Compare commits

...

15 Commits

Author SHA1 Message Date
bryanthaboi 12a04f4188 Merge pull request #827 from bryanthaboi/dev
bang bang
2026-08-04 16:48:50 -04:00
bryanthaboi 0fe7a96781 Merge pull request #818 from johnjohto/fix-rare-candy-menu-796
Keep the bag open after using a Rare Candy
2026-08-04 16:38:21 -04:00
bryanthaboi a06a49bfed Merge pull request #820 from johnjohto/fix-gym-bag-full-797
Gym leaders skip the TM hand-over when the bag is full
2026-08-04 16:38:11 -04:00
bryanthaboi 86b90fd4b8 Merge pull request #821 from johnjohto/fix-held-direction-799
Rebuild held input after lifecycle resets
2026-08-04 16:37:59 -04:00
johnjohto 78ac154998 Rebuild held input after lifecycle resets
A focus flip, visibility flip, joystick add/remove, or resume reset all
held input, and a still-held direction never re-fires keypressed, so any
spurious reset (macOS Bluetooth re-enumeration fires joystickadded with
no hotplug) parked the player until every direction was re-pressed.
Reconcile from device ground truth after each reset; only what is
physically down comes back, so swallowed releases still clear.
2026-08-04 14:08:15 -04:00
johnjohto bbcaac7b71 Skip the gym leader TM hand-over when the bag is full
The originals run GiveItem before printing the received texts, and when
the bag can't hold the TM they print a make-room line instead and leave
EVENT_GOT_TM* unset, so talking to the leader again retries the give.
The victory reward path added the TM straight into the inventory, so a
full bag went to 21/20.

Route the gym TM give through Bag.add, split the TM lines out of the
victory dialogue table into tmPre/tmDialogue/noRoom, and port the
beaten-leader middle branch that re-runs the ReceiveTM script. Saves
that already hold the TM without the flag count as received so they
don't collect a second copy.

Refs #797
2026-08-04 13:44:46 -04:00
johnjohto 54ae20c69b Keep the bag open after using a Rare Candy (#796) 2026-08-04 13:18:32 -04:00
github-actions 1963a5453e chore(ios): update app-repo.json [skip ci] 2026-08-04 11:10:21 -04:00
bryanthaboi 59a383736c Merge pull request #804 from bryanthaboi/dev
NOW AVAILABLE ON XBOX LFG
2026-08-04 11:03:21 -04:00
github-actions d377518632 chore(ios): update app-repo.json [skip ci] 2026-08-04 10:41:03 -04:00
bryanthaboi f74e21782b Merge pull request #798 from bryanthaboi/dev
perhaps a massive PR
2026-08-04 10:35:29 -04:00
github-actions 7b060c19f4 chore(ios): update app-repo.json [skip ci] 2026-08-04 06:50:19 -04:00
bryanthaboi 604b9338f9 Merge pull request #783 from bryanthaboi/dev
fixing some bugs and adding another tool to the translation toolbelt
2026-08-04 06:45:30 -04:00
github-actions 92f73d8bed chore(ios): update app-repo.json [skip ci] 2026-08-03 17:28:07 -04:00
bryanthaboi e3fcdd0776 Merge pull request #761 from bryanthaboi/dev
bugs and switch
2026-08-03 17:22:17 -04:00
11 changed files with 602 additions and 47 deletions
+37 -14
View File
@@ -18,6 +18,26 @@ local M = {
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
}
-- The originals' middle branch shared by every leader's text_asm: beaten
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
-- Returns true when the retry took over the talk. A save from before
-- #797 already holds the TM without the flag; treat the owned TM as
-- received so those saves fall through to the advice text instead of
-- collecting a second copy.
local function retryTmGive(game, ow, victoryKey, done)
local reward = require("data.scripts.victories")[victoryKey]
if not (reward and reward.gotFlag) then return false end
if game.save.flags[reward.gotFlag] then return false end
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
if owned > 0 then
game.save.flags[reward.gotFlag] = true
return false
end
ow:offerGymTm(reward, done)
return true
end
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
-- _PewterGymBrockPreBattleText and engages the leader battle
@@ -25,12 +45,14 @@ local M = {
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
-- the GYM in CERULEAN..."). The original's middle branch (beat but
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
-- unreachable in the port: the TM is granted with the victory.
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
-- at the victory (#797).
M.PEWTER_GYM.talk = {
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
if game.save.flags.EVENT_BEAT_BROCK then
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._PewterGymBrockPostBattleAdviceText
@@ -48,16 +70,17 @@ M.PEWTER_GYM.talk = {
-- (engageTrainer shows that same pre-battle text via resolveText; the
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
-- -- and once beaten print the post-battle advice text. As with Brock,
-- the originals' middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
-- granted with the victory.
-- the middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
-- full at the victory.
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
-- done) and must call done() itself once whatever it's doing (e.g. a fade
-- around a HideObject) finishes, rather than having it invoked
-- automatically. Only Giovanni's farewell uses this.
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
return function(game, ow, npc, done)
if game.save.flags[beatFlag] then
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
local TextBox = require("src.render.TextBox")
local finish = done
if afterAdvice then
@@ -79,42 +102,42 @@ end
M.CERULEAN_GYM.talk = {
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
"_CeruleanGymMistyTM11ExplanationText",
"TM11 teaches\nBUBBLEBEAM!"),
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
}
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
M.VERMILION_GYM.talk = {
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
"_VermilionGymLTSurgePostBattleAdviceText",
"A little word of\nadvice, kid!"),
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
}
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
M.CELADON_GYM.talk = {
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
"_CeladonGymErikaPostBattleAdviceText",
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
}
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
M.FUCHSIA_GYM.talk = {
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
"_FuchsiaGymKogaPostBattleAdviceText",
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
}
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
M.SAFFRON_GYM.talk = {
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
"_SaffronGymSabrinaPostBattleAdviceText",
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
}
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
M.CINNABAR_GYM.talk = {
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
"_CinnabarGymBlainePostBattleAdviceText",
"FIRE BLAST is the\nultimate fire\ntechnique!"),
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
}
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
@@ -142,7 +165,7 @@ M.VIRIDIAN_GYM.talk = {
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
end
end, done))
end),
end, "OPP_GIOVANNI#3"),
}
return M
+50 -8
View File
@@ -18,6 +18,16 @@
-- 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.
--
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
-- this!"), shown at the victory and again when a beaten leader retries
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
-- the bag; `noRoom` is the "make room" line shown instead when the bag
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
-- successful give, which is what makes the leader's talk script retry
-- later (gyms.lua).
local function range(prefix, first, last)
local t = {}
@@ -33,6 +43,8 @@ return {
-- escort NPC and the first Route 22 rival stay gone after the badge.
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
item = "TM_BIDE",
gotFlag = "EVENT_GOT_TM34",
noRoom = "_PewterGymTM34NoRoomText",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
@@ -41,69 +53,99 @@ return {
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
},
tmPre = { "_PewterGymBrockWaitTakeThisText" },
tmDialogue = {
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
},
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
tmDialogue = {
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
},
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
tmDialogue = {
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
},
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
tmDialogue = {
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
},
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
tmDialogue = {
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
},
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
tmDialogue = {
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
},
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
tmDialogue = {
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
gotFlag = "EVENT_GOT_TM27",
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
},
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
tmDialogue = {
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
+6 -2
View File
@@ -234,8 +234,12 @@ What was ported from pokered's engine code and where it came from.
pre-battle text and engages the leader battle (badge/TM via
data/scripts/victories.lua); post-badge talk prints the leader's
post-battle advice text (Misty's is her TM11 explanation). The
originals' middle branch (beaten but TM not handed over) is
unreachable since the TM is granted with the victory. Giovanni's
originals' middle branch (beaten but TM not handed over,
CheckEventReuseA EVENT_GOT_TM*) is ported too: the victory's GiveItem
goes through the bag's capacity check, a full bag shows the leader's
"make room" text instead of the received lines and leaves
EVENT_GOT_TM* unset, and talking to the leader re-runs the ReceiveTM
script until the TM goes in (#797). Giovanni's
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
fade-to-black/fade-in Transition matching ViridianGym.asm's
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
+28
View File
@@ -12,6 +12,34 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.1.68",
"date": "2026-08-04",
"size": 9768011,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.68/gen1recomp-0.1.68-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi\n- @caorthann-celt"
},
{
"version": "0.1.67",
"date": "2026-08-04",
"size": 9767619,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.67/gen1recomp-0.1.67-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #373 Lines at Title Screen\n- #644 Substitute failing causes visual issues\n- #673 iOS: thin vertical seam below the START menu panel (v0.1.56, iPhone 15 Pro Max)\n- #703 Credits playing too fast (song ends after it should)\n- #726 Surfing Pikachu Minigame Broken\n- #737 Battle menu move cursor fails to reset to the first slot after switching Pokémon\n- #750 NPC (possibly player) trades still graphically broken\n- #752 Launcher exports save to AppData while in portable mode\n- #764 Trainer Fanfare doesn't play\n- #765 Text Advance broken in certain aspects\n- #768 Menu behaviour for Pokemon and HM moves\n- #773 Battle screen colours messed up when BG = World, battle in un-flashed Rock Tunnel\n- #774 bug(build): Desktop build can reject a valid game archive under pipefail\n- #775 TM42 Dream Eater dialog.\n- #777 Battle Screen is Very dark\n- #780 Do not delete save\n- #782 Giovanni battle at Silph Co plays wrong song\n\n## Contributors\n\n- @bryanthaboi\n- @luisgonzaleznf\n- @ShaneMcGovernIE"
},
{
"version": "0.1.66",
"date": "2026-08-04",
"size": 9749980,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.66/gen1recomp-0.1.66-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #691 Save file transfer\n- #743 Cannot Scroll Main Menu/Mod Menu\n- #779 \"Enemy \" untranslateable\n\n## Contributors\n\n- @bryanthaboi\n- @jherediagu\n- @ShaneMcGovernIE\n- @vegerot"
},
{
"version": "0.1.65",
"date": "2026-08-03",
"size": 9376618,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.65/gen1recomp-0.1.65-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #592 Screen Orientation\n- #702 FLY overworld animation incorrect/incomplete\n- #748 Launcher Menu has overlap\n- #754 Can push boulders with STRENGTH through walls\n- #758 PC to Mac Online Multiplayer Disconnects Shortly After Starting Match\n\n## Contributors\n\n- @andrewqsantos\n- @Bortlesboat\n- @bryanthaboi\n- @castdrian\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.64",
"date": "2026-08-03",
+10 -3
View File
@@ -793,11 +793,13 @@ function Game:joystickhat(joystick, hat, direction)
end
-- Window focus/visibility flips: a release due while unfocused/hidden can
-- be swallowed by the OS. Reset on both edges -- gaining focus with a
-- physically held key won't re-fire keypressed, so trusting leftover
-- state is worse than asking the player to re-press.
-- be swallowed by the OS. Reset on both edges; on the regain, reconcile
-- re-arms only what is still physically held -- a held key won't re-fire
-- keypressed by itself, and without the rebuild a spurious lifecycle event
-- parked the player until every direction was re-pressed (#799).
function Game:focus(f)
Input:reset()
if f then Input:reconcile() end
TouchControls:reset()
self:cancelPointers()
end
@@ -814,6 +816,7 @@ end
function Game:onResume()
Input:reset()
Input:reconcile()
TouchControls:reset()
self:cancelPointers()
-- Chip music may survive NX suspend as a duplicate stream; stop it and let
@@ -830,6 +833,10 @@ end
function Game:recoverInput(event, joystick)
Input:reset()
-- A hotplug can arrive with no hotplug (macOS Bluetooth re-enumeration),
-- and the blanket reset above also drops unrelated keyboard holds; put
-- back whatever is still physically down (#799).
Input:reconcile()
TouchControls:reset()
-- reset just dropped every source, mod holds included: retire the mods'
-- outstanding press tokens so nothing stale can be released later, and
+65
View File
@@ -301,6 +301,71 @@ function Input:joystickhat(joystick, hat, direction)
self.hatDirs[hat] = dirs
end
-- Lifecycle resets (focus/visibility flips, joystick add/remove, resume)
-- wipe held state because a release can be swallowed while the OS owns the
-- event stream. A direction the player is STILL holding never re-fires
-- keypressed/gamepadpressed after the wipe either, so a spurious reset --
-- macOS re-enumerating a Bluetooth pad fires joystickadded with no hotplug,
-- and the blanket reset took unrelated keyboard holds down with it --
-- parked the player in place until every direction was released and
-- pressed again (#799). Rebuild holds from the devices' ground truth
-- instead: only what is physically down right now comes back, so the
-- swallowed-release hazards the resets guard against stay cleared.
-- Deliberately separate from reset(): the soft-reset chord path in
-- Game:step needs the clean slate (re-arming A there would read it as a
-- title-menu choice).
function Input:reconcile()
local kb = love and love.keyboard
if kb and kb.isDown then
for key, btn in pairs(self.keyBindings) do
local ok, down = pcall(kb.isDown, key)
if ok and down then press(self, btn, "key:" .. key) end
end
end
local js = love and love.joystick
if not (js and js.getJoysticks) then return end
local ok, joysticks = pcall(js.getJoysticks)
if not ok or type(joysticks) ~= "table" then return end
for _, j in ipairs(joysticks) do
if GamepadMap.ignoreRawForJoystick(j) then
-- SDL-recognized pad: buttons + left stick, the gamepad surfaces
if j.isGamepadDown then
for button, btn in pairs(self.padBindings) do
local ok2, down = pcall(j.isGamepadDown, j, button)
if ok2 and down then press(self, btn, "pad:" .. button) end
end
end
if j.getGamepadAxis then
for _, axis in ipairs({ "leftx", "lefty" }) do
local ok2, v = pcall(j.getGamepadAxis, j, axis)
if ok2 and type(v) == "number" then self:gamepadaxis(j, axis, v) end
end
end
else
-- raw stick (#620/#632): the surfaces the joystick* events feed
if j.isDown then
for index, btn in pairs(self.joyBindings) do
local ok2, down = pcall(j.isDown, j, index)
if ok2 and down then press(self, btn, "joy:" .. index) end
end
end
if j.getAxis then
for _, axis in ipairs({ 1, 2 }) do
local ok2, v = pcall(j.getAxis, j, axis)
if ok2 and type(v) == "number" then self:joystickaxis(j, axis, v) end
end
end
if j.getHatCount and j.getHat then
local ok2, count = pcall(j.getHatCount, j)
for hat = 1, (ok2 and count) or 0 do
local ok3, dir = pcall(j.getHat, j, hat)
if ok3 and dir then self:joystickhat(j, hat, dir) end
end
end
end
end
end
function Input:isDown(btn)
return self.state[btn] or false
end
+14 -10
View File
@@ -255,6 +255,15 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
if result == "consumed" then
consume(game, id)
-- refresh counts in the list
for i, it in ipairs(list.items) do
if it.value == id then
local left = game.save.inventory[id]
if left then it.right = "x" .. left else table.remove(list.items, i) end
break
end
end
list.index = math.min(list.index, math.max(1, #list.items))
if extra and extra.evolveTo then
list:close()
local Evolution = require("src.pokemon.Evolution")
@@ -265,7 +274,11 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
-- moves and a level evolution follow (item_effects.asm .useRareCandy
-- runs PrintStatsBox, LearnMoveFromLevelUp and TryEvolvingMon)
if extra and extra.leveledTo and target then
list:close()
-- ...but the bag stays open underneath it all: RARE_CANDY is in
-- pokered's UsableItems_PartyMenu (data/items/use_party.asm), and
-- .useItem_partyMenu jumps back to StartMenu_Item once UseItem
-- returns, cursor still on the candy (start_sub_menus.asm) -- so
-- mashing A burns through a stack of them (#796)
showMessages(game, payload, function()
local StatBox = require("src.battle.BattleState").StatBox
game.stack:push(StatBox.new(game, target, function()
@@ -304,15 +317,6 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
end)
return
end
-- refresh counts in the list
for i, it in ipairs(list.items) do
if it.value == id then
local left = game.save.inventory[id]
if left then it.right = "x" .. left else table.remove(list.items, i) end
break
end
end
list.index = math.min(list.index, math.max(1, #list.items))
-- HP medicine: fill the bar in the still-open picker first, then print
-- and close, the order item_effects.asm .doneHealing runs in
-- (SFX_HEAL_HP -> UpdateHPBar2 -> RedrawPartyMenu prints the message).
+66 -6
View File
@@ -3008,6 +3008,22 @@ function OverworldState:engageTrainer(npc, onDone)
end))
end
-- Shared GiveItem step for the victory rewards (pokered home/give.asm):
-- the item goes through the bag's capacity check, and only a successful
-- add sets the reward's gotFlag (EVENT_GOT_TM*) and copies the item name
-- into wStringBuffer for the "{RAM:wStringBuffer}" received texts.
local function giveVictoryItem(reward)
if not require("src.inventory.Bag").add(Game.save, reward.item, 1, Game.data) then
return false
end
if reward.gotFlag then
Game.save.flags[reward.gotFlag] = true
end
local idef = Game.data.items[reward.item]
Game.stringBuffer = idef and idef.name or reward.item
return true
end
-- Badges/items awarded after specific battles (data/scripts/victories.lua).
-- `deactivate` retires unfought gym/dojo trainers the way the originals'
-- SetEvent / SetEventRange do after the leader victory.
@@ -3036,12 +3052,13 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
if reward.badge then
Game.save.inventory[reward.badge] = 1
end
local tmGiven = false
if reward.item then
local inv = Game.save.inventory
inv[reward.item] = (inv[reward.item] or 0) + 1
local idef = Game.data.items[reward.item]
-- GiveItem -> CopyToStringBuffer for "{RAM:wStringBuffer}" received texts
Game.stringBuffer = idef and idef.name or reward.item
-- pokered GiveItem (home/give.asm): AddItemToInventory first, and a
-- full bag (jr nc, .BagFull) skips the received lines for the "make
-- room" text, leaving EVENT_GOT_TM* unset so the leader's talk script
-- retries the hand-over later (offerGymTm via gyms.lua)
tmGiven = giveVictoryItem(reward)
end
local lines = {}
if reward.dialogue then
@@ -3051,13 +3068,29 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
table.insert(lines, text[label])
end
end
if reward.item then
for _, label in ipairs(reward.tmPre or {}) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
if tmGiven then
for _, label in ipairs(reward.tmDialogue or {}) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
elseif reward.noRoom and text[reward.noRoom] and text[reward.noRoom] ~= "" then
table.insert(lines, text[reward.noRoom])
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, Strings("%s received\nthe %s!", Game.save.player.name, name))
end
if reward.item then
if tmGiven then
local name = Game.stringBuffer or reward.item
table.insert(lines, Strings("%s received\n%s!", Game.save.player.name, name))
end
@@ -3068,6 +3101,33 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
self:runVictoryHook()
end
-- A beaten leader re-running their ReceiveTM script when the bag was full
-- at the victory (pokered's middle branch, e.g. PewterGymBrockText
-- CheckEventReuseA EVENT_GOT_TM34 -> call PewterGymScriptReceiveTM34).
-- The script's lead-in lines (tmPre: badge info / "Wait! Take this!")
-- show again, then the same GiveItem check decides between the received
-- lines and the "make room" text.
function OverworldState:offerGymTm(reward, done)
local text = Game.data.text or {}
local lines = {}
local function addLine(label)
if label and text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
for _, label in ipairs(reward.tmPre or {}) do addLine(label) end
if giveVictoryItem(reward) then
for _, label in ipairs(reward.tmDialogue or {}) do addLine(label) end
else
addLine(reward.noRoom)
end
if #lines > 0 then
Game.stack:push(TextBox.new(Game, table.concat(lines, "\f"), done))
elseif done then
done()
end
end
-- pokered reloads the map after every battle, re-running the map
-- script (e.g. LoreleiShowOrHideExitBlock); this hook is the port's
-- equivalent so seals/toggles refresh without leaving the map
@@ -0,0 +1,87 @@
-- Held directions must survive lifecycle resets while physically held
-- (#799). Input state is event-driven, so any Input:reset (focus or
-- visibility flip, joystick add/remove, resume) wipes a hold that never
-- re-fires keypressed afterwards -- on macOS a Bluetooth controller
-- re-enumerating mid-walk fired joystickadded under a held key and parked
-- the player until the direction was released and pressed again. Game's
-- lifecycle handlers rebuild holds from device ground truth after each
-- reset; only what is physically down comes back, so the swallowed-release
-- hazards the resets guard against stay cleared.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local T = require("tests.harness")
local check = T.check
local Input = require("src.core.Input")
local Game = require("src.core.Game")
local realIsDown = love.keyboard.isDown
local realJoystick = love.joystick
local function restore()
love.keyboard.isDown = realIsDown
love.joystick = realJoystick
end
Input:init()
-- Keyboard: direction still physically held across a spurious pad
-- re-enumeration must keep walking (the #799 report).
love.keyboard.isDown = function(key) return key == "up" end
Input:reset()
Input:keypressed("up")
Input:step()
check(Input:isDown("up"), "up held before joystick re-enumeration")
Game:joystickadded({ getName = function() return "Wireless Controller" end })
check(Input:isDown("up"), "held key survives a spurious joystickadded")
-- Same hold across a focus bounce (another reset source).
Game:focus(false)
check(not Input:isDown("up"), "focus loss still drops the hold")
Game:focus(true)
check(Input:isDown("up"), "held key re-arms on focus regain")
-- A key released while unfocused (keyup swallowed by the OS, the hazard
-- the resets exist for) must NOT come back.
love.keyboard.isDown = function() return false end
Game:focus(false)
Game:focus(true)
check(not Input:isDown("up"), "swallowed release still clears the hold")
-- Controller: held d-pad across a disconnect/reconnect bounce.
local pad = {
isGamepad = function() return true end,
isGamepadDown = function(_, button) return button == "dpleft" end,
getGamepadAxis = function() return 0 end,
}
love.joystick = { getJoysticks = function() return { pad } end }
love.keyboard.isDown = function() return false end
Input:reset()
Input:gamepadpressed(pad, "dpleft")
Input:step()
check(Input:isDown("left"), "d-pad held before reconnect")
Game:joystickremoved(pad)
Game:joystickadded(pad)
check(Input:isDown("left"), "held d-pad survives a reconnect bounce")
-- Held stick across the same bounce (axis ground truth re-derived).
pad.isGamepadDown = function() return false end
pad.getGamepadAxis = function(_, axis) return axis == "leftx" and -0.9 or 0 end
Input:reset()
Input:gamepadaxis(pad, "leftx", -0.9)
Input:step()
check(Input:isDown("left"), "stick held before re-enumeration")
Game:joystickadded(pad)
check(Input:isDown("left"), "held stick survives re-enumeration")
-- A pad that vanished for real reports nothing held: its stale hold must
-- stay cleared (the stuck-flag hazard reset-on-remove guards against).
love.joystick = { getJoysticks = function() return {} end }
Input:reset()
Input:gamepadpressed(pad, "dpleft")
Input:step()
Game:joystickremoved(pad)
check(not Input:isDown("left"), "vanished pad's hold stays cleared")
restore()
T.finish()
+60 -4
View File
@@ -183,7 +183,7 @@ do
new = function(game, text, done) return { text = text, onDone = done } end,
}
local function driveLeader(mapId, textConst, beatFlag)
local function driveLeader(mapId, textConst, beatFlag, gotFlag)
local pushed, engaged
local game = {
save = { flags = {} },
@@ -198,6 +198,9 @@ do
mapId .. " leader talk (no badge) engages the leader battle")
engaged, pushed = nil, nil
game.save.flags[beatFlag] = true
-- the advice/farewell branch is pokered's .afterBeat, reached only
-- once EVENT_GOT_TM* is set (the TM went into the bag)
if gotFlag then game.save.flags[gotFlag] = true end
local state = {}
script(game, ow, { def = {} }, function() state.doneCalled = true end)
check(pushed and not engaged,
@@ -206,17 +209,17 @@ do
end
local _, box = driveLeader("CERULEAN_GYM", "TEXT_CERULEANGYM_MISTY",
"EVENT_BEAT_MISTY")
"EVENT_BEAT_MISTY", "EVENT_GOT_TM11")
eq(box and box.text, Data.text._CeruleanGymMistyTM11ExplanationText,
"Misty (beaten) shows the TM11 explanation text")
_, box = driveLeader("CINNABAR_GYM", "TEXT_CINNABARGYM_BLAINE",
"EVENT_BEAT_BLAINE")
"EVENT_BEAT_BLAINE", "EVENT_GOT_TM38")
eq(box and box.text, Data.text._CinnabarGymBlainePostBattleAdviceText,
"Blaine (beaten) shows his post-battle advice text")
local game, gbox, state = driveLeader("VIRIDIAN_GYM", "TEXT_VIRIDIANGYM_GIOVANNI",
"EVENT_BEAT_GIOVANNI")
"EVENT_BEAT_GIOVANNI", "EVENT_GOT_TM27")
eq(gbox and gbox.text, Data.text._ViridianGymGiovanniPostBattleAdviceText,
"Giovanni (beaten) shows his farewell text")
@@ -392,6 +395,59 @@ do
check(cinnabarNpc and ow:trainerDefeated(cinnabarNpc),
"unfought Cinnabar trainer is defeated via seeded header event")
-- #797: a full bag at the victory skips the TM hand-over (pokered's
-- `call GiveItem` / `jr nc, .BagFull`): badge and beat flag still land,
-- but EVENT_GOT_TM34 stays unset and the "make room" line replaces the
-- received/explanation texts. Talking to Brock afterwards re-runs the
-- ReceiveTM script and grants the TM once there is room.
while Game.stack:top() do Game.stack:pop() end
Game.save = SaveData.newGame()
Game.save.flags = {}
Game.save.inventory = {}
Game.save.defeatedTrainers = {}
local Bag = require("src.inventory.Bag")
for i = 1, Bag.capacity(Data) do
Bag.add(Game.save, "FULLBAG_" .. i, 1, Data)
end
eq(Bag.slots(Game.save), Bag.capacity(Data), "bag is full before Brock")
Game.stack:push(OW, "PEWTER_GYM", 4, 13, "up")
ow = Game.stack:top()
ow:checkVictoryRewards("OPP_BROCK", 1)
local fullBagText = stackedDialogue()
check(Game.save.flags.EVENT_BEAT_BROCK,
"full bag: Brock victory still sets EVENT_BEAT_BROCK")
check(Game.save.inventory.BOULDERBADGE == 1,
"full bag: Brock victory still awards BOULDERBADGE")
check(not Game.save.flags.EVENT_GOT_TM34,
"full bag: EVENT_GOT_TM34 stays unset (bag_full branch)")
check(Game.save.inventory.TM_BIDE == nil,
"full bag: TM34 is not forced into the bag")
check(fullBagText:find("room", 1, true) ~= nil,
"full bag: victory dialogue shows Brock's make-room line")
check(fullBagText:find("BIDE", 1, true) == nil,
"full bag: received/explanation texts are skipped")
-- make room, then talk to Brock: the middle branch re-runs ReceiveTM34
while Game.stack:top() do Game.stack:pop() end
Bag.remove(Game.save, "FULLBAG_1", 1)
local brockTalk = init.talkScript("PEWTER_GYM", "TEXT_PEWTERGYM_BROCK")
check(brockTalk ~= nil, "Brock's talk script is registered")
brockTalk(Game, ow, { def = {} }, function() end)
local retryText = stackedDialogue()
check(retryText:find("Wait!", 1, true) ~= nil,
"retry: ReceiveTM34 lead-in (Wait! Take this!) shows again")
check(retryText:find("BIDE", 1, true) ~= nil,
"retry: received/explanation texts show once the TM fits")
eq(Game.save.inventory.TM_BIDE, 1, "retry: TM34 goes into the bag")
check(Game.save.flags.EVENT_GOT_TM34, "retry: EVENT_GOT_TM34 is set")
-- once the TM is handed over, Brock falls back to his advice text
while Game.stack:top() do Game.stack:pop() end
brockTalk(Game, ow, { def = {} }, function() end)
local adviceText = stackedDialogue()
check(adviceText:find("CERULEAN", 1, true) ~= nil,
"after the TM: Brock shows his post-battle advice text")
while Game.stack:top() do Game.stack:pop() end
end
+179
View File
@@ -0,0 +1,179 @@
-- Parity test: using a RARE CANDY from the bag returns to the bag (#796).
--
-- pokered files RARE_CANDY under UsableItems_PartyMenu (data/items/
-- use_party.asm), so after UseItem runs, start_sub_menus.asm's
-- .useItem_partyMenu jumps back to StartMenu_Item with wBagSavedMenuItem
-- still pointing at the candy -- the level text, PrintStatsBox, the
-- level-up moves and any level evolution all happen first, then the item
-- list is back with the cursor on the candy, which is what lets the
-- original button-mash through a stack of them. The port closed the bag
-- list before the level-up sequence and never reopened it, so every candy
-- cost a full START -> ITEM trip.
--
-- Self-contained; run via `luajit tests/parity_rare_candy_menu.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity rare candy menu")
local check, eq = S.check, S.eq
local Data = require("src.core.Data")
Data:load()
local Pokemon = require("src.pokemon.Pokemon")
local Bag = require("src.inventory.Bag")
-- Real TextBoxes want a Font atlas; the flow under test only cares which
-- states land on the stack and what each onDone does. BagMenu binds
-- TextBox at require time, so it is reloaded against the stub here and
-- dropped again at the bottom.
local realTextBox = package.loaded["src.render.TextBox"]
local realBag = package.loaded["src.ui.BagMenu"]
local realParty = package.loaded["src.ui.PartyMenu"]
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { textBox = true, text = text, done = done } end,
}
package.loaded["src.ui.BagMenu"] = nil
package.loaded["src.ui.PartyMenu"] = nil
local BagMenu = require("src.ui.BagMenu")
local PartyMenu = require("src.ui.PartyMenu")
require("src.ui.Screens").invalidate()
-- A stack that behaves like StateStack for the two things this flow reads:
-- top() identity (ListMenu:close) and push/pop ordering.
local function newStack()
local stack = { states = {} }
function stack:push(s) self.states[#self.states + 1] = s end
function stack:pop() return table.remove(self.states) end
function stack:top() return self.states[#self.states] end
return stack
end
-- One button per call: PartyMenu:update reads game.input once per fixed step.
local function newInput()
local input = { pressed = nil }
function input:wasPressed(b) return self.pressed == b end
return input
end
-- CHARIZARD learns nothing at level 51 and has no evolution left, so a
-- candy on it ends after the stat window -- no MoveLearnMenu, no
-- EvolutionState clouding which state the stack returns to.
local function freshGame(candies)
local lead = Pokemon.new(Data, "CHARIZARD", 50)
local game = {
data = Data,
stack = newStack(),
input = newInput(),
save = {
party = { lead },
player = { name = "RED" },
inventory = {},
options = { battleStyle = "set", battleAnim = "on" },
pokedex = { seen = {}, owned = {} },
flags = {},
money = 0,
},
}
Bag.add(game.save, "RARE_CANDY", candies or 3)
return game, lead
end
local function isPicker(s) return getmetatable(s) == PartyMenu end
local function isBox(s) return type(s) == "table" and s.textBox == true end
-- TextBox pops itself BEFORE firing onDone.
local function dismiss(stack, box)
if stack:top() == box then stack:pop() end
if box.done then box.done() end
end
local function rowFor(list, id)
for i, r in ipairs(list.items) do
if r.value == id then return i end
end
return nil
end
-- From an already-open bag list: choose the candy, take USE off the
-- submenu, press A on the party picker. Returns the level-up text box.
local function useCandy(game, list)
local row = rowFor(list, "RARE_CANDY")
if not row then return nil, "no RARE CANDY row in the bag" end
list.index = row
list.onChoose(list.items[row], list)
-- out of battle the bag offers USE / TOSS first (start_sub_menus.asm)
local sub = game.stack:top()
if sub and sub.items and sub.items[1] and sub.items[1].onSelect then
game.stack:pop()
sub.items[1].onSelect()
end
local picker = game.stack:top()
if not isPicker(picker) then return nil, "party picker never opened" end
game.input.pressed = "a"
picker:update(1 / 60)
game.input.pressed = nil
return game.stack:top()
end
-- Walk the rest of the level-up sequence: dismiss the level text, then A
-- through the stat window (PrintStatsBox).
local function finishLevelUp(game, box)
dismiss(game.stack, box)
local top = game.stack:top()
if isBox(top) then return end -- a "learned MOVE" line, dismissed by caller
if top and top.update then
game.input.pressed = "a"
top:update(1 / 60)
game.input.pressed = nil
end
end
-- ---- the report: one candy closed the whole menu -------------------------
do
local game, lead = freshGame(3)
local list = BagMenu.new(game, {})
game.stack:push(list)
local row = rowFor(list, "RARE_CANDY")
check(row ~= nil, "the candy is in the bag")
local box = useCandy(game, list)
check(isBox(box), "the level text opened")
eq(lead.level, 51, "the candy leveled the mon")
eq(game.save.inventory.RARE_CANDY, 2, "the candy was consumed")
check(game.stack.states[1] == list,
"the bag list is STILL on the stack under the level text (#796)")
finishLevelUp(game, box)
eq(game.stack:top(), list,
"after the stat window the bag is back on top (StartMenu_Item)")
eq(list.index, row, "the cursor is still on the RARE CANDY row")
eq(list.items[row] and list.items[row].right, "x2",
"the count refreshed in place")
-- the point of the original's behavior: a second candy needs no menu trip
local box2 = useCandy(game, list)
check(isBox(box2), "a second candy fires from the still-open bag")
eq(lead.level, 52, "and it levels the mon again")
finishLevelUp(game, box2)
eq(game.stack:top(), list, "still on the bag after the second candy")
eq(game.save.inventory.RARE_CANDY, 1, "two candies spent")
end
-- ---- the last candy: the row empties but the bag still stays up ----------
do
local game = freshGame(1)
local list = BagMenu.new(game, {})
game.stack:push(list)
local box = useCandy(game, list)
check(isBox(box), "the last candy levels too")
finishLevelUp(game, box)
eq(game.stack:top(), list, "the bag stays open after the last candy")
eq(#list.items, 0, "the emptied row left the list")
eq(game.save.inventory.RARE_CANDY, nil, "no candies left in the inventory")
end
package.loaded["src.render.TextBox"] = realTextBox
package.loaded["src.ui.BagMenu"] = realBag
package.loaded["src.ui.PartyMenu"] = realParty
require("src.ui.Screens").invalidate()
S.finish()