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54 Commits

Author SHA1 Message Date
bryanthaboi a8936e79d6 Add on-screen touch controls and assets 2026-07-25 23:16:15 -04:00
bryanthaboi f6b29e6caa evee fix and some other junk 2026-07-25 15:21:49 -04:00
bryanthaboi 3069b2e2a9 The new experience (#201)
* new launcher and save converts and pipeline

* fixing bugs
2026-07-25 12:36:53 -04:00
bryanthaboi 6625391f76 online play updates and fixes and tweaks and cheeks 2026-07-24 14:36:10 -04:00
bryanthaboi c40dcd6159 Merge branch 'online-play' 2026-07-24 13:31:07 -04:00
bryanthaboi 35f5c9513c Update BattleState.lua 2026-07-24 13:30:54 -04:00
bryanthaboi 5a0f9ab06d Online play (#156)
* new options, and hot keys and readme clean up

* oooooooooooh bazinga
2026-07-24 13:11:40 -04:00
bryanthaboi 13b58dc51e oooooooooooh bazinga 2026-07-24 13:09:00 -04:00
bryanthaboi d872010209 new options, and hot keys and readme clean up (#148) 2026-07-24 10:12:27 -04:00
bryanthaboi 6306975352 new options, and hot keys and readme clean up 2026-07-24 10:10:51 -04:00
bryanthaboi 819150f50f Bugs and stuff (#146)
* main menu scrollable when over 8 items

* buggies

* more buggies

* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win

* more and more bugs
2026-07-24 09:26:43 -04:00
bryanthaboi bfba1f7bb7 Bugs and stuff (#144)
* main menu scrollable when over 8 items

* buggies

* more buggies

* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
2026-07-24 09:06:29 -04:00
bryanthaboi 8278b209b4 Squadhing som bug (#130)
* squashy squash

* squassshheee

CLOSES #128
CLOSES #114
CLOSES #113
CLOSES #111
CLOSES #110
CLOSES #109
CLOSES #107
CLOSES #106
CLOSES #105
CLOSES #90
CLOSES #103

* brock guy fix

CLOSES #39
2026-07-23 16:55:03 -04:00
bryanthaboi 1c4515eaaa squashy squash (#127) 2026-07-23 15:42:54 -04:00
bryanthaboi c04b93ce1c pokecenter fix (#126) 2026-07-23 15:17:20 -04:00
bryanthaboi 2c9970a643 Frame Cap (#124) 2026-07-23 14:35:26 -04:00
bryanthaboi 352a9a0eb8 Merge branch 'graphics-and-stutters-fixes' 2026-07-23 12:20:00 -04:00
bryanthaboi 5533785364 Create gen1recomp_cover.png 2026-07-23 12:19:47 -04:00
bryanthaboi 11f4f5570e Merge pull request #108 from bryanthaboi/graphics-and-stutters-fixes
MAJOR UPDATE
2026-07-23 11:51:59 -04:00
bryanthaboi 6239387643 renamed 2026-07-23 11:49:45 -04:00
bryanthaboi 4a50cb0728 hopefulyl a soltuion to broken end game saves 2026-07-23 11:29:58 -04:00
bryanthaboi 78aa1f3c0a add blue 2026-07-23 11:14:40 -04:00
bryanthaboi 5128b840b1 launcher spruce p2 2026-07-23 09:44:09 -04:00
bryanthaboi da14b7ee3f lauuncher spruce up part 1 2026-07-23 09:13:00 -04:00
bryanthaboi 2dbe21babf map stutter p2 2026-07-23 08:29:04 -04:00
bryanthaboi 7a85862602 graphics and stutters part 1 2026-07-23 07:59:09 -04:00
bryanthaboi 09b12a7cf0 Fixes portable windows and unlocks orientation on android
Fixes portable windows
and unlocks orientation on android
2026-07-22 15:44:14 -04:00
bryanthaboi e2f2b432ff bazinga moment 2 2026-07-22 15:42:19 -04:00
bryanthaboi 8c274d969e Merge pull request #77 from bryanthaboi/portablemodefix
PORTABLE MODE
2026-07-22 14:20:00 -04:00
bryanthaboi 4c7633b56e PORTABLE MODE 2026-07-22 14:18:39 -04:00
bryanthaboi 943ae23e73 Update build.sh 2026-07-22 13:03:53 -04:00
bryanthaboi 839cf19088 bzinga 2026-07-22 12:28:51 -04:00
bryanthaboi 5019ba2caf Merge pull request #71 from bryanthaboi/bug-squashing
another attempt
2026-07-22 10:56:20 -04:00
bryanthaboi 0b267fc536 another attempt 2026-07-22 10:55:46 -04:00
bryanthaboi 290bde1c39 Merge pull request #70 from bryanthaboi/bug-squashing
android build fix
2026-07-22 10:51:02 -04:00
bryanthaboi 7e92e54669 android build fix 2026-07-22 10:50:23 -04:00
bryanthaboi b89b895962 squashing BUGS and adding COOL stuff
squashing BUGS and adding COOL stuff
2026-07-22 10:43:06 -04:00
bryanthaboi 4311955c43 input sticky bug 2026-07-22 10:38:37 -04:00
bryanthaboi 747d9acad1 linux and android builds 2026-07-22 10:08:20 -04:00
bryanthaboi 5041125751 more bugs squashed + portable mode
CLOSES #28: PC in the beginning of the game isn't interactable (The one in your house)
CLOSES #34: Bug when calculating exp after one or many fainted team members.
CLOSES #37: No Grass Cutting
CLOSES #38: Blind TMs
CLOSES #53: Portable Mode
CLOSES #55: changing palletes with hot key
CLOSES #62: Poison status damage issue.
2026-07-22 09:45:23 -04:00
bryanthaboi 15029d811f bug squashing
# Closed issues

CLOSES #17: Incorrect Character Visuals (Only with GBC filter)
CLOSES #23: Could you allow the player to change the order of the moves
CLOSES #24: Evolution music not playing during evolution
CLOSES #26: Standing on door glitch
CLOSES #27: Battle Intro text automatically continues
CLOSES #29: Visual bug when zoomed out
CLOSES #32: Team Rocket recruiter doesn't battle with you unless you speak with him first
CLOSES #33: Developer/Debug Console
CLOSES #35: Professor Oak's introduction Inaccuracies
CLOSES #36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues
CLOSES #39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock
CLOSES #40: Bill cutscene is broken
CLOSES #41: Ticket guy failing to be a Ticket guy
CLOSES #42: S.S. anne odd behavior + Missing sailing away animation
CLOSES #43: Dig Attack animation appears to be glitched
CLOSES #44: Pokeball flashing doesn't appear to be accurate
CLOSES #45: Inaccurate Cut Animation
CLOSES #46: Dugtrio i caught in diglett cave has two of the same move
CLOSES #47: Rival ignores player in Lavender Tower
CLOSES #48: Healing pad in lavender tower does not function
CLOSES #49: Incorrect dialogue with parched security guard
CLOSES #50: (Game Breaking!) Rocket grunt guarding poster refuses to move
CLOSES #51: Badges showing up as items I can deposit in PC
CLOSES #52: Visual bug on Celadon Department Store roof (Red Filter)
CLOSES #54: Visual issue on route 15 + Fuchsia City
CLOSES #56: Running animation missing
CLOSES #57: Safari Zone does not display steps while you are inside of it
CLOSES #58: (Game Breaking!) Softlock at cycling road gate
CLOSES #59: Bike visual issues
CLOSES #60: Cycling road not forcing you to get on your bike
CLOSES #61: No keycard doors in Silph Co.
CLOSES #63: Missing teleporter animation
CLOSES #64: Inaccurate spinning
CLOSES #65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles
2026-07-22 08:18:13 -04:00
bryanthaboi 2c2a5a4220 LOTS OF UPDATES
LOTS OF UPDATES - SEE ALL ISSUES THIS CLOSED
2026-07-21 14:57:32 -04:00
bryanthaboi f64666c6ce discord rich presence, and MORE COLORS, video options, shiddddd so much stuff 2026-07-21 14:52:45 -04:00
bryanthaboi 3f4aaccbf5 attacks should not animate if miss or fail 2026-07-21 13:52:21 -04:00
bryanthaboi 20ad4e6c41 fix first blue battle, fossil stuff, and another color palette option 2026-07-21 13:41:34 -04:00
bryanthaboi 60b3cebdce ok the auto driver works but needs work 2026-07-21 13:19:53 -04:00
bryanthaboi 9468ffccdf solving more things and making the auto-player work almost perfectly 2026-07-21 09:55:03 -04:00
bryanthaboi 948ae8abbd Merge pull request #16 from bryanthaboi/bryanthaboi-support-1
Add support section to README
2026-07-21 07:37:17 -04:00
bryanthaboi cb22684c2a Add support section to README
Added a section for supporting the project with a 'Buy Me a Coffee' link.
2026-07-21 07:36:43 -04:00
bryanthaboi 94be169e35 Merge pull request #13 from bryanthaboi/speedrun_conv_bug_fix
work in progress bug fix via speed run
2026-07-21 05:53:01 -04:00
bryanthaboi 36188ef18a work in progress 2026-07-21 05:50:40 -04:00
bryanthaboi 7a1b4e5c45 Merge pull request #10 from bryanthaboi/CI-update
CI Update
2026-07-20 09:22:48 -04:00
bryanthaboi eba6e8d752 CI Update 2026-07-20 09:20:56 -04:00
bryanthaboi ec5a72b365 Merge pull request #3 from bryanthaboi/underground-path-warps 2026-07-19 16:43:50 -04:00
288 changed files with 95678 additions and 3447 deletions
+101
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@@ -0,0 +1,101 @@
name: Bug report
description: Something in the game is broken, wrong, or not behaving like the original.
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
A screenshot is worth more than any description. If you can grab one, grab one.
If you genuinely can't, that's fine, but then the details below need to be thorough
enough that someone can find the bug without ever seeing your screen.
- type: input
id: summary
attributes:
label: One line summary
description: What's broken, in a sentence.
placeholder: Warp at the south end of the Route 5-8 underground path drops you in the wrong spot
validations:
required: true
- type: dropdown
id: os
attributes:
label: Which build are you running
options:
- macOS
- Windows
- Both
validations:
required: true
- type: input
id: version
attributes:
label: Version
description: The release you downloaded. It's in the release title, like 0.1.4.
placeholder: 0.1.4
validations:
required: true
- type: input
id: location
attributes:
label: Where in the game
description: >
Be specific. Route, town, building, floor, menu, battle. If it's a map
transition, say which side you came in from.
placeholder: Underground path between Route 5 and Route 8, south entrance
validations:
required: true
- type: textarea
id: screenshot
attributes:
label: Screenshot, or a detailed description if you couldn't take one
description: >
Drag the image straight into this box. If you couldn't get a screenshot,
write "no screenshot" and then describe exactly what was on screen: where
the player sprite was, what the tiles around it looked like, any text on
screen, whether anything was frozen or flickering. The more concrete, the better.
placeholder: |
Drop the image here.
Or, with no screenshot:
Screen faded out like a normal warp, then faded back in with the player
standing on the grass tile north of the Route 6 gate house instead of
inside the tunnel. Player was facing down. No text box. Music kept playing
the underground path track instead of switching to the Route 6 track.
validations:
required: true
- type: textarea
id: steps
attributes:
label: How to make it happen
description: Numbered steps, starting from a point someone else can get to.
placeholder: |
1. Start a new game, get to Cerulean
2. Go south to Route 5, enter the underground path building
3. Walk to the south end of the tunnel
4. Step onto the stairs
validations:
required: true
- type: textarea
id: expected
attributes:
label: What should have happened
placeholder: Should have come out inside the Route 8 side entrance building, facing up.
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Does it happen every time or only sometimes. Did it start after a specific
release. Anything you were doing right before it. Leave blank if nothing comes to mind.
validations:
required: false
+1
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@@ -0,0 +1 @@
blank_issues_enabled: false
@@ -0,0 +1,88 @@
name: Feature request
description: Ask for something new, or a change to how something already works.
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
"Can we add X" on its own is hard to act on. Say what you want, why you want it,
and how you picture it working. A request with real detail is one someone can
actually build without guessing at what you meant.
- type: input
id: summary
attributes:
label: One line summary
description: What you want, in a sentence.
placeholder: Add a run toggle so you can move at bike speed without the bike
validations:
required: true
- type: textarea
id: what
attributes:
label: What do you want
description: >
Describe it properly. What is it, where does it live in the game, what does the
player see or do. If it changes something that already exists, say what it does today
and what it should do instead.
placeholder: |
A hold-to-run button, the way later Pokemon games do it. Hold B while moving on
foot and the player moves at bike speed. Release and you go back to walking.
Doesn't work indoors where the bike doesn't work, doesn't work in battles or menus.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why is this worth doing
description: >
What's annoying or missing right now. What does this fix. If it's just because you
think it would be fun, say that, it's a real answer.
placeholder: |
Backtracking across routes you've already cleared is slow, and the bike is a menu
dive away and doesn't work in a lot of places. Running would cut a lot of dead time
without making the game easier.
validations:
required: true
- type: textarea
id: how
attributes:
label: How should it work
description: >
The specifics. Which button, which menu, what happens in the edge cases. If you don't
know, say what you'd expect as a player and leave the rest open.
placeholder: |
- Hold B on the overworld to run
- Same speed as the bike
- Disabled anywhere the bike is disabled
- Sprite should probably need a running animation, not sure what that takes
- No effect on encounter rates
validations:
required: true
- type: dropdown
id: scope
attributes:
label: Does this change how the original game plays
description: >
Some requests are quality of life, some change the actual game. Both are fine,
it just helps to know which one you're asking for.
options:
- Quality of life, original game is untouched
- Changes how the game plays
- Not sure
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Reference screenshots, how another game does it, related issues. Leave blank
if nothing comes to mind.
validations:
required: false
+78 -10
View File
@@ -1,7 +1,7 @@
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 plus an Android APK
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
#
# Versioning:
# - First ever release is 0.1.0.
@@ -14,6 +14,12 @@ name: Release
on:
push:
branches: [main]
# CI/workflow and docs-only changes don't ship anything to users, so they
# don't earn a release. A push touching these *and* real source still
# releases; only pushes confined entirely to these paths are skipped.
paths-ignore:
- '.github/**'
- '**.md'
workflow_dispatch:
inputs:
version:
@@ -23,6 +29,8 @@ on:
permissions:
contents: write
issues: read
pull-requests: read
concurrency:
group: release
@@ -144,14 +152,20 @@ 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 "${{ steps.ver.outputs.version }}"
- name: Notarize & staple macOS app
run: |
set -euo pipefail
@@ -163,8 +177,8 @@ jobs:
set -a; . "$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 +208,27 @@ 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-${v}-android.apk"
# Platform-independent update payload, built alongside the desktop
# apps above (same game.love that gets fused into each of them).
love_file=".bazinga/work/game.love"
[ -f "$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: ${{ github.token }}
@@ -206,14 +237,51 @@ jobs:
v="${{ steps.ver.outputs.version }}"
tag="${{ steps.ver.outputs.tag }}"
# Issues this release closes, per GitHub's own "closing issues" links
# (works for squash, rebase, and merge commits alike). Scans every
# commit since the previous tag so a skipped release run doesn't drop
# issues on the floor.
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
closed=""
for pr in $(git log --pretty=%H "$range" \
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
--jq '.[].number' 2>/dev/null \
| sort -un || true); do
closed+="$(gh api graphql \
-f owner="${GITHUB_REPOSITORY%/*}" \
-f name="${GITHUB_REPOSITORY#*/}" \
-F pr="$pr" \
-f query='
query($owner:String!, $name:String!, $pr:Int!) {
repository(owner:$owner, name:$name) {
pullRequest(number:$pr) {
closingIssuesReferences(first:50) { nodes { number title } }
}
}
}' \
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[]
| "- #\(.number) \(.title)"' 2>/dev/null || true)"$'\n'
done
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
notes="Download the correct version for your computer below."
if [ -n "$closed" ]; then
notes+=$'\n\n## Issues closed\n\n'"$closed"
fi
printf 'Release notes:\n%s\n' "$notes"
gh release create "$tag" \
--target "$GITHUB_SHA" \
--title "$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}.love" \
"dist/release/sha256sums.txt"
echo "Published release $tag"
+80 -13
View File
@@ -1,18 +1,19 @@
# Pokemon Gen 1 Recompilation Project
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 Pokemon 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 Pokemon 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
@@ -20,24 +21,52 @@ 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`.
## 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/Pokemon Red.gb" # or Pokemon Blue.gb
scripts/run.sh
```
@@ -45,6 +74,29 @@ 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).
## 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 `PokemonRed.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.
## Modding
The game ships a native mod platform: content registries, events and hooks,
@@ -55,6 +107,21 @@ reference — lives on the
Shipped example mods, one per kind of author, live in [`mods/`](mods/).
## Bugs and Ideas
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
that looks wrong, text in the wrong box, anything that does not match the
original game.
[Open a bug report](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=bug_report.yml).
Attach a screenshot if you can. It saves a lot of back and forth, and if you
can't get one, the form asks you to describe what you saw instead.
Thought of a feature that could be good, or a way to improve one that already
exists?
[Open a feature request](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=feature_request.yml).
Say what you want, why it is worth doing, and how you picture it working. A
request with real detail is one that can actually get built.
## More
- [Link play](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Link-Play)
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# On-screen touch control art
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
Those Awesome Guys), public domain under CC0:
https://thoseawesomeguys.com/prompts/
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
d-pad (neutral + per-direction highlight), A, B, plus (START) and
minus (SELECT).
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+30 -7
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@@ -1,13 +1,16 @@
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"
@@ -20,9 +23,13 @@ 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
end
t.version = "11.5"
t.window.vsync = 1
@@ -34,14 +41,30 @@ 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
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+26
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@@ -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
},
},
}
+2 -3
View File
@@ -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 = {
+5 -17
View File
@@ -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,
},
}
+22
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@@ -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,
},
}
+16 -12
View File
@@ -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
},
},
},
+10 -32
View File
@@ -1,22 +1,18 @@
-- Viridian City flavor dialogue (pokered/scripts/ViridianCity.asm).
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2, GIRL and OLD_MAN.
-- Ports the text_asm bodies for GAMBLER1, YOUNGSTER2 and GIRL.
--
-- Not ported here (already handled elsewhere / not talk-reachable):
-- * TEXT_VIRIDIANCITY_FISHER (TM42 gift) -- already ported as a
-- `gift()` entry in data/scripts/story5.lua's M.VIRIDIAN_CITY.talk.
-- * TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY / TEXT_VIRIDIANCITY_GYM_LOCKED --
-- these are step-triggered blocking texts (ViridianCityCheckGotPokedexScript /
-- ViridianCityCheckGymOpenScript), not npc talk text_asm bodies; the
-- gates themselves are already implemented via story5.lua's onStep
-- chain (viridianOldManStep / viridianGymLock) for this map.
-- * The old man's catch-training minigame trigger (SCRIPT_VIRIDIANCITY_
-- OLD_MAN_START_CATCH_TRAINING / battle vs. WEEDLE) is a full
-- scripted-battle cutscene outside this task's Commands vocabulary
-- (no static_battle-style "battle a scripted old-man WEEDLE" command
-- exists); we port the real YES/NO branch text he speaks but the
-- "yes" branch here just shows the "I'll show you how" line rather
-- than actually starting the minigame, since that machinery isn't
-- ported to this map yet.
-- * TEXT_VIRIDIANCITY_OLD_MAN (the walking man at (17,5)) and
-- TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY (the sleeper at (18,9)) -- both
-- live in data/scripts/story.lua, which owns this map's onStep gate
-- and can reach the `old_man_demo` command for the real catch
-- tutorial. Keep them there: story.lua loads BEFORE this file, so a
-- duplicate here would silently win the merge.
-- * TEXT_VIRIDIANCITY_GYM_LOCKED -- a step-triggered blocking text
-- (ViridianCityCheckGymOpenScript), implemented by story5.lua's
-- onStep chain (viridianGymLock -> viridianOldManStep) for this map.
local M = {}
@@ -91,24 +87,6 @@ M.VIRIDIAN_CITY = {
end
end,
-- ViridianCityOldManText (scripts/ViridianCity.asm): once he's had
-- his coffee, he asks (YES/NO) whether you want to learn how to
-- catch Pokemon. YES leads into the catch-training minigame
-- (SCRIPT_VIRIDIANCITY_OLD_MAN_START_CATCH_TRAINING, not ported --
-- see file header); NO just brushes you off ("Time is money...").
TEXT_VIRIDIANCITY_OLD_MAN = function(game, ow, npc, done)
local t = text(game)
ask(game, t._ViridianCityOldManHadMyCoffeeNowText
or "Ahh, I've had my\ncoffee now and I\nfeel great!\nSure you can go\nthrough!\nAre you in a\nhurry?", function(yes)
if yes then
push(game, t._ViridianCityOldManKnowHowToCatchPokemonText
or "I see you're using\na POKéDEX.\nWhen you catch a\nPOKéMON, POKéDEX\nis automatically\nupdated.\nWhat? Don't you\nknow how to catch\nPOKéMON?\nI'll show you\nhow to then.", done)
else
push(game, t._ViridianCityOldManTimeIsMoneyText
or "Time is money...\nGo along then.", done)
end
end)
end,
},
}
+1
View File
@@ -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",
+152 -69
View File
@@ -10,8 +10,8 @@
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
-- afterwards he gloats or sulks and marches out of the lab
-- (OaksLabRivalBattleEndScript).
-- afterwards HealParty + flag always, then he gloats or sulks and
-- marches out (OaksLabRivalEndBattleScript). A loss does not black out.
-- ball objects: CHARMANDER (6,3), SQUIRTLE (7,3), BULBASAUR (8,3);
-- rival = object 1 at (4,3). rivalBallX is the counter-pick's column.
@@ -19,72 +19,137 @@ 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 =
@@ -100,9 +165,9 @@ return {
TEXT_OAKSLAB_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_false", 20 }, -- 3
{ "jump_if_false", 21 }, -- 3
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
{ "jump_if_true", 18 }, -- 5
{ "jump_if_true", 19 }, -- 5
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
{ "jump_if_false", 11 }, -- 8
@@ -113,21 +178,36 @@ return {
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
{ "jump", 16 }, -- 14
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 16
{ "jump", 21 }, -- 17
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 18
{ "jump", 25 }, -- 19
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 20
-- battle aftermath: on a win the rival sulks and marches out
-- (OaksLabRivalBattleEnd); on a loss the blackout already warped
-- us away, so the script just ends
{ "jump_if_false", 25 }, -- 21
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 22
{ "move_npc_to", 1, 4, 11 }, -- 23
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 24 (25 = end)
-- OaksLabRivalEndBattleScript: HealParty + flag, then exit either way
{ "heal_party" }, -- 16
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 17
{ "jump", 23 }, -- 18
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 19
{ "jump", "end" }, -- 20
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 21
{ "jump", "end" }, -- 22
-- win: sulk text then exit; loss: Rival1WinText already played in
-- battle (HandlePlayerBlackOut), so skip straight to the walk-out
{ "jump_if_false", 25 }, -- 23
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 24
{ "move_npc_to", 1, 4, 11 }, -- 25
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 26
},
},
-- 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)
@@ -171,9 +251,12 @@ return {
local party = flags.EVENT_CHOSE_BULBASAUR and 3
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- a loss blacks out to another map: end the script there
table.insert(rows, { "jump_if_false", base + 7 })
-- win: sulk text then exit; loss jumps to the walk-out (taunt was
-- already shown in-battle via Rival1WinText)
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
+30 -6
View File
@@ -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
},
},
}
+15 -7
View File
@@ -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
},
},
}
+510 -119
View File
@@ -10,6 +10,31 @@ local M = {}
-- -------------------------------------------------------------------
M.VIRIDIAN_MART = {
-- scripts/ViridianMart.asm: the parcel hand-off is the map's DEFAULT
-- script, not a talk. Entering with a starter and no parcel runs
-- ViridianMartDefaultScript -- the clerk calls out, then
-- StartSimulatingJoypadStates walks the player to the counter
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
-- and ViridianMartOaksParcelScript hands the parcel over. The player
-- never presses A. This matters beyond convenience: the parcel gates
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
-- it on entry rather than letting you walk out without it.
--
-- The talk branch below is kept as the fallback for a save that reaches
-- the counter without this having fired.
onEnter = function(game, ow)
local f = game.save.flags
if f.EVENT_OAK_GOT_PARCEL or f.EVENT_GOT_OAKS_PARCEL then return end
if not f.EVENT_GOT_STARTER then return end
ow:queueScript({
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
{ "move_player", "left", 1 },
{ "move_player", "up", 2 },
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
})
end,
talk = {
TEXT_VIRIDIANMART_CLERK = {
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
@@ -33,42 +58,48 @@ M.VIRIDIAN_MART = {
M.VIRIDIAN_CITY = {
talk = {
-- the old man napping on the north path (scripts/ViridianCity.asm)
-- after his coffee, the old man offers the catch tutorial: not in a
-- hurry -> he demos catching a wild mon (BATTLE_TYPE_OLD_MAN)
-- The GAMBLER_ASLEEP at (18,9) (ViridianCityOldManSleepyText): he
-- only ever grumbles and shoves you back down -- he never wakes,
-- moves or hides. The coffee ask and the catch tutorial belong to
-- the *other* old man, the walking SPRITE_GAMBLER at (17,5)
-- (TEXT_VIRIDIANCITY_OLD_MAN, below). The two are swapped by the
-- Pokédex in data/scripts/oaks_lab.lua, not by talking to either.
TEXT_VIRIDIANCITY_OLD_MAN_SLEEPY = {
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 1
{ "jump_if_true", 5 }, -- 2
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 3
{ "jump", 14 }, -- 4
{ "face_player" }, -- 5
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 6
{ "jump_if_true", 12 }, -- 7 (in a hurry)
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 8
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" }, -- 9
{ "old_man_demo" }, -- 10
{ "jump", 13 }, -- 11
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 12
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
{ "show_text", "_ViridianCityOldManSleepyPrivatePropertyText" }, -- 1
{ "move_player", "down", 1 }, -- 2
},
-- The walking old man at (17,5), shown once the Pokédex swaps him in
-- (ViridianCityOldManText). "Are you in a hurry?" -- YES brushes you
-- off, NO leads into the catch tutorial: he explains, demos a catch
-- on a wild WEEDLE (BATTLE_TYPE_OLD_MAN), then comments afterwards.
-- pokered prints YouNeedToWeakenTheTarget *after* the demo battle
-- (ViridianCityOldManEndCatchTrainingScript), not before it.
TEXT_VIRIDIANCITY_OLD_MAN = {
{ "face_player" }, -- 1
{ "ask", "_ViridianCityOldManHadMyCoffeeNowText" }, -- 2
{ "jump_if_true", 8 }, -- 3 (yes = in a hurry)
{ "show_text", "_ViridianCityOldManKnowHowToCatchPokemonText" }, -- 4
{ "old_man_demo" }, -- 5
{ "show_text", "_ViridianCityOldManYouNeedToWeakenTheTargetText" },-- 6
{ "jump", 9 }, -- 7
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 8 (9 = end)
},
},
-- the sleeping old man lies across the Route 22 path (18,9): until
-- he moves you can't slip past on either side (scripts/ViridianCity
-- blocks the whole corridor, not just his tile)
-- ViridianCityCheckGotPokedexScript: the north corridor is gated on
-- EVENT_GOT_POKEDEX, NOT on the sleeper being hidden, and it triggers
-- on exactly one cell -- (19,9), the gap east of the sleeper (18,9)
-- and the girl (17,9). With the Pokédex the check returns immediately
-- and you simply walk past at x=19.
onStep = function(game, ow, x, y)
local gone = game.save.objectToggles and game.save.objectToggles.VIRIDIAN_CITY
and game.save.objectToggles.VIRIDIAN_CITY.VIRIDIANCITY_OLD_MAN_SLEEPY == false
if gone then return false end
-- crossing north of his row through the 3-wide gap (x 17-19, y<=8)
if y <= 8 and x >= 17 and x <= 19 then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
or "You can't go\nthrough here!\fThis is private\nproperty!",
function() ow:scriptMove(ow.player, "down", 1) end))
return true
end
return false
if game.save.flags and game.save.flags.EVENT_GOT_POKEDEX then return false end
if x ~= 19 or y ~= 9 then return false end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._ViridianCityOldManSleepyPrivatePropertyText
or "You can't go\nthrough here!\fThis is private\nproperty!",
function() ow:scriptMove(ow.player, "down", 1) end))
return true
end,
}
@@ -102,26 +133,145 @@ 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 +292,63 @@ 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 +371,21 @@ 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
},
},
}
@@ -208,7 +407,17 @@ 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 +552,50 @@ 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 +616,8 @@ 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)
@@ -429,6 +683,18 @@ M.VICTORY_ROAD_3F = {
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER")
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 +707,16 @@ 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 +725,69 @@ 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 +817,29 @@ 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 +853,21 @@ 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 +878,86 @@ 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,
}
-- -------------------------------------------------------------------
+286 -76
View File
@@ -278,6 +278,23 @@ M.PALLET_TOWN = {
local DRINKS = { "FRESH_WATER", "SODA_POP", "LEMONADE" }
-- Hand over the first drink in the bag, if any. Mirrors RemoveGuardDrink
-- (engine/items/inventory.asm), which walks the same three item ids and
-- removes ONE, and the caller's BIT_GAVE_SAFFRON_GUARDS_DRINK.
local function takeGuardDrink(game)
for _, drink in ipairs(DRINKS) do
if (game.save.inventory[drink] or 0) > 0 then
game.save.inventory[drink] = game.save.inventory[drink] - 1
if game.save.inventory[drink] == 0 then
game.save.inventory[drink] = nil
end
game.save.flags.EVENT_GAVE_GUARDS_DRINK = true
return true
end
end
return false
end
local function saffronGate(guardText, triggers, horizontal)
return {
talk = {
@@ -289,18 +306,15 @@ 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 +331,31 @@ 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 +363,7 @@ 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))
@@ -386,35 +425,105 @@ 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"),
},
}
@@ -646,73 +755,174 @@ 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,
},
}
+351 -62
View File
@@ -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 +496,39 @@ 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()
hideRocket()
done()
end))
end)
end,
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
@@ -349,24 +575,42 @@ 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
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
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)
@@ -411,18 +655,63 @@ 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,
}
+179 -17
View File
@@ -212,30 +212,31 @@ 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 +458,25 @@ 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 +646,153 @@ 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
+224 -20
View File
@@ -259,23 +259,183 @@ 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",
}
-- Walk home: reverse of guySteps with opposite facings (gym → spawn).
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 retrace RLEList_PewterGymGuy back to his spawn (35,16).
-- (pokered teleports him via MovementData_PewterGymGuyExit; we walk
-- the same route home instead. Brock victory still HideObject's him.)
local function walkHome()
if not guy then return end
local ret = pewterEscort.guyReturnSteps
local i = 0
local function tick()
i = i + 1
if not ret[i] then
guy.facing = "down"
return
end
ow:scriptMove(guy, ret[i], 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,
}
@@ -297,6 +457,19 @@ end
-- EVENT_ROUTE22_RIVAL_WANTS_BATTLE in Oak's lab (expired by Pewter
-- Gym) and again in Viridian Gym; we derive the same windows from the
-- surrounding story flags so old saves work too.
-- Rival1Exit → Viridian (right/down); Rival2Exit → League (left).
local function route22ExitDirs(n, py)
if n == 2 then
if py == 5 then return { "left", "left", "left", "left" } end
return { "left", "left", "left" }
end
if py == 5 then
return { "right", "right", "down", "down", "down", "down", "down" }
end
return { "up", "right", "right", "right",
"down", "down", "down", "down", "down", "down" }
end
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
return {
{ "show_object", "ROUTE_22", objName }, -- 1
@@ -308,7 +481,7 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
{ "set_flag", beatFlag }, -- 7
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
{ "move_npc_to", objIndex, 25, 5 }, -- 10
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11
}
end
@@ -335,6 +508,14 @@ 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 +523,43 @@ 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 = {
@@ -444,10 +636,22 @@ 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
+96 -11
View File
@@ -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" },
@@ -31,7 +115,8 @@ return {
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
-- only him (data/maps/objects/FightingDojo.asm).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER" },
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
-- Elite Four progress flags (their rooms' door logic isn't ported, but
-- the flags make the Hall of Fame checkable)
+34 -1
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@@ -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.
+163
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@@ -0,0 +1,163 @@
# Launcher
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
that runs before `Game:load`. Besides ROM import (see the file's own header)
it hosts a tabbed shell covering per-game save slots and a mod manager. This
file documents the runtime model; the visual spec lives separately.
## Android multi-ROM import
On Android, `love.system.pickFile()` opens the Storage Access Framework
picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
`picked_rom.gb` in the app save directory. `RomImporter` then imports on
refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
to a version that is **not** yet ready counts as pending. A leftover
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
After a successful import the consumed save-dir `.gb` is removed.
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
system file picker must appear (not a silent Red re-extract) → pick Blue →
Blue becomes ready beside Red.
## Tab structure
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
Play button, and the SAVE SLOT card in a responsive two-column grid (see
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
centered pill in a reserved band just above the footer, on every tab. That
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
## Save slot model
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
abstraction (`persistFs`) every other save/options call uses, so portable
mode (an `io.*` filesystem used when `portable.txt` marks the install)
keeps working unchanged.
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
`slot%d+`; `createSlot` allocates one past the highest existing number so a
reused id can never collide with a lingering file.
- **Registry.** The ordered slot list and which one is active persist in
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
- **Active slot resolution.** `saveNames(version)`, the function every
existing caller (`TitleState` hasSave/load/save, recovery order) already
goes through, now resolves the *active* slot instead of a fixed flat name.
Resolved once per version per process (`ensureVersionSlots`, cached in
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
legacy migration may create one; otherwise the flat legacy path is used
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
- **Legacy migration.** One-time per version, lazy on first
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
file exists and no `saves/<version>/` registry does, its main + `.bak` are
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
originals removed and `slot1` registered as active. A copy that fails to
verify leaves the originals in place; migration never loses data.
The launcher-facing API:
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
every registered slot. `name` is the save's player name, or `nil` for an
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
title screen's `ContinueInfo` shows) or `nil`. The pure part,
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
it as active, and updates the process cache so the very next save/load
lands there. The launcher calls this the moment a slot row is clicked
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
save file written**. An empty slot means the title screen offers NEW GAME
only, which needs no further changes.
## Launcher mod manager
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
before `Game:load`, so **it never loads a mod's entry chunk**; only
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
`Loader:_discover` finds mods without running them. The real loader
(`src/mods/Loader.lua`) still owns the actual load at boot.
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
duplicate) and returns one row per mod:
`{id, name, version, badge, description, enabled, status, statusDetail}`.
`badge` is the manifest's `category`, falling back to `profile`, then
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
enabled, matching the loader's own default).
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
and the validated manifests: `conflict` when enabling this mod collides
with another enabled one; `warn` for an out-of-range `game_version` or an
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
`love.*` calls, this half is table-driven by the test suite on its own.
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
boolean, the exact shape `Loader:_saveState` writes, so the running game
and the in-game `ManagerState` see the change on next boot. The mods panel
calls this on every toggle and re-derives the list right away
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
the zip root, or inside one top-level folder), validates its manifest, and
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
duplicate of an already-installed mod id, and accepts either an external
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
temp first (mount only reaches save-dir-relative paths), the same way
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
back, and every path unmounts and clears the staged temp file.
## Import / Export save
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
through `src/import/SaveFileIO.lua`, which sits on top of
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
- **Import save** is live once the game's ROM is imported (playable). It opens
a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
The meta stamp is re-stamped off `gen1_import` to the current numeric format
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
panel is refreshed with the new slot selected.
- **Export save** is live only when the active slot actually holds a save
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
(`love.filesystem.createDirectory("exports")`). It returns the absolute path
(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
currently active game tab; when a non-game tab (mods, or the locked yellow
placeholder) is showing it defaults to red, the always-present first game
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
nothing to export, ROM not imported yet) surfaces as a red notice line on the
card. Nothing raises and nothing silently no-ops.
`SaveFileIO` is love-free enough to unit-test through the same in-memory
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
## Responsiveness
Every measurement derives from `love.graphics.getDimensions()` each frame
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
column, slot card below Play, when the window is too narrow for both
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
(wheel, or drag on touch/desktop) clamped to their own content extent,
recomputed every draw. The tab bar labels only the active chip so it stays
narrow-safe, and content caps out at `~1440 * s` wide, centered.
+135
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@@ -17,3 +17,138 @@ Regenerate the reference straight into a wiki checkout:
```sh
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
```
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it
*drawing*: a pipeline is a display mode a mod owns, which may replace the
overworld's world pass with geometry of its own and/or post-process the
finished image. `mods/voxel_world` is the worked example — a 3D diorama
overworld plus a tilt-shift miniature pass, in about 120 lines of glue over
its renderer.
A record declares what the mode *is*; the engine
(`src/render/Pipelines.lua`) supplies everything about *being a display
mode*: the OFF/1/2/3 ladder, an options row next to TILT, a hotkey,
persistence in `save.options.pipelines`, and the rule that a world pipeline
and the engine's own TILT are mutually exclusive.
```lua
mod.content.render_pipelines:register("diorama", {
label = "DIORAMA", -- options row label
levels = { "OFF", "15", "35", "50" }, -- ladder; defaults to OFF/ON
hotkey = "6", -- checked after the engine's keys
priority = 20, -- highest eligible wins the world
available = function() return Renderer3D.ok() end,
update = function(dt, level) Camera.ease(dt, level) end,
drawWorld = function(ctx) return renderScene(ctx) end,
})
```
Three draw stages, each optional; a record needs at least one:
| stage | signature | runs |
| --- | --- | --- |
| `drawWorld` | `(ctx) -> canvas \| nil` | instead of the flat/tilt world pass |
| `worldPresent` | `(canvas, ctx) -> canvas` | over the world, **before** the UI composites |
| `present` | `(canvas, ctx) -> canvas` | over the whole frame, world and UI alike |
`worldPresent` is the one to reach for when an effect must leave dialog
boxes and menus crisp — a depth-of-field or colour grade on the world only.
`present` is for effects that genuinely own the screen, like a CRT curve.
`ctx` carries the frame: `state`, `cam`, `vw`/`vh` (world-pixel view),
`width`/`height` (window pixels), `scale`, `level`, `paletteFor(map)` and
`spriteColors(map)`. It also carries `ctx.drawFx(project, scale)` — call it
with your own projection and the engine draws every active field effect
(the "!" bubble, the Poké Center heal machine, the Fly bird, the fishing
rod, Rock Tunnel darkness) at its correct anchor under your camera. There
is exactly one copy of each effect, so a new engine effect works in your
pipeline without you touching anything.
Three rules worth knowing:
- **`gate` governs input, never the draw.** It decides whether the player
may *change* the mode (default: free-roam overworld only). A mode that
stopped rendering during a warp would flash the flat 2D world every time
the player walked through a door.
- **`available` is re-read every frame** and is the only thing that decides
whether the mode can render at all. Answer `false` on a headless run or a
driver with no depth canvas and the engine silently keeps the vanilla 2D
path — which is why shipping a pipeline enabled is safe.
- **A callback that throws retires its pipeline**, attributed to your mod in
the manager's error feed, and the frame falls back to 2D. A broken
renderer costs the player a display mode, never the game.
Returning `nil` from `drawWorld` is a normal answer meaning "not this
frame"; the engine draws the vanilla world instead.
## Battle sprite scaling
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
the Game Boy did. A mod can override either, per species or per image.
Per species, on the `pokemon` record:
```lua
-- MEW's back pic renders 1.5x; its front pic is untouched
mod.content.pokemon:patch("MEW", { battleScaleBack = 1.5 })
```
`battleScaleFront` scales the enemy pic, `battleScaleBack` the player pic;
both take a number in `0.25 .. 4.0`.
Per image, on the `battle_sprite_scales` registry, keyed by the asset path
exactly as the data references it:
```lua
mod.content.battle_sprite_scales:register("abra_back", {
path = "assets/generated/battle/back/abrab.png",
scale = 1.5,
})
```
An image-level entry beats the species scale for that one pic, and it is
the only way to scale a pic that is not species-keyed — the player's
trainer back sprite, held on screen until "Go!", is a bare image path.
The resolution order at draw time is **image-level → species-level →
default** (1x front, 2x back).
- **The pic stays grounded at every scale.** The player pic keeps its feet
flush on the text-box top (`y = 96`); the enemy pic keeps its bottom edge
and horizontal centre pinned in its 7×7 slot. A larger pic grows upward
and outward from that anchor, never off the shelf.
- **Scaling composes with the send-out grow.** The `AnimateSendingOutMon`
ball-to-pic grow multiplies your scale through each stage, so a rescaled
mon still grows into place from the ball, grounded the whole way.
## Developer console
Boot with developer mode on to unlock the in-game console and hot-reload
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.
+80 -21
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@@ -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 +85,31 @@ 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 → RED++ → 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".)
- **RED++**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
per-species mon colors (`data/palettes_gbc.lua`).
- **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` save ids are kept for back-compat under the new labels.
## GBC FX
@@ -125,13 +154,43 @@ 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`
- COLORS (OG RED / SGB / RED++ / OG / OG INV / SGB INV / CLASSIC), also
hotkey `2` (OG RED = GBC boot-ROM look; RED++ uses pokered-gbc
SuperPalettes + per-species mon colors)
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
- 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.
## On-screen touch controls (mobile)
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
center) over the frame, using Xelu's CC0 controller prompts
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
finger does, sliding on the d-pad changes direction without lifting, and
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
appears while no controller is being used: the first gamepad button or
stick push hides it, the next screen touch brings it back, and unplugging
the last controller restores it immediately. Layout re-derives from the
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
the overlay on and lets the mouse act as a finger (`=0` forces it off).
+126
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@@ -0,0 +1,126 @@
# Updater
A fused build (`love.filesystem.isFused()` true) ships a bundled `game.love`
baked into the executable, but that bundled copy is only ever the *fallback*.
On every launch, before anything else runs, `Boot.run` (`src/update/Boot.lua`)
looks in the save directory's `updates/` folder for a downloaded
`gen1recomp-X.Y.Z.love` payload that is both strictly newer than the bundled
engine version and runnable on this shell. If one qualifies, it is mounted
over `/` (so its files win over the fused source for every subsequent
`require`) and chainloaded in place: the payload's `main.lua` and `love.load`
run as if they had shipped in the executable. A dev/source checkout is never
fused, so `Boot.run` no-ops there and the working tree always runs itself.
The pieces are deliberately layered so the risky part is small. `Boot.select`
is a pure function (no `love.*` calls) that, given probed candidates and the
bundled `engine`/`shell`, decides what to run and what stale payloads to
delete. `Boot.probePayload` mounts one archive at an isolated mountpoint and
reads its `src/core/Version.lua` with `loadstring` (never `require`, so it is
never cached as a module) to learn its `engine` and `minShell`. `Boot.run`
orchestrates the crash guard, enumeration, selection, and the mount +
chainload, with full rollback on any failure. Checking for and fetching a
new payload is a separate, slower path: `src/update/Check.lua` is a thin
main-thread state machine the launcher screen polls, while the curl calls,
JSON parsing, and sha256 verification run on a background `love.thread`
(`src/update/check_worker.lua`) so a hung network call never blocks a frame.
## Version.lua fields
`src/core/Version.lua` carries three fields the updater reads directly (the
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
untouched):
- `engine` - the semver release, e.g. `"1.4.0"`. The repo default is the
`"0.0.0-dev"` placeholder; CI stamps the real `X.Y.Z` into the packed
`game.love` only, never the working tree. A `"0.0.0-dev"` engine always
reports itself up to date (it never chases a release, and it never counts
as a valid payload to chainload).
- `shell` - the native-shell contract this build's fused executable
implements.
- `minShell` - the lowest shell contract required to *run* this payload.
Bump `minShell` only when a payload needs something the currently-shipped
native shell cannot provide, for example a LOVE version bump, a new required
system binary, or a change to `love.run` itself (see Known limitations
below). An older shell refuses to chainload a payload whose `minShell`
exceeds the shell it provides; `Boot.select` keeps that payload in `updates/`
rather than deleting it, in case a future shell upgrade can run it, and
`Check`'s worker reports `needs_full` so the player is pointed at a full
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
that is exactly the case the updater exists to avoid a reinstall for.
## Release assets
Each tagged release `vX.Y.Z` carries the existing per-platform archives
(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
`-android.apk`) plus two assets the updater itself consumes:
- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
`Check.parseRelease`).
- `sha256sums.txt` - `shasum -a 256` output (`<hex> <filename>`, bare
filenames) covering at least the `.love` payload. `Check.parseSums`
tolerates a leading `*` binary marker and a `./` prefix but expects the
filename otherwise to match the asset name exactly.
A release missing either asset is treated as "no in-place update available":
`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
(`https://github.com/bryanthaboi/pokemon-gen1-recomp-project/releases/latest`).
## Save-directory layout
Under the save directory (identity `pokemon-love2d`):
```
updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
updates/pending.txt crash-guard marker
```
`pending.txt` holds the filename of the payload currently being chainloaded.
`Boot.run`'s `chainload` writes it immediately before mounting, and removes it
on both a successful handoff and a clean rollback. If it is still present the
*next* time `Boot.run` starts, the previous boot died mid-handoff, so that
named payload is distrusted: it and the marker are deleted before candidates
are enumerated. Boot may still fall back to an older valid payload, or to the
bundled game, in that case.
## Update flow
1. **Boot** (every launch, fused builds only): crash-guard check, enumerate
and probe every `updates/*.love`, pick the highest engine that is
strictly newer than the bundled one and whose `minShell` this shell
satisfies, delete stale payloads, chainload the winner (or run the
bundled game if none qualifies).
2. **Check** (launcher screen): `Check.start()` kicks off an async check
against the GitHub releases API; safe to call every frame, it is a no-op
once a check is in flight or has reached a terminal state. `Check.state()`
reports `idle | checking | uptodate | available | downloading | ready |
needs_full | error` plus the latest version and download progress.
3. **Download + verify**: on `available`, `Check.download()` tells the
worker to fetch the payload, polling the growing `.part` file for
progress. On completion the worker re-fetches `sha256sums.txt`, verifies
the payload's sha256, and probes it with `Boot.probePayload` to gate its
`minShell` against this shell's `shell`. A verified, runnable payload is
renamed into place and reported as `ready`; anything else reports
`error` or `needs_full` and leaves `updates/` clean.
4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
player relaunches; the next launch's Boot step (1) is what actually
mounts and runs it. There is no in-session hot-swap.
## Known limitations
- **`love.run` persists across handoff.** By the time `chainload` runs, the
bundled `love.run` has already returned its stepper to LOVE; redefining the
global `love.run` from the payload's `main.lua` does not affect the loop
already driving the frame. A payload that must change `love.run` itself
needs a `minShell` bump so an older shell refuses to chainload it rather
than running with half its intended behavior.
- **Android has no in-app download transport yet.** `check_worker.lua`
shells out to curl for both the release check and the download; curl is
absent on Android, so `Check` degrades to `status = "error"` there (the
launcher UI hides on that status) and the player is directed to the
releases page via `Check.releaseUrl()` instead.
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
`"0.0.0-dev"` placeholder that always reports up to date, so a source
checkout is always "the game" itself; updating it means pulling the repo.
+224 -25
View File
@@ -13,7 +13,37 @@ 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
local function bootGame(version)
-- The launcher hands us the chosen game (Red / Blue); 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
@@ -24,15 +54,29 @@ 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")
@@ -47,43 +91,82 @@ function love.load(args)
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 and Blue are each live: a
-- column shows Play when that game's ROM is already imported, or Choose ROM
-- / drag-drop when it is not (Yellow is still a placeholder). Any dropped
-- .gb is routed to Red or Blue by its SHA-1; pressing Play boots that game.
Importer = RomImporter.new(function(version)
Importer = nil
bootGame(version)
end, { launcher = true, forceImport = forceImport })
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)
@@ -139,6 +222,31 @@ function love.gamepadaxis(joystick, axis, value)
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 +279,9 @@ function love.mousepressed(x, y, button)
if editorMode and EditorApp.mousepressed then
return EditorApp.mousepressed(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchpressed("mouse", x, y)
end
end
function love.mousereleased(x, y, button)
@@ -178,6 +289,16 @@ function love.mousereleased(x, y, button)
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchreleased("mouse", x, y)
end
end
function love.mousemoved(x, y)
if editorMode or Importer then return end
if mouseTouch and Game and love.mouse.isDown(1) then
Game:touchmoved("mouse", x, y)
end
end
function love.textinput(text)
@@ -191,6 +312,9 @@ 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 +323,78 @@ 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
+21 -22
View File
@@ -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 import on Android uses `love.system.pickFile()`
`GameActivity.showRomFilePicker` (Storage Access Framework), which copies the
chosen file to `picked_rom.gb` under the app save directory. `RomImporter`
imports pending (not-yet-ready) `.gb` files from that folder on Choose /
refocus; see `docs/launcher.md` (Android multi-ROM import). The APK payload
itself remains data-free (no embedded ROM or generated cache).
### SDK / NDK
@@ -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).
+3 -1
View File
@@ -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
@@ -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 +183,18 @@ void vibrate(double seconds)
env->DeleteLocalRef(activity);
}
bool showFilePicker()
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showRomFilePicker", "()Z");
jboolean result = env->CallStaticBooleanMethod(activity, method);
env->DeleteLocalRef(activity);
return result;
}
/*
* Helper functions for the filesystem module
*/
@@ -59,6 +59,14 @@ 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, not returned here -- see src/import/RomImporter.lua.
**/
bool showFilePicker();
/*
* 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
@@ -180,6 +180,15 @@ void System::vibrate(double seconds) const
#endif
}
bool System::pickFile() const
{
#ifdef LOVE_ANDROID
return love::android::showFilePicker();
#else
return false;
#endif
}
bool System::hasBackgroundMusic() const
{
#if defined(LOVE_ANDROID)
@@ -106,6 +106,15 @@ 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.
*
* @return Whether the picker was shown.
**/
virtual bool pickFile() const;
/**
* Gets if the user is playing music on background.
* Throws an exception on unsupported platforms.
@@ -95,6 +95,12 @@ int w_vibrate(lua_State *L)
return 0;
}
int w_pickFile(lua_State *L)
{
luax_pushboolean(L, instance()->pickFile());
return 1;
}
int w_hasBackgroundMusic(lua_State *L)
{
lua_pushboolean(L, instance()->hasBackgroundMusic());
@@ -110,6 +116,7 @@ static const luaL_Reg functions[] =
{ "getPowerInfo", w_getPowerInfo },
{ "openURL", w_openURL },
{ "vibrate", w_vibrate },
{ "pickFile", w_pickFile },
{ "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 }
};
@@ -61,6 +61,13 @@ 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 ROM_PICKER_REQUEST_CODE = 4;
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked ROM
// 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 boolean immersiveActive = false;
private static boolean needToCopyGameInArchive = false;
private boolean storagePermissionUnnecessary = false;
@@ -332,6 +339,64 @@ public class GameActivity extends SDLActivity {
return openURL(url) == 0;
}
/**
* Shows the system document picker (Storage Access Framework) so the
* player can pick their ROM 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.
*/
@Keep
public static boolean showRomFilePicker() {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType("*/*");
try {
self.startActivityForResult(intent, ROM_PICKER_REQUEST_CODE);
return true;
} catch (Exception e) {
Log.d("GameActivity", "could not open ROM file picker: " + e.getMessage());
return false;
}
}
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (requestCode != ROM_PICKER_REQUEST_CODE) return;
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
Log.d("GameActivity", "ROM picker returned no file (cancelled?)");
return;
}
Uri uri = data.getData();
File destDir = new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
if (!destDir.exists() && !destDir.mkdirs()) {
Log.d("GameActivity", "could not create " + destDir);
return;
}
File destFile = new File(destDir, PICKED_ROM_FILENAME);
InputStream source;
try {
source = getContentResolver().openInputStream(uri);
} catch (FileNotFoundException e) {
Log.d("GameActivity", "could not open picked ROM: " + e.getMessage());
return;
}
if (source == null) {
Log.d("GameActivity", "ContentResolver returned no stream for picked ROM");
return;
}
if (!copyAssetFile(source, destFile.getPath())) {
Log.d("GameActivity", "could not copy picked ROM to " + destFile);
}
}
/**
* Copies a given file from the assets folder to the destination.
*
+5
View File
@@ -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>
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "BALANCE",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "TOOL",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "AUDIO",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"permissions": ["engine_internals"],
"dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "QUEST",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"permissions": ["engine_internals"],
"dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "total_conversion",
"category": "TOTAL_CONVERSION",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 900,
"dependencies": [],
"optional_dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "GRAPHICS",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"assets_transforms": "transforms.lua",
"dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "overhaul",
"category": "MECHANIC",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+126 -19
View File
@@ -1,17 +1,19 @@
#!/usr/bin/env bash
# Packages the LÖVE2D Pokémon Red port into distributable macOS and
# Windows builds. Runs entirely on macOS (no cross-compiling needed,
# the Windows build reuses LÖVE's prebuilt win64 binaries).
# Packages the LÖVE2D Pokémon Red port into distributable macOS, Windows,
# and Linux builds. Runs entirely on macOS (no cross-compiling needed,
# the Windows and Linux builds reuse LÖVE's prebuilt win64 / AppImage
# binaries, fusing our game.love onto them the same way love.exe does).
#
# Usage: scripts/build.sh [mac|win|android|ios|all] [--version X.Y.Z] [--identity "Developer ID Application: ..."]
# Usage: scripts/build.sh [mac|win|linux|android|ios|all] [--version X.Y.Z] [--identity "Developer ID Application: ..."]
# [--notary-profile NAME] [--no-notarize]
# [--release] # android/ios: release config instead of debug
# [--release] # ios only: release config instead of debug
#
# Output: dist/mac/PokemonRed-macos.zip
# dist/win/PokemonRed-win64.zip
# dist/android/{debug,release}/*.apk (full gradle output stays under
# Output: dist/mac/gen1recomp-macos.zip
# dist/win/gen1recomp-win64.zip
# dist/linux/gen1recomp-linux.zip (fused x86_64 AppImage)
# dist/android/debug/*.apk (full gradle output stays under
# mobile/android/app/build/outputs/apk/embedNoRecord/)
# dist/ios/<Config>-<sdk>/PokemonRed.app (full xcodebuild output stays
# dist/ios/<Config>-<sdk>/gen1recomp.app (full xcodebuild output stays
# under mobile/ios/build/Build/Products/)
set -euo pipefail
@@ -23,15 +25,15 @@ WORK="$HERE/work"
DIST="$ROOT/dist"
ENTITLEMENTS="$ROOT/scripts/macos-entitlements.plist"
APP_NAME="PokemonRed"
APP_NAME="gen1recomp"
BUNDLE_ID="com.theboisclub.pokemonred"
LOVE_VERSION="11.5"
VERSION="$(git -C "$ROOT" rev-parse --short HEAD 2>/dev/null || echo dev)"
VERSION_EXPLICIT=false
IDENTITY=""
TARGET="all"
NOTARY_PROFILE="notary-profile"
NOTARIZE=true
ANDROID_RELEASE=false
IOS_RELEASE=false
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
@@ -40,25 +42,25 @@ fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
while [ $# -gt 0 ]; do
case "$1" in
mac|win|android|ios|all) TARGET="$1" ;;
--version) VERSION="$2"; shift ;;
mac|win|linux|android|ios|all) TARGET="$1" ;;
--version) VERSION="$2"; VERSION_EXPLICIT=true; shift ;;
--identity) IDENTITY="$2"; shift ;;
--notary-profile) NOTARY_PROFILE="$2"; shift ;;
--no-notarize) NOTARIZE=false ;;
--release) ANDROID_RELEASE=true; IOS_RELEASE=true ;;
--release) IOS_RELEASE=true ;;
*) fail "unknown argument: $1" ;;
esac
shift
done
mkdir -p "$CACHE" "$WORK" "$DIST/mac" "$DIST/win"
mkdir -p "$CACHE" "$WORK" "$DIST/mac" "$DIST/win" "$DIST/linux"
# --------------------------------------------------------------- game.love
say "packing game.love"
LOVE_FILE="$WORK/game.love"
rm -f "$LOVE_FILE"
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/rom_manifest.json \
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
@@ -66,6 +68,31 @@ if unzip -Z1 "$LOVE_FILE" \
fi
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
# ------------------------------------------------------- stamp release version
# The working tree ships Version.lua with engine "0.0.0-dev"; the real release
# number only ever lives inside the packed archive. When --version is a strict
# X.Y.Z, patch a copy of Version.lua (engine set to that number) under a staging
# dir and replace the entry inside game.love in place -- never the source tree.
# Short-hash / "dev" builds are left with the "-dev" default so they cannot be
# mistaken for a release. The stamp is then read back out of the archive and the
# build fails if it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
stamp_dir="$WORK/stamp"
rm -rf "$stamp_dir"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
say "stamped engine version: $VERSION"
else
say "version '$VERSION' is not X.Y.Z, shipping default engine (no stamp)"
fi
# --------------------------------------------------------------- macOS
build_mac() {
say "building macOS app"
@@ -139,11 +166,20 @@ build_win() {
say "building Windows (win64) app"
local zip_name="love-$LOVE_VERSION-win64.zip"
local love_zip="$CACHE/$zip_name"
# A cache hit only checks existence, not validity -- a prior run truncated
# by a network drop mid-download (curl still leaves the partial file if
# the exit code slips through) would otherwise be reused forever.
if [ -f "$love_zip" ] && ! unzip -tqq "$love_zip" >/dev/null 2>&1; then
warn "cached $zip_name is not a valid zip, removing and re-downloading"
rm -f "$love_zip"
fi
if [ ! -f "$love_zip" ]; then
say "downloading LÖVE $LOVE_VERSION win64 binaries"
curl -fL --progress-bar \
"https://github.com/love2d/love/releases/download/$LOVE_VERSION/$zip_name" \
-o "$love_zip" || fail "download failed, check LOVE_VERSION or your network"
unzip -tqq "$love_zip" >/dev/null 2>&1 \
|| fail "downloaded $zip_name is not a valid zip (truncated download?)"
fi
local extract_dir="$WORK/love-win64"
@@ -167,12 +203,82 @@ build_win() {
say "Windows build: $zip_out"
}
# --------------------------------------------------------------- Linux
build_linux() {
say "building Linux (x86_64 AppImage) app"
local appimage_name="love-$LOVE_VERSION-x86_64.AppImage"
local love_appimage="$CACHE/$appimage_name"
# Same cache-validity gap as the win64 zip above: an AppImage is just an
# ELF, so check the magic bytes before trusting a cached copy is complete.
if [ -f "$love_appimage" ] && [ "$(head -c 4 "$love_appimage" | od -An -tx1 | tr -d ' \n')" != "7f454c46" ]; then
warn "cached $appimage_name is not a valid ELF binary, removing and re-downloading"
rm -f "$love_appimage"
fi
if [ ! -f "$love_appimage" ]; then
say "downloading LÖVE $LOVE_VERSION Linux AppImage"
curl -fL --progress-bar \
"https://github.com/love2d/love/releases/download/$LOVE_VERSION/$appimage_name" \
-o "$love_appimage" || fail "download failed, check LOVE_VERSION or your network"
[ "$(head -c 4 "$love_appimage" | od -An -tx1 | tr -d ' \n')" = "7f454c46" ] \
|| fail "downloaded $appimage_name is not a valid ELF binary (truncated download?)"
fi
chmod +x "$love_appimage"
# The Windows-style `cat love.exe game.love` fusion does NOT work here:
# an AppImage is a small runtime ELF with a squashfs appended, and at
# launch the runtime mounts the squashfs and executes bin/love from
# *inside* it -- bytes appended to the outer file are never read, so
# users would just get vanilla LÖVE's no-game screen. Instead, unpack
# the squashfs, drop game.love in, point AppRun's FUSE_PATH hook at it
# (the hook ships commented-out in LÖVE's official AppImage), and glue
# runtime + repacked squashfs back together.
command -v unsquashfs >/dev/null && command -v mksquashfs >/dev/null \
|| fail "squashfs tools not found; install with: brew install squashfs"
# The squashfs starts right where the ELF ends:
# e_shoff + e_shnum * e_shentsize (all little-endian in the ELF64 header).
local e_shoff e_shentsize e_shnum sfs_offset
e_shoff=$(od -An -j40 -N8 -tu8 "$love_appimage" | tr -d ' ')
e_shentsize=$(od -An -j58 -N2 -tu2 "$love_appimage" | tr -d ' ')
e_shnum=$(od -An -j60 -N2 -tu2 "$love_appimage" | tr -d ' ')
sfs_offset=$((e_shoff + e_shentsize * e_shnum))
[ "$(dd if="$love_appimage" bs=1 skip="$sfs_offset" count=4 2>/dev/null)" = "hsqs" ] \
|| fail "no squashfs superblock at computed offset $sfs_offset (unexpected AppImage layout)"
local appdir="$WORK/linux-appdir"
rm -rf "$appdir"
unsquashfs -q -no-xattrs -o "$sfs_offset" -d "$appdir" "$love_appimage" >/dev/null
cp "$LOVE_FILE" "$appdir/game.love"
sed -i '' 's|^#FUSE_PATH="$APPDIR/my_game.love"$|FUSE_PATH="$APPDIR/game.love"|' "$appdir/AppRun"
grep -q '^FUSE_PATH="\$APPDIR/game.love"$' "$appdir/AppRun" \
|| fail "failed to enable FUSE_PATH in AppRun (upstream AppRun changed?)"
# Match the upstream image's compression (gzip, 128K blocks) so the
# bundled runtime can read it.
local sfs_out="$WORK/game.squashfs"
rm -f "$sfs_out"
mksquashfs "$appdir" "$sfs_out" \
-comp gzip -b 131072 -noappend -all-root -no-xattrs -quiet >/dev/null
local out_bin="$WORK/$APP_NAME-x86_64.AppImage"
rm -f "$out_bin"
head -c "$sfs_offset" "$love_appimage" > "$out_bin"
cat "$sfs_out" >> "$out_bin"
chmod +x "$out_bin"
local zip_out="$DIST/linux/$APP_NAME-linux.zip"
rm -f "$zip_out"
(cd "$WORK" && zip -q -9 -j "$zip_out" "$(basename "$out_bin")")
say "Linux build: $zip_out"
}
# --------------------------------------------------------------- Android
build_android() {
say "building Android (delegating to scripts/build_android.sh)"
local args=()
if [ "$ANDROID_RELEASE" = true ]; then
args+=(--release)
if [ "$VERSION_EXPLICIT" = true ]; then
args+=(--version "$VERSION")
fi
"$ROOT/scripts/build_android.sh" ${args[@]+"${args[@]}"}
}
@@ -190,9 +296,10 @@ build_ios() {
case "$TARGET" in
mac) build_mac ;;
win) build_win ;;
linux) build_linux ;;
android) build_android ;;
ios) build_ios ;;
all) build_mac; build_win ;;
all) build_mac; build_win; build_linux ;;
esac
case "$TARGET" in
+57 -33
View File
@@ -1,11 +1,10 @@
#!/usr/bin/env bash
# Packages the LÖVE2D Pokémon Red port into an Android APK via love-android 11.5a.
#
# Usage: scripts/build_android.sh [--release] [--package-only]
# Usage: scripts/build_android.sh [--version X.Y.Z] [--package-only]
#
# (default) assembleEmbedNoRecordDebug (debug keystore)
# --release assembleEmbedNoRecordRelease (requires out-of-band signing)
# --package-only zip game.love + apply branding; skip gradle
# --version X.Y.Z set app.version_name / app.version_code (else left as-is)
# --package-only zip game.love + apply branding; skip gradle
#
# Prerequisites:
# - mobile/android vendored love-android tree at tag 11.5a (in-repo; see mobile/ANDROID.md)
@@ -13,9 +12,8 @@
# - JDK 17
#
# Output (after gradle):
# dist/android/{debug,release}/*.apk (convenience copy)
# dist/android/debug/*.apk (convenience copy)
# mobile/android/app/build/outputs/apk/embedNoRecord/debug/*.apk
# mobile/android/app/build/outputs/apk/embedNoRecord/release/*.apk
set -euo pipefail
@@ -24,12 +22,12 @@ ANDROID_DIR="$ROOT/mobile/android"
EMBED_ASSETS="$ANDROID_DIR/app/src/embed/assets"
LOVE_FILE="$EMBED_ASSETS/game.love"
DIST="$ROOT/dist/android"
APP_NAME="Pokemon Red"
APP_NAME="gen1recomp"
APPLICATION_ID="com.theboisclub.pokemonred"
LOVE_ANDROID_VERSION="11.5a"
NDK_VERSION="25.2.9519653"
RELEASE=false
VERSION=""
PACKAGE_ONLY=false
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
@@ -38,17 +36,29 @@ fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
while [ $# -gt 0 ]; do
case "$1" in
--release) RELEASE=true ;;
--version) VERSION="$2"; shift ;;
--package-only) PACKAGE_ONLY=true ;;
-h|--help)
sed -n '2,20p' "$0"
exit 0
;;
*) fail "unknown argument: $1 (try --release or --package-only)" ;;
*) fail "unknown argument: $1 (try --version X.Y.Z or --package-only)" ;;
esac
shift
done
VERSION_CODE=""
if [ -n "$VERSION" ]; then
if ! printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
fail "invalid --version '$VERSION' (expected X.Y.Z)"
fi
major="${VERSION%%.*}"
rest="${VERSION#*.}"
minor="${rest%%.*}"
patch="${rest##*.}"
VERSION_CODE=$((major * 10000 + minor * 100 + patch))
fi
# --------------------------------------------------------------- preconditions
if [ ! -f "$ANDROID_DIR/settings.gradle" ] || [ ! -f "$ANDROID_DIR/gradlew" ]; then
fail "love-android not found at mobile/android/.
@@ -74,10 +84,10 @@ apply_android_branding() {
say "applying Android branding (gradle.properties + permission trim)"
python3 - "$props" "$APPLICATION_ID" "$APP_NAME" <<'PY'
python3 - "$props" "$APPLICATION_ID" "$APP_NAME" "$VERSION" "$VERSION_CODE" <<'PY'
import pathlib, re, sys
path = pathlib.Path(sys.argv[1])
app_id, name = sys.argv[2], sys.argv[3]
app_id, name, version, version_code = sys.argv[2], sys.argv[3], sys.argv[4], sys.argv[5]
text = path.read_text()
def set_prop(text, key, value):
@@ -91,7 +101,10 @@ def set_prop(text, key, value):
text = re.sub(r"(?m)^app\.name_byte_array=.*\n?", "", text)
text = set_prop(text, "app.name", name)
text = set_prop(text, "app.application_id", app_id)
text = set_prop(text, "app.orientation", "portrait")
text = set_prop(text, "app.orientation", "fullUser")
if version:
text = set_prop(text, "app.version_name", version)
text = set_prop(text, "app.version_code", version_code)
path.write_text(text)
PY
@@ -124,7 +137,7 @@ pack_game_love() {
mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE"
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/rom_manifest.json \
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
-x 'data/generated/*' -x 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
@@ -132,6 +145,32 @@ pack_game_love() {
fail "game.love unexpectedly contains generated ROM data"
fi
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
# This script packs its own game.love (it does not reuse build.sh's), so it
# stamps the release version the same way: patch a copy of Version.lua
# (engine set to $VERSION) under a throwaway staging dir and replace the
# entry inside the archive in place -- never the source tree. VERSION is
# already validated as X.Y.Z above; when it is empty the packaged game keeps
# the "0.0.0-dev" default. The stamp is read back out and the build fails if
# it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
local stamp_dir
stamp_dir="$(mktemp -d)"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
local version_re
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
rm -rf "$stamp_dir"
say "stamped engine version: $VERSION"
else
say "no X.Y.Z --version, shipping default engine (no stamp)"
fi
}
# --------------------------------------------------------------- SDK check
@@ -178,16 +217,8 @@ require_android_sdk() {
# --------------------------------------------------------------- gradle
run_gradle() {
local task
if $RELEASE; then
task="assembleEmbedNoRecordRelease"
say "building release APK ($task)"
warn "release signing is out-of-band, see mobile/ANDROID.md (Signing)."
warn "without a signingConfig, assembleRelease may produce an unsigned APK or fail."
else
task="assembleEmbedNoRecordDebug"
say "building debug APK ($task), uses the default Android debug keystore"
fi
local task="assembleEmbedNoRecordDebug"
say "building APK ($task)"
if ! (
cd "$ANDROID_DIR"
@@ -199,19 +230,12 @@ run_gradle() {
You can still iterate on the .love payload with: scripts/build_android.sh --package-only"
fi
local out_dir
if $RELEASE; then
out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/release"
else
out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/debug"
fi
local out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/debug"
if [ -d "$out_dir" ]; then
say "APK output:"
find "$out_dir" -name '*.apk' -exec ls -lh {} \;
local flavor="debug"
$RELEASE && flavor="release"
local dist_dir="$DIST/$flavor"
local dist_dir="$DIST/debug"
rm -rf "$dist_dir"
mkdir -p "$dist_dir"
find "$out_dir" -name '*.apk' -exec cp {} "$dist_dir/" \;
+6 -6
View File
@@ -15,8 +15,8 @@
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
#
# Output: dist/ios/<Config>-<sdk>/PokemonRed.app (convenience copy)
# mobile/ios/build/Build/Products/<Config>-<sdk>/PokemonRed.app
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
set -euo pipefail
@@ -33,8 +33,8 @@ RESOURCES_DIR="$XCODE_DIR/ios/resources"
LOVE_FILE="$RESOURCES_DIR/game.love"
LIBS_DIR="$XCODE_DIR/ios/libraries"
APP_NAME="PokemonRed"
DISPLAY_NAME="Pokemon Red"
APP_NAME="gen1recomp"
DISPLAY_NAME="gen1recomp"
BUNDLE_ID="com.theboisclub.pokemonred"
LOVE_VERSION="$(tr -d '[:space:]' < "$IOS_DIR/LOVE_VERSION" 2>/dev/null || echo 11.5)"
IOS_SOURCE_ZIP="love-${LOVE_VERSION}-ios-source.zip"
@@ -155,7 +155,7 @@ require_ios_libraries
apply_ios_branding() {
[ -f "$OVERLAY_PLIST" ] || fail "missing overlay plist: $OVERLAY_PLIST"
local dest="$XCODE_DIR/ios/love-ios.plist"
say "applying iOS branding (portrait-only Info.plist, display name)"
say "applying iOS branding (portrait + landscape Info.plist, display name)"
cp "$OVERLAY_PLIST" "$dest"
}
@@ -166,7 +166,7 @@ pack_game_love() {
rm -f "$LOVE_FILE"
# Same payload as scripts/build.sh / build_android.sh: game sources only.
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/rom_manifest.json \
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
-x 'data/generated/*' -x 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
+11 -18
View File
@@ -78,23 +78,14 @@ run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
# ------- content tier: only meaningful with an imported ROM
# tests/run_tests.lua carries two pre-existing failures that are stale
# about the chip-audio architecture rather than real defects:
#
# Pikachu cry WAV exists nothing writes .wav any more -- cries are
# synthesized at play time from
# Data.audio.cries + programs.bin
# low-health alarm sfx extracted the importer deliberately does not
# extract it; Sound.startLoop falls back to
# ChipAudio.newLowHealthAlarm (Sound.lua:268)
#
# They are left in place (fixing them is a separate, reviewed change), so
# the tier passes on exactly this baseline and fails the moment a third
# failure appears or one of these two changes identity. Ignoring the exit
# code outright would hide every future content regression.
KNOWN_CONTENT_FAILURES=2
KNOWN_CONTENT_LINES="FAIL Pikachu cry WAV exists
FAIL low-health alarm sfx extracted"
# tests/run_tests.lua is expected to be clean. It used to carry two stale
# chip-audio assertions on the allowlist below (Pikachu cry WAV exists /
# low-health alarm sfx extracted); both have since been fixed, so the
# baseline is zero and any failure fails the tier. Keep the allowlist
# mechanism rather than ignoring the exit code -- that would hide every
# future content regression.
KNOWN_CONTENT_FAILURES=0
KNOWN_CONTENT_LINES=""
run_content_behavior() {
local out
@@ -107,7 +98,9 @@ run_content_behavior() {
if [ "$count" -eq "$KNOWN_CONTENT_FAILURES" ] \
&& [ "$lines" = "$(printf '%s\n' "$KNOWN_CONTENT_LINES" | sort)" ]; then
printf '%s\n' "$out" | tail -3
echo "(the $KNOWN_CONTENT_FAILURES known stale audio assertions, unchanged)"
if [ "$KNOWN_CONTENT_FAILURES" -gt 0 ]; then
echo "(the $KNOWN_CONTENT_FAILURES known stale assertions, unchanged)"
fi
return 0
fi
+19
View File
@@ -144,6 +144,25 @@ function AnimPlayer.new(data)
}, AnimPlayer)
end
-- Release the tilesheet images and quads this player built. They live in
-- per-instance caches (a fresh AnimPlayer is made per battle), so unlike a
-- shared module cache they are dead the moment the battle ends -- freeing
-- them here instead of waiting on a GC finalizer keeps grinding battles
-- from piling orphaned VRAM up faster than the (Lua-heap-triggered) GC
-- reclaims it.
function AnimPlayer:release()
for _, img in pairs(self.images) do
if img and img.release then pcall(img.release, img) end
end
self.images = {}
for _, byTile in pairs(self.quads) do
for _, q in pairs(byTile) do
if q and q.release then pcall(q.release, q) end
end
end
self.quads = {}
end
function AnimPlayer:warnOnce(key, fmt, ...)
if not self.warned[key] then
self.warned[key] = true
+787 -232
View File
File diff suppressed because it is too large Load Diff
+46 -27
View File
@@ -89,6 +89,8 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- Swift ignores semi-invulnerability (MoveHitTest returns hit for
-- SWIFT_EFFECT before the INVULNERABLE check)
if target.invulnerable and not neverMiss then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
return
end
@@ -97,6 +99,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if record and record.gate then
local ok, failMsg = record.gate(ctx)
if not ok then
battle:cancelMoveAnim()
if failMsg then battle:sayNext(failMsg) end
return
end
@@ -108,6 +111,8 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if not neverMiss then
if not battle:accuracyRoll(move, user, target) then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
-- Jump Kick crash, Explode self-destruct
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
@@ -134,6 +139,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
end
if not counterable or (battle.lastDamage or 0) == 0 then
battle:cancelMoveAnim()
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
return
end
@@ -144,6 +150,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- failed with that text already chosen
local chosen, extra = record.chooseDamage(ctx)
if not chosen then
battle:cancelMoveAnim()
if extra then battle:sayNext(extra) end
return
end
@@ -154,37 +161,66 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
if info.typeMult == 0 then
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("It doesn't affect\n%s!"):format(displayName(target)))
if record and record.onMiss then record.onMiss(ctx, "immune") end
return
end
if info.missed then
-- 0.25x floored the damage to zero: the original registers a miss
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
if record and record.onMiss then record.onMiss(ctx, "floored") end
return
end
battle.lastDamage = dmg -- wDamage (shared by both sides, read by Counter)
-- the hit blink + damage sound ride the queue behind the animation:
-- on the move's anim row when one was announced, else on a bare hit
-- row (thrash/rage continuations), placed BEFORE the drain rows the
-- hits loop inserts so the blink precedes the bar drain
local hitRow = battle.moveAnimRow
if not hitRow then
battle.nextInsert = (battle.nextInsert or 0) + 1
hitRow = { hitRow = true }
table.insert(battle.queue, battle.nextInsert, hitRow)
end
-- the hit blink + damage sound ride each animation row, placed BEFORE
-- that hit's drain so the blink precedes the bar. Multi-hit moves
-- replay PlayMoveAnimation per strike (pokered: GetPlayerAnimationType
-- / GetEnemyAnimationType loop on wNumAttacksLeft); hit 1 reuses the
-- announcement-time moveAnimRow, later hits queue fresh anim rows.
-- Thrash/rage continuations have no announcement anim -- a bare
-- hitRow carries the blink instead.
local hitSfx = info.typeMult > 10 and "Super_Effective"
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
local hitFx = { sfx = hitSfx,
blink = battle:animationsOn() and target or nil }
local totalDealt = 0
local landed, brokeSub = 0, false
for h = 1, hits do
if target.mon.hp <= 0 then break end
local hitRow
if h == 1 then
hitRow = battle.moveAnimRow
if not hitRow then
battle.nextInsert = (battle.nextInsert or 0) + 1
hitRow = { hitRow = true }
table.insert(battle.queue, battle.nextInsert, hitRow)
end
else
battle.nextInsert = (battle.nextInsert or 0) + 1
hitRow = { anim = move.id, attackerIsPlayer = user.isPlayer }
table.insert(battle.queue, battle.nextInsert, hitRow)
end
local hadSub = target.substituteHP ~= nil
local dealt = battle:applyDamage(target, dmg)
totalDealt = totalDealt + dealt
landed = h
if dealt > 0 then hitRow.hit = hitFx end
-- PrintCriticalOHKOText + DisplayEffectiveness run inside the
-- multi-hit loop (core.asm .moveDidNotMiss before the jump back
-- to GetPlayerAnimationType), so crit/effectiveness reprint on
-- every strike -- damage was only rolled once
if info.crit then battle:sayNext("Critical hit!") end
if info.ohko then battle:sayNext("One-hit KO!") end
if info.typeMult > 10 then
battle:sayNext("It's super\neffective!")
elseif info.typeMult < 10 then
battle:sayNext("It's not very\neffective...")
end
if Runtime.wants("battle.damage_dealt") then
Runtime.emit("battle.damage_dealt", {
battle = battle, user = user, target = target, move = move,
@@ -198,23 +234,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
end
hits = landed > 0 and landed or hits
if totalDealt > 0 then
-- the original's per-hit sound: normal / super / not-very-effective
local hitSfx = info.typeMult > 10 and "Super_Effective"
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
hitRow.hit = { sfx = hitSfx,
blink = battle:animationsOn() and target or nil }
end
-- PrintCriticalOHKOText prints "Critical hit!"/"One-hit KO!" right
-- after the damage lands, BEFORE DisplayEffectiveness (core.asm
-- .moveDidNotMiss); the multi-hit count follows the last hit
if info.crit then battle:sayNext("Critical hit!") end
if info.ohko then battle:sayNext("One-hit KO!") end
if info.typeMult > 10 then
battle:sayNext("It's super\neffective!")
elseif info.typeMult < 10 then
battle:sayNext("It's not very\neffective...")
end
if hits > 1 then
-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
if user.isPlayer then
+7 -2
View File
@@ -516,8 +516,8 @@ MoveEffects.full = {
-- charge moves: first turn just charges; Fly AND Dig go
-- semi-invulnerable (ChargeEffect sets INVULNERABLE for both)
CHARGE_EFFECT = { charge = {} },
FLY_EFFECT = { charge = { invulnerable = true } },
CHARGE_EFFECT = { charge = { anim = "XSTATITEM_ANIM", enemyAnim = "XSTATITEM_DUPLICATE_ANIM" } },
FLY_EFFECT = { charge = { invulnerable = true, anim = "TELEPORT" } },
TRAPPING_EFFECT = {
-- TrappingEffect runs BEFORE the hit test and clears the target's
@@ -616,6 +616,7 @@ MoveEffects.full = {
-- roll is below opponentLevel/4. Teleport's failure text is "But
-- it failed!", Roar/Whirlwind's is DidntAffectText; in trainer
-- battles Teleport fails and Roar/Whirlwind are "unaffected".
-- Fail paths DelayFrames then print -- no PlayCurrentMoveAnimation.
perform = function(ctx)
local battle, user, target, move = ctx.battle, ctx.user, ctx.target, ctx.move
if battle.kind == "wild" then
@@ -635,13 +636,17 @@ MoveEffects.full = {
battle.result = "run"
battle.afterQueue = "finish"
elseif move.id == "TELEPORT" then
battle:cancelMoveAnim()
ctx.say("But, it failed!")
else
battle:cancelMoveAnim()
ctx.say(("It didn't affect\n%s!"):format(displayName(target)))
end
elseif move.id == "TELEPORT" then
battle:cancelMoveAnim()
ctx.say("But, it failed!")
else
battle:cancelMoveAnim()
ctx.say(("%s\nis unaffected!"):format(displayName(target)))
end
end,
+7 -2
View File
@@ -15,7 +15,8 @@
-- (super-effective) or adds 1 (not-effective when a better move exists);
-- the MINIMUM-scored move is chosen, ties broken uniformly among the
-- tied minima (core.asm:2971-3002). A non-minimal move is never
-- selectable. Respects PP, Disable and Transform/Mimic move overrides.
-- selectable. Respects Disable (and PP only when the ruleset depletes
-- enemy PP — Gen 1 AI never reads wEnemyMonPP).
local TypeChart = require("src.battle.TypeChart")
@@ -212,9 +213,13 @@ end
function TrainerAI.chooseMove(battler, rng, battle)
rng = rng or love.math.random
-- Gen 1: SelectEnemyMove never consults wEnemyMonPP; Struggle only when
-- every move slot is missing/disabled (core.asm:2957-2999). modern_clean
-- depletes enemy PP and falls back to Struggle when none remain.
local unlimited = battle and battle.ruleset and battle.ruleset.enemyUnlimitedPP
local usable = {}
for i, mv in ipairs(battler.curMoves) do
if mv.pp > 0 and battler.disabledSlot ~= i then
if battler.disabledSlot ~= i and (unlimited or mv.pp > 0) then
table.insert(usable, mv)
end
end
+3
View File
@@ -13,4 +13,7 @@ return {
randMax = 255,
-- Focus Energy famously QUARTERS the crit rate instead of x4
focusEnergyBug = true,
-- Wild/trainer enemies never spend PP (DecrementPP only touches the
-- player side in pokered). They therefore never Struggle from empty PP.
enemyUnlimitedPP = true,
}
+2
View File
@@ -9,4 +9,6 @@ return {
randMin = 217,
randMax = 255,
focusEnergyBug = false,
-- Gen 2+ style: AI opponents deplete PP and can Struggle when empty.
enemyUnlimitedPP = false,
}
+316 -801
View File
File diff suppressed because it is too large Load Diff
+760
View File
@@ -0,0 +1,760 @@
-- Pure Game Boy audio synthesis (the DMG/GBC channel-program interpreter and
-- PCM renderer), factored out of ChipAudio so it can run on EITHER the main
-- thread (SFX/cries, and the synchronous music fallback) or the ChipAudio
-- worker thread (src/core/chip_worker.lua), which is where map/battle music is
-- synthesized so a song change never stutters the render thread.
--
-- Deliberately depends ONLY on `bit`, love.sound and love.filesystem: no
-- love.audio (Sources are a playback concern the caller owns) and no
-- src.render.Assets (hot-reload registration stays in ChipAudio). Both of
-- those are unavailable or main-thread-only inside a love.thread worker, so
-- keeping them out is what lets the same synth code run in the worker.
local bit = require("bit")
local ChipSynth = {}
local SAMPLE_RATE = 22050
local TICKS_PER_SECOND = 15360
local FRAME_TICKS = 256
local GB_CLOCK = 4194304
-- one 4096-sample stereo SoundData is the unit both the worker hands off and
-- the synchronous fallback queues; the source keeps MUSIC_BUFFER_COUNT of them
-- (~6s) for stall tolerance (window resize, a long GC pause)
local MUSIC_BUFFER_SAMPLES = 4096
local MUSIC_BUFFER_COUNT = 32
ChipSynth.SAMPLE_RATE = SAMPLE_RATE
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
local PITCHES = {
0xF82C, 0xF89D, 0xF907, 0xF96B, 0xF9CA, 0xFA23,
0xFA77, 0xFAC7, 0xFB12, 0xFB58, 0xFB9B, 0xFBDA,
}
local DUTY = { [0] = 0.125, [1] = 0.25, [2] = 0.5, [3] = 0.75 }
local WAVE_LEVEL = { [0] = 0, [1] = 1, [2] = 0.5, [3] = 0.25 }
local NOISE_DIVISORS = {
[0] = 8, [1] = 16, [2] = 32, [3] = 48,
[4] = 64, [5] = 80, [6] = 96, [7] = 112,
}
local function snapTicks(ticks)
return math.floor((ticks * 735 + 256) / 512)
end
local cachedProgramFile
local cachedBanks
local function loadBanks(data)
local audio = data.audio
if cachedProgramFile == audio.programFile and cachedBanks then
return cachedBanks
end
local raw, readError = love.filesystem.read(audio.programFile)
if not raw then error("could not read sound programs: " .. tostring(readError)) end
local banks = {}
for index, bank in ipairs(audio.bankOrder) do
local first = (index - 1) * 0x4000 + 1
banks[bank] = raw:sub(first, first + 0x3FFF)
end
cachedProgramFile, cachedBanks = audio.programFile, banks
return banks
end
-- drop the single-slot bank cache; the worker keeps its own copy of this
-- module's state, so ChipAudio.invalidate must reach it via a worker message
function ChipSynth.invalidateBanks()
cachedProgramFile, cachedBanks = nil, nil
end
-- A def-local program (ChipAsm output) is mounted as pseudo-bank 0 next to
-- the ROM banks, so the 0x4000-window byte reader and every call/loop
-- target work unchanged. The ROM's own cached bank table is never touched
-- because bank 0 differs per def, and a blob that carries its own waves and
-- drums renders even where programs.bin is unreadable.
local function engineBanks(data, chip)
if not chip then return loadBanks(data) end
local banks = {}
local ok, romBanks = pcall(loadBanks, data)
if ok then
for bank, bytes in pairs(romBanks) do banks[bank] = bytes end
end
banks[0] = chip.blob
return banks
end
local function romByte(banks, bank, address)
local bytes = assert(banks[bank], "uncached audio bank " .. tostring(bank))
local value = bytes:byte(address - 0x4000 + 1)
if not value then
error(("audio read outside bank %02X:%04X"):format(bank, address))
end
return value
end
local function romWord(banks, bank, address)
return romByte(banks, bank, address)
+ romByte(banks, bank, address + 1) * 0x100
end
local function headerChannels(banks, header)
local channels = {}
local address = header.address
local first = romByte(banks, header.bank, address)
local count = bit.rshift(bit.band(first, 0xF0), 6) + 1
for _ = 1, count do
local descriptor = romByte(banks, header.bank, address)
channels[#channels + 1] = {
number = bit.band(descriptor, 0x0F) + 1,
address = romWord(banks, header.bank, address + 1),
}
address = address + 3
end
return channels
end
local function fadeValue(nibble)
if bit.band(nibble, 8) ~= 0 then return -bit.band(nibble, 7) end
return nibble
end
local Channel = {}
Channel.__index = Channel
function Channel.new(engine, spec, options)
options = options or {}
local hardware = (spec.number - 1) % 4 + 1
local isSfxChannel = spec.number > 4
return setmetatable({
engine = engine,
bank = options.bank,
address = spec.address,
number = spec.number,
hardware = hardware,
wave = hardware == 3,
noise = hardware == 4,
sfx = isSfxChannel,
executeMusic = not isSfxChannel,
allowLoops = options.allowLoops ~= false,
frequencyOffset = options.frequencyOffset or 0,
frameTicks = options.frameTicks or FRAME_TICKS,
speed = 12,
volume = 12,
fade = 0,
duty = 0.5,
octave = 4,
waveInstrument = 0,
waveLevel = 1,
perfectPitch = false,
vibrato = nil,
pendingSlide = nil,
sweep = nil,
callStack = {},
loopCounts = {},
event = nil,
ended = false,
phase = 0,
noiseLfsr = 0x7FFF,
noiseClock = 0,
timeTicks = 0,
}, Channel)
end
function Channel:byte()
local value = romByte(self.engine.banks, self.bank, self.address)
self.address = self.address + 1
return value
end
function Channel:word()
local value = romWord(self.engine.banks, self.bank, self.address)
self.address = self.address + 2
return value
end
function Channel:frequency(note, octave)
local signed = PITCHES[note + 1] - 0x10000
local register = bit.band(
bit.arshift(signed, math.max(0, (octave or self.octave) - 1)), 0x7FF)
if self.perfectPitch then register = bit.band(register + 1, 0x7FF) end
return bit.band(register + self.frequencyOffset, 0x7FF)
end
function Channel:durationTicks(length)
local tempo = self.sfx and self.frameTicks or self.engine.tempo
local speed = self.sfx and (self.executeMusic and self.speed or 1)
or self.speed
return length * speed * tempo
end
function Channel:timedEvent(event, ticks)
local first = snapTicks(self.timeTicks)
self.timeTicks = self.timeTicks + ticks
event.duration = ticks / TICKS_PER_SECOND
event.samples = snapTicks(self.timeTicks) - first
event.sample = 0
event.elapsed = 0
return event
end
function Channel:pan()
local mask = bit.lshift(1, self.hardware - 1)
return bit.band(bit.rshift(self.engine.pan, 4), mask) ~= 0,
bit.band(self.engine.pan, mask) ~= 0
end
function Channel:tone(ticks, register, volume, fade)
if register >= 0x800 then
return self:timedEvent({ silence = true }, ticks)
end
local duration = ticks / TICKS_PER_SECOND
local panLeft, panRight = self:pan()
local slide
if self.pendingSlide then
slide = {
target = self.pendingSlide.target,
frames = math.max(1, duration * 60 - self.pendingSlide.length),
}
self.pendingSlide = nil
end
return self:timedEvent({
register = register,
volume = volume == nil and self.volume or volume,
fade = fade == nil and self.fade or fade,
duty = self.duty,
wave = self.wave,
waveInstrument = self.waveInstrument,
waveLevel = self.waveLevel,
vibrato = slide and nil or self.vibrato,
slide = slide,
sweep = self.sfx and self.hardware == 1 and self.sweep or nil,
panLeft = panLeft,
panRight = panRight,
}, ticks)
end
function Channel:noiseEvent(ticks, volume, fade, parameter)
local panLeft, panRight = self:pan()
return self:timedEvent({
noise = true,
volume = volume or self.volume,
fade = fade or 0,
noiseParameter = parameter,
panLeft = panLeft, panRight = panRight,
}, ticks)
end
function Channel:drumEvent(ticks, instrument)
local panLeft, panRight = self:pan()
return self:timedEvent({
noise = true,
drum = self.engine:noiseInstrument(instrument),
panLeft = panLeft,
panRight = panRight,
}, ticks)
end
function Channel:silenceEvent(ticks)
return self:timedEvent({ silence = true }, ticks)
end
function Channel:nextEvent()
if self.ended then return nil end
for _ = 1, 100000 do
local commandAddress = self.address
local command = self:byte()
if (self.executeMusic or not self.sfx) and command < 0xC0 then
local note = bit.rshift(command, 4)
local length = bit.band(command, 0x0F) + 1
if self.noise then
local instrument = note
if command >= 0xB0 then instrument = self:byte() end
return self:drumEvent(self:durationTicks(length), instrument)
end
return self:tone(self:durationTicks(length), self:frequency(note))
elseif command >= 0xC0 and command < 0xD0 then
local length = bit.band(command, 0x0F) + 1
return self:silenceEvent(self:durationTicks(length))
elseif command >= 0xD0 and command < 0xE0 then
self.speed = bit.band(command, 0x0F)
if not self.noise then
local packed = self:byte()
if self.wave then
self.waveLevel = WAVE_LEVEL[bit.band(bit.rshift(packed, 4), 3)]
self.waveInstrument = bit.band(packed, 0x0F)
else
self.volume = bit.rshift(packed, 4)
self.fade = fadeValue(bit.band(packed, 0x0F))
end
end
elseif command >= 0xE0 and command <= 0xE7 then
self.octave = 8 - bit.band(command, 7)
elseif command == 0xE8 then
self.perfectPitch = not self.perfectPitch
elseif command == 0xE9 then
-- Unused command.
elseif command == 0xEA then
local delay, packed = self:byte(), self:byte()
local depth = bit.rshift(packed, 4)
if depth == 0 then
self.vibrato = nil
else
self.vibrato = {
delay = delay,
above = bit.rshift(depth, 1) + bit.band(depth, 1),
below = bit.rshift(depth, 1),
rate = bit.band(packed, 0x0F),
}
end
elseif command == 0xEB then
local length, packed = self:byte(), self:byte()
local octave = 8 - bit.rshift(packed, 4)
self.pendingSlide = {
length = length,
target = self:frequency(bit.band(packed, 0x0F), octave),
}
elseif command == 0xEC then
self.duty = DUTY[bit.band(self:byte(), 3)] or 0.5
elseif command == 0xED then
self.engine.tempo = self:byte() * 0x100 + self:byte()
elseif command == 0xEE then
self.engine.pan = self:byte()
elseif command == 0xEF or command == 0xF0 then
self:byte()
elseif command == 0xF8 then
self.executeMusic = not self.executeMusic
elseif command == 0xFC then
local packed = self:byte()
self.duty = {
DUTY[bit.band(bit.rshift(packed, 6), 3)],
DUTY[bit.band(bit.rshift(packed, 4), 3)],
DUTY[bit.band(bit.rshift(packed, 2), 3)],
DUTY[bit.band(packed, 3)],
}
elseif command == 0xFD then
self.callStack[#self.callStack + 1] = self.address + 2
self.address = self:word()
elseif command == 0xFE then
local count, target = self:byte(), self:word()
if count == 0 then
if self.allowLoops then
self.address = target
else
self.ended = true
return nil
end
else
local remaining = self.loopCounts[commandAddress]
if remaining == nil then remaining = count end
remaining = remaining - 1
if remaining > 0 then
self.loopCounts[commandAddress] = remaining
self.address = target
else
self.loopCounts[commandAddress] = nil
end
end
elseif command == 0xFF then
local returnAddress = table.remove(self.callStack)
if returnAddress then
self.address = returnAddress
else
self.ended = true
return nil
end
elseif self.sfx and command >= 0x20 and command < 0x30 then
local length = bit.band(command, 0x0F) + 1
local packed = self:byte()
local volume = bit.rshift(packed, 4)
local fade = fadeValue(bit.band(packed, 0x0F))
if self.noise then
local parameter = self:byte()
return self:noiseEvent(
self:durationTicks(length), volume, fade, parameter)
end
local register = bit.band(self:word() + self.frequencyOffset, 0x7FF)
return self:tone(self:durationTicks(length), register, volume, fade)
elseif command == 0x10 then
local packed = self:byte()
self.sweep = {
pace = bit.band(bit.rshift(packed, 4), 7),
subtract = bit.band(packed, 8) ~= 0,
shift = bit.band(packed, 7),
}
else
self.ended = true
return nil
end
end
self.ended = true
return nil
end
local function envelopeVolume(volume, fade, elapsed)
if fade == 0 then return volume end
local steps = math.floor(elapsed / (math.abs(fade) / 64))
if fade > 0 then return math.max(0, volume - steps) end
return math.min(15, volume + steps)
end
function Channel:resetNoise()
self.noiseLfsr = 0x7FFF
self.noiseClock = 0
end
function Channel:clockNoise(width7)
local feedback = bit.bxor(
bit.band(self.noiseLfsr, 1),
bit.band(bit.rshift(self.noiseLfsr, 1), 1))
self.noiseLfsr = bit.bor(
bit.rshift(self.noiseLfsr, 1),
bit.lshift(feedback, 14))
if width7 then
self.noiseLfsr = bit.bor(
bit.band(self.noiseLfsr, bit.bnot(0x40)),
bit.lshift(feedback, 6))
end
end
function Channel:sampleNoise(parameter)
parameter = parameter or 0
local divisor = NOISE_DIVISORS[bit.band(parameter, 7)]
local shift = bit.rshift(parameter, 4)
local output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
if shift >= 14 then return output end
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE
local width7 = bit.band(parameter, 8) ~= 0
local remaining = cycles
local area = 0
while remaining > 0 do
local untilClock = 1 - self.noiseClock
local span = math.min(remaining, untilClock)
output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
area = area + output * span
self.noiseClock = self.noiseClock + span
remaining = remaining - span
if self.noiseClock >= 1 - 1e-12 then
self.noiseClock = 0
self:clockNoise(width7)
end
end
return area / cycles
end
local function sweepCalculation(register, sweep)
local delta = math.floor(register / (2 ^ sweep.shift))
if sweep.subtract then return register - delta end
return register + delta
end
local function sweptRegister(register, sweep, elapsed)
if not sweep or sweep.shift == 0 then return register end
local nextRegister = sweepCalculation(register, sweep)
if nextRegister > 0x7FF or nextRegister < 0 then return nil end
if sweep.pace == 0 then return register end
local iterations = math.floor(elapsed * 128 / sweep.pace)
for _ = 1, iterations do
register = nextRegister
nextRegister = sweepCalculation(register, sweep)
if nextRegister > 0x7FF or nextRegister < 0 then return nil end
end
return register
end
function Channel:sampleDrum(event, sampleIndex)
local index = event.drumSegmentIndex or 1
local segment = event.drum[index]
while segment and sampleIndex >= segment.endSample do
index = index + 1
segment = event.drum[index]
end
if not segment or sampleIndex < segment.startSample then return 0 end
if event.drumSegmentIndex ~= index then
event.drumSegmentIndex = index
self:resetNoise()
end
local elapsed = (sampleIndex - segment.startSample) / SAMPLE_RATE
local volume = envelopeVolume(segment.volume, segment.fade, elapsed)
return self:sampleNoise(segment.parameter) * volume / 15 * 0.35
end
function Channel:sample()
while not self.ended
and (not self.event or self.event.sample >= self.event.samples) do
self.event = self:nextEvent()
self.phase = 0
self:resetNoise()
end
local event = self.event
if not event then return 0 end
local sampleIndex = event.sample
event.elapsed = sampleIndex / SAMPLE_RATE
event.sample = sampleIndex + 1
if event.silence then return 0 end
if event.drum then return self:sampleDrum(event, sampleIndex) end
local volume = envelopeVolume(
event.volume or 0, event.fade or 0, event.elapsed)
if event.noise then
return self:sampleNoise(event.noiseParameter) * volume / 15 * 0.35
end
local register = event.register
local frame = math.floor(event.elapsed * 60)
if event.sweep then
register = sweptRegister(register, event.sweep, event.elapsed)
if not register then return 0 end
elseif event.slide then
local amount = math.min(1, frame / event.slide.frames)
register = register + (event.slide.target - register) * amount
elseif event.vibrato and frame >= event.vibrato.delay then
local vibrato = event.vibrato
local toggles = math.floor(
(frame - vibrato.delay + 1) / (vibrato.rate + 1))
if toggles > 0 then
local low = bit.band(register, 0xFF)
local high = bit.band(register, 0x700)
if bit.band(toggles, 1) ~= 0 then
register = high + math.min(0xFF, low + vibrato.above)
else
register = high + math.max(0, low - vibrato.below)
end
end
end
local frequency = 131072 / (2048 - math.min(register, 2047))
if event.wave then frequency = frequency * 0.5 end
local phase = self.phase
self.phase = (phase + frequency / SAMPLE_RATE) % 1
if event.wave then
local wave = self.engine.waves[
math.min(event.waveInstrument + 1, #self.engine.waves)]
-- a def-local program may omit its wave table entirely
if not wave then return 0 end
local index = math.min(32, math.floor(phase * 32) + 1)
return wave[index] * event.waveLevel * 0.55
end
local duty = event.duty
if type(duty) == "table" then
duty = duty[frame % 4 + 1]
end
return (phase < duty and 1 or -1) * volume / 15 * 0.5
end
local Engine = {}
Engine.__index = Engine
function Engine:noiseInstrument(number)
-- a def-local drum wins over the ROM engine's table for that id
local custom = self.customDrums and self.customDrums[number]
if custom then return custom end
local cached = self.noiseInstruments[number]
if cached then return cached end
local header = self.noiseHeaders[tostring(number)]
local segments = {}
if header then
local spec = headerChannels(self.banks, header)[1]
local address = spec and spec.address
local ticks = 0
for _ = 1, 64 do
local command = romByte(self.banks, header.bank, address)
address = address + 1
if command == 0xFF then break end
if command < 0x20 or command >= 0x30 then
error(("unsupported drum command %02X at %02X:%04X")
:format(command, header.bank, address - 1))
end
local packed = romByte(self.banks, header.bank, address)
local parameter = romByte(self.banks, header.bank, address + 1)
address = address + 2
local duration = (bit.band(command, 0x0F) + 1) * FRAME_TICKS
segments[#segments + 1] = {
startSample = snapTicks(ticks),
endSample = snapTicks(ticks + duration),
volume = bit.rshift(packed, 4),
fade = fadeValue(bit.band(packed, 0x0F)),
parameter = parameter,
}
ticks = ticks + duration
end
end
self.noiseInstruments[number] = segments
return segments
end
local function readWaves(banks, audio, engineNumber)
local spec = audio.waveBanks[tostring(engineNumber)]
local waves = {}
for wave = 0, 4 do
local values = {}
for byteIndex = 0, 15 do
local packed = romByte(
banks, spec.bank, spec.address + wave * 16 + byteIndex)
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
end
waves[#waves + 1] = values
end
local values = {}
for byteIndex = 0, 15 do
local packed = romByte(
banks, spec.bank, spec.address + 5 * 16 + byteIndex)
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
end
for _ = 1, 4 do waves[#waves + 1] = values end
return waves
end
-- def-local waves are authored either as raw 0-15 nibbles (the ROM's own
-- units) or as the -1..1 samples readWaves produces; the synth wants the
-- latter
local function normalizeWaves(source)
local waves = {}
for index, values in ipairs(source) do
local nibbles = false
for _, value in ipairs(values) do
if value > 1 or value < -1 then nibbles = true break end
end
local wave = {}
for position, value in ipairs(values) do
wave[position] = nibbles and (value - 7.5) / 7.5 or value
end
waves[index] = wave
end
return waves
end
function Engine.new(data, header, options)
options = options or {}
local audio = data.audio or {}
-- shape dispatch: a def-local chip program supplies its own channels and
-- may supply its own waves/drums, falling back to a ROM engine's tables
local chip = header.chip
local banks = engineBanks(data, chip)
local engineNumber = chip and (chip.engine or 1) or header.engine
local waves
if chip and chip.waves then
waves = normalizeWaves(chip.waves)
elseif chip then
local ok, romWaves = pcall(readWaves, banks, audio, engineNumber)
waves = ok and romWaves or {}
else
waves = readWaves(banks, audio, engineNumber)
end
local engine = setmetatable({
banks = banks,
tempo = 0x100,
pan = 0xFF,
waves = waves,
noiseHeaders = audio.noiseHeaders
and audio.noiseHeaders[tostring(engineNumber)] or {},
customDrums = chip and chip.drums or nil,
noiseInstruments = {},
channels = {},
}, Engine)
for _, spec in ipairs(chip and chip.channels
or headerChannels(banks, header)) do
local frameTicks = options.frameTicks
local hardware = (spec.number - 1) % 4 + 1
if hardware == 4 then
frameTicks = FRAME_TICKS
elseif options.cryLength then
frameTicks = 0x80 + options.cryLength
end
engine.channels[#engine.channels + 1] = Channel.new(engine, spec, {
bank = chip and 0 or header.bank,
sfx = options.sfx,
allowLoops = options.allowLoops,
frequencyOffset = options.frequencyOffset,
frameTicks = frameTicks,
})
end
return engine
end
function Engine:finished()
for _, channel in ipairs(self.channels) do
if not channel.ended or channel.event then return false end
end
return true
end
function Engine:sample()
local value = 0
for _, channel in ipairs(self.channels) do value = value + channel:sample() end
return math.max(-1, math.min(1, value * 0.5))
end
function Engine:sampleStereo()
local left, right = 0, 0
for _, channel in ipairs(self.channels) do
local value = channel:sample()
local event = channel.event
if not event or event.panLeft ~= false then left = left + value end
if not event or event.panRight ~= false then right = right + value end
end
return math.max(-1, math.min(1, left * 0.5)),
math.max(-1, math.min(1, right * 0.5))
end
function Engine:sampleChannel(number)
local selected = 0
for _, channel in ipairs(self.channels) do
local value = channel:sample()
if channel.number == number then selected = value end
end
return math.max(-1, math.min(1, selected * 0.5))
end
-- render `samples` frames into a fresh SoundData (mono or stereo). love.sound
-- is available on worker threads, so this is the hand-off unit the worker
-- produces and the main thread queues.
local function soundData(engine, samples, channels)
local result = love.sound.newSoundData(samples, SAMPLE_RATE, 16, channels)
for index = 0, samples - 1 do
if channels == 2 then
local left, right = engine:sampleStereo()
result:setSample(index, 1, left)
result:setSample(index, 2, right)
else
result:setSample(index, engine:sample())
end
end
return result
end
-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
-- too short to be audible. The caller wraps it in a static love.audio.Source
-- (a playback concern, hence not done here).
local function renderEffectData(data, header, options)
if not header then return nil end
options = options or {}
options.sfx = true
options.allowLoops = false
local engine = Engine.new(data, header, options)
local maximum = SAMPLE_RATE * 5
local values = {}
local count = 0
while count < maximum and not engine:finished() do
count = count + 1
values[count] = engine:sample()
end
if count < math.floor(SAMPLE_RATE / 100) then return nil end
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
for index = 1, count do result:setSample(index - 1, values[index]) end
return result
end
ChipSynth.newEngine = Engine.new
ChipSynth.soundData = soundData
ChipSynth.renderEffectData = renderEffectData
return ChipSynth
+31 -1
View File
@@ -41,7 +41,11 @@ local CONSTANT_DEFAULTS = {
-- field.boot is the total-conversion override point for the new game; the
-- values match what SaveData.newGame and the Oak speech used to inline.
local BOOT_DEFAULTS = {
startMap = "PALLET_TOWN", startX = 5, startY = 6, startFacing = "down",
-- special_warps.asm NewGameWarp: REDS_HOUSE_2F, 3, 6 -- the bedroom, not
-- the tile outside the house. lastHeal is deliberately absent: SaveData
-- derives the vanilla blackout point, and seeding it here would leak into
-- total conversions that patch the spawn without naming a heal point.
startMap = "REDS_HOUSE_2F", startX = 3, startY = 6, startFacing = "down",
playerName = "RED", rivalName = "BLUE",
startMoney = 3000,
screens = { splash = "IntroMovie", title = "TitleState", newGame = "OakSpeech" },
@@ -93,6 +97,32 @@ function Data:seedDefaults()
-- the overworld's Kanto literals, same fill-if-absent contract; required
-- here rather than at the top so core keeps out of src/world at load time
require("src.world.FieldDefaults").seed(self)
-- Cinnabar's quiz trainers are text_asm (no def_trainers), so the
-- extractor never writes headers for them. Seed the EVENT_BEAT_* /
-- after-battle rows so Blaine's SetEventRange deactivation and talk
-- after-text work like the other gyms (scripts/CinnabarGym.asm).
self:seedCinnabarGymTrainerHeaders()
-- #189: 1F cabin door order vs rooms map (survey zoom)
require("src.world.SsAnneLayout").apply(self.maps)
end
function Data:seedCinnabarGymTrainerHeaders()
local headers = self.trainer_headers
if not headers or headers.CinnabarGym then return end
local gym = {}
for i = 0, 6 do
local n = i + 1
-- object indices 2..8 are SUPER_NERD1..7; range 0 -- they only
-- engage via talk / wrong quiz answer, never sight lines
gym[i + 2] = {
event = "EVENT_BEAT_CINNABAR_GYM_TRAINER_" .. i,
range = 0,
battle = "_CinnabarGymSuperNerd" .. n .. "BattleText",
won = "_CinnabarGymSuperNerd" .. n .. "EndBattleText",
after = "_CinnabarGymSuperNerd" .. n .. "AfterBattleText",
}
end
headers.CinnabarGym = gym
end
-- POKEPORT_DATA_DIR points a test runner at another dataset root (the
+788
View File
@@ -0,0 +1,788 @@
-- Discord Rich Presence via the local Discord IPC pipe. Shows the player's
-- current map (and battle status) on their Discord profile. Desktop only;
-- no-ops on mobile, headless runs, or when Discord is not running.
--
-- Application ID is the only credential needed for presence. The Discord
-- Interactions public key is unused here (that is for verifying bot HTTP
-- payloads, not Rich Presence).
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local DiscordPresence = {
APP_ID = "1529183141267374262",
}
local OP_HANDSHAKE, OP_FRAME, OP_CLOSE = 0, 1, 2
local MIN_UPDATE_INTERVAL = 2.0
local RECONNECT_INTERVAL = 30.0
local state = {
enabled = false,
connected = false,
socket = nil, -- Windows: file handle; Unix: ffi sockfd
isWindows = false,
ffi = nil,
ffiReady = false,
startedAt = 0,
dirty = false,
lastSentKey = nil,
lastSendAt = -1e9,
nextReconnectAt = 0,
location = nil, -- display name
mapId = nil,
activity = "menu", -- menu | exploring | battle
battleLabel = nil,
unsubs = {},
pid = nil,
loggedAbsent = false, -- one quiet note when Discord isn't running
game = nil, -- kept for the "friend clicked join" -> push a screen path
joinCode = nil, -- the online-match/tournament code to advertise as a join secret, if any
joinKind = "match", -- "match" (LinkState online) or "tournament"
partySize = 1, -- current headcount for the party.size Discord shows
partyMax = 2,
subscribedJoin = false, -- SUBSCRIBE ACTIVITY_JOIN sent on this connection?
}
-- MSG_DONTWAIT differs by OS (Darwin 0x80, Linux 0x40); only used for the
-- ongoing per-frame inbound poll, never for the one-time connect/handshake
local MSG_DONTWAIT_BY_OS = { ["OS X"] = 0x80, Linux = 0x40 }
local function disabledByEnv()
return os.getenv("POKEPORT_NO_DISCORD") == "1"
or os.getenv("POKEPORT_AUTOPILOT") ~= nil
or os.getenv("POKEPORT_DRIVER") ~= nil
end
local function isDesktop()
if not love or not love.system or not love.system.getOS then return false end
local osName = love.system.getOS()
return osName == "OS X" or osName == "Windows" or osName == "Linux"
end
local function packU32(n)
n = math.floor(n) % 0x100000000
local b1 = n % 256; n = math.floor(n / 256)
local b2 = n % 256; n = math.floor(n / 256)
local b3 = n % 256; n = math.floor(n / 256)
local b4 = n % 256
return string.char(b1, b2, b3, b4)
end
local function unpackU32(s)
local b1, b2, b3, b4 = s:byte(1, 4)
return b1 + b2 * 256 + b3 * 65536 + b4 * 16777216
end
local function nonce()
return string.format("%08x-%04x-4%03x-%04x-%04x%08x",
math.random(0, 0xffffffff),
math.random(0, 0xffff),
math.random(0, 0xfff),
math.random(0, 0x3fff) + 0x8000,
math.random(0, 0xffff),
math.random(0, 0xffffffff))
end
local function resolvePid()
if state.pid then return state.pid end
local ffi = state.ffi
if ffi then
if state.isWindows then
pcall(ffi.cdef, "unsigned long GetCurrentProcessId(void);")
local ok, p = pcall(function() return ffi.C.GetCurrentProcessId() end)
if ok and p and tonumber(p) and tonumber(p) > 0 then
state.pid = tonumber(p)
return state.pid
end
else
pcall(ffi.cdef, "int getpid(void);")
local ok, p = pcall(function() return ffi.C.getpid() end)
if ok and p and tonumber(p) and tonumber(p) > 0 then
state.pid = tonumber(p)
return state.pid
end
end
end
state.pid = 1000 + math.random(1, 8999)
return state.pid
end
local function ensureFfi()
if state.ffiReady then return state.ffi end
if state.ffi == false then return nil end
local ok, ffi = pcall(require, "ffi")
if not ok or not ffi then
state.ffi = false
return nil
end
state.ffi = ffi
if state.isWindows then
state.ffiReady = true
return ffi
end
-- Darwin sockaddr_un has sun_len + uint8_t family; Linux uses u16 family.
local osName = love.system.getOS()
local cdef
if osName == "OS X" then
cdef = [[
typedef unsigned int socklen_t;
typedef int ssize_t;
struct sockaddr_un {
uint8_t sun_len;
uint8_t sun_family;
char sun_path[104];
};
struct timeval { long tv_sec; int tv_usec; };
int socket(int domain, int type, int protocol);
int connect(int sockfd, const void *addr, socklen_t addrlen);
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
int close(int fd);
]]
else
cdef = [[
typedef unsigned int socklen_t;
typedef int ssize_t;
struct sockaddr_un {
unsigned short sun_family;
char sun_path[108];
};
struct timeval { long tv_sec; long tv_usec; };
int socket(int domain, int type, int protocol);
int connect(int sockfd, const void *addr, socklen_t addrlen);
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
int close(int fd);
]]
end
-- cdef may already be registered from a prior boot; either way we need
-- sockaddr_un usable before claiming readiness
pcall(ffi.cdef, cdef)
local ready = pcall(function() return ffi.new("struct sockaddr_un") end)
if not ready then
state.ffi = false
state.ffiReady = false
return nil
end
state.ffiReady = true
return ffi
end
local function closeSocket()
local sock = state.socket
state.socket = nil
state.connected = false
if not sock then return end
if state.isWindows then
pcall(function() sock:close() end)
elseif state.ffi then
pcall(state.ffi.C.close, sock)
end
end
local function writeRaw(bytes)
if not state.socket then return false end
if state.isWindows then
local ok = pcall(function()
state.socket:seek("end")
local _, writeErr = state.socket:write(bytes)
state.socket:flush()
if writeErr then error(writeErr) end
end)
return ok
end
local ffi = state.ffi
if not ffi then return false end
local ok, sent = pcall(ffi.C.send, state.socket, bytes, #bytes, 0)
return ok and sent == #bytes
end
local function sendFrame(opcode, payload)
local body = payload or ""
local ok, frame = pcall(function()
return packU32(opcode) .. packU32(#body) .. body
end)
if not ok or not frame then return false end
return writeRaw(frame)
end
local function readExact(n)
if not state.socket or n <= 0 then return nil end
if state.isWindows then
local ok, data = pcall(function() return state.socket:read(n) end)
if not ok or not data or #data < n then return nil end
return data
end
local ffi = state.ffi
if not ffi then return nil end
local ok, data = pcall(function()
local buf = ffi.new("char[?]", n)
local got = 0
while got < n do
local nread = ffi.C.recv(state.socket, buf + got, n - got, 0)
if not nread or nread <= 0 then return nil end
got = got + tonumber(nread)
end
return ffi.string(buf, n)
end)
if not ok then return nil end
return data
end
local function receiveFrame()
local header = readExact(8)
if not header then return nil end
local ok, opcode, length = pcall(function()
return unpackU32(header:sub(1, 4)), unpackU32(header:sub(5, 8))
end)
if not ok or not opcode or not length or length < 0 or length > 65536 then
return nil
end
local data = length > 0 and readExact(length) or ""
if data == nil then return nil end
return opcode, data
end
local function unixSocketPaths()
local paths = {}
local envs = { "XDG_RUNTIME_DIR", "TMPDIR", "TMP", "TEMP" }
local bases = {}
for _, key in ipairs(envs) do
local v = os.getenv(key)
if v and v ~= "" then
if v:sub(-1) == "/" then v = v:sub(1, -2) end
bases[#bases + 1] = v
end
end
bases[#bases + 1] = "/tmp"
local suffixes = {
"",
"/app/com.discordapp.Discord",
"/app/com.discordapp.DiscordCanary",
"/app/com.discordapp.DiscordPTB",
"/snap.discord",
"/snap.discord-canary",
}
local seen = {}
for i = 0, 9 do
local name = "discord-ipc-" .. i
for _, base in ipairs(bases) do
for _, suffix in ipairs(suffixes) do
local path = base .. suffix .. "/" .. name
if not seen[path] then
seen[path] = true
paths[#paths + 1] = path
end
end
end
end
return paths
end
local function setSocketTimeout(fd, seconds)
local ffi = state.ffi
if not ffi or not fd then return end
pcall(function()
local tv = ffi.new("struct timeval")
tv.tv_sec = seconds
tv.tv_usec = 0
-- SOL_SOCKET / SO_RCVTIMEO / SO_SNDTIMEO differ by OS
local sol, rcv, snd
if love.system.getOS() == "OS X" then
sol, rcv, snd = 0xffff, 0x1006, 0x1005
else
sol, rcv, snd = 1, 20, 21
end
ffi.C.setsockopt(fd, sol, rcv, tv, ffi.sizeof(tv))
ffi.C.setsockopt(fd, sol, snd, tv, ffi.sizeof(tv))
end)
end
local function connectUnix()
local ffi = ensureFfi()
if not ffi then return false end
local darwin = love.system.getOS() == "OS X"
local maxPath = darwin and 103 or 107
-- AF_UNIX=1, SOCK_STREAM=1 on Linux/macOS
local pathsOk, paths = pcall(unixSocketPaths)
if not pathsOk or not paths then return false end
for _, path in ipairs(paths) do
if #path <= maxPath then
local ok, connected = pcall(function()
local fd = ffi.C.socket(1, 1, 0)
if not fd or fd < 0 then return false end
local addr = ffi.new("struct sockaddr_un")
addr.sun_family = 1
if darwin then
-- SUN_LEN: sizeof(sun_len+sun_family) + path + NUL
addr.sun_len = 2 + #path + 1
end
ffi.copy(addr.sun_path, path)
local rc = ffi.C.connect(fd, ffi.cast("void*", addr), ffi.sizeof(addr))
if rc == 0 then
setSocketTimeout(fd, 1) -- handshake must not freeze the game
state.socket = fd
return true
end
ffi.C.close(fd)
return false
end)
if ok and connected then return true end
end
end
return false
end
local function connectWindows()
for i = 0, 9 do
local path = "\\\\.\\pipe\\discord-ipc-" .. i
local ok, file = pcall(io.open, path, "r+")
if ok and file then
state.socket = file
return true
end
end
return false
end
local function handshake()
local ok, payload = pcall(Json.encode, { v = 1, client_id = DiscordPresence.APP_ID })
if not ok or not payload then return false end
if not sendFrame(OP_HANDSHAKE, payload) then return false end
-- Discord echoes READY as a FRAME. A timeout/missing client is a soft miss.
local opcode = receiveFrame()
if opcode == OP_FRAME then return true end
-- Windows named pipes have no easy read timeout: if the write succeeded
-- and Discord is present, proceed optimistically so boot never blocks.
if state.isWindows then return true end
return false
end
local function noteAbsent()
if state.loggedAbsent then return end
state.loggedAbsent = true
-- info, not warn: missing Discord is normal for many players
Logger.info("discord: rich presence unavailable (Discord not running)")
end
local function connect()
local ok, result = pcall(function()
closeSocket()
local linked
if state.isWindows then
linked = connectWindows()
else
linked = connectUnix()
end
if not linked then return false end
if not handshake() then
closeSocket()
return false
end
state.connected = true
state.dirty = true
state.lastSentKey = nil
state.loggedAbsent = false
state.subscribedJoin = false
-- ask for "friend clicked join" dispatches; a plain outbound write, so
-- it's harmless to send even on Windows, where the inbound poll below
-- isn't implemented yet (see pollJoinRequest)
if sendFrame(OP_FRAME, Json.encode({
cmd = "SUBSCRIBE", evt = "ACTIVITY_JOIN", nonce = nonce(),
})) then
state.subscribedJoin = true
end
Logger.info("discord: rich presence connected")
return true
end)
if not ok then
closeSocket()
return false
end
return result and true or false
end
local function locationName(game, mapId)
if not mapId then return nil end
local field = game and game.data and game.data.field
local townMap = field and field.townMap
local locations = townMap and (townMap.locations or townMap)
local entry = type(locations) == "table" and locations[mapId]
if type(entry) == "table" then
local name = entry.name or entry.label
if type(name) == "string" and name ~= "" then return name end
end
local def = game and game.data and game.data.maps and game.data.maps[mapId]
if def and type(def.label) == "string" and def.label ~= "" then
-- PalletTown -> Pallet Town
return def.label:gsub("(%l)(%u)", "%1 %2")
end
return tostring(mapId):gsub("_", " ")
end
local function speciesName(game, species)
if not species or not game or not game.data or not game.data.pokemon then
return nil
end
local def = game.data.pokemon[species]
return def and def.name or tostring(species):gsub("_", " ")
end
local function buildActivity()
local details, activityState
if state.activity == "battle" then
details = state.battleLabel or "In battle"
activityState = state.location and (state.location) or "Kanto"
elseif state.activity == "exploring" and state.location then
details = state.location
activityState = "Exploring the overworld"
else
details = state.location or "Kanto"
activityState = "At the title screen"
end
local activity = {
details = details,
state = activityState,
timestamps = { start = state.startedAt },
assets = {
large_image = "logo",
large_text = "Pokemon Gen1Recomp",
},
}
-- a party/join-secret pair is what makes Discord show "Ask to Join" on
-- the profile card; the secret carries our own room/tournament code plus
-- a one-letter kind tag ("m"/"t") so the click handler on the other end
-- knows which screen to jump into -- Discord only echoes the string
-- back, so the kind has to ride inside it
if state.joinCode then
local kindTag = state.joinKind == "tournament" and "t" or "m"
activity.party = { id = "pokeport-" .. state.joinCode,
size = { state.partySize, state.partyMax } }
activity.secrets = { join = "join:" .. kindTag .. ":" .. state.joinCode }
end
return activity
end
local function activityKey(activity)
local partyKey = activity.party
and (activity.party.size[1] .. "/" .. activity.party.size[2]) or ""
return (activity.details or "") .. "|" .. (activity.state or "") .. "|"
.. (activity.secrets and activity.secrets.join or "") .. "|" .. partyKey
end
local function flush(force)
if not state.enabled or not state.connected then return end
local ok = pcall(function()
local now = love.timer.getTime()
if not force and (now - state.lastSendAt) < MIN_UPDATE_INTERVAL then
state.dirty = true
return
end
local activity = buildActivity()
local key = activityKey(activity)
if not force and key == state.lastSentKey then
state.dirty = false
return
end
local payload = Json.encode({
cmd = "SET_ACTIVITY",
args = {
pid = resolvePid(),
activity = activity,
},
nonce = nonce(),
})
if not sendFrame(OP_FRAME, payload) then
closeSocket()
state.nextReconnectAt = now + RECONNECT_INTERVAL
return
end
state.lastSentKey = key
state.lastSendAt = now
state.dirty = false
end)
if not ok then
closeSocket()
local now = love and love.timer and love.timer.getTime and love.timer.getTime() or 0
state.nextReconnectAt = now + RECONNECT_INTERVAL
end
end
local function setPresence(fields)
-- event listeners must never throw into the overworld/battle path
pcall(function()
if fields.location ~= nil then state.location = fields.location end
if fields.mapId ~= nil then state.mapId = fields.mapId end
if fields.activity ~= nil then state.activity = fields.activity end
if fields.clearBattle then
state.battleLabel = nil
elseif fields.battleLabel ~= nil then
state.battleLabel = fields.battleLabel
end
state.dirty = true
flush(false)
end)
end
local function subscribe(game)
local events = Runtime.events
if not events or not events.on then return end
local function track(name, fn)
state.unsubs[#state.unsubs + 1] = events:on(name, fn, 0, "discord")
end
track("map.entered", function(ev)
local mapId = ev and ev.mapId
setPresence({
mapId = mapId,
location = locationName(game, mapId),
activity = "exploring",
clearBattle = true,
})
end)
track("battle.started", function(ev)
local battle = ev and ev.battle
local label = "In battle"
if ev and ev.kind == "wild" then
local name = speciesName(game, ev.species)
if name then
label = "Battling wild " .. name
if ev.level then label = label .. " Lv" .. tostring(ev.level) end
else
label = "Wild battle"
end
elseif ev and ev.kind == "trainer" then
local tname = battle and battle.trainer and battle.trainer.name
label = tname and ("Battling " .. tname) or "Trainer battle"
elseif ev and ev.kind == "link" then
label = "Link battle"
end
local mapId = state.mapId
or (game.save and game.save.player and game.save.player.map)
setPresence({
activity = "battle",
battleLabel = label,
location = locationName(game, mapId) or state.location,
mapId = mapId,
})
end)
track("battle.ended", function()
local mapId = state.mapId
or (game.save and game.save.player and game.save.player.map)
setPresence({
activity = mapId and "exploring" or "menu",
clearBattle = true,
location = locationName(game, mapId) or state.location,
mapId = mapId,
})
end)
track("screen.pushed", function(ev)
local s = ev and ev.state
local id = s and s.screenId
if not id and s and s.onNewGame then id = "TitleState" end
if id == "TitleState" or id == "IntroMovie" then
state.mapId = nil
setPresence({
activity = "menu",
location = id == "IntroMovie" and "Watching the intro" or "Title screen",
clearBattle = true,
})
end
end)
end
-- Advertise (or clear, with code=nil) an online-match/tournament code as a
-- Discord join secret. LinkState/Tournament call this once they have a
-- real code from the relay, and clear it again once paired/started or the
-- hosting screen exits (an invite that's already full or gone is worse
-- than no invite). kind is "match" (default) or "tournament"; size/max are
-- the party.size Discord shows (default 1/2, a plain 1v1 room) -- a
-- tournament passes its live roster count and a generous cap instead, and
-- should call this again whenever the roster changes, not just once.
function DiscordPresence.setJoinCode(code, kind, size, max)
pcall(function()
state.joinCode = code
state.joinKind = kind or "match"
state.partySize = size or 1
state.partyMax = max or 2
state.dirty = true
flush(false)
end)
end
-- A friend clicked "Ask to Join" on our profile and Discord delivered the
-- secret back over this same connection. Only act from a safe spot (never
-- yank the player out of a battle or an already-running link session) --
-- "exploring"/"menu" are the coarse buckets subscribe() above already
-- tracks; anything more specific (a shop, a dialogue box) is a rarer miss
-- worth accepting rather than adding a second, finer-grained state tracker
-- just for this.
local function handleJoinRequest(secret)
if not secret or secret == "" then return end
if state.activity == "battle" then return end
local game = state.game
if not game or not game.stack then return end
local top = game.stack:top()
if top and top.stage and top.net then return end -- already in a link session
local kindTag, code = secret:match("^(%a):(.+)$")
if not kindTag then kindTag, code = "m", secret end -- older/plain secret: assume match
Runtime.emit("discord.join_requested", { code = code, kind = kindTag })
if kindTag == "t" then
local ok, Tournament = pcall(require, "src.link.Tournament")
if ok and Tournament.newJoinOnline then
game.stack:push(Tournament.newJoinOnline(game, code))
end
else
local ok, LinkState = pcall(require, "src.link.LinkState")
if ok and LinkState.newJoinOnline then
game.stack:push(LinkState.newJoinOnline(game, code))
end
end
end
-- non-blocking peek for an incoming ACTIVITY_JOIN dispatch. Unix (FFI)
-- only for now: reading a Windows named pipe without risking a stall needs
-- a HANDLE-level PeekNamedPipe that the plain io.open() connection below
-- doesn't give us, so a Windows player's presence/party/join-secret still
-- all work (they can still be seen and clicked), the click just isn't
-- delivered back to their own game session yet.
local function pollJoinRequest()
if state.isWindows or not state.ffi or not state.socket or not state.subscribedJoin then
return
end
pcall(function()
local ffi = state.ffi
local dontwait = MSG_DONTWAIT_BY_OS[love.system.getOS()] or 0
local hbuf = ffi.new("char[8]")
local n = ffi.C.recv(state.socket, hbuf, 8, dontwait)
if not n or tonumber(n) <= 0 then return end -- nothing waiting right now
local header = ffi.string(hbuf, 8)
local opcode = unpackU32(header:sub(1, 4))
local length = unpackU32(header:sub(5, 8))
if not opcode or not length or length < 0 or length > 65536 then return end
-- the body may lag the header by a packet; the connection's normal
-- (short-timeout) blocking read is fine here since it has already
-- announced its exact length
local body = length > 0 and readExact(length) or ""
if body == nil then return end
if opcode == 3 then -- PING -> PONG, keeps Discord from closing on us
sendFrame(4, body)
return
end
if opcode ~= 1 then return end
local decoded = Json.decode(body)
if decoded and decoded.evt == "ACTIVITY_JOIN" then
local secret = decoded.data and decoded.data.secret
if type(secret) == "string" and secret ~= "" then
if secret:sub(1, 5) == "join:" then secret = secret:sub(6) end
handleJoinRequest(secret)
end
end
end)
end
function DiscordPresence.init(game)
local ok, err = pcall(function()
DiscordPresence.shutdown()
if disabledByEnv() or not isDesktop() then return end
state.enabled = true
state.isWindows = love.system.getOS() == "Windows"
state.startedAt = os.time()
state.activity = "menu"
state.location = "Title screen"
state.mapId = nil
state.battleLabel = nil
state.joinCode = nil
state.game = game
state.dirty = true
state.nextReconnectAt = 0
state.loggedAbsent = false
if not state.isWindows and not ensureFfi() then
-- no FFI / broken cdef: stay disabled, never throw
state.enabled = false
return
end
subscribe(game)
if connect() then
flush(true)
else
noteAbsent()
local now = (love.timer and love.timer.getTime and love.timer.getTime()) or 0
state.nextReconnectAt = now + RECONNECT_INTERVAL
end
end)
if not ok then
closeSocket()
state.enabled = false
-- still soft: a broken presence stack must not abort boot
Logger.info("discord: rich presence disabled (%s)", tostring(err))
end
end
function DiscordPresence.update(_dt)
if not state.enabled then return end
pcall(function()
local now = love.timer.getTime()
if not state.connected then
if now >= state.nextReconnectAt then
state.nextReconnectAt = now + RECONNECT_INTERVAL
if connect() then
flush(true)
else
noteAbsent()
end
end
return
end
pollJoinRequest()
if state.dirty then flush(false) end
end)
end
function DiscordPresence.shutdown()
pcall(function()
for _, unsub in ipairs(state.unsubs) do
pcall(unsub)
end
state.unsubs = {}
if state.connected then
pcall(function()
-- omit activity to clear the presence
sendFrame(OP_FRAME, Json.encode({
cmd = "SET_ACTIVITY",
args = { pid = resolvePid() },
nonce = nonce(),
}))
sendFrame(OP_CLOSE, "{}")
end)
end
closeSocket()
end)
state.enabled = false
state.dirty = false
state.lastSentKey = nil
state.connected = false
state.socket = nil
state.subscribedJoin = false
state.joinCode = nil
end
-- test / debug helpers
DiscordPresence._state = state
DiscordPresence.locationName = locationName
DiscordPresence.handleJoinRequest = handleJoinRequest
return DiscordPresence
+16 -1
View File
@@ -12,12 +12,27 @@ function FixedStep:init(callback)
self.callback = callback
end
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
-- steps), which silently throttled the high fast-forward levels: at 100X
-- a 60fps frame wants ~100 steps. Game:update raises this to fit the
-- current speed target; a stall still cannot snowball past one frame's
-- intended budget.
FixedStep.maxAccum = MAX_ACCUM
function FixedStep:update(dt)
self.accum = math.min(self.accum + dt, MAX_ACCUM)
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
while self.accum >= self.STEP do
self.accum = self.accum - self.STEP
self.callback(self.STEP)
end
end
-- Drop any pending catch-up steps. A hitch inside one logic step (map
-- seam setMap / song start) makes the next real-time dt huge; without this
-- the while-loop above would advance many walk frames before the next
-- draw, which looks like a slide with no leg animation (issue #93).
function FixedStep:discardCatchup()
self.accum = 0
end
return FixedStep
+72
View File
@@ -0,0 +1,72 @@
-- Render frame-rate cap. With a driver control panel forcing
-- vsync off, the 160x144 game is trivially cheap and love.run will present
-- thousands of frames a second; over hours that cooks the graphics driver
-- until a restart, and it wastes power whenever the window is left open in
-- the background. A hard cap bounds the present rate. Render-only: game
-- logic is fixed-step off dt (src/core/FixedStep.lua), so pacing present()
-- changes nothing about timing, audio, or determinism.
--
-- Persisted as save.options.fpsCap; applied from OptionsMenu and on boot
-- via Game:applyOptions. main.lua's love.run reads FrameCap.current each
-- frame for its sleep budget. The module never touches love.timer itself,
-- so it stays safe under the headless test stub.
local FrameCap = {}
-- Selectable steps: the normal framerate stops between the floor and the
-- ceiling. STEPS[1] == MIN and STEPS[#STEPS] == MAX, so the nearest-step
-- snap in normalize doubles as the clamp. Cycling past the last wraps.
FrameCap.STEPS = { 30, 40, 50, 60, 75, 90, 100, 120, 144, 160 }
FrameCap.MIN = 30
FrameCap.MAX = 160
FrameCap.DEFAULT = 60
-- The live cap the run loop paces to. Defaults so the launcher and the
-- save editor are paced before any save applies its stored option.
FrameCap.current = FrameCap.DEFAULT
-- Nearest valid step for an arbitrary value (a hand-edited options.lua or
-- an old save with no fpsCap key), so a bad number degrades to something
-- sane; nil / non-numbers fall back to the default. A value below MIN or
-- above MAX snaps to that end, since MIN/MAX are the first/last steps.
function FrameCap.normalize(value)
value = tonumber(value)
if not value then return FrameCap.DEFAULT end
local best, bestDiff = FrameCap.DEFAULT, math.huge
for _, step in ipairs(FrameCap.STEPS) do
local diff = math.abs(step - value)
if diff < bestDiff then best, bestDiff = step, diff end
end
return best
end
-- plain numeric text for the options row (e.g. "60")
function FrameCap.label(value)
return tostring(FrameCap.normalize(value))
end
-- cycle to the next/previous step, wrapping (the options row idiom)
function FrameCap.cycle(value, dir)
local steps = FrameCap.STEPS
local snapped = FrameCap.normalize(value)
local cur = 1
for i, step in ipairs(steps) do
if step == snapped then cur = i break end
end
local nextIdx = (cur - 1 + (dir or 1)) % #steps + 1
return steps[nextIdx]
end
-- Store the chosen cap as the live value the run loop paces to. Never
-- touches love.timer, so it is safe headless -- the loop just reads the
-- number back. Returns the normalized value it stored.
function FrameCap.apply(value)
FrameCap.current = FrameCap.normalize(value)
return FrameCap.current
end
function FrameCap.applyOptions(opts)
FrameCap.apply(opts and opts.fpsCap)
end
return FrameCap
+156 -20
View File
@@ -8,7 +8,7 @@ local Logger = require("src.core.Logger")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local TouchInput = require("src.core.TouchInput")
local TouchControls = require("src.core.TouchControls")
local ModLoader = require("src.mods.Loader")
local ModRuntime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
@@ -17,7 +17,7 @@ local Game = {}
-- dev-mode gate for the F5/backtick hotkeys; false keeps every src/dev
-- module unloaded, so a player boot never touches a byte of dev code
local devMode = os.getenv("POKEPORT_DEV") == "1"
local devMode = os.getenv("POKEPORT_DEV") == "1" or _G.POKEPORT_DEV_MODE == true
-- the boot screen ids (field.boot.screens); a plain function so the
-- headless harness can borrow makeTitleState onto a stub game
@@ -37,12 +37,15 @@ function Game:load()
self.mods = ModLoader.new()
self.mods:load(Data)
self.modStatus = self.mods:status()
-- render pipelines dispatch off the merged dataset; point them at the
-- one the mods just merged into before anything can draw a frame
require("src.render.Pipelines").install(Data)
self.input = Input
Input:init()
self.touchInput = TouchInput
TouchInput:init()
self.touchControls = TouchControls
TouchControls:init()
self.renderer = Renderer
Renderer:init()
@@ -68,6 +71,10 @@ function Game:load()
local OverworldState = require("src.world.OverworldController")
self.overworld = OverworldState
-- Discord Rich Presence: map name / battle status on the player's profile.
-- Soft-fail: missing Discord / IPC errors must never block boot.
pcall(function() require("src.core.DiscordPresence").init(self) end)
-- every service is up but nothing is on the stack yet; this payload is
-- the sanctioned way for a mod to obtain the Game object
ModRuntime.emit("game.ready", { game = self })
@@ -95,7 +102,12 @@ end
-- total conversion overrides. Threaded into SaveData so persistence stays
-- free of a Data dependency.
function Game:bootConfig()
return self.data and self.data.field and self.data.field.boot
local boot = self.data and self.data.field and self.data.field.boot
-- stamp the running game version onto the boot config so a New Game records
-- it (SaveData.newGame reads boot.version); this is what routes a Blue
-- playthrough to save_blue.lua and Blue's version-gated content
if boot then boot.version = require("src.core.GameVersion").get() end
return boot
end
-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
@@ -103,7 +115,7 @@ end
function Game:makeTitleState()
local OverworldState = require("src.world.OverworldController")
local factory = Screens.get(self, bootScreens(self).title or "TitleState")
return factory.new(self, {
local title = factory.new(self, {
onNewGame = function()
while self.stack:top() do self.stack:pop() end
-- New Game keeps the standalone options.lua preferences
@@ -126,6 +138,8 @@ function Game:makeTitleState()
end
end,
})
title.screenId = title.screenId or "TitleState"
return title
end
-- QUIT from the START menu: back to the title like a power-cycle,
@@ -148,17 +162,53 @@ function Game:step(dt)
self.stack:update(dt)
-- play time for the trainer card / save screen
self.save.playTime = (self.save.playTime or 0) + dt
require("src.core.Music").update(Data)
-- Music.update is NOT serviced here: it decrements fade counters and
-- drives ChipAudio once per call, so running it inside the logic step
-- would pitch music and sfx up under fast-forward. Game:update advances
-- it on its own real-time 60Hz accumulator instead.
end
-- The logic multiplier for this frame. Read live rather than cached so the
-- Options row takes effect immediately; speedOverride is the --speed /
-- POKEPORT_SPEED run argument, which wins over the saved option so a bot
-- or screenshot run does not depend on whatever the player last chose.
function Game:logicSpeed()
local GameSpeed = require("src.core.GameSpeed")
if self.speedOverride then return GameSpeed.clamp(self.speedOverride) end
local opts = self.save and self.save.options
return GameSpeed.clamp(opts and opts.speed or GameSpeed.DEFAULT)
end
function Game:update(dt)
-- Touch timers / prior-frame auto-releases before the fixed step so
-- deferred A and edge pulses land in Input's press queue for this step.
TouchInput:update(dt)
FixedStep:update(dt)
-- Fast-forward scales only the logic clock (see src/core/GameSpeed.lua).
-- Give the accumulator room for one full frame at the current speed,
-- or the anti-spiral clamp quietly caps every level above ~15X.
local speed = self:logicSpeed()
FixedStep.maxAccum = math.max(0.25, speed * FixedStep.STEP * 1.5)
FixedStep:update(dt * speed)
-- Audio runs off real time at a fixed 60Hz regardless of game speed or
-- display refresh, so fades and chip synthesis keep their intended tempo
-- whether we are at 1X, 10X, or running with vsync disabled.
local step = FixedStep.STEP
self.audioAccum = math.min((self.audioAccum or 0) + dt, 0.25)
while self.audioAccum >= step do
self.audioAccum = self.audioAccum - step
require("src.core.Music").update(Data)
end
-- Overworld tilt toggle tween: presentational, so it runs on the real
-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
require("src.render.Tilt").update(dt)
-- mod render pipelines tween on the same real-frame clock, for the same
-- reason: they are presentational, so fast-forward must not speed them up
require("src.render.Pipelines").update(dt)
pcall(function() require("src.core.DiscordPresence").update(dt) end)
-- Steady-state memory backstop: advance the incremental collector one
-- small step every rendered frame. The heavy GPU objects are now freed
-- explicitly (map eviction, battle exit, canvas/renderer swaps), so this
-- only has to keep ordinary Lua-heap garbage (per-frame tables/closures)
-- from drifting upward over a long session, and to spread collection out
-- so the default lazy schedule never batches it into a visible pause.
if collectgarbage then collectgarbage("step", 1) end
end
-- render.zones' identity default: unhooked, the zone list reaches the blit
@@ -193,13 +243,19 @@ function Game:draw()
worldZones = self.overworld:sgbWorldZones()
end
Renderer:endFrame(zones, worldZones)
-- on-screen mobile controls: pure screen-space, over the finished frame
TouchControls:draw()
end
-- overworld survey zoom: wheel up / '=' zooms in, wheel down / '-' out
function Game:zoomStep(delta)
local Zoom = require("src.render.Zoom")
if not Zoom.gateOK(self.stack:top(), self.overworld) then return end
Zoom.step(delta, Renderer:fitScale())
local offset = Zoom.step(delta, Renderer:fitScale())
if self.save and self.save.options then
self.save.options.zoom = offset
self:writeOptions()
end
end
function Game:wheelmoved(_, dy)
@@ -248,10 +304,22 @@ function Game:keypressed(key)
self:zoomStep(1)
return
elseif key == "2" then
-- cycle COLORS (GBC / OG / OG INV / GBC INV / CLASSIC); always on
local PaletteFX = require("src.render.PaletteFX")
self.save.options.colors = PaletteFX.cycleMode()
self:writeOptions()
-- cycle COLORS (GBC / OG / OG INV / GBC INV / CLASSIC); the pack change
-- forces Game.overworld:reloadMap, which rebuilds the live NPC array, so
-- hold it while a warp/transition or an on-screen scripted cutscene is
-- driving the overworld rather than tear the escort's NPCs out mid-move
local ow = self.overworld
local top = self.stack:top()
local busy = ow and (ow.transitioning
or (top == ow and (
(ow.runner and ow.runner.isRunning and ow.runner:isRunning())
or (ow.scriptMoves and #ow.scriptMoves > 0)
or ow.engaging or ow.emote)))
if not busy then
local PaletteFX = require("src.render.PaletteFX")
self.save.options.colors = PaletteFX.cycleMode()
self:writeOptions()
end
return
elseif key == "3" then
-- cycle TILT OFF → 15 → 35 → 50 → OFF (mnemonic: 3D), free-roam only
@@ -261,13 +329,34 @@ function Game:keypressed(key)
self:writeOptions()
end
return
elseif key == "4" then
-- cycle ZOOM through every integer level (survey → FIT → close-up → wrap)
local Zoom = require("src.render.Zoom")
if Zoom.gateOK(self.stack:top(), self.overworld) then
self.save.options.zoom = Zoom.cycle(Renderer:fitScale())
self:writeOptions()
end
return
elseif key == "5" then
-- cycle GBC FX OFF → 1 → 2 → 3 → 4 (unlit-GBC ladder); always on
-- desktop. Mobile refuses the present shader (issue #136).
local GBCFX = require("src.render.GBCFX")
if not GBCFX.isSupported() then return end
self.save.options.gbcfx = GBCFX.cycle()
self:writeOptions()
return
end
-- Mod render pipelines claim their hotkeys last, so one can never shadow
-- an engine display key however a mod declares it (12 §rendering
-- pipelines). syncOptions writes the whole ladder back, including the
-- tilt exclusion a world pipeline forces.
local Pipelines = require("src.render.Pipelines")
if Pipelines.hotkey(key, self.stack:top(), self.overworld) then
Pipelines.syncOptions(self.save.options)
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
self:writeOptions()
return
end
Input:keypressed(key)
end
@@ -285,6 +374,9 @@ function Game:keyreleased(key)
end
function Game:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the
-- next screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad()
-- BindingsMenu's pad capture rides the same top-state routing as keys
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
@@ -299,19 +391,43 @@ function Game:gamepadreleased(joystick, button)
end
function Game:gamepadaxis(joystick, axis, value)
-- past-deadzone only, so resting-stick drift can't hide the overlay
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
Input:gamepadaxis(joystick, axis, value)
end
-- Window focus/visibility flips: a release due while unfocused/hidden can
-- be swallowed by the OS. Reset on both edges -- gaining focus with a
-- physically held key won't re-fire keypressed, so trusting leftover
-- state is worse than asking the player to re-press.
function Game:focus(f)
Input:reset()
TouchControls:reset()
end
function Game:visible(v)
Input:reset()
TouchControls:reset()
end
-- A disconnected/dropped controller can't send the button-up for whatever
-- it was holding, so drop all input state rather than try to guess which
-- flags it owned.
function Game:joystickremoved(joystick)
Input:reset()
TouchControls:joystickremoved()
end
function Game:touchpressed(id, x, y)
TouchInput:touchpressed(id, x, y)
TouchControls:touchpressed(id, x, y)
end
function Game:touchmoved(id, x, y)
TouchInput:touchmoved(id, x, y)
TouchControls:touchmoved(id, x, y)
end
function Game:touchreleased(id, x, y)
TouchInput:touchreleased(id, x, y)
TouchControls:touchreleased(id, x, y)
end
-- Point the loader's mod.save backing at this save's modData so per-mod
@@ -362,7 +478,20 @@ function Game:applyOptions(opts)
if Sound.applyOptions then Sound.applyOptions(opts) end
require("src.render.PaletteFX").applyOptions(opts)
require("src.render.Tilt").applyOptions(opts)
require("src.render.GBCFX").applyOptions(opts)
-- after Tilt, so a persisted world pipeline can switch the tilt level it
-- just restored back off (the two are mutually exclusive)
require("src.render.Pipelines").applyOptions(opts)
require("src.render.Zoom").applyOptions(opts)
require("src.render.TileRenderer").applyOptions(opts)
-- returns true when a persisted GBC FX level was cleared on mobile
local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
require("src.core.VideoMode").applyOptions(opts)
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
-- fpsCap key pace at the standard rate (issue #88)
require("src.core.FrameCap").applyOptions(opts)
Input:applyBindings(opts.bindings)
-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
if gbcCleared then self:writeOptions() end
end
function Game:restoreSave(loaded, recovered)
@@ -374,6 +503,13 @@ function Game:restoreSave(loaded, recovered)
-- SaveData.load and skip on the format guard
local activeMods = self.modStatus and self.modStatus.loaded
SaveData.runMigrations(loaded, self.mods and self.mods.migrations, activeMods)
-- Issue #103: 0.1.11 softlocks left CONTINUE in HALL_OF_FAME with
-- lastOutdoor on Indigo. One-shot relocate + heal before validate.
if SaveData.needsPostGameRescue(loaded) then
SaveData.applyPostGameHome(loaded, self:bootConfig())
local Pokemon = require("src.pokemon.Pokemon")
for _, mon in ipairs(loaded.party or {}) do Pokemon.heal(mon) end
end
local modsDiff = SaveData.modsDiff(loaded, activeMods)
local report = SaveData.validate(loaded, self.data)
report.recovered = recovered
+54
View File
@@ -0,0 +1,54 @@
-- Fast-forward multiplier for game logic.
--
-- Speeding up means running the 1/60 fixed step N times per real frame
-- (Game:update), so everything driven by the step -- movement, text,
-- battle timing, scripts -- advances N times faster while staying
-- deterministic. Audio deliberately does NOT scale: Music.update drives
-- fade counters and ChipAudio synthesis off its own real-time 60Hz
-- accumulator in Game:update, so music and sfx play at normal pitch and
-- tempo at every speed.
--
-- Vsync still caps how much work a real frame can do, so 10X is a target
-- rather than a promise on a slow machine -- the logic simply runs as many
-- steps as the frame budget allows.
local GameSpeed = {}
-- 20X exists for the bot runs (tests/drivers/route.lua): a full-route
-- attempt is long enough that the iteration loop, not the engine, is the
-- bottleneck. Vsync caps how much a real frame can do, so past 10X the
-- multiplier is increasingly a ceiling rather than a rate.
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75, 100,200 }
GameSpeed.DEFAULT = 1
function GameSpeed.levelLabel(v)
v = tonumber(v) or GameSpeed.DEFAULT
if v == 1 then return "NORMAL" end
return tostring(v) .. "X"
end
-- nearest valid level for an arbitrary value (a hand-edited options.lua or
-- a --speed argument), so a bad number degrades to something sane
function GameSpeed.clamp(v)
v = tonumber(v)
if not v then return GameSpeed.DEFAULT end
local best, bestDiff = GameSpeed.DEFAULT, math.huge
for _, level in ipairs(GameSpeed.LEVELS) do
local diff = math.abs(level - v)
if diff < bestDiff then best, bestDiff = level, diff end
end
return best
end
-- cycle to the next/previous level, wrapping (the options row idiom)
function GameSpeed.cycle(v, dir)
local levels = GameSpeed.LEVELS
local cur = 1
for i, level in ipairs(levels) do
if level == GameSpeed.clamp(v) then cur = i break end
end
local nextIdx = (cur - 1 + (dir or 1)) % #levels + 1
return levels[nextIdx]
end
return GameSpeed
+77
View File
@@ -0,0 +1,77 @@
-- Which Gen-1 game this process is running: Red (the historical default) or
-- Blue. One source of truth for everything that differs by version -- the
-- accepted ROM hash, the import manifest, where the extracted cache lives,
-- and the save-file suffix -- so the importer, cache mount, SaveData, title
-- screen and palette all agree.
--
-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
-- so existing installs are untouched; Blue is namespaced under blue/ and
-- _blue so both can be imported and played side by side.
--
-- Zero requires, so it loads during love.conf and under plain Lua for tools
-- and tests. The active version is a process-global set once at boot from
-- the launcher's column choice (main.lua); it defaults to Red.
local GameVersion = {}
GameVersion.VERSIONS = {
red = {
id = "red",
label = "Red",
displayName = "Pokemon Red",
sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
manifest = "tools/rom_manifest.json",
cachePrefix = "", -- Red owns the cache root (backwards compatible)
saveSuffix = "", -- save.lua / save.lua.bak / save.lua.tmp
},
blue = {
id = "blue",
label = "Blue",
displayName = "Pokemon Blue",
sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
manifest = "tools/rom_manifest_blue.json",
cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
},
}
-- Launcher column order (Yellow is still a placeholder, handled by the UI).
GameVersion.ORDER = { "red", "blue" }
GameVersion.current = "red"
function GameVersion.set(id)
GameVersion.current = GameVersion.VERSIONS[id] and id or "red"
return GameVersion.current
end
function GameVersion.get()
return GameVersion.current
end
function GameVersion.isBlue()
return GameVersion.current == "blue"
end
-- Metadata for a version id, defaulting to the active one.
function GameVersion.info(id)
return GameVersion.VERSIONS[id or GameVersion.current]
end
function GameVersion.saveSuffix(id)
return GameVersion.info(id).saveSuffix
end
function GameVersion.cachePrefix(id)
return GameVersion.info(id).cachePrefix
end
-- The version a ROM belongs to, by its SHA-1, or nil for an unknown ROM.
function GameVersion.forSha1(sha1)
for id, info in pairs(GameVersion.VERSIONS) do
if info.sha1 == sha1 then return id end
end
return nil
end
return GameVersion
+117 -15
View File
@@ -3,7 +3,7 @@
local Input = {}
local BINDINGS = {
local DEFAULT_BINDINGS = {
up = "up", w = "up",
down = "down", s = "down",
left = "left", a = "left",
@@ -11,15 +11,23 @@ local BINDINGS = {
z = "a", ["return"] = "a", space = "a",
x = "b", backspace = "b",
["kpenter"] = "start", escape = "start",
-- Select: fight-menu move reorder + bag item reorder. Tab is the
-- discoverable default (shown in CONTROLS); both shifts stay as
-- aliases so Right-Shift muscle memory from older builds still works.
tab = "select",
rshift = "select",
lshift = "select",
}
-- keys that map to "start" but also to "a" would conflict; keep Enter = a,
-- Escape = start for desktop friendliness.
-- LÖVE's standard gamepad mapping (SDL game controller DB), consistent
-- across Xbox/PlayStation/generic controllers on desktop and mobile.
local GAMEPAD_BINDINGS = {
-- across Xbox/PlayStation/generic controllers on desktop and mobile. Some
-- third-party pads report their own SDL mapping for a given physical
-- button (e.g. Select/Back/View on off-brand XInput pads), which is what
-- src/ui/BindingsMenu.lua's rebinding is for -- see applyBindings below.
local DEFAULT_GAMEPAD_BINDINGS = {
dpup = "up", dpdown = "down", dpleft = "left", dpright = "right",
a = "a", b = "b",
start = "start", back = "select",
@@ -32,48 +40,142 @@ local STICK_ON = 0.5
local STICK_OFF = 0.3
function Input:init()
self:applyBindings(nil)
self:reset()
end
-- Layers a player's rebind choices (save.options.bindings, written by
-- src/ui/BindingsMenu.lua) on top of the defaults above. A rebind adds an
-- extra way to trigger that action instead of replacing the default key,
-- so e.g. Z/Enter/Space all still press A even after binding a 4th key to
-- it. Call whenever options load or change (see Game:applyOptions and
-- BindingsMenu:storeBinding) -- without this the menu records a choice
-- that never actually reaches gameplay.
function Input:applyBindings(overlay)
local keys, pads = {}, {}
for key, action in pairs(DEFAULT_BINDINGS) do keys[key] = action end
for button, action in pairs(DEFAULT_GAMEPAD_BINDINGS) do pads[button] = action end
for actionId, binding in pairs(overlay or {}) do
if type(binding) == "table" then
if binding.key then keys[binding.key] = actionId end
if binding.pad then pads[binding.pad] = actionId end
elseif type(binding) == "string" then
keys[binding] = actionId
end
end
self.keyBindings = keys
self.padBindings = pads
end
-- Purely event-driven state (press sets true, release sets false) has no
-- fallback if a release event never arrives -- focus loss, a minimized
-- window, or a disconnected gamepad can all swallow the key-up/button-up
-- that would have cleared a held direction. Called from Game on those
-- transitions so a stuck flag can't outlive them.
function Input:reset()
self.state = {}
self.pressQueue = {}
self.pressed = {}
self.sources = {}
self.stickAxis = { x = 0, y = 0 }
self.stickDir = nil
end
function Input:keypressed(key)
local btn = BINDINGS[key]
if btn then
-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
-- same GB button. Track them individually so releasing one doesn't clear
-- a hold another source still owns, and so a press+release that both land
-- before the next FixedStep can't be revived when step() drains the queue.
local function press(self, btn, source)
local sources = self.sources[btn]
if not sources then
sources = {}
self.sources[btn] = sources
end
if not sources[source] then
sources[source] = true
table.insert(self.pressQueue, btn)
end
self.state[btn] = true
end
local function release(self, btn, source)
local sources = self.sources[btn]
if sources then
sources[source] = nil
if next(sources) == nil then
-- Leave an empty table (not nil) so step() can tell a real
-- source was released before the queue drained, versus a
-- synthetic pressQueue inject that never had sources at all.
self.state[btn] = false
end
else
self.state[btn] = false
end
end
function Input:keypressed(key)
local btn = self.keyBindings[key]
if btn then
press(self, btn, "key:" .. key)
end
end
function Input:keyreleased(key)
local btn = BINDINGS[key]
local btn = self.keyBindings[key]
if btn then
self.state[btn] = false
release(self, btn, "key:" .. key)
end
end
-- Called once per fixed step: promote queued presses to this step's edges.
-- Hold state is owned by live sources (updated in press/release), not
-- re-asserted here -- otherwise a same-frame press→release leaves the
-- button stuck on after the queue drains.
-- Synthetic injects (tests/drivers writing pressQueue directly, with no
-- source entry) still set state so scripted holds keep working.
function Input:step()
self.pressed = {}
for _, btn in ipairs(self.pressQueue) do
self.pressed[btn] = true
self.state[btn] = true
local sources = self.sources[btn]
if sources == nil then
-- synthetic pressQueue inject (tests/drivers): no live source map
self.state[btn] = true
elseif next(sources) ~= nil then
self.state[btn] = true
end
-- sources == {}: real press fully released before this step — keep up
end
for btn, sources in pairs(self.sources) do
if next(sources) == nil then
self.sources[btn] = nil
end
end
self.pressQueue = {}
end
-- The on-screen touch overlay (src/core/TouchControls.lua) presses GB
-- buttons directly by name -- not through a keyboard alias -- so a player
-- rebind can never detach or shadow the overlay.
function Input:overlayPressed(btn)
press(self, btn, "touch:" .. btn)
end
function Input:overlayReleased(btn)
release(self, btn, "touch:" .. btn)
end
function Input:gamepadpressed(joystick, button)
local btn = GAMEPAD_BINDINGS[button]
local btn = self.padBindings[button]
if btn then
table.insert(self.pressQueue, btn)
press(self, btn, "pad:" .. button)
end
end
function Input:gamepadreleased(joystick, button)
local btn = GAMEPAD_BINDINGS[button]
local btn = self.padBindings[button]
if btn then
self.state[btn] = false
release(self, btn, "pad:" .. button)
end
end
@@ -103,10 +205,10 @@ function Input:gamepadaxis(joystick, axis, value)
if newDir ~= self.stickDir then
if self.stickDir then
self.state[self.stickDir] = false
release(self, self.stickDir, "stick")
end
if newDir then
table.insert(self.pressQueue, newDir)
press(self, newDir, "stick")
end
self.stickDir = newDir
end
+19 -8
View File
@@ -114,6 +114,7 @@ local SPECIAL = {
oakRoute = "Music_Routes2",
bike = "Music_BikeRiding",
surf = "Music_Surfing",
evolution = "Music_SafariZone",
}
-- the label a scene role resolves to; call sites keep their own presence
@@ -253,6 +254,7 @@ function Music.stop()
require("src.core.ChipAudio").stopMusic()
state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil
state.chip = false
state.pendingRestore = nil
if previous and Runtime.wants("music.stopped") then
Runtime.emit("music.stopped", { song = previous })
end
@@ -346,18 +348,25 @@ end
function Music.playOnce(data, song)
if not songDef(data, song) then return false end
Music.play(data, song, false, { reason = "once" })
-- play() can no-op (hook silence, failed def); only arm restore when
-- the jingle actually became current
if state.current ~= song then return false end
state.pendingRestore = true
return true
end
-- is a playOnce jingle still sounding? (AnimateHealingMachine's
-- .waitLoop2 holds the healing machine until MUSIC_PKMN_HEALED ends)
local function chipAwaitingFirstBuffer()
return state.chip
and require("src.core.ChipAudio").awaitingFirstBuffer()
end
-- is a playOnce jingle still in flight? (AnimateHealingMachine's
-- .waitLoop2 / Mom heal / captain rub hold until MUSIC_PKMN_HEALED ends.)
-- pendingRestore stays set from playOnce until Music.update restores the
-- map theme, covering the threaded chip "empty QueueableSource" window
-- where Source:isPlaying is briefly false before the first buffer lands.
function Music.oneShotPlaying()
if not state.pendingRestore then return false end
local src = state.source
if not src then return false end
local ok, playing = pcall(src.isPlaying, src)
return ok and playing or false
return state.pendingRestore == true
end
function Music.restoreMap(data)
@@ -440,8 +449,10 @@ function Music.update(data)
state.source = loopSrc
pcall(loopSrc.play, loopSrc)
end
-- do not treat "threaded source still waiting on its first buffer" as
-- ended, or playOnce jingles get restored over before they can sound
if state.pendingRestore and sourceStopped(state.source)
and not state.loopSource then
and not state.loopSource and not chipAwaitingFirstBuffer() then
Music.restoreMap(data)
end
end
+549 -17
View File
@@ -17,15 +17,172 @@ local Runtime = require("src.mods.Runtime")
local Semver = require("src.mods.Semver")
local Boxes = require("src.pokemon.Boxes")
local Bag = require("src.inventory.Bag")
local Badges = require("src.inventory.Badges")
local GameVersion = require("src.core.GameVersion")
local SaveData = {}
local FILENAME = "save.lua"
-- Progress files carry the game-version suffix so Red and Blue saves coexist:
-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
-- global preferences and the mod enable-state, not per-playthrough data).
local OPTIONS_FILENAME = "options.lua"
-- one rolling backup plus the staged-write witness; load promotes either
-- when the main file is missing or fails to parse
local BACKUP_FILENAME = FILENAME .. ".bak"
local TMP_FILENAME = FILENAME .. ".tmp"
-- Main / backup / staged-witness names for a version (defaults to the active
-- one). The backup is a rolling copy and .tmp is the staged-write witness;
-- load promotes either when the main file is missing or fails to parse.
-- Forward-declared here so saveFilename (just below) and every save/load
-- caller share the one upvalue; the body is filled in under "save slots"
-- once the options IO it depends on exists, because it now resolves the
-- ACTIVE slot for a version rather than the fixed flat name.
local saveNames
-- The main save filename for a version -- used by the title screen's
-- CONTINUE gate so it looks for the right game's save.
function SaveData.saveFilename(version)
local main = saveNames(version)
return main
end
-- ------- portable mode
-- LÖVE's save directory is always the OS per-user path derived from the
-- identity (conf.lua), so it can't be relocated at runtime. Portable mode
-- instead drops a plain-Lua io.* filesystem next to the game whenever a
-- `portable.txt` marker sits beside the executable/source, letting a USB
-- copy carry its own save.lua/options.lua (and, through options.lua, the
-- mod enable-state) rather than leaving them on the host machine.
local PORTABLE_MARKER = "portable.txt"
local SEP = package.config:sub(1, 1)
local portableChecked = false
local portableBase = false -- resolved base dir when active, else false
local portableFsCache = nil
local function pathExists(path)
local f = io.open(path, "rb")
if not f then return false end
f:close()
return true
end
-- an io.* filesystem exposing the love.filesystem subset the save/options
-- round-trip needs (getInfo/read/write/remove), rooted at `dir`
local function makePortableFs(dir)
local function full(name) return dir .. SEP .. name end
return {
getInfo = function(name)
if not pathExists(full(name)) then return nil end
return { type = "file" }
end,
read = function(name)
local f = io.open(full(name), "rb")
if not f then return nil, "no file: " .. name end
local data = f:read("*a")
f:close()
return data
end,
write = function(name, data)
local f, err = io.open(full(name), "wb")
if not f then return false, err end
f:write(data)
f:close()
return true
end,
remove = function(name)
os.remove(full(name))
return true
end,
createDirectory = function(name)
-- portable mode writes real files through io.*, which will not
-- create missing parent directories; mkdir the tree so a slot path
-- like "saves/red" exists before a write lands inside it
local osPath = full(name):gsub("/", SEP)
if SEP == "\\" then
os.execute('mkdir "' .. osPath .. '" 2>nul')
else
os.execute('mkdir -p "' .. osPath .. '" 2>/dev/null')
end
return true
end,
}
end
local function detectPortable()
if portableChecked then return portableBase end
portableChecked = true
portableBase = false
if not (love and love.filesystem) then return false end
-- Desktop only: portable mode carries the save (and, since issue #74, the
-- ROM cache) in the game folder next to the executable/source. On
-- Android/iOS the source is a read-only package with no such folder, so
-- portable mode never applies there.
if love.system and love.system.getOS then
local osName = love.system.getOS()
if osName ~= "Windows" and osName ~= "Linux" and osName ~= "OS X" then
return false
end
end
local src = love.filesystem.getSource and love.filesystem.getSource()
local sbd = love.filesystem.getSourceBaseDirectory
and love.filesystem.getSourceBaseDirectory()
-- A packaged macOS build nests the game inside gen1recomp.app/Contents/
-- Resources, so getSource()/getSourceBaseDirectory() point INSIDE the
-- bundle -- not where the player drops portable.txt (next to the .app).
-- Recover the folder containing the .app so a packaged app finds its
-- marker. On Windows/Linux the executable is not a bundle, so this is nil
-- and the plain source-base directory (next to the .exe/AppImage) is used.
local function appContainer(path)
local appPath = path and path:match("^(.*%.app)/Contents/")
return appPath and appPath:match("^(.*)/[^/]+$") or nil
end
-- Order: the .app's containing folder (packaged macOS), then the
-- source-base directory (next to a packaged .exe/AppImage), then the
-- source itself (a `love <gamedir>` run drops portable.txt in the game
-- folder). First one holding the marker wins. Built by appending so a
-- nil (e.g. no .app in the path) never truncates the ipairs scan.
local candidates = {}
local appDir = appContainer(src) or appContainer(sbd)
if appDir then candidates[#candidates + 1] = appDir end
if sbd then candidates[#candidates + 1] = sbd end
if src then candidates[#candidates + 1] = src end
for _, base in ipairs(candidates) do
if base ~= "" and pathExists(base .. SEP .. PORTABLE_MARKER) then
portableBase = base
break
end
end
return portableBase
end
function SaveData.isPortable()
return detectPortable() ~= false
end
-- the raw portable-folder path (for callers building their own nested
-- paths, e.g. the ROM-derived asset cache), or nil when portable mode
-- is off
function SaveData.portableBaseDir()
return detectPortable() or nil
end
-- the io.* filesystem for the active portable folder, or nil when off
function SaveData.portableFs()
local base = detectPortable()
if not base then return nil end
if not portableFsCache then portableFsCache = makePortableFs(base) end
return portableFsCache
end
-- Resolve the filesystem a persistent read/write should land on: an
-- explicitly injected non-love fs (headless tests, the mod loader's stub)
-- always wins; otherwise portable mode reroutes off the OS save directory.
local function persistFs(fs)
if fs and love and love.filesystem and fs ~= love.filesystem then
return fs
end
return SaveData.portableFs() or fs or (love and love.filesystem)
end
-- Port + original Options menu defaults. Missing keys on load are filled
-- from this table so old options.lua files stay compatible.
@@ -41,10 +198,25 @@ function SaveData.defaultOptions()
musicVol = 7,
sfxVol = 7,
musicFilter = 0,
-- port display options (OptionsMenu / hotkeys 2/3/5)
-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
speed = 1,
-- port display options (OptionsMenu / hotkeys 2/3/4/5)
colors = "gbc",
tilt = 0,
gbcfx = 0,
-- survey zoom offset from window fit scale (0 = FIT); see Zoom.lua
zoom = 0,
-- OVERWORLD beyond-edge fill: trees | water | black
voidFill = "trees",
-- windowed | borderless (desktop fullscreen); ignored on mobile
videoMode = "windowed",
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
fpsCap = 60,
-- Per-pipeline display levels, keyed by render_pipelines id (see
-- src/render/Pipelines.lua). A level for a mod that is not installed
-- is kept rather than pruned, so re-enabling the mod restores the mode
-- the player left it in.
pipelines = {},
-- Native mod enablement is an installation option, not save-slot data.
-- Missing entries mean enabled so newly installed mods work by default.
mods = {},
@@ -90,7 +262,7 @@ end
-- love.filesystem, so the mod loader's injected filesystem can carry the
-- options round-trip headless (no love global).
function SaveData.saveOptions(opts, fs)
fs = fs or love.filesystem
fs = persistFs(fs)
opts = SaveData.mergeOptions(opts)
-- modOptions is per-mod nested state: fold the on-disk sub-tree
-- underneath (newest value winning per key) so one caller's partial
@@ -119,7 +291,7 @@ function SaveData.saveOptions(opts, fs)
end
function SaveData.loadOptions(fs)
fs = fs or love.filesystem
fs = persistFs(fs)
local data, err = readTable(fs, OPTIONS_FILENAME)
if not data then
if fs.getInfo(OPTIONS_FILENAME) then
@@ -130,6 +302,264 @@ function SaveData.loadOptions(fs)
return SaveData.mergeOptions(data)
end
-- ------- save slots
-- A version's playthroughs live in numbered slots under saves/<version>/;
-- the active slot is where in-game SAVE and CONTINUE land. The registry
-- (the ordered slot list plus which one is active) persists in options.lua
-- under options.saveSlots[version]; the active slot is also cached
-- process-wide (like GameVersion.current) so the hot saveNames path does
-- not re-read options every call. A false cache entry means "no slot in
-- use" and the flat legacy path (save.lua / save_blue.lua) is used, which
-- keeps a brand-new install and every pre-slots caller working unchanged.
local activeSlotCache = {} -- version -> slotId in use, or false when none
local slotsChecked = {} -- version -> true once resolved this process
local function slotDir(version) return "saves/" .. version end
local function slotNames(version, id)
local main = slotDir(version) .. "/" .. id .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- the pre-slots flat names a version always used (save.lua for Red,
-- save_blue.lua for Blue); still the destination before any slot exists
local function legacyNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- Slot resolution is only meaningful for versions GameVersion actually knows
-- (red/blue). The launcher also renders a locked placeholder tab ("yellow")
-- that has no info entry and therefore no saveSuffix; resolving its legacy
-- names would index a nil info table and crash. Treat any unknown version as
-- having no slots so the slot APIs degrade to empty/no-op instead.
local function knownVersion(version)
return GameVersion.info(version) ~= nil
end
-- Create the parent directory of a slot path when the fs supports it.
-- love.filesystem.createDirectory makes the whole tree; the injected memfs
-- stub keys files by full path and exposes no such method, so this is a
-- no-op there.
local function ensureParentDir(fs, name)
local dir = name:match("^(.*)/[^/]+$")
if dir and fs.createDirectory then fs.createDirectory(dir) end
end
-- Decode a slot's save using the same recovery order load() uses -- main,
-- then the .tmp write-witness, then the .bak -- so a slot mid-crash still
-- summarizes. nil when nothing readable is present.
local function decodeSlot(fs, version, id)
local main, bak, tmp = slotNames(version, id)
local data = fs.getInfo(main) and SaveSerializer.decode(fs.read(main) or "")
if data then return data end
data = fs.getInfo(tmp) and SaveSerializer.decode(fs.read(tmp) or "")
if data then return data end
data = fs.getInfo(bak) and SaveSerializer.decode(fs.read(bak) or "")
return data or nil
end
-- One-time legacy consolidation: a pre-slots install has a flat save file
-- (+ .bak) and no saves/<version>/ registry. Copy both into slot1, verify
-- the copy reads back, then remove the originals and register slot1 as the
-- active slot. Returns the new slot id, or nil when there is nothing to
-- migrate or the copy could not be verified (originals left in place so no
-- data is ever lost to a failed move).
local function tryMigrateLegacy(version, fs)
local lmain, lbak, ltmp = legacyNames(version)
local mainBody = fs.getInfo(lmain) and fs.read(lmain)
local bakBody = fs.getInfo(lbak) and fs.read(lbak)
if not (mainBody or bakBody) then return nil end
local id = "slot1"
local dmain, dbak = slotNames(version, id)
ensureParentDir(fs, dmain)
if mainBody then fs.write(dmain, mainBody) end
if bakBody then fs.write(dbak, bakBody) end
-- refuse to delete the originals unless the new slot is loadable (from
-- the main copy or, failing that, the backup)
if not decodeSlot(fs, version, id) then return nil end
remove(fs, lmain)
remove(fs, lbak)
remove(fs, ltmp)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
opts.saveSlots[version] = { list = { id }, active = id }
SaveData.saveOptions(opts, fs)
return id
end
-- Resolve (once per version per process) which slot in-game saves use: an
-- existing registry wins; otherwise a lazy legacy migration may create
-- slot1; otherwise false, meaning the flat legacy path.
local function ensureVersionSlots(version, fs)
if slotsChecked[version] then return end
slotsChecked[version] = true
if not knownVersion(version) then
activeSlotCache[version] = false
return
end
local opts = SaveData.loadOptions(fs)
local reg = opts.saveSlots and opts.saveSlots[version]
if reg and type(reg.list) == "table" and #reg.list > 0 then
activeSlotCache[version] = reg.active or reg.list[1]
return
end
activeSlotCache[version] = tryMigrateLegacy(version, fs) or false
end
-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
-- the version, falling back to the flat legacy names when no slot is in use.
function saveNames(version)
version = version or GameVersion.get()
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local slot = activeSlotCache[version]
if slot then return slotNames(version, slot) end
return legacyNames(version)
end
-- Pure extraction of the launcher's per-slot summary from a decoded save,
-- factored out so it is unit-testable with no filesystem: the player name
-- (nil for an empty slot) and { badges, timeText, dexCount } -- the same
-- fields the title screen's ContinueInfo derives. Badges resolve against
-- the vanilla gym list (launcher has no loaded Data), which is what the
-- flat launcher meta line needs.
function SaveData.slotSummary(save)
if type(save) ~= "table" then return nil, nil end
local name = save.player and save.player.name or nil
local dexCount = 0
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
dexCount = dexCount + 1
end
local t = math.floor(save.playTime or 0)
local timeText = ("%d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60)
return name, {
badges = Badges.count(nil, save),
timeText = timeText,
dexCount = dexCount,
}
end
-- Slots visible to the launcher: every registered slot for a version, each
-- with whether it holds a save and the cheap summary above. A fresh
-- install with nothing registered returns an empty array; a legacy install
-- is migrated to slot1 first.
function SaveData.listSlots(version)
version = version or GameVersion.get()
if not knownVersion(version) then return {} end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
local reg = opts.saveSlots and opts.saveSlots[version]
local list = (reg and reg.list) or {}
local out = {}
for _, id in ipairs(list) do
local save = decodeSlot(fs, version, id)
local name, meta = SaveData.slotSummary(save)
out[#out + 1] = { id = id, exists = save ~= nil, name = name, meta = meta }
end
return out
end
-- Point the active slot at slotId (registering it if new) and persist the
-- choice to options.lua; also update the process-global cache so the very
-- next save/load lands in the chosen slot.
function SaveData.setActiveSlot(version, slotId)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version] or { list = {}, active = nil }
local found = false
for _, id in ipairs(reg.list) do
if id == slotId then found = true break end
end
if not found then reg.list[#reg.list + 1] = slotId end
reg.active = slotId
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
slotsChecked[version] = true
activeSlotCache[version] = slotId
return slotId
end
-- Register a new empty slot for the version and return its id. Does NOT
-- write a save file and does NOT change the active slot: an empty slot
-- means the title screen offers NEW GAME only. Ids are "slot%d+",
-- allocated one past the highest existing number so a reused id can never
-- collide with a lingering file.
function SaveData.createSlot(version)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version] or { list = {}, active = nil }
local maxN = 0
for _, id in ipairs(reg.list) do
local n = tonumber(tostring(id):match("^slot(%d+)$"))
if n and n > maxN then maxN = n end
end
local id = "slot" .. (maxN + 1)
reg.list[#reg.list + 1] = id
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
return id
end
-- The active slot id in use for a version (resolved once per process like
-- saveNames does), or nil when none is registered and the flat legacy path is
-- in use. Public so the launcher's save Import/Export glue can name an export
-- after the slot it came from without reaching into the private cache.
function SaveData.activeSlot(version)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
return activeSlotCache[version] or nil
end
-- Write saveTable into an existing slot's file (SaveSerializer.encode), through
-- the same fs seam every other save/load call uses (so portable mode keeps
-- working) and the same .tmp-witness / .bak recovery discipline SaveData.save
-- uses for the flat path. Used by the launcher's save-import glue, which has
-- already registered the slot via createSlot but written no bytes yet; unlike
-- SaveData.save this targets a specific slot and never rebuilds meta or touches
-- options. Returns true, or false + an error string on a failed write.
function SaveData.writeSlot(version, slotId, saveTable)
version = version or GameVersion.get()
if not knownVersion(version) then return false, "unknown version" end
if type(slotId) ~= "string" then return false, "missing slot id" end
if type(saveTable) ~= "table" then return false, "missing save table" end
local main, bak, tmp = slotNames(version, slotId)
local encoded = SaveSerializer.encode(saveTable)
local fs = persistFs(nil)
ensureParentDir(fs, main)
if fs.getInfo(main) then
local prev = fs.read(main)
if prev then fs.write(bak, prev) end
end
local ok, err = fs.write(tmp, encoded)
if not ok then return false, err end
remove(fs, main)
ok, err = fs.write(main, encoded)
if not ok then return false, err end
remove(fs, tmp)
return true
end
-- Test seam: drop the process-global slot cache so a suite can exercise
-- migration/resolution against a freshly injected filesystem. Unused by
-- the game, which resolves each version exactly once per boot.
function SaveData.resetSlotState()
for k in pairs(activeSlotCache) do activeSlotCache[k] = nil end
for k in pairs(slotsChecked) do slotsChecked[k] = nil end
end
-- ------- meta
-- the version/engine/mod-set stamp every v2 save carries; mods is the
@@ -307,7 +737,7 @@ end)
-- afterwards either way
SaveData.addCoreMigration(1, function(save)
if type(save.options) == "table"
and not love.filesystem.getInfo(OPTIONS_FILENAME) then
and not persistFs(nil).getInfo(OPTIONS_FILENAME) then
SaveData.saveOptions(save.options)
end
end)
@@ -318,6 +748,36 @@ SaveData.addCoreMigration(1, function(save)
Boxes.ensure(save)
end)
-- game version (Red vs Blue) prep: saves written before Blue support
-- existed carry no `version` tag, and Red is the only game that ever
-- shipped, so default every untagged save to Red. from=2 so it catches
-- every pre-bump save (format 1 and 2) and is skipped once re-stamped to
-- the current format.
SaveData.addCoreMigration(2, function(save)
if not save.version then
save.version = "red"
end
end)
-- #131 / follow-up to #50: Game Corner poster grunt used to stay on the
-- floor after defeat (defeatedTrainers only). The #50 script now hides
-- him via objectToggles, but saves that already beat him never got the
-- toggle -- he still blocks the hideout switch. from=3 so every pre-4
-- save reconciles once, then is skipped after re-stamp.
SaveData.addCoreMigration(3, function(save)
local defeated = save.defeatedTrainers
if not defeated or not defeated["GAME_CORNER_obj_11"] then return end
save.objectToggles = save.objectToggles or {}
local mapToggles = save.objectToggles.GAME_CORNER
if not mapToggles then
mapToggles = {}
save.objectToggles.GAME_CORNER = mapToggles
end
if mapToggles.GAMECORNER_ROCKET ~= false then
mapToggles.GAMECORNER_ROCKET = false
end
end)
-- ------- write
-- Game progress only; options are written separately via saveOptions.
@@ -327,6 +787,9 @@ end)
-- itself rolls the last good save into .bak and stages the new bytes as
-- a .tmp witness before the swap, so a crash mid-write is recoverable.
function SaveData.save(data, mods)
-- write to the file matching this save's own version, not just the active
-- one, so a Blue playthrough always lands in save_blue.lua
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
if data.options then
SaveData.saveOptions(data.options)
end
@@ -338,7 +801,10 @@ function SaveData.save(data, mods)
if k ~= "options" then gameOnly[k] = v end
end
local encoded = SaveSerializer.encode(gameOnly)
local fs = love.filesystem
local fs = persistFs(nil)
-- the active slot may live in saves/<version>/, which must exist before
-- the .tmp/.bak/main writes land (a no-op for the flat legacy path)
ensureParentDir(fs, FILENAME)
if fs.getInfo(FILENAME) then
local prev = fs.read(FILENAME)
if prev then fs.write(BACKUP_FILENAME, prev) end
@@ -366,8 +832,11 @@ end
-- returns the parsed save plus "tmp"/"bak" when the main file was gone
-- or corrupt and a staged/backup copy was promoted; Game surfaces the
-- recovery on the load report
function SaveData.load()
local fs = love.filesystem
function SaveData.load(version)
-- version defaults to the active game (set at boot from the launcher);
-- an explicit version lets callers/tests load a specific game's save.
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(version)
local fs = persistFs(nil)
local data, err = readTable(fs, FILENAME)
local recovered
if not data then
@@ -516,8 +985,8 @@ end
local function scrubMaps(save, data, report)
local boot = (data.field and data.field.boot) or {}
local spawn = { map = boot.startMap or "PALLET_TOWN",
x = boot.startX or 5, y = boot.startY or 6 }
local spawn = { map = boot.startMap or "REDS_HOUSE_2F",
x = boot.startX or 3, y = boot.startY or 6 }
-- heal point first, so the player fallback below always lands somewhere
-- valid; boot's heal cell (threaded from field.boot) is the last resort
if save.lastHeal and not known(data.maps, save.lastHeal.map) then
@@ -627,13 +1096,66 @@ end
-- boot is Data.field.boot, threaded in by Game: this module must not reach
-- into Data itself. Every read falls back to the Red literal it replaced,
-- so an absent or partial config still produces the vanilla new game.
-- Where blackouts and ESCAPE ROPE return to for a given boot config.
--
-- In vanilla this is NOT the spawn. wLastBlackoutMap is zero-filled at new
-- game and PALLET_TOWN is map 0, so the player starts in the bedroom
-- (special_warps.asm NewGameWarp) but blacks out to Pallet Town's fly_warp
-- cell (5, 6). A world that moves the spawn without naming a heal point
-- keeps the two together -- it may have no Pallet Town at all.
--
-- Shared with the Hall of Fame reset, which pokered writes as a literal
-- (HallOfFameResetEventsAndSaveScript: wLastBlackoutMap := PALLET_TOWN)
-- rather than deriving from the spawn.
function SaveData.defaultHeal(boot)
boot = type(boot) == "table" and boot or {}
local h = boot.lastHeal
if h then return { map = h.map, x = h.x, y = h.y } end
local map = boot.startMap or "REDS_HOUSE_2F"
if map == "REDS_HOUSE_2F" then return { map = "PALLET_TOWN", x = 5, y = 6 } end
return { map = map, x = boot.startX or 3, y = boot.startY or 6 }
end
-- Post-credits home (issue #103). pokered left the player in HALL_OF_FAME
-- after jp Init; this port places CONTINUE at the NewGameWarp bedroom and
-- retargets LAST_MAP exits (Red's house mats) at the heal-point town so
-- leaving the house does not dump the player back at Indigo Plateau.
-- Marks postGameHomeOk so a later intentional HoF save is not relocated.
function SaveData.applyPostGameHome(save, boot)
boot = type(boot) == "table" and boot or {}
local heal = SaveData.defaultHeal(boot)
save.lastHeal = { map = heal.map, x = heal.x, y = heal.y }
save.lastOutdoor = { id = heal.map, x = heal.x, y = heal.y }
save.player = save.player or {}
save.player.map = boot.startMap or "REDS_HOUSE_2F"
save.player.x = boot.startX or 3
save.player.y = boot.startY or 6
save.player.facing = boot.startFacing or "down"
save.postGameHomeOk = true
return heal
end
-- Softlocked 0.1.11 saves: still standing in HALL_OF_FAME after credits,
-- with lastOutdoor on Indigo. One-shot rescue on CONTINUE.
function SaveData.needsPostGameRescue(save)
if not (save and save.player and save.player.map == "HALL_OF_FAME") then
return false
end
if save.postGameHomeOk then return false end
local hof = save.hallOfFame
return type(hof) == "table" and #hof > 0
end
function SaveData.newGame(boot)
boot = type(boot) == "table" and boot or {}
local map = boot.startMap or "PALLET_TOWN"
local x, y = boot.startX or 5, boot.startY or 6
local heal = boot.lastHeal or {}
local map = boot.startMap or "REDS_HOUSE_2F"
local x, y = boot.startX or 3, boot.startY or 6
local heal = SaveData.defaultHeal(boot)
local save = {
meta = { format = Version.saveFormat, mods = {} },
-- which game this playthrough is (Red vs Blue). Only Red ships today;
-- boot carries the choice once Blue support lands.
version = boot.version or "red",
player = {
map = map,
x = x,
@@ -647,6 +1169,10 @@ function SaveData.newGame(boot)
},
flags = {},
inventory = {},
-- Vanilla Gen1 seeds one Potion in the player's item PC
-- (wBoxItems / players_pc.asm); existing saves keep whatever they
-- already have — this only applies to New Game.
pcItems = { POTION = 1 },
party = {},
box = {},
money = boot.startMoney or 3000,
@@ -655,6 +1181,12 @@ function SaveData.newGame(boot)
-- where blackouts and ESCAPE ROPE return to (updated by nurses);
-- copied, never aliased, so a save never writes back into Data
lastHeal = { map = heal.map or map, x = heal.x or x, y = heal.y or y },
-- Interiors inherit the SGB palette of the last outdoor map. wLastMap
-- is zero-filled at new game and PALLET_TOWN is map 0, so before the
-- player has ever been outdoors that palette is Pallet Town's -- which
-- matters because the vanilla spawn (REDS_HOUSE_2F) is itself indoors.
-- Without this the palette falls through to the ROUTE default.
lastOutdoor = { id = heal.map or map, x = heal.x or x, y = heal.y or y },
repelSteps = 0,
-- per-mod persistence (mod.save) lives under here, keyed by mod id
modData = {},
+287
View File
@@ -0,0 +1,287 @@
-- On-screen touch controls: a visible d-pad, A, B, START and SELECT drawn
-- over the finished frame (art: Xelu's CC0 controller prompts, see
-- assets/touch/README.md). Replaces the old touch gesture recognizer:
-- every control is a real button under the thumb, so there is no
-- tap-vs-swipe classification, no deferred-A double-tap window, and no
-- added latency.
--
-- Mobile only, and only while no controller is being used: the overlay
-- shows on Android/iOS, disappears the moment a gamepad button or stick
-- is used, and comes back on the next screen touch (Game routes both
-- events here). POKEPORT_TOUCH=1 forces it on for desktop testing
-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
-- off everywhere.
--
-- Controls press GB buttons through Input:overlayPressed/Released -- their
-- own input source, not a keyboard alias -- so a held overlay direction
-- merges cleanly with a keyboard key or stick holding the same button,
-- and a player rebind can never detach the overlay.
local Input = require("src.core.Input")
local TouchControls = {}
-- idle vs pressed overlay opacity
local ALPHA = 0.65
local ALPHA_PRESSED = 0.95
-- translucent backing disc behind each control: the prompt art is dark
-- gray, so without it the controls melt into dark map areas
local BACK = 0.24
local BACK_PRESSED = 0.38
-- neutral zone at the d-pad center, as a fraction of the d-pad width;
-- inside it no direction is held (keeps a resting thumb from jittering)
local DPAD_DEAD = 0.16
-- hit slop: how far past the visible edge a press still counts, as a
-- multiplier on the control's half-width. START/SELECT get more because
-- the glyphs are small.
local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
local BUTTONS = { "a", "b", "start", "select" }
local IMAGES = {
dpad = "assets/touch/dpad.png",
dpad_up = "assets/touch/dpad_up.png",
dpad_down = "assets/touch/dpad_down.png",
dpad_left = "assets/touch/dpad_left.png",
dpad_right = "assets/touch/dpad_right.png",
a = "assets/touch/a.png",
b = "assets/touch/b.png",
start = "assets/touch/start.png",
select = "assets/touch/select.png",
}
local function wantsOverlay()
local env = os.getenv("POKEPORT_TOUCH")
if env == "1" then return true end
if env == "0" then return false end
local osName = love.system and love.system.getOS and love.system.getOS()
return osName == "Android" or osName == "iOS"
end
function TouchControls:init()
self.active = wantsOverlay()
self.controllerHidden = false
self.touches = {}
-- per-GB-button owner count: two fingers on A must not double-press it,
-- and lifting one of them must not release the other's hold
self.held = {}
self.dpadTouch = nil
self.layoutW, self.layoutH = nil, nil
self.img = nil
if not self.active then return end
-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
-- stays off and keyboard/controller play still works
local img = {}
for name, path in pairs(IMAGES) do
local ok, im = pcall(love.graphics.newImage, path)
if not ok then
img = nil
break
end
-- smooth UI icons; the global default filter is nearest for GB pixels
im:setFilter("linear", "linear")
img[name] = im
end
self.img = img
end
function TouchControls:visible()
return self.active and self.img ~= nil and not self.controllerHidden
end
-- Layout in LOVE units (density-independent on mobile), recomputed when
-- the window size changes (rotation, resize). D-pad bottom-left, B/A
-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
-- flanking the bottom center.
function TouchControls:layout()
local ww, wh = love.graphics.getDimensions()
if self.layoutW == ww and self.layoutH == wh then return self.L end
self.layoutW, self.layoutH = ww, wh
local short = math.min(ww, wh)
-- ~a third of the short edge, capped so tablets don't get a dinner plate
local dpadW = math.min(180, short * 0.34)
local abW = dpadW * 0.46
local ssW = dpadW * 0.30
local margin = dpadW * 0.12
-- START/SELECT hug the bottom center: on a narrow portrait phone the
-- d-pad and B leave little room, so a tight pair is what keeps them off
-- the neighboring controls
self.L = {
dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
}
local fontSize = math.max(8, math.floor(ssW * 0.26))
if not self.labelFont or self.fontSize ~= fontSize then
self.fontSize = fontSize
self.labelFont = love.graphics.newFont(fontSize)
end
return self.L
end
local function inCircle(zone, x, y, slop)
local r = zone.w * 0.5 * slop
local dx, dy = x - zone.cx, y - zone.cy
return dx * dx + dy * dy <= r * r
end
local function dpadDir(zone, x, y)
local dx, dy = x - zone.cx, y - zone.cy
local dead = zone.w * DPAD_DEAD
if math.abs(dx) < dead and math.abs(dy) < dead then return nil end
if math.abs(dx) >= math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
local function pressBtn(self, btn)
local n = (self.held[btn] or 0) + 1
self.held[btn] = n
if n == 1 then Input:overlayPressed(btn) end
end
local function releaseBtn(self, btn)
local n = self.held[btn]
if not n then return end
if n > 1 then
self.held[btn] = n - 1
else
self.held[btn] = nil
Input:overlayReleased(btn)
end
end
-- the d-pad touch's held direction changed (or ended): swap the GB hold
local function setDpad(self, touch, dir)
if touch.dir == dir then return end
if touch.dir then releaseBtn(self, touch.dir) end
touch.dir = dir
if dir then pressBtn(self, dir) end
end
function TouchControls:touchpressed(id, x, y)
if not (self.active and self.img) then return end
-- a controller hid the overlay; the first touch only brings it back
if self.controllerHidden then
self.controllerHidden = false
return
end
local L = self:layout()
for _, btn in ipairs(BUTTONS) do
if inCircle(L[btn], x, y, SLOP[btn]) then
self.touches[id] = { control = btn }
pressBtn(self, btn)
return
end
end
-- square hit zone a bit past the cross art; one owning finger at a time
local dz = L.dpad
local half = dz.w * 0.65
if not self.dpadTouch
and math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
self.dpadTouch = id
local touch = { control = "dpad", dir = nil }
self.touches[id] = touch
setDpad(self, touch, dpadDir(dz, x, y))
end
end
function TouchControls:touchmoved(id, x, y)
local touch = self.touches[id]
-- only the d-pad tracks movement (slide between directions without
-- lifting); buttons hold until release wherever the finger wanders
if not touch or touch.control ~= "dpad" then return end
setDpad(self, touch, dpadDir(self:layout().dpad, x, y))
end
function TouchControls:touchreleased(id, x, y)
local touch = self.touches[id]
if not touch then return end
self.touches[id] = nil
if touch.control == "dpad" then
setDpad(self, touch, nil)
self.dpadTouch = nil
else
releaseBtn(self, touch.control)
end
end
-- LÖVE has no touchcancelled: a touch interrupted by the OS (app
-- backgrounded, a system gesture stealing the finger) never fires
-- touchreleased and would strand its button held forever. Called from
-- Game alongside Input:reset() on focus/visibility loss.
function TouchControls:reset()
for btn in pairs(self.held) do
Input:overlayReleased(btn)
end
self.held = {}
self.touches = {}
self.dpadTouch = nil
end
-- a gamepad is being used: hide the overlay (dropping anything it held)
-- until the next screen touch asks for it back
function TouchControls:noteGamepad()
if not self.active or self.controllerHidden then return end
self.controllerHidden = true
self:reset()
end
-- last controller unplugged: show the overlay again immediately instead
-- of requiring a blind first tap
function TouchControls:joystickremoved()
self:reset()
if love.joystick and love.joystick.getJoystickCount
and love.joystick.getJoystickCount() == 0 then
self.controllerHidden = false
end
end
local function drawIcon(img, zone, pressed)
love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
local scale = zone.w / img:getWidth()
love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
love.graphics.draw(img, zone.cx - zone.w / 2,
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
end
-- Screen-space, called by Game:draw after Renderer:endFrame so the
-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
function TouchControls:draw()
if not self:visible() then return end
local L = self:layout()
love.graphics.push("all")
love.graphics.origin()
local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
local dir = dpadTouch and dpadTouch.dir
drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
dir ~= nil)
for _, btn in ipairs(BUTTONS) do
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
end
-- the +/- glyphs alone don't say which is which; shadowed so the text
-- reads on both the black letterbox and battle's white one
love.graphics.setFont(self.labelFont)
local ly = L.start.cy + L.start.w * 0.66
local function label(text, zone)
local w = self.labelFont:getWidth(text)
love.graphics.setColor(0, 0, 0, 0.6)
love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
love.graphics.print(text, zone.cx - w / 2, ly)
end
label("START", L.start)
label("SELECT", L.select)
love.graphics.pop()
end
return TouchControls
-282
View File
@@ -1,282 +0,0 @@
-- Touch gesture recognizer → virtual keyboard keys for Input.lua.
--
-- Deferred-tap tradeoff: A fires only after DOUBLE_TAP_MS with no second
-- tap. That adds ~280ms latency to every A press so a double-tap can be
-- remapped to START instead of A-then-START. Gen 1 has no frame-perfect
-- input needs, so the latency is acceptable.
--
-- Select = two-finger tap (open Q1 in docs/mobile-plan.md): when a second distinct
-- touch ID lands while another short, low-movement touch is active, fire
-- SELECT (press + one-frame auto-release).
local Input = require("src.core.Input")
local TouchInput = {}
local function dpiScale()
if love and love.window then
if love.window.getDPIScale then
return love.window.getDPIScale()
end
if love.window.toPixels then
return love.window.toPixels(1)
end
end
return 1
end
-- Tunables (device-DPI-scaled where noted). Adjust after on-device testing.
local SWIPE_THRESHOLD_PX = 14
local EDGE_PX = 24
local EDGE_SWIPE_PX = 24
local DOUBLE_TAP_MS = 280
local TAP_MAX_MS = 320
local TAP_MAX_MOVE_PX = 12
local function scaled(px)
return px * dpiScale()
end
local DIRS = { up = true, down = true, left = true, right = true }
-- Virtual keys Input:keypressed looks up in KEYBOARD bindings (not button names).
local KEY = {
up = "up",
down = "down",
left = "left",
right = "right",
a = "z",
b = "x",
start = "escape",
select = "rshift",
}
local function nowMs()
return love.timer.getTime() * 1000
end
local function dominantDir(dx, dy)
if math.abs(dx) >= math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
function TouchInput:init()
self.touches = {}
self.pendingA = nil -- { deadlineMs = number }
-- Edge pulses (B / START / SELECT / deferred-A): press now, release on a
-- later update so FixedStep can consume wasPressed first.
-- `armed` = pressed during events since last update; promoted to
-- `autoRelease` at the start of update (released on the *following* update).
-- Deferred-A fired inside update goes straight into `autoRelease`.
self.armed = {}
self.autoRelease = {}
self.selectFired = false -- one SELECT per two-finger gesture cluster
end
local function pulse(self, key)
Input:keypressed(key)
self.armed[#self.armed + 1] = key
end
local function pulseInUpdate(self, key)
Input:keypressed(key)
self.autoRelease[#self.autoRelease + 1] = key
end
local function releaseDir(self, touch)
if touch.dir and DIRS[touch.dir] then
Input:keyreleased(KEY[touch.dir])
touch.dir = nil
end
end
local function pressDir(self, touch, dir)
if touch.dir == dir then return end
releaseDir(self, touch)
touch.dir = dir
Input:keypressed(KEY[dir])
end
local function totalMove(touch, x, y)
local dx = x - touch.x0
local dy = y - touch.y0
return math.abs(dx), math.abs(dy), dx, dy
end
local function isTapLike(touch, x, y, tMs)
local ax, ay = totalMove(touch, x, y)
local elapsed = tMs - touch.t0
return elapsed <= TAP_MAX_MS
and ax <= scaled(TAP_MAX_MOVE_PX)
and ay <= scaled(TAP_MAX_MOVE_PX)
and not touch.classified
end
local function countActive(self)
local n = 0
for _ in pairs(self.touches) do n = n + 1 end
return n
end
local function tryTwoFingerSelect(self, tMs)
if self.selectFired then return false end
local ids = {}
for id, touch in pairs(self.touches) do
if isTapLike(touch, touch.x, touch.y, tMs) then
ids[#ids + 1] = id
end
end
if #ids < 2 then return false end
self.selectFired = true
self.pendingA = nil
for _, id in ipairs(ids) do
local touch = self.touches[id]
touch.classified = true
touch.consumed = true
releaseDir(self, touch)
end
pulse(self, KEY.select)
return true
end
function TouchInput:update(dt)
-- Releases armed on a prior update (FixedStep already saw wasPressed).
for i = 1, #self.autoRelease do
Input:keyreleased(self.autoRelease[i])
end
-- Promote event-phase pulses from since the last update; they release next time.
self.autoRelease = self.armed
self.armed = {}
local tMs = nowMs()
-- Deferred A: fire once the double-tap window closes with no second tap.
-- Queued into autoRelease so the next update clears hold after this FixedStep.
if self.pendingA and tMs >= self.pendingA.deadlineMs then
self.pendingA = nil
pulseInUpdate(self, KEY.a)
end
-- Keep two-finger SELECT detection live while both fingers stay down.
if countActive(self) >= 2 then
tryTwoFingerSelect(self, tMs)
elseif countActive(self) == 0 then
self.selectFired = false
end
end
function TouchInput:touchpressed(id, x, y)
local tMs = nowMs()
-- Second tap inside the deferred-A window → START instead of A.
if self.pendingA and tMs < self.pendingA.deadlineMs then
self.pendingA = nil
pulse(self, KEY.start)
-- Still record this touch so a lingering finger doesn't become a stray swipe.
self.touches[id] = {
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
edge = x < scaled(EDGE_PX),
classified = true,
consumed = true,
dir = nil,
}
return
end
self.touches[id] = {
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
edge = x < scaled(EDGE_PX),
classified = false,
consumed = false,
dir = nil,
}
if countActive(self) >= 2 then
tryTwoFingerSelect(self, tMs)
end
end
function TouchInput:touchmoved(id, x, y)
local touch = self.touches[id]
if not touch or touch.consumed then return end
touch.x, touch.y = x, y
local ax, ay, dx, dy = totalMove(touch, x, y)
local swipeTh = scaled(SWIPE_THRESHOLD_PX)
-- Edge-origin swipes become B on release; never promote to d-pad.
if touch.edge then
if ax >= scaled(EDGE_SWIPE_PX) or ay >= scaled(EDGE_SWIPE_PX) then
touch.classified = true
end
return
end
if not touch.classified then
if ax < swipeTh and ay < swipeTh then return end
touch.classified = true
pressDir(self, touch, dominantDir(dx, dy))
return
end
-- Mid-hold direction change: release old, press new (dominant axis).
if touch.dir then
local fromLastX = x - touch.x0
local fromLastY = y - touch.y0
-- Re-evaluate from origin so small jitter doesn't flip; require threshold
-- distance from origin along the new dominant axis.
if math.abs(fromLastX) >= swipeTh or math.abs(fromLastY) >= swipeTh then
local newDir = dominantDir(fromLastX, fromLastY)
if newDir ~= touch.dir then
pressDir(self, touch, newDir)
end
end
end
end
function TouchInput:touchreleased(id, x, y)
local touch = self.touches[id]
if not touch then return end
local tMs = nowMs()
touch.x, touch.y = x, y
local ax, ay = totalMove(touch, x, y)
if touch.dir then
releaseDir(self, touch)
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
if touch.consumed then
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
-- Left-edge B: origin in EDGE_PX strip and movement past EDGE_SWIPE_PX
-- (or already marked classified while moving). Prefer over d-pad / tap.
if touch.edge then
local edgeTh = scaled(EDGE_SWIPE_PX)
if touch.classified or ax >= edgeTh or ay >= edgeTh then
pulse(self, KEY.b)
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
end
-- Plain tap → defer A (or it was already classified as swipe without dir, ignore).
if isTapLike(touch, x, y, tMs) then
self.pendingA = { deadlineMs = tMs + DOUBLE_TAP_MS }
end
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
end
return TouchInput
+12 -4
View File
@@ -4,16 +4,24 @@
-- tests.
local Version = {
engine = "1.0.0", -- game/engine release (semver triple)
engine = "0.0.0-dev", -- game/engine release (semver). Repo default is the
-- "-dev" placeholder; CI stamps the real X.Y.Z into
-- the packed game.love only, never the working tree.
shell = 1, -- native-shell contract this build implements
minShell = 1, -- lowest shell contract that can RUN this payload.
-- Bump only when a payload needs a newer native
-- binary (e.g. a LOVE version bump); an older shell
-- refuses to chainload a payload whose minShell
-- exceeds the shell it provides.
modApi = 2, -- mod API major (manifest `api`)
linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
saveFormat = 2, -- save.meta.format
saveFormat = 4, -- save.meta.format
cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
}
-- "Pokemon Red (Gen 1 Recompilation Project) v1.0.0"
-- "gen1recomp v0.0.0-dev" (or the stamped release version in shipped builds)
function Version.title(base)
return (base or "Pokemon Red (Gen 1 Recompilation Project)")
return (base or "gen1recomp")
.. " v" .. Version.engine
end
+54
View File
@@ -0,0 +1,54 @@
-- Windowed vs borderless (desktop) fullscreen.
--
-- Persisted as save.options.videoMode. Applied from OptionsMenu and on
-- boot via Game:applyOptions. No-ops on mobile and in headless stubs
-- that lack love.window.
local VideoMode = {}
VideoMode.MODES = { "windowed", "borderless" }
VideoMode.DEFAULT = "windowed"
local LABELS = {
windowed = "WINDOWED",
borderless = "BORDERLESS",
}
function VideoMode.normalize(mode)
if mode == "borderless" then return "borderless" end
return VideoMode.DEFAULT
end
function VideoMode.modeLabel(mode)
return LABELS[VideoMode.normalize(mode)] or LABELS[VideoMode.DEFAULT]
end
function VideoMode.isMobile()
if not love or not love.system or not love.system.getOS then return false end
local osName = love.system.getOS()
return osName == "Android" or osName == "iOS"
end
-- Cycle windowed <-> borderless (dir ignored; two modes).
function VideoMode.cycle(mode, _dir)
return VideoMode.normalize(mode) == "borderless" and "windowed" or "borderless"
end
-- Push the mode into the live window. Safe when love.window is missing.
function VideoMode.apply(mode)
if VideoMode.isMobile() then return end
if not love or not love.window or not love.window.setFullscreen then return end
mode = VideoMode.normalize(mode)
if mode == "borderless" then
-- "desktop" = borderless fullscreen matching the display
love.window.setFullscreen(true, "desktop")
else
love.window.setFullscreen(false)
end
end
function VideoMode.applyOptions(opts)
VideoMode.apply(opts and opts.videoMode)
end
return VideoMode
+96
View File
@@ -0,0 +1,96 @@
-- ChipAudio synthesis worker (love.thread). Runs the Game Boy audio synth
-- (src/core/ChipSynth.lua) off the main thread so a map/battle song change
-- never stutters the render thread: filling the ~6s playback queue from
-- scratch is ~200ms of Lua synthesis, and this is where it now happens.
--
-- Protocol -- main thread pushes command tables onto the "chipaudio_cmd"
-- channel and drains produced buffers off "chipaudio_out":
-- cmd = "play" { gen, header, allowLoops, audio } start a song
-- cmd = "stop" halt production
-- cmd = "invalidate" drop the bank cache
-- cmd = "quit" end the thread
-- out buffers are tagged with the play's `gen` so the main thread can
-- discard anything left over from a superseded song:
-- { gen, sd = SoundData } one rendered buffer
-- { gen, done = true } the song ended (non-looping jingle finished)
-- { gen, error = msg } build/synth failed; main logs and gives up
require("love.thread")
require("love.timer")
require("love.sound")
require("love.filesystem")
-- Load the synth explicitly via love.filesystem (a fresh thread Lua state does
-- not necessarily carry the package searcher that resolves "src.core..."):
local ChipSynth = assert(love.filesystem.load("src/core/ChipSynth.lua"))()
local cmdCh = love.thread.getChannel("chipaudio_cmd")
local outCh = love.thread.getChannel("chipaudio_out")
local BUF = ChipSynth.MUSIC_BUFFER_SAMPLES
-- how many finished buffers may sit in the hand-off channel before the worker
-- pauses. The deep (~6s) playback depth lives in the main-thread Source; this
-- only bounds the worker's look-ahead (and its memory) between drains.
local LOOKAHEAD = 8
local gen = nil -- active song generation, or nil when stopped
local engine = nil -- the ChipSynth engine producing the current song
local finished = false -- the current song ran out (non-looping)
local data = nil -- { audio = <slim audio tables> } for ROM bank/wave reads
local function handle(cmd)
if cmd.cmd == "play" then
gen = cmd.gen
finished = false
engine = nil
outCh:clear() -- drop any buffers left from the previous song
data = { audio = cmd.audio }
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
{ allowLoops = cmd.allowLoops })
if ok then
engine = eng
else
outCh:push({ gen = gen, error = tostring(eng) })
finished = true
end
elseif cmd.cmd == "stop" then
gen = nil
engine = nil
finished = false
outCh:clear()
elseif cmd.cmd == "invalidate" then
ChipSynth.invalidateBanks()
elseif cmd.cmd == "quit" then
return true
end
return false
end
while true do
-- drain every pending command first, so a stop/new-play is seen promptly
local quit = false
local cmd = cmdCh:pop()
while cmd do
if handle(cmd) then quit = true end
cmd = cmdCh:pop()
end
if quit then break end
if engine and not finished and gen and outCh:getCount() < LOOKAHEAD then
local activeGen = gen
local ok, sd = pcall(ChipSynth.soundData, engine, BUF, 2)
if not ok then
outCh:push({ gen = activeGen, error = tostring(sd) })
finished = true
else
outCh:push({ gen = activeGen, sd = sd })
if engine:finished() then
outCh:push({ gen = activeGen, done = true })
finished = true
end
end
else
-- nothing to do (idle, or the look-ahead is full): yield the core
love.timer.sleep(0.001)
end
end
+283
View File
@@ -0,0 +1,283 @@
-- Routes ROM-derived cache I/O (data/generated, assets/generated and the
-- rom-cache.complete marker) to the right place.
--
-- Normally the cache lives in LÖVE's per-user OS save directory and is
-- written through love.filesystem. In portable mode it lives in the game
-- folder next to the executable instead (the folder holding portable.txt --
-- see SaveData), so nothing is left on the host machine. That folder is
-- written with raw io.* (love.filesystem can only write to the save dir) and
-- read back through love.filesystem, require and love.graphics.newImage --
-- which works because the folder is on the physfs read path:
--
-- * Source runs (`love <gamedir>`, what the Play-* launchers use): the
-- folder IS the physfs source, so it is already readable.
-- * Fused builds (the packaged .app/.exe): the folder sits next to the
-- executable and is NOT normally readable, so CacheFs mounts it onto the
-- read path via PhysFS. love.filesystem.mount refuses external folders,
-- but the underlying PHYSFS_mount (exported from love's framework) allows
-- them; we call it through LuaJIT's FFI.
--
-- Directories in the portable folder are created with a plain mkdir syscall
-- via FFI rather than os.execute, so importing never flashes a console window
-- on Windows (issue #74 -- the old per-file `os.execute("mkdir")` froze the
-- app behind a storm of one-frame cmd.exe windows).
--
-- Portable mode is desktop-only (Windows/Linux/macOS); on Android/iOS the
-- source is a read-only package with no game folder to write into, so
-- SaveData.isPortable() is false there and this module falls back to the
-- ordinary love.filesystem/save-directory behaviour.
local CacheFs = {}
local SEP = package.config:sub(1, 1)
-- Cache-relative paths are prefixed with this before every read/write, so a
-- Blue import lands in blue/ (see src.core.GameVersion) while a Red import
-- keeps the historical root. The launcher sets it per import / per readiness
-- check; it stays "" for Red. Runtime *reads* (require / newImage) do NOT go
-- through here -- CacheFs.mountVersion overlays the active version's subtree
-- onto the un-prefixed paths instead.
CacheFs.prefix = ""
local function withPrefix(rel)
local p = CacheFs.prefix
if p == nil or p == "" then return rel end
return p .. rel
end
-- lazily-resolved windowless mkdir: function(absolutePath) or false when
-- FFI is unavailable (the cache then stays on the save directory)
local mkdirFn = nil
local function resolveMkdir()
if mkdirFn ~= nil then return mkdirFn end
mkdirFn = false
local ok, ffi = pcall(require, "ffi")
if not ok then return mkdirFn end
if ffi.os == "Windows" then
-- kernel32 is reliably resolvable through ffi.C on Windows (the engine
-- already binds it in DiscordPresence); CreateDirectoryA returns
-- nonzero on success and 0 when the directory already exists -- both
-- fine, the result is ignored.
pcall(ffi.cdef,
"int CreateDirectoryA(const char *lpPathName, void *lpSecurityAttributes);")
local resolved = pcall(function() return ffi.C.CreateDirectoryA end)
if resolved then
mkdirFn = function(path) pcall(ffi.C.CreateDirectoryA, path, nil) end
end
else
pcall(ffi.cdef, "int mkdir(const char *pathname, unsigned int mode);")
local resolved = pcall(function() return ffi.C.mkdir end)
if resolved then
mkdirFn = function(path) pcall(ffi.C.mkdir, path, 493) end -- 0755
end
end
return mkdirFn
end
-- Mount an external directory onto the physfs read path (appended, so the
-- game's own source always wins a name clash). Returns true on success.
--
-- PHYSFS_mount is exported by love's own binary. How ffi finds it differs
-- per platform: on macOS/Linux the symbol is in the default namespace, so
-- ffi.C resolves it; on Windows it lives in love.dll, which ffi.C does NOT
-- search, so love.dll is loaded explicitly with ffi.load("love"). Try the
-- default first, then love.
local physfsMountFn = nil
local function resolveMount()
if physfsMountFn ~= nil then return physfsMountFn end
physfsMountFn = false
local ok, ffi = pcall(require, "ffi")
if not ok then return physfsMountFn end
pcall(ffi.cdef,
"int PHYSFS_mount(const char *newDir, const char *mountPoint, int appendToPath);")
local libs = {
function() return ffi.C end,
function() return ffi.load("love") end,
}
for _, getlib in ipairs(libs) do
local okl, lib = pcall(getlib)
if okl and lib then
local oks, fn = pcall(function() return lib.PHYSFS_mount end)
if oks and fn then
physfsMountFn = function(d, append)
if append == nil then append = true end
local okr, ret = pcall(fn, d, "", append and 1 or 0)
return okr and ret ~= 0
end
break
end
end
end
return physfsMountFn
end
-- append (default true): the game's own source wins a name clash, matching
-- how the portable cache root has always been mounted. Pass false to
-- prepend, so the mounted tree wins -- used to overlay the active version's
-- cache on top of the root (Red) copy and the source.
local function mountReadable(dir, append)
local fn = resolveMount()
if not fn then return false end
return fn(dir, append)
end
-- The portable game folder when the cache should live there, else nil.
-- Resolved (and, for a fused build, mounted) once and cached. Requires a
-- desktop portable install (SaveData) and a working windowless mkdir.
local portableRoot = nil
local portableResolved = false
local function resolvePortableRoot()
if portableResolved then return portableRoot end
portableResolved = true
portableRoot = nil
if not resolveMkdir() then return nil end
local base = require("src.core.SaveData").portableBaseDir()
if not base then return nil end
if love.filesystem.getSource and base == love.filesystem.getSource() then
-- source run: the folder is already the physfs source
portableRoot = base
elseif mountReadable(base) then
-- fused build: base is next to the executable; mount it so io.* writes
-- there are visible to love.filesystem/require/newImage
portableRoot = base
end
return portableRoot
end
function CacheFs.root()
return resolvePortableRoot()
end
local function realPath(root, rel)
return root .. SEP .. rel:gsub("/", SEP)
end
-- create every parent directory of `rel` under `root` (best effort; an
-- already-existing directory is fine, a genuine failure surfaces when the
-- subsequent io.open write fails)
local function ensureParents(root, rel)
local mkdir = resolveMkdir()
if not mkdir then return end
local parts = {}
for part in rel:gmatch("[^/]+") do parts[#parts + 1] = part end
local cur = root
for i = 1, #parts - 1 do
cur = cur .. SEP .. parts[i]
mkdir(cur)
end
end
-- write cache-relative `rel` (forward-slash path) with the given bytes;
-- returns ok, err like love.filesystem.write
function CacheFs.write(rel, data)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
ensureParents(root, rel)
local f, err = io.open(realPath(root, rel), "wb")
if not f then return false, err end
f:write(data)
f:close()
return true
end
local parent = rel:match("^(.*)/[^/]+$")
if parent and not love.filesystem.createDirectory(parent) then
local info = love.filesystem.getInfo(parent)
local reason = info and ("a " .. info.type .. " already exists there")
or "unknown reason"
return false, "could not create " .. parent .. ": " .. reason
end
return love.filesystem.write(rel, data)
end
-- read cache-relative `rel`; returns the bytes or nil
function CacheFs.read(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
local f = io.open(realPath(root, rel), "rb")
if not f then return nil end
local data = f:read("*a")
f:close()
return data
end
return love.filesystem.read(rel)
end
-- does cache-relative `rel` exist as a file?
function CacheFs.exists(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
local f = io.open(realPath(root, rel), "rb")
if not f then return false end
f:close()
return true
end
return love.filesystem.getInfo(rel, "file") ~= nil
end
-- remove a single cache-relative file
function CacheFs.remove(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
os.remove(realPath(root, rel))
return
end
love.filesystem.remove(rel)
end
-- Remove the game-folder copy of a cache subtree before a fresh import, so a
-- cache-format bump does not leave orphaned files behind. No-op when the
-- portable cache is inactive (the save-directory copy is cleared by
-- RomImporter's own removeTree). The tree is enumerated through
-- love.filesystem (the game folder is mounted) and the real files deleted
-- with os.remove; empty directories are harmless and left in place.
function CacheFs.removeTree(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if not root then return end
local function walk(r)
local info = love.filesystem.getInfo(r)
if not info then return end
if info.type == "directory" then
for _, child in ipairs(love.filesystem.getDirectoryItems(r)) do
walk(r .. "/" .. child)
end
else
os.remove(realPath(root, r))
end
end
walk(rel)
end
-- Overlay the active version's extracted cache onto the un-prefixed read
-- paths, so require("data.generated.*") and love.graphics.newImage(
-- "assets/generated/*") resolve to that version's files. Red lives at the
-- cache root and needs nothing; Blue lives under blue/ and is *prepended* so
-- it wins over any Red copy at the root and over the game source. Called
-- once at boot, before Game:load (main.lua). Returns true when nothing was
-- needed or the mount succeeded.
function CacheFs.mountVersion(version)
local prefix = require("src.core.GameVersion").cachePrefix(version)
if prefix == "" then return true end -- Red: already at the root
local sub = prefix:gsub("/+$", "") -- "blue/" -> "blue"
-- The cache root is the portable game folder when active, else LÖVE's OS
-- save directory (where love.filesystem wrote blue/...).
local base = CacheFs.root()
if not base and love.filesystem.getSaveDirectory then
base = love.filesystem.getSaveDirectory()
end
if not base then return false end
if mountReadable(base .. SEP .. sub, false) then return true end
-- Fallback when FFI/PHYSFS_mount is unavailable: LÖVE can mount a folder
-- that lives in the save directory by name (prepended: appendToPath=false).
if love.filesystem.mount then
return love.filesystem.mount(sub, "", false)
end
return false
end
return CacheFs
+6 -6
View File
@@ -126,14 +126,14 @@ function ImageWriter.columnsToRows(raw, tilesWide, tilesHigh, bytesPerTile)
end
function ImageWriter.save(image, path)
local parent = path:match("^(.*)/[^/]+$")
if parent then
local ok, err = love.filesystem.createDirectory(parent)
if not ok then error("could not create " .. parent .. ": " .. tostring(err)) end
end
local ok, fileData = pcall(image.encode, image, "png")
if not ok then error("could not encode " .. path .. ": " .. tostring(fileData)) end
local written, writeError = love.filesystem.write(path, fileData)
-- CacheFs routes this to the OS save directory (normal builds) or straight
-- into the game folder (portable installs), creating parent directories as
-- needed. io.* needs the bytes as a string; love.filesystem would also
-- take the FileData, but getString() keeps one code path.
local CacheFs = require("src.import.CacheFs")
local written, writeError = CacheFs.write(path, fileData:getString())
if not written then
error("could not write " .. path .. ": " .. tostring(writeError))
end
+5 -6
View File
@@ -87,12 +87,11 @@ function LuaWriter.encode(value)
end
function LuaWriter.write(path, value)
local parent = path:match("^(.*)/[^/]+$")
if parent then
local ok, err = love.filesystem.createDirectory(parent)
if not ok then error("could not create " .. parent .. ": " .. tostring(err)) end
end
local ok, err = love.filesystem.write(path, LuaWriter.encode(value))
-- CacheFs routes this to the OS save directory (normal builds) or straight
-- into the game folder (portable installs); it also creates the parent
-- directories. See src/import/CacheFs.lua.
local CacheFs = require("src.import.CacheFs")
local ok, err = CacheFs.write(path, LuaWriter.encode(value))
if not ok then error("could not write " .. path .. ": " .. tostring(err)) end
end
+48 -7
View File
@@ -375,6 +375,8 @@ function RomExtractor:extractMaps()
}
self:tick("Maps", mapIndex, #keys)
end
-- keep the extract ROM-faithful; Data:seedDefaults applies the #189
-- S.S. Anne 1F cabin reorder at load time
self:write("maps", out)
return out
end
@@ -1253,14 +1255,24 @@ function RomExtractor:extractTrainers()
"battle/trainers/" .. picture.imageBase .. ".png")
written[picture.imageBase] = true
end
local parties = self:trainerParties(
pointers.bank, partyStarts[index], partyEnds[index])
-- ChiefData is empty in the ROM (the Celadon Chief battle is unused/
-- cut content); tools/rom_manifest.json carries a hand-authored party
-- for the trainers this project reimplements, since no ROM data exists
-- to extract for them.
if #parties == 0 then
local override = self.manifest.trainerPartyOverrides
and self.manifest.trainerPartyOverrides[trainerId]
if override then parties = { copy(override) } end
end
out[trainerId] = {
id = trainerId, index = index, name = decodedNames[index],
source = "ROM:TrainerDataPointers",
pic = picture and picture.path or nil,
baseMoney = math.floor(Rom.bcd(rawMoney) / 100),
aiMods = aiMods[index],
parties = self:trainerParties(
pointers.bank, partyStarts[index], partyEnds[index]),
parties = parties,
}
self:tick("Trainers", index, #order)
end
@@ -1426,7 +1438,7 @@ end
function RomExtractor:extractField()
self:beginStage("Interface artwork")
local done, total = 0, 48
local done, total = 0, 49
local function tick()
done = done + 1
self:tick("Interface artwork", math.min(done, total), total)
@@ -1576,6 +1588,34 @@ function RomExtractor:extractField()
"fx/" .. spec[4], { transparent = true })
tick()
end
-- The cuttable tree's own sprite: InitCutAnimOAM (engine/overworld/cut.asm)
-- copies Overworld_GFX tiles $2d-$2e (top half) and $3d-$3e (bottom half)
-- into the OAM tiles the Cut animation slides apart, so this comes out of
-- the OVERWORLD tileset's own graphics blob rather than a named symbol.
do
local overworldIndex
for i, name in ipairs(self.manifest.constants.tilesetOrder) do
if name == "OVERWORLD" then overworldIndex = i break end
end
assert(overworldIndex, "OVERWORLD tileset not found in tilesetOrder")
local tilesetHeaders = self:symbol("Tilesets")
local rowAddress = tilesetHeaders.address + (overworldIndex - 1) * 12
local gfxBank = self.rom:byte(tilesetHeaders.bank, rowAddress)
local gfxPointer = self.rom:word(tilesetHeaders.bank, rowAddress + 3)
local cutTree = ImageWriter.blank(16, 16, 1, 1, 1, 0)
for _, spec in ipairs({
{ 0x2d, 0, 0 }, { 0x2e, 8, 0 }, { 0x3d, 0, 8 }, { 0x3e, 8, 8 },
}) do
local tileIndex, dx, dy = spec[1], spec[2], spec[3]
local tile = ImageWriter.decode2bpp(
self.rom:bytes(gfxBank, gfxPointer + tileIndex * 16, 16),
8, 8, true)
ImageWriter.blit(cutTree, tile, dx, dy)
end
self:save(cutTree, "fx/cut_tree.png"); tick()
end
self:raw2bpp("BattleTransitionTile", 8, 8,
"fx/battle_transition.png"); tick()
self:raw2bpp("PokedexTileGraphics", 24, 48,
@@ -1631,10 +1671,11 @@ function RomExtractor:extractAudio()
chunks[index] = self.rom.data:sub(first, first + 0x3FFF)
self:tick("Sound programs", index, #bankOrder + 2)
end
local ok, writeError = love.filesystem.createDirectory(
"assets/generated/audio")
if ok == false then error("could not create audio cache: " .. tostring(writeError)) end
ok, writeError = love.filesystem.write(
-- CacheFs (not love.filesystem directly) so a portable install lands this
-- in the game folder with the rest of the cache; it creates the parent
-- directory too.
local CacheFs = require("src.import.CacheFs")
local ok, writeError = CacheFs.write(
"assets/generated/audio/programs.bin", table.concat(chunks))
if not ok then error("could not write audio programs: " .. tostring(writeError)) end
+2089 -167
View File
File diff suppressed because it is too large Load Diff
+112
View File
@@ -0,0 +1,112 @@
-- SaveFileIO -- the launcher's glue between a raw Gen1 .sav battery image and
-- this project's save slots. Keeps RomImporter lean: the SAVE FILES card just
-- calls importToSlot / exportActiveSlot and renders the {ok, result} outcome.
--
-- Import reads bytes (an absolute picker path, a dropped LOVE file, or raw
-- bytes), runs them through SaveConvert.importSav (32768-byte + checksum
-- validated), then registers a fresh slot, writes it, and makes it active.
-- Export loads the active slot, encodes it back to a 32768-byte SRAM image, and
-- drops it in the save directory's exports/ folder, returning the absolute path
-- so the launcher can offer an "open folder" affordance.
--
-- Every failure returns false + a friendly one-line message (never raises), so
-- the card can surface it as a red notice line rather than crashing.
local SaveConvert = require("src.save_convert.SaveConvert")
local SaveData = require("src.core.SaveData")
local GameVersion = require("src.core.GameVersion")
local SaveFileIO = {}
local SAVE_SIZE = SaveConvert.SAVE_SIZE
-- Resolve raw save bytes from whatever the launcher hands us:
-- * a LOVE DroppedFile (a table/userdata with :open/:read/:getSize), read the
-- way RomImporter reads a dropped ROM;
-- * a raw 32768-byte string (the tests and the in-memory path) used as-is;
-- * any other string treated as an absolute picker path opened with io.open.
-- A picker path is never 32768 bytes long, so the length test disambiguates it
-- from a raw image cleanly. Returns bytes, or nil + an error string.
local function readSource(source)
local t = type(source)
if t == "table" or t == "userdata" then
if type(source.read) ~= "function" then
return nil, "that file could not be read"
end
local ok, openErr = source:open("r")
if not ok then return nil, "could not open the dropped file: " .. tostring(openErr) end
local data, readErr = source:read(source:getSize())
source:close()
if not data then return nil, "could not read the dropped file: " .. tostring(readErr) end
return data
end
if t ~= "string" then
return nil, "no save file was provided"
end
if #source == SAVE_SIZE then
return source
end
local f, openErr = io.open(source, "rb")
if not f then return nil, "could not read the save file: " .. tostring(openErr) end
local data = f:read("*a")
f:close()
if type(data) ~= "string" then return nil, "the save file was empty" end
return data
end
-- importToSlot(source, version) -> ok, slotIdOrErr
-- source: an absolute path, a LOVE DroppedFile, or raw 32768 bytes. On success
-- registers a new slot for the version, writes the imported save into it, makes
-- it the active slot, and returns true + the new slot id. On any failure
-- returns false + a friendly message.
function SaveFileIO.importToSlot(source, version)
version = version or GameVersion.get()
local bytes, readErr = readSource(source)
if not bytes then return false, readErr end
if #bytes ~= SAVE_SIZE then
return false, ("A save file must be %d bytes (32 KB); this one is %d.")
:format(SAVE_SIZE, #bytes)
end
local save, convertErr = SaveConvert.importSav(bytes, version)
if not save then return false, convertErr end
-- Tag the game version and normalize the meta stamp: SaveConvert leaves
-- meta.format = "gen1_import", but SaveData.load's migration pass compares
-- the format numerically, so re-stamp it to the current format (the imported
-- table is already current-shaped, so no migration is skipped by doing so).
save.version = version
save.meta = SaveData.buildMeta(nil, save.meta)
local slotId = SaveData.createSlot(version)
if not slotId then return false, "this game has no save slots to import into" end
local ok, writeErr = SaveData.writeSlot(version, slotId, save)
if not ok then
return false, "could not write the imported save: " .. tostring(writeErr)
end
SaveData.setActiveSlot(version, slotId)
return true, slotId
end
-- exportActiveSlot(version) -> ok, pathOrErr
-- Loads the version's active slot save (SaveData.load semantics), encodes it
-- back to a 32768-byte SRAM image, and writes it to
-- exports/gen1recomp-<version>-<slotId>.sav in the save directory (created if
-- absent). Returns true + the absolute path on success, false + a friendly
-- message otherwise.
function SaveFileIO.exportActiveSlot(version)
version = version or GameVersion.get()
local save = SaveData.load(version)
if not save then return false, "this game has no save to export yet" end
local bytes, exportErr = SaveConvert.exportSav(save)
if not bytes then return false, exportErr end
local slotId = SaveData.activeSlot(version) or "save"
local fs = love and love.filesystem
if not (fs and fs.write) then return false, "no filesystem available to export to" end
if fs.createDirectory then fs.createDirectory("exports") end
local rel = ("exports/gen1recomp-%s-%s.sav"):format(version, slotId)
local ok, writeErr = fs.write(rel, bytes)
if not ok then return false, "could not write the export: " .. tostring(writeErr) end
local base = fs.getSaveDirectory and fs.getSaveDirectory() or ""
if base ~= "" then return true, base .. "/" .. rel end
return true, rel
end
return SaveFileIO
+4
View File
@@ -11,6 +11,10 @@ local function isBadge(id)
return id:find("BADGE", 1, true) ~= nil
end
-- exported so item lists that share save.inventory (e.g. the PC deposit
-- menu) can exclude badges the same way the bag does
Bag.isBadge = isBadge
function Bag.slots(save)
local n = 0
for id in pairs(save.inventory) do
+4 -3
View File
@@ -114,10 +114,11 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local itemDef = data.items[itemId]
local name = itemDef and itemDef.name or itemId
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase
-- all refuse mid-battle (jp nz, ItemUseNotTime)
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase /
-- ItemUseTMHM all refuse mid-battle (jp nz, ItemUseNotTime)
if battle and (VITAMINS[itemId] or STONES[itemId] or itemId == "PP_UP"
or itemId == "RARE_CANDY" or itemId == "COIN_CASE") then
or itemId == "RARE_CANDY" or itemId == "COIN_CASE"
or (itemDef and itemDef.machine)) then
return "failed", { "OAK: " .. save.player.name
.. "!\nThis isn't the\ntime to use that!" }
end

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