Compare commits
11 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3954f93653 | |||
| b02f8c7daf | |||
| f7695308b7 | |||
| 3461937dbc | |||
| a8936e79d6 | |||
| f6b29e6caa | |||
| 3069b2e2a9 | |||
| 6625391f76 | |||
| c40dcd6159 | |||
| 5a0f9ab06d | |||
| d872010209 |
@@ -214,8 +214,21 @@ jobs:
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apk="$(find dist/android/debug -name '*.apk' | head -1)"
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[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
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cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
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# Platform-independent update payload, built alongside the desktop
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# apps above (same game.love that gets fused into each of them).
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love_file=".bazinga/work/game.love"
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[ -f "$love_file" ] || { echo "::error::$love_file not found (expected from scripts/build.sh)"; exit 1; }
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cp "$love_file" "$outdir/gen1recomp-${v}.love"
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ls -lh "$outdir"
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# Checksums for every staged release asset (sums file itself is
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# written after this and named outside the gen1recomp-* glob, so it
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||||
# never lists itself).
|
||||
(cd "$outdir" && shasum -a 256 gen1recomp-* > sha256sums.txt)
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cat "$outdir/sha256sums.txt"
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- name: Publish GitHub Release
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env:
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GH_TOKEN: ${{ github.token }}
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@@ -266,7 +279,9 @@ jobs:
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"dist/release/gen1recomp-${v}-macos.zip" \
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"dist/release/gen1recomp-${v}-windows.zip" \
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"dist/release/gen1recomp-${v}-linux.zip" \
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"dist/release/gen1recomp-${v}-android.apk"
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"dist/release/gen1recomp-${v}-android.apk" \
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"dist/release/gen1recomp-${v}.love" \
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"dist/release/sha256sums.txt"
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echo "Published release $tag"
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@@ -0,0 +1,9 @@
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# On-screen touch control art
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||||
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From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
|
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Those Awesome Guys), public domain under CC0:
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https://thoseawesomeguys.com/prompts/
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256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
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d-pad (neutral + per-direction highlight), A, B, plus (START) and
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minus (SELECT).
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|
After Width: | Height: | Size: 11 KiB |
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After Width: | Height: | Size: 11 KiB |
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After Width: | Height: | Size: 5.1 KiB |
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After Width: | Height: | Size: 5.5 KiB |
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After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
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After Width: | Height: | Size: 5.6 KiB |
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After Width: | Height: | Size: 751 B |
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After Width: | Height: | Size: 1.5 KiB |
@@ -47,8 +47,9 @@ function love.conf(t)
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-- freely to portrait or landscape), otherwise locked to the window's w/h
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-- aspect. So a non-resizable tall window forced portrait; resizable lets
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-- the game follow the device. The renderer letterboxes the 160x144
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-- viewport into whatever size results, and touch input is gesture-based,
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-- so both orientations just work. iOS follows the Info.plist orientations
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-- viewport into whatever size results, and the on-screen touch controls
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-- re-lay themselves out from the new window size, so both orientations
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-- just work. iOS follows the Info.plist orientations
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-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
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t.window.resizable = true
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-- Starting size is a tall portrait hint; the OS resizes to the real
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@@ -1,9 +1,8 @@
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-- Flavor talk scripts for CopycatsHouse2F (registry id COPYCATS_HOUSE_2F).
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-- Source: pokered/scripts/CopycatsHouse2F.asm, pokered/text/CopycatsHouse2F.asm
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--
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-- TEXT_COPYCATSHOUSE2F_COPYCAT is already ported (with the POKE DOLL /
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-- TM31 MIMIC trade) in data/scripts/story4.lua, so it is intentionally
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-- omitted here.
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-- TEXT_COPYCATSHOUSE2F_COPYCAT (POKE DOLL -> TM31 MIMIC) lives in
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-- data/scripts/story4.lua.
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return {
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COPYCATS_HOUSE_2F = {
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@@ -6,7 +6,8 @@
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-- takes it ("I'll take this one, then!") and both balls disappear.
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-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
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-- OaksLabRivalTakePokeBallScript.
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-- * Rival (object 1): before starter -> "gramps isn't around"; with
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-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
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-- has walked you in, else "gramps isn't around" (#218); with
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-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
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-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
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-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
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@@ -59,52 +60,97 @@ end
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return {
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talk = {
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-- Oak: accepts the parcel and hands over the Pokédex, then (once the
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-- player has beaten the Route 22 rival) hands over the real POKé
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-- BALLs (scripts/OaksLab.asm OaksLabOak1Text, simplified: no rival
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-- recall / dex-rating / "pokemon can fight" / "around the world"
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-- branches -- see docs/known-differences.md)
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-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
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-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
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-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
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-- (DisplayDexRating) is still skipped.
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TEXT_OAKSLAB_OAK1 = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
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{ "jump_if_false", 16 }, -- 3
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{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
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{ "jump_if_true", 16 }, -- 5
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{ "show_text", "_OaksLabOak1DeliverParcelText" }, -- 6
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{ "take_item", "OAKS_PARCEL", 1 }, -- 7
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{ "set_flag", "EVENT_OAK_GOT_PARCEL" }, -- 8
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{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" }, -- 9
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{ "set_flag", "EVENT_GOT_POKEDEX" }, -- 10
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-- OaksLab.asm OakGivesPokedex: HideObject TOGGLE_POKEDEX_1/2
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-- so the table sprites leave with the gift (#106).
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{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" }, -- 11
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{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" }, -- 12
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-- the Pokédex swaps Viridian's two old men (OaksLab.asm:602-606:
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-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN).
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-- Until this ran, the walking man at (17,5) -- who owns the coffee
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-- ask and the catch tutorial -- stayed OFF for the whole game
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-- (toggleable_objects.asm seeds him OFF, the sleeper ON).
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{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
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{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" }, -- 14
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{ "jump", "end" }, -- 15
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{ "check_flag", "EVENT_GOT_STARTER" }, -- 16
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{ "jump_if_false", 31 }, -- 17
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{ "check_item", "POKE_BALL" }, -- 18
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{ "jump_if_true", 29 }, -- 19
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{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 20
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{ "jump_if_false", 33 }, -- 21
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{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 22
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{ "jump_if_true", 29 }, -- 23
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{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 24
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{ "give_item", "POKE_BALL", 5, false }, -- 25
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{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 26
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{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 27
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{ "jump", "end" }, -- 28
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{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 29
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{ "jump", "end" }, -- 30
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{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 31
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{ "jump", "end" }, -- 32
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{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 33
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{ "face_player" },
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{ "check_item", "POKE_BALL" },
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{ "jump_if_true", "come_see" },
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{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
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{ "jump_if_true", "give_balls" },
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{ "check_flag", "EVENT_GOT_POKEDEX" },
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{ "jump_if_true", "around_world" },
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{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
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{ "jump_if_false", "pre_lab_battle" },
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{ "check_item", "OAKS_PARCEL" },
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{ "jump_if_false", "raise_young" },
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-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
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{ "show_text", "_OaksLabOak1DeliverParcelText" },
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{ "play_sound", "Get_Key_Item" },
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{ "show_text", "_OaksLabOak1ParcelThanksText" },
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{ "take_item", "OAKS_PARCEL", 1 },
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{ "stop_music" },
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{ "play_music", "Music_MeetRival" },
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{ "show_text", "_OaksLabRivalGrampsText" },
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{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
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-- OaksLabCalcRivalMovementScript: sprite map (8,11) → cell (4,7)
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-- when the player stands below Oak (the usual desk talk).
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{ "place_npc", 1, 4, 7, "up" },
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{ "move_npc_to", 1, 4, 3 },
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{ "play_music", "Music_OaksLab" },
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{ "face_object", 1, "up" },
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{ "face_object", 5, "down" },
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{ "show_text", "_OaksLabRivalWhatDidYouCallMeForText" },
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{ "face_object", 1, "up" },
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{ "face_object", 5, "down" },
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{ "show_text", "_OaksLabOakIHaveARequestText" },
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{ "face_object", 1, "up" },
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{ "face_object", 5, "down" },
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{ "show_text", "_OaksLabOakMyInventionPokedexText" },
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{ "show_text", "_OaksLabOakGotPokedexText" },
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{ "play_sound", "Get_Key_Item" },
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{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
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{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
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{ "face_object", 1, "up" },
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{ "face_object", 5, "down" },
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{ "show_text", "_OaksLabOakThatWasMyDreamText" },
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{ "face_object", 1, "right" },
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{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
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{ "set_flag", "EVENT_GOT_POKEDEX" },
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{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
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{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
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{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
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{ "stop_music" },
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{ "play_music", "Music_MeetRival" },
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{ "move_npc_to", 1, 4, 7 },
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{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
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{ "play_music", "Music_OaksLab" },
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{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
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{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
|
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{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
|
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{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
|
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{ "jump", "end" },
|
||||
|
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{ "label", "raise_young" },
|
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{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_lab_battle" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
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{ "jump_if_true", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "around_world" },
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
|
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{ "jump", "end" },
|
||||
|
||||
{ "label", "give_balls" },
|
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{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
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{ "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 =
|
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@@ -117,36 +163,45 @@ return {
|
||||
starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
|
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"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)
|
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TEXT_OAKSLAB_RIVAL = {
|
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{ "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 })
|
||||
|
||||
@@ -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
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 = {
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -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 = {
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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.
|
||||
@@ -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
|
||||
|
||||
@@ -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).
|
||||
@@ -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.
|
||||
@@ -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)
|
||||
|
||||
@@ -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": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "TOOL",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "AUDIO",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"permissions": ["engine_internals"],
|
||||
"dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "QUEST",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"permissions": ["engine_internals"],
|
||||
"dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "total_conversion",
|
||||
"category": "TOTAL_CONVERSION",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 900,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "GRAPHICS",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"assets_transforms": "transforms.lua",
|
||||
"dependencies": [],
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
"entry": "main.lua",
|
||||
"profile": "overhaul",
|
||||
"category": "MECHANIC",
|
||||
"game_version": ">=1.0.0 <2.0.0",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -0,0 +1,287 @@
|
||||
-- On-screen touch controls: a visible d-pad, A, B, START and SELECT drawn
|
||||
-- over the finished frame (art: Xelu's CC0 controller prompts, see
|
||||
-- assets/touch/README.md). Replaces the old touch gesture recognizer:
|
||||
-- every control is a real button under the thumb, so there is no
|
||||
-- tap-vs-swipe classification, no deferred-A double-tap window, and no
|
||||
-- added latency.
|
||||
--
|
||||
-- Mobile only, and only while no controller is being used: the overlay
|
||||
-- shows on Android/iOS, disappears the moment a gamepad button or stick
|
||||
-- is used, and comes back on the next screen touch (Game routes both
|
||||
-- events here). POKEPORT_TOUCH=1 forces it on for desktop testing
|
||||
-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
|
||||
-- off everywhere.
|
||||
--
|
||||
-- Controls press GB buttons through Input:overlayPressed/Released -- their
|
||||
-- own input source, not a keyboard alias -- so a held overlay direction
|
||||
-- merges cleanly with a keyboard key or stick holding the same button,
|
||||
-- and a player rebind can never detach the overlay.
|
||||
|
||||
local Input = require("src.core.Input")
|
||||
|
||||
local TouchControls = {}
|
||||
|
||||
-- idle vs pressed overlay opacity
|
||||
local ALPHA = 0.65
|
||||
local ALPHA_PRESSED = 0.95
|
||||
-- translucent backing disc behind each control: the prompt art is dark
|
||||
-- gray, so without it the controls melt into dark map areas
|
||||
local BACK = 0.24
|
||||
local BACK_PRESSED = 0.38
|
||||
|
||||
-- neutral zone at the d-pad center, as a fraction of the d-pad width;
|
||||
-- inside it no direction is held (keeps a resting thumb from jittering)
|
||||
local DPAD_DEAD = 0.16
|
||||
|
||||
-- hit slop: how far past the visible edge a press still counts, as a
|
||||
-- multiplier on the control's half-width. START/SELECT get more because
|
||||
-- the glyphs are small.
|
||||
local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
|
||||
|
||||
local BUTTONS = { "a", "b", "start", "select" }
|
||||
|
||||
local IMAGES = {
|
||||
dpad = "assets/touch/dpad.png",
|
||||
dpad_up = "assets/touch/dpad_up.png",
|
||||
dpad_down = "assets/touch/dpad_down.png",
|
||||
dpad_left = "assets/touch/dpad_left.png",
|
||||
dpad_right = "assets/touch/dpad_right.png",
|
||||
a = "assets/touch/a.png",
|
||||
b = "assets/touch/b.png",
|
||||
start = "assets/touch/start.png",
|
||||
select = "assets/touch/select.png",
|
||||
}
|
||||
|
||||
local function wantsOverlay()
|
||||
local env = os.getenv("POKEPORT_TOUCH")
|
||||
if env == "1" then return true end
|
||||
if env == "0" then return false end
|
||||
local osName = love.system and love.system.getOS and love.system.getOS()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
function TouchControls:init()
|
||||
self.active = wantsOverlay()
|
||||
self.controllerHidden = false
|
||||
self.touches = {}
|
||||
-- per-GB-button owner count: two fingers on A must not double-press it,
|
||||
-- and lifting one of them must not release the other's hold
|
||||
self.held = {}
|
||||
self.dpadTouch = nil
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.img = nil
|
||||
if not self.active then return end
|
||||
-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
|
||||
-- stays off and keyboard/controller play still works
|
||||
local img = {}
|
||||
for name, path in pairs(IMAGES) do
|
||||
local ok, im = pcall(love.graphics.newImage, path)
|
||||
if not ok then
|
||||
img = nil
|
||||
break
|
||||
end
|
||||
-- smooth UI icons; the global default filter is nearest for GB pixels
|
||||
im:setFilter("linear", "linear")
|
||||
img[name] = im
|
||||
end
|
||||
self.img = img
|
||||
end
|
||||
|
||||
function TouchControls:visible()
|
||||
return self.active and self.img ~= nil and not self.controllerHidden
|
||||
end
|
||||
|
||||
-- Layout in LOVE units (density-independent on mobile), recomputed when
|
||||
-- the window size changes (rotation, resize). D-pad bottom-left, B/A
|
||||
-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
|
||||
-- flanking the bottom center.
|
||||
function TouchControls:layout()
|
||||
local ww, wh = love.graphics.getDimensions()
|
||||
if self.layoutW == ww and self.layoutH == wh then return self.L end
|
||||
self.layoutW, self.layoutH = ww, wh
|
||||
local short = math.min(ww, wh)
|
||||
-- ~a third of the short edge, capped so tablets don't get a dinner plate
|
||||
local dpadW = math.min(180, short * 0.34)
|
||||
local abW = dpadW * 0.46
|
||||
local ssW = dpadW * 0.30
|
||||
local margin = dpadW * 0.12
|
||||
-- START/SELECT hug the bottom center: on a narrow portrait phone the
|
||||
-- d-pad and B leave little room, so a tight pair is what keeps them off
|
||||
-- the neighboring controls
|
||||
self.L = {
|
||||
dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
|
||||
a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
|
||||
b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
|
||||
start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
|
||||
select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
|
||||
}
|
||||
local fontSize = math.max(8, math.floor(ssW * 0.26))
|
||||
if not self.labelFont or self.fontSize ~= fontSize then
|
||||
self.fontSize = fontSize
|
||||
self.labelFont = love.graphics.newFont(fontSize)
|
||||
end
|
||||
return self.L
|
||||
end
|
||||
|
||||
local function inCircle(zone, x, y, slop)
|
||||
local r = zone.w * 0.5 * slop
|
||||
local dx, dy = x - zone.cx, y - zone.cy
|
||||
return dx * dx + dy * dy <= r * r
|
||||
end
|
||||
|
||||
local function dpadDir(zone, x, y)
|
||||
local dx, dy = x - zone.cx, y - zone.cy
|
||||
local dead = zone.w * DPAD_DEAD
|
||||
if math.abs(dx) < dead and math.abs(dy) < dead then return nil end
|
||||
if math.abs(dx) >= math.abs(dy) then
|
||||
return dx > 0 and "right" or "left"
|
||||
end
|
||||
return dy > 0 and "down" or "up"
|
||||
end
|
||||
|
||||
local function pressBtn(self, btn)
|
||||
local n = (self.held[btn] or 0) + 1
|
||||
self.held[btn] = n
|
||||
if n == 1 then Input:overlayPressed(btn) end
|
||||
end
|
||||
|
||||
local function releaseBtn(self, btn)
|
||||
local n = self.held[btn]
|
||||
if not n then return end
|
||||
if n > 1 then
|
||||
self.held[btn] = n - 1
|
||||
else
|
||||
self.held[btn] = nil
|
||||
Input:overlayReleased(btn)
|
||||
end
|
||||
end
|
||||
|
||||
-- the d-pad touch's held direction changed (or ended): swap the GB hold
|
||||
local function setDpad(self, touch, dir)
|
||||
if touch.dir == dir then return end
|
||||
if touch.dir then releaseBtn(self, touch.dir) end
|
||||
touch.dir = dir
|
||||
if dir then pressBtn(self, dir) end
|
||||
end
|
||||
|
||||
function TouchControls:touchpressed(id, x, y)
|
||||
if not (self.active and self.img) then return end
|
||||
-- a controller hid the overlay; the first touch only brings it back
|
||||
if self.controllerHidden then
|
||||
self.controllerHidden = false
|
||||
return
|
||||
end
|
||||
local L = self:layout()
|
||||
for _, btn in ipairs(BUTTONS) do
|
||||
if inCircle(L[btn], x, y, SLOP[btn]) then
|
||||
self.touches[id] = { control = btn }
|
||||
pressBtn(self, btn)
|
||||
return
|
||||
end
|
||||
end
|
||||
-- square hit zone a bit past the cross art; one owning finger at a time
|
||||
local dz = L.dpad
|
||||
local half = dz.w * 0.65
|
||||
if not self.dpadTouch
|
||||
and math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
|
||||
self.dpadTouch = id
|
||||
local touch = { control = "dpad", dir = nil }
|
||||
self.touches[id] = touch
|
||||
setDpad(self, touch, dpadDir(dz, x, y))
|
||||
end
|
||||
end
|
||||
|
||||
function TouchControls:touchmoved(id, x, y)
|
||||
local touch = self.touches[id]
|
||||
-- only the d-pad tracks movement (slide between directions without
|
||||
-- lifting); buttons hold until release wherever the finger wanders
|
||||
if not touch or touch.control ~= "dpad" then return end
|
||||
setDpad(self, touch, dpadDir(self:layout().dpad, x, y))
|
||||
end
|
||||
|
||||
function TouchControls:touchreleased(id, x, y)
|
||||
local touch = self.touches[id]
|
||||
if not touch then return end
|
||||
self.touches[id] = nil
|
||||
if touch.control == "dpad" then
|
||||
setDpad(self, touch, nil)
|
||||
self.dpadTouch = nil
|
||||
else
|
||||
releaseBtn(self, touch.control)
|
||||
end
|
||||
end
|
||||
|
||||
-- LÖVE has no touchcancelled: a touch interrupted by the OS (app
|
||||
-- backgrounded, a system gesture stealing the finger) never fires
|
||||
-- touchreleased and would strand its button held forever. Called from
|
||||
-- Game alongside Input:reset() on focus/visibility loss.
|
||||
function TouchControls:reset()
|
||||
for btn in pairs(self.held) do
|
||||
Input:overlayReleased(btn)
|
||||
end
|
||||
self.held = {}
|
||||
self.touches = {}
|
||||
self.dpadTouch = nil
|
||||
end
|
||||
|
||||
-- a gamepad is being used: hide the overlay (dropping anything it held)
|
||||
-- until the next screen touch asks for it back
|
||||
function TouchControls:noteGamepad()
|
||||
if not self.active or self.controllerHidden then return end
|
||||
self.controllerHidden = true
|
||||
self:reset()
|
||||
end
|
||||
|
||||
-- last controller unplugged: show the overlay again immediately instead
|
||||
-- of requiring a blind first tap
|
||||
function TouchControls:joystickremoved()
|
||||
self:reset()
|
||||
if love.joystick and love.joystick.getJoystickCount
|
||||
and love.joystick.getJoystickCount() == 0 then
|
||||
self.controllerHidden = false
|
||||
end
|
||||
end
|
||||
|
||||
local function drawIcon(img, zone, pressed)
|
||||
love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
|
||||
love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
|
||||
local scale = zone.w / img:getWidth()
|
||||
love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
|
||||
love.graphics.draw(img, zone.cx - zone.w / 2,
|
||||
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
|
||||
end
|
||||
|
||||
-- Screen-space, called by Game:draw after Renderer:endFrame so the
|
||||
-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
|
||||
function TouchControls:draw()
|
||||
if not self:visible() then return end
|
||||
local L = self:layout()
|
||||
love.graphics.push("all")
|
||||
love.graphics.origin()
|
||||
|
||||
local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
|
||||
local dir = dpadTouch and dpadTouch.dir
|
||||
drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
|
||||
dir ~= nil)
|
||||
for _, btn in ipairs(BUTTONS) do
|
||||
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
|
||||
end
|
||||
|
||||
-- the +/- glyphs alone don't say which is which; shadowed so the text
|
||||
-- reads on both the black letterbox and battle's white one
|
||||
love.graphics.setFont(self.labelFont)
|
||||
local ly = L.start.cy + L.start.w * 0.66
|
||||
local function label(text, zone)
|
||||
local w = self.labelFont:getWidth(text)
|
||||
love.graphics.setColor(0, 0, 0, 0.6)
|
||||
love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
|
||||
love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
|
||||
love.graphics.print(text, zone.cx - w / 2, ly)
|
||||
end
|
||||
label("START", L.start)
|
||||
label("SELECT", L.select)
|
||||
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
return TouchControls
|
||||
@@ -1,297 +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
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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 = {
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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))
|
||||
|
||||
@@ -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))
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 = {}
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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] = "ガ",
|
||||
[6] = "ギ",
|
||||
[7] = "グ",
|
||||
[8] = "ゲ",
|
||||
[9] = "ゴ",
|
||||
[10] = "ザ",
|
||||
[11] = "ジ",
|
||||
[12] = "ズ",
|
||||
[13] = "ゼ",
|
||||
[14] = "ゾ",
|
||||
[15] = "ダ",
|
||||
[16] = "ヂ",
|
||||
[17] = "ヅ",
|
||||
[18] = "デ",
|
||||
[19] = "ド",
|
||||
[25] = "バ",
|
||||
[26] = "ビ",
|
||||
[27] = "ブ",
|
||||
[28] = "ボ",
|
||||
[38] = "が",
|
||||
[39] = "ぎ",
|
||||
[40] = "ぐ",
|
||||
[41] = "げ",
|
||||
[42] = "ご",
|
||||
[43] = "ざ",
|
||||
[44] = "じ",
|
||||
[45] = "ず",
|
||||
[46] = "ぜ",
|
||||
[47] = "ぞ",
|
||||
[48] = "だ",
|
||||
[49] = "ぢ",
|
||||
[50] = "づ",
|
||||
[51] = "で",
|
||||
[52] = "ど",
|
||||
[58] = "ば",
|
||||
[59] = "び",
|
||||
[60] = "ぶ",
|
||||
[61] = "べ",
|
||||
[62] = "ぼ",
|
||||
[64] = "パ",
|
||||
[65] = "ピ",
|
||||
[66] = "プ",
|
||||
[67] = "ポ",
|
||||
[68] = "ぱ",
|
||||
[69] = "ぴ",
|
||||
[70] = "ぷ",
|
||||
[71] = "ぺ",
|
||||
[72] = "ぽ",
|
||||
[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] = "ぃ",
|
||||
[111] = "ぅ",
|
||||
[112] = "‘",
|
||||
[113] = "’",
|
||||
[114] = "“",
|
||||
[115] = "”",
|
||||
[116] = "·",
|
||||
[117] = "…",
|
||||
[118] = "ぁ",
|
||||
[119] = "ぇ",
|
||||
[120] = "ぉ",
|
||||
[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] = "た",
|
||||
[193] = "ち",
|
||||
[194] = "つ",
|
||||
[195] = "て",
|
||||
[196] = "と",
|
||||
[197] = "な",
|
||||
[198] = "に",
|
||||
[199] = "ぬ",
|
||||
[200] = "ね",
|
||||
[201] = "の",
|
||||
[202] = "は",
|
||||
[203] = "ひ",
|
||||
[204] = "ふ",
|
||||
[205] = "へ",
|
||||
[206] = "ほ",
|
||||
[207] = "ま",
|
||||
[208] = "み",
|
||||
[209] = "む",
|
||||
[210] = "め",
|
||||
[211] = "も",
|
||||
[212] = "や",
|
||||
[213] = "ゆ",
|
||||
[214] = "よ",
|
||||
[215] = "ら",
|
||||
[216] = "り",
|
||||
[217] = "る",
|
||||
[218] = "れ",
|
||||
[219] = "ろ",
|
||||
[220] = "わ",
|
||||
[221] = "を",
|
||||
[222] = "ん",
|
||||
[223] = "っ",
|
||||
[224] = "'",
|
||||
[225] = "<PK>",
|
||||
[226] = "<MN>",
|
||||
[227] = "-",
|
||||
[228] = "'r",
|
||||
[229] = "'m",
|
||||
[230] = "?",
|
||||
[231] = "!",
|
||||
[232] = ".",
|
||||
[233] = "ァ",
|
||||
[234] = "ゥ",
|
||||
[235] = "ェ",
|
||||
[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,
|
||||
["ぁ"] = 118,
|
||||
["あ"] = 177,
|
||||
["ぃ"] = 110,
|
||||
["い"] = 178,
|
||||
["ぅ"] = 111,
|
||||
["う"] = 179,
|
||||
["ぇ"] = 119,
|
||||
["え"] = 180,
|
||||
["ぉ"] = 120,
|
||||
["お"] = 181,
|
||||
["か"] = 182,
|
||||
["が"] = 38,
|
||||
["き"] = 183,
|
||||
["ぎ"] = 39,
|
||||
["く"] = 184,
|
||||
["ぐ"] = 40,
|
||||
["け"] = 185,
|
||||
["げ"] = 41,
|
||||
["こ"] = 186,
|
||||
["ご"] = 42,
|
||||
["さ"] = 187,
|
||||
["ざ"] = 43,
|
||||
["し"] = 188,
|
||||
["じ"] = 44,
|
||||
["す"] = 189,
|
||||
["ず"] = 45,
|
||||
["せ"] = 190,
|
||||
["ぜ"] = 46,
|
||||
["そ"] = 191,
|
||||
["ぞ"] = 47,
|
||||
["た"] = 192,
|
||||
["だ"] = 48,
|
||||
["ち"] = 193,
|
||||
["ぢ"] = 49,
|
||||
["っ"] = 223,
|
||||
["つ"] = 194,
|
||||
["づ"] = 50,
|
||||
["て"] = 195,
|
||||
["で"] = 51,
|
||||
["と"] = 196,
|
||||
["ど"] = 52,
|
||||
["な"] = 197,
|
||||
["に"] = 198,
|
||||
["ぬ"] = 199,
|
||||
["ね"] = 200,
|
||||
["の"] = 201,
|
||||
["は"] = 202,
|
||||
["ば"] = 58,
|
||||
["ぱ"] = 68,
|
||||
["ひ"] = 203,
|
||||
["び"] = 59,
|
||||
["ぴ"] = 69,
|
||||
["ふ"] = 204,
|
||||
["ぶ"] = 60,
|
||||
["ぷ"] = 70,
|
||||
["へ"] = 205,
|
||||
["べ"] = 61,
|
||||
["ぺ"] = 71,
|
||||
["ほ"] = 206,
|
||||
["ぼ"] = 62,
|
||||
["ぽ"] = 72,
|
||||
["ま"] = 207,
|
||||
["み"] = 208,
|
||||
["む"] = 209,
|
||||
["め"] = 210,
|
||||
["も"] = 211,
|
||||
["ゃ"] = 224,
|
||||
["や"] = 212,
|
||||
["ゅ"] = 225,
|
||||
["ゆ"] = 213,
|
||||
["ょ"] = 226,
|
||||
["よ"] = 214,
|
||||
["ら"] = 215,
|
||||
["り"] = 216,
|
||||
["る"] = 217,
|
||||
["れ"] = 218,
|
||||
["ろ"] = 219,
|
||||
["わ"] = 220,
|
||||
["を"] = 221,
|
||||
["ん"] = 222,
|
||||
["ァ"] = 233,
|
||||
["ア"] = 128,
|
||||
["ィ"] = 176,
|
||||
["イ"] = 129,
|
||||
["ゥ"] = 234,
|
||||
["ウ"] = 130,
|
||||
["ェ"] = 235,
|
||||
["エ"] = 131,
|
||||
["ォ"] = 244,
|
||||
["オ"] = 132,
|
||||
["カ"] = 133,
|
||||
["ガ"] = 5,
|
||||
["キ"] = 134,
|
||||
["ギ"] = 6,
|
||||
["ク"] = 135,
|
||||
["グ"] = 7,
|
||||
["ケ"] = 136,
|
||||
["ゲ"] = 8,
|
||||
["コ"] = 137,
|
||||
["ゴ"] = 9,
|
||||
["サ"] = 138,
|
||||
["ザ"] = 10,
|
||||
["シ"] = 139,
|
||||
["ジ"] = 11,
|
||||
["ス"] = 140,
|
||||
["ズ"] = 12,
|
||||
["セ"] = 141,
|
||||
["ゼ"] = 13,
|
||||
["ソ"] = 142,
|
||||
["ゾ"] = 14,
|
||||
["タ"] = 143,
|
||||
["ダ"] = 15,
|
||||
["チ"] = 144,
|
||||
["ヂ"] = 16,
|
||||
["ッ"] = 172,
|
||||
["ツ"] = 145,
|
||||
["ヅ"] = 17,
|
||||
["テ"] = 146,
|
||||
["デ"] = 18,
|
||||
["ト"] = 147,
|
||||
["ド"] = 19,
|
||||
["ナ"] = 148,
|
||||
["ニ"] = 149,
|
||||
["ヌ"] = 150,
|
||||
["ネ"] = 151,
|
||||
["ノ"] = 152,
|
||||
["ハ"] = 153,
|
||||
["バ"] = 25,
|
||||
["パ"] = 64,
|
||||
["ヒ"] = 154,
|
||||
["ビ"] = 26,
|
||||
["ピ"] = 65,
|
||||
["フ"] = 155,
|
||||
["ブ"] = 27,
|
||||
["プ"] = 66,
|
||||
["ホ"] = 156,
|
||||
["ボ"] = 28,
|
||||
["ポ"] = 67,
|
||||
["マ"] = 157,
|
||||
["ミ"] = 158,
|
||||
["ム"] = 159,
|
||||
["メ"] = 160,
|
||||
["モ"] = 161,
|
||||
["ャ"] = 173,
|
||||
["ヤ"] = 162,
|
||||
["ュ"] = 174,
|
||||
["ユ"] = 163,
|
||||
["ョ"] = 175,
|
||||
["ヨ"] = 164,
|
||||
["ラ"] = 165,
|
||||
["ル"] = 166,
|
||||
["レ"] = 167,
|
||||
["ロ"] = 168,
|
||||
["ワ"] = 169,
|
||||
["ヲ"] = 170,
|
||||
["ン"] = 171,
|
||||
["ー"] = 227,
|
||||
["円"] = 240,
|
||||
["!"] = 231,
|
||||
["."] = 242,
|
||||
["/"] = 243,
|
||||
["0"] = 246,
|
||||
["1"] = 247,
|
||||
["2"] = 248,
|
||||
["3"] = 249,
|
||||
["4"] = 250,
|
||||
["5"] = 251,
|
||||
["6"] = 252,
|
||||
["7"] = 253,
|
||||
["8"] = 254,
|
||||
["9"] = 255,
|
||||
["?"] = 230,
|
||||
["゙"] = 229,
|
||||
["゚"] = 228,
|
||||
},
|
||||
source = "pokered constants/charmap.asm",
|
||||
}
|
||||
@@ -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()
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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 } },
|
||||
},
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||