Compare commits

..

60 Commits

Author SHA1 Message Date
bryanthaboi f7695308b7 big bug squash (#261) 2026-07-26 13:38:52 -04:00
bryanthaboi a8936e79d6 Add on-screen touch controls and assets 2026-07-25 23:16:15 -04:00
bryanthaboi f6b29e6caa evee fix and some other junk 2026-07-25 15:21:49 -04:00
bryanthaboi 3069b2e2a9 The new experience (#201)
* new launcher and save converts and pipeline

* fixing bugs
2026-07-25 12:36:53 -04:00
bryanthaboi 6625391f76 online play updates and fixes and tweaks and cheeks 2026-07-24 14:36:10 -04:00
bryanthaboi c40dcd6159 Merge branch 'online-play' 2026-07-24 13:31:07 -04:00
bryanthaboi 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
bryanthaboi 9325d56046 Fix underground path route 5-8 exit warps 2026-07-19 16:42:30 -04:00
bryanthaboi d650e605b0 Merge pull request #2 from bryanthaboi/modding-updates - big ass modding update
big ass modding update
2026-07-19 16:21:56 -04:00
bryanthaboi 47923d95b3 big ass modding update 2026-07-19 16:18:18 -04:00
bryanthaboi b5a673b252 Update README.md 2026-07-18 08:56:30 -04:00
bryanthaboi 938bb093e3 idk how i missed these files and folders 2026-07-17 21:31:08 -04:00
6456 changed files with 2338417 additions and 5510 deletions
+101
View File
@@ -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
View File
@@ -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
+163
View File
@@ -0,0 +1,163 @@
name: ci
# The ROM-free test run (21-testing-and-ci §CI).
#
# CI has no ROM and never will: data/generated/ is produced by a SHA-1
# verified import of a cartridge dump, and no ROM bytes are ever committed.
# That is why the suite is tiered -- T1 (primitives), T2 (engine invariants)
# and T4 (mod SDK) run against the committed tests/fixture_data dataset, so
# they need no ROM, no display and no assets beyond what is in the repo.
# The T3 content tier asserts Pokemon Red facts; scripts/test.sh detects
# data/generated/ is absent and skips it rather than failing.
#
# Runs alongside release.yml, which is untouched by this file.
on:
push:
branches: [main]
pull_request:
# a force-push while CI is mid-run should cancel the stale run, not queue
concurrency:
group: ci-${{ github.ref }}
cancel-in-progress: true
jobs:
headless:
name: headless suites (no ROM)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
# LuaJIT, not lua5.4: LOVE 11.x embeds LuaJIT 2.1 and the engine is
# written to Lua 5.1 semantics, so CI must run the interpreter the
# game actually ships with or it would green-light 5.4-only syntax.
- name: install luajit
run: sudo apt-get update && sudo apt-get install -y luajit
- name: interpreter version
run: luajit -v
- name: run every ROM-free tier
run: ./scripts/test.sh
fixture-dataset:
name: fixture dataset integrity
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
# the fixture PNGs are committed (they are 8x8 placeholders, not
# ROM-derived); assert they are still readable 4-shade images rather
# than regenerating them, so a corrupted commit is caught
- name: fixture assets are valid PNGs
run: |
python3 - <<'PY'
import glob, sys
from PIL import Image
paths = sorted(glob.glob("tests/fixture_data/assets/*.png"))
if not paths:
sys.exit("no fixture assets found")
for path in paths:
with Image.open(path) as image:
image.load()
print(f"ok {path} {image.size} {image.mode}")
print(f"\n{len(paths)} fixture assets valid")
PY
# the fingerprint golden is the parity tripwire; prove it still
# matches the dataset on a clean checkout
- name: fingerprint gate
run: luajit tests/engine/gate_fingerprint.lua
- name: parity-guarantee meta-test
run: luajit tests/engine/gate_meta_coverage.lua
# Only the differ is under test here, and the job is named for that. The
# capture half of the golden pipeline does not exist: a POKEPORT_DRIVER
# chunk runs after main.lua has already booted the game, and
# src/core/Data.lua has no POKEPORT_DATA_DIR branch, so no LOVE process
# can be pointed at tests/fixture_data. There is deliberately no step
# here that runs scripts/test.sh with WITH_SHOTS: it would have nothing
# to capture and nothing to diff, and a job that green-lights on skipped
# work is worse than an absent one.
shot-differ:
name: screenshot differ (capture not yet wired)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- run: python3 -m pip install --upgrade pillow
# 21-testing-and-ci §"Testing & acceptance criteria": compare_shots
# flags a deliberately corrupted golden and passes the clean one.
# That is the half of the pipeline this repo can actually prove.
- name: compare_shots self-test
run: |
set -e
python3 - <<'PY'
import os
from PIL import Image
os.makedirs("/tmp/g", exist_ok=True)
os.makedirs("/tmp/s", exist_ok=True)
base = Image.new("RGB", (160, 144), (255, 255, 255))
for x in range(0, 160, 8):
for y in range(0, 144, 8):
base.putpixel((x, y), (0, 0, 0))
base.save("/tmp/g/clean.png")
base.save("/tmp/s/clean.png")
base.save("/tmp/g/broken.png")
bad = base.copy()
for x in range(40, 60):
for y in range(40, 60):
bad.putpixel((x, y), (255, 0, 0))
bad.save("/tmp/s/broken.png")
PY
if python3 tools/compare_shots.py /tmp/g /tmp/s; then
echo "compare_shots passed a corrupted golden -- differ is broken"
exit 1
fi
rm /tmp/g/broken.png /tmp/s/broken.png
python3 tools/compare_shots.py /tmp/g /tmp/s
# an empty golden directory must not read as success
- name: differ refuses to pass vacuously
run: |
set -e
mkdir -p /tmp/empty-goldens /tmp/empty-shots
if python3 tools/compare_shots.py /tmp/empty-goldens /tmp/empty-shots; then
echo "compare_shots passed with no goldens"
exit 1
fi
lint:
name: mod lint (no ROM-derived content)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
# the MK305 dump check key-diffs shipped tables through luajit, and
# modkit treats a missing interpreter as a fatal MK100 -- without
# this install the gate would fail instead of failing open
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
# constraint 1, enforced automatically: a committed mod that ships
# ROM-derived bytes fails the build. `lint` is the no-ROM-content
# check; `validate` is deliberately not run here because it resolves
# a mod against the fixture dataset, and a Red-content mod such as
# example_mew_starter legitimately does not resolve against it.
- name: lint every committed mod
run: |
set -e
found=0
for mod in mods/*/; do
[ -f "$mod/manifest.json" ] || continue
found=1
echo "== $mod"
python3 tools/modkit.py lint "${mod%/}"
done
if [ "$found" = "0" ]; then
echo "no committed mods to lint"
fi
+78 -10
View File
@@ -1,7 +1,7 @@
name: Release
# Builds the macOS and Windows desktop apps on the self-hosted Mac runner
# and publishes them as a GitHub Release.
# Builds the macOS, Windows, and Linux desktop apps plus an Android APK
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
#
# Versioning:
# - First ever release is 0.1.0.
@@ -14,6 +14,12 @@ name: Release
on:
push:
branches: [main]
# CI/workflow and docs-only changes don't ship anything to users, so they
# don't earn a release. A push touching these *and* real source still
# releases; only pushes confined entirely to these paths are skipped.
paths-ignore:
- '.github/**'
- '**.md'
workflow_dispatch:
inputs:
version:
@@ -23,6 +29,8 @@ on:
permissions:
contents: write
issues: read
pull-requests: read
concurrency:
group: release
@@ -144,14 +152,20 @@ jobs:
echo "Identities available to codesign:"
security find-identity -v -p codesigning "$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"
+326
View File
@@ -0,0 +1,326 @@
# Contributing to the mod platform
Two routes
| You are... | Lane | Review bar |
|---|---|---|
| adding a mod to the gallery, or listing one in the showcase | [Lane A](#route-a--contributing-a-mod) | template + polish checklist + green `modkit validate` |
| changing the loader, a registry schema, an event/hook name, or a manifest field | [Lane B](#route-b--contributing-an-engine--mod-api-change) | RFC + backward-compat statement + parity test + generated docs |
If you are not sure which lane you are in, ask this: **could my change make
somebody else's existing mod behave differently?** If yes, it is Lane B.
---
## Route A — contributing a mod
### 1. Scaffold
```sh
python3 tools/modkit.py scaffold my_mod --profile content
```
`--profile` is one of `content`, `overhaul`, `total_conversion`. The
scaffold refuses to overwrite an existing directory, and prints the next
commands.
Or copy the gallery entry closest to your intent — that is what the gallery
is for:
| You want to... | Copy |
|---|---|
| change numbers | `mods/examples/example_balance_tweaks` |
| change art | `mods/examples/example_shiny_palette` |
| add music or cries | `mods/examples/example_jukebox` |
| add a quest, NPC or dialogue | `mods/examples/example_lost_parcel` |
| change how battles work | `mods/examples/example_weather` |
| add a screen or a tool | `mods/examples/example_dexnav` |
| build a whole new game | `mods/examples/example_mini_conversion` |
### 2. What the PR must contain
1. **A green `modkit validate`.** CI runs it; so should you.
```sh
python3 tools/modkit.py validate mods/examples/<id> --base imported
python3 tools/modkit.py lint mods/examples/<id>
```
`validate` drives the *real* loader headlessly, so a mod that passes
here does not surface load errors in game. `--base imported` folds
against the full vanilla id space; without it, rules that can only be
decided against real Red content (`MK103`, the patch-target check) are
reported as skipped rather than guessed at.
2. **A `tests/` directory** with at least one suite that loads the mod
through the headless loader and asserts its *stated effect* — not just
that it loaded.
```lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = require("src.core.Data"); Data:load()
local run = T.sdk.loadMod("mods/examples/my_mod", { data = Data })
T.eq(#run.errors, 0, "loads clean")
T.eq(Data.pokemon.PIKACHU.baseStats.speed, 120, "the patch landed")
run.release()
T.finish("my_mod")
```
Add a `.modkitignore` listing the suite so it stays out of the
distributed package — a test requiring engine modules is a
private-require finding against the shipped archive, and `pack` treats
warnings as fatal.
3. **A `README.md`** that opens with one sentence saying what the mod does,
names its persona, and gives the three commands to try it. No
prerequisites the scaffold did not already create.
4. **A `mod.card`** meeting the [§3.2 schema](#modcard):
```lua
return {
summary = "One sentence, <=100 chars.",
author = "Your handle", -- never blank; no author is anonymous by omission
tags = { "balance", "beginner" },
differences = { changed = {…}, added = {…}, known = {…} },
credits = { { who = "…", for_ = "original chiptune arrangement" } },
compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 },
}
```
5. **A `CHANGELOG.md`** in keep-a-changelog format, with a heading matching
`manifest.version`. `validate` warns when the version advanced without
one.
6. **Disabled by default.** Gallery entries live in `mods/examples/`, which
the loader's one-level discovery does not walk, so a fresh install
discovers none of them and the vanilla game is unchanged.
7. **No ROM-derived bytes.** Art and audio ship as originals or as a
`transforms.lua` operating on the player's own cache. `modkit lint`
is the hard floor; see
[the legal posture](#legal-posture-non-negotiable).
CI checks 1, 2, 6 and 7 mechanically. A reviewer checks 3, 4, 5 and the
polish checklist.
### 3. Category
`manifest.category` is a closed vocabulary. An unknown value is a warning,
not a hard error, so the list can grow without breaking old mods.
| category | Meaning | Typical profile |
|---|---|---|
| `TWEAK` | Small data edits: stats, prices, learnsets, encounter tables | content |
| `BALANCE` | Systematic rebalance across many records or a ruleset | content / overhaul |
| `CONTENT` | New species / moves / items / maps / trainers | content |
| `QUEST` | New story, NPCs, dialogue, cutscenes | content |
| `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul |
| `GRAPHICS` | Sprite / tileset / palette / font changes | content |
| `AUDIO` | Music, sfx, cries | content |
| `UI` | New or modified screens, menus, overlays | content / overhaul |
| `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content |
| `TOTAL_CONVERSION` | Full re-theme; owns its own tri-ledger | total_conversion |
| `OTHER` | Fallback | any |
`GAMEPLAY` is accepted as an alias for `TWEAK`, so `example_mew_starter`
keeps validating with the value it has shipped since before the taxonomy
existed.
### 4. `mod.card`
The manifest is the *engine's* contract: identity, load order, dependencies,
permissions, profile. The card is the *human-facing* one: who made this,
what it changes, what it does not do yet. It is never read by the loader's
merge — only by tooling and the manager's detail pane — so an absent or
malformed card can never break a load.
Two fields deserve their own note:
- **`differences`** is a self-declared tri-ledger, mirroring the discipline
the engine holds itself to. `changed` and `added` let a player see the
blast radius before installing; `known` is where you are honest about
what is rough. A card with an empty `known` on a complex mod reads as
carelessness, not polish.
- **`screenshots[].transform`** describes a screenshot by the *driver
script* that regenerates it from the player's build, rather than shipping
the pixels. That is the legal posture extended to your marketing: a
distributed mod never carries ROM-derived bytes, not even in its preview
images.
### 5. Tags
Lowercase kebab strings, open vocabulary. The showcase generator
lowercases and de-dupes. A recommended starting set: `beginner`,
`data-only`, `quality-of-life`, `hardcore`, `cosmetic`, `story`, `ruleset`,
`audio`, `ui`, `total-conversion`.
---
## Route B — contributing an engine / mod-API change
Changing the loader, a registry schema, an event or hook name, or a manifest
field touches the **compatibility surface** the project promises to hold
stable. Those PRs carry five obligations.
### 1. An RFC
`docs/rfcs/NNNN-<slug>.md`, covering:
- **Motivation** — the mod that cannot be written today.
- **The decision it extends or amends** — name the D-number and the plan
file, so the change is traceable to the design it modifies.
- **The exact API delta** — new registry names, new schema fields, new
event/hook names and their payload shapes and call sites.
- **A migration note for existing mods** — what an author has to do, if
anything. "Nothing" is a valid and preferred answer.
### 2. A backward-compatibility statement
Show that the v1 surface still works: `content.X:register/override/get`,
`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, the manifest v1 fields,
and `pokemon.before_give`.
**A change that would break a v1 mod is rejected unless it is
additive-with-alias.** `mods/example_mew_starter` is the live proof: it is
api 1, uses `category = "GAMEPLAY"`, copies a whole species record because
`patch` did not exist yet, and it must keep loading unchanged.
### 3. A parity-guarantee test
Two tests, not one:
- **The no-mod test** — vanilla behavior is unchanged with nothing
installed. A new hook with no subscriber must return the vanilla value;
a new registry must be a provable no-op when empty; a new event must not
allocate its payload when nothing wants it (`Runtime.wants(name)` /
`Runtime.wantsHook(name)` guard the hot paths).
- **The mod-API test** — the new seam, exercised through the *public* mod
API rather than by reaching into internals. If the test has to require a
private module to drive your seam, the seam is not finished.
### 4. Docs with the change
The reference pages are generated from `src/mods/Schemas.lua`, so a new
registry or a new schema field lands with its catalog entry in the same PR
and the generator runs clean:
```sh
luajit tools/gen_registry_docs.lua # in-repo default
luajit tools/gen_registry_docs.lua ../project.wiki # the wiki checkout
```
The prose reference lives in the GitHub wiki; the generated pages are
written into a checkout of it, so they cannot drift from the engine.
### 5. Deprecation etiquette
**Nothing is removed.** A superseded seam is marked deprecated in the
generated reference with its replacement named, keeps firing and working,
and is listed in the deprecations page.
`pokemon.before_give` is the worked precedent: the `pokemon.give` hook
supersedes it, and it is grandfathered forever anyway.
### Review
PRs touching `src/mods/`, `src/mods/Schemas.lua`, or the event/hook catalog
need the RFC label and a green parity gate before merge.
---
## The polish checklist
Every gallery example and every community mod the guide recommends meets
this bar. `[auto]` items are checked by `modkit validate`; `[review]` items
by a human.
### Error messages
- `[auto]` No bare `error()` or `assert()` in mod callbacks. Every failure
path uses `mod.log:warn` / `mod.log:error` — the loader already prefixes
`[modid]` — **and names a remediation**:
```lua
-- no
local mew = assert(mod.content.pokemon:get("MEW"), "Mew is missing")
-- yes
if not mod.content.pokemon:get("MEW") then
mod.log:warn("MEW missing from the merged view -- is a species mod "
.. "loaded before this one? speed patch skipped")
return
end
```
- `[review]` Every registration is validated against its schema, so a typo
is a load-time message naming the field, not a nil-index crash three
screens later.
### Empty states
- `[review]` Every screen a mod adds renders a sentence when its data set
is empty — "No songs registered", "Nothing seen yet" — never a blank box.
`ListMenu` gives you this for free.
### First-run experience
- `[review]` The README opens with one sentence of what the mod does, then
the commands to try it.
- `[auto]` The mod loads clean on a fresh install — zero `Loader.errors` —
with only its declared dependencies.
- `[review]` Options have sane defaults, so the mod does something useful
before the player opens its options pane.
### Credits and honoring authors
- `[review]` `mod.card.credits` names every upstream contribution — art,
music arrangement, borrowed code — and what it was for. A mod that ports
another community work credits it and links it.
- `[auto]` `mod.card.author` (or `authors`) is present and non-empty. The
showcase and the manager both surface it, so no author is anonymous by
omission.
- `[review]` Asset provenance is honest: originals declared original,
cache-derived output produced by a declared transform, third-party assets
credited and license-compatible.
### Legal posture (non-negotiable)
- `[auto]` **No ROM-derived bytes in the packaged mod.** `modkit pack`
refuses otherwise, and `pack` runs `validate --strict`, so even warnings
block the archive.
- `[review]` A total conversion carries the TC legal callout: the Red
import still runs and supplies fallback infrastructure, the conversion
overrides on top, and it distributes recipes rather than extracted
content.
---
## Versioning etiquette
Three version numbers coexist.
**Engine version** — `src/core/Version.lua`. Major = a breaking change to
the mod-facing schemas or API; minor = new backward-compatible seams;
patch = bugfix.
**Mod API version** — the integer `modApi`, currently `2`. Bumped only on a
breaking change to the `mod` object surface. A manifest's `api` field pins
the surface the mod was written against, so an api-2 mod keeps working when
the engine ships api 3.
**Your mod's version** — the manifest `version`, semver:
| bump | when |
|---|---|
| patch | data fixes; no save-shape change, no new content ids |
| minor | new content ids, new options with defaults, new optional deps |
| major | removed or renamed content ids, a changed `mod.save` shape (needs a `mod.migrations:add(sinceVersion, fn)` entry), or a raised `game_version` floor |
Declare the engine range you target in `game_version` (a semver range, e.g.
`">=1.0.0 <2.0.0"`). The loader checks it on load; a mismatch is a clear,
mod-attributed manager error, never a silent partial load.
Every version change gets a `CHANGELOG.md` heading. `modkit validate` warns
when `manifest.version` advanced without one.
+84
View File
@@ -0,0 +1,84 @@
#!/bin/bash
# Pokémon Red (LÖVE2D) - double-click launcher for macOS.
#
# First run: decodes a user-provided .gb file, installs anything missing,
# builds the game data, then launches.
# Every later run: launches the game straight away.
cd "$(dirname "$0")" || exit 1
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
warn() { printf '\033[1;33m !!\033[0m %s\n' "$*"; }
err() { printf '\033[1;31merror:\033[0m %s\n' "$*"; }
pause_exit() { # keep the Terminal window readable after a failure
echo
read -n 1 -s -r -p "Press any key to close this window..."
echo
exit "${1:-0}"
}
ask() { # ask "question" -> yes by default
local a
read -r -p "$1 [Y/n] " a
case "$a" in n|N|no|NO) return 1 ;; *) return 0 ;; esac
}
printf '\n \033[1mPokémon Red - LÖVE2D port\033[0m\n\n'
have_love() {
command -v love >/dev/null 2>&1 && return 0
[ -x "/Applications/love.app/Contents/MacOS/love" ] && return 0
[ -x "$HOME/Applications/love.app/Contents/MacOS/love" ] && return 0
return 1
}
# ---------------------------------------------------------------- fast path
if [ -f data/generated/maps.lua ] && have_love; then
say "already set up, launching the game"
scripts/run.sh || { err "the game failed to start"; pause_exit 1; }
exit 0
fi
say "first-time setup"
# ------------------------------------------------------- Xcode CLT (python3)
if ! command -v python3 >/dev/null 2>&1; then
warn "python3 is missing; it comes with Apple's command-line tools"
if ask "Install Apple's command-line tools now?"; then
xcode-select --install 2>/dev/null || true
echo
warn "Finish the Apple installer window that just opened, then"
warn "double-click Play-Mac.command again to continue."
pause_exit 0
else
err "cannot continue without python3"
pause_exit 1
fi
fi
# ----------------------------------------------------------------- Homebrew
if ! have_love && ! command -v brew >/dev/null 2>&1 \
&& [ ! -x /opt/homebrew/bin/brew ] && [ ! -x /usr/local/bin/brew ]; then
warn "LÖVE (the game engine) is not installed; the easiest installer is Homebrew"
if ask "Install Homebrew now? (asks for your macOS password)"; then
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" \
|| { err "Homebrew install failed"; pause_exit 1; }
else
warn "OK, download LÖVE 11.x yourself from https://love2d.org,"
warn "drop love.app into /Applications, then run this again."
pause_exit 1
fi
fi
# make brew visible in THIS shell (fresh installs aren't on PATH yet)
[ -x /opt/homebrew/bin/brew ] && eval "$(/opt/homebrew/bin/brew shellenv)"
[ -x /usr/local/bin/brew ] && eval "$(/usr/local/bin/brew shellenv)"
# ------------------------------------------------------------------- build
echo
scripts/setup.sh \
|| { err "setup failed - see the messages above"; pause_exit 1; }
say "setup done, launching the game"
scripts/run.sh || { err "the game failed to start"; pause_exit 1; }
exit 0
+12
View File
@@ -0,0 +1,12 @@
@echo off
rem Pokemon Red (LOVE2D) - double-click launcher for Windows.
rem First run: decodes a user-provided .gb and installs Python/LOVE if needed,
rem builds the game data, then launches. Later runs: launches straight away.
title Pokemon Red - LOVE2D port
cd /d "%~dp0"
powershell -NoProfile -ExecutionPolicy Bypass -File "scripts\bootstrap.ps1"
if errorlevel 1 (
echo.
echo Something went wrong - see the messages above.
pause
)
+103 -106
View File
@@ -1,141 +1,138 @@
# 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.
```text
first boot
Pokemon Red ROM -> in-app Lua importer -> private LÖVE save directory
-> generated Lua data and PNGs
-> compact audio channel programs
-> LÖVE2D engine
```
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.
## Packaged App
## Quick Start
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.
The packaged app contains neither a ROM nor pre-extracted game data.
Only the canonical 1 MiB US Red and Blue ROMs are accepted. The importer
verifies SHA-1 before creating any game data:
Music, sound effects, and cries are synthesized while the game runs from
compact Game Boy audio channel programs copied out of the verified ROM. No
WAV or OGG library is bundled or generated.
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
## Source Checkout
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.
The source launchers retain an optional Python workflow for developers. Place
the ROM in the project folder and double-click `Play-Mac.command` or
`Play-Windows.bat`, or run:
## Controls
| 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 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
```
Windows PowerShell:
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).
```powershell
powershell -ExecutionPolicy Bypass -File scripts\setup.ps1 -Rom C:\path\red.gb
powershell -ExecutionPolicy Bypass -File scripts\run.ps1
```
## Portable Mode
The setup scripts also accept `ROM_PATH`. With no argument, they use the first
`.gb` file in the project root.
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.
## Developer Data Build
With `portable.txt` present:
Requirements: Python 3.10+ and Pillow.
- `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.
```sh
python3 -m pip install pillow
python3 tools/build_data.py --rom "/path/to/Pokemon Red.gb" --clean
```
## Modding
This command produces the data modules and 495 PNGs in the source tree for
development and parity checks. It is not used by the packaged app.
The game ships a native mod platform: content registries, events and hooks,
per-mod saves and options, and an in-game manager. The full modding book —
getting started, a twelve-rung tutorial ladder, a cookbook, and the generated
reference — lives on the
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
## Running
Shipped example mods, one per kind of author, live in [`mods/`](mods/).
Requires LÖVE 11.x:
## Bugs and Ideas
```sh
love .
```
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.
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.
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.
## Link Play
## More
START > LINK connects two copies directly over UDP. The host chooses HOST A
GAME and shares the shown address; the other player chooses JOIN A GAME.
The default port is 7777 and can be overridden with `POKEPORT_LINK_PORT`.
## Save Editor
Edit party, boxes, items, events, map location, and Pokédex flags without
playing through the game. Close the game first, then from the repo root:
```sh
love . --editor
# or
POKEPORT_EDITOR=1 love .
# open a specific save
love . --editor --save "/path/to/save.lua"
```
By default it loads the game's LÖVE save (`save.lua`):
- macOS: `~/Library/Application Support/LOVE/pokemon-love2d/save.lua (or without the LOVE in a built version)`
- Linux: `~/.local/share/love/pokemon-love2d/save.lua`
- Windows: `%APPDATA%\love\pokemon-love2d\save.lua`
If that file is missing or you want another copy, use **Open...**, drop a
`save.lua` onto the window, or pass `--save`. Each write makes a
`save.lua.bak-YYYYMMDD-HHMMSS` backup first.
See `tools/save-editor/README.md` for headless tests.
## Layout
```text
tools/ ROM decoder, save editor, and developer verification tools
data/generated/ generated Lua game data (gitignored)
data/scripts/ hand-ported map behavior
assets/generated generated graphics and compact audio cache (gitignored)
src/ hand-written LÖVE engine
scripts/ setup, run, and packaging helpers
mobile/ Android and iOS build trees
tests/ headless behavior and parity suites
docs/ architecture, behavior notes, and platform docs
```
See `docs/architecture.md` for runtime details and
`docs/behavior-porting-notes.md` for formula provenance.
## Delete generated files (mac)
```sh
rm -rf data/generated assets/generated \
"$HOME/Library/Application Support/LOVE/pokemon-love2d/data/generated" \
"$HOME/Library/Application Support/LOVE/pokemon-love2d/assets/generated"
rm -f "$HOME/Library/Application Support/LOVE/pokemon-love2d/rom-cache.complete"
```
- [Link play](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Link-Play)
— START > LINK connects two copies directly over UDP.
- [Save editor](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Save-Editor)
— edit party, boxes, items, events, and Pokédex flags outside the game.
- `docs/architecture.md` — runtime details;
`docs/behavior-porting-notes.md` — formula provenance.
## Special Thanks
This project would not be possible without [pret](https://github.com/pret) > the pret band of decompiling maniacs > and their [pokered](https://github.com/pret/pokered) disassembly.
This project would not be possible without [pret](https://github.com/pret) >
the pret band of decompiling maniacs > and their
[pokered](https://github.com/pret/pokered) disassembly.
Binary file not shown.

After

Width:  |  Height:  |  Size: 753 KiB

+9
View File
@@ -0,0 +1,9 @@
# On-screen touch control art
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
Those Awesome Guys), public domain under CC0:
https://thoseawesomeguys.com/prompts/
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
d-pad (neutral + per-direction highlight), A, B, plus (START) and
minus (SELECT).
Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 751 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 KiB

+34 -7
View File
@@ -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"
@@ -16,9 +19,17 @@ function love.conf(t)
t.window.height = 800
else
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d"
t.window.title = "Pokemon Red (Gen 1 Recompilation Project)"
t.window.width = 160 * 4
t.window.height = 144 * 4
-- Version.lua has zero requires, so it is loadable this early; fall
-- 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 "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
@@ -30,14 +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
File diff suppressed because it is too large Load Diff
+26
View File
@@ -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
View File
@@ -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",
+26 -27
View File
@@ -5,18 +5,26 @@
-- onBoulderMoved = fn } where a script is a list of { "command", args... }
-- rows executed by src/script/ScriptRunner.lua. Every hand-ported script
-- cites the pokered source it was ported from.
--
-- The modules land in src/script/MapScripts.lua as the engine's base
-- contribution: attachBase keeps the historical merge (talk tables merge
-- per TEXT constant, other hooks are replaced by later files, so
-- different files can each add NPCs to the same map), and mod
-- contributions from the map_scripts registry compose on top of it.
local registry = {
PALLET_TOWN = require("data.scripts.pallet_town"),
OAKS_LAB = require("data.scripts.oaks_lab"),
REDS_HOUSE_1F = require("data.scripts.reds_house"),
CELADON_MANSION_ROOF_HOUSE = require("data.scripts.celadon_eevee"),
}
local MapScripts = require("src.script.MapScripts")
-- story-critical scripts, one table per map. Later files MERGE into
-- earlier ones: talk tables merge per TEXT constant, other hooks
-- (onEnter, onVictory, ...) are replaced, so different files can each
-- add NPCs to the same map.
for _, mapEntry in ipairs({
{ "PALLET_TOWN", "data.scripts.pallet_town" },
{ "OAKS_LAB", "data.scripts.oaks_lab" },
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
}) do
MapScripts.attachBase(mapEntry[1], require(mapEntry[2]))
end
-- story-critical scripts, one table per map, in the order the old merge
-- loop required them
for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
"data.scripts.story3", "data.scripts.story4",
"data.scripts.story5", "data.scripts.story6",
@@ -24,33 +32,24 @@ for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
"data.scripts.safari", "data.scripts.seafoam",
"data.scripts.gyms" }) do
for mapId, mod in pairs(require(file)) do
local existing = registry[mapId]
if not existing then
registry[mapId] = mod
else
for k, v in pairs(mod) do
if k == "talk" and existing.talk then
for textConst, script in pairs(v) do
existing.talk[textConst] = script
end
else
existing[k] = v
end
end
end
MapScripts.attachBase(mapId, mod)
end
end
local M = {}
function M.get(mapId)
return registry[mapId]
return MapScripts.get(mapId)
end
-- script to run when the player talks to an object with this TEXT_ constant
function M.talkScript(mapId, textConst)
local mod = registry[mapId]
return mod and mod.talk and mod.talk[textConst] or nil
return MapScripts.talkScript(mapId, textConst)
end
-- attribution for that script's run: the owning mod's source, nil for base
function M.talkSource(mapId, textConst)
return MapScripts.talkSource(mapId, textConst)
end
return M
+193 -85
View File
@@ -6,12 +6,13 @@
-- takes it ("I'll take this one, then!") and both balls disappear.
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
-- OaksLabRivalTakePokeBallScript.
-- * Rival (object 1): before starter -> "gramps isn't around"; with
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
-- has walked you in, else "gramps isn't around" (#218); with
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
-- afterwards he gloats or sulks and marches out of the lab
-- (OaksLabRivalBattleEndScript).
-- afterwards HealParty + flag always, then he gloats or sulks and
-- marches out (OaksLabRivalEndBattleScript). A loss does not black out.
-- ball objects: CHARMANDER (6,3), SQUIRTLE (7,3), BULBASAUR (8,3);
-- rival = object 1 at (4,3). rivalBallX is the counter-pick's column.
@@ -19,72 +20,137 @@ local function starterBall(askText, species, choseFlag, ownBall,
rivalBallX, rivalBall)
return {
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
{ "jump_if_true", 19 }, -- 2
{ "jump_if_true", 20 }, -- 2
-- no picking until Oak has walked you in (OaksLabScript gating)
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
{ "jump_if_false", 19 }, -- 4
{ "ask", askText }, -- 5
{ "jump_if_false", 20 }, -- 6
{ "give_pokemon", species, 5 }, -- 7
{ "set_flag", "EVENT_GOT_STARTER" }, -- 8
{ "set_flag", choseFlag }, -- 9
{ "jump_if_false", 20 }, -- 4
-- the Pokédex "new species" entry shows before the ask (predef
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
-- sets the owned bits so ShowPokedexData prints height/weight/text;
-- forceOwned is that bypass without mutating save.pokedex.owned.
{ "push_screen", "DexEntryMenu",
{ species = species, forceOwned = true } }, -- 5
{ "ask", askText }, -- 6
{ "jump_if_false", 21 }, -- 7
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
-- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1.
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
{ "give_pokemon", species, 5 }, -- 9
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
{ "set_flag", choseFlag }, -- 11
-- POKé BALLs are not handed out here in the original -- Oak gives
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
{ "hide_object", "OAKS_LAB", ownBall }, -- 11
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
-- the rival walks to the countering ball (around the furniture)
{ "move_npc_to", 1, rivalBallX, 4 }, -- 12
{ "face_object", 1, "up" }, -- 13
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 14
{ "hide_object", "OAKS_LAB", rivalBall }, -- 15
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
{ "face_object", 1, "up" }, -- 14
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
{ "show_text", "_OaksLabRivalReceivedMonText",
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
or "BULBASAUR" } }, -- 16
{ "jump", 20 }, -- 17
{ "jump", 20 }, -- 18 (spacer)
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 19
or "BULBASAUR" } }, -- 17
{ "jump", 21 }, -- 18
{ "jump", 21 }, -- 19 (spacer)
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
}
end
return {
talk = {
-- Oak: accepts the parcel and hands over the Pokédex, then (once the
-- player has beaten the Route 22 rival) hands over the real POKé
-- BALLs (scripts/OaksLab.asm OaksLabOak1Text, simplified: no rival
-- recall / dex-rating / "pokemon can fight" / "around the world"
-- branches -- see docs/known-differences.md)
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
-- (DisplayDexRating) is still skipped.
TEXT_OAKSLAB_OAK1 = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
{ "jump_if_false", 12 }, -- 3
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
{ "jump_if_true", 12 }, -- 5
{ "show_text", "_OaksLabOak1DeliverParcelText" }, -- 6
{ "take_item", "OAKS_PARCEL", 1 }, -- 7
{ "set_flag", "EVENT_OAK_GOT_PARCEL" }, -- 8
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" }, -- 9
{ "set_flag", "EVENT_GOT_POKEDEX" }, -- 10
{ "jump", 30 }, -- 11
{ "check_flag", "EVENT_GOT_STARTER" }, -- 12
{ "jump_if_false", 27 }, -- 13
{ "check_item", "POKE_BALL" }, -- 14
{ "jump_if_true", 25 }, -- 15
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 16
{ "jump_if_false", 29 }, -- 17
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 18
{ "jump_if_true", 25 }, -- 19
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 20
{ "give_item", "POKE_BALL", 5, false }, -- 21
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 22
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 23
{ "jump", 30 }, -- 24
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 25
{ "jump", 30 }, -- 26
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 27
{ "jump", 30 }, -- 28
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 29 (30 = end)
{ "face_player" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
{ "jump_if_true", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "around_world" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_false", "pre_lab_battle" },
{ "check_item", "OAKS_PARCEL" },
{ "jump_if_false", "raise_young" },
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalGrampsText" },
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
-- OaksLabCalcRivalMovementScript: sprite map (8,11) → cell (4,7)
-- when the player stands below Oak (the usual desk talk).
{ "place_npc", 1, 4, 7, "up" },
{ "move_npc_to", 1, 4, 3 },
{ "play_music", "Music_OaksLab" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabRivalWhatDidYouCallMeForText" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakIHaveARequestText" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
{ "face_object", 1, "right" },
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", 1, 4, 7 },
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "play_music", "Music_OaksLab" },
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
{ "jump", "end" },
{ "label", "raise_young" },
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" },
{ "jump", "end" },
{ "label", "pre_lab_battle" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_true", "can_fight" },
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" },
{ "jump", "end" },
{ "label", "can_fight" },
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
{ "jump", "end" },
{ "label", "around_world" },
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
{ "jump", "end" },
{ "label", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "jump_if_true", "come_see" },
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "give_item", "POKE_BALL", 5, false },
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -97,45 +163,76 @@ return {
starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
"OAKSLAB_BULBASAUR_POKE_BALL", 6, "OAKSLAB_CHARMANDER_POKE_BALL"),
-- Talking to the rival only ever prints a line: the lab battle is a
-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6;
-- see onStep below), never a talk action. The handler used to fall
-- through from the "looks stronger" taunt straight into start_battle,
-- so talking to Blue at the table launched the rival fight before the
-- player ever stepped onto the trigger (#219). scripts/OaksLab.asm
-- OaksLabText8 branches text only:
-- * got starter, not yet battled -> _OaksLabRivalMyPokemonLooksStronger
-- * already battled -> _OaksLabRivalFedUpWithWaitingText (a Route 22
-- line; normally unreachable since the rival is hidden after the
-- lab battle in OaksLabRivalEndBattleScript)
-- * no starter yet -> the FOLLOWED_OAK pre-starter fork (#218)
TEXT_OAKSLAB_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_false", 20 }, -- 3
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
{ "jump_if_true", 18 }, -- 5
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
{ "jump_if_false", 11 }, -- 8
{ "start_battle", "trainer", "OPP_RIVAL1", 3 }, -- 9 Charmander
{ "jump", 16 }, -- 10
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
{ "jump_if_false", 15 }, -- 12
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
{ "jump", 16 }, -- 14
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 16
{ "jump", 21 }, -- 17
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 18
{ "jump", 25 }, -- 19
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 20
-- battle aftermath: on a win the rival sulks and marches out
-- (OaksLabRivalBattleEnd); on a loss the blackout already warped
-- us away, so the script just ends
{ "jump_if_false", 25 }, -- 21
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 22
{ "move_npc_to", 1, 4, 11 }, -- 23
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 24 (25 = end)
{ "face_player" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_false", "pre_starter" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_true", "after_battle" },
-- has a starter, has not fought yet: just the taunt. The battle is
-- the coordinate trigger in onStep, not this talk (#219)
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
{ "jump", "end" },
{ "label", "after_battle" },
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" },
{ "jump", "end" },
-- pre-starter fork (scripts/OaksLab.asm OaksLabText8 rival handler):
-- Oak has already escorted you in (three balls on the table) -> he
-- waves you on to choose; not yet escorted (very early game) -> the
-- "Gramps isn't around" line. #218
{ "label", "pre_starter" },
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" },
{ "jump_if_false", "gramps_gone" },
{ "show_text", "_OaksLabRivalGoAheadAndChooseText" },
{ "jump", "end" },
{ "label", "gramps_gone" },
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
},
},
-- Saves that got the Pokédex before #106 never wrote objectToggles for
-- the table sprites; re-entering the lab applies the same HideObject
-- the gift script now does (OaksLab.asm OakGivesPokedex).
onEnter = function(game, ow)
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
end
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
end,
-- Oak stops you leaving without a starter; the rival stops you on
-- the way out for the first battle (scripts/OaksLab.asm
-- OaksLabScript8 / OaksLabRivalChallenge)
onStep = function(game, ow, x, y)
local flags = game.save.flags
-- Oak blocks the exit mats (4,11)/(5,11) until you take a starter
-- Oak stops you leaving without a starter at the bookshelf row (cell
-- y == 6): this is the same wYCoord == 6 coordinate script the rival
-- challenge just below uses (scripts/OaksLab.asm, both gated on
-- EVENT_GOT_STARTER), so Oak halts you level with the shelves, not one
-- corridor length later on the exit mat. At y>=6 only the x=4,5
-- corridor is walkable and the up-push keeps the player above y=7, so
-- this only ever fires at y=6 in the corridor -- matching the rival
-- trigger's shape. (#232)
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
and y == 11 and (x == 4 or x == 5) then
and y >= 6 then
ow.runner:run({
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
{ "move_player", "up", 1 },
@@ -171,10 +268,21 @@ return {
local party = flags.EVENT_CHOSE_BULBASAUR and 3
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- a loss blacks out to another map: end the script there
table.insert(rows, { "jump_if_false", base + 7 })
-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
-- marches out. A loss skips only the gloat (that taunt was already
-- shown in-battle via Rival1WinText), never the exit line (#231). The
-- jump_if_false convergence point is the exit line: base+6 indexes the
-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
ow.runner:run(rows, { npc = rival })
+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
},
},
}
+596 -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
},
},
}
@@ -196,7 +395,93 @@ M.SS_ANNE_CAPTAINS_ROOM = {
-- MrFujisHouse.asm; the teleport back to his house is a warp)
-- -------------------------------------------------------------------
-- scripts/PokemonTower7F.asm: after each Rocket loses,
-- PokemonTower7FEndBattleScript shows its EndBattle text (EndTrainerBattle),
-- prints its AfterBattle text (DisplayTextID), then
-- PokemonTower7FRocketLeaveMovementScript walks the grunt off toward the
-- (9,16) stairs (MoveSprite) and PokemonTower7FHideNPCScript despawns it
-- (HideObject). Without this the beaten grunts stood in the corridor
-- forever (#200).
local POKEMON_TOWER_7F_ROCKETS = {
{ index = 1, name = "POKEMONTOWER7F_ROCKET1",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_0",
after = "_PokemonTower7FRocket1AfterBattleText" },
{ index = 2, name = "POKEMONTOWER7F_ROCKET2",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_1",
after = "_PokemonTower7FRocket2AfterBattleText" },
{ index = 3, name = "POKEMONTOWER7F_ROCKET3",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_2",
after = "_PokemonTower7FRocket3AfterBattleText" },
}
-- PokemonTower7FNPCCoordMovementTable, keyed by the PLAYER's tile ("x,y")
-- at the engagement (both the talk and the sight walk-up leave the player on
-- the tile the vanilla table indexes). Each list is that entry's
-- NPC_MOVEMENT_* exit, applied from the grunt's current tile. The exact
-- tables are one per grunt (dbmapcoord bytes decoded back to x,y).
local POKEMON_TOWER_7F_EXITS = {
[1] = { -- ROCKET1 @ (9,11), faces RIGHT
["9,12"] = { "right", "down", "down", "down", "down", "down", "left" },
["10,11"] = { "down", "right", "down", "down", "down", "down" },
["11,11"] = { "down", "down", "down", "down", "down" },
["12,11"] = { "down", "down", "down", "down", "down" },
},
[2] = { -- ROCKET2 @ (12,9), faces LEFT
["12,10"] = { "left", "down", "down", "down", "down", "down", "down" },
["11,9"] = { "down", "down", "down", "left", "down", "down" },
["10,9"] = { "down", "down", "down", "down", "down" },
["9,9"] = { "down", "down", "down", "down", "down" },
},
[3] = { -- ROCKET3 @ (9,7), faces RIGHT
["9,8"] = { "right", "down", "down", "down", "down", "down", "down" },
["10,7"] = { "down", "down", "down", "down", "down" },
["11,7"] = { "down", "down", "down", "down", "down" },
["12,7"] = { "down", "down", "down", "down", "down" },
},
}
-- The vanilla table only lists the sight/talk tiles the map geometry allows;
-- a plain down-walk keeps any other engagement tile (e.g. talking from the
-- side) safe -- it still clears the corridor and despawns the grunt.
local POKEMON_TOWER_7F_EXIT_FALLBACK =
{ "down", "down", "down", "down", "down" }
M.POKEMON_TOWER_7F = {
-- Repair saves that beat a grunt before the exit walk was ported: in
-- vanilla HideObject persists (wMissableObjectFlags), so a beaten grunt is
-- still gone on re-entry. hide_object below writes objectToggles for new
-- wins; this hides any grunt whose BEAT flag is already set.
onEnter = function(game, ow)
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
if game.save.flags[r.beat] then
Commands.hide_object(ctx, "POKEMON_TOWER_7F", r.name)
end
end
end,
-- runVictoryHook fires after every trainer win on the map (both the sight
-- and talk paths route through engageTrainer -> checkVictoryRewards), so
-- this walks off whichever grunt was just beaten but is still standing.
-- The AfterBattle text + walk queue UNDER the EndBattle box engageTrainer
-- pushes right after, giving the vanilla order: EndBattle, AfterBattle,
-- walk, despawn.
onVictory = function(game, ow)
if ow.runner:isRunning() then return end
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
local npc = ow:npcByIndex(r.index)
if npc and game.save.flags[r.beat] then
local key = ow.player.cellX .. "," .. ow.player.cellY
local dirs = (POKEMON_TOWER_7F_EXITS[r.index] or {})[key]
or POKEMON_TOWER_7F_EXIT_FALLBACK
ow.runner:run({
{ "show_text", r.after }, -- DisplayTextID
{ "walk_npc", r.index, dirs }, -- MoveSprite
{ "hide_object", "POKEMON_TOWER_7F", r.name }, -- HideObject
}, { npc = npc })
return
end
end
end,
talk = {
TEXT_POKEMONTOWER7F_MR_FUJI = {
{ "face_player" }, -- 1
@@ -208,7 +493,17 @@ 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 +638,50 @@ 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 +702,8 @@ 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 +769,18 @@ 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 +793,16 @@ 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 +811,69 @@ 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 +903,29 @@ 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 +939,21 @@ 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 +964,86 @@ 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,
}
-- -------------------------------------------------------------------
+290 -78
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))
@@ -386,40 +425,112 @@ M.BIKE_SHOP = {
-- the Cinnabar lab (the wait is skipped).
-- -------------------------------------------------------------------
local function mtMoonFossil(itemId, otherName)
-- The Super Nerd (object index 1) claims both fossils and blocks the way
-- to them. In scripts/MtMoonB2F.asm he isn't a sight-line trainer: his
-- header carries no range, so MtMoonB2FDefaultScript force-triggers the
-- battle the instant the player steps onto (13,8) -- the chokepoint tile
-- to his right -- and reaching for a fossil intercepts you too.
local function superNerdBeaten(ow)
local nerd = ow:npcByIndex(1)
return not nerd or ow:trainerDefeated(nerd)
end
local function engageSuperNerd(game, ow, onDone)
local nerd = ow:npcByIndex(1)
if not nerd or ow:trainerDefeated(nerd) then
if onDone then onDone() end
return
end
nerd:facePlayer(ow.player)
ow:engageTrainer(nerd, onDone)
end
-- MtMoonB2FMoveSuperNerdScript: player-near-dome coords walk RIGHT then
-- UP (MoveRight falls through into MoveUp); near-helix walks UP only.
local function mtMoonNerdWalk(px, py, itemId)
if (px == 12 and py == 7) or (px == 11 and py == 6) or (px == 12 and py == 5) then
return { "right", "up" }
end
if (px == 13 and py == 7) or (px == 14 and py == 6) or (px == 14 and py == 5) then
return { "up" }
end
return (itemId == "DOME_FOSSIL") and { "right", "up" } or { "up" }
end
-- scripts/MtMoonB2F.asm Dome/Helix fossil text_asm + MoveSuperNerd +
-- SuperNerdTakesOtherFossil: pick one, hide it, walk the nerd to the
-- other, "All right. Then this is mine!", hide the other.
local function mtMoonFossil(itemId, otherName, gotFlag)
return function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
if game.save.flags.EVENT_GOT_A_FOSSIL then
game.stack:push(TextBox.new(game, "You already took\na fossil.", done))
local t = game.data.text
local flags = game.save.flags
if flags.EVENT_GOT_DOME_FOSSIL or flags.EVENT_GOT_HELIX_FOSSIL then
done()
return
end
game.stack:push(TextBox.new(game, "You found a\nfossil! Take it?", function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then done() return end
game.save.inventory[itemId] = 1
game.save.flags.EVENT_GOT_A_FOSSIL = true
local Commands = require("src.script.Commands")
local ctx = { save = game.save, overworld = ow, game = game }
Commands.hide_object(ctx, "MT_MOON_B2F", npc.def.name)
Commands.hide_object(ctx, "MT_MOON_B2F", otherName)
local name = game.data.items[itemId].name
if not superNerdBeaten(ow) then
engageSuperNerd(game, ow, done)
return
end
local want = (itemId == "DOME_FOSSIL")
and (t._MtMoonB2FDomeFossilYouWantText or "You want the\nDOME FOSSIL?")
or (t._MtMoonB2FHelixFossilYouWantText or "You want the\nHELIX FOSSIL?")
game.stack:push(TextBox.new(game, want, nil, { choice = function(yes)
if not yes then done() return end
if not require("src.inventory.Bag").add(game.save, itemId, 1) then
game.stack:push(TextBox.new(game,
("%s got the\n%s!"):format(game.save.player.name, name), done))
end))
end))
t._MtMoonB2FYouHaveNoRoomText or "Look, you've got\nno room for this.",
done))
return
end
local idef = game.data.items[itemId]
game.stringBuffer = idef and idef.name or itemId
require("src.core.Sound").play(game.data, "Get_Key_Item")
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
game.stack:push(TextBox.new(game,
t._MtMoonB2FReceivedFossilText
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
function()
local Commands = require("src.script.Commands")
Commands.hide_object(
{ save = game.save, overworld = ow, game = game },
"MT_MOON_B2F", npc.def.name)
flags[gotFlag] = true
ow.runner:run({
{ "walk_npc", 1, dirs },
{ "text_opts", { auto = true } },
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "MT_MOON_B2F", otherName },
}, { onDone = done })
end))
end }))
end
end
M.MT_MOON_B2F = {
-- MtMoonB2FDefaultScript forces the Super Nerd battle when the player
-- steps onto (13,8), the tile beside him guarding the fossils.
onStep = function(game, ow, x, y)
if x == 13 and y == 8 and not superNerdBeaten(ow) then
engageSuperNerd(game, ow, nil)
return true
end
return false
end,
talk = {
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil("DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil("HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL"),
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
"HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL", "EVENT_GOT_HELIX_FOSSIL"),
},
}
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
-- Y50, once; declining at the rope walks you back out.
-- Y50, once. Declining at the rope shoves the player one tile SOUTH back off
-- the exhibit rope they crossed heading north (#151); the museum floor has no
-- ledges, so a plain scriptMove("down",1) is the correct primitive.
local function museumClerk(game, ow, done, onDecline)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
@@ -454,7 +565,7 @@ M.MUSEUM_1F = {
if y == 4 and (x == 9 or x == 10)
and not game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
museumClerk(game, ow, nil, function()
ow:scriptMove(ow.player, "right", 1)
ow:scriptMove(ow.player, "down", 1)
end)
return true
end
@@ -646,73 +757,174 @@ 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,
},
}
+410 -90
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 +496,48 @@ M.GAME_CORNER = {
done()
end))
end,
-- the grunt guarding the poster (GameCornerRocketText /
-- GameCornerRocketBattleScript / GameCornerRocketExitScript): after
-- losing he warns the BOSS and leaves the floor for good, freeing
-- the tile in front of the hideout switch
TEXT_GAMECORNER_ROCKET = function(game, ow, npc, done)
local Commands = require("src.script.Commands")
local function hideRocket()
Commands.hide_object({ game = game, save = game.save,
overworld = ow },
"GAME_CORNER", "GAMECORNER_ROCKET")
end
-- already beaten: hide anyway so pre-#50 saves that only have
-- defeatedTrainers (no objectToggles hide) clear the poster tile
if ow:trainerDefeated(npc) then
hideRocket()
done()
return
end
ow:engageTrainer(npc, function()
if not ow:trainerDefeated(npc) then
done()
return
end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._GameCornerRocketAfterBattleText
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
function()
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
-- ApplyMovementData walks the grunt one tile UP into the poster
-- (the hideout's secret entrance at 9,4) before HideObject, so
-- he leaves the floor rather than popping out of existence on
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
-- ignores collision, so we despawn + unfreeze (done) only once
-- the step lands.
ow:scriptMove(npc, "up", 1, function()
hideRocket()
done()
end)
end))
end)
end,
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
@@ -349,53 +584,93 @@ M.GAME_CORNER = {
},
}
-- Red-version prize lists (data/events/prizes.asm, prize_mon_levels.asm)
local PRIZES = {
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
-- The six mon prizes differ between Red and Blue; the three TM prizes are
-- identical, so they are shared and appended to each version's mon list.
local PRIZE_TMS = {
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
}
local RED_PRIZES = {
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
}
local BLUE_PRIZES = {
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
}
local function activePrizes()
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
end
-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
-- with no case prints RequireCoinCaseText and returns without ever opening a
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
-- show the prizes. #194: the port used to open the window unconditionally and
-- skip both text boxes.
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local items = {}
for _, p in ipairs(PRIZES) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items, { label = label, right = tostring(p.cost), value = p })
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- IsItemInBag COIN_CASE: without the case, deny and open no window
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
return
end
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
-- ExchangeCoinsForPrizesText plays before the prize window opens.
game.stack:push(TextBox.new(game,
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
function()
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items,
{ label = label, right = tostring(p.cost), value = p })
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
end))
end
M.GAME_CORNER_PRIZE_ROOM = {
@@ -411,18 +686,63 @@ M.GAME_CORNER_PRIZE_ROOM = {
-- and the player steps off the dock, the ship sets sail.
-- -------------------------------------------------------------------
-- the ship's hull/deck blocks (block cols 5-8, rows 1-2) and the water
-- that replaces them once she sails (the surrounding blocks of each row)
local DOCK_SHIP_BLOCKS = {
{ bx = 5, by = 1, water = 1 }, { bx = 6, by = 1, water = 1 },
{ bx = 7, by = 1, water = 1 }, { bx = 8, by = 1, water = 1 },
{ bx = 5, by = 2, water = 13 }, { bx = 6, by = 2, water = 13 },
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
}
M.VERMILION_DOCK = {
onEnter = function(game, ow)
if game.save.flags.EVENT_SS_ANNE_LEFT then
local Flags = require("src.script.Flags")
local f = game.save.flags
if Flags.get(game.save, "EVENT_SS_ANNE_LEFT") then
-- the ship is long gone: erase her right away, and anyone who
-- still lands here is sent back out past the guard
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
ow.map:setBlock(b.bx, b.by, b.water)
end
ow.map.renderer:rebuild()
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._VermilionCitySailor1ShipSetSailText
or "The ship set sail.", function()
ow:startWarpTo("VERMILION_CITY", 19, 30, "up")
ow:startWarpTo("VERMILION_CITY", 18, 29, "up")
end))
elseif game.save.flags.EVENT_GOT_HM01 then
game.save.flags.EVENT_SS_ANNE_LEFT = true
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
-- triggers the departure (wDestinationWarpID == 1 in pokered) --
-- Music_Surfing plays for the sail-away cutscene, smoke puffs
-- drift off the funnel, the horn blows, the ship is erased to
-- open water, and the player is walked off the dock into the
-- city past the guard (VermilionCity's
-- SCRIPT_VERMILIONCITY_PLAYER_EXIT_SHIP walk)
Flags.set(game.save, "EVENT_SS_ANNE_LEFT")
local Music = require("src.core.Music")
Music.stop()
Music.play(game.data, "Music_Surfing")
local function puff(n, cx)
if n <= 0 then return end
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
end
puff(3, 15)
local rows = {}
rows[#rows + 1] = { "wait", 100 }
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
end
rows[#rows + 1] = { "wait", 30 }
rows[#rows + 1] = { "move_player", "up", 2 }
-- keep Music_Surfing across the city warp (pokered stays on it
-- through the exit-ship walk)
rows[#rows + 1] = { "play_music", "Music_Surfing", { keep = true } }
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
rows[#rows + 1] = { "move_player", "up", 2 }
ow:queueScript(rows)
end
end,
}
+205 -19
View File
@@ -134,12 +134,19 @@ M.MT_MOON_POKECENTER = {
-- Karate Master, take HITMONLEE or HITMONCHAN (the other disappears)
-- -------------------------------------------------------------------
-- ownBall/otherBall keep their spots for signature symmetry; only ownBall
-- is ever hidden (Gen1 removes just the chosen ball).
local function dojoBall(species, ownBall, otherBall, askKey)
return function(game, ow, npc, done)
local t = text(game)
local flags = game.save.flags
-- Already took one prize: the OTHER ball is still on the mat, so
-- talking to it now gives the "Better not get greedy..." refusal
-- (FightingDojo.asm .gotThePokemon / _FightingDojoBetterNotGetGreedyText),
-- not a silent no-op (#197).
if flags.EVENT_GOT_HITMONLEE or flags.EVENT_GOT_HITMONCHAN then
done()
push(game, t._FightingDojoBetterNotGetGreedyText
or "Better not get\ngreedy...", done)
return
end
if not flags.EVENT_BEAT_KARATE_MASTER then
@@ -153,8 +160,10 @@ local function dojoBall(species, ownBall, otherBall, askKey)
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
Commands.hide_object(ctx, "FIGHTING_DOJO", otherBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end
@@ -171,6 +180,21 @@ M.FIGHTING_DOJO = {
"FIGHTINGDOJO_HITMONLEE_POKE_BALL",
"_FightingDojoHitmonchanPokeBallText"),
},
-- The two dojo posters on the north wall (FightingDojo.asm bg_events at
-- the top of the room, cells (4,0)/(5,0) directly above the prize balls)
-- print _EnemiesOnEverySideText. The map extractor dropped the dojo
-- bg_events (signs = {}), so wire the poster read here, the same
-- facing-up + coord shape the mansion switches use. Reachable only once
-- a claimed prize frees the ball cell below the poster (#197).
onInteract = function(game, ow, fx, fy)
if ow.player.facing ~= "up" then return false end
if fy == 0 and (fx == 4 or fx == 5) then
push(game, text(game)._EnemiesOnEverySideText
or "Enemies on every\nside!")
return true
end
return false
end,
}
-- -------------------------------------------------------------------
@@ -212,30 +236,31 @@ M.COPYCATS_HOUSE_2F = {
talk = {
TEXT_COPYCATSHOUSE2F_COPYCAT = function(game, ow, npc, done)
local t = text(game)
local Bag = require("src.inventory.Bag")
if game.save.flags.EVENT_GOT_TM31 then
push(game, t._CopycatsHouse2FCopycatWhirlingText
or "Huh? Huh? Huh?", done)
push(game, t._CopycatsHouse2FCopycatTM31Explanation2Text, done)
return
end
if (game.save.inventory.POKE_DOLL or 0) > 0 then
ask(game, t._CopycatsHouse2FCopycatPokeDollText
or "Oh wow!\nA POKé DOLL!\fFor me?\nCan I have it?", function(yes)
if not yes then done() return end
game.save.inventory.POKE_DOLL = game.save.inventory.POKE_DOLL - 1
if game.save.inventory.POKE_DOLL == 0 then
game.save.inventory.POKE_DOLL = nil
end
if not require("src.inventory.Bag").add(game.save, "TM_MIMIC", 1) then
push(game, "You don't have\nroom for TM31!", done)
-- Mimic line first; auto-trade POKE DOLL for TM31 (no YES/NO).
push(game, t._CopycatsHouse2FCopycatDoYouLikePokemonText, function()
if (game.save.inventory.POKE_DOLL or 0) <= 0 then
done()
return
end
push(game, t._CopycatsHouse2FCopycatTM31PreReceiveText, function()
if not Bag.add(game.save, "TM_MIMIC", 1) then
push(game, t._CopycatsHouse2FCopycatTM31NoRoomText, done)
return
end
game.stringBuffer = game.data.items.TM_MIMIC.name
require("src.core.Sound").play(game.data, "Get_Item1")
Bag.remove(game.save, "POKE_DOLL", 1)
game.save.flags.EVENT_GOT_TM31 = true
push(game, ("%s got\nTM31!"):format(game.save.player.name), done)
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
end)
end)
return
end
push(game, t._CopycatsHouse2FCopycatText
or "I like to mimic\npeople!", done)
end)
end,
},
}
@@ -457,6 +482,25 @@ 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 +670,153 @@ 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
+237 -23
View File
@@ -196,14 +196,24 @@ local function inCoords(coords, x, y)
return false
end
-- coordinate block: show a line and push the player back one step
-- coordinate block: show a line and shove the player back one step. pokered
-- shoves with a SIMULATED JOYPAD press (scripts/ViridianCity.asm ViridianCity-
-- CheckGymOpenScript), which runs the normal overworld step pipeline including
-- HandleLedges (engine/overworld/ledges.asm), so the shove must HOP a ledge
-- when one sits in front: the tile below the Viridian Gym door is a down-ledge
-- (#151). Gates with no ledge in front (Cinnabar gym lock at (18,4)) get
-- checkLedgeHop == false and fall back to the plain forced step, unchanged.
local function stepGate(opts)
return function(game, ow, x, y)
if not inCoords(opts.coords, x, y) then return false end
if not opts.blocked(game) then return false end
require("src.core.Sound").play(game.data, "Denied")
push(game, text(game)[opts.text] or opts.fallback,
function() ow:scriptMove(ow.player, opts.push, 1) end)
push(game, text(game)[opts.text] or opts.fallback, function()
ow.player.facing = opts.push
if not ow:checkLedgeHop(opts.push) then
ow:scriptMove(ow.player, opts.push, 1)
end
end)
return true
end
end
@@ -259,23 +269,183 @@ 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 +467,19 @@ end
-- EVENT_ROUTE22_RIVAL_WANTS_BATTLE in Oak's lab (expired by Pewter
-- Gym) and again in Viridian Gym; we derive the same windows from the
-- surrounding story flags so old saves work too.
-- Rival1Exit → Viridian (right/down); Rival2Exit → League (left).
local function route22ExitDirs(n, py)
if n == 2 then
if py == 5 then return { "left", "left", "left", "left" } end
return { "left", "left", "left" }
end
if py == 5 then
return { "right", "right", "down", "down", "down", "down", "down" }
end
return { "up", "right", "right", "right",
"down", "down", "down", "down", "down", "down" }
end
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
return {
{ "show_object", "ROUTE_22", objName }, -- 1
@@ -308,7 +491,7 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
{ "set_flag", beatFlag }, -- 7
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
{ "move_npc_to", objIndex, 25, 5 }, -- 10
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11
}
end
@@ -335,6 +518,14 @@ M.ROUTE_22 = {
-- Cerulean City: the Nugget Bridge rival ambush (CeruleanCityCoords2),
-- the TM28 rocket thief with his forced-fight cells (Coords1), and the
-- cave guard who steps aside once you are Champion.
-- Post-battle: Bill text then CeruleanCityMovement3/4 into town.
local function ceruleanRivalExitDirs(px)
if px == 20 then
return { "right", "down", "down", "down", "down", "down", "down" }
end
return { "left", "down", "down", "down", "down", "down", "down" }
end
local function ceruleanRivalScene(px, py)
return {
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 1
@@ -342,32 +533,43 @@ local function ceruleanRivalScene(px, py)
{ "face_object", 1, "down" }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 10 }, -- 6
{ "jump_if_false", 11 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "move_npc_to", 1, 20, 2 }, -- 9
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 10
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
}
end
-- scripts/CeruleanCity.asm CeruleanCityRocketText: fight the thief,
-- then he returns TM28 (DIG) and hurries off
-- then he returns TM28 (DIG) and hurries off. CeruleanHideRocket
-- (CeruleanCity_2.asm) is GBFadeOutToBlack → Show GUARD1 / Hide GUARD2 /
-- Hide ROCKET → GBFadeInFromBlack — not a bare hide_object.
local rocketRows = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
{ "jump_if_true", 15 }, -- 3
{ "jump_if_true", 15 }, -- 3 → CeruleanHideRocket
{ "check_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 4
{ "jump_if_true", 9 }, -- 5
{ "show_text", "_CeruleanCityRocketText" }, -- 6
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 7
{ "jump_if_false", 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 +646,22 @@ 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
+100 -12
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" },
@@ -30,8 +114,12 @@ return {
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
-- only him (data/maps/objects/FightingDojo.asm).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER" },
-- only him (data/maps/objects/FightingDojo.asm). `dialogue` is the
-- concede + prize offer he speaks after the win (his header supplies the
-- "Hwa! Arrgh! Beaten!" won line first; #197).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3),
dialogue = { "_FightingDojoKarateMasterIWillGiveYouAPokemonText" } },
-- Elite Four progress flags (their rooms' door logic isn't ported, but
-- the flags make the Hall of Fame checkable)
+34 -1
View File
@@ -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
View File
@@ -0,0 +1,163 @@
# Launcher
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
that runs before `Game:load`. Besides ROM import (see the file's own header)
it hosts a tabbed shell covering per-game save slots and a mod manager. This
file documents the runtime model; the visual spec lives separately.
## Android multi-ROM import
On Android, `love.system.pickFile()` opens the Storage Access Framework
picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
`picked_rom.gb` in the app save directory. `RomImporter` then imports on
refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
to a version that is **not** yet ready counts as pending. A leftover
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
After a successful import the consumed save-dir `.gb` is removed.
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
system file picker must appear (not a silent Red re-extract) → pick Blue →
Blue becomes ready beside Red.
## Tab structure
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
Play button, and the SAVE SLOT card in a responsive two-column grid (see
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
centered pill in a reserved band just above the footer, on every tab. That
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
## Save slot model
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
abstraction (`persistFs`) every other save/options call uses, so portable
mode (an `io.*` filesystem used when `portable.txt` marks the install)
keeps working unchanged.
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
`slot%d+`; `createSlot` allocates one past the highest existing number so a
reused id can never collide with a lingering file.
- **Registry.** The ordered slot list and which one is active persist in
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
- **Active slot resolution.** `saveNames(version)`, the function every
existing caller (`TitleState` hasSave/load/save, recovery order) already
goes through, now resolves the *active* slot instead of a fixed flat name.
Resolved once per version per process (`ensureVersionSlots`, cached in
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
legacy migration may create one; otherwise the flat legacy path is used
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
- **Legacy migration.** One-time per version, lazy on first
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
file exists and no `saves/<version>/` registry does, its main + `.bak` are
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
originals removed and `slot1` registered as active. A copy that fails to
verify leaves the originals in place; migration never loses data.
The launcher-facing API:
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
every registered slot. `name` is the save's player name, or `nil` for an
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
title screen's `ContinueInfo` shows) or `nil`. The pure part,
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
it as active, and updates the process cache so the very next save/load
lands there. The launcher calls this the moment a slot row is clicked
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
save file written**. An empty slot means the title screen offers NEW GAME
only, which needs no further changes.
## Launcher mod manager
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
before `Game:load`, so **it never loads a mod's entry chunk**; only
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
`Loader:_discover` finds mods without running them. The real loader
(`src/mods/Loader.lua`) still owns the actual load at boot.
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
duplicate) and returns one row per mod:
`{id, name, version, badge, description, enabled, status, statusDetail}`.
`badge` is the manifest's `category`, falling back to `profile`, then
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
enabled, matching the loader's own default).
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
and the validated manifests: `conflict` when enabling this mod collides
with another enabled one; `warn` for an out-of-range `game_version` or an
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
`love.*` calls, this half is table-driven by the test suite on its own.
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
boolean, the exact shape `Loader:_saveState` writes, so the running game
and the in-game `ManagerState` see the change on next boot. The mods panel
calls this on every toggle and re-derives the list right away
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
the zip root, or inside one top-level folder), validates its manifest, and
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
duplicate of an already-installed mod id, and accepts either an external
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
temp first (mount only reaches save-dir-relative paths), the same way
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
back, and every path unmounts and clears the staged temp file.
## Import / Export save
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
through `src/import/SaveFileIO.lua`, which sits on top of
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
- **Import save** is live once the game's ROM is imported (playable). It opens
a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
The meta stamp is re-stamped off `gen1_import` to the current numeric format
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
panel is refreshed with the new slot selected.
- **Export save** is live only when the active slot actually holds a save
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
(`love.filesystem.createDirectory("exports")`). It returns the absolute path
(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
currently active game tab; when a non-game tab (mods, or the locked yellow
placeholder) is showing it defaults to red, the always-present first game
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
nothing to export, ROM not imported yet) surfaces as a red notice line on the
card. Nothing raises and nothing silently no-ops.
`SaveFileIO` is love-free enough to unit-test through the same in-memory
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
## Responsiveness
Every measurement derives from `love.graphics.getDimensions()` each frame
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
column, slot card below Play, when the window is too narrow for both
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
(wheel, or drag on touch/desktop) clamped to their own content extent,
recomputed every draw. The tab bar labels only the active chip so it stays
narrow-safe, and content caps out at `~1440 * s` wide, centered.
+140 -44
View File
@@ -1,58 +1,154 @@
# Native modding
The game has a built-in Lua mod runtime. Mods are installed under the LÖVE
save directory in `mods/<id>/` and are loaded after the verified ROM data has
been imported but before the title screen is created.
The modding book lives on the
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
## Minimal mod
- [Getting started](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Getting-Started)
— install a mod, write a first one, enable and disable it.
- [Tutorials](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Tutorials)
— twelve dependency-ordered rungs, each a runnable mod.
- [Cookbook](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Cookbook)
— task-sized recipes.
- [Registry reference](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Reference-Registries)
— every registry, generated from `src/mods/Schemas.lua`.
```text
mods/example_mod/
├── manifest.json
└── main.lua
Regenerate the reference straight into a wiki checkout:
```sh
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
```
`manifest.json`:
## Rendering pipelines
```json
{
"id": "example_mod",
"name": "Example Mod",
"version": "1.0.0",
"entry": "main.lua",
"priority": 0,
"dependencies": [],
"optional_dependencies": [],
"conflicts": []
}
```
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.
`main.lua`:
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
return function(mod)
mod.log:info("hello from a native mod")
mod.content.pokemon:override("PIKACHU", {
name = "PIKACHU",
types = { "ELECTRIC" },
base_stats = { hp = 35, attack = 55, defense = 40, speed = 90, special = 50 },
})
mod.events:on("battle.start", function(context)
context.mod_message = "A native mod changed this battle."
end)
end
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,
})
```
Mods should use registries and events instead of requiring private engine
modules. Registries currently cover Pokémon, moves, items, maps, tilesets,
encounters, trainers, sprites, music, audio, text, scripts, and UI.
Three draw stages, each optional; a record needs at least one:
Enablement is stored in the normal persistent `options.lua` file alongside
audio, display, and battle settings, so starting a new game does not disable
the selected mods. Changes take effect after restarting the game.
| 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 |
The loader deliberately does not import or execute arbitrary ROM-hack patches.
The supported content source remains the verified base Pokémon Red ROM plus
native mods.
`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
View File
@@ -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
View File
@@ -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
+94
View File
@@ -0,0 +1,94 @@
# Android (love-android 11.5a)
`mobile/android/` is a **vendored copy** of
[love2d/love-android](https://github.com/love2d/love-android) at tag
**11.5a** (matches `conf.lua` `t.version = "11.5"`), tracked directly in
this repo, no git submodules involved. Nested `love` sources live at
`mobile/android/love/src/jni/love` (also vendored). Build outputs
(`app/build/`, `love/build/`, `.gradle/`, `local.properties`) stay
gitignored.
## Refreshing the vendored tree
To pick up a newer love-android release, replace the tree and re-vendor:
```bash
rm -rf mobile/android
git clone --depth 1 --branch <new-tag> --recurse-submodules --shallow-submodules \
https://github.com/love2d/love-android.git mobile/android
rm -rf mobile/android/.git mobile/android/love/src/jni/love/.git \
mobile/android/.gitmodules
```
`scripts/build_android.sh` re-applies project branding on every run
(`gradle.properties` app id / name / portrait, plus permission trims), so a
refresh is safe, just rebuild.
## Build
```bash
# Build the APK
scripts/build_android.sh
# 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 [--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`.
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
love-android 11.5a expects:
- **JDK 17**
- Android SDK with **API 34**
- NDK **25.2.9519653** (Apple Silicon host supported)
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`.
The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
`scripts/build_android.sh` also copies it to `dist/android/debug/`.
### Payload path
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
`data/`, `assets/`, and `tools/rom_manifest.json`. Generated game data,
scripts, tests, and mobile build sources are excluded.
## Branding (applied by the build script)
| Setting | Value |
| --- | --- |
| `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
Signed with the default Android keystore (no setup required).
+33
View File
@@ -0,0 +1,33 @@
assets/
bin/
gen/
libs/
obj/
local.properties
.*.swp
.*~
*~
*.o
*.so
*.a
*.orig
*.rej
# Downloaded gradle wrapper
.gradle
# Android Studio project files
.idea
*.iml
# Gradle build files
build
.externalNativeBuild
.cxx
# love-android specific
!app/src/main/assets/
app/src/main/assets/game.love
+228
View File
@@ -0,0 +1,228 @@
Android Port of LÖVE, an awesome 2D game engine for Lua (http://love2d.org)
Copyright (c) 2006-2023 LOVE Development Team
![Build Status](https://github.com/love2d/love-android/workflows/build/badge.svg)
Download:
---------
You can download pre-built Android packages from https://github.com/love2d/love/releases/latest that allow
you to run .love files by opening them using a file manager of your choice.
Important:
----------
If you want to build from source, make sure to clone the submodules too. Often errors include missing
liblove.so and "Missing LÖVE" error when building. A proper way to clone this repository is:
```
git clone --recurse-submodules https://github.com/love2d/love-android
```
Add `-b <branch/tag name>` and `--depth 1` if needed.
If you already cloned the repository but forgot to initialize the submodules, execute:
```
git submodule sync --recursive
git submodule update --init --force --recursive
```
In the repository directory. For the last command, add `--depth 1` if needed.
Instructions:
-------------
Detailed instructions can be viewed at https://github.com/love2d/love-android/wiki
Quick Start:
------------
Before you start, install JDK 17 (not later not earlier). If you intend to build from Android Studio, skip this step as
Android Studio bundles its own JDK 17.
Install Android SDK with SDK API 34 (34.x.y) and Android NDK 25.2.9519653, set the environment variable
`ANDROID_SDK_ROOT` to your Android SDK location and run:
```
$ ./gradlew assembleNormalRecord
```
in the root folder of this project. This should give you an .apk file in the `app/build/outputs/apk/normalRecord`
subdirectory that you can then sign and install on your phone. The `normalRecord` .apk variant is what you normally have
when downloading APK from https://love2d.org.
If you want to put your game inside the APK, you can either:
1. Put all your games in `app/src/embed/assets` such that your `main.lua` path is `app/src/embed/assets/main.lua`; or
2. Put your zipped \*.love in `app/src/embed/assets` with name `game.love`
And change the application id, application version string and codes, application display name, and the icons (see
[Game Packaging Wiki](https://github.com/love2d/love-android/wiki/Game-Packaging). Afterwards,
run either `gradlew assembleEmbedNoRecordRelease` (or `gradlew assembleEmbedRecordRelease` if your game uses microphone) to
generate APK which you can install or `gradlew bundleEmbedNoRecordRelease` (or `gradlew bundleEmbedRecordRelease`) to generate
AAB which you can upload to Play Store.
Alternatively, you can install Android Studio **2022.3.1** or later. After opening it for the first time, open its SDK Manager
and on the tab "SDK Tools", tick "Show Package Details" then select NDK (Side By Side) version 25.2.9519653. After that, open
the repository root.
Notice: Previously, the embed + APKTool method is preferred, but recent announcements by Google render that method obsolete.
Bugs:
-----
Bugs and/or feature requests should be reported to the issue tracker at:
* https://github.com/love2d/love-android/issues - LÖVE-Android-specific issues
* https://github.com/love2d/love/issues - for LÖVE in general
Note: If in doubt, fill an issue report to https://github.com/love2d/love/issues. We'll transfer the issue to this repository as needed.
Changelog:
----------
11.5:
* Contains all relevant changes for desktop LÖVE [11.5](https://love2d.org/wiki/11.5).
* Fixed audio in Android still playing in the background in certain cases. ([love2d/love#1828](https://github.com/love2d/love/issues/1828))
11.4:
* Contains all relevant changes for desktop LÖVE [11.4](https://love2d.org/wiki/11.4).
* Changed how LOVE looks for game due to Android restrictions.
* Fixed "pointer too large" and "bad lightuserdata" issue when compiling LOVE with recent Android SDK and running LOVE on Android 11 and later.
* For Developers: Added experimental support for 3rd-party Lua modules. Please refer to `love/src/jni/lua-modules` for more information.
* For Packaging: Added experimental fusing method. [See the FAQ for details](https://github.com/love2d/love-android/wiki/FAQ---Frequently-Asked-Questions#whats-experimental-fusing-method).
11.3:
* Contains all relevant changes for desktop LÖVE [11.3](https://love2d.org/wiki/11.3).
* Added support for microphone recording on Android. **This is disabled in Play Store builds**.
* Added t.audio.mic (`false` by default). On Android, setting it to true requests microphone recording permission from the user.
* Fixed performance regression on Android devices with Adreno GPU.
* Fixed video playback support on Android devices with Adreno GPU.
11.2:
* Contains all relevant changes for desktop LÖVE [11.2](https://love2d.org/wiki/11.2).
* Added support for ARM64 devices to comply with Play Store requirements.
* Fixed `love.system.openURL` crashing in some cases.
* Changed target SDK to 28 so it comply with Play Store requirements.
0.10.2:
* Contains all relevant changes for desktop LÖVE [0.10.2](https://love2d.org/wiki/0.10.2).
* Upgrade of SDL2 to 2.0.5 (fixes an issue with the accelerometer)
0.10.1:
* Contains all relevant changes for desktop LÖVE [0.10.1](https://love2d.org/wiki/0.10.1).
* Added a new love.conf flag t.externalstorage, which determines whether files are saved in internal or external storage on Android devices.
* Fixed audio on Android to pause when the app is inactive, and resume when the app becomes active again.
* Fixed a driver bug on some Android devices which caused all objects to show up as black.
* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
* New icons
0.10.0:
* first official release!
* Disabled JIT by default as it can cause performance problems. To enable JIT call jit.on()
0.10.0-alpha2:
* Update to the next love API 0.10.0 (not yet officially released)
* Added building of libtheora
* Updated LuaJIT from 2.0.1 to 2.1
* Fixed a compatibility issue with Android 2.3 devices
* Updated libogg from 1.3.2. to 1.3.5
* Updated OpenAL to 1.17.0
* Updated SDL2 to a dev version of 2.0.4
0.9.2a:
* Added bugfix for ParticleSystem:clone
0.9.2:
* updated API to match that of LÖVE 0.9.2
* love.window.setFullscreen can be used to switch between regular and immersive mode without status and navbar
* added loading of games by opening a main.lua file
* quitting LÖVE now conforms to the Android application lifecycle
* stop vibrator when app is paused
* fixed battery drain by properly pausing OpenAL device
* fixed printing of non-number and non-string values
* fixed compilation of Android NDK r10
* fixed compilation warnings concerning ```APP_PLATFORM```
* old instance is shut down when opening a new game (note: it may crash when opening games at a high frequency, e.g. more than 2 per second)
* updated OpenAL-Soft to version 1.16.0
* updated to newer SDL version (f9244b2a151)
0.9.1b:
* added love.system.vibrate(seconds)
* print statements are now redirected to logcat. Output is prefixed with "[LOVE] "
* removed DevIL, libpng, libjpeg, libmng, and libtiff
* pngs are loaded using lodepng and jpegs using libturbo-jpeg
* repeatedly fixed a bug which caused Release builds to crash
* update to latest mobile-common branch
0.9.1a:
* using latest SDL\_androidgl.c (fixes some random performance issues)
* using latest love-android @ changeset 8659be0e75a3 (adds support for
compressed textures)
0.9.1:
* uses 0.9.1 API
* fixed crash on Moto G (and possibly other devices). This was a nasty bug that would just show a blue screen without an error message. The bug was resolved using the help of headchant
* fixed loading of jpegs (it probably hasn't worked up to now)
* fixed issues with looping over active touches. This fix was sponsored by slime!
beta2:
* fixed bug with canvases
* fixed writing of files when no identity in conf.lua was set
* added file association (somewhat experimental)
beta1:
* fixed nasty crash on startup bug
* fixed love.filesystem.getDirectoryItems()
alpha9:
* Packaged games do not get duplicated for loading, instead are loaded from memory (!!!)
* Using inofficial physfs 2.1
* Removed love.android.getDisplayMetrics(), instead use love.window.getPixelScale()
* Properly link LGPL libraries dynamically. Everything else is linked statically
* Added an icon (design by @josefnpat)
* Fixed crash on startup on OUYA (and possibly other devices)
alpha8:
* Exposing DisplayMetrics in love.android.getDisplayMetrics())
* Accelerometer is now available as a joystick
* enabled armv6 compilation (larger files, better compatibility with Tegra2 devices)
* updated to latest mobile-common branch (including (very) basic multi-touch gesture tracking)
* updated OpenAL from 1.13 to 1.15.1
* updated jpeg library from 8c to 9a
* updated lcms from 2.2 to 2.5
* updated libogg from 1.3.0 to 1.3.1
* updated libvorbis from 1.3.2 to 1.3.4
* updated mpg123 from 1.13.4 to 1.17.0
alpha7:
* love.system.getOS() now returns "Android"
* hardware search key is reported as "search"
* switched to mobile-common branch
* using new love.touch module (love.touchpressed(id,x,y,p), love.touchmoved(id,x,y,p), love.touchmoved(id,x,y,p))
* added LOVE_ANDROID define
License:
--------
This project contains code from multiple projects using various licenses. Please look at LOVE
[license.txt](https://github.com/love2d/love/blob/master/license.txt) for the respective licenses.
+72
View File
@@ -0,0 +1,72 @@
import java.nio.charset.StandardCharsets
apply plugin: 'com.android.application'
android {
namespace "org.love2d.android.executable"
ndkVersion '25.2.9519653'
defaultConfig {
applicationId project.properties["app.application_id"]
versionCode project.properties["app.version_code"].toInteger()
versionName project.properties["app.version_name"]
minSdk 16
compileSdk 34
targetSdk 34
def getAppName = {
def nameArray = project.properties["app.name_byte_array"]
def name = project.properties["app.name"]
if (name != null && nameArray != null) {
throw new Exception("Only define either `app.name` or `app.name_byte_array` in gradle.properties, but not both!")
}
if (name == null) {
def nameArraySplit = nameArray.split(",")
def nameBytes = new byte[nameArraySplit.length]
def count = 0
for (String s: nameArraySplit) {
nameBytes[count++] = (byte) Integer.parseInt(s)
}
return new String(nameBytes, StandardCharsets.UTF_8)
}
return name
}
manifestPlaceholders = [
NAME:getAppName(),
ORIENTATION:project.properties["app.orientation"],
]
}
buildTypes {
release {
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
flavorDimensions = ['mode', 'recording']
productFlavors {
normal {
dimension 'mode'
}
embed {
dimension 'mode'
}
record {
dimension 'recording'
}
noRecord {
dimension 'recording'
}
}
lint {
abortOnError false
}
}
dependencies {
api 'androidx.multidex:multidex:2.0.1'
api fileTree(dir: 'libs', include: ['*.jar'])
api 'androidx.appcompat:appcompat:1.6.1'
api project(':love')
}
+20
View File
@@ -0,0 +1,20 @@
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /Users/diglet/android-sdk-macosx/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
-keep class org.love2d.android.GameActivity { *; }
-keep class org.libsdl.app.** { *; }
@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" >
<uses-permission android:name="android.permission.VIBRATE" />
<uses-permission android:name="android.permission.BLUETOOTH" />
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<!-- Touchscreen support -->
<uses-feature android:name="android.hardware.touchscreen" android:required="false" />
<!-- Game controller support -->
<uses-feature android:name="android.hardware.bluetooth" android:required="false" />
<uses-feature android:name="android.hardware.gamepad" android:required="false" />
<uses-feature android:name="android.hardware.usb.host" android:required="false" />
<!-- External mouse input events -->
<uses-feature android:name="android.hardware.type.pc" android:required="false" />
<!-- Low latency audio -->
<uses-feature android:name="android.hardware.audio.low_latency" android:required="false" />
<uses-feature android:name="android.hardware.audio.pro" android:required="false" />
<application
android:allowBackup="true"
android:icon="@drawable/love"
android:label="${NAME}" >
<activity
android:name="org.love2d.android.GameActivity"
android:exported="true"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:label="${NAME}"
android:launchMode="singleInstance"
android:screenOrientation="${ORIENTATION}"
android:resizeableActivity="false"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME" />
</intent-filter>
<intent-filter>
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter>
</activity>
</application>
</manifest>
@@ -0,0 +1,5 @@
values/generated_strings.xml
values/generated_integers.xml
drawable-*/icon.png
drawable-*/notificationicon.png
mipmap-*/ic_launcher.png
Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="colorPrimary">#3F51B5</color>
<color name="colorPrimaryDark">#303F9F</color>
<color name="colorAccent">#FF4081</color>
</resources>
@@ -0,0 +1,11 @@
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="Theme.AppCompat.Light.DarkActionBar">
<!-- Customize your theme here. -->
<item name="colorPrimary">@color/colorPrimary</item>
<item name="colorPrimaryDark">@color/colorPrimaryDark</item>
<item name="colorAccent">@color/colorAccent</item>
</style>
</resources>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
>
<uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" />
</manifest>
@@ -0,0 +1,68 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools" >
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" android:maxSdkVersion="28" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="28" tools:replace="maxSdkVersion" />
<application tools:node="merge">
<service android:name="org.love2d.android.DownloadService" />
<activity
android:name="org.love2d.android.GameActivity"
tools:node="merge" >
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="file" />
<data android:mimeType="*/*" />
<data android:pathPattern=".*\\.love" />
<data android:host="*" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="content" />
<data android:mimeType="application/x-love-game" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="content" />
<data android:mimeType="application/octet-stream" />
</intent-filter>
</activity>
<activity
android:name="org.love2d.android.DownloadActivity"
android:exported="true"
android:noHistory="true"
android:theme="@android:style/Theme.NoTitleBar" >
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="http"
android:host="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
<data android:scheme="https"
android:host="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
</intent-filter>
</activity>
<activity
android:name="org.love2d.android.SelectorActivity"
android:label="LÖVE Loader"
android:exported="true"
android:enabled="@bool/selector_active"
android:theme="@style/Theme.AppCompat.NoActionBar" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME" />
</intent-filter>
</activity>
</application>
</manifest>
+35
View File
@@ -0,0 +1,35 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
allprojects {
repositories {
google()
mavenCentral()
}
gradle.projectsEvaluated {
tasks.withType(JavaCompile) {
options.compilerArgs << "-Xlint:deprecation"
}
}
}
buildscript {
repositories {
google()
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:8.1.1'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}
repositories {
google()
mavenCentral()
}
+11
View File
@@ -0,0 +1,11 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "build.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-19
+21
View File
@@ -0,0 +1,21 @@
# To set the application display name, only define either `app.name` or `app.name_byte_array`.
# For a rule of thumb:
# * Use `app.name` if your app name doesn't contain any non-ANSI characters.
# * Otherwise, convert your app name to UTF-8 byte array, comma delimited, and put
# it in `app.name_byte_array`
#app.name=LÖVE for Android
app.application_id=com.theboisclub.pokemonred
# 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
# No need to modify anything past this line!
android.enableJetifier=false
android.useAndroidX=true
android.defaults.buildfeatures.buildconfig=true
android.nonTransitiveRClass=true
android.nonFinalResIds=true
app.name=Pokemon Red
Binary file not shown.
@@ -0,0 +1,6 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.1-bin.zip
networkTimeout=10000
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
Vendored Executable
+244
View File
@@ -0,0 +1,244 @@
#!/bin/sh
#
# Copyright © 2015-2021 the original authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
#
# Gradle start up script for POSIX generated by Gradle.
#
# Important for running:
#
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
# noncompliant, but you have some other compliant shell such as ksh or
# bash, then to run this script, type that shell name before the whole
# command line, like:
#
# ksh Gradle
#
# Busybox and similar reduced shells will NOT work, because this script
# requires all of these POSIX shell features:
# * functions;
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
# * compound commands having a testable exit status, especially «case»;
# * various built-in commands including «command», «set», and «ulimit».
#
# Important for patching:
#
# (2) This script targets any POSIX shell, so it avoids extensions provided
# by Bash, Ksh, etc; in particular arrays are avoided.
#
# The "traditional" practice of packing multiple parameters into a
# space-separated string is a well documented source of bugs and security
# problems, so this is (mostly) avoided, by progressively accumulating
# options in "$@", and eventually passing that to Java.
#
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
# see the in-line comments for details.
#
# There are tweaks for specific operating systems such as AIX, CygWin,
# Darwin, MinGW, and NonStop.
#
# (3) This script is generated from the Groovy template
# https://github.com/gradle/gradle/blob/HEAD/subprojects/plugins/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
# within the Gradle project.
#
# You can find Gradle at https://github.com/gradle/gradle/.
#
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
app_path=$0
# Need this for daisy-chained symlinks.
while
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
[ -h "$app_path" ]
do
ls=$( ls -ld "$app_path" )
link=${ls#*' -> '}
case $link in #(
/*) app_path=$link ;; #(
*) app_path=$APP_HOME$link ;;
esac
done
# This is normally unused
# shellcheck disable=SC2034
APP_BASE_NAME=${0##*/}
APP_HOME=$( cd "${APP_HOME:-./}" && pwd -P ) || exit
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD=maximum
warn () {
echo "$*"
} >&2
die () {
echo
echo "$*"
echo
exit 1
} >&2
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "$( uname )" in #(
CYGWIN* ) cygwin=true ;; #(
Darwin* ) darwin=true ;; #(
MSYS* | MINGW* ) msys=true ;; #(
NONSTOP* ) nonstop=true ;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD=$JAVA_HOME/jre/sh/java
else
JAVACMD=$JAVA_HOME/bin/java
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD=java
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
case $MAX_FD in #(
max*)
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC3045
MAX_FD=$( ulimit -H -n ) ||
warn "Could not query maximum file descriptor limit"
esac
case $MAX_FD in #(
'' | soft) :;; #(
*)
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC3045
ulimit -n "$MAX_FD" ||
warn "Could not set maximum file descriptor limit to $MAX_FD"
esac
fi
# Collect all arguments for the java command, stacking in reverse order:
# * args from the command line
# * the main class name
# * -classpath
# * -D...appname settings
# * --module-path (only if needed)
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
# For Cygwin or MSYS, switch paths to Windows format before running java
if "$cygwin" || "$msys" ; then
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" )
JAVACMD=$( cygpath --unix "$JAVACMD" )
# Now convert the arguments - kludge to limit ourselves to /bin/sh
for arg do
if
case $arg in #(
-*) false ;; # don't mess with options #(
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
[ -e "$t" ] ;; #(
*) false ;;
esac
then
arg=$( cygpath --path --ignore --mixed "$arg" )
fi
# Roll the args list around exactly as many times as the number of
# args, so each arg winds up back in the position where it started, but
# possibly modified.
#
# NB: a `for` loop captures its iteration list before it begins, so
# changing the positional parameters here affects neither the number of
# iterations, nor the values presented in `arg`.
shift # remove old arg
set -- "$@" "$arg" # push replacement arg
done
fi
# Collect all arguments for the java command;
# * $DEFAULT_JVM_OPTS, $JAVA_OPTS, and $GRADLE_OPTS can contain fragments of
# shell script including quotes and variable substitutions, so put them in
# double quotes to make sure that they get re-expanded; and
# * put everything else in single quotes, so that it's not re-expanded.
set -- \
"-Dorg.gradle.appname=$APP_BASE_NAME" \
-classpath "$CLASSPATH" \
org.gradle.wrapper.GradleWrapperMain \
"$@"
# Stop when "xargs" is not available.
if ! command -v xargs >/dev/null 2>&1
then
die "xargs is not available"
fi
# Use "xargs" to parse quoted args.
#
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
#
# In Bash we could simply go:
#
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
# set -- "${ARGS[@]}" "$@"
#
# but POSIX shell has neither arrays nor command substitution, so instead we
# post-process each arg (as a line of input to sed) to backslash-escape any
# character that might be a shell metacharacter, then use eval to reverse
# that process (while maintaining the separation between arguments), and wrap
# the whole thing up as a single "set" statement.
#
# This will of course break if any of these variables contains a newline or
# an unmatched quote.
#
eval "set -- $(
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
xargs -n1 |
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
tr '\n' ' '
)" '"$@"'
exec "$JAVACMD" "$@"
+92
View File
@@ -0,0 +1,92 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%"=="" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%"=="" set DIRNAME=.
@rem This is normally unused
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if %ERRORLEVEL% equ 0 goto execute
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if %ERRORLEVEL% equ 0 goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
set EXIT_CODE=%ERRORLEVEL%
if %EXIT_CODE% equ 0 set EXIT_CODE=1
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
exit /b %EXIT_CODE%
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega
File diff suppressed because it is too large Load Diff
+122
View File
@@ -0,0 +1,122 @@
apply plugin: 'com.android.library'
android {
// If you want to use the debugger for JNI code, you want to debug this lib-project in Debug!
// And due to gradle limitations/bugs, the best way is to always debug it in debug.
// See https://code.google.com/p/android/issues/detail?id=52962
// and http://stackoverflow.com/questions/27277433/why-does-gradle-build-my-module-in-release-mode-when-the-app-is-in-debug
// defaultPublishConfig "debug"
namespace "org.love2d.android"
ndkVersion '25.2.9519653'
defaultConfig {
minSdk 16
compileSdk 34
targetSdk 34
externalNativeBuild {
ndkBuild {
arguments "-j" + Runtime.runtime.availableProcessors()
}
}
ndk {
// Specifies the ABI configurations of your native
// libraries Gradle should build and package with your APK.
// noinspection ChromeOsAbiSupport
abiFilters 'armeabi-v7a', 'arm64-v8a'
debugSymbolLevel 'SYMBOL_TABLE'
}
}
def retrieveAll3pModules = { ->
def modules = []
fileTree("src/jni/lua-modules").visit { FileVisitDetails details ->
if (details.isDirectory()) {
if (file(details.file.path + "/Android.mk").exists()) {
def logger = project.getLogger()
logger.lifecycle("3rd-party module: " + details.file.path)
def javainfo = file(details.file.path + "/java.txt")
if (javainfo.exists()) {
def fstream = new FileInputStream(javainfo)
def infile = new BufferedReader(new InputStreamReader(fstream))
def javapath = infile.readLine().replace("\\", "/")
def mpath = ""
if (javapath[0] != '/') {
mpath = details.file.path + "/" + javapath
} else {
mpath = details.file.path + javapath
}
modules << mpath
logger.lifecycle("Registered path " + mpath)
infile.close()
}
}
}
}
return modules
}
buildTypes {
release {
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
debug {
ndk {
// noinspection ChromeOsAbiSupport
abiFilters += 'x86_64'
}
}
}
flavorDimensions = ['mode']
productFlavors {
normal {
dimension 'mode'
}
embed {
dimension 'mode'
}
}
sourceSets {
main {
java {
srcDir 'src/jni/SDL2/android-project/app/src/main/java'
srcDir 'src/main/java'
srcDirs += retrieveAll3pModules()
}
}
normal {
java {
srcDirs += 'src/normal/java'
}
}
}
externalNativeBuild {
ndkBuild {
path 'src/jni/Android.mk'
}
}
packagingOptions {
jniLibs {
excludes += [
'lib/arm64-v8a/libSDL2.so',
'lib/armeabi-v7a/libSDL2.so',
'lib/x86_64/libSDL2.so',
'lib/x86/libSDL2.so'
]
}
}
lint {
abortOnError false
}
}
dependencies {
api fileTree(dir: 'libs', include: ['*.jar'])
api 'androidx.appcompat:appcompat:1.6.1'
}
+17
View File
@@ -0,0 +1,17 @@
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /Users/diglet/android-sdk-macosx/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<bool name="embed">true</bool>
</resources>
+18
View File
@@ -0,0 +1,18 @@
!LuaJIT-2.1/android/armeabi/libluajit.a
!LuaJIT-2.1/android/armeabi-v7a/libluajit.a
!LuaJIT-2.1/android/x86/libluajit.a
LuaJIT-2.1/src/host/buildvm
LuaJIT-2.1/src/host/buildvm_arch.h
LuaJIT-2.1/src/host/minilua
LuaJIT-2.1/src/jit/vmdef.lua
LuaJIT-2.1/src/libluajit.a
LuaJIT-2.1/src/lj_bcdef.h
LuaJIT-2.1/src/lj_ffdef.h
LuaJIT-2.1/src/lj_folddef.h
LuaJIT-2.1/src/lj_libdef.h
LuaJIT-2.1/src/lj_recdef.h
LuaJIT-2.1/src/lj_vm.s
LuaJIT-2.1/src/luajit
love/src/Makefile.am
+19
View File
@@ -0,0 +1,19 @@
LOVE_JNI_DIR := $(call my-dir)
ifeq ($(OS),Windows_NT)
SHELL_EXECUTOR := powershell -executionpolicy unrestricted
SCRIPT_EXTENSION := ps1
else
SHELL_EXECUTOR := sh
SCRIPT_EXTENSION := sh
endif
IS_NDK_R17 := $(shell ${SHELL_EXECUTOR} ${LOVE_JNI_DIR}/detect_ndkrel.${SCRIPT_EXTENSION} $(NDK_ROOT)/source.properties 17)
IS_ANDROID_21 := $(shell ${SHELL_EXECUTOR} ${LOVE_JNI_DIR}/detect_androidapi.${SCRIPT_EXTENSION} $(TARGET_PLATFORM) 21)
HAS_LOVE := $(shell ${SHELL_EXECUTOR} ${LOVE_JNI_DIR}/detect_love.${SCRIPT_EXTENSION} ${LOVE_JNI_DIR})
ifneq (${HAS_LOVE},yes)
$(error Missing LOVE. Make sure to initialize the submodule correctly!)
endif
include $(call all-subdir-makefiles)
@@ -0,0 +1,15 @@
# Uncomment this if you're using STL in your project
# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
# APP_STL := stlport_static
APP_STL := c++_shared
APP_ABI := armeabi-v7a
APP_CPPFLAGS := -frtti
APP_LDFLAGS := -llog -landroid -lz -fuse-ld=lld
APP_PLATFORM := 10
NDK_TOOLCHAIN_VERSION := clang
# Fix for building on Windows
# http://stackoverflow.com/questions/12598933/ndk-build-createprocess-make-e-87-the-parameter-is-incorrect
APP_SHORT_COMMANDS := true
# APP_OPTIM := debug
@@ -0,0 +1,15 @@
*.[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
*.exp
*.dll
*.exe
*.manifest
*.dmp
*.swp
.tags
@@ -0,0 +1,9 @@
LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := libluajit
LOCAL_SRC_FILES := android/$(TARGET_ARCH_ABI)/libluajit.a
LOCAL_EXPORT_C_INCLUDES := ${LOCAL_PATH}/src ${LOCAL_PATH}/android/$(TARGET_ARCH_ABI)
include $(PREBUILT_STATIC_LIBRARY)
@@ -0,0 +1,56 @@
===============================================================================
LuaJIT -- a Just-In-Time Compiler for Lua. https://luajit.org/
Copyright (C) 2005-2023 Mike Pall. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
[ MIT license: https://www.opensource.org/licenses/mit-license.php ]
===============================================================================
[ LuaJIT includes code from Lua 5.1/5.2, which has this license statement: ]
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================
[ LuaJIT includes code from dlmalloc, which has this license statement: ]
This is a version (aka dlmalloc) of malloc/free/realloc written by
Doug Lea and released to the public domain, as explained at
https://creativecommons.org/licenses/publicdomain
===============================================================================
@@ -0,0 +1,173 @@
##############################################################################
# LuaJIT top level Makefile for installation. Requires GNU Make.
#
# Please read doc/install.html before changing any variables!
#
# Suitable for POSIX platforms (Linux, *BSD, OSX etc.).
# Note: src/Makefile has many more configurable options.
#
# ##### This Makefile is NOT useful for Windows! #####
# For MSVC, please follow the instructions given in src/msvcbuild.bat.
# For MinGW and Cygwin, cd to src and run make with the Makefile there.
#
# Copyright (C) 2005-2023 Mike Pall. See Copyright Notice in luajit.h
##############################################################################
MAJVER= 2
MINVER= 1
ABIVER= 5.1
# LuaJIT uses rolling releases. The release version is based on the time of
# the latest git commit. The 'git' command must be available during the build.
RELVER= $(shell cat src/luajit_relver.txt 2>/dev/null || : )
# Note: setting it with := doesn't work, since it will change during the build.
MMVERSION= $(MAJVER).$(MINVER)
VERSION= $(MMVERSION).$(RELVER)
##############################################################################
#
# Change the installation path as needed. This automatically adjusts
# the paths in src/luaconf.h, too. Note: PREFIX must be an absolute path!
#
export PREFIX= /usr/local
export MULTILIB= lib
##############################################################################
DPREFIX= $(DESTDIR)$(PREFIX)
INSTALL_BIN= $(DPREFIX)/bin
INSTALL_LIB= $(DPREFIX)/$(MULTILIB)
INSTALL_SHARE= $(DPREFIX)/share
INSTALL_DEFINC= $(DPREFIX)/include/luajit-$(MMVERSION)
INSTALL_INC= $(INSTALL_DEFINC)
INSTALL_LJLIBD= $(INSTALL_SHARE)/luajit-$(MMVERSION)
INSTALL_JITLIB= $(INSTALL_LJLIBD)/jit
INSTALL_LMODD= $(INSTALL_SHARE)/lua
INSTALL_LMOD= $(INSTALL_LMODD)/$(ABIVER)
INSTALL_CMODD= $(INSTALL_LIB)/lua
INSTALL_CMOD= $(INSTALL_CMODD)/$(ABIVER)
INSTALL_MAN= $(INSTALL_SHARE)/man/man1
INSTALL_PKGCONFIG= $(INSTALL_LIB)/pkgconfig
INSTALL_TNAME= luajit-$(VERSION)
INSTALL_TSYMNAME= luajit
INSTALL_ANAME= libluajit-$(ABIVER).a
INSTALL_SOSHORT1= libluajit-$(ABIVER).so
INSTALL_SOSHORT2= libluajit-$(ABIVER).so.$(MAJVER)
INSTALL_SONAME= libluajit-$(ABIVER).so.$(VERSION)
INSTALL_DYLIBSHORT1= libluajit-$(ABIVER).dylib
INSTALL_DYLIBSHORT2= libluajit-$(ABIVER).$(MAJVER).dylib
INSTALL_DYLIBNAME= libluajit-$(ABIVER).$(VERSION).dylib
INSTALL_PCNAME= luajit.pc
INSTALL_STATIC= $(INSTALL_LIB)/$(INSTALL_ANAME)
INSTALL_DYN= $(INSTALL_LIB)/$(INSTALL_SONAME)
INSTALL_SHORT1= $(INSTALL_LIB)/$(INSTALL_SOSHORT1)
INSTALL_SHORT2= $(INSTALL_LIB)/$(INSTALL_SOSHORT2)
INSTALL_T= $(INSTALL_BIN)/$(INSTALL_TNAME)
INSTALL_TSYM= $(INSTALL_BIN)/$(INSTALL_TSYMNAME)
INSTALL_PC= $(INSTALL_PKGCONFIG)/$(INSTALL_PCNAME)
INSTALL_DIRS= $(INSTALL_BIN) $(INSTALL_LIB) $(INSTALL_INC) $(INSTALL_MAN) \
$(INSTALL_PKGCONFIG) $(INSTALL_JITLIB) $(INSTALL_LMOD) $(INSTALL_CMOD)
UNINSTALL_DIRS= $(INSTALL_JITLIB) $(INSTALL_LJLIBD) $(INSTALL_INC) \
$(INSTALL_LMOD) $(INSTALL_LMODD) $(INSTALL_CMOD) $(INSTALL_CMODD)
RM= rm -f
MKDIR= mkdir -p
RMDIR= rmdir 2>/dev/null
SYMLINK= ln -sf
INSTALL_X= install -m 0755
INSTALL_F= install -m 0644
UNINSTALL= $(RM)
LDCONFIG= ldconfig -n 2>/dev/null
SED_PC= sed -e "s|^prefix=.*|prefix=$(PREFIX)|" \
-e "s|^multilib=.*|multilib=$(MULTILIB)|" \
-e "s|^relver=.*|relver=$(RELVER)|"
ifneq ($(INSTALL_DEFINC),$(INSTALL_INC))
SED_PC+= -e "s|^includedir=.*|includedir=$(INSTALL_INC)|"
endif
FILE_T= luajit
FILE_A= libluajit.a
FILE_SO= libluajit.so
FILE_MAN= luajit.1
FILE_PC= luajit.pc
FILES_INC= lua.h lualib.h lauxlib.h luaconf.h lua.hpp luajit.h
FILES_JITLIB= bc.lua bcsave.lua dump.lua p.lua v.lua zone.lua \
dis_x86.lua dis_x64.lua dis_arm.lua dis_arm64.lua \
dis_arm64be.lua dis_ppc.lua dis_mips.lua dis_mipsel.lua \
dis_mips64.lua dis_mips64el.lua \
dis_mips64r6.lua dis_mips64r6el.lua \
vmdef.lua
ifeq (,$(findstring Windows,$(OS)))
HOST_SYS:= $(shell uname -s)
else
HOST_SYS= Windows
endif
TARGET_SYS?= $(HOST_SYS)
ifeq (Darwin,$(TARGET_SYS))
INSTALL_SONAME= $(INSTALL_DYLIBNAME)
INSTALL_SOSHORT1= $(INSTALL_DYLIBSHORT1)
INSTALL_SOSHORT2= $(INSTALL_DYLIBSHORT2)
LDCONFIG= :
endif
##############################################################################
INSTALL_DEP= src/luajit
default all $(INSTALL_DEP):
@echo "==== Building LuaJIT $(MMVERSION) ===="
$(MAKE) -C src
@echo "==== Successfully built LuaJIT $(MMVERSION) ===="
install: $(INSTALL_DEP)
@echo "==== Installing LuaJIT $(VERSION) to $(PREFIX) ===="
$(MKDIR) $(INSTALL_DIRS)
cd src && $(INSTALL_X) $(FILE_T) $(INSTALL_T)
cd src && test -f $(FILE_A) && $(INSTALL_F) $(FILE_A) $(INSTALL_STATIC) || :
$(RM) $(INSTALL_DYN) $(INSTALL_SHORT1) $(INSTALL_SHORT2)
cd src && test -f $(FILE_SO) && \
$(INSTALL_X) $(FILE_SO) $(INSTALL_DYN) && \
( $(LDCONFIG) $(INSTALL_LIB) || : ) && \
$(SYMLINK) $(INSTALL_SONAME) $(INSTALL_SHORT1) && \
$(SYMLINK) $(INSTALL_SONAME) $(INSTALL_SHORT2) || :
cd etc && $(INSTALL_F) $(FILE_MAN) $(INSTALL_MAN)
cd etc && $(SED_PC) $(FILE_PC) > $(FILE_PC).tmp && \
$(INSTALL_F) $(FILE_PC).tmp $(INSTALL_PC) && \
$(RM) $(FILE_PC).tmp
cd src && $(INSTALL_F) $(FILES_INC) $(INSTALL_INC)
cd src/jit && $(INSTALL_F) $(FILES_JITLIB) $(INSTALL_JITLIB)
$(SYMLINK) $(INSTALL_TNAME) $(INSTALL_TSYM)
@echo "==== Successfully installed LuaJIT $(VERSION) to $(PREFIX) ===="
uninstall:
@echo "==== Uninstalling LuaJIT $(VERSION) from $(PREFIX) ===="
$(UNINSTALL) $(INSTALL_TSYM) $(INSTALL_T) $(INSTALL_STATIC) $(INSTALL_DYN) $(INSTALL_SHORT1) $(INSTALL_SHORT2) $(INSTALL_MAN)/$(FILE_MAN) $(INSTALL_PC)
for file in $(FILES_JITLIB); do \
$(UNINSTALL) $(INSTALL_JITLIB)/$$file; \
done
for file in $(FILES_INC); do \
$(UNINSTALL) $(INSTALL_INC)/$$file; \
done
$(LDCONFIG) $(INSTALL_LIB)
$(RMDIR) $(UNINSTALL_DIRS) || :
@echo "==== Successfully uninstalled LuaJIT $(VERSION) from $(PREFIX) ===="
##############################################################################
amalg:
@echo "==== Building LuaJIT $(MMVERSION) (amalgamation) ===="
$(MAKE) -C src amalg
@echo "==== Successfully built LuaJIT $(MMVERSION) (amalgamation) ===="
clean:
$(MAKE) -C src clean
.PHONY: all install amalg clean
##############################################################################
@@ -0,0 +1,16 @@
README for LuaJIT 2.1
---------------------
LuaJIT is a Just-In-Time (JIT) compiler for the Lua programming language.
Project Homepage: https://luajit.org/
LuaJIT is Copyright (C) 2005-2023 Mike Pall.
LuaJIT is free software, released under the MIT license.
See full Copyright Notice in the COPYRIGHT file or in luajit.h.
Documentation for LuaJIT is available in HTML format.
Please point your favorite browser to:
doc/luajit.html
@@ -0,0 +1,189 @@
----------------------------------------------------------------------------
-- LuaJIT bytecode listing module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
--
-- This module lists the bytecode of a Lua function. If it's loaded by -jbc
-- it hooks into the parser and lists all functions of a chunk as they
-- are parsed.
--
-- Example usage:
--
-- luajit -jbc -e 'local x=0; for i=1,1e6 do x=x+i end; print(x)'
-- luajit -jbc=- foo.lua
-- luajit -jbc=foo.list foo.lua
--
-- Default output is to stderr. To redirect the output to a file, pass a
-- filename as an argument (use '-' for stdout) or set the environment
-- variable LUAJIT_LISTFILE. The file is overwritten every time the module
-- is started.
--
-- This module can also be used programmatically:
--
-- local bc = require("jit.bc")
--
-- local function foo() print("hello") end
--
-- bc.dump(foo) --> -- BYTECODE -- [...]
-- print(bc.line(foo, 2)) --> 0002 KSTR 1 1 ; "hello"
--
-- local out = {
-- -- Do something with each line:
-- write = function(t, ...) io.write(...) end,
-- close = function(t) end,
-- flush = function(t) end,
-- }
-- bc.dump(foo, out)
--
------------------------------------------------------------------------------
-- Cache some library functions and objects.
local jit = require("jit")
local jutil = require("jit.util")
local vmdef = require("jit.vmdef")
local bit = require("bit")
local sub, gsub, format = string.sub, string.gsub, string.format
local byte, band, shr = string.byte, bit.band, bit.rshift
local funcinfo, funcbc, funck = jutil.funcinfo, jutil.funcbc, jutil.funck
local funcuvname = jutil.funcuvname
local bcnames = vmdef.bcnames
local stdout, stderr = io.stdout, io.stderr
------------------------------------------------------------------------------
local function ctlsub(c)
if c == "\n" then return "\\n"
elseif c == "\r" then return "\\r"
elseif c == "\t" then return "\\t"
else return format("\\%03d", byte(c))
end
end
-- Return one bytecode line.
local function bcline(func, pc, prefix)
local ins, m = funcbc(func, pc)
if not ins then return end
local ma, mb, mc = band(m, 7), band(m, 15*8), band(m, 15*128)
local a = band(shr(ins, 8), 0xff)
local oidx = 6*band(ins, 0xff)
local op = sub(bcnames, oidx+1, oidx+6)
local s = format("%04d %s %-6s %3s ",
pc, prefix or " ", op, ma == 0 and "" or a)
local d = shr(ins, 16)
if mc == 13*128 then -- BCMjump
return format("%s=> %04d\n", s, pc+d-0x7fff)
end
if mb ~= 0 then
d = band(d, 0xff)
elseif mc == 0 then
return s.."\n"
end
local kc
if mc == 10*128 then -- BCMstr
kc = funck(func, -d-1)
kc = format(#kc > 40 and '"%.40s"~' or '"%s"', gsub(kc, "%c", ctlsub))
elseif mc == 9*128 then -- BCMnum
kc = funck(func, d)
if op == "TSETM " then kc = kc - 2^52 end
elseif mc == 12*128 then -- BCMfunc
local fi = funcinfo(funck(func, -d-1))
if fi.ffid then
kc = vmdef.ffnames[fi.ffid]
else
kc = fi.loc
end
elseif mc == 5*128 then -- BCMuv
kc = funcuvname(func, d)
end
if ma == 5 then -- BCMuv
local ka = funcuvname(func, a)
if kc then kc = ka.." ; "..kc else kc = ka end
end
if mb ~= 0 then
local b = shr(ins, 24)
if kc then return format("%s%3d %3d ; %s\n", s, b, d, kc) end
return format("%s%3d %3d\n", s, b, d)
end
if kc then return format("%s%3d ; %s\n", s, d, kc) end
if mc == 7*128 and d > 32767 then d = d - 65536 end -- BCMlits
return format("%s%3d\n", s, d)
end
-- Collect branch targets of a function.
local function bctargets(func)
local target = {}
for pc=1,1000000000 do
local ins, m = funcbc(func, pc)
if not ins then break end
if band(m, 15*128) == 13*128 then target[pc+shr(ins, 16)-0x7fff] = true end
end
return target
end
-- Dump bytecode instructions of a function.
local function bcdump(func, out, all)
if not out then out = stdout end
local fi = funcinfo(func)
if all and fi.children then
for n=-1,-1000000000,-1 do
local k = funck(func, n)
if not k then break end
if type(k) == "proto" then bcdump(k, out, true) end
end
end
out:write(format("-- BYTECODE -- %s-%d\n", fi.loc, fi.lastlinedefined))
local target = bctargets(func)
for pc=1,1000000000 do
local s = bcline(func, pc, target[pc] and "=>")
if not s then break end
out:write(s)
end
out:write("\n")
out:flush()
end
------------------------------------------------------------------------------
-- Active flag and output file handle.
local active, out
-- List handler.
local function h_list(func)
return bcdump(func, out)
end
-- Detach list handler.
local function bclistoff()
if active then
active = false
jit.attach(h_list)
if out and out ~= stdout and out ~= stderr then out:close() end
out = nil
end
end
-- Open the output file and attach list handler.
local function bcliston(outfile)
if active then bclistoff() end
if not outfile then outfile = os.getenv("LUAJIT_LISTFILE") end
if outfile then
out = outfile == "-" and stdout or assert(io.open(outfile, "w"))
else
out = stderr
end
jit.attach(h_list, "bc")
active = true
end
-- Public module functions.
return {
line = bcline,
dump = bcdump,
targets = bctargets,
on = bcliston,
off = bclistoff,
start = bcliston -- For -j command line option.
}
@@ -0,0 +1,705 @@
----------------------------------------------------------------------------
-- LuaJIT module to save/list bytecode.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
--
-- This module saves or lists the bytecode for an input file.
-- It's run by the -b command line option.
--
------------------------------------------------------------------------------
local jit = require("jit")
assert(jit.version_num == 20199, "LuaJIT core/library version mismatch")
local bit = require("bit")
-- Symbol name prefix for LuaJIT bytecode.
local LJBC_PREFIX = "luaJIT_BC_"
local type, assert = type, assert
local format = string.format
local tremove, tconcat = table.remove, table.concat
------------------------------------------------------------------------------
local function usage()
io.stderr:write[[
Save LuaJIT bytecode: luajit -b[options] input output
-l Only list bytecode.
-s Strip debug info (default).
-g Keep debug info.
-n name Set module name (default: auto-detect from input name).
-t type Set output file type (default: auto-detect from output name).
-a arch Override architecture for object files (default: native).
-o os Override OS for object files (default: native).
-F name Override filename (default: input filename).
-e chunk Use chunk string as input.
-- Stop handling options.
- Use stdin as input and/or stdout as output.
File types: c cc h obj o raw (default)
]]
os.exit(1)
end
local function check(ok, ...)
if ok then return ok, ... end
io.stderr:write("luajit: ", ...)
io.stderr:write("\n")
os.exit(1)
end
local function readfile(ctx, input)
if type(input) == "function" then return input end
if ctx.filename then
local data
if input == "-" then
data = io.stdin:read("*a")
else
local fp = assert(io.open(input, "rb"))
data = assert(fp:read("*a"))
assert(fp:close())
end
return check(load(data, ctx.filename))
else
if input == "-" then input = nil end
return check(loadfile(input))
end
end
local function savefile(name, mode)
if name == "-" then return io.stdout end
return check(io.open(name, mode))
end
local function set_stdout_binary(ffi)
ffi.cdef[[int _setmode(int fd, int mode);]]
ffi.C._setmode(1, 0x8000)
end
------------------------------------------------------------------------------
local map_type = {
raw = "raw", c = "c", cc = "c", h = "h", o = "obj", obj = "obj",
}
local map_arch = {
x86 = { e = "le", b = 32, m = 3, p = 0x14c, },
x64 = { e = "le", b = 64, m = 62, p = 0x8664, },
arm = { e = "le", b = 32, m = 40, p = 0x1c0, },
arm64 = { e = "le", b = 64, m = 183, p = 0xaa64, },
arm64be = { e = "be", b = 64, m = 183, },
ppc = { e = "be", b = 32, m = 20, },
mips = { e = "be", b = 32, m = 8, f = 0x50001006, },
mipsel = { e = "le", b = 32, m = 8, f = 0x50001006, },
mips64 = { e = "be", b = 64, m = 8, f = 0x80000007, },
mips64el = { e = "le", b = 64, m = 8, f = 0x80000007, },
mips64r6 = { e = "be", b = 64, m = 8, f = 0xa0000407, },
mips64r6el = { e = "le", b = 64, m = 8, f = 0xa0000407, },
}
local map_os = {
linux = true, windows = true, osx = true, freebsd = true, netbsd = true,
openbsd = true, dragonfly = true, solaris = true,
}
local function checkarg(str, map, err)
str = str:lower()
local s = check(map[str], "unknown ", err)
return type(s) == "string" and s or str
end
local function detecttype(str)
local ext = str:lower():match("%.(%a+)$")
return map_type[ext] or "raw"
end
local function checkmodname(str)
check(str:match("^[%w_.%-]+$"), "bad module name")
return str:gsub("[%.%-]", "_")
end
local function detectmodname(str)
if type(str) == "string" then
local tail = str:match("[^/\\]+$")
if tail then str = tail end
local head = str:match("^(.*)%.[^.]*$")
if head then str = head end
str = str:match("^[%w_.%-]+")
else
str = nil
end
check(str, "cannot derive module name, use -n name")
return str:gsub("[%.%-]", "_")
end
------------------------------------------------------------------------------
local function bcsave_tail(fp, output, s)
local ok, err = fp:write(s)
if ok and output ~= "-" then ok, err = fp:close() end
check(ok, "cannot write ", output, ": ", err)
end
local function bcsave_raw(output, s)
if output == "-" and jit.os == "Windows" then
local ok, ffi = pcall(require, "ffi")
check(ok, "FFI library required to write binary file to stdout")
set_stdout_binary(ffi)
end
local fp = savefile(output, "wb")
bcsave_tail(fp, output, s)
end
local function bcsave_c(ctx, output, s)
local fp = savefile(output, "w")
if ctx.type == "c" then
fp:write(format([[
#ifdef __cplusplus
extern "C"
#endif
#ifdef _WIN32
__declspec(dllexport)
#endif
const unsigned char %s%s[] = {
]], LJBC_PREFIX, ctx.modname))
else
fp:write(format([[
#define %s%s_SIZE %d
static const unsigned char %s%s[] = {
]], LJBC_PREFIX, ctx.modname, #s, LJBC_PREFIX, ctx.modname))
end
local t, n, m = {}, 0, 0
for i=1,#s do
local b = tostring(string.byte(s, i))
m = m + #b + 1
if m > 78 then
fp:write(tconcat(t, ",", 1, n), ",\n")
n, m = 0, #b + 1
end
n = n + 1
t[n] = b
end
bcsave_tail(fp, output, tconcat(t, ",", 1, n).."\n};\n")
end
local function bcsave_elfobj(ctx, output, s, ffi)
ffi.cdef[[
typedef struct {
uint8_t emagic[4], eclass, eendian, eversion, eosabi, eabiversion, epad[7];
uint16_t type, machine;
uint32_t version;
uint32_t entry, phofs, shofs;
uint32_t flags;
uint16_t ehsize, phentsize, phnum, shentsize, shnum, shstridx;
} ELF32header;
typedef struct {
uint8_t emagic[4], eclass, eendian, eversion, eosabi, eabiversion, epad[7];
uint16_t type, machine;
uint32_t version;
uint64_t entry, phofs, shofs;
uint32_t flags;
uint16_t ehsize, phentsize, phnum, shentsize, shnum, shstridx;
} ELF64header;
typedef struct {
uint32_t name, type, flags, addr, ofs, size, link, info, align, entsize;
} ELF32sectheader;
typedef struct {
uint32_t name, type;
uint64_t flags, addr, ofs, size;
uint32_t link, info;
uint64_t align, entsize;
} ELF64sectheader;
typedef struct {
uint32_t name, value, size;
uint8_t info, other;
uint16_t sectidx;
} ELF32symbol;
typedef struct {
uint32_t name;
uint8_t info, other;
uint16_t sectidx;
uint64_t value, size;
} ELF64symbol;
typedef struct {
ELF32header hdr;
ELF32sectheader sect[6];
ELF32symbol sym[2];
uint8_t space[4096];
} ELF32obj;
typedef struct {
ELF64header hdr;
ELF64sectheader sect[6];
ELF64symbol sym[2];
uint8_t space[4096];
} ELF64obj;
]]
local symname = LJBC_PREFIX..ctx.modname
local ai = assert(map_arch[ctx.arch])
local is64, isbe = ai.b == 64, ai.e == "be"
-- Handle different host/target endianess.
local function f32(x) return x end
local f16, fofs = f32, f32
if ffi.abi("be") ~= isbe then
f32 = bit.bswap
function f16(x) return bit.rshift(bit.bswap(x), 16) end
if is64 then
local two32 = ffi.cast("int64_t", 2^32)
function fofs(x) return bit.bswap(x)*two32 end
else
fofs = f32
end
end
-- Create ELF object and fill in header.
local o = ffi.new(is64 and "ELF64obj" or "ELF32obj")
local hdr = o.hdr
if ctx.os == "bsd" or ctx.os == "other" then -- Determine native hdr.eosabi.
local bf = assert(io.open("/bin/ls", "rb"))
local bs = bf:read(9)
bf:close()
ffi.copy(o, bs, 9)
check(hdr.emagic[0] == 127, "no support for writing native object files")
else
hdr.emagic = "\127ELF"
hdr.eosabi = ({ freebsd=9, netbsd=2, openbsd=12, solaris=6 })[ctx.os] or 0
end
hdr.eclass = is64 and 2 or 1
hdr.eendian = isbe and 2 or 1
hdr.eversion = 1
hdr.type = f16(1)
hdr.machine = f16(ai.m)
hdr.flags = f32(ai.f or 0)
hdr.version = f32(1)
hdr.shofs = fofs(ffi.offsetof(o, "sect"))
hdr.ehsize = f16(ffi.sizeof(hdr))
hdr.shentsize = f16(ffi.sizeof(o.sect[0]))
hdr.shnum = f16(6)
hdr.shstridx = f16(2)
-- Fill in sections and symbols.
local sofs, ofs = ffi.offsetof(o, "space"), 1
for i,name in ipairs{
".symtab", ".shstrtab", ".strtab", ".rodata", ".note.GNU-stack",
} do
local sect = o.sect[i]
sect.align = fofs(1)
sect.name = f32(ofs)
ffi.copy(o.space+ofs, name)
ofs = ofs + #name+1
end
o.sect[1].type = f32(2) -- .symtab
o.sect[1].link = f32(3)
o.sect[1].info = f32(1)
o.sect[1].align = fofs(8)
o.sect[1].ofs = fofs(ffi.offsetof(o, "sym"))
o.sect[1].entsize = fofs(ffi.sizeof(o.sym[0]))
o.sect[1].size = fofs(ffi.sizeof(o.sym))
o.sym[1].name = f32(1)
o.sym[1].sectidx = f16(4)
o.sym[1].size = fofs(#s)
o.sym[1].info = 17
o.sect[2].type = f32(3) -- .shstrtab
o.sect[2].ofs = fofs(sofs)
o.sect[2].size = fofs(ofs)
o.sect[3].type = f32(3) -- .strtab
o.sect[3].ofs = fofs(sofs + ofs)
o.sect[3].size = fofs(#symname+2)
ffi.copy(o.space+ofs+1, symname)
ofs = ofs + #symname + 2
o.sect[4].type = f32(1) -- .rodata
o.sect[4].flags = fofs(2)
o.sect[4].ofs = fofs(sofs + ofs)
o.sect[4].size = fofs(#s)
o.sect[5].type = f32(1) -- .note.GNU-stack
o.sect[5].ofs = fofs(sofs + ofs + #s)
-- Write ELF object file.
local fp = savefile(output, "wb")
fp:write(ffi.string(o, ffi.sizeof(o)-4096+ofs))
bcsave_tail(fp, output, s)
end
local function bcsave_peobj(ctx, output, s, ffi)
ffi.cdef[[
typedef struct {
uint16_t arch, nsects;
uint32_t time, symtabofs, nsyms;
uint16_t opthdrsz, flags;
} PEheader;
typedef struct {
char name[8];
uint32_t vsize, vaddr, size, ofs, relocofs, lineofs;
uint16_t nreloc, nline;
uint32_t flags;
} PEsection;
typedef struct __attribute((packed)) {
union {
char name[8];
uint32_t nameref[2];
};
uint32_t value;
int16_t sect;
uint16_t type;
uint8_t scl, naux;
} PEsym;
typedef struct __attribute((packed)) {
uint32_t size;
uint16_t nreloc, nline;
uint32_t cksum;
uint16_t assoc;
uint8_t comdatsel, unused[3];
} PEsymaux;
typedef struct {
PEheader hdr;
PEsection sect[2];
// Must be an even number of symbol structs.
PEsym sym0;
PEsymaux sym0aux;
PEsym sym1;
PEsymaux sym1aux;
PEsym sym2;
PEsym sym3;
uint32_t strtabsize;
uint8_t space[4096];
} PEobj;
]]
local symname = LJBC_PREFIX..ctx.modname
local ai = assert(map_arch[ctx.arch])
local is64 = ai.b == 64
local symexport = " /EXPORT:"..symname..",DATA "
-- The file format is always little-endian. Swap if the host is big-endian.
local function f32(x) return x end
local f16 = f32
if ffi.abi("be") then
f32 = bit.bswap
function f16(x) return bit.rshift(bit.bswap(x), 16) end
end
-- Create PE object and fill in header.
local o = ffi.new("PEobj")
local hdr = o.hdr
hdr.arch = f16(assert(ai.p))
hdr.nsects = f16(2)
hdr.symtabofs = f32(ffi.offsetof(o, "sym0"))
hdr.nsyms = f32(6)
-- Fill in sections and symbols.
o.sect[0].name = ".drectve"
o.sect[0].size = f32(#symexport)
o.sect[0].flags = f32(0x00100a00)
o.sym0.sect = f16(1)
o.sym0.scl = 3
o.sym0.name = ".drectve"
o.sym0.naux = 1
o.sym0aux.size = f32(#symexport)
o.sect[1].name = ".rdata"
o.sect[1].size = f32(#s)
o.sect[1].flags = f32(0x40300040)
o.sym1.sect = f16(2)
o.sym1.scl = 3
o.sym1.name = ".rdata"
o.sym1.naux = 1
o.sym1aux.size = f32(#s)
o.sym2.sect = f16(2)
o.sym2.scl = 2
o.sym2.nameref[1] = f32(4)
o.sym3.sect = f16(-1)
o.sym3.scl = 2
o.sym3.value = f32(1)
o.sym3.name = "@feat.00" -- Mark as SafeSEH compliant.
ffi.copy(o.space, symname)
local ofs = #symname + 1
o.strtabsize = f32(ofs + 4)
o.sect[0].ofs = f32(ffi.offsetof(o, "space") + ofs)
ffi.copy(o.space + ofs, symexport)
ofs = ofs + #symexport
o.sect[1].ofs = f32(ffi.offsetof(o, "space") + ofs)
-- Write PE object file.
local fp = savefile(output, "wb")
fp:write(ffi.string(o, ffi.sizeof(o)-4096+ofs))
bcsave_tail(fp, output, s)
end
local function bcsave_machobj(ctx, output, s, ffi)
ffi.cdef[[
typedef struct
{
uint32_t magic, cputype, cpusubtype, filetype, ncmds, sizeofcmds, flags;
} mach_header;
typedef struct
{
mach_header; uint32_t reserved;
} mach_header_64;
typedef struct {
uint32_t cmd, cmdsize;
char segname[16];
uint32_t vmaddr, vmsize, fileoff, filesize;
uint32_t maxprot, initprot, nsects, flags;
} mach_segment_command;
typedef struct {
uint32_t cmd, cmdsize;
char segname[16];
uint64_t vmaddr, vmsize, fileoff, filesize;
uint32_t maxprot, initprot, nsects, flags;
} mach_segment_command_64;
typedef struct {
char sectname[16], segname[16];
uint32_t addr, size;
uint32_t offset, align, reloff, nreloc, flags;
uint32_t reserved1, reserved2;
} mach_section;
typedef struct {
char sectname[16], segname[16];
uint64_t addr, size;
uint32_t offset, align, reloff, nreloc, flags;
uint32_t reserved1, reserved2, reserved3;
} mach_section_64;
typedef struct {
uint32_t cmd, cmdsize, symoff, nsyms, stroff, strsize;
} mach_symtab_command;
typedef struct {
int32_t strx;
uint8_t type, sect;
int16_t desc;
uint32_t value;
} mach_nlist;
typedef struct {
int32_t strx;
uint8_t type, sect;
uint16_t desc;
uint64_t value;
} mach_nlist_64;
typedef struct
{
int32_t magic, nfat_arch;
} mach_fat_header;
typedef struct
{
int32_t cputype, cpusubtype, offset, size, align;
} mach_fat_arch;
typedef struct {
struct {
mach_header hdr;
mach_segment_command seg;
mach_section sec;
mach_symtab_command sym;
} arch[1];
mach_nlist sym_entry;
uint8_t space[4096];
} mach_obj;
typedef struct {
struct {
mach_header_64 hdr;
mach_segment_command_64 seg;
mach_section_64 sec;
mach_symtab_command sym;
} arch[1];
mach_nlist_64 sym_entry;
uint8_t space[4096];
} mach_obj_64;
typedef struct {
mach_fat_header fat;
mach_fat_arch fat_arch[2];
struct {
mach_header hdr;
mach_segment_command seg;
mach_section sec;
mach_symtab_command sym;
} arch[2];
mach_nlist sym_entry;
uint8_t space[4096];
} mach_fat_obj;
typedef struct {
mach_fat_header fat;
mach_fat_arch fat_arch[2];
struct {
mach_header_64 hdr;
mach_segment_command_64 seg;
mach_section_64 sec;
mach_symtab_command sym;
} arch[2];
mach_nlist_64 sym_entry;
uint8_t space[4096];
} mach_fat_obj_64;
]]
local symname = '_'..LJBC_PREFIX..ctx.modname
local isfat, is64, align, mobj = false, false, 4, "mach_obj"
if ctx.arch == "x64" then
is64, align, mobj = true, 8, "mach_obj_64"
elseif ctx.arch == "arm" then
isfat, mobj = true, "mach_fat_obj"
elseif ctx.arch == "arm64" then
is64, align, isfat, mobj = true, 8, true, "mach_fat_obj_64"
else
check(ctx.arch == "x86", "unsupported architecture for OSX")
end
local function aligned(v, a) return bit.band(v+a-1, -a) end
local be32 = bit.bswap -- Mach-O FAT is BE, supported archs are LE.
-- Create Mach-O object and fill in header.
local o = ffi.new(mobj)
local mach_size = aligned(ffi.offsetof(o, "space")+#symname+2, align)
local cputype = ({ x86={7}, x64={0x01000007}, arm={7,12}, arm64={0x01000007,0x0100000c} })[ctx.arch]
local cpusubtype = ({ x86={3}, x64={3}, arm={3,9}, arm64={3,0} })[ctx.arch]
if isfat then
o.fat.magic = be32(0xcafebabe)
o.fat.nfat_arch = be32(#cpusubtype)
end
-- Fill in sections and symbols.
for i=0,#cpusubtype-1 do
local ofs = 0
if isfat then
local a = o.fat_arch[i]
a.cputype = be32(cputype[i+1])
a.cpusubtype = be32(cpusubtype[i+1])
-- Subsequent slices overlap each other to share data.
ofs = ffi.offsetof(o, "arch") + i*ffi.sizeof(o.arch[0])
a.offset = be32(ofs)
a.size = be32(mach_size-ofs+#s)
end
local a = o.arch[i]
a.hdr.magic = is64 and 0xfeedfacf or 0xfeedface
a.hdr.cputype = cputype[i+1]
a.hdr.cpusubtype = cpusubtype[i+1]
a.hdr.filetype = 1
a.hdr.ncmds = 2
a.hdr.sizeofcmds = ffi.sizeof(a.seg)+ffi.sizeof(a.sec)+ffi.sizeof(a.sym)
a.seg.cmd = is64 and 0x19 or 0x1
a.seg.cmdsize = ffi.sizeof(a.seg)+ffi.sizeof(a.sec)
a.seg.vmsize = #s
a.seg.fileoff = mach_size-ofs
a.seg.filesize = #s
a.seg.maxprot = 1
a.seg.initprot = 1
a.seg.nsects = 1
ffi.copy(a.sec.sectname, "__data")
ffi.copy(a.sec.segname, "__DATA")
a.sec.size = #s
a.sec.offset = mach_size-ofs
a.sym.cmd = 2
a.sym.cmdsize = ffi.sizeof(a.sym)
a.sym.symoff = ffi.offsetof(o, "sym_entry")-ofs
a.sym.nsyms = 1
a.sym.stroff = ffi.offsetof(o, "sym_entry")+ffi.sizeof(o.sym_entry)-ofs
a.sym.strsize = aligned(#symname+2, align)
end
o.sym_entry.type = 0xf
o.sym_entry.sect = 1
o.sym_entry.strx = 1
ffi.copy(o.space+1, symname)
-- Write Macho-O object file.
local fp = savefile(output, "wb")
fp:write(ffi.string(o, mach_size))
bcsave_tail(fp, output, s)
end
local function bcsave_obj(ctx, output, s)
local ok, ffi = pcall(require, "ffi")
check(ok, "FFI library required to write this file type")
if output == "-" and jit.os == "Windows" then
set_stdout_binary(ffi)
end
if ctx.os == "windows" then
return bcsave_peobj(ctx, output, s, ffi)
elseif ctx.os == "osx" then
return bcsave_machobj(ctx, output, s, ffi)
else
return bcsave_elfobj(ctx, output, s, ffi)
end
end
------------------------------------------------------------------------------
local function bclist(ctx, input, output)
local f = readfile(ctx, input)
require("jit.bc").dump(f, savefile(output, "w"), true)
end
local function bcsave(ctx, input, output)
local f = readfile(ctx, input)
local s = string.dump(f, ctx.strip)
local t = ctx.type
if not t then
t = detecttype(output)
ctx.type = t
end
if t == "raw" then
bcsave_raw(output, s)
else
if not ctx.modname then ctx.modname = detectmodname(input) end
if t == "obj" then
bcsave_obj(ctx, output, s)
else
bcsave_c(ctx, output, s)
end
end
end
local function docmd(...)
local arg = {...}
local n = 1
local list = false
local ctx = {
strip = true, arch = jit.arch, os = jit.os:lower(),
type = false, modname = false,
}
while n <= #arg do
local a = arg[n]
if type(a) == "string" and a:sub(1, 1) == "-" and a ~= "-" then
tremove(arg, n)
if a == "--" then break end
for m=2,#a do
local opt = a:sub(m, m)
if opt == "l" then
list = true
elseif opt == "s" then
ctx.strip = true
elseif opt == "g" then
ctx.strip = false
else
if arg[n] == nil or m ~= #a then usage() end
if opt == "e" then
if n ~= 1 then usage() end
arg[1] = check(loadstring(arg[1]))
elseif opt == "n" then
ctx.modname = checkmodname(tremove(arg, n))
elseif opt == "t" then
ctx.type = checkarg(tremove(arg, n), map_type, "file type")
elseif opt == "a" then
ctx.arch = checkarg(tremove(arg, n), map_arch, "architecture")
elseif opt == "o" then
ctx.os = checkarg(tremove(arg, n), map_os, "OS name")
elseif opt == "F" then
ctx.filename = "@"..tremove(arg, n)
else
usage()
end
end
end
else
n = n + 1
end
end
if list then
if #arg == 0 or #arg > 2 then usage() end
bclist(ctx, arg[1], arg[2] or "-")
else
if #arg ~= 2 then usage() end
bcsave(ctx, arg[1], arg[2])
end
end
------------------------------------------------------------------------------
-- Public module functions.
return {
start = docmd -- Process -b command line option.
}
@@ -0,0 +1,689 @@
----------------------------------------------------------------------------
-- LuaJIT ARM disassembler module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This is a helper module used by the LuaJIT machine code dumper module.
--
-- It disassembles most user-mode ARMv7 instructions
-- NYI: Advanced SIMD and VFP instructions.
------------------------------------------------------------------------------
local type = type
local sub, byte, format = string.sub, string.byte, string.format
local match, gmatch = string.match, string.gmatch
local concat = table.concat
local bit = require("bit")
local band, bor, ror, tohex = bit.band, bit.bor, bit.ror, bit.tohex
local lshift, rshift, arshift = bit.lshift, bit.rshift, bit.arshift
------------------------------------------------------------------------------
-- Opcode maps
------------------------------------------------------------------------------
local map_loadc = {
shift = 8, mask = 15,
[10] = {
shift = 20, mask = 1,
[0] = {
shift = 23, mask = 3,
[0] = "vmovFmDN", "vstmFNdr",
_ = {
shift = 21, mask = 1,
[0] = "vstrFdl",
{ shift = 16, mask = 15, [13] = "vpushFdr", _ = "vstmdbFNdr", }
},
},
{
shift = 23, mask = 3,
[0] = "vmovFDNm",
{ shift = 16, mask = 15, [13] = "vpopFdr", _ = "vldmFNdr", },
_ = {
shift = 21, mask = 1,
[0] = "vldrFdl", "vldmdbFNdr",
},
},
},
[11] = {
shift = 20, mask = 1,
[0] = {
shift = 23, mask = 3,
[0] = "vmovGmDN", "vstmGNdr",
_ = {
shift = 21, mask = 1,
[0] = "vstrGdl",
{ shift = 16, mask = 15, [13] = "vpushGdr", _ = "vstmdbGNdr", }
},
},
{
shift = 23, mask = 3,
[0] = "vmovGDNm",
{ shift = 16, mask = 15, [13] = "vpopGdr", _ = "vldmGNdr", },
_ = {
shift = 21, mask = 1,
[0] = "vldrGdl", "vldmdbGNdr",
},
},
},
_ = {
shift = 0, mask = 0 -- NYI ldc, mcrr, mrrc.
},
}
local map_vfps = {
shift = 6, mask = 0x2c001,
[0] = "vmlaF.dnm", "vmlsF.dnm",
[0x04000] = "vnmlsF.dnm", [0x04001] = "vnmlaF.dnm",
[0x08000] = "vmulF.dnm", [0x08001] = "vnmulF.dnm",
[0x0c000] = "vaddF.dnm", [0x0c001] = "vsubF.dnm",
[0x20000] = "vdivF.dnm",
[0x24000] = "vfnmsF.dnm", [0x24001] = "vfnmaF.dnm",
[0x28000] = "vfmaF.dnm", [0x28001] = "vfmsF.dnm",
[0x2c000] = "vmovF.dY",
[0x2c001] = {
shift = 7, mask = 0x1e01,
[0] = "vmovF.dm", "vabsF.dm",
[0x0200] = "vnegF.dm", [0x0201] = "vsqrtF.dm",
[0x0800] = "vcmpF.dm", [0x0801] = "vcmpeF.dm",
[0x0a00] = "vcmpzF.d", [0x0a01] = "vcmpzeF.d",
[0x0e01] = "vcvtG.dF.m",
[0x1000] = "vcvt.f32.u32Fdm", [0x1001] = "vcvt.f32.s32Fdm",
[0x1800] = "vcvtr.u32F.dm", [0x1801] = "vcvt.u32F.dm",
[0x1a00] = "vcvtr.s32F.dm", [0x1a01] = "vcvt.s32F.dm",
},
}
local map_vfpd = {
shift = 6, mask = 0x2c001,
[0] = "vmlaG.dnm", "vmlsG.dnm",
[0x04000] = "vnmlsG.dnm", [0x04001] = "vnmlaG.dnm",
[0x08000] = "vmulG.dnm", [0x08001] = "vnmulG.dnm",
[0x0c000] = "vaddG.dnm", [0x0c001] = "vsubG.dnm",
[0x20000] = "vdivG.dnm",
[0x24000] = "vfnmsG.dnm", [0x24001] = "vfnmaG.dnm",
[0x28000] = "vfmaG.dnm", [0x28001] = "vfmsG.dnm",
[0x2c000] = "vmovG.dY",
[0x2c001] = {
shift = 7, mask = 0x1e01,
[0] = "vmovG.dm", "vabsG.dm",
[0x0200] = "vnegG.dm", [0x0201] = "vsqrtG.dm",
[0x0800] = "vcmpG.dm", [0x0801] = "vcmpeG.dm",
[0x0a00] = "vcmpzG.d", [0x0a01] = "vcmpzeG.d",
[0x0e01] = "vcvtF.dG.m",
[0x1000] = "vcvt.f64.u32GdFm", [0x1001] = "vcvt.f64.s32GdFm",
[0x1800] = "vcvtr.u32FdG.m", [0x1801] = "vcvt.u32FdG.m",
[0x1a00] = "vcvtr.s32FdG.m", [0x1a01] = "vcvt.s32FdG.m",
},
}
local map_datac = {
shift = 24, mask = 1,
[0] = {
shift = 4, mask = 1,
[0] = {
shift = 8, mask = 15,
[10] = map_vfps,
[11] = map_vfpd,
-- NYI cdp, mcr, mrc.
},
{
shift = 8, mask = 15,
[10] = {
shift = 20, mask = 15,
[0] = "vmovFnD", "vmovFDn",
[14] = "vmsrD",
[15] = { shift = 12, mask = 15, [15] = "vmrs", _ = "vmrsD", },
},
},
},
"svcT",
}
local map_loadcu = {
shift = 0, mask = 0, -- NYI unconditional CP load/store.
}
local map_datacu = {
shift = 0, mask = 0, -- NYI unconditional CP data.
}
local map_simddata = {
shift = 0, mask = 0, -- NYI SIMD data.
}
local map_simdload = {
shift = 0, mask = 0, -- NYI SIMD load/store, preload.
}
local map_preload = {
shift = 0, mask = 0, -- NYI preload.
}
local map_media = {
shift = 20, mask = 31,
[0] = false,
{ --01
shift = 5, mask = 7,
[0] = "sadd16DNM", "sasxDNM", "ssaxDNM", "ssub16DNM",
"sadd8DNM", false, false, "ssub8DNM",
},
{ --02
shift = 5, mask = 7,
[0] = "qadd16DNM", "qasxDNM", "qsaxDNM", "qsub16DNM",
"qadd8DNM", false, false, "qsub8DNM",
},
{ --03
shift = 5, mask = 7,
[0] = "shadd16DNM", "shasxDNM", "shsaxDNM", "shsub16DNM",
"shadd8DNM", false, false, "shsub8DNM",
},
false,
{ --05
shift = 5, mask = 7,
[0] = "uadd16DNM", "uasxDNM", "usaxDNM", "usub16DNM",
"uadd8DNM", false, false, "usub8DNM",
},
{ --06
shift = 5, mask = 7,
[0] = "uqadd16DNM", "uqasxDNM", "uqsaxDNM", "uqsub16DNM",
"uqadd8DNM", false, false, "uqsub8DNM",
},
{ --07
shift = 5, mask = 7,
[0] = "uhadd16DNM", "uhasxDNM", "uhsaxDNM", "uhsub16DNM",
"uhadd8DNM", false, false, "uhsub8DNM",
},
{ --08
shift = 5, mask = 7,
[0] = "pkhbtDNMU", false, "pkhtbDNMU",
{ shift = 16, mask = 15, [15] = "sxtb16DMU", _ = "sxtab16DNMU", },
"pkhbtDNMU", "selDNM", "pkhtbDNMU",
},
false,
{ --0a
shift = 5, mask = 7,
[0] = "ssatDxMu", "ssat16DxM", "ssatDxMu",
{ shift = 16, mask = 15, [15] = "sxtbDMU", _ = "sxtabDNMU", },
"ssatDxMu", false, "ssatDxMu",
},
{ --0b
shift = 5, mask = 7,
[0] = "ssatDxMu", "revDM", "ssatDxMu",
{ shift = 16, mask = 15, [15] = "sxthDMU", _ = "sxtahDNMU", },
"ssatDxMu", "rev16DM", "ssatDxMu",
},
{ --0c
shift = 5, mask = 7,
[3] = { shift = 16, mask = 15, [15] = "uxtb16DMU", _ = "uxtab16DNMU", },
},
false,
{ --0e
shift = 5, mask = 7,
[0] = "usatDwMu", "usat16DwM", "usatDwMu",
{ shift = 16, mask = 15, [15] = "uxtbDMU", _ = "uxtabDNMU", },
"usatDwMu", false, "usatDwMu",
},
{ --0f
shift = 5, mask = 7,
[0] = "usatDwMu", "rbitDM", "usatDwMu",
{ shift = 16, mask = 15, [15] = "uxthDMU", _ = "uxtahDNMU", },
"usatDwMu", "revshDM", "usatDwMu",
},
{ --10
shift = 12, mask = 15,
[15] = {
shift = 5, mask = 7,
"smuadNMS", "smuadxNMS", "smusdNMS", "smusdxNMS",
},
_ = {
shift = 5, mask = 7,
[0] = "smladNMSD", "smladxNMSD", "smlsdNMSD", "smlsdxNMSD",
},
},
false, false, false,
{ --14
shift = 5, mask = 7,
[0] = "smlaldDNMS", "smlaldxDNMS", "smlsldDNMS", "smlsldxDNMS",
},
{ --15
shift = 5, mask = 7,
[0] = { shift = 12, mask = 15, [15] = "smmulNMS", _ = "smmlaNMSD", },
{ shift = 12, mask = 15, [15] = "smmulrNMS", _ = "smmlarNMSD", },
false, false, false, false,
"smmlsNMSD", "smmlsrNMSD",
},
false, false,
{ --18
shift = 5, mask = 7,
[0] = { shift = 12, mask = 15, [15] = "usad8NMS", _ = "usada8NMSD", },
},
false,
{ --1a
shift = 5, mask = 3, [2] = "sbfxDMvw",
},
{ --1b
shift = 5, mask = 3, [2] = "sbfxDMvw",
},
{ --1c
shift = 5, mask = 3,
[0] = { shift = 0, mask = 15, [15] = "bfcDvX", _ = "bfiDMvX", },
},
{ --1d
shift = 5, mask = 3,
[0] = { shift = 0, mask = 15, [15] = "bfcDvX", _ = "bfiDMvX", },
},
{ --1e
shift = 5, mask = 3, [2] = "ubfxDMvw",
},
{ --1f
shift = 5, mask = 3, [2] = "ubfxDMvw",
},
}
local map_load = {
shift = 21, mask = 9,
{
shift = 20, mask = 5,
[0] = "strtDL", "ldrtDL", [4] = "strbtDL", [5] = "ldrbtDL",
},
_ = {
shift = 20, mask = 5,
[0] = "strDL", "ldrDL", [4] = "strbDL", [5] = "ldrbDL",
}
}
local map_load1 = {
shift = 4, mask = 1,
[0] = map_load, map_media,
}
local map_loadm = {
shift = 20, mask = 1,
[0] = {
shift = 23, mask = 3,
[0] = "stmdaNR", "stmNR",
{ shift = 16, mask = 63, [45] = "pushR", _ = "stmdbNR", }, "stmibNR",
},
{
shift = 23, mask = 3,
[0] = "ldmdaNR", { shift = 16, mask = 63, [61] = "popR", _ = "ldmNR", },
"ldmdbNR", "ldmibNR",
},
}
local map_data = {
shift = 21, mask = 15,
[0] = "andDNPs", "eorDNPs", "subDNPs", "rsbDNPs",
"addDNPs", "adcDNPs", "sbcDNPs", "rscDNPs",
"tstNP", "teqNP", "cmpNP", "cmnNP",
"orrDNPs", "movDPs", "bicDNPs", "mvnDPs",
}
local map_mul = {
shift = 21, mask = 7,
[0] = "mulNMSs", "mlaNMSDs", "umaalDNMS", "mlsDNMS",
"umullDNMSs", "umlalDNMSs", "smullDNMSs", "smlalDNMSs",
}
local map_sync = {
shift = 20, mask = 15, -- NYI: brackets around N. R(D+1) for ldrexd/strexd.
[0] = "swpDMN", false, false, false,
"swpbDMN", false, false, false,
"strexDMN", "ldrexDN", "strexdDN", "ldrexdDN",
"strexbDMN", "ldrexbDN", "strexhDN", "ldrexhDN",
}
local map_mulh = {
shift = 21, mask = 3,
[0] = { shift = 5, mask = 3,
[0] = "smlabbNMSD", "smlatbNMSD", "smlabtNMSD", "smlattNMSD", },
{ shift = 5, mask = 3,
[0] = "smlawbNMSD", "smulwbNMS", "smlawtNMSD", "smulwtNMS", },
{ shift = 5, mask = 3,
[0] = "smlalbbDNMS", "smlaltbDNMS", "smlalbtDNMS", "smlalttDNMS", },
{ shift = 5, mask = 3,
[0] = "smulbbNMS", "smultbNMS", "smulbtNMS", "smulttNMS", },
}
local map_misc = {
shift = 4, mask = 7,
-- NYI: decode PSR bits of msr.
[0] = { shift = 21, mask = 1, [0] = "mrsD", "msrM", },
{ shift = 21, mask = 3, "bxM", false, "clzDM", },
{ shift = 21, mask = 3, "bxjM", },
{ shift = 21, mask = 3, "blxM", },
false,
{ shift = 21, mask = 3, [0] = "qaddDMN", "qsubDMN", "qdaddDMN", "qdsubDMN", },
false,
{ shift = 21, mask = 3, "bkptK", },
}
local map_datar = {
shift = 4, mask = 9,
[9] = {
shift = 5, mask = 3,
[0] = { shift = 24, mask = 1, [0] = map_mul, map_sync, },
{ shift = 20, mask = 1, [0] = "strhDL", "ldrhDL", },
{ shift = 20, mask = 1, [0] = "ldrdDL", "ldrsbDL", },
{ shift = 20, mask = 1, [0] = "strdDL", "ldrshDL", },
},
_ = {
shift = 20, mask = 25,
[16] = { shift = 7, mask = 1, [0] = map_misc, map_mulh, },
_ = {
shift = 0, mask = 0xffffffff,
[bor(0xe1a00000)] = "nop",
_ = map_data,
}
},
}
local map_datai = {
shift = 20, mask = 31, -- NYI: decode PSR bits of msr. Decode imm12.
[16] = "movwDW", [20] = "movtDW",
[18] = { shift = 0, mask = 0xf00ff, [0] = "nopv6", _ = "msrNW", },
[22] = "msrNW",
_ = map_data,
}
local map_branch = {
shift = 24, mask = 1,
[0] = "bB", "blB"
}
local map_condins = {
[0] = map_datar, map_datai, map_load, map_load1,
map_loadm, map_branch, map_loadc, map_datac
}
-- NYI: setend.
local map_uncondins = {
[0] = false, map_simddata, map_simdload, map_preload,
false, "blxB", map_loadcu, map_datacu,
}
------------------------------------------------------------------------------
local map_gpr = {
[0] = "r0", "r1", "r2", "r3", "r4", "r5", "r6", "r7",
"r8", "r9", "r10", "r11", "r12", "sp", "lr", "pc",
}
local map_cond = {
[0] = "eq", "ne", "hs", "lo", "mi", "pl", "vs", "vc",
"hi", "ls", "ge", "lt", "gt", "le", "al",
}
local map_shift = { [0] = "lsl", "lsr", "asr", "ror", }
------------------------------------------------------------------------------
-- Output a nicely formatted line with an opcode and operands.
local function putop(ctx, text, operands)
local pos = ctx.pos
local extra = ""
if ctx.rel then
local sym = ctx.symtab[ctx.rel]
if sym then
extra = "\t->"..sym
elseif band(ctx.op, 0x0e000000) ~= 0x0a000000 then
extra = "\t; 0x"..tohex(ctx.rel)
end
end
if ctx.hexdump > 0 then
ctx.out(format("%08x %s %-5s %s%s\n",
ctx.addr+pos, tohex(ctx.op), text, concat(operands, ", "), extra))
else
ctx.out(format("%08x %-5s %s%s\n",
ctx.addr+pos, text, concat(operands, ", "), extra))
end
ctx.pos = pos + 4
end
-- Fallback for unknown opcodes.
local function unknown(ctx)
return putop(ctx, ".long", { "0x"..tohex(ctx.op) })
end
-- Format operand 2 of load/store opcodes.
local function fmtload(ctx, op, pos)
local base = map_gpr[band(rshift(op, 16), 15)]
local x, ofs
local ext = (band(op, 0x04000000) == 0)
if not ext and band(op, 0x02000000) == 0 then
ofs = band(op, 4095)
if band(op, 0x00800000) == 0 then ofs = -ofs end
if base == "pc" then ctx.rel = ctx.addr + pos + 8 + ofs end
ofs = "#"..ofs
elseif ext and band(op, 0x00400000) ~= 0 then
ofs = band(op, 15) + band(rshift(op, 4), 0xf0)
if band(op, 0x00800000) == 0 then ofs = -ofs end
if base == "pc" then ctx.rel = ctx.addr + pos + 8 + ofs end
ofs = "#"..ofs
else
ofs = map_gpr[band(op, 15)]
if ext or band(op, 0xfe0) == 0 then
elseif band(op, 0xfe0) == 0x60 then
ofs = format("%s, rrx", ofs)
else
local sh = band(rshift(op, 7), 31)
if sh == 0 then sh = 32 end
ofs = format("%s, %s #%d", ofs, map_shift[band(rshift(op, 5), 3)], sh)
end
if band(op, 0x00800000) == 0 then ofs = "-"..ofs end
end
if ofs == "#0" then
x = format("[%s]", base)
elseif band(op, 0x01000000) == 0 then
x = format("[%s], %s", base, ofs)
else
x = format("[%s, %s]", base, ofs)
end
if band(op, 0x01200000) == 0x01200000 then x = x.."!" end
return x
end
-- Format operand 2 of vector load/store opcodes.
local function fmtvload(ctx, op, pos)
local base = map_gpr[band(rshift(op, 16), 15)]
local ofs = band(op, 255)*4
if band(op, 0x00800000) == 0 then ofs = -ofs end
if base == "pc" then ctx.rel = ctx.addr + pos + 8 + ofs end
if ofs == 0 then
return format("[%s]", base)
else
return format("[%s, #%d]", base, ofs)
end
end
local function fmtvr(op, vr, sh0, sh1)
if vr == "s" then
return format("s%d", 2*band(rshift(op, sh0), 15)+band(rshift(op, sh1), 1))
else
return format("d%d", band(rshift(op, sh0), 15)+band(rshift(op, sh1-4), 16))
end
end
-- Disassemble a single instruction.
local function disass_ins(ctx)
local pos = ctx.pos
local b0, b1, b2, b3 = byte(ctx.code, pos+1, pos+4)
local op = bor(lshift(b3, 24), lshift(b2, 16), lshift(b1, 8), b0)
local operands = {}
local suffix = ""
local last, name, pat
local vr
ctx.op = op
ctx.rel = nil
local cond = rshift(op, 28)
local opat
if cond == 15 then
opat = map_uncondins[band(rshift(op, 25), 7)]
else
if cond ~= 14 then suffix = map_cond[cond] end
opat = map_condins[band(rshift(op, 25), 7)]
end
while type(opat) ~= "string" do
if not opat then return unknown(ctx) end
opat = opat[band(rshift(op, opat.shift), opat.mask)] or opat._
end
name, pat = match(opat, "^([a-z0-9]*)(.*)")
if sub(pat, 1, 1) == "." then
local s2, p2 = match(pat, "^([a-z0-9.]*)(.*)")
suffix = suffix..s2
pat = p2
end
for p in gmatch(pat, ".") do
local x = nil
if p == "D" then
x = map_gpr[band(rshift(op, 12), 15)]
elseif p == "N" then
x = map_gpr[band(rshift(op, 16), 15)]
elseif p == "S" then
x = map_gpr[band(rshift(op, 8), 15)]
elseif p == "M" then
x = map_gpr[band(op, 15)]
elseif p == "d" then
x = fmtvr(op, vr, 12, 22)
elseif p == "n" then
x = fmtvr(op, vr, 16, 7)
elseif p == "m" then
x = fmtvr(op, vr, 0, 5)
elseif p == "P" then
if band(op, 0x02000000) ~= 0 then
x = ror(band(op, 255), 2*band(rshift(op, 8), 15))
else
x = map_gpr[band(op, 15)]
if band(op, 0xff0) ~= 0 then
operands[#operands+1] = x
local s = map_shift[band(rshift(op, 5), 3)]
local r = nil
if band(op, 0xf90) == 0 then
if s == "ror" then s = "rrx" else r = "#32" end
elseif band(op, 0x10) == 0 then
r = "#"..band(rshift(op, 7), 31)
else
r = map_gpr[band(rshift(op, 8), 15)]
end
if name == "mov" then name = s; x = r
elseif r then x = format("%s %s", s, r)
else x = s end
end
end
elseif p == "L" then
x = fmtload(ctx, op, pos)
elseif p == "l" then
x = fmtvload(ctx, op, pos)
elseif p == "B" then
local addr = ctx.addr + pos + 8 + arshift(lshift(op, 8), 6)
if cond == 15 then addr = addr + band(rshift(op, 23), 2) end
ctx.rel = addr
x = "0x"..tohex(addr)
elseif p == "F" then
vr = "s"
elseif p == "G" then
vr = "d"
elseif p == "." then
suffix = suffix..(vr == "s" and ".f32" or ".f64")
elseif p == "R" then
if band(op, 0x00200000) ~= 0 and #operands == 1 then
operands[1] = operands[1].."!"
end
local t = {}
for i=0,15 do
if band(rshift(op, i), 1) == 1 then t[#t+1] = map_gpr[i] end
end
x = "{"..concat(t, ", ").."}"
elseif p == "r" then
if band(op, 0x00200000) ~= 0 and #operands == 2 then
operands[1] = operands[1].."!"
end
local s = tonumber(sub(last, 2))
local n = band(op, 255)
if vr == "d" then n = rshift(n, 1) end
operands[#operands] = format("{%s-%s%d}", last, vr, s+n-1)
elseif p == "W" then
x = band(op, 0x0fff) + band(rshift(op, 4), 0xf000)
elseif p == "T" then
x = "#0x"..tohex(band(op, 0x00ffffff), 6)
elseif p == "U" then
x = band(rshift(op, 7), 31)
if x == 0 then x = nil end
elseif p == "u" then
x = band(rshift(op, 7), 31)
if band(op, 0x40) == 0 then
if x == 0 then x = nil else x = "lsl #"..x end
else
if x == 0 then x = "asr #32" else x = "asr #"..x end
end
elseif p == "v" then
x = band(rshift(op, 7), 31)
elseif p == "w" then
x = band(rshift(op, 16), 31)
elseif p == "x" then
x = band(rshift(op, 16), 31) + 1
elseif p == "X" then
x = band(rshift(op, 16), 31) - last + 1
elseif p == "Y" then
x = band(rshift(op, 12), 0xf0) + band(op, 0x0f)
elseif p == "K" then
x = "#0x"..tohex(band(rshift(op, 4), 0x0000fff0) + band(op, 15), 4)
elseif p == "s" then
if band(op, 0x00100000) ~= 0 then suffix = "s"..suffix end
else
assert(false)
end
if x then
last = x
if type(x) == "number" then x = "#"..x end
operands[#operands+1] = x
end
end
return putop(ctx, name..suffix, operands)
end
------------------------------------------------------------------------------
-- Disassemble a block of code.
local function disass_block(ctx, ofs, len)
if not ofs then ofs = 0 end
local stop = len and ofs+len or #ctx.code
ctx.pos = ofs
ctx.rel = nil
while ctx.pos < stop do disass_ins(ctx) end
end
-- Extended API: create a disassembler context. Then call ctx:disass(ofs, len).
local function create(code, addr, out)
local ctx = {}
ctx.code = code
ctx.addr = addr or 0
ctx.out = out or io.write
ctx.symtab = {}
ctx.disass = disass_block
ctx.hexdump = 8
return ctx
end
-- Simple API: disassemble code (a string) at address and output via out.
local function disass(code, addr, out)
create(code, addr, out):disass()
end
-- Return register name for RID.
local function regname(r)
if r < 16 then return map_gpr[r] end
return "d"..(r-16)
end
-- Public module functions.
return {
create = create,
disass = disass,
regname = regname
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,12 @@
----------------------------------------------------------------------------
-- LuaJIT ARM64BE disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- ARM64 instructions are always little-endian. So just forward to the
-- common ARM64 disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
return require((string.match(..., ".*%.") or "").."dis_arm64")
@@ -0,0 +1,694 @@
----------------------------------------------------------------------------
-- LuaJIT MIPS disassembler module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT/X license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This is a helper module used by the LuaJIT machine code dumper module.
--
-- It disassembles all standard MIPS32R1/R2 instructions.
-- Default mode is big-endian, but see: dis_mipsel.lua
------------------------------------------------------------------------------
local type = type
local byte, format = string.byte, string.format
local match, gmatch = string.match, string.gmatch
local concat = table.concat
local bit = require("bit")
local band, bor, tohex = bit.band, bit.bor, bit.tohex
local lshift, rshift, arshift = bit.lshift, bit.rshift, bit.arshift
------------------------------------------------------------------------------
-- Extended opcode maps common to all MIPS releases
------------------------------------------------------------------------------
local map_srl = { shift = 21, mask = 1, [0] = "srlDTA", "rotrDTA", }
local map_srlv = { shift = 6, mask = 1, [0] = "srlvDTS", "rotrvDTS", }
local map_cop0 = {
shift = 25, mask = 1,
[0] = {
shift = 21, mask = 15,
[0] = "mfc0TDW", [4] = "mtc0TDW",
[10] = "rdpgprDT",
[11] = { shift = 5, mask = 1, [0] = "diT0", "eiT0", },
[14] = "wrpgprDT",
}, {
shift = 0, mask = 63,
[1] = "tlbr", [2] = "tlbwi", [6] = "tlbwr", [8] = "tlbp",
[24] = "eret", [31] = "deret",
[32] = "wait",
},
}
------------------------------------------------------------------------------
-- Primary and extended opcode maps for MIPS R1-R5
------------------------------------------------------------------------------
local map_movci = { shift = 16, mask = 1, [0] = "movfDSC", "movtDSC", }
local map_special = {
shift = 0, mask = 63,
[0] = { shift = 0, mask = -1, [0] = "nop", _ = "sllDTA" },
map_movci, map_srl, "sraDTA",
"sllvDTS", false, map_srlv, "sravDTS",
"jrS", "jalrD1S", "movzDST", "movnDST",
"syscallY", "breakY", false, "sync",
"mfhiD", "mthiS", "mfloD", "mtloS",
"dsllvDST", false, "dsrlvDST", "dsravDST",
"multST", "multuST", "divST", "divuST",
"dmultST", "dmultuST", "ddivST", "ddivuST",
"addDST", "addu|moveDST0", "subDST", "subu|neguDS0T",
"andDST", "or|moveDST0", "xorDST", "nor|notDST0",
false, false, "sltDST", "sltuDST",
"daddDST", "dadduDST", "dsubDST", "dsubuDST",
"tgeSTZ", "tgeuSTZ", "tltSTZ", "tltuSTZ",
"teqSTZ", false, "tneSTZ", false,
"dsllDTA", false, "dsrlDTA", "dsraDTA",
"dsll32DTA", false, "dsrl32DTA", "dsra32DTA",
}
local map_special2 = {
shift = 0, mask = 63,
[0] = "maddST", "madduST", "mulDST", false,
"msubST", "msubuST",
[32] = "clzDS", [33] = "cloDS",
[63] = "sdbbpY",
}
local map_bshfl = {
shift = 6, mask = 31,
[2] = "wsbhDT",
[16] = "sebDT",
[24] = "sehDT",
}
local map_dbshfl = {
shift = 6, mask = 31,
[2] = "dsbhDT",
[5] = "dshdDT",
}
local map_special3 = {
shift = 0, mask = 63,
[0] = "extTSAK", [1] = "dextmTSAP", [3] = "dextTSAK",
[4] = "insTSAL", [6] = "dinsuTSEQ", [7] = "dinsTSAL",
[32] = map_bshfl, [36] = map_dbshfl, [59] = "rdhwrTD",
}
local map_regimm = {
shift = 16, mask = 31,
[0] = "bltzSB", "bgezSB", "bltzlSB", "bgezlSB",
false, false, false, false,
"tgeiSI", "tgeiuSI", "tltiSI", "tltiuSI",
"teqiSI", false, "tneiSI", false,
"bltzalSB", "bgezalSB", "bltzallSB", "bgezallSB",
false, false, false, false,
false, false, false, false,
false, false, false, "synciSO",
}
local map_cop1s = {
shift = 0, mask = 63,
[0] = "add.sFGH", "sub.sFGH", "mul.sFGH", "div.sFGH",
"sqrt.sFG", "abs.sFG", "mov.sFG", "neg.sFG",
"round.l.sFG", "trunc.l.sFG", "ceil.l.sFG", "floor.l.sFG",
"round.w.sFG", "trunc.w.sFG", "ceil.w.sFG", "floor.w.sFG",
false,
{ shift = 16, mask = 1, [0] = "movf.sFGC", "movt.sFGC" },
"movz.sFGT", "movn.sFGT",
false, "recip.sFG", "rsqrt.sFG", false,
false, false, false, false,
false, false, false, false,
false, "cvt.d.sFG", false, false,
"cvt.w.sFG", "cvt.l.sFG", "cvt.ps.sFGH", false,
false, false, false, false,
false, false, false, false,
"c.f.sVGH", "c.un.sVGH", "c.eq.sVGH", "c.ueq.sVGH",
"c.olt.sVGH", "c.ult.sVGH", "c.ole.sVGH", "c.ule.sVGH",
"c.sf.sVGH", "c.ngle.sVGH", "c.seq.sVGH", "c.ngl.sVGH",
"c.lt.sVGH", "c.nge.sVGH", "c.le.sVGH", "c.ngt.sVGH",
}
local map_cop1d = {
shift = 0, mask = 63,
[0] = "add.dFGH", "sub.dFGH", "mul.dFGH", "div.dFGH",
"sqrt.dFG", "abs.dFG", "mov.dFG", "neg.dFG",
"round.l.dFG", "trunc.l.dFG", "ceil.l.dFG", "floor.l.dFG",
"round.w.dFG", "trunc.w.dFG", "ceil.w.dFG", "floor.w.dFG",
false,
{ shift = 16, mask = 1, [0] = "movf.dFGC", "movt.dFGC" },
"movz.dFGT", "movn.dFGT",
false, "recip.dFG", "rsqrt.dFG", false,
false, false, false, false,
false, false, false, false,
"cvt.s.dFG", false, false, false,
"cvt.w.dFG", "cvt.l.dFG", false, false,
false, false, false, false,
false, false, false, false,
"c.f.dVGH", "c.un.dVGH", "c.eq.dVGH", "c.ueq.dVGH",
"c.olt.dVGH", "c.ult.dVGH", "c.ole.dVGH", "c.ule.dVGH",
"c.df.dVGH", "c.ngle.dVGH", "c.deq.dVGH", "c.ngl.dVGH",
"c.lt.dVGH", "c.nge.dVGH", "c.le.dVGH", "c.ngt.dVGH",
}
local map_cop1ps = {
shift = 0, mask = 63,
[0] = "add.psFGH", "sub.psFGH", "mul.psFGH", false,
false, "abs.psFG", "mov.psFG", "neg.psFG",
false, false, false, false,
false, false, false, false,
false,
{ shift = 16, mask = 1, [0] = "movf.psFGC", "movt.psFGC" },
"movz.psFGT", "movn.psFGT",
false, false, false, false,
false, false, false, false,
false, false, false, false,
"cvt.s.puFG", false, false, false,
false, false, false, false,
"cvt.s.plFG", false, false, false,
"pll.psFGH", "plu.psFGH", "pul.psFGH", "puu.psFGH",
"c.f.psVGH", "c.un.psVGH", "c.eq.psVGH", "c.ueq.psVGH",
"c.olt.psVGH", "c.ult.psVGH", "c.ole.psVGH", "c.ule.psVGH",
"c.psf.psVGH", "c.ngle.psVGH", "c.pseq.psVGH", "c.ngl.psVGH",
"c.lt.psVGH", "c.nge.psVGH", "c.le.psVGH", "c.ngt.psVGH",
}
local map_cop1w = {
shift = 0, mask = 63,
[32] = "cvt.s.wFG", [33] = "cvt.d.wFG",
}
local map_cop1l = {
shift = 0, mask = 63,
[32] = "cvt.s.lFG", [33] = "cvt.d.lFG",
}
local map_cop1bc = {
shift = 16, mask = 3,
[0] = "bc1fCB", "bc1tCB", "bc1flCB", "bc1tlCB",
}
local map_cop1 = {
shift = 21, mask = 31,
[0] = "mfc1TG", "dmfc1TG", "cfc1TG", "mfhc1TG",
"mtc1TG", "dmtc1TG", "ctc1TG", "mthc1TG",
map_cop1bc, false, false, false,
false, false, false, false,
map_cop1s, map_cop1d, false, false,
map_cop1w, map_cop1l, map_cop1ps,
}
local map_cop1x = {
shift = 0, mask = 63,
[0] = "lwxc1FSX", "ldxc1FSX", false, false,
false, "luxc1FSX", false, false,
"swxc1FSX", "sdxc1FSX", false, false,
false, "suxc1FSX", false, "prefxMSX",
false, false, false, false,
false, false, false, false,
false, false, false, false,
false, false, "alnv.psFGHS", false,
"madd.sFRGH", "madd.dFRGH", false, false,
false, false, "madd.psFRGH", false,
"msub.sFRGH", "msub.dFRGH", false, false,
false, false, "msub.psFRGH", false,
"nmadd.sFRGH", "nmadd.dFRGH", false, false,
false, false, "nmadd.psFRGH", false,
"nmsub.sFRGH", "nmsub.dFRGH", false, false,
false, false, "nmsub.psFRGH", false,
}
local map_pri = {
[0] = map_special, map_regimm, "jJ", "jalJ",
"beq|beqz|bST00B", "bne|bnezST0B", "blezSB", "bgtzSB",
"addiTSI", "addiu|liTS0I", "sltiTSI", "sltiuTSI",
"andiTSU", "ori|liTS0U", "xoriTSU", "luiTU",
map_cop0, map_cop1, false, map_cop1x,
"beql|beqzlST0B", "bnel|bnezlST0B", "blezlSB", "bgtzlSB",
"daddiTSI", "daddiuTSI", false, false,
map_special2, "jalxJ", false, map_special3,
"lbTSO", "lhTSO", "lwlTSO", "lwTSO",
"lbuTSO", "lhuTSO", "lwrTSO", false,
"sbTSO", "shTSO", "swlTSO", "swTSO",
false, false, "swrTSO", "cacheNSO",
"llTSO", "lwc1HSO", "lwc2TSO", "prefNSO",
false, "ldc1HSO", "ldc2TSO", "ldTSO",
"scTSO", "swc1HSO", "swc2TSO", false,
false, "sdc1HSO", "sdc2TSO", "sdTSO",
}
------------------------------------------------------------------------------
-- Primary and extended opcode maps for MIPS R6
------------------------------------------------------------------------------
local map_mul_r6 = { shift = 6, mask = 3, [2] = "mulDST", [3] = "muhDST" }
local map_mulu_r6 = { shift = 6, mask = 3, [2] = "muluDST", [3] = "muhuDST" }
local map_div_r6 = { shift = 6, mask = 3, [2] = "divDST", [3] = "modDST" }
local map_divu_r6 = { shift = 6, mask = 3, [2] = "divuDST", [3] = "moduDST" }
local map_dmul_r6 = { shift = 6, mask = 3, [2] = "dmulDST", [3] = "dmuhDST" }
local map_dmulu_r6 = { shift = 6, mask = 3, [2] = "dmuluDST", [3] = "dmuhuDST" }
local map_ddiv_r6 = { shift = 6, mask = 3, [2] = "ddivDST", [3] = "dmodDST" }
local map_ddivu_r6 = { shift = 6, mask = 3, [2] = "ddivuDST", [3] = "dmoduDST" }
local map_special_r6 = {
shift = 0, mask = 63,
[0] = { shift = 0, mask = -1, [0] = "nop", _ = "sllDTA" },
false, map_srl, "sraDTA",
"sllvDTS", false, map_srlv, "sravDTS",
"jrS", "jalrD1S", false, false,
"syscallY", "breakY", false, "sync",
"clzDS", "cloDS", "dclzDS", "dcloDS",
"dsllvDST", "dlsaDSTA", "dsrlvDST", "dsravDST",
map_mul_r6, map_mulu_r6, map_div_r6, map_divu_r6,
map_dmul_r6, map_dmulu_r6, map_ddiv_r6, map_ddivu_r6,
"addDST", "addu|moveDST0", "subDST", "subu|neguDS0T",
"andDST", "or|moveDST0", "xorDST", "nor|notDST0",
false, false, "sltDST", "sltuDST",
"daddDST", "dadduDST", "dsubDST", "dsubuDST",
"tgeSTZ", "tgeuSTZ", "tltSTZ", "tltuSTZ",
"teqSTZ", "seleqzDST", "tneSTZ", "selnezDST",
"dsllDTA", false, "dsrlDTA", "dsraDTA",
"dsll32DTA", false, "dsrl32DTA", "dsra32DTA",
}
local map_bshfl_r6 = {
shift = 9, mask = 3,
[1] = "alignDSTa",
_ = {
shift = 6, mask = 31,
[0] = "bitswapDT",
[2] = "wsbhDT",
[16] = "sebDT",
[24] = "sehDT",
}
}
local map_dbshfl_r6 = {
shift = 9, mask = 3,
[1] = "dalignDSTa",
_ = {
shift = 6, mask = 31,
[0] = "dbitswapDT",
[2] = "dsbhDT",
[5] = "dshdDT",
}
}
local map_special3_r6 = {
shift = 0, mask = 63,
[0] = "extTSAK", [1] = "dextmTSAP", [3] = "dextTSAK",
[4] = "insTSAL", [6] = "dinsuTSEQ", [7] = "dinsTSAL",
[32] = map_bshfl_r6, [36] = map_dbshfl_r6, [59] = "rdhwrTD",
}
local map_regimm_r6 = {
shift = 16, mask = 31,
[0] = "bltzSB", [1] = "bgezSB",
[6] = "dahiSI", [30] = "datiSI",
[23] = "sigrieI", [31] = "synciSO",
}
local map_pcrel_r6 = {
shift = 19, mask = 3,
[0] = "addiupcS2", "lwpcS2", "lwupcS2", {
shift = 18, mask = 1,
[0] = "ldpcS3", { shift = 16, mask = 3, [2] = "auipcSI", [3] = "aluipcSI" }
}
}
local map_cop1s_r6 = {
shift = 0, mask = 63,
[0] = "add.sFGH", "sub.sFGH", "mul.sFGH", "div.sFGH",
"sqrt.sFG", "abs.sFG", "mov.sFG", "neg.sFG",
"round.l.sFG", "trunc.l.sFG", "ceil.l.sFG", "floor.l.sFG",
"round.w.sFG", "trunc.w.sFG", "ceil.w.sFG", "floor.w.sFG",
"sel.sFGH", false, false, false,
"seleqz.sFGH", "recip.sFG", "rsqrt.sFG", "selnez.sFGH",
"maddf.sFGH", "msubf.sFGH", "rint.sFG", "class.sFG",
"min.sFGH", "mina.sFGH", "max.sFGH", "maxa.sFGH",
false, "cvt.d.sFG", false, false,
"cvt.w.sFG", "cvt.l.sFG",
}
local map_cop1d_r6 = {
shift = 0, mask = 63,
[0] = "add.dFGH", "sub.dFGH", "mul.dFGH", "div.dFGH",
"sqrt.dFG", "abs.dFG", "mov.dFG", "neg.dFG",
"round.l.dFG", "trunc.l.dFG", "ceil.l.dFG", "floor.l.dFG",
"round.w.dFG", "trunc.w.dFG", "ceil.w.dFG", "floor.w.dFG",
"sel.dFGH", false, false, false,
"seleqz.dFGH", "recip.dFG", "rsqrt.dFG", "selnez.dFGH",
"maddf.dFGH", "msubf.dFGH", "rint.dFG", "class.dFG",
"min.dFGH", "mina.dFGH", "max.dFGH", "maxa.dFGH",
"cvt.s.dFG", false, false, false,
"cvt.w.dFG", "cvt.l.dFG",
}
local map_cop1w_r6 = {
shift = 0, mask = 63,
[0] = "cmp.af.sFGH", "cmp.un.sFGH", "cmp.eq.sFGH", "cmp.ueq.sFGH",
"cmp.lt.sFGH", "cmp.ult.sFGH", "cmp.le.sFGH", "cmp.ule.sFGH",
"cmp.saf.sFGH", "cmp.sun.sFGH", "cmp.seq.sFGH", "cmp.sueq.sFGH",
"cmp.slt.sFGH", "cmp.sult.sFGH", "cmp.sle.sFGH", "cmp.sule.sFGH",
false, "cmp.or.sFGH", "cmp.une.sFGH", "cmp.ne.sFGH",
false, false, false, false,
false, "cmp.sor.sFGH", "cmp.sune.sFGH", "cmp.sne.sFGH",
false, false, false, false,
"cvt.s.wFG", "cvt.d.wFG",
}
local map_cop1l_r6 = {
shift = 0, mask = 63,
[0] = "cmp.af.dFGH", "cmp.un.dFGH", "cmp.eq.dFGH", "cmp.ueq.dFGH",
"cmp.lt.dFGH", "cmp.ult.dFGH", "cmp.le.dFGH", "cmp.ule.dFGH",
"cmp.saf.dFGH", "cmp.sun.dFGH", "cmp.seq.dFGH", "cmp.sueq.dFGH",
"cmp.slt.dFGH", "cmp.sult.dFGH", "cmp.sle.dFGH", "cmp.sule.dFGH",
false, "cmp.or.dFGH", "cmp.une.dFGH", "cmp.ne.dFGH",
false, false, false, false,
false, "cmp.sor.dFGH", "cmp.sune.dFGH", "cmp.sne.dFGH",
false, false, false, false,
"cvt.s.lFG", "cvt.d.lFG",
}
local map_cop1_r6 = {
shift = 21, mask = 31,
[0] = "mfc1TG", "dmfc1TG", "cfc1TG", "mfhc1TG",
"mtc1TG", "dmtc1TG", "ctc1TG", "mthc1TG",
false, "bc1eqzHB", false, false,
false, "bc1nezHB", false, false,
map_cop1s_r6, map_cop1d_r6, false, false,
map_cop1w_r6, map_cop1l_r6,
}
local function maprs_popTS(rs, rt)
if rt == 0 then return 0 elseif rs == 0 then return 1
elseif rs == rt then return 2 else return 3 end
end
local map_pop06_r6 = {
maprs = maprs_popTS, [0] = "blezSB", "blezalcTB", "bgezalcTB", "bgeucSTB"
}
local map_pop07_r6 = {
maprs = maprs_popTS, [0] = "bgtzSB", "bgtzalcTB", "bltzalcTB", "bltucSTB"
}
local map_pop26_r6 = {
maprs = maprs_popTS, "blezcTB", "bgezcTB", "bgecSTB"
}
local map_pop27_r6 = {
maprs = maprs_popTS, "bgtzcTB", "bltzcTB", "bltcSTB"
}
local function maprs_popS(rs, rt)
if rs == 0 then return 0 else return 1 end
end
local map_pop66_r6 = {
maprs = maprs_popS, [0] = "jicTI", "beqzcSb"
}
local map_pop76_r6 = {
maprs = maprs_popS, [0] = "jialcTI", "bnezcSb"
}
local function maprs_popST(rs, rt)
if rs >= rt then return 0 elseif rs == 0 then return 1 else return 2 end
end
local map_pop10_r6 = {
maprs = maprs_popST, [0] = "bovcSTB", "beqzalcTB", "beqcSTB"
}
local map_pop30_r6 = {
maprs = maprs_popST, [0] = "bnvcSTB", "bnezalcTB", "bnecSTB"
}
local map_pri_r6 = {
[0] = map_special_r6, map_regimm_r6, "jJ", "jalJ",
"beq|beqz|bST00B", "bne|bnezST0B", map_pop06_r6, map_pop07_r6,
map_pop10_r6, "addiu|liTS0I", "sltiTSI", "sltiuTSI",
"andiTSU", "ori|liTS0U", "xoriTSU", "aui|luiTS0U",
map_cop0, map_cop1_r6, false, false,
false, false, map_pop26_r6, map_pop27_r6,
map_pop30_r6, "daddiuTSI", false, false,
false, "dauiTSI", false, map_special3_r6,
"lbTSO", "lhTSO", false, "lwTSO",
"lbuTSO", "lhuTSO", false, false,
"sbTSO", "shTSO", false, "swTSO",
false, false, false, false,
false, "lwc1HSO", "bc#", false,
false, "ldc1HSO", map_pop66_r6, "ldTSO",
false, "swc1HSO", "balc#", map_pcrel_r6,
false, "sdc1HSO", map_pop76_r6, "sdTSO",
}
------------------------------------------------------------------------------
local map_gpr = {
[0] = "r0", "r1", "r2", "r3", "r4", "r5", "r6", "r7",
"r8", "r9", "r10", "r11", "r12", "r13", "r14", "r15",
"r16", "r17", "r18", "r19", "r20", "r21", "r22", "r23",
"r24", "r25", "r26", "r27", "r28", "sp", "r30", "ra",
}
------------------------------------------------------------------------------
-- Output a nicely formatted line with an opcode and operands.
local function putop(ctx, text, operands)
local pos = ctx.pos
local extra = ""
if ctx.rel then
local sym = ctx.symtab[ctx.rel]
if sym then extra = "\t->"..sym end
end
if ctx.hexdump > 0 then
ctx.out(format("%08x %s %-7s %s%s\n",
ctx.addr+pos, tohex(ctx.op), text, concat(operands, ", "), extra))
else
ctx.out(format("%08x %-7s %s%s\n",
ctx.addr+pos, text, concat(operands, ", "), extra))
end
ctx.pos = pos + 4
end
-- Fallback for unknown opcodes.
local function unknown(ctx)
return putop(ctx, ".long", { "0x"..tohex(ctx.op) })
end
local function get_be(ctx)
local pos = ctx.pos
local b0, b1, b2, b3 = byte(ctx.code, pos+1, pos+4)
return bor(lshift(b0, 24), lshift(b1, 16), lshift(b2, 8), b3)
end
local function get_le(ctx)
local pos = ctx.pos
local b0, b1, b2, b3 = byte(ctx.code, pos+1, pos+4)
return bor(lshift(b3, 24), lshift(b2, 16), lshift(b1, 8), b0)
end
-- Disassemble a single instruction.
local function disass_ins(ctx)
local op = ctx:get()
local operands = {}
local last = nil
ctx.op = op
ctx.rel = nil
local opat = ctx.map_pri[rshift(op, 26)]
while type(opat) ~= "string" do
if not opat then return unknown(ctx) end
if opat.maprs then
opat = opat[opat.maprs(band(rshift(op,21),31), band(rshift(op,16),31))]
else
opat = opat[band(rshift(op, opat.shift), opat.mask)] or opat._
end
end
local name, pat = match(opat, "^([a-z0-9_.]*)(.*)")
local altname, pat2 = match(pat, "|([a-z0-9_.|]*)(.*)")
if altname then pat = pat2 end
for p in gmatch(pat, ".") do
local x = nil
if p == "S" then
x = map_gpr[band(rshift(op, 21), 31)]
elseif p == "T" then
x = map_gpr[band(rshift(op, 16), 31)]
elseif p == "D" then
x = map_gpr[band(rshift(op, 11), 31)]
elseif p == "F" then
x = "f"..band(rshift(op, 6), 31)
elseif p == "G" then
x = "f"..band(rshift(op, 11), 31)
elseif p == "H" then
x = "f"..band(rshift(op, 16), 31)
elseif p == "R" then
x = "f"..band(rshift(op, 21), 31)
elseif p == "A" then
x = band(rshift(op, 6), 31)
elseif p == "a" then
x = band(rshift(op, 6), 7)
elseif p == "E" then
x = band(rshift(op, 6), 31) + 32
elseif p == "M" then
x = band(rshift(op, 11), 31)
elseif p == "N" then
x = band(rshift(op, 16), 31)
elseif p == "C" then
x = band(rshift(op, 18), 7)
if x == 0 then x = nil end
elseif p == "K" then
x = band(rshift(op, 11), 31) + 1
elseif p == "P" then
x = band(rshift(op, 11), 31) + 33
elseif p == "L" then
x = band(rshift(op, 11), 31) - last + 1
elseif p == "Q" then
x = band(rshift(op, 11), 31) - last + 33
elseif p == "I" then
x = arshift(lshift(op, 16), 16)
elseif p == "2" then
x = arshift(lshift(op, 13), 11)
elseif p == "3" then
x = arshift(lshift(op, 14), 11)
elseif p == "U" then
x = band(op, 0xffff)
elseif p == "O" then
local disp = arshift(lshift(op, 16), 16)
operands[#operands] = format("%d(%s)", disp, last)
elseif p == "X" then
local index = map_gpr[band(rshift(op, 16), 31)]
operands[#operands] = format("%s(%s)", index, last)
elseif p == "B" then
x = ctx.addr + ctx.pos + arshift(lshift(op, 16), 14) + 4
ctx.rel = x
x = format("0x%08x", x)
elseif p == "b" then
x = ctx.addr + ctx.pos + arshift(lshift(op, 11), 9) + 4
ctx.rel = x
x = format("0x%08x", x)
elseif p == "#" then
x = ctx.addr + ctx.pos + arshift(lshift(op, 6), 4) + 4
ctx.rel = x
x = format("0x%08x", x)
elseif p == "J" then
local a = ctx.addr + ctx.pos
x = a - band(a, 0x0fffffff) + band(op, 0x03ffffff)*4
ctx.rel = x
x = format("0x%08x", x)
elseif p == "V" then
x = band(rshift(op, 8), 7)
if x == 0 then x = nil end
elseif p == "W" then
x = band(op, 7)
if x == 0 then x = nil end
elseif p == "Y" then
x = band(rshift(op, 6), 0x000fffff)
if x == 0 then x = nil end
elseif p == "Z" then
x = band(rshift(op, 6), 1023)
if x == 0 then x = nil end
elseif p == "0" then
if last == "r0" or last == 0 then
local n = #operands
operands[n] = nil
last = operands[n-1]
if altname then
local a1, a2 = match(altname, "([^|]*)|(.*)")
if a1 then name, altname = a1, a2
else name = altname end
end
end
elseif p == "1" then
if last == "ra" then
operands[#operands] = nil
end
else
assert(false)
end
if x then operands[#operands+1] = x; last = x end
end
return putop(ctx, name, operands)
end
------------------------------------------------------------------------------
-- Disassemble a block of code.
local function disass_block(ctx, ofs, len)
if not ofs then ofs = 0 end
local stop = len and ofs+len or #ctx.code
stop = stop - stop % 4
ctx.pos = ofs - ofs % 4
ctx.rel = nil
while ctx.pos < stop do disass_ins(ctx) end
end
-- Extended API: create a disassembler context. Then call ctx:disass(ofs, len).
local function create(code, addr, out)
local ctx = {}
ctx.code = code
ctx.addr = addr or 0
ctx.out = out or io.write
ctx.symtab = {}
ctx.disass = disass_block
ctx.hexdump = 8
ctx.get = get_be
ctx.map_pri = map_pri
return ctx
end
local function create_el(code, addr, out)
local ctx = create(code, addr, out)
ctx.get = get_le
return ctx
end
local function create_r6(code, addr, out)
local ctx = create(code, addr, out)
ctx.map_pri = map_pri_r6
return ctx
end
local function create_r6_el(code, addr, out)
local ctx = create(code, addr, out)
ctx.get = get_le
ctx.map_pri = map_pri_r6
return ctx
end
-- Simple API: disassemble code (a string) at address and output via out.
local function disass(code, addr, out)
create(code, addr, out):disass()
end
local function disass_el(code, addr, out)
create_el(code, addr, out):disass()
end
local function disass_r6(code, addr, out)
create_r6(code, addr, out):disass()
end
local function disass_r6_el(code, addr, out)
create_r6_el(code, addr, out):disass()
end
-- Return register name for RID.
local function regname(r)
if r < 32 then return map_gpr[r] end
return "f"..(r-32)
end
-- Public module functions.
return {
create = create,
create_el = create_el,
create_r6 = create_r6,
create_r6_el = create_r6_el,
disass = disass,
disass_el = disass_el,
disass_r6 = disass_r6,
disass_r6_el = disass_r6_el,
regname = regname
}
@@ -0,0 +1,17 @@
----------------------------------------------------------------------------
-- LuaJIT MIPS64 disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This module just exports the big-endian functions from the
-- MIPS disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
local dis_mips = require((string.match(..., ".*%.") or "").."dis_mips")
return {
create = dis_mips.create,
disass = dis_mips.disass,
regname = dis_mips.regname
}
@@ -0,0 +1,17 @@
----------------------------------------------------------------------------
-- LuaJIT MIPS64EL disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This module just exports the little-endian functions from the
-- MIPS disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
local dis_mips = require((string.match(..., ".*%.") or "").."dis_mips")
return {
create = dis_mips.create_el,
disass = dis_mips.disass_el,
regname = dis_mips.regname
}
@@ -0,0 +1,17 @@
----------------------------------------------------------------------------
-- LuaJIT MIPS64R6 disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This module just exports the r6 big-endian functions from the
-- MIPS disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
local dis_mips = require((string.match(..., ".*%.") or "").."dis_mips")
return {
create = dis_mips.create_r6,
disass = dis_mips.disass_r6,
regname = dis_mips.regname
}
@@ -0,0 +1,17 @@
----------------------------------------------------------------------------
-- LuaJIT MIPS64R6EL disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This module just exports the r6 little-endian functions from the
-- MIPS disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
local dis_mips = require((string.match(..., ".*%.") or "").."dis_mips")
return {
create = dis_mips.create_r6_el,
disass = dis_mips.disass_r6_el,
regname = dis_mips.regname
}
@@ -0,0 +1,17 @@
----------------------------------------------------------------------------
-- LuaJIT MIPSEL disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This module just exports the little-endian functions from the
-- MIPS disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
local dis_mips = require((string.match(..., ".*%.") or "").."dis_mips")
return {
create = dis_mips.create_el,
disass = dis_mips.disass_el,
regname = dis_mips.regname
}
@@ -0,0 +1,591 @@
----------------------------------------------------------------------------
-- LuaJIT PPC disassembler module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT/X license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This is a helper module used by the LuaJIT machine code dumper module.
--
-- It disassembles all common, non-privileged 32/64 bit PowerPC instructions
-- plus the e500 SPE instructions and some Cell/Xenon extensions.
--
-- NYI: VMX, VMX128
------------------------------------------------------------------------------
local type = type
local byte, format = string.byte, string.format
local match, gmatch, gsub = string.match, string.gmatch, string.gsub
local concat = table.concat
local bit = require("bit")
local band, bor, tohex = bit.band, bit.bor, bit.tohex
local lshift, rshift, arshift = bit.lshift, bit.rshift, bit.arshift
------------------------------------------------------------------------------
-- Primary and extended opcode maps
------------------------------------------------------------------------------
local map_crops = {
shift = 1, mask = 1023,
[0] = "mcrfXX",
[33] = "crnor|crnotCCC=", [129] = "crandcCCC",
[193] = "crxor|crclrCCC%", [225] = "crnandCCC",
[257] = "crandCCC", [289] = "creqv|crsetCCC%",
[417] = "crorcCCC", [449] = "cror|crmoveCCC=",
[16] = "b_lrKB", [528] = "b_ctrKB",
[150] = "isync",
}
local map_rlwinm = setmetatable({
shift = 0, mask = -1,
},
{ __index = function(t, x)
local rot = band(rshift(x, 11), 31)
local mb = band(rshift(x, 6), 31)
local me = band(rshift(x, 1), 31)
if mb == 0 and me == 31-rot then
return "slwiRR~A."
elseif me == 31 and mb == 32-rot then
return "srwiRR~-A."
else
return "rlwinmRR~AAA."
end
end
})
local map_rld = {
shift = 2, mask = 7,
[0] = "rldiclRR~HM.", "rldicrRR~HM.", "rldicRR~HM.", "rldimiRR~HM.",
{
shift = 1, mask = 1,
[0] = "rldclRR~RM.", "rldcrRR~RM.",
},
}
local map_ext = setmetatable({
shift = 1, mask = 1023,
[0] = "cmp_YLRR", [32] = "cmpl_YLRR",
[4] = "twARR", [68] = "tdARR",
[8] = "subfcRRR.", [40] = "subfRRR.",
[104] = "negRR.", [136] = "subfeRRR.",
[200] = "subfzeRR.", [232] = "subfmeRR.",
[520] = "subfcoRRR.", [552] = "subfoRRR.",
[616] = "negoRR.", [648] = "subfeoRRR.",
[712] = "subfzeoRR.", [744] = "subfmeoRR.",
[9] = "mulhduRRR.", [73] = "mulhdRRR.", [233] = "mulldRRR.",
[457] = "divduRRR.", [489] = "divdRRR.",
[745] = "mulldoRRR.",
[969] = "divduoRRR.", [1001] = "divdoRRR.",
[10] = "addcRRR.", [138] = "addeRRR.",
[202] = "addzeRR.", [234] = "addmeRR.", [266] = "addRRR.",
[522] = "addcoRRR.", [650] = "addeoRRR.",
[714] = "addzeoRR.", [746] = "addmeoRR.", [778] = "addoRRR.",
[11] = "mulhwuRRR.", [75] = "mulhwRRR.", [235] = "mullwRRR.",
[459] = "divwuRRR.", [491] = "divwRRR.",
[747] = "mullwoRRR.",
[971] = "divwouRRR.", [1003] = "divwoRRR.",
[15] = "iselltRRR", [47] = "iselgtRRR", [79] = "iseleqRRR",
[144] = { shift = 20, mask = 1, [0] = "mtcrfRZ~", "mtocrfRZ~", },
[19] = { shift = 20, mask = 1, [0] = "mfcrR", "mfocrfRZ", },
[371] = { shift = 11, mask = 1023, [392] = "mftbR", [424] = "mftbuR", },
[339] = {
shift = 11, mask = 1023,
[32] = "mferR", [256] = "mflrR", [288] = "mfctrR", [16] = "mfspefscrR",
},
[467] = {
shift = 11, mask = 1023,
[32] = "mtxerR", [256] = "mtlrR", [288] = "mtctrR", [16] = "mtspefscrR",
},
[20] = "lwarxRR0R", [84] = "ldarxRR0R",
[21] = "ldxRR0R", [53] = "lduxRRR",
[149] = "stdxRR0R", [181] = "stduxRRR",
[341] = "lwaxRR0R", [373] = "lwauxRRR",
[23] = "lwzxRR0R", [55] = "lwzuxRRR",
[87] = "lbzxRR0R", [119] = "lbzuxRRR",
[151] = "stwxRR0R", [183] = "stwuxRRR",
[215] = "stbxRR0R", [247] = "stbuxRRR",
[279] = "lhzxRR0R", [311] = "lhzuxRRR",
[343] = "lhaxRR0R", [375] = "lhauxRRR",
[407] = "sthxRR0R", [439] = "sthuxRRR",
[54] = "dcbst-R0R", [86] = "dcbf-R0R",
[150] = "stwcxRR0R.", [214] = "stdcxRR0R.",
[246] = "dcbtst-R0R", [278] = "dcbt-R0R",
[310] = "eciwxRR0R", [438] = "ecowxRR0R",
[470] = "dcbi-RR",
[598] = {
shift = 21, mask = 3,
[0] = "sync", "lwsync", "ptesync",
},
[758] = "dcba-RR",
[854] = "eieio", [982] = "icbi-R0R", [1014] = "dcbz-R0R",
[26] = "cntlzwRR~", [58] = "cntlzdRR~",
[122] = "popcntbRR~",
[154] = "prtywRR~", [186] = "prtydRR~",
[28] = "andRR~R.", [60] = "andcRR~R.", [124] = "nor|notRR~R=.",
[284] = "eqvRR~R.", [316] = "xorRR~R.",
[412] = "orcRR~R.", [444] = "or|mrRR~R=.", [476] = "nandRR~R.",
[508] = "cmpbRR~R",
[512] = "mcrxrX",
[532] = "ldbrxRR0R", [660] = "stdbrxRR0R",
[533] = "lswxRR0R", [597] = "lswiRR0A",
[661] = "stswxRR0R", [725] = "stswiRR0A",
[534] = "lwbrxRR0R", [662] = "stwbrxRR0R",
[790] = "lhbrxRR0R", [918] = "sthbrxRR0R",
[535] = "lfsxFR0R", [567] = "lfsuxFRR",
[599] = "lfdxFR0R", [631] = "lfduxFRR",
[663] = "stfsxFR0R", [695] = "stfsuxFRR",
[727] = "stfdxFR0R", [759] = "stfduxFR0R",
[855] = "lfiwaxFR0R",
[983] = "stfiwxFR0R",
[24] = "slwRR~R.",
[27] = "sldRR~R.", [536] = "srwRR~R.",
[792] = "srawRR~R.", [824] = "srawiRR~A.",
[794] = "sradRR~R.", [826] = "sradiRR~H.", [827] = "sradiRR~H.",
[922] = "extshRR~.", [954] = "extsbRR~.", [986] = "extswRR~.",
[539] = "srdRR~R.",
},
{ __index = function(t, x)
if band(x, 31) == 15 then return "iselRRRC" end
end
})
local map_ld = {
shift = 0, mask = 3,
[0] = "ldRRE", "lduRRE", "lwaRRE",
}
local map_std = {
shift = 0, mask = 3,
[0] = "stdRRE", "stduRRE",
}
local map_fps = {
shift = 5, mask = 1,
{
shift = 1, mask = 15,
[0] = false, false, "fdivsFFF.", false,
"fsubsFFF.", "faddsFFF.", "fsqrtsF-F.", false,
"fresF-F.", "fmulsFF-F.", "frsqrtesF-F.", false,
"fmsubsFFFF~.", "fmaddsFFFF~.", "fnmsubsFFFF~.", "fnmaddsFFFF~.",
}
}
local map_fpd = {
shift = 5, mask = 1,
[0] = {
shift = 1, mask = 1023,
[0] = "fcmpuXFF", [32] = "fcmpoXFF", [64] = "mcrfsXX",
[38] = "mtfsb1A.", [70] = "mtfsb0A.", [134] = "mtfsfiA>>-A>",
[8] = "fcpsgnFFF.", [40] = "fnegF-F.", [72] = "fmrF-F.",
[136] = "fnabsF-F.", [264] = "fabsF-F.",
[12] = "frspF-F.",
[14] = "fctiwF-F.", [15] = "fctiwzF-F.",
[583] = "mffsF.", [711] = "mtfsfZF.",
[392] = "frinF-F.", [424] = "frizF-F.",
[456] = "fripF-F.", [488] = "frimF-F.",
[814] = "fctidF-F.", [815] = "fctidzF-F.", [846] = "fcfidF-F.",
},
{
shift = 1, mask = 15,
[0] = false, false, "fdivFFF.", false,
"fsubFFF.", "faddFFF.", "fsqrtF-F.", "fselFFFF~.",
"freF-F.", "fmulFF-F.", "frsqrteF-F.", false,
"fmsubFFFF~.", "fmaddFFFF~.", "fnmsubFFFF~.", "fnmaddFFFF~.",
}
}
local map_spe = {
shift = 0, mask = 2047,
[512] = "evaddwRRR", [514] = "evaddiwRAR~",
[516] = "evsubwRRR~", [518] = "evsubiwRAR~",
[520] = "evabsRR", [521] = "evnegRR",
[522] = "evextsbRR", [523] = "evextshRR", [524] = "evrndwRR",
[525] = "evcntlzwRR", [526] = "evcntlswRR",
[527] = "brincRRR",
[529] = "evandRRR", [530] = "evandcRRR", [534] = "evxorRRR",
[535] = "evor|evmrRRR=", [536] = "evnor|evnotRRR=",
[537] = "eveqvRRR", [539] = "evorcRRR", [542] = "evnandRRR",
[544] = "evsrwuRRR", [545] = "evsrwsRRR",
[546] = "evsrwiuRRA", [547] = "evsrwisRRA",
[548] = "evslwRRR", [550] = "evslwiRRA",
[552] = "evrlwRRR", [553] = "evsplatiRS",
[554] = "evrlwiRRA", [555] = "evsplatfiRS",
[556] = "evmergehiRRR", [557] = "evmergeloRRR",
[558] = "evmergehiloRRR", [559] = "evmergelohiRRR",
[560] = "evcmpgtuYRR", [561] = "evcmpgtsYRR",
[562] = "evcmpltuYRR", [563] = "evcmpltsYRR",
[564] = "evcmpeqYRR",
[632] = "evselRRR", [633] = "evselRRRW",
[634] = "evselRRRW", [635] = "evselRRRW",
[636] = "evselRRRW", [637] = "evselRRRW",
[638] = "evselRRRW", [639] = "evselRRRW",
[640] = "evfsaddRRR", [641] = "evfssubRRR",
[644] = "evfsabsRR", [645] = "evfsnabsRR", [646] = "evfsnegRR",
[648] = "evfsmulRRR", [649] = "evfsdivRRR",
[652] = "evfscmpgtYRR", [653] = "evfscmpltYRR", [654] = "evfscmpeqYRR",
[656] = "evfscfuiR-R", [657] = "evfscfsiR-R",
[658] = "evfscfufR-R", [659] = "evfscfsfR-R",
[660] = "evfsctuiR-R", [661] = "evfsctsiR-R",
[662] = "evfsctufR-R", [663] = "evfsctsfR-R",
[664] = "evfsctuizR-R", [666] = "evfsctsizR-R",
[668] = "evfststgtYRR", [669] = "evfststltYRR", [670] = "evfststeqYRR",
[704] = "efsaddRRR", [705] = "efssubRRR",
[708] = "efsabsRR", [709] = "efsnabsRR", [710] = "efsnegRR",
[712] = "efsmulRRR", [713] = "efsdivRRR",
[716] = "efscmpgtYRR", [717] = "efscmpltYRR", [718] = "efscmpeqYRR",
[719] = "efscfdR-R",
[720] = "efscfuiR-R", [721] = "efscfsiR-R",
[722] = "efscfufR-R", [723] = "efscfsfR-R",
[724] = "efsctuiR-R", [725] = "efsctsiR-R",
[726] = "efsctufR-R", [727] = "efsctsfR-R",
[728] = "efsctuizR-R", [730] = "efsctsizR-R",
[732] = "efststgtYRR", [733] = "efststltYRR", [734] = "efststeqYRR",
[736] = "efdaddRRR", [737] = "efdsubRRR",
[738] = "efdcfuidR-R", [739] = "efdcfsidR-R",
[740] = "efdabsRR", [741] = "efdnabsRR", [742] = "efdnegRR",
[744] = "efdmulRRR", [745] = "efddivRRR",
[746] = "efdctuidzR-R", [747] = "efdctsidzR-R",
[748] = "efdcmpgtYRR", [749] = "efdcmpltYRR", [750] = "efdcmpeqYRR",
[751] = "efdcfsR-R",
[752] = "efdcfuiR-R", [753] = "efdcfsiR-R",
[754] = "efdcfufR-R", [755] = "efdcfsfR-R",
[756] = "efdctuiR-R", [757] = "efdctsiR-R",
[758] = "efdctufR-R", [759] = "efdctsfR-R",
[760] = "efdctuizR-R", [762] = "efdctsizR-R",
[764] = "efdtstgtYRR", [765] = "efdtstltYRR", [766] = "efdtsteqYRR",
[768] = "evlddxRR0R", [769] = "evlddRR8",
[770] = "evldwxRR0R", [771] = "evldwRR8",
[772] = "evldhxRR0R", [773] = "evldhRR8",
[776] = "evlhhesplatxRR0R", [777] = "evlhhesplatRR2",
[780] = "evlhhousplatxRR0R", [781] = "evlhhousplatRR2",
[782] = "evlhhossplatxRR0R", [783] = "evlhhossplatRR2",
[784] = "evlwhexRR0R", [785] = "evlwheRR4",
[788] = "evlwhouxRR0R", [789] = "evlwhouRR4",
[790] = "evlwhosxRR0R", [791] = "evlwhosRR4",
[792] = "evlwwsplatxRR0R", [793] = "evlwwsplatRR4",
[796] = "evlwhsplatxRR0R", [797] = "evlwhsplatRR4",
[800] = "evstddxRR0R", [801] = "evstddRR8",
[802] = "evstdwxRR0R", [803] = "evstdwRR8",
[804] = "evstdhxRR0R", [805] = "evstdhRR8",
[816] = "evstwhexRR0R", [817] = "evstwheRR4",
[820] = "evstwhoxRR0R", [821] = "evstwhoRR4",
[824] = "evstwwexRR0R", [825] = "evstwweRR4",
[828] = "evstwwoxRR0R", [829] = "evstwwoRR4",
[1027] = "evmhessfRRR", [1031] = "evmhossfRRR", [1032] = "evmheumiRRR",
[1033] = "evmhesmiRRR", [1035] = "evmhesmfRRR", [1036] = "evmhoumiRRR",
[1037] = "evmhosmiRRR", [1039] = "evmhosmfRRR", [1059] = "evmhessfaRRR",
[1063] = "evmhossfaRRR", [1064] = "evmheumiaRRR", [1065] = "evmhesmiaRRR",
[1067] = "evmhesmfaRRR", [1068] = "evmhoumiaRRR", [1069] = "evmhosmiaRRR",
[1071] = "evmhosmfaRRR", [1095] = "evmwhssfRRR", [1096] = "evmwlumiRRR",
[1100] = "evmwhumiRRR", [1101] = "evmwhsmiRRR", [1103] = "evmwhsmfRRR",
[1107] = "evmwssfRRR", [1112] = "evmwumiRRR", [1113] = "evmwsmiRRR",
[1115] = "evmwsmfRRR", [1127] = "evmwhssfaRRR", [1128] = "evmwlumiaRRR",
[1132] = "evmwhumiaRRR", [1133] = "evmwhsmiaRRR", [1135] = "evmwhsmfaRRR",
[1139] = "evmwssfaRRR", [1144] = "evmwumiaRRR", [1145] = "evmwsmiaRRR",
[1147] = "evmwsmfaRRR",
[1216] = "evaddusiaawRR", [1217] = "evaddssiaawRR",
[1218] = "evsubfusiaawRR", [1219] = "evsubfssiaawRR",
[1220] = "evmraRR",
[1222] = "evdivwsRRR", [1223] = "evdivwuRRR",
[1224] = "evaddumiaawRR", [1225] = "evaddsmiaawRR",
[1226] = "evsubfumiaawRR", [1227] = "evsubfsmiaawRR",
[1280] = "evmheusiaawRRR", [1281] = "evmhessiaawRRR",
[1283] = "evmhessfaawRRR", [1284] = "evmhousiaawRRR",
[1285] = "evmhossiaawRRR", [1287] = "evmhossfaawRRR",
[1288] = "evmheumiaawRRR", [1289] = "evmhesmiaawRRR",
[1291] = "evmhesmfaawRRR", [1292] = "evmhoumiaawRRR",
[1293] = "evmhosmiaawRRR", [1295] = "evmhosmfaawRRR",
[1320] = "evmhegumiaaRRR", [1321] = "evmhegsmiaaRRR",
[1323] = "evmhegsmfaaRRR", [1324] = "evmhogumiaaRRR",
[1325] = "evmhogsmiaaRRR", [1327] = "evmhogsmfaaRRR",
[1344] = "evmwlusiaawRRR", [1345] = "evmwlssiaawRRR",
[1352] = "evmwlumiaawRRR", [1353] = "evmwlsmiaawRRR",
[1363] = "evmwssfaaRRR", [1368] = "evmwumiaaRRR",
[1369] = "evmwsmiaaRRR", [1371] = "evmwsmfaaRRR",
[1408] = "evmheusianwRRR", [1409] = "evmhessianwRRR",
[1411] = "evmhessfanwRRR", [1412] = "evmhousianwRRR",
[1413] = "evmhossianwRRR", [1415] = "evmhossfanwRRR",
[1416] = "evmheumianwRRR", [1417] = "evmhesmianwRRR",
[1419] = "evmhesmfanwRRR", [1420] = "evmhoumianwRRR",
[1421] = "evmhosmianwRRR", [1423] = "evmhosmfanwRRR",
[1448] = "evmhegumianRRR", [1449] = "evmhegsmianRRR",
[1451] = "evmhegsmfanRRR", [1452] = "evmhogumianRRR",
[1453] = "evmhogsmianRRR", [1455] = "evmhogsmfanRRR",
[1472] = "evmwlusianwRRR", [1473] = "evmwlssianwRRR",
[1480] = "evmwlumianwRRR", [1481] = "evmwlsmianwRRR",
[1491] = "evmwssfanRRR", [1496] = "evmwumianRRR",
[1497] = "evmwsmianRRR", [1499] = "evmwsmfanRRR",
}
local map_pri = {
[0] = false, false, "tdiARI", "twiARI",
map_spe, false, false, "mulliRRI",
"subficRRI", false, "cmpl_iYLRU", "cmp_iYLRI",
"addicRRI", "addic.RRI", "addi|liRR0I", "addis|lisRR0I",
"b_KBJ", "sc", "bKJ", map_crops,
"rlwimiRR~AAA.", map_rlwinm, false, "rlwnmRR~RAA.",
"oriNRR~U", "orisRR~U", "xoriRR~U", "xorisRR~U",
"andi.RR~U", "andis.RR~U", map_rld, map_ext,
"lwzRRD", "lwzuRRD", "lbzRRD", "lbzuRRD",
"stwRRD", "stwuRRD", "stbRRD", "stbuRRD",
"lhzRRD", "lhzuRRD", "lhaRRD", "lhauRRD",
"sthRRD", "sthuRRD", "lmwRRD", "stmwRRD",
"lfsFRD", "lfsuFRD", "lfdFRD", "lfduFRD",
"stfsFRD", "stfsuFRD", "stfdFRD", "stfduFRD",
false, false, map_ld, map_fps,
false, false, map_std, map_fpd,
}
------------------------------------------------------------------------------
local map_gpr = {
[0] = "r0", "sp", "r2", "r3", "r4", "r5", "r6", "r7",
"r8", "r9", "r10", "r11", "r12", "r13", "r14", "r15",
"r16", "r17", "r18", "r19", "r20", "r21", "r22", "r23",
"r24", "r25", "r26", "r27", "r28", "r29", "r30", "r31",
}
local map_cond = { [0] = "lt", "gt", "eq", "so", "ge", "le", "ne", "ns", }
-- Format a condition bit.
local function condfmt(cond)
if cond <= 3 then
return map_cond[band(cond, 3)]
else
return format("4*cr%d+%s", rshift(cond, 2), map_cond[band(cond, 3)])
end
end
------------------------------------------------------------------------------
-- Output a nicely formatted line with an opcode and operands.
local function putop(ctx, text, operands)
local pos = ctx.pos
local extra = ""
if ctx.rel then
local sym = ctx.symtab[ctx.rel]
if sym then extra = "\t->"..sym end
end
if ctx.hexdump > 0 then
ctx.out(format("%08x %s %-7s %s%s\n",
ctx.addr+pos, tohex(ctx.op), text, concat(operands, ", "), extra))
else
ctx.out(format("%08x %-7s %s%s\n",
ctx.addr+pos, text, concat(operands, ", "), extra))
end
ctx.pos = pos + 4
end
-- Fallback for unknown opcodes.
local function unknown(ctx)
return putop(ctx, ".long", { "0x"..tohex(ctx.op) })
end
-- Disassemble a single instruction.
local function disass_ins(ctx)
local pos = ctx.pos
local b0, b1, b2, b3 = byte(ctx.code, pos+1, pos+4)
local op = bor(lshift(b0, 24), lshift(b1, 16), lshift(b2, 8), b3)
local operands = {}
local last = nil
local rs = 21
ctx.op = op
ctx.rel = nil
local opat = map_pri[rshift(b0, 2)]
while type(opat) ~= "string" do
if not opat then return unknown(ctx) end
opat = opat[band(rshift(op, opat.shift), opat.mask)]
end
local name, pat = match(opat, "^([a-z0-9_.]*)(.*)")
local altname, pat2 = match(pat, "|([a-z0-9_.]*)(.*)")
if altname then pat = pat2 end
for p in gmatch(pat, ".") do
local x = nil
if p == "R" then
x = map_gpr[band(rshift(op, rs), 31)]
rs = rs - 5
elseif p == "F" then
x = "f"..band(rshift(op, rs), 31)
rs = rs - 5
elseif p == "A" then
x = band(rshift(op, rs), 31)
rs = rs - 5
elseif p == "S" then
x = arshift(lshift(op, 27-rs), 27)
rs = rs - 5
elseif p == "I" then
x = arshift(lshift(op, 16), 16)
elseif p == "U" then
x = band(op, 0xffff)
elseif p == "D" or p == "E" then
local disp = arshift(lshift(op, 16), 16)
if p == "E" then disp = band(disp, -4) end
if last == "r0" then last = "0" end
operands[#operands] = format("%d(%s)", disp, last)
elseif p >= "2" and p <= "8" then
local disp = band(rshift(op, rs), 31) * p
if last == "r0" then last = "0" end
operands[#operands] = format("%d(%s)", disp, last)
elseif p == "H" then
x = band(rshift(op, rs), 31) + lshift(band(op, 2), 4)
rs = rs - 5
elseif p == "M" then
x = band(rshift(op, rs), 31) + band(op, 0x20)
elseif p == "C" then
x = condfmt(band(rshift(op, rs), 31))
rs = rs - 5
elseif p == "B" then
local bo = rshift(op, 21)
local cond = band(rshift(op, 16), 31)
local cn = ""
rs = rs - 10
if band(bo, 4) == 0 then
cn = band(bo, 2) == 0 and "dnz" or "dz"
if band(bo, 0x10) == 0 then
cn = cn..(band(bo, 8) == 0 and "f" or "t")
end
if band(bo, 0x10) == 0 then x = condfmt(cond) end
name = name..(band(bo, 1) == band(rshift(op, 15), 1) and "-" or "+")
elseif band(bo, 0x10) == 0 then
cn = map_cond[band(cond, 3) + (band(bo, 8) == 0 and 4 or 0)]
if cond > 3 then x = "cr"..rshift(cond, 2) end
name = name..(band(bo, 1) == band(rshift(op, 15), 1) and "-" or "+")
end
name = gsub(name, "_", cn)
elseif p == "J" then
x = arshift(lshift(op, 27-rs), 29-rs)*4
if band(op, 2) == 0 then x = ctx.addr + pos + x end
ctx.rel = x
x = "0x"..tohex(x)
elseif p == "K" then
if band(op, 1) ~= 0 then name = name.."l" end
if band(op, 2) ~= 0 then name = name.."a" end
elseif p == "X" or p == "Y" then
x = band(rshift(op, rs+2), 7)
if x == 0 and p == "Y" then x = nil else x = "cr"..x end
rs = rs - 5
elseif p == "W" then
x = "cr"..band(op, 7)
elseif p == "Z" then
x = band(rshift(op, rs-4), 255)
rs = rs - 10
elseif p == ">" then
operands[#operands] = rshift(operands[#operands], 1)
elseif p == "0" then
if last == "r0" then
operands[#operands] = nil
if altname then name = altname end
end
elseif p == "L" then
name = gsub(name, "_", band(op, 0x00200000) ~= 0 and "d" or "w")
elseif p == "." then
if band(op, 1) == 1 then name = name.."." end
elseif p == "N" then
if op == 0x60000000 then name = "nop"; break end
elseif p == "~" then
local n = #operands
operands[n-1], operands[n] = operands[n], operands[n-1]
elseif p == "=" then
local n = #operands
if last == operands[n-1] then
operands[n] = nil
name = altname
end
elseif p == "%" then
local n = #operands
if last == operands[n-1] and last == operands[n-2] then
operands[n] = nil
operands[n-1] = nil
name = altname
end
elseif p == "-" then
rs = rs - 5
else
assert(false)
end
if x then operands[#operands+1] = x; last = x end
end
return putop(ctx, name, operands)
end
------------------------------------------------------------------------------
-- Disassemble a block of code.
local function disass_block(ctx, ofs, len)
if not ofs then ofs = 0 end
local stop = len and ofs+len or #ctx.code
stop = stop - stop % 4
ctx.pos = ofs - ofs % 4
ctx.rel = nil
while ctx.pos < stop do disass_ins(ctx) end
end
-- Extended API: create a disassembler context. Then call ctx:disass(ofs, len).
local function create(code, addr, out)
local ctx = {}
ctx.code = code
ctx.addr = addr or 0
ctx.out = out or io.write
ctx.symtab = {}
ctx.disass = disass_block
ctx.hexdump = 8
return ctx
end
-- Simple API: disassemble code (a string) at address and output via out.
local function disass(code, addr, out)
create(code, addr, out):disass()
end
-- Return register name for RID.
local function regname(r)
if r < 32 then return map_gpr[r] end
return "f"..(r-32)
end
-- Public module functions.
return {
create = create,
disass = disass,
regname = regname
}
@@ -0,0 +1,17 @@
----------------------------------------------------------------------------
-- LuaJIT x64 disassembler wrapper module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This module just exports the 64 bit functions from the combined
-- x86/x64 disassembler module. All the interesting stuff is there.
------------------------------------------------------------------------------
local dis_x86 = require((string.match(..., ".*%.") or "").."dis_x86")
return {
create = dis_x86.create64,
disass = dis_x86.disass64,
regname = dis_x86.regname64
}
@@ -0,0 +1,953 @@
----------------------------------------------------------------------------
-- LuaJIT x86/x64 disassembler module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
-- This is a helper module used by the LuaJIT machine code dumper module.
--
-- Sending small code snippets to an external disassembler and mixing the
-- output with our own stuff was too fragile. So I had to bite the bullet
-- and write yet another x86 disassembler. Oh well ...
--
-- The output format is very similar to what ndisasm generates. But it has
-- been developed independently by looking at the opcode tables from the
-- Intel and AMD manuals. The supported instruction set is quite extensive
-- and reflects what a current generation Intel or AMD CPU implements in
-- 32 bit and 64 bit mode. Yes, this includes MMX, SSE, SSE2, SSE3, SSSE3,
-- SSE4.1, SSE4.2, SSE4a, AVX, AVX2 and even privileged and hypervisor
-- (VMX/SVM) instructions.
--
-- Notes:
-- * The (useless) a16 prefix, 3DNow and pre-586 opcodes are unsupported.
-- * No attempt at optimization has been made -- it's fast enough for my needs.
------------------------------------------------------------------------------
local type = type
local sub, byte, format = string.sub, string.byte, string.format
local match, gmatch, gsub = string.match, string.gmatch, string.gsub
local lower, rep = string.lower, string.rep
local bit = require("bit")
local tohex = bit.tohex
-- Map for 1st opcode byte in 32 bit mode. Ugly? Well ... read on.
local map_opc1_32 = {
--0x
[0]="addBmr","addVmr","addBrm","addVrm","addBai","addVai","push es","pop es",
"orBmr","orVmr","orBrm","orVrm","orBai","orVai","push cs","opc2*",
--1x
"adcBmr","adcVmr","adcBrm","adcVrm","adcBai","adcVai","push ss","pop ss",
"sbbBmr","sbbVmr","sbbBrm","sbbVrm","sbbBai","sbbVai","push ds","pop ds",
--2x
"andBmr","andVmr","andBrm","andVrm","andBai","andVai","es:seg","daa",
"subBmr","subVmr","subBrm","subVrm","subBai","subVai","cs:seg","das",
--3x
"xorBmr","xorVmr","xorBrm","xorVrm","xorBai","xorVai","ss:seg","aaa",
"cmpBmr","cmpVmr","cmpBrm","cmpVrm","cmpBai","cmpVai","ds:seg","aas",
--4x
"incVR","incVR","incVR","incVR","incVR","incVR","incVR","incVR",
"decVR","decVR","decVR","decVR","decVR","decVR","decVR","decVR",
--5x
"pushUR","pushUR","pushUR","pushUR","pushUR","pushUR","pushUR","pushUR",
"popUR","popUR","popUR","popUR","popUR","popUR","popUR","popUR",
--6x
"sz*pushaw,pusha","sz*popaw,popa","boundVrm","arplWmr",
"fs:seg","gs:seg","o16:","a16",
"pushUi","imulVrmi","pushBs","imulVrms",
"insb","insVS","outsb","outsVS",
--7x
"joBj","jnoBj","jbBj","jnbBj","jzBj","jnzBj","jbeBj","jaBj",
"jsBj","jnsBj","jpeBj","jpoBj","jlBj","jgeBj","jleBj","jgBj",
--8x
"arith!Bmi","arith!Vmi","arith!Bmi","arith!Vms",
"testBmr","testVmr","xchgBrm","xchgVrm",
"movBmr","movVmr","movBrm","movVrm",
"movVmg","leaVrm","movWgm","popUm",
--9x
"nop*xchgVaR|pause|xchgWaR|repne nop","xchgVaR","xchgVaR","xchgVaR",
"xchgVaR","xchgVaR","xchgVaR","xchgVaR",
"sz*cbw,cwde,cdqe","sz*cwd,cdq,cqo","call farViw","wait",
"sz*pushfw,pushf","sz*popfw,popf","sahf","lahf",
--Ax
"movBao","movVao","movBoa","movVoa",
"movsb","movsVS","cmpsb","cmpsVS",
"testBai","testVai","stosb","stosVS",
"lodsb","lodsVS","scasb","scasVS",
--Bx
"movBRi","movBRi","movBRi","movBRi","movBRi","movBRi","movBRi","movBRi",
"movVRI","movVRI","movVRI","movVRI","movVRI","movVRI","movVRI","movVRI",
--Cx
"shift!Bmu","shift!Vmu","retBw","ret","vex*3$lesVrm","vex*2$ldsVrm","movBmi","movVmi",
"enterBwu","leave","retfBw","retf","int3","intBu","into","iretVS",
--Dx
"shift!Bm1","shift!Vm1","shift!Bmc","shift!Vmc","aamBu","aadBu","salc","xlatb",
"fp*0","fp*1","fp*2","fp*3","fp*4","fp*5","fp*6","fp*7",
--Ex
"loopneBj","loopeBj","loopBj","sz*jcxzBj,jecxzBj,jrcxzBj",
"inBau","inVau","outBua","outVua",
"callVj","jmpVj","jmp farViw","jmpBj","inBad","inVad","outBda","outVda",
--Fx
"lock:","int1","repne:rep","rep:","hlt","cmc","testb!Bm","testv!Vm",
"clc","stc","cli","sti","cld","std","incb!Bm","incd!Vm",
}
assert(#map_opc1_32 == 255)
-- Map for 1st opcode byte in 64 bit mode (overrides only).
local map_opc1_64 = setmetatable({
[0x06]=false, [0x07]=false, [0x0e]=false,
[0x16]=false, [0x17]=false, [0x1e]=false, [0x1f]=false,
[0x27]=false, [0x2f]=false, [0x37]=false, [0x3f]=false,
[0x60]=false, [0x61]=false, [0x62]=false, [0x63]="movsxdVrDmt", [0x67]="a32:",
[0x40]="rex*", [0x41]="rex*b", [0x42]="rex*x", [0x43]="rex*xb",
[0x44]="rex*r", [0x45]="rex*rb", [0x46]="rex*rx", [0x47]="rex*rxb",
[0x48]="rex*w", [0x49]="rex*wb", [0x4a]="rex*wx", [0x4b]="rex*wxb",
[0x4c]="rex*wr", [0x4d]="rex*wrb", [0x4e]="rex*wrx", [0x4f]="rex*wrxb",
[0x82]=false, [0x9a]=false, [0xc4]="vex*3", [0xc5]="vex*2", [0xce]=false,
[0xd4]=false, [0xd5]=false, [0xd6]=false, [0xea]=false,
}, { __index = map_opc1_32 })
-- Map for 2nd opcode byte (0F xx). True CISC hell. Hey, I told you.
-- Prefix dependent MMX/SSE opcodes: (none)|rep|o16|repne, -|F3|66|F2
local map_opc2 = {
--0x
[0]="sldt!Dmp","sgdt!Ump","larVrm","lslVrm",nil,"syscall","clts","sysret",
"invd","wbinvd",nil,"ud1",nil,"$prefetch!Bm","femms","3dnowMrmu",
--1x
"movupsXrm|movssXrvm|movupdXrm|movsdXrvm",
"movupsXmr|movssXmvr|movupdXmr|movsdXmvr",
"movhlpsXrm$movlpsXrm|movsldupXrm|movlpdXrm|movddupXrm",
"movlpsXmr||movlpdXmr",
"unpcklpsXrvm||unpcklpdXrvm",
"unpckhpsXrvm||unpckhpdXrvm",
"movlhpsXrm$movhpsXrm|movshdupXrm|movhpdXrm",
"movhpsXmr||movhpdXmr",
"$prefetcht!Bm","hintnopVm","hintnopVm","hintnopVm",
"hintnopVm","hintnopVm","hintnopVm","hintnopVm",
--2x
"movUmx$","movUmy$","movUxm$","movUym$","movUmz$",nil,"movUzm$",nil,
"movapsXrm||movapdXrm",
"movapsXmr||movapdXmr",
"cvtpi2psXrMm|cvtsi2ssXrvVmt|cvtpi2pdXrMm|cvtsi2sdXrvVmt",
"movntpsXmr|movntssXmr|movntpdXmr|movntsdXmr",
"cvttps2piMrXm|cvttss2siVrXm|cvttpd2piMrXm|cvttsd2siVrXm",
"cvtps2piMrXm|cvtss2siVrXm|cvtpd2piMrXm|cvtsd2siVrXm",
"ucomissXrm||ucomisdXrm",
"comissXrm||comisdXrm",
--3x
"wrmsr","rdtsc","rdmsr","rdpmc","sysenter","sysexit",nil,"getsec",
"opc3*38",nil,"opc3*3a",nil,nil,nil,nil,nil,
--4x
"cmovoVrm","cmovnoVrm","cmovbVrm","cmovnbVrm",
"cmovzVrm","cmovnzVrm","cmovbeVrm","cmovaVrm",
"cmovsVrm","cmovnsVrm","cmovpeVrm","cmovpoVrm",
"cmovlVrm","cmovgeVrm","cmovleVrm","cmovgVrm",
--5x
"movmskpsVrXm$||movmskpdVrXm$","sqrtpsXrm|sqrtssXrm|sqrtpdXrm|sqrtsdXrm",
"rsqrtpsXrm|rsqrtssXrvm","rcppsXrm|rcpssXrvm",
"andpsXrvm||andpdXrvm","andnpsXrvm||andnpdXrvm",
"orpsXrvm||orpdXrvm","xorpsXrvm||xorpdXrvm",
"addpsXrvm|addssXrvm|addpdXrvm|addsdXrvm","mulpsXrvm|mulssXrvm|mulpdXrvm|mulsdXrvm",
"cvtps2pdXrm|cvtss2sdXrvm|cvtpd2psXrm|cvtsd2ssXrvm",
"cvtdq2psXrm|cvttps2dqXrm|cvtps2dqXrm",
"subpsXrvm|subssXrvm|subpdXrvm|subsdXrvm","minpsXrvm|minssXrvm|minpdXrvm|minsdXrvm",
"divpsXrvm|divssXrvm|divpdXrvm|divsdXrvm","maxpsXrvm|maxssXrvm|maxpdXrvm|maxsdXrvm",
--6x
"punpcklbwPrvm","punpcklwdPrvm","punpckldqPrvm","packsswbPrvm",
"pcmpgtbPrvm","pcmpgtwPrvm","pcmpgtdPrvm","packuswbPrvm",
"punpckhbwPrvm","punpckhwdPrvm","punpckhdqPrvm","packssdwPrvm",
"||punpcklqdqXrvm","||punpckhqdqXrvm",
"movPrVSm","movqMrm|movdquXrm|movdqaXrm",
--7x
"pshufwMrmu|pshufhwXrmu|pshufdXrmu|pshuflwXrmu","pshiftw!Pvmu",
"pshiftd!Pvmu","pshiftq!Mvmu||pshiftdq!Xvmu",
"pcmpeqbPrvm","pcmpeqwPrvm","pcmpeqdPrvm","emms*|",
"vmreadUmr||extrqXmuu$|insertqXrmuu$","vmwriteUrm||extrqXrm$|insertqXrm$",
nil,nil,
"||haddpdXrvm|haddpsXrvm","||hsubpdXrvm|hsubpsXrvm",
"movVSmMr|movqXrm|movVSmXr","movqMmr|movdquXmr|movdqaXmr",
--8x
"joVj","jnoVj","jbVj","jnbVj","jzVj","jnzVj","jbeVj","jaVj",
"jsVj","jnsVj","jpeVj","jpoVj","jlVj","jgeVj","jleVj","jgVj",
--9x
"setoBm","setnoBm","setbBm","setnbBm","setzBm","setnzBm","setbeBm","setaBm",
"setsBm","setnsBm","setpeBm","setpoBm","setlBm","setgeBm","setleBm","setgBm",
--Ax
"push fs","pop fs","cpuid","btVmr","shldVmru","shldVmrc",nil,nil,
"push gs","pop gs","rsm","btsVmr","shrdVmru","shrdVmrc","fxsave!Dmp","imulVrm",
--Bx
"cmpxchgBmr","cmpxchgVmr","$lssVrm","btrVmr",
"$lfsVrm","$lgsVrm","movzxVrBmt","movzxVrWmt",
"|popcntVrm","ud2Dp","bt!Vmu","btcVmr",
"bsfVrm","bsrVrm|lzcntVrm|bsrWrm","movsxVrBmt","movsxVrWmt",
--Cx
"xaddBmr","xaddVmr",
"cmppsXrvmu|cmpssXrvmu|cmppdXrvmu|cmpsdXrvmu","$movntiVmr|",
"pinsrwPrvWmu","pextrwDrPmu",
"shufpsXrvmu||shufpdXrvmu","$cmpxchg!Qmp",
"bswapVR","bswapVR","bswapVR","bswapVR","bswapVR","bswapVR","bswapVR","bswapVR",
--Dx
"||addsubpdXrvm|addsubpsXrvm","psrlwPrvm","psrldPrvm","psrlqPrvm",
"paddqPrvm","pmullwPrvm",
"|movq2dqXrMm|movqXmr|movdq2qMrXm$","pmovmskbVrMm||pmovmskbVrXm",
"psubusbPrvm","psubuswPrvm","pminubPrvm","pandPrvm",
"paddusbPrvm","padduswPrvm","pmaxubPrvm","pandnPrvm",
--Ex
"pavgbPrvm","psrawPrvm","psradPrvm","pavgwPrvm",
"pmulhuwPrvm","pmulhwPrvm",
"|cvtdq2pdXrm|cvttpd2dqXrm|cvtpd2dqXrm","$movntqMmr||$movntdqXmr",
"psubsbPrvm","psubswPrvm","pminswPrvm","porPrvm",
"paddsbPrvm","paddswPrvm","pmaxswPrvm","pxorPrvm",
--Fx
"|||lddquXrm","psllwPrvm","pslldPrvm","psllqPrvm",
"pmuludqPrvm","pmaddwdPrvm","psadbwPrvm","maskmovqMrm||maskmovdquXrm$",
"psubbPrvm","psubwPrvm","psubdPrvm","psubqPrvm",
"paddbPrvm","paddwPrvm","padddPrvm","ud",
}
assert(map_opc2[255] == "ud")
-- Map for three-byte opcodes. Can't wait for their next invention.
local map_opc3 = {
["38"] = { -- [66] 0f 38 xx
--0x
[0]="pshufbPrvm","phaddwPrvm","phadddPrvm","phaddswPrvm",
"pmaddubswPrvm","phsubwPrvm","phsubdPrvm","phsubswPrvm",
"psignbPrvm","psignwPrvm","psigndPrvm","pmulhrswPrvm",
"||permilpsXrvm","||permilpdXrvm",nil,nil,
--1x
"||pblendvbXrma",nil,nil,nil,
"||blendvpsXrma","||blendvpdXrma","||permpsXrvm","||ptestXrm",
"||broadcastssXrm","||broadcastsdXrm","||broadcastf128XrlXm",nil,
"pabsbPrm","pabswPrm","pabsdPrm",nil,
--2x
"||pmovsxbwXrm","||pmovsxbdXrm","||pmovsxbqXrm","||pmovsxwdXrm",
"||pmovsxwqXrm","||pmovsxdqXrm",nil,nil,
"||pmuldqXrvm","||pcmpeqqXrvm","||$movntdqaXrm","||packusdwXrvm",
"||maskmovpsXrvm","||maskmovpdXrvm","||maskmovpsXmvr","||maskmovpdXmvr",
--3x
"||pmovzxbwXrm","||pmovzxbdXrm","||pmovzxbqXrm","||pmovzxwdXrm",
"||pmovzxwqXrm","||pmovzxdqXrm","||permdXrvm","||pcmpgtqXrvm",
"||pminsbXrvm","||pminsdXrvm","||pminuwXrvm","||pminudXrvm",
"||pmaxsbXrvm","||pmaxsdXrvm","||pmaxuwXrvm","||pmaxudXrvm",
--4x
"||pmulddXrvm","||phminposuwXrm",nil,nil,
nil,"||psrlvVSXrvm","||psravdXrvm","||psllvVSXrvm",
--5x
[0x58] = "||pbroadcastdXrlXm",[0x59] = "||pbroadcastqXrlXm",
[0x5a] = "||broadcasti128XrlXm",
--7x
[0x78] = "||pbroadcastbXrlXm",[0x79] = "||pbroadcastwXrlXm",
--8x
[0x8c] = "||pmaskmovXrvVSm",
[0x8e] = "||pmaskmovVSmXvr",
--9x
[0x96] = "||fmaddsub132pHXrvm",[0x97] = "||fmsubadd132pHXrvm",
[0x98] = "||fmadd132pHXrvm",[0x99] = "||fmadd132sHXrvm",
[0x9a] = "||fmsub132pHXrvm",[0x9b] = "||fmsub132sHXrvm",
[0x9c] = "||fnmadd132pHXrvm",[0x9d] = "||fnmadd132sHXrvm",
[0x9e] = "||fnmsub132pHXrvm",[0x9f] = "||fnmsub132sHXrvm",
--Ax
[0xa6] = "||fmaddsub213pHXrvm",[0xa7] = "||fmsubadd213pHXrvm",
[0xa8] = "||fmadd213pHXrvm",[0xa9] = "||fmadd213sHXrvm",
[0xaa] = "||fmsub213pHXrvm",[0xab] = "||fmsub213sHXrvm",
[0xac] = "||fnmadd213pHXrvm",[0xad] = "||fnmadd213sHXrvm",
[0xae] = "||fnmsub213pHXrvm",[0xaf] = "||fnmsub213sHXrvm",
--Bx
[0xb6] = "||fmaddsub231pHXrvm",[0xb7] = "||fmsubadd231pHXrvm",
[0xb8] = "||fmadd231pHXrvm",[0xb9] = "||fmadd231sHXrvm",
[0xba] = "||fmsub231pHXrvm",[0xbb] = "||fmsub231sHXrvm",
[0xbc] = "||fnmadd231pHXrvm",[0xbd] = "||fnmadd231sHXrvm",
[0xbe] = "||fnmsub231pHXrvm",[0xbf] = "||fnmsub231sHXrvm",
--Dx
[0xdc] = "||aesencXrvm", [0xdd] = "||aesenclastXrvm",
[0xde] = "||aesdecXrvm", [0xdf] = "||aesdeclastXrvm",
--Fx
[0xf0] = "|||crc32TrBmt",[0xf1] = "|||crc32TrVmt",
[0xf7] = "| sarxVrmv| shlxVrmv| shrxVrmv",
},
["3a"] = { -- [66] 0f 3a xx
--0x
[0x00]="||permqXrmu","||permpdXrmu","||pblenddXrvmu",nil,
"||permilpsXrmu","||permilpdXrmu","||perm2f128Xrvmu",nil,
"||roundpsXrmu","||roundpdXrmu","||roundssXrvmu","||roundsdXrvmu",
"||blendpsXrvmu","||blendpdXrvmu","||pblendwXrvmu","palignrPrvmu",
--1x
nil,nil,nil,nil,
"||pextrbVmXru","||pextrwVmXru","||pextrVmSXru","||extractpsVmXru",
"||insertf128XrvlXmu","||extractf128XlXmYru",nil,nil,
nil,nil,nil,nil,
--2x
"||pinsrbXrvVmu","||insertpsXrvmu","||pinsrXrvVmuS",nil,
--3x
[0x38] = "||inserti128Xrvmu",[0x39] = "||extracti128XlXmYru",
--4x
[0x40] = "||dppsXrvmu",
[0x41] = "||dppdXrvmu",
[0x42] = "||mpsadbwXrvmu",
[0x44] = "||pclmulqdqXrvmu",
[0x46] = "||perm2i128Xrvmu",
[0x4a] = "||blendvpsXrvmb",[0x4b] = "||blendvpdXrvmb",
[0x4c] = "||pblendvbXrvmb",
--6x
[0x60] = "||pcmpestrmXrmu",[0x61] = "||pcmpestriXrmu",
[0x62] = "||pcmpistrmXrmu",[0x63] = "||pcmpistriXrmu",
[0xdf] = "||aeskeygenassistXrmu",
--Fx
[0xf0] = "||| rorxVrmu",
},
}
-- Map for VMX/SVM opcodes 0F 01 C0-FF (sgdt group with register operands).
local map_opcvm = {
[0xc1]="vmcall",[0xc2]="vmlaunch",[0xc3]="vmresume",[0xc4]="vmxoff",
[0xc8]="monitor",[0xc9]="mwait",
[0xd8]="vmrun",[0xd9]="vmmcall",[0xda]="vmload",[0xdb]="vmsave",
[0xdc]="stgi",[0xdd]="clgi",[0xde]="skinit",[0xdf]="invlpga",
[0xf8]="swapgs",[0xf9]="rdtscp",
}
-- Map for FP opcodes. And you thought stack machines are simple?
local map_opcfp = {
-- D8-DF 00-BF: opcodes with a memory operand.
-- D8
[0]="faddFm","fmulFm","fcomFm","fcompFm","fsubFm","fsubrFm","fdivFm","fdivrFm",
"fldFm",nil,"fstFm","fstpFm","fldenvVm","fldcwWm","fnstenvVm","fnstcwWm",
-- DA
"fiaddDm","fimulDm","ficomDm","ficompDm",
"fisubDm","fisubrDm","fidivDm","fidivrDm",
-- DB
"fildDm","fisttpDm","fistDm","fistpDm",nil,"fld twordFmp",nil,"fstp twordFmp",
-- DC
"faddGm","fmulGm","fcomGm","fcompGm","fsubGm","fsubrGm","fdivGm","fdivrGm",
-- DD
"fldGm","fisttpQm","fstGm","fstpGm","frstorDmp",nil,"fnsaveDmp","fnstswWm",
-- DE
"fiaddWm","fimulWm","ficomWm","ficompWm",
"fisubWm","fisubrWm","fidivWm","fidivrWm",
-- DF
"fildWm","fisttpWm","fistWm","fistpWm",
"fbld twordFmp","fildQm","fbstp twordFmp","fistpQm",
-- xx C0-FF: opcodes with a pseudo-register operand.
-- D8
"faddFf","fmulFf","fcomFf","fcompFf","fsubFf","fsubrFf","fdivFf","fdivrFf",
-- D9
"fldFf","fxchFf",{"fnop"},nil,
{"fchs","fabs",nil,nil,"ftst","fxam"},
{"fld1","fldl2t","fldl2e","fldpi","fldlg2","fldln2","fldz"},
{"f2xm1","fyl2x","fptan","fpatan","fxtract","fprem1","fdecstp","fincstp"},
{"fprem","fyl2xp1","fsqrt","fsincos","frndint","fscale","fsin","fcos"},
-- DA
"fcmovbFf","fcmoveFf","fcmovbeFf","fcmovuFf",nil,{nil,"fucompp"},nil,nil,
-- DB
"fcmovnbFf","fcmovneFf","fcmovnbeFf","fcmovnuFf",
{nil,nil,"fnclex","fninit"},"fucomiFf","fcomiFf",nil,
-- DC
"fadd toFf","fmul toFf",nil,nil,
"fsub toFf","fsubr toFf","fdivr toFf","fdiv toFf",
-- DD
"ffreeFf",nil,"fstFf","fstpFf","fucomFf","fucompFf",nil,nil,
-- DE
"faddpFf","fmulpFf",nil,{nil,"fcompp"},
"fsubrpFf","fsubpFf","fdivrpFf","fdivpFf",
-- DF
nil,nil,nil,nil,{"fnstsw ax"},"fucomipFf","fcomipFf",nil,
}
assert(map_opcfp[126] == "fcomipFf")
-- Map for opcode groups. The subkey is sp from the ModRM byte.
local map_opcgroup = {
arith = { "add", "or", "adc", "sbb", "and", "sub", "xor", "cmp" },
shift = { "rol", "ror", "rcl", "rcr", "shl", "shr", "sal", "sar" },
testb = { "testBmi", "testBmi", "not", "neg", "mul", "imul", "div", "idiv" },
testv = { "testVmi", "testVmi", "not", "neg", "mul", "imul", "div", "idiv" },
incb = { "inc", "dec" },
incd = { "inc", "dec", "callUmp", "$call farDmp",
"jmpUmp", "$jmp farDmp", "pushUm" },
sldt = { "sldt", "str", "lldt", "ltr", "verr", "verw" },
sgdt = { "vm*$sgdt", "vm*$sidt", "$lgdt", "vm*$lidt",
"smsw", nil, "lmsw", "vm*$invlpg" },
bt = { nil, nil, nil, nil, "bt", "bts", "btr", "btc" },
cmpxchg = { nil, "sz*,cmpxchg8bQmp,cmpxchg16bXmp", nil, nil,
nil, nil, "vmptrld|vmxon|vmclear", "vmptrst" },
pshiftw = { nil, nil, "psrlw", nil, "psraw", nil, "psllw" },
pshiftd = { nil, nil, "psrld", nil, "psrad", nil, "pslld" },
pshiftq = { nil, nil, "psrlq", nil, nil, nil, "psllq" },
pshiftdq = { nil, nil, "psrlq", "psrldq", nil, nil, "psllq", "pslldq" },
fxsave = { "$fxsave", "$fxrstor", "$ldmxcsr", "$stmxcsr",
nil, "lfenceDp$", "mfenceDp$", "sfenceDp$clflush" },
prefetch = { "prefetch", "prefetchw" },
prefetcht = { "prefetchnta", "prefetcht0", "prefetcht1", "prefetcht2" },
}
------------------------------------------------------------------------------
-- Maps for register names.
local map_regs = {
B = { "al", "cl", "dl", "bl", "ah", "ch", "dh", "bh",
"r8b", "r9b", "r10b", "r11b", "r12b", "r13b", "r14b", "r15b" },
B64 = { "al", "cl", "dl", "bl", "spl", "bpl", "sil", "dil",
"r8b", "r9b", "r10b", "r11b", "r12b", "r13b", "r14b", "r15b" },
W = { "ax", "cx", "dx", "bx", "sp", "bp", "si", "di",
"r8w", "r9w", "r10w", "r11w", "r12w", "r13w", "r14w", "r15w" },
D = { "eax", "ecx", "edx", "ebx", "esp", "ebp", "esi", "edi",
"r8d", "r9d", "r10d", "r11d", "r12d", "r13d", "r14d", "r15d" },
Q = { "rax", "rcx", "rdx", "rbx", "rsp", "rbp", "rsi", "rdi",
"r8", "r9", "r10", "r11", "r12", "r13", "r14", "r15" },
M = { "mm0", "mm1", "mm2", "mm3", "mm4", "mm5", "mm6", "mm7",
"mm0", "mm1", "mm2", "mm3", "mm4", "mm5", "mm6", "mm7" }, -- No x64 ext!
X = { "xmm0", "xmm1", "xmm2", "xmm3", "xmm4", "xmm5", "xmm6", "xmm7",
"xmm8", "xmm9", "xmm10", "xmm11", "xmm12", "xmm13", "xmm14", "xmm15" },
Y = { "ymm0", "ymm1", "ymm2", "ymm3", "ymm4", "ymm5", "ymm6", "ymm7",
"ymm8", "ymm9", "ymm10", "ymm11", "ymm12", "ymm13", "ymm14", "ymm15" },
}
local map_segregs = { "es", "cs", "ss", "ds", "fs", "gs", "segr6", "segr7" }
-- Maps for size names.
local map_sz2n = {
B = 1, W = 2, D = 4, Q = 8, M = 8, X = 16, Y = 32,
}
local map_sz2prefix = {
B = "byte", W = "word", D = "dword",
Q = "qword",
M = "qword", X = "xword", Y = "yword",
F = "dword", G = "qword", -- No need for sizes/register names for these two.
}
------------------------------------------------------------------------------
-- Output a nicely formatted line with an opcode and operands.
local function putop(ctx, text, operands)
local code, pos, hex = ctx.code, ctx.pos, ""
local hmax = ctx.hexdump
if hmax > 0 then
for i=ctx.start,pos-1 do
hex = hex..format("%02X", byte(code, i, i))
end
if #hex > hmax then hex = sub(hex, 1, hmax)..". "
else hex = hex..rep(" ", hmax-#hex+2) end
end
if operands then text = text.." "..operands end
if ctx.o16 then text = "o16 "..text; ctx.o16 = false end
if ctx.a32 then text = "a32 "..text; ctx.a32 = false end
if ctx.rep then text = ctx.rep.." "..text; ctx.rep = false end
if ctx.rex then
local t = (ctx.rexw and "w" or "")..(ctx.rexr and "r" or "")..
(ctx.rexx and "x" or "")..(ctx.rexb and "b" or "")..
(ctx.vexl and "l" or "")
if ctx.vexv and ctx.vexv ~= 0 then t = t.."v"..ctx.vexv end
if t ~= "" then text = ctx.rex.."."..t.." "..gsub(text, "^ ", "")
elseif ctx.rex == "vex" then text = gsub("v"..text, "^v ", "") end
ctx.rexw = false; ctx.rexr = false; ctx.rexx = false; ctx.rexb = false
ctx.rex = false; ctx.vexl = false; ctx.vexv = false
end
if ctx.seg then
local text2, n = gsub(text, "%[", "["..ctx.seg..":")
if n == 0 then text = ctx.seg.." "..text else text = text2 end
ctx.seg = false
end
if ctx.lock then text = "lock "..text; ctx.lock = false end
local imm = ctx.imm
if imm then
local sym = ctx.symtab[imm]
if sym then text = text.."\t->"..sym end
end
ctx.out(format("%08x %s%s\n", ctx.addr+ctx.start, hex, text))
ctx.mrm = false
ctx.vexv = false
ctx.start = pos
ctx.imm = nil
end
-- Clear all prefix flags.
local function clearprefixes(ctx)
ctx.o16 = false; ctx.seg = false; ctx.lock = false; ctx.rep = false
ctx.rexw = false; ctx.rexr = false; ctx.rexx = false; ctx.rexb = false
ctx.rex = false; ctx.a32 = false; ctx.vexl = false
end
-- Fallback for incomplete opcodes at the end.
local function incomplete(ctx)
ctx.pos = ctx.stop+1
clearprefixes(ctx)
return putop(ctx, "(incomplete)")
end
-- Fallback for unknown opcodes.
local function unknown(ctx)
clearprefixes(ctx)
return putop(ctx, "(unknown)")
end
-- Return an immediate of the specified size.
local function getimm(ctx, pos, n)
if pos+n-1 > ctx.stop then return incomplete(ctx) end
local code = ctx.code
if n == 1 then
local b1 = byte(code, pos, pos)
return b1
elseif n == 2 then
local b1, b2 = byte(code, pos, pos+1)
return b1+b2*256
else
local b1, b2, b3, b4 = byte(code, pos, pos+3)
local imm = b1+b2*256+b3*65536+b4*16777216
ctx.imm = imm
return imm
end
end
-- Process pattern string and generate the operands.
local function putpat(ctx, name, pat)
local operands, regs, sz, mode, sp, rm, sc, rx, sdisp
local code, pos, stop, vexl = ctx.code, ctx.pos, ctx.stop, ctx.vexl
-- Chars used: 1DFGHIMPQRSTUVWXYabcdfgijlmoprstuvwxyz
for p in gmatch(pat, ".") do
local x = nil
if p == "V" or p == "U" then
if ctx.rexw then sz = "Q"; ctx.rexw = false
elseif ctx.o16 then sz = "W"; ctx.o16 = false
elseif p == "U" and ctx.x64 then sz = "Q"
else sz = "D" end
regs = map_regs[sz]
elseif p == "T" then
if ctx.rexw then sz = "Q"; ctx.rexw = false else sz = "D" end
regs = map_regs[sz]
elseif p == "B" then
sz = "B"
regs = ctx.rex and map_regs.B64 or map_regs.B
elseif match(p, "[WDQMXYFG]") then
sz = p
if sz == "X" and vexl then sz = "Y"; ctx.vexl = false end
regs = map_regs[sz]
elseif p == "P" then
sz = ctx.o16 and "X" or "M"; ctx.o16 = false
if sz == "X" and vexl then sz = "Y"; ctx.vexl = false end
regs = map_regs[sz]
elseif p == "H" then
name = name..(ctx.rexw and "d" or "s")
ctx.rexw = false
elseif p == "S" then
name = name..lower(sz)
elseif p == "s" then
local imm = getimm(ctx, pos, 1); if not imm then return end
x = imm <= 127 and format("+0x%02x", imm)
or format("-0x%02x", 256-imm)
pos = pos+1
elseif p == "u" then
local imm = getimm(ctx, pos, 1); if not imm then return end
x = format("0x%02x", imm)
pos = pos+1
elseif p == "b" then
local imm = getimm(ctx, pos, 1); if not imm then return end
x = regs[imm/16+1]
pos = pos+1
elseif p == "w" then
local imm = getimm(ctx, pos, 2); if not imm then return end
x = format("0x%x", imm)
pos = pos+2
elseif p == "o" then -- [offset]
if ctx.x64 then
local imm1 = getimm(ctx, pos, 4); if not imm1 then return end
local imm2 = getimm(ctx, pos+4, 4); if not imm2 then return end
x = format("[0x%08x%08x]", imm2, imm1)
pos = pos+8
else
local imm = getimm(ctx, pos, 4); if not imm then return end
x = format("[0x%08x]", imm)
pos = pos+4
end
elseif p == "i" or p == "I" then
local n = map_sz2n[sz]
if n == 8 and ctx.x64 and p == "I" then
local imm1 = getimm(ctx, pos, 4); if not imm1 then return end
local imm2 = getimm(ctx, pos+4, 4); if not imm2 then return end
x = format("0x%08x%08x", imm2, imm1)
else
if n == 8 then n = 4 end
local imm = getimm(ctx, pos, n); if not imm then return end
if sz == "Q" and (imm < 0 or imm > 0x7fffffff) then
imm = (0xffffffff+1)-imm
x = format(imm > 65535 and "-0x%08x" or "-0x%x", imm)
else
x = format(imm > 65535 and "0x%08x" or "0x%x", imm)
end
end
pos = pos+n
elseif p == "j" then
local n = map_sz2n[sz]
if n == 8 then n = 4 end
local imm = getimm(ctx, pos, n); if not imm then return end
if sz == "B" and imm > 127 then imm = imm-256
elseif imm > 2147483647 then imm = imm-4294967296 end
pos = pos+n
imm = imm + pos + ctx.addr
if imm > 4294967295 and not ctx.x64 then imm = imm-4294967296 end
ctx.imm = imm
if sz == "W" then
x = format("word 0x%04x", imm%65536)
elseif ctx.x64 then
local lo = imm % 0x1000000
x = format("0x%02x%06x", (imm-lo) / 0x1000000, lo)
else
x = "0x"..tohex(imm)
end
elseif p == "R" then
local r = byte(code, pos-1, pos-1)%8
if ctx.rexb then r = r + 8; ctx.rexb = false end
x = regs[r+1]
elseif p == "a" then x = regs[1]
elseif p == "c" then x = "cl"
elseif p == "d" then x = "dx"
elseif p == "1" then x = "1"
else
if not mode then
mode = ctx.mrm
if not mode then
if pos > stop then return incomplete(ctx) end
mode = byte(code, pos, pos)
pos = pos+1
end
rm = mode%8; mode = (mode-rm)/8
sp = mode%8; mode = (mode-sp)/8
sdisp = ""
if mode < 3 then
if rm == 4 then
if pos > stop then return incomplete(ctx) end
sc = byte(code, pos, pos)
pos = pos+1
rm = sc%8; sc = (sc-rm)/8
rx = sc%8; sc = (sc-rx)/8
if ctx.rexx then rx = rx + 8; ctx.rexx = false end
if rx == 4 then rx = nil end
end
if mode > 0 or rm == 5 then
local dsz = mode
if dsz ~= 1 then dsz = 4 end
local disp = getimm(ctx, pos, dsz); if not disp then return end
if mode == 0 then rm = nil end
if rm or rx or (not sc and ctx.x64 and not ctx.a32) then
if dsz == 1 and disp > 127 then
sdisp = format("-0x%x", 256-disp)
elseif disp >= 0 and disp <= 0x7fffffff then
sdisp = format("+0x%x", disp)
else
sdisp = format("-0x%x", (0xffffffff+1)-disp)
end
else
sdisp = format(ctx.x64 and not ctx.a32 and
not (disp >= 0 and disp <= 0x7fffffff)
and "0xffffffff%08x" or "0x%08x", disp)
end
pos = pos+dsz
end
end
if rm and ctx.rexb then rm = rm + 8; ctx.rexb = false end
if ctx.rexr then sp = sp + 8; ctx.rexr = false end
end
if p == "m" then
if mode == 3 then x = regs[rm+1]
else
local aregs = ctx.a32 and map_regs.D or ctx.aregs
local srm, srx = "", ""
if rm then srm = aregs[rm+1]
elseif not sc and ctx.x64 and not ctx.a32 then srm = "rip" end
ctx.a32 = false
if rx then
if rm then srm = srm.."+" end
srx = aregs[rx+1]
if sc > 0 then srx = srx.."*"..(2^sc) end
end
x = format("[%s%s%s]", srm, srx, sdisp)
end
if mode < 3 and
(not match(pat, "[aRrgp]") or match(pat, "t")) then -- Yuck.
x = map_sz2prefix[sz].." "..x
end
elseif p == "r" then x = regs[sp+1]
elseif p == "g" then x = map_segregs[sp+1]
elseif p == "p" then -- Suppress prefix.
elseif p == "f" then x = "st"..rm
elseif p == "x" then
if sp == 0 and ctx.lock and not ctx.x64 then
x = "CR8"; ctx.lock = false
else
x = "CR"..sp
end
elseif p == "v" then
if ctx.vexv then
x = regs[ctx.vexv+1]; ctx.vexv = false
end
elseif p == "y" then x = "DR"..sp
elseif p == "z" then x = "TR"..sp
elseif p == "l" then vexl = false
elseif p == "t" then
else
error("bad pattern `"..pat.."'")
end
end
if x then operands = operands and operands..", "..x or x end
end
ctx.pos = pos
return putop(ctx, name, operands)
end
-- Forward declaration.
local map_act
-- Fetch and cache MRM byte.
local function getmrm(ctx)
local mrm = ctx.mrm
if not mrm then
local pos = ctx.pos
if pos > ctx.stop then return nil end
mrm = byte(ctx.code, pos, pos)
ctx.pos = pos+1
ctx.mrm = mrm
end
return mrm
end
-- Dispatch to handler depending on pattern.
local function dispatch(ctx, opat, patgrp)
if not opat then return unknown(ctx) end
if match(opat, "%|") then -- MMX/SSE variants depending on prefix.
local p
if ctx.rep then
p = ctx.rep=="rep" and "%|([^%|]*)" or "%|[^%|]*%|[^%|]*%|([^%|]*)"
ctx.rep = false
elseif ctx.o16 then p = "%|[^%|]*%|([^%|]*)"; ctx.o16 = false
else p = "^[^%|]*" end
opat = match(opat, p)
if not opat then return unknown(ctx) end
-- ctx.rep = false; ctx.o16 = false
--XXX fails for 66 f2 0f 38 f1 06 crc32 eax,WORD PTR [esi]
--XXX remove in branches?
end
if match(opat, "%$") then -- reg$mem variants.
local mrm = getmrm(ctx); if not mrm then return incomplete(ctx) end
opat = match(opat, mrm >= 192 and "^[^%$]*" or "%$(.*)")
if opat == "" then return unknown(ctx) end
end
if opat == "" then return unknown(ctx) end
local name, pat = match(opat, "^([a-z0-9 ]*)(.*)")
if pat == "" and patgrp then pat = patgrp end
return map_act[sub(pat, 1, 1)](ctx, name, pat)
end
-- Get a pattern from an opcode map and dispatch to handler.
local function dispatchmap(ctx, opcmap)
local pos = ctx.pos
local opat = opcmap[byte(ctx.code, pos, pos)]
pos = pos + 1
ctx.pos = pos
return dispatch(ctx, opat)
end
-- Map for action codes. The key is the first char after the name.
map_act = {
-- Simple opcodes without operands.
[""] = function(ctx, name, pat)
return putop(ctx, name)
end,
-- Operand size chars fall right through.
B = putpat, W = putpat, D = putpat, Q = putpat,
V = putpat, U = putpat, T = putpat,
M = putpat, X = putpat, P = putpat,
F = putpat, G = putpat, Y = putpat,
H = putpat,
-- Collect prefixes.
[":"] = function(ctx, name, pat)
ctx[pat == ":" and name or sub(pat, 2)] = name
if ctx.pos - ctx.start > 5 then return unknown(ctx) end -- Limit #prefixes.
end,
-- Chain to special handler specified by name.
["*"] = function(ctx, name, pat)
return map_act[name](ctx, name, sub(pat, 2))
end,
-- Use named subtable for opcode group.
["!"] = function(ctx, name, pat)
local mrm = getmrm(ctx); if not mrm then return incomplete(ctx) end
return dispatch(ctx, map_opcgroup[name][((mrm-(mrm%8))/8)%8+1], sub(pat, 2))
end,
-- o16,o32[,o64] variants.
sz = function(ctx, name, pat)
if ctx.o16 then ctx.o16 = false
else
pat = match(pat, ",(.*)")
if ctx.rexw then
local p = match(pat, ",(.*)")
if p then pat = p; ctx.rexw = false end
end
end
pat = match(pat, "^[^,]*")
return dispatch(ctx, pat)
end,
-- Two-byte opcode dispatch.
opc2 = function(ctx, name, pat)
return dispatchmap(ctx, map_opc2)
end,
-- Three-byte opcode dispatch.
opc3 = function(ctx, name, pat)
return dispatchmap(ctx, map_opc3[pat])
end,
-- VMX/SVM dispatch.
vm = function(ctx, name, pat)
return dispatch(ctx, map_opcvm[ctx.mrm])
end,
-- Floating point opcode dispatch.
fp = function(ctx, name, pat)
local mrm = getmrm(ctx); if not mrm then return incomplete(ctx) end
local rm = mrm%8
local idx = pat*8 + ((mrm-rm)/8)%8
if mrm >= 192 then idx = idx + 64 end
local opat = map_opcfp[idx]
if type(opat) == "table" then opat = opat[rm+1] end
return dispatch(ctx, opat)
end,
-- REX prefix.
rex = function(ctx, name, pat)
if ctx.rex then return unknown(ctx) end -- Only 1 REX or VEX prefix allowed.
for p in gmatch(pat, ".") do ctx["rex"..p] = true end
ctx.rex = "rex"
end,
-- VEX prefix.
vex = function(ctx, name, pat)
if ctx.rex then return unknown(ctx) end -- Only 1 REX or VEX prefix allowed.
ctx.rex = "vex"
local pos = ctx.pos
if ctx.mrm then
ctx.mrm = nil
pos = pos-1
end
local b = byte(ctx.code, pos, pos)
if not b then return incomplete(ctx) end
pos = pos+1
if b < 128 then ctx.rexr = true end
local m = 1
if pat == "3" then
m = b%32; b = (b-m)/32
local nb = b%2; b = (b-nb)/2
if nb == 0 then ctx.rexb = true end
local nx = b%2
if nx == 0 then ctx.rexx = true end
b = byte(ctx.code, pos, pos)
if not b then return incomplete(ctx) end
pos = pos+1
if b >= 128 then ctx.rexw = true end
end
ctx.pos = pos
local map
if m == 1 then map = map_opc2
elseif m == 2 then map = map_opc3["38"]
elseif m == 3 then map = map_opc3["3a"]
else return unknown(ctx) end
local p = b%4; b = (b-p)/4
if p == 1 then ctx.o16 = "o16"
elseif p == 2 then ctx.rep = "rep"
elseif p == 3 then ctx.rep = "repne" end
local l = b%2; b = (b-l)/2
if l ~= 0 then ctx.vexl = true end
ctx.vexv = (-1-b)%16
return dispatchmap(ctx, map)
end,
-- Special case for nop with REX prefix.
nop = function(ctx, name, pat)
return dispatch(ctx, ctx.rex and pat or "nop")
end,
-- Special case for 0F 77.
emms = function(ctx, name, pat)
if ctx.rex ~= "vex" then
return putop(ctx, "emms")
elseif ctx.vexl then
ctx.vexl = false
return putop(ctx, "zeroall")
else
return putop(ctx, "zeroupper")
end
end,
}
------------------------------------------------------------------------------
-- Disassemble a block of code.
local function disass_block(ctx, ofs, len)
if not ofs then ofs = 0 end
local stop = len and ofs+len or #ctx.code
ofs = ofs + 1
ctx.start = ofs
ctx.pos = ofs
ctx.stop = stop
ctx.imm = nil
ctx.mrm = false
clearprefixes(ctx)
while ctx.pos <= stop do dispatchmap(ctx, ctx.map1) end
if ctx.pos ~= ctx.start then incomplete(ctx) end
end
-- Extended API: create a disassembler context. Then call ctx:disass(ofs, len).
local function create(code, addr, out)
local ctx = {}
ctx.code = code
ctx.addr = (addr or 0) - 1
ctx.out = out or io.write
ctx.symtab = {}
ctx.disass = disass_block
ctx.hexdump = 16
ctx.x64 = false
ctx.map1 = map_opc1_32
ctx.aregs = map_regs.D
return ctx
end
local function create64(code, addr, out)
local ctx = create(code, addr, out)
ctx.x64 = true
ctx.map1 = map_opc1_64
ctx.aregs = map_regs.Q
return ctx
end
-- Simple API: disassemble code (a string) at address and output via out.
local function disass(code, addr, out)
create(code, addr, out):disass()
end
local function disass64(code, addr, out)
create64(code, addr, out):disass()
end
-- Return register name for RID.
local function regname(r)
if r < 8 then return map_regs.D[r+1] end
return map_regs.X[r-7]
end
local function regname64(r)
if r < 16 then return map_regs.Q[r+1] end
return map_regs.X[r-15]
end
-- Public module functions.
return {
create = create,
create64 = create64,
disass = disass,
disass64 = disass64,
regname = regname,
regname64 = regname64
}
@@ -0,0 +1,725 @@
----------------------------------------------------------------------------
-- LuaJIT compiler dump module.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
--
-- This module can be used to debug the JIT compiler itself. It dumps the
-- code representations and structures used in various compiler stages.
--
-- Example usage:
--
-- luajit -jdump -e "local x=0; for i=1,1e6 do x=x+i end; print(x)"
-- luajit -jdump=im -e "for i=1,1000 do for j=1,1000 do end end" | less -R
-- luajit -jdump=is myapp.lua | less -R
-- luajit -jdump=-b myapp.lua
-- luajit -jdump=+aH,myapp.html myapp.lua
-- luajit -jdump=ixT,myapp.dump myapp.lua
--
-- The first argument specifies the dump mode. The second argument gives
-- the output file name. Default output is to stdout, unless the environment
-- variable LUAJIT_DUMPFILE is set. The file is overwritten every time the
-- module is started.
--
-- Different features can be turned on or off with the dump mode. If the
-- mode starts with a '+', the following features are added to the default
-- set of features; a '-' removes them. Otherwise the features are replaced.
--
-- The following dump features are available (* marks the default):
--
-- * t Print a line for each started, ended or aborted trace (see also -jv).
-- * b Dump the traced bytecode.
-- * i Dump the IR (intermediate representation).
-- r Augment the IR with register/stack slots.
-- s Dump the snapshot map.
-- * m Dump the generated machine code.
-- x Print each taken trace exit.
-- X Print each taken trace exit and the contents of all registers.
-- a Print the IR of aborted traces, too.
--
-- The output format can be set with the following characters:
--
-- T Plain text output.
-- A ANSI-colored text output
-- H Colorized HTML + CSS output.
--
-- The default output format is plain text. It's set to ANSI-colored text
-- if the COLORTERM variable is set. Note: this is independent of any output
-- redirection, which is actually considered a feature.
--
-- You probably want to use less -R to enjoy viewing ANSI-colored text from
-- a pipe or a file. Add this to your ~/.bashrc: export LESS="-R"
--
------------------------------------------------------------------------------
-- Cache some library functions and objects.
local jit = require("jit")
local jutil = require("jit.util")
local vmdef = require("jit.vmdef")
local funcinfo, funcbc = jutil.funcinfo, jutil.funcbc
local traceinfo, traceir, tracek = jutil.traceinfo, jutil.traceir, jutil.tracek
local tracemc, tracesnap = jutil.tracemc, jutil.tracesnap
local traceexitstub, ircalladdr = jutil.traceexitstub, jutil.ircalladdr
local bit = require("bit")
local band, shr, tohex = bit.band, bit.rshift, bit.tohex
local sub, gsub, format = string.sub, string.gsub, string.format
local byte, rep = string.byte, string.rep
local type, tostring = type, tostring
local stdout, stderr = io.stdout, io.stderr
-- Load other modules on-demand.
local bcline, disass
-- Active flag, output file handle and dump mode.
local active, out, dumpmode
------------------------------------------------------------------------------
local symtabmt = { __index = false }
local symtab = {}
local nexitsym = 0
-- Fill nested symbol table with per-trace exit stub addresses.
local function fillsymtab_tr(tr, nexit)
local t = {}
symtabmt.__index = t
if jit.arch:sub(1, 4) == "mips" then
t[traceexitstub(tr, 0)] = "exit"
return
end
for i=0,nexit-1 do
local addr = traceexitstub(tr, i)
if addr < 0 then addr = addr + 2^32 end
t[addr] = tostring(i)
end
local addr = traceexitstub(tr, nexit)
if addr then t[addr] = "stack_check" end
end
-- Fill symbol table with trace exit stub addresses.
local function fillsymtab(tr, nexit)
local t = symtab
if nexitsym == 0 then
local maskaddr = jit.arch == "arm" and -2
local ircall = vmdef.ircall
for i=0,#ircall do
local addr = ircalladdr(i)
if addr ~= 0 then
if maskaddr then addr = band(addr, maskaddr) end
if addr < 0 then addr = addr + 2^32 end
t[addr] = ircall[i]
end
end
end
if nexitsym == 1000000 then -- Per-trace exit stubs.
fillsymtab_tr(tr, nexit)
elseif nexit > nexitsym then -- Shared exit stubs.
for i=nexitsym,nexit-1 do
local addr = traceexitstub(i)
if addr == nil then -- Fall back to per-trace exit stubs.
fillsymtab_tr(tr, nexit)
setmetatable(symtab, symtabmt)
nexit = 1000000
break
end
if addr < 0 then addr = addr + 2^32 end
t[addr] = tostring(i)
end
nexitsym = nexit
end
return t
end
local function dumpwrite(s)
out:write(s)
end
-- Disassemble machine code.
local function dump_mcode(tr)
local info = traceinfo(tr)
if not info then return end
local mcode, addr, loop = tracemc(tr)
if not mcode then return end
if not disass then disass = require("jit.dis_"..jit.arch) end
if addr < 0 then addr = addr + 2^32 end
out:write("---- TRACE ", tr, " mcode ", #mcode, "\n")
local ctx = disass.create(mcode, addr, dumpwrite)
ctx.hexdump = 0
ctx.symtab = fillsymtab(tr, info.nexit)
if loop ~= 0 then
symtab[addr+loop] = "LOOP"
ctx:disass(0, loop)
out:write("->LOOP:\n")
ctx:disass(loop, #mcode-loop)
symtab[addr+loop] = nil
else
ctx:disass(0, #mcode)
end
end
------------------------------------------------------------------------------
local irtype_text = {
[0] = "nil",
"fal",
"tru",
"lud",
"str",
"p32",
"thr",
"pro",
"fun",
"p64",
"cdt",
"tab",
"udt",
"flt",
"num",
"i8 ",
"u8 ",
"i16",
"u16",
"int",
"u32",
"i64",
"u64",
"sfp",
}
local colortype_ansi = {
[0] = "%s",
"%s",
"%s",
"\027[36m%s\027[m",
"\027[32m%s\027[m",
"%s",
"\027[1m%s\027[m",
"%s",
"\027[1m%s\027[m",
"%s",
"\027[33m%s\027[m",
"\027[31m%s\027[m",
"\027[36m%s\027[m",
"\027[34m%s\027[m",
"\027[34m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
"\027[35m%s\027[m",
}
local function colorize_text(s)
return s
end
local function colorize_ansi(s, t, extra)
local out = format(colortype_ansi[t], s)
if extra then out = "\027[3m"..out end
return out
end
local irtype_ansi = setmetatable({},
{ __index = function(tab, t)
local s = colorize_ansi(irtype_text[t], t); tab[t] = s; return s; end })
local html_escape = { ["<"] = "&lt;", [">"] = "&gt;", ["&"] = "&amp;", }
local function colorize_html(s, t, extra)
s = gsub(s, "[<>&]", html_escape)
return format('<span class="irt_%s%s">%s</span>',
irtype_text[t], extra and " irt_extra" or "", s)
end
local irtype_html = setmetatable({},
{ __index = function(tab, t)
local s = colorize_html(irtype_text[t], t); tab[t] = s; return s; end })
local header_html = [[
<style type="text/css">
background { background: #ffffff; color: #000000; }
pre.ljdump {
font-size: 10pt;
background: #f0f4ff;
color: #000000;
border: 1px solid #bfcfff;
padding: 0.5em;
margin-left: 2em;
margin-right: 2em;
}
span.irt_str { color: #00a000; }
span.irt_thr, span.irt_fun { color: #404040; font-weight: bold; }
span.irt_tab { color: #c00000; }
span.irt_udt, span.irt_lud { color: #00c0c0; }
span.irt_num { color: #4040c0; }
span.irt_int, span.irt_i8, span.irt_u8, span.irt_i16, span.irt_u16 { color: #b040b0; }
span.irt_extra { font-style: italic; }
</style>
]]
local colorize, irtype
-- Lookup tables to convert some literals into names.
local litname = {
["SLOAD "] = setmetatable({}, { __index = function(t, mode)
local s = ""
if band(mode, 1) ~= 0 then s = s.."P" end
if band(mode, 2) ~= 0 then s = s.."F" end
if band(mode, 4) ~= 0 then s = s.."T" end
if band(mode, 8) ~= 0 then s = s.."C" end
if band(mode, 16) ~= 0 then s = s.."R" end
if band(mode, 32) ~= 0 then s = s.."I" end
if band(mode, 64) ~= 0 then s = s.."K" end
t[mode] = s
return s
end}),
["XLOAD "] = { [0] = "", "R", "V", "RV", "U", "RU", "VU", "RVU", },
["CONV "] = setmetatable({}, { __index = function(t, mode)
local s = irtype[band(mode, 31)]
s = irtype[band(shr(mode, 5), 31)].."."..s
if band(mode, 0x800) ~= 0 then s = s.." sext" end
local c = shr(mode, 12)
if c == 1 then s = s.." none"
elseif c == 2 then s = s.." index"
elseif c == 3 then s = s.." check" end
t[mode] = s
return s
end}),
["FLOAD "] = vmdef.irfield,
["FREF "] = vmdef.irfield,
["FPMATH"] = vmdef.irfpm,
["TMPREF"] = { [0] = "", "IN", "OUT", "INOUT", "", "", "OUT2", "INOUT2" },
["BUFHDR"] = { [0] = "RESET", "APPEND", "WRITE" },
["TOSTR "] = { [0] = "INT", "NUM", "CHAR" },
}
local function ctlsub(c)
if c == "\n" then return "\\n"
elseif c == "\r" then return "\\r"
elseif c == "\t" then return "\\t"
else return format("\\%03d", byte(c))
end
end
local function fmtfunc(func, pc)
local fi = funcinfo(func, pc)
if fi.loc then
return fi.loc
elseif fi.ffid then
return vmdef.ffnames[fi.ffid]
elseif fi.addr then
return format("C:%x", fi.addr)
else
return "(?)"
end
end
local function formatk(tr, idx, sn)
local k, t, slot = tracek(tr, idx)
local tn = type(k)
local s
if tn == "number" then
if t < 12 then
s = k == 0 and "NULL" or format("[0x%08x]", k)
elseif band(sn or 0, 0x30000) ~= 0 then
s = band(sn, 0x20000) ~= 0 and "contpc" or "ftsz"
elseif k == 2^52+2^51 then
s = "bias"
else
s = format(0 < k and k < 0x1p-1026 and "%+a" or "%+.14g", k)
end
elseif tn == "string" then
s = format(#k > 20 and '"%.20s"~' or '"%s"', gsub(k, "%c", ctlsub))
elseif tn == "function" then
s = fmtfunc(k)
elseif tn == "table" then
s = format("{%p}", k)
elseif tn == "userdata" then
if t == 12 then
s = format("userdata:%p", k)
else
s = format("[%p]", k)
if s == "[NULL]" then s = "NULL" end
end
elseif t == 21 then -- int64_t
s = sub(tostring(k), 1, -3)
if sub(s, 1, 1) ~= "-" then s = "+"..s end
elseif sn == 0x1057fff then -- SNAP(1, SNAP_FRAME | SNAP_NORESTORE, REF_NIL)
return "----" -- Special case for LJ_FR2 slot 1.
else
s = tostring(k) -- For primitives.
end
s = colorize(format("%-4s", s), t, band(sn or 0, 0x100000) ~= 0)
if slot then
s = format("%s @%d", s, slot)
end
return s
end
local function printsnap(tr, snap)
local n = 2
for s=0,snap[1]-1 do
local sn = snap[n]
if shr(sn, 24) == s then
n = n + 1
local ref = band(sn, 0xffff) - 0x8000 -- REF_BIAS
if ref < 0 then
out:write(formatk(tr, ref, sn))
elseif band(sn, 0x80000) ~= 0 then -- SNAP_SOFTFPNUM
out:write(colorize(format("%04d/%04d", ref, ref+1), 14))
else
local m, ot, op1, op2 = traceir(tr, ref)
out:write(colorize(format("%04d", ref), band(ot, 31), band(sn, 0x100000) ~= 0))
end
out:write(band(sn, 0x10000) == 0 and " " or "|") -- SNAP_FRAME
else
out:write("---- ")
end
end
out:write("]\n")
end
-- Dump snapshots (not interleaved with IR).
local function dump_snap(tr)
out:write("---- TRACE ", tr, " snapshots\n")
for i=0,1000000000 do
local snap = tracesnap(tr, i)
if not snap then break end
out:write(format("#%-3d %04d [ ", i, snap[0]))
printsnap(tr, snap)
end
end
-- Return a register name or stack slot for a rid/sp location.
local function ridsp_name(ridsp, ins)
if not disass then disass = require("jit.dis_"..jit.arch) end
local rid, slot = band(ridsp, 0xff), shr(ridsp, 8)
if rid == 253 or rid == 254 then
return (slot == 0 or slot == 255) and " {sink" or format(" {%04d", ins-slot)
end
if ridsp > 255 then return format("[%x]", slot*4) end
if rid < 128 then return disass.regname(rid) end
return ""
end
-- Dump CALL* function ref and return optional ctype.
local function dumpcallfunc(tr, ins)
local ctype
if ins > 0 then
local m, ot, op1, op2 = traceir(tr, ins)
if band(ot, 31) == 0 then -- nil type means CARG(func, ctype).
ins = op1
ctype = formatk(tr, op2)
end
end
if ins < 0 then
out:write(format("[0x%x](", tonumber((tracek(tr, ins)))))
else
out:write(format("%04d (", ins))
end
return ctype
end
-- Recursively gather CALL* args and dump them.
local function dumpcallargs(tr, ins)
if ins < 0 then
out:write(formatk(tr, ins))
else
local m, ot, op1, op2 = traceir(tr, ins)
local oidx = 6*shr(ot, 8)
local op = sub(vmdef.irnames, oidx+1, oidx+6)
if op == "CARG " then
dumpcallargs(tr, op1)
if op2 < 0 then
out:write(" ", formatk(tr, op2))
else
out:write(" ", format("%04d", op2))
end
else
out:write(format("%04d", ins))
end
end
end
-- Dump IR and interleaved snapshots.
local function dump_ir(tr, dumpsnap, dumpreg)
local info = traceinfo(tr)
if not info then return end
local nins = info.nins
out:write("---- TRACE ", tr, " IR\n")
local irnames = vmdef.irnames
local snapref = 65536
local snap, snapno
if dumpsnap then
snap = tracesnap(tr, 0)
snapref = snap[0]
snapno = 0
end
for ins=1,nins do
if ins >= snapref then
if dumpreg then
out:write(format(".... SNAP #%-3d [ ", snapno))
else
out:write(format(".... SNAP #%-3d [ ", snapno))
end
printsnap(tr, snap)
snapno = snapno + 1
snap = tracesnap(tr, snapno)
snapref = snap and snap[0] or 65536
end
local m, ot, op1, op2, ridsp = traceir(tr, ins)
local oidx, t = 6*shr(ot, 8), band(ot, 31)
local op = sub(irnames, oidx+1, oidx+6)
if op == "LOOP " then
if dumpreg then
out:write(format("%04d ------------ LOOP ------------\n", ins))
else
out:write(format("%04d ------ LOOP ------------\n", ins))
end
elseif op ~= "NOP " and op ~= "CARG " and
(dumpreg or op ~= "RENAME") then
local rid = band(ridsp, 255)
if dumpreg then
out:write(format("%04d %-6s", ins, ridsp_name(ridsp, ins)))
else
out:write(format("%04d ", ins))
end
out:write(format("%s%s %s %s ",
(rid == 254 or rid == 253) and "}" or
(band(ot, 128) == 0 and " " or ">"),
band(ot, 64) == 0 and " " or "+",
irtype[t], op))
local m1, m2 = band(m, 3), band(m, 3*4)
if sub(op, 1, 4) == "CALL" then
local ctype
if m2 == 1*4 then -- op2 == IRMlit
out:write(format("%-10s (", vmdef.ircall[op2]))
else
ctype = dumpcallfunc(tr, op2)
end
if op1 ~= -1 then dumpcallargs(tr, op1) end
out:write(")")
if ctype then out:write(" ctype ", ctype) end
elseif op == "CNEW " and op2 == -1 then
out:write(formatk(tr, op1))
elseif m1 ~= 3 then -- op1 != IRMnone
if op1 < 0 then
out:write(formatk(tr, op1))
else
out:write(format(m1 == 0 and "%04d" or "#%-3d", op1))
end
if m2 ~= 3*4 then -- op2 != IRMnone
if m2 == 1*4 then -- op2 == IRMlit
local litn = litname[op]
if litn and litn[op2] then
out:write(" ", litn[op2])
elseif op == "UREFO " or op == "UREFC " then
out:write(format(" #%-3d", shr(op2, 8)))
else
out:write(format(" #%-3d", op2))
end
elseif op2 < 0 then
out:write(" ", formatk(tr, op2))
else
out:write(format(" %04d", op2))
end
end
end
out:write("\n")
end
end
if snap then
if dumpreg then
out:write(format(".... SNAP #%-3d [ ", snapno))
else
out:write(format(".... SNAP #%-3d [ ", snapno))
end
printsnap(tr, snap)
end
end
------------------------------------------------------------------------------
local recprefix = ""
local recdepth = 0
-- Format trace error message.
local function fmterr(err, info)
if type(err) == "number" then
if type(info) == "function" then info = fmtfunc(info) end
err = format(vmdef.traceerr[err], info)
end
return err
end
-- Dump trace states.
local function dump_trace(what, tr, func, pc, otr, oex)
if what == "stop" or (what == "abort" and dumpmode.a) then
if dumpmode.i then dump_ir(tr, dumpmode.s, dumpmode.r and what == "stop")
elseif dumpmode.s then dump_snap(tr) end
if dumpmode.m then dump_mcode(tr) end
end
if what == "start" then
if dumpmode.H then out:write('<pre class="ljdump">\n') end
out:write("---- TRACE ", tr, " ", what)
if otr then out:write(" ", otr, "/", oex == -1 and "stitch" or oex) end
out:write(" ", fmtfunc(func, pc), "\n")
elseif what == "stop" or what == "abort" then
out:write("---- TRACE ", tr, " ", what)
if what == "abort" then
out:write(" ", fmtfunc(func, pc), " -- ", fmterr(otr, oex), "\n")
else
local info = traceinfo(tr)
local link, ltype = info.link, info.linktype
if link == tr or link == 0 then
out:write(" -> ", ltype, "\n")
elseif ltype == "root" then
out:write(" -> ", link, "\n")
else
out:write(" -> ", link, " ", ltype, "\n")
end
end
if dumpmode.H then out:write("</pre>\n\n") else out:write("\n") end
else
if what == "flush" then symtab, nexitsym = {}, 0 end
out:write("---- TRACE ", what, "\n\n")
end
out:flush()
end
-- Dump recorded bytecode.
local function dump_record(tr, func, pc, depth)
if depth ~= recdepth then
recdepth = depth
recprefix = rep(" .", depth)
end
local line
if pc >= 0 then
line = bcline(func, pc, recprefix)
if dumpmode.H then line = gsub(line, "[<>&]", html_escape) end
else
line = "0000 "..recprefix.." FUNCC \n"
end
if pc <= 0 then
out:write(sub(line, 1, -2), " ; ", fmtfunc(func), "\n")
else
out:write(line)
end
if pc >= 0 and band(funcbc(func, pc), 0xff) < 16 then -- ORDER BC
out:write(bcline(func, pc+1, recprefix)) -- Write JMP for cond.
end
end
------------------------------------------------------------------------------
local gpr64 = jit.arch:match("64")
local fprmips32 = jit.arch == "mips" or jit.arch == "mipsel"
-- Dump taken trace exits.
local function dump_texit(tr, ex, ngpr, nfpr, ...)
out:write("---- TRACE ", tr, " exit ", ex, "\n")
if dumpmode.X then
local regs = {...}
if gpr64 then
for i=1,ngpr do
out:write(format(" %016x", regs[i]))
if i % 4 == 0 then out:write("\n") end
end
else
for i=1,ngpr do
out:write(" ", tohex(regs[i]))
if i % 8 == 0 then out:write("\n") end
end
end
if fprmips32 then
for i=1,nfpr,2 do
out:write(format(" %+17.14g", regs[ngpr+i]))
if i % 8 == 7 then out:write("\n") end
end
else
for i=1,nfpr do
out:write(format(" %+17.14g", regs[ngpr+i]))
if i % 4 == 0 then out:write("\n") end
end
end
end
end
------------------------------------------------------------------------------
-- Detach dump handlers.
local function dumpoff()
if active then
active = false
jit.attach(dump_texit)
jit.attach(dump_record)
jit.attach(dump_trace)
if out and out ~= stdout and out ~= stderr then out:close() end
out = nil
end
end
-- Open the output file and attach dump handlers.
local function dumpon(opt, outfile)
if active then dumpoff() end
local term = os.getenv("TERM")
local colormode = (term and term:match("color") or os.getenv("COLORTERM")) and "A" or "T"
if opt then
opt = gsub(opt, "[TAH]", function(mode) colormode = mode; return ""; end)
end
local m = { t=true, b=true, i=true, m=true, }
if opt and opt ~= "" then
local o = sub(opt, 1, 1)
if o ~= "+" and o ~= "-" then m = {} end
for i=1,#opt do m[sub(opt, i, i)] = (o ~= "-") end
end
dumpmode = m
if m.t or m.b or m.i or m.s or m.m then
jit.attach(dump_trace, "trace")
end
if m.b then
jit.attach(dump_record, "record")
if not bcline then bcline = require("jit.bc").line end
end
if m.x or m.X then
jit.attach(dump_texit, "texit")
end
if not outfile then outfile = os.getenv("LUAJIT_DUMPFILE") end
if outfile then
out = outfile == "-" and stdout or assert(io.open(outfile, "w"))
else
out = stdout
end
m[colormode] = true
if colormode == "A" then
colorize = colorize_ansi
irtype = irtype_ansi
elseif colormode == "H" then
colorize = colorize_html
irtype = irtype_html
out:write(header_html)
else
colorize = colorize_text
irtype = irtype_text
end
active = true
end
-- Public module functions.
return {
on = dumpon,
off = dumpoff,
start = dumpon -- For -j command line option.
}
@@ -0,0 +1,311 @@
----------------------------------------------------------------------------
-- LuaJIT profiler.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
--
-- This module is a simple command line interface to the built-in
-- low-overhead profiler of LuaJIT.
--
-- The lower-level API of the profiler is accessible via the "jit.profile"
-- module or the luaJIT_profile_* C API.
--
-- Example usage:
--
-- luajit -jp myapp.lua
-- luajit -jp=s myapp.lua
-- luajit -jp=-s myapp.lua
-- luajit -jp=vl myapp.lua
-- luajit -jp=G,profile.txt myapp.lua
--
-- The following dump features are available:
--
-- f Stack dump: function name, otherwise module:line. Default mode.
-- F Stack dump: ditto, but always prepend module.
-- l Stack dump: module:line.
-- <number> stack dump depth (callee < caller). Default: 1.
-- -<number> Inverse stack dump depth (caller > callee).
-- s Split stack dump after first stack level. Implies abs(depth) >= 2.
-- p Show full path for module names.
-- v Show VM states. Can be combined with stack dumps, e.g. vf or fv.
-- z Show zones. Can be combined with stack dumps, e.g. zf or fz.
-- r Show raw sample counts. Default: show percentages.
-- a Annotate excerpts from source code files.
-- A Annotate complete source code files.
-- G Produce raw output suitable for graphical tools (e.g. flame graphs).
-- m<number> Minimum sample percentage to be shown. Default: 3.
-- i<number> Sampling interval in milliseconds. Default: 10.
--
----------------------------------------------------------------------------
-- Cache some library functions and objects.
local jit = require("jit")
local profile = require("jit.profile")
local vmdef = require("jit.vmdef")
local math = math
local pairs, ipairs, tonumber, floor = pairs, ipairs, tonumber, math.floor
local sort, format = table.sort, string.format
local stdout = io.stdout
local zone -- Load jit.zone module on demand.
-- Output file handle.
local out
------------------------------------------------------------------------------
local prof_ud
local prof_states, prof_split, prof_min, prof_raw, prof_fmt, prof_depth
local prof_ann, prof_count1, prof_count2, prof_samples
local map_vmmode = {
N = "Compiled",
I = "Interpreted",
C = "C code",
G = "Garbage Collector",
J = "JIT Compiler",
}
-- Profiler callback.
local function prof_cb(th, samples, vmmode)
prof_samples = prof_samples + samples
local key_stack, key_stack2, key_state
-- Collect keys for sample.
if prof_states then
if prof_states == "v" then
key_state = map_vmmode[vmmode] or vmmode
else
key_state = zone:get() or "(none)"
end
end
if prof_fmt then
key_stack = profile.dumpstack(th, prof_fmt, prof_depth)
key_stack = key_stack:gsub("%[builtin#(%d+)%]", function(x)
return vmdef.ffnames[tonumber(x)]
end)
if prof_split == 2 then
local k1, k2 = key_stack:match("(.-) [<>] (.*)")
if k2 then key_stack, key_stack2 = k1, k2 end
elseif prof_split == 3 then
key_stack2 = profile.dumpstack(th, "l", 1)
end
end
-- Order keys.
local k1, k2
if prof_split == 1 then
if key_state then
k1 = key_state
if key_stack then k2 = key_stack end
end
elseif key_stack then
k1 = key_stack
if key_stack2 then k2 = key_stack2 elseif key_state then k2 = key_state end
end
-- Coalesce samples in one or two levels.
if k1 then
local t1 = prof_count1
t1[k1] = (t1[k1] or 0) + samples
if k2 then
local t2 = prof_count2
local t3 = t2[k1]
if not t3 then t3 = {}; t2[k1] = t3 end
t3[k2] = (t3[k2] or 0) + samples
end
end
end
------------------------------------------------------------------------------
-- Show top N list.
local function prof_top(count1, count2, samples, indent)
local t, n = {}, 0
for k in pairs(count1) do
n = n + 1
t[n] = k
end
sort(t, function(a, b) return count1[a] > count1[b] end)
for i=1,n do
local k = t[i]
local v = count1[k]
local pct = floor(v*100/samples + 0.5)
if pct < prof_min then break end
if not prof_raw then
out:write(format("%s%2d%% %s\n", indent, pct, k))
elseif prof_raw == "r" then
out:write(format("%s%5d %s\n", indent, v, k))
else
out:write(format("%s %d\n", k, v))
end
if count2 then
local r = count2[k]
if r then
prof_top(r, nil, v, (prof_split == 3 or prof_split == 1) and " -- " or
(prof_depth < 0 and " -> " or " <- "))
end
end
end
end
-- Annotate source code
local function prof_annotate(count1, samples)
local files = {}
local ms = 0
for k, v in pairs(count1) do
local pct = floor(v*100/samples + 0.5)
ms = math.max(ms, v)
if pct >= prof_min then
local file, line = k:match("^(.*):(%d+)$")
if not file then file = k; line = 0 end
local fl = files[file]
if not fl then fl = {}; files[file] = fl; files[#files+1] = file end
line = tonumber(line)
fl[line] = prof_raw and v or pct
end
end
sort(files)
local fmtv, fmtn = " %3d%% | %s\n", " | %s\n"
if prof_raw then
local n = math.max(5, math.ceil(math.log10(ms)))
fmtv = "%"..n.."d | %s\n"
fmtn = (" "):rep(n).." | %s\n"
end
local ann = prof_ann
for _, file in ipairs(files) do
local f0 = file:byte()
if f0 == 40 or f0 == 91 then
out:write(format("\n====== %s ======\n[Cannot annotate non-file]\n", file))
break
end
local fp, err = io.open(file)
if not fp then
out:write(format("====== ERROR: %s: %s\n", file, err))
break
end
out:write(format("\n====== %s ======\n", file))
local fl = files[file]
local n, show = 1, false
if ann ~= 0 then
for i=1,ann do
if fl[i] then show = true; out:write("@@ 1 @@\n"); break end
end
end
for line in fp:lines() do
if line:byte() == 27 then
out:write("[Cannot annotate bytecode file]\n")
break
end
local v = fl[n]
if ann ~= 0 then
local v2 = fl[n+ann]
if show then
if v2 then show = n+ann elseif v then show = n
elseif show+ann < n then show = false end
elseif v2 then
show = n+ann
out:write(format("@@ %d @@\n", n))
end
if not show then goto next end
end
if v then
out:write(format(fmtv, v, line))
else
out:write(format(fmtn, line))
end
::next::
n = n + 1
end
fp:close()
end
end
------------------------------------------------------------------------------
-- Finish profiling and dump result.
local function prof_finish()
if prof_ud then
profile.stop()
local samples = prof_samples
if samples == 0 then
if prof_raw ~= true then out:write("[No samples collected]\n") end
return
end
if prof_ann then
prof_annotate(prof_count1, samples)
else
prof_top(prof_count1, prof_count2, samples, "")
end
prof_count1 = nil
prof_count2 = nil
prof_ud = nil
if out ~= stdout then out:close() end
end
end
-- Start profiling.
local function prof_start(mode)
local interval = ""
mode = mode:gsub("i%d*", function(s) interval = s; return "" end)
prof_min = 3
mode = mode:gsub("m(%d+)", function(s) prof_min = tonumber(s); return "" end)
prof_depth = 1
mode = mode:gsub("%-?%d+", function(s) prof_depth = tonumber(s); return "" end)
local m = {}
for c in mode:gmatch(".") do m[c] = c end
prof_states = m.z or m.v
if prof_states == "z" then zone = require("jit.zone") end
local scope = m.l or m.f or m.F or (prof_states and "" or "f")
local flags = (m.p or "")
prof_raw = m.r
if m.s then
prof_split = 2
if prof_depth == -1 or m["-"] then prof_depth = -2
elseif prof_depth == 1 then prof_depth = 2 end
elseif mode:find("[fF].*l") then
scope = "l"
prof_split = 3
else
prof_split = (scope == "" or mode:find("[zv].*[lfF]")) and 1 or 0
end
prof_ann = m.A and 0 or (m.a and 3)
if prof_ann then
scope = "l"
prof_fmt = "pl"
prof_split = 0
prof_depth = 1
elseif m.G and scope ~= "" then
prof_fmt = flags..scope.."Z;"
prof_depth = -100
prof_raw = true
prof_min = 0
elseif scope == "" then
prof_fmt = false
else
local sc = prof_split == 3 and m.f or m.F or scope
prof_fmt = flags..sc..(prof_depth >= 0 and "Z < " or "Z > ")
end
prof_count1 = {}
prof_count2 = {}
prof_samples = 0
profile.start(scope:lower()..interval, prof_cb)
prof_ud = newproxy(true)
getmetatable(prof_ud).__gc = prof_finish
end
------------------------------------------------------------------------------
local function start(mode, outfile)
if not outfile then outfile = os.getenv("LUAJIT_PROFILEFILE") end
if outfile then
out = outfile == "-" and stdout or assert(io.open(outfile, "w"))
else
out = stdout
end
prof_start(mode or "f")
end
-- Public module functions.
return {
start = start, -- For -j command line option.
stop = prof_finish
}
@@ -0,0 +1,169 @@
----------------------------------------------------------------------------
-- Verbose mode of the LuaJIT compiler.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
--
-- This module shows verbose information about the progress of the
-- JIT compiler. It prints one line for each generated trace. This module
-- is useful to see which code has been compiled or where the compiler
-- punts and falls back to the interpreter.
--
-- Example usage:
--
-- luajit -jv -e "for i=1,1000 do for j=1,1000 do end end"
-- luajit -jv=myapp.out myapp.lua
--
-- Default output is to stderr. To redirect the output to a file, pass a
-- filename as an argument (use '-' for stdout) or set the environment
-- variable LUAJIT_VERBOSEFILE. The file is overwritten every time the
-- module is started.
--
-- The output from the first example should look like this:
--
-- [TRACE 1 (command line):1 loop]
-- [TRACE 2 (1/3) (command line):1 -> 1]
--
-- The first number in each line is the internal trace number. Next are
-- the file name ('(command line)') and the line number (':1') where the
-- trace has started. Side traces also show the parent trace number and
-- the exit number where they are attached to in parentheses ('(1/3)').
-- An arrow at the end shows where the trace links to ('-> 1'), unless
-- it loops to itself.
--
-- In this case the inner loop gets hot and is traced first, generating
-- a root trace. Then the last exit from the 1st trace gets hot, too,
-- and triggers generation of the 2nd trace. The side trace follows the
-- path along the outer loop and *around* the inner loop, back to its
-- start, and then links to the 1st trace. Yes, this may seem unusual,
-- if you know how traditional compilers work. Trace compilers are full
-- of surprises like this -- have fun! :-)
--
-- Aborted traces are shown like this:
--
-- [TRACE --- foo.lua:44 -- leaving loop in root trace at foo:lua:50]
--
-- Don't worry -- trace aborts are quite common, even in programs which
-- can be fully compiled. The compiler may retry several times until it
-- finds a suitable trace.
--
-- Of course this doesn't work with features that are not-yet-implemented
-- (NYI error messages). The VM simply falls back to the interpreter. This
-- may not matter at all if the particular trace is not very high up in
-- the CPU usage profile. Oh, and the interpreter is quite fast, too.
--
-- Also check out the -jdump module, which prints all the gory details.
--
------------------------------------------------------------------------------
-- Cache some library functions and objects.
local jit = require("jit")
local jutil = require("jit.util")
local vmdef = require("jit.vmdef")
local funcinfo, traceinfo = jutil.funcinfo, jutil.traceinfo
local type, format = type, string.format
local stdout, stderr = io.stdout, io.stderr
-- Active flag and output file handle.
local active, out
------------------------------------------------------------------------------
local startloc, startex
local function fmtfunc(func, pc)
local fi = funcinfo(func, pc)
if fi.loc then
return fi.loc
elseif fi.ffid then
return vmdef.ffnames[fi.ffid]
elseif fi.addr then
return format("C:%x", fi.addr)
else
return "(?)"
end
end
-- Format trace error message.
local function fmterr(err, info)
if type(err) == "number" then
if type(info) == "function" then info = fmtfunc(info) end
err = format(vmdef.traceerr[err], info)
end
return err
end
-- Dump trace states.
local function dump_trace(what, tr, func, pc, otr, oex)
if what == "start" then
startloc = fmtfunc(func, pc)
startex = otr and "("..otr.."/"..(oex == -1 and "stitch" or oex)..") " or ""
else
if what == "abort" then
local loc = fmtfunc(func, pc)
if loc ~= startloc then
out:write(format("[TRACE --- %s%s -- %s at %s]\n",
startex, startloc, fmterr(otr, oex), loc))
else
out:write(format("[TRACE --- %s%s -- %s]\n",
startex, startloc, fmterr(otr, oex)))
end
elseif what == "stop" then
local info = traceinfo(tr)
local link, ltype = info.link, info.linktype
if ltype == "interpreter" then
out:write(format("[TRACE %3s %s%s -- fallback to interpreter]\n",
tr, startex, startloc))
elseif ltype == "stitch" then
out:write(format("[TRACE %3s %s%s %s %s]\n",
tr, startex, startloc, ltype, fmtfunc(func, pc)))
elseif link == tr or link == 0 then
out:write(format("[TRACE %3s %s%s %s]\n",
tr, startex, startloc, ltype))
elseif ltype == "root" then
out:write(format("[TRACE %3s %s%s -> %d]\n",
tr, startex, startloc, link))
else
out:write(format("[TRACE %3s %s%s -> %d %s]\n",
tr, startex, startloc, link, ltype))
end
else
out:write(format("[TRACE %s]\n", what))
end
out:flush()
end
end
------------------------------------------------------------------------------
-- Detach dump handlers.
local function dumpoff()
if active then
active = false
jit.attach(dump_trace)
if out and out ~= stdout and out ~= stderr then out:close() end
out = nil
end
end
-- Open the output file and attach dump handlers.
local function dumpon(outfile)
if active then dumpoff() end
if not outfile then outfile = os.getenv("LUAJIT_VERBOSEFILE") end
if outfile then
out = outfile == "-" and stdout or assert(io.open(outfile, "w"))
else
out = stderr
end
jit.attach(dump_trace, "trace")
active = true
end
-- Public module functions.
return {
on = dumpon,
off = dumpoff,
start = dumpon -- For -j command line option.
}
@@ -0,0 +1,396 @@
-- This is a generated file. DO NOT EDIT!
assert(require("jit").version == "LuaJIT 2.1.1700008891", "LuaJIT core/library version mismatch")
return {
bcnames = "ISLT ISGE ISLE ISGT ISEQV ISNEV ISEQS ISNES ISEQN ISNEN ISEQP ISNEP ISTC ISFC IST ISF ISTYPEISNUM MOV NOT UNM LEN ADDVN SUBVN MULVN DIVVN MODVN ADDNV SUBNV MULNV DIVNV MODNV ADDVV SUBVV MULVV DIVVV MODVV POW CAT KSTR KCDATAKSHORTKNUM KPRI KNIL UGET USETV USETS USETN USETP UCLO FNEW TNEW TDUP GGET GSET TGETV TGETS TGETB TGETR TSETV TSETS TSETB TSETM TSETR CALLM CALL CALLMTCALLT ITERC ITERN VARG ISNEXTRETM RET RET0 RET1 FORI JFORI FORL IFORL JFORL ITERL IITERLJITERLLOOP ILOOP JLOOP JMP FUNCF IFUNCFJFUNCFFUNCV IFUNCVJFUNCVFUNCC FUNCCW",
irnames = "LT GE LE GT ULT UGE ULE UGT EQ NE ABC RETF NOP BASE PVAL GCSTEPHIOP LOOP USE PHI RENAMEPROF KPRI KINT KGC KPTR KKPTR KNULL KNUM KINT64KSLOT BNOT BSWAP BAND BOR BXOR BSHL BSHR BSAR BROL BROR ADD SUB MUL DIV MOD POW NEG ABS LDEXP MIN MAX FPMATHADDOV SUBOV MULOV AREF HREFK HREF NEWREFUREFO UREFC FREF TMPREFSTRREFLREF ALOAD HLOAD ULOAD FLOAD XLOAD SLOAD VLOAD ALEN ASTOREHSTOREUSTOREFSTOREXSTORESNEW XSNEW TNEW TDUP CNEW CNEWI BUFHDRBUFPUTBUFSTRTBAR OBAR XBAR CONV TOBIT TOSTR STRTO CALLN CALLA CALLL CALLS CALLXSCARG ",
irfpm = { [0]="floor", "ceil", "trunc", "sqrt", "log", "log2", "other", },
irfield = { [0]="str.len", "func.env", "func.pc", "func.ffid", "thread.env", "tab.meta", "tab.array", "tab.node", "tab.asize", "tab.hmask", "tab.nomm", "udata.meta", "udata.udtype", "udata.file", "sbuf.w", "sbuf.e", "sbuf.b", "sbuf.l", "sbuf.ref", "sbuf.r", "cdata.ctypeid", "cdata.ptr", "cdata.int", "cdata.int64", "cdata.int64_4", },
ircall = {
[0]="lj_str_cmp",
"lj_str_find",
"lj_str_new",
"lj_strscan_num",
"lj_strfmt_int",
"lj_strfmt_num",
"lj_strfmt_char",
"lj_strfmt_putint",
"lj_strfmt_putnum",
"lj_strfmt_putquoted",
"lj_strfmt_putfxint",
"lj_strfmt_putfnum_int",
"lj_strfmt_putfnum_uint",
"lj_strfmt_putfnum",
"lj_strfmt_putfstr",
"lj_strfmt_putfchar",
"lj_buf_putmem",
"lj_buf_putstr",
"lj_buf_putchar",
"lj_buf_putstr_reverse",
"lj_buf_putstr_lower",
"lj_buf_putstr_upper",
"lj_buf_putstr_rep",
"lj_buf_puttab",
"lj_bufx_set",
"lj_bufx_more",
"lj_serialize_put",
"lj_serialize_get",
"lj_serialize_encode",
"lj_serialize_decode",
"lj_buf_tostr",
"lj_tab_new_ah",
"lj_tab_new1",
"lj_tab_dup",
"lj_tab_clear",
"lj_tab_newkey",
"lj_tab_keyindex",
"lj_vm_next",
"lj_tab_len",
"lj_tab_len_hint",
"lj_gc_step_jit",
"lj_gc_barrieruv",
"lj_mem_newgco",
"lj_prng_u64d",
"lj_vm_modi",
"log10",
"exp",
"sin",
"cos",
"tan",
"asin",
"acos",
"atan",
"sinh",
"cosh",
"tanh",
"fputc",
"fwrite",
"fflush",
"lj_vm_floor",
"lj_vm_ceil",
"lj_vm_trunc",
"sqrt",
"log",
"lj_vm_log2",
"pow",
"atan2",
"ldexp",
"lj_vm_tobit",
"softfp_add",
"softfp_sub",
"softfp_mul",
"softfp_div",
"softfp_cmp",
"softfp_i2d",
"softfp_d2i",
"lj_vm_sfmin",
"lj_vm_sfmax",
"lj_vm_tointg",
"softfp_ui2d",
"softfp_f2d",
"softfp_d2ui",
"softfp_d2f",
"softfp_i2f",
"softfp_ui2f",
"softfp_f2i",
"softfp_f2ui",
"fp64_l2d",
"fp64_ul2d",
"fp64_l2f",
"fp64_ul2f",
"fp64_d2l",
"fp64_d2ul",
"fp64_f2l",
"fp64_f2ul",
"lj_carith_divi64",
"lj_carith_divu64",
"lj_carith_modi64",
"lj_carith_modu64",
"lj_carith_powi64",
"lj_carith_powu64",
"lj_cdata_newv",
"lj_cdata_setfin",
"strlen",
"memcpy",
"memset",
"lj_vm_errno",
"lj_carith_mul64",
"lj_carith_shl64",
"lj_carith_shr64",
"lj_carith_sar64",
"lj_carith_rol64",
"lj_carith_ror64",
},
traceerr = {
[0]="error thrown or hook called during recording",
"trace too short",
"trace too long",
"trace too deep",
"too many snapshots",
"blacklisted",
"retry recording",
"NYI: bytecode %d",
"leaving loop in root trace",
"inner loop in root trace",
"loop unroll limit reached",
"bad argument type",
"JIT compilation disabled for function",
"call unroll limit reached",
"down-recursion, restarting",
"NYI: unsupported variant of FastFunc %s",
"NYI: return to lower frame",
"store with nil or NaN key",
"missing metamethod",
"looping index lookup",
"NYI: mixed sparse/dense table",
"symbol not in cache",
"NYI: unsupported C type conversion",
"NYI: unsupported C function type",
"guard would always fail",
"too many PHIs",
"persistent type instability",
"failed to allocate mcode memory",
"machine code too long",
"hit mcode limit (retrying)",
"too many spill slots",
"inconsistent register allocation",
"NYI: cannot assemble IR instruction %d",
"NYI: PHI shuffling too complex",
"NYI: register coalescing too complex",
},
ffnames = {
[0]="Lua",
"C",
"assert",
"type",
"next",
"pairs",
"ipairs_aux",
"ipairs",
"getmetatable",
"setmetatable",
"getfenv",
"setfenv",
"rawget",
"rawset",
"rawequal",
"unpack",
"select",
"tonumber",
"tostring",
"error",
"pcall",
"xpcall",
"loadfile",
"load",
"loadstring",
"dofile",
"gcinfo",
"collectgarbage",
"newproxy",
"print",
"coroutine.status",
"coroutine.running",
"coroutine.isyieldable",
"coroutine.create",
"coroutine.yield",
"coroutine.resume",
"coroutine.wrap_aux",
"coroutine.wrap",
"math.abs",
"math.floor",
"math.ceil",
"math.sqrt",
"math.log10",
"math.exp",
"math.sin",
"math.cos",
"math.tan",
"math.asin",
"math.acos",
"math.atan",
"math.sinh",
"math.cosh",
"math.tanh",
"math.frexp",
"math.modf",
"math.log",
"math.atan2",
"math.pow",
"math.fmod",
"math.ldexp",
"math.min",
"math.max",
"math.random",
"math.randomseed",
"bit.tobit",
"bit.bnot",
"bit.bswap",
"bit.lshift",
"bit.rshift",
"bit.arshift",
"bit.rol",
"bit.ror",
"bit.band",
"bit.bor",
"bit.bxor",
"bit.tohex",
"string.byte",
"string.char",
"string.sub",
"string.rep",
"string.reverse",
"string.lower",
"string.upper",
"string.dump",
"string.find",
"string.match",
"string.gmatch_aux",
"string.gmatch",
"string.gsub",
"string.format",
"table.maxn",
"table.insert",
"table.concat",
"table.sort",
"table.new",
"table.clear",
"io.method.close",
"io.method.read",
"io.method.write",
"io.method.flush",
"io.method.seek",
"io.method.setvbuf",
"io.method.lines",
"io.method.__gc",
"io.method.__tostring",
"io.open",
"io.popen",
"io.tmpfile",
"io.close",
"io.read",
"io.write",
"io.flush",
"io.input",
"io.output",
"io.lines",
"io.type",
"os.execute",
"os.remove",
"os.rename",
"os.tmpname",
"os.getenv",
"os.exit",
"os.clock",
"os.date",
"os.time",
"os.difftime",
"os.setlocale",
"debug.getregistry",
"debug.getmetatable",
"debug.setmetatable",
"debug.getfenv",
"debug.setfenv",
"debug.getinfo",
"debug.getlocal",
"debug.setlocal",
"debug.getupvalue",
"debug.setupvalue",
"debug.upvalueid",
"debug.upvaluejoin",
"debug.sethook",
"debug.gethook",
"debug.debug",
"debug.traceback",
"jit.on",
"jit.off",
"jit.flush",
"jit.status",
"jit.security",
"jit.attach",
"jit.util.funcinfo",
"jit.util.funcbc",
"jit.util.funck",
"jit.util.funcuvname",
"jit.util.traceinfo",
"jit.util.traceir",
"jit.util.tracek",
"jit.util.tracesnap",
"jit.util.tracemc",
"jit.util.traceexitstub",
"jit.util.ircalladdr",
"jit.opt.start",
"jit.profile.start",
"jit.profile.stop",
"jit.profile.dumpstack",
"ffi.meta.__index",
"ffi.meta.__newindex",
"ffi.meta.__eq",
"ffi.meta.__len",
"ffi.meta.__lt",
"ffi.meta.__le",
"ffi.meta.__concat",
"ffi.meta.__call",
"ffi.meta.__add",
"ffi.meta.__sub",
"ffi.meta.__mul",
"ffi.meta.__div",
"ffi.meta.__mod",
"ffi.meta.__pow",
"ffi.meta.__unm",
"ffi.meta.__tostring",
"ffi.meta.__pairs",
"ffi.meta.__ipairs",
"ffi.clib.__index",
"ffi.clib.__newindex",
"ffi.clib.__gc",
"ffi.callback.free",
"ffi.callback.set",
"ffi.cdef",
"ffi.new",
"ffi.cast",
"ffi.typeof",
"ffi.typeinfo",
"ffi.istype",
"ffi.sizeof",
"ffi.alignof",
"ffi.offsetof",
"ffi.errno",
"ffi.string",
"ffi.copy",
"ffi.fill",
"ffi.abi",
"ffi.metatype",
"ffi.gc",
"ffi.load",
"buffer.method.free",
"buffer.method.reset",
"buffer.method.skip",
"buffer.method.set",
"buffer.method.put",
"buffer.method.putf",
"buffer.method.get",
"buffer.method.putcdata",
"buffer.method.reserve",
"buffer.method.commit",
"buffer.method.ref",
"buffer.method.encode",
"buffer.method.decode",
"buffer.method.__gc",
"buffer.method.__tostring",
"buffer.method.__len",
"buffer.new",
"buffer.encode",
"buffer.decode",
},
}
@@ -0,0 +1,45 @@
----------------------------------------------------------------------------
-- LuaJIT profiler zones.
--
-- Copyright (C) 2005-2023 Mike Pall. All rights reserved.
-- Released under the MIT license. See Copyright Notice in luajit.h
----------------------------------------------------------------------------
--
-- This module implements a simple hierarchical zone model.
--
-- Example usage:
--
-- local zone = require("jit.zone")
-- zone("AI")
-- ...
-- zone("A*")
-- ...
-- print(zone:get()) --> "A*"
-- ...
-- zone()
-- ...
-- print(zone:get()) --> "AI"
-- ...
-- zone()
--
----------------------------------------------------------------------------
local remove = table.remove
return setmetatable({
flush = function(t)
for i=#t,1,-1 do t[i] = nil end
end,
get = function(t)
return t[#t]
end
}, {
__call = function(t, zone)
if zone then
t[#t+1] = zone
else
return (assert(remove(t), "empty zone stack"))
end
end
})

Some files were not shown because too many files have changed in this diff Show More