 - gs) / 2 + sx,
96 - (img:getHeight() - pad) * eff + sy, 0, eff, eff)
end
else
self:drawBattlerPic(self.player, px,
96 - (img:getHeight() - pad) * 2 + sy, 2)
local dx, dy = BattleState.backPlacement(img:getWidth(),
img:getHeight(), pad, padL, s)
self:drawBattlerPic(self.player, dx + sx, dy + sy, s)
end
end
if clipped then
@@ -3953,11 +4210,19 @@ function BattleState:drawHUDs(slide)
-- the HUD clears with the send-out text (ClearScreenArea,
-- core.asm:1414-1417) and DrawEnemyHUDAndHPBar (1435) only redraws
-- it after the grow-in + cry
local barData = self:colorMode() and {} or self.data -- gray fill when zoned
-- In colorized modes the zone pass (drawZonePass over BATTLE_ZONES pal 0/1)
-- recolors the bar's DMG gray fill by region, so drawHPBar must skip its
-- per-pixel tint (grayFill) -- otherwise GREENBAR's red-channel-0 fill
-- double-applies and the zone shade shader maps the whole bar to black (#229).
local grayFill = self:colorMode()
local barData = self.data
local fx = self.fx
local hudShake = (fx and fx.hudShakeX) or 0
-- FaintEnemyPokemon clears the enemy HUD area; it stays blank through
-- TrainerAboutToUseText until DrawEnemyHUDAndHPBar after the next send-out
if self.enemy and not self.showEnemyTrainer and not self.enemySendingOut
and not self:growInScale(self.enemy) and slide == 0 then
and not self:growInScale(self.enemy) and slide == 0
and not self.enemy.fainted then
-- enemy HUD (DrawEnemyHUDAndHPBar): name row 0, <LV>+level (4,1),
-- HP bar (2,2) with the vertical tick at (1,2), underline row 3;
-- AnimationShakeEnemyHUD nudges just this block via SCX
@@ -3967,15 +4232,16 @@ function BattleState:drawHUDs(slide)
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.enemy.name, nameX(1, self.enemy.name), 0)
if self.enemy.mon.status then
Font.draw(self:statusLabel(self.enemy.mon), 40, 8)
if self.enemy.shownStatus then
Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8)
else
hudTile(0x6E, 32, 8) -- <LV>
Font.draw(tostring(self.enemy.mon.level), 40, 8)
end
hudTile(0x73, 8, 16)
drawHPBar(barData, 2, 2,
{ hp = shownHP(self.enemy), stats = self.enemy.mon.stats })
{ hp = shownHP(self.enemy), stats = self.enemy.mon.stats },
nil, grayFill)
hudTile(0x74, 8, 24)
for i = 2, 9 do hudTile(0x76, i * 8, 24) end
hudTile(0x78, 80, 24)
@@ -4015,15 +4281,15 @@ function BattleState:drawHUDs(slide)
-- the tick at (18,10) and the triangle at (9,11)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.player.name, nameX(10, self.player.name), 56)
if self.player.mon.status then
Font.draw(self:statusLabel(self.player.mon), 120, 64)
if self.player.shownStatus then
Font.draw(self:statusLabel({ status = self.player.shownStatus }), 120, 64)
else
hudTile(0x6E, 112, 64) -- <LV>
Font.draw(tostring(self.player.mon.level), 120, 64)
end
drawHPBar(barData, 10, 9,
{ hp = shownHP(self.player), stats = self.player.mon.stats },
1) -- wHPBarType 1: the $6D cap
1, grayFill) -- wHPBarType 1: the $6D cap
Font.draw(("%3d/%3d"):format(shownHP(self.player), self.player.mon.stats.hp), 88, 80)
hudTile(0x73, 144, 80)
hudTile(0x77, 144, 88)
@@ -4036,16 +4302,27 @@ function BattleState:drawTextArea()
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
if self.phase == "messages" and self.current then
local shown = 0
for li, codes in ipairs(self.lines) do
-- battle text uses every other tile row (hlcoord *,14 / *,16)
local y = 112 + (li - 1) * 16
for i = 1, #codes do
if shown >= self.charIndex then break end
Font.drawCode(codes[i], 8 + (i - 1) * 8, y)
shown = shown + 1
-- rolling 2-line window: shown[1] at row y=112, shown[2] at y=128 (battle
-- text uses every other tile row, hlcoord *,14 / *,16). scrollPx animates
-- the lines up one row (ScrollTextUpOneLine) so a 3rd line scrolls into
-- view instead of drawing off-screen at y=144 (#216).
if self.scrollPx and self.scrollPx > 0 then
self.scrollPx = self.scrollPx - 2
if self.scrollPx <= 0 then self.scrollPx = nil end
end
local off = self.scrollPx or 0
local ys = { 112, 128 }
for li, line in ipairs(self.shown or {}) do
local y = (ys[li] or 128) + off
for i = 1, #line do
Font.drawCode(line[i], 8 + (i - 1) * 8, y)
end
end
-- the blinking down arrow ('▼', glyph $EE) while a \v CONT wait holds the
-- box, bottom-right of the box like TextBox / home/text.asm
if self.msgWaiting and self.frame % 60 < 30 then
Font.drawCode(0xEE, (0 + 20 - 2) * 8, (12 + 6 - 1) * 8 - 4)
end
elseif self.phase == "menu" and self.demo then
-- the old-man script (DisplayBattleMenu, core.asm:2038-2049): the
-- standard menu, with the '▶' hand drawn by the scripted keystrokes
@@ -4122,6 +4399,13 @@ function BattleState:drawTextArea()
end
function BattleState:draw()
-- AskName: ClearSprites + wild ClearScreenArea — white field under the
-- nickname TextBox / YES/NO (naming_screen.asm); overlays draw on top.
if self.blankForAskName then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
return
end
local fx = self.fx
-- window shakes (SE_SHAKE_SCREEN / the enemy-hit vertical shake);
-- the animations-off fallback keeps the old +-2 alternation
+33
View File
@@ -102,6 +102,39 @@ function Data:seedDefaults()
-- after-battle rows so Blaine's SetEventRange deactivation and talk
-- after-text work like the other gyms (scripts/CinnabarGym.asm).
self:seedCinnabarGymTrainerHeaders()
-- #197: the Fighting Dojo Karate Master is text_asm, so the extractor
-- writes no header for him -- seed one so he engages on sight and has
-- his defeat / re-talk lines (same idea as the Cinnabar seed above).
self:seedFightingDojoKarateMaster()
-- #189: 1F cabin door order vs rooms map (survey zoom)
require("src.world.SsAnneLayout").apply(self.maps)
end
-- The Karate Master (FightingDojo.asm) is a text_asm object: his object has
-- no def_trainers row (DisplayTextID routes to his ASM script), so the
-- extractor emits headers only for the four blackbelts ([2]..[5]). Seed
-- object index [1] so he behaves like the real leader:
-- * range 4 (matches the strongest blackbelt) -> CheckFightingMapTrainers
-- spots the player in his DOWN line and he challenges on sight (#197),
-- * battle = his pre-battle challenge, won = "Hwa! Arrgh! Beaten!",
-- * after = the "Stay and train at Karate with us!" re-talk line.
-- Deliberately NO `event`: EVENT_BEAT_KARATE_MASTER is owned by
-- victories.lua (OPP_BLACKBELT#1) exactly like the gym leaders, and
-- engageTrainer sets header.event *before* checkVictoryRewards runs -- if
-- this header also set it, the reward's flag guard would early-return and
-- swallow the prize dialogue. trainerDefeated tracks him via
-- defeatedTrainers[npc.id] like the leaders.
function Data:seedFightingDojoKarateMaster()
local headers = self.trainer_headers
if not headers then return end
headers.FightingDojo = headers.FightingDojo or {}
if headers.FightingDojo[1] then return end
headers.FightingDojo[1] = {
range = 4,
battle = "_FightingDojoKarateMasterText",
won = "_FightingDojoKarateMasterDefeatedText",
after = "_FightingDojoKarateMasterStayAndTrainWithUsText",
}
end
function Data:seedCinnabarGymTrainerHeaders()
+132 -2
View File
@@ -38,8 +38,18 @@ local state = {
unsubs = {},
pid = nil,
loggedAbsent = false, -- one quiet note when Discord isn't running
game = nil, -- kept for the "friend clicked join" -> push a screen path
joinCode = nil, -- the online-match/tournament code to advertise as a join secret, if any
joinKind = "match", -- "match" (LinkState online) or "tournament"
partySize = 1, -- current headcount for the party.size Discord shows
partyMax = 2,
subscribedJoin = false, -- SUBSCRIBE ACTIVITY_JOIN sent on this connection?
}
-- MSG_DONTWAIT differs by OS (Darwin 0x80, Linux 0x40); only used for the
-- ongoing per-frame inbound poll, never for the one-time connect/handshake
local MSG_DONTWAIT_BY_OS = { ["OS X"] = 0x80, Linux = 0x40 }
local function disabledByEnv()
return os.getenv("POKEPORT_NO_DISCORD") == "1"
or os.getenv("POKEPORT_AUTOPILOT") ~= nil
@@ -378,6 +388,15 @@ local function connect()
state.dirty = true
state.lastSentKey = nil
state.loggedAbsent = false
state.subscribedJoin = false
-- ask for "friend clicked join" dispatches; a plain outbound write, so
-- it's harmless to send even on Windows, where the inbound poll below
-- isn't implemented yet (see pollJoinRequest)
if sendFrame(OP_FRAME, Json.encode({
cmd = "SUBSCRIBE", evt = "ACTIVITY_JOIN", nonce = nonce(),
})) then
state.subscribedJoin = true
end
Logger.info("discord: rich presence connected")
return true
end)
@@ -427,7 +446,7 @@ local function buildActivity()
activityState = "At the title screen"
end
return {
local activity = {
details = details,
state = activityState,
timestamps = { start = state.startedAt },
@@ -436,10 +455,25 @@ local function buildActivity()
large_text = "Pokemon Gen1Recomp",
},
}
-- a party/join-secret pair is what makes Discord show "Ask to Join" on
-- the profile card; the secret carries our own room/tournament code plus
-- a one-letter kind tag ("m"/"t") so the click handler on the other end
-- knows which screen to jump into -- Discord only echoes the string
-- back, so the kind has to ride inside it
if state.joinCode then
local kindTag = state.joinKind == "tournament" and "t" or "m"
activity.party = { id = "pokeport-" .. state.joinCode,
size = { state.partySize, state.partyMax } }
activity.secrets = { join = "join:" .. kindTag .. ":" .. state.joinCode }
end
return activity
end
local function activityKey(activity)
return (activity.details or "") .. "|" .. (activity.state or "")
local partyKey = activity.party
and (activity.party.size[1] .. "/" .. activity.party.size[2]) or ""
return (activity.details or "") .. "|" .. (activity.state or "") .. "|"
.. (activity.secrets and activity.secrets.join or "") .. "|" .. partyKey
end
local function flush(force)
@@ -567,6 +601,96 @@ local function subscribe(game)
end)
end
-- Advertise (or clear, with code=nil) an online-match/tournament code as a
-- Discord join secret. LinkState/Tournament call this once they have a
-- real code from the relay, and clear it again once paired/started or the
-- hosting screen exits (an invite that's already full or gone is worse
-- than no invite). kind is "match" (default) or "tournament"; size/max are
-- the party.size Discord shows (default 1/2, a plain 1v1 room) -- a
-- tournament passes its live roster count and a generous cap instead, and
-- should call this again whenever the roster changes, not just once.
function DiscordPresence.setJoinCode(code, kind, size, max)
pcall(function()
state.joinCode = code
state.joinKind = kind or "match"
state.partySize = size or 1
state.partyMax = max or 2
state.dirty = true
flush(false)
end)
end
-- A friend clicked "Ask to Join" on our profile and Discord delivered the
-- secret back over this same connection. Only act from a safe spot (never
-- yank the player out of a battle or an already-running link session) --
-- "exploring"/"menu" are the coarse buckets subscribe() above already
-- tracks; anything more specific (a shop, a dialogue box) is a rarer miss
-- worth accepting rather than adding a second, finer-grained state tracker
-- just for this.
local function handleJoinRequest(secret)
if not secret or secret == "" then return end
if state.activity == "battle" then return end
local game = state.game
if not game or not game.stack then return end
local top = game.stack:top()
if top and top.stage and top.net then return end -- already in a link session
local kindTag, code = secret:match("^(%a):(.+)$")
if not kindTag then kindTag, code = "m", secret end -- older/plain secret: assume match
Runtime.emit("discord.join_requested", { code = code, kind = kindTag })
if kindTag == "t" then
local ok, Tournament = pcall(require, "src.link.Tournament")
if ok and Tournament.newJoinOnline then
game.stack:push(Tournament.newJoinOnline(game, code))
end
else
local ok, LinkState = pcall(require, "src.link.LinkState")
if ok and LinkState.newJoinOnline then
game.stack:push(LinkState.newJoinOnline(game, code))
end
end
end
-- non-blocking peek for an incoming ACTIVITY_JOIN dispatch. Unix (FFI)
-- only for now: reading a Windows named pipe without risking a stall needs
-- a HANDLE-level PeekNamedPipe that the plain io.open() connection below
-- doesn't give us, so a Windows player's presence/party/join-secret still
-- all work (they can still be seen and clicked), the click just isn't
-- delivered back to their own game session yet.
local function pollJoinRequest()
if state.isWindows or not state.ffi or not state.socket or not state.subscribedJoin then
return
end
pcall(function()
local ffi = state.ffi
local dontwait = MSG_DONTWAIT_BY_OS[love.system.getOS()] or 0
local hbuf = ffi.new("char[8]")
local n = ffi.C.recv(state.socket, hbuf, 8, dontwait)
if not n or tonumber(n) <= 0 then return end -- nothing waiting right now
local header = ffi.string(hbuf, 8)
local opcode = unpackU32(header:sub(1, 4))
local length = unpackU32(header:sub(5, 8))
if not opcode or not length or length < 0 or length > 65536 then return end
-- the body may lag the header by a packet; the connection's normal
-- (short-timeout) blocking read is fine here since it has already
-- announced its exact length
local body = length > 0 and readExact(length) or ""
if body == nil then return end
if opcode == 3 then -- PING -> PONG, keeps Discord from closing on us
sendFrame(4, body)
return
end
if opcode ~= 1 then return end
local decoded = Json.decode(body)
if decoded and decoded.evt == "ACTIVITY_JOIN" then
local secret = decoded.data and decoded.data.secret
if type(secret) == "string" and secret ~= "" then
if secret:sub(1, 5) == "join:" then secret = secret:sub(6) end
handleJoinRequest(secret)
end
end
end)
end
function DiscordPresence.init(game)
local ok, err = pcall(function()
DiscordPresence.shutdown()
@@ -579,6 +703,8 @@ function DiscordPresence.init(game)
state.location = "Title screen"
state.mapId = nil
state.battleLabel = nil
state.joinCode = nil
state.game = game
state.dirty = true
state.nextReconnectAt = 0
state.loggedAbsent = false
@@ -621,6 +747,7 @@ function DiscordPresence.update(_dt)
end
return
end
pollJoinRequest()
if state.dirty then flush(false) end
end)
end
@@ -649,10 +776,13 @@ function DiscordPresence.shutdown()
state.lastSentKey = nil
state.connected = false
state.socket = nil
state.subscribedJoin = false
state.joinCode = nil
end
-- test / debug helpers
DiscordPresence._state = state
DiscordPresence.locationName = locationName
DiscordPresence.handleJoinRequest = handleJoinRequest
return DiscordPresence
+36 -12
View File
@@ -8,7 +8,7 @@ local Logger = require("src.core.Logger")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local TouchInput = require("src.core.TouchInput")
local TouchControls = require("src.core.TouchControls")
local ModLoader = require("src.mods.Loader")
local ModRuntime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
@@ -37,12 +37,15 @@ function Game:load()
self.mods = ModLoader.new()
self.mods:load(Data)
self.modStatus = self.mods:status()
-- render pipelines dispatch off the merged dataset; point them at the
-- one the mods just merged into before anything can draw a frame
require("src.render.Pipelines").install(Data)
self.input = Input
Input:init()
self.touchInput = TouchInput
TouchInput:init()
self.touchControls = TouchControls
TouchControls:init()
self.renderer = Renderer
Renderer:init()
@@ -177,9 +180,6 @@ function Game:logicSpeed()
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)
-- 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.
@@ -198,6 +198,9 @@ function Game:update(dt)
-- Overworld tilt toggle tween: presentational, so it runs on the real
-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
require("src.render.Tilt").update(dt)
-- mod render pipelines tween on the same real-frame clock, for the same
-- reason: they are presentational, so fast-forward must not speed them up
require("src.render.Pipelines").update(dt)
pcall(function() require("src.core.DiscordPresence").update(dt) end)
-- Steady-state memory backstop: advance the incremental collector one
-- small step every rendered frame. The heavy GPU objects are now freed
@@ -240,6 +243,8 @@ function Game:draw()
worldZones = self.overworld:sgbWorldZones()
end
Renderer:endFrame(zones, worldZones)
-- on-screen mobile controls: pure screen-space, over the finished frame
TouchControls:draw()
end
-- overworld survey zoom: wheel up / '=' zooms in, wheel down / '-' out
@@ -341,6 +346,17 @@ function Game:keypressed(key)
self:writeOptions()
return
end
-- Mod render pipelines claim their hotkeys last, so one can never shadow
-- an engine display key however a mod declares it (12 §rendering
-- pipelines). syncOptions writes the whole ladder back, including the
-- tilt exclusion a world pipeline forces.
local Pipelines = require("src.render.Pipelines")
if Pipelines.hotkey(key, self.stack:top(), self.overworld) then
Pipelines.syncOptions(self.save.options)
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
self:writeOptions()
return
end
Input:keypressed(key)
end
@@ -358,6 +374,9 @@ function Game:keyreleased(key)
end
function Game:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the
-- next screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad()
-- BindingsMenu's pad capture rides the same top-state routing as keys
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
@@ -372,6 +391,8 @@ function Game:gamepadreleased(joystick, button)
end
function Game:gamepadaxis(joystick, axis, value)
-- past-deadzone only, so resting-stick drift can't hide the overlay
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
Input:gamepadaxis(joystick, axis, value)
end
@@ -381,12 +402,12 @@ end
-- state is worse than asking the player to re-press.
function Game:focus(f)
Input:reset()
TouchInput:reset()
TouchControls:reset()
end
function Game:visible(v)
Input:reset()
TouchInput:reset()
TouchControls:reset()
end
-- A disconnected/dropped controller can't send the button-up for whatever
@@ -394,19 +415,19 @@ end
-- flags it owned.
function Game:joystickremoved(joystick)
Input:reset()
TouchInput:reset()
TouchControls:joystickremoved()
end
function Game:touchpressed(id, x, y)
TouchInput:touchpressed(id, x, y)
TouchControls:touchpressed(id, x, y)
end
function Game:touchmoved(id, x, y)
TouchInput:touchmoved(id, x, y)
TouchControls:touchmoved(id, x, y)
end
function Game:touchreleased(id, x, y)
TouchInput:touchreleased(id, x, y)
TouchControls:touchreleased(id, x, y)
end
-- Point the loader's mod.save backing at this save's modData so per-mod
@@ -457,6 +478,9 @@ function Game:applyOptions(opts)
if Sound.applyOptions then Sound.applyOptions(opts) end
require("src.render.PaletteFX").applyOptions(opts)
require("src.render.Tilt").applyOptions(opts)
-- after Tilt, so a persisted world pipeline can switch the tilt level it
-- just restored back off (the two are mutually exclusive)
require("src.render.Pipelines").applyOptions(opts)
require("src.render.Zoom").applyOptions(opts)
require("src.render.TileRenderer").applyOptions(opts)
-- returns true when a persisted GBC FX level was cleared on mobile
+11
View File
@@ -154,6 +154,17 @@ function Input:step()
self.pressQueue = {}
end
-- The on-screen touch overlay (src/core/TouchControls.lua) presses GB
-- buttons directly by name -- not through a keyboard alias -- so a player
-- rebind can never detach or shadow the overlay.
function Input:overlayPressed(btn)
press(self, btn, "touch:" .. btn)
end
function Input:overlayReleased(btn)
release(self, btn, "touch:" .. btn)
end
function Input:gamepadpressed(joystick, button)
local btn = self.padBindings[button]
if btn then
+284 -4
View File
@@ -17,6 +17,7 @@ local Runtime = require("src.mods.Runtime")
local Semver = require("src.mods.Semver")
local Boxes = require("src.pokemon.Boxes")
local Bag = require("src.inventory.Bag")
local Badges = require("src.inventory.Badges")
local GameVersion = require("src.core.GameVersion")
@@ -31,10 +32,11 @@ local OPTIONS_FILENAME = "options.lua"
-- Main / backup / staged-witness names for a version (defaults to the active
-- one). The backup is a rolling copy and .tmp is the staged-write witness;
-- load promotes either when the main file is missing or fails to parse.
local function saveNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- Forward-declared here so saveFilename (just below) and every save/load
-- caller share the one upvalue; the body is filled in under "save slots"
-- once the options IO it depends on exists, because it now resolves the
-- ACTIVE slot for a version rather than the fixed flat name.
local saveNames
-- The main save filename for a version -- used by the title screen's
-- CONTINUE gate so it looks for the right game's save.
@@ -91,6 +93,18 @@ local function makePortableFs(dir)
os.remove(full(name))
return true
end,
createDirectory = function(name)
-- portable mode writes real files through io.*, which will not
-- create missing parent directories; mkdir the tree so a slot path
-- like "saves/red" exists before a write lands inside it
local osPath = full(name):gsub("/", SEP)
if SEP == "\\" then
os.execute('mkdir "' .. osPath .. '" 2>nul')
else
os.execute('mkdir -p "' .. osPath .. '" 2>/dev/null')
end
return true
end,
}
end
@@ -198,6 +212,11 @@ function SaveData.defaultOptions()
videoMode = "windowed",
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
fpsCap = 60,
-- Per-pipeline display levels, keyed by render_pipelines id (see
-- src/render/Pipelines.lua). A level for a mod that is not installed
-- is kept rather than pruned, so re-enabling the mod restores the mode
-- the player left it in.
pipelines = {},
-- Native mod enablement is an installation option, not save-slot data.
-- Missing entries mean enabled so newly installed mods work by default.
mods = {},
@@ -283,6 +302,264 @@ function SaveData.loadOptions(fs)
return SaveData.mergeOptions(data)
end
-- ------- save slots
-- A version's playthroughs live in numbered slots under saves/<version>/;
-- the active slot is where in-game SAVE and CONTINUE land. The registry
-- (the ordered slot list plus which one is active) persists in options.lua
-- under options.saveSlots[version]; the active slot is also cached
-- process-wide (like GameVersion.current) so the hot saveNames path does
-- not re-read options every call. A false cache entry means "no slot in
-- use" and the flat legacy path (save.lua / save_blue.lua) is used, which
-- keeps a brand-new install and every pre-slots caller working unchanged.
local activeSlotCache = {} -- version -> slotId in use, or false when none
local slotsChecked = {} -- version -> true once resolved this process
local function slotDir(version) return "saves/" .. version end
local function slotNames(version, id)
local main = slotDir(version) .. "/" .. id .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- the pre-slots flat names a version always used (save.lua for Red,
-- save_blue.lua for Blue); still the destination before any slot exists
local function legacyNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- Slot resolution is only meaningful for versions GameVersion actually knows
-- (red/blue). The launcher also renders a locked placeholder tab ("yellow")
-- that has no info entry and therefore no saveSuffix; resolving its legacy
-- names would index a nil info table and crash. Treat any unknown version as
-- having no slots so the slot APIs degrade to empty/no-op instead.
local function knownVersion(version)
return GameVersion.info(version) ~= nil
end
-- Create the parent directory of a slot path when the fs supports it.
-- love.filesystem.createDirectory makes the whole tree; the injected memfs
-- stub keys files by full path and exposes no such method, so this is a
-- no-op there.
local function ensureParentDir(fs, name)
local dir = name:match("^(.*)/[^/]+$")
if dir and fs.createDirectory then fs.createDirectory(dir) end
end
-- Decode a slot's save using the same recovery order load() uses -- main,
-- then the .tmp write-witness, then the .bak -- so a slot mid-crash still
-- summarizes. nil when nothing readable is present.
local function decodeSlot(fs, version, id)
local main, bak, tmp = slotNames(version, id)
local data = fs.getInfo(main) and SaveSerializer.decode(fs.read(main) or "")
if data then return data end
data = fs.getInfo(tmp) and SaveSerializer.decode(fs.read(tmp) or "")
if data then return data end
data = fs.getInfo(bak) and SaveSerializer.decode(fs.read(bak) or "")
return data or nil
end
-- One-time legacy consolidation: a pre-slots install has a flat save file
-- (+ .bak) and no saves/<version>/ registry. Copy both into slot1, verify
-- the copy reads back, then remove the originals and register slot1 as the
-- active slot. Returns the new slot id, or nil when there is nothing to
-- migrate or the copy could not be verified (originals left in place so no
-- data is ever lost to a failed move).
local function tryMigrateLegacy(version, fs)
local lmain, lbak, ltmp = legacyNames(version)
local mainBody = fs.getInfo(lmain) and fs.read(lmain)
local bakBody = fs.getInfo(lbak) and fs.read(lbak)
if not (mainBody or bakBody) then return nil end
local id = "slot1"
local dmain, dbak = slotNames(version, id)
ensureParentDir(fs, dmain)
if mainBody then fs.write(dmain, mainBody) end
if bakBody then fs.write(dbak, bakBody) end
-- refuse to delete the originals unless the new slot is loadable (from
-- the main copy or, failing that, the backup)
if not decodeSlot(fs, version, id) then return nil end
remove(fs, lmain)
remove(fs, lbak)
remove(fs, ltmp)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
opts.saveSlots[version] = { list = { id }, active = id }
SaveData.saveOptions(opts, fs)
return id
end
-- Resolve (once per version per process) which slot in-game saves use: an
-- existing registry wins; otherwise a lazy legacy migration may create
-- slot1; otherwise false, meaning the flat legacy path.
local function ensureVersionSlots(version, fs)
if slotsChecked[version] then return end
slotsChecked[version] = true
if not knownVersion(version) then
activeSlotCache[version] = false
return
end
local opts = SaveData.loadOptions(fs)
local reg = opts.saveSlots and opts.saveSlots[version]
if reg and type(reg.list) == "table" and #reg.list > 0 then
activeSlotCache[version] = reg.active or reg.list[1]
return
end
activeSlotCache[version] = tryMigrateLegacy(version, fs) or false
end
-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
-- the version, falling back to the flat legacy names when no slot is in use.
function saveNames(version)
version = version or GameVersion.get()
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local slot = activeSlotCache[version]
if slot then return slotNames(version, slot) end
return legacyNames(version)
end
-- Pure extraction of the launcher's per-slot summary from a decoded save,
-- factored out so it is unit-testable with no filesystem: the player name
-- (nil for an empty slot) and { badges, timeText, dexCount } -- the same
-- fields the title screen's ContinueInfo derives. Badges resolve against
-- the vanilla gym list (launcher has no loaded Data), which is what the
-- flat launcher meta line needs.
function SaveData.slotSummary(save)
if type(save) ~= "table" then return nil, nil end
local name = save.player and save.player.name or nil
local dexCount = 0
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
dexCount = dexCount + 1
end
local t = math.floor(save.playTime or 0)
local timeText = ("%d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60)
return name, {
badges = Badges.count(nil, save),
timeText = timeText,
dexCount = dexCount,
}
end
-- Slots visible to the launcher: every registered slot for a version, each
-- with whether it holds a save and the cheap summary above. A fresh
-- install with nothing registered returns an empty array; a legacy install
-- is migrated to slot1 first.
function SaveData.listSlots(version)
version = version or GameVersion.get()
if not knownVersion(version) then return {} end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
local reg = opts.saveSlots and opts.saveSlots[version]
local list = (reg and reg.list) or {}
local out = {}
for _, id in ipairs(list) do
local save = decodeSlot(fs, version, id)
local name, meta = SaveData.slotSummary(save)
out[#out + 1] = { id = id, exists = save ~= nil, name = name, meta = meta }
end
return out
end
-- Point the active slot at slotId (registering it if new) and persist the
-- choice to options.lua; also update the process-global cache so the very
-- next save/load lands in the chosen slot.
function SaveData.setActiveSlot(version, slotId)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version] or { list = {}, active = nil }
local found = false
for _, id in ipairs(reg.list) do
if id == slotId then found = true break end
end
if not found then reg.list[#reg.list + 1] = slotId end
reg.active = slotId
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
slotsChecked[version] = true
activeSlotCache[version] = slotId
return slotId
end
-- Register a new empty slot for the version and return its id. Does NOT
-- write a save file and does NOT change the active slot: an empty slot
-- means the title screen offers NEW GAME only. Ids are "slot%d+",
-- allocated one past the highest existing number so a reused id can never
-- collide with a lingering file.
function SaveData.createSlot(version)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version] or { list = {}, active = nil }
local maxN = 0
for _, id in ipairs(reg.list) do
local n = tonumber(tostring(id):match("^slot(%d+)$"))
if n and n > maxN then maxN = n end
end
local id = "slot" .. (maxN + 1)
reg.list[#reg.list + 1] = id
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
return id
end
-- The active slot id in use for a version (resolved once per process like
-- saveNames does), or nil when none is registered and the flat legacy path is
-- in use. Public so the launcher's save Import/Export glue can name an export
-- after the slot it came from without reaching into the private cache.
function SaveData.activeSlot(version)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
return activeSlotCache[version] or nil
end
-- Write saveTable into an existing slot's file (SaveSerializer.encode), through
-- the same fs seam every other save/load call uses (so portable mode keeps
-- working) and the same .tmp-witness / .bak recovery discipline SaveData.save
-- uses for the flat path. Used by the launcher's save-import glue, which has
-- already registered the slot via createSlot but written no bytes yet; unlike
-- SaveData.save this targets a specific slot and never rebuilds meta or touches
-- options. Returns true, or false + an error string on a failed write.
function SaveData.writeSlot(version, slotId, saveTable)
version = version or GameVersion.get()
if not knownVersion(version) then return false, "unknown version" end
if type(slotId) ~= "string" then return false, "missing slot id" end
if type(saveTable) ~= "table" then return false, "missing save table" end
local main, bak, tmp = slotNames(version, slotId)
local encoded = SaveSerializer.encode(saveTable)
local fs = persistFs(nil)
ensureParentDir(fs, main)
if fs.getInfo(main) then
local prev = fs.read(main)
if prev then fs.write(bak, prev) end
end
local ok, err = fs.write(tmp, encoded)
if not ok then return false, err end
remove(fs, main)
ok, err = fs.write(main, encoded)
if not ok then return false, err end
remove(fs, tmp)
return true
end
-- Test seam: drop the process-global slot cache so a suite can exercise
-- migration/resolution against a freshly injected filesystem. Unused by
-- the game, which resolves each version exactly once per boot.
function SaveData.resetSlotState()
for k in pairs(activeSlotCache) do activeSlotCache[k] = nil end
for k in pairs(slotsChecked) do slotsChecked[k] = nil end
end
-- ------- meta
-- the version/engine/mod-set stamp every v2 save carries; mods is the
@@ -525,6 +802,9 @@ function SaveData.save(data, mods)
end
local encoded = SaveSerializer.encode(gameOnly)
local fs = persistFs(nil)
-- the active slot may live in saves/<version>/, which must exist before
-- the .tmp/.bak/main writes land (a no-op for the flat legacy path)
ensureParentDir(fs, FILENAME)
if fs.getInfo(FILENAME) then
local prev = fs.read(FILENAME)
if prev then fs.write(BACKUP_FILENAME, prev) end
+287
View File
@@ -0,0 +1,287 @@
-- On-screen touch controls: a visible d-pad, A, B, START and SELECT drawn
-- over the finished frame (art: Xelu's CC0 controller prompts, see
-- assets/touch/README.md). Replaces the old touch gesture recognizer:
-- every control is a real button under the thumb, so there is no
-- tap-vs-swipe classification, no deferred-A double-tap window, and no
-- added latency.
--
-- Mobile only, and only while no controller is being used: the overlay
-- shows on Android/iOS, disappears the moment a gamepad button or stick
-- is used, and comes back on the next screen touch (Game routes both
-- events here). POKEPORT_TOUCH=1 forces it on for desktop testing
-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
-- off everywhere.
--
-- Controls press GB buttons through Input:overlayPressed/Released -- their
-- own input source, not a keyboard alias -- so a held overlay direction
-- merges cleanly with a keyboard key or stick holding the same button,
-- and a player rebind can never detach the overlay.
local Input = require("src.core.Input")
local TouchControls = {}
-- idle vs pressed overlay opacity
local ALPHA = 0.65
local ALPHA_PRESSED = 0.95
-- translucent backing disc behind each control: the prompt art is dark
-- gray, so without it the controls melt into dark map areas
local BACK = 0.24
local BACK_PRESSED = 0.38
-- neutral zone at the d-pad center, as a fraction of the d-pad width;
-- inside it no direction is held (keeps a resting thumb from jittering)
local DPAD_DEAD = 0.16
-- hit slop: how far past the visible edge a press still counts, as a
-- multiplier on the control's half-width. START/SELECT get more because
-- the glyphs are small.
local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
local BUTTONS = { "a", "b", "start", "select" }
local IMAGES = {
dpad = "assets/touch/dpad.png",
dpad_up = "assets/touch/dpad_up.png",
dpad_down = "assets/touch/dpad_down.png",
dpad_left = "assets/touch/dpad_left.png",
dpad_right = "assets/touch/dpad_right.png",
a = "assets/touch/a.png",
b = "assets/touch/b.png",
start = "assets/touch/start.png",
select = "assets/touch/select.png",
}
local function wantsOverlay()
local env = os.getenv("POKEPORT_TOUCH")
if env == "1" then return true end
if env == "0" then return false end
local osName = love.system and love.system.getOS and love.system.getOS()
return osName == "Android" or osName == "iOS"
end
function TouchControls:init()
self.active = wantsOverlay()
self.controllerHidden = false
self.touches = {}
-- per-GB-button owner count: two fingers on A must not double-press it,
-- and lifting one of them must not release the other's hold
self.held = {}
self.dpadTouch = nil
self.layoutW, self.layoutH = nil, nil
self.img = nil
if not self.active then return end
-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
-- stays off and keyboard/controller play still works
local img = {}
for name, path in pairs(IMAGES) do
local ok, im = pcall(love.graphics.newImage, path)
if not ok then
img = nil
break
end
-- smooth UI icons; the global default filter is nearest for GB pixels
im:setFilter("linear", "linear")
img[name] = im
end
self.img = img
end
function TouchControls:visible()
return self.active and self.img ~= nil and not self.controllerHidden
end
-- Layout in LOVE units (density-independent on mobile), recomputed when
-- the window size changes (rotation, resize). D-pad bottom-left, B/A
-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
-- flanking the bottom center.
function TouchControls:layout()
local ww, wh = love.graphics.getDimensions()
if self.layoutW == ww and self.layoutH == wh then return self.L end
self.layoutW, self.layoutH = ww, wh
local short = math.min(ww, wh)
-- ~a third of the short edge, capped so tablets don't get a dinner plate
local dpadW = math.min(180, short * 0.34)
local abW = dpadW * 0.46
local ssW = dpadW * 0.30
local margin = dpadW * 0.12
-- START/SELECT hug the bottom center: on a narrow portrait phone the
-- d-pad and B leave little room, so a tight pair is what keeps them off
-- the neighboring controls
self.L = {
dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
}
local fontSize = math.max(8, math.floor(ssW * 0.26))
if not self.labelFont or self.fontSize ~= fontSize then
self.fontSize = fontSize
self.labelFont = love.graphics.newFont(fontSize)
end
return self.L
end
local function inCircle(zone, x, y, slop)
local r = zone.w * 0.5 * slop
local dx, dy = x - zone.cx, y - zone.cy
return dx * dx + dy * dy <= r * r
end
local function dpadDir(zone, x, y)
local dx, dy = x - zone.cx, y - zone.cy
local dead = zone.w * DPAD_DEAD
if math.abs(dx) < dead and math.abs(dy) < dead then return nil end
if math.abs(dx) >= math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
local function pressBtn(self, btn)
local n = (self.held[btn] or 0) + 1
self.held[btn] = n
if n == 1 then Input:overlayPressed(btn) end
end
local function releaseBtn(self, btn)
local n = self.held[btn]
if not n then return end
if n > 1 then
self.held[btn] = n - 1
else
self.held[btn] = nil
Input:overlayReleased(btn)
end
end
-- the d-pad touch's held direction changed (or ended): swap the GB hold
local function setDpad(self, touch, dir)
if touch.dir == dir then return end
if touch.dir then releaseBtn(self, touch.dir) end
touch.dir = dir
if dir then pressBtn(self, dir) end
end
function TouchControls:touchpressed(id, x, y)
if not (self.active and self.img) then return end
-- a controller hid the overlay; the first touch only brings it back
if self.controllerHidden then
self.controllerHidden = false
return
end
local L = self:layout()
for _, btn in ipairs(BUTTONS) do
if inCircle(L[btn], x, y, SLOP[btn]) then
self.touches[id] = { control = btn }
pressBtn(self, btn)
return
end
end
-- square hit zone a bit past the cross art; one owning finger at a time
local dz = L.dpad
local half = dz.w * 0.65
if not self.dpadTouch
and math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
self.dpadTouch = id
local touch = { control = "dpad", dir = nil }
self.touches[id] = touch
setDpad(self, touch, dpadDir(dz, x, y))
end
end
function TouchControls:touchmoved(id, x, y)
local touch = self.touches[id]
-- only the d-pad tracks movement (slide between directions without
-- lifting); buttons hold until release wherever the finger wanders
if not touch or touch.control ~= "dpad" then return end
setDpad(self, touch, dpadDir(self:layout().dpad, x, y))
end
function TouchControls:touchreleased(id, x, y)
local touch = self.touches[id]
if not touch then return end
self.touches[id] = nil
if touch.control == "dpad" then
setDpad(self, touch, nil)
self.dpadTouch = nil
else
releaseBtn(self, touch.control)
end
end
-- LÖVE has no touchcancelled: a touch interrupted by the OS (app
-- backgrounded, a system gesture stealing the finger) never fires
-- touchreleased and would strand its button held forever. Called from
-- Game alongside Input:reset() on focus/visibility loss.
function TouchControls:reset()
for btn in pairs(self.held) do
Input:overlayReleased(btn)
end
self.held = {}
self.touches = {}
self.dpadTouch = nil
end
-- a gamepad is being used: hide the overlay (dropping anything it held)
-- until the next screen touch asks for it back
function TouchControls:noteGamepad()
if not self.active or self.controllerHidden then return end
self.controllerHidden = true
self:reset()
end
-- last controller unplugged: show the overlay again immediately instead
-- of requiring a blind first tap
function TouchControls:joystickremoved()
self:reset()
if love.joystick and love.joystick.getJoystickCount
and love.joystick.getJoystickCount() == 0 then
self.controllerHidden = false
end
end
local function drawIcon(img, zone, pressed)
love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
local scale = zone.w / img:getWidth()
love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
love.graphics.draw(img, zone.cx - zone.w / 2,
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
end
-- Screen-space, called by Game:draw after Renderer:endFrame so the
-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
function TouchControls:draw()
if not self:visible() then return end
local L = self:layout()
love.graphics.push("all")
love.graphics.origin()
local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
local dir = dpadTouch and dpadTouch.dir
drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
dir ~= nil)
for _, btn in ipairs(BUTTONS) do
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
end
-- the +/- glyphs alone don't say which is which; shadowed so the text
-- reads on both the black letterbox and battle's white one
love.graphics.setFont(self.labelFont)
local ly = L.start.cy + L.start.w * 0.66
local function label(text, zone)
local w = self.labelFont:getWidth(text)
love.graphics.setColor(0, 0, 0, 0.6)
love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
love.graphics.print(text, zone.cx - w / 2, ly)
end
label("START", L.start)
label("SELECT", L.select)
love.graphics.pop()
end
return TouchControls
-297
View File
@@ -1,297 +0,0 @@
-- Touch gesture recognizer → virtual keyboard keys for Input.lua.
--
-- Deferred-tap tradeoff: A fires only after DOUBLE_TAP_MS with no second
-- tap. That adds ~280ms latency to every A press so a double-tap can be
-- remapped to START instead of A-then-START. Gen 1 has no frame-perfect
-- input needs, so the latency is acceptable.
--
-- Select = two-finger tap (open Q1 in docs/mobile-plan.md): when a second distinct
-- touch ID lands while another short, low-movement touch is active, fire
-- SELECT (press + one-frame auto-release).
local Input = require("src.core.Input")
local TouchInput = {}
local function dpiScale()
if love and love.window then
if love.window.getDPIScale then
return love.window.getDPIScale()
end
if love.window.toPixels then
return love.window.toPixels(1)
end
end
return 1
end
-- Tunables (device-DPI-scaled where noted). Adjust after on-device testing.
local SWIPE_THRESHOLD_PX = 14
local EDGE_PX = 24
local EDGE_SWIPE_PX = 24
local DOUBLE_TAP_MS = 280
local TAP_MAX_MS = 320
local TAP_MAX_MOVE_PX = 12
local function scaled(px)
return px * dpiScale()
end
local DIRS = { up = true, down = true, left = true, right = true }
-- Virtual keys Input:keypressed looks up in KEYBOARD bindings (not button names).
local KEY = {
up = "up",
down = "down",
left = "left",
right = "right",
a = "z",
b = "x",
start = "escape",
select = "tab",
}
local function nowMs()
return love.timer.getTime() * 1000
end
local function dominantDir(dx, dy)
if math.abs(dx) >= math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
function TouchInput:init()
self.touches = {}
self.pendingA = nil -- { deadlineMs = number }
-- Edge pulses (B / START / SELECT / deferred-A): press now, release on a
-- later update so FixedStep can consume wasPressed first.
-- `armed` = pressed during events since last update; promoted to
-- `autoRelease` at the start of update (released on the *following* update).
-- Deferred-A fired inside update goes straight into `autoRelease`.
self.armed = {}
self.autoRelease = {}
self.selectFired = false -- one SELECT per two-finger gesture cluster
end
-- LÖVE has no touchcancelled event, so a touch interrupted by the OS (app
-- backgrounded mid-touch, a system gesture stealing the finger) never fires
-- touchreleased and would otherwise strand its direction held forever.
-- Called from Game alongside Input:reset() on focus/visibility loss.
function TouchInput:reset()
for _, touch in pairs(self.touches) do
releaseDir(self, touch)
end
self.touches = {}
self.pendingA = nil
self.armed = {}
self.autoRelease = {}
self.selectFired = false
end
local function pulse(self, key)
Input:keypressed(key)
self.armed[#self.armed + 1] = key
end
local function pulseInUpdate(self, key)
Input:keypressed(key)
self.autoRelease[#self.autoRelease + 1] = key
end
local function releaseDir(self, touch)
if touch.dir and DIRS[touch.dir] then
Input:keyreleased(KEY[touch.dir])
touch.dir = nil
end
end
local function pressDir(self, touch, dir)
if touch.dir == dir then return end
releaseDir(self, touch)
touch.dir = dir
Input:keypressed(KEY[dir])
end
local function totalMove(touch, x, y)
local dx = x - touch.x0
local dy = y - touch.y0
return math.abs(dx), math.abs(dy), dx, dy
end
local function isTapLike(touch, x, y, tMs)
local ax, ay = totalMove(touch, x, y)
local elapsed = tMs - touch.t0
return elapsed <= TAP_MAX_MS
and ax <= scaled(TAP_MAX_MOVE_PX)
and ay <= scaled(TAP_MAX_MOVE_PX)
and not touch.classified
end
local function countActive(self)
local n = 0
for _ in pairs(self.touches) do n = n + 1 end
return n
end
local function tryTwoFingerSelect(self, tMs)
if self.selectFired then return false end
local ids = {}
for id, touch in pairs(self.touches) do
if isTapLike(touch, touch.x, touch.y, tMs) then
ids[#ids + 1] = id
end
end
if #ids < 2 then return false end
self.selectFired = true
self.pendingA = nil
for _, id in ipairs(ids) do
local touch = self.touches[id]
touch.classified = true
touch.consumed = true
releaseDir(self, touch)
end
pulse(self, KEY.select)
return true
end
function TouchInput:update(dt)
-- Releases armed on a prior update (FixedStep already saw wasPressed).
for i = 1, #self.autoRelease do
Input:keyreleased(self.autoRelease[i])
end
-- Promote event-phase pulses from since the last update; they release next time.
self.autoRelease = self.armed
self.armed = {}
local tMs = nowMs()
-- Deferred A: fire once the double-tap window closes with no second tap.
-- Queued into autoRelease so the next update clears hold after this FixedStep.
if self.pendingA and tMs >= self.pendingA.deadlineMs then
self.pendingA = nil
pulseInUpdate(self, KEY.a)
end
-- Keep two-finger SELECT detection live while both fingers stay down.
if countActive(self) >= 2 then
tryTwoFingerSelect(self, tMs)
elseif countActive(self) == 0 then
self.selectFired = false
end
end
function TouchInput:touchpressed(id, x, y)
local tMs = nowMs()
-- Second tap inside the deferred-A window → START instead of A.
if self.pendingA and tMs < self.pendingA.deadlineMs then
self.pendingA = nil
pulse(self, KEY.start)
-- Still record this touch so a lingering finger doesn't become a stray swipe.
self.touches[id] = {
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
edge = x < scaled(EDGE_PX),
classified = true,
consumed = true,
dir = nil,
}
return
end
self.touches[id] = {
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
edge = x < scaled(EDGE_PX),
classified = false,
consumed = false,
dir = nil,
}
if countActive(self) >= 2 then
tryTwoFingerSelect(self, tMs)
end
end
function TouchInput:touchmoved(id, x, y)
local touch = self.touches[id]
if not touch or touch.consumed then return end
touch.x, touch.y = x, y
local ax, ay, dx, dy = totalMove(touch, x, y)
local swipeTh = scaled(SWIPE_THRESHOLD_PX)
-- Edge-origin swipes become B on release; never promote to d-pad.
if touch.edge then
if ax >= scaled(EDGE_SWIPE_PX) or ay >= scaled(EDGE_SWIPE_PX) then
touch.classified = true
end
return
end
if not touch.classified then
if ax < swipeTh and ay < swipeTh then return end
touch.classified = true
pressDir(self, touch, dominantDir(dx, dy))
return
end
-- Mid-hold direction change: release old, press new (dominant axis).
if touch.dir then
local fromLastX = x - touch.x0
local fromLastY = y - touch.y0
-- Re-evaluate from origin so small jitter doesn't flip; require threshold
-- distance from origin along the new dominant axis.
if math.abs(fromLastX) >= swipeTh or math.abs(fromLastY) >= swipeTh then
local newDir = dominantDir(fromLastX, fromLastY)
if newDir ~= touch.dir then
pressDir(self, touch, newDir)
end
end
end
end
function TouchInput:touchreleased(id, x, y)
local touch = self.touches[id]
if not touch then return end
local tMs = nowMs()
touch.x, touch.y = x, y
local ax, ay = totalMove(touch, x, y)
if touch.dir then
releaseDir(self, touch)
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
if touch.consumed then
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
-- Left-edge B: origin in EDGE_PX strip and movement past EDGE_SWIPE_PX
-- (or already marked classified while moving). Prefer over d-pad / tap.
if touch.edge then
local edgeTh = scaled(EDGE_SWIPE_PX)
if touch.classified or ax >= edgeTh or ay >= edgeTh then
pulse(self, KEY.b)
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
end
-- Plain tap → defer A (or it was already classified as swipe without dir, ignore).
if isTapLike(touch, x, y, tMs) then
self.pendingA = { deadlineMs = tMs + DOUBLE_TAP_MS }
end
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
end
return TouchInput
+10 -2
View File
@@ -4,14 +4,22 @@
-- tests.
local Version = {
engine = "1.0.0", -- game/engine release (semver triple)
engine = "0.0.0-dev", -- game/engine release (semver). Repo default is the
-- "-dev" placeholder; CI stamps the real X.Y.Z into
-- the packed game.love only, never the working tree.
shell = 1, -- native-shell contract this build implements
minShell = 1, -- lowest shell contract that can RUN this payload.
-- Bump only when a payload needs a newer native
-- binary (e.g. a LOVE version bump); an older shell
-- refuses to chainload a payload whose minShell
-- exceeds the shell it provides.
modApi = 2, -- mod API major (manifest `api`)
linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
saveFormat = 4, -- save.meta.format
cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
}
-- "gen1recomp v1.0.0"
-- "gen1recomp v0.0.0-dev" (or the stamped release version in shipped builds)
function Version.title(base)
return (base or "gen1recomp")
.. " v" .. Version.engine
+2
View File
@@ -375,6 +375,8 @@ function RomExtractor:extractMaps()
}
self:tick("Maps", mapIndex, #keys)
end
-- keep the extract ROM-faithful; Data:seedDefaults applies the #189
-- S.S. Anne 1F cabin reorder at load time
self:write("maps", out)
return out
end
+1516 -290
View File
File diff suppressed because it is too large Load Diff
+112
View File
@@ -0,0 +1,112 @@
-- SaveFileIO -- the launcher's glue between a raw Gen1 .sav battery image and
-- this project's save slots. Keeps RomImporter lean: the SAVE FILES card just
-- calls importToSlot / exportActiveSlot and renders the {ok, result} outcome.
--
-- Import reads bytes (an absolute picker path, a dropped LOVE file, or raw
-- bytes), runs them through SaveConvert.importSav (32768-byte + checksum
-- validated), then registers a fresh slot, writes it, and makes it active.
-- Export loads the active slot, encodes it back to a 32768-byte SRAM image, and
-- drops it in the save directory's exports/ folder, returning the absolute path
-- so the launcher can offer an "open folder" affordance.
--
-- Every failure returns false + a friendly one-line message (never raises), so
-- the card can surface it as a red notice line rather than crashing.
local SaveConvert = require("src.save_convert.SaveConvert")
local SaveData = require("src.core.SaveData")
local GameVersion = require("src.core.GameVersion")
local SaveFileIO = {}
local SAVE_SIZE = SaveConvert.SAVE_SIZE
-- Resolve raw save bytes from whatever the launcher hands us:
-- * a LOVE DroppedFile (a table/userdata with :open/:read/:getSize), read the
-- way RomImporter reads a dropped ROM;
-- * a raw 32768-byte string (the tests and the in-memory path) used as-is;
-- * any other string treated as an absolute picker path opened with io.open.
-- A picker path is never 32768 bytes long, so the length test disambiguates it
-- from a raw image cleanly. Returns bytes, or nil + an error string.
local function readSource(source)
local t = type(source)
if t == "table" or t == "userdata" then
if type(source.read) ~= "function" then
return nil, "that file could not be read"
end
local ok, openErr = source:open("r")
if not ok then return nil, "could not open the dropped file: " .. tostring(openErr) end
local data, readErr = source:read(source:getSize())
source:close()
if not data then return nil, "could not read the dropped file: " .. tostring(readErr) end
return data
end
if t ~= "string" then
return nil, "no save file was provided"
end
if #source == SAVE_SIZE then
return source
end
local f, openErr = io.open(source, "rb")
if not f then return nil, "could not read the save file: " .. tostring(openErr) end
local data = f:read("*a")
f:close()
if type(data) ~= "string" then return nil, "the save file was empty" end
return data
end
-- importToSlot(source, version) -> ok, slotIdOrErr
-- source: an absolute path, a LOVE DroppedFile, or raw 32768 bytes. On success
-- registers a new slot for the version, writes the imported save into it, makes
-- it the active slot, and returns true + the new slot id. On any failure
-- returns false + a friendly message.
function SaveFileIO.importToSlot(source, version)
version = version or GameVersion.get()
local bytes, readErr = readSource(source)
if not bytes then return false, readErr end
if #bytes ~= SAVE_SIZE then
return false, ("A save file must be %d bytes (32 KB); this one is %d.")
:format(SAVE_SIZE, #bytes)
end
local save, convertErr = SaveConvert.importSav(bytes, version)
if not save then return false, convertErr end
-- Tag the game version and normalize the meta stamp: SaveConvert leaves
-- meta.format = "gen1_import", but SaveData.load's migration pass compares
-- the format numerically, so re-stamp it to the current format (the imported
-- table is already current-shaped, so no migration is skipped by doing so).
save.version = version
save.meta = SaveData.buildMeta(nil, save.meta)
local slotId = SaveData.createSlot(version)
if not slotId then return false, "this game has no save slots to import into" end
local ok, writeErr = SaveData.writeSlot(version, slotId, save)
if not ok then
return false, "could not write the imported save: " .. tostring(writeErr)
end
SaveData.setActiveSlot(version, slotId)
return true, slotId
end
-- exportActiveSlot(version) -> ok, pathOrErr
-- Loads the version's active slot save (SaveData.load semantics), encodes it
-- back to a 32768-byte SRAM image, and writes it to
-- exports/gen1recomp-<version>-<slotId>.sav in the save directory (created if
-- absent). Returns true + the absolute path on success, false + a friendly
-- message otherwise.
function SaveFileIO.exportActiveSlot(version)
version = version or GameVersion.get()
local save = SaveData.load(version)
if not save then return false, "this game has no save to export yet" end
local bytes, exportErr = SaveConvert.exportSav(save)
if not bytes then return false, exportErr end
local slotId = SaveData.activeSlot(version) or "save"
local fs = love and love.filesystem
if not (fs and fs.write) then return false, "no filesystem available to export to" end
if fs.createDirectory then fs.createDirectory("exports") end
local rel = ("exports/gen1recomp-%s-%s.sav"):format(version, slotId)
local ok, writeErr = fs.write(rel, bytes)
if not ok then return false, "could not write the export: " .. tostring(writeErr) end
local base = fs.getSaveDirectory and fs.getSaveDirectory() or ""
if base ~= "" then return true, base .. "/" .. rel end
return true, rel
end
return SaveFileIO
+4 -3
View File
@@ -114,10 +114,11 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local itemDef = data.items[itemId]
local name = itemDef and itemDef.name or itemId
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase
-- all refuse mid-battle (jp nz, ItemUseNotTime)
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase /
-- ItemUseTMHM all refuse mid-battle (jp nz, ItemUseNotTime)
if battle and (VITAMINS[itemId] or STONES[itemId] or itemId == "PP_UP"
or itemId == "RARE_CANDY" or itemId == "COIN_CASE") then
or itemId == "RARE_CANDY" or itemId == "COIN_CASE"
or (itemDef and itemDef.machine)) then
return "failed", { "OAK: " .. save.player.name
.. "!\nThis isn't the\ntime to use that!" }
end
+2 -2
View File
@@ -182,7 +182,7 @@ function LinkBattle.new(game, net, opts)
-- both parties pass through the same pack->unpack clamp on both
-- machines, so the copies are identical everywhere
local unpackOpts = { strict = opts.strict or false }
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
end)
@@ -646,7 +646,7 @@ function LinkBattle.newSpectator(game, net, opts)
return nil, "Link battle needs\nthe same mods on\nboth games."
end
local unpackOpts = { strict = opts.strict or false }
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
end)
+101 -3
View File
@@ -3,6 +3,7 @@
-- lua-enet (bundled with LÖVE), no relay server.
local CodeEntry = require("src.link.CodeEntry")
local DiscordPresence = require("src.core.DiscordPresence")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local Net = require("src.link.Net")
@@ -16,6 +17,31 @@ LinkState.__index = LinkState
LinkState.isOpaque = true
local CURSOR = 0xED
local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
-- LuaJIT even though # still reports the full size, so
-- the level picker cycles this string instead of nil,
-- converted to nil only on the wire (see levelForWire)
local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
local function indexOf(list, value)
for i, v in ipairs(list) do
if v == value then return i end
end
return 1
end
local function levelForWire(v)
-- ANY ("use each mon's real level") goes on the wire as nil (no forced
-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
-- true branch is nil, so it falls through to `or v` and returned the
-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
if v == ANY then return nil end
return v
end
local function forceLevelLabel(v)
return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
end
-- stages before any Net object is meaningfully "this session's link" --
-- .net can still be a leftover failed attempt sitting on self, so error/
@@ -54,7 +80,23 @@ function LinkState.new(game)
return self
end
-- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua):
-- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to
-- "connecting with this code", same as if the player had typed it in
function LinkState.newJoinOnline(game, code)
local self = LinkState.new(game)
self.net = Net.new()
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self.stage = "menu" -- exitWith below needs a real stage to unwind from
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
return self
end
function LinkState:exitWith(message, reason)
DiscordPresence.setJoinCode(nil)
Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
if self.net then self.net:close() end
self.game.stack:pop()
@@ -108,7 +150,12 @@ function LinkState:decideCompat(mode, isHost)
mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
})
if self.verdict == "full" or self.verdict == "vanilla_peer" then
self:startMode(mode, isHost)
if isHost and mode == "battle" then
-- host picks the level rule now, before the parties are exchanged
self.stage = "battleOptions"
else
self:startMode(mode, isHost)
end
return
end
-- naming the difference up front is the whole point: the old behaviour
@@ -208,8 +255,13 @@ function LinkState:update(dt)
end
elseif self.stage == "onlineHosting" then
if not self.discordCodeSet and self.net.code then
DiscordPresence.setJoinCode(self.net.code)
self.discordCodeSet = true
end
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising
self.stage = "modeSelect"
self.index = 1
end
@@ -300,6 +352,23 @@ function LinkState:update(dt)
self:exitWith(nil)
end
elseif self.stage == "battleOptions" then -- host picks the level rule,
-- once compat is confirmed and
-- before parties are exchanged
self.levelChoice = self.levelChoice or ANY
if input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("up") or input:wasPressed("down")
or input:wasPressed("left") or input:wasPressed("right") then
local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1
local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice)
i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
self.levelChoice = FORCE_LEVEL_STEPS[i]
elseif input:wasPressed("a") then
self.forceLevel = levelForWire(self.levelChoice)
self:startMode(self.pendingMode, true)
end
elseif self.stage == "waitHello" then -- host waits for the peer's hello
if input:wasPressed("b") then self:exitWith(nil) return end
local got, other = self:pollHello()
@@ -343,6 +412,9 @@ function LinkState:update(dt)
local msgs = self.net:poll()
for i, msg in ipairs(msgs) do
if msg.type == "party" then
-- the host owns this rule (same as mode); the guest only learns
-- it here, off the host's own party message
if not self.isHost then self.forceLevel = msg.forceLevel end
local LinkBattle = require("src.link.LinkBattle")
local opts = {
myParty = Protocol.packParty(self.game.save.party),
@@ -351,6 +423,7 @@ function LinkState:update(dt)
seed = self.isHost and self.linkSeed or msg.seed,
verdict = self.verdict,
strict = Handshake.strict(self.verdict),
forceLevel = self.forceLevel,
}
local battle, why
if self.isHost then
@@ -401,7 +474,8 @@ function LinkState:startMode(mode, isHost)
end
self.net:send({ type = "party",
mons = Protocol.packParty(self.game.save.party),
seed = self.linkSeed })
seed = self.linkSeed,
forceLevel = isHost and self.forceLevel or nil })
end
end
@@ -424,6 +498,14 @@ function LinkState:updateTrade(input)
if t.stage == "done" then
local sent = t.party[t.myPick]
local received, evoTo = t:apply(self.game)
-- Autosave the instant the swap commits into game.save.party, matching the
-- Cable Club: pokered engine/link/cable_club.asm calls SaveSAVtoSRAM
-- (engine/menus/save.asm) right after every trade so the trade is on the
-- cartridge before the animation runs. Without this the received mon
-- lives only in memory until a manual START-menu save, so a force-quit
-- would lose it and a reset would clone the sent mon (#222). Guarded so
-- headless LinkBattle-style fake games with no writeSave are unaffected.
if self.game.writeSave then self.game:writeSave() end
local name = received.nickname or self.game.data.pokemon[received.species].name
Runtime.emit("link.ended", { reason = "done" })
self.net:close()
@@ -432,12 +514,22 @@ function LinkState:updateTrade(input)
require("src.core.Sound").play(game.data, "Trade_Machine")
Screens.push(game, "TradeAnim", {
sent = sent, received = received,
enemyName = (self.peerName or "TRAINER"),
playerOt = game.save.player.name,
playerOtId = sent.otId or game.save.player.id,
enemyOtId = received.otId,
onDone = function()
game.stack:push(TextBox.new(game,
("Trade completed!\f%s received\n%s!"):format(game.save.player.name, name),
function()
if evoTo then
require("src.pokemon.Evolution").evolve(game, received, evoTo)
-- via="TRADE": a trade evolution cannot be B-cancelled
-- (pokered LINK_STATE_TRADING skips the flash B-poll) (#213).
-- Re-save once the evolution movie finishes so the evolved
-- species (not the pre-evo landed by t:apply) is what persists,
-- keeping disk in step with the autosave above (#222).
require("src.pokemon.Evolution").evolve(game, received, evoTo,
function() if game.writeSave then game:writeSave() end end, "TRADE")
end
end))
end,
@@ -557,6 +649,12 @@ function LinkState:draw()
Font.draw("BATTLE", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "battleOptions" then
drawTitle("BATTLE OPTIONS")
Font.draw("LEVELS:", 16, 56)
Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
Font.draw("A: continue B: back", 8, 128)
elseif self.stage == "waitMode" or self.stage == "waitHello" then
drawTitle("CONNECTED!")
if self.stage == "waitHello" then
+44 -3
View File
@@ -43,7 +43,12 @@ Protocol.plainCopy = plainCopy
-- serialize a mon instance for the wire (plain data only). ppUps rides
-- along because the real cable transmitted it and its absence silently
-- capped a PP-Upped move at base PP on the receiving side.
-- capped a PP-Upped move at base PP on the receiving side. ot/otId ride
-- along too: pokered's trade sends the whole party block including each
-- mon's OT ID (party_struct MON_OTID) and the OT-names block (wPartyMonOT),
-- and the receiver keeps them verbatim -- a differing OT/ID is what marks a
-- mon as traded (boosted EXP, high-level disobedience). Omitting them made
-- a received mon show the receiver as its OT (#215).
function Protocol.packMon(mon)
local moves = {}
for _, mv in ipairs(mon.moves) do
@@ -59,6 +64,8 @@ function Protocol.packMon(mon)
dvs = mon.dvs,
statExp = mon.statExp,
moves = moves,
ot = mon.ot,
otId = mon.otId,
extra = plainCopy(mon.extra),
}
end
@@ -71,12 +78,27 @@ function Protocol.unpackMon(data, packed, opts)
local Stats = require("src.pokemon.Stats")
local Growth = require("src.pokemon.Growth")
local strict = opts and opts.strict
-- forceLevel comes from an "auto-level" ruling. The picker's ANY choice
-- ("use each mon's real level", Gen1's only mode) is a string sentinel on
-- the LinkState/Tournament side (see levelForWire) that must mean "no
-- forced level" here. Coerce once so a non-numeric level string -- the ANY
-- sentinel, an old peer, or a mod (#204) -- can never reach math.floor
-- below: tonumber("ANY") == nil, i.e. keep the packed real level, while
-- tonumber(50)/tonumber("50") both give 50.
local forceLevel = opts and tonumber(opts.forceLevel) or nil
local def = data.pokemon[packed.species]
if not def then
if strict then return nil, "unknown POKéMON" end
return nil
end
local level = math.max(2, math.min(100, math.floor(packed.level or 5)))
-- "auto-level" tournaments/matches: every participant's real level is
-- ignored and everyone rebuilds at the same fixed level instead, so a
-- Lv12 and a Lv100 party can battle on equal footing. Both sides pass
-- the identical forceLevel for a given match, so this stays symmetric.
if forceLevel then
level = math.max(2, math.min(100, math.floor(forceLevel)))
end
local dvs = {}
for _, k in ipairs({ "hp", "attack", "defense", "speed", "special" }) do
dvs[k] = math.max(0, math.min(15, math.floor((packed.dvs or {})[k] or 0)))
@@ -104,6 +126,23 @@ function Protocol.unpackMon(data, packed, opts)
if strict then return nil, "no shared moves" end
moves = { { id = "TACKLE", pp = 35 } }
end
-- a forced level scales every stat including max HP, so the real party's
-- current HP/status (a different level's numbers, possibly mid-fight)
-- isn't meaningful anymore -- auto-level starts everyone full and fresh,
-- same as a standardized tournament format would
local forced = forceLevel
local hp = forced and stats.hp
or math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp)))
local status = forced and nil or packed.status
-- preserve the sender's original-trainer identity (party_struct MON_OTID +
-- wPartyMonOT on a real cable), clamped/typed like every other field so a
-- tampered packet can't inject a bad ID or a huge name. Left nil when the
-- packet omits them (a v1/old peer) -- no worse than before for that legacy
-- path, and once ot is set the load-time stampOT backfill (mon.ot or ...)
-- becomes a no-op so the sender's identity survives save/reload (#215).
local otId = packed.otId
and math.max(0, math.min(65535, math.floor(packed.otId))) or nil
local ot = type(packed.ot) == "string" and packed.ot:sub(1, 10) or nil
return {
species = packed.species,
level = level,
@@ -111,9 +150,11 @@ function Protocol.unpackMon(data, packed, opts)
dvs = dvs,
statExp = statExp,
stats = stats,
hp = math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp))),
status = packed.status,
hp = hp,
status = status,
nickname = packed.nickname,
ot = ot,
otId = otId,
moves = moves,
-- a namespace whose mod this install lacks survives untouched, so the
-- mon keeps it for the trip home
+66 -4
View File
@@ -9,6 +9,7 @@
-- time, uninterrupted by individual matches.
local CodeEntry = require("src.link.CodeEntry")
local DiscordPresence = require("src.core.DiscordPresence")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local LinkBattle = require("src.link.LinkBattle")
@@ -33,7 +34,14 @@ local ANY = "ANY" -- sentinel: a leading *nil* array entry breaks ipairs
-- to nil only on the wire
local LEVEL_STEPS = { ANY, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65,
70, 75, 80, 85, 90, 95, 100 }
local SETTINGS_ROWS = 5 -- POKEMON, MIN LV, MAX LV, TIMER, PLAYING
local SETTINGS_ROWS = 6 -- POKEMON, MIN LV, MAX LV, TIMER, LEVELS, PLAYING
-- LEVELS cycles through this: ANY (real levels) or a fixed level every
-- match normalizes to, regardless of each side's real party
local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
-- tournaments have no real participant cap (any number can join before
-- start); this is just generous headroom so Discord's party.size never
-- reads as "full" and blocks a real invite click
local TOURNAMENT_PARTY_MAX = 16
local function indexOf(list, value)
for i, v in ipairs(list) do
@@ -49,7 +57,16 @@ local function levelLabel(v)
end
local function levelForWire(v)
return v == ANY and nil or v
-- ANY ("use each mon's real level") goes on the wire as nil (no forced
-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
-- true branch is nil, so it falls through to `or v` and returned the
-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
if v == ANY then return nil end
return v
end
local function forceLevelLabel(v)
return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
end
local function partyStats(party)
@@ -69,7 +86,7 @@ function Tournament.new(game)
self.stage = "menu"
self.index = 1
self.settings = { turnLimit = 6, requiredPartySize = 3, minLevel = ANY, maxLevel = ANY,
participating = true }
forceLevel = ANY, participating = true }
self.settingsIndex = 1
self.roster = {}
self.spectatorRoster = {}
@@ -77,7 +94,24 @@ function Tournament.new(game)
return self
end
-- entry point for a Discord "Ask to Join" click on a tournament invite
-- (see DiscordPresence.lua): skips the HOST/JOIN menu and code entry,
-- straight to "connecting with this code"
function Tournament.newJoinOnline(game, code)
local self = Tournament.new(game)
self:startJoining(code)
return self
end
-- headcount for Discord's party.size: the roster only ever lists
-- competing players, so a non-participating (organizer-only) host isn't
-- in it even though they're right here running the thing
function Tournament:discordPartySize()
return #self.roster + (self.participating == false and 1 or 0)
end
function Tournament:exitWith(message)
DiscordPresence.setJoinCode(nil)
Sound.stopLoop(MUSIC)
Runtime.emit("link.ended", { reason = message and "error" or "bye" })
if self.net then self.net:close() end
@@ -106,6 +140,7 @@ function Tournament:startHosting()
requiredPartySize = self.settings.requiredPartySize,
minLevel = levelForWire(self.settings.minLevel),
maxLevel = levelForWire(self.settings.maxLevel),
forceLevel = levelForWire(self.settings.forceLevel),
participating = self.settings.participating,
name = self.game.save.player.name,
partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
@@ -145,8 +180,22 @@ function Tournament:handleMessage(msg)
if msg.type == "tournament_hosted" then
self.code = msg.code
self.settings.turnLimit = msg.turnLimit
self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
self.participating = msg.participating
self.stage = "bracket"
-- the server already seeded t.players/spectators with the creator at
-- creation time; mirror that here so the Discord party size (and the
-- "waiting for players" list) show the host from the very first frame,
-- not just once someone else joins and a real roster broadcast arrives
if self.participating then
self.roster = { self.game.save.player.name }
else
self.spectatorRoster = { self.game.save.player.name }
end
if self.isCreator then
DiscordPresence.setJoinCode(self.code, "tournament",
self:discordPartySize(), TOURNAMENT_PARTY_MAX)
end
elseif msg.type == "tournament_host_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Can't host:\nneed %d Pokemon\nLv %s-%s."):format(
@@ -168,7 +217,12 @@ function Tournament:handleMessage(msg)
self.settings.requiredPartySize = msg.requiredPartySize
self.settings.minLevel = msg.minLevel == nil and ANY or msg.minLevel
self.settings.maxLevel = msg.maxLevel == nil and ANY or msg.maxLevel
self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
self.stage = "bracket"
if self.isCreator and self.code then
DiscordPresence.setJoinCode(self.code, "tournament",
self:discordPartySize(), TOURNAMENT_PARTY_MAX)
end
elseif msg.type == "bracket_update" then
self.bracket = msg.tournament
self.code = self.bracket.code
@@ -238,6 +292,7 @@ function Tournament:beginMatchBattle()
verdict = verdict,
strict = Handshake.strict(verdict),
turnLimit = self.matchTurnLimit,
forceLevel = levelForWire(self.settings.forceLevel),
keepNetOpen = true, -- this is the tournament's own connection, not a
-- dedicated match socket -- don't let finish() close it
}
@@ -360,6 +415,7 @@ function Tournament:update(dt)
hostParty = self.spectate.hostParty, guestParty = self.spectate.guestParty,
hostName = self.spectate.hostName, guestName = self.spectate.guestName,
seed = self.spectate.seed,
forceLevel = levelForWire(self.settings.forceLevel),
})
if not battle then
self:exitWith(why or "Can't watch this\nmatch.")
@@ -426,6 +482,10 @@ function Tournament:update(dt)
i = ((i - 1 + delta) % #TURN_LIMITS) + 1
self.settings.turnLimit = TURN_LIMITS[i]
elseif self.settingsIndex == 5 then
local i = indexOf(FORCE_LEVEL_STEPS, self.settings.forceLevel)
i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
self.settings.forceLevel = FORCE_LEVEL_STEPS[i]
elseif self.settingsIndex == 6 then
self.settings.participating = not self.settings.participating
end
elseif input:wasPressed("a") or input:wasPressed("start") then
@@ -454,6 +514,7 @@ function Tournament:update(dt)
elseif self.stage == "bracket" then
if input:wasPressed("b") then self:exitWith(nil) return end
if input:wasPressed("a") and self.isCreator and #self.roster >= 2 then
DiscordPresence.setJoinCode(nil) -- roster's locking in; stop advertising
self.net:send({ type = "start_tournament" })
end
@@ -475,7 +536,7 @@ local function drawTitle(text)
Font.draw(text, 8, 6)
end
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "PLAYING" }
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLAYING" }
function Tournament:draw()
if self.stage == "menu" then
@@ -491,6 +552,7 @@ function Tournament:draw()
levelLabel(self.settings.minLevel),
levelLabel(self.settings.maxLevel),
self.settings.turnLimit .. "s",
forceLevelLabel(self.settings.forceLevel),
self.settings.participating and "YES" or "NO",
}
for i, label in ipairs(SETTINGS_LABELS) do
+335
View File
@@ -0,0 +1,335 @@
-- Launcher-side mod surface (18/launcher redesign): the mods panel runs
-- BEFORE Game:load, so this NEVER loads a mod entry chunk -- it scans
-- manifests only. The full loader (src/mods/Loader.lua) still owns the real
-- load at boot; this reads the same options.mods enable-state the loader
-- writes, derives per-mod status with the pure ManagerState.resolveToggle,
-- and installs a dropped/chosen .zip into the save-dir "mods/<id>/" tree.
--
-- Split in two: the pure derivation (deriveList, locateRoot) has no love and
-- no filesystem, so the engine tier can table-drive it; the discovery and
-- install paths reach for love.filesystem and SaveData.
local Manifest = require("src.mods.Manifest")
local ManagerState = require("src.mods.ManagerState")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local SaveData = require("src.core.SaveData")
local LauncherMods = {}
-- ------- pure status derivation
-- A hard-dependency / conflict / version verdict for one manifest. mods is
-- the id -> validated-manifest map resolveToggle reads (its dependencySpecs,
-- conflictSpecs, version and game_version are exactly the fields the loader's
-- Manifest.validate produced); enabledSet is the current desired enable-set.
local function statusFor(mods, id, enabledSet, enabled)
local m = mods[id]
-- conflict only bites an enabled mod: resolveToggle's conflict list is
-- bidirectional (this mod's conflicts spec vs an enabled other, and an
-- enabled other's spec vs this mod), which is exactly the launcher chip.
if enabled then
local r = ManagerState.resolveToggle(mods, id, true, enabledSet)
if #r.conflicts > 0 then
local otherId = r.conflicts[1]
local other = mods[otherId]
return "conflict",
"Conflicts with " .. ((other and other.name) or otherId)
end
end
-- warn: the engine is outside the mod's game_version range
if m.game_version
and not Semver.satisfies(Version.engine, m.game_version) then
return "warn", "Needs engine " .. m.game_version
.. " (have " .. Version.engine .. ")"
end
-- warn: a hard dependency is absent, switched off, or the wrong version.
-- resolveToggle would cascade-enable a merely-disabled dep rather than flag
-- it, so the disabled case is judged straight off the manifest here.
for _, spec in ipairs(m.dependencySpecs or {}) do
local dep = mods[spec.id]
if not dep then
return "warn", "Needs " .. spec.id .. " (not installed)"
elseif not enabledSet[spec.id] then
return "warn", "Needs " .. spec.id .. " (disabled)"
elseif spec.range
and not Semver.satisfies(dep.version, spec.range) then
return "warn", "Needs " .. spec.id .. " " .. spec.range
end
end
return "ok", "Ready"
end
-- deriveList(manifests, options) -> the panel row list, pure.
-- manifests is an array of validated manifests (Manifest.validate output);
-- options is the options table (only options.mods is read). Rows come back
-- sorted by id so the panel order is stable.
function LauncherMods.deriveList(manifests, options)
local mods = options and options.mods or {}
local ordered = {}
for _, m in ipairs(manifests) do ordered[#ordered + 1] = m end
table.sort(ordered, function(a, b) return a.id < b.id end)
local byId, enabledSet = {}, {}
for _, m in ipairs(ordered) do
byId[m.id] = m
-- missing entry means enabled, matching the loader's default
if mods[m.id] ~= false then enabledSet[m.id] = true end
end
local out = {}
for _, m in ipairs(ordered) do
local enabled = enabledSet[m.id] == true
local status, detail = statusFor(byId, m.id, enabledSet, enabled)
local raw = m.raw or {}
out[#out + 1] = {
id = m.id,
name = m.name or m.id,
version = m.version,
-- category, then profile, then a generic fallback -- uppercased
badge = tostring(raw.category or m.profile or "MOD"):upper(),
description = m.description or "",
enabled = enabled,
status = status,
statusDetail = detail,
}
end
return out
end
-- locateRoot(paths) -> the mod-root prefix inside a mounted archive, pure.
-- paths is a shallow listing: top-level file names as-is, and for a top-level
-- directory a "<dir>/manifest.json" entry when it holds one. Returns "" when
-- the manifest sits at the archive root, "<dir>" when a single top-level
-- folder holds it, or nil + a user-presentable reason.
function LauncherMods.locateRoot(paths)
for _, p in ipairs(paths) do
if p == "manifest.json" then return "" end
end
local topDirs, seen, hasManifest = {}, {}, {}
for _, p in ipairs(paths) do
local top, rest = p:match("^([^/]+)/(.+)$")
if top then
if not seen[top] then
seen[top] = true
topDirs[#topDirs + 1] = top
end
if rest == "manifest.json" then hasManifest[top] = true end
end
end
if #topDirs == 1 and hasManifest[topDirs[1]] then return topDirs[1] end
if #topDirs > 1 then
return nil, "the .zip must contain a single mod folder"
end
return nil, "no manifest.json found in the .zip"
end
-- ------- discovery (love.filesystem)
local function decodeManifest(raw, path)
local Json = require("src.link.Json")
local data, decodeErr = Json.decode(raw)
if not data then return nil, decodeErr end
local ok, manifest = pcall(Manifest.validate, data, path)
if not ok then return nil, manifest end
return manifest
end
-- Scan "mods/" one level deep for valid manifests (mirrors Loader:_discover,
-- but validates only -- no entry chunk is ever loaded). First id wins on a
-- duplicate. Returns an array of validated manifests.
local function discover()
local fs = love and love.filesystem
local out = {}
if not (fs and fs.getInfo and fs.getDirectoryItems) then return out end
if not fs.getInfo("mods") then return out end
local seen = {}
for _, name in ipairs(fs.getDirectoryItems("mods")) do
local path = "mods/" .. name
local info = fs.getInfo(path)
if info and info.type == "directory" then
local raw = fs.read(path .. "/manifest.json")
if raw then
local manifest = decodeManifest(raw, path)
if manifest and not seen[manifest.id] then
seen[manifest.id] = true
out[#out + 1] = manifest
end
end
end
end
return out
end
-- list() -> the mods-panel rows for the current install. Reads the same
-- options.mods enable-state the loader persists, so a toggle here is what the
-- game sees on its next boot.
function LauncherMods.list()
local options = SaveData.loadOptions()
return LauncherMods.deriveList(discover(), options)
end
-- setEnabled(id, enabled): persist options.mods[id] in the exact shape
-- Loader:_saveState writes (a plain boolean), so the running game and the
-- in-game ManagerState pick it up unchanged.
function LauncherMods.setEnabled(id, enabled)
local options = SaveData.loadOptions()
options.mods = options.mods or {}
options.mods[id] = enabled and true or false
SaveData.saveOptions(options)
return true
end
-- ------- install (love.filesystem)
-- Read a .zip source into bytes. A string is an external absolute path (like
-- a chosen ROM) read with io.*, falling back to a save-dir-relative
-- love.filesystem read; a love DroppedFile is opened the way RomImporter
-- ingests dropped ROMs.
local function readArchive(source)
local t = type(source)
if (t == "userdata" or t == "table") and type(source.open) == "function" then
local ok = source:open("r")
if not ok then return nil, "could not open the dropped file" end
local data = source:read(source:getSize())
source:close()
if not data then return nil, "the dropped file could not be read" end
return data
end
if t == "string" then
local f = io.open(source, "rb")
if f then
local data = f:read("*a")
f:close()
if not data then return nil, "could not read " .. source end
return data
end
if love and love.filesystem then
local data = love.filesystem.read(source)
if data then return data end
end
return nil, "could not open " .. source
end
return nil, "unsupported archive source"
end
-- Shallow listing of a mounted archive shaped for locateRoot: files by name,
-- and for each top-level directory a "<dir>/manifest.json" marker only when it
-- actually holds one (so a lone folder with no manifest still reads as empty).
local function topLevelPaths(mount)
local fs = love.filesystem
local paths = {}
for _, name in ipairs(fs.getDirectoryItems(mount)) do
local info = fs.getInfo(mount .. "/" .. name)
if info and info.type == "directory" then
if fs.getInfo(mount .. "/" .. name .. "/manifest.json", "file") then
paths[#paths + 1] = name .. "/manifest.json"
end
else
paths[#paths + 1] = name
end
end
return paths
end
local function copyTree(src, dst)
local fs = love.filesystem
if not fs.createDirectory(dst) then
return nil, "could not create " .. dst
end
for _, name in ipairs(fs.getDirectoryItems(src)) do
local s = src .. "/" .. name
local d = dst .. "/" .. name
local info = fs.getInfo(s)
if info and info.type == "directory" then
local ok, err = copyTree(s, d)
if not ok then return nil, err end
else
local data = fs.read(s)
if data == nil then return nil, "could not read " .. name end
local ok, err = fs.write(d, data)
if not ok then return nil, "could not write " .. name .. ": " .. tostring(err) end
end
end
return true
end
local function removeTree(path)
local fs = love.filesystem
local info = fs.getInfo(path)
if not info then return end
if info.type == "directory" then
for _, child in ipairs(fs.getDirectoryItems(path)) do
removeTree(path .. "/" .. child)
end
end
fs.remove(path)
end
-- installZip(source) -> true, id | nil, errString
-- source is an external path or a love DroppedFile. The archive is validated
-- BEFORE anything is copied; every path unmounts and clears the staged temp
-- file, and a failed copy rolls its partial tree back. A dropped file outside
-- the save dir is staged into a save-dir temp first, because
-- love.filesystem.mount only reaches a save-directory-relative path.
function LauncherMods.installZip(source)
if not (love and love.filesystem) then
return nil, "mod install needs LOVE"
end
local fs = love.filesystem
local data, readErr = readArchive(source)
if not data then return nil, readErr end
-- stage into a save-dir temp so mount can reach it
local tmp = ("mod_import_%d_%d.zip"):format(os.time(), math.random(0, 999999))
local ok, writeErr = fs.write(tmp, data)
if not ok then
return nil, "could not stage the .zip: " .. tostring(writeErr)
end
local mount = "mod_import_mount"
if not fs.mount(tmp, mount) then
fs.remove(tmp)
return nil, "that .zip could not be opened"
end
local function cleanup()
pcall(fs.unmount, tmp)
fs.remove(tmp)
end
local prefix, rootErr = LauncherMods.locateRoot(topLevelPaths(mount))
if not prefix then
cleanup()
return nil, rootErr
end
local root = prefix == "" and mount or (mount .. "/" .. prefix)
local raw = fs.read(root .. "/manifest.json")
if not raw then
cleanup()
return nil, "the .zip has no readable manifest.json"
end
local manifest, manifestErr = decodeManifest(raw, root)
if not manifest then
cleanup()
return nil, "invalid mod manifest: " .. tostring(manifestErr)
end
-- reject a duplicate before touching the mods tree
local dest = "mods/" .. manifest.id
if fs.getInfo(dest) then
cleanup()
return nil, "a mod named '" .. manifest.id .. "' is already installed"
end
fs.createDirectory("mods")
local copied, copyErr = copyTree(root, dest)
if not copied then
removeTree(dest)
cleanup()
return nil, copyErr or "could not copy the mod files"
end
cleanup()
return true, manifest.id
end
return LauncherMods
+131
View File
@@ -40,6 +40,19 @@ function f.int(min, max)
end }
end
-- a bounded float; like f.int but keeps the fractional part (scales,
-- gains). Rejects out-of-range with the "expected number a..b" message.
function f.numRange(min, max)
local desc = "number"
if min and max then desc = ("number %s..%s"):format(min, max)
elseif min then desc = ("number >= %s"):format(min) end
return { kind = "num", min = min, max = max, desc = desc,
check = function(v)
return type(v) == "number"
and (min == nil or v >= min) and (max == nil or v <= max)
end }
end
function f.enum(values)
local set = {}
for _, value in ipairs(values) do set[value] = true end
@@ -420,6 +433,12 @@ R.pokemon = {
frames = f.opt(f.int(1)) } }),
cry = f.opt(f.id("cries")), palette = f.opt(f.id("palettes")),
trueColor = f.opt(f.bool),
-- battle-pic scale overrides for this species' own pics: front is the
-- enemy pic (default 1x), back is the player pic (default 2x). An
-- image-level battle_sprite_scales entry for the same path beats these.
-- The pic stays grounded (feet pinned) at any scale; see docs/modding.md.
battleScaleFront = f.opt(f.numRange(0.25, 4.0)),
battleScaleBack = f.opt(f.numRange(0.25, 4.0)),
},
example = 'mod.content.pokemon:patch("MEW", { baseStats = { attack = 120 } })',
}
@@ -791,6 +810,118 @@ R.transitions = {
example = 'mod.content.transitions:register("dissolve", { frames = 30, draw = fn })',
}
-- ------- rendering pipelines
--
-- A pipeline is a display mode that owns part of the frame: it may replace
-- the overworld's world pass with geometry of its own (drawWorld) and/or
-- post-process the finished composite (present). Everything around that --
-- the OFF/1/2/3 ladder, its options row, its hotkey, persistence in
-- save.options.pipelines and the gating that keeps it out of battles and
-- menus -- is engine plumbing driven from this record, so a renderer mod
-- declares what it is and writes only the two draw functions.
--
-- Both callbacks are optional and independent: a present-only pipeline is a
-- post-process (bloom, tilt-shift, a CRT curve) that leaves whatever
-- rendered the frame alone, and a drawWorld-only pipeline is a world
-- renderer that composites straight. See src/render/Pipelines.lua for the
-- ctx each receives and docs/modding.md for the worked example.
R.render_pipelines = {
semantics = "record", target = "render_pipelines",
fields = {
-- shown in the options menu; the ladder labels default to OFF/ON
label = f.str,
levels = f.opt(f.list(f.str)),
-- keyboard key that cycles the ladder, checked after the engine's own
-- display hotkeys so a pipeline can never shadow one
hotkey = f.opt(f.str),
-- higher wins when two world pipelines are somehow active at once;
-- also the options-row order, so a mode and its post-process sort
-- together instead of by id
priority = f.opt(f.num),
-- hardware/driver gate, checked every frame: false keeps the vanilla
-- 2D path, which is what a headless run and a driver with no depth
-- canvas both get
available = f.opt(f.fn),
-- (top, overworld) -> boolean: whether the player may CHANGE the mode
-- right now. Defaults to the survey-zoom gate (free-roam overworld
-- only), which keeps a hotkey press from switching modes mid-warp or
-- mid-cutscene. It has no say over whether an already-on mode draws:
-- a mode that stopped rendering during a warp would flash the flat 2D
-- world every time the player walked through a door.
gate = f.opt(f.fn),
-- (dt, level): presentational tweens, ticked on real frame time
update = f.opt(f.fn),
-- (ctx) -> canvas | nil: render the world. nil falls back to the
-- vanilla flat/tilt draw for this frame.
drawWorld = f.opt(f.fn),
-- (canvas, ctx) -> canvas: post-process the WORLD image, before the UI
-- composites over it -- a depth-of-field or colour grade that must not
-- touch the dialog boxes and menus sitting on top. Only runs when some
-- pipeline rendered the world, since the vanilla world pass has no
-- single finished image to hand over.
worldPresent = f.opt(f.fn),
-- (canvas, ctx) -> canvas: post-process the whole finished composite,
-- world and UI alike (a CRT curve, a full-screen grade). Must return a
-- canvas; the input unchanged is the correct answer when the effect is
-- off.
present = f.opt(f.fn),
-- drop GPU objects (window resize, hot reload, mode switch)
invalidate = f.opt(f.fn),
},
-- a pipeline that does neither half is dead weight and would silently
-- occupy an options row and a hotkey
extra = function(_, value)
if value.drawWorld == nil and value.present == nil
and value.worldPresent == nil then
return "a render pipeline needs drawWorld, worldPresent or present"
end
end,
-- A pipeline callback fails at play time, long after the load phase has
-- handed its report to the mod manager, so the merge leaves behind who
-- wrote each record for Pipelines to name in the failure -- the same
-- provenance trick the audio registries use (Loader.stampAudioOwners).
-- Placement is otherwise the default record merge.
write = function(target, registry)
local owners, tombstones = {}, {}
for id in pairs(registry.ops) do
local value = registry:get(id)
if value == nil then
tombstones[#tombstones + 1] = id
else
target[id] = value
local owner = registry.owners[id]
if owner and owner ~= Schemas.ENGINE then owners[id] = owner end
end
end
for _, id in ipairs(tombstones) do target[id] = nil end
target._owners = owners
end,
example = 'mod.content.render_pipelines:register("voxel", ' ..
'{ label = "VOXEL", levels = { "OFF", "15", "35", "50" }, drawWorld = fn })',
}
-- ------- battle sprite scales
--
-- Per-image battle-pic scale overrides, keyed by record id and consulted
-- by asset path at draw time. Where a species' battleScaleFront /
-- battleScaleBack scales its own front/back pic, this scales ANY battle
-- pic by the path it is drawn from -- the only handle on the non-species
-- pics like the player's trainer back sprite. Image-level beats
-- species-level; both compose with the send-out grow and keep the sprite
-- grounded (feet pinned) at whatever scale. See docs/modding.md.
R.battle_sprite_scales = {
semantics = "record", target = "battle_sprite_scales",
fields = {
-- the asset path exactly as data references it, e.g.
-- "assets/generated/battle/back/abrab.png"
path = f.path,
-- 1 = native pixels; the drawn size relative to the pic's own pixels
scale = f.numRange(0.25, 4.0),
},
example = 'mod.content.battle_sprite_scales:register("abra_back", ' ..
'{ path = "assets/generated/battle/back/abrab.png", scale = 1.5 })',
}
-- ------- progression
R.evolution_methods = {
+63 -8
View File
@@ -106,11 +106,55 @@ function Evolution.apply(game, mon, newSpecies, via)
})
end
-- After the "evolved into" text, Gen1 re-runs the level-up learn check on
-- the EVOLVED species (engine/pokemon/evos_moves.asm EvolveMon calls the
-- LearnMoveFromLevelUp predef, engine/pokemon/learn_move.asm) -- a mon
-- evolving at exactly a learnset level gains that move (GYARADOS learns
-- BITE at 20, so MAGIKARP->GYARADOS @20 learns BITE, @21 does not) (#12).
-- Mirrors the rare-candy learn loop in src/ui/BagMenu.lua so a full move
-- list opens the forget prompt. mon.species is already the new species
-- (Evolution.apply ran before the congrats text). onDone runs once the
-- learn list is exhausted, replacing the caller's direct onDone.
function Evolution.learnEvolutionMoves(game, mon, onDone)
local Experience = require("src.battle.Experience")
local def = game.data.pokemon[mon.species]
-- movesLearnedAt uses entry.level == level (exact Gen1 rule); do NOT use
-- Pokemon.movesAtLevel (<= level), which would over-grant older moves.
local moves = Experience.movesLearnedAt(def, mon.level)
local i = 0
local function nextStep()
i = i + 1
local moveId = moves[i]
if not moveId then
if onDone then onDone() end
return
end
for _, mv in ipairs(mon.moves) do
if mv.id == moveId then return nextStep() end
end
local mdef = game.data.moves[moveId]
if not mdef then return nextStep() end
local name = mon.nickname or def.name
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
game.stack:push(TextBox.new(game,
("%s learned\n%s!"):format(name, mdef.name), nextStep))
else
-- LearnMoveFromLevelUp with a full moveset: the forget UI
Screens.push(game, "MoveLearnMenu", mon, moveId, nextStep)
end
end
nextStep()
end
-- Play the evolution movie (flashing forms), then apply + text.
-- Headless (no real graphics) falls back to the plain text flow.
function Evolution.evolve(game, mon, newSpecies, onDone, via)
if love.image and love.image.newImageData then
Screens.push(game, "EvolutionState", mon, newSpecies, onDone)
-- forward `via` so EvolutionState can keep trade evolutions
-- non-cancelable (LINK_STATE_TRADING) while others accept B (#213)
Screens.push(game, "EvolutionState", mon, newSpecies, onDone, via)
return
end
Music.play(game.data, Music.special(game.data, "evolution"))
@@ -120,7 +164,9 @@ function Evolution.evolve(game, mon, newSpecies, onDone, via)
:format(oldName, oldName, game.data.pokemon[newSpecies].name)
game.stack:push(TextBox.new(game, msg, function()
Music.restoreMap(game.data)
if onDone then onDone() end
-- re-run the evolved species' level-up learn check before onDone
-- (evos_moves.asm EvolveMon -> learn_move.asm LearnMoveFromLevelUp, #12)
Evolution.learnEvolutionMoves(game, mon, onDone)
end))
end
@@ -138,13 +184,22 @@ function Evolution.request(game, mon, trigger, onDone)
return species
end
-- After-battle hook: evolve everyone who qualifies (queued one at a time).
function Evolution.checkParty(game, onDone)
-- After-battle hook: evolve mons that leveled this battle and still
-- qualify (queued one at a time, party order). Gen1 EvolveAfterBattle
-- only considers mons that gained a level during the fight — a B-cancel
-- means "not this time", and the next offer waits for the next level-up
-- (or Rare Candy / stone, which call Evolution.evolve directly).
-- leveledUp is a set of party mon tables; nil/empty yields no evolutions.
function Evolution.checkParty(game, onDone, leveledUp)
local pending = {}
for _, mon in ipairs(game.save.party) do
local target, evo = Evolution.pendingFor(game, mon, { kind = "levelup" })
if target then
table.insert(pending, { mon = mon, to = target, via = evo and evo.method })
if leveledUp then
for _, mon in ipairs(game.save.party) do
if leveledUp[mon] then
local target, evo = Evolution.pendingFor(game, mon, { kind = "levelup" })
if target then
table.insert(pending, { mon = mon, to = target, via = evo and evo.method })
end
end
end
end
local i = 0
+28
View File
@@ -29,6 +29,34 @@ function Pokemon.movesAtLevel(speciesDef, level)
return moves
end
-- Day Care retrieve (pokered WriteMonMoves + wLearningMovesFromDayCare):
-- grant learnset moves with startLevel < moveLevel <= newLevel, shifting
-- the oldest slot out when full. Silent — no LearnMove prompts.
function Pokemon.learnMovesFromDayCare(data, mon, speciesDef, startLevel, newLevel)
if not (speciesDef and speciesDef.learnset and mon) then return end
mon.moves = mon.moves or {}
for _, entry in ipairs(speciesDef.learnset) do
local moveLevel = entry.level
if moveLevel > newLevel then break end
if moveLevel > startLevel then
local known = false
for _, mv in ipairs(mon.moves) do
if mv.id == entry.move then known = true break end
end
if not known then
local mdef = data.moves[entry.move]
local slot = { id = entry.move, pp = mdef and mdef.pp or 0 }
if #mon.moves < 4 then
mon.moves[#mon.moves + 1] = slot
else
table.remove(mon.moves, 1)
mon.moves[#mon.moves + 1] = slot
end
end
end
end
end
function Pokemon.new(data, species, level, rng)
local def = data.pokemon[species]
assert(def, "unknown species " .. tostring(species))
+22 -10
View File
@@ -77,7 +77,17 @@ end
-- one-pixel sliver. The fill is tinted with the SGB bar palettes at
-- GetHealthBarColor's thresholds (>= 27 px green, >= 10 yellow, else
-- red).
function HudTiles.drawHPBar(data, tx, ty, mon, barType)
--
-- grayFill (#229): when the caller will colorize this bar with an SGB
-- region palette (BattleState's zone pass, BATTLE_ZONES pal 0/1 =
-- GetHealthBarColor), leave the fill as its raw DMG shade-2 gray and skip
-- the per-pixel tint -- the DMG hardware bar is ONE gray shade recolored by
-- the region palette (engine/gfx/palettes.asm SetPal_Battle,
-- data/sgb/sgb_packets.asm BlkPacket_Battle), never a per-pixel repaint.
-- Tinting first would double-apply the color: GREENBAR's fill {0,189,0} has
-- red channel 0, so the tint zeroes the whole bar's red and the zone's
-- red-channel-keyed shade shader then maps every pixel to color 3 = black.
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
local x, y = tx * 8, ty * 8
HudTiles.tile(0x71, x, y)
HudTiles.tile(0x62, x + 8, y)
@@ -86,15 +96,17 @@ function HudTiles.drawHPBar(data, tx, ty, mon, barType)
px = math.max(1, math.floor(mon.hp * 48 / mon.stats.hp))
end
local tint
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),
math.min(1, c[3] / 170), 1 }
if not grayFill then
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),
math.min(1, c[3] / 170), 1 }
end
end
for i = 0, 5 do
local seg = math.min(8, math.max(0, px - i * 8))
+44 -17
View File
@@ -50,14 +50,23 @@ PaletteFX.GBC_OBJ = {
}
-- OG BLUE: Pokemon Blue's Game Boy Color boot-ROM auto-palette. Same
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the
-- boot ROM colorizes the background blue instead of red -- so "OG RED" for a
-- Blue playthrough is white -> light blue -> dark blue -> black, mirroring
-- GBC_BG channel-for-channel so the blue reads at the same brightness. The
-- OBJ (sprite) palette stays the same green, matching how Red and Blue share
-- the green-character look on a Game Boy Color.
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the boot
-- ROM gives Blue its OWN entry rather than a recolored Red: a light-blue/blue
-- BACKGROUND and -- unlike Red -- a PINK object palette (OBP0). Values from
-- Bulbapedia's "List of color palettes ... Generation I" GBC boot-ROM table
-- (BG 0x63A5FF/0x0000FF, OBJ 0xFF8484/0x943A3A), confirmed against a Gambatte
-- hardware capture. The earlier code mirrored GBC_BG channel-for-channel
-- (0x8484FF/0x3A3A94) and reused Red's green sprites for both versions on the
-- premise that Red and Blue "share the green-character look"; both premises
-- are wrong -- Blue's background is a genuinely different blue and its
-- characters are pink (#155). Lightest shade first, like GBC_BG.
PaletteFX.GBC_BG_BLUE = {
{ 255, 255, 255 }, { 132, 132, 255 }, { 58, 58, 148 }, { 0, 0, 0 },
{ 255, 255, 255 }, { 99, 165, 255 }, { 0, 0, 255 }, { 0, 0, 0 },
}
-- Blue's OBJ palette (OBP0) is the red/pink ramp -- the very same colors OG
-- RED uses for its BACKGROUND (GBC_BG), just applied to objects instead.
PaletteFX.GBC_OBJ_BLUE = {
{ 255, 255, 255 }, { 255, 132, 132 }, { 148, 58, 58 }, { 0, 0, 0 },
}
-- The active game's OG boot-ROM background palette: blue for a Blue
@@ -69,6 +78,16 @@ function PaletteFX.ogBg()
return PaletteFX.GBC_BG
end
-- The active game's OG boot-ROM object palette (OBP0): Blue's pink ramp for a
-- Blue playthrough, Red's green otherwise. Returns the colors AND a
-- version-distinct cache-group string, because SpriteRenderer.getObpImage keys
-- its baked-image cache by (image path, group): a shared group would collide a
-- Red bake with a Blue one and one version would show the other's colors.
function PaletteFX.ogObj()
if GameVersion.isBlue() then return PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue" end
return PaletteFX.GBC_OBJ, "gbcobj"
end
local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
function PaletteFX.shader()
@@ -183,17 +202,25 @@ function PaletteFX.usesGbcPack(mode)
end
-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
-- (the OBP bake + post-zone redraw path). ONLY OG RED does: it wears the
-- GBC boot-ROM green object palette (PaletteFX.GBC_OBJ) so the player and
-- NPCs stay green over the red background, exactly like Pokemon Red on a
-- Game Boy Color. SGB mode deliberately does NOT: an SGB OBJ carries no
-- palette of its own, so the characters tint with the whole-map region
-- palette along with the terrain (the Super Game Boy never colored Pokemon
-- Red's sprites separately -- baking a per-sprite palette there was the
-- "reds coloring on the player/NPCs" bug). RED++ colors sprites through
-- the usesGbcPack() path in SpriteRenderer instead.
-- (the OBP bake + post-zone redraw path). OG RED and SGB both do: characters
-- wear the GBC boot-ROM object palette (PaletteFX.ogObj -- green over Red's red
-- background, pink over Blue's blue background), so the player and NPCs carry a
-- fixed object color instead of tinting with whatever region palette their
-- feet stand over. On real hardware a sprite is an OBJ colored by an OBJ
-- palette (color/sprites.asm ColorOverworldSprite), distinct from the BG it
-- overlaps -- so Red's cap must stay green in tall grass, not turn the ROUTE
-- palette's light-blue (issue #150: SGB region-tinting sent the cap to shade-2
-- = light-blue and the character clashed with the grass it should blend into).
-- Terrain is unaffected -- pal() below still hands SGB its per-map BG palette;
-- only OG RED short-circuits BG to the one global red palette. An EARLIER
-- attempt at per-sprite SGB color baked GBC_BG (the RED background ramp) onto
-- characters -- that was the "reds coloring on the player/NPCs" bug; the object
-- palette is GBC_OBJ (green), so baking it here is the fix, not that
-- regression. RED++ colors sprites through the usesGbcPack() path in
-- SpriteRenderer instead.
function PaletteFX.usesSpriteObp(mode)
return (mode or PaletteFX.mode) == "ogred"
mode = mode or PaletteFX.mode
return mode == "ogred" or mode == "gbc"
end
-- ------- post-zone sprite redraw (GBC mode)
+423
View File
@@ -0,0 +1,423 @@
-- Rendering pipelines: the engine side of the render_pipelines registry.
--
-- A pipeline is a display mode a mod owns. It may replace the overworld's
-- world pass with geometry of its own (drawWorld) and/or post-process the
-- finished composite (present). Everything else about being a display mode
-- -- the OFF/1/2/3 ladder, the options row, the hotkey, persistence, the
-- free-roam gate, and never letting a mod's error take the frame down -- is
-- engine plumbing and lives here, so a renderer mod writes the two draw
-- functions and declares the rest.
--
-- The two halves compose independently and in priority order: the highest
-- priority eligible drawWorld renders the world, then every eligible
-- present folds over whatever came out (the world pipeline's canvas, or the
-- vanilla flat/tilt composite when none ran). A present that is switched
-- off returns its input, so a full ladder of them costs nothing at level 0.
--
-- Nothing here reaches collision, movement, triggers or scripts: like
-- survey zoom and tilt, a pipeline is purely presentational, which is why
-- its level rides in save.options rather than the save proper.
--
-- Spec: docs/modding.md (rendering pipelines)
local Data = require("src.core.Data")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local Zoom = require("src.render.Zoom")
local Pipelines = {}
-- id -> level. Levels live here rather than on the records because the
-- records are merged content: frozen after load, and shared with whatever
-- else reads Data.
local levels = {}
-- ids whose callbacks have already thrown, so a pipeline that fails every
-- frame reports once instead of filling the log at 60Hz
local broken = {}
Pipelines.DEFAULT_LEVELS = { "OFF", "ON" }
-- The merged dataset the records live in. The boot singleton is the
-- default -- Game.data is that very table -- and install() lets a headless
-- caller (the SDK harness, a tool) point this at a dataset of its own.
local source = Data
function Pipelines.install(data)
source = data or Data
Pipelines.reset()
end
-- ------- catalog
-- Every registered pipeline as { id = ..., def = ... }, ordered by priority
-- (descending, ties by id) so selection, the options rows and the present
-- fold all walk the same sequence.
--
-- Memoized on the namespace table's identity. Content freezes at the merge
-- boundary, so the answer cannot change for a given table -- and this is
-- read several times per frame by update(), worldPipeline() and the
-- endFrame present check, which is no place to allocate and sort. An empty
-- list is cached too, so a mod-free boot pays one table for the process.
local listCache, listSource = nil, nil
function Pipelines.list()
local defs = source and source.render_pipelines
if defs == listSource and listCache then return listCache end
local out = {}
if type(defs) == "table" then
for id, def in pairs(defs) do
-- the merge writes provenance under _owners; skip the bookkeeping
-- keys rather than treating them as pipelines
if type(id) == "string" and id:sub(1, 1) ~= "_" and type(def) == "table" then
out[#out + 1] = { id = id, def = def }
end
end
table.sort(out, function(a, b)
local pa, pb = a.def.priority or 0, b.def.priority or 0
if pa ~= pb then return pa > pb end
return a.id < b.id
end)
end
listCache, listSource = out, defs
return out
end
function Pipelines.get(id)
local defs = source and source.render_pipelines
local def = type(defs) == "table" and defs[id] or nil
return type(def) == "table" and def or nil
end
-- the mod that registered a pipeline, so a runtime failure lands in the
-- feed the mod manager shows instead of only in the console
local function ownerOf(id)
local defs = source and source.render_pipelines
local owners = type(defs) == "table" and defs._owners or nil
return owners and owners[id] or nil
end
-- Run one of a pipeline's callbacks under pcall. A mod that throws mid-
-- frame must not take the frame with it: the pipeline is marked broken,
-- attributed once, and treated as absent from then on -- which degrades to
-- the vanilla 2D path rather than a black screen.
local function guard(id, fn, ...)
if broken[id] then return nil end
local ok, result = pcall(fn, ...)
if ok then return result end
broken[id] = true
Logger.error("render pipeline %s failed: %s -- disabled for this session",
id, tostring(result))
Runtime.reportError(ownerOf(id), "render pipeline failed: " .. tostring(result))
return nil
end
-- Whether a callback's return is a real Canvas we can composite. A mod that
-- forgets a return, or hands back a shade string / flag / number, must be
-- ignored rather than trusted -- draw() on a non-canvas takes the frame down.
-- Real LOVE canvases are userdata answering typeOf("Canvas"); the headless
-- test stub (tests/love_stub) fakes them as tables carrying the Canvas method
-- shape (love.graphics.newCanvas), so accept either and nothing else.
local function isCanvas(v)
if type(v) == "userdata" then
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
end
if type(v) == "table" then
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
end
return false
end
-- Dispatch a mod render callback with its GPU state fenced off: push("all")
-- before and pop() after, so a callback that returns cleanly but leaves a
-- shader bound, the canvas redirected, or blend/colour changed cannot corrupt
-- the engine composite that follows. guard() catches a callback that throws;
-- this catches one that dirties state. A pipeline already retired skips the
-- push/pop entirely, so the stack stays balanced.
local function guardRender(id, fn, ...)
if broken[id] then return nil end
love.graphics.push("all")
local out = guard(id, fn, ...)
love.graphics.pop()
return out
end
-- ------- levels
function Pipelines.levelLabels(id)
local def = Pipelines.get(id)
local labels = def and def.levels
if type(labels) ~= "table" or labels[1] == nil then
return Pipelines.DEFAULT_LEVELS
end
return labels
end
-- highest selectable level: one less than the label count, so a two-label
-- ladder is a plain OFF/ON toggle
function Pipelines.maxLevel(id)
return #Pipelines.levelLabels(id) - 1
end
function Pipelines.level(id)
return levels[id] or 0
end
function Pipelines.levelLabel(id, level)
local labels = Pipelines.levelLabels(id)
return labels[(level or Pipelines.level(id)) + 1] or labels[1] or "OFF"
end
-- A world pipeline and the engine's own tilt mode are two answers to the
-- same question, so switching one on switches the other off -- the rule
-- tilt and survey zoom already follow between themselves. Present-only
-- pipelines (post-processes) compose with tilt and are left alone.
local function excludeTilt(id, level)
local def = Pipelines.get(id)
if not (def and def.drawWorld) or level <= 0 then return end
local Tilt = require("src.render.Tilt")
if Tilt.level > 0 then Tilt.setLevel(0) end
-- one world pipeline at a time, for the same reason
for _, entry in ipairs(Pipelines.list()) do
if entry.id ~= id and entry.def.drawWorld and Pipelines.level(entry.id) > 0 then
levels[entry.id] = 0
end
end
end
function Pipelines.setLevel(id, level)
if not Pipelines.get(id) then return 0 end
level = math.floor(tonumber(level) or 0)
if level < 0 then level = 0 end
local max = Pipelines.maxLevel(id)
if level > max then level = max end
levels[id] = level
excludeTilt(id, level)
return level
end
-- Advance the ladder and wrap to OFF, the shape every display hotkey walks.
function Pipelines.cycle(id, dir)
local max = Pipelines.maxLevel(id)
if max < 1 then return 0 end
local span = max + 1
local target = (Pipelines.level(id) + (dir or 1)) % span
if target < 0 then target = target + span end
return Pipelines.setLevel(id, target)
end
-- Turning a world pipeline on must switch tilt off in the save too, not
-- just in the live module, or the next boot restores both. Call sites hand
-- over the options table so this stays the one place that rule lives.
function Pipelines.syncOptions(opts)
if type(opts) ~= "table" then return end
local bucket = opts.pipelines
if type(bucket) ~= "table" then
bucket = {}
opts.pipelines = bucket
end
for _, entry in ipairs(Pipelines.list()) do
bucket[entry.id] = Pipelines.level(entry.id)
if entry.def.drawWorld and Pipelines.level(entry.id) > 0 then
opts.tilt = 0
end
end
end
-- Restore levels from a loaded options table. A pipeline whose mod is gone
-- keeps its stored level untouched in the bucket (so re-enabling the mod
-- restores the mode) but contributes nothing while absent.
function Pipelines.applyOptions(opts)
local bucket = type(opts) == "table" and opts.pipelines or nil
levels = {}
broken = {}
local world = nil
for _, entry in ipairs(Pipelines.list()) do
local stored = type(bucket) == "table" and bucket[entry.id] or 0
local level = math.floor(tonumber(stored) or 0)
if level < 0 then level = 0 end
local max = Pipelines.maxLevel(entry.id)
if level > max then level = max end
-- list() is priority order, so the first world pipeline with a stored
-- level is the one that wins; the rest restore to OFF rather than
-- sitting on a level that can never render
if entry.def.drawWorld and level > 0 then
if world then level = 0 else world = entry.id end
end
levels[entry.id] = level
end
-- a restored world pipeline and tilt are two answers to the same
-- question; the pipeline wins, as it does at every place that sets one
if world then require("src.render.Tilt").setLevel(0) end
end
function Pipelines.reset()
levels = {}
broken = {}
end
-- ------- per-frame
-- Presentational tweens run on real frame time, like Tilt's. Every
-- pipeline ticks, not just the active ones: a mode easing back OUT still
-- has an angle to retire.
function Pipelines.update(dt)
for _, entry in ipairs(Pipelines.list()) do
if entry.def.update then
guardRender(entry.id, entry.def.update, dt, Pipelines.level(entry.id))
end
end
end
-- A pipeline may run this frame when it is switched on, has not thrown, and
-- its hardware gate says yes. `available` is consulted every frame rather
-- than cached: a driver that loses its depth canvas on a resize has to be
-- able to change its mind.
--
-- Deliberately NOT gated on the state stack. `gate` governs whether the
-- player may CHANGE the mode, never whether it draws -- a display mode that
-- stopped rendering during a warp, a scripted cutscene or an open menu
-- would flash the flat 2D world for those frames every time the player
-- walked through a door. Once a mode is on it renders until it is off.
function Pipelines.eligible(id)
local def = Pipelines.get(id)
if not def or broken[id] then return false end
if Pipelines.level(id) <= 0 then return false end
if def.available and guard(id, def.available) ~= true then return false end
return true
end
-- Whether the player may cycle this mode right now: the free-roam gate,
-- which keeps a hotkey press from switching modes mid-warp or mid-cutscene.
-- Input only -- see eligible() for why the draw path does not consult it.
function Pipelines.canToggle(id, top, overworld)
local def = Pipelines.get(id)
if not def then return false end
local gate = def.gate or Zoom.gateOK
return guard(id, gate, top, overworld) == true
end
-- The pipeline that owns the world pass right now, or nil for the vanilla
-- flat/tilt draw. Highest priority wins; the exclusion rules above mean
-- there is normally only one candidate anyway.
function Pipelines.worldPipeline()
for _, entry in ipairs(Pipelines.list()) do
if entry.def.drawWorld and Pipelines.eligible(entry.id) then
return entry.id, entry.def
end
end
return nil
end
-- Render the world through `id`. Returns the canvas to composite, or nil
-- when the pipeline declined this frame (nothing to draw, a transient
-- failure), which the caller treats as "fall back to the 2D path".
function Pipelines.drawWorld(id, ctx)
local def = Pipelines.get(id)
if not (def and def.drawWorld) then return nil end
return guardRender(id, def.drawWorld, ctx)
end
-- Fold every eligible world post-process over a pipeline's world image,
-- before the UI composites on top. This is where a depth-of-field or a
-- colour grade belongs when it must leave the dialog boxes and menus crisp;
-- `present` below is the whole-frame counterpart. Only reachable once some
-- pipeline rendered the world, so it is gated on the overworld state the
-- same way drawWorld is.
function Pipelines.worldPresent(canvas, ctx)
if canvas == nil then return nil end
for _, entry in ipairs(Pipelines.list()) do
if entry.def.worldPresent and Pipelines.eligible(entry.id) then
local out = guardRender(entry.id, entry.def.worldPresent, canvas, ctx)
-- accept only a real Canvas: a pass that returns a non-canvas (a
-- forgotten return, a shade string) is ignored, not folded in
if isCanvas(out) then canvas = out end
end
end
return canvas
end
-- Fold every eligible post-process over the finished frame. Present
-- pipelines are not gated on the overworld state -- a CRT curve or a colour
-- grade applies to menus and battles too -- so eligibility here is just
-- "switched on and available". A pass that returns a non-canvas is
-- ignored rather than trusted, so a mod cannot blank the screen by
-- forgetting a return.
function Pipelines.present(canvas, ctx)
if canvas == nil then return nil end
for _, entry in ipairs(Pipelines.list()) do
if entry.def.present and Pipelines.eligible(entry.id) then
local out = guardRender(entry.id, entry.def.present, canvas, ctx)
-- accept only a real Canvas: a pass that returns a non-canvas is
-- ignored (docstring above), so a mod cannot blank or crash the frame
-- by forgetting a return or handing back a truthy non-canvas
if isCanvas(out) then canvas = out end
end
end
return canvas
end
-- true when any present-only pass wants to run, so the composite path can
-- skip allocating a target it would not use
function Pipelines.wantsPresent()
for _, entry in ipairs(Pipelines.list()) do
if entry.def.present and Pipelines.eligible(entry.id) then return true end
end
return false
end
-- ------- input and UI
-- Cycle whichever pipeline claims `key`. Returns the id when one did, so
-- the caller knows the key was consumed. Checked after the engine's own
-- display hotkeys, so a mod can never shadow one.
function Pipelines.hotkey(key, top, overworld)
for _, entry in ipairs(Pipelines.list()) do
if entry.def.hotkey == key then
-- the gate belongs here and nowhere else: it stops the player
-- flipping modes mid-warp or mid-cutscene, and has no say over
-- whether an already-on mode draws
if Pipelines.canToggle(entry.id, top, overworld) then
Pipelines.cycle(entry.id)
return entry.id
end
return nil
end
end
return nil
end
-- Options rows for every registered pipeline, in the same priority order,
-- in the descriptor shape src/ui/OptionRows.lua renders.
function Pipelines.rows(game)
local rows = {}
for _, entry in ipairs(Pipelines.list()) do
local id = entry.id
rows[#rows + 1] = {
id = "pipeline:" .. id,
label = entry.def.label or id:upper(),
value = function() return Pipelines.levelLabel(id) end,
step = function(g, dir)
Pipelines.cycle(id, dir)
local opts = g and g.save and g.save.options
if opts then
Pipelines.syncOptions(opts)
-- the exclusion above may have switched tilt off; keep the live
-- module in step with the option it just wrote
require("src.render.Tilt").setLevel(opts.tilt or 0)
end
return true
end,
}
end
return rows
end
-- Drop every pipeline's GPU objects (window resize, hot reload).
function Pipelines.invalidate()
for _, entry in ipairs(Pipelines.list()) do
if entry.def.invalidate then guardRender(entry.id, entry.def.invalidate) end
end
end
return Pipelines
+181 -66
View File
@@ -9,12 +9,28 @@
local Zoom = require("src.render.Zoom")
local Tilt = require("src.render.Tilt")
local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local Renderer = {}
Renderer.WIDTH = 160
Renderer.HEIGHT = 144
-- Whether a value is a real Canvas we can composite. Real LOVE canvases are
-- userdata answering typeOf("Canvas"); the headless test stub fakes them as
-- tables carrying the Canvas method shape. A mod pipeline handing back a
-- non-canvas must be rejected before it reaches love.graphics.draw, which
-- would otherwise take the frame down with it.
local function isCanvas(v)
if type(v) == "userdata" then
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
end
if type(v) == "table" then
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
end
return false
end
-- Tilt mode: the upright billboard canvas is grown by this many world
-- pixels on every side beyond the ground world view, so a structure or
-- sprite standing near a view edge still draws in full instead of being
@@ -23,27 +39,42 @@ Renderer.HEIGHT = 144
-- endFrame composites the padded canvas back with a matching offset.
Renderer.UPRIGHT_MARGIN = 160
-- LOVE units + framebuffer pixels + the live unit→pixel ratio.
-- Android's DisplayMetrics.density (love.graphics.getDPIScale) is often
-- non-integer (1.5, 2.75, …). Integer scaling in units then maps each GB
-- pixel to a fractional number of framebuffer pixels → shimmer, uneven /
-- non-square "pixels", and movement judder (issue #87). Always derive the
-- crisp integer scale from the drawable pixel size; draw with (pixels/dpi)
-- so the GPU lands on whole framebuffer pixels. Desktop dpi=1 is unchanged.
-- LOVE units + framebuffer pixels + per-axis unit→pixel ratios.
-- Android's DisplayMetrics.density is often non-integer (1.5, 2.75, …).
-- Integer scaling in units then maps each GB pixel to a fractional number of
-- framebuffer pixels → shimmer, uneven / non-square "pixels", and movement
-- judder (issue #87). Always derive the crisp integer scale from the
-- *drawable* pixel size (the window framebuffer we present into -- not a
-- combined multi-display metric), then draw with (pixels / axisDpi) so the
-- GPU lands on whole framebuffer pixels. Desktop dpi=1 is unchanged.
--
-- LOVE's projection is anisotropic: 1 unit in X covers pw/ww framebuffer
-- pixels and 1 unit in Y covers ph/wh. Those ratios match on a normal
-- highdpi surface, but diverge when unit sizes are truncated independently
-- (`(int)(pixels/density)`) or when a dual-screen / forced-rotation device
-- reports mismatched unit vs drawable aspects (AYN Thor, issue #208).
-- love.graphics.getDPIScale() is only ph/wh, so using it (or pw/ww alone)
-- for both axes makes the other axis land on a fractional, stretched count.
-- Keep separate dpiX/dpiY so each GB pixel covers fitScale() physical pixels
-- on BOTH axes (square).
local function displayMetrics()
local ww, wh = love.graphics.getDimensions()
local pw, ph = ww, wh
if love.graphics.getPixelDimensions then
pw, ph = love.graphics.getPixelDimensions()
end
local dpi = 1
if ww > 0 and pw > 0 then
dpi = pw / ww
elseif love.graphics.getDPIScale then
dpi = love.graphics.getDPIScale()
local dpiX, dpiY = 1, 1
if ww > 0 and pw > 0 then dpiX = pw / ww end
if wh > 0 and ph > 0 then dpiY = ph / wh end
-- No pixel API (headless / old stub): fall back to getDPIScale, else 1.
if (dpiX == 1 and dpiY == 1) and not love.graphics.getPixelDimensions
and love.graphics.getDPIScale then
local d = love.graphics.getDPIScale()
if d and d > 1e-6 then dpiX, dpiY = d, d end
end
if not dpi or dpi < 1e-6 then dpi = 1 end
return ww, wh, pw, ph, dpi
if dpiX < 1e-6 then dpiX = 1 end
if dpiY < 1e-6 then dpiY = 1 end
return ww, wh, pw, ph, dpiX, dpiY
end
function Renderer:init()
@@ -57,25 +88,63 @@ function Renderer:init()
-- the projected ground in endFrame; never touched while tilt is off.
self.uprightCanvas = nil
self.uprightActive = false
-- a render pipeline's finished world image, already at window resolution
-- (see src/render/Pipelines.lua). nil is "no pipeline rendered this
-- frame", which is every vanilla frame.
self.worldOverride = nil
end
-- Hand endFrame a pipeline's world image to composite instead of the world
-- canvas. Cleared every frame, so a pipeline that declines one frame falls
-- straight back to the 2D path rather than showing a stale image.
function Renderer:setWorldOverride(canvas)
-- Defensive: a pipeline that hands back a non-canvas (forgotten return, a
-- truthy sentinel) must not reach the worldOverride blit in endFrame, where
-- love.graphics.draw on it would crash the frame. Reject it and fall back
-- to the 2D path rather than trust it.
if canvas ~= nil and not isCanvas(canvas) then canvas = nil end
self.worldOverride = canvas
end
-- Integer framebuffer pixels per GB pixel that fit the window. Zoom /
-- GBCFX / callers treat this as the crisp scale; endFrame converts to LOVE
-- units via / dpi when drawing.
-- units via / dpiX and / dpiY when drawing.
function Renderer:fitScale()
local _, _, pw, ph = displayMetrics()
return math.max(1, math.floor(math.min(pw / self.WIDTH, ph / self.HEIGHT)))
end
-- world-pass canvas size in world pixels: enough to fill the window at s'.
-- In tilt mode the canvas grows (both dimensions, by Tilt.viewGrowth) so
-- the projected ground plane still covers the whole window with no
-- background peeking at the receded top/bottom corners; flat mode returns
-- exactly today's size (growth factor is 1 when tilt is inactive).
-- LOVE-unit draw scales endFrame uses for the UI blit: integer framebuffer
-- scale (fitScale) divided by each axis's unit→pixel factor, so a GB pixel
-- lands on fitScale() whole PHYSICAL pixels on both axes once LOVE applies
-- its projection (fitScale() == drawScaleX() * dpiX == drawScaleY() * dpiY).
-- Exposed for #208's regression (square pixels when dpiX ≠ dpiY).
function Renderer:drawScaleX()
local _, _, _, _, dpiX = displayMetrics()
return self:fitScale() / dpiX
end
function Renderer:drawScaleY()
local _, _, _, _, _, dpiY = displayMetrics()
return self:fitScale() / dpiY
end
-- Back-compat alias: uniform surfaces have drawScaleX == drawScaleY.
function Renderer:drawScale()
return self:drawScaleX()
end
-- world-pass canvas size in world pixels: enough to fill the drawable at s'.
-- Sized from framebuffer pixels (not unit dims) so anisotropic dpiX/dpiY
-- cannot over/under-cover the window. In tilt mode the canvas grows (both
-- dimensions, by Tilt.viewGrowth) so the projected ground plane still covers
-- the whole window with no background peeking at the receded top/bottom
-- corners; flat mode returns exactly today's size (growth factor is 1 when
-- tilt is inactive).
function Renderer:worldViewSize()
local ww, wh, _, _, dpi = displayMetrics()
local s = Zoom.scale(self:fitScale()) / dpi
local vw, vh = Zoom.fillViewSize(s, ww, wh)
local _, _, pw, ph = displayMetrics()
local sp = Zoom.scale(self:fitScale())
local vw, vh = math.ceil(pw / sp), math.ceil(ph / sp)
-- Even sizes keep Camera:follow on integer pixels (viewW/2 is integral),
-- so unfloored FX/sprite math cannot phase-shimmer against the tile layer.
if vw % 2 ~= 0 then vw = vw + 1 end
@@ -91,6 +160,7 @@ end
function Renderer:beginFrame(transparent)
self.worldActive = false
self.uprightActive = false
self.worldOverride = nil
-- warp-fade overlay from Transition (issue #121); cleared each frame so
-- a popped transition cannot leave a sticky black veil
self.worldFadeAlpha = nil
@@ -112,21 +182,24 @@ end
-- Black 8x8 (scaled) blocks cascading outward from the classic GB letterbox
-- into the surrounding window, matching BattleTransition wipe progress.
-- Tiles that sit entirely inside the 160x144 square are left to the OG wipe.
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, S)
-- Sx/Sy are LOVE-unit scales (Sy defaults to Sx on uniform surfaces).
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, Sx, Sy)
if not prog or prog <= 0 then return end
local TILE = 8 * S
if TILE < 1 then TILE = 1 end
local cols = math.ceil(ww / TILE)
local rows = math.ceil(wh / TILE)
Sy = Sy or Sx
local TILE_W, TILE_H = 8 * Sx, 8 * Sy
if TILE_W < 1 then TILE_W = 1 end
if TILE_H < 1 then TILE_H = 1 end
local cols = math.ceil(ww / TILE_W)
local rows = math.ceil(wh / TILE_H)
local cx, cy = ox + vpw / 2, oy + vph / 2
local order = {}
for row = 0, rows - 1 do
for col = 0, cols - 1 do
local x, y = col * TILE, row * TILE
local x, y = col * TILE_W, row * TILE_H
-- any tile with area outside the letterbox participates
if x < ox or y < oy or x + TILE > ox + vpw or y + TILE > oy + vph then
local dist = math.max(math.abs(x + TILE / 2 - cx),
math.abs(y + TILE / 2 - cy))
if x < ox or y < oy or x + TILE_W > ox + vpw or y + TILE_H > oy + vph then
local dist = math.max(math.abs(x + TILE_W / 2 - cx),
math.abs(y + TILE_H / 2 - cy))
order[#order + 1] = { x, y, dist }
end
end
@@ -143,7 +216,7 @@ function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, S)
love.graphics.setScissor(0, 0, ww, wh)
for i = 1, n do
local t = order[i]
love.graphics.rectangle("fill", t[1], t[2], TILE, TILE)
love.graphics.rectangle("fill", t[1], t[2], TILE_W, TILE_H)
end
love.graphics.setScissor()
love.graphics.setColor(1, 1, 1, 1)
@@ -266,10 +339,11 @@ end
-- into (nil = default framebuffer; presentCanvas when CRT is on).
-- Returns true on success; false (no shader/mesh) tells endFrame to fall
-- back to the flat blit unchanged.
function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
function Renderer:drawTiltedWorld(zoneList, sx, sy, wox, woy, target)
local shader = self:tiltShader()
local mesh = self:tiltMesh()
if not (shader and mesh) then return false end
sy = sy or sx
local wvw = self.worldCanvas:getWidth()
local wvh = self.worldCanvas:getHeight()
@@ -318,7 +392,7 @@ function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
mesh:setVertices(Tilt.meshCorners(wvw, wvh))
love.graphics.push()
love.graphics.translate(wox, woy)
love.graphics.scale(s, s)
love.graphics.scale(sx, sy)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setShader(shader)
love.graphics.draw(mesh)
@@ -360,14 +434,15 @@ end
-- presented through the GBC FX shader as a final pass.
function Renderer:endFrame(zones, worldZones)
love.graphics.setCanvas()
local ww, wh, pw, ph, dpi = displayMetrics()
-- Sp = integer framebuffer pixels per GB pixel; S = LOVE-unit draw scale.
local ww, wh, pw, ph, dpiX, dpiY = displayMetrics()
-- Sp = integer framebuffer pixels per GB pixel;
-- Sx/Sy = LOVE-unit draw scales (may differ when dpiX ≠ dpiY).
local Sp = self:fitScale()
local S = Sp / dpi
local vpw, vph = self.WIDTH * S, self.HEIGHT * S
local Sx, Sy = Sp / dpiX, Sp / dpiY
local vpw, vph = self.WIDTH * Sx, self.HEIGHT * Sy
-- Snap the letterbox origin to a framebuffer pixel, then convert to units.
local ox = math.floor((pw - self.WIDTH * Sp) / 2) / dpi
local oy = math.floor((ph - self.HEIGHT * Sp) / 2) / dpi
local ox = math.floor((pw - self.WIDTH * Sp) / 2) / dpiX
local oy = math.floor((ph - self.HEIGHT * Sp) / 2) / dpiY
local GBCFX = require("src.render.GBCFX")
-- Forced mono/Classic modes still need a whole-screen zone when a state
-- exposes no SGB packets (raw DMG canvas), so sendColors can remap.
@@ -380,7 +455,11 @@ function Renderer:endFrame(zones, worldZones)
zones = withTrueColor(zones, "ui")
worldZones = withTrueColor(worldZones, "world")
local needPresent = GBCFX.active()
-- A post-process pipeline needs the whole composite in a canvas for the
-- same reason GBC FX does, so either one alone is enough to take the
-- present path; with neither, the frame draws straight to the screen
-- exactly as it always did.
local needPresent = GBCFX.active() or Pipelines.wantsPresent()
local present = nil
if needPresent then
if not self.presentCanvas or self.presentCanvas:getWidth() ~= ww
@@ -408,14 +487,15 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
-- blit `canvas` at `scale` (LOVE units) into origin (bx, by), scissored to
-- the (boxX, boxY, boxW, boxH) screen rect. zoneScale converts zone
-- coords (canvas-space) into screen units.
local function blit(canvas, scale, zoneList, zoneScale, bx, by, boxX, boxY, boxW, boxH)
-- blit `canvas` at (sx, sy) LOVE-unit scales into origin (bx, by),
-- scissored to the (boxX, boxY, boxW, boxH) screen rect. zoneSx/zoneSy
-- convert zone coords (canvas-space) into screen units.
local function blit(canvas, sx, sy, zoneList, zoneSx, zoneSy,
bx, by, boxX, boxY, boxW, boxH)
local shader = zoneList and zoneList[1] and PaletteFX.shader() or nil
if not shader then
love.graphics.setScissor(boxX, boxY, boxW, boxH)
love.graphics.draw(canvas, bx, by, 0, scale, scale)
love.graphics.draw(canvas, bx, by, 0, sx, sy)
love.graphics.setScissor()
return
end
@@ -431,23 +511,43 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.setShader(not plain and shader or nil)
end
if not plain then PaletteFX.sendColors(shader, z.colors) end
if scissorClamped(bx + z.x * zoneScale, by + z.y * zoneScale,
z.w * zoneScale, z.h * zoneScale,
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
z.w * zoneSx, z.h * zoneSy,
boxX, boxY, boxW, boxH) then
love.graphics.draw(canvas, bx, by, 0, scale, scale)
love.graphics.draw(canvas, bx, by, 0, sx, sy)
end
end
love.graphics.setScissor()
love.graphics.setShader()
end
if self.worldActive then
if self.worldOverride then
-- A render pipeline already produced the whole world -- terrain,
-- characters and its own FX overlay -- as one window-resolution image,
-- so it composites with a straight 1:1 blit and the world canvas is
-- skipped entirely (nothing drew into it). The UI blit below still
-- runs, so dialogs, menus and the HUD sit on top as usual.
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setScissor(0, 0, ww, wh)
love.graphics.draw(self.worldOverride, 0, 0, 0, 1 / dpiX, 1 / dpiY)
love.graphics.setScissor()
-- the screen-space overlays the flat path draws over its composite
local fade = self.worldFadeAlpha
if fade and fade > 0 then
love.graphics.setColor(0, 0, 0, fade)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
if self.battleCascadeProg then
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
elseif self.worldActive then
local sp = Zoom.scale(Sp)
local s = sp / dpi
local sx, sy = sp / dpiX, sp / dpiY
local wvw = self.worldCanvas:getWidth()
local wvh = self.worldCanvas:getHeight()
local wox = math.floor((pw - wvw * sp) / 2) / dpi
local woy = math.floor((ph - wvh * sp) / 2) / dpi
local wox = math.floor((pw - wvw * sp) / 2) / dpiX
local woy = math.floor((ph - wvh * sp) / 2) / dpiY
-- Tilt mode projects the ground world pass through the perspective mesh
-- (SGB zones baked in beforehand -- see drawTiltedWorld -- so no zone
-- scissoring here). drawTiltedWorld returns false when tilt is off or
@@ -455,12 +555,12 @@ function Renderer:endFrame(zones, worldZones)
-- falls through to the flat blit, keeping the flat frame byte-for-byte
-- identical to today.
local projected =
Tilt.active() and self:drawTiltedWorld(worldZones or zones, s, wox, woy, present)
Tilt.active() and self:drawTiltedWorld(worldZones or zones, sx, sy, wox, woy, present)
if not projected then
if worldZones then
blit(self.worldCanvas, s, worldZones, s, wox, woy, 0, 0, ww, wh)
blit(self.worldCanvas, sx, sy, worldZones, sx, sy, wox, woy, 0, 0, ww, wh)
else
blit(self.worldCanvas, s, zones, S, wox, woy, 0, 0, ww, wh)
blit(self.worldCanvas, sx, sy, zones, Sx, Sy, wox, woy, 0, 0, ww, wh)
end
-- OBP-baked overworld sprites replay on top of the zone pass (GBC
-- mode per-object coloring; see PaletteFX.markSpriteRedraw). Grass
@@ -481,11 +581,11 @@ function Renderer:endFrame(zones, worldZones)
end
if wanted then PaletteFX.sendColors(wanted, r.colors) end
if r.quad then
love.graphics.draw(r.image, r.quad, wox + r.x * s, woy + r.y * s,
0, s * r.sx, s)
love.graphics.draw(r.image, r.quad, wox + r.x * sx, woy + r.y * sy,
0, sx * r.sx, sy)
else
love.graphics.draw(r.image, wox + r.x * s, woy + r.y * s,
0, s * r.sx, s)
love.graphics.draw(r.image, wox + r.x * sx, woy + r.y * sy,
0, sx * r.sx, sy)
end
end
if activeShader then love.graphics.setShader() end
@@ -502,7 +602,7 @@ function Renderer:endFrame(zones, worldZones)
local M = self.UPRIGHT_MARGIN
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setScissor(0, 0, ww, wh)
love.graphics.draw(self.uprightCanvas, wox - M * s, woy - M * s, 0, s, s)
love.graphics.draw(self.uprightCanvas, wox - M * sx, woy - M * sy, 0, sx, sy)
love.graphics.setScissor()
end
-- Screen-space warp fade (Transition) over the full world composite so
@@ -518,19 +618,34 @@ function Renderer:endFrame(zones, worldZones)
-- Battle transition: cascade black blocks into the area outside the
-- classic 160x144 wipe square (world still shows through until filled).
if self.battleCascadeProg then
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, S)
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
end
-- UI stays in the classic centered GB letterbox
blit(self.canvas, S, zones, S, ox, oy, ox, oy, vpw, vph)
blit(self.canvas, Sx, Sy, zones, Sx, Sy, ox, oy, ox, oy, vpw, vph)
if present then
love.graphics.setCanvas()
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(present, Sp)
-- Post-process pipelines run over the finished composite -- world, UI
-- and all -- and before GBC FX, so a blur or colour grade is what the
-- LCD grid is then drawn over rather than something that smears the
-- grid itself. Each pass hands back a canvas; with none registered
-- this returns `present` unchanged and the frame is byte-identical.
local composed = Pipelines.present(present,
{ width = ww, height = wh, scale = Sp, dpi = dpiY, dpiX = dpiX, dpiY = dpiY }) or present
if GBCFX.active() then
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(composed, Sp)
else
-- the present canvas only existed for the post-process, so put the
-- result on the screen at the same 1:1 unit mapping it was built at
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(composed, 0, 0)
end
end
self.worldActive = false
self.uprightActive = false
self.worldOverride = nil
PaletteFX.setPass(nil)
end
+37 -5
View File
@@ -65,8 +65,12 @@ end
Assets.register(SpriteRenderer.invalidate)
-- exported: a render pipeline's own sprite geometry picks frames by the
-- same tables, so a 3D pose can never drift from the 2D one
local STAND = { down = 0, up = 1, left = 2, right = 2 }
local WALK = { down = 3, up = 4, left = 5, right = 5 }
SpriteRenderer.STAND = STAND
SpriteRenderer.WALK = WALK
-- seed: any stable per-instance value (e.g. an NPC's `id`) used to resolve
-- RED++'s per-instance "random" OBP sentinel (PaletteFX.spriteObp)
@@ -83,6 +87,32 @@ function SpriteRenderer.new(spriteDef, seed)
return self
end
-- The image this sprite would draw from right now: the plain sheet, or the
-- OBP-recolored bake of it. Exposed so a render pipeline can texture its
-- own geometry from the very same image -- the geometry carries sheet pixel
-- coordinates rather than baked colors, so sharing this one resolver is
-- what makes palette modes and sprite-replacing mods apply to 2D and 3D
-- alike.
--
-- Deliberately free of draw's bookkeeping: markTrueColor and
-- markSpriteRedraw exist to patch up the screen-space zone shader, and a
-- pipeline that renders into its own canvas never runs through it. For the
-- same reason the OG-RED bake is returned unconditionally here rather than
-- only during a redraw pass -- there is no later pass to restore it.
function SpriteRenderer:resolveImage()
if self.def.trueColor then return self.image end
if PaletteFX.usesGbcPack() then
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then return getObpImage(self.def.image, colors, group) end
elseif PaletteFX.usesSpriteObp() then
-- OG boot-ROM OBJ palette: green on Red, pink on Blue (PaletteFX.ogObj
-- returns colors + a version-distinct cache group so the two never
-- collide in obpCache) -- see issue #155
return getObpImage(self.def.image, PaletteFX.ogObj())
end
return self.image
end
-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
-- steps mirror the walk frame for up/down (GB uses OAM flip for this).
local function blitFrame(image, quad, x, y, flip, redraw)
@@ -114,11 +144,13 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
image = getObpImage(self.def.image, colors, group)
end
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
-- OG RED (GBC boot-ROM look): every OBJ wears the one global green
-- object palette. The red BG zone shader still runs over the world
-- canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its green pixels on top.
image = getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
-- OG RED (GBC boot-ROM look): every OBJ wears the one global object
-- palette -- green over Red's red background, pink over Blue's blue
-- background (PaletteFX.ogObj, #155). The BG zone shader still runs over
-- the world canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its object-colored pixels on
-- top.
image = getObpImage(self.def.image, PaletteFX.ogObj())
redraw = true
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
+68 -23
View File
@@ -50,6 +50,7 @@ function TextBox.new(game, text, onDone, opts)
self.charIndex = 0
self.shown = {} -- visible lines (max 2), each a list of glyph codes
self.waiting = false
self.contAdvance = false
self.done = false
self.blink = 0
self:beginLine()
@@ -65,7 +66,11 @@ TextBox.TOKENS = {
PLAYER = function(game) return game.save.player.name or "RED" end,
RIVAL = function(game) return game.save.player.rival or "BLUE" end,
RAM = function(game, arg)
return arg == "wStringBuffer" and game.stringBuffer or nil
if arg == "wStringBuffer" then return game.stringBuffer end
if arg == "wBoxNumString" then return game.boxNumString end
-- SendNewMonToBox / _SentToBoxText reads the deposited nick here
if arg == "wBoxMonNicks" then return game.boxMonNicks end
return nil
end,
}
@@ -83,31 +88,55 @@ end
-- Split marked-up text into pages of lines. \v-scrolled lines become
-- additional lines on the same page (the box scrolls them).
-- pages.contBefore[p][i] is true when line i was preceded by \v (cont):
-- pokered ContText waits for A/B + ▼ before scrolling that line in.
function TextBox.paginate(text, maxCols)
maxCols = maxCols or (Theme.textBox and Theme.textBox.maxCols) or MAX_COLS
local pages = {}
local contBefore = {}
local function pushLine(lines, conts, line, wait)
while #line > maxCols do
local cut = maxCols
for i = maxCols, 1, -1 do
if line:sub(i, i) == " " then cut = i break end
end
table.insert(lines, line:sub(1, cut))
table.insert(conts, wait)
wait = false
line = line:sub(cut + 1)
end
table.insert(lines, line)
table.insert(conts, wait)
end
for pageText in (text .. "\f"):gmatch("(.-)\f") do
if pageText ~= "" then
local lines = {}
for chunk in (pageText .. "\n"):gmatch("(.-)[\n\v]") do
local line = chunk
-- wrap long lines defensively (the source rarely needs it)
while #line > maxCols do
local cut = maxCols
for i = maxCols, 1, -1 do
if line:sub(i, i) == " " then cut = i break end
end
table.insert(lines, line:sub(1, cut))
line = line:sub(cut + 1)
local lines, conts = {}, {}
local pos, waitNext = 1, false
while true do
local npos = pageText:find("[\n\v]", pos)
if not npos then
pushLine(lines, conts, pageText:sub(pos), waitNext)
break
end
table.insert(lines, line)
pushLine(lines, conts, pageText:sub(pos, npos - 1), waitNext)
waitNext = pageText:sub(npos, npos) == "\v"
pos = npos + 1
end
if lines[#lines] == "" then
table.remove(lines)
table.remove(conts)
end
if #lines > 0 then
table.insert(pages, lines)
table.insert(contBefore, conts)
end
-- drop trailing empty line from the final gmatch round
if lines[#lines] == "" then table.remove(lines) end
if #lines > 0 then table.insert(pages, lines) end
end
end
if #pages == 0 then pages = { { "" } } end
if #pages == 0 then
pages = { { "" } }
contBefore = { { false } }
end
pages.contBefore = contBefore
return pages
end
@@ -179,10 +208,17 @@ function TextBox:update(dt)
if input:wasPressed("a") or input:wasPressed("b") then
require("src.core.Sound").play(self.game.data, "Press_AB")
self.waiting = false
self.shown = {}
self.pageIndex = self.pageIndex + 1
self.lineIndex = 1
self:beginLine()
if self.contAdvance then
-- ContText / ManualTextScroll: keep the box, scroll one line
self.contAdvance = false
self.lineIndex = self.lineIndex + 1
self:beginLine()
else
self.shown = {}
self.pageIndex = self.pageIndex + 1
self.lineIndex = 1
self:beginLine()
end
end
return
end
@@ -203,10 +239,19 @@ function TextBox:update(dt)
-- line finished
local page = self.pages[self.pageIndex]
if self.lineIndex < #page then
self.lineIndex = self.lineIndex + 1
self:beginLine()
local nextIdx = self.lineIndex + 1
local conts = self.pages.contBefore and self.pages.contBefore[self.pageIndex]
if conts and conts[nextIdx] then
-- pokered <CONT>: ▼ + WaitForTextScrollButtonPress before scroll
self.waiting = true
self.contAdvance = true
else
self.lineIndex = nextIdx
self:beginLine()
end
elseif self.pageIndex < #self.pages then
self.waiting = true
self.contAdvance = false
else
self.done = true
end
+5
View File
@@ -179,6 +179,11 @@ local function recolorSample(r, g, b, a, colors)
return col[1] / 255, col[2] / 255, col[3] / 255, a
end
-- exported: a render pipeline bakes a map's palette into its own texture
-- atlas the same way, and has to land on the identical colors as the 2D
-- tiles it is standing in for
TileRenderer.recolorSample = recolorSample
-- the 8 shifted variants of one tile (built once per sheet + tile id [+
-- gbcKey, when `colors` recolors it for RED++ -- see buildAnim])
local shiftVariants = {}
+813
View File
@@ -0,0 +1,813 @@
-- Vanilla Gen1 (Red/Blue, international) raw SRAM save (32768 bytes) <->
-- this project's save.lua shape (src/core/SaveData.lua / SaveData.newGame).
--
-- Pure Lua, no love.* dependency -- runs under plain luajit for the CLI
-- (tools/save_convert/convert.lua) and headless tests alike.
--
-- Every offset below was derived mechanically from the authoritative
-- source (../pokered/ram/wram.asm, ram/sram.asm, macros/ram.asm) and
-- cross-checked against three independently well-known Gen1 save
-- addresses: money @ 0x25F3, badges @ 0x2602, party data @ 0x2F2C --
-- all three fall out exactly right from the single sPlayerName anchor
-- below, strong triangulated confirmation the whole chain (SRAM bank 1
-- layout, wMainData field order, party_struct/box_struct sizes) is right.
--
-- SRAM layout (32768 bytes = 4 banks x 8192): bank 0 is sprite buffers +
-- Hall of Fame (not modeled -- see "explicitly out of scope" in the
-- save-converter plan); bank 1 is "Save Data" (sPlayerName through
-- sMainDataCheckSum); banks 2/3 are the 12 PC boxes (6 each) + checksums.
--
-- Fields with no equivalent in save.lua (current sprite/animation state,
-- connection-header cache, Day Care, Safari Zone, HOF roster) are
-- intentionally not modeled: on export, encode() starts from the
-- ORIGINAL imported bytes as a template when available (GenSave.decode
-- stashes them) so that scratch state round-trips untouched instead of
-- being invented; with no template (a save that originated in this
-- project) those bytes stay zero-filled, which is safe because the real
-- game regenerates all of it from wCurMap on the next map load anyway.
local bit = require("bit")
local GenSave = {}
-- ------------------------------------------------------------------
-- Absolute byte offsets (0-based, matching a raw 32768-byte .sav file)
-- ------------------------------------------------------------------
local NAME_LENGTH = 11
local PARTY_LENGTH = 6
local MONS_PER_BOX = 20
local NUM_BADGES = 8
local BOX_STRUCT_SIZE = 33 -- Species,HP,Level,Status,Type1,Type2,CatchRate,
-- Moves x4,OTID,Exp x3,HPExp,AtkExp,DefExp,
-- SpdExp,SpcExp,DVs,PP x4 (macros/ram.asm box_struct)
local PARTY_STRUCT_SIZE = 44 -- box_struct + Level + Stats x5 (party_struct)
local BOX_REGION_SIZE = 1 + (MONS_PER_BOX + 1) + MONS_PER_BOX * BOX_STRUCT_SIZE
+ MONS_PER_BOX * NAME_LENGTH + MONS_PER_BOX * NAME_LENGTH -- 1122
local O = {}
O.playerName = 9624 -- sPlayerName (11B) = 0x2598
O.mainData = O.playerName + NAME_LENGTH -- sMainData (wMainDataStart mirror)
O.pokedexOwned = O.mainData + 0 -- 19B (flag_array 151)
O.pokedexSeen = O.mainData + 19 -- 19B
O.numBagItems = O.mainData + 38 -- 1B
O.bagItems = O.mainData + 39 -- 41B (20 x (id,qty) + $FF term)
O.money = O.mainData + 80 -- 3B BCD = 0x25F3
O.rivalName = O.mainData + 83 -- 11B
O.options = O.mainData + 94 -- 1B
O.badges = O.mainData + 95 -- 1B = 0x2602
O.playerId = O.mainData + 98 -- 2B (big-endian)
O.curMap = O.mainData + 103 -- 1B
O.yCoord = O.mainData + 106 -- 1B
O.xCoord = O.mainData + 107 -- 1B
O.lastMap = O.mainData + 110 -- 1B
O.numPcItems = O.mainData + 579 -- 1B
O.pcItems = O.mainData + 580 -- 101B (50 x (id,qty) + $FF term)
O.currentBoxNum = O.mainData + 681 -- 1B (bits 0-6: box 0-11, bit 7: unused here)
O.coins = O.mainData + 685 -- 2B BCD
O.eventFlags = O.mainData + 1104 -- 320B (flag_array NUM_EVENTS = 2560 bits)
-- Play time (wPlayTimeHours/Maxed/Minutes/Seconds/Frames) lives INSIDE the
-- sMainData window (wMainDataStart..wMainDataEnd is copied verbatim into
-- SRAM), 1866 bytes past wMainDataStart -- reached from the checksum-verified
-- wEventFlags anchor: 320 (event flag_array) + 293 (the wGrassRate/enemy-party
-- battle UNION) + 66 + 66 (wEnemyMonOT/Nicks, 6 x NAME_LENGTH each; the
-- rgbds FOR n,1,PARTY_LENGTH+1 loop is end-exclusive => 6 mons, not 7) + 2
-- (wTrainerHeaderPtr) + 6 (ds) + 1 (wOpponentAfterWrongAnswer) + 1
-- (wCurMapScript) + 7 (ds) = 762. Confirmed on the real fixture: those five
-- bytes read 201h 30m 07s, a sane completed-save clock.
O.playTimeHours = O.mainData + 1866 -- 1B
O.playTimeMaxed = O.mainData + 1867 -- 1B (set once past 255h)
O.playTimeMinutes = O.mainData + 1868 -- 1B (0-59)
O.playTimeSeconds = O.mainData + 1869 -- 1B (0-59)
O.playTimeFrames = O.mainData + 1870 -- 1B (0-59, 1/60s ticks)
O.mainDataSize = 1929 -- wMainDataEnd - wMainDataStart
O.spriteData = O.mainData + O.mainDataSize
O.spriteDataSize = 512 -- 2 x 16 sprites x 16B
O.partyData = O.spriteData + O.spriteDataSize -- = 0x2F2C
O.partyCount = O.partyData
O.partySpecies = O.partyData + 1 -- 7B (PARTY_LENGTH+1)
O.partyMons = O.partyData + 8 -- 6 x 44B
O.partyMonOT = O.partyData + 8 + PARTY_LENGTH * PARTY_STRUCT_SIZE
O.partyMonNicks = O.partyMonOT + PARTY_LENGTH * NAME_LENGTH
O.partyDataSize = 1 + (PARTY_LENGTH + 1) + PARTY_LENGTH * PARTY_STRUCT_SIZE
+ PARTY_LENGTH * NAME_LENGTH + PARTY_LENGTH * NAME_LENGTH -- 404
O.curBoxData = O.partyData + O.partyDataSize
O.boxCount = O.curBoxData
O.boxSpecies = O.curBoxData + 1 -- 21B
O.boxMons = O.curBoxData + 22 -- 20 x 33B
O.boxMonOT = O.curBoxData + 22 + MONS_PER_BOX * BOX_STRUCT_SIZE
O.boxMonNicks = O.boxMonOT + MONS_PER_BOX * NAME_LENGTH
O.checksumStart = O.playerName
O.checksumEnd = O.curBoxData + BOX_REGION_SIZE + 1 -- + sTileAnimations (1B)
O.mainChecksum = O.checksumEnd -- 1B
O.box1 = 16384 -- bank 2 start
O.boxBank2Checksum = O.box1 + 6 * BOX_REGION_SIZE
O.boxBank2IndividualChecksums = O.boxBank2Checksum + 1 -- 6B
O.box7 = 24576 -- bank 3 start
O.boxBank3Checksum = O.box7 + 6 * BOX_REGION_SIZE
O.boxBank3IndividualChecksums = O.boxBank3Checksum + 1 -- 6B
GenSave.OFFSETS = O
GenSave.BOX_REGION_SIZE = BOX_REGION_SIZE
GenSave.SAVE_SIZE = 32768
-- ------------------------------------------------------------------
-- Byte-level helpers. `bytes` is a 32768-byte Lua string (1-based
-- indexing, so byte offset N is string position N+1); `buf` for writing
-- is a 32768-entry array of 1-char strings, joined at the end.
-- ------------------------------------------------------------------
local function u8(bytes, off) return bytes:byte(off + 1) end
local function u16be(bytes, off) return u8(bytes, off) * 256 + u8(bytes, off + 1) end
local function u24be(bytes, off)
return u8(bytes, off) * 65536 + u8(bytes, off + 1) * 256 + u8(bytes, off + 2)
end
local function setByte(buf, off, v)
buf[off + 1] = string.char(bit.band(v, 0xFF))
end
local function setU16be(buf, off, v)
setByte(buf, off, bit.band(bit.rshift(v, 8), 0xFF))
setByte(buf, off + 1, bit.band(v, 0xFF))
end
local function setU24be(buf, off, v)
setByte(buf, off, bit.band(bit.rshift(v, 16), 0xFF))
setByte(buf, off + 1, bit.band(bit.rshift(v, 8), 0xFF))
setByte(buf, off + 2, bit.band(v, 0xFF))
end
local function setBcd(buf, off, nbytes, v)
for i = nbytes - 1, 0, -1 do
local d = v % 100
v = math.floor(v / 100)
setByte(buf, off + i, math.floor(d / 10) * 16 + (d % 10))
end
end
local function readBcd(bytes, off, nbytes)
local n = 0
for i = 0, nbytes - 1 do
local b = u8(bytes, off + i)
n = n * 100 + math.floor(b / 16) * 10 + (b % 16)
end
return n
end
-- CalcCheckSum (engine/menus/save.asm): complement of the additive sum
local function checksum(bytes, from, to)
local sum = 0
for i = from, to - 1 do sum = bit.band(sum + u8(bytes, i), 0xFF) end
return bit.band(bit.bnot(sum), 0xFF)
end
-- flag_array packs LSB-first within each byte (bit 0 of byte 0 = index 0).
-- This is pokered's runtime FlagAction convention (home/predef macros): it
-- takes flag number N, addresses byte N/8, and builds the mask by rotating
-- a 1 left N%8 times starting from bit 0 -- i.e. flag N%8==0 is the LSB.
-- Same convention PKHeX uses for Gen1 dex/event flags (FlagUtil.GetFlag:
-- data[ofs + bit/8] >> (bit%8) & 1). Cross-validated against the real save:
-- ZAPDOS (dex 145) is physically boxed there, so its owned/seen flag must be
-- set; only the LSB reading returns it set (MSB-first spuriously drops
-- exactly that one bit at the byte-18 boundary), yielding a complete 151/151
-- dex. The prior MSB-first code round-tripped self-consistently but decoded
-- every flag_array (pokedex AND event flags) to the wrong bit.
local function bitGet(bytes, base, index)
local byteOff = base + math.floor(index / 8)
local b = u8(bytes, byteOff)
return bit.band(bit.rshift(b, index % 8), 1) == 1
end
-- Set one bit directly in `buf` (0-based flag index into a flag_array
-- starting at `base`), preserving every other bit already in that byte --
-- template bytes (see encode()'s header note) survive for bits this pass
-- never explicitly touches, e.g. event-flag bits with no known name
-- sharing a byte with ones that do.
local function bitSet(buf, base, index, value)
local byteOff = base + math.floor(index / 8)
local bitIdx = index % 8
local cur = buf[byteOff + 1] and buf[byteOff + 1]:byte() or 0
local mask = bit.lshift(1, bitIdx)
setByte(buf, byteOff, value and bit.bor(cur, mask) or bit.band(cur, bit.bnot(mask)))
end
-- ------------------------------------------------------------------
-- Text (fixed-length name fields: charmap-encoded, "@" ($50) terminated,
-- $50-padded after the terminator). setCharmap(cm) must be called once
-- before decode/encode (src/save_convert/data/charmap.lua's shape).
-- ------------------------------------------------------------------
local charmap
function GenSave.setCharmap(cm) charmap = cm end
local function decodeName(bytes, off, len)
local out = {}
for i = 0, len - 1 do
local b = u8(bytes, off + i)
if b == 0x50 then break end
out[#out + 1] = charmap.byByte[b] or "?"
end
return table.concat(out)
end
local function encodeName(buf, off, len, text)
local i, pos = 0, 1
while i < len - 1 and pos <= #text do
-- a bracketed control token (e.g. "<DOT>", from decodeName reading a
-- byte with no plain-glyph mapping) is ONE game character despite
-- being several text bytes here; match it as a whole unit first, or
-- it would fall through to per-byte matching and turn into "?" x5
local bracket = text:match("^(<[^<>]*>)", pos)
local ch, clen
if bracket and charmap.byToken[bracket] then
ch, clen = bracket, #bracket
else
local b0 = text:byte(pos)
clen = (b0 < 0x80 and 1) or (b0 < 0xE0 and 2) or (b0 < 0xF0 and 3) or 4
ch = text:sub(pos, pos + clen - 1)
end
setByte(buf, off + i, charmap.byToken[ch] or charmap.byToken["?"] or 0x50)
i, pos = i + 1, pos + clen
end
-- Write exactly ONE $50 terminator and then STOP. The bytes after it are
-- left untouched: when encoding over a template they stay as the original
-- save's post-terminator padding (so an unchanged name round-trips
-- byte-identical), and on a templateless export they stay zero-filled. The
-- game reads a name only up to the first $50, so whatever follows is inert.
if i < len then setByte(buf, off + i, 0x50) end
end
-- ------------------------------------------------------------------
-- DV / PP packing (box_struct DVs, PP)
-- ------------------------------------------------------------------
-- DVs:: dw, packed as byte0=(Attack<<4)|Defense, byte1=(Speed<<4)|Special;
-- HP DV is derived, not stored, from each stat DV's low bit.
local function decodeDVs(bytes, off)
local b0, b1 = u8(bytes, off), u8(bytes, off + 1)
local atk, def = bit.rshift(b0, 4), bit.band(b0, 0xF)
local spe, spc = bit.rshift(b1, 4), bit.band(b1, 0xF)
local hp = bit.bor(bit.lshift(bit.band(atk, 1), 3), bit.lshift(bit.band(def, 1), 2),
bit.lshift(bit.band(spe, 1), 1), bit.band(spc, 1))
return { hp = hp, attack = atk, defense = def, speed = spe, special = spc }
end
local function encodeDVs(buf, off, dvs)
setByte(buf, off, bit.bor(bit.lshift(bit.band(dvs.attack or 0, 0xF), 4), bit.band(dvs.defense or 0, 0xF)))
setByte(buf, off + 1, bit.bor(bit.lshift(bit.band(dvs.speed or 0, 0xF), 4), bit.band(dvs.special or 0, 0xF)))
end
-- PP byte: top 2 bits = PP Up count (0-3), bottom 6 bits = current PP
local function decodePPByte(b) return bit.band(b, 0x3F), bit.rshift(b, 6) end
local function encodePPByte(pp, ppUps) return bit.bor(bit.lshift(bit.band(ppUps or 0, 3), 6), bit.band(pp or 0, 0x3F)) end
-- ------------------------------------------------------------------
-- Crosswalks (built once from `data` = {pokemon=,moves=,items=,maps=})
-- ------------------------------------------------------------------
-- pokered constants/type_constants.asm PHYSICAL/SPECIAL block; stable,
-- not worth a dedicated extractor for 15 names.
local TYPE_BY_INDEX = {
[0] = "NORMAL", [1] = "FIGHTING", [2] = "FLYING", [3] = "POISON",
[4] = "GROUND", [5] = "ROCK", [6] = "BIRD", [7] = "BUG", [8] = "GHOST",
[20] = "FIRE", [21] = "WATER", [22] = "GRASS", [23] = "ELECTRIC",
[24] = "PSYCHIC_TYPE", [25] = "ICE", [26] = "DRAGON",
}
local TYPE_INDEX = {}
for i, name in pairs(TYPE_BY_INDEX) do TYPE_INDEX[name] = i end
-- Badge bit order (constants/ram_constants.asm BIT_BOULDERBADGE=0 ..
-- BIT_EARTHBADGE=7); this project stores badges as truthy
-- save.inventory[id] entries, not a flag or a separate bitmask
-- (src/inventory/Badges.lua Badges.list's VANILLA order matches exactly).
local BADGE_BY_BIT = {
[0] = "BOULDERBADGE", [1] = "CASCADEBADGE", [2] = "THUNDERBADGE",
[3] = "RAINBOWBADGE", [4] = "SOULBADGE", [5] = "MARSHBADGE",
[6] = "VOLCANOBADGE", [7] = "EARTHBADGE",
}
local BADGE_BY_BIT_SET = {}
for _, name in pairs(BADGE_BY_BIT) do BADGE_BY_BIT_SET[name] = true end
-- STATUS_* bits (constants/battle_constants.asm): 0-2 sleep-turns-left,
-- 3 PSN, 4 BRN, 5 FRZ, 6 PAR
local STATUS_BIT = { PSN = 3, BRN = 4, FRZ = 5, PAR = 6 }
local function decodeStatus(b)
if bit.band(b, 7) > 0 then return "SLP" end
for name, bitIdx in pairs(STATUS_BIT) do
if bit.band(b, bit.lshift(1, bitIdx)) ~= 0 then return name end
end
return nil
end
local function encodeStatus(status)
if status == "SLP" then return 7 end
if status and STATUS_BIT[status] then return bit.lshift(1, STATUS_BIT[status]) end
return 0
end
local function buildIndexCrosswalk(defs)
local byIndex, byId = {}, {}
for id, def in pairs(defs or {}) do
if def.index ~= nil then
byIndex[def.index] = id
byId[id] = def.index
end
end
return byIndex, byId
end
-- Pokedex bit position: NATIONAL DEX NUMBER (1-151), NOT the internal ROM
-- species byte (`def.index`, used for party/box mon structs) -- these are
-- two completely different Gen1 numbering schemes (the whole "MissingNo"
-- phenomenon is dex-number vs internal-index mismatches). This project's
-- generated data has no dedicated dex-number field, but every pokemon.lua
-- entry's `source` documents its extraction origin as "ROM:BaseStats[N]",
-- and BaseStats is declared in dex order in the disassembly -- verified
-- directly against 5 species (BULBASAUR->[1], CHARMANDER->[4],
-- SQUIRTLE->[7], PIKACHU->[25], MEWTWO->[150], all exactly their real
-- national dex numbers) before relying on it here.
local function buildDexCrosswalk(defs)
local byDex, dexOf = {}, {}
for id, def in pairs(defs or {}) do
local n = def.source and tonumber(def.source:match("BaseStats%[(%d+)%]"))
if n then
byDex[n] = id
dexOf[id] = n
end
end
return byDex, dexOf
end
-- TM/HM item entries carry no `index` (data/generated/items.lua extracts
-- them by move/slot, not by their place in the raw item-constant table),
-- so buildIndexCrosswalk alone would silently drop every TM/HM from the
-- bag/PC on encode. Their real item ids ARE derivable: pokered's
-- constants/item_constants.asm declares "HM_\1: the item id, starting at
-- $C4" and "TM_\1: the item id, starting at $C9" for slot 1, incrementing
-- per slot -- i.e. HM01=196+.. , TM01=201+(number-1).
local function addMachineIndices(defs, byIndex, byId)
for id, def in pairs(defs or {}) do
if byId[id] == nil and def.machine and def.machine.number then
local base = def.machine.kind == "HM" and 195 or 200
local idx = base + def.machine.number
byIndex[idx] = id
byId[id] = idx
end
end
end
function GenSave.crosswalks(data)
local pokemonByIndex, pokemonIndex = buildIndexCrosswalk(data.pokemon)
local movesByIndex, movesIndex = buildIndexCrosswalk(data.moves)
local itemsByIndex, itemsIndex = buildIndexCrosswalk(data.items)
addMachineIndices(data.items, itemsByIndex, itemsIndex)
local mapsByIndex, mapsIndex = buildIndexCrosswalk(data.maps)
local pokemonByDex, pokemonDex = buildDexCrosswalk(data.pokemon)
return {
pokemonByIndex = pokemonByIndex, pokemonIndex = pokemonIndex,
pokemonByDex = pokemonByDex, pokemonDex = pokemonDex,
movesByIndex = movesByIndex, movesIndex = movesIndex,
itemsByIndex = itemsByIndex, itemsIndex = itemsIndex,
mapsByIndex = mapsByIndex, mapsIndex = mapsIndex,
speciesDefs = data.pokemon or {},
}
end
-- ------------------------------------------------------------------
-- Mon struct (box_struct is a byte-for-byte prefix of party_struct;
-- decodeMon reads the box_struct fields, then Level+Stats if isParty).
-- Type1/Type2 are read for nothing (this project derives type from
-- species) but re-derived from data.pokemon[species].types on encode.
-- ------------------------------------------------------------------
local function decodeMon(bytes, off, isParty, cw)
local speciesIdx = u8(bytes, off)
if speciesIdx == 0 then return nil end -- empty slot
local species = cw.pokemonByIndex[speciesIdx]
local hp = u16be(bytes, off + 1)
local boxLevel = u8(bytes, off + 3)
local status = decodeStatus(u8(bytes, off + 4))
local catchRate = u8(bytes, off + 7)
local moves = {}
for i = 0, 3 do
local moveIdx = u8(bytes, off + 8 + i)
if moveIdx > 0 then
local pp, ppUps = decodePPByte(u8(bytes, off + 29 + i))
moves[#moves + 1] = { id = cw.movesByIndex[moveIdx], pp = pp, ppUps = ppUps }
end
end
local otId = u16be(bytes, off + 12)
local exp = u24be(bytes, off + 14)
local statExp = {
hp = u16be(bytes, off + 17), attack = u16be(bytes, off + 19),
defense = u16be(bytes, off + 21), speed = u16be(bytes, off + 23),
special = u16be(bytes, off + 25),
}
local dvs = decodeDVs(bytes, off + 27)
local mon = {
species = species, exp = exp, dvs = dvs, statExp = statExp,
hp = hp, status = status, moves = moves, otId = otId,
catchRate = catchRate, level = boxLevel,
-- Type1/Type2 as physically stored. This project derives type from species
-- for gameplay, but the raw bytes are captured so encode() can reproduce
-- them verbatim: some real saves (traded/tampered mons) carry type values
-- that do not match the ROM base stats, and re-deriving would corrupt them.
typeBytes = { u8(bytes, off + 5), u8(bytes, off + 6) },
}
if isParty then
mon.level = u8(bytes, off + 33)
mon.stats = {
hp = u16be(bytes, off + 34), attack = u16be(bytes, off + 36),
defense = u16be(bytes, off + 38), speed = u16be(bytes, off + 40),
special = u16be(bytes, off + 42),
}
end
return mon
end
local function encodeMon(buf, off, mon, isParty, cw)
if not mon then
setByte(buf, off, 0)
return
end
setByte(buf, off, cw.pokemonIndex[mon.species] or 0)
setU16be(buf, off + 1, mon.hp or 0)
setByte(buf, off + 3, mon.level or 1)
setByte(buf, off + 4, encodeStatus(mon.status))
local def = cw.speciesDefs[mon.species]
if mon.typeBytes then
-- reproduce the exact stored type bytes captured on decode (faithful
-- byte round-trip); fresh, engine-built mons have none and derive below.
setByte(buf, off + 5, mon.typeBytes[1] or 0)
setByte(buf, off + 6, mon.typeBytes[2] or 0)
else
local t = (def and def.types) or {}
setByte(buf, off + 5, TYPE_INDEX[t[1]] or 0)
setByte(buf, off + 6, TYPE_INDEX[t[2] or t[1]] or 0)
end
setByte(buf, off + 7, mon.catchRate or (def and def.catchRate) or 0)
for i = 0, 3 do
local mv = mon.moves and mon.moves[i + 1]
setByte(buf, off + 8 + i, mv and (cw.movesIndex[mv.id] or 0) or 0)
setByte(buf, off + 29 + i, mv and encodePPByte(mv.pp, mv.ppUps) or 0)
end
setU16be(buf, off + 12, mon.otId or 0)
setU24be(buf, off + 14, mon.exp or 0)
local se = mon.statExp or {}
setU16be(buf, off + 17, se.hp or 0)
setU16be(buf, off + 19, se.attack or 0)
setU16be(buf, off + 21, se.defense or 0)
setU16be(buf, off + 23, se.speed or 0)
setU16be(buf, off + 25, se.special or 0)
encodeDVs(buf, off + 27, mon.dvs or {})
if isParty then
setByte(buf, off + 33, mon.level or 1)
local st = mon.stats or {}
setU16be(buf, off + 34, st.hp or 0)
setU16be(buf, off + 36, st.attack or 0)
setU16be(buf, off + 38, st.defense or 0)
setU16be(buf, off + 40, st.speed or 0)
setU16be(buf, off + 42, st.special or 0)
end
end
-- ------------------------------------------------------------------
-- Bag / PC items: (id, qty) byte pairs, $FF-terminated
-- ------------------------------------------------------------------
local function decodeItemList(bytes, off, capacity, cw)
local inventory, order = {}, {}
for i = 0, capacity - 1 do
local idByte = u8(bytes, off + i * 2)
if idByte == 0xFF then break end
local qty = u8(bytes, off + i * 2 + 1)
local id = cw.itemsByIndex[idByte]
if id then
inventory[id] = qty
order[#order + 1] = id
end
end
return inventory, order
end
local function encodeItemList(buf, off, capacity, inventory, order, cw)
local i = 0
local seen = {}
local function put(id, qty)
if i >= capacity or not qty or qty <= 0 then return end
local idByte = cw.itemsIndex[id]
if not idByte then return end
setByte(buf, off + i * 2, idByte)
setByte(buf, off + i * 2 + 1, math.min(qty, 99))
i = i + 1
seen[id] = true
end
for _, id in ipairs(order or {}) do
if inventory[id] and not seen[id] then put(id, inventory[id]) end
end
for id, qty in pairs(inventory or {}) do
if not seen[id] then put(id, qty) end
end
setByte(buf, off + i * 2, 0xFF)
return i -- count actually written (badges etc. in `inventory` that
-- aren't real items are silently skipped by put(), so this
-- can be less than #inventory -- see the wNumBagItems caller)
end
-- ------------------------------------------------------------------
-- decode: raw 32768-byte SRAM string -> save.lua-shaped table
-- ------------------------------------------------------------------
function GenSave.decode(bytes, data, opts)
assert(#bytes == GenSave.SAVE_SIZE, "expected a 32768-byte save")
local cw = GenSave.crosswalks(data)
local warnings = {}
local function warn(msg) warnings[#warnings + 1] = msg end
if checksum(bytes, O.checksumStart, O.checksumEnd) ~= u8(bytes, O.mainChecksum) then
warn("main data checksum mismatch (importing anyway)")
end
local save = {
meta = { format = "gen1_import" },
player = {
name = decodeName(bytes, O.playerName, NAME_LENGTH),
rival = decodeName(bytes, O.rivalName, NAME_LENGTH),
id = u16be(bytes, O.playerId),
},
money = readBcd(bytes, O.money, 3),
coins = readBcd(bytes, O.coins, 2),
inventory = {},
pcItems = {},
pokedex = { seen = {}, owned = {} },
flags = {},
party = {},
boxes = {},
currentBox = 1,
}
-- pokedex (own/seen, flag_array NUM_POKEMON: bit 0 = dex #1)
for dex, species in pairs(cw.pokemonByDex) do
local bitIdx = dex - 1
if bitGet(bytes, O.pokedexOwned, bitIdx) then save.pokedex.owned[species] = true end
if bitGet(bytes, O.pokedexSeen, bitIdx) then save.pokedex.seen[species] = true end
end
save.inventory, save.bagOrder = decodeItemList(bytes, O.bagItems, 20, cw)
save.pcItems, save.pcOrder = decodeItemList(bytes, O.pcItems, 50, cw)
-- badges: truthy save.inventory[id] entries (src/inventory/Badges.lua),
-- set AFTER decodeItemList since that call replaces save.inventory
local badgesByte = u8(bytes, O.badges)
for i = 0, NUM_BADGES - 1 do
if bit.band(badgesByte, bit.lshift(1, i)) ~= 0 then
save.inventory[BADGE_BY_BIT[i]] = 1
end
end
-- party
local partyCount = u8(bytes, O.partyCount)
for i = 0, math.min(partyCount, PARTY_LENGTH) - 1 do
local mon = decodeMon(bytes, O.partyMons + i * PARTY_STRUCT_SIZE, true, cw)
if mon then
mon.ot = decodeName(bytes, O.partyMonOT + i * NAME_LENGTH, NAME_LENGTH)
mon.nickname = decodeName(bytes, O.partyMonNicks + i * NAME_LENGTH, NAME_LENGTH)
save.party[#save.party + 1] = mon
end
end
-- current box (bank 1) + the 11 stored boxes (banks 2/3)
for i = 1, 12 do save.boxes[i] = {} end
local function decodeBoxRegion(base, boxNum)
local count = u8(bytes, base)
for i = 0, math.min(count, MONS_PER_BOX) - 1 do
local mon = decodeMon(bytes, base + 22 + i * BOX_STRUCT_SIZE, false, cw)
if mon then
mon.ot = decodeName(bytes, base + 22 + MONS_PER_BOX * BOX_STRUCT_SIZE + i * NAME_LENGTH, NAME_LENGTH)
mon.nickname = decodeName(bytes, base + 22 + MONS_PER_BOX * (BOX_STRUCT_SIZE + NAME_LENGTH) + i * NAME_LENGTH, NAME_LENGTH)
table.insert(save.boxes[boxNum], mon)
end
end
end
local curBoxNum = bit.band(u8(bytes, O.currentBoxNum), 0x7F) -- 0-based box index
curBoxNum = math.max(1, math.min(12, curBoxNum + 1))
decodeBoxRegion(O.curBoxData, curBoxNum)
for b = 1, 6 do
if b + 0 ~= curBoxNum then decodeBoxRegion(O.box1 + (b - 1) * BOX_REGION_SIZE, b) end
end
for b = 7, 12 do
if b ~= curBoxNum then decodeBoxRegion(O.box7 + (b - 7) * BOX_REGION_SIZE, b) end
end
save.currentBox = curBoxNum
-- event flags (only bits with a known name are decoded)
local events = data.eventFlags
if events then
for bitIdx, name in pairs(events.byBit) do
if bitGet(bytes, O.eventFlags, bitIdx) then save.flags[name] = true end
end
end
-- map + position
local mapIdx = u8(bytes, O.curMap)
local mapId = cw.mapsByIndex[mapIdx]
local y, x = u8(bytes, O.yCoord), u8(bytes, O.xCoord)
if mapId then
save.player.map, save.player.x, save.player.y = mapId, x, y
else
warn(("unknown map index %d, defaulting spawn"):format(mapIdx))
end
local lastMapIdx = u8(bytes, O.lastMap)
local lastMapId = cw.mapsByIndex[lastMapIdx]
if lastMapId then save.lastOutdoor = { id = lastMapId } end
-- play time: this project stores save.playTime as a single float of
-- SECONDS (src/core/Game.lua accumulates dt each frame; StartMenu /
-- TrainerCard / TitleState render it H:MM via t/3600 and (t/60)%60).
-- Fold the Gen1 H/M/S/F fields into that one number; frames are 1/60s
-- sub-second ticks, kept as a fraction so an export recovers them exactly.
save.playTime = u8(bytes, O.playTimeHours) * 3600
+ u8(bytes, O.playTimeMinutes) * 60
+ u8(bytes, O.playTimeSeconds)
+ u8(bytes, O.playTimeFrames) / 60
save.warnings = warnings
save.rawImport = bytes -- template for a later encode(); see file header
return save
end
-- ------------------------------------------------------------------
-- encode: save.lua-shaped table -> raw 32768-byte SRAM string
-- ------------------------------------------------------------------
function GenSave.encode(save, data, template)
local cw = GenSave.crosswalks(data)
local src = template or save.rawImport
local buf = {}
if src then
for i = 1, GenSave.SAVE_SIZE do buf[i] = src:sub(i, i) end
else
local zero = string.char(0)
for i = 1, GenSave.SAVE_SIZE do buf[i] = zero end
end
encodeName(buf, O.playerName, NAME_LENGTH, (save.player and save.player.name) or "RED")
encodeName(buf, O.rivalName, NAME_LENGTH, (save.player and save.player.rival) or "BLUE")
setU16be(buf, O.playerId, (save.player and save.player.id) or 0)
setBcd(buf, O.money, 3, math.min(save.money or 0, 999999))
setBcd(buf, O.coins, 2, math.min(save.coins or 0, 9999))
local badgesByte = 0
for bitIdx, name in pairs(BADGE_BY_BIT) do
if save.inventory and save.inventory[name] then
badgesByte = bit.bor(badgesByte, bit.lshift(1, bitIdx))
end
end
setByte(buf, O.badges, badgesByte)
for dex, species in pairs(cw.pokemonByDex) do
local bitIdx = dex - 1
bitSet(buf, O.pokedexOwned, bitIdx,
(save.pokedex and save.pokedex.owned and save.pokedex.owned[species]) and true or false)
bitSet(buf, O.pokedexSeen, bitIdx,
(save.pokedex and save.pokedex.seen and save.pokedex.seen[species]) and true or false)
end
-- Badges occupy real item IDs in data/generated/items.lua (Gen1's item
-- ID space includes them, $01-$08, for the "got the BOULDERBADGE!"
-- text display), but this project's save.lua stores them as truthy
-- save.inventory[id] entries alongside actual bag items (see the badge
-- block above and src/inventory/Badges.lua) -- a real save NEVER
-- writes them into wBagItems (they only ever live in wObtainedBadges,
-- already encoded above), so they must be filtered out here or they'd
-- corrupt the bag with bogus "badge items".
local bagInventory = {}
for id, qty in pairs(save.inventory or {}) do
if not BADGE_BY_BIT_SET[id] then bagInventory[id] = qty end
end
local bagN = encodeItemList(buf, O.bagItems, 20, bagInventory, save.bagOrder, cw)
setByte(buf, O.numBagItems, bagN)
local pcN = encodeItemList(buf, O.pcItems, 50, save.pcItems or {}, save.pcOrder, cw)
setByte(buf, O.numPcItems, pcN)
local events = data.eventFlags
if events and save.flags then
for name in pairs(save.flags) do
local bitIdx = events.byName[name]
if bitIdx then bitSet(buf, O.eventFlags, bitIdx, true) end
end
end
-- party
local party = save.party or {}
local partyN = math.min(#party, PARTY_LENGTH)
setByte(buf, O.partyCount, partyN)
for i = 0, partyN - 1 do
local mon = party[i + 1]
encodeMon(buf, O.partyMons + i * PARTY_STRUCT_SIZE, mon, true, cw)
setByte(buf, O.partySpecies + i, cw.pokemonIndex[mon.species] or 0)
encodeName(buf, O.partyMonOT + i * NAME_LENGTH, NAME_LENGTH,
mon.ot or (save.player and save.player.name) or "RED")
encodeName(buf, O.partyMonNicks + i * NAME_LENGTH, NAME_LENGTH,
mon.nickname or mon.species or "")
end
-- $FF-terminate the species index list right after the last real mon. The
-- struct, OT-name and nickname bytes of the empty slots past partyN are left
-- exactly as the template holds them (original stale data -> byte-identical
-- round-trip) or zero on a fresh export -- the game never reads past the
-- count, so this matches how it leaves those bytes itself.
setByte(buf, O.partySpecies + partyN, 0xFF)
-- boxes: current box mirrors save.currentBox into sCurBoxData; all 12
-- also get written into their bank-2/3 slot (sCurBoxData is a working
-- copy the real game keeps in sync on every PC visit, so keeping both
-- copies consistent here matches that invariant)
local function encodeBoxRegion(base, mons)
local n = math.min(#mons, MONS_PER_BOX)
setByte(buf, base, n)
for i = 0, n - 1 do
local mon = mons[i + 1]
encodeMon(buf, base + 22 + i * BOX_STRUCT_SIZE, mon, false, cw)
setByte(buf, base + 1 + i, cw.pokemonIndex[mon.species] or 0)
encodeName(buf, base + 22 + MONS_PER_BOX * BOX_STRUCT_SIZE + i * NAME_LENGTH, NAME_LENGTH,
mon.ot or (save.player and save.player.name) or "RED")
encodeName(buf, base + 22 + MONS_PER_BOX * (BOX_STRUCT_SIZE + NAME_LENGTH) + i * NAME_LENGTH, NAME_LENGTH,
mon.nickname or mon.species or "")
end
-- $FF-terminate the species list after the last real mon; empty slots past
-- n keep their template bytes (byte-identical round-trip) or zero (fresh
-- export), just as the game leaves stale box data untouched past the count.
setByte(buf, base + 1 + n, 0xFF)
end
local boxes = save.boxes or {}
local curBoxNum = math.max(1, math.min(12, save.currentBox or 1))
encodeBoxRegion(O.curBoxData, boxes[curBoxNum] or {})
-- bit 7 of wCurBoxNum is the "box system initialized" flag, not part of the
-- 0-11 index; preserve it from the template, or set it on a templateless
-- export (any save we emit has an initialized box system).
local prevBoxByte = buf[O.currentBoxNum + 1]
local boxHiBit = (src and prevBoxByte) and bit.band(prevBoxByte:byte(), 0x80) or 0x80
setByte(buf, O.currentBoxNum, bit.bor(bit.band(curBoxNum - 1, 0x7F), boxHiBit))
for b = 1, 6 do encodeBoxRegion(O.box1 + (b - 1) * BOX_REGION_SIZE, boxes[b] or {}) end
for b = 7, 12 do encodeBoxRegion(O.box7 + (b - 7) * BOX_REGION_SIZE, boxes[b] or {}) end
-- map + position
if save.player and save.player.map then
setByte(buf, O.curMap, cw.mapsIndex[save.player.map] or 0)
setByte(buf, O.yCoord, save.player.y or 0)
setByte(buf, O.xCoord, save.player.x or 0)
end
if save.lastOutdoor and save.lastOutdoor.id then
setByte(buf, O.lastMap, cw.mapsIndex[save.lastOutdoor.id] or 0)
end
-- play time: split save.playTime (seconds) back into H/M/S/F. The real
-- game freezes the clock at 255h and sets wPlayTimeMaxed once past it, so
-- mirror that cap rather than letting hours overflow a single byte.
local totalFrames = math.floor((save.playTime or 0) * 60 + 0.5)
local hours = math.floor(totalFrames / 216000) -- 3600s * 60 frames
if hours > 255 then
setByte(buf, O.playTimeHours, 255)
setByte(buf, O.playTimeMaxed, 1)
setByte(buf, O.playTimeMinutes, 59)
setByte(buf, O.playTimeSeconds, 59)
setByte(buf, O.playTimeFrames, 59)
else
local rem = totalFrames - hours * 216000
local mins = math.floor(rem / 3600); rem = rem - mins * 3600
local secs = math.floor(rem / 60)
setByte(buf, O.playTimeHours, hours)
setByte(buf, O.playTimeMaxed, 0)
setByte(buf, O.playTimeMinutes, mins)
setByte(buf, O.playTimeSeconds, secs)
setByte(buf, O.playTimeFrames, rem - secs * 60)
end
local out = table.concat(buf)
-- checksums, computed last over the now-final bytes
local outBuf = {}
for i = 1, #out do outBuf[i] = out:sub(i, i) end
setByte(outBuf, O.mainChecksum, checksum(out, O.checksumStart, O.checksumEnd))
-- Per pokered (engine/menus/save.asm SaveSAVtoSRAM / CalcCheckSum): each box
-- gets its own checksum, and the bank aggregate is CalcCheckSum over the
-- ENTIRE six-box region (6 x 1122 bytes), not a sum of the six box sums.
local function boxChecksum(base) return checksum(out, base, base + BOX_REGION_SIZE) end
for b = 0, 5 do
setByte(outBuf, O.boxBank2IndividualChecksums + b,
boxChecksum(O.box1 + b * BOX_REGION_SIZE))
end
setByte(outBuf, O.boxBank2Checksum,
checksum(out, O.box1, O.box1 + 6 * BOX_REGION_SIZE))
for b = 0, 5 do
setByte(outBuf, O.boxBank3IndividualChecksums + b,
boxChecksum(O.box7 + b * BOX_REGION_SIZE))
end
setByte(outBuf, O.boxBank3Checksum,
checksum(out, O.box7, O.box7 + 6 * BOX_REGION_SIZE))
return table.concat(outBuf)
end
return GenSave
+189
View File
@@ -0,0 +1,189 @@
-- SaveConvert -- the runtime-facing entry point the launcher UI calls to
-- turn a vanilla Gen1 (Red/Blue, international) battery save into this
-- project's in-memory save table, and back out to a raw .sav image.
--
-- This is the ONE place the engine, the tests and the CLI
-- (tools/save_convert/convert.lua) share: the GenSave codec, the crosswalk
-- data loading, the merge over new-game defaults, and the version tag all
-- live here so every consumer behaves identically.
--
-- Pure Lua, no love.* dependency at require time: GenSave and the crosswalk
-- tables load through `require`, exactly how src/core/Data.lua pulls the
-- generated modules -- which resolves under both plain luajit (package.path
-- "./?.lua") for the headless CLI/tests and love.filesystem for a fused
-- build, with an OS-path fallback for odd working directories. The only
-- place `love` is referenced is inside a guarded fallback, so running under
-- stock Lua never touches it.
local GenSave = require("src.save_convert.GenSave")
local SaveConvert = {}
SaveConvert.SAVE_SIZE = GenSave.SAVE_SIZE
-- ------------------------------------------------------------------
-- Crosswalk data loading (cached). Mirrors src/core/Data.lua: prefer
-- `require` (works headless via package.path and fused via love's package
-- searcher); fall back to love.filesystem.load, then a plain dofile, for
-- the rare case a host has an unusual cwd or module path.
-- ------------------------------------------------------------------
-- { require-module-path, os-relative-file-path } for each table the codec
-- needs. pokemon/moves/items/maps come from the shared generated data;
-- charmap/event_flags are the save-convert-specific crosswalks.
local DATA_MODULES = {
pokemon = { "data.generated.pokemon", "data/generated/pokemon.lua" },
moves = { "data.generated.moves", "data/generated/moves.lua" },
items = { "data.generated.items", "data/generated/items.lua" },
maps = { "data.generated.maps", "data/generated/maps.lua" },
charmap = { "src.save_convert.data.charmap", "src/save_convert/data/charmap.lua" },
eventFlags = { "src.save_convert.data.event_flags", "src/save_convert/data/event_flags.lua" },
}
local function loadTable(requirePath, filePath)
local ok, mod = pcall(require, requirePath)
if ok and type(mod) == "table" then return mod end
-- fused build with an unexpected module path: read straight off the
-- mounted filesystem (love is a global here, only ever touched when it
-- actually exists -- stock Lua never reaches this branch)
if love and love.filesystem and love.filesystem.getInfo
and love.filesystem.getInfo(filePath) then
local chunk = love.filesystem.load(filePath)
if chunk then
local m = chunk()
if type(m) == "table" then return m end
end
end
local chunk = loadfile(filePath)
if chunk then
local m = chunk()
if type(m) == "table" then return m end
end
return nil, ("cannot load save-convert data module %q (tried require %q and file %q)")
:format(requirePath, requirePath, filePath)
end
local crosswalk -- { pokemon=, moves=, items=, maps=, eventFlags= }
local charmapReady
local function ensureData()
if not crosswalk then
local data = {}
for key, spec in pairs(DATA_MODULES) do
if key ~= "charmap" then
local mod, e = loadTable(spec[1], spec[2])
if not mod then return nil, e end
data[key] = mod
end
end
crosswalk = data
end
if not charmapReady then
local cm, err = loadTable(DATA_MODULES.charmap[1], DATA_MODULES.charmap[2])
if not cm then return nil, err end
GenSave.setCharmap(cm)
charmapReady = true
end
return crosswalk
end
-- Exposed for the CLI/tests so they can share the exact data set the codec
-- uses (and so a caller can pre-warm the cache). Returns data, err.
function SaveConvert.loadData()
return ensureData()
end
-- ------------------------------------------------------------------
-- new-game default skeleton the decoded fields merge on top of. Carried
-- verbatim from tools/save_convert/convert.lua so the CLI and the runtime
-- produce a byte-identical save table for the same input.
-- ------------------------------------------------------------------
local function defaultsSave()
return {
meta = { format = "gen1_import", mods = {} },
defeatedTrainers = {},
repelSteps = 0,
modData = {},
options = {
textSpeed = 3, animations = true, battleStyle = "shift",
ruleset = "gen1_faithful", musicVol = 7, sfxVol = 7, musicFilter = 0,
speed = 1, colors = "gbc", tilt = 0, gbcfx = 0,
videoMode = "windowed", mods = {},
},
}
end
-- Merge a GenSave.decode() result over the new-game defaults, exactly the
-- way convert.lua did, then stamp the requested version. The 32768-byte
-- import template GenSave stashes as `rawImport` and the decode `warnings`
-- are dropped here: neither belongs in a serialized slot file (a fresh
-- export always starts zero-filled -- see GenSave.lua's header).
local function mergeDefaults(decoded, version)
decoded.warnings = nil
decoded.rawImport = nil
local save = defaultsSave()
for k, v in pairs(decoded) do save[k] = v end
save.lastHeal = { map = save.player.map, x = save.player.x, y = save.player.y }
save.lastOutdoor = save.lastOutdoor or { id = save.player.map }
if version ~= nil then
save.meta = save.meta or {}
save.meta.version = version
end
return save
end
SaveConvert.mergeDefaults = mergeDefaults
-- ------------------------------------------------------------------
-- Public API
-- ------------------------------------------------------------------
-- importSav(bytes, version) -> saveTable, err
-- bytes: the raw 32768-byte SRAM string. Validates size and the main-data
-- checksum, decodes through GenSave, and returns a save table fully merged
-- over the new-game defaults and tagged with `version`, ready to hand to
-- SaveSerializer.encode for a slot file. On any failure returns nil + a
-- message (never raises).
function SaveConvert.importSav(bytes, version)
if type(bytes) ~= "string" then
return nil, "expected raw save bytes as a string"
end
if #bytes ~= GenSave.SAVE_SIZE then
return nil, ("save must be %d bytes, got %d"):format(GenSave.SAVE_SIZE, #bytes)
end
local data, derr = ensureData()
if not data then return nil, derr end
local ok, decoded = pcall(GenSave.decode, bytes, data)
if not ok then return nil, "decode failed: " .. tostring(decoded) end
-- checksum validation: GenSave.decode records a warning rather than
-- throwing (so it can still read a foreign/corrupt save), but for the
-- runtime import path a bad main-data checksum means the file is not a
-- trustworthy save, so reject it.
for _, w in ipairs(decoded.warnings or {}) do
if tostring(w):find("checksum") then
return nil, "save data checksum invalid (" .. tostring(w) .. ")"
end
end
return mergeDefaults(decoded, version)
end
-- exportSav(saveTable) -> bytes, err
-- Encodes a save table back to a raw 32768-byte SRAM image. Template-aware:
-- if the table still carries the stashed import template (saveTable.rawImport)
-- GenSave reproduces every unmodeled region from it; otherwise those regions
-- are zero-filled. On failure returns nil + a message (never raises).
function SaveConvert.exportSav(saveTable)
if type(saveTable) ~= "table" then
return nil, "expected a save table"
end
local data, derr = ensureData()
if not data then return nil, derr end
local ok, bytes = pcall(GenSave.encode, saveTable, data, nil)
if not ok then return nil, "encode failed: " .. tostring(bytes) end
return bytes
end
return SaveConvert
+579
View File
@@ -0,0 +1,579 @@
-- Generated by tools/build_data.py. DO NOT EDIT.
-- Gen1 text byte <-> glyph/token charmap (fixed-length name
-- fields: player/rival/OT names, nicknames -- box/party mon
-- names are NUL-free, '@' ($50) terminated, space-padded).
-- byToken's key is the literal glyph for ordinary characters
-- ("A", "é", ...) or a bracketed control token
-- ("<PLAYER>", "@") for terminators/substitutions -- only
-- the plain single-glyph entries are meaningful inside a name.
return {
byByte = {
[0] = "<NULL>",
[5] = "",
[6] = "",
[7] = "",
[8] = "",
[9] = "",
[10] = "",
[11] = "",
[12] = "",
[13] = "",
[14] = "",
[15] = "",
[16] = "",
[17] = "",
[18] = "",
[19] = "",
[25] = "",
[26] = "",
[27] = "",
[28] = "",
[38] = "",
[39] = "",
[40] = "",
[41] = "",
[42] = "",
[43] = "",
[44] = "",
[45] = "",
[46] = "",
[47] = "",
[48] = "",
[49] = "",
[50] = "",
[51] = "",
[52] = "",
[58] = "",
[59] = "",
[60] = "",
[61] = "",
[62] = "",
[64] = "",
[65] = "",
[66] = "",
[67] = "",
[68] = "",
[69] = "",
[70] = "",
[71] = "",
[72] = "",
[73] = "<PAGE>",
[74] = "<PKMN>",
[75] = "<_CONT>",
[76] = "<SCROLL>",
[78] = "<NEXT>",
[79] = "<LINE>",
[80] = "@",
[81] = "<PARA>",
[82] = "<PLAYER>",
[83] = "<RIVAL>",
[84] = "#",
[85] = "<CONT>",
[86] = "<……>",
[87] = "<DONE>",
[88] = "<PROMPT>",
[89] = "<TARGET>",
[90] = "<USER>",
[91] = "<PC>",
[92] = "<TM>",
[93] = "<TRAINER>",
[94] = "<ROCKET>",
[95] = "<DEXEND>",
[96] = "<BOLD_A>",
[97] = "<BOLD_B>",
[98] = "<BOLD_C>",
[99] = "<BOLD_D>",
[100] = "<BOLD_E>",
[101] = "<BOLD_F>",
[102] = "<BOLD_G>",
[103] = "<BOLD_H>",
[104] = "<BOLD_I>",
[105] = "<BOLD_V>",
[106] = "<BOLD_S>",
[107] = "<BOLD_L>",
[108] = "<BOLD_M>",
[109] = "<COLON>",
[110] = "",
[111] = "",
[112] = "",
[113] = "",
[114] = "",
[115] = "",
[116] = "·",
[117] = "",
[118] = "",
[119] = "",
[120] = "",
[121] = "",
[122] = "",
[123] = "",
[124] = "",
[125] = "",
[126] = "",
[127] = " ",
[128] = "A",
[129] = "B",
[130] = "C",
[131] = "D",
[132] = "E",
[133] = "F",
[134] = "G",
[135] = "H",
[136] = "I",
[137] = "J",
[138] = "K",
[139] = "L",
[140] = "M",
[141] = "N",
[142] = "O",
[143] = "P",
[144] = "Q",
[145] = "R",
[146] = "S",
[147] = "T",
[148] = "U",
[149] = "V",
[150] = "W",
[151] = "X",
[152] = "Y",
[153] = "Z",
[154] = "(",
[155] = ")",
[156] = ":",
[157] = ";",
[158] = "[",
[159] = "]",
[160] = "a",
[161] = "b",
[162] = "c",
[163] = "d",
[164] = "e",
[165] = "f",
[166] = "g",
[167] = "h",
[168] = "i",
[169] = "j",
[170] = "k",
[171] = "l",
[172] = "m",
[173] = "n",
[174] = "o",
[175] = "p",
[176] = "q",
[177] = "r",
[178] = "s",
[179] = "t",
[180] = "u",
[181] = "v",
[182] = "w",
[183] = "x",
[184] = "y",
[185] = "z",
[186] = "é",
[187] = "'d",
[188] = "'l",
[189] = "'s",
[190] = "'t",
[191] = "'v",
[192] = "",
[193] = "",
[194] = "",
[195] = "",
[196] = "",
[197] = "",
[198] = "",
[199] = "",
[200] = "",
[201] = "",
[202] = "",
[203] = "",
[204] = "",
[205] = "",
[206] = "",
[207] = "",
[208] = "",
[209] = "",
[210] = "",
[211] = "",
[212] = "",
[213] = "",
[214] = "",
[215] = "",
[216] = "",
[217] = "",
[218] = "",
[219] = "",
[220] = "",
[221] = "",
[222] = "",
[223] = "",
[224] = "'",
[225] = "<PK>",
[226] = "<MN>",
[227] = "-",
[228] = "'r",
[229] = "'m",
[230] = "?",
[231] = "!",
[232] = ".",
[233] = "",
[234] = "",
[235] = "",
[236] = "",
[237] = "",
[238] = "",
[239] = "",
[240] = "<ED>",
[241] = "×",
[242] = "<DOT>",
[243] = "/",
[244] = ",",
[245] = "",
[246] = "0",
[247] = "1",
[248] = "2",
[249] = "3",
[250] = "4",
[251] = "5",
[252] = "6",
[253] = "7",
[254] = "8",
[255] = "9",
},
byToken = {
[" "] = 127,
["!"] = 231,
["#"] = 84,
["'"] = 224,
["'d"] = 187,
["'l"] = 188,
["'m"] = 229,
["'r"] = 228,
["'s"] = 189,
["'t"] = 190,
["'v"] = 191,
["("] = 154,
[")"] = 155,
[","] = 244,
["-"] = 227,
["."] = 232,
["/"] = 243,
["0"] = 246,
["1"] = 247,
["2"] = 248,
["3"] = 249,
["4"] = 250,
["5"] = 251,
["6"] = 252,
["7"] = 253,
["8"] = 254,
["9"] = 255,
[":"] = 156,
[";"] = 157,
["<BOLD_A>"] = 96,
["<BOLD_B>"] = 97,
["<BOLD_C>"] = 98,
["<BOLD_D>"] = 99,
["<BOLD_E>"] = 100,
["<BOLD_F>"] = 101,
["<BOLD_G>"] = 102,
["<BOLD_H>"] = 103,
["<BOLD_I>"] = 104,
["<BOLD_L>"] = 107,
["<BOLD_M>"] = 108,
["<BOLD_P>"] = 114,
["<BOLD_S>"] = 106,
["<BOLD_V>"] = 105,
["<COLON>"] = 109,
["<CONT>"] = 85,
["<DEXEND>"] = 95,
["<DONE>"] = 87,
["<DOT>"] = 242,
["<ED>"] = 240,
["<ID>"] = 115,
["<LINE>"] = 79,
["<LV>"] = 110,
["<MN>"] = 226,
["<NEXT>"] = 78,
["<NULL>"] = 0,
["<PAGE>"] = 73,
["<PARA>"] = 81,
["<PC>"] = 91,
["<PK>"] = 225,
["<PKMN>"] = 74,
["<PLAYER>"] = 82,
["<PROMPT>"] = 88,
["<RIVAL>"] = 83,
["<ROCKET>"] = 94,
["<SCROLL>"] = 76,
["<TARGET>"] = 89,
["<TM>"] = 92,
["<TRAINER>"] = 93,
["<USER>"] = 90,
["<_CONT>"] = 75,
["<to>"] = 112,
["<……>"] = 86,
["?"] = 230,
["@"] = 80,
A = 128,
B = 129,
C = 130,
D = 131,
E = 132,
F = 133,
G = 134,
H = 135,
I = 136,
J = 137,
K = 138,
L = 139,
M = 140,
N = 141,
O = 142,
P = 143,
Q = 144,
R = 145,
S = 146,
T = 147,
U = 148,
V = 149,
W = 150,
X = 151,
Y = 152,
Z = 153,
["["] = 158,
["]"] = 159,
a = 160,
b = 161,
c = 162,
d = 163,
e = 164,
f = 165,
g = 166,
h = 167,
i = 168,
j = 169,
k = 170,
l = 171,
m = 172,
n = 173,
o = 174,
p = 175,
q = 176,
r = 177,
s = 178,
t = 179,
u = 180,
v = 181,
w = 182,
x = 183,
y = 184,
z = 185,
["¥"] = 240,
["·"] = 116,
["×"] = 241,
["é"] = 186,
[""] = 112,
[""] = 113,
[""] = 114,
[""] = 115,
[""] = 117,
[""] = 96,
[""] = 97,
[""] = 116,
[""] = 117,
[""] = 122,
[""] = 124,
[""] = 121,
[""] = 123,
[""] = 125,
[""] = 126,
[""] = 237,
[""] = 237,
[""] = 236,
[""] = 238,
[""] = 245,
[""] = 239,
[" "] = 127,
[""] = 232,
[""] = 112,
[""] = 113,
[""] = 114,
[""] = 115,
[""] = 118,
[""] = 177,
[""] = 110,
[""] = 178,
[""] = 111,
[""] = 179,
[""] = 119,
[""] = 180,
[""] = 120,
[""] = 181,
[""] = 182,
[""] = 38,
[""] = 183,
[""] = 39,
[""] = 184,
[""] = 40,
[""] = 185,
[""] = 41,
[""] = 186,
[""] = 42,
[""] = 187,
[""] = 43,
[""] = 188,
[""] = 44,
[""] = 189,
[""] = 45,
[""] = 190,
[""] = 46,
[""] = 191,
[""] = 47,
[""] = 192,
[""] = 48,
[""] = 193,
[""] = 49,
[""] = 223,
[""] = 194,
[""] = 50,
[""] = 195,
[""] = 51,
[""] = 196,
[""] = 52,
[""] = 197,
[""] = 198,
[""] = 199,
[""] = 200,
[""] = 201,
[""] = 202,
[""] = 58,
[""] = 68,
[""] = 203,
[""] = 59,
[""] = 69,
[""] = 204,
[""] = 60,
[""] = 70,
[""] = 205,
[""] = 61,
[""] = 71,
[""] = 206,
[""] = 62,
[""] = 72,
[""] = 207,
[""] = 208,
[""] = 209,
[""] = 210,
[""] = 211,
[""] = 224,
[""] = 212,
[""] = 225,
[""] = 213,
[""] = 226,
[""] = 214,
[""] = 215,
[""] = 216,
[""] = 217,
[""] = 218,
[""] = 219,
[""] = 220,
[""] = 221,
[""] = 222,
[""] = 233,
[""] = 128,
[""] = 176,
[""] = 129,
[""] = 234,
[""] = 130,
[""] = 235,
[""] = 131,
[""] = 244,
[""] = 132,
[""] = 133,
[""] = 5,
[""] = 134,
[""] = 6,
[""] = 135,
[""] = 7,
[""] = 136,
[""] = 8,
[""] = 137,
[""] = 9,
[""] = 138,
[""] = 10,
[""] = 139,
[""] = 11,
[""] = 140,
[""] = 12,
[""] = 141,
[""] = 13,
[""] = 142,
[""] = 14,
[""] = 143,
[""] = 15,
[""] = 144,
[""] = 16,
[""] = 172,
[""] = 145,
[""] = 17,
[""] = 146,
[""] = 18,
[""] = 147,
[""] = 19,
[""] = 148,
[""] = 149,
[""] = 150,
[""] = 151,
[""] = 152,
[""] = 153,
[""] = 25,
[""] = 64,
[""] = 154,
[""] = 26,
[""] = 65,
[""] = 155,
[""] = 27,
[""] = 66,
[""] = 156,
[""] = 28,
[""] = 67,
[""] = 157,
[""] = 158,
[""] = 159,
[""] = 160,
[""] = 161,
[""] = 173,
[""] = 162,
[""] = 174,
[""] = 163,
[""] = 175,
[""] = 164,
[""] = 165,
[""] = 166,
[""] = 167,
[""] = 168,
[""] = 169,
[""] = 170,
[""] = 171,
[""] = 227,
[""] = 240,
[""] = 231,
[""] = 242,
[""] = 243,
[""] = 246,
[""] = 247,
[""] = 248,
[""] = 249,
[""] = 250,
[""] = 251,
[""] = 252,
[""] = 253,
[""] = 254,
[""] = 255,
[""] = 230,
[""] = 229,
[""] = 228,
},
source = "pokered constants/charmap.asm",
}
File diff suppressed because it is too large Load Diff
+55 -9
View File
@@ -261,7 +261,9 @@ function Commands.move_player(ctx, dir, tiles)
end
function Commands.move_npc(ctx, objIndex, dir, tiles)
local npc = ctx.overworld:npcByIndex(objIndex)
local ow = ctx.overworld
if not ow then return end
local npc = ow:npcByIndex(objIndex)
if npc then walkEntity(ctx, npc, dir, tiles) end
end
@@ -308,6 +310,7 @@ end
function Commands.move_npc_to(ctx, objIndex, tx, ty)
local ow = ctx.overworld
if not ow then return end
local npc = ow:npcByIndex(objIndex)
if not npc then return end
local path = bfsPath(ow.map, npc.cellX, npc.cellY, tx, ty, ow.entities, npc)
@@ -339,6 +342,20 @@ function Commands.face_object(ctx, objIndex, dir)
if npc then npc.facing = dir end
end
-- Instantly relocate an NPC (OaksLabCalcRivalMovementScript / SetSpritePosition1).
-- facing is optional. Headless-safe no-op without an overworld.
function Commands.place_npc(ctx, objIndex, x, y, facing)
local ow = ctx.overworld
if not ow then return end
local npc = ow:npcByIndex(objIndex)
if not npc then return end
npc.cellX, npc.cellY = x, y
npc.px, npc.py = x * 16, y * 16
npc.moving = false
npc.targetX, npc.targetY = nil, nil
if facing then npc.facing = facing end
end
function Commands.face_npc(ctx)
-- make the player face the talking NPC
if ctx.npc and ctx.overworld then
@@ -485,7 +502,7 @@ function Commands.heal_party(ctx)
end
-- AskName (engine/menus/naming_screen.asm): yes/no then NamingScreen.
-- AddPartyMon only offers this for party mons (box deposits skip it).
-- AddPartyMon and SendNewMonToBox both offer this.
-- Preserves ctx.lastCheck so GivePokemon's carry is not clobbered by the
-- yes/no result (scripts jump_if_false on give failure afterwards).
local function askNickname(ctx, mon)
@@ -527,8 +544,9 @@ end
-- the asm's carry: true when the mon was given, false when both the
-- party and every box are full (that .boxFull path leaves the giver's
-- script able to offer again later, e.g. the Celadon Eevee ball).
-- Party adds run AskName (AddPartyMon) when a script runner is present;
-- mods that pre-set gift.nickname skip the prompt.
-- AskName runs for party (AddPartyMon) and box (SendNewMonToBox) when a
-- script runner is present; mods that pre-set gift.nickname skip it.
-- Box deposits also print SentToBoxText (give_pokemon.asm:36-37).
function Commands.give_pokemon(ctx, species, level)
-- Native mods can transform a gift before the Pokémon object is created.
-- This is intentionally an event rather than a special-case starter hook:
@@ -540,14 +558,17 @@ function Commands.give_pokemon(ctx, species, level)
end
local Pokemon = require("src.pokemon.Pokemon")
local Party = require("src.pokemon.Party")
local Boxes = require("src.pokemon.Boxes")
local mon = Pokemon.new(ctx.game.data, species, level)
if gift.nickname then mon.nickname = gift.nickname end
ctx.game.stringBuffer = ctx.game.data.pokemon[species].name or species
ctx.pendingPokemonName = species
require("src.battle.BattleState").stampOT(ctx.save, mon)
local addedToParty = Party.add(ctx.save.party, mon)
local boxNum = nil
if not addedToParty then
if not require("src.pokemon.Boxes").deposit(ctx.save, mon) then
boxNum = Boxes.deposit(ctx.save, mon)
if not boxNum then
ctx.lastCheck = false
return
end
@@ -558,11 +579,30 @@ function Commands.give_pokemon(ctx, species, level)
dex.owned[species] = true
end
ctx.lastCheck = true
-- AddPartyMon AskName: party only; skip box deposits, mod-set nicknames,
-- and callback-style callers that have no script runner to yield on.
if addedToParty and not gift.nickname and ctx.runner then
ctx.addedToParty = addedToParty
ctx.boxNum = boxNum
-- AskName: both AddPartyMon and SendNewMonToBox; skip mod-set nicks
-- and callback-style callers with no script runner to yield on.
if not gift.nickname and ctx.runner then
askNickname(ctx, mon)
end
if boxNum then
local name = mon.nickname
or (ctx.game.data.pokemon[species] and ctx.game.data.pokemon[species].name)
or species
ctx.game.boxMonNicks = name
ctx.game.stringBuffer = tostring(boxNum)
if ctx.runner then
Commands.show_text(ctx, "_SentToBoxText")
else
local TextBox = require("src.render.TextBox")
local raw = ctx.game.data.text and ctx.game.data.text._SentToBoxText
ctx.game.stack:push(TextBox.new(ctx.game, raw or (
"There's no more\nroom for POKéMON!\v" .. name
.. " was\vsent to POKéMON\vBOX " .. boxNum .. " on PC!"),
function() end))
end
end
end
function Commands.give_money(ctx, amount)
@@ -783,6 +823,8 @@ function Commands.trade(ctx, tradeIndex, doneFlag)
local newMon = Pokemon.new(data, trade.get, sent.level)
newMon.nickname = trade.nickname
newMon.traded = true -- boosted exp + Name Rater refusal (different OT)
newMon.ot = "TRAINER" -- InGameTrade_TrainerString
newMon.otId = (love.math and love.math.random or math.random)(0, 65535)
table.remove(party, slot)
table.insert(party, newMon)
local dex = ctx.save.pokedex
@@ -790,9 +832,13 @@ function Commands.trade(ctx, tradeIndex, doneFlag)
dex.seen[trade.get] = true
dex.owned[trade.get] = true
end
-- the trade machine animation (engine/movie/trade.asm)
-- InternalClockTradeAnim (engine/movie/trade.asm)
Screens.push(ctx.game, "TradeAnim", {
sent = sent, received = newMon,
enemyName = "TRAINER",
playerOt = ctx.save.player.name,
playerOtId = sent.otId or ctx.save.player.id,
enemyOtId = newMon.otId,
onDone = function() runner:resume() end,
})
runner:yield()
+23 -7
View File
@@ -214,11 +214,10 @@ local function useOn(game, battle, id, target, list, moveIndex)
and ow.map.id ~= "AGATHAS_ROOM" then
list:close()
consume(game, id)
require("src.core.Sound").play(game.data, "Teleport_Exit1")
ow.player.surfing = false
-- EnterMapAnim on arrival (BIT_ESCAPE_WARP / special warp path);
-- blackouts omit arrive="teleport" (HandleBlackOut has no LeaveMapAnim)
ow:warpToHealPoint(nil, { arrive = "teleport" })
-- LeaveMapAnim spin-up + SFX_TELEPORT_EXIT_1, a fade, then land OUTSIDE
-- the last Pokémon Center town door like Fly (#196), via the shared
-- departure helper -- the same path Dig/Teleport take from the party menu
ow:beginTeleportOut()
else
showMessages(game, { "OAK: " .. game.save.player.name
.. "!\nThis isn't the\ntime to use that!" })
@@ -303,7 +302,8 @@ local function pickTargetAndUse(game, battle, id, list)
-- the ETHERs and PP UP open the move menu after picking a mon
-- (ItemUsePPRestore / ItemUsePPUp); the ELIXERs hit every move
local wantsMove = id == "ETHER" or id == "MAX_ETHER" or id == "PP_UP"
require("src.ui.Screens").push(game, "PartyMenu", {
local def = game.data.items[id]
local opts = {
pickOnly = true,
onSwitch = function(mon)
if not wantsMove then
@@ -326,11 +326,27 @@ local function pickTargetAndUse(game, battle, id, list)
end,
}))
end,
})
}
-- TM/HM: open the party menu in Gen 1's TM/HM display mode so each mon
-- shows ABLE / NOT ABLE from its learnset and the prompt reads "Use TM on
-- which POKeMON?" (engine/items/item_effects.asm ItemUseTMHM ->
-- party_menu.asm TM/HM type). Stones and other pickOnly items keep the
-- plain HP layout (Gen 1 shows no ABLE/NOT ABLE for them), so gate
-- strictly on def.machine. #210
if def and def.machine then
opts.tmhm = { move = def.machine.move, kind = def.machine.kind }
end
require("src.ui.Screens").push(game, "PartyMenu", opts)
end
local function useItem(game, battle, id, list)
local def = game.data.items[id]
-- ItemUseTMHM checks wIsInBattle before BootedUpTMText
if battle and def and def.machine then
local _, payload = ItemEffects.use(game.data, game.save, id, nil, battle)
showMessages(game, payload)
return
end
if ItemEffects.needsTarget(id, def) and not ItemEffects.isBall(id) then
-- TMs/HMs boot up and announce their move before the target picker
-- (ItemUseTMHM: BootedUpTMText / BootedUpHMText + TeachMachineMoveText)
+98 -21
View File
@@ -3,9 +3,11 @@
-- plus CHANGE BOX.
local Boxes = require("src.pokemon.Boxes")
local Font = require("src.render.Font")
local ListMenu = require("src.ui.ListMenu")
local Menu = require("src.ui.Menu")
local Party = require("src.pokemon.Party")
local TextBox = require("src.render.TextBox")
local BoxMenu = {}
@@ -14,6 +16,11 @@ local function monLabel(game, mon)
return ("%s :L%d"):format(mon.nickname or def.name, mon.level)
end
local function monName(game, mon)
local def = game.data.pokemon[mon.species]
return mon.nickname or def.name
end
-- Per-mon submenu (bills_pc.asm DisplayDepositWithdrawMenu): the chosen
-- action + STATS + CANCEL. STATS shows the status screen and returns
-- here; CANCEL/B goes back to the list.
@@ -31,8 +38,26 @@ local function monSubmenu(game, action, mon, onAction)
}, { tx = 9, ty = 10, tw = 11, th = 8, noSound = true }))
end
-- After a successful transfer: close the mon list (BoxMenu stays beneath
-- via keepOpen) and show the taken-out / stored text (jp BillsPCMenu).
local function afterTransfer(game, list, text)
list:close()
game.stack:push(TextBox.new(game, text))
end
local function withdraw(game)
local box = Boxes.active(game.save)
local t = game.data.text
if #box == 0 then
game.stack:push(TextBox.new(game, t._NoMonText
or "What? There are\nno POKéMON here!"))
return
end
if #game.save.party >= Party.MAX then
game.stack:push(TextBox.new(game, t._CantTakeMonText
or "You can't take\nany more POKéMON.\fDeposit POKéMON\nfirst."))
return
end
local items = {}
for i, mon in ipairs(box) do
table.insert(items, { label = monLabel(game, mon), value = i })
@@ -49,13 +74,29 @@ local function withdraw(game)
end
table.remove(box, item.value)
table.insert(game.save.party, mon)
list:close()
local name = monName(game, mon)
game.stringBuffer = name
require("src.core.Sound").playCry(game.data, mon.species)
afterTransfer(game, list, t._MonIsTakenOutText
or (name .. " is\ntaken out.\vGot " .. name .. "."))
end)
end,
}))
end
local function deposit(game)
local t = game.data.text
if #game.save.party <= 1 then
game.stack:push(TextBox.new(game, t._CantDepositLastMonText
or "You can't deposit\nthe last POKéMON!"))
return
end
local box = Boxes.active(game.save)
if #box >= Boxes.CAPACITY then
game.stack:push(TextBox.new(game, t._BoxFullText
or "Oops! This Box is\nfull of POKéMON."))
return
end
local items = {}
for i, mon in ipairs(game.save.party) do
table.insert(items, { label = monLabel(game, mon), value = i })
@@ -69,40 +110,50 @@ local function deposit(game)
list.footer = "You need at least\none POKéMON!"
return
end
local box = Boxes.active(game.save)
if #box >= Boxes.CAPACITY then
local active = Boxes.active(game.save)
if #active >= Boxes.CAPACITY then
list.footer = ("BOX %d is full!"):format(game.save.currentBox)
return
end
table.remove(game.save.party, item.value)
table.insert(box, mon)
list:close()
table.insert(active, mon)
local name = monName(game, mon)
game.stringBuffer = name
game.boxNumString = tostring(game.save.currentBox)
require("src.core.Sound").playCry(game.data, mon.species)
afterTransfer(game, list, t._MonWasStoredText
or (name .. " was\nstored in Box " .. game.boxNumString .. "."))
end)
end,
}))
end
-- RELEASE POKéMON (bills_pc.asm .release): confirm, then "Bye [MON]!"
-- RELEASE POKéMON (bills_pc.asm BillsPCRelease): confirm, then "Bye [MON]!".
-- Index by list.index (not stale item.value) after removeCurrent (#171).
local function release(game)
local box = Boxes.active(game.save)
local t = game.data.text
if #box == 0 then
game.stack:push(TextBox.new(game, t._NoMonText
or "What? There are\nno POKéMON here!"))
return
end
local items = {}
for i, mon in ipairs(box) do
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game,
("BOX %d (RELEASE)"):format(game.save.currentBox), items, {
onChoose = function(item, list)
local mon = box[item.value]
onChoose = function(_, list)
local mon = box[list.index]
if not mon then return end
local def = game.data.pokemon[mon.species]
local name = mon.nickname or def.name
local name = monName(game, mon)
local ChoiceBox = require("src.ui.ChoiceBox")
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
"Once released,\n" .. name .. " is\ngone forever. OK?", function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
table.remove(box, item.value)
table.remove(box, list.index)
require("src.core.Sound").playCry(game.data, mon.species)
game.stack:push(TextBox.new(game,
("%s was\nreleased outside.\fBye %s!"):format(name, name)))
@@ -129,7 +180,6 @@ local function changeBox(game)
-- the original asks BEFORE switching ("When you change a #MON
-- BOX, data will be saved. OK?"); declining aborts the change
local ChoiceBox = require("src.ui.ChoiceBox")
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
"When you change a\nPOKéMON BOX, data\nwill be saved. OK?", function()
game.stack:push(ChoiceBox.new(game, function(yes)
@@ -143,21 +193,48 @@ local function changeBox(game)
}))
end
-- bills_pc.asm BillsPCMenu chrome: What? text box + BOX No. overlay
local function drawChrome(game)
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("What?", 8, 112)
Font.drawBox(9, 14, 11, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("BOX No.", 80, 128)
local n = game.save.currentBox or 1
if n >= 10 then
Font.draw(tostring(n), 136, 128)
else
Font.draw(tostring(n), 144, 128)
end
love.graphics.setColor(1, 1, 1, 1)
end
function BoxMenu.new(game)
Boxes.ensure(game.save)
-- bills_pc.asm BillsPCMenu: TextBoxBorder at (0,0) with interior
-- 12x10 → total 14x12. "CHANGE BOX" is 10 tiles and needs the
-- full interior (cursor col + label); the old tw=12 right-side box
-- drew the final glyph on the border.
return Menu.new(game, {
{ label = "WITHDRAW", onSelect = function() withdraw(game) end },
{ label = "DEPOSIT", onSelect = function() deposit(game) end },
{ label = "RELEASE", onSelect = function() release(game) end },
{ label = "CHANGE BOX", onSelect = function() changeBox(game) end },
-- 12x10 → total 14x12. "CHANGE BOX" / "WITHDRAW <PK><MN>" need the
-- full interior (cursor col + label). keepOpen so WITHDRAW/DEPOSIT/
-- RELEASE/CHANGE BOX leave this menu underneath (jp BillsPCMenu).
local menu = Menu.new(game, {
{ label = "WITHDRAW <PK><MN>", keepOpen = true,
onSelect = function() withdraw(game) end },
{ label = "DEPOSIT <PK><MN>", keepOpen = true,
onSelect = function() deposit(game) end },
{ label = "RELEASE <PK><MN>", keepOpen = true,
onSelect = function() release(game) end },
{ label = "CHANGE BOX", keepOpen = true,
onSelect = function() changeBox(game) end },
{ label = "SEE YA!" },
-- Bill's PC runs silent end to end (BIT_NO_MENU_BUTTON_SOUND,
-- engine/menus/pokemon_pc.asm)
}, { tx = 0, ty = 0, tw = 14, th = 12, noSound = true })
local baseDraw = menu.draw
function menu:draw()
baseDraw(self)
drawChrome(game)
end
return menu
end
return BoxMenu
+12 -7
View File
@@ -1,4 +1,4 @@
-- YES/NO choice box (top-left of the text box area, like the original).
-- YES/NO choice box (InitYesNoTextBoxParameters: above the text box, right).
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
@@ -14,6 +14,11 @@ function ChoiceBox.new(game, onChoose, opts)
self.index = (opts and opts.defaultNo) and 2 or 1
-- BIT_NO_MENU_BUTTON_SOUND: PC-session prompts stay silent
self.noSound = (opts and opts.noSound) or false
local box = Theme.choiceBox
self.tx = (opts and opts.tx) or box.tx
self.ty = (opts and opts.ty) or box.ty
self.tw = (opts and opts.tw) or box.tw
self.th = (opts and opts.th) or box.th
return self
end
@@ -38,13 +43,13 @@ function ChoiceBox:update(dt)
end
function ChoiceBox:draw()
local box = Theme.choiceBox
Font.drawBox(box.tx, box.ty, box.tw, box.th)
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
Font.drawBox(tx, ty, tw, th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("YES", (box.tx + 2) * 8, (box.ty + 1) * 8)
Font.draw("NO", (box.tx + 2) * 8, (box.ty + 3) * 8)
Font.drawCode(Theme.cursor, (box.tx + 1) * 8,
(box.ty + (self.index == 1 and 1 or 3)) * 8)
Font.draw("YES", (tx + 2) * 8, (ty + 1) * 8)
Font.draw("NO", (tx + 2) * 8, (ty + 3) * 8)
Font.drawCode(Theme.cursor, (tx + 1) * 8,
(ty + (self.index == 1 and 1 or 3)) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
+42 -8
View File
@@ -1,8 +1,11 @@
-- The evolution movie (engine/movie/evolution.asm): the mon's pic
-- flashes back and forth with the evolved form, speeding up, then the
-- new form appears with its cry and the congratulations text.
-- B during the flash cancels ("Huh? ... stopped evolving!"? -- Gen 1
-- has no cancel; the flash always completes).
-- pokered engine/pokemon/evos_moves.asm (EvolveMon) polls hJoyHeld during
-- the flash: holding B aborts the evolution -- the mon keeps its species
-- and _StoppedEvolvingText ("Huh? MON stopped evolving!") prints. The
-- lone exception is trade evolutions (wLinkState == LINK_STATE_TRADING),
-- which skip that poll and cannot be cancelled (#213).
local Font = require("src.render.Font")
local Music = require("src.core.Music")
@@ -14,7 +17,10 @@ EvolutionState.isOpaque = true
-- SGB: SetPal_PokemonWholeScreen for the mon on display
function EvolutionState:sgbPalettes(game)
local P = require("src.render.PaletteFX")
local species = self.done and self.newSpecies or self.mon.species
-- a cancelled evolution keeps the old species (never applied), so only
-- colorize with the new form once it has actually evolved
local species = (self.done and not self.canceled) and self.newSpecies
or self.mon.species
local c = P.monPal(game.data, species)
if c then return { P.whole(c) } end
return P.wholeNamed(game.data, "MEWMON")
@@ -29,17 +35,22 @@ local function frontSprite(game, species)
return ok and img or nil
end
function EvolutionState.new(game, mon, newSpecies, onDone)
function EvolutionState.new(game, mon, newSpecies, onDone, via)
local self = setmetatable({}, EvolutionState)
self.game = game
self.mon = mon
self.newSpecies = newSpecies
self.onDone = onDone
self.via = via
-- evos_moves.asm: only trade evolutions (LINK_STATE_TRADING) skip the
-- B-cancel poll; level-up, stone and rare-candy evos are all cancelable.
self.cancelable = (via ~= "TRADE")
self.oldName = mon.nickname or game.data.pokemon[mon.species].name
self.oldSprite = frontSprite(game, mon.species)
self.newSprite = frontSprite(game, newSpecies)
self.t = 0
self.done = false
self.canceled = false
Music.play(game.data, Music.special(game.data, "evolution"))
return self
end
@@ -47,11 +58,28 @@ end
function EvolutionState:update(dt)
self.t = self.t + 1
if self.done then return end
local game = self.game
-- evos_moves.asm EvolveMon: each flash iteration polls hJoyHeld and, for
-- a cancelable evolution, aborts when B is held -- the mon keeps its
-- species (Evolution.apply never runs) and _StoppedEvolvingText prints.
if self.cancelable and game.input:isDown("b") then
self.done = true
self.canceled = true
local TextBox = require("src.render.TextBox")
-- mirrors data/generated/text.lua _StoppedEvolvingText
game.stack:push(TextBox.new(game,
("Huh? %s\nstopped evolving!"):format(self.oldName),
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
if self.onDone then self.onDone() end
end))
return
end
if self.t >= FLASH_FRAMES then
self.done = true
local game = self.game
local Evolution = require("src.pokemon.Evolution")
Evolution.apply(game, self.mon, self.newSpecies)
Evolution.apply(game, self.mon, self.newSpecies, self.via)
require("src.core.Sound").playCry(game.data, self.newSpecies)
local TextBox = require("src.render.TextBox")
local newName = game.data.pokemon[self.newSpecies].name
@@ -61,7 +89,12 @@ function EvolutionState:update(dt)
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
if self.onDone then self.onDone() end
-- Gen1 re-runs the level-up learn check on the evolved species
-- after the "evolved into" text (evos_moves.asm EvolveMon ->
-- learn_move.asm LearnMoveFromLevelUp, #12). Pop the evo screen
-- first so the "learned MOVE!" text / forget prompt push onto the
-- overworld / battle-return, not this state.
Evolution.learnEvolutionMoves(game, self.mon, self.onDone)
end))
end
end
@@ -73,7 +106,8 @@ function EvolutionState:draw()
-- accelerating flash between the two forms
local sprite
if self.done then
sprite = self.newSprite
-- a cancelled evolution settles back on the original form
sprite = self.canceled and self.oldSprite or self.newSprite
else
local period = math.max(4, 28 - math.floor(self.t / 40) * 6)
local showNew = math.floor(self.t / period) % 2 == 1
+6 -2
View File
@@ -11,9 +11,13 @@ function FlyMenu.new(game)
local visited = game.save.visited or {}
local seen = {}
for _, mapId in ipairs(game.data.field.flyOrder or {}) do
-- towns only (dungeon escape spots share the table), each listed once
-- towns only (dungeon escape spots share the table), each listed once.
-- Indigo Plateau (tileset PLATEAU) is a valid Fly destination too, so allow
-- it past the OVERWORLD-only isOutdoor gate while the CAVERN/FACILITY escape
-- spots stay excluded (LoadTownMap_Fly cycles it like any town, #203).
local def = game.data.maps[mapId]
if visited[mapId] and def and Map.isOutdoor(def) and not seen[mapId] then
if visited[mapId] and def and not seen[mapId]
and (Map.isOutdoor(def) or def.tileset == "PLATEAU") then
seen[mapId] = true
table.insert(items, {
value = mapId,
+10 -5
View File
@@ -37,8 +37,12 @@ function ListMenu.new(game, title, items, opts)
-- text box, a money box sits top-right, and the list shortens to
-- clear them (DisplayPokemartDialogue_'s screen)
self.dialogue = opts.dialogue
-- PC item lists (players_pc.asm): PrintListMenuEntries shows 4 names
-- and PrintText footers ("How many?", stored/withdrew) use the standard
-- bottom text box — same row budget as the mart, without the money box.
self.messageBox = opts.messageBox
self.money = opts.money -- () -> current money for the box
self.rows = opts.dialogue and 4 or ROWS
self.rows = opts.rows or ((opts.dialogue or opts.messageBox) and 4 or ROWS)
return self
end
@@ -137,8 +141,10 @@ function ListMenu:draw()
love.graphics.setColor(0, 0, 0, 1)
local money = ("¥%d"):format(self.money and self.money() or 0)
Font.draw(money, 152 - Font.width(money), 8)
-- the clerk's line in the standard bottom text box; long prompts
-- wrap and keep their last two lines, like the GB's scrolled box
end
if self.dialogue or (self.messageBox and self.footer) then
-- standard bottom text box (PrintText); long prompts wrap and keep
-- their last two lines, like the GB's scrolled box (#115/#174)
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
if self.footer then
@@ -153,8 +159,7 @@ function ListMenu:draw()
end
end
elseif self.footer then
-- PC deposit/withdraw footers use "\n"; draw the last two lines so
-- long item names are not clipped at the screen edge (#115).
-- bare footer (bag money line, etc.)
local flat = {}
for _, page in ipairs(require("src.render.TextBox").paginate(self.footer)) do
for _, line in ipairs(page) do flat[#flat + 1] = line end
+24 -12
View File
@@ -22,6 +22,8 @@ function MoveLearnMenu.new(game, mon, newMoveId, onDone)
self.newMoveId = newMoveId
self.onDone = onDone
self.index = 1
-- forget-list UI only after TryingToLearn YES (learn_move.asm .loop)
self.selecting = false
return self
end
@@ -31,24 +33,32 @@ end
-- TryingToLearnText + yes/no (learn_move.asm TryingToLearn): NO offers
-- AbandonLearning, whose own NO loops back here (DontAbandonLearning).
-- Use TextBox opts.choice so YES/NO overlays the still-visible prompt;
-- pushing ChoiceBox from onDone pops the text first and leaves YES/NO
-- on "Which move should be forgotten?" (#173).
function MoveLearnMenu:enter()
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local game = self.game
local mdef = game.data.moves[self.newMoveId]
local name = self:monName()
self.selecting = false
game.stack:push(TextBox.new(game,
("%s is\ntrying to learn\v%s!\fBut, %s\ncan't learn more\vthan 4 moves!\f")
:format(name, mdef.name, name) ..
("Delete an older\nmove to make room\vfor %s?"):format(mdef.name),
function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then self:confirmAbandon() end
end))
end))
nil, {
choice = function(yes)
if yes then
self.selecting = true
else
self:confirmAbandon()
end
end,
}))
end
function MoveLearnMenu:update(dt)
if not self.selecting then return end
local input = self.game.input
local n = #self.mon.moves + 1 -- moves + CANCEL
if input:wasPressed("up") then
@@ -82,15 +92,15 @@ end
-- (DontAbandonLearning)
function MoveLearnMenu:confirmAbandon()
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local game = self.game
local mdef = game.data.moves[self.newMoveId]
self.selecting = false
game.stack:push(TextBox.new(game,
("Abandon learning\n%s?"):format(mdef.name), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if yes then self:finish(false) else self:enter() end
end))
end))
("Abandon learning\n%s?"):format(mdef.name), nil, {
choice = function(yes)
if yes then self:finish(false) else self:enter() end
end,
}))
end
function MoveLearnMenu:finish(learned)
@@ -98,6 +108,7 @@ function MoveLearnMenu:finish(learned)
local game = self.game
local name = self:monName()
local mdef = game.data.moves[self.newMoveId]
self.selecting = false
game.stack:pop()
local msg
if learned then
@@ -114,6 +125,7 @@ function MoveLearnMenu:finish(learned)
end
function MoveLearnMenu:draw()
if not self.selecting then return end
-- single-spaced move list box (TryingToLearn: TextBoxBorder at 4,7)
-- plus the port's extra CANCEL row
Font.drawBox(4, 5, 16, 7)
+30
View File
@@ -10,6 +10,7 @@
-- bottom line like pokered's.
local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local Tilt = require("src.render.Tilt")
local GBCFX = require("src.render.GBCFX")
local Zoom = require("src.render.Zoom")
@@ -193,6 +194,15 @@ local function buildRows(game)
local o = g.save.options
o.tilt = wrapIndex((o.tilt or 0) + dir, 4)
Tilt.setLevel(o.tilt)
-- tilt and a mod's world pipeline are two answers to the same
-- question; turning this on switches that off (Pipelines does the
-- same in the other direction)
if o.tilt > 0 then
for _, entry in ipairs(Pipelines.list()) do
if entry.def.drawWorld then Pipelines.setLevel(entry.id, 0) end
end
Pipelines.syncOptions(o)
end
return true
end },
{ id = "gbcfx", label = "GBC FX",
@@ -295,6 +305,26 @@ local function buildRows(game)
end
rows = filtered
end
-- A mod's render pipelines are display modes like TILT, so their rows sit
-- with it rather than at the end of the list where a mod's own
-- ui.options.rows additions land. Nothing registered means nothing
-- spliced, so a vanilla install sees the list it always had.
local pipelineRows = Pipelines.rows(game)
if pipelineRows[1] then
local merged = {}
for _, row in ipairs(rows) do
merged[#merged + 1] = row
if row.id == "tilt" then
for _, extra in ipairs(pipelineRows) do merged[#merged + 1] = extra end
end
end
-- no TILT row to anchor to (a future build could drop it): append
-- rather than silently lose the modes
if #merged == #rows then
for _, extra in ipairs(pipelineRows) do merged[#merged + 1] = extra end
end
rows = merged
end
return rows
end
+182 -75
View File
@@ -1,11 +1,15 @@
-- Party menu: list the party, choose a member.
-- Modes:
-- default: A -> submenu (STATS / SWITCH order / CANCEL)
-- opts.onSwitch: A -> hand the chosen mon to the callback (battle
-- switch, item targeting via opts.pickOnly)
-- default: A -> submenu (STATS / SWITCH / field moves)
-- opts.onSwitch + opts.battle (voluntary PKMN): A -> SWITCH / STATS /
-- CANCEL (core.asm PartyMenuOrRockOrRun), then onSwitch on SWITCH
-- opts.onSwitch + opts.forceSwitch: A -> onSwitch immediately
-- (ChooseNextMon / SHIFT free-switch)
-- opts.pickOnly + opts.onSwitch: A -> onSwitch (item / script target)
-- opts.onCancel: fired when the menu closes without a pick (B)
-- Pops itself on B.
local Assets = require("src.render.Assets")
local Font = require("src.render.Font")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
@@ -93,7 +97,10 @@ local function drawIcon(game, mon, x, y, selected, counter)
end
if not path then return end
if iconImages[path] == nil then
local ok, img = pcall(love.graphics.newImage, path)
-- resolve through Assets so an overrides/ or transform-derived icon
-- (e.g. a per-species image at assets/generated/icons/<name>.png) is
-- picked up the same way battle sprites are
local ok, img = pcall(love.graphics.newImage, Assets.resolve(path))
iconImages[path] = ok and img or false
end
local img = iconImages[path]
@@ -125,6 +132,11 @@ function PartyMenu.new(game, opts)
self.onSwitch = opts.onSwitch
self.onCancel = opts.onCancel
self.pickOnly = opts.pickOnly
-- TM/HM teaching: opts.tmhm = { move, kind } switches the list to Gen 1's
-- TM/HM display (ABLE / NOT ABLE per mon instead of the HP bar, and the
-- "Use TM on which POKeMON?" prompt). Set by BagMenu.pickTargetAndUse. #210
self.tmhm = opts.tmhm
self.forceSwitch = opts.forceSwitch
self.battle = opts.battle
self.party = opts.party -- link battles pass their clamped copies
self.swapFrom = nil
@@ -156,12 +168,29 @@ function PartyMenu:update(dt)
-- hook-injected entries carry a callback instead of an action id
entry.onSelect(mon, self.game)
elseif action == "stats" then
-- battle and field alike return to the party list afterwards
-- (core.asm .partyMenuWasSelected)
Screens.push(self.game, "SummaryMenu", mon)
elseif action == "battle_switch" then
self.game.stack:pop()
self.onSwitch(mon)
return
elseif action == "cancel" then
self.game.stack:pop()
if self.onCancel then self.onCancel() end
return
elseif action == "switch" then
self.swapFrom = self.index
elseif action == "fly" then
-- FLY opens the TOWN MAP with a cursor over the visited fly towns,
-- not a plain text list (engine/menus/town_map.asm LoadTownMap_Fly).
-- flyTo (OverworldController) validates the fly-warp + runs the
-- departure/warp, so we just hand it the chosen mapId (#195).
local ow = self.game.overworld
self.game.stack:pop() -- close the party menu
Screens.push(self.game, "FlyMenu")
Screens.push(self.game, "TownMap", { fly = true, onFly = function(mapId)
if ow then ow:flyTo(mapId) end
end })
return
elseif action == "flash" then -- FLASH lights dark tunnels
-- start_sub_menus.asm .flash: PrintText _FlashLightsAreaText, then
@@ -286,21 +315,15 @@ function PartyMenu:update(dt)
-- 1/5 of the user's max HP to a chosen teammate
self.softboiledFrom = self.index
elseif action == "escape" then
-- DIG / TELEPORT both warp to the last Pokémon Center town
-- (wLastBlackoutMap, special_warps.asm escape warp); .dig/.teleport
-- end with GBPalWhiteOutWithDelay3 + jp .goBackToMap
-- DIG / TELEPORT warp to the last Pokémon Center TOWN (wLastBlackoutMap,
-- special_warps.asm escape warp). pokered's .dig/.teleport spin the
-- player up (LeaveMapAnim), white/fade out, then land it; this port
-- lands OUTSIDE the town PC door like Fly (#196). beginTeleportOut
-- centralizes the spin -> fade -> warp so BagMenu's ESCAPE ROPE shares
-- the exact departure; the fade + warp fire when the spin ends.
local ow = self.game.overworld
local heal = self.game.save.lastHeal
local Transition = require("src.render.Transition")
self.game.stack:pop()
if ow and heal then
self.game.stack:push(Transition.whiteFlash(self.game, nil, function()
require("src.core.Sound").play(self.game.data, "Teleport_Exit1")
-- EnterMapAnim on arrival (HandleFlyWarpOrDungeonWarp sets
-- BIT_FLY_WARP); blackouts must not pass arrive="teleport"
ow:warpToHealPoint(nil, { arrive = "teleport" })
end))
end
if ow then ow:beginTeleportOut() end
return
end
self.submenu = nil
@@ -341,58 +364,66 @@ function PartyMenu:update(dt)
require("src.core.Sound").play(self.game.data, "Swap")
end
self.swapFrom = nil
elseif self.onSwitch then
elseif self.onSwitch and (self.forceSwitch or self.pickOnly or not self.battle) then
self.game.stack:pop()
self.onSwitch(mon)
else
self.submenu = true
self.subIndex = 1
-- STATS/SWITCH plus this mon's field moves (start_sub_menus.asm
-- builds the same dynamic list)
local items = { { label = "STATS", action = "stats" },
{ label = "SWITCH", action = "switch" } }
local items
local ow = self.game.overworld
-- Field moves (HMs/TMs) are usable out of battle even when the mon
-- is fainted -- Gen 1 does not require HP for Cut/Fly/Surf/etc.
-- Battle still excludes this list via `not self.battle`. Softboiled
-- can appear for a fainted user; its heal transfer then no-ops.
if not self.battle and ow then
-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU —
-- Route 23 / Indigo Plateau outdoor), not OVERWORLD alone (#83)
local outside = Map.isOutside(ow.map.def,
FieldDefaults.field(self.game.data, "outsideTilesets"))
for _, mv in ipairs(mon.moves) do
if mv.id == "FLY" and outside
and self.game.save.inventory.THUNDERBADGE then
table.insert(items, { label = "FLY", action = "fly" })
elseif mv.id == "FLASH" and ow.dark
and self.game.save.inventory.BOULDERBADGE then
table.insert(items, { label = "FLASH", action = "flash" })
elseif mv.id == "CUT" and self.game.save.inventory.CASCADEBADGE then
-- CUT/SURF/STRENGTH are party-menu field moves too
-- (start_sub_menus.asm .outOfBattleMovePointers); listed here
-- with the same list-time badge filter this file already uses
-- for FLY/FLASH. The facing-tile/activation check happens on
-- selection (useCutFieldMove/useSurfFieldMove).
table.insert(items, { label = "CUT", action = "cut" })
elseif mv.id == "SURF" and self.game.save.inventory.SOULBADGE then
table.insert(items, { label = "SURF", action = "surf" })
elseif mv.id == "STRENGTH" and self.game.save.inventory.RAINBOWBADGE then
table.insert(items, { label = "STRENGTH", action = "strength" })
elseif mv.id == "SOFTBOILED" then
table.insert(items, { label = "SOFTBOILED", action = "softboiled" })
elseif mv.id == "TELEPORT" and outside then
-- TELEPORT works only OUTDOORS (start_sub_menus.asm
-- .teleport -> CheckIfInOutsideMap); dark maps don't
-- block it
table.insert(items, { label = "TELEPORT", action = "escape" })
elseif mv.id == "DIG" and DIG_TILESETS[ow.map.def.tileset]
and ow.map.id ~= "AGATHAS_ROOM" then
-- DIG runs ItemUseEscapeRope (.dig sets wCurItem =
-- ESCAPE_ROPE): usable in the dungeon tilesets of
-- escape_rope_tilesets.asm minus Agatha's room, even in
-- the dark (Rock Tunnel)
table.insert(items, { label = "DIG", action = "escape" })
if self.battle and self.onSwitch then
-- SwitchStatsCancelText (core.asm PartyMenuOrRockOrRun)
items = { { label = "SWITCH", action = "battle_switch" },
{ label = "STATS", action = "stats" },
{ label = "CANCEL", action = "cancel" } }
else
-- STATS/SWITCH plus this mon's field moves (start_sub_menus.asm
-- builds the same dynamic list)
items = { { label = "STATS", action = "stats" },
{ label = "SWITCH", action = "switch" } }
-- Field moves (HMs/TMs) are usable out of battle even when the mon
-- is fainted -- Gen 1 does not require HP for Cut/Fly/Surf/etc.
-- Battle still excludes this list via `not self.battle`. Softboiled
-- can appear for a fainted user; its heal transfer then no-ops.
if not self.battle and ow then
-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU —
-- Route 23 / Indigo Plateau outdoor), not OVERWORLD alone (#83)
local outside = Map.isOutside(ow.map.def,
FieldDefaults.field(self.game.data, "outsideTilesets"))
for _, mv in ipairs(mon.moves) do
if mv.id == "FLY" and outside
and self.game.save.inventory.THUNDERBADGE then
table.insert(items, { label = "FLY", action = "fly" })
elseif mv.id == "FLASH" and ow.dark
and self.game.save.inventory.BOULDERBADGE then
table.insert(items, { label = "FLASH", action = "flash" })
elseif mv.id == "CUT" and self.game.save.inventory.CASCADEBADGE then
-- CUT/SURF/STRENGTH are party-menu field moves too
-- (start_sub_menus.asm .outOfBattleMovePointers); listed here
-- with the same list-time badge filter this file already uses
-- for FLY/FLASH. The facing-tile/activation check happens on
-- selection (useCutFieldMove/useSurfFieldMove).
table.insert(items, { label = "CUT", action = "cut" })
elseif mv.id == "SURF" and self.game.save.inventory.SOULBADGE then
table.insert(items, { label = "SURF", action = "surf" })
elseif mv.id == "STRENGTH" and self.game.save.inventory.RAINBOWBADGE then
table.insert(items, { label = "STRENGTH", action = "strength" })
elseif mv.id == "SOFTBOILED" then
table.insert(items, { label = "SOFTBOILED", action = "softboiled" })
elseif mv.id == "TELEPORT" and outside then
-- TELEPORT works only OUTDOORS (start_sub_menus.asm
-- .teleport -> CheckIfInOutsideMap); dark maps don't
-- block it
table.insert(items, { label = "TELEPORT", action = "escape" })
elseif mv.id == "DIG" and DIG_TILESETS[ow.map.def.tileset]
and ow.map.id ~= "AGATHAS_ROOM" then
-- DIG runs ItemUseEscapeRope (.dig sets wCurItem =
-- ESCAPE_ROPE): usable in the dungeon tilesets of
-- escape_rope_tilesets.asm minus Agatha's room, even in
-- the dark (Rock Tunnel)
table.insert(items, { label = "DIG", action = "escape" })
end
end
end
end
@@ -410,6 +441,38 @@ function PartyMenu:update(dt)
end
end
-- The bottom-of-screen context message for the current menu state
-- (pokered engine/menus/party_menu.asm PartyMenuMessage / RedrawPartyMenu_):
-- the party menu always prints a message in the bottom text box. With the
-- normal message id that is PartyMenuBattleText ("Bring out which POKéMON?")
-- when IsInBattle else PartyMenuNormalText ("Choose a POKéMON."); the swap /
-- item / TM-HM ids print their own strings, which draw() handles inline.
-- Pure (no side effects) so drivers can assert it. #147
function PartyMenu:bottomMessage()
if self.swapFrom then
return "Move to where?"
elseif self.softboiledFrom or self.pickOnly then
return "Use on which one?"
elseif self.tmhm then
return self.game.data.text._PartyMenuUseTMText
or "Use TM on which\nPOKéMON?"
elseif self.battle then
return self.game.data.text._PartyMenuBattleText
or "Bring out which\nPOKéMON?"
else
return self.game.data.text._PartyMenuNormalText
or "Choose a POKéMON."
end
end
-- Name-row pixel Y for party slot i (1-based).
-- pokered party_menu.asm RedrawPartyMenu_: hlcoord 3, 0, then each entry
-- advances 2*SCREEN_WIDTH (16 px). The bottom message box sits at tile
-- row 12 (y=96); slot 6's HP row is therefore at y=88. #262
function PartyMenu.entryY(i)
return (i - 1) * 16
end
function PartyMenu:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
@@ -421,9 +484,9 @@ function PartyMenu:draw()
local HudTiles = require("src.render.HudTiles")
for i, mon in ipairs(party) do
local def = self.game.data.pokemon[mon.species]
local y = (i - 1) * 16 + 12
local y = PartyMenu.entryY(i)
love.graphics.setColor(1, 1, 1, 1)
drawIcon(self.game, mon, 8, y - 2, i == self.index, self.blink or 0)
drawIcon(self.game, mon, 8, y, i == self.index, self.blink or 0)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(mon.nickname or def.name, 24, y)
-- level at column 13 (<LV> tile + digits, PrintLevel) AND the
@@ -436,16 +499,34 @@ function PartyMenu:draw()
-- PrintLevel overwrites the <LV> tile with the third digit
Font.draw(tostring(mon.level), 104, y)
end
if mon.hp <= 0 then
Font.draw("FNT", 136, y)
elseif mon.status then
Font.draw(mon.status, 136, y)
if self.tmhm then
-- TM/HM teaching menu (engine/menus/party_menu.asm PrintPartyMenu):
-- the second row shows the inline "ABLE" / "NOT ABLE" learnability
-- strings in place of the HP bar and status, decided by CanLearnTM.
-- The learnset scan mirrors ItemEffects.use so the display can never
-- disagree with the actual teach. #210
local can = false
for _, m in ipairs(def.tmhm or {}) do
if m == self.tmhm.move then can = true break end
end
-- right-aligned so the shorter "ABLE" shares "NOT ABLE"'s right edge
if can then
Font.draw("ABLE", 120, y + 8)
else
Font.draw("NOT ABLE", 88, y + 8)
end
else
if mon.hp <= 0 then
Font.draw("FNT", 136, y)
elseif mon.status then
Font.draw(mon.status, 136, y)
end
-- the colored tile HP bar (DrawHP2 + SetPartyMenuHPBarColor)
love.graphics.setColor(1, 1, 1, 1)
HudTiles.drawHPBar(self.game.data, 5, (y + 8) / 8, mon)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d/%3d"):format(mon.hp, mon.stats.hp), 104, y + 8)
end
-- the colored tile HP bar (DrawHP2 + SetPartyMenuHPBarColor)
love.graphics.setColor(1, 1, 1, 1)
HudTiles.drawHPBar(self.game.data, 5, (y + 8) / 8, mon)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d/%3d"):format(mon.hp, mon.stats.hp), 104, y + 8)
if i == self.index then
Font.drawCode(Theme.cursor, 0, y)
end
@@ -457,8 +538,34 @@ function PartyMenu:draw()
Font.draw("Move to where?", 8, 136)
elseif self.softboiledFrom then
Font.draw("Use on which one?", 8, 136)
elseif self.tmhm then
-- "Use TM on which\nPOKeMON?" in the standard bottom text box
-- (party_menu.asm keeps the message box for the TM/HM menu); box + line
-- geometry match TextBox's default (rows 12-17, text on rows 14/16). #210
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
local prompt = self.game.data.text._PartyMenuUseTMText
or "Use TM on which\nPOKéMON?"
local ly = 112
for line in (prompt .. "\n"):gmatch("([^\n]*)\n") do
Font.draw(line, 8, ly)
ly = ly + 16
end
elseif self.pickOnly then
Font.draw("Use on which one?", 8, 136)
else
-- default field party menu (StartMenu) and the battle voluntary-switch
-- (BattleState:openParty): Gen1 prints PartyMenuNormalText / PartyMenuBattleText
-- in the standard bottom text box (party_menu.asm PartyMenuMessage), not
-- plain bottom-row text. Box + line geometry match the #210 TM/HM case and
-- TextBox's default (rows 12-17, text on rows 14/16). #147
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
local ly = 112
for line in (self:bottomMessage() .. "\n"):gmatch("([^\n]*)\n") do
Font.draw(line, 8, ly)
ly = ly + 16
end
end
if self.submenu then
local n = #self.subItems
+6 -3
View File
@@ -71,6 +71,7 @@ end
local function withdraw(game)
local pc = game.save.pcItems
game.stack:push(ListMenu.new(game, "WITHDRAW ITEM", buildItems(game, pc), {
messageBox = true,
onChoose = function(item, list)
askQuantity(game, list, pc[item.value] or 1, item.value, function(qty)
local Bag = require("src.inventory.Bag")
@@ -107,6 +108,7 @@ local function deposit(game)
if not Bag.isBadge(id) then depositable[id] = count end
end
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, depositable), {
messageBox = true,
onChoose = function(item, list)
askQuantity(game, list, inv[item.value] or 1, item.value, function(qty)
if pcFull(game, pc, item.value) then
@@ -126,6 +128,7 @@ end
local function toss(game)
local pc = game.save.pcItems
game.stack:push(ListMenu.new(game, "TOSS ITEM", buildItems(game, pc), {
messageBox = true,
onChoose = function(item, list)
local def = game.data.items[item.value]
if (def and def.keyItem) or item.value:find("^HM_") then
@@ -161,9 +164,9 @@ function PlayerPC.new(game)
{ label = "DEPOSIT ITEM", onSelect = function() deposit(game) end },
{ label = "TOSS ITEM", onSelect = function() toss(game) end },
{ label = "LOG OFF" },
-- the whole PC session runs silent (BIT_NO_MENU_BUTTON_SOUND,
-- engine/menus/players_pc.asm PlayersPCMenu)
}, { tx = 3, ty = 0, tw = 17, th = 10, noSound = true })
-- silent PC session (BIT_NO_MENU_BUTTON_SOUND); players_pc.asm
-- PlayersPCMenu TextBoxBorder (0,0) b=8 c=14 → 16x10
}, { tx = 0, ty = 0, tw = 16, th = 10, noSound = true })
end
return PlayerPC
+8 -4
View File
@@ -40,15 +40,19 @@ function QuantityBox:update(dt)
end
function QuantityBox:draw()
local w = self.unitPrice and 11 or 7
local tx = 20 - w - 1
Font.drawBox(tx, 13, w, 3)
-- DisplayChooseQuantityMenu (home/list_menu.asm): non-priced box at
-- hlcoord 15,9 (interior 3x1); priced at hlcoord 7,9 (interior 11x1).
-- TextBoxBorder adds the frame, so outer size is +2 on each axis.
local tw = self.unitPrice and 13 or 5
local tx = self.unitPrice and 7 or 15
local ty = 9
Font.drawBox(tx, ty, tw, 3)
love.graphics.setColor(0, 0, 0, 1)
local s = ("×%02d"):format(self.qty) -- the multiply glyph tile
if self.unitPrice then
s = s .. (" ¥%d"):format(self.qty * self.unitPrice)
end
Font.draw(s, (tx + 1) * 8, 14 * 8)
Font.draw(s, (tx + 1) * 8, (ty + 1) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
+5 -2
View File
@@ -106,8 +106,11 @@ local function sell(game)
onChoose = function(item)
local def = game.data.items[item.value]
-- only key items and HMs are unsellable (pokemart.asm IsKeyItem /
-- IsItemHM); zero-price items like ETHER sell for ¥0
if (def and def.keyItem) or item.value:find("^HM_") then
-- IsItemHM); zero-price items like ETHER sell for ¥0. An unknown id
-- (nil def) has no price, so treat it as unsellable too rather than
-- indexing nil below -- guards saves that already picked up a bogus
-- ITEM_NONE "0" from Blue's House before that pickup was fixed (#11).
if not def or def.keyItem or item.value:find("^HM_") then
list.footer = txt(game, "_PokemartUnsellableItemText",
"I can't put a\nprice on that.")
return
+9 -2
View File
@@ -5,6 +5,13 @@
-- A on page 2) closes.
local Font = require("src.render.Font")
-- status_screen.asm PrintMonType prints the type's DISPLAY name from the
-- TypeNames table, not the constant: species types are stored as pokered
-- constants (RomExtractor:typesById) and PSYCHIC's is "PSYCHIC_TYPE" (so it
-- won't collide with the PSYCHIC move), which would overflow the TYPE field.
-- TypeChart.displayName maps it back to "PSYCHIC", like HallOfFame and the
-- battle move-type box already do (#214).
local TypeChart = require("src.battle.TypeChart")
local SummaryMenu = {}
SummaryMenu.__index = SummaryMenu
@@ -99,10 +106,10 @@ function SummaryMenu:draw()
-- TYPE1/TYPE2/IDNo/OT column (10,9) with values indented (11,10)
drawLineBox(19, 9, 8, 6)
Font.draw("TYPE1/", 80, 72)
Font.draw(def.types[1] or "", 88, 80)
Font.draw(def.types[1] and TypeChart.displayName(def.types[1]) or "", 88, 80)
if def.types[2] then
Font.draw("TYPE2/", 80, 88)
Font.draw(def.types[2], 88, 96)
Font.draw(TypeChart.displayName(def.types[2]), 88, 96)
end
Font.draw("IDNo/", 80, 104)
-- the trainer ID is rolled at new game (SaveData.newGame) and
+2 -1
View File
@@ -15,7 +15,8 @@ local Theme = {
cols = Renderer.WIDTH / 8,
rows = Renderer.HEIGHT / 8,
textBox = { tx = 0, ty = 12, tw = 20, th = 6, maxCols = 18 },
choiceBox = { tx = 0, ty = 7, tw = 6, th = 5 },
-- InitYesNoTextBoxParameters / AskName: hlcoord 14, 7 (YES_NO_MENU 4x3)
choiceBox = { tx = 14, ty = 7, tw = 6, th = 5 },
}
function Theme.load(data)
+101 -10
View File
@@ -7,6 +7,11 @@
-- the selected name in a banner up top, and the player's current
-- location blinking. List mode (townMap data missing): up/down through
-- an ordered list of fly towns instead. B closes.
--
-- Fly mode (opts.fly + opts.onFly, LoadTownMap_Fly): the same Kanto map,
-- but the cursor cycles ONLY the visited fly destinations (Up/Down, in fly
-- order), the banner reads "To <NAME>", and A calls onFly(mapId) to depart.
-- This is what the party-menu FLY field move opens (#195).
local Font = require("src.render.Font")
local Sound = require("src.core.Sound")
@@ -80,7 +85,10 @@ local function buildLocations(game)
local seen = {}
for _, mapId in ipairs(field.flyOrder or {}) do
local def = game.data.maps and game.data.maps[mapId]
if not seen[mapId] and def and Map.isOutdoor(def) then
-- accept the PLATEAU tileset too so Indigo Plateau shows on the
-- stale-asset list fallback, matching the fly-list filter (#203)
if not seen[mapId] and def
and (Map.isOutdoor(def) or def.tileset == "PLATEAU") then
seen[mapId] = true
local loc = { name = mapId:gsub("_", " ") }
table.insert(locs, loc)
@@ -119,6 +127,42 @@ local function markerXY(loc)
return loc.x * 8 + 16, loc.y * 8 + 8
end
-- the row-0 name banner; fly mode prefixes "To " like LoadTownMap_Fly
-- (engine/menus/town_map.asm prints the destination as "To <NAME>")
function TownMap:bannerText(loc)
return (self.fly and "To " or "") .. loc.name
end
-- Fly mode selection set (engine/menus/town_map.asm LoadTownMap_Fly): the
-- cursor cycles ONLY the visited fly destinations, in fly order, each landing
-- on its town square. Built from field.flyOrder filtered to visited outdoor
-- towns that have a fly-warp spot, deduped, reusing the grid loc so the cursor
-- lands on the town and its name shows in the banner.
local function buildFlyList(game, byMap)
local field = game.data.field or {}
local visited = game.save.visited or {}
local flyWarps = field.flyWarps or {}
local Map = require("src.world.Map")
local flyLocs, flyMapIds, seen = {}, {}, {}
for _, mapId in ipairs(field.flyOrder or {}) do
local def = game.data.maps and game.data.maps[mapId]
-- INDIGO_PLATEAU is a normal Fly spot (engine/menus/town_map.asm
-- LoadTownMap_Fly cycles it like any town), but its map uses tileset
-- "PLATEAU" not OVERWORLD, so Map.isOutdoor() alone dropped it from the
-- cursor even though it is visited and has a fly warp. Allow PLATEAU here
-- while the CAVERN/FACILITY dungeon escape spots that share flyOrder still
-- fail the gate and stay out (#203).
if not seen[mapId] and visited[mapId] and flyWarps[mapId]
and def and (Map.isOutdoor(def) or def.tileset == "PLATEAU") then
seen[mapId] = true
local loc = byMap[mapId] or { name = mapId:gsub("_", " ") }
table.insert(flyLocs, loc)
flyMapIds[#flyLocs] = mapId
end
end
return flyLocs, flyMapIds
end
-- opts.nestSpecies: the Pokédex AREA screen (LoadTownMap_Nest) --
-- blink a nest icon on every map whose wild slots hold the species
function TownMap.new(game, opts)
@@ -152,6 +196,26 @@ function TownMap.new(game, opts)
or "assets/generated/townmap/nest.png")
self.nestIcon = ok and img or nil
end
if opts.fly then
-- FLY picker (LoadTownMap_Fly): restrict the selectable set to the
-- visited fly towns so Up/Down cycle only those and A knows the mapId.
local flyLocs, flyMapIds = buildFlyList(game, self.byMap)
if #flyLocs > 0 then
self.fly = true
self.onFly = opts.onFly
self.locs = flyLocs
self.flyMapIds = flyMapIds
-- grid rendering needs coords on every entry; without them fall back to
-- the name list so the fly screen still works on stale asset builds
if self.mode == "grid" then
for _, loc in ipairs(flyLocs) do
if not (loc.x and loc.y) then self.mode = "list" break end
end
end
end
-- with nothing visited yet there is nowhere to fly: leave self.fly unset
-- so the screen degrades to a plain viewer (B closes)
end
-- the player's current location (guard: overworld may not be running)
local mapId = game.overworld and game.overworld.map and game.overworld.map.id
self.playerLoc = mapId and self.byMap[mapId] or nil
@@ -199,7 +263,19 @@ function TownMap:update(dt)
self.game.stack:pop()
return
end
if self.nestSpecies then
if self.fly then
-- LoadTownMap_Fly: Up/Down cycle the visited destinations, A flies there,
-- B cancels (handled above). moveList walks self.locs, now the fly list.
if input:wasPressed("a") then
Sound.play(self.game.data, "Press_AB")
local mapId = self.flyMapIds[self.sel]
self.game.stack:pop()
if mapId and self.onFly then self.onFly(mapId) end
return
elseif input:wasPressed("up") then self:moveList(-1)
elseif input:wasPressed("down") then self:moveList(1)
end
elseif self.nestSpecies then
if input:wasPressed("a") then
Sound.play(self.game.data, "Press_AB")
self.game.stack:pop()
@@ -260,18 +336,28 @@ function TownMap:draw()
love.graphics.setColor(1, 1, 1, 1)
return
end
-- the player's current location blinks (slow phase)
-- the player's current location blinks (slow phase). Paint it with a
-- palette-safe DARK shade (red 0), not red: this screen composites through
-- the TOWNMAP SGB shade-remap shader (PaletteFX.shader), which keys ONLY on
-- the red channel, and a red-0.75 dot lands in the c1 bucket = TOWNMAP
-- {165,214,255}, the exact light-blue used for the water and the town-square
-- fill, so the marker was drawn but recolored invisible (#152). Red 0 -> c3
-- {25,16,16} = a solid dark "you are here" dot, visible on land and water.
if self.playerLoc and self.blink < 20 then
local x, y = markerXY(self.playerLoc)
love.graphics.setColor(0.75, 0.1, 0.1, 1)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
love.graphics.setColor(1, 1, 1, 1)
end
-- blinking cursor on the selected location
-- blinking cursor on the selected location. markerXY is the 8x8 cell's
-- top-left; the cursor asset is a 16x16 hollow frame centered on its own
-- (8,8), so draw it -4,-4 to enclose the cell (engine/menus/town_map.asm
-- draws the box cursor CENTERED on the selected location). Drawing it at
-- the cell top-left put the square in the frame's top-left quadrant (#152).
if selected and self.blink % 16 < 10 then
local x, y = markerXY(selected)
if self.bg.cursor then
love.graphics.draw(self.bg.cursor, x, y)
love.graphics.draw(self.bg.cursor, x - 4, y - 4)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", x + 0.5, y + 0.5, 7, 7)
@@ -281,7 +367,7 @@ function TownMap:draw()
-- the name strip on row 0 (DisplayTownMap: ClearScreenArea + name)
love.graphics.rectangle("fill", 0, 0, 160, 8)
love.graphics.setColor(0, 0, 0, 1)
if selected then Font.draw(selected.name, 8, 0) end
if selected then Font.draw(self:bannerText(selected), 8, 0) end
love.graphics.setColor(1, 1, 1, 1)
return
end
@@ -294,7 +380,9 @@ function TownMap:draw()
drawSquare(loc)
end
if self.playerLoc and self.blink < 20 then
love.graphics.setColor(0.75, 0.1, 0.1, 1)
-- palette-safe dark, same red-channel shade-remap reason as the primary
-- grid path above (#152); stale-asset builds hit this fallback square
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,
self.playerLoc.y * 8 + 2, 4, 4)
end
@@ -317,7 +405,10 @@ function TownMap:draw()
end
Font.draw(loc.name, 24, y)
if loc == self.playerLoc and self.blink < 20 then
-- blinking marker on the player's current town
-- blinking marker on the player's current town; force the palette-safe
-- dark shade explicitly so the red-channel shade-remap keeps it
-- visible regardless of Font.draw's leftover color (#152)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 24 + #loc.name * 8 + 6, y + 2, 4, 4)
end
end
@@ -327,7 +418,7 @@ function TownMap:draw()
-- name banner across the top
Font.drawBox(0, 0, 20, 3)
love.graphics.setColor(0, 0, 0, 1)
if selected then Font.draw(selected.name, 8, 8) end
if selected then Font.draw(self:bannerText(selected), 8, 8) end
love.graphics.setColor(1, 1, 1, 1)
end
+427 -45
View File
@@ -1,8 +1,7 @@
-- Link/in-game trade cinematic (engine/movie/trade.asm, trade2.asm):
-- the traded POKéMON rises away with its cry and a goodbye, then the
-- received one descends with its cry and "take good care" text.
-- A skips the slide animations ahead. Calls onDone() after popping.
-- InternalClockTradeAnim (engine/movie/trade.asm): cable-trade cinematic
-- used by in-game NPC trades and internally-clocked link trades.
local Font = require("src.render.Font")
local Sound = require("src.core.Sound")
local TextBox = require("src.render.TextBox")
@@ -10,13 +9,22 @@ local TradeAnim = {}
TradeAnim.__index = TradeAnim
TradeAnim.isOpaque = true
-- SGB: generic whole-screen palette (SET_PAL_GENERIC)
function TradeAnim:sgbPalettes(game)
return require("src.render.PaletteFX").wholeNamed(game.data, "MEWMON")
end
local SLIDE_FRAMES = 90
local REST_Y = 44 -- resting top of the sprite, roughly screen centre
local DEFAULT_ART = {
gameBoy = "assets/generated/trade/game_boy.png",
openCable = "assets/generated/trade/open_cable.png",
cableHoriz = "assets/generated/trade/cable_horiz.png",
cableConn = "assets/generated/trade/cable_conn.png",
cableVert = "assets/generated/trade/cable_vert.png",
cableCorner = "assets/generated/trade/cable_corner.png",
cableEnd = "assets/generated/trade/cable_end.png",
cableBall = "assets/generated/trade/cable_ball.png",
cableBallAlt = "assets/generated/trade/cable_ball_alt.png",
bubble = "assets/generated/trade/bubble.png",
}
local function tryImage(path)
if not path then return nil end
@@ -29,11 +37,46 @@ local function nameOf(game, mon)
return mon.nickname or (def and def.name) or mon.species
end
local function speciesName(game, mon)
local def = game.data.pokemon[mon.species]
return (def and def.name) or mon.species
end
local function dexOf(game, mon)
local def = game.data.pokemon[mon.species]
return def and def.dex or 0
end
local function spriteOf(game, mon)
local def = game.data.pokemon[mon.species]
return tryImage(def and def.spriteFront)
end
local function expand(game, key, subs)
local raw = game.data.text and game.data.text[key]
if not raw then return key end
for token, value in pairs(subs or {}) do
raw = raw:gsub("{" .. token .. "}", value)
end
return TextBox.substitute(game, raw)
end
-- InternalClockTradeFuncSequence
local SEQ = {
"show_player",
"open_cable",
"ball_enter",
"transfer_lr",
"delay",
"went_to",
"for_sends",
"farewell",
"transfer_rl",
"open_cable2",
"show_enemy",
"done",
}
function TradeAnim.new(game, opts)
opts = opts or {}
local self = setmetatable({}, TradeAnim)
@@ -41,62 +84,401 @@ function TradeAnim.new(game, opts)
self.sent = opts.sent
self.received = opts.received
self.onDone = opts.onDone
self.enemyName = opts.enemyName or (self.received and self.received.ot) or "TRAINER"
self.playerName = (game.save.player and game.save.player.name) or "RED"
self.playerOt = opts.playerOt or self.playerName
self.playerOtId = opts.playerOtId
or (self.sent and self.sent.otId)
or (game.save.player and game.save.player.id)
or 0
self.enemyOtId = opts.enemyOtId
or (self.received and self.received.otId)
or love.math.random(0, 65535)
local art = (game.data.field and game.data.field.tradeArt) or DEFAULT_ART
self.img = {
gameBoy = tryImage(art.gameBoy or DEFAULT_ART.gameBoy),
openCable = tryImage(art.openCable or DEFAULT_ART.openCable),
cableHoriz = tryImage(art.cableHoriz or DEFAULT_ART.cableHoriz),
cableConn = tryImage(art.cableConn or DEFAULT_ART.cableConn),
cableVert = tryImage(art.cableVert or DEFAULT_ART.cableVert),
cableCorner = tryImage(art.cableCorner or DEFAULT_ART.cableCorner),
cableEnd = tryImage(art.cableEnd or DEFAULT_ART.cableEnd),
cableBall = tryImage(art.cableBall or DEFAULT_ART.cableBall),
cableBallAlt = tryImage(art.cableBallAlt or DEFAULT_ART.cableBallAlt),
bubble = tryImage(art.bubble or DEFAULT_ART.bubble),
}
self.sentSprite = spriteOf(game, self.sent)
self.receivedSprite = spriteOf(game, self.received)
self.phase = "out"
self.recvSprite = spriteOf(game, self.received)
self.seq = 1
self.phase = SEQ[1]
self.t = 0
self.scx = 0
self.ballX = 0
self.ballY = 0
self.monX = 0
self.monY = 0
self.flash = false
self.monVisible = true
self.waitingText = false
self.cableFlash = false
return self
end
function TradeAnim:enter()
Sound.playCry(self.game.data, self.sent.species)
Sound.play(self.game.data, "Trade_Machine")
end
function TradeAnim:advance()
self.seq = self.seq + 1
self.phase = SEQ[self.seq] or "done"
self.t = 0
self.scx = 0
self.sub = nil
self.flash = false
self.cableFlash = false
self.poof = nil
if self.phase == "done" then
self.game.stack:pop()
if self.onDone then self.onDone() end
elseif self.phase == "show_enemy" then
self.monVisible = false
elseif self.phase == "transfer_lr" then
-- wBaseCoord $54, $1c OAM -> screen (76, 12)
self.monX, self.monY = 76, 12
elseif self.phase == "transfer_rl" then
-- wBaseCoord $64, $44 OAM -> screen (92, 52), right GB on screen
self.monX, self.monY = 92, 52
self.scx = 160
elseif self.phase == "ball_enter" then
-- lb bc, $20, $60: b = Y, c = X (Trade_AnimateBallEnteringLinkCable)
self.ballX, self.ballY = 0x60, 0x20
elseif self.phase == "open_cable" or self.phase == "open_cable2" then
-- SCX $a0 -> $f0: cable slides in from the right, open end rests at x64
self.scx = 0x50
Sound.play(self.game.data, "Heal_HP")
end
end
function TradeAnim:say(text, delay, thenFn)
self.waitingText = true
self.game.stack:push(TextBox.new(self.game, text, function()
self.waitingText = false
if thenFn then thenFn() else self:advance() end
end, { auto = { delay = delay or 80 } }))
end
function TradeAnim:skipHeld()
return self.game.input:wasPressed("a") or self.game.input:isDown("a")
end
function TradeAnim:update(dt)
local input = self.game.input
if self.phase == "out" or self.phase == "in" then
self.t = self.t + 1
if input:wasPressed("a") then self.t = SLIDE_FRAMES end
if self.t < SLIDE_FRAMES then return end
if self.phase == "out" then
self.phase = "goodbye"
self.game.stack:push(TextBox.new(self.game,
("Goodbye %s!"):format(nameOf(self.game, self.sent)),
function()
self.phase = "in"
self.t = 0
Sound.playCry(self.game.data, self.received.species)
end))
if self.waitingText or self.phase == "done" then return end
local skip = self.game.input:wasPressed("a")
self.t = self.t + 1
local p = self.phase
if p == "show_player" then
-- slide from SCX $86 -> 0, hold 80, poof, cry (Trade_ShowPlayerMon)
if not self.sub then self.sub = "slide" end
if self.sub == "slide" then
self.scx = math.max(0, 0x86 - self.t * 2)
if skip or self.scx <= 0 then
self.scx = 0
self.sub = "hold"
self.t = 0
end
elseif self.sub == "hold" then
if skip or self.t >= 80 then
self.sub = "poof"
self.t = 0
self.monVisible = false
Sound.play(self.game.data, "Ball_Poof")
end
elseif self.sub == "poof" then
self.poof = math.max(0, 16 - self.t)
if skip or self.t >= 16 then
Sound.playCry(self.game.data, self.sent.species)
self.sub = nil
self:advance()
end
end
elseif p == "open_cable" or p == "open_cable2" then
-- 20 steps of 4px, matching the SCX loop
self.scx = math.max(0, 0x50 - self.t * 4)
if skip or self.scx <= 0 then
self.scx = 0
self:advance()
end
elseif p == "ball_enter" then
-- TRADE_BALL_SHAKE then ball rides the cable; X from $60 toward $a0
if self.t < 20 then
if skip then self.t = 20 end
return
end
local step = self.t - 20
if step % 3 == 0 then
self.ballX = 0x60 + math.floor(step / 3) * 4
self.flash = not self.flash
if self.ballX < 0xA0 then Sound.play(self.game.data, "Tink") end
end
if skip then self.ballX = 0xA0 end
if self.ballX >= 0xA0 then self:advance() end
elseif p == "transfer_lr" then
-- scroll left GB off while the mon rides the cable, then the sprite
-- itself moves right and down into the right GB (Trade_AnimMonMoveVertical)
if self.t <= 80 then
self.scx = math.min(160, self.t * 2)
self.monX, self.monY = 76, 12
elseif self.t <= 80 + 32 then
self.monX = 76 + math.floor((self.t - 80) / 8) * 4
elseif self.t <= 80 + 64 then
self.monX = 92
self.monY = 12 + math.floor((self.t - 112) / 8) * 10
else
self.phase = "takecare"
self.game.stack:push(TextBox.new(self.game,
("Take good care\nof %s!"):format(nameOf(self.game, self.received)),
function()
self.game.stack:pop()
if self.onDone then self.onDone() end
end))
self:advance()
return
end
if self.t % 8 == 0 then self.cableFlash = not self.cableFlash end
if skip then self:advance() end
elseif p == "transfer_rl" then
-- mirror: sprite climbs out of the right GB, then the screen scrolls
-- back to the left GB
if self.t <= 32 then
self.scx = 160
self.monX, self.monY = 92, 52 - math.floor(self.t / 8) * 10
elseif self.t <= 64 then
self.monX = 92 - math.floor((self.t - 32) / 8) * 4
self.monY = 12
elseif self.t <= 64 + 80 then
self.scx = math.max(0, 160 - (self.t - 64) * 2)
self.monX, self.monY = 76, 12
else
self:advance()
return
end
if self.t % 8 == 0 then self.cableFlash = not self.cableFlash end
if skip then self:advance() end
elseif p == "delay" then
if skip or self.t >= 100 then self:advance() end
elseif p == "went_to" then
local text = expand(self.game, "_TradeWentToText", {
["RAM:wStringBuffer"] = speciesName(self.game, self.sent),
["RAM:wLinkEnemyTrainerName"] = self.enemyName,
})
self:say(text, 200)
elseif p == "for_sends" then
local a = expand(self.game, "_TradeForText", {
["RAM:wStringBuffer"] = speciesName(self.game, self.sent),
})
local b = expand(self.game, "_TradeSendsText", {
["RAM:wLinkEnemyTrainerName"] = self.enemyName,
["RAM:wNameBuffer"] = nameOf(self.game, self.received),
})
self.waitingText = true
self.game.stack:push(TextBox.new(self.game, a, function()
self.game.stack:push(TextBox.new(self.game, b, function()
self.waitingText = false
self:advance()
end, { auto = { delay = 80 } }))
end, { auto = { delay = 80 } }))
elseif p == "farewell" then
local a = expand(self.game, "_TradeWavesFarewellText", {
["RAM:wLinkEnemyTrainerName"] = self.enemyName,
})
local b = expand(self.game, "_TradeTransferredText", {
["RAM:wNameBuffer"] = nameOf(self.game, self.received),
})
self.waitingText = true
self.game.stack:push(TextBox.new(self.game, a, function()
self.game.stack:push(TextBox.new(self.game, b, function()
self.waitingText = false
self:advance()
end, { auto = { delay = 80 } }))
end, { auto = { delay = 80 } }))
elseif p == "show_enemy" then
if self.t == 1 then
Sound.play(self.game.data, "Ball_Poof")
self.monVisible = true
elseif self.t == 20 then
Sound.playCry(self.game.data, self.received.species)
elseif self.t >= 120 or skip then
local text = expand(self.game, "_TradeTakeCareText", {
["RAM:wNameBuffer"] = nameOf(self.game, self.received),
})
self:say(text, 80)
end
end
end
local function drawCableHoriz(self, y, x0, x1)
if self.img.cableHoriz then
love.graphics.draw(self.img.cableHoriz, x0 - (self.scx % 8), y)
else
love.graphics.setColor(0.2, 0.2, 0.2, 1)
love.graphics.rectangle("fill", x0, y + 1, math.max(0, x1 - x0), 6)
love.graphics.setColor(1, 1, 1, 1)
end
end
function TradeAnim:drawMonInfo(mon, ot, otId, boxTy)
-- Trade_PrintPlayerMonInfoText: rows +0/+2/+4/+6 from the box top; the
-- No. line replaces part of the top border (hlcoord 5, 0 in trade2.asm)
Font.drawBox(4, boxTy, 12, 8)
local y0 = boxTy * 8
local no = ("No.%03d"):format(dexOf(self.game, mon))
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 56, y0, Font.width(no), 8)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(no, 56, y0)
Font.draw(speciesName(self.game, mon), 40, y0 + 16)
Font.draw("OT/" .. (ot or "????"), 40, y0 + 32)
Font.draw(("IDNo.%05d"):format(otId or 0), 40, y0 + 48)
love.graphics.setColor(1, 1, 1, 1)
end
function TradeAnim:drawIconInBubble(mon, x, y)
local spr = (mon.species == self.received.species) and self.recvSprite or self.sentSprite
if spr then
local sw, sh = spr:getDimensions()
local s = 16 / math.max(sw, sh)
love.graphics.draw(spr, x, y, 0, s, s)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x + 4, y + 4, 8, 8)
love.graphics.setColor(1, 1, 1, 1)
end
if self.img.bubble then
if not self.bubbleQuad then
local iw, ih = self.img.bubble:getDimensions()
self.bubbleQuad = love.graphics.newQuad(0, 0, 16, 16, iw, ih)
self.bubbleQuadAlt = ih >= 32
and love.graphics.newQuad(0, 16, 16, 16, iw, ih)
or self.bubbleQuad
end
local q = self.cableFlash and self.bubbleQuadAlt or self.bubbleQuad
love.graphics.draw(self.img.bubble, q, x - 8, y - 8)
end
end
function TradeAnim:drawGameBoy(x, y)
if self.img.gameBoy then
love.graphics.draw(self.img.gameBoy, x, y)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", x, y, 48, 64)
love.graphics.setColor(1, 1, 1, 1)
end
end
function TradeAnim:drawLeftGB()
-- cable from GB to the right edge
if self.img.cableConn then
love.graphics.draw(self.img.cableConn, 88, 32)
end
drawCableHoriz(self, 32, 96, 160)
self:drawGameBoy(40, 24)
Font.drawBox(4, 12, 9, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.playerName, 40, 112)
love.graphics.setColor(1, 1, 1, 1)
end
function TradeAnim:drawRightGB()
drawCableHoriz(self, 32, 0, 112)
if self.img.cableCorner then love.graphics.draw(self.img.cableCorner, 112, 32) end
if self.img.cableVert then
for i = 1, 4 do
love.graphics.draw(self.img.cableVert, 120, 40 + (i - 1) * 8)
end
end
if self.img.cableEnd then love.graphics.draw(self.img.cableEnd, 112, 72) end
if self.img.cableConn then love.graphics.draw(self.img.cableConn, 104, 72) end
self:drawGameBoy(56, 64)
Font.drawBox(6, 0, 9, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.enemyName, 56, 16)
love.graphics.setColor(1, 1, 1, 1)
end
function TradeAnim:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local sprite, y
if self.phase == "out" then
-- the sent mon rises up and off the screen
sprite = self.sentSprite
y = REST_Y - math.floor((self.t / SLIDE_FRAMES) * (REST_Y + 60))
elseif self.phase == "in" or self.phase == "takecare" then
-- the received mon descends into place
sprite = self.receivedSprite
local t = self.phase == "in" and self.t or SLIDE_FRAMES
y = -60 + math.floor((t / SLIDE_FRAMES) * (REST_Y + 60))
end
if sprite and y then
local w = sprite:getWidth()
love.graphics.draw(sprite, math.floor((160 - w) / 2), y)
local p = self.phase
if p == "show_player" then
love.graphics.push()
love.graphics.translate(-self.scx, 0)
-- mon pic on the BG at hlcoord 7, 2; info box on the window at
-- hWY $50, so it sits in the bottom half of the screen
if self.monVisible and self.sentSprite then
love.graphics.draw(self.sentSprite, 56, 16)
end
self:drawMonInfo(self.sent, self.playerOt, self.playerOtId, 10)
love.graphics.pop()
if self.poof and self.poof > 0 then
love.graphics.setColor(0, 0, 0, self.poof / 16)
love.graphics.circle("fill", 80, 40, 20 - (self.poof or 0))
love.graphics.setColor(1, 1, 1, 1)
end
elseif p == "open_cable" or p == "open_cable2" then
love.graphics.push()
love.graphics.translate(self.scx, 0)
if self.img.openCable then
love.graphics.draw(self.img.openCable, 64, 16) -- open end at SCX $f0
end
love.graphics.pop()
elseif p == "ball_enter" then
if self.img.openCable then
love.graphics.draw(self.img.openCable, 64, 16)
end
-- OAM coords carry a (+8, +16) hardware offset
local ball = self.flash and (self.img.cableBallAlt or self.img.cableBall)
or self.img.cableBall
if ball then
love.graphics.draw(ball, self.ballX - 8, self.ballY - 16)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.circle("fill", self.ballX, self.ballY - 8, 6)
love.graphics.setColor(1, 1, 1, 1)
end
elseif p == "transfer_lr" or p == "transfer_rl" then
-- two-screen world: left GB scene at x0, right GB scene at x160;
-- the mon icon stays in screen space like the OAM sprite it ports
love.graphics.push()
love.graphics.translate(-self.scx, 0)
self:drawLeftGB()
love.graphics.translate(160, 0)
self:drawRightGB()
love.graphics.pop()
local mon = (p == "transfer_lr") and self.sent or self.received
self:drawIconInBubble(mon, self.monX, self.monY)
if self.cableFlash then
love.graphics.setColor(1, 1, 1, 0.15)
love.graphics.rectangle("fill", 0, 32, 160, 8)
love.graphics.setColor(1, 1, 1, 1)
end
elseif p == "show_enemy" then
if self.monVisible and self.recvSprite then
love.graphics.draw(self.recvSprite, 56, 16)
end
self:drawMonInfo(self.received, self.enemyName, self.enemyOtId, 10)
end
-- went_to / for_sends / farewell / delay: cleared window; TextBox draws
end
return TradeAnim
+7 -7
View File
@@ -34,7 +34,8 @@ function TrainerCard.new(game)
local self = setmetatable({ game = game }, TrainerCard)
local img = tryImage("assets/generated/trainer_card/badges.png")
if img then
-- 8 pairs of [gym leader face, badge]
-- badges.2bpp is 8 stacked [face, badge] pairs (DrawBadges FaceBadgeTiles)
self.faces = { img = img, quads = quads16(img, 8, 32, 0, 0) }
self.badges = { img = img, quads = quads16(img, 8, 32, 0, 16) }
end
local nums = tryImage("assets/generated/trainer_card/badge_numbers.png")
@@ -124,7 +125,7 @@ function TrainerCard:draw()
love.graphics.setColor(0, 0, 0, 1)
end
-- numbered badge grid (rows 11-17): earned solid, unearned dimmed
-- numbered badge grid (rows 11-17): face by default, badge when owned
self:frameBox(0, 11, 20, 7)
local badges = Badges.list(self.game.data)
for i = 1, #badges do
@@ -136,12 +137,11 @@ function TrainerCard:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.nums.img, self.nums.quads[i - 1], tx, ty)
end
if self.badges and self.badges.quads[i - 1]
and save.inventory[Badges.itemFor(badges[i])] then
-- unearned badge slots stay blank (DrawBadges)
if self.faces and self.faces.quads[i - 1] then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.badges.img, self.badges.quads[i - 1],
tx + 4, ty + 6)
local owned = save.inventory[Badges.itemFor(badges[i])]
local sheet = owned and self.badges or self.faces
love.graphics.draw(sheet.img, sheet.quads[i - 1], tx + 4, ty + 6)
end
end
love.graphics.setColor(1, 1, 1, 1)
+263
View File
@@ -0,0 +1,263 @@
-- The boot shell: the heart of the self-updater. A fused build, before it
-- runs the game bundled inside it, looks in its save directory for a newer
-- payload (a downloaded gen1recomp-X.Y.Z.love), and if one is present and
-- runnable, mounts it over the bundled source and chainloads it -- so the
-- binary shipped once can keep updating the Lua it runs without a reinstall.
--
-- Only a fused build self-updates. A dev / source checkout IS the game, so
-- Boot.run is a no-op there.
--
-- Three pieces, deliberately layered so the risky part is small and the
-- decision part is testable:
-- * Boot.select -- pure: given probed candidates + the bundled version,
-- decide what to run and what to delete. No love.*.
-- * Boot.probePayload-- read one archive's advertised version, isolated.
-- * Boot.run -- orchestrates: crash-guard, enumerate, select, and
-- (if a payload wins) mount + chainload with full
-- rollback on any failure so the bundled game always
-- boots.
--
-- Known limitation: the bundled love.run keeps driving the frame loop after a
-- handoff (it has already returned its stepper to LÖVE; redefining the global
-- love.run does nothing to the running one). A payload that must change
-- love.run itself therefore requires a minShell bump so an older shell refuses
-- to chainload it.
local Semver = require("src.update.Semver")
local Boot = {}
-- Save-directory layout (identity "pokemon-love2d"), per the shared contract.
local PAYLOAD_DIR = "updates"
local PENDING = "updates/pending.txt"
-- Isolated mountpoint used only to peek at a candidate's Version.lua, so its
-- copy never collides with the running source's copy at "/".
local PROBE_MOUNT = "__pokeport_probe"
-- Downloaded payloads are named gen1recomp-<X.Y.Z>.love.
local function isPayloadName(name)
return name:match("^gen1recomp%-.+%.love$") ~= nil
end
-- The love callbacks the payload's main.lua chunk may redefine when it runs.
-- We snapshot these before a handoff and restore them if the handoff fails, so
-- the exact bundled closures (with their intact upvalues) drive the game
-- again. love.run is included: harmless to restore, and it is one of the
-- globals a payload main.lua reassigns.
local CALLBACK_NAMES = {
"load", "update", "draw", "quit", "run",
"keypressed", "keyreleased", "textinput",
"mousepressed", "mousereleased", "mousemoved", "wheelmoved",
"touchpressed", "touchmoved", "touchreleased",
"gamepadpressed", "gamepadreleased", "gamepadaxis", "joystickremoved",
"focus", "visible", "resize", "filedropped", "directorydropped",
"errorhandler", "threaderror", "lowmemory",
}
local function snapshotCallbacks()
local snap = {}
for _, k in ipairs(CALLBACK_NAMES) do snap[k] = love[k] end
return snap
end
local function restoreCallbacks(snap)
for _, k in ipairs(CALLBACK_NAMES) do love[k] = snap[k] end
end
-- Drop every bundled Lua module the payload must be allowed to re-resolve: all
-- src.* modules plus the main/conf chunks. conf.lua cached the bundled
-- Version into package.loaded["src.core.Version"]; without this purge the next
-- require would hand back the bundled copy instead of the payload's. Setting
-- existing fields to nil during a pairs traversal is explicitly permitted.
local function purgeBundledModules()
for key in pairs(package.loaded) do
if key:match("^src%.") or key == "main" or key == "conf" then
package.loaded[key] = nil
end
end
end
-- Boot.probePayload(rel) -> { engine = string, minShell = number } | nil, err
--
-- Mount the archive at rel (a save-directory-relative path) on an isolated
-- mountpoint, read its src/core/Version.lua by executing the source with
-- loadstring (NEVER require -- we must not cache or run it as a module), then
-- unmount. Version.lua is zero-require, so running its chunk is safe.
function Boot.probePayload(rel)
if not love.filesystem.mount(rel, PROBE_MOUNT) then
return nil, "could not mount " .. tostring(rel)
end
local chunkPath = PROBE_MOUNT .. "/src/core/Version.lua"
local ok, result = pcall(function()
local src = love.filesystem.read(chunkPath)
if not src then error("Version.lua missing", 0) end
local chunk = loadstring(src, "@" .. chunkPath)
if not chunk then error("Version.lua would not compile", 0) end
return chunk()
end)
love.filesystem.unmount(rel)
if not ok then return nil, tostring(result) end
local v = result
if type(v) ~= "table" or type(v.engine) ~= "string" then
return nil, "payload has no usable Version table"
end
return { engine = v.engine, minShell = tonumber(v.minShell) or 1 }
end
-- Boot.select(candidates, bundledEngine, bundledShell) -> chosen | nil, toDelete
--
-- Pure (no love.*): decide which payload to run and which to delete.
-- candidates is a list of { name = , engine = , minShell = }.
-- * chosen: the highest engine that is STRICTLY newer than bundledEngine and
-- whose minShell <= bundledShell (a payload the running shell can host).
-- * toDelete: stale payloads -- engine <= bundled (old or the same as what we
-- already ship), or superseded by the chosen one (not newer than chosen).
-- A payload newer than the chosen one but unrunnable here (minShell too
-- high) is kept: a future shell upgrade may be able to run it.
function Boot.select(candidates, bundledEngine, bundledShell)
local chosen
for _, c in ipairs(candidates) do
local newer = Semver.compare(c.engine, bundledEngine) > 0
local runnable = (c.minShell or 1) <= bundledShell
if newer and runnable then
if not chosen or Semver.compare(c.engine, chosen.engine) > 0 then
chosen = c
end
end
end
local toDelete = {}
for _, c in ipairs(candidates) do
if not (chosen and c.name == chosen.name) then
local stale = Semver.compare(c.engine, bundledEngine) <= 0
if chosen and Semver.compare(c.engine, chosen.engine) <= 0 then
stale = true
end
if stale then toDelete[#toDelete + 1] = c.name end
end
end
return chosen and chosen.name or nil, toDelete
end
-- Mount the chosen payload and hand control to it. Returns true when the
-- payload is live and has completed its own love.load; false (with full
-- rollback) on any failure, so the caller runs the bundled game instead.
local function chainload(name, args)
local rel = PAYLOAD_DIR .. "/" .. name
-- Crash marker: if we die between here and clearing it, the next boot's
-- crash guard distrusts this payload and deletes it.
love.filesystem.write(PENDING, name)
-- Prepend-mount the payload at "/" (appendToPath = false) so its files win
-- over the fused source for every subsequent require / love.filesystem read.
if not love.filesystem.mount(rel, "/", false) then
love.filesystem.remove(PENDING)
return false
end
local snapshot = snapshotCallbacks()
purgeBundledModules()
_G.POKEPORT_PAYLOAD_MOUNTED = true
-- Chainload: run the payload's main.lua (redefines the love callbacks from
-- the NEW code), then call its love.load. The new love.load calls Boot.run
-- again, which no-ops via the flag set above.
local ok, err = pcall(function()
local chunk = assert(love.filesystem.load("main.lua"))
chunk()
love.load(args)
end)
if not ok then
-- Handoff failed after mounting. Unwind everything so the bundled game
-- boots cleanly: clear the flag, unmount the payload, purge any payload
-- modules it cached (so bundled requires reload from source), restore the
-- bundled love callbacks with their intact upvalues, and drop the marker.
-- Delete the payload too: it failed deterministically once, so leaving it
-- would re-select and re-fail it on every boot forever.
print("update: payload handoff failed, reverting to bundled: " .. tostring(err))
_G.POKEPORT_PAYLOAD_MOUNTED = nil
pcall(love.filesystem.unmount, rel)
purgeBundledModules()
restoreCallbacks(snapshot)
love.filesystem.remove(rel)
love.filesystem.remove(PENDING)
return false
end
-- Success: the payload owns the game now. Drop the marker and tell the
-- caller to stop so the bundled love.load does not run on top of it.
love.filesystem.remove(PENDING)
return true
end
-- Everything after the fused / flag guards, wrapped so an unexpected error in
-- enumeration or selection can never crash the boot.
local function runInner(args)
-- Crash guard first: a pending.txt naming a payload means a previous boot
-- crashed mid-handoff. Distrust that payload -- delete it and the marker --
-- then continue (we may still pick an older valid payload, or fall through
-- to the bundled game).
local pending = love.filesystem.read(PENDING)
if pending then
pending = pending:gsub("%s+$", "")
if pending ~= "" then
love.filesystem.remove(PAYLOAD_DIR .. "/" .. pending)
end
love.filesystem.remove(PENDING)
end
-- Enumerate and probe every payload in updates/.
local candidates = {}
if love.filesystem.getInfo(PAYLOAD_DIR, "directory") then
for _, entry in ipairs(love.filesystem.getDirectoryItems(PAYLOAD_DIR)) do
if isPayloadName(entry) then
local info = Boot.probePayload(PAYLOAD_DIR .. "/" .. entry)
if info then
candidates[#candidates + 1] = {
name = entry,
engine = info.engine,
minShell = info.minShell,
}
end
end
end
end
local Version = require("src.core.Version")
local chosen, toDelete = Boot.select(candidates, Version.engine, Version.shell)
for _, victim in ipairs(toDelete) do
love.filesystem.remove(PAYLOAD_DIR .. "/" .. victim)
end
if not chosen then return false end
return chainload(chosen, args)
end
-- Boot.run(args) -> boolean
--
-- The first line of love.load. True means a payload was mounted and
-- chainloaded and the caller must return immediately; false means boot the
-- bundled game as normal.
function Boot.run(args)
-- Dev / source checkouts never self-update.
if not (love.filesystem.isFused and love.filesystem.isFused()) then
return false
end
-- The chainloaded love.load calls Boot.run again; the flag makes it a no-op.
if _G.POKEPORT_PAYLOAD_MOUNTED then return false end
local ok, result = pcall(runInner, args)
if not ok then
-- An error escaped before any handoff mount (chainload cleans up after
-- itself), so state is still clean. Never crash the boot.
return false
end
return result
end
return Boot
+177
View File
@@ -0,0 +1,177 @@
-- Async release-check and payload-download for the self-update flow.
--
-- The heavy lifting (curl calls, sha256 verification, the Boot gate) happens
-- on a background love.thread worker (src/update/check_worker.lua); this module
-- is only the thin main-thread state machine the UI polls. Two channels carry
-- the conversation:
-- "update_check_cmd" main -> worker: { cmd = "check" | "download" | "quit" }
-- "update_check_state" worker -> main: { status, latest, progress, error }
--
-- Nothing here ever blocks or throws into the game loop: when love.thread is
-- absent (the headless test stub) or the worker cannot run (no curl, Android),
-- state() simply reports "error" and the UI hides itself. See the shared
-- contract in the task brief for the status vocabulary and the file layout.
--
-- The release-JSON extraction and the sums parsing are exported as pure
-- functions (no love.* calls) so plain-Lua tests can cover them, and so the
-- worker can reuse the exact same code path via love.filesystem.load.
local Check = {}
Check.REPO = "bryanthaboi/pokemon-gen1-recomp-project"
local CMD = "update_check_cmd"
local STATE = "update_check_state"
-- ---------------------------------------------------------------------------
-- pure helpers (no love.*) -- also used inside the worker
-- ---------------------------------------------------------------------------
-- Find the release asset named exactly `name`, returning its download URL and
-- byte size (or nil when the release has no such asset).
function Check.pickAsset(assets, name)
if type(assets) ~= "table" then return nil end
for _, a in ipairs(assets) do
if type(a) == "table" and a.name == name then
return { url = a.browser_download_url, size = tonumber(a.size) }
end
end
return nil
end
local function stripV(tag)
return (tostring(tag):gsub("^[vV]", ""))
end
-- Decode a GitHub "releases/latest" response into just the fields the updater
-- needs. Returns { version, payloadName, payload, sums } where payload/sums are
-- { url, size } tables (or nil when that asset is missing), or nil, err when the
-- document is not a release with a strict X.Y.Z tag. Json is injected so the
-- worker can pass a filesystem-loaded codec; on the main thread / in tests it
-- falls back to require.
function Check.parseRelease(jsonText, Json)
Json = Json or require("src.link.Json")
local doc = Json.decode(jsonText)
if type(doc) ~= "table" or not doc.tag_name then
return nil, "no tag_name in release json"
end
local version = stripV(doc.tag_name)
if not version:match("^%d+%.%d+%.%d+$") then
return nil, "release tag is not X.Y.Z: " .. tostring(doc.tag_name)
end
local payloadName = "gen1recomp-" .. version .. ".love"
return {
version = version,
payloadName = payloadName,
payload = Check.pickAsset(doc.assets, payloadName),
sums = Check.pickAsset(doc.assets, "sha256sums.txt"),
}
end
-- Parse a shasum -a 256 file ("<hex> <filename>", bare filenames). With a
-- `target` argument returns just that file's hash (or nil); otherwise returns
-- the whole name -> hash map. Tolerates the "*" binary marker and "./" prefix.
function Check.parseSums(text, target)
local map = {}
for line in tostring(text):gmatch("[^\r\n]+") do
local hash, file = line:match("^(%x+)%s+%*?(%S+)")
if hash and file then
map[(file:gsub("^%./", ""))] = hash:lower()
end
end
if target ~= nil then return map[target] end
return map
end
-- ---------------------------------------------------------------------------
-- main-thread state machine
-- ---------------------------------------------------------------------------
function Check.releaseUrl()
return "https://github.com/" .. Check.REPO .. "/releases/latest"
end
local worker -- the love.thread, once started
local cmdCh, stateCh -- the two channels
local workerReady -- nil = untried, true = running, false = unavailable
local requested -- a check has been asked for this session
local cache = { status = "idle" } -- newest snapshot from the worker
local function ensureWorker()
if workerReady ~= nil then return workerReady end
if not (love and love.thread and love.thread.newThread) then
workerReady = false
return false
end
local ok, th = pcall(love.thread.newThread, "src/update/check_worker.lua")
if not ok or not th then
workerReady = false
return false
end
cmdCh = love.thread.getChannel(CMD)
stateCh = love.thread.getChannel(STATE)
if not pcall(function() th:start() end) then
workerReady = false
return false
end
worker = th
workerReady = true
return true
end
-- Pull every pending snapshot off the state channel (keeping the newest) and
-- surface a worker crash as a soft error the UI can hide on.
local function drain()
if stateCh then
local msg = stateCh:pop()
while msg do
cache = msg
msg = stateCh:pop()
end
end
if worker then
local err = worker:getError()
if err then
cache = { status = "error", error = tostring(err) }
end
end
end
-- Begin (or, on a prior error, retry) an async check. Safe to call every frame:
-- once a check is in flight or has reached a terminal state it is a no-op.
function Check.start()
drain()
if cache.status == "checking" or cache.status == "downloading" then return end
if requested and cache.status ~= "error" and cache.status ~= "idle" then return end
if not ensureWorker() then
cache = { status = "error", error = "background threads unavailable" }
return
end
requested = true
cache = { status = "checking" }
cmdCh:push({ cmd = "check" })
end
-- Current snapshot: { status, latest, progress, error }. status is one of
-- idle | checking | uptodate | available | downloading | ready | needs_full | error.
function Check.state()
drain()
return {
status = cache.status or "idle",
latest = cache.latest,
progress = cache.progress,
error = cache.error,
}
end
-- Start downloading the payload announced by an "available" check. A no-op in
-- any other state (the worker still holds the release info from the check).
function Check.download()
drain()
if not cmdCh then return end
if cache.status ~= "available" then return end
cache = { status = "downloading", latest = cache.latest, progress = 0 }
cmdCh:push({ cmd = "download" })
end
return Check
+53
View File
@@ -0,0 +1,53 @@
-- Strict X.Y.Z semantic-version parsing and comparison for the self-updater.
-- Every part of the updater (Boot, Check, the release picker) agrees on this
-- one notion of "newer". Zero requires and no love.* calls, so plain-Lua
-- tests can exercise it and Boot can use it during the earliest boot step.
--
-- We only need the numeric core (major.minor.patch): the engine field is a
-- bare X.Y.Z in shipped builds and the "0.0.0-dev" placeholder in the working
-- tree. Pre-release / build metadata is intentionally not supported -- a
-- "-dev" or any other suffix makes parse fail, which is the safe answer for
-- the updater (a dev checkout never counts as a real release to chainload).
local Semver = {}
-- Parse a strict "X.Y.Z" string (an optional leading "v" is allowed) into
-- { major = n, minor = n, patch = n }. Returns nil for anything else --
-- extra components, non-numeric parts, or a trailing suffix like "-dev".
function Semver.parse(s)
if type(s) ~= "string" then return nil end
local body = s:match("^v?(.+)$")
if not body then return nil end
local maj, min, pat = body:match("^(%d+)%.(%d+)%.(%d+)$")
if not maj then return nil end
return {
major = tonumber(maj),
minor = tonumber(min),
patch = tonumber(pat),
}
end
-- Coerce an argument that is either an already-parsed table or a version
-- string into a parsed table (or nil).
local function coerce(v)
if type(v) == "table" then return v end
return Semver.parse(v)
end
-- Compare two versions, each a parsed table or an X.Y.Z string.
-- Returns -1 when a < b, 0 when equal, 1 when a > b. An unparseable side
-- sorts as the lowest possible version so a bogus value never wins a "newer"
-- test; two unparseable sides compare equal.
function Semver.compare(a, b)
local pa, pb = coerce(a), coerce(b)
if not pa and not pb then return 0 end
if not pa then return -1 end
if not pb then return 1 end
for _, field in ipairs({ "major", "minor", "patch" }) do
if pa[field] < pb[field] then return -1 end
if pa[field] > pb[field] then return 1 end
end
return 0
end
return Semver
+343
View File
@@ -0,0 +1,343 @@
-- Background worker for the self-update flow (driven by src/update/Check.lua).
--
-- Runs on a love.thread so no curl call, sha256 pass or archive probe ever
-- touches the render thread. Talks over two channels:
-- "update_check_cmd" in: { cmd = "check" | "download" | "quit" }
-- "update_check_state" out: { status, latest, progress, error }
--
-- Transport is curl shelled out via io.popen (curl ships on macOS, Windows 10+
-- and desktop Linux). Everything is wrapped so a missing curl, an HTTP error,
-- or a hung download degrades to a "error"/"needs_full" state rather than
-- blocking or crashing the game. On Android curl is absent and the check
-- soft-fails to "error", which the UI hides.
--
-- Fresh love threads do not carry the "src.*" package searcher, so sibling
-- modules are pulled in with love.filesystem.load exactly like
-- src/core/chip_worker.lua does. Semver and Boot are authored in parallel; we
-- load them defensively and degrade (a local semver fallback, a permissive
-- gate) if they are not present yet.
require("love.thread")
require("love.filesystem")
require("love.data")
require("love.timer")
require("love.system")
local function loadModule(path)
local ok, chunk = pcall(love.filesystem.load, path)
if not ok or type(chunk) ~= "function" then return nil end
local ok2, mod = pcall(chunk)
if not ok2 then return nil end
return mod
end
local Json = loadModule("src/link/Json.lua")
local Check = loadModule("src/update/Check.lua")
local Version = loadModule("src/core/Version.lua")
local Semver = loadModule("src/update/Semver.lua")
-- Boot's top-level require("src.update.Semver") cannot resolve in this thread
-- (no src.* searcher), which would leave Boot nil and the minShell gate
-- permanently permissive. Seed the loaded table first so it resolves.
if Semver then package.loaded["src.update.Semver"] = Semver end
local Boot = loadModule("src/update/Boot.lua")
local cmdCh = love.thread.getChannel("update_check_cmd")
local stateCh = love.thread.getChannel("update_check_state")
local function post(t) stateCh:push(t) end
local osName = (love.system and love.system.getOS and love.system.getOS()) or ""
local isWindows = osName == "Windows"
local saveDir = love.filesystem.getSaveDirectory()
local API_URL = "https://api.github.com/repos/bryanthaboi/pokemon-gen1-recomp-project/releases/latest"
-- the release picked by the last "check"; kept between commands so "download"
-- knows the payload url/size/name without re-fetching
local pending = nil
-- ---------------------------------------------------------------------------
-- shell / curl
-- ---------------------------------------------------------------------------
local function shq(s)
s = tostring(s)
if isWindows then
return '"' .. s:gsub('"', '') .. '"'
end
return "'" .. s:gsub("'", "'\\''") .. "'"
end
-- run curl and return its response body (text), or nil on any failure. Used
-- for the small text resources (release JSON, sums file); -f makes curl exit
-- non-zero and emit nothing on an HTTP error, so an empty read is a failure.
local function curlCapture(url)
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
.. "-H " .. shq("User-Agent: gen1recomp-updater") .. " "
.. "-H " .. shq("Accept: application/vnd.github+json") .. " "
.. shq(url)
local ok, pipe = pcall(io.popen, cmd)
if not ok or not pipe then return nil end
local out = pipe:read("*a")
pipe:close()
if not out or out == "" then return nil end
return out
end
local function haveCurl()
local ok, pipe = pcall(io.popen, "curl --version")
if not ok or not pipe then return false end
local out = pipe:read("*a")
pipe:close()
return out ~= nil and out:find("curl", 1, true) ~= nil
end
-- ---------------------------------------------------------------------------
-- version compare (Semver per contract item 5, with a local fallback)
-- ---------------------------------------------------------------------------
local function parseTriple(s)
s = (tostring(s):gsub("^[vV]", ""))
local a, b, c = s:match("^(%d+)%.(%d+)%.(%d+)")
if not a then return nil end
return { tonumber(a), tonumber(b), tonumber(c) }
end
-- -1 | 0 | 1 for a<b | a==b | a>b
local function compareVersions(a, b)
if Semver and Semver.compare then
local ok, r = pcall(Semver.compare, a, b)
if ok and r ~= nil then return r end
end
local pa, pb = parseTriple(a), parseTriple(b)
if not pa or not pb then return 0 end
for i = 1, 3 do
if pa[i] ~= pb[i] then return pa[i] < pb[i] and -1 or 1 end
end
return 0
end
-- ---------------------------------------------------------------------------
-- verification and the shell gate
-- ---------------------------------------------------------------------------
local function sha256hex(data)
local digest = love.data.hash("sha256", data)
if type(digest) == "userdata" and digest.getString then
digest = digest:getString()
end
return love.data.encode("string", "hex", digest)
end
-- Confirm the save-dir file `rel` hashes to the sum listed for `payloadName`.
local function verifyPayload(rel, payloadName, sumsText)
local want = Check.parseSums(sumsText, payloadName)
if not want then return false, "no checksum for " .. payloadName end
local data = love.filesystem.read(rel)
if not data then return false, "cannot read downloaded payload" end
if sha256hex(data):lower() ~= want:lower() then
return false, "checksum mismatch"
end
return true
end
-- true = ok to run, false = payload needs a newer shell (needs_full). When Boot
-- cannot probe (module missing during parallel dev, or a probe failure) we allow
-- it: Boot.run's crash-guard handles a payload that turns out unrunnable.
local function gatePasses(rel)
if not (Boot and Boot.probePayload) then return true end
local info = Boot.probePayload(rel)
if not info then return true end
local shell = (Version and Version.shell) or 1
if info.minShell and info.minShell > shell then return false end
return true
end
-- ---------------------------------------------------------------------------
-- check
-- ---------------------------------------------------------------------------
local function doCheck()
post({ status = "checking" })
if not haveCurl() then
post({ status = "error", error = "curl not available" })
return
end
local body = curlCapture(API_URL)
if not body then
post({ status = "error", error = "release check failed" })
return
end
local rel, perr = Check.parseRelease(body, Json)
if not rel then
post({ status = "error", error = perr or "bad release json" })
return
end
pending = rel
-- Unstamped dev build: the working tree always looks "newer", so never
-- pester the developer with an update (contract item, Check design).
local currentEngine = (Version and Version.engine) or "0.0.0-dev"
if currentEngine == "0.0.0-dev" then
post({ status = "uptodate", latest = rel.version })
return
end
if compareVersions(rel.version, currentEngine) <= 0 then
post({ status = "uptodate", latest = rel.version })
return
end
-- A newer release, but without the .love payload or its sums we cannot do an
-- in-place update: send the user to the full installers.
if not (rel.payload and rel.payload.url and rel.sums and rel.sums.url) then
post({ status = "needs_full", latest = rel.version })
return
end
-- Already downloaded on a previous run? Verify and gate it rather than
-- pulling the bytes again.
local finalRel = "updates/" .. rel.payloadName
if love.filesystem.getInfo(finalRel) then
local sums = curlCapture(rel.sums.url)
if sums and verifyPayload(finalRel, rel.payloadName, sums) then
if gatePasses(finalRel) == false then
love.filesystem.remove(finalRel)
post({ status = "needs_full", latest = rel.version })
return
end
post({ status = "ready", latest = rel.version })
return
end
-- stale / corrupt: drop it and offer a fresh download
love.filesystem.remove(finalRel)
end
post({ status = "available", latest = rel.version })
end
-- ---------------------------------------------------------------------------
-- download
-- ---------------------------------------------------------------------------
-- Launch curl in the background writing `partAbs`, touching `doneAbs` when it
-- exits. Returns without waiting so the caller can poll the growing file for
-- progress. We deliberately do not capture curl's exit code: an incomplete or
-- failed transfer simply fails the checksum below, which is the real gate.
local function launchDownload(url, partAbs, doneAbs)
if isWindows then
-- a tiny batch file sidesteps cmd.exe's nested-quote madness
local batRel = "updates/dl.bat"
love.filesystem.write(batRel,
"@echo off\r\n"
.. "curl -fsSL --connect-timeout 15 --max-time 900 -o \""
.. partAbs .. "\" \"" .. url .. "\"\r\n"
.. "type nul > \"" .. doneAbs .. "\"\r\n")
os.execute('start "" /b ' .. shq(saveDir .. "/" .. batRel))
else
-- ( ... ) & backgrounds the whole group so os.execute returns at once
os.execute("( curl -fsSL --connect-timeout 15 --max-time 900 -o "
.. shq(partAbs) .. " " .. shq(url)
.. " ; touch " .. shq(doneAbs) .. " ) >/dev/null 2>&1 &")
end
end
local function doDownload()
if not (pending and pending.payload and pending.payload.url) then
post({ status = "error", error = "nothing to download" })
return
end
local rel = pending
post({ status = "downloading", latest = rel.version, progress = 0 })
love.filesystem.createDirectory("updates")
local partRel = "updates/" .. rel.payloadName .. ".part"
local doneRel = "updates/" .. rel.payloadName .. ".done"
local finalRel = "updates/" .. rel.payloadName
love.filesystem.remove(partRel)
love.filesystem.remove(doneRel)
local partAbs = saveDir .. "/updates/" .. rel.payloadName .. ".part"
local doneAbs = saveDir .. "/updates/" .. rel.payloadName .. ".done"
local size = rel.payload.size or 0
launchDownload(rel.payload.url, partAbs, doneAbs)
-- poll the .part size for progress until curl drops the done-marker; a
-- stalled or run-away transfer breaks out and lets verification fail cleanly
local waited, lastSize, lastChange = 0, -1, 0
while true do
if love.filesystem.getInfo(doneRel) then break end
local pinfo = love.filesystem.getInfo(partRel)
local cur = (pinfo and pinfo.size) or 0
if size > 0 then
local p = cur / size
if p > 0.999 then p = 0.999 end -- 1.0 is reserved for "ready"
post({ status = "downloading", latest = rel.version, progress = p })
else
post({ status = "downloading", latest = rel.version })
end
if cur ~= lastSize then lastSize, lastChange = cur, waited end
if waited - lastChange > 60 then break end -- 60s with no growth: give up
if waited > 960 then break end -- absolute ceiling
love.timer.sleep(0.25)
waited = waited + 0.25
end
love.filesystem.remove(doneRel)
local sums = curlCapture(rel.sums and rel.sums.url or "")
if not sums then
love.filesystem.remove(partRel)
post({ status = "error", error = "checksum fetch failed" })
return
end
local ok, verr = verifyPayload(partRel, rel.payloadName, sums)
if not ok then
love.filesystem.remove(partRel)
post({ status = "error", error = verr or "verification failed" })
return
end
if gatePasses(partRel) == false then
love.filesystem.remove(partRel)
post({ status = "needs_full", latest = rel.version })
return
end
-- finalize: rename the verified .part to its real name (fall back to a
-- love.filesystem copy if os.rename is unavailable on this platform)
if not os.rename(partAbs, saveDir .. "/updates/" .. rel.payloadName) then
local data = love.filesystem.read(partRel)
if not data then
post({ status = "error", error = "finalize failed" })
return
end
love.filesystem.write(finalRel, data)
love.filesystem.remove(partRel)
end
post({ status = "ready", latest = rel.version })
end
-- ---------------------------------------------------------------------------
-- command loop
-- ---------------------------------------------------------------------------
while true do
local cmd = cmdCh:demand() -- blocks until the main thread pushes work
if type(cmd) == "table" then
if cmd.cmd == "quit" then
break
elseif cmd.cmd == "check" then
local ok, err = pcall(doCheck)
if not ok then post({ status = "error", error = tostring(err) }) end
elseif cmd.cmd == "download" then
local ok, err = pcall(doDownload)
if not ok then post({ status = "error", error = tostring(err) }) end
end
end
end
+10
View File
@@ -116,6 +116,16 @@ FieldDefaults.FIELD = {
badgeGates = { ROUTE_22_GATE = { passedFlag = "PASSED_ROUTE22_GATE" } },
-- VermilionGymSetDoorTile opens the motorized door once both locks are hit
hiddenExtras = {
-- PrintTrashText bins (#188); seeds stale caches missing the key
printTrash = {
SS_ANNE_KITCHEN = {
{ x = 13, y = 5, facing = "down" },
{ x = 13, y = 7, facing = "down" },
},
VERMILION_GYM = {
{ x = 6, y = 1, facing = "down" },
},
},
trashCans = { map = "VERMILION_GYM",
doorBlock = { bx = 2, by = 2, block = 5 } },
},
+16
View File
@@ -204,6 +204,16 @@ function Map:isWalkableCell(cx, cy)
end
function Map:isGrassCell(cx, cy)
-- Off-map cells never count as tall grass (issue #217). cellTile
-- border-extends out-of-bounds coordinates with the map's borderBlock,
-- and some border blocks (e.g. ROUTE_1's block 11) have the grass tile
-- ($52 = 82) in their bottom row -- filler scenery, never standable
-- grass. During a map-connection seam step crossConnection parks the
-- player one cell before the entry point (cellY = -1 crossing Viridian
-- City -> Route 1), so without this guard the feet-overdraw painted an
-- animated grass tuft over the player's head for the whole step. pokered
-- only ever reads $52 from loaded map tiles, not the border filler.
if not self:inBounds(cx, cy) then return false end
local grass = self.tileset.grassTile
return grass ~= nil and self:cellTile(cx, cy) == grass
end
@@ -223,6 +233,12 @@ function Map:setBlock(bx, by, block)
self.def.blocks[by * self.def.width + bx + 1] = block
end
-- true if the cell's collision tile is a door tile
-- (pokered IsPlayerStandingOnDoorTile)
function Map:isDoorTileCell(cx, cy)
return self.doorTiles[self:cellTile(cx, cy)] or false
end
-- true if the cell's collision tile is a door or warp-activating tile
function Map:isWarpTileCell(cx, cy)
local t = self:cellTile(cx, cy)
+11 -2
View File
@@ -101,9 +101,18 @@ function NPC:walkPhase()
return (p >= 4 and p < 12) and 1 or 0
end
-- Same contract as Player:pose -- the sheet, position, facing and step
-- phase this frame renders to -- so a render pipeline can pose an NPC
-- without caring which kind of entity it is. An NPC never hops, so the
-- trailing hop flag is always false.
function NPC:pose()
return self.sprite, self.px, self.py, self.facing,
self:walkPhase(), self.stepFlip, false
end
function NPC:draw(camX, camY)
self.sprite:draw(self.px, self.py, camX, camY, self.facing,
self:walkPhase(), self.stepFlip)
local sprite, px, py, facing, phase, flip = self:pose()
sprite:draw(px, py, camX, camY, facing, phase, flip)
end
return NPC
+337 -61
View File
@@ -12,6 +12,7 @@ local Map = require("src.world.Map")
local MapLoader = require("src.world.MapLoader")
local NPC = require("src.world.NPC")
local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local Player = require("src.world.Player")
local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
@@ -20,6 +21,7 @@ local Tilt = require("src.render.Tilt")
local TextBox = require("src.render.TextBox")
local Transition = require("src.render.Transition")
local Warp = require("src.world.Warp")
local Zoom = require("src.render.Zoom")
-- isOverworld marks the live world state for WorldAPI's stack scan
local OverworldState = { isOpaque = true, isOverworld = true }
@@ -220,17 +222,31 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
self.map.renderer:rebuild()
self.cutBlocks[mapId] = nil
end
-- Silph Co card key doors: the .blk layouts ship with the doorways
-- open; each floor's map script stamps the closed door block on load
-- until its unlock event is set (scripts/SilphCo2F.asm
-- SilphCo2FGateCallbackScript et al., closed blocks $54/$5f/$20)
-- Silph Co card key doors + Rocket Hideout elevator gates: the .blk
-- layouts ship with the doorways open; each floor's map script stamps
-- the closed door block on load until its unlock event is set
-- (scripts/SilphCo2F.asm SilphCo2FGateCallbackScript et al., closed
-- blocks $54/$5f/$20; scripts/RocketHideoutB1F.asm +
-- RocketHideoutB4F.asm ...DoorCallbackScript, closed blocks $54/$2d over
-- the lift doorway). A door opens on its single `event`, or on `events`
-- when every listed flag must be set (Rocket Hideout B4F's lift gate
-- needs both guard trainers beaten -- CheckBothEventsSet).
local closedDoors = FieldDefaults.fieldValue(Game.data, "cardKeyDoors",
"closedDoors")
local floorDoors = closedDoors and closedDoors[mapId]
if floorDoors then
local stamped = false
for _, door in ipairs(floorDoors) do
local want = Game.save.flags[door.event] and door.open or door.block
local open
if door.events then
open = true
for _, ev in ipairs(door.events) do
if not Game.save.flags[ev] then open = false break end
end
else
open = Game.save.flags[door.event]
end
local want = open and door.open or door.block
if self.map:blockAt(door.bx, door.by) ~= want then
self.map:setBlock(door.bx, door.by, want)
stamped = true
@@ -716,16 +732,13 @@ function OverworldState:update(dt)
end
if self.healAnim then
local ha = self.healAnim
local Music = require("src.core.Music")
if ha.jinglePlaying and not ha.jingleDone then
ha.jingleDone = not Music.oneShotPlaying()
end
local ev = OverworldState.stepHealAnim(ha)
if ev == "ball" then
require("src.core.Sound").play(Game.data, "Healing_Machine")
elseif ev == "jingle" then
ha.jinglePlaying = Music.playOnce(Game.data, "Music_PkmnHealed")
ha.jingleDone = not ha.jinglePlaying
-- playOnce restores the map theme when the jingle ends; we no longer
-- block the fighting-fit text on that (#157)
require("src.core.Music").playOnce(Game.data, "Music_PkmnHealed")
elseif ev == "done" then
local done = ha.onDone
self.healAnim = nil
@@ -750,6 +763,27 @@ function OverworldState:update(dt)
end
end
-- Dig/Teleport/Escape-Rope departure spin (beginTeleportOut). The sprite
-- spins UP out of the map before the fade (player_animations.asm
-- _LeaveMapAnim -> PlayerSpinWhileMovingUp + SFX_TELEPORT_EXIT_1), the
-- mirror of Fly's flyAnim lead-in above. Only when the spin finishes does
-- warpToHealPoint push the fade + warp, so the arrival spin-down lands the
-- player OUTSIDE the last Pokemon Center door (#196). player.spinFrames
-- decrements in lockstep in Player:update, so the rising spin ends here too.
if self.teleportOut then
self.teleportOut.frames = self.teleportOut.frames - 1
if self.teleportOut.frames <= 0 then
local onDone = self.teleportOut.onDone
self.teleportOut = nil
self.player.spinning = false
self.player.spinFrames = nil
self.player.spinRise = nil
self.player.inputLocked = false
self:warpToHealPoint(onDone, { arrive = "teleport" })
return
end
end
-- delayed one-shot SFX (the teleport-in spin's second note)
if self.delaySfx then
self.delaySfx.frames = self.delaySfx.frames - 1
@@ -788,7 +822,7 @@ function OverworldState:update(dt)
-- escort then walks an extra tile before PlayerEntryMovementRLE, and
-- the player lands on desk Oak.
local scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote
or self.engaging or self.emote or self.teleportOut
if not scripted and not self.transitioning then
self:checkTrainerSight()
-- CheckFightingMapTrainers (home/trainers.asm) zeroes hJoyHeld and
@@ -796,7 +830,7 @@ function OverworldState:update(dt)
-- direction handling (JoypadOverworld runs the map script first) --
-- the player can never start another step after being spotted.
scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote
or self.engaging or self.emote or self.teleportOut
end
if not scripted and not self.transitioning then
self:handleInput()
@@ -855,6 +889,21 @@ function OverworldState:dirHeld()
or input:isDown("left") or input:isDown("right")
end
-- The warp cell the player WARPED IN on is inert until they physically step
-- off it: standing on it, or bonking a wall/edge from it, must not re-fire a
-- warp (CheckWarpsNoCollision's arrival-disable; see setMap where
-- warpEntryCell/justWarped are set and onStepComplete where they clear).
-- Both stand-still warp triggers -- the map-edge exit (checkEdgeExit) and the
-- blocked-step collision warp (handleInput) -- must consult this, or a corner
-- staircase whose warp tile sits on the map edge (Red's-house (7,1)) bounces
-- floors every input frame (issue #230).
function OverworldState:onWarpArrivalCell()
if self.justWarped then return true end
local entry = self.warpEntryCell
return entry ~= nil and self.player.cellX == entry.x
and self.player.cellY == entry.y
end
function OverworldState:handleInput()
local input = Game.input
@@ -876,10 +925,11 @@ function OverworldState:handleInput()
if self:checkBoulderPush(dir) then return end
end
local result, why = self.player:tryMove(dir, self.map, self.entities)
if result == "blocked" then
-- a collision while standing on a warp square fires the warp
-- when the extra check passes (CheckWarpsCollision: route-gate
-- doorways, dock entrances, ...)
-- a collision while standing on a warp square fires the warp when the
-- extra check passes (CheckWarpsCollision: route-gate doorways, dock
-- entrances, ...) -- but never on the inert cell we just warped in on
-- (issue #230), which the completed-step path guards the same way.
if result == "blocked" and not self:onWarpArrivalCell() then
local w = Warp.onCollision(self.map, Game.data.field.warpCarpets,
self.player.cellX, self.player.cellY, dir)
if w then
@@ -1010,6 +1060,11 @@ function OverworldState:checkEdgeExit(dir)
local w = Warp.onEdge(self.map, p.cellX, p.cellY, dir)
if w then
-- ...but not while still standing on the warp cell we just arrived on
-- (issue #230): fall through so pushing into the edge bonks (SFX +
-- walk-in-place) instead of instantly re-warping. A real step onto an
-- exit-carpet edge cleared warpEntryCell first, so those still fire.
if self:onWarpArrivalCell() then return false end
self:takeWarp(w.def)
return true
end
@@ -1257,6 +1312,37 @@ function OverworldState:flyTo(mapId)
self.flyDest = { map = mapId, x = spot.x, y = spot.y }
end
-- Dig / Teleport / Escape Rope departure animation, then land OUTSIDE the
-- last Pokemon Center door like Fly (#196). pokered's _LeaveMapAnim
-- (engine/overworld/player_animations.asm) plays SFX_TELEPORT_EXIT_1 and
-- spins the player while it rises up off the map (PlayerSpinWhileMovingUp)
-- before the palettes fade; Fly's bird lead-in (flyTo/flyAnim) is the
-- analogous departure this mirrors. When the spin finishes (the teleportOut
-- countdown in OverworldState:update), warpToHealPoint pushes the fade + warp
-- with arrive="teleport" so the sprite spins back DOWN in front of the town
-- PC door. Shared by the party-menu DIG/TELEPORT action and BagMenu's
-- ESCAPE ROPE so all three animate identically.
function OverworldState:beginTeleportOut(onDone)
if not Game.save.lastHeal then
-- a save that has never visited a Pokemon Center has no heal point to
-- warp to; skip the animation entirely (matches the old guard that did
-- nothing when lastHeal was absent) instead of spinning into a nil warp
if onDone then onDone() end
return
end
require("src.core.Sound").play(Game.data, "Teleport_Exit1")
self.player.surfing = false
self.player.inputLocked = true
-- rising spin: the mirror of the arrival spin-drop set in startWarpTo, so
-- spinRise lifts the sprite (Player:pose) while spinFrames counts down
self.player.spinning = true
self.player.spinTimer = 0
self.player.spinFrames = 48
self.player.spinTotal = 48
self.player.spinRise = true
self.teleportOut = { frames = 48, onDone = onDone }
end
function OverworldState:npcAtCell(cx, cy)
for _, npc in ipairs(self.npcs) do
if (npc.cellX == cx and npc.cellY == cy) or
@@ -1475,7 +1561,17 @@ function OverworldState:tryHiddenObject(fx, fy)
-- Pokémon Center PCs and other PC tiles
for _, h in ipairs(extras.pcTiles[self.map.id] or {}) do
if h.x == fx and h.y == fy and (not h.facing or h.facing == facing) then
self:openPC()
if self.map.id == "REDS_HOUSE_2F" then
-- The player's bedroom PC is the one location in Red/Blue whose PC
-- callback is OpenRedsPC (engine/events/hidden_objects/players_pc.asm),
-- which runs the PlayerPC predef directly -- item storage, no
-- SOMEONE'S/BILL'S PC main menu (DisplayPCMainMenu). Every other
-- pcTile is a Pokémon Center-style PC that shows the multi-PC menu. (#228)
require("src.core.Sound").play(Game.data, "Turn_On_PC")
Screens.push(Game, "PlayerPC")
else
self:openPC()
end
return true
end
end
@@ -1509,6 +1605,15 @@ function OverworldState:tryHiddenObject(fx, fy)
end
end
-- PrintTrashText: SS Anne kitchen + Vermilion Gym non-puzzle can
for _, h in ipairs(extras.printTrash and extras.printTrash[self.map.id] or {}) do
if h.x == fx and h.y == fy then
Game.stack:push(TextBox.new(Game, txt._VermilionGymTrashText
or "Nope, there's\nonly trash here."))
return true
end
end
-- the Vermilion Gym trash can lock puzzle
if self.map.id == "VERMILION_GYM" then
for _, h in ipairs(extras.trashCans.cans or {}) do
@@ -1999,8 +2104,12 @@ function OverworldState:talkTo(npc)
return
end
-- item balls (object_event item argument)
if d.item then
-- item balls (object_event item argument). A payload id of "0" is
-- pokered's ITEM_NONE sentinel: the ROM object sets the 0x80 "has item"
-- bit but names item 0, so it is a plain text object, not an item ball
-- (e.g. Blue's House wall Town Map / walking Daisy, #11). Lua treats
-- the string "0" as truthy, so screen it out and fall through to text.
if d.item and d.item ~= "0" and d.item ~= 0 then
if not require("src.inventory.Bag").add(Game.save, d.item, 1) then
Game.stack:push(TextBox.new(Game, "You can't carry\nany more items!"))
return
@@ -2188,13 +2297,10 @@ function OverworldState:dexRating()
Game.stack:push(TextBox.new(Game, completion .. "\f" .. rating))
end
-- AnimateHealingMachine (engine/overworld/healing_machine.asm): the
-- monitor lights, then one ball per party mon appears every 30 frames
-- (SFX_HEALING_MACHINE each); the healed jingle plays while the machine
-- sprites flash 8 times (an OBP1 xor every 10 frames), then a 32-frame
-- beat once the jingle ends. Pure per-frame step over the ha table
-- ({ balls, lit, timer, visible, jingleDone }); returns "ball"/"jingle"/
-- "done" when the caller must fire the matching side effect.
-- AnimateHealingMachine (engine/overworld/healing_machine.asm): balls
-- every 30 frames, then jingle + FlashSprite8Times (8 x 10). #157: skip
-- pokered's post-flash .waitLoop2 / DelayFrames 32 so fighting-fit is
-- immediate; jingle still plays and restoreMap runs when it ends.
function OverworldState.stepHealAnim(ha)
ha.timer = ha.timer + 1
ha.phase = ha.phase or "balls"
@@ -2217,17 +2323,11 @@ function OverworldState.stepHealAnim(ha)
ha.visible = not ha.visible
ha.flashes = ha.flashes + 1
if ha.flashes >= 8 then
ha.phase = "wait"
ha.visible = true
ha.phase = "done"
return "done"
end
end
elseif ha.phase == "wait" then
-- .waitLoop2: hold until the jingle ends, then 32 more frames
if not ha.jingleDone then
ha.timer = 0
elseif ha.timer >= 32 then
return "done"
end
end
end
@@ -2403,19 +2503,34 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
Commands.hide_object(ctx, entry[1], entry[2])
end
end
local lines = {}
if reward.badge then
Game.save.inventory[reward.badge] = 1
local name = Game.data.items[reward.badge] and Game.data.items[reward.badge].name
or reward.badge
table.insert(lines, ("%s received\nthe %s!"):format(Game.save.player.name, name))
end
if reward.item then
local inv = Game.save.inventory
inv[reward.item] = (inv[reward.item] or 0) + 1
local name = Game.data.items[reward.item] and Game.data.items[reward.item].name
or reward.item
table.insert(lines, ("%s received\n%s!"):format(Game.save.player.name, name))
local idef = Game.data.items[reward.item]
-- GiveItem -> CopyToStringBuffer for "{RAM:wStringBuffer}" received texts
Game.stringBuffer = idef and idef.name or reward.item
end
local lines = {}
if reward.dialogue then
local text = Game.data.text or {}
for _, label in ipairs(reward.dialogue) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
elseif reward.badge or reward.item then
if reward.badge then
local name = Game.data.items[reward.badge] and Game.data.items[reward.badge].name
or reward.badge
table.insert(lines, ("%s received\nthe %s!"):format(Game.save.player.name, name))
end
if reward.item then
local name = Game.stringBuffer or reward.item
table.insert(lines, ("%s received\n%s!"):format(Game.save.player.name, name))
end
end
if #lines > 0 then
Game.stack:push(TextBox.new(Game, table.concat(lines, "\f")))
@@ -2437,6 +2552,8 @@ end
-- interposed NPCs / walls -- but unsigned 8-bit Y makes a sprite exactly 4
-- tiles north of the player sit at Y=$fc, so |$3c-$fc|=$c0 and a range-4
-- DOWN trainer does not engage that tile (Route 9 Bug Catcher / issue #76).
-- Off-screen sprites (IMAGEINDEX=$ff) never engage: without that gate, the
-- same 8-bit wrap makes far same-row trainers look in-range (#153/#183).
local PLAYER_SCREEN_X, PLAYER_SCREEN_Y = 0x40, 0x3c
local function u8(n) return n % 256 end
local function calcDiff(a, b)
@@ -2452,6 +2569,14 @@ local function trainerSightPixelDist(npc, player, horizontal)
u8(PLAYER_SCREEN_Y + (npc.cellY - player.cellY) * 16))
end
-- CheckSpriteAvailability (movement.asm): wXCoord/wYCoord = player - 4;
-- visible when sprite is in [wCoord, wCoord + SCREEN_*/2 - 1] (GB 10x9).
local function trainerSpriteOnScreen(npc, player)
local dx = npc.cellX - player.cellX
local dy = npc.cellY - player.cellY
return dx >= -4 and dx <= 5 and dy >= -4 and dy <= 4
end
-- STAY trainers with a facing spot the player crossing their line of
-- sight (range from the extracted trainer headers), walk up and battle.
function OverworldState:checkTrainerSight()
@@ -2464,7 +2589,8 @@ function OverworldState:checkTrainerSight()
-- walkers included (they sight between steps)
if d.trainerClass and not npc.moving
and not self:trainerDefeated(npc)
and not mapScripts.talkScript(self.map.id, d.text) then
and not mapScripts.talkScript(self.map.id, d.text)
and trainerSpriteOnScreen(npc, p) then
local header = Game.data:trainerHeader(self.map.def.label, d.index)
local range = header and header.range or 0
local vec = DIRVEC[npc.facing]
@@ -3131,7 +3257,9 @@ function OverworldState:afterBattle(result, battle)
lead and lead.stats.hp or 0)
local Evolution = require("src.pokemon.Evolution")
local function evolutions()
Evolution.checkParty(Game)
-- Only mons that gained a level this battle (EXP.ALL included).
-- Scanning the whole party re-offered B-cancelled evolutions forever (#213).
Evolution.checkParty(Game, nil, battle and battle.leveledUp)
end
if result == "lose" then
local oaksLabRival = battle and battle.oppClass == "OPP_RIVAL1"
@@ -3208,7 +3336,7 @@ function OverworldState:takeWarp(warpDef)
self:startWarpTo(destMap, x, y, facing)
return
end
self.doorWarp = true -- door SFX + outdoor walk-out step
self.doorWarp = true -- door SFX + PlayerStepOutFromDoor walk-out
self:startWarpTo(destMap, x, y, facing)
end
@@ -3232,11 +3360,32 @@ function OverworldState:warpToHealPoint(onDone, opts)
-- HandleFlyWarpOrDungeonWarp + DisplayPlayerBlackedOutText both clear
-- BIT_ALWAYS_ON_BIKE (home/overworld.asm / home/text_script.asm)
Game.save.forcedBike = nil
if opts and opts.arrive == "teleport" then
local map, x, y = heal.map, heal.x, heal.y
local teleport = opts and opts.arrive == "teleport"
if teleport then
self.arriveWarp = "teleport"
-- Dig/Teleport/Escape Rope land OUTSIDE at the last Pokemon Center TOWN
-- door, like Fly (#196) -- NOT the interior heal cell a blackout returns
-- to. pret routes escape-warp and blackout both through wLastBlackoutMap
-- (both appear inside in front of the nurse), but this port has decided
-- the escape-warp destination is the town PC door. Prefer the canonical
-- Fly landing (field.flyWarps, one tile south of the PC door warp), else
-- the remembered outdoor door cell; fall back to the interior heal cell
-- only for an old save with no recorded outdoor.
local out = heal.outdoor
if out then
local fw = (Game.data.field.flyWarps or {})[out.id]
map = out.id
x = fw and fw.x or out.x
y = fw and fw.y or out.y
end
end
self:startWarpTo(heal.map, heal.x, heal.y, "down", onDone)
if heal.outdoor then
self:startWarpTo(map, x, y, "down", onDone)
-- Blackouts land at the interior heal cell, so re-point LAST_MAP exits at
-- the remembered town door. The teleport branch already lands ON that
-- outdoor map, so startWarpTo remembers it on the next exit; re-pointing
-- here would wrongly steer exits away from where the player now stands.
if heal.outdoor and not teleport then
self:rememberOutdoor(heal.outdoor.id, heal.outdoor.x, heal.outdoor.y)
end
end
@@ -3293,15 +3442,24 @@ function OverworldState:startWarpTo(mapId, x, y, facing, onDone, opts)
local outdoor = Map.isOutdoor(self.map.def)
require("src.core.Sound").play(Game.data,
outdoor and "Go_Outside" or "Go_Inside")
-- stepping out of an outdoor door/cave entrance (the original's
-- walk-out). Auto-walk leaves the mat, so the arrival disable
-- PlayerStepOutFromDoor (engine/overworld/auto_movement.asm): any
-- warp that lands on a door tile auto-steps south once, indoor or
-- outdoor. Auto-walk leaves the mat, so the arrival disable
-- (warpEntryCell / justWarped) is unnecessary -- and would let you
-- stand on the door without re-entering if you hold back into it.
if outdoor and self.player.facing == "down"
and self.map:isWarpTileCell(self.player.cellX, self.player.cellY) then
self.warpEntryCell = nil
self.justWarped = false
self:scriptMove(self.player, "down", 1)
-- The walk-out is a simulated d-pad press (wSimulatedJoypadStates),
-- not a forced move, so it obeys collision: on a landing with a
-- solid cell south of the door (the mansion stair landings back
-- onto shelves) the step bumps and the player stays on the door,
-- arrival disable intact, instead of clipping into the wall.
if self.map:isDoorTileCell(self.player.cellX, self.player.cellY) then
if Collision.canMove(self.map, self.entities, self.player, "down") then
self.warpEntryCell = nil
self.justWarped = false
self:scriptMove(self.player, "down", 1)
else
self.player.facing = "down"
end
end
end
end, function()
@@ -3539,11 +3697,22 @@ function OverworldState:drawWorld()
-- tilt is active). So the ground draw calls below never change with tilt;
-- only the sprite/FX draw path below them branches. The sorts below only
-- reorder (no draws), so they run once for both paths.
local tilt = Tilt.active()
self.map.renderer:drawBorderFill(cam.x, bgY, vw, vh)
self.map.renderer:draw(cam.x, bgY, vw, vh)
for _, nb in ipairs(self.neighbors) do
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy, vw, vh)
-- A render pipeline (src/render/Pipelines.lua) replaces the ground draw
-- entirely with geometry of its own, so it is decided before tilt and
-- wins over it. It falls back to the tilt/flat path whenever it cannot
-- run this frame -- headless, a driver with no depth canvas, or a mod
-- that threw -- so no caller ever sees a blank frame.
local pipelineId = Pipelines.worldPipeline()
local tilt = (not pipelineId) and Tilt.active()
-- the pipeline's finished world image, once it has run; nil keeps every
-- path below on the vanilla flat/tilt draw
local override
if not pipelineId then
self.map.renderer:drawBorderFill(cam.x, bgY, vw, vh)
self.map.renderer:draw(cam.x, bgY, vw, vh)
for _, nb in ipairs(self.neighbors) do
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy, vw, vh)
end
end
-- per-billboard SGB palette source; only needed (and only paid for) when
-- tilting. nil headless / on stale palettes -> billboards go uncolorized.
@@ -3774,7 +3943,114 @@ function OverworldState:drawWorld()
end
end
if not tilt then
if pipelineId then
-- === PIPELINE PATH: a mod owns the world pass. ======================
-- It renders terrain and characters however it likes and hands back one
-- window-resolution image; the field FX stay ordinary 2D draws
-- composited on top by ctx.drawFx, each anchored to where its ground
-- point projects under the pipeline's own camera. That is the direct
-- analogue of what :billboard does for tilt, and it keeps exactly one
-- copy of every effect: the closures above are the ones that run.
local pw, ph = love.graphics.getDimensions()
local pscale = Zoom.scale(Game.renderer:fitScale())
local ctx = {
state = self, cam = cam, vw = vw, vh = vh, bgY = bgY,
width = pw, height = ph, scale = pscale,
level = Pipelines.level(pipelineId),
-- the SGB world palette a map draws under; nil in the true-colour
-- modes, whose art is already baked (and must not be re-mapped)
paletteFor = function(map)
return PaletteFX.pal(Game.data, self:paletteNameFor(map or self.map))
end,
spriteColors = function(map)
if PaletteFX.usesGbcPack() then return nil end
return PaletteFX.pal(Game.data, self:paletteNameFor(map or self.map))
end,
fx = { heal = fxHeal, dust = fxDust, cutTree = fxCutTree,
emote = fxEmote, dark = fxDark, bird = fxBird, rod = fxRod },
}
-- Draw every active field FX into the finished scene. `project(wx, wy)`
-- maps a world point to canvas pixels (nil when it is behind the
-- camera) and `scale` is canvas pixels per world pixel; the pipeline
-- owns the camera, this owns where each effect belongs and how the
-- closures' flat coordinates are slid onto the projected anchor.
-- Deliberately unscaled by depth, like :billboard: an effect keeps its
-- crisp authored size and only its anchor moves.
ctx.drawFx = function(project, scale)
scale = scale or pscale
local colors = ctx.spriteColors()
local function at(drawFn, wx, wy)
if not drawFn then return end
local sx, sy = project(wx, wy)
if not sx then return end -- behind the camera
local shader = colors and PaletteFX.shader() or nil
if shader then
PaletteFX.sendColors(shader, colors)
love.graphics.setShader(shader)
end
-- the closures draw relative to the flat foot; slide that onto the
-- projected anchor, in world-pixel units inside the scaled transform
local fx, fy = wx - cam.x, wy - cam.y
love.graphics.push()
love.graphics.scale(scale, scale)
love.graphics.translate(sx / scale - fx, sy / scale - fy)
drawFn()
love.graphics.pop()
if shader then love.graphics.setShader() end
end
-- ground-hugging effects sit on the cell they belong to
if self.dustAnim then
at(fxDust, self.dustAnim.x * 16 + 8, self.dustAnim.y * 16 + 8)
end
if self.cutAnim then
at(fxCutTree, self.cutAnim.x * 16 + 8, self.cutAnim.y * 16 + 16)
end
if self.healAnim then
at(fxHeal, self.healAnim.px + 8, self.healAnim.py + 16)
end
-- standing effects anchor at the foot of whoever they belong to
if self.emote and self.emote.npc then
at(fxEmote, self.emote.npc.px + 8, self.emote.npc.py + 16)
end
if self.flyAnim then
at(fxBird, self.player.px + 8, self.player.py + 16)
end
if self.fishing then
at(fxRod, self.player.px + 8, self.player.py + 16)
end
-- Rock Tunnel darkness is a screen-space light window, not a ground
-- object: draw it flat over the finished scene like the tilt path.
-- It fills the view in world-pixel units, so it only needs the scale.
if self.dark then
love.graphics.push()
love.graphics.scale(scale, scale)
fxDark()
love.graphics.pop()
end
end
override = Pipelines.drawWorld(pipelineId, ctx)
-- world post-processes (a miniature-diorama blur, a colour grade) fold
-- over the finished scene here, so they never touch the UI drawn on top
if override then
override = Pipelines.worldPresent(override, ctx)
end
Game.renderer:setWorldOverride(override)
if not override then
-- The pipeline declined this frame (nothing to draw, or it threw and
-- was retired). The ground pass was skipped on its behalf above, so
-- draw it now and fall through to the flat path below rather than
-- compositing an empty canvas.
self.map.renderer:drawBorderFill(cam.x, bgY, vw, vh)
self.map.renderer:draw(cam.x, bgY, vw, vh)
for _, nb in ipairs(self.neighbors) do
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy, vw, vh)
end
end
end
if override then
-- the pipeline owns the whole frame; nothing else draws into the world
elseif not tilt then
-- === FLAT PATH: everything into the one world canvas, as before =====
-- OBP-baked sprites replay after the zone pass in GBC mode, so their
-- grass feet-overdraw must replay over them too, colorized with the
+67 -17
View File
@@ -61,16 +61,26 @@ function Player:tryMove(dir, map, entities)
if self.facing ~= dir then
self.facing = dir
self.turnTimer = self.turnFrames or TURN_FRAMES
self.bumpFrames = nil -- turning to a new facing ends any wall-bonk cycle
return "turned"
end
if self.turnTimer > 0 then return nil end
local ok, why = Collision.canMove(map, entities, self, dir)
if not ok then
-- Gen1: a blocked step still animates the player walking in place --
-- the collision path spends the step's worth of frames running
-- UpdateSprites before returning control, so the legs cycle without
-- the cell changing (home/overworld.asm collision handling; issue
-- #230). Re-armed every frame the direction is held into the wall;
-- Player:update ticks the walk clock while it counts down, so releasing
-- returns to the standing pose within a step's length.
self.bumpFrames = self.stepFrames or STEP_FRAMES
return "blocked", why
end
local tx, ty = Collision.target(self.cellX, self.cellY, dir)
self.targetX, self.targetY = tx, ty
self.moving = true
self.bumpFrames = nil -- a real step supersedes any in-place bonk
self.progress = 0
-- the bicycle doubles walking speed (8 frames per step)
local save = require("src.core.Game").save
@@ -97,9 +107,19 @@ function Player:update()
if self.spinFrames <= 0 then
self.spinFrames = nil
self.spinDrop = nil
self.spinRise = nil -- teleport-out departure lift (#196)
self.spinning = false
end
end
-- wall-bonk walk-in-place (issue #230): while pushing into a wall the
-- collision path keeps the walk clock running without moving the cell,
-- so the sprite animates against the wall. Guarded on not-moving so a
-- real step (which clears bumpFrames and advances animClock itself
-- below) can never double-tick the leg cadence.
if not self.moving and self.bumpFrames and self.bumpFrames > 0 then
self.bumpFrames = self.bumpFrames - 1
self.animClock = (self.animClock or 0) + 1
end
if not self.moving then return false end
local stepLen = self.stepFramesCur or self.stepFrames or STEP_FRAMES
self.progress = self.progress + 1
@@ -132,7 +152,12 @@ function Player:facingCell()
end
function Player:walkPhase()
if not self.moving and not self.stepLanded then return 0 end
-- moving, the land-frame after a completed step, or an active wall-bonk
-- (issue #230) animate; a standing sprite otherwise
if not self.moving and not self.stepLanded
and not (self.bumpFrames and self.bumpFrames > 0) then
return 0
end
-- walk frame during the middle of each 16-frame animation cycle
local p = (self.animClock or self.progress) % 16
return (p >= 4 and p < 12) and 1 or 0
@@ -140,28 +165,29 @@ end
local SPIN_ORDER = { "down", "left", "up", "right" }
function Player:draw(camX, camY)
-- What this frame renders to: the sheet, where it sits, which way it faces
-- and how far through a step it is. Shared by the 2D draw below and by a
-- render pipeline's own geometry (src/render/Pipelines.lua), so the two can
-- never disagree about which sprite or facing is current.
--
-- The last return says the player is mid-ledge-hop, which is what the 2D
-- path draws the ground shadow from and a 3D path turns into vertical lift.
--
-- This ADVANCES the surf-bob and spinner timers, so exactly one of pose()
-- and draw() may run per frame -- and draw() is written in terms of pose()
-- to keep that true by construction. (hopFrames counts down in
-- Player:update, on the fixed step, so it is safe to read here.)
function Player:pose()
local py = self.py
-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs.
-- hopFrames counts down in Player:update (fixed step), never here.
local hopping = false
-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs
if self.hopFrames and self.hopFrames > 0 then
local total = self.hopTotal or 32
-- update runs before draw, so remaining N means N steps already
-- consumed this hop → t matches the old draw-side post-decrement phase
local t = 1 - self.hopFrames / total
py = py - math.floor(10 * math.sin(t * math.pi) + 0.5)
-- the shadow stays on the ground under the jumper: one 8x8 tile
-- mirrored into a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left
-- is 8px below the sprite's standing top-left (LoadHoppingShadowOAM +
-- LedgeHoppingShadowOAMBlock, engine/overworld/ledges.asm)
if self.shadowImg then
local sx = math.floor(self.px - camX)
local sy = math.floor(self.py - camY) - 4 + 8
love.graphics.draw(self.shadowImg, sx, sy)
love.graphics.draw(self.shadowImg, sx + 16, sy, 0, -1, 1)
love.graphics.draw(self.shadowImg, sx, sy + 16, 0, 1, -1)
love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
end
hopping = true
elseif self.surfing then
self.bobTimer = ((self.bobTimer or 0) + 1) % 32
py = py + (self.bobTimer < 16 and 0 or 1)
@@ -182,11 +208,35 @@ function Player:draw(camX, camY)
-- (EnterMapAnim PlayerSpinWhileMovingDown)
if self.spinFrames and self.spinDrop then
py = py - math.floor(self.spinFrames * 24 / (self.spinTotal or 64))
elseif self.spinFrames and self.spinRise then
-- Dig/Teleport/Escape-Rope departures spin the sprite UP out of the
-- map before the fade (LeaveMapAnim PlayerSpinWhileMovingUp) -- the
-- mirror of the arrival spin-down: the lift grows from 0 as spinFrames
-- counts down to 0 (#196), opposite sign to spinDrop above.
local total = self.spinTotal or 64
py = py - math.floor((total - self.spinFrames) * 24 / total)
end
end
local sprite = (self.surfing and self.surfSprite)
or (self.onBike and self.bikeSprite) or self.sprite
sprite:draw(self.px, py, camX, camY, facing, phase, flip)
return sprite, self.px, py, facing, phase, flip, hopping
end
function Player:draw(camX, camY)
local sprite, px, py, facing, phase, flip, hopping = self:pose()
-- the shadow stays on the ground under the jumper: one 8x8 tile
-- mirrored into a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left
-- is 8px below the sprite's standing top-left (LoadHoppingShadowOAM +
-- LedgeHoppingShadowOAMBlock, engine/overworld/ledges.asm)
if hopping and self.shadowImg then
local sx = math.floor(self.px - camX)
local sy = math.floor(self.py - camY) - 4 + 8
love.graphics.draw(self.shadowImg, sx, sy)
love.graphics.draw(self.shadowImg, sx + 16, sy, 0, -1, 1)
love.graphics.draw(self.shadowImg, sx, sy + 16, 0, 1, -1)
love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
end
sprite:draw(px, py, camX, camY, facing, phase, flip)
end
return Player
+62
View File
@@ -0,0 +1,62 @@
-- S.S. Anne 1F cabins: ROM packs rooms so hallway doors map right→left
-- onto the 3×2 rooms map (warp 1 = top-left = rightmost door). Survey
-- zoom makes that look left/right flipped vs 2F/B1F. Reorder door→cell
-- and slide objects so each door keeps its OG occupants while L→R doors
-- land in reading order on the rooms map.
local SsAnneLayout = {}
local function leftmostRoomDoor(hall)
local best
for _, w in ipairs(hall.warps or {}) do
if w.destMap == "SS_ANNE_1F_ROOMS" then
if not best or w.x < best.x then best = w end
end
end
return best
end
function SsAnneLayout.apply(maps)
if not maps then return false end
local hall = maps.SS_ANNE_1F
local rooms = maps.SS_ANNE_1F_ROOMS
if not hall or not rooms then return false end
local left = leftmostRoomDoor(hall)
-- already hallway-ordered (leftmost door → rooms warp 1)
if not left or left.destWarp == 1 then return false end
local doors = {}
for _, w in ipairs(hall.warps) do
if w.destMap == "SS_ANNE_1F_ROOMS" then doors[#doors + 1] = w end
end
table.sort(doors, function(a, b) return a.x < b.x end)
for i, w in ipairs(doors) do w.destWarp = i end
-- rooms warps 1..6 return through hall warps 8..3 (L→R cabin doors)
for i, w in ipairs(rooms.warps or {}) do
if w.destMap == "SS_ANNE_1F" then w.destWarp = 9 - i end
end
local warpPos = {}
for i, w in ipairs(rooms.warps or {}) do
warpPos[i] = { x = w.x, y = w.y }
end
for _, o in ipairs(rooms.objects or {}) do
local col, row = math.floor(o.x / 10), math.floor(o.y / 10)
local oldK
for k, p in ipairs(warpPos) do
if math.floor(p.x / 10) == col and math.floor(p.y / 10) == row then
oldK = k
break
end
end
if oldK then
local newK = 7 - oldK
o.x = o.x + (warpPos[newK].x - warpPos[oldK].x)
o.y = o.y + (warpPos[newK].y - warpPos[oldK].y)
end
end
return true
end
return SsAnneLayout
+28
View File
@@ -0,0 +1,28 @@
-- Driver: #187 S.S. Anne cabin door entry. Entering a room from the
-- corridor should land one tile south of the door (pokered
-- PlayerStepOutFromDoor), not leave the player on the door tile.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- SS_ANNE_1F warp at (31,8) -> SS_ANNE_1F_ROOMS (rightmost cabin)
U.teleport(game, "SS_ANNE_1F", 31, 9, "up")
U.shot(game, DIR .. "/anne_0_before_enter.png")
local ow = game.overworld
U.log("before map:", ow.map.id, "pos:", ow.player.cellX, ow.player.cellY,
"facing:", ow.player.facing)
U.hold(game, "up", 20)
for _ = 1, 90 do
U.wait(1)
if ow.map.id == "SS_ANNE_1F_ROOMS" and not ow.transitioning
and #ow.scriptMoves == 0 and not ow.player.moving then
break
end
end
U.wait(8)
U.shot(game, DIR .. "/anne_1_after_enter.png")
U.log("after map:", ow.map.id, "pos:", ow.player.cellX, ow.player.cellY,
"facing:", ow.player.facing,
"onDoor:", tostring(ow.map:isWarpTileCell(ow.player.cellX, ow.player.cellY)))
end
@@ -0,0 +1,173 @@
-- Driver: reproduce #216 - "Boosted EXP text cut off".
--
-- A traded mon's EXP gain prints a 3-line message:
-- "<mon> gained\na boosted\v<N> EXP. Points!"
-- (engine/battle/experience.asm _GainedText/_BoostedText/_ExpPointsText;
-- _BoostedText ends in the CONT code \v = char 11, "a boosted\011" in the
-- extracted data/generated/text.lua). The in-battle message box only has
-- room for two lines (rows y=112 and y=128), so before the fix the third
-- line was drawn at y=144 -- one row past the 160x144 screen -- and was
-- never seen: a single A press dismissed the whole message and the wild win
-- popped straight back to the overworld, so the boosted amount was invisible.
--
-- Gen1-correct behavior (home/text.asm ContText): the box scrolls a 2-line
-- window, waiting for A/B on the \v (drawing the blinking ▼ arrow), then
-- scrolls "a boosted" up to the top row and types "<N> EXP. Points!" on the
-- bottom row (y=128) -- a VISIBLE row.
--
-- The driver builds a deterministic traded RATTATA, KOs a weak wild PIDGEY
-- with no level-up, then renders the battle into a clean offscreen canvas
-- while capturing Font.drawCode, and asserts the encoded "EXP. Points!"
-- glyph run lands on a visible row (y <= 130), not off-screen at y=144.
-- Fails on the buggy build (amount only ever drawn at y=144); passes once
-- the box scrolls.
--
-- Run:
-- SHOT_DIR=/tmp/bug216 POKEPORT_IDENTITY=bug216 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/battle_boosted_exp_bug216_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Growth = require("src.pokemon.Growth")
local Font = require("src.render.Font")
local BattleState = require("src.battle.BattleState")
-- deterministic traded RATTATA :L8; exp pinned to the L8 floor so a single
-- weak wild KO (~22 boosted exp) stays below the L9 threshold (no level-up
-- to muddy the message). DVs pinned to max so numbers are stable per run.
local rattata = Pokemon.new(game.data, "RATTATA", 8, function(_, b) return b end)
local def = game.data.pokemon.RATTATA
rattata.exp = Growth.expForLevel(def.growthRate, 8, game.data.growth_rates)
rattata.traded = true -- the flag real trades/link set (Commands.lua / Protocol.lua)
game.save.party = { rattata }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
-- weak enemy: 1 HP so the first move KOs, speed 1 so RATTATA always moves
-- first, rng pinned low so every accuracy roll hits (Damage.accuracyRoll:
-- rng(0,255) < acc)
local battle = BattleState.newWild(game, "PIDGEY", 2)
battle.onFinish = function() end
battle.rng = function(a, _) return a end
battle.enemy.mon.hp = 1
battle.enemy.mon.stats.speed = 1
ow:pushBattle(battle)
-- Render the battle into a clean offscreen 160x144 canvas while recording
-- every Font.drawCode(code, x, y). Returns true iff `targetCodes` appear
-- as a contiguous left-to-right run on a row at y <= maxY. The off-screen
-- amount row (y=144) is excluded, so the buggy build never counts as
-- "shown". BattleState:draw runs its own canvas pipeline internally and
-- restores the caller's canvas (see battle_hpbar_gbc_bug229_test.lua).
local canvas = love.graphics.newCanvas(160, 144)
local function seqVisible(targetCodes, maxY)
local rec = {}
local orig = Font.drawCode
Font.drawCode = function(code, x, y)
rec[#rec + 1] = { code, x, y }
return orig(code, x, y)
end
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
local okDraw = pcall(function() battle:draw() end)
love.graphics.setCanvas()
Font.drawCode = orig
if not okDraw then return false end
-- group glyphs by row, sort left-to-right, join codes into a delimited
-- string, and search each visible row for the target subsequence
local byY = {}
for _, g in ipairs(rec) do
if g[3] <= maxY then
byY[g[3]] = byY[g[3]] or {}
table.insert(byY[g[3]], g)
end
end
local tparts = {}
for _, c in ipairs(targetCodes) do tparts[#tparts + 1] = tostring(c) end
local needle = "," .. table.concat(tparts, ",") .. ","
for _, list in pairs(byY) do
table.sort(list, function(a, b) return a[2] < b[2] end)
local cs = {}
for _, g in ipairs(list) do cs[#cs + 1] = tostring(g[1]) end
if ("," .. table.concat(cs, ",") .. ","):find(needle, 1, true) then
return true
end
end
return false
end
local amountCodes = Font.encode("EXP. Points!")
-- mash through the intro to the FIGHT menu, then FIGHT -> move slot 1
-- (TACKLE) -> KO (mirrors battle_levelup_hpbar_bug224_test.lua)
for _ = 1, 300 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(3)
end
if battle.phase ~= "menu" then error("bug216: never reached the FIGHT menu") end
U.tap(game, "a") -- FIGHT
for _ = 1, 60 do
if battle.phase == "moveSelect" then break end
U.wait(1)
end
if battle.phase ~= "moveSelect" then error("bug216: never reached move select") end
U.tap(game, "a") -- TACKLE -> KO
-- Phase A: advance to the boosted-EXP message (contains both "boosted"
-- and "EXP. Points!"). Break the frame it becomes current, before any A
-- press could scroll past it.
local function isBoosted()
local c = battle.current
return c and c.text and c.text:find("EXP. Points!", 1, true)
and c.text:find("boosted", 1, true)
end
local reached = false
for _ = 1, 900 do
if isBoosted() then reached = true break end
if game.stack:top() ~= battle then break end
U.tap(game, "a")
U.wait(2)
end
if not reached then
error("bug216: never reached the boosted-EXP message (battle ended early)")
end
U.log("boosted message: " ..
(tostring(battle.current.text):gsub("[\n\v]", "|")))
-- let the first two lines type out, then capture the cut-off
-- "gained / a boosted" box (both builds show this; the buggy build has no
-- visible third row)
U.wait(40)
U.shot(game, DIR .. "/bug216_boosted.png")
-- Phase B: the amount must become visible on a real row. Each iteration
-- renders offscreen and checks; then taps A -- which scrolls the CONT
-- window on the fixed build, and (once fully typed) dismisses the message
-- on the buggy build.
local shown = false
for _ = 1, 120 do
if seqVisible(amountCodes, 130) then shown = true break end
if game.stack:top() ~= battle then break end
U.tap(game, "a")
U.wait(4)
end
if not shown then
error("bug216: 'EXP. Points!' amount never shown on a visible row " ..
"(drawn off-screen at y=144); the box did not scroll to the amount")
end
U.shot(game, DIR .. "/bug216_amount.png")
-- no level-up muddied the message
if battle.player.mon.level ~= 8 then
error("bug216: expected level 8, got " .. tostring(battle.player.mon.level))
end
U.log("bug216 OK: boosted EXP amount shown on a visible row, level still 8")
U.wait(4)
end
@@ -0,0 +1,104 @@
-- Regression test for issue #229 ("GSC palette black full health").
--
-- In RED++ ("Gen 2 / GSC-style") COLORS mode the full-health (green-band)
-- in-battle HP bar rendered as a solid black rectangle. Root cause is in
-- src/render/HudTiles.lua drawHPBar: it pre-tinted the fill with GREENBAR's
-- fill color {0,189,0} (red channel 0), zeroing the red channel of every bar
-- pixel; the battle zone shade-remap shader (PaletteFX.shader, keyed ONLY on
-- the red channel) then mapped every zeroed-red pixel to color 3 = black.
-- Red/orange bands survived because REDBAR {247,0,0} / YELLOWBAR {247,165,0}
-- keep a nonzero red channel. SGB ('gbc') mode was unaffected because
-- PaletteFX.pack({}) returns nil there, so the fill was already drawn gray.
--
-- Gen1-correct behavior: the DMG hardware bar is one gray shade recolored by
-- the SGB region palette (home/pokemon.asm DrawHPBar + engine/gfx/palettes.asm
-- SetPal_Battle + data/sgb/sgb_packets.asm BlkPacket_Battle), never a per-pixel
-- repaint. This driver forces RED++, enters a full-HP wild battle, screenshots
-- the intro + action menu, then renders the battle into a clean 160x144 canvas
-- and asserts the player AND enemy HP-bar fill bands are green (not black).
--
-- Run:
-- SHOT_DIR=/tmp/bug229 POKEPORT_IDENTITY=bug229 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/battle_hpbar_gbc_bug229_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "."
local PaletteFX = require("src.render.PaletteFX")
-- Set the SAVED option, not just the live mode: Game:applyOptions re-reads
-- save.options.colors, so a bare setMode would get reverted to the default.
game.save.options = game.save.options or {}
game.save.options.colors = "redpp"
PaletteFX.setMode("redpp")
-- BULBASAUR :L5 is 19/19 -> full HP -> green band (matches the issue shot).
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "BULBASAUR", 5) }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "RATTATA", 3) -- full HP -> green
battle.onFinish = function() end
ow:pushBattle(battle)
U.wait(220)
U.shot(game, DIR .. "/bug229_redpp_intro.png")
-- Advance the intro text to the action menu deterministically (phase flips
-- to "menu" at BattleState:1111/1243); stop before a menu tap enters FIGHT.
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
U.wait(4)
U.shot(game, DIR .. "/bug229_redpp_menu.png")
-- Programmatic assertion: render the battle into a clean offscreen 160x144
-- canvas -- BattleState:draw runs its own SGB zone pass internally, so this
-- is the real colorized output (verified pixel-identical to the on-screen
-- capture). Sample the CENTER fill rows of each bar (an 8px bar tile is
-- white frame rows / fill rows / white frame rows, so the middle rows are
-- the fill). Before the fix the fill is ~ (0,0,0); after the fix it is
-- ~ (0,0.74,0) (GREENBAR fill {0,189,0}/255).
if love and love.graphics and love.graphics.newCanvas and battle.phase == "menu" then
local canvas = love.graphics.newCanvas(160, 144)
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
battle:draw()
love.graphics.setCanvas()
local id = canvas:newImageData()
do local dbg = id:encode("png"); local f = io.open(DIR .. "/bug229_offscreen.png", "wb"); if f then f:write(dbg:getString()); f:close() end end
local function green(r, g, b) return g > 0.4 and g > r and g > b end
-- returns worst (lowest-green) fill pixel across the center rows sampled
local function worstFill(x, ys)
local wr, wg, wb = 1, 1, 1
for _, y in ipairs(ys) do
local r, g, b = id:getPixel(x, y)
if g < wg then wr, wg, wb = r, g, b end
end
return wr, wg, wb
end
-- player bar: drawHPBar tile (10,9) -> fill x 96..143; fill rows y 74..77
local pr, pg, pb = worstFill(120, { 75, 76 })
-- enemy bar: drawHPBar tile (2,2) -> fill x 32..79; fill rows y 18..21
local er, eg, eb = worstFill(56, { 19, 20 })
U.log(string.format("player fill rgb = %.2f %.2f %.2f", pr, pg, pb))
U.log(string.format("enemy fill rgb = %.2f %.2f %.2f", er, eg, eb))
if not (green(pr, pg, pb) and green(er, eg, eb)) then
error(string.format(
"issue #229: RED++ HP bar fill not green (player %.2f/%.2f/%.2f enemy %.2f/%.2f/%.2f)",
pr, pg, pb, er, eg, eb))
end
U.log("issue #229 PASS: green HP bar fill in RED++")
else
error("issue #229 driver: never reached the battle action menu")
end
U.wait(4)
end
@@ -0,0 +1,125 @@
-- Driver: reproduce #224 - "Level up health bar inches down".
--
-- On a level-up during battle, Gen 1 (engine/battle/experience.asm) raises
-- the mon's current HP by (newMaxHP - oldMaxHP) and redraws the active
-- battler's HP bar UP to reflect the higher current HP. Our data layer is
-- correct (Experience.lua:84 applies the current-HP delta), but the on-screen
-- numerator - the battler's shownHP (the value the HUD bar/number use) - was
-- never advanced on level-up, while the denominator (mon.stats.hp) jumped
-- instantly. So the drawn fill FRACTION fell (e.g. 8/20 -> 8/22) instead of
-- rising to 10/22.
--
-- Setup: a SQUIRTLE at L5 with 8/oldMax HP and exp one point below the level-6
-- threshold; a single wild KO crosses it. The driver asserts the player HP
-- bar's shownHP rises to the new current HP DURING the level-up messages
-- (before the menu-phase safety net at BattleState.lua:1099 would mask it).
-- Fails on the buggy build (shownHP stuck at 8); passes once fixed.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Growth = require("src.pokemon.Growth")
local BattleState = require("src.battle.BattleState")
-- deterministic mon: pin DVs to the max so the HP numbers are identical
-- across the before/after runs (Stats.randomDVs consumes rng(0,15))
local squirtle = Pokemon.new(game.data, "SQUIRTLE", 5, function(_, b) return b end)
local def = game.data.pokemon.SQUIRTLE
local oldHP = 8
squirtle.hp = oldHP -- partly depleted so the bar is well under full
-- one point below the level-6 exp threshold: a single kill levels up once
squirtle.exp = Growth.expForLevel(def.growthRate, 6, game.data.growth_rates) - 1
game.save.party = { squirtle }
local oldMax = squirtle.stats.hp
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
-- weak enemy: 1 HP so the first TACKLE KOs; speed pinned to 1 so SQUIRTLE
-- always moves first (no enemy turn to muddy the HP math); rng pinned to
-- the low end so every roll hits (Damage.accuracyRoll: rng(0,255) < acc)
local battle = BattleState.newWild(game, "SLOWPOKE", 2)
battle.onFinish = function() end
battle.rng = function(a, _) return a end
battle.enemy.mon.hp = 1
battle.enemy.mon.stats.speed = 1
ow:pushBattle(battle)
-- mash through the intro to the FIGHT menu
for _ = 1, 240 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(3)
end
if battle.phase ~= "menu" then error("bug224: never reached the FIGHT menu") end
-- HP box at L5: the menu safety net snaps shownHP to mon.hp, so 8/oldMax
U.shot(game, DIR .. "/bug224_menu.png")
-- FIGHT -> first move (TACKLE, slot 1) -> KO
U.tap(game, "a") -- FIGHT
for _ = 1, 60 do
if battle.phase == "moveSelect" then break end
U.wait(1)
end
if battle.phase ~= "moveSelect" then error("bug224: never reached move select") end
U.tap(game, "a") -- TACKLE
-- Monitor the level-up messages. The bar must animate from oldHP toward
-- the new current HP while phase == 'messages' (before finish/menu-snap).
local maxShown = oldHP
local caughtUp = false
local shotGrew, shotRisen = false, false
for _ = 1, 600 do
U.wait(1)
U.tap(game, "a") -- advance text / dismiss the stat box (never skips the
-- time-based drain), so we reach the HP-bar redraw
if battle.phase == "messages" and battle.player.mon.level >= 6 then
local sh = battle.player.shownHP or battle.player.mon.hp
maxShown = math.max(maxShown, sh)
if not shotGrew then
-- first L6 messages frame: buggy build already shows the shrunk bar
-- (8/newMax) here, and it never recovers
U.shot(game, DIR .. "/bug224_grew.png")
shotGrew = true
end
if not shotRisen and sh >= oldHP + 1.0 then
-- the bar has climbed at least a full HP: capture it mid-rise
U.shot(game, DIR .. "/bug224_hpbar.png")
shotRisen = true
end
if sh >= squirtle.hp - 0.5 then
caughtUp = true
break
end
end
if game.stack:top() ~= battle then break end -- battle finished/popped
end
-- data-layer sanity (Experience.lua): one level gained, max HP grew, and
-- current HP rose by the max-HP delta
if battle.player.mon.level ~= 6 then
error("bug224: expected level 6, got " .. tostring(battle.player.mon.level))
end
local newMax = squirtle.stats.hp
if not (newMax > oldMax) then
error("bug224: max HP did not grow (oldMax=" .. tostring(oldMax) ..
", newMax=" .. tostring(newMax) .. "); repro is meaningless")
end
local expectHP = math.min(newMax, oldHP + (newMax - oldMax))
if squirtle.hp ~= expectHP then
error("bug224: current HP wrong: got " .. tostring(squirtle.hp) ..
", expected " .. tostring(expectHP))
end
-- THE BUG: the on-screen bar must have risen to the new current HP during
-- the messages phase. On the buggy build shownHP stays stuck at oldHP.
if not caughtUp then
error("bug224: HP bar did not rise on level-up - shownHP stuck at " ..
tostring(maxShown) .. " (oldHP=" .. tostring(oldHP) ..
"), mon.hp=" .. tostring(squirtle.hp) .. "/" .. tostring(newMax))
end
U.log("bug224 OK: L6, HP " .. tostring(squirtle.hp) .. "/" .. tostring(newMax) ..
", bar rose from " .. tostring(oldHP) .. " to " .. tostring(maxShown))
end
@@ -0,0 +1,150 @@
-- Regression test for issue #207 ("Back of sprite only showing outline").
--
-- In the forced-mono display modes (OG / OG INV / CLASSIC) a warm-palette
-- mon's battle pic (e.g. CHARMANDER, SGB palette REDMON) rendered as a bare
-- black outline on white, its two mid shades gone, while cool-palette mons
-- (SQUIRTLE, CYANMON) kept full shading. Root cause is a double shade-remap:
-- BattleState bakes each pic ONCE with the species' SGB colors, then draws it
-- onto the UI canvas; in these modes BattleState exposes no SGB zones, so
-- Renderer:endFrame invents a whole-screen GRAYS zone (PaletteFX.ensureZones)
-- and runs the ENTIRE colored battle frame through PaletteFX.shader() a SECOND
-- time. That shader keys the DMG shade off the red channel
-- (r>0.83?c0:r>0.5?c1:r>0.17?c2:c3); REDMON's two mid shades have red 1.0 and
-- 0.839 -- BOTH > 0.83 -- so they collapse into shade 0 (the white paper),
-- leaving only the near-black outline as shade 3. CYANMON's reds (0.678,
-- 0.451) land in the c1/c2 buckets, which is why blue mons were unaffected.
--
-- Gen1-correct behavior: mon pics are 2bpp 4-shade tiles (gfx/pokemon/back,
-- gfx/pokemon/front); all four shades must be visible, and the same grayscale
-- palette that renders SQUIRTLE renders CHARMANDER. The fix draws the pics as
-- raw DMG grays in these modes so the whole-screen remap recolors 255->c0,
-- 170->c1, 85->c2, 0->c3 -- all four shades survive.
--
-- This driver forces OG, gives the player a CHARMANDER (the failing warm
-- palette), enters a wild SQUIRTLE battle, and screenshots the exact action
-- menu the reporter shows. The assertion replays the on-screen two-stage
-- pipeline into a clean 160x144 canvas (BattleState:draw, then the whole-screen
-- GRAYS remap) and asserts the player CHARMANDER back-pic interior contains
-- mid-gray shades (not outline-only), with the enemy SQUIRTLE front interior as
-- an always-passing control.
--
-- Run:
-- SHOT_DIR=/tmp/bug207 POKEPORT_IDENTITY=bug207 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/battle_mono_sprite_bug207_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "."
local PaletteFX = require("src.render.PaletteFX")
-- Set the SAVED option, not just the live mode: Game:applyOptions re-reads
-- save.options.colors, so a bare setMode would get reverted to the default.
game.save.options = game.save.options or {}
game.save.options.colors = "og"
PaletteFX.setMode("og")
-- CHARMANDER :L5 -- SGB palette REDMON, the warm palette that collapsed.
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "CHARMANDER", 5) }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "SQUIRTLE", 5)
battle.onFinish = function() end
ow:pushBattle(battle)
U.wait(220)
U.shot(game, DIR .. "/bug207_og_intro.png")
-- Advance the intro text to the action menu deterministically (phase flips
-- to "menu" once "Go! CHARMANDER!" has swapped in the species back pic).
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
U.wait(4)
-- The reporter's exact screen: the FIGHT/PKMN/ITEM/RUN action menu with the
-- player's CHARMANDER back pic fully visible bottom-left.
U.shot(game, DIR .. "/bug207_og_menu.png")
if not (love and love.graphics and love.graphics.newCanvas
and battle.phase == "menu") then
error("issue #207 driver: never reached the battle action menu")
end
-- Replay the on-screen forced-mono pipeline into an offscreen 160x144 canvas.
-- Stage 1 is BattleState's own colorized frame (its internal SGB zone pass
-- plus the mon pics drawn via picImage). Stage 2 is Renderer:endFrame's
-- whole-screen remap for a state with no SGB zones: ensureZones -> whole(GRAYS),
-- then blit sends GRAYS through the shade shader over the FULL frame. This is
-- pixel-faithful to the presented window (the U.shot captures above), but in
-- clean 160x144 canvas space so the sample boxes are resolution-independent.
local g = love.graphics
local shader = PaletteFX.shader()
local prev = g.getCanvas()
local a = g.newCanvas(160, 144)
local b = g.newCanvas(160, 144)
g.setCanvas(a)
g.clear(1, 1, 1, 1) -- battle letterbox is white (letterboxWhite)
g.setColor(1, 1, 1, 1)
battle:draw()
g.setCanvas(b)
g.clear(0, 0, 0, 1)
g.setShader(shader)
PaletteFX.sendColors(shader, PaletteFX.GRAYS)
g.setColor(1, 1, 1, 1)
g.draw(a, 0, 0)
g.setShader()
g.setCanvas(prev)
local id = b:newImageData()
do
local png = id:encode("png")
local f = io.open(DIR .. "/bug207_og_offscreen.png", "wb")
if f then f:write(png:getString()); f:close() end
end
-- Count mid-gray pixels in a box. The forced-mono frame is neutral gray:
-- shade 0 = white (~1.0), shade 3 = black (~0.0), and the two MID shades are
-- ltgray (170/255 = 0.667) and dkgray (85/255 = 0.333). A mid shade exists
-- only when all four DMG shades survived the remap; an outline-only pic has
-- pure white + pure black and zero mid pixels.
local function midCount(x0, y0, x1, y1)
local n = 0
for y = y0, y1 do
for x = x0, x1 do
local r = id:getPixel(x, y)
if r > 0.18 and r < 0.82 then n = n + 1 end
end
end
return n
end
-- Player CHARMANDER back pic: hlcoord 1,5 (x=8), feet at y=96 -- interior
-- box well inside the body, clear of the white matte and the near-black
-- outline, and clear of the bottom-right HUD/HP bar.
local backMid = midCount(12, 50, 52, 92)
-- Enemy SQUIRTLE front pic: 7x7 slot at hlcoord 12,0 (x~96) -- control that
-- always keeps its mid shades (CYANMON reds land in the c1/c2 buckets).
local enemyMid = midCount(104, 8, 148, 48)
U.log(string.format("player back mid-gray px = %d ; enemy front mid-gray px = %d",
backMid, enemyMid))
if enemyMid <= 20 then
error(string.format(
"issue #207 driver: control failed -- enemy SQUIRTLE front has no "
.. "mid-gray (%d); sample box or pipeline is wrong", enemyMid))
end
if backMid <= 20 then
error(string.format(
"issue #207: OG-mode CHARMANDER back pic is outline-only -- interior "
.. "has %d mid-gray px (expected the full 4-shade grayscale, like the "
.. "enemy front's %d)", backMid, enemyMid))
end
U.log(string.format(
"issue #207 PASS: OG-mode CHARMANDER back keeps its mid shades "
.. "(%d mid-gray px, control enemy %d)", backMid, enemyMid))
U.wait(4)
end

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