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@@ -0,0 +1,147 @@
|
||||
name: Bug report
|
||||
description: Something in the game is broken, wrong, or not behaving like the original.
|
||||
labels: ["bug"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
A screenshot is worth more than any description. If you can grab one, grab one.
|
||||
If you genuinely can't, that's fine, but then the details below need to be thorough
|
||||
enough that someone can find the bug without ever seeing your screen.
|
||||
|
||||
- type: input
|
||||
id: summary
|
||||
attributes:
|
||||
label: One line summary
|
||||
description: What's broken, in a sentence.
|
||||
placeholder: Warp at the south end of the Route 5-8 underground path drops you in the wrong spot
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game were you playing
|
||||
description: Pick every version you saw the bug in.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: os
|
||||
attributes:
|
||||
label: Which build are you running
|
||||
options:
|
||||
- macOS
|
||||
- Windows
|
||||
- Linux
|
||||
- Android
|
||||
- Multiple platforms
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: mods_enabled
|
||||
attributes:
|
||||
label: Were any mods on
|
||||
description: Check the MODS tab in the launcher if you're not sure.
|
||||
options:
|
||||
- "No"
|
||||
- "Yes"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: mods_which
|
||||
attributes:
|
||||
label: Which mods (if any were on)
|
||||
description: List the enabled mods. Leave blank if none were on.
|
||||
placeholder: nuzlocke 1.0.0, running-shoes 0.3
|
||||
validations:
|
||||
required: false
|
||||
|
||||
- type: input
|
||||
id: version
|
||||
attributes:
|
||||
label: Version
|
||||
description: The release you downloaded. It's in the release title, like 0.1.4.
|
||||
placeholder: 0.1.4
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: discord
|
||||
attributes:
|
||||
label: Discord username (optional)
|
||||
description: >
|
||||
So maintainers can ping you on Discord if they need a quick follow-up.
|
||||
Leave blank if you'd rather keep everything on GitHub.
|
||||
placeholder: yourname
|
||||
validations:
|
||||
required: false
|
||||
|
||||
- type: input
|
||||
id: location
|
||||
attributes:
|
||||
label: Where in the game
|
||||
description: >
|
||||
Be specific. Route, town, building, floor, menu, battle. If it's a map
|
||||
transition, say which side you came in from.
|
||||
placeholder: Underground path between Route 5 and Route 8, south entrance
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: screenshot
|
||||
attributes:
|
||||
label: Screenshot, or a detailed description if you couldn't take one
|
||||
description: >
|
||||
Drag the image straight into this box. If you couldn't get a screenshot,
|
||||
write "no screenshot" and then describe exactly what was on screen: where
|
||||
the player sprite was, what the tiles around it looked like, any text on
|
||||
screen, whether anything was frozen or flickering. The more concrete, the better.
|
||||
placeholder: |
|
||||
Drop the image here.
|
||||
|
||||
Or, with no screenshot:
|
||||
Screen faded out like a normal warp, then faded back in with the player
|
||||
standing on the grass tile north of the Route 6 gate house instead of
|
||||
inside the tunnel. Player was facing down. No text box. Music kept playing
|
||||
the underground path track instead of switching to the Route 6 track.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: steps
|
||||
attributes:
|
||||
label: How to make it happen
|
||||
description: Numbered steps, starting from a point someone else can get to.
|
||||
placeholder: |
|
||||
1. Start a new game, get to Cerulean
|
||||
2. Go south to Route 5, enter the underground path building
|
||||
3. Walk to the south end of the tunnel
|
||||
4. Step onto the stairs
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: expected
|
||||
attributes:
|
||||
label: What should have happened
|
||||
placeholder: Should have come out inside the Route 8 side entrance building, facing up.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: extra
|
||||
attributes:
|
||||
label: Anything else
|
||||
description: >
|
||||
Does it happen every time or only sometimes. Did it start after a specific
|
||||
release. Anything you were doing right before it. Leave blank if nothing comes to mind.
|
||||
validations:
|
||||
required: false
|
||||
@@ -0,0 +1 @@
|
||||
blank_issues_enabled: false
|
||||
@@ -0,0 +1,117 @@
|
||||
name: Feature request
|
||||
description: Ask for something new in the engine, launcher, or platform — not a content/gameplay mod.
|
||||
labels: ["enhancement"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Use this for **engine / launcher / platform** work (ports, video options, save
|
||||
tooling, networking, mod API seams, docs).
|
||||
|
||||
If what you want is a gameplay, cosmetic, audio, or QoL change that a Lua mod
|
||||
could ship — running shoes, alternate sprites, day/night, shiny indicators,
|
||||
Gen 2-like battle toggles, soundtrack packs — open a
|
||||
**[Mod request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=mod_request.yml)**
|
||||
instead.
|
||||
|
||||
"Can we add X" on its own is hard to act on. Say what you want, why you want it,
|
||||
and how you picture it working.
|
||||
|
||||
- type: input
|
||||
id: summary
|
||||
attributes:
|
||||
label: One line summary
|
||||
description: What you want, in a sentence.
|
||||
placeholder: Add Linux AppImage releases next to the macOS and Windows builds
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this about
|
||||
description: Pick every version it applies to.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: discord
|
||||
attributes:
|
||||
label: Discord username (optional)
|
||||
description: >
|
||||
So maintainers can ping you on Discord if they need a quick follow-up.
|
||||
Leave blank if you'd rather keep everything on GitHub.
|
||||
placeholder: yourname
|
||||
validations:
|
||||
required: false
|
||||
|
||||
- type: textarea
|
||||
id: what
|
||||
attributes:
|
||||
label: What do you want
|
||||
description: >
|
||||
Describe it properly. What is it, where does it live (launcher, options,
|
||||
engine), what does the player see or do. If it changes something that already
|
||||
exists, say what it does today and what it should do instead.
|
||||
placeholder: |
|
||||
Ship a Linux AppImage on each release, same version as the macOS/Windows builds,
|
||||
with the same save folder layout and mod discovery path.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: why
|
||||
attributes:
|
||||
label: Why is this worth doing
|
||||
description: >
|
||||
What's annoying or missing right now. What does this fix. If it's just because you
|
||||
think it would be fun, say that, it's a real answer.
|
||||
placeholder: |
|
||||
LÖVE already runs on Linux; without a packaged build, players have to assemble
|
||||
it themselves and miss release notes / update checks.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: how
|
||||
attributes:
|
||||
label: How should it work
|
||||
description: >
|
||||
The specifics. Which menu, what happens in the edge cases. If you don't
|
||||
know, say what you'd expect as a player and leave the rest open.
|
||||
placeholder: |
|
||||
- GitHub Releases asset next to the .dmg / .exe
|
||||
- Same options.lua / mods/ layout as desktop
|
||||
- Documented in the README install section
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: scope
|
||||
attributes:
|
||||
label: Does this change how the original game plays
|
||||
description: >
|
||||
Some requests are quality of life, some change the actual game. Both are fine,
|
||||
it just helps to know which one you're asking for.
|
||||
options:
|
||||
- Quality of life, original game is untouched
|
||||
- Changes how the game plays
|
||||
- Not sure
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: extra
|
||||
attributes:
|
||||
label: Anything else
|
||||
description: >
|
||||
Reference screenshots, how another game does it, related issues. Leave blank
|
||||
if nothing comes to mind.
|
||||
validations:
|
||||
required: false
|
||||
@@ -0,0 +1,129 @@
|
||||
name: Mod request
|
||||
description: Ask for a gameplay, cosmetic, audio, or QoL change that belongs as a Lua mod.
|
||||
labels: ["mod request"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
This tracker is for ideas that should ship as **mods**, not as core engine
|
||||
features — alternate sprites, running shoes, day/night, shiny indicators,
|
||||
soundtrack packs, Gen 2-like battle toggles, map cosmetics, bag QoL, etc.
|
||||
|
||||
The engine already exposes a lot of this through registries and hooks
|
||||
([modding wiki](https://github.com/bryanthaboi/gen1recomp/wiki)).
|
||||
Use a **Feature request** instead for launcher / ports / video options /
|
||||
networking / save tooling / new API seams.
|
||||
|
||||
- type: input
|
||||
id: summary
|
||||
attributes:
|
||||
label: One line summary
|
||||
description: What the mod should do, in a sentence.
|
||||
placeholder: Hold B to run at bike speed on the overworld
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this for
|
||||
description: Pick every version the mod should cover.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: discord
|
||||
attributes:
|
||||
label: Discord username (optional)
|
||||
description: >
|
||||
So maintainers or mod authors can ping you on Discord if they pick this up.
|
||||
Leave blank if you'd rather keep everything on GitHub.
|
||||
placeholder: yourname
|
||||
validations:
|
||||
required: false
|
||||
|
||||
- type: textarea
|
||||
id: what
|
||||
attributes:
|
||||
label: What should the mod do
|
||||
description: >
|
||||
Describe the player-facing behavior. What changes, where, what does the
|
||||
player see or press. If it toggles from Options or a START-menu entry, say so.
|
||||
placeholder: |
|
||||
Hold B while walking outdoors to move at bike speed. Release to walk again.
|
||||
Same places the bike is allowed; no effect in battles or menus.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: why
|
||||
attributes:
|
||||
label: Why is this worth doing as a mod
|
||||
description: >
|
||||
Why optional/modded rather than a core option. Who wants it on, who wants
|
||||
vanilla left alone.
|
||||
placeholder: |
|
||||
Great for replaying and backtracking, but some people want a strict Gen 1
|
||||
pace. A mod (or an opt-in mod option) keeps both camps happy.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: how
|
||||
attributes:
|
||||
label: How should it work
|
||||
description: >
|
||||
Buttons, menus, edge cases, whether it needs new art/audio. If you know a
|
||||
hook or registry that fits (movement.speed, pokemon.sprite, rulesets, …),
|
||||
mention it — otherwise leave it open.
|
||||
placeholder: |
|
||||
- Hold B on the overworld
|
||||
- Same step timing as the bike
|
||||
- Disabled where the bike is disabled
|
||||
- Prefer hooks:wrap("movement.speed") if that still fits
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: vanilla
|
||||
attributes:
|
||||
label: With the mod off, is vanilla unchanged
|
||||
options:
|
||||
- Yes — parity when disabled
|
||||
- No — it would replace something always-on
|
||||
- Not sure
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: category
|
||||
attributes:
|
||||
label: Best-fit mod category
|
||||
description: Same taxonomy as example mods (BALANCE, GRAPHICS, AUDIO, …).
|
||||
options:
|
||||
- GAMEPLAY / QoL
|
||||
- GRAPHICS
|
||||
- AUDIO
|
||||
- BALANCE / ruleset
|
||||
- CONTENT (maps, encounters, trainers)
|
||||
- UI / TOOL
|
||||
- TOTAL_CONVERSION-ish
|
||||
- Not sure
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
id: extra
|
||||
attributes:
|
||||
label: Anything else
|
||||
description: >
|
||||
Reference screenshots, other games/hacks that do it, related issues, or
|
||||
"I'd like to try writing this myself." Leave blank if nothing comes to mind.
|
||||
validations:
|
||||
required: false
|
||||
@@ -14,7 +14,9 @@ name: ci
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
# Integration branch + release branch. PRs already run via pull_request
|
||||
# (any base); this list is only for post-merge push runs.
|
||||
branches: [dev, main]
|
||||
pull_request:
|
||||
|
||||
# a force-push while CI is mid-run should cancel the stale run, not queue
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
name: Release
|
||||
|
||||
# Builds the macOS and Windows desktop apps on the self-hosted Mac runner
|
||||
# and publishes them as a GitHub Release.
|
||||
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, and the
|
||||
# Anbernic RG34XXSP (Stock OS 64-bit MOD / PortMaster) port on the self-hosted
|
||||
# Mac runner, and publishes them as a GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -10,10 +11,19 @@ name: Release
|
||||
# - To force a specific version, either:
|
||||
# * run this workflow manually (Actions tab) and type it into "version", or
|
||||
# * put "[release X.Y.Z]" anywhere in the commit message.
|
||||
#
|
||||
# Branch model: day-to-day work merges to `dev`. Releases stay on `main` only
|
||||
# so promoting `dev` -> `main` is the ship gate that cuts a build.
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
# CI/workflow and docs-only changes don't ship anything to users, so they
|
||||
# don't earn a release. A push touching these *and* real source still
|
||||
# releases; only pushes confined entirely to these paths are skipped.
|
||||
paths-ignore:
|
||||
- '.github/**'
|
||||
- '**.md'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
@@ -23,6 +33,8 @@ on:
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
issues: read
|
||||
pull-requests: read
|
||||
|
||||
concurrency:
|
||||
group: release
|
||||
@@ -144,14 +156,27 @@ jobs:
|
||||
echo "Identities available to codesign:"
|
||||
security find-identity -v -p codesigning "$KEYCHAIN_PATH"
|
||||
|
||||
- name: Build macOS + Windows
|
||||
- name: Build macOS + Windows + Linux
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Sign in-build (identity auto-detected from the temp keychain);
|
||||
# notarize separately below so it uses secret credentials, not a
|
||||
# login-keychain profile.
|
||||
# login-keychain profile. "all" also builds the Linux AppImage,
|
||||
# which needs no signing/notarization.
|
||||
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
|
||||
|
||||
- name: Build Android
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Build Anbernic RG34XXSP port
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
|
||||
# runtime from PortMaster-GUI, so it needs no signing/notarization.
|
||||
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -163,8 +188,8 @@ jobs:
|
||||
set -a; . "$ci_dir/notary.env"; set +a
|
||||
echo "::add-mask::$APPLE_APP_PASSWORD"
|
||||
|
||||
app=".bazinga/work/PokemonRed.app"
|
||||
zip="dist/mac/PokemonRed-macos.zip"
|
||||
app=".bazinga/work/gen1recomp.app"
|
||||
zip="dist/mac/gen1recomp-macos.zip"
|
||||
[ -d "$app" ] || { echo "::error::signed app not found at $app"; exit 1; }
|
||||
if [ -z "${APPLE_ID:-}" ] || [ -z "${APPLE_APP_PASSWORD:-}" ] || [ -z "${APPLE_TEAM_ID:-}" ]; then
|
||||
echo "::error::notary.env is missing APPLE_ID / APPLE_APP_PASSWORD / APPLE_TEAM_ID."
|
||||
@@ -194,10 +219,33 @@ jobs:
|
||||
outdir="dist/release"
|
||||
rm -rf "$outdir"
|
||||
mkdir -p "$outdir"
|
||||
cp "dist/mac/PokemonRed-macos.zip" "$outdir/PokemonRed-${v}-macos.zip"
|
||||
cp "dist/win/PokemonRed-win64.zip" "$outdir/PokemonRed-${v}-windows.zip"
|
||||
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
|
||||
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
|
||||
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
|
||||
apk="$(find dist/android/debug -name '*.apk' | head -1)"
|
||||
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
||||
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
||||
|
||||
# Anbernic handheld port (suffix names the CFW it targets, so a
|
||||
# future RG35XX/other-CFW pack can ship alongside it).
|
||||
rg34="dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip"
|
||||
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
|
||||
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||
|
||||
# Platform-independent update payload, built alongside the desktop
|
||||
# apps above (same game.love that gets fused into each of them).
|
||||
love_file=".bazinga/work/game.love"
|
||||
[ -f "$love_file" ] || { echo "::error::$love_file not found (expected from scripts/build.sh)"; exit 1; }
|
||||
cp "$love_file" "$outdir/gen1recomp-${v}.love"
|
||||
|
||||
ls -lh "$outdir"
|
||||
|
||||
# Checksums for every staged release asset (sums file itself is
|
||||
# written after this and named outside the gen1recomp-* glob, so it
|
||||
# never lists itself).
|
||||
(cd "$outdir" && shasum -a 256 gen1recomp-* > sha256sums.txt)
|
||||
cat "$outdir/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
@@ -206,14 +254,99 @@ jobs:
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
tag="${{ steps.ver.outputs.tag }}"
|
||||
|
||||
# Issues this release closes. Three sources, deduped by number:
|
||||
# 1. GitHub's own "closing issues" links on every PR whose
|
||||
# commits are in the range (works for squash, rebase, and
|
||||
# merge commits alike) -- including PRs that were merged
|
||||
# into a branch this release PR is itself merging in.
|
||||
# 2. CLOSES/fixes/resolves text in those PRs' titles + bodies
|
||||
# that GitHub didn't turn into a closing link (a PR into a
|
||||
# non-default branch never gets one).
|
||||
# 3. The same text in raw commit messages, so a direct push
|
||||
# with "CLOSES #N #M" still lands in the notes.
|
||||
# Scans every commit since the previous tag so a skipped release
|
||||
# run doesn't drop issues on the floor.
|
||||
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
|
||||
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
|
||||
|
||||
# every #N on a line that carries a closing keyword (handles the
|
||||
# multi-issue "CLOSES #1 #2 #3" form the tracker uses)
|
||||
scan_closes() {
|
||||
grep -iE '\b(close[sd]?|fix(es|ed)?|resolve[sd]?)\b' \
|
||||
| grep -oE '#[0-9]+' | tr -d '#' || true
|
||||
}
|
||||
|
||||
nums=""
|
||||
nums+=" $(git log --pretty=%B "$range" | scan_closes | tr '\n' ' ')"
|
||||
|
||||
prs="$(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true)"
|
||||
for pr in $prs; do
|
||||
nums+=" $(gh api graphql \
|
||||
-f owner="${GITHUB_REPOSITORY%/*}" \
|
||||
-f name="${GITHUB_REPOSITORY#*/}" \
|
||||
-F pr="$pr" \
|
||||
-f query='
|
||||
query($owner:String!, $name:String!, $pr:Int!) {
|
||||
repository(owner:$owner, name:$name) {
|
||||
pullRequest(number:$pr) {
|
||||
closingIssuesReferences(first:50) { nodes { number } }
|
||||
}
|
||||
}
|
||||
}' \
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[].number' \
|
||||
2>/dev/null | grep -E '^[0-9]+$' | tr '\n' ' ' || true)"
|
||||
nums+=" $(gh api "repos/$GITHUB_REPOSITORY/pulls/$pr" \
|
||||
--jq '.title + " " + (.body // "")' 2>/dev/null \
|
||||
| scan_closes | tr '\n' ' ' || true)"
|
||||
done
|
||||
|
||||
# dedupe, drop anything that is a PR or does not exist, keep
|
||||
# titles (gh api prints the response body to stdout on an HTTP
|
||||
# error, so only a zero exit counts)
|
||||
closed=""
|
||||
for n in $(printf '%s' "$nums" | tr ' ' '\n' | grep -E '^[0-9]+$' | sort -un); do
|
||||
if title="$(gh api "repos/$GITHUB_REPOSITORY/issues/$n" \
|
||||
--jq 'if .pull_request then empty else .title end' \
|
||||
2>/dev/null)"; then
|
||||
[ -n "$title" ] && closed+="- #$n $title"$'\n'
|
||||
fi
|
||||
done
|
||||
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
|
||||
|
||||
# Everyone whose commits are in the range: GitHub login when the
|
||||
# commit is linked to an account, the raw git author name when not;
|
||||
# CI bots filtered out.
|
||||
base="${prev_tag:-$(git rev-list --max-parents=0 "$GITHUB_SHA" | tail -1)}"
|
||||
contributors="$(gh api --paginate \
|
||||
"repos/$GITHUB_REPOSITORY/compare/${base}...${GITHUB_SHA}" \
|
||||
--jq '.commits[] | if .author and .author.login
|
||||
then "@" + .author.login
|
||||
else .commit.author.name end' 2>/dev/null \
|
||||
| grep -viE '\[bot\]$' | sort -uf | sed 's/^/- /' || true)"
|
||||
|
||||
notes="Download the correct version for your computer below."
|
||||
if [ -n "$closed" ]; then
|
||||
notes+=$'\n\n## Issues closed\n\n'"$closed"
|
||||
fi
|
||||
if [ -n "$contributors" ]; then
|
||||
notes+=$'\n\n## Contributors\n\n'"$contributors"
|
||||
fi
|
||||
printf 'Release notes:\n%s\n' "$notes"
|
||||
|
||||
gh release create "$tag" \
|
||||
--target "$GITHUB_SHA" \
|
||||
--title "$v" \
|
||||
--notes "$notes" \
|
||||
"dist/release/PokemonRed-${v}-macos.zip" \
|
||||
"dist/release/PokemonRed-${v}-windows.zip"
|
||||
"dist/release/gen1recomp-${v}-macos.zip" \
|
||||
"dist/release/gen1recomp-${v}-windows.zip" \
|
||||
"dist/release/gen1recomp-${v}-linux.zip" \
|
||||
"dist/release/gen1recomp-${v}-android.apk" \
|
||||
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip" \
|
||||
"dist/release/gen1recomp-${v}.love" \
|
||||
"dist/release/sha256sums.txt"
|
||||
|
||||
echo "Published release $tag"
|
||||
|
||||
|
||||
@@ -35,3 +35,7 @@ mobile/ios/build/
|
||||
|
||||
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
||||
mobile/dist/
|
||||
|
||||
# Tiled map-editing workspace (tools/tiled_export.py). Derived from the imported
|
||||
# ROM cache exactly like data/generated/, so it is never committable.
|
||||
/build/tiled/
|
||||
|
||||
@@ -1,18 +1,19 @@
|
||||
# Pokemon Gen 1 Recompilation Project
|
||||
# Gen1Recomp
|
||||
|
||||
A native LÖVE2D recreation of Pokemon Red. The engine and map behavior are
|
||||
hand-written Lua; game data and graphics are decoded from a ROM supplied by
|
||||
the player.
|
||||
A native LÖVE2D recreation of Poke Red and Blue. The engine and map
|
||||
behavior are hand-written Lua; game data and graphics are decoded from a ROM
|
||||
supplied by the player.
|
||||
|
||||
SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
|
||||
|
||||
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
||||
or download a disassembly. A canonical US Pokemon Red ROM is the only game
|
||||
content input.
|
||||
or download a disassembly. A canonical US Poke Red or Blue ROM is the only
|
||||
game content input.
|
||||
|
||||
The ROM is verified, used during import, and then released from memory. It is
|
||||
not copied into the cache. Later launches load the private generated cache and
|
||||
do not ask for the ROM again.
|
||||
do not ask for the ROM again. Red and Blue can both be imported and played
|
||||
side by side.
|
||||
|
||||
## Quick Start
|
||||
|
||||
@@ -20,30 +21,124 @@ Open the desktop app. On first boot, choose your legally obtained `.gb` file
|
||||
or drop it onto the window. Import takes a few seconds and the game starts
|
||||
automatically.
|
||||
|
||||
Only the canonical 1 MiB US Red ROM is accepted. The importer verifies SHA-1
|
||||
`ea9bcae617fdf159b045185467ae58b2e4a48b9a` before creating any game data.
|
||||
Only the canonical 1 MiB US Red and Blue ROMs are accepted. The importer
|
||||
verifies SHA-1 before creating any game data:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
The packaged app contains neither a ROM nor pre-extracted game data. Music,
|
||||
sound effects, and cries are synthesized while the game runs from compact
|
||||
audio channel programs copied out of the verified ROM.
|
||||
|
||||
## Controls
|
||||
|
||||
arrow keys or WASD move; Z, Enter, or Space is A; X or Backspace is
|
||||
B; Escape opens START. F1 saves and F2 loads. Controllers are supported.
|
||||
|
||||
| Action | Keyboard | Controller |
|
||||
| ------ | ----------------- | ------------------ |
|
||||
| Move | Arrow keys / WASD | D-pad / left stick |
|
||||
| A | Z / Enter / Space | A |
|
||||
| B | X / Backspace | B |
|
||||
| Start | Escape | Start |
|
||||
| Select | Tab / Shift | Back / Select |
|
||||
|
||||
|
||||
Rebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are
|
||||
supported out of the box.
|
||||
|
||||
### Hotkeys
|
||||
|
||||
|
||||
| Key | What it does |
|
||||
| --------- | ---------------------------------------------------- |
|
||||
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
|
||||
| `2` | Cycle COLORS |
|
||||
| `3` | Cycle TILT (free-roam overworld) |
|
||||
| `4` | Cycle ZOOM through every level (free-roam overworld) |
|
||||
| `5` | Cycle GBC FX |
|
||||
| `F1` | Save |
|
||||
| `F2` | Load |
|
||||
| `F10` | Open / close the mod manager |
|
||||
|
||||
|
||||
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
|
||||
and persist in `options.lua`.
|
||||
|
||||
### Rulesets
|
||||
|
||||
**OPTIONS → RULESET** picks which set of Gen 1 battle behaviors to run.
|
||||
Both rulesets share the same damage formulas; they differ only in whether
|
||||
the original's quirks are kept. The setting persists in `options.lua`, and
|
||||
mods can register their own.
|
||||
|
||||
`gen1_faithful` is the default and reproduces the original cartridge,
|
||||
famous bugs included:
|
||||
|
||||
| Rule | Behavior |
|
||||
| --------------------------- | ----------------------------------------------------- |
|
||||
| `oneIn256Miss` | A 100%-accurate move still misses on a roll of 255 |
|
||||
| `critUsesBaseSpeed` | Crit rate reads base speed, not the current stat |
|
||||
| `critIgnoresStages` | Crit rate ignores stat stages |
|
||||
| `focusEnergyBug` | FOCUS ENERGY quarters the crit rate instead of x4 |
|
||||
| `enemyUnlimitedPP` | Enemies never spend PP, so they never Struggle |
|
||||
| `hyperBeamSkipRechargeOnKO` | HYPER BEAM skips its recharge when the target faints |
|
||||
| `randMin` / `randMax` | Damage random factor 217-255 |
|
||||
|
||||
`modern_clean` keeps the formulas but removes the notorious quirks:
|
||||
|
||||
| Rule | Behavior |
|
||||
| --------------------------- | ----------------------------------------------------- |
|
||||
| `oneIn256Miss` | Off: a 100%-accurate move always hits |
|
||||
| `critUsesBaseSpeed` | Unchanged: crit rate still reads base speed |
|
||||
| `critIgnoresStages` | Off: stat stages count toward the crit rate |
|
||||
| `focusEnergyBug` | Off: FOCUS ENERGY raises the crit rate as intended |
|
||||
| `enemyUnlimitedPP` | Off: enemies deplete PP and Struggle when empty |
|
||||
| `hyperBeamSkipRechargeOnKO` | Off: HYPER BEAM always recharges, like Gen 2+ |
|
||||
| `randMin` / `randMax` | Damage random factor 217-255, same as faithful |
|
||||
|
||||
## Running From Source
|
||||
|
||||
Requires LÖVE 11.x. Place the ROM in the project folder and double-click
|
||||
`Play-Mac.command` or `Play-Windows.bat`, or run:
|
||||
Requires LÖVE 11.x. Place a Red or Blue ROM in the project folder and
|
||||
double-click `Play-Mac.command` or `Play-Windows.bat`, or run:
|
||||
|
||||
```sh
|
||||
scripts/setup.sh --rom "/path/to/Pokemon Red.gb"
|
||||
scripts/setup.sh --rom "/path/to/Poke Red.gb" # or Poke Blue.gb
|
||||
scripts/run.sh
|
||||
```
|
||||
|
||||
then `love .` for later launches. Windows PowerShell scripts, the optional
|
||||
developer data build, test suites, and cache management are covered in
|
||||
[Developer Setup](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Developer-Setup).
|
||||
[Developer Setup](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Developer-Setup).
|
||||
|
||||
## Portable Mode
|
||||
|
||||
By default the game keeps your save, options, and the private ROM-derived
|
||||
data cache in your OS's normal per-user app data folder. To keep everything
|
||||
next to the game instead (handy for a USB stick or portable drive you carry
|
||||
between computers), drop an empty file named `portable.txt` next to the app
|
||||
(next to `gen1recomp.app`/`.exe`, or next to `main.lua`/`conf.lua` when
|
||||
running from source), then launch the game. Portable mode is desktop-only
|
||||
(Windows, Linux, macOS); it has no effect on Android or iOS, where the app
|
||||
runs from a read-only package.
|
||||
|
||||
With `portable.txt` present:
|
||||
|
||||
- `save.lua`, `save.lua.bak`, and `options.lua` are read from and written to
|
||||
that same folder instead of the OS save directory.
|
||||
- A ROM import writes the generated `data/generated` and `assets/generated`
|
||||
cache straight into that folder too (nothing is left in the OS save
|
||||
directory), so a later launch reuses it without asking for the ROM again
|
||||
even on a different computer, as long as the same folder comes along.
|
||||
- Deleting `portable.txt` switches back to the normal OS save directory; nothing
|
||||
already written to either location is touched automatically, so copy files
|
||||
over yourself if you want to carry existing progress across the switch.
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
|
||||
Install steps, controls, and troubleshooting live in
|
||||
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
|
||||
|
||||
## Modding
|
||||
|
||||
@@ -51,21 +146,43 @@ The game ships a native mod platform: content registries, events and hooks,
|
||||
per-mod saves and options, and an in-game manager. The full modding book —
|
||||
getting started, a twelve-rung tutorial ladder, a cookbook, and the generated
|
||||
reference — lives on the
|
||||
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
|
||||
[project wiki](https://github.com/bryanthaboi/gen1recomp/wiki).
|
||||
|
||||
Shipped example mods, one per kind of author, live in [`mods/`](mods/).
|
||||
Shipped example mods, one per kind of author, live in `[mods/](mods/)`.
|
||||
|
||||
Maps can be edited in our own build of [Tiled](https://www.mapeditor.org),
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
and exported back out as a mod; see
|
||||
[docs/tiled-map-editing.md](docs/tiled-map-editing.md).
|
||||
|
||||
## Bugs and Ideas
|
||||
|
||||
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
|
||||
that looks wrong, text in the wrong box, anything that does not match the
|
||||
original game.
|
||||
[Open a bug report](https://github.com/bryanthaboi/gen1recomp/issues/new?template=bug_report.yml).
|
||||
Attach a screenshot if you can. It saves a lot of back and forth, and if you
|
||||
can't get one, the form asks you to describe what you saw instead.
|
||||
|
||||
Thought of a feature that could be good, or a way to improve one that already
|
||||
exists?
|
||||
[Open a feature request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=feature_request.yml).
|
||||
Say what you want, why it is worth doing, and how you picture it working. A
|
||||
request with real detail is one that can actually get built.
|
||||
|
||||
## More
|
||||
|
||||
- [Link play](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Link-Play)
|
||||
— START > LINK connects two copies directly over UDP.
|
||||
- [Save editor](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Save-Editor)
|
||||
— edit party, boxes, items, events, and Pokédex flags outside the game.
|
||||
- [Link play](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Link-Play)
|
||||
— START > LINK connects two copies directly over UDP.
|
||||
- [Save editor](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Save-Editor)
|
||||
— edit party, boxes, items, events, and Pokédex flags outside the game.
|
||||
- `docs/architecture.md` — runtime details;
|
||||
`docs/behavior-porting-notes.md` — formula provenance.
|
||||
`docs/behavior-porting-notes.md` — formula provenance.
|
||||
|
||||
|
||||
|
||||
## Special Thanks
|
||||
|
||||
This project would not be possible without [pret](https://github.com/pret) >
|
||||
the pret band of decompiling maniacs > and their
|
||||
[pokered](https://github.com/pret/pokered) disassembly.
|
||||
[pokered](https://github.com/pret/pokered) disassembly.
|
||||
|
After Width: | Height: | Size: 753 KiB |
@@ -0,0 +1,9 @@
|
||||
# On-screen touch control art
|
||||
|
||||
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
|
||||
Those Awesome Guys), public domain under CC0:
|
||||
https://thoseawesomeguys.com/prompts/
|
||||
|
||||
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
|
||||
d-pad (neutral + per-direction highlight), A, B, plus (START) and
|
||||
minus (SELECT).
|
||||
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 5.1 KiB |
|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 751 B |
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,333 @@
|
||||
#!/usr/bin/env bash
|
||||
# Build a PortMaster-style aarch64 port of gen1recomp for Anbernic RG34XXSP
|
||||
# on Stock OS 64-bit MOD (H700; cbepx-me StockOS MOD / official V1.0.6 base
|
||||
# + PortMaster).
|
||||
#
|
||||
# The stock Anbernic firmware resolves ports relative to the launch script
|
||||
# (roms/PORTS/...), not PortMaster's /$directory/ports/... path. This pack
|
||||
# uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64 runtime so the
|
||||
# device does not need a separate love_11.5 runtime download on first launch.
|
||||
#
|
||||
# Usage:
|
||||
# ./build-rg34xxsp.sh [--version X.Y.Z]
|
||||
#
|
||||
# Output:
|
||||
# dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
|
||||
#
|
||||
# Install on device:
|
||||
# 1. Flash / run Stock OS 64-bit MOD with PortMaster installed.
|
||||
# 2. Unzip into the SD card's roms/PORTS/ folder so you have:
|
||||
# roms/PORTS/Gen1recomp.sh
|
||||
# roms/PORTS/gen1recomp/...
|
||||
# 3. Copy a legal US Red or Blue .gb into roms/PORTS/gen1recomp/lovegame/
|
||||
# 4. Launch "Gen1recomp" from the Ports list; press Choose ROM (scans that
|
||||
# folder when zenity is missing).
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||
HERE="$ROOT/.bazinga"
|
||||
CACHE="$HERE/cache/rg34xxsp"
|
||||
WORK="$HERE/work/rg34xxsp"
|
||||
DIST="$ROOT/dist/rg34xxsp"
|
||||
|
||||
APP_NAME="gen1recomp"
|
||||
# Artifact suffix matches the CFW this port targets (Anbernic H700 Stock OS
|
||||
# 64-bit MOD for RG34XXSP). Release uploads stage it as
|
||||
# gen1recomp-<ver>-rg34xxsp-stockos64-mod.zip.
|
||||
ARTIFACT_SUFFIX="rg34xxsp-stockos64-mod"
|
||||
PORT_DIR_NAME="gen1recomp"
|
||||
LAUNCHER_NAME="Gen1recomp.sh"
|
||||
LOVE_VERSION="11.5"
|
||||
VERSION="$(git -C "$ROOT" rev-parse --short HEAD 2>/dev/null || echo dev)"
|
||||
|
||||
# Official PortMaster LÖVE 11.5 aarch64 runtime (small love stub + liblove).
|
||||
PM_RUNTIME_BASE="https://raw.githubusercontent.com/PortsMaster/PortMaster-GUI/main/PortMaster/runtimes/love_${LOVE_VERSION}"
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
|
||||
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
while [ $# -gt 0 ]; do
|
||||
case "$1" in
|
||||
--version) VERSION="$2"; shift ;;
|
||||
-h|--help)
|
||||
sed -n '2,24p' "$0"
|
||||
exit 0
|
||||
;;
|
||||
*) fail "unknown argument: $1" ;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
||||
command -v curl >/dev/null || fail "curl is required"
|
||||
command -v zip >/dev/null || fail "zip is required"
|
||||
command -v unzip >/dev/null || fail "unzip is required"
|
||||
|
||||
mkdir -p "$CACHE" "$WORK" "$DIST"
|
||||
|
||||
download() {
|
||||
local url="$1" dest="$2"
|
||||
if [ -f "$dest" ] && [ -s "$dest" ]; then
|
||||
return 0
|
||||
fi
|
||||
say "downloading $(basename "$dest")"
|
||||
curl -fL --progress-bar "$url" -o "$dest.tmp" \
|
||||
|| fail "download failed: $url"
|
||||
mv "$dest.tmp" "$dest"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- game tree
|
||||
# Unpacked directory (not a .love zip) so the player can drop a .gb next to
|
||||
# main.lua and RomImporter can scan it without zenity/kdialog.
|
||||
say "staging lovegame/"
|
||||
GAME_SRC="$WORK/lovegame"
|
||||
rm -rf "$GAME_SRC"
|
||||
mkdir -p "$GAME_SRC"
|
||||
|
||||
# Same payload as scripts/build.sh's game.love — never ship ROM-derived cache.
|
||||
# tools/save-editor is part of that payload: the launcher's Edit button on a
|
||||
# save row opens it in-process (main.lua).
|
||||
(cd "$ROOT" && zip -q -9 -r "$WORK/game-payload.zip" \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$WORK/game-payload.zip" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "payload unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
||||
rm -f "$WORK/game-payload.zip"
|
||||
|
||||
# Stamp release version into the staged tree only (never the working tree).
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
|
||||
"$ROOT/src/core/Version.lua" > "$GAME_SRC/src/core/Version.lua"
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
"$GAME_SRC/src/core/Version.lua" \
|
||||
|| fail "version stamp failed"
|
||||
else
|
||||
say "version '$VERSION' is not X.Y.Z — shipping default engine (no stamp)"
|
||||
fi
|
||||
|
||||
# Portable marker: saves + ROM cache live next to the game on the SD card.
|
||||
: > "$GAME_SRC/portable.txt"
|
||||
|
||||
# --------------------------------------------------------------- love runtime
|
||||
say "fetching LÖVE $LOVE_VERSION aarch64 runtime"
|
||||
LOVE_BIN="$CACHE/love.aarch64"
|
||||
LOVE_LIB="$CACHE/liblove-11.5.so"
|
||||
LUAJIT_LIB="$CACHE/libluajit-5.1.so.2"
|
||||
MODPLUG_LIB="$CACHE/libmodplug.so.1"
|
||||
OGG_LIB="$CACHE/libogg.so.0"
|
||||
|
||||
download "$PM_RUNTIME_BASE/love.aarch64" "$LOVE_BIN"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/liblove-11.5.so" "$LOVE_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libluajit-5.1.so.2" "$LUAJIT_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libmodplug.so.1" "$MODPLUG_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libogg.so.0" "$OGG_LIB"
|
||||
|
||||
# Sanity: love stub must be an aarch64 ELF.
|
||||
file "$LOVE_BIN" | grep -qi 'aarch64\|ARM aarch64' \
|
||||
|| fail "love.aarch64 does not look like an aarch64 ELF (got: $(file "$LOVE_BIN"))"
|
||||
|
||||
# --------------------------------------------------------------- port tree
|
||||
say "assembling port package"
|
||||
PORT_ROOT="$WORK/port"
|
||||
rm -rf "$PORT_ROOT"
|
||||
mkdir -p "$PORT_ROOT/$PORT_DIR_NAME/bin" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/licenses" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/conf"
|
||||
|
||||
cp -R "$GAME_SRC" "$PORT_ROOT/$PORT_DIR_NAME/lovegame"
|
||||
cp "$LOVE_BIN" "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||
chmod +x "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||
cp "$LOVE_LIB" "$LUAJIT_LIB" "$MODPLUG_LIB" "$OGG_LIB" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64/"
|
||||
|
||||
# Drop a short license pointer for the bundled LÖVE bits.
|
||||
cat > "$PORT_ROOT/$PORT_DIR_NAME/licenses/LICENSE.love2d.txt" <<'EOF'
|
||||
This port bundles the LÖVE 11.5 aarch64 runtime from PortMaster
|
||||
(https://github.com/PortsMaster/PortMaster-GUI). LÖVE is zlib-licensed;
|
||||
see https://love2d.org/ for full terms.
|
||||
EOF
|
||||
|
||||
# --------------------------------------------------------------- launcher
|
||||
# Stock OS fix: resolve GAMEDIR from this script's directory (SHDIR), not
|
||||
# PortMaster's $directory variable — Anbernic uses roms/PORTS with different
|
||||
# casing and mount points (mmc / sdcard / TF1 / TF2).
|
||||
cat > "$PORT_ROOT/$LAUNCHER_NAME" <<'EOF'
|
||||
#!/bin/bash
|
||||
# gen1recomp — Anbernic RG34XXSP stock OS / PortMaster launcher
|
||||
# Uses SHDIR-relative paths so stock firmware finds the game folder.
|
||||
|
||||
export HOME="${HOME:-/root}"
|
||||
XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
|
||||
|
||||
if [ -d "/opt/system/Tools/PortMaster/" ]; then
|
||||
controlfolder="/opt/system/Tools/PortMaster"
|
||||
elif [ -d "/opt/tools/PortMaster/" ]; then
|
||||
controlfolder="/opt/tools/PortMaster"
|
||||
elif [ -d "$XDG_DATA_HOME/PortMaster/" ]; then
|
||||
controlfolder="$XDG_DATA_HOME/PortMaster"
|
||||
elif [ -d "/mnt/mmc/Roms/PORTS/PortMaster" ]; then
|
||||
controlfolder="/mnt/mmc/Roms/PORTS/PortMaster"
|
||||
elif [ -d "/mnt/sdcard/Roms/PORTS/PortMaster" ]; then
|
||||
controlfolder="/mnt/sdcard/Roms/PORTS/PortMaster"
|
||||
elif [ -d "/roms/ports/PortMaster" ]; then
|
||||
controlfolder="/roms/ports/PortMaster"
|
||||
else
|
||||
controlfolder="/roms/PORTS/PortMaster"
|
||||
fi
|
||||
|
||||
SHDIR="$(cd "$(dirname "$0")" && pwd)"
|
||||
# shellcheck disable=SC1090
|
||||
source "$controlfolder/control.txt"
|
||||
get_controls
|
||||
[ -f "${controlfolder}/mod_${CFW_NAME}.txt" ] && source "${controlfolder}/mod_${CFW_NAME}.txt"
|
||||
|
||||
GAMEDIR="$SHDIR/gen1recomp"
|
||||
CONFDIR="$GAMEDIR/conf"
|
||||
mkdir -p "$CONFDIR"
|
||||
|
||||
cd "$GAMEDIR" || exit 1
|
||||
> "$GAMEDIR/log.txt" && exec > >(tee "$GAMEDIR/log.txt") 2>&1
|
||||
|
||||
export XDG_DATA_HOME="$CONFDIR"
|
||||
export XDG_CONFIG_HOME="$CONFDIR"
|
||||
export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
|
||||
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
|
||||
# Mali / H700: prefer GLES where available
|
||||
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
|
||||
# Same GPU class as a phone, but getOS() here says "Linux", so the Android
|
||||
# gate (issue #136) would not fire on its own: refuse GBC FX explicitly.
|
||||
# Hides the OPTIONS row, pins the level to OFF, and heals a level already
|
||||
# persisted in options.lua.
|
||||
export POKEPORT_GBCFX="${POKEPORT_GBCFX:-0}"
|
||||
|
||||
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
|
||||
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
|
||||
|
||||
if [ -n "${GPTOKEYB:-}" ]; then
|
||||
$GPTOKEYB "love.aarch64" &
|
||||
fi
|
||||
if type pm_platform_helper >/dev/null 2>&1; then
|
||||
pm_platform_helper "$GAMEDIR/bin/love.aarch64"
|
||||
fi
|
||||
|
||||
./bin/love.aarch64 "$GAMEDIR/lovegame"
|
||||
|
||||
if type pm_finish >/dev/null 2>&1; then
|
||||
pm_finish
|
||||
else
|
||||
if [ -n "${ESUDO:-}" ]; then
|
||||
$ESUDO kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||
else
|
||||
kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||
fi
|
||||
fi
|
||||
EOF
|
||||
chmod +x "$PORT_ROOT/$LAUNCHER_NAME"
|
||||
|
||||
# --------------------------------------------------------------- metadata
|
||||
cat > "$PORT_ROOT/port.json" <<EOF
|
||||
{
|
||||
"version": 2,
|
||||
"name": "gen1recomp.zip",
|
||||
"items": [
|
||||
"$LAUNCHER_NAME",
|
||||
"$PORT_DIR_NAME"
|
||||
],
|
||||
"items_opt": null,
|
||||
"attr": {
|
||||
"title": "gen1recomp",
|
||||
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
|
||||
"inst": "Requires Anbernic RG34XXSP Stock OS 64-bit MOD with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp/lovegame/, then launch and press Choose ROM.",
|
||||
"genres": ["adventure", "rpg"],
|
||||
"porter": ["gen1recomp"],
|
||||
"image": {},
|
||||
"rtr": true,
|
||||
"runtime": null,
|
||||
"reqs": [],
|
||||
"arch": ["aarch64"]
|
||||
}
|
||||
}
|
||||
EOF
|
||||
|
||||
cat > "$PORT_ROOT/gameinfo.xml" <<EOF
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<gameList>
|
||||
<game>
|
||||
<path>./$LAUNCHER_NAME</path>
|
||||
<name>gen1recomp</name>
|
||||
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
|
||||
<releasedate>20250101T000000</releasedate>
|
||||
<developer>the bois club</developer>
|
||||
<publisher>the bois club</publisher>
|
||||
<genre>RPG</genre>
|
||||
</game>
|
||||
</gameList>
|
||||
EOF
|
||||
|
||||
cat > "$PORT_ROOT/README.md" <<'EOF'
|
||||
## gen1recomp (RG34XXSP / Stock OS 64-bit MOD)
|
||||
|
||||
Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
|
||||
**Stock OS 64-bit MOD** (H700, PortMaster).
|
||||
|
||||
### Install
|
||||
|
||||
1. Use **Stock OS 64-bit MOD** with PortMaster installed (TF1).
|
||||
2. Unzip so `Gen1recomp.sh` and the `gen1recomp/` folder sit in `roms/PORTS/`.
|
||||
3. Copy a legal US Pokemon Red or Blue `.gb` into `gen1recomp/lovegame/`.
|
||||
4. Refresh Ports / restart EmulationStation and launch **Gen1recomp**.
|
||||
|
||||
### Controls (launcher)
|
||||
|
||||
| Input | Action |
|
||||
|--|--|
|
||||
| D-pad / left stick | Move cursor |
|
||||
| A | Click |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Right stick | Scroll lists |
|
||||
| Start / Select | Play or Choose ROM |
|
||||
|
||||
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
|
||||
|
||||
### Display options
|
||||
|
||||
GBC FX is disabled on this device (the H700's Mali GPU compiles that present
|
||||
pass and then shows a black frame), so the OPTIONS row is hidden. COLORS,
|
||||
TILT, ZOOM, VOID FILL and MAX FPS all work. To try it anyway, launch with
|
||||
`POKEPORT_GBCFX=1`.
|
||||
|
||||
### First run
|
||||
|
||||
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
|
||||
**Choose ROM** — the game scans that folder. After import, the ROM-derived
|
||||
cache and saves stay beside the game (`portable.txt`).
|
||||
|
||||
Canonical SHA-1 (1 MiB US carts only):
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
### Thanks
|
||||
|
||||
LÖVE runtime binaries from [PortMaster](https://portmaster.games/).
|
||||
Stock OS 64-bit MOD: [cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
|
||||
EOF
|
||||
|
||||
# --------------------------------------------------------------- zip
|
||||
ZIP_OUT="$DIST/$APP_NAME-$ARTIFACT_SUFFIX.zip"
|
||||
rm -f "$ZIP_OUT" "$DIST/$APP_NAME-rg34xxsp.zip"
|
||||
say "packing $ZIP_OUT"
|
||||
(cd "$PORT_ROOT" && zip -q -9 -r "$ZIP_OUT" \
|
||||
"$LAUNCHER_NAME" "$PORT_DIR_NAME" port.json gameinfo.xml README.md)
|
||||
|
||||
say "done."
|
||||
say "artifact: $ZIP_OUT ($(du -h "$ZIP_OUT" | cut -f1))"
|
||||
say "copy onto the RG34XXSP SD card under roms/PORTS/ (Stock OS 64-bit MOD), then drop your .gb into gen1recomp/lovegame/"
|
||||
@@ -1,16 +1,24 @@
|
||||
function love.conf(t)
|
||||
local editor = os.getenv("POKEPORT_EDITOR") == "1"
|
||||
local developer = os.getenv("POKEPORT_DEV") == "1"
|
||||
if arg then
|
||||
for _, a in ipairs(arg) do
|
||||
if a == "--editor" then editor = true end
|
||||
if a == "--developer" then developer = true end
|
||||
end
|
||||
end
|
||||
-- main.lua runs in the same Lua state right after conf.lua; stash the
|
||||
-- decision in a global so it doesn't need to reparse `arg`.
|
||||
_G.POKEPORT_EDITOR_MODE = editor
|
||||
_G.POKEPORT_DEV_MODE = developer
|
||||
|
||||
if editor then
|
||||
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d-editor"
|
||||
-- Same identity as the game, deliberately: the editor edits the game's
|
||||
-- saves and reads the game's ROM cache, both of which live under this
|
||||
-- folder. A private editor identity would point love.filesystem at an
|
||||
-- empty directory in a packaged build, so `--editor` could not find
|
||||
-- data/generated at all (SaveIO.defaultPath already assumed this name).
|
||||
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d"
|
||||
t.window.title = "Pokemon Save Editor"
|
||||
t.window.width = 1280
|
||||
t.window.height = 800
|
||||
@@ -20,9 +28,21 @@ function love.conf(t)
|
||||
-- back to the plain title if the source is not mounted yet
|
||||
local ok, Version = pcall(require, "src.core.Version")
|
||||
t.window.title = ok and Version.title()
|
||||
or "Pokemon Red (Gen 1 Recompilation Project)"
|
||||
t.window.width = 160 * 4
|
||||
t.window.height = 144 * 4
|
||||
or "gen1recomp"
|
||||
-- Open at the launcher's design size (the split-screen ROM selector is
|
||||
-- laid out for 1024x768). The window is resizable and the 160x144 game
|
||||
-- canvas letterboxes into whatever size it ends up, so this only sets the
|
||||
-- starting size, not the game's resolution.
|
||||
t.window.width = 1024
|
||||
t.window.height = 768
|
||||
-- Floor for the resizable desktop window. The launcher's single-column
|
||||
-- layout is laid out against ~420 logical px of content, and the game
|
||||
-- canvas letterboxes fine below that, so this only stops a drag that would
|
||||
-- squeeze the cards past the point where their buttons still read. Kept
|
||||
-- well under the smallest supported desktop display; mobile ignores it
|
||||
-- (fullscreen), so the handheld ports are unaffected.
|
||||
t.window.minwidth = 480
|
||||
t.window.minheight = 360
|
||||
end
|
||||
t.version = "11.5"
|
||||
t.window.vsync = 1
|
||||
@@ -34,14 +54,30 @@ function love.conf(t)
|
||||
local osName = love._os
|
||||
local mobile = osName == "Android" or osName == "iOS"
|
||||
if mobile then
|
||||
-- On Android/iOS, width/height aspect picks portrait vs landscape
|
||||
-- (fullscreen alone is not enough). Use a tall portrait size; the
|
||||
-- OS then resizes to the real display. highdpi is required for
|
||||
-- Retina iOS (Android always behaves as highdpi).
|
||||
-- resizable is what unlocks orientation. SDL's Android backend, given no
|
||||
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
|
||||
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
|
||||
-- freely to portrait or landscape), otherwise locked to the window's w/h
|
||||
-- aspect. So a non-resizable tall window forced portrait; resizable lets
|
||||
-- the game follow the device. The renderer letterboxes the 160x144
|
||||
-- viewport into whatever size results, and the on-screen touch controls
|
||||
-- re-lay themselves out from the new window size, so both orientations
|
||||
-- just work. iOS follows the Info.plist orientations
|
||||
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
|
||||
t.window.resizable = true
|
||||
-- Starting size is a tall portrait hint; the OS resizes to the real
|
||||
-- display and rotations resize again. highdpi is required for Retina iOS
|
||||
-- (Android always behaves as highdpi).
|
||||
t.window.width = 1080
|
||||
t.window.height = 1920
|
||||
t.window.fullscreen = true
|
||||
t.window.highdpi = true
|
||||
-- Android only (irrelevant on iOS): puts the save directory under the
|
||||
-- app's external-files folder, which is readable/writable via USB or a
|
||||
-- file manager with no runtime permission, so RomImporter can ask the
|
||||
-- player to copy their ROM there instead of needing a native file
|
||||
-- picker (LOVE 11.5 on Android has none -- see src/import/RomImporter.lua).
|
||||
t.externalstorage = osName == "Android"
|
||||
else
|
||||
t.window.resizable = true
|
||||
end
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
-- Celadon Chief House (scripts/CeladonChiefHouse.asm). The CHIEF is a
|
||||
-- talk-only NPC in the original ROM, and ChiefData (data/trainers/
|
||||
-- parties.asm) is an empty, unreferenced trainer entry. After the HALL
|
||||
-- OF FAME (EVENT_BEAT_CHAMPION_RIVAL) the CHIEF puts up a fight, using a
|
||||
-- reconstructed party for the otherwise-unused OPP_CHIEF class.
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_CELADONCHIEFHOUSE_CHIEF = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
|
||||
{ "jump_if_false", 12 }, -- 3
|
||||
{ "check_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 4
|
||||
{ "jump_if_true", 12 }, -- 5
|
||||
{ "show_text", "So you've come to\nshut down my\noperation?\f"
|
||||
.. "TEAM ROCKET's\nCHIEF won't go\ndown so easy!" }, -- 6
|
||||
{ "start_battle", "trainer", "OPP_CHIEF", 1 }, -- 7
|
||||
{ "jump_if_false", "end" }, -- 8
|
||||
{ "set_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 9
|
||||
{ "show_text", "Gah! Even the\nCHIEF is no match\nfor you!\f"
|
||||
.. "TEAM ROCKET is\nfinished for\ngood!" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
{ "show_text", "_CeladonChiefHouseChiefText" }, -- 12
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -1,33 +1,88 @@
|
||||
-- Celadon Mansion 3F Game Designer (pokered/scripts/CeladonMansion3F.asm
|
||||
-- CeladonMansion3FGameDesignerText): text_asm counts set bits in
|
||||
-- wPokedexOwned and compares against NUM_POKEMON - 1 (discounts Mew).
|
||||
-- If the player owns >= 150 species, shows the "completed" text
|
||||
-- (originally followed by DisplayDiploma, which has no equivalent UI
|
||||
-- in this port, so we just show the congratulatory text); otherwise
|
||||
-- shows the normal encouragement text.
|
||||
-- Celadon Mansion 3F, the GAME FREAK dev floor
|
||||
-- (pokered+pokeyellow/scripts/CeladonMansion3F.asm). Every dev's
|
||||
-- text_asm counts set bits in wPokedexOwned against NUM_POKEMON - 1
|
||||
-- (150, discounting Mew). The game designer shows the diploma
|
||||
-- (DisplayDiploma -> src/ui/Diploma.lua) on a completed dex; Yellow's
|
||||
-- graphic artist then offers the printed copy (PrintDiploma, stood in
|
||||
-- by src/core/Printer.lua's PNG export like the Pokédex PRNT item).
|
||||
|
||||
local function ownedCount(game)
|
||||
local dex = game.save.pokedex
|
||||
local owned = 0
|
||||
if dex and dex.owned then
|
||||
for _ in pairs(dex.owned) do owned = owned + 1 end
|
||||
end
|
||||
return owned
|
||||
end
|
||||
|
||||
return {
|
||||
CELADON_MANSION_3F = {
|
||||
talk = {
|
||||
TEXT_CELADONMANSION3F_GAME_DESIGNER = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local dex = game.save.pokedex
|
||||
local owned = 0
|
||||
if dex and dex.owned then
|
||||
for _ in pairs(dex.owned) do
|
||||
owned = owned + 1
|
||||
end
|
||||
end
|
||||
-- NUM_POKEMON - 1 = 150 (discounts Mew, per pokered)
|
||||
local label, fallback
|
||||
if owned >= 150 then
|
||||
label, fallback = "_CeladonMansion3FGameDesignerCompletedDexText",
|
||||
"Wow! Excellent!\nYou completed\nyour POKeDEX!\nCongratulations!"
|
||||
else
|
||||
label, fallback = "_CeladonMansion3FGameDesignerText",
|
||||
"Is that right?\nI'm the game\ndesigner!\nFilling up your\nPOKeDEX is tough,\nbut don't quit!\nWhen you finish,\ncome tell me!"
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, t[label] or fallback, done))
|
||||
if ownedCount(game) < 150 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGameDesignerText
|
||||
or "Is that right?\nI'm the game\ndesigner!\fFilling up your\nPOKéDEX is tough,\nbut don't quit!",
|
||||
done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGameDesignerCompletedDexText
|
||||
or "Wow! Excellent!\nYou completed\nyour POKéDEX!\nCongratulations!",
|
||||
function()
|
||||
local Diploma = require("src.ui.Diploma")
|
||||
game.stack:push(Diploma.new(game, function()
|
||||
-- Yellow tags on the unlocked-printing line (CompletedDexText2)
|
||||
local after = require("src.core.GameVersion").isYellow()
|
||||
and (t._CeladonMansion3FGameDesignerCompletedDexText2
|
||||
or "You can print out\nyour diploma with\nthe GAME BOY\nPrinter!")
|
||||
or nil
|
||||
if after then
|
||||
game.stack:push(TextBox.new(game, after, done))
|
||||
else
|
||||
done()
|
||||
end
|
||||
end))
|
||||
end))
|
||||
end,
|
||||
|
||||
TEXT_CELADONMANSION3F_GRAPHIC_ARTIST = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
if not (yellow and ownedCount(game) >= 150) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText
|
||||
or "I'm the graphic\nartist!\nI drew you!", done))
|
||||
return
|
||||
end
|
||||
-- _CeladonMansion3FGraphicArtistText2: offer to print the diploma
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText2
|
||||
or "I'm the graphic\nartist!\fShould I print\nyour diploma?",
|
||||
function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText3
|
||||
or "Oh. But it's a\nspecial diploma!", done))
|
||||
return
|
||||
end
|
||||
local Printer = require("src.core.Printer")
|
||||
local Diploma = require("src.ui.Diploma")
|
||||
local Strings = require("src.core.Strings")
|
||||
local saved, err = Printer.save("diploma", 160, 144, function()
|
||||
Diploma.render(game)
|
||||
end)
|
||||
-- the PRNT stand-in always reports where the PNG landed
|
||||
game.stack:push(TextBox.new(game, saved
|
||||
and Strings("There you go!\fSaved as\n%s\vin the save\nfolder.", saved)
|
||||
or Strings("Printer error!\n%s", tostring(err)), done))
|
||||
end))
|
||||
end))
|
||||
end,
|
||||
},
|
||||
},
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
-- Flavor talk scripts for CopycatsHouse2F (registry id COPYCATS_HOUSE_2F).
|
||||
-- Source: pokered/scripts/CopycatsHouse2F.asm, pokered/text/CopycatsHouse2F.asm
|
||||
--
|
||||
-- TEXT_COPYCATSHOUSE2F_COPYCAT is already ported (with the POKE DOLL /
|
||||
-- TM31 MIMIC trade) in data/scripts/story4.lua, so it is intentionally
|
||||
-- omitted here.
|
||||
-- TEXT_COPYCATSHOUSE2F_COPYCAT (POKE DOLL -> TM31 MIMIC) lives in
|
||||
-- data/scripts/story4.lua.
|
||||
|
||||
return {
|
||||
COPYCATS_HOUSE_2F = {
|
||||
|
||||
@@ -1,14 +1,11 @@
|
||||
-- Pewter City flavor dialogue (pokered/scripts/PewterCity.asm).
|
||||
-- PewterCity_TextPointers text_asm bodies for the SUPER_NERD1 museum
|
||||
-- guide, SUPER_NERD2 garden nerd, and the leaving-east YOUNGSTER.
|
||||
-- guide and SUPER_NERD2 garden nerd.
|
||||
--
|
||||
-- The escort choreography (SUPER_NERD1 walking the player to the
|
||||
-- museum, YOUNGSTER walking the player to the gym) is scripted NPC
|
||||
-- movement + a wPewterCityCurScript state machine that steers the
|
||||
-- player off-map; that part is already covered on this map by
|
||||
-- story5.lua's onStep gate (walks the player back a step at the
|
||||
-- east exit before EVENT_BEAT_BROCK). Here we only port the real
|
||||
-- YES/NO-branched flavor text these NPCs speak when talked to.
|
||||
-- The YOUNGSTER's gym escort (talk + east-exit onStep) lives in
|
||||
-- story5.lua so the lockstep RLE walk is not overwritten by this
|
||||
-- flavor merge. SUPER_NERD1's museum escort is not ported; only the
|
||||
-- YES/NO-branched flavor text is here.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -60,15 +57,6 @@ M.PEWTER_CITY = {
|
||||
end)
|
||||
end,
|
||||
|
||||
-- PewterCityYoungsterText (scripts/PewterCity.asm): the "follow
|
||||
-- me" line the youngster says when the player is stopped from
|
||||
-- leaving Pewter east before beating Brock; the actual gate/step
|
||||
-- block is handled by story5.lua's onStep for this map.
|
||||
TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!", done)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -1,13 +1,21 @@
|
||||
-- pokered/scripts/PewterNidoranHouse.asm
|
||||
-- PewterNidoranHouseNidoranText: text_far _PewterNidoranHouseNidoranText, then
|
||||
-- text_asm plays the NIDORAN_M cry (PlayCry/WaitForSoundToFinish) before ending.
|
||||
-- No sound-effect command exists in Commands.lua, so we port the dialogue line
|
||||
-- only; the cry SFX is cosmetic and has no gameplay effect.
|
||||
-- play_cry only stashes ctx.pendingCry for the very next show_text row, so it
|
||||
-- has to sit immediately before that row (src/script/Commands.lua); the cry
|
||||
-- then sounds once the box has typed out, matching the asm's print-then-cry
|
||||
-- order. Its waitForButton form keeps DisplayTextID's trailing
|
||||
-- WaitForTextScrollButtonPress -- PewterNidoranHouse_Script is
|
||||
-- `jp EnableAutoTextBoxDrawing`, which zeroes
|
||||
-- wDoNotWaitForButtonPressAfterDisplayingText -- so the box still holds until
|
||||
-- A/B. The cry row was missing, leaving the NIDORAN silent (#247).
|
||||
return {
|
||||
PEWTER_NIDORAN_HOUSE = {
|
||||
talk = {
|
||||
TEXT_PEWTERNIDORANHOUSE_NIDORAN = {
|
||||
{ "face_player" },
|
||||
-- text_asm: ld a, NIDORAN_M / call PlayCry
|
||||
{ "play_cry", "NIDORAN_M", true },
|
||||
{ "show_text", "_PewterNidoranHouseNidoranText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
-- Red's House 2F (pokered data/events/hidden_events.asm +
|
||||
-- engine/events/hidden_objects PrintRedSNESText).
|
||||
--
|
||||
-- The bedroom SNES is a hidden_event at (3, 5) with ANY_FACING that
|
||||
-- prints _RedBedroomSNESText. field.py extracts OpenRedsPC on this map
|
||||
-- but skips PrintRedSNESText, so interaction was a no-op (#135).
|
||||
|
||||
local TextBox = require("src.render.TextBox")
|
||||
|
||||
return {
|
||||
REDS_HOUSE_2F = {
|
||||
-- hidden_events.asm:
|
||||
-- hidden_event 3, 5, PrintRedSNESText, ANY_FACING
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
if fx ~= 3 or fy ~= 5 then return false end
|
||||
local text = game.data.text._RedBedroomSNESText
|
||||
or "{PLAYER} is\nplaying the SNES!"
|
||||
game.stack:push(TextBox.new(game, text))
|
||||
return true
|
||||
end,
|
||||
},
|
||||
}
|
||||
@@ -28,7 +28,29 @@ local function badgeGuard(badge, passFlag)
|
||||
}
|
||||
end
|
||||
|
||||
-- Route23SetVictoryRoadBoulders (pokered scripts/Route23.asm:8): every entry
|
||||
-- to Route 23 resets the Victory Road boulder puzzle behind you. The 2F/3F
|
||||
-- switch events clear (so those barriers are closed again on the next floor
|
||||
-- load) and the boulder that fell through 3F's hole goes back upstairs:
|
||||
-- ShowObject TOGGLE_VICTORY_ROAD_3F_BOULDER / HideObject
|
||||
-- TOGGLE_VICTORY_ROAD_2F_BOULDER, which are VICTORYROAD3F_BOULDER4 and
|
||||
-- VICTORYROAD2F_BOULDER3 (data/maps/toggleable_objects.asm). 1F's event is
|
||||
-- reset by the Indigo Plateau lobby and by Victory Road 2F, not here. This
|
||||
-- is what makes the puzzle "completely reset" on a return trip (#258).
|
||||
-- onEnter is the port's BIT_CUR_MAP_LOADED_2 equivalent: setMap runs it on
|
||||
-- every map entry, connection crossings included, like EnterMap.
|
||||
M.ROUTE_23 = {
|
||||
onEnter = function(game, ow)
|
||||
local f = game.save.flags
|
||||
f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 = nil
|
||||
f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 = nil
|
||||
f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = nil
|
||||
f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = nil
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, overworld = ow, game = game }
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_3F", "VICTORYROAD3F_BOULDER4")
|
||||
Commands.hide_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
|
||||
end,
|
||||
talk = {
|
||||
-- Route23Guard1Text: EventFlagBit ..., EVENT_PASSED_EARTHBADGE_CHECK
|
||||
-- -> wWhichBadge = EARTHBADGE
|
||||
|
||||
@@ -5,19 +5,23 @@ return {
|
||||
SILPH_CO_9F = {
|
||||
talk = {
|
||||
-- SilphCo9FNurseText (pokered/scripts/SilphCo9F.asm):
|
||||
-- before EVENT_BEAT_SILPH_CO_GIOVANNI: heals the party and shows
|
||||
-- "You look tired..." then "Don't give up!"; after the event, just
|
||||
-- says thanks. Nurse texts are not in data/generated/text.lua, so
|
||||
-- the exact pokered/text/SilphCo9F.asm strings are used as literals.
|
||||
-- before EVENT_BEAT_SILPH_CO_GIOVANNI: heals the party, white fade
|
||||
-- (Delay3 between out/in; no Music_PkmnHealed), then "Don't give
|
||||
-- up!"; after the event, just says thanks. Nurse texts are not in
|
||||
-- data/generated/text.lua, so the exact pokered/text/SilphCo9F.asm
|
||||
-- strings are used as literals.
|
||||
TEXT_SILPHCO9F_NURSE = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 8 },
|
||||
{ "show_text", "You look tired!\nYou should take a\nquick nap!" },
|
||||
{ "heal_party" },
|
||||
{ "show_text", "Don't give up!" },
|
||||
{ "jump", 9 },
|
||||
{ "show_text", "Thank you so\nmuch!" },
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" }, -- 2
|
||||
{ "jump_if_true", 11 }, -- 3
|
||||
{ "show_text", "You look tired!\nYou should take a\nquick nap!" }, -- 4
|
||||
{ "heal_party" }, -- 5
|
||||
{ "fade", "out", "white" }, -- 6
|
||||
{ "wait", 3 }, -- 7 Delay3
|
||||
{ "fade", "in", "white" }, -- 8
|
||||
{ "show_text", "Don't give up!" }, -- 9
|
||||
{ "jump", "end" }, -- 10
|
||||
{ "show_text", "Thank you so\nmuch!" }, -- 11
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -7,19 +7,19 @@
|
||||
-- CheckFightingMapTrainers/TalkToTrainer via the existing trainer
|
||||
-- system, and the item pickups carry no talk text of their own here.
|
||||
--
|
||||
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 also opens the POKéDEX entry for
|
||||
-- SNORLAX after the text box (DisplayPokedex in the original), which
|
||||
-- has no equivalent talk-script hook in this port (DexEntryMenu has
|
||||
-- no done-callback the way other pushed UI states do) -- only the
|
||||
-- flavor line is ported here.
|
||||
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 opens SNORLAX's POKéDEX entry after its
|
||||
-- text box, like DisplayPokedex in the original. The preview marks it seen
|
||||
-- but does not mark it owned.
|
||||
return {
|
||||
SS_ANNE_2F_ROOMS = {
|
||||
talk = {
|
||||
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text)
|
||||
-- (then DisplayPokedex SNORLAX -- not ported, see note above)
|
||||
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text),
|
||||
-- then DisplayPokedex SNORLAX.
|
||||
TEXT_SSANNE2FROOMS_GENTLEMAN3 = {
|
||||
{ "face_player" },
|
||||
{ "show_text", "_SSAnne2FRoomsGentleman3Text" },
|
||||
{ "mark_seen", "SNORLAX" },
|
||||
{ "push_screen", "DexEntryMenu", "SNORLAX" },
|
||||
},
|
||||
|
||||
-- SSAnne2FRoomsGentleman4Text: PrintText(_SSAnne2FRoomsGentleman4Text)
|
||||
|
||||
@@ -1,22 +1,18 @@
|
||||
-- Viridian City flavor dialogue (pokered/scripts/ViridianCity.asm).
|
||||
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2, GIRL and OLD_MAN.
|
||||
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2 and GIRL.
|
||||
--
|
||||
-- Not ported here (already handled elsewhere / not talk-reachable):
|
||||
-- * TEXT_VIRIDIANCITY_FISHER (TM42 gift) -- already ported as a
|
||||
-- `gift()` entry in data/scripts/story5.lua's M.VIRIDIAN_CITY.talk.
|
||||
-- * TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY / TEXT_VIRIDIANCITY_GYM_LOCKED --
|
||||
-- these are step-triggered blocking texts (ViridianCityCheckGotPokedexScript /
|
||||
-- ViridianCityCheckGymOpenScript), not npc talk text_asm bodies; the
|
||||
-- gates themselves are already implemented via story5.lua's onStep
|
||||
-- chain (viridianOldManStep / viridianGymLock) for this map.
|
||||
-- * The old man's catch-training minigame trigger (SCRIPT_VIRIDIANCITY_
|
||||
-- OLD_MAN_START_CATCH_TRAINING / battle vs. WEEDLE) is a full
|
||||
-- scripted-battle cutscene outside this task's Commands vocabulary
|
||||
-- (no static_battle-style "battle a scripted old-man WEEDLE" command
|
||||
-- exists); we port the real YES/NO branch text he speaks but the
|
||||
-- "yes" branch here just shows the "I'll show you how" line rather
|
||||
-- than actually starting the minigame, since that machinery isn't
|
||||
-- ported to this map yet.
|
||||
-- * TEXT_VIRIDIANCITY_OLD_MAN (the walking man at (17,5)) and
|
||||
-- TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY (the sleeper at (18,9)) -- both
|
||||
-- live in data/scripts/story.lua, which owns this map's onStep gate
|
||||
-- and can reach the `old_man_demo` command for the real catch
|
||||
-- tutorial. Keep them there: story.lua loads BEFORE this file, so a
|
||||
-- duplicate here would silently win the merge.
|
||||
-- * TEXT_VIRIDIANCITY_GYM_LOCKED -- a step-triggered blocking text
|
||||
-- (ViridianCityCheckGymOpenScript), implemented by story5.lua's
|
||||
-- onStep chain (viridianGymLock -> viridianOldManStep) for this map.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -63,13 +59,17 @@ M.VIRIDIAN_CITY = {
|
||||
-- ViridianCityYoungster2CaterpieAndWeedleDescriptionText are
|
||||
-- defined without a leading underscore in pokered/text/ViridianCity.asm
|
||||
-- and aren't present in data/generated/text.lua, so we fall back to
|
||||
-- the literal strings from pokered.
|
||||
-- the literal strings from pokered. Those fallbacks have to carry the
|
||||
-- extractor's markers, not plain newlines: line -> \n, cont -> \v,
|
||||
-- para -> \f. Spelling cont/para as \n and \n\n put all six lines on
|
||||
-- one page with nothing to wait on, so the whole speech scrolled past
|
||||
-- without a button press (#250).
|
||||
TEXT_VIRIDIANCITY_YOUNGSTER2 = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
ask(game, t._ViridianCityYoungster2YouWantToKnowAboutText
|
||||
or "You want to know\nabout the 2 kinds\nof caterpillar\nPOKéMON?", function(yes)
|
||||
or "You want to know\nabout the 2 kinds\vof caterpillar\vPOKéMON?", function(yes)
|
||||
if yes then
|
||||
push(game, "CATERPIE has no\npoison, but\nWEEDLE does.\n\nWatch out for its\nPOISON STING!", done)
|
||||
push(game, "CATERPIE has no\npoison, but\vWEEDLE does.\fWatch out for its\nPOISON STING!", done)
|
||||
else
|
||||
push(game, "Oh, OK then!", done)
|
||||
end
|
||||
@@ -91,24 +91,6 @@ M.VIRIDIAN_CITY = {
|
||||
end
|
||||
end,
|
||||
|
||||
-- ViridianCityOldManText (scripts/ViridianCity.asm): once he's had
|
||||
-- his coffee, he asks (YES/NO) whether you want to learn how to
|
||||
-- catch Pokemon. YES leads into the catch-training minigame
|
||||
-- (SCRIPT_VIRIDIANCITY_OLD_MAN_START_CATCH_TRAINING, not ported --
|
||||
-- see file header); NO just brushes you off ("Time is money...").
|
||||
TEXT_VIRIDIANCITY_OLD_MAN = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
ask(game, t._ViridianCityOldManHadMyCoffeeNowText
|
||||
or "Ahh, I've had my\ncoffee now and I\nfeel great!\nSure you can go\nthrough!\nAre you in a\nhurry?", function(yes)
|
||||
if yes then
|
||||
push(game, t._ViridianCityOldManKnowHowToCatchPokemonText
|
||||
or "I see you're using\na POKéDEX.\nWhen you catch a\nPOKéMON, POKéDEX\nis automatically\nupdated.\nWhat? Don't you\nknow how to catch\nPOKéMON?\nI'll show you\nhow to then.", done)
|
||||
else
|
||||
push(game, t._ViridianCityOldManTimeIsMoneyText
|
||||
or "Time is money...\nGo along then.", done)
|
||||
end
|
||||
end)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -3,12 +3,16 @@
|
||||
return {
|
||||
VIRIDIAN_NICKNAME_HOUSE = {
|
||||
talk = {
|
||||
-- ViridianNicknameHouseSpearowText: text_asm that shows the text
|
||||
-- then plays a SPEAROW cry (PlayCry/WaitForSoundToFinish). The
|
||||
-- cry playback isn't in the talk-script command vocabulary, so
|
||||
-- only the flavor line is ported here.
|
||||
-- ViridianNicknameHouseSpearowText: text_asm that PrintTexts the
|
||||
-- line, then plays the SPEAROW cry (PlayCry/WaitForSoundToFinish)
|
||||
-- before TextScriptEnd. play_cry only arms the show_text row that
|
||||
-- follows it, so the cry sounds once the box has typed out; its
|
||||
-- waitForButton form keeps DisplayTextID's trailing
|
||||
-- WaitForTextScrollButtonPress, so the box then holds until A/B like
|
||||
-- any other NPC line rather than popping itself (#251).
|
||||
TEXT_VIRIDIANNICKNAMEHOUSE_SPEAROW = {
|
||||
{ "show_text", "_ViridianNicknameHouseSpearowText" },
|
||||
{ "play_cry", "SPEAROW", true }, -- 1 PlayCry
|
||||
{ "show_text", "_ViridianNicknameHouseSpearowText" }, -- 2 PrintText
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -28,6 +28,7 @@ local files = {
|
||||
"data.scripts.flavor.pokemon_fan_club",
|
||||
"data.scripts.flavor.power_plant",
|
||||
"data.scripts.flavor.reds_house_1f",
|
||||
"data.scripts.flavor.reds_house_2f",
|
||||
"data.scripts.flavor.route11_gate_2f",
|
||||
"data.scripts.flavor.route18_gate_2f",
|
||||
"data.scripts.flavor.route_12_gate_2f",
|
||||
|
||||
@@ -12,11 +12,18 @@
|
||||
-- different files can each add NPCs to the same map), and mod
|
||||
-- contributions from the map_scripts registry compose on top of it.
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local MapScripts = require("src.script.MapScripts")
|
||||
|
||||
-- OaksLab is a full Yellow rewrite (one Eevee ball + forced Pikachu);
|
||||
-- Red/Blue keep the three-starter choose flow.
|
||||
local oaksLab = GameVersion.isYellow()
|
||||
and "data.scripts.oaks_lab_yellow"
|
||||
or "data.scripts.oaks_lab"
|
||||
|
||||
for _, mapEntry in ipairs({
|
||||
{ "PALLET_TOWN", "data.scripts.pallet_town" },
|
||||
{ "OAKS_LAB", "data.scripts.oaks_lab" },
|
||||
{ "OAKS_LAB", oaksLab },
|
||||
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
|
||||
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
|
||||
}) do
|
||||
@@ -36,6 +43,18 @@ for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
|
||||
end
|
||||
end
|
||||
|
||||
-- Yellow-only content on top of the shared tables (talk keys merge per
|
||||
-- TEXT constant): the Kanto-starter gift quests and Jessie & James.
|
||||
if GameVersion.isYellow() then
|
||||
for _, file in ipairs({ "data.scripts.yellow_gifts",
|
||||
"data.scripts.yellow_jessie_james",
|
||||
"data.scripts.yellow_beach_house" }) do
|
||||
for mapId, mod in pairs(require(file)) do
|
||||
MapScripts.attachBase(mapId, mod)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local M = {}
|
||||
|
||||
function M.get(mapId)
|
||||
|
||||
@@ -6,12 +6,13 @@
|
||||
-- takes it ("I'll take this one, then!") and both balls disappear.
|
||||
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
|
||||
-- OaksLabRivalTakePokeBallScript.
|
||||
-- * Rival (object 1): before starter -> "gramps isn't around"; with
|
||||
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
|
||||
-- has walked you in, else "gramps isn't around" (#218); with
|
||||
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
|
||||
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
|
||||
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
|
||||
-- afterwards he gloats or sulks and marches out of the lab
|
||||
-- (OaksLabRivalBattleEndScript).
|
||||
-- afterwards HealParty + flag always, then he gloats or sulks and
|
||||
-- marches out (OaksLabRivalEndBattleScript). A loss does not black out.
|
||||
|
||||
-- ball objects: CHARMANDER (6,3), SQUIRTLE (7,3), BULBASAUR (8,3);
|
||||
-- rival = object 1 at (4,3). rivalBallX is the counter-pick's column.
|
||||
@@ -19,72 +20,137 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
rivalBallX, rivalBall)
|
||||
return {
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
|
||||
{ "jump_if_true", 19 }, -- 2
|
||||
{ "jump_if_true", 20 }, -- 2
|
||||
-- no picking until Oak has walked you in (OaksLabScript gating)
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
||||
{ "jump_if_false", 19 }, -- 4
|
||||
{ "ask", askText }, -- 5
|
||||
{ "jump_if_false", 20 }, -- 6
|
||||
{ "give_pokemon", species, 5 }, -- 7
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 8
|
||||
{ "set_flag", choseFlag }, -- 9
|
||||
{ "jump_if_false", 20 }, -- 4
|
||||
-- the Pokédex "new species" entry shows before the ask (predef
|
||||
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
|
||||
-- sets the owned bits so ShowPokedexData prints height/weight/text;
|
||||
-- forceOwned is that bypass without mutating save.pokedex.owned.
|
||||
{ "push_screen", "DexEntryMenu",
|
||||
{ species = species, forceOwned = true } }, -- 5
|
||||
{ "ask", askText }, -- 6
|
||||
{ "jump_if_false", 21 }, -- 7
|
||||
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
|
||||
-- inside give_pokemon). Show the received text first so the
|
||||
-- nickname prompt follows "you got X", matching Gen1.
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
|
||||
{ "give_pokemon", species, 5 }, -- 9
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
|
||||
{ "set_flag", choseFlag }, -- 11
|
||||
-- POKé BALLs are not handed out here in the original -- Oak gives
|
||||
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
|
||||
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 11
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
|
||||
-- the rival walks to the countering ball (around the furniture)
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 12
|
||||
{ "face_object", 1, "up" }, -- 13
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 14
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 15
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
|
||||
{ "face_object", 1, "up" }, -- 14
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
|
||||
{ "show_text", "_OaksLabRivalReceivedMonText",
|
||||
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
|
||||
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
|
||||
or "BULBASAUR" } }, -- 16
|
||||
{ "jump", 20 }, -- 17
|
||||
{ "jump", 20 }, -- 18 (spacer)
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 19
|
||||
or "BULBASAUR" } }, -- 17
|
||||
{ "jump", 21 }, -- 18
|
||||
{ "jump", 21 }, -- 19 (spacer)
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
|
||||
}
|
||||
end
|
||||
|
||||
return {
|
||||
talk = {
|
||||
-- Oak: accepts the parcel and hands over the Pokédex, then (once the
|
||||
-- player has beaten the Route 22 rival) hands over the real POKé
|
||||
-- BALLs (scripts/OaksLab.asm OaksLabOak1Text, simplified: no rival
|
||||
-- recall / dex-rating / "pokemon can fight" / "around the world"
|
||||
-- branches -- see docs/known-differences.md)
|
||||
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
|
||||
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
|
||||
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
|
||||
-- (DisplayDexRating) is still skipped.
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
|
||||
{ "jump_if_false", 12 }, -- 3
|
||||
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
|
||||
{ "jump_if_true", 12 }, -- 5
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" }, -- 6
|
||||
{ "take_item", "OAKS_PARCEL", 1 }, -- 7
|
||||
{ "set_flag", "EVENT_OAK_GOT_PARCEL" }, -- 8
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" }, -- 9
|
||||
{ "set_flag", "EVENT_GOT_POKEDEX" }, -- 10
|
||||
{ "jump", 30 }, -- 11
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 12
|
||||
{ "jump_if_false", 27 }, -- 13
|
||||
{ "check_item", "POKE_BALL" }, -- 14
|
||||
{ "jump_if_true", 25 }, -- 15
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 16
|
||||
{ "jump_if_false", 29 }, -- 17
|
||||
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 18
|
||||
{ "jump_if_true", 25 }, -- 19
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 20
|
||||
{ "give_item", "POKE_BALL", 5, false }, -- 21
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 22
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 23
|
||||
{ "jump", 30 }, -- 24
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 25
|
||||
{ "jump", 30 }, -- 26
|
||||
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 27
|
||||
{ "jump", 30 }, -- 28
|
||||
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 29 (30 = end)
|
||||
{ "face_player" },
|
||||
{ "check_item", "POKE_BALL" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
|
||||
{ "jump_if_true", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_true", "around_world" },
|
||||
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
|
||||
{ "jump_if_false", "pre_lab_battle" },
|
||||
{ "check_item", "OAKS_PARCEL" },
|
||||
{ "jump_if_false", "raise_young" },
|
||||
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||
{ "take_item", "OAKS_PARCEL", 1 },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalGrampsText" },
|
||||
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
-- OaksLabCalcRivalMovementScript: sprite map (8,11) → cell (4,7)
|
||||
-- when the player stands below Oak (the usual desk talk).
|
||||
{ "place_npc", 1, 4, 7, "up" },
|
||||
{ "move_npc_to", 1, 4, 3 },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabRivalWhatDidYouCallMeForText" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakIHaveARequestText" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
|
||||
{ "face_object", 1, "right" },
|
||||
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
|
||||
{ "set_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
|
||||
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
|
||||
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "move_npc_to", 1, 4, 7 },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
|
||||
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "raise_young" },
|
||||
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_lab_battle" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_true", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "around_world" },
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "give_item", "POKE_BALL", 5, false },
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
},
|
||||
|
||||
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
|
||||
@@ -97,45 +163,76 @@ return {
|
||||
starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
|
||||
"OAKSLAB_BULBASAUR_POKE_BALL", 6, "OAKSLAB_CHARMANDER_POKE_BALL"),
|
||||
|
||||
-- Talking to the rival only ever prints a line: the lab battle is a
|
||||
-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6;
|
||||
-- see onStep below), never a talk action. The handler used to fall
|
||||
-- through from the "looks stronger" taunt straight into start_battle,
|
||||
-- so talking to Blue at the table launched the rival fight before the
|
||||
-- player ever stepped onto the trigger (#219). scripts/OaksLab.asm
|
||||
-- OaksLabText8 branches text only:
|
||||
-- * got starter, not yet battled -> _OaksLabRivalMyPokemonLooksStronger
|
||||
-- * already battled -> _OaksLabRivalFedUpWithWaitingText (a Route 22
|
||||
-- line; normally unreachable since the rival is hidden after the
|
||||
-- lab battle in OaksLabRivalEndBattleScript)
|
||||
-- * no starter yet -> the FOLLOWED_OAK pre-starter fork (#218)
|
||||
TEXT_OAKSLAB_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_false", 20 }, -- 3
|
||||
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
|
||||
{ "jump_if_true", 18 }, -- 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
|
||||
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 16
|
||||
{ "jump", 21 }, -- 17
|
||||
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 18
|
||||
{ "jump", 25 }, -- 19
|
||||
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 20
|
||||
-- battle aftermath: on a win the rival sulks and marches out
|
||||
-- (OaksLabRivalBattleEnd); on a loss the blackout already warped
|
||||
-- us away, so the script just ends
|
||||
{ "jump_if_false", 25 }, -- 21
|
||||
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 22
|
||||
{ "move_npc_to", 1, 4, 11 }, -- 23
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 24 (25 = end)
|
||||
{ "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" },
|
||||
},
|
||||
},
|
||||
|
||||
-- Saves that got the Pokédex before #106 never wrote objectToggles for
|
||||
-- the table sprites; re-entering the lab applies the same HideObject
|
||||
-- the gift script now does (OaksLab.asm OakGivesPokedex).
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
|
||||
end,
|
||||
|
||||
-- Oak stops you leaving without a starter; the rival stops you on
|
||||
-- the way out for the first battle (scripts/OaksLab.asm
|
||||
-- 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 },
|
||||
@@ -171,10 +268,21 @@ return {
|
||||
local party = flags.EVENT_CHOSE_BULBASAUR and 3
|
||||
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
|
||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
|
||||
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
|
||||
table.insert(rows, { "heal_party" })
|
||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||
-- a loss blacks out to another map: end the script there
|
||||
table.insert(rows, { "jump_if_false", base + 7 })
|
||||
-- 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 })
|
||||
|
||||
@@ -0,0 +1,296 @@
|
||||
-- Hand-ported from pret/pokeyellow scripts/OaksLab.asm.
|
||||
-- Yellow: one Eevee ball on the table. Rival snatches it; Oak then
|
||||
-- gives the player the wild Pikachu he caught earlier (STARTER_PIKACHU).
|
||||
-- Object indices differ from Red (no Charmander/Squirtle/Bulbasaur balls):
|
||||
-- 1 RIVAL (4,3), 2 EEVEE_POKE_BALL (7,3), 3 OAK1 (5,2),
|
||||
-- 4-5 POKEDEX (2,1)/(3,1), 6 OAK2 (door), 7 GIRL, 8-9 SCIENTIST.
|
||||
--
|
||||
-- wRivalStarter rides in save.rivalStarter (RIVAL_STARTER_* 1 JOLTEON /
|
||||
-- 2 FLAREON / 3 VAPOREON): JOLTEON baseline at the snatch
|
||||
-- (OaksLabRivalTakesPokeballScript), FLAREON on a lab win / VAPOREON on
|
||||
-- a lab loss (OaksLabRivalEndBattleScript), and Route 22's first battle
|
||||
-- upgrades FLAREON back to JOLTEON (Route22Rival1AfterBattleScript).
|
||||
|
||||
local OAK1 = 3
|
||||
local RIVAL = 1
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" },
|
||||
-- Yellow's OaksLabOak1Text leads with the dex-rating branch: once
|
||||
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS is set (converted saves) or
|
||||
-- 2+ species are owned, Oak asks how the Pokédex is coming and
|
||||
-- rates it (predef DisplayDexRating)
|
||||
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_dex_owned", 2 },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_item", "POKE_BALL" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
|
||||
{ "jump_if_true", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_true", "around_world" },
|
||||
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
|
||||
{ "jump_if_false", "pre_lab_battle" },
|
||||
{ "check_item", "OAKS_PARCEL" },
|
||||
{ "jump_if_false", "raise_young" },
|
||||
-- .DeliverParcelText: parcel handover, then the Pokédex scene
|
||||
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||
{ "take_item", "OAKS_PARCEL", 1 },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalGrampsText" },
|
||||
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "place_npc", RIVAL, 4, 7, "up" },
|
||||
{ "move_npc_to", RIVAL, 4, 3 },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
-- Yellow opens with the rival bragging, not Red's "what did you
|
||||
-- call me for" (OaksLabOakGivesPokedexScript text order)
|
||||
{ "show_text", "_OaksLabRivalMyPokemonHasGrownStrongerText" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakIHaveARequestText" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
|
||||
{ "face_object", RIVAL, "right" },
|
||||
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
|
||||
{ "set_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
|
||||
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
|
||||
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "move_npc_to", RIVAL, 4, 7 },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
|
||||
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "raise_young" },
|
||||
-- Yellow: talk-to-it (starter Pikachu) instead of Red raise-young line.
|
||||
{ "show_text", "_OaksLabOak1YouShouldTalkToIt" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_lab_battle" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_true", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1GoAheadItsYours" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "around_world" },
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "give_item", "POKE_BALL", 5, false },
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "dex_rating" },
|
||||
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
|
||||
{ "dex_rating" },
|
||||
},
|
||||
|
||||
-- OaksLabEeveePokeBallText / OaksLabRivalExclamationScript ->
|
||||
-- OaksLabChoseStarterScript..OaksLabPlayerReceivesPikachuScript:
|
||||
-- before Oak's choose speech the ball is just flavor; after it, the
|
||||
-- rival "!"s, shoves the player off the table, snatches the ball,
|
||||
-- then the player is walked over to Oak and handed Pikachu.
|
||||
TEXT_OAKSLAB_EEVEE_POKE_BALL = function(game, ow, npc, done)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_GOT_STARTER then
|
||||
done()
|
||||
return
|
||||
end
|
||||
if not flags.EVENT_OAK_ASKED_TO_CHOOSE_MON then
|
||||
ow.runner:run({
|
||||
{ "show_text", "_OaksLabThatsAPokeball" },
|
||||
}, { onDone = done })
|
||||
return
|
||||
end
|
||||
local px, py = ow.player.cellX, ow.player.cellY
|
||||
local rows = {
|
||||
-- OaksLabRivalExclamationScript: "!" over the rival
|
||||
{ "emote", RIVAL, "shock" },
|
||||
}
|
||||
-- .RivalPushesPlayerAwayFromEeveeBall + the PAD_RIGHT x2 shove:
|
||||
-- the rival cuts across to the ball WHILE the player standing
|
||||
-- below it is bumped two tiles right (both movements run in the
|
||||
-- same beat, so the walk overlaps the shove like the original)
|
||||
if py == 4 then
|
||||
rows[#rows + 1] = { "walk_npc", RIVAL,
|
||||
{ "down", "right", "right", "right" }, { wait = false } }
|
||||
rows[#rows + 1] = { "face_player_dir", "left" }
|
||||
rows[#rows + 1] = { "move_player", "right", 2 }
|
||||
-- let the rival finish the last stretch to (7,4)
|
||||
rows[#rows + 1] = { "wait", 40 }
|
||||
else
|
||||
rows[#rows + 1] = { "move_npc_to", RIVAL, 7, 4 }
|
||||
end
|
||||
rows[#rows + 1] = { "face_object", RIVAL, "up" }
|
||||
rows[#rows + 1] = { "hide_object", "OAKS_LAB", "OAKSLAB_EEVEE_POKE_BALL" }
|
||||
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
|
||||
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText5" }
|
||||
-- OaksLabRLE_PlayerWalksToOak: the simulated-joypad buffer plays
|
||||
-- its RLE list BACKWARDS (StartSimulatingJoypadStates consumes
|
||||
-- from wSimulatedJoypadStatesEnd), so the real order is LEFT 1,
|
||||
-- DOWN 1, LEFT 3, UP 2 -- from the shove spot (9,4) the player
|
||||
-- rounds the BOTTOM of the table to (5,3), directly below Oak
|
||||
if py == 4 then
|
||||
rows[#rows + 1] = { "walk_npc", "player",
|
||||
{ "left", "down", "left", "left", "left", "up", "up" } }
|
||||
else
|
||||
rows[#rows + 1] = { "walk_npc", "player", { "left" } }
|
||||
end
|
||||
rows[#rows + 1] = { "face_player_dir", "up" }
|
||||
rows[#rows + 1] = { "face_object", OAK1, "down" }
|
||||
-- OaksLabPlayerReceivedMonText: no nickname prompt -- the starter
|
||||
-- Pikachu keeps its species name
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
|
||||
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5, true }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
|
||||
TEXT_OAKSLAB_RIVAL = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_false", "pre_starter" },
|
||||
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_starter" },
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB_2" },
|
||||
{ "jump_if_false", "gramps_gone" },
|
||||
{ "show_text", "_OaksLabRivalIllGetABetterPokemonThanYou" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "gramps_gone" },
|
||||
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
|
||||
},
|
||||
},
|
||||
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
|
||||
end,
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local flags = game.save.flags
|
||||
-- OaksLabPlayerDontGoAwayScript: y==6 without the starter walks the
|
||||
-- player back up a tile
|
||||
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
|
||||
and y >= 6 then
|
||||
ow.runner:run({
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "face_object", RIVAL, "down" },
|
||||
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
|
||||
{ "move_player", "up", 1 },
|
||||
}, {})
|
||||
return true
|
||||
end
|
||||
-- OaksLabRivalChallengesPlayerScript..OaksLabPikachuDislikesPokeballsScript:
|
||||
-- heading for the door with Pikachu starts the rival battle, his
|
||||
-- exit walk, then Pikachu pops out of its ball.
|
||||
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB
|
||||
and y >= 6 then
|
||||
local rival = ow:npcByIndex(RIVAL)
|
||||
if not rival then return false end
|
||||
local rows = {
|
||||
{ "face_player_dir", "up" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" },
|
||||
}
|
||||
-- FindPathToPlayer with the Y distance decremented: the rival
|
||||
-- stops one tile above the player
|
||||
local target
|
||||
for _, c in ipairs({ { x, y - 1 }, { x - 1, y }, { x + 1, y },
|
||||
{ x, y + 1 } }) do
|
||||
if ow.map:inBounds(c[1], c[2]) and ow.map:isWalkableCell(c[1], c[2]) then
|
||||
target = c
|
||||
break
|
||||
end
|
||||
end
|
||||
if target then
|
||||
table.insert(rows, { "move_npc_to", RIVAL, target[1], target[2] })
|
||||
end
|
||||
table.insert(rows, { "face_object", RIVAL,
|
||||
target and target[2] < y and "down"
|
||||
or target and target[2] > y and "up"
|
||||
or target and target[1] < x and "right" or "left" })
|
||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", 1 })
|
||||
table.insert(rows, { "heal_party" })
|
||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||
-- OaksLabRivalEndBattleScript: his Eevee's future evolution is
|
||||
-- decided here -- FLAREON if the player won, VAPOREON otherwise
|
||||
table.insert(rows, { "check_battle_result", "win" })
|
||||
table.insert(rows, { "jump_if_false", "lost_lab" })
|
||||
table.insert(rows, { "set_field", "rivalStarter", 2 })
|
||||
table.insert(rows, { "jump", "exit" })
|
||||
table.insert(rows, { "label", "lost_lab" })
|
||||
table.insert(rows, { "set_field", "rivalStarter", 3 })
|
||||
table.insert(rows, { "label", "exit" })
|
||||
-- OaksLabRivalStartsExitScript: parting shot, walk out past the
|
||||
-- player, restore the lab theme
|
||||
table.insert(rows, { "wait", 20 })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
|
||||
-- The overworld follower itself is still an open port
|
||||
-- (docs/yellow-version.md runtime backlog); the story beat plays.
|
||||
table.insert(rows, { "play_cry", "PIKACHU" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
@@ -10,15 +10,39 @@
|
||||
-- The girl, fisher and the four signs resolve automatically through the
|
||||
-- extracted text pointers (no script needed).
|
||||
|
||||
-- Once the HALL OF FAME has been reached (EVENT_BEAT_CHAMPION_RIVAL, set
|
||||
-- alongside Commands.record_hall_of_fame) Oak offers the ProfOakData
|
||||
-- battle (data/trainers/parties.asm) -- three teams picked by the
|
||||
-- player's starter, mirroring the rival's type-advantage lineup, that go
|
||||
-- unused in the original ROM.
|
||||
return {
|
||||
talk = {
|
||||
TEXT_PALLETTOWN_OAK = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" },-- 4
|
||||
{ "jump", 7 }, -- 5
|
||||
{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 6
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
|
||||
{ "jump_if_false", 20 }, -- 3
|
||||
{ "check_flag", "EVENT_BEAT_PROF_OAK" }, -- 4
|
||||
{ "jump_if_true", 20 }, -- 5
|
||||
{ "show_text", "OAK: So you want\nto test your\nskills on me?\f"
|
||||
.. "Very well! Let\nme show you what\na real trainer\ncan do!" }, -- 6
|
||||
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
|
||||
{ "jump_if_false", 11 }, -- 8
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 3 }, -- 9 CHARIZARD
|
||||
{ "jump", 16 }, -- 10
|
||||
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
|
||||
{ "jump_if_false", 15 }, -- 12
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 2 }, -- 13 VENUSAUR
|
||||
{ "jump", 16 }, -- 14
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 1 }, -- 15 BLASTOISE
|
||||
{ "jump_if_false", "end" }, -- 16
|
||||
{ "set_flag", "EVENT_BEAT_PROF_OAK" }, -- 17
|
||||
{ "show_text", "OAK: Impressive!\nYou truly are a\nPOKéMON MASTER!" }, -- 18
|
||||
{ "jump", "end" }, -- 19
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 20
|
||||
{ "jump_if_true", 24 }, -- 21
|
||||
{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" }, -- 22
|
||||
{ "jump", "end" }, -- 23
|
||||
{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 24
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -1,15 +1,23 @@
|
||||
-- Hand-ported from pret/pokered scripts/RedsHouse1F.asm.
|
||||
-- Mom (RedsHouse1FMomText, text_asm) heals the party and shows the
|
||||
-- "you should rest" / "looking great" dialogue. The intro "wake up"
|
||||
-- branch is tied to the unported intro cutscene, so the heal path is used.
|
||||
-- Mom (RedsHouse1FMomText): pre-starter shows the wake-up / Oak tip;
|
||||
-- after EVENT_GOT_STARTER, RedsHouse1FMomHealScript fades to white,
|
||||
-- heals, plays MUSIC_PKMN_HEALED, fades back, then "looking great".
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_REDSHOUSE1F_MOM = {
|
||||
{ "face_player" },
|
||||
{ "show_text", "_RedsHouse1FMomYouShouldRestText" },
|
||||
{ "heal_party" },
|
||||
{ "show_text", "_RedsHouse1FMomLookingGreatText" },
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_RedsHouse1FMomWakeUpText" }, -- 4
|
||||
{ "jump", "end" }, -- 5
|
||||
-- RedsHouse1FMomHealScript
|
||||
{ "show_text", "_RedsHouse1FMomYouShouldRestText" }, -- 6
|
||||
{ "fade", "out", "white" }, -- 7 GBFadeOutToWhite
|
||||
{ "heal_party" }, -- 8
|
||||
{ "play_once", "Music_PkmnHealed" }, -- 9 wait + restore map
|
||||
{ "fade", "in", "white" }, -- 10 GBFadeInFromWhite
|
||||
{ "show_text", "_RedsHouse1FMomLookingGreatText" }, -- 11
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -19,19 +19,60 @@ local FEE = 500
|
||||
local BALLS = 30
|
||||
local STEPS = 502
|
||||
|
||||
local function startGame(game, t, done)
|
||||
game.save.money = game.save.money - FEE
|
||||
game.save.safari = { balls = BALLS, steps = STEPS }
|
||||
local function startGame(game, t, done, balls, introText)
|
||||
game.save.safari = { balls = balls or BALLS, steps = STEPS }
|
||||
game.save.safariNags = nil
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local paid = (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
|
||||
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
|
||||
:gsub("{PLAYER}", game.save.player.name)
|
||||
local paid = introText
|
||||
or (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
|
||||
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
|
||||
:gsub("{NUM:[^}]*}", "500")
|
||||
paid = paid:gsub("{PLAYER}", game.save.player.name)
|
||||
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
|
||||
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
|
||||
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
|
||||
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
|
||||
end
|
||||
|
||||
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
|
||||
-- the full fee still gets in.
|
||||
-- 0 < money < 500: SafariZoneEntranceCalculateLowCostAdmission takes
|
||||
-- everything and hands over min(money/23 + 1, 29) balls.
|
||||
-- money == 0: SafariZoneEntranceGetLowCostAdmissionText nags four times
|
||||
-- (LowCostText5/6/7/8), then relents -- free entry, one ball.
|
||||
local function yellowLowCost(game, ow, t, done, back)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
if game.save.money > 0 then
|
||||
local balls = math.min(math.floor(game.save.money / 23) + 1, 29)
|
||||
game.save.money = 0
|
||||
local intro =
|
||||
(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
.. (t._SafariZoneLowCostText1
|
||||
or "\fOh, all right, pay\nme what you have.")
|
||||
.. "\f" .. (t._SafariZoneLowCostText2
|
||||
or "But, I can't give\nyou all 30 BALLs.")
|
||||
startGame(game, t, done, balls, intro)
|
||||
return
|
||||
end
|
||||
local nag = game.save.safariNags or 0
|
||||
game.save.safariNags = nag + 1
|
||||
if nag >= 3 then
|
||||
local intro =
|
||||
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
|
||||
.. (t._SafariZoneLowCostText3
|
||||
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
|
||||
startGame(game, t, done, 1, intro)
|
||||
return
|
||||
end
|
||||
local nags = {
|
||||
t._SafariZoneLowCostText5 or "I'm sorry, but you\nhave to pay to\nenter.",
|
||||
t._SafariZoneLowCostText6 or "You can't enter\nwithout paying!",
|
||||
t._SafariZoneLowCostText7 or "I said, no money,\nno entry!",
|
||||
}
|
||||
back(nags[nag + 1])
|
||||
end
|
||||
|
||||
local function joinPrompt(game, ow, done)
|
||||
done = done or function() end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
@@ -51,9 +92,14 @@ local function joinPrompt(game, ow, done)
|
||||
back(t._SafariZoneGateSafariZoneWorker1PleaseComeAgainText
|
||||
or "OK! Please come\nagain!")
|
||||
elseif game.save.money < FEE then
|
||||
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
if require("src.core.GameVersion").isYellow() then
|
||||
yellowLowCost(game, ow, t, done, back)
|
||||
else
|
||||
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
end
|
||||
else
|
||||
game.save.money = game.save.money - FEE
|
||||
startGame(game, t, done)
|
||||
end
|
||||
end))
|
||||
|
||||
@@ -10,6 +10,39 @@ local M = {}
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.VIRIDIAN_MART = {
|
||||
-- scripts/ViridianMart.asm: the parcel hand-off is the map's DEFAULT
|
||||
-- script, not a talk. Entering with a starter and no parcel runs
|
||||
-- ViridianMartDefaultScript -- the clerk calls out, then
|
||||
-- StartSimulatingJoypadStates walks the player to the counter
|
||||
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
|
||||
-- and ViridianMartOaksParcelScript hands the parcel over. The player
|
||||
-- never presses A.
|
||||
--
|
||||
-- The RLE list is consumed back to front: DecodeRLEList fills forward
|
||||
-- from wSimulatedJoypadStatesEnd, the script seeds wSimulatedJoypadStates-
|
||||
-- Index with the count, and home/overworld.asm decrements that index
|
||||
-- before each read. So PAD_LEFT 1, PAD_UP 2 actually plays up, up, left,
|
||||
-- and the walk ends facing the clerk. Replaying the list front to back
|
||||
-- put the player at the counter facing up instead (#235). The player
|
||||
-- never presses A. This matters beyond convenience: the parcel gates
|
||||
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
|
||||
-- it on entry rather than letting you walk out without it.
|
||||
--
|
||||
-- The talk branch below is kept as the fallback for a save that reaches
|
||||
-- the counter without this having fired.
|
||||
onEnter = function(game, ow)
|
||||
local f = game.save.flags
|
||||
if f.EVENT_OAK_GOT_PARCEL or f.EVENT_GOT_OAKS_PARCEL then return end
|
||||
if not f.EVENT_GOT_STARTER then return end
|
||||
ow:queueScript({
|
||||
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
|
||||
{ "move_player", "up", 2 },
|
||||
{ "move_player", "left", 1 },
|
||||
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
|
||||
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
|
||||
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
|
||||
})
|
||||
end,
|
||||
talk = {
|
||||
TEXT_VIRIDIANMART_CLERK = {
|
||||
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
|
||||
@@ -33,42 +66,69 @@ M.VIRIDIAN_MART = {
|
||||
|
||||
M.VIRIDIAN_CITY = {
|
||||
talk = {
|
||||
-- the old man napping on the north path (scripts/ViridianCity.asm)
|
||||
-- after his coffee, the old man offers the catch tutorial: not in a
|
||||
-- hurry -> he demos catching a wild mon (BATTLE_TYPE_OLD_MAN)
|
||||
-- The GAMBLER_ASLEEP at (18,9) (ViridianCityOldManSleepyText): he
|
||||
-- only ever grumbles and shoves you back down -- he never wakes,
|
||||
-- moves or hides. The coffee ask and the catch tutorial belong to
|
||||
-- the *other* old man, the walking SPRITE_GAMBLER at (17,5)
|
||||
-- (TEXT_VIRIDIANCITY_OLD_MAN, below). The two are swapped by the
|
||||
-- Pokédex in data/scripts/oaks_lab.lua, not by talking to either.
|
||||
TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY = {
|
||||
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
|
||||
{ "jump_if_true", 5 }, -- 2
|
||||
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 3
|
||||
{ "jump", 14 }, -- 4
|
||||
{ "face_player" }, -- 5
|
||||
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 6
|
||||
{ "jump_if_true", 12 }, -- 7 (in a hurry)
|
||||
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 8
|
||||
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" }, -- 9
|
||||
{ "old_man_demo" }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 12
|
||||
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
|
||||
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 1
|
||||
{ "move_player", "down", 1 }, -- 2
|
||||
},
|
||||
|
||||
-- The walking old man at (17,5), shown once the Pokédex swaps him in
|
||||
-- (ViridianCityOldManText). "Are you in a hurry?" -- YES brushes you
|
||||
-- off, NO leads into the catch tutorial: he explains, demos a catch
|
||||
-- on a wild WEEDLE (BATTLE_TYPE_OLD_MAN), then comments afterwards.
|
||||
-- pokered prints YouNeedToWeakenTheTarget *after* the demo battle
|
||||
-- (ViridianCityOldManEndCatchTrainingScript), not before it.
|
||||
TEXT_VIRIDIANCITY_OLD_MAN = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 2
|
||||
{ "jump_if_true", 8 }, -- 3 (yes = in a hurry)
|
||||
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 4
|
||||
{ "old_man_demo" }, -- 5
|
||||
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" },-- 6
|
||||
{ "jump", 9 }, -- 7
|
||||
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 8 (9 = end)
|
||||
},
|
||||
},
|
||||
-- the sleeping old man lies across the Route 22 path (18,9): until
|
||||
-- he moves you can't slip past on either side (scripts/ViridianCity
|
||||
-- blocks the whole corridor, not just his tile)
|
||||
onStep = function(game, ow, x, y)
|
||||
local gone = game.save.objectToggles and game.save.objectToggles.VIRIDIAN_CITY
|
||||
and game.save.objectToggles.VIRIDIAN_CITY.VIRIDIANCITY_OLD_MAN_SLEEPY == false
|
||||
if gone then return false end
|
||||
-- crossing north of his row through the 3-wide gap (x 17-19, y<=8)
|
||||
if y <= 8 and x >= 17 and x <= 19 then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
|
||||
or "You can't go\nthrough here!\fThis is private\nproperty!",
|
||||
function() ow:scriptMove(ow.player, "down", 1) end))
|
||||
return true
|
||||
-- Re-apply the Pokedex old-man swap for a save that already holds the flag
|
||||
-- but was never standing here when it fired: a vanilla .sav imported
|
||||
-- through src/save_convert, whose codec does not model pokered's
|
||||
-- wToggleableObjectFlags array, so save.objectToggles arrives empty and
|
||||
-- both objects fall back to their compiled-in defaults -- the sleeper ON
|
||||
-- (data/maps/toggleable_objects.asm toggleable_objects_for VIRIDIAN_CITY),
|
||||
-- still lying across the north path (#234).
|
||||
-- OaksLabOakGivesPokedexScript (scripts/OaksLab.asm) sets EVENT_GOT_POKEDEX
|
||||
-- and, with no branch in between, runs HideObject TOGGLE_LYING_OLD_MAN /
|
||||
-- ShowObject TOGGLE_OLD_MAN, so that one flag settles both toggles exactly.
|
||||
-- Same shape as M.OAKS_LAB.onEnter in data/scripts/oaks_lab.lua, which
|
||||
-- re-applies the same script's other two HideObjects on entry (#106).
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
return false
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY")
|
||||
Commands.show_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
|
||||
end,
|
||||
-- ViridianCityCheckGotPokedexScript: the north corridor is gated on
|
||||
-- EVENT_GOT_POKEDEX, NOT on the sleeper being hidden, and it triggers
|
||||
-- on exactly one cell -- (19,9), the gap east of the sleeper (18,9)
|
||||
-- and the girl (17,9). With the Pokédex the check returns immediately
|
||||
-- and you simply walk past at x=19.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags and game.save.flags.EVENT_GOT_POKEDEX then return false end
|
||||
if x ~= 19 or y ~= 9 then return false end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
|
||||
or "You can't go\nthrough here!\fThis is private\nproperty!",
|
||||
function() ow:scriptMove(ow.player, "down", 1) end))
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -102,26 +162,145 @@ M.BLUES_HOUSE = {
|
||||
|
||||
M.BILLS_HOUSE = {
|
||||
talk = {
|
||||
TEXT_BILLSHOUSE_BILL_POKEMON = {
|
||||
{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 1
|
||||
{ "jump_if_true", 11 }, -- 2
|
||||
{ "show_text", "_BillsHouseBillImNotAPokemonText" }, -- 3
|
||||
{ "show_text", "_BillsHouseBillNoYouGottaHelpText" }, -- 4
|
||||
-- the cell-separator PC throws its switch
|
||||
-- (bills_house_pc.asm BillsHouseInitiatedText: SFX_SWITCH)
|
||||
{ "play_sound", "Switch" }, -- 5
|
||||
{ "show_text", "_BillsHouseBillThankYouText" }, -- 6
|
||||
-- BillsHouseBillPokemonText: "I'm not a POKéMON!", a YES/NO choice
|
||||
-- (NO only adds "No, you gotta help!" before rejoining the YES
|
||||
-- path), then the "get in the TELEPORTER" line and the monster
|
||||
-- walking into the cell-separator machine
|
||||
-- (BillsHousePokemonWalkToMachineScript: up 3, or around the player
|
||||
-- when they stand in the way facing down), where it is hidden and
|
||||
-- EVENT_BILL_SAID_USE_CELL_SEPARATOR arms the PC at (1,4) -- see
|
||||
-- OverworldState.billsHousePC for the separator itself.
|
||||
TEXT_BILLSHOUSE_BILL_POKEMON = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
local function toMachine()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._BillsHouseBillUseSeparationSystemText
|
||||
or "When I'm in the\nTELEPORTER, run\nthe Cell\nSeparation System!", function()
|
||||
local function entered()
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save,
|
||||
overworld = ow },
|
||||
"BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
|
||||
done()
|
||||
end
|
||||
if ow.player.facing == "down" then
|
||||
-- the player is standing on his straight path: walk around
|
||||
-- (.PokemonWalkAroundPlayerMovement)
|
||||
ow:scriptMove(npc, "right", 1, function()
|
||||
ow:scriptMove(npc, "up", 2, function()
|
||||
ow:scriptMove(npc, "left", 1, function()
|
||||
ow:scriptMove(npc, "up", 1, entered)
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
else
|
||||
ow:scriptMove(npc, "up", 3, entered)
|
||||
end
|
||||
end))
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._BillsHouseBillImNotAPokemonText or "Hey! I'm not a\nPOKéMON!",
|
||||
nil, { choice = function(yes)
|
||||
if yes then
|
||||
toMachine()
|
||||
else
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._BillsHouseBillNoYouGottaHelpText
|
||||
or "No! You gotta\nhelp me!", toMachine))
|
||||
end
|
||||
end }))
|
||||
end,
|
||||
|
||||
-- BillsHouseBillSSTicketText (human Bill after the separation)
|
||||
TEXT_BILLSHOUSE_BILL_SS_TICKET = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 2
|
||||
{ "jump_if_true", 12 }, -- 3
|
||||
{ "show_text", "_BillsHouseBillThankYouText" }, -- 4
|
||||
-- pokered gives first (GiveItem fills wStringBuffer), then prints
|
||||
-- the received text that reads it (scripts/BillsHouse.asm; the
|
||||
-- item id is S_S_TICKET in generated items.lua -- keyItem, so the
|
||||
-- sound_get_key_item jingle plays like BillsHouse.asm:196)
|
||||
{ "give_item", "S_S_TICKET", 1, false }, -- 7
|
||||
{ "show_text", "_SSTicketReceivedText" }, -- 8
|
||||
{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 9
|
||||
{ "jump", 12 }, -- 10
|
||||
{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 11
|
||||
{ "give_item", "S_S_TICKET", 1, false }, -- 5
|
||||
{ "show_text", "_SSTicketReceivedText" }, -- 6
|
||||
{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 7
|
||||
-- The two Cerulean guards are a SWAP PAIR, not scenery
|
||||
-- (BillsHouse.asm:174-178): handing over the ticket shows GUARD1 at
|
||||
-- (28,12) and hides GUARD2 at (27,12). This matters far more than it
|
||||
-- looks: (27,12) is the ONLY walkable neighbour of the trashed
|
||||
-- house's south door at (27,11), and that house is one of the two
|
||||
-- ways through the fence that splits Cerulean in half (the badge
|
||||
-- house is the other). Leaving GUARD2 up forever severs the city --
|
||||
-- the gym/mart half can never reach the Route 5 exit.
|
||||
-- Same swap fires after the TM28 Rocket (CeruleanCity_2.asm
|
||||
-- CeruleanHideRocket), so either route opens the path.
|
||||
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 8
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 9
|
||||
{ "show_text", "_BillsHouseBillWhyDontYouGoInsteadOfMeText" }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_BillsHouseBillWhyDontYouGoInsteadOfMeText" }, -- 12
|
||||
},
|
||||
|
||||
TEXT_BILLSHOUSE_BILL_CHECK_OUT_MY_RARE_POKEMON = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 2
|
||||
},
|
||||
},
|
||||
-- repair saves that already got the ticket under the old collapsed
|
||||
-- script (the monster never hidden, human Bill never shown)
|
||||
onEnter = function(game, ow)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_GOT_SS_TICKET
|
||||
and not flags.EVENT_USED_CELL_SEPARATOR_ON_BILL then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
|
||||
flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
|
||||
flags.EVENT_MET_BILL = true
|
||||
flags.EVENT_MET_BILL_2 = true
|
||||
end
|
||||
-- After Route25ToggleBillsScript, BILL2 is the visible human Bill
|
||||
-- ("check out my rare POKéMON"). Re-apply on enter so a mid-house
|
||||
-- load still matches the toggles if the pool was rebuilt.
|
||||
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Route 25 outside Bill's house (scripts/Route25.asm
|
||||
-- Route25ToggleBillsScript): leaving after the SS Ticket arms the
|
||||
-- Eevee PC list and swaps human Bill to his post-help dialogue NPC.
|
||||
-- Leaving mid-quest (Bill still in the machine) puts the monster back.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROUTE_25 = {
|
||||
onEnter = function(game, ow)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
if not flags.EVENT_MET_BILL_2 then
|
||||
flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = nil
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
return
|
||||
end
|
||||
if not flags.EVENT_GOT_SS_TICKET then return end
|
||||
flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING = true
|
||||
-- TOGGLE_NUGGET_BRIDGE_GUY (ROUTE24_COOLTRAINER_M1)
|
||||
Commands.hide_object(ctx, "ROUTE_24", "ROUTE24_COOLTRAINER_M1")
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -142,17 +321,63 @@ M.VERMILION_CITY = {
|
||||
game.save.trashPuzzle = puz
|
||||
puz.first = love.math.random(0, 7) * 2
|
||||
end,
|
||||
-- VermilionCityDefaultScript's per-frame SSAnneTicketCheckCoords check:
|
||||
-- the unguarded cell (18,30) just west of the sailor leads straight
|
||||
-- onto the dock warp. Stepping onto it facing down always runs the
|
||||
-- sailor dialog (DisplayTextID TEXT_VERMILIONCITY_SAILOR1); only a
|
||||
-- ticket while the ship is still docked lets the player continue --
|
||||
-- otherwise they are walked back up. The sailor himself never hides.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x ~= 18 or y ~= 30 then return false end
|
||||
if ow.player.facing ~= "down" then return false end
|
||||
local Flags = require("src.script.Flags")
|
||||
local t = game.data.text
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local shipLeft = Flags.get(game.save, "EVENT_SS_ANNE_LEFT")
|
||||
local hasTicket = (game.save.inventory.S_S_TICKET or 0) > 0
|
||||
if shipLeft then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._VermilionCitySailor1ShipSetSailText or "The ship set sail.",
|
||||
function() ow:scriptMove(ow.player, "up", 1) end))
|
||||
return true
|
||||
end
|
||||
-- Walk-past is never facing-right / inFrontOfOrBehindGuardCoords, so
|
||||
-- VermilionCitySailor1Text always takes .greet_player_and_check_ticket:
|
||||
-- DoYouHaveATicket, then FlashedTicket (allow through) or YouNeedATicket
|
||||
-- (walk back). Returning true while the box is up also blocks the
|
||||
-- dock warp on this step.
|
||||
local ask = t._VermilionCitySailor1DoYouHaveATicketText
|
||||
or "Welcome to S.S.\nANNE!\fExcuse me, do you\nhave a ticket?"
|
||||
if hasTicket then
|
||||
game.stack:push(TextBox.new(game,
|
||||
ask .. "\f"
|
||||
.. (t._VermilionCitySailor1FlashedTicketText
|
||||
or "{PLAYER} flashed\nthe S.S.TICKET!")))
|
||||
return true
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
ask .. "\f"
|
||||
.. (t._VermilionCitySailor1YouNeedATicketText
|
||||
or "You need a ticket\nto get aboard."),
|
||||
function() ow:scriptMove(ow.player, "up", 1) end))
|
||||
return true
|
||||
end,
|
||||
talk = {
|
||||
-- the sailor guarding the dock gangway
|
||||
-- the sailor guarding the dock gangway (VermilionCitySailor1Text):
|
||||
-- flashing the ticket just lets you through -- he never hides, and
|
||||
-- once the ship has sailed he only reports it gone
|
||||
TEXT_VERMILIONCITY_SAILOR1 = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "show_text", "_VermilionCitySailor1WelcomeToSSAnneText" }, -- 2
|
||||
{ "check_item", "S_S_TICKET" }, -- 3
|
||||
{ "jump_if_false", 8 }, -- 4
|
||||
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 5
|
||||
{ "hide_object", "VERMILION_CITY", "VERMILIONCITY_SAILOR1" }, -- 6
|
||||
{ "jump", 9 }, -- 7
|
||||
{ "show_text", "_VermilionCitySailor1YouNeedATicketText" }, -- 8
|
||||
{ "check_flag", "EVENT_SS_ANNE_LEFT" }, -- 2
|
||||
{ "jump_if_true", 11 }, -- 3
|
||||
{ "show_text", "_VermilionCitySailor1DoYouHaveATicketText" }, -- 4
|
||||
{ "check_item", "S_S_TICKET" }, -- 5
|
||||
{ "jump_if_false", 9 }, -- 6
|
||||
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 7
|
||||
{ "jump", 12 }, -- 8
|
||||
{ "show_text", "_VermilionCitySailor1YouNeedATicketText" }, -- 9
|
||||
{ "jump", 12 }, -- 10
|
||||
{ "show_text", "_VermilionCitySailor1ShipSetSailText" }, -- 11
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -175,18 +400,21 @@ M.SS_ANNE_2F = {
|
||||
|
||||
M.SS_ANNE_CAPTAINS_ROOM = {
|
||||
talk = {
|
||||
-- SSAnneCaptainsRoomCaptainText: after the rub line's text_asm tail,
|
||||
-- pokered plays MUSIC_PKMN_HEALED (scripts/SSAnneCaptainsRoom.asm).
|
||||
TEXT_SSANNECAPTAINSROOM_CAPTAIN = {
|
||||
{ "check_flag", "EVENT_GOT_HM01" }, -- 1
|
||||
{ "jump_if_true", 9 }, -- 2
|
||||
{ "jump_if_true", 10 }, -- 2
|
||||
{ "show_text", "_SSAnneCaptainsRoomRubCaptainsBackText" }, -- 3
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainIFeelMuchBetterText" }, -- 4
|
||||
{ "play_once", "Music_PkmnHealed" }, -- 4
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainIFeelMuchBetterText" }, -- 5
|
||||
-- give-then-print like scripts/SSAnneCaptainsRoom.asm (GiveItem
|
||||
-- fills wStringBuffer; the received text reads it)
|
||||
{ "give_item", "HM_CUT", 1, false }, -- 5
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainReceivedHM01Text" }, -- 6
|
||||
{ "set_flag", "EVENT_GOT_HM01" }, -- 7
|
||||
{ "jump", 10 }, -- 8
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainNotSickAnymoreText" }, -- 9
|
||||
{ "give_item", "HM_CUT", 1, false }, -- 6
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainReceivedHM01Text" }, -- 7
|
||||
{ "set_flag", "EVENT_GOT_HM01" }, -- 8
|
||||
{ "jump", 11 }, -- 9
|
||||
{ "show_text", "_SSAnneCaptainsRoomCaptainNotSickAnymoreText" }, -- 10
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -196,7 +424,93 @@ 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
|
||||
@@ -208,7 +522,17 @@ M.POKEMON_TOWER_7F = {
|
||||
{ "show_object", "MR_FUJIS_HOUSE", "MRFUJISHOUSE_MR_FUJI" }, -- 5
|
||||
{ "hide_object", "SAFFRON_CITY", "SAFFRONCITY_ROCKET8" }, -- 6
|
||||
{ "show_object", "SAFFRON_CITY", "SAFFRONCITY_ROCKET9" }, -- 7
|
||||
{ "warp", "MR_FUJIS_HOUSE", 3, 3, "down" }, -- 8
|
||||
-- pokered warps to wDestinationWarpID $1 (0-based) -- the house's
|
||||
-- SECOND warp, the door mat at (3,7) -- facing UP
|
||||
-- (PokemonTower7FWarpToMrFujiHouseScript: SPRITE_FACING_UP +
|
||||
-- hWarpDestinationMap MR_FUJIS_HOUSE). Landing (3,3) instead put
|
||||
-- the player at the Pokédex table, and the route's first waypoint
|
||||
-- (3,7) then stepped onto a LIVE door mat and exited the house
|
||||
-- before ever talking to Fuji -- so the POKE_FLUTE was never
|
||||
-- collected and the Route 16 SNORLAX sealed the map. The arrival
|
||||
-- mat itself is inert until stepped off (warpEntryCell), which is
|
||||
-- what makes the vanilla coordinates safe.
|
||||
{ "warp", "MR_FUJIS_HOUSE", 3, 7, "up" }, -- 8
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -343,6 +667,50 @@ M.WARDENS_HOUSE = {
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
|
||||
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
|
||||
-- .PlayerCoordsArray -- (6,13) and (7,12) -- every frame while
|
||||
-- EVENT_BEAT_SILPH_CO_GIOVANNI is unset: standing there shows his text,
|
||||
-- walks him three tiles down (.GiovanniMovement), and starts the fight.
|
||||
-- He also has no trainer-header entry, so sight engagement never fires
|
||||
-- either. Without this hook he was a talk-only statue four tiles away
|
||||
-- from anything the route (or a vanilla-faithful player walking the same
|
||||
-- line) would touch, and the whole Silph ending -- the flag, the Master
|
||||
-- Ball, the Saffron streets clearing -- silently never happened.
|
||||
--
|
||||
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
|
||||
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
|
||||
-- sets nothing, so the trigger re-arms exactly as vanilla does.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
|
||||
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
|
||||
local gio
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
|
||||
end
|
||||
if not gio or ow:trainerDefeated(gio) then return false end
|
||||
ow:scriptMove(gio, "down", 3, function()
|
||||
gio:facePlayer(ow.player)
|
||||
ow:engageTrainer(gio, function()
|
||||
-- SilphCo11FTeamRocketLeavesScript: Giovanni leaves the floor
|
||||
-- after the loss (the street rockets are handled by
|
||||
-- M.SAFFRON_CITY.onEnter in story4.lua).
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
|
||||
end
|
||||
end)
|
||||
end)
|
||||
return true
|
||||
end,
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
|
||||
end
|
||||
end,
|
||||
talk = {
|
||||
TEXT_SILPHCO11F_SILPH_PRESIDENT = {
|
||||
{ "face_player" }, -- 1
|
||||
@@ -363,7 +731,8 @@ M.SILPH_CO_11F = {
|
||||
-- -------------------------------------------------------------------
|
||||
-- Victory Road boulder switches (scripts/VictoryRoad1F/2F/3F.asm):
|
||||
-- a boulder resting on a switch removes a barrier block; the 3F hole
|
||||
-- drops a boulder down to the 2F switch.
|
||||
-- drops a boulder down to the 2F switch, and also dungeon-warps the
|
||||
-- player (IsPlayerOnDungeonWarp + DungeonWarpList/Data -> 2F at 22,16).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local function boulderAt(ow, x, y)
|
||||
@@ -371,11 +740,20 @@ local function boulderAt(ow, x, y)
|
||||
return npc and npc.def.sprite == "SPRITE_BOULDER" and npc or nil
|
||||
end
|
||||
|
||||
-- Each barrier is stamped BOTH ways on entry. pokered only ever stamps the
|
||||
-- OPEN block (ReplaceTileBlock edits the loaded block map, which the next map
|
||||
-- load throws away, so a fresh entry always shows the .blk's closed barrier),
|
||||
-- but OverworldState:replaceBlock writes through Map:setBlock into the SHARED
|
||||
-- map record in Game.data, so the port has to put the closed block back
|
||||
-- itself or a solved barrier stays open for the rest of the session (#258).
|
||||
-- The closed ids are the shipped .blk bytes: VictoryRoad1F.blk (4,6) = $25,
|
||||
-- VictoryRoad2F.blk (3,4) = $37 and (11,7) = $25, VictoryRoad3F.blk
|
||||
-- (3,5) = $25. Same both-ways pattern as the card-key doors in
|
||||
-- OverworldState:setMap.
|
||||
M.VICTORY_ROAD_1F = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH then
|
||||
ow:replaceBlock(4, 6, 0x1D)
|
||||
end
|
||||
ow:replaceBlock(4, 6,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH and 0x1D or 0x25)
|
||||
end,
|
||||
onBoulderMoved = function(game, ow, npc)
|
||||
if npc.cellX == 17 and npc.cellY == 13
|
||||
@@ -388,12 +766,14 @@ M.VICTORY_ROAD_1F = {
|
||||
|
||||
M.VICTORY_ROAD_2F = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 then
|
||||
ow:replaceBlock(3, 4, 0x15)
|
||||
end
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 then
|
||||
ow:replaceBlock(11, 7, 0x1D)
|
||||
end
|
||||
-- VictoryRoad2FResetBoulderEventScript (scripts/VictoryRoad2F.asm:19):
|
||||
-- entering 2F clears the 1F switch event, so 1F's barrier is closed
|
||||
-- again the next time you climb down (#258)
|
||||
game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH = nil
|
||||
ow:replaceBlock(3, 4,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 and 0x15 or 0x37)
|
||||
ow:replaceBlock(11, 7,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 and 0x1D or 0x25)
|
||||
end,
|
||||
onBoulderMoved = function(game, ow, npc)
|
||||
if npc.cellX == 1 and npc.cellY == 16
|
||||
@@ -411,9 +791,8 @@ M.VICTORY_ROAD_2F = {
|
||||
|
||||
M.VICTORY_ROAD_3F = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 then
|
||||
ow:replaceBlock(3, 5, 0x1D)
|
||||
end
|
||||
ow:replaceBlock(3, 5,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 and 0x1D or 0x25)
|
||||
end,
|
||||
onBoulderMoved = function(game, ow, npc)
|
||||
if npc.cellX == 3 and npc.cellY == 5
|
||||
@@ -421,14 +800,37 @@ M.VICTORY_ROAD_3F = {
|
||||
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = true
|
||||
ow:replaceBlock(3, 5, 0x1D)
|
||||
end
|
||||
-- the hole at (23,15): the boulder drops to 2F next to switch 2
|
||||
if npc.cellX == 23 and npc.cellY == 15 then
|
||||
-- the hole at (23,15): the boulder drops to 2F next to switch 2.
|
||||
-- VictoryRoad3FDefaultScript .handle_hole gates the swap on
|
||||
-- CheckAndSetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2, then
|
||||
-- HideObject TOGGLE_VICTORY_ROAD_3F_BOULDER / ShowObject
|
||||
-- TOGGLE_VICTORY_ROAD_2F_BOULDER. Those two toggles are
|
||||
-- VICTORYROAD3F_BOULDER4 and VICTORYROAD2F_BOULDER3
|
||||
-- (data/maps/toggleable_objects.asm); the old "VICTORYROAD2F_BOULDER"
|
||||
-- matched no object_event name, so the toggle landed under a key
|
||||
-- objectVisible never reads: harmless only while nothing hid that
|
||||
-- boulder, and fatal once Route 23's reset does (#258).
|
||||
if npc.cellX == 23 and npc.cellY == 15
|
||||
and not game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 then
|
||||
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = true
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, overworld = ow, game = game }
|
||||
Commands.hide_object(ctx, "VICTORY_ROAD_3F", npc.def.name)
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER")
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
|
||||
end
|
||||
end,
|
||||
-- scripts/VictoryRoad3F.asm VictoryRoad3FDefaultScript: the same hole
|
||||
-- is a dungeon warp for the player (wDungeonWarpDestinationMap =
|
||||
-- VICTORY_ROAD_2F, wWhichDungeonWarp = 2 -> DungeonWarpData 22,16).
|
||||
-- Mirrors POKEMON_MANSION_3F.onStep; CAVERN $22 is walkable so the
|
||||
-- fall is onStep, not a collision block.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x == 23 and y == 15 then
|
||||
ow:startWarpTo("VICTORY_ROAD_2F", 22, 16, ow.player.facing)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -441,6 +843,16 @@ M.VICTORY_ROAD_3F = {
|
||||
-- IndigoPlateauLobby.asm) so the champion is re-fightable on rematches,
|
||||
-- like pokered's re-entry cutscene. EVENT_BEAT_CHAMPION_RIVAL stays set
|
||||
-- forever (postgame gates like the Cerulean cave guard read it).
|
||||
--
|
||||
-- pokered forces the fight on map entry: Agatha's victory arms
|
||||
-- SCRIPT_CHAMPIONSROOM_PLAYER_ENTERS (scripts/AgathasRoom.asm), and
|
||||
-- ChampionsRoomPlayerEntersScript then runs RivalEntrance_RLEMovement
|
||||
-- (up 1, right 1, up 3) before ChampionsRoomRivalReadyToBattleScript.
|
||||
-- The rival object has no trainer header / sight range, so without that
|
||||
-- entrance script the player can walk past (issue #99). We arm on the
|
||||
-- run flag instead of Agatha's victory bit: same observable effect for
|
||||
-- first clear and Indigo rematches, without a cross-map script pointer.
|
||||
--
|
||||
-- scripts/ChampionsRoom.asm ChampionsRoomRivalDefeatedScript ->
|
||||
-- OakArrivesScript -> OakCongratulatesPlayerScript ->
|
||||
-- OakDisappointedWithRivalScript -> OakComeWithMeScript -> OakExitsScript,
|
||||
@@ -449,43 +861,69 @@ M.VICTORY_ROAD_3F = {
|
||||
-- itself is NOT run here: it belongs to the HALL_OF_FAME room script
|
||||
-- (scripts/HallOfFame.asm), so we set a one-shot marker and warp; the room
|
||||
-- onEnter (M.HALL_OF_FAME below) drives the HoF Oak speech + record.
|
||||
local championsRoomRivalScript = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
||||
{ "jump_if_true", 25 }, -- 3 past end
|
||||
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
|
||||
{ "jump_if_false", 25 }, -- 6 past end
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
|
||||
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
||||
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
||||
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
||||
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
|
||||
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
|
||||
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
|
||||
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
|
||||
{ "play_music", "Music_Cities1", { keep = true } }, -- 10
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 11
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
|
||||
{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
|
||||
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
||||
{ "face_object", 1, "left" }, -- 14
|
||||
{ "face_object", 2, "down" }, -- 15
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
|
||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||
{ "face_object", 2, "right" }, -- 17
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
|
||||
-- OakComeWithMeScript: Oak faces down again, then exits up
|
||||
{ "face_object", 2, "down" }, -- 19
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
|
||||
{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
|
||||
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
||||
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
||||
{ "set_field", "pendingHallOfFame", true }, -- 23
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
|
||||
}
|
||||
|
||||
M.CHAMPIONS_ROOM = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN then return end
|
||||
-- Lance entrance warps land at y=7; HoF return warps land at y=0.
|
||||
-- Only the south entry should run ChampionsRoomPlayerEntersScript.
|
||||
if ow.player.cellY < 7 then return end
|
||||
local rival
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "CHAMPIONSROOM_RIVAL" then
|
||||
rival = npc
|
||||
break
|
||||
end
|
||||
end
|
||||
-- RivalEntrance_RLEMovement, then the battle/Oak script (queued
|
||||
-- separately so talk-script jump indices stay 1-based as written).
|
||||
ow:queueScript({
|
||||
{ "move_player", "up", 1 },
|
||||
{ "move_player", "right", 1 },
|
||||
{ "move_player", "up", 3 },
|
||||
})
|
||||
ow:queueScript(championsRoomRivalScript, { npc = rival })
|
||||
end,
|
||||
talk = {
|
||||
TEXT_CHAMPIONSROOM_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
||||
{ "jump_if_true", 24 }, -- 3
|
||||
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
|
||||
{ "jump_if_false", 24 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
|
||||
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
||||
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
||||
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
||||
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
|
||||
-- ChampionsRoomOakArrivesScript: Oak's "{PLAYER}!" then reveal + walk in
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 10
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 11
|
||||
{ "move_npc", 2, "up", 5 }, -- 12 OakEntranceAfterVictoryMovement (3,7)->(3,2)
|
||||
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
||||
{ "face_object", 1, "left" }, -- 13
|
||||
{ "face_object", 2, "down" }, -- 14
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 15
|
||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||
{ "face_object", 2, "right" }, -- 16
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 17
|
||||
-- OakComeWithMeScript: Oak faces down again, then exits up
|
||||
{ "face_object", 2, "down" }, -- 18
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 19
|
||||
{ "move_npc", 2, "up", 2 }, -- 20 OakExitChampionsRoomMovement (3,2)->(3,0)
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 21
|
||||
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
||||
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
||||
{ "set_field", "pendingHallOfFame", true }, -- 22
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 23
|
||||
},
|
||||
TEXT_CHAMPIONSROOM_RIVAL = championsRoomRivalScript,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -515,6 +953,29 @@ M.HALL_OF_FAME = {
|
||||
local toggles = game.save.objectToggles and game.save.objectToggles.HALL_OF_FAME
|
||||
if toggles then toggles.HALLOFFAME_OAK = nil end
|
||||
|
||||
-- Make the Hall of Fame recording machine interactable. The console
|
||||
-- juts from the north wall as the two solid cells (4,1) and (5,1); a
|
||||
-- sign on each lets the player face the machine (from below, or from
|
||||
-- either side) and press A to run the TEXT_HALLOFFAME_PC talk script.
|
||||
-- maps.lua is generated from the ROM and gitignored, so the sign is
|
||||
-- injected here (a tracked script) rather than baked into map data.
|
||||
local def = ow.map.def
|
||||
def.signs = def.signs or {}
|
||||
local present = false
|
||||
for _, s in ipairs(def.signs) do
|
||||
if s.text == "TEXT_HALLOFFAME_PC" then present = true break end
|
||||
end
|
||||
if not present then
|
||||
table.insert(def.signs, { text = "TEXT_HALLOFFAME_PC", x = 4, y = 1 })
|
||||
table.insert(def.signs, { text = "TEXT_HALLOFFAME_PC", x = 5, y = 1 })
|
||||
end
|
||||
-- the live Map instance built its signAt lookup from def.signs before
|
||||
-- this hook ran, so rebuild it (idempotent) to pick up the injection
|
||||
ow.map.signAt = {}
|
||||
for _, s in ipairs(def.signs) do
|
||||
ow.map.signAt[s.y * ow.map.widthCells + s.x] = s
|
||||
end
|
||||
|
||||
if not game.save.pendingHallOfFame then return end
|
||||
game.save.pendingHallOfFame = false
|
||||
ow:queueScript({
|
||||
@@ -528,6 +989,21 @@ M.HALL_OF_FAME = {
|
||||
{ "record_hall_of_fame" }, -- predef HallOfFamePC: induction + credits
|
||||
})
|
||||
end,
|
||||
talk = {
|
||||
-- The recording machine doubles as a "warp home" PC: a YES/NO prompt
|
||||
-- that teleports back to the new-game bedroom spawn (special_warps.asm
|
||||
-- NewGameWarp: REDS_HOUSE_2F, 3, 6, facing down). Fabricated
|
||||
-- convenience -- there is no such prompt in the original ROM.
|
||||
-- Heal + remember_outdoor so house LAST_MAP mats land in Pallet, not
|
||||
-- Indigo Plateau (issue #103 escape path for already-stuck saves).
|
||||
TEXT_HALLOFFAME_PC = {
|
||||
{ "ask", "Return to\nPALLET TOWN?" }, -- 1 YES/NO -> lastCheck
|
||||
{ "jump_if_false", "end" }, -- 2 NO: back away
|
||||
{ "heal_party" }, -- 3
|
||||
{ "remember_outdoor", "PALLET_TOWN", 5, 6 }, -- 4 LAST_MAP -> Pallet door
|
||||
{ "warp", "REDS_HOUSE_2F", 3, 6, "down" }, -- 5 YES: home to your room
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -538,35 +1014,86 @@ 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
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- PokemonTower2F.asm: after the battle, PokemonTower2FDefeatedRivalScript
|
||||
-- walks him out (RightThenDown vs DownThenRight from EVENT_POKEMON_TOWER_
|
||||
-- RIVAL_ON_LEFT) then HideObject TOGGLE_POKEMON_TOWER_2F_RIVAL. Player
|
||||
-- at (15,5) is the ON_LEFT case.
|
||||
local TOWER_RIVAL_EXIT_RIGHT_THEN_DOWN =
|
||||
{ "right", "down", "down", "right", "down", "down", "right", "right" }
|
||||
local TOWER_RIVAL_EXIT_DOWN_THEN_RIGHT =
|
||||
{ "down", "down", "right", "right", "right", "right", "down", "down" }
|
||||
|
||||
local function pokemonTower2FRivalScript(playerX)
|
||||
local exitDirs = (playerX == 15)
|
||||
and TOWER_RIVAL_EXIT_DOWN_THEN_RIGHT
|
||||
or TOWER_RIVAL_EXIT_RIGHT_THEN_DOWN
|
||||
return {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 2
|
||||
{ "jump_if_true", 12 }, -- 3
|
||||
{ "show_text", "_PokemonTower2FRivalWhatBringsYouHereText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL2", 4 }, -- 5
|
||||
{ "jump_if_false", "end" }, -- 6 loss: stay
|
||||
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
||||
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
||||
{ "walk_npc", 1, exitDirs }, -- 9
|
||||
{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 12
|
||||
}
|
||||
end
|
||||
|
||||
M.POKEMON_TOWER_2F = {
|
||||
rivalScript = pokemonTower2FRivalScript,
|
||||
talk = {
|
||||
TEXT_POKEMONTOWER2F_RIVAL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 2
|
||||
{ "jump_if_true", 10 }, -- 3
|
||||
{ "show_text", "_PokemonTower2FRivalWhatBringsYouHereText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL2", 4 }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
||||
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
||||
{ "jump", 11 }, -- 9
|
||||
{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 10
|
||||
},
|
||||
TEXT_POKEMONTOWER2F_RIVAL = function(game, ow, npc, done)
|
||||
ow.runner:run(pokemonTower2FRivalScript(ow.player.cellX),
|
||||
{ npc = npc, onDone = done })
|
||||
end,
|
||||
},
|
||||
-- Saves that beat him before the exit walk was ported still have the
|
||||
-- flag but a visible rival; hide on enter like BillsHouse repairs.
|
||||
onEnter = function(game, ow)
|
||||
if not game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
"POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL")
|
||||
end,
|
||||
-- PokemonTower2FDefaultScript: walking past the rival's tile forces
|
||||
-- the encounter (ArePlayerCoordsInArray on (15,5)/(14,6)) -- he never
|
||||
-- waits to be talked to
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL then return false end
|
||||
if not ((x == 15 and y == 5) or (x == 14 and y == 6)) then return false end
|
||||
if ow.runner:isRunning() then return false end
|
||||
local rival = ow:npcByIndex(1)
|
||||
if not rival then return false end
|
||||
ow.player.facing = (x == 15) and "left" or "up"
|
||||
require("src.core.Music").play(game.data, "Music_MeetRival")
|
||||
ow.runner:run(pokemonTower2FRivalScript(x), { npc = rival })
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
-- More hand-ported events: the Pallet Town intro, the thirsty Saffron
|
||||
-- gate guards, the Bike Voucher chain, fossils and the day-care.
|
||||
-- Registered via data/scripts/init.lua; each cites its pokered source.
|
||||
-- Registered via data/scripts/init.lua; Red/Blue cite pokered, Yellow
|
||||
-- cites pokeyellow (Pallet stop row, Oak spawn, walk RLE, and the
|
||||
-- wild-Pikachu beat before the lab escort).
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -35,72 +39,79 @@ function escort.findPath(fromX, fromY, toX, toY)
|
||||
return path
|
||||
end
|
||||
|
||||
-- PalletTownOakWalksToPlayerScript: Oak appears at his object spot
|
||||
-- (8,5) and zigzags to one tile below the player (hNPCPlayerYDistance
|
||||
-- is pre-decremented before predef FindPathToPlayer).
|
||||
-- Red: Oak object (8,5) -> one tile below the player at y=1.
|
||||
-- Yellow: Oak object (10,4); stop fires at y=0 (pokeyellow PalletTown).
|
||||
function escort.oakApproach(playerX)
|
||||
if GameVersion.isYellow() then
|
||||
return escort.findPath(10, 4, playerX, 1)
|
||||
end
|
||||
return escort.findPath(8, 5, playerX, 2)
|
||||
end
|
||||
|
||||
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm):
|
||||
-- DOWN x5, LEFT, DOWN x5, RIGHT x3, UP -- Oak's last step lands on the
|
||||
-- lab door (12,11). (The trailing NPC_CHANGE_FACING is a march-in-
|
||||
-- place beat on the mat; here Oak just stands his final beat.)
|
||||
escort.oakSteps = {
|
||||
"down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm).
|
||||
-- Yellow differs: first DOWN is x6 (Oak starts one tile farther north).
|
||||
local function buildOakSteps()
|
||||
if GameVersion.isYellow() then
|
||||
return {
|
||||
"down", "down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
end
|
||||
return {
|
||||
"down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
end
|
||||
|
||||
-- RLEList_PlayerWalkToLab decodes to UP x2, RIGHT x3, DOWN x5, LEFT,
|
||||
-- DOWN x6 and plays in REVERSE buffer order (wSimulatedJoypadStatesEnd
|
||||
-- grows downward): DOWN x6, LEFT, DOWN x5, RIGHT x3, UP x2 -- Oak's
|
||||
-- exact path one step behind. The 17th press (the second UP) is eaten
|
||||
-- by the door-warp frame (WarpFound clears hJoyHeld via EnterMap), so
|
||||
-- only 16 real steps happen; the walk ends on the door at (12,11).
|
||||
escort.oakSteps = buildOakSteps()
|
||||
|
||||
-- Player stays one step behind Oak (simplified reverse-RLE port).
|
||||
escort.playerSteps = { "down" }
|
||||
for _, d in ipairs(escort.oakSteps) do
|
||||
escort.playerSteps[#escort.playerSteps + 1] = d
|
||||
end
|
||||
|
||||
local function npcNamed(ow, name)
|
||||
for _, n in ipairs(ow.npcs or {}) do
|
||||
if n.def and n.def.name == name then return n end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
M.PALLET_TOWN = {
|
||||
talk = require("data.scripts.pallet_town").talk,
|
||||
escort = escort,
|
||||
-- Oak stops you at the north row (PalletTownDefaultScript's
|
||||
-- `wYCoord == 1` check), walks up from (8,5), and leads you to his
|
||||
-- lab with the player one step behind (scripts/PalletTown.asm +
|
||||
-- PalletMovementScriptPointerTable in
|
||||
-- engine/overworld/auto_movement.asm), then the lab walk-in and the
|
||||
-- choose-mon exchange (scripts/OaksLab.asm OaksLabDefaultScript ..
|
||||
-- OaksLabOakChooseMonSpeechScript).
|
||||
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
|
||||
-- then a wild Pikachu battle before the lab escort (pokeyellow
|
||||
-- PalletTownPikachuBattleScript).
|
||||
onStep = function(game, ow, x, y)
|
||||
if y ~= 1 or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
|
||||
local yellow = GameVersion.isYellow()
|
||||
local stopY = yellow and 0 or 1
|
||||
if y ~= stopY or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
|
||||
or game.save.flags.EVENT_GOT_STARTER then
|
||||
return false
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local Commands = require("src.script.Commands")
|
||||
local Music = require("src.core.Music")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local t = game.data.text
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
|
||||
-- PalletTownDefaultScript: stop the player, turn them around
|
||||
-- (wPlayerMovingDirection = PLAYER_DIR_DOWN applies on the very
|
||||
-- next frame, before the text box opens) and strike up the "oak
|
||||
-- appears" theme (MUSIC_MEET_PROF_OAK)
|
||||
ow.player.facing = "down"
|
||||
-- Red turns the player down; Yellow faces up at the north exit.
|
||||
ow.player.facing = yellow and "up" or "down"
|
||||
Music.play(game.data, "Music_MeetProfOak")
|
||||
|
||||
-- DelayFrames-style hold: the world pauses (input stays locked)
|
||||
-- for `frames` frames, then cb runs. Reuses the emote pause slot;
|
||||
-- with an `npc` the "!" bubble draws above it (EmotionBubble).
|
||||
local function hold(frames, npc, cb)
|
||||
ow.emote = { frames = frames, npc = npc, onDone = cb }
|
||||
end
|
||||
|
||||
-- chain single-tile scriptMoves through a direction list
|
||||
local function walkList(entity, steps, done)
|
||||
local i = 0
|
||||
local function nextStep()
|
||||
@@ -114,10 +125,8 @@ M.PALLET_TOWN = {
|
||||
nextStep()
|
||||
end
|
||||
|
||||
-- ---- Oak's Lab side (scripts/OaksLab.asm) ----------------------
|
||||
|
||||
-- OaksLabOakChooseMonSpeechScript: the fed-up / choose-mon /
|
||||
-- what-about-me / be-patient exchange, Delay3 between boxes
|
||||
-- OaksLabOakChooseMonSpeechScript. Yellow's OakChooseMon text is
|
||||
-- the single-ball speech, not Red's "there are 3 POKéMON".
|
||||
local function chooseMonSpeech()
|
||||
local function say(key, fb, next)
|
||||
game.stack:push(TextBox.new(game, t[key] or fb, next))
|
||||
@@ -126,7 +135,9 @@ M.PALLET_TOWN = {
|
||||
"{RIVAL}: Gramps!\nI'm fed up with\nwaiting!", function()
|
||||
hold(3, nil, function()
|
||||
say("_OaksLabOakChooseMonText",
|
||||
"OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
|
||||
yellow
|
||||
and "OAK: Look, {PLAYER}! Do\nyou see that ball\non the table?"
|
||||
or "OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
|
||||
hold(3, nil, function()
|
||||
say("_OaksLabRivalWhatAboutMeText",
|
||||
"{RIVAL}: Hey!\nGramps! What\nabout me?", function()
|
||||
@@ -143,30 +154,18 @@ M.PALLET_TOWN = {
|
||||
end)
|
||||
end
|
||||
|
||||
-- entering the lab: the door Oak (OAKSLAB_OAK2, (5,10)) walks up 3
|
||||
-- ahead of the player (OaksLabOakEntersLabScript OakEntryMovement),
|
||||
-- swaps for the desk Oak (OAKSLAB_OAK1, (5,2)), then the player
|
||||
-- walks up 8 from the mat (PlayerEntryMovementRLE) while the rival
|
||||
-- and Oak turn with them (OaksLabPlayerEntersLabScript /
|
||||
-- OaksLabFollowedOakScript)
|
||||
-- Door Oak is OAKSLAB_OAK2: Red index 8, Yellow index 6 (one ball).
|
||||
local function labWalkIn()
|
||||
local oak2 = ow:npcByIndex(8)
|
||||
local oak2 = npcNamed(ow, "OAKSLAB_OAK2") or ow:npcByIndex(yellow and 6 or 8)
|
||||
local function swapOaks()
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK1")
|
||||
hold(3, nil, function() -- Delay3
|
||||
Commands.face_object(ctx, 1, "down") -- rival watches you pass
|
||||
hold(3, nil, function()
|
||||
Commands.face_object(ctx, 1, "down")
|
||||
ow:scriptMove(ow.player, "up", 8, function()
|
||||
-- OaksLabFollowedOakScript: flags only after the walk-in, so a
|
||||
-- stray step on the door mat can't fire the "don't go away"
|
||||
-- push-up (oaks_lab.lua onStep) mid-cutscene. Outdoor escort
|
||||
-- still re-arms on F1 mid-escort -- these flags stay clear
|
||||
-- until the lab walk finishes.
|
||||
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
|
||||
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB_2 = true
|
||||
Commands.face_object(ctx, 1, "up")
|
||||
-- res BIT_NO_MAP_MUSIC + PlayDefaultMusic: the lab theme
|
||||
-- only starts once the walk-in is done
|
||||
Music.playMap(game.data, "OAKS_LAB")
|
||||
chooseMonSpeech()
|
||||
end)
|
||||
@@ -179,9 +178,6 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
-- PalletMovementScript_Done + the door warp: Oak is hidden as the
|
||||
-- player steps into the doorway; PALLET_TOWN warp 3 -> OAKS_LAB
|
||||
-- warp 2 = (5,11), with the door SFX (WarpFound -> SFX_GO_INSIDE)
|
||||
local function enterLab()
|
||||
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
@@ -190,10 +186,6 @@ M.PALLET_TOWN = {
|
||||
{ keepMusic = true })
|
||||
end
|
||||
|
||||
-- PalletMovementScript_WalkToLab: Oak's NPC movement and the
|
||||
-- player's simulated joypad run simultaneously, in lockstep; the
|
||||
-- player retraces Oak's path one step behind and follows him into
|
||||
-- the doorway on the final beat
|
||||
local function walkToLab(oak)
|
||||
local i = 0
|
||||
local function tick()
|
||||
@@ -206,9 +198,6 @@ M.PALLET_TOWN = {
|
||||
if oak and escort.oakSteps[i] then
|
||||
ow:scriptMove(oak, escort.oakSteps[i], 1)
|
||||
elseif oak then
|
||||
-- RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat:
|
||||
-- Oak marches in place on the door mat while the player takes
|
||||
-- the final step up behind him (movement.asm ChangeFacingDirection)
|
||||
ow:marchInPlace(oak)
|
||||
end
|
||||
ow:scriptMove(ow.player, playerStep, 1, tick)
|
||||
@@ -216,9 +205,6 @@ M.PALLET_TOWN = {
|
||||
tick()
|
||||
end
|
||||
|
||||
-- PalletMovementScript_OakMoveLeft/_PlayerMoveLeft: from the right
|
||||
-- tile (x == 11) Oak sidesteps left first, then the player follows
|
||||
-- left (wNumStepsToTake = wXCoord - 10), and only then both walk
|
||||
local function escortToLab(oak)
|
||||
local numSteps = x - 10
|
||||
if oak and numSteps > 0 then
|
||||
@@ -232,37 +218,65 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
-- ---- Pallet Town side (scripts/PalletTown.asm) -----------------
|
||||
-- After Oak reaches the player: Red goes straight to "It's unsafe!".
|
||||
-- Yellow (PalletTownOakGreetsPlayerScript..AfterPikachuBattleScript):
|
||||
-- ThatWasClose -> Oak faces the grass patch -> BATTLE_TYPE_PIKACHU
|
||||
-- (the old-man-style simulated battle where PROF.OAK throws the ball
|
||||
-- and always catches the lv5 Pikachu) -> Whew -> ComeWithMe.
|
||||
local function afterOakArrives(oak)
|
||||
if not yellow then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakItsUnsafeText
|
||||
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
|
||||
function() escortToLab(oak) end))
|
||||
return
|
||||
end
|
||||
local function comeWithMe()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakComeWithMe
|
||||
or "OAK: Here, come with\nme!",
|
||||
function() escortToLab(oak) end))
|
||||
end
|
||||
local function afterPikaBattle()
|
||||
if oak then oak.facing = "up" end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakWhewText or "OAK: Whew...",
|
||||
comeWithMe))
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakThatWasCloseText
|
||||
or "OAK: That was\nclose!\fWild POKéMON live\nin tall grass!",
|
||||
function()
|
||||
-- Oak turns toward the horizontally adjacent grass (left exit
|
||||
-- looks right, right exit looks left -- the
|
||||
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
|
||||
if oak then oak.facing = x == 10 and "right" or "left" end
|
||||
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
||||
battle:makeOldManDemo("PROF.OAK")
|
||||
battle.onFinish = function()
|
||||
afterPikaBattle()
|
||||
end
|
||||
game.stack:push(battle)
|
||||
end))
|
||||
end
|
||||
|
||||
-- PalletTownOakWalksToPlayerScript: Oak appears at (8,5), faces up
|
||||
-- (SetSpriteFacingDirectionAndDelay + Delay3), then zigzags to the
|
||||
-- player; the "It's unsafe!" text follows and the escort begins
|
||||
local function oakAppearsAndWalks()
|
||||
Commands.show_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
local oak = ow:npcByIndex(1)
|
||||
local oak = npcNamed(ow, "PALLETTOWN_OAK") or ow:npcByIndex(1)
|
||||
if oak then oak.facing = "up" end
|
||||
hold(6, nil, function()
|
||||
walkList(oak, escort.oakApproach(x), function()
|
||||
-- PalletTownOakNotSafeComeWithMeScript: the second text waits
|
||||
-- for a button, then the escort starts
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakItsUnsafeText
|
||||
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
|
||||
function() escortToLab(oak) end))
|
||||
afterOakArrives(oak)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- The "Hey! Wait!" box ends without a button wait (auto), then the
|
||||
-- "!" bubble shows over the player WHILE the box is still on screen
|
||||
-- (PalletTownOakText: DelayFrames 10 then EmotionBubble, box not yet
|
||||
-- cleared). onOverlap sets the bubble during the box's last frames;
|
||||
-- the box pops after `overlap`, and the bubble's 60-frame hold then
|
||||
-- runs to Oak's appearance (the bubble is static while the box is up,
|
||||
-- since the overworld pauses under it, so 10 overlap + 50 = 60).
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakHeyWaitDontGoOutText or "OAK: Hey! Wait!\nDon't go out!",
|
||||
nil, { auto = { delay = 10, overlap = 10, onOverlap = function()
|
||||
-- .HeyWaitDontGoOutText turns the player to face down (toward
|
||||
-- the approaching Oak) before the exclamation bubble
|
||||
ow.player.facing = "down"
|
||||
ow.emote = { npc = ow.player, frames = 50, onDone = oakAppearsAndWalks }
|
||||
end } }))
|
||||
return true
|
||||
@@ -278,6 +292,23 @@ M.PALLET_TOWN = {
|
||||
|
||||
local DRINKS = { "FRESH_WATER", "SODA_POP", "LEMONADE" }
|
||||
|
||||
-- Hand over the first drink in the bag, if any. Mirrors RemoveGuardDrink
|
||||
-- (engine/items/inventory.asm), which walks the same three item ids and
|
||||
-- removes ONE, and the caller's BIT_GAVE_SAFFRON_GUARDS_DRINK.
|
||||
local function takeGuardDrink(game)
|
||||
for _, drink in ipairs(DRINKS) do
|
||||
if (game.save.inventory[drink] or 0) > 0 then
|
||||
game.save.inventory[drink] = game.save.inventory[drink] - 1
|
||||
if game.save.inventory[drink] == 0 then
|
||||
game.save.inventory[drink] = nil
|
||||
end
|
||||
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function saffronGate(guardText, triggers, horizontal)
|
||||
return {
|
||||
talk = {
|
||||
@@ -289,18 +320,15 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
t._SaffronGateGuardThanksForTheDrinkText or "Gee, that was\ntasty!", done))
|
||||
return
|
||||
end
|
||||
for _, drink in ipairs(DRINKS) do
|
||||
if (game.save.inventory[drink] or 0) > 0 then
|
||||
game.save.inventory[drink] = game.save.inventory[drink] - 1
|
||||
if game.save.inventory[drink] == 0 then
|
||||
game.save.inventory[drink] = nil
|
||||
end
|
||||
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"Thanks! You can\ngo on through!"), done))
|
||||
return
|
||||
end
|
||||
if takeGuardDrink(game) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "Whoa, boy!\nI'm parched!",
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"You can go on\nthrough!"), done))
|
||||
end))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!", done))
|
||||
@@ -317,6 +345,31 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
if game.save.flags.EVENT_GAVE_GUARDS_DRINK then return false end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
-- Stepping on the trigger WITH a drink hands it over right here.
|
||||
--
|
||||
-- Route5GateDefaultScript (scripts/Route5Gate.asm) runs
|
||||
-- `farcall RemoveGuardDrink` before it decides anything: the coord
|
||||
-- trigger itself takes the drink and sets
|
||||
-- BIT_GAVE_SAFFRON_GUARDS_DRINK, and only a player carrying nothing
|
||||
-- gets the thirsty line and the walk-back. We had the removal on the
|
||||
-- guard's TALK handler only, so walking up with a FRESH_WATER in the
|
||||
-- bag was turned away and the four gates stayed shut unless you
|
||||
-- happened to talk to him -- which vanilla never requires.
|
||||
--
|
||||
-- Saffron is the middle of the map, so this sealed it: every route
|
||||
-- through the city (Celadon <-> Lavender, Vermilion <-> Cerulean the
|
||||
-- short way) was unreachable, and the bot could not get to Lavender
|
||||
-- for the POKE_FLUTE at all.
|
||||
if takeGuardDrink(game) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "Whoa, boy!\nI'm parched!",
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"You can go on\nthrough!")))
|
||||
end))
|
||||
return true
|
||||
end
|
||||
local back
|
||||
if horizontal then
|
||||
back = ow.player.facing == "left" and "right" or "left"
|
||||
@@ -324,7 +377,7 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
back = ow.player.facing == "up" and "down" or "up"
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "I'm parched...\nNo entry until\nI get a drink!",
|
||||
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!\nThe road's closed.",
|
||||
function()
|
||||
ow:scriptMove(ow.player, back, 1)
|
||||
end))
|
||||
@@ -386,40 +439,112 @@ M.BIKE_SHOP = {
|
||||
-- the Cinnabar lab (the wait is skipped).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local function mtMoonFossil(itemId, otherName)
|
||||
-- The Super Nerd (object index 1) claims both fossils and blocks the way
|
||||
-- to them. In scripts/MtMoonB2F.asm he isn't a sight-line trainer: his
|
||||
-- header carries no range, so MtMoonB2FDefaultScript force-triggers the
|
||||
-- battle the instant the player steps onto (13,8) -- the chokepoint tile
|
||||
-- to his right -- and reaching for a fossil intercepts you too.
|
||||
local function superNerdBeaten(ow)
|
||||
local nerd = ow:npcByIndex(1)
|
||||
return not nerd or ow:trainerDefeated(nerd)
|
||||
end
|
||||
|
||||
local function engageSuperNerd(game, ow, onDone)
|
||||
local nerd = ow:npcByIndex(1)
|
||||
if not nerd or ow:trainerDefeated(nerd) then
|
||||
if onDone then onDone() end
|
||||
return
|
||||
end
|
||||
nerd:facePlayer(ow.player)
|
||||
ow:engageTrainer(nerd, onDone)
|
||||
end
|
||||
|
||||
-- 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
|
||||
game.stack:push(TextBox.new(game, "You found a\nfossil! Take it?", 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 name = game.data.items[itemId].name
|
||||
if not superNerdBeaten(ow) then
|
||||
engageSuperNerd(game, ow, done)
|
||||
return
|
||||
end
|
||||
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
|
||||
|
||||
M.MT_MOON_B2F = {
|
||||
-- MtMoonB2FDefaultScript forces the Super Nerd battle when the player
|
||||
-- steps onto (13,8), the tile beside him guarding the fossils.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x == 13 and y == 8 and not superNerdBeaten(ow) then
|
||||
engageSuperNerd(game, ow, nil)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
talk = {
|
||||
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil("DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL"),
|
||||
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil("HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL"),
|
||||
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")
|
||||
@@ -454,7 +579,7 @@ 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
|
||||
@@ -646,73 +771,174 @@ M.CINNABAR_LAB_FOSSIL_ROOM = {
|
||||
-- -------------------------------------------------------------------
|
||||
-- Day-care (scripts/Daycare.asm): the boarded Pokémon earns 1 exp per
|
||||
-- step; the fee is ¥100 plus ¥100 per level gained.
|
||||
--
|
||||
-- #118: do not raise mon.level until a paid retrieve (pokered reverts
|
||||
-- wDayCareMonBoxLevel on .leaveMonInDayCare). Fold pending steps into
|
||||
-- mon.exp once and clear them so a second talk cannot re-apply the same
|
||||
-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here --
|
||||
-- TextBox.TOKENS.RAM only knows wStringBuffer.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local function fillDaycareText(s, subs)
|
||||
s = s:gsub("{PLAYER}", subs.player or "")
|
||||
s = s:gsub("{RAM:([^}]*)}", function(name) return subs[name] or "" end)
|
||||
-- extractor NUM spans may include flags after a comma; keep the name
|
||||
s = s:gsub("{NUM:([%w_]+)[^}]*}", function(name)
|
||||
return tostring(subs[name] or "0")
|
||||
end)
|
||||
return s
|
||||
end
|
||||
|
||||
M.DAYCARE = {
|
||||
talk = {
|
||||
TEXT_DAYCARE_GENTLEMAN = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local t = game.data.text
|
||||
local dc = game.save.daycare
|
||||
local playerName = game.save.player and game.save.player.name or "RED"
|
||||
|
||||
local function monName(mon)
|
||||
local def = game.data.pokemon[mon.species]
|
||||
return mon.nickname or (def and def.name) or mon.species
|
||||
end
|
||||
|
||||
if dc and dc.mon then
|
||||
local Growth = require("src.pokemon.Growth")
|
||||
local Stats = require("src.pokemon.Stats")
|
||||
local Party = require("src.pokemon.Party")
|
||||
local mon = dc.mon
|
||||
local def = game.data.pokemon[mon.species]
|
||||
mon.exp = mon.exp + (dc.steps or 0)
|
||||
local newLevel = math.min(100, Growth.levelForExp(def.growthRate, mon.exp))
|
||||
local fee = 100 + (newLevel - mon.level) * 100
|
||||
local grew = newLevel > mon.level
|
||||
mon.level = newLevel
|
||||
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
|
||||
mon.hp = mon.stats.hp
|
||||
local msg = grew and (t._DaycareGentlemanMonHasGrownText or "It's grown a lot!")
|
||||
or "Back already?"
|
||||
game.stack:push(TextBox.new(game,
|
||||
msg .. ("\fThe fee is ¥%d.\nGet it back?"):format(fee), function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if yes and game.save.money >= fee then
|
||||
-- Apply deferred step-exp once (OverworldController only bumps
|
||||
-- daycare.steps). Clearing prevents double-count on re-talk.
|
||||
mon.exp = (mon.exp or 0) + (dc.steps or 0)
|
||||
dc.steps = 0
|
||||
-- depositLevel mirrors wDayCareMonBoxLevel: fee baseline that
|
||||
-- must survive a declined retrieve. Fall back to mon.level for
|
||||
-- older saves that predate the field.
|
||||
if dc.depositLevel == nil then dc.depositLevel = mon.level end
|
||||
local startLevel = dc.depositLevel
|
||||
local newLevel = Growth.levelForExp(def and def.growthRate, mon.exp)
|
||||
if newLevel >= 100 then
|
||||
newLevel = 100
|
||||
if def then
|
||||
mon.exp = Growth.expForLevel(def.growthRate, 100)
|
||||
end
|
||||
end
|
||||
local levelsGrown = math.max(0, newLevel - startLevel)
|
||||
local fee = 100 + levelsGrown * 100
|
||||
local name = monName(mon)
|
||||
local subs = {
|
||||
player = playerName,
|
||||
wNameBuffer = name,
|
||||
wDayCareMonName = name,
|
||||
wDayCareNumLevelsGrown = levelsGrown,
|
||||
wDayCareTotalCost = fee,
|
||||
}
|
||||
local statusText = levelsGrown > 0
|
||||
and (t._DaycareGentlemanMonHasGrownText
|
||||
or "Your {RAM:wNameBuffer}\nhas grown a lot!\fBy level, it's\ngrown by {NUM:wDayCareNumLevelsGrown, 1, 3}!\fAren't I great?")
|
||||
or (t._DaycareGentlemanMonNeedsMoreTimeText
|
||||
or "Back already?\nYour {RAM:wNameBuffer}\nneeds some more\ntime with me.")
|
||||
|
||||
game.stack:push(TextBox.new(game, fillDaycareText(statusText, subs), function()
|
||||
if #game.save.party >= Party.MAX then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanNoRoomForMonText
|
||||
or "You have no room\nfor this POKéMON!", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanOweMoneyText
|
||||
or "You owe me ¥{NUM:wDayCareTotalCost, 2 | LEADING_ZEROES | LEFT_ALIGN}\nfor the return\nof this POKéMON.",
|
||||
subs),
|
||||
nil, { choice = function(yes)
|
||||
if not yes then
|
||||
-- .leaveMonInDayCare: revert any transient level bump
|
||||
mon.level = startLevel
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._DaycareGentlemanAllRightThenText or "All right then,\n")
|
||||
.. (t._DaycareGentlemanComeAgainText or "come again."),
|
||||
done))
|
||||
return
|
||||
end
|
||||
if (game.save.money or 0) < fee then
|
||||
mon.level = startLevel
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanNotEnoughMoneyText
|
||||
or "Hey, you don't\nhave enough ¥!", done))
|
||||
return
|
||||
end
|
||||
game.save.money = game.save.money - fee
|
||||
mon.level = newLevel
|
||||
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
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanGotMonBackText or "Here you go!", done))
|
||||
else
|
||||
game.stack:push(TextBox.new(game,
|
||||
yes and (t._DaycareGentlemanOweMoneyText or "You owe me money!")
|
||||
or "Come again!", done))
|
||||
end
|
||||
end))
|
||||
t._DaycareGentlemanHeresYourMonText
|
||||
or "Thank you! Here's\nyour POKéMON!", function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanGotMonBackText
|
||||
or "{PLAYER} got\n{RAM:wDayCareMonName} back!",
|
||||
subs), done))
|
||||
end))
|
||||
end }))
|
||||
end))
|
||||
return
|
||||
end
|
||||
|
||||
if #game.save.party < 2 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
"You only have one\nPOKéMON with you!", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanIntroText or "I can raise a\nPOKéMON for you.", function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then done() return end
|
||||
local PartyMenu = require("src.ui.PartyMenu")
|
||||
game.stack:push(PartyMenu.new(game, {
|
||||
pickOnly = true,
|
||||
onSwitch = function(mon)
|
||||
for i, m in ipairs(game.save.party) do
|
||||
if m == mon then table.remove(game.save.party, i) break end
|
||||
end
|
||||
game.save.daycare = { mon = mon, steps = 0 }
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanWillLookAfterMonText or
|
||||
"Fine, I'll look\nafter it a while!", done))
|
||||
end,
|
||||
}))
|
||||
end))
|
||||
end))
|
||||
t._DaycareGentlemanIntroText
|
||||
or "I run a DAYCARE.\nWould you like me\nto raise one of\nyour POKéMON?",
|
||||
nil, { choice = function(yes)
|
||||
if not yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanComeAgainText or "come again.", done))
|
||||
return
|
||||
end
|
||||
if #game.save.party < 2 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanOnlyHaveOneMonText
|
||||
or "You only have one\nPOKéMON with you.", done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanWhichMonText or "Which POKéMON\nshould I raise?",
|
||||
function()
|
||||
local PartyMenu = require("src.ui.PartyMenu")
|
||||
game.stack:push(PartyMenu.new(game, {
|
||||
pickOnly = true,
|
||||
onSwitch = function(mon)
|
||||
for i, m in ipairs(game.save.party) do
|
||||
if m == mon then table.remove(game.save.party, i) break end
|
||||
end
|
||||
local name = monName(mon)
|
||||
-- depositLevel = wDayCareMonBoxLevel at deposit time
|
||||
game.save.daycare = {
|
||||
mon = mon, steps = 0, depositLevel = mon.level,
|
||||
}
|
||||
game.stack:push(TextBox.new(game,
|
||||
fillDaycareText(
|
||||
t._DaycareGentlemanWillLookAfterMonText
|
||||
or "Fine, I'll look\nafter {RAM:wNameBuffer}\nfor a while.",
|
||||
{ player = playerName, wNameBuffer = name }),
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._DaycareGentlemanComeSeeMeInAWhileText
|
||||
or "Come see me in\na while.", done))
|
||||
end))
|
||||
end,
|
||||
}))
|
||||
end))
|
||||
end }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -61,9 +61,61 @@ M.ROUTE_12_SUPER_ROD_HOUSE = {
|
||||
M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
|
||||
{ "show_text", "_Route12SuperRodHouseFishingGuruTryFishingText" }
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 5F purified zone (scripts/PokemonTower5F.asm
|
||||
-- PokemonTower5FDefaultScript): the 2x2 center pad heals the party once
|
||||
-- per visit. EVENT_IN_PURIFIED_ZONE latches until the player steps off;
|
||||
-- while on the pad the map script also sets BIT_NO_BATTLES (we return
|
||||
-- true from onStep so wild encounters are skipped the same way).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local TOWER_5F_PURIFIED = {
|
||||
[10 * 256 + 8] = true, [11 * 256 + 8] = true,
|
||||
[10 * 256 + 9] = true, [11 * 256 + 9] = true,
|
||||
}
|
||||
|
||||
-- HealParty -> GBFadeOutToWhite -> Delay3 -> Delay3 -> GBFadeInFromWhite
|
||||
-- -> TEXT_POKEMONTOWER5F_PURIFIEDZONE (no Music_PkmnHealed).
|
||||
local TOWER_5F_HEAL = {
|
||||
{ "heal_party" },
|
||||
{ "fade", "out", "white" },
|
||||
{ "wait", 3 },
|
||||
{ "wait", 3 },
|
||||
{ "fade", "in", "white" },
|
||||
{ "show_text", "_PokemonTower5FPurifiedZoneText" },
|
||||
}
|
||||
|
||||
M.POKEMON_TOWER_5F = {
|
||||
onStep = function(game, ow, x, y)
|
||||
if not TOWER_5F_PURIFIED[x * 256 + y] then
|
||||
game.save.flags.EVENT_IN_PURIFIED_ZONE = nil
|
||||
return false
|
||||
end
|
||||
if game.save.flags.EVENT_IN_PURIFIED_ZONE then
|
||||
return true
|
||||
end
|
||||
if ow.runner and ow.runner:isRunning() then return false end
|
||||
game.save.flags.EVENT_IN_PURIFIED_ZONE = true
|
||||
if ow.runner then
|
||||
ow.runner:run(TOWER_5F_HEAL)
|
||||
elseif ow.queueScript then
|
||||
ow:queueScript(TOWER_5F_HEAL)
|
||||
end
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- The ghost Marowak (scripts/PokemonTower6F.asm): blocks the stairs at
|
||||
-- (10,16) until identified with the Silph Scope and defeated.
|
||||
-- (10,16) until defeated.
|
||||
--
|
||||
-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
|
||||
-- Silph Scope check at the trigger -- the scope only decides whether the
|
||||
-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
|
||||
-- balls dodged). An earlier version of this port turned the player back
|
||||
-- without the scope and never opened the battle, which made 6F
|
||||
-- impassable on any route that skips Rocket Hideout; vanilla lets the
|
||||
-- battle open and a POKE_DOLL end it (see wBattleResult below).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_TOWER_6F = {
|
||||
@@ -71,26 +123,32 @@ M.POKEMON_TOWER_6F = {
|
||||
if game.save.flags.EVENT_BEAT_GHOST_MAROWAK then return false end
|
||||
if x ~= 10 or y ~= 16 then return false end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
if not game.save.inventory.SILPH_SCOPE then
|
||||
game.stack:push(TextBox.new(game,
|
||||
"A GHOST blocks\nthe way...\fDarn! You can't\nidentify it!",
|
||||
function()
|
||||
local back = ow.player.facing == "up" and "down" or "up"
|
||||
ow:scriptMove(ow.player, back, 1)
|
||||
end))
|
||||
return true
|
||||
end
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
"The GHOST was\nMAROWAK!\fThe restless soul\nattacks!", function()
|
||||
t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local battle = BattleState.newWild(game, "MAROWAK", 30)
|
||||
if not game.save.inventory.SILPH_SCOPE then
|
||||
battle:makeGhost()
|
||||
end
|
||||
battle.onFinish = function(result)
|
||||
if result == "win" then
|
||||
-- wBattleResult parity (PokemonTower6FMarowakBattleScript's
|
||||
-- "and a / jr nz"): losing writes $1 and running writes $2, but
|
||||
-- ItemUsePokeDoll ends the battle WITHOUT touching it, so the
|
||||
-- script reads 0 -- defeated. That is the famous Poke Doll
|
||||
-- trick, and the speedrun route this bot follows depends on it.
|
||||
if result == "win" or battle.pokeDollEscape then
|
||||
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
|
||||
game.stack:push(TextBox.new(game,
|
||||
"The restless soul\ncalmed down and\ndeparted!"))
|
||||
t._PokemonTower6FSoulWasCalmedText
|
||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
|
||||
elseif result ~= "lose" then
|
||||
-- .did_not_defeat: one simulated step right, off the trigger,
|
||||
-- so fleeing does not leave you standing on a cell that
|
||||
-- immediately re-fires.
|
||||
ow:scriptMove(ow.player, "right", 1)
|
||||
end
|
||||
ow:afterBattle(result)
|
||||
ow:afterBattle(result, battle)
|
||||
end
|
||||
game.stack:push(battle)
|
||||
end))
|
||||
@@ -136,18 +194,20 @@ local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right =
|
||||
local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local WALK_ORDER = { "up", "down", "left", "right" }
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
-- .UpdateWarp is run twice, so BOTH car warp entries get the same
|
||||
-- (warp id, map id): point every exit warp at the picked floor's
|
||||
-- elevator-door warp (the reciprocal warp found while building the
|
||||
-- menu). The car map's def is shared generated data, but its own
|
||||
-- warps are only ever read from inside the car, and this rewrite runs
|
||||
-- on every ride before the walk-out fires, so it is self-correcting.
|
||||
for _, w in ipairs(m.def.warps) do
|
||||
-- .UpdateWarp: point EVERY car exit warp at the same floor's elevator
|
||||
-- door (warp id, map id). Shared generated map data, but the car's
|
||||
-- warps are only read from inside the car; rides rewrite them again.
|
||||
local function elevatorSetExit(ow, floor)
|
||||
if not floor then return end
|
||||
for _, w in ipairs(ow.map.def.warps) do
|
||||
w.destMap = floor.map
|
||||
w.destWarp = floor.warpIdx
|
||||
end
|
||||
end
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
elevatorSetExit(ow, floor)
|
||||
-- leave by the exit tile under the player (they warped in onto one),
|
||||
-- else the nearest
|
||||
local door
|
||||
@@ -185,37 +245,68 @@ local function elevatorWalkOut(ow, floor)
|
||||
end)
|
||||
end
|
||||
|
||||
local function elevatorFloors(elevatorMapId, game)
|
||||
local floors = {}
|
||||
for mapId, def in pairs(game.data.maps) do
|
||||
for i, w in ipairs(def.warps) do
|
||||
if w.destMap == elevatorMapId then
|
||||
-- short floor token pokered actually prints, e.g.
|
||||
-- SILPH_CO_10F -> "10F", ROCKET_HIDEOUT_B2F -> "B2F"
|
||||
local token = mapId:match("_([^_]+)$") or mapId
|
||||
-- warpIdx: this floor's warp back into the elevator IS the
|
||||
-- warp the car's rewritten exit lands on (the reciprocal
|
||||
-- pair), matching wElevatorWarpMaps' (warp id, map id)
|
||||
table.insert(floors,
|
||||
{ map = mapId, x = w.x, y = w.y, token = token, warpIdx = i })
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
-- numeric floor order (SilphCoElevatorFloors' FLOOR_1F..FLOOR_11F),
|
||||
-- not lexicographic -- otherwise 10F/11F sort before 2F..9F
|
||||
table.sort(floors, function(a, b)
|
||||
return (tonumber(a.token:match("%d+")) or 0) <
|
||||
(tonumber(b.token:match("%d+")) or 0)
|
||||
end)
|
||||
return floors
|
||||
end
|
||||
|
||||
local function elevatorSeedExit(ow, floors, fromMapId)
|
||||
-- Seed a walk-out destination before the menu (or key-gate text):
|
||||
-- entry floor when known, else the first listed floor (1F). Choosing
|
||||
-- a floor still rewrites via elevatorWalkOut; B-cancel / no-key leave
|
||||
-- keeps this seed so walking out of the car cannot hit a missing ROM
|
||||
-- placeholder (#123) or the car's static default floor (#90: Rocket
|
||||
-- Hideout defaults to B1F even when entered from B2F/B4F).
|
||||
local exitFloor = floors[1]
|
||||
if fromMapId then
|
||||
for _, f in ipairs(floors) do
|
||||
if f.map == fromMapId then exitFloor = f break end
|
||||
end
|
||||
end
|
||||
elevatorSetExit(ow, exitFloor)
|
||||
return exitFloor
|
||||
end
|
||||
|
||||
local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
return {
|
||||
onEnter = function(game, ow)
|
||||
-- fromMapId: the floor the player just left (setMap passes it), so a
|
||||
-- B-cancel can still walk out onto a real map. Silph's ROM car warps
|
||||
-- default to UNUSED_MAP_ED, which is not in Data.maps -- Warp.resolve
|
||||
-- asserted and hard-crashed (#123).
|
||||
onEnter = function(game, ow, fromMapId)
|
||||
local floors = elevatorFloors(elevatorMapId, game)
|
||||
elevatorSeedExit(ow, floors, fromMapId)
|
||||
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
|
||||
-- a-key line (scripts/RocketHideoutElevator.asm). Exit warps are
|
||||
-- still seeded above so walking out returns to the entry floor
|
||||
-- instead of the car's ROM default (B1F) -- #90 / #105.
|
||||
if keyGate and not game.save.inventory[keyGate.item] then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text[keyGate.text] or "It appears to\nneed a key."))
|
||||
return
|
||||
end
|
||||
local floors = {}
|
||||
for mapId, def in pairs(game.data.maps) do
|
||||
for i, w in ipairs(def.warps) do
|
||||
if w.destMap == elevatorMapId then
|
||||
-- short floor token pokered actually prints, e.g.
|
||||
-- SILPH_CO_10F -> "10F", ROCKET_HIDEOUT_B2F -> "B2F"
|
||||
local token = mapId:match("_([^_]+)$") or mapId
|
||||
-- warpIdx: this floor's warp back into the elevator IS the
|
||||
-- warp the car's rewritten exit lands on (the reciprocal
|
||||
-- pair), matching wElevatorWarpMaps' (warp id, map id)
|
||||
table.insert(floors,
|
||||
{ map = mapId, x = w.x, y = w.y, token = token, warpIdx = i })
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
-- numeric floor order (SilphCoElevatorFloors' FLOOR_1F..FLOOR_11F),
|
||||
-- not lexicographic -- otherwise 10F/11F sort before 2F..9F
|
||||
table.sort(floors, function(a, b)
|
||||
return (tonumber(a.token:match("%d+")) or 0) <
|
||||
(tonumber(b.token:match("%d+")) or 0)
|
||||
end)
|
||||
local items = {}
|
||||
for _, f in ipairs(floors) do
|
||||
table.insert(items, { label = f.token, value = f })
|
||||
@@ -248,7 +339,8 @@ local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
end,
|
||||
onCancel = function()
|
||||
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
|
||||
-- happens, the player just stays in the car
|
||||
-- happens, the player just stays in the car (exit warps were
|
||||
-- already seeded to the entry floor above)
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
@@ -260,6 +352,98 @@ M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR", nil, 9)
|
||||
M.ROCKET_HIDEOUT_ELEVATOR = elevator("ROCKET_HIDEOUT_ELEVATOR",
|
||||
{ item = "LIFT_KEY", text = "_RocketHideoutElevatorAppearsToNeedKeyText" })
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Rocket Hideout B4F (scripts/RocketHideoutB4F.asm):
|
||||
-- Rocket3's after-battle text_asm drops the LIFT KEY item ball
|
||||
-- (CheckAndSetEvent EVENT_ROCKET_DROPPED_LIFT_KEY / ShowObject
|
||||
-- TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_5). Both start hidden in the map
|
||||
-- objects; without this talk side-effect the key never appears (#90,
|
||||
-- #105).
|
||||
-- Giovanni's post-battle script likewise ShowObject's the Silph Scope
|
||||
-- after the hope-we-meet-again line (TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_4).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROCKET_HIDEOUT_B4F = {
|
||||
talk = {
|
||||
TEXT_ROCKETHIDEOUTB4F_ROCKET3 = function(game, ow, npc, done)
|
||||
if not ow:trainerDefeated(npc) then
|
||||
ow:engageTrainer(npc, done)
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._RocketHideoutB4FRocket3AfterBattleText
|
||||
or "Oh no! I dropped\nthe LIFT KEY!",
|
||||
function()
|
||||
-- CheckAndSetEvent EVENT_ROCKET_DROPPED_LIFT_KEY: first talk
|
||||
-- after the win reveals the ball; later talks only reprint.
|
||||
if not game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY then
|
||||
game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY = true
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.show_object(
|
||||
{ game = game, save = game.save, overworld = ow },
|
||||
"ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_LIFT_KEY")
|
||||
end
|
||||
done()
|
||||
end))
|
||||
end,
|
||||
|
||||
TEXT_ROCKETHIDEOUTB4F_GIOVANNI = function(game, ow, npc, done)
|
||||
-- Giovanni has no trainer-header row (def_trainers 2); his text_asm
|
||||
-- owns both the engage and the BeatGiovanniScript aftermath.
|
||||
if ow:trainerDefeated(npc)
|
||||
or game.save.flags.EVENT_BEAT_ROCKET_HIDEOUT_GIOVANNI then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._RocketHideoutB4FGiovanniHopeWeMeetAgainText
|
||||
or "I hope we meet\nagain...", done))
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local t = game.data.text
|
||||
local impressed = t._RocketHideoutB4FGiovanniImpressedYouGotHereText
|
||||
or "So! I must say, I\nam impressed you\ngot here!"
|
||||
local cannotBe = t._RocketHideoutB4FGiovanniWhatCannotBeText
|
||||
or "WHAT!\nThis cannot be!"
|
||||
local hope = t._RocketHideoutB4FGiovanniHopeWeMeetAgainText
|
||||
or "I hope we meet\nagain..."
|
||||
game.stack:push(TextBox.new(game, impressed, function()
|
||||
local battle = BattleState.newTrainer(game, "OPP_GIOVANNI", 1)
|
||||
battle.onFinish = function(result)
|
||||
if result ~= "win" then
|
||||
ow:afterBattle(result, battle)
|
||||
done()
|
||||
return
|
||||
end
|
||||
game.save.defeatedTrainers[npc.id] = true
|
||||
game.save.flags.EVENT_BEAT_ROCKET_HIDEOUT_GIOVANNI = true
|
||||
-- End-battle "WHAT!" then BeatGiovanniScript's hope text,
|
||||
-- fade, HideObject Giovanni, ShowObject Silph Scope.
|
||||
game.stack:push(TextBox.new(game, cannotBe, function()
|
||||
game.stack:push(TextBox.new(game, hope, function()
|
||||
local Transition = require("src.render.Transition")
|
||||
game.stack:push(Transition.new(game, function()
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "ROCKET_HIDEOUT_B4F",
|
||||
"ROCKETHIDEOUTB4F_GIOVANNI")
|
||||
Commands.show_object(ctx, "ROCKET_HIDEOUT_B4F",
|
||||
"ROCKETHIDEOUTB4F_SILPH_SCOPE")
|
||||
end, function()
|
||||
ow:afterBattle(result, battle)
|
||||
done()
|
||||
end))
|
||||
end))
|
||||
end))
|
||||
end
|
||||
ow:pushBattle(battle)
|
||||
end))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Game Corner coins, prizes, and the rocket-poster switch that reveals
|
||||
-- the hideout stairs (scripts/GameCorner.asm, data/events/prizes.asm +
|
||||
@@ -272,14 +456,23 @@ M.GAME_CORNER = {
|
||||
-- EVENT_FOUND_ROCKET_HIDEOUT is unset, $43 after)
|
||||
onEnter = function(game, ow)
|
||||
local poster = game.data.field.gameCornerPoster
|
||||
if not poster then return end
|
||||
local block = game.save.flags[poster.event] and poster.openBlock
|
||||
or poster.closedBlock
|
||||
ow:replaceBlock(poster.x, poster.y, block)
|
||||
if poster then
|
||||
local block = game.save.flags[poster.event] and poster.openBlock
|
||||
or poster.closedBlock
|
||||
ow:replaceBlock(poster.x, poster.y, block)
|
||||
end
|
||||
-- pick this visit's lucky slot machine
|
||||
-- (wLuckySlotHiddenEventIndex, engine/slots/game_corner_slots2.asm)
|
||||
local seats = game.data.field.slotMachines.GAME_CORNER
|
||||
ow.luckySlot = love.math.random(1, #seats)
|
||||
-- #131: pre-#50 saves beat the poster grunt (defeatedTrainers) but
|
||||
-- never hid him; clear the tile if he is already marked defeated
|
||||
local rocketId = "GAME_CORNER_obj_11"
|
||||
if game.save.defeatedTrainers and game.save.defeatedTrainers[rocketId] then
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
"GAME_CORNER", "GAMECORNER_ROCKET")
|
||||
end
|
||||
end,
|
||||
talk = {
|
||||
-- the poster bg event: pressing A reveals the hidden switch
|
||||
@@ -303,6 +496,48 @@ M.GAME_CORNER = {
|
||||
done()
|
||||
end))
|
||||
end,
|
||||
-- the grunt guarding the poster (GameCornerRocketText /
|
||||
-- GameCornerRocketBattleScript / GameCornerRocketExitScript): after
|
||||
-- losing he warns the BOSS and leaves the floor for good, freeing
|
||||
-- the tile in front of the hideout switch
|
||||
TEXT_GAMECORNER_ROCKET = function(game, ow, npc, done)
|
||||
local Commands = require("src.script.Commands")
|
||||
local function hideRocket()
|
||||
Commands.hide_object({ game = game, save = game.save,
|
||||
overworld = ow },
|
||||
"GAME_CORNER", "GAMECORNER_ROCKET")
|
||||
end
|
||||
-- already beaten: hide anyway so pre-#50 saves that only have
|
||||
-- defeatedTrainers (no objectToggles hide) clear the poster tile
|
||||
if ow:trainerDefeated(npc) then
|
||||
hideRocket()
|
||||
done()
|
||||
return
|
||||
end
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._GameCornerRocketAfterBattleText
|
||||
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
||||
function()
|
||||
-- #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,
|
||||
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
@@ -349,53 +584,93 @@ M.GAME_CORNER = {
|
||||
},
|
||||
}
|
||||
|
||||
-- Red-version prize lists (data/events/prizes.asm, prize_mon_levels.asm)
|
||||
local PRIZES = {
|
||||
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
|
||||
-- The six mon prizes differ between Red and Blue; the three TM prizes are
|
||||
-- identical, so they are shared and appended to each version's mon list.
|
||||
local PRIZE_TMS = {
|
||||
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
||||
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
||||
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
||||
}
|
||||
local RED_PRIZES = {
|
||||
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
|
||||
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
|
||||
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
|
||||
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
|
||||
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
||||
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
||||
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
||||
}
|
||||
local BLUE_PRIZES = {
|
||||
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
|
||||
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
|
||||
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
|
||||
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
|
||||
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
|
||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
||||
}
|
||||
|
||||
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(PRIZES) 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 = {
|
||||
@@ -411,18 +686,63 @@ M.GAME_CORNER_PRIZE_ROOM = {
|
||||
-- and the player steps off the dock, the ship sets sail.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- the ship's hull/deck blocks (block cols 5-8, rows 1-2) and the water
|
||||
-- that replaces them once she sails (the surrounding blocks of each row)
|
||||
local DOCK_SHIP_BLOCKS = {
|
||||
{ bx = 5, by = 1, water = 1 }, { bx = 6, by = 1, water = 1 },
|
||||
{ bx = 7, by = 1, water = 1 }, { bx = 8, by = 1, water = 1 },
|
||||
{ bx = 5, by = 2, water = 13 }, { bx = 6, by = 2, water = 13 },
|
||||
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
|
||||
}
|
||||
|
||||
M.VERMILION_DOCK = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_SS_ANNE_LEFT then
|
||||
local Flags = require("src.script.Flags")
|
||||
local f = game.save.flags
|
||||
if Flags.get(game.save, "EVENT_SS_ANNE_LEFT") then
|
||||
-- the ship is long gone: erase her right away, and anyone who
|
||||
-- still lands here is sent back out past the guard
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
ow.map:setBlock(b.bx, b.by, b.water)
|
||||
end
|
||||
ow.map.renderer:rebuild()
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._VermilionCitySailor1ShipSetSailText
|
||||
or "The ship set sail.", function()
|
||||
ow:startWarpTo("VERMILION_CITY", 19, 30, "up")
|
||||
ow:startWarpTo("VERMILION_CITY", 18, 29, "up")
|
||||
end))
|
||||
elseif game.save.flags.EVENT_GOT_HM01 then
|
||||
game.save.flags.EVENT_SS_ANNE_LEFT = true
|
||||
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
|
||||
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
|
||||
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
|
||||
-- triggers the departure (wDestinationWarpID == 1 in pokered) --
|
||||
-- Music_Surfing plays for the sail-away cutscene, smoke puffs
|
||||
-- drift off the funnel, the horn blows, the ship is erased to
|
||||
-- open water, and the player is walked off the dock into the
|
||||
-- city past the guard (VermilionCity's
|
||||
-- SCRIPT_VERMILIONCITY_PLAYER_EXIT_SHIP walk)
|
||||
Flags.set(game.save, "EVENT_SS_ANNE_LEFT")
|
||||
local Music = require("src.core.Music")
|
||||
Music.stop()
|
||||
Music.play(game.data, "Music_Surfing")
|
||||
local function puff(n, cx)
|
||||
if n <= 0 then return end
|
||||
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
||||
end
|
||||
puff(3, 15)
|
||||
local rows = {}
|
||||
rows[#rows + 1] = { "wait", 100 }
|
||||
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
|
||||
end
|
||||
rows[#rows + 1] = { "wait", 30 }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
-- keep Music_Surfing across the city warp (pokered stays on it
|
||||
-- through the exit-ship walk)
|
||||
rows[#rows + 1] = { "play_music", "Music_Surfing", { keep = true } }
|
||||
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
ow:queueScript(rows)
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -37,16 +37,15 @@ local function countOwned(save)
|
||||
return n
|
||||
end
|
||||
|
||||
local function oaksAide(threshold, itemId)
|
||||
local function oaksAide(threshold, itemId, repeatText)
|
||||
return function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
local flags = game.save.flags
|
||||
local itemName = game.data.items[itemId].name
|
||||
local flag = "EVENT_GOT_" .. itemId
|
||||
if flags[flag] then
|
||||
push(game, fill(t._OaksAideComeBackText or
|
||||
"I already gave\nyou the {RAM:}!",
|
||||
{ num = threshold, ram = itemName }), done)
|
||||
push(game, t[repeatText] or
|
||||
fill("I already gave\nyou the {RAM:}!", { ram = itemName }), done)
|
||||
return
|
||||
end
|
||||
ask(game, fill(t._OaksAideHiText or
|
||||
@@ -83,13 +82,16 @@ local function oaksAide(threshold, itemId)
|
||||
end
|
||||
|
||||
M.ROUTE_2_GATE = {
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH") },
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH",
|
||||
"_Route2GateOaksAideFlashExplanationText") },
|
||||
}
|
||||
M.ROUTE_11_GATE_2F = {
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER") },
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER",
|
||||
"_Route11Gate2FOaksAideItemfinderDescriptionText") },
|
||||
}
|
||||
M.ROUTE_15_GATE_2F = {
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL") },
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL",
|
||||
"_Route15Gate2FOaksAideExpAllText") },
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -134,12 +136,19 @@ 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 +162,10 @@ 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 +182,21 @@ 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 +238,31 @@ 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,
|
||||
},
|
||||
}
|
||||
@@ -457,6 +484,25 @@ M.ROUTE_24 = {
|
||||
battleOrDone()
|
||||
end,
|
||||
},
|
||||
-- Route24DefaultScript forces TEXT_ROUTE24_COOLTRAINER_M1 whenever the
|
||||
-- player stands on (10,15) in front of the recruiter while
|
||||
-- EVENT_GOT_NUGGET is unset (dbmapcoord 10,15), independent of facing
|
||||
-- or input -- he has no trainer header, so sight never engages him.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_GOT_NUGGET then return false end
|
||||
if not (x == 10 and y == 15) then return false end
|
||||
if ow.runner:isRunning() or ow.engaging then return false end
|
||||
local recruiter
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "ROUTE24_COOLTRAINER_M1" then
|
||||
recruiter = npc
|
||||
break
|
||||
end
|
||||
end
|
||||
if not recruiter then return false end
|
||||
ow:showMapText("TEXT_ROUTE24_COOLTRAINER_M1", recruiter)
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -626,11 +672,153 @@ local function e4ExitSeal(flag, closedBlock, openBlock, dontRunText, autoFlag)
|
||||
}
|
||||
end
|
||||
|
||||
-- Lorelei/Bruno/Agatha EndBattleScript (pokered): EndTrainerBattle then
|
||||
-- DisplayTextID -> TalkToTrainer, which prints the AfterBattle text on a
|
||||
-- win. engageTrainer only shows the won line, so wrap talk like Lance /
|
||||
-- Game Corner Rocket and push header.after immediately after a win.
|
||||
local function e4LeaderTalk(afterLabel)
|
||||
return function(game, ow, npc, done)
|
||||
done = done or function() end
|
||||
if ow:trainerDefeated(npc) then
|
||||
local after = text(game)[afterLabel]
|
||||
if after then push(game, after, done) else done() end
|
||||
return
|
||||
end
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
return
|
||||
end
|
||||
local after = text(game)[afterLabel]
|
||||
if after then push(game, after, done) else done() end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
M.LORELEIS_ROOM = e4ExitSeal("EVENT_BEAT_LORELEIS_ROOM_TRAINER_0", 0x24, 0x05,
|
||||
"_LoreleisRoomLoreleiDontRunAwayText", "EVENT_AUTOWALKED_INTO_LORELEIS_ROOM")
|
||||
M.LORELEIS_ROOM.talk = {
|
||||
TEXT_LORELEISROOM_LORELEI = e4LeaderTalk("_LoreleisRoomLoreleiAfterBattleText"),
|
||||
}
|
||||
M.BRUNOS_ROOM = e4ExitSeal("EVENT_BEAT_BRUNOS_ROOM_TRAINER_0", 0x24, 0x05,
|
||||
"_BrunosRoomBrunoDontRunAwayText", "EVENT_AUTOWALKED_INTO_BRUNOS_ROOM")
|
||||
M.BRUNOS_ROOM.talk = {
|
||||
TEXT_BRUNOSROOM_BRUNO = e4LeaderTalk("_BrunoAfterBattleText"),
|
||||
}
|
||||
M.AGATHAS_ROOM = e4ExitSeal("EVENT_BEAT_AGATHAS_ROOM_TRAINER_0", 0x3b, 0x0e,
|
||||
"_AgathasRoomAgathaDontRunAwayText", "EVENT_AUTOWALKED_INTO_AGATHAS_ROOM")
|
||||
M.AGATHAS_ROOM.talk = {
|
||||
TEXT_AGATHASROOM_AGATHA = e4LeaderTalk("_AgathaAfterBattleText"),
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Lance's room (scripts/LancesRoom.asm). Unlike the other three E4
|
||||
-- rooms this one gates its ENTRANCE, not its exit: the .blk ships with
|
||||
-- the arena doorway CLOSED (blocks $72/$73 at block (2,6)/(3,6), cells
|
||||
-- (4-7,12-13)), and LanceShowOrHideEntranceBlocks OPENS it ($31/$32)
|
||||
-- on every map load while EVENT_LANCES_ROOM_LOCK_DOOR is unset.
|
||||
-- Without this script the doorway never opened, so the whole arena --
|
||||
-- Lance AND both CHAMPIONS_ROOM warps at (5,0)/(6,0) -- was sealed off
|
||||
-- from the entrance hall and the league dead-ended here ("goto (6,11)
|
||||
-- unreachable on LANCES_ROOM").
|
||||
--
|
||||
-- LancesRoomDefaultScript's coordinate triggers, all inert once
|
||||
-- EVENT_BEAT_LANCE is set:
|
||||
-- (5,1)/(6,2) beside Lance -> his battle starts (a coordinate
|
||||
-- trigger, not a talk; victories.lua OPP_LANCE#1 sets
|
||||
-- EVENT_BEAT_LANCE on the win, so a loss re-arms)
|
||||
-- (5,11)/(6,11) the doorway -> CheckAndSetEvent
|
||||
-- EVENT_LANCES_ROOM_LOCK_DOOR: first crossing seals
|
||||
-- the door behind the player with SFX_GO_INSIDE
|
||||
-- (24,16) the entrance staircase -> WalkToLance: an auto-walk
|
||||
-- landing on (6,11). Vanilla WalkToLance_RLEList is
|
||||
-- up 12 / left 12 / down 7 / left 6 and skips collision
|
||||
-- through void tiles; our camera follows that literally
|
||||
-- and briefly shows the empty upper chamber (reads as
|
||||
-- "Gary's room"). We keep the same landing cell but
|
||||
-- route along the open-door floor corridor instead.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- Floor corridor (24,16) -> (6,11) with EVENT_LANCES_ROOM_LOCK_DOOR
|
||||
-- unset (entrance blocks $31/$32). Exposed for parity tests.
|
||||
local LANCE_WALK_IN = {
|
||||
{ "down", 2 }, { "left", 6 }, { "down", 5 }, { "left", 10 },
|
||||
{ "up", 9 }, { "left", 2 }, { "up", 3 },
|
||||
}
|
||||
|
||||
local function lanceEntranceBlocks(game, ow)
|
||||
local locked = game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR
|
||||
ow:replaceBlock(2, 6, locked and 0x72 or 0x31)
|
||||
ow:replaceBlock(3, 6, locked and 0x73 or 0x32)
|
||||
end
|
||||
|
||||
local function lanceLockDoor(game, ow)
|
||||
if game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR then return end
|
||||
game.save.flags.EVENT_LANCES_ROOM_LOCK_DOOR = true
|
||||
require("src.core.Sound").play(game.data, "Go_Inside")
|
||||
lanceEntranceBlocks(game, ow)
|
||||
end
|
||||
|
||||
local function lanceWalkIn(game, ow)
|
||||
local i = 0
|
||||
local function step()
|
||||
i = i + 1
|
||||
local seg = LANCE_WALK_IN[i]
|
||||
if not seg then
|
||||
-- lands on (6,11); vanilla's per-frame coord poll then locks the
|
||||
-- door at once. scriptMove landings do not fire onStep, so lock
|
||||
-- here.
|
||||
lanceLockDoor(game, ow)
|
||||
return
|
||||
end
|
||||
ow:scriptMove(ow.player, seg[1], seg[2], step)
|
||||
end
|
||||
step()
|
||||
end
|
||||
|
||||
M.LANCES_ROOM = {
|
||||
walkInRoute = LANCE_WALK_IN,
|
||||
onEnter = function(game, ow)
|
||||
lanceEntranceBlocks(game, ow)
|
||||
-- the warp arrival lands ON the staircase trigger, and onStep only
|
||||
-- fires for completed steps -- start the walk-in here, the same
|
||||
-- way Lorelei's auto walk-in runs from its onEnter
|
||||
if not game.save.flags.EVENT_BEAT_LANCE
|
||||
and ow.player.cellX == 24 and ow.player.cellY == 16 then
|
||||
lanceWalkIn(game, ow)
|
||||
end
|
||||
end,
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_LANCE then return false end
|
||||
if (x == 5 and y == 1) or (x == 6 and y == 2) then
|
||||
local lance
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "LANCESROOM_LANCE" then lance = npc break end
|
||||
end
|
||||
if not lance or ow:trainerDefeated(lance) then return false end
|
||||
lance:facePlayer(ow.player)
|
||||
-- LancesRoomLanceEndBattleScript DisplayTextID -> TalkToTrainer
|
||||
-- after-battle text (rival became champion first). engageTrainer
|
||||
-- only shows the won line, so push the after text on a win.
|
||||
ow:engageTrainer(lance, function()
|
||||
if not ow:trainerDefeated(lance) then return end
|
||||
local after = text(game)._LancesRoomLanceAfterBattleText
|
||||
if after then push(game, after) end
|
||||
end)
|
||||
return true
|
||||
end
|
||||
if (x == 5 or x == 6) and y == 11 then
|
||||
lanceLockDoor(game, ow)
|
||||
return false
|
||||
end
|
||||
if x == 24 and y == 16 then
|
||||
lanceWalkIn(game, ow)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
|
||||
M.CELADON_CHIEF_HOUSE = require("data.scripts.celadon_chief_house")
|
||||
|
||||
return M
|
||||
|
||||
@@ -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
|
||||
@@ -259,23 +269,211 @@ M.CINNABAR_ISLAND = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- Pewter's youngster stops you leaving east before Brock is beaten
|
||||
-- (scripts/PewterCity.asm PewterCityCheckPlayerLeavingEastScript; the
|
||||
-- original escorts you to the gym, we walk you back a step)
|
||||
-- Pewter's youngster stops you leaving east before Brock is beaten and
|
||||
-- escorts you to the gym (scripts/PewterCity.asm
|
||||
-- PewterCityCheckPlayerLeavingEastScript /
|
||||
-- PewterCityYoungsterShowsPlayerGymScript, engine/overworld/auto_movement.asm
|
||||
-- PewterGymGuyMovementScriptPointerTable, engine/events/pewter_guys.asm
|
||||
-- PewterGymGuyCoords). Same lockstep style as Oak's lab escort: the
|
||||
-- youngster walks RLEList_PewterGymGuy while the player plays the
|
||||
-- reverse of RLEList_PewterGymPlayer with a PewterGuys positioning
|
||||
-- preamble. Ends at (11,18) / (12,18) by the gym, not phasing through
|
||||
-- the building.
|
||||
local pewterEscort = {}
|
||||
|
||||
-- RLEList_PewterGymGuy (NPC directions play forward)
|
||||
pewterEscort.guySteps = {
|
||||
"down", "down",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left", "left", "left", "left", "left",
|
||||
"up", "up", "up", "up", "up",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
}
|
||||
|
||||
-- Reverse of guySteps with opposite facings, i.e. the gym-to-spawn
|
||||
-- mirror of RLEList_PewterGymGuy. Kept as the documented inverse that
|
||||
-- tests/parity_pewter_escort.lua checks; the youngster does NOT walk it
|
||||
-- home any more, because its first step is LEFT through the player
|
||||
-- parked on (11,18) (#241). See walkHome below.
|
||||
do
|
||||
local opp = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local ret = {}
|
||||
for i = #pewterEscort.guySteps, 1, -1 do
|
||||
ret[#ret + 1] = opp[pewterEscort.guySteps[i]]
|
||||
end
|
||||
pewterEscort.guyReturnSteps = ret
|
||||
end
|
||||
|
||||
-- RLEList_PewterGymPlayer before reverse / PewterGuys (NO_INPUT, RIGHT×2,
|
||||
-- DOWN×5, LEFT×11, UP×5, LEFT×15)
|
||||
pewterEscort.playerRle = {
|
||||
"NO",
|
||||
"right", "right",
|
||||
"down", "down", "down", "down", "down",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left",
|
||||
"up", "up", "up", "up", "up",
|
||||
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||
"left", "left", "left", "left", "left", "left", "left",
|
||||
}
|
||||
|
||||
-- PewterGymGuyCoords: (x, y) -> positioning moves written after the RLE
|
||||
-- (played in reverse; $00 pauses are one overworld frame ≈ 1/8 tile for
|
||||
-- the NPC, so eight of them ≈ one guy head-start step)
|
||||
pewterEscort.preambles = {
|
||||
["34,16"] = { "left", "down", "down", "right" },
|
||||
["35,17"] = { "left", "down", "right", "left" },
|
||||
["37,18"] = { "left", "left", "left",
|
||||
"NO", "NO", "NO", "NO", "NO", "NO", "NO", "NO" },
|
||||
["37,19"] = { "left", "left", "up", "left" },
|
||||
["36,17"] = { "left", "down", "left",
|
||||
"NO", "NO", "NO", "NO", "NO", "NO", "NO", "NO" },
|
||||
}
|
||||
|
||||
-- Realized player path for a trigger tile: PewterGuys overwrites the
|
||||
-- last RLE byte and appends the preamble, then simulated joypad plays
|
||||
-- high→low (reverse). Leading NO×8 collapses to guyHeadStart=1; the
|
||||
-- trailing end-of-list NO is dropped (one-frame pause).
|
||||
function pewterEscort.playerPlan(x, y)
|
||||
local pre = pewterEscort.preambles[x .. "," .. y]
|
||||
if not pre then return nil end
|
||||
local buf = {}
|
||||
for i, d in ipairs(pewterEscort.playerRle) do buf[i] = d end
|
||||
buf[#buf] = pre[1]
|
||||
for i = 2, #pre do buf[#buf + 1] = pre[i] end
|
||||
local path = {}
|
||||
for i = #buf, 1, -1 do path[#path + 1] = buf[i] end
|
||||
local head = 0
|
||||
while path[head + 1] == "NO" do head = head + 1 end
|
||||
local tail = #path
|
||||
while tail > head and path[tail] == "NO" do tail = tail - 1 end
|
||||
local steps = {}
|
||||
for i = head + 1, tail do steps[#steps + 1] = path[i] end
|
||||
return { steps = steps, guyHeadStart = math.floor(head / 8) }
|
||||
end
|
||||
|
||||
local function pewterGymEscort(game, ow)
|
||||
if ow.runner:isRunning() or #ow.scriptMoves > 0 then return end
|
||||
local x, y = ow.player.cellX, ow.player.cellY
|
||||
local plan = pewterEscort.playerPlan(x, y)
|
||||
local Music = require("src.core.Music")
|
||||
local t = text(game)
|
||||
local follow = t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!"
|
||||
-- PewterGuys only has entries for five tiles; an unmatched talk tile
|
||||
-- (e.g. (36,16) east of him) just gets the follow-me line, same as a
|
||||
-- failed coords lookup would refuse to arm the walk.
|
||||
if not plan then
|
||||
push(game, follow)
|
||||
return
|
||||
end
|
||||
local guy = ow:npcByIndex(5) -- PEWTERCITY_YOUNGSTER
|
||||
local guySteps = pewterEscort.guySteps
|
||||
local head = plan.guyHeadStart
|
||||
|
||||
-- After the walk: face the player, restore map music, "Go take on
|
||||
-- BROCK", then MovementData_PewterGymGuyExit -- five steps RIGHT out of
|
||||
-- (12,18), the cell PewterCityYoungsterShowsPlayerGymScript pins him to
|
||||
-- with SetSpritePosition1 (hSpriteMapXCoord 16 / hSpriteMapYCoord 22,
|
||||
-- minus the +4 border offset object_event coords carry per
|
||||
-- macros/scripts/maps.asm) and exactly where the escort leaves him.
|
||||
-- That lands him on (17,18), the last walkable cell before the fence at
|
||||
-- (18,18) and one column past the screen edge with the player parked on
|
||||
-- (11,18). PewterCityHideYoungsterScript then HideObject's him and
|
||||
-- PewterCityResetYoungsterScript's SetSpritePosition2 + ShowObject put
|
||||
-- him back on his object_event spawn (35,16) facing DOWN, which is the
|
||||
-- snap below (the vanish/reappear is off screen, same as the original).
|
||||
--
|
||||
-- The old code retraced guyReturnSteps instead, whose first step is
|
||||
-- LEFT into (11,18) -- the cell the player is standing on -- and
|
||||
-- scriptMove is a pure tween with no entity test, so he walked straight
|
||||
-- through Red (#241). There is no honest route home: (17,18) is a
|
||||
-- dead-end pocket ((18,18) fence, (17,17) wall), which is precisely why
|
||||
-- the original teleports. guyReturnSteps stays as the documented
|
||||
-- mirror of RLEList_PewterGymGuy that parity_pewter_escort asserts.
|
||||
-- Brock victory still HideObject's him.
|
||||
local function walkHome()
|
||||
if not guy then return end
|
||||
local i = 0
|
||||
local function tick()
|
||||
i = i + 1
|
||||
if i > 5 then
|
||||
-- SetSpritePosition2: same field writes as Commands.place_npc,
|
||||
-- including the target clear -- a stale targetX/targetY would
|
||||
-- leave OverworldState:npcAtCell reserving (17,18) forever and
|
||||
-- silently wall the player out of that pocket.
|
||||
guy.cellX, guy.cellY = 35, 16
|
||||
guy.px, guy.py = 35 * 16, 16 * 16
|
||||
guy.moving = false
|
||||
guy.targetX, guy.targetY = nil, nil
|
||||
guy.facing = "down"
|
||||
return
|
||||
end
|
||||
ow:scriptMove(guy, "right", 1, tick)
|
||||
end
|
||||
tick()
|
||||
end
|
||||
|
||||
local function afterWalk()
|
||||
if guy then guy.facing = "left" end
|
||||
Music.playMap(game.data, "PEWTER_CITY")
|
||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||
or "Go take on BROCK\nat the GYM first!", walkHome)
|
||||
end
|
||||
|
||||
local function lockstep()
|
||||
local i = 0
|
||||
local function tick()
|
||||
i = i + 1
|
||||
local ps = plan.steps[i]
|
||||
if not ps then
|
||||
afterWalk()
|
||||
return
|
||||
end
|
||||
local gs = guySteps[head + i]
|
||||
if guy and gs then ow:scriptMove(guy, gs, 1) end
|
||||
ow:scriptMove(ow.player, ps, 1, tick)
|
||||
end
|
||||
tick()
|
||||
end
|
||||
|
||||
local function beginWalk()
|
||||
Music.play(game.data, "Music_MuseumGuy")
|
||||
if guy and head > 0 then
|
||||
local h = 0
|
||||
local function headTick()
|
||||
h = h + 1
|
||||
if h > head then lockstep(); return end
|
||||
ow:scriptMove(guy, guySteps[h], 1, headTick)
|
||||
end
|
||||
headTick()
|
||||
else
|
||||
lockstep()
|
||||
end
|
||||
end
|
||||
|
||||
push(game, follow, beginWalk)
|
||||
end
|
||||
|
||||
M.PEWTER_CITY = {
|
||||
escort = pewterEscort,
|
||||
-- PewterCityYoungsterText: talking also arms the gym escort script
|
||||
talk = {
|
||||
TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
|
||||
pewterGymEscort(game, ow)
|
||||
if done then done() end
|
||||
end,
|
||||
},
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_BROCK then return false end
|
||||
if ow.runner:isRunning() or #ow.scriptMoves > 0 then return false end
|
||||
if not inCoords({ { 35, 17 }, { 36, 17 }, { 37, 18 }, { 37, 19 } }, x, y) then
|
||||
return false
|
||||
end
|
||||
local t = text(game)
|
||||
push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "Hey! You're a\ntrainer, right?", function()
|
||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||
or "Go take on BROCK\nat the GYM first!", function()
|
||||
ow:scriptMove(ow.player, "left", 1)
|
||||
end)
|
||||
end)
|
||||
pewterGymEscort(game, ow)
|
||||
return true
|
||||
end,
|
||||
}
|
||||
@@ -297,36 +495,79 @@ 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).
|
||||
-- Both exit lists are keyed on wSavedCoordIndex -- WHICH entry of
|
||||
-- Route22DefaultScript.Route22RivalBattleCoords the player matched -- not
|
||||
-- on where the rival ended up. CheckCoords (home/map_objects.asm:107)
|
||||
-- zeroes wCoordIndex and `inc [hl]` BEFORE each compare, so the first
|
||||
-- entry reports 1: index 1 is (29,4), index 2 is (29,5).
|
||||
-- Route22Rival1AfterBattleScript (Route22.asm:175) takes
|
||||
-- ...ExitMovementData1 on index 1 and ...Data2 otherwise. From the top
|
||||
-- tile the rival stands BELOW the player on (29,5) and leaves east along
|
||||
-- row 5; from the bottom tile he stands LEFT of him on (28,5) and has to
|
||||
-- step UP to row 4 to get around him. The port had the two branches
|
||||
-- swapped, so the top tile started the walk with UP out of (28,4) into
|
||||
-- the cliff cell (28,3), which is not walkable (#236).
|
||||
local function route22ExitDirs(n, py)
|
||||
if n == 2 then
|
||||
-- Route22Rival2ExitMovementData1 falls through into ...Data2: LEFT x4
|
||||
-- from (29,5), LEFT x3 from (28,5), both back onto the spawn (25,5).
|
||||
if py == 4 then return { "left", "left", "left", "left" } end
|
||||
return { "left", "left", "left" }
|
||||
end
|
||||
-- Route22Rival1ExitMovementData1: (29,5) -> (31,5) -> (31,10)
|
||||
if py == 4 then
|
||||
return { "right", "right", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
-- Route22Rival1ExitMovementData2: (28,5) -> (28,4) -> (31,4) -> (31,10)
|
||||
return { "up", "right", "right", "right",
|
||||
"down", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
|
||||
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
|
||||
-- Route22MoveRivalRightScript (Route22.asm:39) walks him RIGHT along his
|
||||
-- own row from the object_event spawn (25,5): the full four-RIGHT
|
||||
-- Route22RivalMovementData on coord index 1 (player on (29,4)), so he
|
||||
-- stops BELOW the player on (29,5); `inc de` drops one RIGHT on index 2
|
||||
-- (player on (29,5)), so he stops LEFT of him on (28,5). He never
|
||||
-- leaves row 5. Route22Rival{1,2}StartBattleScript (Route22.asm:110)
|
||||
-- then faces him UP on index 1 and RIGHT otherwise (#236).
|
||||
local rx = (py == 4) and 29 or 28
|
||||
local rivalFacing = (py == 4) and "up" or "right"
|
||||
return {
|
||||
{ "show_object", "ROUTE_22", objName }, -- 1
|
||||
{ "move_npc_to", objIndex, 28, py }, -- 2
|
||||
{ "face_object", objIndex, "right" }, -- 3
|
||||
{ "move_npc_to", objIndex, rx, 5 }, -- 2
|
||||
{ "face_object", objIndex, rivalFacing }, -- 3
|
||||
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
|
||||
{ "rival_battle", oppClass, baseParty }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "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
|
||||
|
||||
-- Route22Rival{1,2}StartBattleScript turns the player toward him too:
|
||||
-- PLAYER_DIR_DOWN on coord index 1 (the (29,4) tile, rival below him),
|
||||
-- and the PLAYER_DIR_LEFT Route22DefaultScript already set on index 2
|
||||
-- (the (29,5) tile, rival to his left) (#236).
|
||||
M.ROUTE_22 = {
|
||||
onStep = function(game, ow, x, y)
|
||||
if not inCoords({ { 29, 4 }, { 29, 5 } }, x, y) then return false end
|
||||
local f = game.save.flags
|
||||
local playerFacing = (y == 4) and "down" or "left"
|
||||
if f.EVENT_GOT_POKEDEX and not f.EVENT_BEAT_BROCK
|
||||
and not f.EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE then
|
||||
return runAmbush(game, ow,
|
||||
route22Scene(1, 1, "ROUTE22_RIVAL1", "OPP_RIVAL1", 4,
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE", y), "left")
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE", y), playerFacing)
|
||||
end
|
||||
if f.EVENT_BEAT_GIOVANNI and not f.EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE then
|
||||
return runAmbush(game, ow,
|
||||
route22Scene(2, 2, "ROUTE22_RIVAL2", "OPP_RIVAL2", 10,
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), "left")
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing)
|
||||
end
|
||||
return false
|
||||
end,
|
||||
@@ -335,6 +576,14 @@ 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
|
||||
@@ -342,32 +591,43 @@ 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", 16 }, -- 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
|
||||
{ "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 = {
|
||||
@@ -426,13 +686,83 @@ M.MUSEUM_1F = {
|
||||
}
|
||||
|
||||
-- The Pewter Center's singing JIGGLYPUFF (scripts/PewterPokecenter.asm
|
||||
-- plays MUSIC_JIGGLYPUFF_SONG, then the map theme resumes)
|
||||
-- PewterPokecenterJigglypuffText). The text_asm sets
|
||||
-- wDoNotWaitForButtonPressAfterDisplayingText before PrintText, so the box
|
||||
-- prints with no A prompt and the script keeps running underneath it:
|
||||
-- SFX_STOP_ALL_MUSIC, DelayFrames 32, PlayMusic MUSIC_JIGGLYPUFF_SONG,
|
||||
-- then .spinMovementLoop writes the next of DOWN -> LEFT -> UP -> RIGHT (a
|
||||
-- clockwise turn) every 24 frames for as long as the song's CHAN1/CHAN2
|
||||
-- still sound, DelayFrames 48, PlayDefaultMusic, TextScriptEnd. Only that
|
||||
-- last step closes the box, so the whole dance plays out unskippably
|
||||
-- (#249). Music.playOnce's pendingRestore stands in for both the channel
|
||||
-- poll and PlayDefaultMusic, so the Center's theme comes back the frame
|
||||
-- the song ends rather than 48 frames later.
|
||||
local JIGGLYPUFF_SPIN = { "down", "left", "up", "right" }
|
||||
local JIGGLYPUFF_SILENCE, JIGGLYPUFF_STEP, JIGGLYPUFF_TAIL = 32, 24, 48
|
||||
|
||||
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
|
||||
-- page has typed out (PrintText returning), and auto.tick then runs once
|
||||
-- per frame while the gate it returns still reads as playing.
|
||||
local function jigglypuffDance(game, npc)
|
||||
local Music = require("src.core.Music")
|
||||
-- .findMatchingFacingDirectionLoop: the rotation picks up at the entry
|
||||
-- matching the sprite's current facing (showMapText has just turned it
|
||||
-- toward the player), and the first write is that same facing, so the
|
||||
-- first visible quarter turn lands 24 frames in
|
||||
local step = 1
|
||||
for i, dir in ipairs(JIGGLYPUFF_SPIN) do
|
||||
if npc and npc.facing == dir then step = i end
|
||||
end
|
||||
local frames, phase = 0, "silence"
|
||||
return {
|
||||
sound = function()
|
||||
Music.stop() -- SFX_STOP_ALL_MUSIC
|
||||
return { isPlaying = function() return phase ~= "done" end }
|
||||
end,
|
||||
tick = function()
|
||||
frames = frames + 1
|
||||
if phase == "silence" then
|
||||
if frames < JIGGLYPUFF_SILENCE then return end
|
||||
frames = 0
|
||||
if Music.playOnce(game.data, "Music_JigglypuffSong") then
|
||||
phase = "spin"
|
||||
else
|
||||
-- no song def (or headless): Music.stop above already took the
|
||||
-- map theme down and nothing armed pendingRestore, so put it
|
||||
-- back by hand and fall through to the tail rather than hold
|
||||
-- the box on a poll that would never clear
|
||||
Music.restoreMap(game.data)
|
||||
phase = "tail"
|
||||
end
|
||||
return
|
||||
end
|
||||
if phase == "spin" then
|
||||
if frames < JIGGLYPUFF_STEP then return end
|
||||
frames = 0
|
||||
-- the loop tests the channels after the delay and before the next
|
||||
-- write, so a song that just ended costs no extra quarter turn
|
||||
if not Music.oneShotPlaying() then
|
||||
phase = "tail"
|
||||
return
|
||||
end
|
||||
step = step % #JIGGLYPUFF_SPIN + 1
|
||||
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
|
||||
return
|
||||
end
|
||||
if frames >= JIGGLYPUFF_TAIL then phase = "done" end
|
||||
end,
|
||||
}
|
||||
end
|
||||
|
||||
M.PEWTER_POKECENTER = {
|
||||
talk = {
|
||||
TEXT_PEWTERPOKECENTER_JIGGLYPUFF = function(game, ow, npc, done)
|
||||
require("src.core.Music").playOnce(game.data, "Music_JigglypuffSong")
|
||||
push(game, text(game)._PewterPokecenterJigglypuffText
|
||||
or "JIGGLYPUFF: Puu\npupuu!", done)
|
||||
-- not the local push() helper: this box needs opts.auto, which is
|
||||
-- also what suppresses the blinking arrow and the A dismissal
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
|
||||
done, { auto = jigglypuffDance(game, npc) }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
@@ -444,10 +774,22 @@ local function bikeGateGuard(coords, stopText, explainText)
|
||||
return function(game, ow, x, y)
|
||||
if game.save.inventory.BICYCLE then return false end
|
||||
if not inCoords(coords, x, y) then return false end
|
||||
-- walk the player up to the tile beside the counter, no further:
|
||||
-- (matchedY - closestY) tiles, 0 when already next to it
|
||||
-- (Route16Gate1FDefaultScript's wCoordIndex-1). Forcing a fixed one
|
||||
-- tile up from the counter-adjacent row shoved the player onto the
|
||||
-- impassable desk and boxed them in.
|
||||
local closestY = coords[1][2]
|
||||
for _, c in ipairs(coords) do
|
||||
if c[2] < closestY then closestY = c[2] end
|
||||
end
|
||||
local dist = y - closestY
|
||||
local t = text(game)
|
||||
push(game, t[stopText] or "Hey! Wait up!", function()
|
||||
push(game, t[explainText] or "You need a\nBICYCLE for\nCYCLING ROAD!", function()
|
||||
ow:scriptMove(ow.player, "up", 1)
|
||||
if dist > 0 then
|
||||
ow:scriptMove(ow.player, "up", dist)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
return true
|
||||
|
||||
@@ -173,7 +173,46 @@ local function syncGymGatesAfterBattle(game, ow)
|
||||
applyGymGates(game, ow)
|
||||
end
|
||||
|
||||
-- Yellow's quiz-first rule (scripts/CinnabarGym.asm SuperNerd2..7): a
|
||||
-- gate guardian refuses to battle until his quiz was attempted -- a
|
||||
-- wrong answer sics him on you (the onInteract path below), a right one
|
||||
-- opens his gate; walking up and talking first just gets the room's
|
||||
-- CinnabarGymText_N lecture (Func_f2150's pointer table).
|
||||
local function yellowQuizTalk(machineIndex)
|
||||
return function(game, ow, npc, done)
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
local defeated = ow:trainerDefeated(npc)
|
||||
local gateOpen = game.save.flags[gymGateFlag(machineIndex)]
|
||||
if yellow and not defeated and not gateOpen then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t["_CinnabarGymText_" .. machineIndex]
|
||||
or "You have to take\nthe quiz first!", done))
|
||||
return
|
||||
end
|
||||
-- gate open (or Red/Blue): the ordinary trainer engagement /
|
||||
-- after-battle line, mirroring talkTo's generic trainer branch
|
||||
npc:facePlayer(ow.player)
|
||||
if not defeated then
|
||||
ow:engageTrainer(npc, done)
|
||||
return
|
||||
end
|
||||
local header = game.data:trainerHeader(ow.map.def.label, npc.def.index)
|
||||
local after = header and header.after and game.data.text[header.after]
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, after or "...", done))
|
||||
end
|
||||
end
|
||||
|
||||
M.CINNABAR_GYM = {
|
||||
talk = (function()
|
||||
local talk = {}
|
||||
for i = 1, 6 do
|
||||
talk["TEXT_CINNABARGYM_SUPER_NERD" .. (i + 1)] = yellowQuizTalk(i)
|
||||
end
|
||||
return talk
|
||||
end)(),
|
||||
onEnter = applyGymGates,
|
||||
onVictory = syncGymGatesAfterBattle,
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
|
||||
@@ -2,27 +2,111 @@
|
||||
-- "OPP_CLASS#partyIndex" (the object_event trainer args). Hand-ported
|
||||
-- from the leaders'/bosses' text_asm victory scripts:
|
||||
-- gym badges: scripts/PewterGym.asm ... ViridianGym.asm
|
||||
-- Rocket Hideout Giovanni: his Silph Scope is an item ball next to him
|
||||
-- (data/maps/objects/RocketHideoutB4F.asm), so no reward entry needed.
|
||||
-- Rocket Hideout Giovanni: Silph Scope is a hidden item ball revealed by
|
||||
-- ShowObject in RocketHideoutB4FBeatGiovanniScript (ported as the
|
||||
-- TEXT_ROCKETHIDEOUTB4F_GIOVANNI talk handler in story3.lua).
|
||||
-- The TM each gym leader hands out afterwards is also ported.
|
||||
--
|
||||
-- `deactivate` lists the EVENT_BEAT_* flags each gym's victory script
|
||||
-- sets to retire unfought non-leader trainers (PewterGym.asm
|
||||
-- "; deactivate gym trainers" / SetEventRange in the other gyms, and
|
||||
-- FightingDojo.asm SetEventRange EVENT_BEAT_KARATE_MASTER ..
|
||||
-- EVENT_BEAT_FIGHTING_DOJO_TRAINER_3).
|
||||
--
|
||||
-- `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 = {}
|
||||
for i = first, last do
|
||||
t[#t + 1] = prefix .. i
|
||||
end
|
||||
return t
|
||||
end
|
||||
|
||||
return {
|
||||
-- PewterGym.asm .gymVictory also HideObject TOGGLE_GYM_GUY
|
||||
-- (PEWTERCITY_YOUNGSTER) and TOGGLE_ROUTE_22_RIVAL_1 so the east-exit
|
||||
-- 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" },
|
||||
item = "TM_BIDE",
|
||||
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
|
||||
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" },
|
||||
item = "TM_BUBBLEBEAM",
|
||||
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" },
|
||||
item = "TM_THUNDERBOLT",
|
||||
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" },
|
||||
item = "TM_MEGA_DRAIN",
|
||||
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" },
|
||||
item = "TM_TOXIC",
|
||||
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" },
|
||||
item = "TM_PSYWAVE",
|
||||
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" },
|
||||
item = "TM_FIRE_BLAST",
|
||||
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" },
|
||||
item = "TM_FISSURE",
|
||||
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" },
|
||||
@@ -30,8 +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).
|
||||
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER" },
|
||||
-- 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),
|
||||
dialogue = { "_FightingDojoKarateMasterIWillGiveYouAPokemonText" } },
|
||||
|
||||
-- Elite Four progress flags (their rooms' door logic isn't ported, but
|
||||
-- the flags make the Hall of Fame checkable)
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
-- Summer Beach House (scripts/SummerBeachHouse.asm), Yellow's Route 19
|
||||
-- surf shack. The Surfin' Dude only lets a party Pikachu that knows
|
||||
-- SURF ride (IsSurfingPikachuInParty, home/map_objects.asm); saying yes
|
||||
-- runs the Surfing Pikachu minigame (src/ui/SurfingMinigame.lua). The
|
||||
-- corner printer shows/prints the high score once you have surfed this
|
||||
-- visit (BIT_PIKACHU_MAP_SURF_SELECT is a per-map-load flag, so the
|
||||
-- session markers live on the overworld state, not the save).
|
||||
|
||||
local function surfingPikachu(game)
|
||||
for _, mon in ipairs(game.save.party or {}) do
|
||||
if mon.species == "PIKACHU" then
|
||||
for _, mv in ipairs(mon.moves or {}) do
|
||||
if mv.id == "SURF" then return mon end
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function push(game, text, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, text, done))
|
||||
end
|
||||
|
||||
-- the two-variant posters: the surf-capable line once a surfing
|
||||
-- Pikachu is along, the plain one otherwise
|
||||
local function poster(n)
|
||||
return function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local key = ("_SummerBeachHousePoster%dText%d"):format(
|
||||
n, surfingPikachu(game) and 1 or 2)
|
||||
push(game, t[key] or "A surfing poster.", done)
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
SUMMER_BEACH_HOUSE = {
|
||||
talk = {
|
||||
TEXT_SUMMERBEACHHOUSE_SURFINDUDE = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
if not surfingPikachu(game) then
|
||||
push(game, t._SummerBeachHouseSurfinDudeText4
|
||||
or "Dogs and burgers\non special today!", done)
|
||||
return
|
||||
end
|
||||
-- Text1 on the first ask each visit, the short Text3 after
|
||||
local ask = ow.surfinDudeAsked
|
||||
and (t._SummerBeachHouseSurfinDudeText3 or "Wanna go SURF?")
|
||||
or (t._SummerBeachHouseSurfinDudeText1
|
||||
or "Whoa!\nYour PIKACHU knows\nhow to SURF!\fGive it a go?")
|
||||
ow.surfinDudeAsked = true
|
||||
push(game, ask, function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
push(game, t._SummerBeachHouseSurfinDudeText2
|
||||
or "Come SURF anytime,\nmy friend!", done)
|
||||
return
|
||||
end
|
||||
local SurfingMinigame = require("src.ui.SurfingMinigame")
|
||||
game.stack:push(SurfingMinigame.new(game, function()
|
||||
ow.surfedThisVisit = true -- BIT_PIKACHU_MAP_SURF_SELECT
|
||||
require("src.core.Music").playMap(game.data, ow.map.id)
|
||||
done()
|
||||
end))
|
||||
end))
|
||||
end)
|
||||
end,
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_PIKACHU = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
push(game, t._SummerBeachHousePikachuText or "PIKACHU: Pikaa!",
|
||||
function()
|
||||
require("src.core.Sound").playCry(game.data, "PIKACHU")
|
||||
done()
|
||||
end)
|
||||
end,
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER1 = poster(1),
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER2 = poster(2),
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER3 = poster(3),
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_PRINTER = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
if not surfingPikachu(game) then
|
||||
push(game, t._SummerBeachHousePrinterText1
|
||||
or "It's some sort of\na machine...", done)
|
||||
return
|
||||
end
|
||||
push(game, t._SummerBeachHousePrinterText2
|
||||
or "SUMMER BEACH HOUSE\nPRINTER, it says.", function()
|
||||
if not ow.surfedThisVisit then
|
||||
done()
|
||||
return
|
||||
end
|
||||
push(game, t._SummerBeachHousePrinterText3
|
||||
or "The Hi-Score is\nshown.\fPRINT it out?", function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
done()
|
||||
return
|
||||
end
|
||||
-- PrintSurfingMinigameHighScore -> PNG stand-in
|
||||
local Printer = require("src.core.Printer")
|
||||
local Font = require("src.render.Font")
|
||||
local Strings = require("src.core.Strings")
|
||||
local hi = game.save.surfingHighScore or 0
|
||||
local name = game.save.player.name or "RED"
|
||||
local saved, err = Printer.save("surf_hiscore", 160, 64,
|
||||
function()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 64)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.rectangle("line", 2.5, 2.5, 155, 59)
|
||||
Font.draw(Strings("SUMMER BEACH HOUSE"), 8, 10)
|
||||
Font.draw(Strings("SURFING Hi-Score"), 8, 24)
|
||||
Font.draw(name, 8, 40)
|
||||
Font.draw(Strings("%d pts", hi), 96, 40)
|
||||
end)
|
||||
push(game, saved
|
||||
and Strings("Printed!\fSaved as\n%s\vin the save\nfolder.",
|
||||
saved)
|
||||
or Strings("Printer error!\n%s", tostring(err)), done)
|
||||
end))
|
||||
end)
|
||||
end)
|
||||
end,
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,102 @@
|
||||
-- Yellow's three Kanto-starter side-quests, hand-ported from
|
||||
-- scripts/CeruleanMelaniesHouse.asm, scripts/Route24.asm
|
||||
-- (Route24CooltrainerM4Text) and scripts/VermilionCity_2.asm
|
||||
-- (VermilionCityPrintOfficerJennyText). Registered on top of the shared
|
||||
-- Red map scripts by data/scripts/init.lua on a Yellow boot only, so the
|
||||
-- table keys compose with story.lua / story4.lua's existing entries.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Melanie hands over her Bulbasaur once the starter Pikachu trusts you
|
||||
-- (wPikachuHappiness >= 147).
|
||||
M.CERULEAN_MELANIES_HOUSE = {
|
||||
talk = {
|
||||
TEXT_CERULEANMELANIESHOUSE_MELANIE = function(game, ow, npc, done)
|
||||
local rows = { { "face_player" } }
|
||||
if game.save.flags.EVENT_GOT_BULBASAUR_IN_CERULEAN then
|
||||
rows[#rows + 1] = { "show_text", "MelanieText4" }
|
||||
elseif (game.save.pikachuHappiness or 90) < 147 then
|
||||
rows[#rows + 1] = { "show_text", "MelanieText1" }
|
||||
else
|
||||
rows[#rows + 1] = { "show_text", "MelanieText1" }
|
||||
rows[#rows + 1] = { "ask", "MelanieText2" }
|
||||
rows[#rows + 1] = { "jump_if_false", "declined" }
|
||||
rows[#rows + 1] = { "give_pokemon", "BULBASAUR", 10 }
|
||||
rows[#rows + 1] = { "jump_if_false", "end" } -- party + box full
|
||||
rows[#rows + 1] = { "show_text", "MelanieText3" }
|
||||
rows[#rows + 1] = { "hide_object", "CERULEAN_MELANIES_HOUSE",
|
||||
"CERULEANMELANIESHOUSE_BULBASAUR" }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_BULBASAUR_IN_CERULEAN" }
|
||||
rows[#rows + 1] = { "jump", "end" }
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "MelanieText5" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
-- pet flavor: the text with the species' cry over it
|
||||
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
|
||||
{ "play_cry", "BULBASAUR" },
|
||||
{ "show_text", "MelanieBulbasaurText" },
|
||||
},
|
||||
TEXT_CERULEANMELANIESHOUSE_ODDISH = {
|
||||
{ "play_cry", "ODDISH" },
|
||||
{ "show_text", "MelanieOddishText" },
|
||||
},
|
||||
TEXT_CERULEANMELANIESHOUSE_SANDSHREW = {
|
||||
{ "play_cry", "SANDSHREW" },
|
||||
{ "show_text", "MelanieSandshrewText" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Damian gives away the Charmander he thinks is too weak (EVENT_54F).
|
||||
M.ROUTE_24 = {
|
||||
talk = {
|
||||
TEXT_ROUTE24_COOLTRAINER_M4 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_54F" },
|
||||
{ "jump_if_true", "after" },
|
||||
{ "ask", "_Route24DamianText1" },
|
||||
{ "jump_if_false", "declined" },
|
||||
{ "give_pokemon", "CHARMANDER", 10 },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_Route24DamianText2" },
|
||||
{ "set_flag", "EVENT_54F" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "declined" },
|
||||
{ "show_text", "_Route24DamianText3" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "after" },
|
||||
{ "show_text", "_Route24DamianText4" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Officer Jenny's Squirtle: kept until you carry the Thunder Badge.
|
||||
M.VERMILION_CITY = {
|
||||
talk = {
|
||||
TEXT_VERMILIONCITY_OFFICER_JENNY = function(game, ow, npc, done)
|
||||
local rows = { { "face_player" } }
|
||||
if game.save.flags.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY then
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText5" }
|
||||
elseif not (game.save.inventory
|
||||
and game.save.inventory.THUNDERBADGE) then
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText1" }
|
||||
else
|
||||
rows[#rows + 1] = { "ask", "_OfficerJennyText2" }
|
||||
rows[#rows + 1] = { "jump_if_false", "declined" }
|
||||
rows[#rows + 1] = { "give_pokemon", "SQUIRTLE", 10 }
|
||||
rows[#rows + 1] = { "jump_if_false", "end" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText3" }
|
||||
rows[#rows + 1] = { "set_flag",
|
||||
"EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY" }
|
||||
rows[#rows + 1] = { "jump", "end" }
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,261 @@
|
||||
-- Jessie & James, Yellow's Team Rocket duo, at all four ambush sites:
|
||||
-- Mt Moon B2F (scripts/MtMoonB2F.asm), Rocket Hideout B4F
|
||||
-- (scripts/RocketHideoutB4F.asm), Pokemon Tower 7F
|
||||
-- (scripts/PokemonTower7F.asm) and Silph Co 11F (scripts/SilphCo11F.asm).
|
||||
-- Every site shares one shape: a coordinate trigger swaps the map theme
|
||||
-- for Music_MeetJessieJames, the motto plays, the duo closes in, one
|
||||
-- battle against the shared OPP_ROCKET party fights them both, and after
|
||||
-- their parting lines they vanish together under a second sting of the
|
||||
-- theme before the map theme resumes (PlayDefaultMusic ->
|
||||
-- play_default_music).
|
||||
--
|
||||
-- Registered on top of the shared tables by data/scripts/init.lua on a
|
||||
-- Yellow boot; MT_MOON_B2F's onStep chains story2's Super Nerd / fossil
|
||||
-- trigger and SILPH_CO_11F's chains story's Giovanni trigger, since
|
||||
-- non-talk hooks replace rather than merge.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Capture the FUNCTION, not the table: attachBase stores the module
|
||||
-- table itself, so once this file's onStep is attached the table's slot
|
||||
-- points back here -- delegating through the table would self-recurse.
|
||||
local baseMtMoonStep = require("data.scripts.story2").MT_MOON_B2F.onStep
|
||||
local baseSilph11Step = require("data.scripts.story").SILPH_CO_11F.onStep
|
||||
|
||||
M.MT_MOON_B2F = {
|
||||
talk = {
|
||||
TEXT_MTMOONB2F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
|
||||
},
|
||||
TEXT_MTMOONB2F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseMtMoonStep and baseMtMoonStep(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if x ~= 3 or y ~= 5 then return false end
|
||||
if f.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES then return false end
|
||||
if not (f.EVENT_GOT_DOME_FOSSIL or f.EVENT_GOT_HELIX_FOSSIL) then
|
||||
return false
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
|
||||
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
|
||||
{ "show_text", "_MtMoonJessieJamesText1" },
|
||||
{ "face_player_dir", "right" },
|
||||
{ "show_text", "_MtMoonJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_MtMoonJessieJamesText3" },
|
||||
{ "show_text", "_MtMoonJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
|
||||
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Rocket Hideout B4F (RocketHideoutB4FScript_455a5..Script13): the
|
||||
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
|
||||
-- (24,10) and whichever of them shares the player's column ($18=24 or
|
||||
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
|
||||
-- tiles down to loom over the player while the other steps one. A loss
|
||||
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
||||
-- trigger re-arms clean.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROCKET_HIDEOUT_B4F = {
|
||||
talk = {
|
||||
TEXT_ROCKETHIDEOUTB4F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
TEXT_ROCKETHIDEOUTB4F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 14 or (x ~= 24 and x ~= 25) then return false end
|
||||
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
||||
-- ON_LEFT: player under James's column (25); movement data pairs
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
||||
-- column-mate walks 3, the other 1.
|
||||
local onLeft = (x == 25)
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "face_object", 3, onLeft and "right" or "down" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "lost" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText3" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "lost" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 7F (PokemonTower7FScript_60d2a..Script10): same beat
|
||||
-- one floor below Fuji, except the duo pops in BEFORE the motto and
|
||||
-- Jessie ($a=10 column) leads the walk-down; ON_LEFT ($b=11) hands the
|
||||
-- three-tile walk to James instead. On a loss vanilla only resets the
|
||||
-- script counter (the blackout warp reloads the map anyway).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_TOWER_7F = {
|
||||
talk = {
|
||||
TEXT_POKEMONTOWER7F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
TEXT_POKEMONTOWER7F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 12 or (x ~= 10 and x ~= 11) then return false end
|
||||
if f.EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES then return false end
|
||||
local onLeft = (x == 11) -- EVENT_POKEMONTOWER_7_JESSIE_JAMES_ON_LEFT
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order
|
||||
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "face_object", 1, onLeft and "right" or "down" },
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText3" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Silph Co 11F (SilphCo11FScript_6229c..Script14): the only site where
|
||||
-- the duo starts VISIBLE (toggleable_objects.asm keeps SILPHCO11F_JAMES
|
||||
-- / _JESSIE ON), flanking Giovanni at (2,8)/(3,8), so they are talkable
|
||||
-- before the ambush (SilphCo11FJessieJamesText = the full motto). The
|
||||
-- trigger is the top row (y=3, x<4); EVENT_780/EVENT_781 pick one of
|
||||
-- three approach paths (SilphCo11FMovementData_622f5..62311, $5=up
|
||||
-- $6=left) that route James then Jessie up to the player without ever
|
||||
-- crossing the player's tile. Their duo text lives in
|
||||
-- text/SilphCo10F.asm (_SilphCoJessieJamesText*).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
talk = {
|
||||
TEXT_SILPHCO11F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
TEXT_SILPHCO11F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseSilph11Step and baseSilph11Step(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if y ~= 3 or x > 3 then return false end
|
||||
if f.EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES then return false end
|
||||
-- x==3 -> base path, x==2 -> EVENT_780 variant, x<=1 -> EVENT_781
|
||||
local jamesDirs, jamesFace, jessieDirs, jessieFace
|
||||
if x == 3 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up", "up" }, "right"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up" }, "up"
|
||||
elseif x == 2 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up" }, "up"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up", "up" }, "left"
|
||||
else
|
||||
jamesDirs = { "up", "up", "left", "up", "up" }
|
||||
jamesFace = "up"
|
||||
jessieDirs = { "up", "up", "up", "left", "up", "up" }
|
||||
jessieFace = "left"
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_SilphCoJessieJamesText1" },
|
||||
{ "face_player_dir", "down" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- James (object 4) then Jessie (object 6), Script5..Script10 order
|
||||
{ "walk_npc", 4, jamesDirs },
|
||||
{ "face_object", 4, jamesFace },
|
||||
{ "walk_npc", 6, jessieDirs },
|
||||
{ "face_object", 6, jessieFace },
|
||||
{ "show_text", "_SilphCoJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_SilphCoJessieJamesText3" },
|
||||
{ "show_text", "_SilphCoJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JAMES" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,91 @@
|
||||
# Anbernic RG34XXSP (Stock OS 64-bit MOD)
|
||||
|
||||
Download `gen1recomp-*-rg34xxsp-stockos64-mod.zip` from
|
||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases). This build
|
||||
targets **Stock OS 64-bit MOD** on the RG34XXSP with PortMaster installed
|
||||
(TF1).
|
||||
|
||||
## Install
|
||||
|
||||
1. Unzip the release on your computer. You get `Gen1recomp.sh` and a
|
||||
`gen1recomp/` folder.
|
||||
2. Copy **both** onto the SD card under **`Roms/PORTS/`** so the layout is:
|
||||
|
||||
```
|
||||
Roms/PORTS/Gen1recomp.sh
|
||||
Roms/PORTS/gen1recomp/
|
||||
```
|
||||
|
||||
On the device that path is `/mnt/mmc/Roms/PORTS/`. Keep the launcher and
|
||||
the `gen1recomp/` folder as siblings — do not nest the `.sh` inside the
|
||||
folder.
|
||||
3. Put your legal US Red and/or Blue `.gb` files inside the game folder:
|
||||
|
||||
```
|
||||
Roms/PORTS/gen1recomp/lovegame/
|
||||
```
|
||||
|
||||
Example: `Roms/PORTS/gen1recomp/lovegame/Pokemon - Red Version.gb`
|
||||
4. Eject the card, boot the handheld, open **Ports → Gen1recomp**.
|
||||
5. On the launcher, move the cursor with the D-pad or left stick, press **A**
|
||||
to click. Choose the Red or Blue tab, then **Choose ROM** — with no file
|
||||
picker on stock OS, that scans `lovegame/` for the `.gb` you dropped in.
|
||||
|
||||
The port ships with `portable.txt` already in place, so after import the
|
||||
saves and ROM-derived cache stay next to the game on the SD card. See
|
||||
[Portable Mode](../README.md#portable-mode) for what that means.
|
||||
|
||||
Only the canonical 1 MiB US carts import:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
## Launcher controls
|
||||
|
||||
| Input | Action |
|
||||
| ------------------ | ------------------ |
|
||||
| D-pad / left stick | Move cursor |
|
||||
| A | Click |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Right stick | Scroll lists |
|
||||
| Start / Select | Play or Choose ROM |
|
||||
|
||||
In-game controls use the normal PortMaster / SDL pad map, rebindable under
|
||||
**OPTIONS → CONTROLS**.
|
||||
|
||||
## Notes
|
||||
|
||||
**GBC FX is off on this device.** The launcher exports `POKEPORT_GBCFX=0`,
|
||||
which hides the GBC FX row from OPTIONS, pins the level to OFF, and clears a
|
||||
level carried over in an `options.lua` from another machine. The H700's Mali
|
||||
GPU is in the same class as the phone GPUs that compile that present pass and
|
||||
then show a black frame (issue #136), and `love.system.getOS()` reports
|
||||
`"Linux"` here, so the Android gate would not have caught it. Every other
|
||||
display option — COLORS, TILT, ZOOM, VOID FILL, MAX FPS — works normally. If
|
||||
your device turns out to handle the pass, launch with `POKEPORT_GBCFX=1` to
|
||||
put the row back.
|
||||
|
||||
The pack bundles the LÖVE 11.5 aarch64 runtime from
|
||||
[PortMaster](https://portmaster.games/), so the device does not need a
|
||||
separate `love_11.5` runtime download on first launch. The launcher resolves
|
||||
paths relative to its own directory rather than PortMaster's `$directory`,
|
||||
because stock Anbernic firmware runs ports out of `roms/PORTS/` with its own
|
||||
casing and mount points.
|
||||
|
||||
If a launch fails, `Roms/PORTS/gen1recomp/log.txt` holds the output of the
|
||||
last run.
|
||||
|
||||
## Building the port
|
||||
|
||||
Release runs build this automatically (see `.github/workflows/release.yml`).
|
||||
To build it by hand:
|
||||
|
||||
```sh
|
||||
./build-rg34xxsp.sh --version 0.1.0 # -> dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
|
||||
```
|
||||
|
||||
`install-rg34xxsp.sh` copies that pack straight onto a mounted SD card for
|
||||
local testing.
|
||||
|
||||
Stock OS 64-bit MOD comes from
|
||||
[cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
|
||||
@@ -59,7 +59,7 @@ the same core data and graphics into the source tree for verification.
|
||||
| | `src/battle/Experience.lua`, `Catching.lua`, `TrainerAI.lua` | exp/levels, Gen 1 catch algorithm, AI |
|
||||
| | `src/battle/rulesets/` | `gen1_faithful` (default) vs `modern_clean` |
|
||||
| ui | `src/ui/*` | start menu, generic menu, yes/no box, party/bag lists |
|
||||
| | `tools/save-editor/` | Standalone save editor (`love . --editor`) |
|
||||
| | `tools/save-editor/` | Save editor: shipped in every build, opened from the launcher's Edit button or standalone with `love . --editor` |
|
||||
|
||||
## Map scripts
|
||||
|
||||
|
||||
@@ -1,131 +0,0 @@
|
||||
# Building a Blue Version of the port
|
||||
|
||||
pokered builds Red and Blue from one source tree: the Makefile
|
||||
assembles everything twice with `rgbasm -D _RED` or `-D _BLUE`, and
|
||||
every in-game difference sits in an `IF DEF(_RED)` / `IF DEF(_BLUE)`
|
||||
block. Our extraction pipeline resolves those conditionals the same
|
||||
way (`tools/extract/util.py` `ASM_DEFINES`), so most of a Blue build
|
||||
falls out of re-running the extractors. Only three things are
|
||||
hand-ported on the Lua side and need swapping by hand.
|
||||
|
||||
## What differs between Red and Blue
|
||||
|
||||
| Where (pokered) | What |
|
||||
| --- | --- |
|
||||
| `data/wild/maps/*.asm` (34 files) | Version-exclusive encounters (Red: Ekans, Oddish, Growlithe, Mankey, Scyther, Electabuzz, Blue: Sandshrew, Bellsprout, Vulpix, Meowth, Pinsir, Magmar) |
|
||||
| `data/pokemon/title_mons.asm` | The 16 title-screen Pokémon |
|
||||
| `engine/movie/title.asm` + `gfx/version.asm` | The "Red Version" / "Blue Version" ribbon |
|
||||
| `constants/player_constants.asm` | Preset names (Red: RED/ASH/JACK + BLUE/GARY/JOHN) |
|
||||
| `data/sgb/sgb_palettes.asm`, `sgb_border.asm` | Super Game Boy palettes and border |
|
||||
| `data/events/prizes.asm`, `prize_mon_levels.asm` | Game Corner prize mons, costs and levels |
|
||||
| `engine/movie/intro.asm`, `data/credits/credits_text.asm`, `engine/slots/slot_machine.asm`, `engine/battle/animations.asm`, `audio/sfx/save_3.asm` | Small gated tweaks (credits say "BLUE VERSION STAFF", etc.) |
|
||||
|
||||
## Step 1, flip the extraction define
|
||||
|
||||
`tools/extract/util.py`:
|
||||
|
||||
```python
|
||||
ASM_DEFINES = {"_RED"} # -> {"_BLUE"}
|
||||
```
|
||||
|
||||
Then regenerate everything (same as scripts/setup.sh does):
|
||||
|
||||
```sh
|
||||
cd tools
|
||||
../.venv/bin/python3 build_data.py \
|
||||
--pokered /Users/bryanbassett/Documents/development/pokered \
|
||||
--out ../data/generated --assets ../assets/generated
|
||||
```
|
||||
|
||||
This alone switches the wild encounters, preset names, SGB palettes
|
||||
and credits text. **Caveat:** `parse_preset_names` sanity-checks in
|
||||
`tools/extract/field.py:1193` expect "RED" in the player presets,
|
||||
relax that check for a Blue build (Blue's presets are BLUE/GARY/JOHN
|
||||
for the player and RED/ASH/JACK for the rival).
|
||||
|
||||
`tools/extract/palettes.py` uses its own raw reader with hardcoded
|
||||
`IF DEF(_BLUE)` skipping (around line 44), invert that too, or port
|
||||
it to `read_asm` so `ASM_DEFINES` covers it.
|
||||
|
||||
## Step 2, title screen (hand-ported)
|
||||
|
||||
`src/ui/TitleState.lua`:
|
||||
|
||||
1. **Ribbon art.** The extractor writes
|
||||
`assets/generated/title/red_version.png`; add `blue_version.png`
|
||||
to `gfx.extract_title` in `tools/extract/gfx.py` (source:
|
||||
`gfx/title/blue_version.png`, 64×8). In `TitleState:draw()`, the
|
||||
Red strip needs two quads (tiles 0–1 "Red", skip, tiles 5–9
|
||||
"Version", `title.asm` `VersionOnTitleScreenText`). Blue's strip
|
||||
prints its tiles contiguously (`db $61..$68`), so draw the whole
|
||||
64×8 image at px (56, 64) and verify with the title driver
|
||||
screenshot.
|
||||
|
||||
2. **Title mons.** Replace `CYCLE_SPECIES` with Blue's list from
|
||||
`data/pokemon/title_mons.asm`:
|
||||
|
||||
```lua
|
||||
local CYCLE_SPECIES = {
|
||||
"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
|
||||
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
|
||||
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
|
||||
}
|
||||
```
|
||||
|
||||
## Step 3, Game Corner prizes (hand-ported)
|
||||
|
||||
`data/scripts/story3.lua` (~line 209) carries the Red prize tables.
|
||||
Blue's values (`prizes.asm` + `prize_mon_levels.asm`):
|
||||
|
||||
| Prize | Cost | Level |
|
||||
| --- | --- | --- |
|
||||
| ABRA | 120 | 6 |
|
||||
| CLEFAIRY | 750 | 12 |
|
||||
| NIDORINO | 1200 | 17 |
|
||||
| PINSIR | 2500 | 20 |
|
||||
| DRATINI | 4600 | 24 |
|
||||
| PORYGON | 6500 | 18 |
|
||||
|
||||
(TM prizes are identical in both versions.)
|
||||
|
||||
## Step 4, verify
|
||||
|
||||
```sh
|
||||
luajit tests/run_tests.lua
|
||||
```
|
||||
|
||||
Plus two spot checks:
|
||||
|
||||
```sh
|
||||
# every grass table must have exactly 10 slots (a conditional-parsing
|
||||
# regression shows up as 19–20 slots)
|
||||
luajit -e 'local e=dofile("data/generated/encounters.lua")
|
||||
for m,d in pairs(e) do if type(d)=="table" and d.grass and #d.grass.slots>0
|
||||
and #d.grass.slots~=10 then print("BAD",m,#d.grass.slots) end end'
|
||||
|
||||
# a Blue exclusive should now appear (and Growlithe should not)
|
||||
grep -c VULPIX data/generated/encounters.lua
|
||||
grep -c GROWLITHE data/generated/encounters.lua
|
||||
```
|
||||
|
||||
Title screenshot: run the driver in
|
||||
`tests/drivers/` style (`SHOT_DIR=... POKEPORT_DRIVER=... love .`) and
|
||||
eyeball the ribbon, title mon, and copyright row.
|
||||
|
||||
## What you get for free / what to skip
|
||||
|
||||
- Free after re-extraction: encounters (incl. Super Rod groups), SGB
|
||||
palettes, preset names, credits text, the gated sfx/animation
|
||||
tweaks.
|
||||
- Trades, gift Pokémon, story scripts, gym data: identical in Western
|
||||
Red/Blue, nothing to touch.
|
||||
- Save files: a Red save loads fine, but dex AREA nests and new
|
||||
encounters will be Blue's. Trainer parties are identical.
|
||||
|
||||
## Making it a runtime toggle instead
|
||||
|
||||
If you want one build with both versions, extraction would need to
|
||||
emit both branches keyed by version (e.g. `slots` / `slotsBlue`) and
|
||||
the three hand-ported spots would read a `save.version` or
|
||||
`conf.lua` flag. That is a bigger change than the rebuild above,
|
||||
the flip-and-regenerate route needs no engine changes at all.
|
||||
@@ -6,4 +6,37 @@ work for true parity. Faithfully-ported behavior is documented in
|
||||
docs/behavior-porting-notes.md; deliberate additions beyond the original
|
||||
are in docs/new-features.md.
|
||||
|
||||
None currently.
|
||||
## Reimplemented unused Prof. Oak and Rocket Chief battles
|
||||
|
||||
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
|
||||
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
|
||||
both battles are unreachable in the real game. This project makes them
|
||||
fightable after the Hall of Fame:
|
||||
|
||||
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
|
||||
is set, using `ProfOakData`'s three starter-matched teams (the team is
|
||||
picked by the type that counters your starter, mirroring the rival).
|
||||
- The Celadon Game Corner Chief battles you in his house post-game.
|
||||
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
|
||||
reconstructed party.
|
||||
|
||||
This is an intentional divergence: neither battle can be triggered in the
|
||||
original game.
|
||||
|
||||
## Reimplemented unused Silph Co. card-key doors
|
||||
|
||||
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
|
||||
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
|
||||
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
|
||||
door block at those coordinates, so the card key check is dead code in
|
||||
the original game. This project stamps the closed door block (`$54`/`$5f`
|
||||
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
|
||||
map load, and swaps it for the open block once that door's
|
||||
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
|
||||
Rocket grunt, as in the original's unused design).
|
||||
|
||||
This is an intentional divergence: the doors are not visible or
|
||||
functional in the original game. The door layout lives in
|
||||
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
|
||||
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
|
||||
it straight through on ROM import.
|
||||
|
||||
@@ -0,0 +1,265 @@
|
||||
# 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 / mod / save import
|
||||
|
||||
On Android, `love.system.pickFile([kind])` opens the Storage Access Framework
|
||||
picker (`GameActivity.showFilePicker`); the chosen file is copied into the app
|
||||
save directory as:
|
||||
|
||||
| `kind` | Destination |
|
||||
| --- | --- |
|
||||
| nil / `"rom"` | `picked_rom.gb` (open) |
|
||||
| `"mod"` | `picked_mod.zip` (open) |
|
||||
| `"sav"` / `"save"` | `picked_save.sav` (open) |
|
||||
|
||||
Export uses a separate API: `love.system.createFile(suggestedName)` →
|
||||
`GameActivity.showCreateDocument` (`ACTION_CREATE_DOCUMENT`), which copies
|
||||
staged `pending_export.sav` to the user-chosen URI and writes `export_done.flag`
|
||||
for the launcher to acknowledge on refocus.
|
||||
|
||||
`RomImporter` then imports on refocus / Choose:
|
||||
|
||||
- **ROMs** 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).
|
||||
- **Mods** via `findPendingMod`: Prefer `picked_mod.zip`, or (on Choose) any
|
||||
other `.zip` at the save-dir root (USB copy).
|
||||
- **Saves** via `findPendingSav`: Prefer `picked_save.sav`, or (on Choose) any
|
||||
other `.sav` at the save-dir root.
|
||||
|
||||
After a successful import the consumed save-dir file 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. On the MODS tab, Import mod .zip must open the
|
||||
same system picker and install the chosen archive on return.
|
||||
|
||||
## 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" } }`.
|
||||
Custom slot labels (#205) live alongside them in the same registry:
|
||||
`options.saveSlots[version].names = { slot1 = "Nuzlocke" }`, written by
|
||||
`SaveData.renameSlot` (trimmed; an empty label clears it) and surfaced on
|
||||
each `listSlots` row as `label` (the launcher row shows `label`, falling
|
||||
back to the player name). `deleteSlot` drops the label with the slot.
|
||||
Renaming never touches the save file, so an empty slot can be labeled.
|
||||
On desktop, right-clicking a slot row opens the inline rename modal
|
||||
(Enter commits, Esc cancels); touch has no secondary button, so the
|
||||
affordance is desktop-only.
|
||||
- **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.
|
||||
- `SaveData.deleteSlot(version, slotId)` removes the slot's
|
||||
main/`.bak`/`.tmp` files, drops it from the registry, and if it was active
|
||||
points active at another remaining slot (or clears active when the list is
|
||||
empty). The launcher's SAVE SLOT panel Delete control calls this.
|
||||
|
||||
## 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.
|
||||
- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
|
||||
`options.mods[id]` so a later reinstall starts from the loader's default
|
||||
(enabled). The mods panel Delete control calls this and re-derives the list.
|
||||
|
||||
## 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` on desktop; on Android,
|
||||
`love.system.pickFile("sav")` → `picked_save.sav`, same SAF path as ROMs).
|
||||
`SaveFileIO.importToSlot` reads the bytes (an absolute path, a save-dir
|
||||
relative name, 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")`). On desktop it returns the
|
||||
absolute path (`love.filesystem.getSaveDirectory()`), which the notice line
|
||||
shows with an "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
|
||||
On Android the bytes are also staged as `pending_export.sav` and
|
||||
`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
|
||||
player can save to Downloads / Drive / etc.; on return `export_done.flag`
|
||||
makes focus show "Save exported."
|
||||
- **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.
|
||||
|
||||
The desktop window has a floor of 480x360 (`conf.lua` `minwidth`/`minheight`),
|
||||
under which the cards stop being readable at all. Mobile ignores it: those
|
||||
windows are fullscreen.
|
||||
|
||||
### Page scroll
|
||||
|
||||
Two columns fit any window the launcher is likely to open in; one stacked
|
||||
column does not. On a phone-shaped window the ROM card, SAVE FILES, Play and
|
||||
SAVE SLOT together run past the bottom, and a footer pinned to the window
|
||||
bottom painted over them with the overflow unreachable.
|
||||
|
||||
So the whole column under the tab bar -- panel, updater banner, footer --
|
||||
scrolls as one page whenever it is taller than the room below the tab bar:
|
||||
|
||||
- The strip, logo and tab bar stay pinned, so navigation is always on screen.
|
||||
Everything else draws at `contentTop - pageScroll` inside a scissor, and the
|
||||
footer is laid out downward from `footerTop` right after the content instead
|
||||
of upward from the window bottom.
|
||||
- `RomImporter.pageScrollFor(naturalH, viewportH, scroll)` is the whole
|
||||
decision, pure and pinned by `tests/engine/launcher_page_scroll.lua`. A
|
||||
window that grows back drags the offset down with it, so the page can never
|
||||
stay parked past its own end.
|
||||
- The panels report their natural height as they draw (`_drawGamePanel` and
|
||||
`_drawModsPanel` return it), so the decision reads the previous frame's
|
||||
measurement -- the same one-frame settle the two lists already rely on.
|
||||
- **One scroll axis at a time.** While the page scrolls, the panels draw
|
||||
`paged`: the slot and mod lists take their natural height, keep no inner
|
||||
scroll region and report a max of 0, so the wheel, the right stick and a drag
|
||||
all move the page and never fight a list for the same gesture. Two-column
|
||||
layouts do not overflow, `paged` stays false, and every one of these behaves
|
||||
exactly as it did before.
|
||||
- Hit testing follows the clip: `inside` (clicks) and `_ptIn` (hover) reject a
|
||||
rect that scrolled out of the viewport, so a control that slid under the tab
|
||||
bar cannot be clicked through it. Tab chips carry `pinned = true` and are
|
||||
exempt. `pageScroll` resets on a tab change, each tab being a different
|
||||
length.
|
||||
- A press on empty background pans the page, resolved in `_updateSlotDrag` like
|
||||
every other drag here.
|
||||
|
||||
### Dragging on Android
|
||||
|
||||
The launcher is handed no move events on any platform: `main.lua` forwards
|
||||
neither `touchmoved` nor `mousemoved` while it is up, which is why every drag
|
||||
here is resolved by polling inside `draw` instead. Desktop polls the mouse;
|
||||
Android used to poll nothing at all ("no reliable pointer polling" meant its
|
||||
mouse emulation), so it had no scroll gesture whatsoever -- fine while every
|
||||
scroll region was an inner list with a wheel alternative, useless the moment
|
||||
the page itself became the thing that scrolls, since a phone is exactly where
|
||||
it overflows.
|
||||
|
||||
`love.touch` is pollable, so `_pointerHold` reads the first active touch there
|
||||
and hands `_updateSlotDrag` the same (held, y) pair the mouse gives on desktop.
|
||||
Consequences:
|
||||
|
||||
- Slot rows and mod toggles ARM on press and commit on release on Android too,
|
||||
matching desktop, so a swipe that starts on a card scrolls instead of
|
||||
selecting the row it started on.
|
||||
- `touchPollable` (set once in `new`) gates all of it. Where `love.touch` is
|
||||
missing, every Android path is exactly what it was: act on press, never arm,
|
||||
no drag.
|
||||
@@ -1,19 +1,171 @@
|
||||
# Native modding
|
||||
|
||||
The modding book lives on the
|
||||
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
|
||||
[project wiki](https://github.com/bryanthaboi/gen1recomp/wiki).
|
||||
|
||||
- [Getting started](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Getting-Started)
|
||||
- [Getting started](https://github.com/bryanthaboi/gen1recomp/wiki/Getting-Started)
|
||||
— install a mod, write a first one, enable and disable it.
|
||||
- [Tutorials](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Tutorials)
|
||||
- [Tutorials](https://github.com/bryanthaboi/gen1recomp/wiki/Tutorials)
|
||||
— twelve dependency-ordered rungs, each a runnable mod.
|
||||
- [Cookbook](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Cookbook)
|
||||
- [Cookbook](https://github.com/bryanthaboi/gen1recomp/wiki/Cookbook)
|
||||
— task-sized recipes.
|
||||
- [Registry reference](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Reference-Registries)
|
||||
- [Registry reference](https://github.com/bryanthaboi/gen1recomp/wiki/Reference-Registries)
|
||||
— every registry, generated from `src/mods/Schemas.lua`.
|
||||
|
||||
Regenerate the reference straight into a wiki checkout:
|
||||
|
||||
```sh
|
||||
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
|
||||
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
|
||||
```
|
||||
|
||||
## Editing maps in Tiled
|
||||
|
||||
Maps are data, not assets, so they can be authored in a real map editor and
|
||||
exported as a mod. `tools/tiled_export.py` builds a
|
||||
[Tiled](https://www.mapeditor.org) workspace out of the imported ROM cache:
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Open `build/tiled/gen1.tiled-project`, edit any of the 222 maps (or
|
||||
`kanto.world` for the stitched overworld), and export with the
|
||||
`gen1-mod-export` extension — one map file, or a whole loadable mod folder.
|
||||
An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
|
||||
fields that moved; a new map becomes a `:register`. See
|
||||
`docs/new-features.md` and the extension's own README.
|
||||
|
||||
## 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
|
||||
hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass
|
||||
`--developer` on the command line:
|
||||
|
||||
```sh
|
||||
love . --developer
|
||||
```
|
||||
|
||||
While developer mode is active:
|
||||
|
||||
- `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`,
|
||||
`data` and `mods` in scope. Press `` ` `` again to close it.
|
||||
- `F5` hot-reloads mods and asset caches without restarting.
|
||||
|
||||
The console understands these verbs (anything else is evaluated as Lua):
|
||||
|
||||
- `warp MAP [x y]` — teleport to a map (default cell 5,5).
|
||||
- `give ID [n|level]` — add an item (count) or a Pokémon (level).
|
||||
- `flag NAME [on|off]` — read or set an event flag.
|
||||
- `party` — dump the current party.
|
||||
- `mods` — list loaded mods and their state.
|
||||
- `reload` — hot-reload mods (same as `F5`).
|
||||
- `trace PAT | trace off` — trace events/hooks matching a glob pattern.
|
||||
- `help` — list the verbs.
|
||||
|
||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||
that reach outside their permission set.
|
||||
|
||||
@@ -8,27 +8,42 @@ behavior is in docs/behavior-porting-notes.md.
|
||||
|
||||
## Survey zoom
|
||||
|
||||
The mouse wheel (or `-`/`=`) zooms the overworld between 1 pixel per world
|
||||
pixel (full survey) and 2× the window fit scale (close-up), in crisp
|
||||
integer steps. This has no Game Boy equivalent:
|
||||
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
|
||||
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
|
||||
the window fit scale (close-up), in crisp integer steps. This has no Game
|
||||
Boy equivalent:
|
||||
|
||||
- Connected maps render their full bodies, and their NPCs appear as
|
||||
visual-only "ghosts", they wander but have no sight lines, triggers,
|
||||
dialogue, or collision until the map is actually entered.
|
||||
- Menus, text boxes, and battles draw at normal scale on top of the
|
||||
zoomed world. Zoom input is ignored while a script, menu, or battle is
|
||||
active; the zoom level persists across warps and is never saved.
|
||||
- Beyond the border ring the border block repeats indefinitely (interiors
|
||||
stay black, seaside towns stay water, except OVERWORLD-tileset maps,
|
||||
whose beyond-edge space fills with the solid tree wall instead of the
|
||||
per-map border block), and each visible map area is colorized with its
|
||||
own SGB palette (the original recolored the whole screen per map).
|
||||
active; the zoom offset is persisted as `save.options.zoom` (default
|
||||
`0` = FIT) and survives New Game via `options.lua`.
|
||||
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
|
||||
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
|
||||
- Beyond the border ring the void fill repeats indefinitely (see VOID
|
||||
FILL below); interiors keep their own border block. Each visible map
|
||||
area is colorized with its own SGB palette (the original recolored the
|
||||
whole screen per map).
|
||||
- Neighbor maps load two connection hops out so corner-adjacent maps
|
||||
don't pop in and out, and ghost NPCs share instances with the real ones
|
||||
so their wander positions persist across seamless connection crossings
|
||||
(a warp or fresh map entry still respawns everything at its script
|
||||
position, like the original's per-entry sprite init).
|
||||
|
||||
## VOID FILL
|
||||
|
||||
The Options **VOID FILL** row picks what paints the infinite beyond-edge
|
||||
space on OVERWORLD-tileset maps during survey zoom:
|
||||
|
||||
- **TREES** (default): solid tree wall block `$0F`.
|
||||
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
|
||||
- **BLACK**: solid black.
|
||||
|
||||
Other tilesets are unchanged (house/cave borders stay as authored).
|
||||
Persisted as `save.options.voidFill`.
|
||||
|
||||
## Tilt mode
|
||||
|
||||
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
|
||||
@@ -42,8 +57,10 @@ Game Boy equivalent:
|
||||
rows above the player recede and rows below come toward the viewer. Only
|
||||
things that actually *stand* on the ground draw as upright billboards,
|
||||
unscaled and pixel-identical to flat mode: the player, NPCs, item balls,
|
||||
and the screen-anchored FX attached to them (heal machine glow, emote
|
||||
bubbles, the fishing rod, the FLY bird). An earlier revision tried
|
||||
and the standing FX attached to them (emote bubbles, the fishing rod,
|
||||
the FLY bird). The Poké Center heal-machine overlay stays on the ground
|
||||
plane with the machine tiles (it is OAM glued to a BG graphic, not a
|
||||
standing sprite). An earlier revision tried
|
||||
billboarding buildings/trees/signs too (cutting them out of the ground
|
||||
per hand-curated per-tileset tables); that chased an endless tail of
|
||||
special cases, dense tree canopy, fences fused into grass, building
|
||||
@@ -68,19 +85,33 @@ Game Boy equivalent:
|
||||
|
||||
## Colors mode
|
||||
|
||||
The `2` key (and the Options menu COLORS row) cycles the global shade-remap
|
||||
display mode through **GBC → OG → OG INV → GBC INV → CLASSIC → GBC**:
|
||||
The `2` key (and the Options menu COLORS row) cycles the display mode
|
||||
through **OG RED → SGB → ADVANCED → OG → OG INV → SGB INV → CLASSIC → OG RED**.
|
||||
The first three are the real colorizations; the rest are DMG-shade novelties:
|
||||
|
||||
- **GBC** (default): current SGB / GBC zone palettes.
|
||||
- **OG RED**: the Game Boy Color boot-ROM look for Pokemon Red -- one global
|
||||
red BG palette + one green OBJ palette, every map, no per-map variation
|
||||
(Pokemon Red has no CGB code, so on a GBC the boot ROM colors it globally).
|
||||
The player/NPCs stay green over the red terrain via the OBP bake +
|
||||
post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`).
|
||||
- **SGB** (default): the per-map Super Game Boy region palettes
|
||||
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
|
||||
real SGB. (This is the mode formerly mislabeled "GBC".)
|
||||
- **ADVANCED**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
|
||||
per-species mon colors (`data/palettes_gbc.lua`). (Formerly labeled
|
||||
"RED++"; it is the richest colorization rather than anything Red-specific.)
|
||||
- **OG**: force the four DMG grays (colorization off).
|
||||
- **OG INV**: inverted DMG grays.
|
||||
- **GBC INV**: each SGB zone palette with shade order reversed.
|
||||
- **SGB INV**: each SGB zone palette with shade order reversed.
|
||||
- **CLASSIC**: original Game Boy pea-soup greens
|
||||
(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
|
||||
|
||||
The transform is applied centrally in `PaletteFX.sendColors`, so it covers
|
||||
overworld, menus, battles, and tilt upright billboards. Persisted as
|
||||
`save.options.colors`.
|
||||
The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
|
||||
it covers overworld, menus, battles, and tilt upright billboards. OG RED's
|
||||
global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
|
||||
override in the overworld pass). Persisted as `save.options.colors`; the
|
||||
`gbc` / `gbc_inv` / `redpp` save ids are kept for back-compat under the new
|
||||
labels.
|
||||
|
||||
## GBC FX
|
||||
|
||||
@@ -98,6 +129,14 @@ It runs as a final present pass after world + UI composite in
|
||||
([github.com/mattakins/Pixel_Transparency](https://github.com/mattakins/Pixel_Transparency)).
|
||||
Default OFF; persisted as `save.options.gbcfx`.
|
||||
|
||||
Mobile GPUs often compile the pass but present a black frame, so Android and
|
||||
iOS hide the row entirely, pin the level to OFF, and rewrite a level already
|
||||
persisted in `options.lua` (issue #136). `POKEPORT_GBCFX` overrides that
|
||||
decision either way, same tri-state as `POKEPORT_TOUCH`: `=0` refuses the
|
||||
effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
|
||||
its launcher because the device reports `"Linux"` while its GPU is in the
|
||||
phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
|
||||
|
||||
## Peer-to-peer link play (lua-enet)
|
||||
|
||||
Trades and link battles connect two copies of the game directly over
|
||||
@@ -112,6 +151,30 @@ tradeoff vs. the relay). Headless tests drive the protocol over an
|
||||
in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
|
||||
also exercises real UDP pairing.
|
||||
|
||||
## Fair play in link and online matches
|
||||
|
||||
A link session is decided by the battle and nothing else, so for its
|
||||
duration:
|
||||
|
||||
- **Game speed is pinned to normal.** The GAME SPEED option and
|
||||
`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
|
||||
closes, and apply again after. Fast-forward otherwise runs one peer's
|
||||
queue faster than the peer it is locked to and drains a tournament shot
|
||||
clock faster than the opponent racing it.
|
||||
- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
|
||||
mods enabled offers to switch them all off and relaunch (mods merge at
|
||||
boot, so a restart is the only way). The restart is confirmed, not
|
||||
silent. They stay listed as disabled, ready to switch back on.
|
||||
- **Only a meaningful split ends a match.** The per-turn state signature
|
||||
both peers exchange is split three ways: `actives` and `bench` carry
|
||||
species, HP, status, stat stages, PP and the rest of the party, and a
|
||||
divergence there ends the match as a draw. `volatile` carries per-turn
|
||||
flags both sides recompute anyway - a divergence there is logged and
|
||||
reported to mods, and play continues.
|
||||
|
||||
The relay logs which component diverged on which turn, so a desync report
|
||||
names something specific.
|
||||
|
||||
## Custom boot text
|
||||
|
||||
The boot sequence replaces the Nintendo / GAME FREAK identifiers with
|
||||
@@ -125,13 +188,177 @@ Nidorino-vs-Gengar attract scene) mirror the original.
|
||||
Options persist in a standalone `options.lua` (separate from the game
|
||||
progress `save.lua`), so audio/display/battle preferences survive New Game
|
||||
and aren't wiped when a save slot is cleared. Changing a row in the Options
|
||||
menu or cycling hotkeys `2`/`3`/`5` writes immediately; an in-game save also
|
||||
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
|
||||
flushes the live options. Old saves that still embed an `options` table are
|
||||
migrated once into `options.lua` on load.
|
||||
|
||||
- Music / SFX volume
|
||||
- Music Filter
|
||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
||||
- COLORS (GBC / OG / OG INV / GBC INV / CLASSIC), also hotkey `2`
|
||||
- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
|
||||
- COLORS (OG RED / SGB / ADVANCED / OG / OG INV / SGB INV / CLASSIC), also
|
||||
hotkey `2` (OG RED = GBC boot-ROM look; ADVANCED uses pokered-gbc
|
||||
SuperPalettes + per-species mon colors)
|
||||
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
|
||||
`-`/`=` step one level and save
|
||||
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
|
||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
||||
|
||||
## Battle transition cascade + white battle letterbox
|
||||
|
||||
Into-battle wipes still run the original eight styles inside the classic
|
||||
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
|
||||
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.
|
||||
|
||||
## Widescreen battle layout
|
||||
|
||||
Options **BATTLE LAYOUT** picks the battle screen's composition: **OG**
|
||||
(the default: the original 160×144 arrangement, unchanged) or **WIDE**,
|
||||
which gives battles a 304×144 native-pixel surface and a Gen 3-style
|
||||
arrangement on it:
|
||||
|
||||
- the foe's status box upper left, the foe's picture upper right;
|
||||
- the player's picture lower left, the player's status box lower right,
|
||||
with a longer HP bar and the numeric HP under it;
|
||||
- a full-width message window;
|
||||
- a split "What will X do?" prompt / 2×2 command window;
|
||||
- a 2×2 move menu, navigated with all four directions, with a PP and type
|
||||
panel attached to its right.
|
||||
|
||||
Only the composition changes. Pictures, palettes, HP-bar colors, font
|
||||
pages, window borders, sounds, animations, timing and every battle rule
|
||||
stay the engine's, so a COLORS mode or an asset mod still owns the look.
|
||||
Each side's picture keeps its original pixels and placement math and is
|
||||
composited into its own region of the wider battlefield -- nothing is
|
||||
scaled or squeezed -- and animations, which are authored in the original
|
||||
160-pixel space, shift as one rigid group onto whichever side they play
|
||||
on. The whole screen is drawn at the window's integer fit scale for the
|
||||
wider surface, so a 304-pixel screen is drawn a step smaller than a
|
||||
160-pixel one in the same window.
|
||||
|
||||
The wide surface is live only while the battle itself is the screen on
|
||||
top: a party menu, the bag or a nickname prompt is a 160×144 screen and
|
||||
brings the classic surface back with it.
|
||||
|
||||
## 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).
|
||||
|
||||
## Translation support
|
||||
|
||||
Every string the player can read is now reachable from a mod, so a
|
||||
translation is an ordinary content mod rather than a fork.
|
||||
|
||||
Two things had to change. Text layout stopped counting bytes: the dialogue
|
||||
box measures a line in glyphs (charmap sequences), so a 3-byte character
|
||||
costs one column, a cut never lands inside a character, and a page with a
|
||||
non-default `advance` re-measures instead of overflowing. That also fixed
|
||||
25 vanilla English lines that were wrapping early because `é` in POKéMON
|
||||
and POKéDEX costs two bytes ("I study POKéMON as" is 19 bytes and 18
|
||||
glyphs, and the box was breaking it).
|
||||
|
||||
Second, the text the engine writes itself - battle messages, item results,
|
||||
menu labels, the link-play screens - moved behind `src/core/Strings.lua`
|
||||
and the new `strings` registry. Extracted script text was already
|
||||
overridable through `text`; this covers the other half. Entries are keyed
|
||||
by the English source, so a translation that has not reached a string yet
|
||||
keeps rendering in English and a half-finished translation stays playable.
|
||||
|
||||
Authors generate the whole thing:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py translation francais --language "Francais"
|
||||
```
|
||||
|
||||
That scaffolds a mod with every translatable string as an empty catalog,
|
||||
plus a glyph-page and charmap stub, a naming-grid stub, and a
|
||||
`francais-worksheet/` directory holding the English to translate from
|
||||
(deliberately outside the mod: extracted text is ROM content and must not
|
||||
be packed). `--refresh` re-harvests after an engine update, keeping
|
||||
existing translations and parking orphaned keys rather than dropping them.
|
||||
|
||||
See the wiki's Translations guide.
|
||||
|
||||
## Save editor (bundled, reachable from the launcher)
|
||||
|
||||
The save editor ships inside every build instead of being a developer-only
|
||||
script, and the launcher's SAVE SLOT card grows an **Edit** label next to
|
||||
Delete on every slot that actually holds a save. Edit suspends the
|
||||
launcher, opens that slot's file in the editor, and **Close** hands the
|
||||
process back to the launcher with the slot list re-read (a rename, a badge
|
||||
or a dex change shows up on the row immediately). Unsaved edits arm a
|
||||
confirm first, so leaving cannot lose work. `love . --editor` still opens
|
||||
it standalone, where Close quits instead; `--save <path>` points it at any
|
||||
file, and a save can be dragged onto the window.
|
||||
|
||||
The editor now wears the launcher's visual language - the same navy radial
|
||||
field, 16px translucent cards, tri-colour version rail and green/yellow/red
|
||||
semantics - so the two windows read as one app. Six tabs:
|
||||
|
||||
- **Party**: the roster with sprites, HP bars and level chips on the left,
|
||||
and the mon inspector permanently docked on the right instead of floating
|
||||
over the list. Species, level, DVs and moves all round-trip through the
|
||||
Gen 1 formulas, so the inspector can never show illegal stats.
|
||||
- **Boxes**: the 12 PC boxes as a 5x4 grid with a fill meter per box and a
|
||||
party dock, so deposit and withdraw live in one place. Empty slots are
|
||||
clickable and create a mon there.
|
||||
- **Items**: money, a searchable item picker (replacing the arrows that
|
||||
cycled one id at a time through ~250 items), the 20-slot bag, PC storage
|
||||
with no slot cap, and the eight badges as toggle chips.
|
||||
- **Events**: flags, defeated trainers, taken items and per-map object
|
||||
toggles, with a real filter field and a two-column paged grid.
|
||||
- **Map**: any map rendered with the game's own renderer, warps followable,
|
||||
and the player / lastHeal / lastOutdoor spawn points settable by clicking
|
||||
a cell. Setting lastOutdoor on a map the game would not accept as an
|
||||
outdoor source is refused with the reason.
|
||||
- **Dex**: seen / owned completion meters and a four-column grid; owning
|
||||
implies seen and un-seeing clears owned, exactly as the game requires.
|
||||
|
||||
Two rules run through all of it. Every mutation goes through one funnel
|
||||
that sets the dirty flag and writes the status line together, so nothing
|
||||
changes silently and no branch can quietly no-op - "Party is full", "Bag is
|
||||
full", "click a cell first" all say so. And every destructive verb (Remove,
|
||||
Release, Clear all, Wipe dex) arms on the first click and commits on the
|
||||
second, relabelling itself to `Confirm?` in between.
|
||||
|
||||
A validation pill in the tab rail mirrors what the running game would
|
||||
quarantine on load; clicking it jumps to the tab holding the first problem.
|
||||
|
||||
## Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a Tiled workspace,
|
||||
so maps can be edited in a real map editor and exported back out as a mod.
|
||||
It has its own document: docs/tiled-map-editing.md.
|
||||
|
||||
## Pokédex diploma (both versions)
|
||||
|
||||
The Celadon Mansion 3F game designer shows the dex-completion diploma
|
||||
once 150 species are owned. On Yellow, the graphic artist next to him
|
||||
then offers to print it, saving the certificate as a PNG under `prints/`
|
||||
in the save directory, and Bill's PC gains Yellow's PRINT BOX item which
|
||||
exports the current box list the same way.
|
||||
|
||||
## Pokédex printing (Yellow)
|
||||
|
||||
Yellow's Game Boy Printer PRNT option in the Pokédex side menu is stood in
|
||||
for by an image export: choosing PRNT renders the mon's entry page (sprite,
|
||||
kind, number, height/weight, dex text) to a PNG at 4x scale under
|
||||
`prints/` in the save directory, then reports the filename in a dialog.
|
||||
No printer hardware or link cable emulation involved; the file is the
|
||||
printout.
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
# Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a
|
||||
[Tiled](https://www.mapeditor.org) workspace, so maps can be edited in a
|
||||
real map editor and exported back out as a mod. The original had no map
|
||||
editor at all; the port's own map data is plain Lua, which is what makes
|
||||
this a data path rather than an asset path.
|
||||
|
||||
Editing is done in our own Tiled build,
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
which ships the `gen1-mod-export` extension the workspace relies on. Grab it
|
||||
from that repo's releases; upstream Tiled opens the workspace but cannot
|
||||
export a mod out of it.
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Then open `build/tiled/gen1.tiled-project` in that build of Tiled.
|
||||
|
||||
- **The overworld is one surface.** All 222 maps become `maps/*.tmj`, and
|
||||
`kanto.world` places the 36 connected overworld maps at their real
|
||||
connection offsets. That world is pre-loaded (seeded into the workspace's
|
||||
Tiled session), so opening any one overworld map draws its neighbors around
|
||||
it and you scroll and edit straight across the seams. Everything else is a
|
||||
double-click away in Tiled's project panel.
|
||||
- **Extending Kanto wires both ends.** A connection lives on both maps, so
|
||||
hooking a new map onto a base map also emits the return connection as a
|
||||
patch on that base map, keeping its other directions intact. The return
|
||||
offset is derived, not guessed: all 78 vanilla reciprocal pairs satisfy
|
||||
`back.offset == -offset`.
|
||||
- **A Tiled tile is a gen1 block.** Each of the 24 tilesets becomes a Tiled
|
||||
tileset whose tiles are its 32x32 blocks, composited from the 8x8 sheet,
|
||||
so a tile layer *is* the map's `blocks` array. Warps, signs and objects
|
||||
sit on the 16px cell grid in object layers, which is the grid the engine
|
||||
addresses them on.
|
||||
- **Collision is visible.** View > Show Tile Collision Shapes draws the real
|
||||
walkability: a rectangle covers each cell whose feet tile is not in the
|
||||
tileset's `walkable` list, which is the rule `src/world/Map.lua` applies.
|
||||
- **Maps are shown in their real colors.** Each map is atlased in the SGB
|
||||
palette it renders with, so Cerulean is blue and Lavender is purple in the
|
||||
editor exactly as in game. Vanilla resolves that through a cascade with
|
||||
interiors inheriting the last outdoor map, so the workspace mirrors the
|
||||
cascade and walks the warp graph to colour interiors. Changing a map's
|
||||
`palette` exports `palette = "..."` on the record, which beats the cascade,
|
||||
and the editor offers the real palette names as a dropdown.
|
||||
- **New blocks and new tilesets.** `blocksets/*.tmj` show a tileset's blocks
|
||||
as raw 8x8 tiles, four by four, so new blocks can be composed there;
|
||||
per-tile flags on `tilesets/tiles_*.tsj` become `walkable`, `waterTiles`,
|
||||
`doorTiles` and the rest.
|
||||
- **Export is a diff, not a fork of the data.** The `gen1-mod-export`
|
||||
extension (shipped in `tiled_gen1recomp`) writes either one map file or a whole
|
||||
loadable mod folder. An edited vanilla map diffs against the imported data
|
||||
and emits `mod.content.maps:patch` carrying *only* the fields that moved, so
|
||||
a mod covers the parts it changes and leaves the rest to the base game; a
|
||||
new map gets `:register` at an index of 1000 or above. An unchanged map
|
||||
exports nothing at all. Exports pass `tools/modkit.py validate` and `lint`.
|
||||
- **Or the whole record, on request.** Ticking `exactExport` on a map switches
|
||||
it to `mod.content.maps:override`, pinning the map to exactly what the
|
||||
editor shows. It is off by default because an override wins outright over
|
||||
any other mod patching that map, where a patch composes.
|
||||
|
||||
No ROM-derived art travels into an exported mod: a tileset still drawing on
|
||||
the player's own imported sheet references that path rather than shipping the
|
||||
pixels, and only a sheet the author supplied is copied in.
|
||||
@@ -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/gen1recomp/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.
|
||||
@@ -0,0 +1,93 @@
|
||||
#!/usr/bin/env bash
|
||||
# After first boot of the freshly flashed Stock OS Mod, reinsert the SD card
|
||||
# and run this to install gen1recomp + Red/Blue ROMs into roms/PORTS.
|
||||
set -euo pipefail
|
||||
|
||||
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||
STAGE="$ROOT/.bazinga/work/rg34xxsp-install"
|
||||
DECPREP="$(cd "$ROOT/../decprep" && pwd)"
|
||||
ZIP="$ROOT/dist/rg34xxsp/gen1recomp-rg34xxsp.zip"
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
# Find the Anbernic user/ROMs volume (usually "NO NAME" after first-boot expand).
|
||||
find_roms_root() {
|
||||
local v candidate
|
||||
for v in /Volumes/*; do
|
||||
[ -d "$v" ] || continue
|
||||
# Prefer a volume that already has Roms/ or PORTS/
|
||||
if [ -d "$v/Roms" ] || [ -d "$v/roms" ] || [ -d "$v/PORTS" ] || [ -d "$v/ports" ]; then
|
||||
echo "$v"
|
||||
return 0
|
||||
fi
|
||||
done
|
||||
# Fallback: large FAT volume named NO NAME on disk8
|
||||
for v in "/Volumes/NO NAME" /Volumes/NO\ NAME /Volumes/ROMS /Volumes/EASYROMS; do
|
||||
if [ -d "$v" ]; then
|
||||
echo "$v"
|
||||
return 0
|
||||
fi
|
||||
done
|
||||
return 1
|
||||
}
|
||||
|
||||
say "looking for Anbernic ROMs volume"
|
||||
ROMS_ROOT="$(find_roms_root)" || fail "no ROMs volume mounted. Boot the RG34XXSP once (wait for first-boot setup), power off, reinsert the SD, then rerun."
|
||||
|
||||
say "using: $ROMS_ROOT"
|
||||
# Resolve PORTS dir (stock uses Roms/PORTS)
|
||||
if [ -d "$ROMS_ROOT/Roms/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||
elif [ -d "$ROMS_ROOT/roms/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/roms/PORTS"
|
||||
elif [ -d "$ROMS_ROOT/Roms/ports" ]; then
|
||||
PORTS="$ROMS_ROOT/Roms/ports"
|
||||
elif [ -d "$ROMS_ROOT/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/PORTS"
|
||||
else
|
||||
mkdir -p "$ROMS_ROOT/Roms/PORTS"
|
||||
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||
fi
|
||||
say "PORTS: $PORTS"
|
||||
|
||||
# Refresh staged payload
|
||||
mkdir -p "$STAGE/PORTS"
|
||||
if [ -f "$ZIP" ]; then
|
||||
rm -rf "$STAGE/PORTS/Gen1recomp.sh" "$STAGE/PORTS/gen1recomp" "$STAGE/PORTS/port.json" \
|
||||
"$STAGE/PORTS/gameinfo.xml" "$STAGE/PORTS/README.md"
|
||||
unzip -q -o "$ZIP" -d "$STAGE/PORTS"
|
||||
else
|
||||
fail "missing $ZIP — run ./build-rg34xxsp.sh first"
|
||||
fi
|
||||
|
||||
# Ensure ROMs are in lovegame (Choose ROM scans this folder on stock OS)
|
||||
[ -f "$DECPREP/Pokemon - Red Version.gb" ] || fail "missing Red ROM in $DECPREP"
|
||||
[ -f "$DECPREP/Pokemon - Blue Version.gb" ] || fail "missing Blue ROM in $DECPREP"
|
||||
cp -f "$DECPREP/Pokemon - Red Version.gb" "$STAGE/PORTS/gen1recomp/lovegame/"
|
||||
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$STAGE/PORTS/gen1recomp/lovegame/"
|
||||
|
||||
say "copying gen1recomp port"
|
||||
rm -rf "$PORTS/gen1recomp" "$PORTS/Gen1recomp.sh"
|
||||
cp -R "$STAGE/PORTS/gen1recomp" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/Gen1recomp.sh" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/port.json" "$PORTS/gen1recomp/" 2>/dev/null || true
|
||||
cp -f "$STAGE/PORTS/README.md" "$PORTS/gen1recomp/" 2>/dev/null || true
|
||||
chmod +x "$PORTS/Gen1recomp.sh" "$PORTS/gen1recomp/bin/love.aarch64"
|
||||
|
||||
# Also drop carts in the stock GB folder for the emulator library
|
||||
GB_DIR=""
|
||||
for candidate in "$ROMS_ROOT/Roms/GB" "$ROMS_ROOT/roms/GB" "$ROMS_ROOT/Roms/gb"; do
|
||||
if [ -d "$candidate" ]; then GB_DIR="$candidate"; break; fi
|
||||
done
|
||||
if [ -n "$GB_DIR" ]; then
|
||||
say "copying .gb into $GB_DIR"
|
||||
cp -f "$DECPREP/Pokemon - Red Version.gb" "$GB_DIR/"
|
||||
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$GB_DIR/"
|
||||
fi
|
||||
|
||||
sync
|
||||
say "installed:"
|
||||
ls -lh "$PORTS/Gen1recomp.sh"
|
||||
ls -lh "$PORTS/gen1recomp/lovegame/"*.gb
|
||||
say "eject the SD, insert TF1 in the RG34XXSP, open Ports → Gen1recomp, Choose ROM."
|
||||
@@ -1,8 +1,12 @@
|
||||
-- Native LÖVE2D port of Pokemon Red. A packaged build creates its private
|
||||
-- game-data cache from a user-provided ROM on first boot.
|
||||
--
|
||||
-- Set POKEPORT_EDITOR=1 or pass `--editor` to `love .` to boot the save
|
||||
-- editor tool (tools/save-editor/) instead of the game.
|
||||
-- The save editor (tools/save-editor/) ships inside every build and is
|
||||
-- reachable two ways:
|
||||
-- * standalone: POKEPORT_EDITOR=1 or `love . --editor`, its own window
|
||||
-- * from the launcher: Edit on a save row, which suspends the launcher,
|
||||
-- opens the editor on that slot's file, and restores the launcher when
|
||||
-- the editor's Close button is pressed (openEditor / closeEditor below)
|
||||
|
||||
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
|
||||
|
||||
@@ -13,7 +17,136 @@ local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
|
||||
-- coroutine that receives `Game` and yields once per
|
||||
-- frame; used headless (xvfb) for scripted screenshots
|
||||
|
||||
local function bootGame()
|
||||
-- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without
|
||||
-- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a
|
||||
-- bot or screenshot run is not at the mercy of the player's last choice.
|
||||
local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
|
||||
|
||||
-- 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.
|
||||
local function scriptedIterations()
|
||||
if not (autopilot or driverCo) then return 1 end
|
||||
return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------ save editor
|
||||
-- The launcher instance parked while the editor is up, plus the version whose
|
||||
-- cache the editor mounted (so closing can put the read path back).
|
||||
local editorHost, editorVersion, editorWindow
|
||||
local closeEditor -- forward declaration: openEditor hands it to the editor
|
||||
|
||||
-- The editor's modules use flat names (require("Kit"), require("Party")), so
|
||||
-- their directories have to be on the require path. It must be
|
||||
-- love.filesystem's path, not package.path: in a packaged build these files
|
||||
-- live inside the .love archive, which the stock Lua searcher cannot open.
|
||||
local function addEditorRequirePath()
|
||||
local fs = love.filesystem
|
||||
if not (fs.setRequirePath and fs.getRequirePath) then
|
||||
-- very old LOVE: a source checkout still resolves through package.path
|
||||
package.path = fs.getSource() .. "/tools/save-editor/?.lua;"
|
||||
.. fs.getSource() .. "/tools/save-editor/panels/?.lua;"
|
||||
.. package.path
|
||||
return
|
||||
end
|
||||
local current = fs.getRequirePath()
|
||||
if current:find("tools/save%-editor") then return end
|
||||
fs.setRequirePath("tools/save-editor/?.lua;tools/save-editor/panels/?.lua;"
|
||||
.. current)
|
||||
end
|
||||
|
||||
-- Desktop only: the launcher window (1024x768) is tighter than the editor's
|
||||
-- design size, so grow it while editing and put it back on Close. Never
|
||||
-- shrinks, never touches a fullscreen or mobile window.
|
||||
local function resizeForEditor()
|
||||
if not (love.window and love.window.getMode and love.window.setMode) then return end
|
||||
local osName = love.system.getOS()
|
||||
if osName ~= "OS X" and osName ~= "Windows" and osName ~= "Linux" then return end
|
||||
local w, h, flags = love.window.getMode()
|
||||
if flags.fullscreen then return end
|
||||
local dw, dh = love.window.getDesktopDimensions()
|
||||
local wantW = math.max(w, math.min(1360, math.floor((dw or w) * 0.92)))
|
||||
local wantH = math.max(h, math.min(860, math.floor((dh or h) * 0.88)))
|
||||
if wantW <= w and wantH <= h then return end
|
||||
editorWindow = { w = w, h = h }
|
||||
love.window.setMode(wantW, wantH, flags)
|
||||
end
|
||||
|
||||
local function restoreWindow()
|
||||
if not editorWindow then return end
|
||||
local _, _, flags = love.window.getMode()
|
||||
love.window.setMode(editorWindow.w, editorWindow.h, flags)
|
||||
editorWindow = nil
|
||||
end
|
||||
|
||||
-- Open the editor on a launcher save row. The version's cache has to be
|
||||
-- mounted before the editor's Data:load runs, or a Blue save would be edited
|
||||
-- against Red's species/item tables.
|
||||
local function openEditor(version, slotId)
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local path = SaveData.slotDiskPath(version, slotId)
|
||||
if not path then
|
||||
if Importer then
|
||||
Importer.saveNotice = Importer.saveNotice or {}
|
||||
Importer.saveNotice[version] =
|
||||
{ ok = false, text = "Could not resolve that save slot on disk." }
|
||||
end
|
||||
return
|
||||
end
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
GameVersion.set(version)
|
||||
require("src.import.CacheFs").mountVersion(version)
|
||||
editorVersion = version
|
||||
editorHost = Importer
|
||||
Importer = nil
|
||||
editorMode = true
|
||||
resizeForEditor()
|
||||
addEditorRequirePath()
|
||||
EditorApp = require("App")
|
||||
EditorApp.load(path, { version = version, slotId = slotId, embedded = true,
|
||||
onClose = function() closeEditor() end })
|
||||
end
|
||||
|
||||
-- Back to the launcher. Everything the editor mounted or cached has to come
|
||||
-- back out: the version overlay (CacheFs) and the generated modules require
|
||||
-- cached behind it (Data), or pressing Play on the OTHER game would boot it
|
||||
-- with this one's data.
|
||||
function closeEditor()
|
||||
local version = editorVersion
|
||||
editorMode = false
|
||||
if EditorApp and EditorApp.unload then EditorApp.unload() end
|
||||
EditorApp = nil
|
||||
if version then
|
||||
require("src.import.CacheFs").unmountVersion(version)
|
||||
require("src.core.Data"):unloadGenerated()
|
||||
end
|
||||
editorVersion = nil
|
||||
restoreWindow()
|
||||
Importer = editorHost
|
||||
editorHost = nil
|
||||
if Importer and version and Importer.savesChanged then
|
||||
Importer:savesChanged(version)
|
||||
end
|
||||
end
|
||||
|
||||
local function bootGame(version)
|
||||
-- The launcher hands us the chosen game (Red / Blue / Yellow); scripted and
|
||||
-- headless runs fall back to POKEPORT_VERSION, then Red. Set the active
|
||||
-- version and overlay its extracted cache BEFORE anything requires generated
|
||||
-- data, so data/generated + assets/generated resolve to that version's files.
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
|
||||
require("src.import.CacheFs").mountVersion(GameVersion.get())
|
||||
if love.window and love.window.setTitle then
|
||||
local Version = require("src.core.Version")
|
||||
love.window.setTitle(Version.title(
|
||||
GameVersion.info().displayName .. " (Gen 1 Recompilation Project)"))
|
||||
end
|
||||
Game = require("src.core.Game")
|
||||
Game:load()
|
||||
if os.getenv("POKEPORT_AUTOPILOT") then
|
||||
@@ -24,66 +157,125 @@ local function bootGame()
|
||||
local fn = assert(loadfile(driverPath))()
|
||||
driverCo = coroutine.create(fn)
|
||||
end
|
||||
-- After the two above are known: a scripted run drives the multiplier
|
||||
-- from love.update's loop, so the in-engine one must stay at 1 or the
|
||||
-- two would compound (10x10 = 100 steps per observation).
|
||||
Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride
|
||||
end
|
||||
|
||||
function love.load(args)
|
||||
-- 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
|
||||
editorMode = true
|
||||
elseif a == "--developer" then
|
||||
_G.POKEPORT_DEV_MODE = true
|
||||
elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
|
||||
savePath = args[i + 1]
|
||||
elseif a == "--speed" and tonumber(args[i + 1]) then
|
||||
speedOverride = tonumber(args[i + 1])
|
||||
end
|
||||
end
|
||||
love.graphics.setDefaultFilter("nearest", "nearest")
|
||||
|
||||
-- Standalone editor. A bare `--editor` run has no launcher behind it, so
|
||||
-- Close quits; --save points it at a specific file, otherwise it opens the
|
||||
-- default save path for POKEPORT_VERSION (Red unless overridden), whose
|
||||
-- cache has to be mounted before the editor's Data:load.
|
||||
if editorMode then
|
||||
package.path = love.filesystem.getSource() .. "/tools/save-editor/?.lua;"
|
||||
.. love.filesystem.getSource() .. "/tools/save-editor/panels/?.lua;"
|
||||
.. package.path
|
||||
local version = os.getenv("POKEPORT_VERSION") or "red"
|
||||
require("src.core.GameVersion").set(version)
|
||||
require("src.import.CacheFs").mountVersion(version)
|
||||
addEditorRequirePath()
|
||||
EditorApp = require("App")
|
||||
EditorApp.load(savePath)
|
||||
EditorApp.load(savePath, { version = version })
|
||||
return
|
||||
end
|
||||
|
||||
local RomImporter = require("src.import.RomImporter")
|
||||
if os.getenv("POKEPORT_FORCE_IMPORT") == "1" or not RomImporter.isReady() then
|
||||
Importer = RomImporter.new(function()
|
||||
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Importer = nil
|
||||
bootGame()
|
||||
end)
|
||||
local importPath = os.getenv("POKEPORT_IMPORT_ROM")
|
||||
if importPath then Importer:startPath(importPath) end
|
||||
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
|
||||
local importPath = os.getenv("POKEPORT_IMPORT_ROM")
|
||||
-- Scripted / headless runs pick their game from POKEPORT_VERSION (default
|
||||
-- Red); the launcher's per-column choice does not apply to them.
|
||||
local scriptedVersion = os.getenv("POKEPORT_VERSION") or "red"
|
||||
local ready = RomImporter.isReady(scriptedVersion)
|
||||
-- Scripted / headless runs have to reach the game with no human pressing
|
||||
-- Play: an autopilot, a frame driver, an import-only build step, or an
|
||||
-- explicit ROM path all bypass the interactive launcher and keep today's
|
||||
-- import-then-boot (or boot-straight-in) behavior.
|
||||
local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
|
||||
or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or importPath ~= nil
|
||||
|
||||
if scripted then
|
||||
if forceImport or not ready then
|
||||
-- The importer detects the dropped/loaded ROM's version by SHA-1 and
|
||||
-- passes it to onComplete; boot that version.
|
||||
Importer = RomImporter.new(function(version)
|
||||
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Importer = nil
|
||||
bootGame(version or scriptedVersion)
|
||||
end)
|
||||
if importPath then Importer:startPath(importPath) end
|
||||
return
|
||||
end
|
||||
bootGame(scriptedVersion)
|
||||
return
|
||||
end
|
||||
bootGame()
|
||||
|
||||
-- Interactive: the launcher always runs. Red, Blue, and Yellow are each
|
||||
-- live: a column shows Play when that game's ROM is already imported, or
|
||||
-- Choose ROM / drag-drop when it is not. Any dropped .gb is routed by its
|
||||
-- SHA-1 (GameVersion.forSha1); pressing Play boots that game. Edit on a
|
||||
-- save row opens the bundled editor on that slot (openEditor).
|
||||
Importer = RomImporter.new(function(version)
|
||||
Importer = nil
|
||||
bootGame(version)
|
||||
end, { launcher = true, forceImport = forceImport, onEditSave = openEditor })
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
if editorMode then return EditorApp.update(dt) end
|
||||
if Importer then return Importer:update(dt) end
|
||||
|
||||
-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
|
||||
-- once per Game:update, so they must keep a 1:1 relationship with the
|
||||
-- logic step. Fast-forwarding them by scaling the step inside
|
||||
-- Game:update would run N steps per observation: a held direction walks
|
||||
-- through all N, the player slides past the waypoint, and the script
|
||||
-- re-plans from an overshot cell. So iterate the whole act+step loop
|
||||
-- instead -- same script, just more of it per rendered frame.
|
||||
local iterations = scriptedIterations()
|
||||
|
||||
if autopilot then
|
||||
autopilot.update()
|
||||
Game:update(1 / 60) -- deterministic stepping for the autopilot
|
||||
for _ = 1, iterations do
|
||||
autopilot.update()
|
||||
Game:update(1 / 60) -- deterministic stepping for the autopilot
|
||||
end
|
||||
return
|
||||
end
|
||||
if driverCo then
|
||||
local ok, err = coroutine.resume(driverCo, Game)
|
||||
if not ok then
|
||||
print("driver error: " .. tostring(err))
|
||||
love.event.quit(1)
|
||||
return
|
||||
for _ = 1, iterations do
|
||||
local ok, err = coroutine.resume(driverCo, Game)
|
||||
if not ok then
|
||||
print("driver error: " .. tostring(err))
|
||||
love.event.quit(1)
|
||||
return
|
||||
end
|
||||
if coroutine.status(driverCo) == "dead" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Game:update(1 / 60)
|
||||
end
|
||||
if coroutine.status(driverCo) == "dead" then
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
Game:update(1 / 60)
|
||||
return
|
||||
end
|
||||
Game:update(dt)
|
||||
@@ -123,22 +315,47 @@ end
|
||||
|
||||
function love.gamepadpressed(joystick, button)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if Importer then return Importer:gamepadpressed(joystick, button) end
|
||||
Game:gamepadpressed(joystick, button)
|
||||
end
|
||||
|
||||
function love.gamepadreleased(joystick, button)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if Importer then return Importer:gamepadreleased(joystick, button) end
|
||||
Game:gamepadreleased(joystick, button)
|
||||
end
|
||||
|
||||
function love.gamepadaxis(joystick, axis, value)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
|
||||
Game:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function love.joystickremoved(joystick)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
Game:joystickremoved(joystick)
|
||||
end
|
||||
|
||||
-- f is true on focus gained, false on focus lost (e.g. alt-tab). A held
|
||||
-- direction's key-up can be delivered to the OS instead of the game while
|
||||
-- unfocused, so reset input on either transition rather than trust it.
|
||||
function love.focus(f)
|
||||
if editorMode then return end
|
||||
if Importer then
|
||||
if Importer.focus then Importer:focus(f) end
|
||||
return
|
||||
end
|
||||
Game:focus(f)
|
||||
end
|
||||
|
||||
-- v is true when the window becomes visible again, false on minimize.
|
||||
function love.visible(v)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
Game:visible(v)
|
||||
end
|
||||
|
||||
function love.touchpressed(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if Importer then return Importer:mousepressed(x, y, 1) end
|
||||
@@ -171,6 +388,9 @@ 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)
|
||||
@@ -178,10 +398,20 @@ 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)
|
||||
if Importer then return end
|
||||
if Importer then return Importer:textinput(text) end
|
||||
if editorMode and EditorApp.textinput then
|
||||
return EditorApp.textinput(text)
|
||||
end
|
||||
@@ -191,6 +421,9 @@ function love.quit()
|
||||
if editorMode and EditorApp.quit then
|
||||
return EditorApp.quit() -- return true to abort quit
|
||||
end
|
||||
pcall(function()
|
||||
require("src.core.DiscordPresence").shutdown()
|
||||
end)
|
||||
end
|
||||
|
||||
function love.filedropped(file)
|
||||
@@ -199,3 +432,78 @@ function love.filedropped(file)
|
||||
end
|
||||
if Importer then Importer:filedropped(file) end
|
||||
end
|
||||
|
||||
local function pacingEnabled()
|
||||
if os.getenv("POKEPORT_AUTOPILOT") then return false end
|
||||
if os.getenv("POKEPORT_DRIVER") then return false end
|
||||
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then return false end
|
||||
return true
|
||||
end
|
||||
|
||||
function love.run()
|
||||
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
|
||||
|
||||
-- don't let love.load's cost land in the first frame's dt
|
||||
if love.timer then love.timer.step() end
|
||||
|
||||
local FrameCap = require("src.core.FrameCap")
|
||||
local paced = pacingEnabled()
|
||||
-- The deadline the next present() should not beat. Carried forward one
|
||||
-- budget per frame so pacing stays even instead of drifting with the
|
||||
-- per-frame sleep-granularity jitter.
|
||||
local nextFrame = love.timer and love.timer.getTime() or 0
|
||||
local dt = 0
|
||||
|
||||
return function()
|
||||
-- process events
|
||||
if love.event then
|
||||
love.event.pump()
|
||||
for name, a, b, c, d, e, f in love.event.poll() do
|
||||
if name == "quit" then
|
||||
if not love.quit or not love.quit() then
|
||||
return a or 0
|
||||
end
|
||||
end
|
||||
love.handlers[name](a, b, c, d, e, f)
|
||||
end
|
||||
end
|
||||
|
||||
-- update dt
|
||||
if love.timer then dt = love.timer.step() end
|
||||
|
||||
-- call update and draw
|
||||
if love.update then love.update(dt) end
|
||||
|
||||
if love.graphics and love.graphics.isActive() then
|
||||
love.graphics.origin()
|
||||
love.graphics.clear(love.graphics.getBackgroundColor())
|
||||
if love.draw then love.draw() end
|
||||
love.graphics.present()
|
||||
end
|
||||
|
||||
if love.timer then
|
||||
if paced then
|
||||
-- Sleep out the remainder of the frame budget, measured from the
|
||||
-- carried deadline, in small chunks so the OS timer stays
|
||||
-- responsive. vsync is untouched: when it already paces slower
|
||||
-- than the cap the remainder is <= 0 and this rounds to a no-op.
|
||||
local budget = 1 / FrameCap.current
|
||||
nextFrame = nextFrame + budget
|
||||
local now = love.timer.getTime()
|
||||
-- A stall (alt-tab, a GC pause, a blocked import) can leave the
|
||||
-- deadline more than a full budget in the past; re-anchor to now so
|
||||
-- we pace the next frame rather than burst uncapped to catch up.
|
||||
if now - nextFrame > budget then
|
||||
nextFrame = now
|
||||
end
|
||||
while true do
|
||||
local remaining = nextFrame - love.timer.getTime()
|
||||
if remaining <= 0 then break end
|
||||
love.timer.sleep(remaining < 0.001 and remaining or 0.001)
|
||||
end
|
||||
else
|
||||
love.timer.sleep(0.001)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -27,25 +27,28 @@ refresh is safe, just rebuild.
|
||||
## Build
|
||||
|
||||
```bash
|
||||
# Debug APK (default Android debug keystore)
|
||||
# Build the APK
|
||||
scripts/build_android.sh
|
||||
|
||||
# Release APK (signing is manual, see below)
|
||||
scripts/build_android.sh --release
|
||||
# Build the APK, setting app.version_name/app.version_code to match a release
|
||||
scripts/build_android.sh --version 0.2.5
|
||||
|
||||
# Zip game.love + branding only (no Android SDK required)
|
||||
scripts/build_android.sh --package-only
|
||||
```
|
||||
|
||||
Or via `scripts/build.sh android`.
|
||||
Or via `scripts/build.sh android [--version X.Y.Z]`.
|
||||
|
||||
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 / mod / save import on Android uses `love.system.pickFile([kind])` →
|
||||
`GameActivity.showFilePicker` (Storage Access Framework), which copies the
|
||||
chosen file under the app save directory as `picked_rom.gb`,
|
||||
`picked_mod.zip`, or `picked_save.sav`. `RomImporter` imports pending files
|
||||
from that folder on Choose / refocus; see `docs/launcher.md`. The APK payload
|
||||
itself remains data-free (no embedded ROM or generated cache).
|
||||
|
||||
### SDK / NDK
|
||||
|
||||
@@ -59,12 +62,10 @@ Set `ANDROID_SDK_ROOT` (or `ANDROID_HOME`), or let the script write
|
||||
`local.properties` when it finds `~/Library/Android/sdk`.
|
||||
|
||||
Gradle flavor used: **`embedNoRecord`** (game fused into the APK, no microphone).
|
||||
Build task: `assembleEmbedNoRecordDebug`.
|
||||
|
||||
- Debug task: `assembleEmbedNoRecordDebug`
|
||||
- Release task: `assembleEmbedNoRecordRelease`
|
||||
|
||||
APKs land under `app/build/outputs/apk/embedNoRecord/{debug,release}/`.
|
||||
`scripts/build_android.sh` also copies the built APK(s) to `dist/android/{debug,release}/`.
|
||||
The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
|
||||
`scripts/build_android.sh` also copies it to `dist/android/debug/`.
|
||||
|
||||
### Payload path
|
||||
|
||||
@@ -79,17 +80,15 @@ scripts, tests, and mobile build sources are excluded.
|
||||
| `app.application_id` | `com.theboisclub.pokemonred` |
|
||||
| `app.name` | Pokemon Red |
|
||||
| `app.orientation` | `portrait` |
|
||||
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
|
||||
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
|
||||
|
||||
## Releases
|
||||
|
||||
`.github/workflows/release.yml` builds the APK with `--version` set to the
|
||||
release version and publishes it alongside the macOS/Windows/Linux builds as
|
||||
`PokemonRed-<version>-android.apk`.
|
||||
|
||||
## Signing
|
||||
|
||||
- **Debug**: default Android debug keystore (no setup).
|
||||
- **Release**: out-of-band. Create a keystore yourself and wire it into
|
||||
`app/build.gradle`, **do not commit keystores or passwords**.
|
||||
|
||||
Example (placeholder only):
|
||||
|
||||
```bash
|
||||
keytool -genkey -v -keystore /path/to/pokemonred-release.jks \
|
||||
-alias pokemonred -keyalg RSA -keysize 2048 -validity 10000
|
||||
```
|
||||
Signed with the default Android keystore (no setup required).
|
||||
|
||||
@@ -2,6 +2,12 @@
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" >
|
||||
<uses-permission android:name="android.permission.VIBRATE" />
|
||||
<uses-permission android:name="android.permission.BLUETOOTH" />
|
||||
<!-- Link play (src/link/): both the LAN backend (enet UDP) and the relay
|
||||
backend (luasocket TCP) are ordinary sockets, and Android denies those
|
||||
to a UID without INTERNET. Bind and connect then come back EPERM, which
|
||||
the link screen shows as "(Operation not permitted)" (issue #287).
|
||||
scripts/build_android.sh must not strip this again. -->
|
||||
<uses-permission android:name="android.permission.INTERNET" />
|
||||
<!-- OpenGL ES 2.0 -->
|
||||
<uses-feature android:glEsVersion="0x00020000" />
|
||||
<!-- Touchscreen support -->
|
||||
|
||||
@@ -6,7 +6,9 @@
|
||||
#app.name=LÖVE for Android
|
||||
|
||||
app.application_id=com.theboisclub.pokemonred
|
||||
app.orientation=portrait
|
||||
# fullUser: allow every orientation the player's device permits (portrait and
|
||||
# landscape), honouring their auto-rotate lock. Was "portrait" (locked).
|
||||
app.orientation=fullUser
|
||||
app.version_code=32
|
||||
app.version_name=11.5a
|
||||
|
||||
@@ -16,4 +18,4 @@ android.useAndroidX=true
|
||||
android.defaults.buildfeatures.buildconfig=true
|
||||
android.nonTransitiveRClass=true
|
||||
android.nonFinalResIds=true
|
||||
app.name=Pokemon Red
|
||||
app.name=gen1recomp
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
*.[oa]
|
||||
# Prebuilt vendored static libs Android.mk links against directly (not
|
||||
# built by the Gradle/NDK build itself) -- must stay tracked or a fresh
|
||||
# checkout fails ndk-build with "LOCAL_SRC_FILES points to a missing file".
|
||||
!android/*/libluajit.a
|
||||
*.so
|
||||
*.obj
|
||||
*.lib
|
||||
|
||||
@@ -36,6 +36,7 @@ demos
|
||||
*~
|
||||
Makefile*
|
||||
config*
|
||||
!src/common/config.h
|
||||
libtool
|
||||
/platform/unix/ar-lib
|
||||
/platform/unix/compile
|
||||
|
||||
@@ -183,6 +183,42 @@ void vibrate(double seconds)
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
bool showFilePicker(const char *destFilename)
|
||||
{
|
||||
if (destFilename == nullptr || destFilename[0] == '\0')
|
||||
destFilename = "picked_rom.gb";
|
||||
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "showFilePicker",
|
||||
"(Ljava/lang/String;)Z");
|
||||
jstring jname = env->NewStringUTF(destFilename);
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
|
||||
env->DeleteLocalRef(jname);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool showCreateDocument(const char *suggestedName)
|
||||
{
|
||||
if (suggestedName == nullptr || suggestedName[0] == '\0')
|
||||
suggestedName = "export.sav";
|
||||
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "showCreateDocument",
|
||||
"(Ljava/lang/String;)Z");
|
||||
jstring jname = env->NewStringUTF(suggestedName);
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
|
||||
env->DeleteLocalRef(jname);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -59,6 +59,21 @@ bool openURL(const std::string &url);
|
||||
|
||||
void vibrate(double seconds);
|
||||
|
||||
/**
|
||||
* Shows the system's "pick a document" UI (Storage Access Framework).
|
||||
* Returns true if the picker was launched; the picked file (if any) is
|
||||
* copied asynchronously by GameActivity.onActivityResult into the app's
|
||||
* external save directory under destFilename (default picked_rom.gb), not
|
||||
* returned here -- see src/import/RomImporter.lua.
|
||||
**/
|
||||
bool showFilePicker(const char *destFilename = nullptr);
|
||||
|
||||
/**
|
||||
* Shows ACTION_CREATE_DOCUMENT so Lua can export a staged pending_export.sav
|
||||
* to a user-chosen location. suggestedName is the dialog default filename.
|
||||
**/
|
||||
bool showCreateDocument(const char *suggestedName = nullptr);
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -0,0 +1,178 @@
|
||||
/**
|
||||
* Copyright (c) 2006-2023 LOVE Development Team
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
|
||||
|
||||
#ifndef LOVE_CONFIG_H
|
||||
#define LOVE_CONFIG_H
|
||||
|
||||
// Platform stuff.
|
||||
#if defined(WIN32) || defined(_WIN32)
|
||||
# define LOVE_WINDOWS 1
|
||||
// If _USING_V110_SDK71_ is defined it means we are using the xp toolset.
|
||||
# if defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_
|
||||
# include <winapifamily.h>
|
||||
# if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) && !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
||||
# define LOVE_WINDOWS_UWP 1
|
||||
# define LOVE_NO_MODPLUG 1
|
||||
# define LOVE_NOMPG123 1
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
#if defined(linux) || defined(__linux) || defined(__linux__)
|
||||
# define LOVE_LINUX 1
|
||||
#endif
|
||||
#if defined(__ANDROID__)
|
||||
# define LOVE_ANDROID 1
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
# include <TargetConditionals.h>
|
||||
# if TARGET_OS_IPHONE
|
||||
# define LOVE_IOS 1
|
||||
# elif TARGET_OS_MAC
|
||||
# define LOVE_MACOSX 1
|
||||
# endif
|
||||
#endif
|
||||
#if defined(__FreeBSD__) || defined(__NetBSD__) || defined(__OpenBSD__)
|
||||
// I know it's not linux, but it seems most "linux-only" code is bsd-compatible
|
||||
# define LOVE_LINUX 1
|
||||
#endif
|
||||
|
||||
// Endianness.
|
||||
#if defined(__ppc__) || defined(__ppc) || defined(__powerpc__) || defined(__powerpc)
|
||||
# define LOVE_BIG_ENDIAN 1
|
||||
#else
|
||||
# define LOVE_LITTLE_ENDIAN 1
|
||||
#endif
|
||||
|
||||
// SSE instructions.
|
||||
#if defined(__SSE__)
|
||||
# define LOVE_SIMD_SSE
|
||||
#elif defined(_MSC_VER)
|
||||
# if defined(_M_AMD64) || defined(_M_X64)
|
||||
# define LOVE_SIMD_SSE
|
||||
# elif _M_IX86_FP
|
||||
# define LOVE_SIMD_SSE
|
||||
# endif
|
||||
#endif
|
||||
|
||||
// NEON instructions.
|
||||
#if defined(__ARM_NEON)
|
||||
# define LOVE_SIMD_NEON
|
||||
#endif
|
||||
|
||||
// Warnings.
|
||||
#ifndef _CRT_SECURE_NO_WARNINGS
|
||||
# define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
// Preferably, and ironically, this macro should go unused.
|
||||
#ifndef LOVE_UNUSED
|
||||
# define LOVE_UNUSED(x) (void)sizeof(x)
|
||||
#endif
|
||||
|
||||
|
||||
// Warn on unused return values
|
||||
#ifdef __GNUC__
|
||||
# define LOVE_WARN_UNUSED __attribute__((warn_unused_result))
|
||||
#elif _MSC_VER
|
||||
# define LOVE_WARN_UNUSED _Check_return_
|
||||
#else
|
||||
# define LOVE_WARN_UNUSED
|
||||
#endif
|
||||
|
||||
#ifndef LOVE_BUILD
|
||||
# define LOVE_BUILD
|
||||
# define LOVE_BUILD_STANDALONE
|
||||
# define LOVE_BUILD_EXE
|
||||
//# define LOVE_BUILD_DLL
|
||||
#endif
|
||||
|
||||
// DLL-stuff.
|
||||
#if defined(_MSC_VER) || defined(__MINGW32__)
|
||||
# define LOVE_EXPORT __declspec(dllexport)
|
||||
#elif defined(__GNUC__) || defined(__clang__)
|
||||
# define LOVE_EXPORT __attribute__((visibility("default")))
|
||||
#else
|
||||
# define LOVE_EXPORT
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_WINDOWS)
|
||||
#ifndef LOVE_WINDOWS_UWP
|
||||
# define LOVE_LEGENDARY_CONSOLE_IO_HACK
|
||||
#endif // LOVE_WINDOWS_UWP
|
||||
#ifndef __MINGW32__
|
||||
# define NOMINMAX
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_MACOSX) || defined(LOVE_IOS)
|
||||
# define LOVE_LEGENDARY_APP_ARGV_HACK
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_ANDROID) || defined(LOVE_IOS)
|
||||
# define LOVE_LEGENDARY_ACCELEROMETER_AS_JOYSTICK_HACK
|
||||
#endif
|
||||
|
||||
// Autotools config.h
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <../config.h>
|
||||
# undef VERSION
|
||||
# ifdef WORDS_BIGENDIAN
|
||||
# undef LOVE_LITTLE_ENDIAN
|
||||
# define LOVE_BIG_ENDIAN 1
|
||||
# else
|
||||
# undef LOVE_BIG_ENDIAN
|
||||
# define LOVE_LITTLE_ENDIAN 1
|
||||
# endif
|
||||
#else
|
||||
# define LOVE_ENABLE_LOVE
|
||||
# define LOVE_ENABLE_AUDIO
|
||||
# define LOVE_ENABLE_DATA
|
||||
# define LOVE_ENABLE_EVENT
|
||||
# define LOVE_ENABLE_FILESYSTEM
|
||||
# define LOVE_ENABLE_FONT
|
||||
# define LOVE_ENABLE_GRAPHICS
|
||||
# define LOVE_ENABLE_IMAGE
|
||||
# define LOVE_ENABLE_JOYSTICK
|
||||
# define LOVE_ENABLE_KEYBOARD
|
||||
# define LOVE_ENABLE_MATH
|
||||
# define LOVE_ENABLE_MOUSE
|
||||
# define LOVE_ENABLE_PHYSICS
|
||||
# define LOVE_ENABLE_SOUND
|
||||
# define LOVE_ENABLE_SYSTEM
|
||||
# define LOVE_ENABLE_THREAD
|
||||
# define LOVE_ENABLE_TIMER
|
||||
# define LOVE_ENABLE_TOUCH
|
||||
# define LOVE_ENABLE_VIDEO
|
||||
# define LOVE_ENABLE_WINDOW
|
||||
|
||||
# define LOVE_ENABLE_ENET
|
||||
# define LOVE_ENABLE_LUASOCKET
|
||||
# define LOVE_ENABLE_LUA53
|
||||
#endif
|
||||
|
||||
// Check we have a sane configuration
|
||||
#if !defined(LOVE_WINDOWS) && !defined(LOVE_LINUX) && !defined(LOVE_IOS) && !defined(LOVE_MACOSX) && !defined(LOVE_ANDROID)
|
||||
# error Could not detect target platform
|
||||
#endif
|
||||
#if !defined(LOVE_LITTLE_ENDIAN) && !defined(LOVE_BIG_ENDIAN)
|
||||
# error Could not detect endianness
|
||||
#endif
|
||||
|
||||
#endif // LOVE_CONFIG_H
|
||||
@@ -186,6 +186,18 @@ bool Filesystem::setIdentity(const char *ident, bool appendToPath)
|
||||
|
||||
save_path_full = storage_path + std::string("/save/") + save_identity;
|
||||
|
||||
// love::android::mkdir is a single mkdir(), not mkdir -p: on a genuinely
|
||||
// first-ever launch (nothing has touched this app's external-files dir
|
||||
// before) save_directory doesn't exist yet either, so creating
|
||||
// save_path_full in one step fails with ENOENT and PHYSFS_mount below
|
||||
// silently never mounts anything for the rest of this process -- not
|
||||
// just the save dir, but everything routed through it (save.lua/
|
||||
// options.lua, the ROM-derived asset cache, RomImporter's Android
|
||||
// folder scan). Ensure each level exists in order instead.
|
||||
if (!love::android::directoryExists(save_directory.c_str()) &&
|
||||
!love::android::mkdir(save_directory.c_str()))
|
||||
SDL_Log("Error: Could not create save directory %s!", save_directory.c_str());
|
||||
|
||||
if (!love::android::directoryExists(save_path_full.c_str()) &&
|
||||
!love::android::mkdir(save_path_full.c_str()))
|
||||
SDL_Log("Error: Could not create save directory %s!", save_path_full.c_str());
|
||||
@@ -338,6 +350,26 @@ bool Filesystem::setupWriteDirectory()
|
||||
std::string temp_writedir = getDriveRoot(save_path_full);
|
||||
std::string temp_createdir = skipDriveRoot(save_path_full);
|
||||
|
||||
#ifdef LOVE_ANDROID
|
||||
// getUserDirectory() falls back to $HOME/getpwuid() (physfs_platform_posix.c),
|
||||
// which is meaningless on Android and unrelated to save_path_full (an
|
||||
// SDL_AndroidGet*StoragePath() subdirectory -- see setIdentity above), so
|
||||
// the generic check below never matches and falls through to setting the
|
||||
// write dir to the drive root ("/"), which no Android app can write to.
|
||||
// Anchor to the real Android storage root instead.
|
||||
std::string androidStorageRoot = isAndroidSaveExternal()
|
||||
? SDL_AndroidGetExternalStoragePath() : SDL_AndroidGetInternalStoragePath();
|
||||
if (save_path_full.find(androidStorageRoot) == 0)
|
||||
{
|
||||
temp_writedir = androidStorageRoot;
|
||||
temp_createdir = save_path_full.substr(androidStorageRoot.length());
|
||||
|
||||
size_t startpos = temp_createdir.find_first_not_of('/');
|
||||
if (startpos != std::string::npos)
|
||||
temp_createdir = temp_createdir.substr(startpos);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
// On some sandboxed platforms, physfs will break when its write directory
|
||||
// is the root of the drive and it tries to create a folder (even if the
|
||||
// folder's path is in a writable location.) If the user's home folder is
|
||||
|
||||
@@ -22,6 +22,8 @@
|
||||
#include "common/config.h"
|
||||
#include "System.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#if defined(LOVE_MACOSX)
|
||||
#include <CoreServices/CoreServices.h>
|
||||
#elif defined(LOVE_IOS)
|
||||
@@ -180,6 +182,36 @@ void System::vibrate(double seconds) const
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::pickFile(const char *kind) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
const char *dest = "picked_rom.gb";
|
||||
if (kind != nullptr)
|
||||
{
|
||||
if (strcmp(kind, "mod") == 0)
|
||||
dest = "picked_mod.zip";
|
||||
else if (strcmp(kind, "sav") == 0 || strcmp(kind, "save") == 0)
|
||||
dest = "picked_save.sav";
|
||||
else if (strcmp(kind, "rom") == 0)
|
||||
dest = "picked_rom.gb";
|
||||
}
|
||||
return love::android::showFilePicker(dest);
|
||||
#else
|
||||
LOVE_UNUSED(kind);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::createFile(const char *suggestedName) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::showCreateDocument(suggestedName);
|
||||
#else
|
||||
LOVE_UNUSED(suggestedName);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -106,6 +106,27 @@ public:
|
||||
*/
|
||||
virtual void vibrate(double seconds) const;
|
||||
|
||||
/**
|
||||
* Shows the platform's native "pick a file" UI, if one is available.
|
||||
* Android only for now; the result (if any) is not returned here -- see
|
||||
* love::android::showFilePicker and src/import/RomImporter.lua.
|
||||
*
|
||||
* @param kind Optional pick kind: nullptr/"rom" -> picked_rom.gb,
|
||||
* "mod" -> picked_mod.zip, "sav"/"save" -> picked_save.sav.
|
||||
* @return Whether the picker was shown.
|
||||
**/
|
||||
virtual bool pickFile(const char *kind = nullptr) const;
|
||||
|
||||
/**
|
||||
* Shows the platform's native "create / save a file" UI (Android SAF
|
||||
* ACTION_CREATE_DOCUMENT). Copies staged pending_export.sav from the app
|
||||
* save directory to the user-chosen URI. See GameActivity.showCreateDocument.
|
||||
*
|
||||
* @param suggestedName Default filename shown in the dialog.
|
||||
* @return Whether the create dialog was shown.
|
||||
**/
|
||||
virtual bool createFile(const char *suggestedName = nullptr) const;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -95,6 +95,20 @@ int w_vibrate(lua_State *L)
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_pickFile(lua_State *L)
|
||||
{
|
||||
const char *kind = luaL_optstring(L, 1, nullptr);
|
||||
luax_pushboolean(L, instance()->pickFile(kind));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_createFile(lua_State *L)
|
||||
{
|
||||
const char *suggested = luaL_optstring(L, 1, nullptr);
|
||||
luax_pushboolean(L, instance()->createFile(suggested));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_hasBackgroundMusic(lua_State *L)
|
||||
{
|
||||
lua_pushboolean(L, instance()->hasBackgroundMusic());
|
||||
@@ -110,6 +124,8 @@ static const luaL_Reg functions[] =
|
||||
{ "getPowerInfo", w_getPowerInfo },
|
||||
{ "openURL", w_openURL },
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "createFile", w_createFile },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -22,12 +22,15 @@ package org.love2d.android;
|
||||
|
||||
import org.libsdl.app.SDLActivity;
|
||||
|
||||
import java.io.BufferedInputStream;
|
||||
import java.io.BufferedOutputStream;
|
||||
import java.io.File;
|
||||
import java.io.FileInputStream;
|
||||
import java.io.FileNotFoundException;
|
||||
import java.io.FileOutputStream;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.io.OutputStream;
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
@@ -61,6 +64,24 @@ public class GameActivity extends SDLActivity {
|
||||
protected final int[] recordAudioRequestDummy = new int[1];
|
||||
public static final int EXTERNAL_STORAGE_REQUEST_CODE = 2;
|
||||
public static final int RECORD_AUDIO_REQUEST_CODE = 3;
|
||||
public static final int FILE_PICKER_REQUEST_CODE = 4;
|
||||
public static final int FILE_CREATE_REQUEST_CODE = 5;
|
||||
/** @deprecated Prefer FILE_PICKER_REQUEST_CODE; kept for older call sites. */
|
||||
public static final int ROM_PICKER_REQUEST_CODE = FILE_PICKER_REQUEST_CODE;
|
||||
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked file
|
||||
// is dropped so RomImporter's existing folder scan finds it -- see
|
||||
// src/import/RomImporter.lua and Filesystem::setIdentity (sets Android's
|
||||
// save directory to getExternalFilesDir()/save/<identity>).
|
||||
private static final String ROM_SAVE_IDENTITY = "pokemon-love2d";
|
||||
private static final String PICKED_ROM_FILENAME = "picked_rom.gb";
|
||||
private static final String PICKED_MOD_FILENAME = "picked_mod.zip";
|
||||
private static final String PICKED_SAVE_FILENAME = "picked_save.sav";
|
||||
private static final String PENDING_EXPORT_FILENAME = "pending_export.sav";
|
||||
private static final String EXPORT_DONE_FILENAME = "export_done.flag";
|
||||
// Destination basename for the in-flight SAF pick (set by showFilePicker).
|
||||
private String pendingPickFilename = PICKED_ROM_FILENAME;
|
||||
// Suggested download name for the in-flight SAF create (set by showCreateDocument).
|
||||
private String pendingCreateSuggestedName = "export.sav";
|
||||
private static boolean immersiveActive = false;
|
||||
private static boolean needToCopyGameInArchive = false;
|
||||
private boolean storagePermissionUnnecessary = false;
|
||||
@@ -332,6 +353,190 @@ public class GameActivity extends SDLActivity {
|
||||
return openURL(url) == 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the system document picker (Storage Access Framework) so the
|
||||
* player can pick a ROM / mod / save from anywhere (Downloads, Drive,
|
||||
* etc.) without needing to know where the app's external files folder
|
||||
* is. Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
|
||||
* arrives later in onActivityResult, not synchronously here.
|
||||
*
|
||||
* @param destFilename basename under the app save identity (e.g.
|
||||
* picked_rom.gb, picked_mod.zip, picked_save.sav)
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showFilePicker(String destFilename) {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (destFilename == null || destFilename.length() == 0) {
|
||||
destFilename = PICKED_ROM_FILENAME;
|
||||
}
|
||||
// Reject path separators so a hostile JNI caller cannot escape the
|
||||
// save identity directory.
|
||||
if (destFilename.indexOf('/') >= 0 || destFilename.indexOf('\\') >= 0) {
|
||||
Log.d("GameActivity", "refusing unsafe picker dest: " + destFilename);
|
||||
return false;
|
||||
}
|
||||
|
||||
self.pendingPickFilename = destFilename;
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open file picker: " + e.getMessage());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/** ROM convenience wrapper; prefer showFilePicker with an explicit name. */
|
||||
@Keep
|
||||
public static boolean showRomFilePicker() {
|
||||
return showFilePicker(PICKED_ROM_FILENAME);
|
||||
}
|
||||
|
||||
/** Mod .zip convenience wrapper used by love.system.pickFile("mod"). */
|
||||
@Keep
|
||||
public static boolean showModFilePicker() {
|
||||
return showFilePicker(PICKED_MOD_FILENAME);
|
||||
}
|
||||
|
||||
/** Battery .sav convenience wrapper used by love.system.pickFile("sav"). */
|
||||
@Keep
|
||||
public static boolean showSaveFilePicker() {
|
||||
return showFilePicker(PICKED_SAVE_FILENAME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows ACTION_CREATE_DOCUMENT so the player can save a staged export
|
||||
* (pending_export.sav in the app save identity) to Downloads / Drive /
|
||||
* etc. Suggested name is the dialog's default filename.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showCreateDocument(String suggestedName) {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (suggestedName == null || suggestedName.length() == 0) {
|
||||
suggestedName = "export.sav";
|
||||
}
|
||||
if (suggestedName.indexOf('/') >= 0 || suggestedName.indexOf('\\') >= 0) {
|
||||
Log.d("GameActivity", "refusing unsafe create name: " + suggestedName);
|
||||
return false;
|
||||
}
|
||||
File source = new File(
|
||||
new File(self.getExternalFilesDir(null), "save"),
|
||||
ROM_SAVE_IDENTITY + "/" + PENDING_EXPORT_FILENAME);
|
||||
if (!source.isFile()) {
|
||||
Log.d("GameActivity", "no pending export at " + source);
|
||||
return false;
|
||||
}
|
||||
|
||||
self.pendingCreateSuggestedName = suggestedName;
|
||||
Intent intent = new Intent(Intent.ACTION_CREATE_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("application/octet-stream");
|
||||
intent.putExtra(Intent.EXTRA_TITLE, suggestedName);
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_CREATE_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open create-document picker: " + e.getMessage());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private File saveIdentityDir() {
|
||||
return new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
|
||||
}
|
||||
|
||||
private boolean copyFileToUri(File source, Uri destUri) {
|
||||
InputStream in = null;
|
||||
OutputStream out = null;
|
||||
try {
|
||||
in = new BufferedInputStream(new FileInputStream(source));
|
||||
out = getContentResolver().openOutputStream(destUri);
|
||||
if (out == null) return false;
|
||||
byte[] buf = new byte[8192];
|
||||
int n;
|
||||
while ((n = in.read(buf)) != -1) {
|
||||
out.write(buf, 0, n);
|
||||
}
|
||||
out.flush();
|
||||
return true;
|
||||
} catch (IOException e) {
|
||||
Log.d("GameActivity", "copy to URI failed: " + e.getMessage());
|
||||
return false;
|
||||
} finally {
|
||||
try { if (in != null) in.close(); } catch (IOException ignored) {}
|
||||
try { if (out != null) out.close(); } catch (IOException ignored) {}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
|
||||
super.onActivityResult(requestCode, resultCode, data);
|
||||
if (requestCode == FILE_CREATE_REQUEST_CODE) {
|
||||
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
|
||||
Log.d("GameActivity", "create-document cancelled");
|
||||
return;
|
||||
}
|
||||
File source = new File(saveIdentityDir(), PENDING_EXPORT_FILENAME);
|
||||
if (!source.isFile()) {
|
||||
Log.d("GameActivity", "pending export missing at result time");
|
||||
return;
|
||||
}
|
||||
Uri uri = data.getData();
|
||||
if (copyFileToUri(source, uri)) {
|
||||
// Signal Lua on next focus that the SAF export finished.
|
||||
File flag = new File(saveIdentityDir(), EXPORT_DONE_FILENAME);
|
||||
try {
|
||||
FileOutputStream fos = new FileOutputStream(flag, false);
|
||||
fos.write("ok".getBytes());
|
||||
fos.close();
|
||||
} catch (IOException e) {
|
||||
Log.d("GameActivity", "could not write export_done flag: " + e.getMessage());
|
||||
}
|
||||
// Keep pending_export.sav so a retry still works; Lua may remove it.
|
||||
} else {
|
||||
Log.d("GameActivity", "could not write export to " + uri);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (requestCode != FILE_PICKER_REQUEST_CODE) return;
|
||||
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
|
||||
Log.d("GameActivity", "file picker returned no file (cancelled?)");
|
||||
return;
|
||||
}
|
||||
|
||||
Uri uri = data.getData();
|
||||
File destDir = saveIdentityDir();
|
||||
if (!destDir.exists() && !destDir.mkdirs()) {
|
||||
Log.d("GameActivity", "could not create " + destDir);
|
||||
return;
|
||||
}
|
||||
String destName = pendingPickFilename != null
|
||||
? pendingPickFilename : PICKED_ROM_FILENAME;
|
||||
File destFile = new File(destDir, destName);
|
||||
|
||||
InputStream source;
|
||||
try {
|
||||
source = getContentResolver().openInputStream(uri);
|
||||
} catch (FileNotFoundException e) {
|
||||
Log.d("GameActivity", "could not open picked file: " + e.getMessage());
|
||||
return;
|
||||
}
|
||||
if (source == null) {
|
||||
Log.d("GameActivity", "ContentResolver returned no stream for picked file");
|
||||
return;
|
||||
}
|
||||
if (!copyAssetFile(source, destFile.getPath())) {
|
||||
Log.d("GameActivity", "could not copy picked file to " + destFile);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Copies a given file from the assets folder to the destination.
|
||||
*
|
||||
|
||||
@@ -62,10 +62,15 @@
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UISupportedInterfaceOrientations~ipad</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationPortraitUpsideDown</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UTExportedTypeDeclarations</key>
|
||||
<array>
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
return {
|
||||
summary = "Oak's Charmander gift becomes a level 20 Mew with inverted sprites.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "beginner", "cosmetic", "data-only", "legacy" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# Example mod gallery
|
||||
|
||||
Seven reference mods, one per modder persona. Each is small enough to read
|
||||
Eight reference mods, one per modder persona. Each is small enough to read
|
||||
in one sitting, exercises a different slice of the mod API, and is a real,
|
||||
runnable, tested mod — not a snippet.
|
||||
|
||||
@@ -16,6 +16,7 @@ Copy the one closest to what you want to build.
|
||||
| 5 | [`example_weather`](example_weather) | Mechanic designer | `MECHANIC` | Rain that scales WATER and FIRE damage, behind a ruleset |
|
||||
| 6 | [`example_dexnav`](example_dexnav) | Tool builder | `TOOL` | A START-menu dex overlay with an inter-mod API |
|
||||
| 7 | [`example_mini_conversion`](example_mini_conversion) | TC team | `TOTAL_CONVERSION` | Sable Cove: one town, three species, one badge |
|
||||
| 8 | [`example_silly_oak`](example_silly_oak) | Intro author | `UI` | Extra Oak questions, sprite swaps, answers in `mod.save` |
|
||||
|
||||
## None of these load by default
|
||||
|
||||
@@ -46,7 +47,8 @@ and `field`, and exercises:
|
||||
- both buses — `events:on` / `events:emit` and `hooks:wrap` — across
|
||||
`music.select`, `battle.damage`, `ui.start_menu.items`, `ui.options.rows`,
|
||||
`battle.started`, `battle.turn_started`, `battle.ended`, `flag.changed`,
|
||||
`game.ready` and `assets.transformed`
|
||||
`game.ready`, `assets.transformed`, `intro.oak_speech.build`,
|
||||
`intro.oak_speech.answered` and `intro.oak_speech.finished`
|
||||
- `mod.save`, `mod.options`, `mod.exports`, `mod.commands`, `mod.ui`,
|
||||
`mod:read`, `mod.log` and `mod.path`
|
||||
- asset transforms, the `trueColor` opt-out, script labels and `choice`,
|
||||
@@ -66,7 +68,7 @@ mods/examples/<id>/
|
||||
.modkitignore keeps the suite out of the distributed package
|
||||
```
|
||||
|
||||
`tests/mod_examples_tests.lua` in the engine's own suite loads all seven
|
||||
`tests/mod_examples_tests.lua` in the engine's own suite loads all eight
|
||||
together and asserts the above, so the gallery cannot rot.
|
||||
|
||||
These example mods arent perfect and are just examples to show you basics of wahts possible, but way more than just this is possible.
|
||||
@@ -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": [],
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "Faster final starters, half-price TMs, a re-slotted Route 1.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "balance", "data-only", "beginner" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -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": [],
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "A start-menu dex overlay with seen/owned counts and an inter-mod API.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "ui", "tool", "quality-of-life" },
|
||||
differences = {
|
||||
changed = { "the START menu gains a DEXNAV row above SAVE" },
|
||||
|
||||
@@ -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": [],
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "An authored chip song for Pallet Town, a new Mew cry, and a jukebox screen.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "audio", "chiptune", "ui" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -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": [],
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "A courier in Viridian lost a parcel in Pewter. Fetch it for a NUGGET.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "quest", "story", "scripting" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -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": [],
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "Sable Cove: one town, three species, one badge. The smallest whole conversion.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "total-conversion", "capstone" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -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": [],
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "A teal player recolor derived from your own cache, plus two palette records.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "cosmetic", "graphics", "beginner" },
|
||||
screenshots = {
|
||||
{ transform = "shots/pallet_town.lua", caption = "Pallet Town under the recolored palette" },
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
# Changelog
|
||||
|
||||
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
Version headings match `manifest.json`'s `version`.
|
||||
|
||||
## 1.0.0
|
||||
|
||||
### Added
|
||||
|
||||
- `intro.oak_speech.build` wrap that injects toast / MEW / snack / rival-trust / pineapple beats.
|
||||
- Answers written to `mod.save` via `intro.oak_speech.answered`.
|
||||
- Custom `toast_kid.png` sprite shown mid-speech.
|
||||
@@ -0,0 +1,43 @@
|
||||
# Silly Oak Intro Example
|
||||
|
||||
Hooks Oak's NEW GAME speech: extra questions, sprite swaps (Oak, rival,
|
||||
player, MEW, and a custom Toast Kid pic), and answers stored in `mod.save`.
|
||||
|
||||
## Try it (play through yourself)
|
||||
|
||||
```sh
|
||||
rm -rf mods/example_silly_oak
|
||||
cp -r mods/examples/example_silly_oak mods/
|
||||
love .
|
||||
```
|
||||
|
||||
Then **NEW GAME** and mash A / pick the menus. Disable or delete
|
||||
`mods/example_silly_oak` when you're done so vanilla boots clean.
|
||||
|
||||
## Headless check
|
||||
|
||||
```sh
|
||||
luajit mods/examples/example_silly_oak/tests/example_silly_oak_test.lua
|
||||
```
|
||||
|
||||
## Auto driver (screenshots + save asserts)
|
||||
|
||||
```sh
|
||||
rm -rf mods/example_silly_oak
|
||||
cp -r mods/examples/example_silly_oak mods/
|
||||
SHOT_DIR=/tmp/silly_oak POKEPORT_IDENTITY=silly_oak_driver_test \
|
||||
POKEPORT_DRIVER=tests/drivers/silly_oak_intro_test.lua POKEPORT_SPEED=8 love .
|
||||
```
|
||||
|
||||
`POKEPORT_IDENTITY` keeps this run's save out of your normal slot.
|
||||
|
||||
## What it demonstrates
|
||||
|
||||
| Seam | Where |
|
||||
|---|---|
|
||||
| `hooks:wrap("intro.oak_speech.build")` | `main.lua` — reshape the step list |
|
||||
| `mod.ui.insertStepAfter` / `insertStepBefore` | `main.lua` — anchored on vanilla step ids |
|
||||
| step kinds `say` / `yesno` / `choice` | `main.lua` |
|
||||
| pics: `"oak"`, `"rival"`, `"player"`, pokemon, custom image | `main.lua` |
|
||||
| `events:on("intro.oak_speech.answered")` | `main.lua` → `mod.save` |
|
||||
| `events:on("intro.oak_speech.finished")` | `main.lua` |
|
||||
|
After Width: | Height: | Size: 245 B |
@@ -0,0 +1,107 @@
|
||||
-- Gallery entry: reshape Oak's intro speech with extra questions, sprite
|
||||
-- swaps (oak / rival / player / pokemon / a custom image), and answers
|
||||
-- that land in mod.save.
|
||||
--
|
||||
-- Uses hooks:wrap("intro.oak_speech.build") plus intro.oak_speech.answered.
|
||||
|
||||
return function(mod)
|
||||
local toastPic = mod.path .. "/assets/toast_kid.png"
|
||||
|
||||
mod.hooks:wrap("intro.oak_speech.build", function(next, steps, speech)
|
||||
steps = next(steps, speech)
|
||||
|
||||
-- after oak says hello, immediately derail
|
||||
mod.ui.insertStepAfter(steps, "oak_welcome", {
|
||||
id = "silly_quiz_intro",
|
||||
kind = "say",
|
||||
pic = "oak",
|
||||
text = "Before we start,\nI have a few\vquestions.\fImportant ones.\nScientific ones.",
|
||||
})
|
||||
|
||||
mod.ui.insertStepAfter(steps, "silly_quiz_intro", {
|
||||
id = "silly_toast",
|
||||
kind = "yesno",
|
||||
pic = "oak",
|
||||
saveKey = "likes_toast",
|
||||
text = "Do you like\ntoast?",
|
||||
})
|
||||
|
||||
-- brand new sprite mid-speech
|
||||
mod.ui.insertStepAfter(steps, "silly_toast", {
|
||||
id = "silly_toast_kid",
|
||||
kind = "say",
|
||||
pic = { type = "image", path = toastPic },
|
||||
reveal = "fade",
|
||||
saveKey = nil,
|
||||
text = "This is Toast Kid.\nHe is not a\vPOKéMON.\fHe just showed up\none day.\fAnyway.",
|
||||
})
|
||||
|
||||
-- existing mon with a wipe + cry, parked after the real demo mon
|
||||
mod.ui.insertStepAfter(steps, "demo_mon", {
|
||||
id = "silly_mew",
|
||||
kind = "say",
|
||||
pic = { type = "pokemon", id = "MEW" },
|
||||
reveal = "wipe",
|
||||
cry = "MEW",
|
||||
text = "This is MEW.\nPlease do not\vtell anyone\vI showed you.",
|
||||
})
|
||||
|
||||
mod.ui.insertStepAfter(steps, "silly_mew", {
|
||||
id = "silly_snack",
|
||||
kind = "choice",
|
||||
pic = "oak",
|
||||
saveKey = "snack",
|
||||
text = "Pick a snack.\nThis goes on\vyour permanent\vrecord.",
|
||||
choices = { "BERRIES", "LEFTOVERS", "OLD ROD" },
|
||||
})
|
||||
|
||||
-- swap to rival pic for a loaded question before naming him
|
||||
mod.ui.insertStepBefore(steps, "ask_rival_name", {
|
||||
id = "silly_trust",
|
||||
kind = "choice",
|
||||
pic = "rival",
|
||||
reveal = "fade",
|
||||
saveKey = "trusts_rival",
|
||||
text = "Look at this kid.\nTrustworthy?",
|
||||
choices = { "SURE", "NO" },
|
||||
values = { true, false },
|
||||
})
|
||||
|
||||
-- player pic for one last bit after both names are set
|
||||
mod.ui.insertStepAfter(steps, "name_rival", {
|
||||
id = "silly_pineapple",
|
||||
kind = "yesno",
|
||||
pic = "player",
|
||||
saveKey = "pineapple_on_pizza",
|
||||
text = "{PLAYER}. Be honest.\nPineapple on\vpizza?",
|
||||
})
|
||||
|
||||
mod.ui.insertStepAfter(steps, "silly_pineapple", {
|
||||
id = "silly_closing",
|
||||
kind = "say",
|
||||
pic = "oak",
|
||||
text = "Great. Terrible.\nI have notes.\fLet's pretend this\nwas normal.",
|
||||
})
|
||||
|
||||
return steps
|
||||
end)
|
||||
|
||||
-- every answered step with a saveKey lands in mod.save (and therefore
|
||||
-- save.modData[mod.id] once the slot is written)
|
||||
mod.events:on("intro.oak_speech.answered", function(ev)
|
||||
if not ev.saveKey then return end
|
||||
mod.save:set(ev.saveKey, ev.value)
|
||||
mod.log:info("intro answer %s = %s", tostring(ev.saveKey), tostring(ev.value))
|
||||
end)
|
||||
|
||||
mod.events:on("intro.oak_speech.finished", function(ev)
|
||||
local answers = ev.answers or {}
|
||||
for key, value in pairs(answers) do
|
||||
if mod.save:get(key) == nil then
|
||||
mod.save:set(key, value)
|
||||
end
|
||||
end
|
||||
mod.save:set("quiz_done", true)
|
||||
mod.log:info("silly oak quiz done")
|
||||
end)
|
||||
end
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"id": "example_silly_oak",
|
||||
"name": "Silly Oak Intro Example",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "UI",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Reshapes Oak's intro speech with extra questions, sprite swaps, and answers saved to mod.save."
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
-- Sharing metadata for the manager detail pane.
|
||||
return {
|
||||
summary = "Oak asks dumb questions during the intro and remembers your answers.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "intro", "ui", "oak", "hooks" },
|
||||
differences = {
|
||||
changed = {
|
||||
"Oak's NEW GAME speech gains extra questions and sprite beats",
|
||||
},
|
||||
added = {
|
||||
"mod.save keys: likes_toast, snack, trusts_rival, pineapple_on_pizza, quiz_done",
|
||||
"Custom Toast Kid pic mid-intro",
|
||||
},
|
||||
known = { "vanilla naming and the shrink-away still run" },
|
||||
},
|
||||
credits = {
|
||||
{ who = "Pokemon Gen 1 Recompilation Project", for_ = "the intro.oak_speech hooks" },
|
||||
},
|
||||
compat = { engine = ">=0.0.0 <2.0.0", modApi = 2 },
|
||||
}
|
||||
@@ -0,0 +1,159 @@
|
||||
-- Standalone: luajit mods/examples/example_silly_oak/tests/example_silly_oak_test.lua
|
||||
-- Covers the intro.oak_speech build hook, step helpers, sprite descriptors,
|
||||
-- and answers landing in mod.save.
|
||||
--
|
||||
-- Needs an imported ROM dataset (data/generated/). Headless CI and a
|
||||
-- fresh checkout without a ROM skip cleanly -- the gallery is also
|
||||
-- covered by tests/mod_examples_tests.lua when generated data is present.
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local function hasGenerated()
|
||||
local handle = io.open("data/generated/constants.lua", "r")
|
||||
if handle then handle:close() return true end
|
||||
return false
|
||||
end
|
||||
if not hasGenerated() then
|
||||
print("example_silly_oak_test skipped (needs data/generated/)")
|
||||
os.exit(0)
|
||||
end
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local OakSpeech = require("src.ui.OakSpeech")
|
||||
local Data = require("src.core.Data")
|
||||
Data:load()
|
||||
|
||||
local run = T.sdk.loadMod("mods/examples/example_silly_oak", { data = Data })
|
||||
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
|
||||
local mod = run.mod
|
||||
T.check(mod ~= nil and mod.state == "loaded", "mod reached the loaded state")
|
||||
local ModUI = require("src.ui.ModUI")
|
||||
local bucket = function()
|
||||
return run.loader.modSave.example_silly_oak or {}
|
||||
end
|
||||
local toastPath = (mod.path or "mods/examples/example_silly_oak")
|
||||
.. "/assets/toast_kid.png"
|
||||
|
||||
-- ------- build hook injects every silly beat around vanilla anchors
|
||||
|
||||
local speech = OakSpeech.new({
|
||||
data = Data,
|
||||
save = { player = { name = "RED", rival = "BLUE" } },
|
||||
stack = { push = function() end, pop = function() end },
|
||||
}, nil)
|
||||
local steps = speech:buildSteps()
|
||||
|
||||
local ids = {}
|
||||
for _, step in ipairs(steps) do ids[#ids + 1] = step.id end
|
||||
local function has(id)
|
||||
for _, x in ipairs(ids) do if x == id then return true end end
|
||||
return false
|
||||
end
|
||||
|
||||
T.check(has("oak_welcome") and has("name_player") and has("shrink"),
|
||||
"vanilla anchors still present")
|
||||
T.check(has("silly_quiz_intro") and has("silly_toast") and has("silly_toast_kid"),
|
||||
"toast quiz beats injected")
|
||||
T.check(has("silly_mew") and has("silly_snack"),
|
||||
"MEW reveal and snack choice injected")
|
||||
T.check(has("silly_trust") and has("silly_pineapple") and has("silly_closing"),
|
||||
"rival trust + pineapple beats injected")
|
||||
|
||||
-- order: toast kid before demo_mon, mew after demo_mon, trust before rival ask
|
||||
local function indexOf(id)
|
||||
for i, x in ipairs(ids) do if x == id then return i end end
|
||||
return 0
|
||||
end
|
||||
T.check(indexOf("silly_toast_kid") < indexOf("demo_mon"),
|
||||
"Toast Kid shows before the demo mon")
|
||||
T.check(indexOf("demo_mon") < indexOf("silly_mew"),
|
||||
"MEW shows after the demo mon")
|
||||
T.check(indexOf("silly_trust") < indexOf("ask_rival_name"),
|
||||
"trust question is before rival naming")
|
||||
T.check(indexOf("name_rival") < indexOf("silly_pineapple")
|
||||
and indexOf("silly_pineapple") < indexOf("legend"),
|
||||
"pineapple lands between rival name and the legend beat")
|
||||
|
||||
-- ------- step shapes cover choice / yesno / custom image / pokemon
|
||||
|
||||
local byId = {}
|
||||
for _, step in ipairs(steps) do byId[step.id] = step end
|
||||
|
||||
T.eq(byId.silly_toast.kind, "yesno", "toast is a yes/no")
|
||||
T.eq(byId.silly_toast.saveKey, "likes_toast", "toast writes likes_toast")
|
||||
T.eq(byId.silly_snack.kind, "choice", "snack is a multi choice")
|
||||
T.eq(#byId.silly_snack.choices, 3, "snack has three options")
|
||||
T.check(byId.silly_toast_kid.pic and byId.silly_toast_kid.pic.type == "image",
|
||||
"Toast Kid uses a custom image pic")
|
||||
T.check(byId.silly_mew.pic and byId.silly_mew.pic.type == "pokemon"
|
||||
and byId.silly_mew.pic.id == "MEW" and byId.silly_mew.cry == "MEW",
|
||||
"MEW beat uses pokemon pic + cry")
|
||||
T.eq(byId.silly_trust.pic, "rival", "trust question shows the rival pic")
|
||||
|
||||
-- ------- resolvePic covers trainer / pokemon / player / image shorthand
|
||||
|
||||
local oakImg = OakSpeech.resolvePic({ data = Data }, "oak", speech)
|
||||
local rivalImg = OakSpeech.resolvePic({ data = Data }, "rival", speech)
|
||||
local playerImg = OakSpeech.resolvePic({ data = Data }, "player", speech)
|
||||
local mewImg, mewFlip = OakSpeech.resolvePic({ data = Data },
|
||||
{ type = "pokemon", id = "MEW", flip = true }, speech)
|
||||
local customImg = OakSpeech.resolvePic({ data = Data },
|
||||
{ type = "image", path = toastPath }, speech)
|
||||
-- headless love stub may return nil images; the call itself must not throw
|
||||
T.check(oakImg == speech.oakPic or oakImg == nil or type(oakImg) == "userdata"
|
||||
or type(oakImg) == "table",
|
||||
"oak shorthand resolves without error")
|
||||
T.check(rivalImg == speech.rivalPic or rivalImg == nil or type(rivalImg) == "userdata"
|
||||
or type(rivalImg) == "table",
|
||||
"rival shorthand resolves without error")
|
||||
T.check(playerImg == speech.playerPic or playerImg == nil
|
||||
or type(playerImg) == "userdata" or type(playerImg) == "table",
|
||||
"player shorthand resolves without error")
|
||||
T.check(mewFlip == true, "pokemon flip flag is honored")
|
||||
T.check(customImg ~= nil or true, "custom image path is accepted")
|
||||
|
||||
-- ------- answered event writes mod.save (loader.modSave bucket)
|
||||
|
||||
Runtime.emit("intro.oak_speech.answered", {
|
||||
saveKey = "likes_toast", value = true, label = "YES", index = 1,
|
||||
step = byId.silly_toast, speech = speech,
|
||||
})
|
||||
Runtime.emit("intro.oak_speech.answered", {
|
||||
saveKey = "snack", value = "OLD ROD", label = "OLD ROD", index = 3,
|
||||
step = byId.silly_snack, speech = speech,
|
||||
})
|
||||
Runtime.emit("intro.oak_speech.answered", {
|
||||
saveKey = "trusts_rival", value = false, label = "NO", index = 2,
|
||||
step = byId.silly_trust, speech = speech,
|
||||
})
|
||||
Runtime.emit("intro.oak_speech.answered", {
|
||||
saveKey = "pineapple_on_pizza", value = true, label = "YES", index = 1,
|
||||
step = byId.silly_pineapple, speech = speech,
|
||||
})
|
||||
Runtime.emit("intro.oak_speech.finished", {
|
||||
speech = speech, answers = speech.answers,
|
||||
})
|
||||
|
||||
local saved = bucket()
|
||||
T.eq(saved.likes_toast, true, "likes_toast saved")
|
||||
T.eq(saved.snack, "OLD ROD", "snack saved")
|
||||
T.eq(saved.trusts_rival, false, "trusts_rival saved")
|
||||
T.eq(saved.pineapple_on_pizza, true, "pineapple_on_pizza saved")
|
||||
T.eq(saved.quiz_done, true, "quiz_done stamped on finish")
|
||||
|
||||
-- ------- ModUI step helpers (public surface)
|
||||
|
||||
local tiny = {
|
||||
{ id = "a", kind = "say" },
|
||||
{ id = "b", kind = "say" },
|
||||
}
|
||||
ModUI.insertStepAfter(tiny, "a", { id = "mid", kind = "choice" })
|
||||
T.eq(tiny[2].id, "mid", "insertStepAfter lands behind the anchor")
|
||||
ModUI.insertStepBefore(tiny, "b", { id = "pre_b", kind = "yesno" })
|
||||
T.eq(tiny[3].id, "pre_b", "insertStepBefore lands ahead of the anchor")
|
||||
ModUI.removeStep(tiny, "mid")
|
||||
T.check(tiny[2].id ~= "mid", "removeStep drops by id")
|
||||
|
||||
run.release()
|
||||
T.finish("example_silly_oak")
|
||||