Compare commits
60 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 043f6b2426 | |||
| f7695308b7 | |||
| a8936e79d6 | |||
| f6b29e6caa | |||
| 3069b2e2a9 | |||
| 6625391f76 | |||
| c40dcd6159 | |||
| 35f5c9513c | |||
| 5a0f9ab06d | |||
| 13b58dc51e | |||
| d872010209 | |||
| 6306975352 | |||
| 819150f50f | |||
| bfba1f7bb7 | |||
| 8278b209b4 | |||
| 1c4515eaaa | |||
| c04b93ce1c | |||
| 2c9970a643 | |||
| 352a9a0eb8 | |||
| 5533785364 | |||
| 11f4f5570e | |||
| 6239387643 | |||
| 4a50cb0728 | |||
| 78aa1f3c0a | |||
| 5128b840b1 | |||
| da14b7ee3f | |||
| 2dbe21babf | |||
| 7a85862602 | |||
| 09b12a7cf0 | |||
| e2f2b432ff | |||
| 8c274d969e | |||
| 4c7633b56e | |||
| 943ae23e73 | |||
| 839cf19088 | |||
| 5019ba2caf | |||
| 0b267fc536 | |||
| 290bde1c39 | |||
| 7e92e54669 | |||
| b89b895962 | |||
| 4311955c43 | |||
| 747d9acad1 | |||
| 5041125751 | |||
| 15029d811f | |||
| 2c2a5a4220 | |||
| f64666c6ce | |||
| 3f4aaccbf5 | |||
| 20ad4e6c41 | |||
| 60b3cebdce | |||
| 9468ffccdf | |||
| 948ae8abbd | |||
| cb22684c2a | |||
| 94be169e35 | |||
| 36188ef18a | |||
| 7a1b4e5c45 | |||
| eba6e8d752 | |||
| ec5a72b365 | |||
| 9325d56046 | |||
| d650e605b0 | |||
| 47923d95b3 | |||
| b5a673b252 |
@@ -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
|
||||
@@ -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
|
||||
@@ -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 [ "$found" = "0" ]; then
|
||||
echo "no committed mods to lint"
|
||||
fi
|
||||
@@ -1,7 +1,7 @@
|
||||
name: Release
|
||||
|
||||
# Builds the macOS and Windows desktop apps on the self-hosted Mac runner
|
||||
# and publishes them as a GitHub Release.
|
||||
# Builds the macOS, Windows, and Linux desktop apps plus an Android APK
|
||||
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -14,6 +14,12 @@ name: Release
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
# CI/workflow and docs-only changes don't ship anything to users, so they
|
||||
# don't earn a release. A push touching these *and* real source still
|
||||
# releases; only pushes confined entirely to these paths are skipped.
|
||||
paths-ignore:
|
||||
- '.github/**'
|
||||
- '**.md'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
@@ -23,6 +29,8 @@ on:
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
issues: read
|
||||
pull-requests: read
|
||||
|
||||
concurrency:
|
||||
group: release
|
||||
@@ -144,14 +152,20 @@ jobs:
|
||||
echo "Identities available to codesign:"
|
||||
security find-identity -v -p codesigning "$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"
|
||||
|
||||
|
||||
@@ -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.
|
||||
@@ -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.
|
||||
|
||||
|
After Width: | Height: | Size: 753 KiB |
@@ -0,0 +1,9 @@
|
||||
# On-screen touch control art
|
||||
|
||||
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
|
||||
Those Awesome Guys), public domain under CC0:
|
||||
https://thoseawesomeguys.com/prompts/
|
||||
|
||||
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
|
||||
d-pad (neutral + per-direction highlight), A, B, plus (START) and
|
||||
minus (SELECT).
|
||||
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 5.1 KiB |
|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 751 B |
|
After Width: | Height: | Size: 1.5 KiB |
@@ -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
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
-- Celadon Chief House (scripts/CeladonChiefHouse.asm). The CHIEF is a
|
||||
-- talk-only NPC in the original ROM, and ChiefData (data/trainers/
|
||||
-- parties.asm) is an empty, unreferenced trainer entry. After the HALL
|
||||
-- OF FAME (EVENT_BEAT_CHAMPION_RIVAL) the CHIEF puts up a fight, using a
|
||||
-- reconstructed party for the otherwise-unused OPP_CHIEF class.
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_CELADONCHIEFHOUSE_CHIEF = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
|
||||
{ "jump_if_false", 12 }, -- 3
|
||||
{ "check_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 4
|
||||
{ "jump_if_true", 12 }, -- 5
|
||||
{ "show_text", "So you've come to\nshut down my\noperation?\f"
|
||||
.. "TEAM ROCKET's\nCHIEF won't go\ndown so easy!" }, -- 6
|
||||
{ "start_battle", "trainer", "OPP_CHIEF", 1 }, -- 7
|
||||
{ "jump_if_false", "end" }, -- 8
|
||||
{ "set_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 9
|
||||
{ "show_text", "Gah! Even the\nCHIEF is no match\nfor you!\f"
|
||||
.. "TEAM ROCKET is\nfinished for\ngood!" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
{ "show_text", "_CeladonChiefHouseChiefText" }, -- 12
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -1,9 +1,8 @@
|
||||
-- Flavor talk scripts for CopycatsHouse2F (registry id COPYCATS_HOUSE_2F).
|
||||
-- Source: pokered/scripts/CopycatsHouse2F.asm, pokered/text/CopycatsHouse2F.asm
|
||||
--
|
||||
-- TEXT_COPYCATSHOUSE2F_COPYCAT is already ported (with the POKE DOLL /
|
||||
-- TM31 MIMIC trade) in data/scripts/story4.lua, so it is intentionally
|
||||
-- omitted here.
|
||||
-- TEXT_COPYCATSHOUSE2F_COPYCAT (POKE DOLL -> TM31 MIMIC) lives in
|
||||
-- data/scripts/story4.lua.
|
||||
|
||||
return {
|
||||
COPYCATS_HOUSE_2F = {
|
||||
|
||||
@@ -1,14 +1,11 @@
|
||||
-- Pewter City flavor dialogue (pokered/scripts/PewterCity.asm).
|
||||
-- PewterCity_TextPointers text_asm bodies for the SUPER_NERD1 museum
|
||||
-- guide, SUPER_NERD2 garden nerd, and the leaving-east YOUNGSTER.
|
||||
-- guide and SUPER_NERD2 garden nerd.
|
||||
--
|
||||
-- The escort choreography (SUPER_NERD1 walking the player to the
|
||||
-- museum, YOUNGSTER walking the player to the gym) is scripted NPC
|
||||
-- movement + a wPewterCityCurScript state machine that steers the
|
||||
-- player off-map; that part is already covered on this map by
|
||||
-- story5.lua's onStep gate (walks the player back a step at the
|
||||
-- east exit before EVENT_BEAT_BROCK). Here we only port the real
|
||||
-- YES/NO-branched flavor text these NPCs speak when talked to.
|
||||
-- The YOUNGSTER's gym escort (talk + east-exit onStep) lives in
|
||||
-- story5.lua so the lockstep RLE walk is not overwritten by this
|
||||
-- flavor merge. SUPER_NERD1's museum escort is not ported; only the
|
||||
-- YES/NO-branched flavor text is here.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -60,15 +57,6 @@ M.PEWTER_CITY = {
|
||||
end)
|
||||
end,
|
||||
|
||||
-- PewterCityYoungsterText (scripts/PewterCity.asm): the "follow
|
||||
-- me" line the youngster says when the player is stopped from
|
||||
-- leaving Pewter east before beating Brock; the actual gate/step
|
||||
-- block is handled by story5.lua's onStep for this map.
|
||||
TEXT_PEWTERCITY_YOUNGSTER = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "You're a trainer\nright? BROCK's\nlooking for new\nchallengers!\nFollow me!", done)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
}
|
||||
@@ -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
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 })
|
||||
|
||||
@@ -10,15 +10,39 @@
|
||||
-- The girl, fisher and the four signs resolve automatically through the
|
||||
-- extracted text pointers (no script needed).
|
||||
|
||||
-- Once the HALL OF FAME has been reached (EVENT_BEAT_CHAMPION_RIVAL, set
|
||||
-- alongside Commands.record_hall_of_fame) Oak offers the ProfOakData
|
||||
-- battle (data/trainers/parties.asm) -- three teams picked by the
|
||||
-- player's starter, mirroring the rival's type-advantage lineup, that go
|
||||
-- unused in the original ROM.
|
||||
return {
|
||||
talk = {
|
||||
TEXT_PALLETTOWN_OAK = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" },-- 4
|
||||
{ "jump", 7 }, -- 5
|
||||
{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 6
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
|
||||
{ "jump_if_false", 20 }, -- 3
|
||||
{ "check_flag", "EVENT_BEAT_PROF_OAK" }, -- 4
|
||||
{ "jump_if_true", 20 }, -- 5
|
||||
{ "show_text", "OAK: So you want\nto test your\nskills on me?\f"
|
||||
.. "Very well! Let\nme show you what\na real trainer\ncan do!" }, -- 6
|
||||
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
|
||||
{ "jump_if_false", 11 }, -- 8
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 3 }, -- 9 CHARIZARD
|
||||
{ "jump", 16 }, -- 10
|
||||
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
|
||||
{ "jump_if_false", 15 }, -- 12
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 2 }, -- 13 VENUSAUR
|
||||
{ "jump", 16 }, -- 14
|
||||
{ "start_battle", "trainer", "OPP_PROF_OAK", 1 }, -- 15 BLASTOISE
|
||||
{ "jump_if_false", "end" }, -- 16
|
||||
{ "set_flag", "EVENT_BEAT_PROF_OAK" }, -- 17
|
||||
{ "show_text", "OAK: Impressive!\nYou truly are a\nPOKéMON MASTER!" }, -- 18
|
||||
{ "jump", "end" }, -- 19
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 20
|
||||
{ "jump_if_true", 24 }, -- 21
|
||||
{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" }, -- 22
|
||||
{ "jump", "end" }, -- 23
|
||||
{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 24
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -1,15 +1,23 @@
|
||||
-- Hand-ported from pret/pokered scripts/RedsHouse1F.asm.
|
||||
-- Mom (RedsHouse1FMomText, text_asm) heals the party and shows the
|
||||
-- "you should rest" / "looking great" dialogue. The intro "wake up"
|
||||
-- branch is tied to the unported intro cutscene, so the heal path is used.
|
||||
-- Mom (RedsHouse1FMomText): pre-starter shows the wake-up / Oak tip;
|
||||
-- after EVENT_GOT_STARTER, RedsHouse1FMomHealScript fades to white,
|
||||
-- heals, plays MUSIC_PKMN_HEALED, fades back, then "looking great".
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_REDSHOUSE1F_MOM = {
|
||||
{ "face_player" },
|
||||
{ "show_text", "_RedsHouse1FMomYouShouldRestText" },
|
||||
{ "heal_party" },
|
||||
{ "show_text", "_RedsHouse1FMomLookingGreatText" },
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_RedsHouse1FMomWakeUpText" }, -- 4
|
||||
{ "jump", "end" }, -- 5
|
||||
-- RedsHouse1FMomHealScript
|
||||
{ "show_text", "_RedsHouse1FMomYouShouldRestText" }, -- 6
|
||||
{ "fade", "out", "white" }, -- 7 GBFadeOutToWhite
|
||||
{ "heal_party" }, -- 8
|
||||
{ "play_once", "Music_PkmnHealed" }, -- 9 wait + restore map
|
||||
{ "fade", "in", "white" }, -- 10 GBFadeInFromWhite
|
||||
{ "show_text", "_RedsHouse1FMomLookingGreatText" }, -- 11
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -6,4 +6,37 @@ work for true parity. Faithfully-ported behavior is documented in
|
||||
docs/behavior-porting-notes.md; deliberate additions beyond the original
|
||||
are in docs/new-features.md.
|
||||
|
||||
None currently.
|
||||
## Reimplemented unused Prof. Oak and Rocket Chief battles
|
||||
|
||||
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
|
||||
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
|
||||
both battles are unreachable in the real game. This project makes them
|
||||
fightable after the Hall of Fame:
|
||||
|
||||
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
|
||||
is set, using `ProfOakData`'s three starter-matched teams (the team is
|
||||
picked by the type that counters your starter, mirroring the rival).
|
||||
- The Celadon Game Corner Chief battles you in his house post-game.
|
||||
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
|
||||
reconstructed party.
|
||||
|
||||
This is an intentional divergence: neither battle can be triggered in the
|
||||
original game.
|
||||
|
||||
## Reimplemented unused Silph Co. card-key doors
|
||||
|
||||
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
|
||||
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
|
||||
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
|
||||
door block at those coordinates, so the card key check is dead code in
|
||||
the original game. This project stamps the closed door block (`$54`/`$5f`
|
||||
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
|
||||
map load, and swaps it for the open block once that door's
|
||||
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
|
||||
Rocket grunt, as in the original's unused design).
|
||||
|
||||
This is an intentional divergence: the doors are not visible or
|
||||
functional in the original game. The door layout lives in
|
||||
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
|
||||
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
|
||||
it straight through on ROM import.
|
||||
|
||||
@@ -0,0 +1,163 @@
|
||||
# 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.
|
||||
@@ -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.
|
||||
|
||||
@@ -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).
|
||||
@@ -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.
|
||||
@@ -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
|
||||
|
||||
@@ -27,25 +27,28 @@ refresh is safe, just rebuild.
|
||||
## Build
|
||||
|
||||
```bash
|
||||
# Debug APK (default Android debug keystore)
|
||||
# Build the APK
|
||||
scripts/build_android.sh
|
||||
|
||||
# Release APK (signing is manual, see below)
|
||||
scripts/build_android.sh --release
|
||||
# Build the APK, setting app.version_name/app.version_code to match a release
|
||||
scripts/build_android.sh --version 0.2.5
|
||||
|
||||
# Zip game.love + branding only (no Android SDK required)
|
||||
scripts/build_android.sh --package-only
|
||||
```
|
||||
|
||||
Or via `scripts/build.sh android`.
|
||||
Or via `scripts/build.sh android [--version X.Y.Z]`.
|
||||
|
||||
The embedded `game.love` deliberately excludes `data/generated/`,
|
||||
`assets/generated/`, and any ROM. It contains the first-boot Lua importer and
|
||||
`tools/rom_manifest.json`.
|
||||
|
||||
The current importer has desktop file pickers only. A production Android
|
||||
release still needs a Storage Access Framework handoff that passes the chosen
|
||||
ROM to LÖVE; the APK packaging itself is data-free.
|
||||
ROM import on Android uses `love.system.pickFile()` →
|
||||
`GameActivity.showRomFilePicker` (Storage Access Framework), which copies the
|
||||
chosen file to `picked_rom.gb` under the app save directory. `RomImporter`
|
||||
imports pending (not-yet-ready) `.gb` files from that folder on Choose /
|
||||
refocus; see `docs/launcher.md` (Android multi-ROM import). The APK payload
|
||||
itself remains data-free (no embedded ROM or generated cache).
|
||||
|
||||
### SDK / NDK
|
||||
|
||||
@@ -59,12 +62,10 @@ Set `ANDROID_SDK_ROOT` (or `ANDROID_HOME`), or let the script write
|
||||
`local.properties` when it finds `~/Library/Android/sdk`.
|
||||
|
||||
Gradle flavor used: **`embedNoRecord`** (game fused into the APK, no microphone).
|
||||
Build task: `assembleEmbedNoRecordDebug`.
|
||||
|
||||
- Debug task: `assembleEmbedNoRecordDebug`
|
||||
- Release task: `assembleEmbedNoRecordRelease`
|
||||
|
||||
APKs land under `app/build/outputs/apk/embedNoRecord/{debug,release}/`.
|
||||
`scripts/build_android.sh` also copies the built APK(s) to `dist/android/{debug,release}/`.
|
||||
The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
|
||||
`scripts/build_android.sh` also copies it to `dist/android/debug/`.
|
||||
|
||||
### Payload path
|
||||
|
||||
@@ -79,17 +80,15 @@ scripts, tests, and mobile build sources are excluded.
|
||||
| `app.application_id` | `com.theboisclub.pokemonred` |
|
||||
| `app.name` | Pokemon Red |
|
||||
| `app.orientation` | `portrait` |
|
||||
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
|
||||
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
|
||||
|
||||
## Releases
|
||||
|
||||
`.github/workflows/release.yml` builds the APK with `--version` set to the
|
||||
release version and publishes it alongside the macOS/Windows/Linux builds as
|
||||
`PokemonRed-<version>-android.apk`.
|
||||
|
||||
## Signing
|
||||
|
||||
- **Debug**: default Android debug keystore (no setup).
|
||||
- **Release**: out-of-band. Create a keystore yourself and wire it into
|
||||
`app/build.gradle`, **do not commit keystores or passwords**.
|
||||
|
||||
Example (placeholder only):
|
||||
|
||||
```bash
|
||||
keytool -genkey -v -keystore /path/to/pokemonred-release.jks \
|
||||
-alias pokemonred -keyalg RSA -keysize 2048 -validity 10000
|
||||
```
|
||||
Signed with the default Android keystore (no setup required).
|
||||
|
||||
@@ -6,7 +6,9 @@
|
||||
#app.name=LÖVE for Android
|
||||
|
||||
app.application_id=com.theboisclub.pokemonred
|
||||
app.orientation=portrait
|
||||
# fullUser: allow every orientation the player's device permits (portrait and
|
||||
# landscape), honouring their auto-rotate lock. Was "portrait" (locked).
|
||||
app.orientation=fullUser
|
||||
app.version_code=32
|
||||
app.version_name=11.5a
|
||||
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
*.[oa]
|
||||
# Prebuilt vendored static libs Android.mk links against directly (not
|
||||
# built by the Gradle/NDK build itself) -- must stay tracked or a fresh
|
||||
# checkout fails ndk-build with "LOCAL_SRC_FILES points to a missing file".
|
||||
!android/*/libluajit.a
|
||||
*.so
|
||||
*.obj
|
||||
*.lib
|
||||
|
||||
@@ -36,6 +36,7 @@ demos
|
||||
*~
|
||||
Makefile*
|
||||
config*
|
||||
!src/common/config.h
|
||||
libtool
|
||||
/platform/unix/ar-lib
|
||||
/platform/unix/compile
|
||||
|
||||
@@ -183,6 +183,18 @@ void vibrate(double seconds)
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
bool showFilePicker()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "showRomFilePicker", "()Z");
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -59,6 +59,14 @@ bool openURL(const std::string &url);
|
||||
|
||||
void vibrate(double seconds);
|
||||
|
||||
/**
|
||||
* Shows the system's "pick a document" UI (Storage Access Framework).
|
||||
* Returns true if the picker was launched; the picked file (if any) is
|
||||
* copied asynchronously by GameActivity.onActivityResult into the app's
|
||||
* external save directory, not returned here -- see src/import/RomImporter.lua.
|
||||
**/
|
||||
bool showFilePicker();
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -0,0 +1,178 @@
|
||||
/**
|
||||
* Copyright (c) 2006-2023 LOVE Development Team
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
|
||||
|
||||
#ifndef LOVE_CONFIG_H
|
||||
#define LOVE_CONFIG_H
|
||||
|
||||
// Platform stuff.
|
||||
#if defined(WIN32) || defined(_WIN32)
|
||||
# define LOVE_WINDOWS 1
|
||||
// If _USING_V110_SDK71_ is defined it means we are using the xp toolset.
|
||||
# if defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_
|
||||
# include <winapifamily.h>
|
||||
# if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) && !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
||||
# define LOVE_WINDOWS_UWP 1
|
||||
# define LOVE_NO_MODPLUG 1
|
||||
# define LOVE_NOMPG123 1
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
#if defined(linux) || defined(__linux) || defined(__linux__)
|
||||
# define LOVE_LINUX 1
|
||||
#endif
|
||||
#if defined(__ANDROID__)
|
||||
# define LOVE_ANDROID 1
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
# include <TargetConditionals.h>
|
||||
# if TARGET_OS_IPHONE
|
||||
# define LOVE_IOS 1
|
||||
# elif TARGET_OS_MAC
|
||||
# define LOVE_MACOSX 1
|
||||
# endif
|
||||
#endif
|
||||
#if defined(__FreeBSD__) || defined(__NetBSD__) || defined(__OpenBSD__)
|
||||
// I know it's not linux, but it seems most "linux-only" code is bsd-compatible
|
||||
# define LOVE_LINUX 1
|
||||
#endif
|
||||
|
||||
// Endianness.
|
||||
#if defined(__ppc__) || defined(__ppc) || defined(__powerpc__) || defined(__powerpc)
|
||||
# define LOVE_BIG_ENDIAN 1
|
||||
#else
|
||||
# define LOVE_LITTLE_ENDIAN 1
|
||||
#endif
|
||||
|
||||
// SSE instructions.
|
||||
#if defined(__SSE__)
|
||||
# define LOVE_SIMD_SSE
|
||||
#elif defined(_MSC_VER)
|
||||
# if defined(_M_AMD64) || defined(_M_X64)
|
||||
# define LOVE_SIMD_SSE
|
||||
# elif _M_IX86_FP
|
||||
# define LOVE_SIMD_SSE
|
||||
# endif
|
||||
#endif
|
||||
|
||||
// NEON instructions.
|
||||
#if defined(__ARM_NEON)
|
||||
# define LOVE_SIMD_NEON
|
||||
#endif
|
||||
|
||||
// Warnings.
|
||||
#ifndef _CRT_SECURE_NO_WARNINGS
|
||||
# define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
// Preferably, and ironically, this macro should go unused.
|
||||
#ifndef LOVE_UNUSED
|
||||
# define LOVE_UNUSED(x) (void)sizeof(x)
|
||||
#endif
|
||||
|
||||
|
||||
// Warn on unused return values
|
||||
#ifdef __GNUC__
|
||||
# define LOVE_WARN_UNUSED __attribute__((warn_unused_result))
|
||||
#elif _MSC_VER
|
||||
# define LOVE_WARN_UNUSED _Check_return_
|
||||
#else
|
||||
# define LOVE_WARN_UNUSED
|
||||
#endif
|
||||
|
||||
#ifndef LOVE_BUILD
|
||||
# define LOVE_BUILD
|
||||
# define LOVE_BUILD_STANDALONE
|
||||
# define LOVE_BUILD_EXE
|
||||
//# define LOVE_BUILD_DLL
|
||||
#endif
|
||||
|
||||
// DLL-stuff.
|
||||
#if defined(_MSC_VER) || defined(__MINGW32__)
|
||||
# define LOVE_EXPORT __declspec(dllexport)
|
||||
#elif defined(__GNUC__) || defined(__clang__)
|
||||
# define LOVE_EXPORT __attribute__((visibility("default")))
|
||||
#else
|
||||
# define LOVE_EXPORT
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_WINDOWS)
|
||||
#ifndef LOVE_WINDOWS_UWP
|
||||
# define LOVE_LEGENDARY_CONSOLE_IO_HACK
|
||||
#endif // LOVE_WINDOWS_UWP
|
||||
#ifndef __MINGW32__
|
||||
# define NOMINMAX
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_MACOSX) || defined(LOVE_IOS)
|
||||
# define LOVE_LEGENDARY_APP_ARGV_HACK
|
||||
#endif
|
||||
|
||||
#if defined(LOVE_ANDROID) || defined(LOVE_IOS)
|
||||
# define LOVE_LEGENDARY_ACCELEROMETER_AS_JOYSTICK_HACK
|
||||
#endif
|
||||
|
||||
// Autotools config.h
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <../config.h>
|
||||
# undef VERSION
|
||||
# ifdef WORDS_BIGENDIAN
|
||||
# undef LOVE_LITTLE_ENDIAN
|
||||
# define LOVE_BIG_ENDIAN 1
|
||||
# else
|
||||
# undef LOVE_BIG_ENDIAN
|
||||
# define LOVE_LITTLE_ENDIAN 1
|
||||
# endif
|
||||
#else
|
||||
# define LOVE_ENABLE_LOVE
|
||||
# define LOVE_ENABLE_AUDIO
|
||||
# define LOVE_ENABLE_DATA
|
||||
# define LOVE_ENABLE_EVENT
|
||||
# define LOVE_ENABLE_FILESYSTEM
|
||||
# define LOVE_ENABLE_FONT
|
||||
# define LOVE_ENABLE_GRAPHICS
|
||||
# define LOVE_ENABLE_IMAGE
|
||||
# define LOVE_ENABLE_JOYSTICK
|
||||
# define LOVE_ENABLE_KEYBOARD
|
||||
# define LOVE_ENABLE_MATH
|
||||
# define LOVE_ENABLE_MOUSE
|
||||
# define LOVE_ENABLE_PHYSICS
|
||||
# define LOVE_ENABLE_SOUND
|
||||
# define LOVE_ENABLE_SYSTEM
|
||||
# define LOVE_ENABLE_THREAD
|
||||
# define LOVE_ENABLE_TIMER
|
||||
# define LOVE_ENABLE_TOUCH
|
||||
# define LOVE_ENABLE_VIDEO
|
||||
# define LOVE_ENABLE_WINDOW
|
||||
|
||||
# define LOVE_ENABLE_ENET
|
||||
# define LOVE_ENABLE_LUASOCKET
|
||||
# define LOVE_ENABLE_LUA53
|
||||
#endif
|
||||
|
||||
// Check we have a sane configuration
|
||||
#if !defined(LOVE_WINDOWS) && !defined(LOVE_LINUX) && !defined(LOVE_IOS) && !defined(LOVE_MACOSX) && !defined(LOVE_ANDROID)
|
||||
# error Could not detect target platform
|
||||
#endif
|
||||
#if !defined(LOVE_LITTLE_ENDIAN) && !defined(LOVE_BIG_ENDIAN)
|
||||
# error Could not detect endianness
|
||||
#endif
|
||||
|
||||
#endif // LOVE_CONFIG_H
|
||||
@@ -186,6 +186,18 @@ bool Filesystem::setIdentity(const char *ident, bool appendToPath)
|
||||
|
||||
save_path_full = storage_path + std::string("/save/") + save_identity;
|
||||
|
||||
// love::android::mkdir is a single mkdir(), not mkdir -p: on a genuinely
|
||||
// first-ever launch (nothing has touched this app's external-files dir
|
||||
// before) save_directory doesn't exist yet either, so creating
|
||||
// save_path_full in one step fails with ENOENT and PHYSFS_mount below
|
||||
// silently never mounts anything for the rest of this process -- not
|
||||
// just the save dir, but everything routed through it (save.lua/
|
||||
// options.lua, the ROM-derived asset cache, RomImporter's Android
|
||||
// folder scan). Ensure each level exists in order instead.
|
||||
if (!love::android::directoryExists(save_directory.c_str()) &&
|
||||
!love::android::mkdir(save_directory.c_str()))
|
||||
SDL_Log("Error: Could not create save directory %s!", save_directory.c_str());
|
||||
|
||||
if (!love::android::directoryExists(save_path_full.c_str()) &&
|
||||
!love::android::mkdir(save_path_full.c_str()))
|
||||
SDL_Log("Error: Could not create save directory %s!", save_path_full.c_str());
|
||||
@@ -338,6 +350,26 @@ bool Filesystem::setupWriteDirectory()
|
||||
std::string temp_writedir = getDriveRoot(save_path_full);
|
||||
std::string temp_createdir = skipDriveRoot(save_path_full);
|
||||
|
||||
#ifdef LOVE_ANDROID
|
||||
// getUserDirectory() falls back to $HOME/getpwuid() (physfs_platform_posix.c),
|
||||
// which is meaningless on Android and unrelated to save_path_full (an
|
||||
// SDL_AndroidGet*StoragePath() subdirectory -- see setIdentity above), so
|
||||
// the generic check below never matches and falls through to setting the
|
||||
// write dir to the drive root ("/"), which no Android app can write to.
|
||||
// Anchor to the real Android storage root instead.
|
||||
std::string androidStorageRoot = isAndroidSaveExternal()
|
||||
? SDL_AndroidGetExternalStoragePath() : SDL_AndroidGetInternalStoragePath();
|
||||
if (save_path_full.find(androidStorageRoot) == 0)
|
||||
{
|
||||
temp_writedir = androidStorageRoot;
|
||||
temp_createdir = save_path_full.substr(androidStorageRoot.length());
|
||||
|
||||
size_t startpos = temp_createdir.find_first_not_of('/');
|
||||
if (startpos != std::string::npos)
|
||||
temp_createdir = temp_createdir.substr(startpos);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
// On some sandboxed platforms, physfs will break when its write directory
|
||||
// is the root of the drive and it tries to create a folder (even if the
|
||||
// folder's path is in a writable location.) If the user's home folder is
|
||||
|
||||
@@ -180,6 +180,15 @@ void System::vibrate(double seconds) const
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::pickFile() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::showFilePicker();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -106,6 +106,15 @@ public:
|
||||
*/
|
||||
virtual void vibrate(double seconds) const;
|
||||
|
||||
/**
|
||||
* Shows the platform's native "pick a file" UI, if one is available.
|
||||
* Android only for now; the result (if any) is not returned here -- see
|
||||
* love::android::showFilePicker and src/import/RomImporter.lua.
|
||||
*
|
||||
* @return Whether the picker was shown.
|
||||
**/
|
||||
virtual bool pickFile() const;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -95,6 +95,12 @@ int w_vibrate(lua_State *L)
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_pickFile(lua_State *L)
|
||||
{
|
||||
luax_pushboolean(L, instance()->pickFile());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_hasBackgroundMusic(lua_State *L)
|
||||
{
|
||||
lua_pushboolean(L, instance()->hasBackgroundMusic());
|
||||
@@ -110,6 +116,7 @@ static const luaL_Reg functions[] =
|
||||
{ "getPowerInfo", w_getPowerInfo },
|
||||
{ "openURL", w_openURL },
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -61,6 +61,13 @@ public class GameActivity extends SDLActivity {
|
||||
protected final int[] recordAudioRequestDummy = new int[1];
|
||||
public static final int EXTERNAL_STORAGE_REQUEST_CODE = 2;
|
||||
public static final int RECORD_AUDIO_REQUEST_CODE = 3;
|
||||
public static final int ROM_PICKER_REQUEST_CODE = 4;
|
||||
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked ROM
|
||||
// is dropped so RomImporter's existing folder scan finds it -- see
|
||||
// src/import/RomImporter.lua and Filesystem::setIdentity (sets Android's
|
||||
// save directory to getExternalFilesDir()/save/<identity>).
|
||||
private static final String ROM_SAVE_IDENTITY = "pokemon-love2d";
|
||||
private static final String PICKED_ROM_FILENAME = "picked_rom.gb";
|
||||
private static boolean immersiveActive = false;
|
||||
private static boolean needToCopyGameInArchive = false;
|
||||
private boolean storagePermissionUnnecessary = false;
|
||||
@@ -332,6 +339,64 @@ public class GameActivity extends SDLActivity {
|
||||
return openURL(url) == 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the system document picker (Storage Access Framework) so the
|
||||
* player can pick their ROM from anywhere (Downloads, Drive, etc.)
|
||||
* without needing to know where the app's external files folder is.
|
||||
* Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
|
||||
* arrives later in onActivityResult, not synchronously here.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showRomFilePicker() {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, ROM_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open ROM file picker: " + e.getMessage());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
|
||||
super.onActivityResult(requestCode, resultCode, data);
|
||||
if (requestCode != ROM_PICKER_REQUEST_CODE) return;
|
||||
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
|
||||
Log.d("GameActivity", "ROM picker returned no file (cancelled?)");
|
||||
return;
|
||||
}
|
||||
|
||||
Uri uri = data.getData();
|
||||
File destDir = new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
|
||||
if (!destDir.exists() && !destDir.mkdirs()) {
|
||||
Log.d("GameActivity", "could not create " + destDir);
|
||||
return;
|
||||
}
|
||||
File destFile = new File(destDir, PICKED_ROM_FILENAME);
|
||||
|
||||
InputStream source;
|
||||
try {
|
||||
source = getContentResolver().openInputStream(uri);
|
||||
} catch (FileNotFoundException e) {
|
||||
Log.d("GameActivity", "could not open picked ROM: " + e.getMessage());
|
||||
return;
|
||||
}
|
||||
if (source == null) {
|
||||
Log.d("GameActivity", "ContentResolver returned no stream for picked ROM");
|
||||
return;
|
||||
}
|
||||
if (!copyAssetFile(source, destFile.getPath())) {
|
||||
Log.d("GameActivity", "could not copy picked ROM to " + destFile);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Copies a given file from the assets folder to the destination.
|
||||
*
|
||||
|
||||
@@ -62,10 +62,15 @@
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UISupportedInterfaceOrientations~ipad</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationPortraitUpsideDown</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UTExportedTypeDeclarations</key>
|
||||
<array>
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
|
||||
-- and the manager detail pane; never by the loader's merge.
|
||||
--
|
||||
-- Gallery entry #0, the legacy example. Its manifest stays api 1 with
|
||||
-- category GAMEPLAY on purpose: it is the compatibility proof that a mod
|
||||
-- written before manifest v2 keeps loading unchanged. The v2 examples
|
||||
-- live in mods/examples/.
|
||||
return {
|
||||
summary = "Oak's Charmander gift becomes a level 20 Mew with inverted sprites.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
tags = { "beginner", "cosmetic", "data-only", "legacy" },
|
||||
differences = {
|
||||
changed = {
|
||||
"the Oak's Lab starter gift becomes a level 20 Mew nicknamed HOGHEAD",
|
||||
"MEW's front and back battle sprites point at inverted copies",
|
||||
},
|
||||
added = {},
|
||||
known = {
|
||||
"assets/ is empty until tools/generate_example_mod_sprite.py runs "
|
||||
.. "against an imported cache",
|
||||
"api 1: uses override where a v2 mod would use patch",
|
||||
},
|
||||
},
|
||||
credits = {
|
||||
{ who = "pret/pokered", for_ = "the Mew sprites the local generator inverts" },
|
||||
},
|
||||
compat = { engine = ">=1.0.0 <2.0.0", modApi = 1 },
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
# Example mod gallery
|
||||
|
||||
Seven reference mods, one per modder persona. Each is small enough to read
|
||||
in one sitting, exercises a different slice of the mod API, and is a real,
|
||||
runnable, tested mod — not a snippet.
|
||||
|
||||
Copy the one closest to what you want to build.
|
||||
|
||||
| # | Mod | Persona | Category | What it does |
|
||||
|---|---|---|---|---|
|
||||
| 0 | [`../example_mew_starter`](../example_mew_starter) | (legacy) | `GAMEPLAY` | Oak's gift becomes a L20 Mew. The api-1 compatibility proof. |
|
||||
| 1 | [`example_balance_tweaks`](example_balance_tweaks) | Tweaker | `BALANCE` | Faster starters, half-price TMs, a re-slotted Route 1 |
|
||||
| 2 | [`example_shiny_palette`](example_shiny_palette) | Artist | `GRAPHICS` | A teal player recolor derived from your own cache |
|
||||
| 3 | [`example_jukebox`](example_jukebox) | Musician | `AUDIO` | An authored chip song, a new cry, a jukebox screen |
|
||||
| 4 | [`example_lost_parcel`](example_lost_parcel) | Quest author | `QUEST` | A two-town fetch quest over vanilla NPCs |
|
||||
| 5 | [`example_weather`](example_weather) | Mechanic designer | `MECHANIC` | Rain that scales WATER and FIRE damage, behind a ruleset |
|
||||
| 6 | [`example_dexnav`](example_dexnav) | Tool builder | `TOOL` | A START-menu dex overlay with an inter-mod API |
|
||||
| 7 | [`example_mini_conversion`](example_mini_conversion) | TC team | `TOTAL_CONVERSION` | Sable Cove: one town, three species, one badge |
|
||||
|
||||
## None of these load by default
|
||||
|
||||
The engine discovers mods one level below `mods/`. The gallery lives one
|
||||
level deeper, in `mods/examples/`, so a fresh install finds none of them
|
||||
and the vanilla game is unchanged — the parity invariant holds by
|
||||
construction.
|
||||
|
||||
To run one, copy it up a level:
|
||||
|
||||
```sh
|
||||
cp -r mods/examples/example_balance_tweaks mods/
|
||||
python3 tools/modkit.py validate mods/example_balance_tweaks --base imported
|
||||
```
|
||||
|
||||
then enable it in `options.lua` (`mods = { example_balance_tweaks = true }`)
|
||||
or toggle it in the F10 mod manager.
|
||||
|
||||
## Coverage
|
||||
|
||||
Between them the gallery writes into `pokemon`, `items`, `encounters`,
|
||||
`maps`, `sprites`, `palettes`, `icons`, `music`, `cries`, `screens`,
|
||||
`map_scripts`, `commands`, `tokens`, `statuses`, `rulesets`, `constants`
|
||||
and `field`, and exercises:
|
||||
|
||||
- the write verbs `register`, `override` and `patch`, plus `get` and
|
||||
`each` on the merged view
|
||||
- both buses — `events:on` / `events:emit` and `hooks:wrap` — across
|
||||
`music.select`, `battle.damage`, `ui.start_menu.items`, `ui.options.rows`,
|
||||
`battle.started`, `battle.turn_started`, `battle.ended`, `flag.changed`,
|
||||
`game.ready` and `assets.transformed`
|
||||
- `mod.save`, `mod.options`, `mod.exports`, `mod.commands`, `mod.ui`,
|
||||
`mod:read`, `mod.log` and `mod.path`
|
||||
- asset transforms, the `trueColor` opt-out, script labels and `choice`,
|
||||
parallel scripts, `mod:` field routing, replaying an overridden base talk
|
||||
handler through `MapScripts.baseTalk`, and the no-ROM-content posture
|
||||
|
||||
## What every entry has
|
||||
|
||||
```
|
||||
mods/examples/<id>/
|
||||
manifest.json api = 2, a category from the taxonomy, a semver engine range
|
||||
main.lua the entry chunk
|
||||
mod.card sharing metadata: summary, author, tags, differences, credits
|
||||
README.md what it demonstrates, which persona, the commands to try it
|
||||
CHANGELOG.md keep-a-changelog; headings match manifest.version
|
||||
tests/ one runnable suite asserting the mod's stated effect
|
||||
.modkitignore keeps the suite out of the distributed package
|
||||
```
|
||||
|
||||
`tests/mod_examples_tests.lua` in the engine's own suite loads all seven
|
||||
together and asserts the above, so the gallery cannot rot.
|
||||
|
||||
These example mods arent perfect and are just examples to show you basics of wahts possible, but way more than just this is possible.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Changelog
|
||||
|
||||
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
Version headings match `manifest.json`'s `version`.
|
||||
|
||||
## 1.0.0
|
||||
|
||||
### Added
|
||||
|
||||
- Base speed patches for VENUSAUR, CHARIZARD and BLASTOISE.
|
||||
- TM price halving driven off `content.items:each()`.
|
||||
- Route 1 grass re-slot.
|
||||
@@ -0,0 +1,59 @@
|
||||
# Balance Tweaks Example
|
||||
|
||||
Raises the final-stage Kanto starters to 100 base speed, halves every TM
|
||||
price, and re-slots the Route 1 grass table — all without copying a single
|
||||
record whole.
|
||||
|
||||
**Persona: the Tweaker.** A player who wants one number changed and copies
|
||||
an example to get there. This is the shortest complete mod in the gallery
|
||||
and the one to start from.
|
||||
|
||||
## Try it
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py validate mods/examples/example_balance_tweaks --base imported
|
||||
luajit mods/examples/example_balance_tweaks/tests/example_balance_tweaks_test.lua
|
||||
```
|
||||
|
||||
Then enable it: add `example_balance_tweaks = true` under `mods` in your
|
||||
`options.lua`, or toggle it in the F10 mod manager.
|
||||
|
||||
## What it demonstrates
|
||||
|
||||
| Seam | Where |
|
||||
|---|---|
|
||||
| `content.pokemon:patch` | `main.lua` — deep-merges one leaf, leaves the rest alone |
|
||||
| `content.items:each` | `main.lua` — walks the merged view to find TMs instead of listing them |
|
||||
| `content.encounters:patch` | `main.lua` — a list leaf replaces wholesale even inside a patch |
|
||||
| `content.<r>:get` | `main.lua` — the guard that turns a missing id into a log line, not a crash |
|
||||
|
||||
`patch` is the point. The legacy `mods/example_mew_starter` has to copy
|
||||
every field of Mew to change two sprite paths, because api 1 only had
|
||||
`override`. With `patch` you name the leaf:
|
||||
|
||||
```lua
|
||||
mod.content.pokemon:patch("VENUSAUR", { baseStats = { speed = 100 } })
|
||||
```
|
||||
|
||||
Everything not named — `learnset`, `types`, `evolutions`, `spriteFront` —
|
||||
keeps its base value, and a second mod patching `baseStats.attack` on the
|
||||
same species composes with this one instead of clobbering it.
|
||||
|
||||
## Exact changes
|
||||
|
||||
- `VENUSAUR` base speed 80 → 100
|
||||
- `BLASTOISE` base speed 78 → 100
|
||||
- `CHARIZARD` base speed 100 → 100 (already there; kept for symmetry)
|
||||
- every item whose `machine.kind == "TM"` has its `price` halved
|
||||
(`TM_TOXIC` 4000 → 2000, and 49 others; HMs carry `machine.kind == "HM"`
|
||||
and are left alone)
|
||||
- `ROUTE_1` grass `rate` 25 → 20, slot table re-weighted to include
|
||||
`SPEAROW`
|
||||
|
||||
Field meanings are in the generated registry reference (`modkit docs`),
|
||||
section `pokemon`, `items` and `encounters`.
|
||||
|
||||
## Credits
|
||||
|
||||
Base stat and mart price tables come from the player's own imported ROM;
|
||||
this mod ships numbers, not data.
|
||||
@@ -0,0 +1,44 @@
|
||||
-- Gallery #1 (Tweaker): pure data, no engine seams. Everything here is
|
||||
-- patch + each, so no record is ever copied whole and another mod editing
|
||||
-- the same species keeps its own fields.
|
||||
return function(mod)
|
||||
-- patch deep-merges only the leaves it names: learnset, sprites, types
|
||||
-- and evolutions all survive this speed change untouched
|
||||
for _, id in ipairs({ "VENUSAUR", "CHARIZARD", "BLASTOISE" }) do
|
||||
if mod.content.pokemon:get(id) then
|
||||
mod.content.pokemon:patch(id, { baseStats = { speed = 100 } })
|
||||
else
|
||||
-- degrade instead of crashing: a species mod loaded ahead of this
|
||||
-- one may have removed the vanilla starter line
|
||||
mod.log:warn("%s missing from the merged view; speed patch skipped", id)
|
||||
end
|
||||
end
|
||||
|
||||
-- each() walks the merged view (engine records plus every mod ahead of
|
||||
-- this one), so the TM list is discovered rather than hard-coded
|
||||
local halved = 0
|
||||
for id, item in mod.content.items:each() do
|
||||
local machine = item.machine
|
||||
if machine and machine.kind == "TM" and type(item.price) == "number"
|
||||
and item.price > 0 then
|
||||
mod.content.items:patch(id, { price = math.floor(item.price / 2) })
|
||||
halved = halved + 1
|
||||
end
|
||||
end
|
||||
mod.log:info("halved %d TM prices", halved)
|
||||
|
||||
-- lists replace wholesale even inside a patch, so a re-slotted encounter
|
||||
-- table is written out in full while the rate rides along as a leaf
|
||||
mod.content.encounters:patch("ROUTE_1", {
|
||||
grass = {
|
||||
rate = 20,
|
||||
slots = {
|
||||
{ level = 3, species = "PIDGEY" }, { level = 3, species = "RATTATA" },
|
||||
{ level = 4, species = "SPEAROW" }, { level = 2, species = "RATTATA" },
|
||||
{ level = 2, species = "PIDGEY" }, { level = 3, species = "SPEAROW" },
|
||||
{ level = 3, species = "PIDGEY" }, { level = 4, species = "RATTATA" },
|
||||
{ level = 4, species = "PIDGEY" }, { level = 5, species = "SPEAROW" },
|
||||
},
|
||||
},
|
||||
})
|
||||
end
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"id": "example_balance_tweaks",
|
||||
"name": "Balance Tweaks Example",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "BALANCE",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Tweaker gallery entry: patch and each over the merged view, with no whole-record copies."
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
|
||||
-- and the manager detail pane; never by the loader's merge.
|
||||
return {
|
||||
summary = "Faster final starters, half-price TMs, a re-slotted Route 1.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
tags = { "balance", "data-only", "beginner" },
|
||||
differences = {
|
||||
changed = {
|
||||
"VENUSAUR and BLASTOISE base speed raised to 100 (CHARIZARD already was)",
|
||||
"every TM item's price halved",
|
||||
"Route 1 grass rate 25 -> 20 and SPEAROW added to the slot table",
|
||||
},
|
||||
added = {},
|
||||
known = { "TM prices halve once per load, not once per install" },
|
||||
},
|
||||
credits = {
|
||||
{ who = "pret/pokered", for_ = "the base stat and mart price tables this patches over" },
|
||||
},
|
||||
compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 },
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
-- Standalone: luajit mods/examples/example_balance_tweaks/tests/example_balance_tweaks_test.lua
|
||||
-- Loads the mod through the real headless loader and asserts its stated
|
||||
-- effect against the player's imported dataset.
|
||||
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/example_balance_tweaks", { data = Data })
|
||||
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
T.eq(run.mod and run.mod.state, "loaded", "reached the loaded state")
|
||||
|
||||
T.eq(Data.pokemon.VENUSAUR.baseStats.speed, 100, "VENUSAUR speed patched")
|
||||
T.eq(Data.pokemon.BLASTOISE.baseStats.speed, 100, "BLASTOISE speed patched")
|
||||
-- the patch named one leaf, so everything else survived
|
||||
T.check(#Data.pokemon.VENUSAUR.learnset > 0, "VENUSAUR keeps its learnset")
|
||||
T.eq(Data.pokemon.VENUSAUR.types[1], "GRASS", "VENUSAUR keeps its types")
|
||||
|
||||
T.eq(Data.items.TM_TOXIC.price, 2000, "TM price halved")
|
||||
T.eq(Data.items.POTION.price, 300, "a non-TM item is untouched")
|
||||
|
||||
T.eq(Data.encounters.ROUTE_1.grass.rate, 20, "Route 1 grass rate patched")
|
||||
T.eq(Data.encounters.ROUTE_1.grass.slots[3].species, "SPEAROW",
|
||||
"Route 1 slot table re-slotted")
|
||||
|
||||
run.release()
|
||||
T.finish("example_balance_tweaks")
|
||||
@@ -0,0 +1,12 @@
|
||||
# Changelog
|
||||
|
||||
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
Version headings match `manifest.json`'s `version`.
|
||||
|
||||
## 1.0.0
|
||||
|
||||
### Added
|
||||
|
||||
- The `ExampleDexNav` screen and its START-menu row.
|
||||
- `SORT BY` and `SHOW UNSEEN` mod options.
|
||||
- `countSeen`, `countOwned` and `species` exports.
|
||||
@@ -0,0 +1,88 @@
|
||||
# DexNav Example
|
||||
|
||||
A START-menu overlay listing every species in the merged dex with its
|
||||
seen/owned state, sortable, and publishing a small API other mods can call.
|
||||
|
||||
**Persona: the Tool Builder.** Consume the merged view, never `require` a
|
||||
private module, expose a stable inter-mod surface. This example is the
|
||||
reference for all three.
|
||||
|
||||
## Try it
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py validate mods/examples/example_dexnav --base imported
|
||||
luajit mods/examples/example_dexnav/tests/example_dexnav_test.lua
|
||||
```
|
||||
|
||||
Enable it (`example_dexnav = true` under `mods` in `options.lua`, or the
|
||||
F10 manager), then press START → **DEXNAV**. Its two options live in the
|
||||
manager's per-mod options pane.
|
||||
|
||||
## What it demonstrates
|
||||
|
||||
| Seam | Where |
|
||||
|---|---|
|
||||
| `content.screens:register` | `main.lua` — a factory the engine instantiates by id |
|
||||
| `hooks:wrap("ui.start_menu.items")` | `main.lua` — decorate, do not replace |
|
||||
| `mod.ui.insertBefore` | `main.lua` — anchor on a label, not a row index |
|
||||
| `mod.options:define` / `:get` | `main.lua` — auto-rendered rows in the manager |
|
||||
| `mod.exports` | `main.lua` — the inter-mod API |
|
||||
| `content.pokemon:each` | `main.lua` — the whole world, engine records included |
|
||||
|
||||
## Reading, not reaching
|
||||
|
||||
Every fact this mod displays comes from two public sources:
|
||||
|
||||
- `mod.content.pokemon:each()` — the merged species view. A tool that
|
||||
hard-codes 151 breaks the moment another mod registers a species; this
|
||||
one just gets longer.
|
||||
- `game.save.pokedex` — the seen/owned tables, handed in by the engine.
|
||||
|
||||
No `require("src.pokemon.…")`, no permission declared, nothing that a later
|
||||
refactor of an engine module can break.
|
||||
|
||||
## Anchoring a menu row
|
||||
|
||||
```lua
|
||||
mod.hooks:wrap("ui.start_menu.items", function(next, game, items)
|
||||
local out = next(game, items)
|
||||
if type(out) ~= "table" then return out end
|
||||
return mod.ui.insertBefore(out, "SAVE", { label = "DEXNAV", onSelect = ... })
|
||||
end)
|
||||
```
|
||||
|
||||
Two rules, both load-bearing:
|
||||
|
||||
1. **Call `next` first, then decorate what comes back.** Build a fresh list
|
||||
instead and every other mod's row disappears.
|
||||
2. **Anchor on a stable label, not an index.** `insertBefore` appends when
|
||||
the anchor is missing, so the row is always reachable even in a total
|
||||
conversion that renamed `SAVE`.
|
||||
|
||||
## Exporting an API
|
||||
|
||||
```lua
|
||||
mod.exports.countSeen = function(game) ... end
|
||||
```
|
||||
|
||||
Another mod reads it as:
|
||||
|
||||
```lua
|
||||
local nav = mod.find("example_dexnav")
|
||||
if nav then print(nav.exports.countSeen(game)) end
|
||||
```
|
||||
|
||||
`mod.find` returns nil when the other mod is absent, disabled, failed, or
|
||||
has not run yet — so a dependent degrades instead of crashing. Declare it
|
||||
in `optional_dependencies` if you can live without it and `dependencies`
|
||||
if you cannot.
|
||||
|
||||
## Empty state
|
||||
|
||||
`SHOW UNSEEN` off on a fresh save means an empty list. `ListMenu` draws
|
||||
`Nothing here.` and B still exits — never a blank frame with no way out.
|
||||
The title still reports `DEXNAV 0/0`, so the screen explains itself.
|
||||
|
||||
## Credits
|
||||
|
||||
- pret/pokered — the START-menu layout the row is anchored into.
|
||||
@@ -0,0 +1,98 @@
|
||||
-- Gallery #6 (Tool builder): a read-mostly overlay. Everything it knows
|
||||
-- comes from the merged view through the public mod API -- no private
|
||||
-- require, no engine table reached behind the loader's back -- and what it
|
||||
-- knows is published as a stable export other mods can call.
|
||||
local SCREEN = "ExampleDexNav"
|
||||
|
||||
return function(mod)
|
||||
mod.options:define({
|
||||
{ key = "sort", label = "SORT BY", type = "choice", default = "dex",
|
||||
choices = { { "DEX NO.", "dex" }, { "NAME", "name" } } },
|
||||
{ key = "unseen", label = "SHOW UNSEEN", type = "toggle", default = true },
|
||||
})
|
||||
|
||||
-- ------- the merged view, read once per open
|
||||
|
||||
-- content.pokemon:each() yields the engine's species AND every mod's,
|
||||
-- which is the whole point: a tool that hard-codes 151 breaks the moment
|
||||
-- someone adds a species.
|
||||
local function species()
|
||||
local rows = {}
|
||||
for id, mon in mod.content.pokemon:each() do
|
||||
rows[#rows + 1] = { id = id, name = mon.name or id, dex = mon.dex or 9999 }
|
||||
end
|
||||
return rows
|
||||
end
|
||||
|
||||
local function dexOf(game)
|
||||
return (game and game.save and game.save.pokedex) or { seen = {}, owned = {} }
|
||||
end
|
||||
|
||||
local function counts(game)
|
||||
local dex = dexOf(game)
|
||||
local seen, owned = 0, 0
|
||||
for _, row in ipairs(species()) do
|
||||
if dex.seen[row.id] then seen = seen + 1 end
|
||||
if dex.owned[row.id] then owned = owned + 1 end
|
||||
end
|
||||
return seen, owned
|
||||
end
|
||||
|
||||
-- ------- the inter-mod API
|
||||
-- Another mod reads this with mod.find("example_dexnav").exports; it is
|
||||
-- the supported way to depend on this one, and the reason nothing here
|
||||
-- reaches into a private module.
|
||||
|
||||
mod.exports.countSeen = function(game) return (counts(game)) end
|
||||
mod.exports.countOwned = function(game) return select(2, counts(game)) end
|
||||
mod.exports.species = species
|
||||
|
||||
-- ------- the screen
|
||||
|
||||
mod.content.screens:register(SCREEN, {
|
||||
new = function(game)
|
||||
local dex = dexOf(game)
|
||||
local showUnseen = mod.options:get("unseen")
|
||||
local rows = species()
|
||||
if mod.options:get("sort") == "name" then
|
||||
table.sort(rows, function(a, b) return a.name < b.name end)
|
||||
else
|
||||
table.sort(rows, function(a, b)
|
||||
if a.dex ~= b.dex then return a.dex < b.dex end
|
||||
return a.id < b.id
|
||||
end)
|
||||
end
|
||||
|
||||
local items = {}
|
||||
for _, row in ipairs(rows) do
|
||||
local state = dex.owned[row.id] and "OWN"
|
||||
or (dex.seen[row.id] and "SEEN" or "----")
|
||||
if showUnseen or state ~= "----" then
|
||||
items[#items + 1] = { label = row.name, right = state, value = row.id }
|
||||
end
|
||||
end
|
||||
|
||||
local seen, owned = counts(game)
|
||||
-- ListMenu draws "Nothing here." for an empty set, so a brand new
|
||||
-- save with SHOW UNSEEN off reads as a sentence, not a blank frame
|
||||
return mod.ui.ListMenu.new(game,
|
||||
("DEXNAV %d/%d"):format(owned, seen), items, {
|
||||
pageJump = true,
|
||||
onChoose = function(_, menu) menu:close() end,
|
||||
})
|
||||
end,
|
||||
})
|
||||
|
||||
-- ------- reaching it
|
||||
-- Call next() first, then decorate the list it returns: another mod's
|
||||
-- row survives, and the vanilla rows are never rebuilt by hand.
|
||||
|
||||
mod.hooks:wrap("ui.start_menu.items", function(next, game, items)
|
||||
local out = next(game, items)
|
||||
if type(out) ~= "table" then return out end
|
||||
return mod.ui.insertBefore(out, "SAVE", {
|
||||
label = "DEXNAV",
|
||||
onSelect = function() mod.ui.push(game, SCREEN) end,
|
||||
})
|
||||
end)
|
||||
end
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"id": "example_dexnav",
|
||||
"name": "DexNav Example",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "TOOL",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Tool-builder gallery entry: a start-menu overlay over the merged dex, with mod options and a stable inter-mod export."
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
|
||||
-- and the manager detail pane; never by the loader's merge.
|
||||
return {
|
||||
summary = "A start-menu dex overlay with seen/owned counts and an inter-mod API.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
tags = { "ui", "tool", "quality-of-life" },
|
||||
differences = {
|
||||
changed = { "the START menu gains a DEXNAV row above SAVE" },
|
||||
added = {
|
||||
"ExampleDexNav screen",
|
||||
"mod options: SORT BY and SHOW UNSEEN",
|
||||
"exports countSeen / countOwned / species for other mods",
|
||||
},
|
||||
known = { "the list is built when the screen opens, so catching a mon mid-session needs a reopen" },
|
||||
},
|
||||
credits = {
|
||||
{ who = "pret/pokered", for_ = "the start-menu layout the row is anchored into" },
|
||||
},
|
||||
compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 },
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
-- Standalone: luajit mods/examples/example_dexnav/tests/example_dexnav_test.lua
|
||||
-- Exercises the export surface, the start-menu wrap and the screen factory.
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Data = require("src.core.Data")
|
||||
Data:load()
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
Font.load(Data)
|
||||
|
||||
local run = T.sdk.loadMod("mods/examples/example_dexnav", { data = Data })
|
||||
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
|
||||
local exports = run.loader.exports.example_dexnav
|
||||
T.check(type(exports.countSeen) == "function", "countSeen is exported")
|
||||
T.check(type(exports.species) == "function", "species is exported")
|
||||
T.eq(#exports.species(), 151, "the export reads the whole merged dex")
|
||||
|
||||
local game = {
|
||||
data = Data,
|
||||
save = { pokedex = { seen = { PIKACHU = true, MEW = true },
|
||||
owned = { PIKACHU = true } } },
|
||||
}
|
||||
T.eq(exports.countSeen(game), 2, "countSeen counts the seen set")
|
||||
T.eq(exports.countOwned(game), 1, "countOwned counts the owned set")
|
||||
|
||||
-- an empty dex is a legal state, not a crash
|
||||
T.eq(exports.countSeen({ data = Data, save = {} }), 0, "a fresh save counts zero")
|
||||
|
||||
-- ------- the start-menu wrap decorates rather than replaces
|
||||
|
||||
local vanilla = { { label = "POKéDEX" }, { label = "SAVE" }, { label = "QUIT" } }
|
||||
local hooked = Runtime.call("ui.start_menu.items",
|
||||
function(_, items) return items end, game, vanilla)
|
||||
T.eq(#hooked, 4, "the wrap added exactly one row")
|
||||
T.eq(hooked[2].label, "DEXNAV", "the row is anchored before SAVE")
|
||||
T.eq(hooked[3].label, "SAVE", "the vanilla rows are still in order")
|
||||
|
||||
-- ------- the screen factory builds a real state
|
||||
|
||||
local Screens = require("src.ui.Screens")
|
||||
Screens.invalidate()
|
||||
local factory = Screens.get(game, "ExampleDexNav")
|
||||
T.check(factory and factory.new, "the screen resolves through the registry")
|
||||
local screen = factory.new(game)
|
||||
T.check(screen.items ~= nil and #screen.items == 151,
|
||||
"the list shows every species with SHOW UNSEEN on")
|
||||
T.eq(screen.title, "DEXNAV 1/2", "the title carries the owned/seen counts")
|
||||
|
||||
run.release()
|
||||
Screens.invalidate()
|
||||
T.finish("example_dexnav")
|
||||
@@ -0,0 +1,13 @@
|
||||
# Changelog
|
||||
|
||||
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
Version headings match `manifest.json`'s `version`.
|
||||
|
||||
## 1.0.0
|
||||
|
||||
### Added
|
||||
|
||||
- `Music_ExamplePalletRain`, a two-pulse loop authored in `song.lua`.
|
||||
- A `music.select` wrap that swaps the Pallet Town map theme.
|
||||
- An authored chip cry for MEW.
|
||||
- The `ExampleJukebox` screen and its OPTIONS row.
|
||||
@@ -0,0 +1,99 @@
|
||||
# Jukebox Example
|
||||
|
||||
Adds one song authored note-by-note in Lua, swaps it in as the Pallet Town
|
||||
theme, replaces Mew's cry, and ships a jukebox screen that lists every song
|
||||
in the merged registry.
|
||||
|
||||
**Persona: the Musician.** Nothing here is a `.ogg`. The song is a
|
||||
Game Boy channel program assembled at load time by `ChipAsm`.
|
||||
|
||||
## Try it
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py validate mods/examples/example_jukebox --base imported
|
||||
luajit mods/examples/example_jukebox/tests/example_jukebox_test.lua
|
||||
|
||||
# render the song to a wav to hear it without launching the game
|
||||
python3 tools/modkit.py bounce Music_ExamplePalletRain --seconds 20 --out bounce
|
||||
```
|
||||
|
||||
Enable it (`example_jukebox = true` under `mods` in `options.lua`, or the
|
||||
F10 manager), then open **OPTIONS → JUKEBOX**.
|
||||
|
||||
## What it demonstrates
|
||||
|
||||
| Seam | Where |
|
||||
|---|---|
|
||||
| `content.music:register` (ChipAsm DSL) | `song.lua` + `main.lua` |
|
||||
| `content.cries:override` (chip program) | `main.lua` |
|
||||
| `hooks:wrap("music.select")` | `main.lua` — one choke point covers map, battle and jingle music |
|
||||
| `content.screens:register` | `main.lua` — a screen factory the engine instantiates by id |
|
||||
| `hooks:wrap("ui.options.rows")` | `main.lua` — how the player reaches the screen |
|
||||
| `content.music:each` | `main.lua` — the jukebox list is the merged view, not a hard-coded array |
|
||||
| `mod:read` | `main.lua` — loading a sibling file through the loader's filesystem |
|
||||
|
||||
## Authoring a song
|
||||
|
||||
`song.lua` returns what `ChipAsm.song{...}` builds: a self-contained
|
||||
program blob plus its channel layout. Events are Lua tables, one per
|
||||
command:
|
||||
|
||||
```lua
|
||||
{ duty = 2 },
|
||||
{ notetype = { speed = 12, volume = 11, fade = 2 } },
|
||||
{ octave = 4 },
|
||||
{ label = "lead" },
|
||||
{ note = "E", len = 6 }, { note = "D", len = 2 },
|
||||
{ loop = { count = 0, to = "lead" } },
|
||||
```
|
||||
|
||||
The assembler is the validator. An unknown note name or an out-of-range
|
||||
length raises *there*, naming the channel and event index, and `main.lua`
|
||||
turns that into one mod-attributed load error. The music system never
|
||||
latches on a bad program, because a bad program never reaches it.
|
||||
|
||||
Two shapes share the `music` registry and are dispatched per definition,
|
||||
not by a global flag: `{ chip = ... }` for an authored program and
|
||||
`{ file = "..." }` for an audio file. This example uses the first; a file
|
||||
track is one line:
|
||||
|
||||
```lua
|
||||
mod.content.music:register("Music_MyTheme", { file = mod.path .. "/theme.ogg" })
|
||||
```
|
||||
|
||||
Note the cry uses `ChipAsm.sfx{...}.chip` — the assembler returns
|
||||
`{ chip = program }`, and a cry record wants the program under its own
|
||||
`chip` key.
|
||||
|
||||
## Deferring is the parity guarantee
|
||||
|
||||
```lua
|
||||
mod.hooks:wrap("music.select", function(next, chosen, ctx)
|
||||
if ctx and ctx.reason == "map" and ctx.mapId == "PALLET_TOWN" then
|
||||
return next(SONG_ID, ctx)
|
||||
end
|
||||
return next(chosen, ctx)
|
||||
end)
|
||||
```
|
||||
|
||||
Every path that is not Pallet Town calls `next(chosen, ctx)` with the
|
||||
argument it was given, so playback everywhere else is exactly what it was
|
||||
before the mod loaded.
|
||||
|
||||
## Empty state
|
||||
|
||||
The jukebox is a `ListMenu`, which draws `Nothing here.` when its item list
|
||||
is empty rather than an empty frame. That cannot happen with the engine's
|
||||
45 songs present, but it is the behavior a mod screen owes the player.
|
||||
|
||||
## Permissions
|
||||
|
||||
This mod declares `engine_internals`, because playing a song from a screen
|
||||
currently needs `require("src.core.Music")` — the mod surface has no audio
|
||||
playback facade yet. Declaring it is the honest path: `modkit validate`
|
||||
accepts a declared require and flags an undeclared one.
|
||||
|
||||
## Credits
|
||||
|
||||
- Pallet Rain arrangement: this project.
|
||||
- pret/pokered: the channel command set `ChipAsm` assembles to.
|
||||
@@ -0,0 +1,96 @@
|
||||
-- Gallery #3 (Musician): one authored chip song, one hook that swaps the
|
||||
-- Pallet Town theme, one derived cry, and a jukebox screen that lists the
|
||||
-- merged music registry.
|
||||
local SONG_ID = "Music_ExamplePalletRain"
|
||||
|
||||
return function(mod)
|
||||
-- the song lives in its own file; mod:read + load keeps it addressable
|
||||
-- through the loader's filesystem instead of the host package.path, so
|
||||
-- the mod works the same installed as it does in the repo
|
||||
local source = mod:read("song.lua")
|
||||
if not source then
|
||||
mod.log:error("song.lua missing from %s -- reinstall the mod", mod.path)
|
||||
return
|
||||
end
|
||||
local chunk, compileErr = load(source, "@" .. mod.path .. "/song.lua")
|
||||
if not chunk then
|
||||
mod.log:error("song.lua did not compile: %s", tostring(compileErr))
|
||||
return
|
||||
end
|
||||
-- a malformed note table raises inside ChipAsm; catching it here turns
|
||||
-- the whole mod into a mod-attributed load error instead of latching the
|
||||
-- music system at playback time
|
||||
local ok, song = pcall(chunk)
|
||||
if not ok then
|
||||
mod.log:error("song.lua failed to assemble: %s", tostring(song))
|
||||
return
|
||||
end
|
||||
|
||||
mod.content.music:register(SONG_ID, song)
|
||||
|
||||
-- a derived cry: the ChipAsm effect command set (channels 5-8), keyed by
|
||||
-- species exactly like the vanilla cry table
|
||||
mod.content.cries:override("MEW", {
|
||||
-- .chip, not the whole return: ChipAsm hands back { chip = program }
|
||||
-- and a cry record carries the program under its own chip key
|
||||
chip = require("src.audio.ChipAsm").sfx{
|
||||
channels = {
|
||||
{ hw = 1, program = {
|
||||
{ pitchSweep = { pace = 3, subtract = false, shift = 2 } },
|
||||
{ squareNote = { len = 6, volume = 14, fade = 2, frequency = 0x5C0 } },
|
||||
{ squareNote = { len = 8, volume = 12, fade = 3, frequency = 0x680 } },
|
||||
} },
|
||||
},
|
||||
}.chip,
|
||||
pitch = 128, length = 128,
|
||||
})
|
||||
|
||||
-- music.select is the single choke point every song choice passes
|
||||
-- through. Defer to next() for everything that is not the case this mod
|
||||
-- cares about: with the mod installed but off the map, playback is
|
||||
-- byte-for-byte what it was.
|
||||
mod.hooks:wrap("music.select", function(next, chosen, ctx)
|
||||
if ctx and ctx.reason == "map" and ctx.mapId == "PALLET_TOWN" then
|
||||
return next(SONG_ID, ctx)
|
||||
end
|
||||
return next(chosen, ctx)
|
||||
end)
|
||||
|
||||
-- the jukebox itself: a screen factory in the screens registry
|
||||
mod.content.screens:register("ExampleJukebox", {
|
||||
new = function(game)
|
||||
local ids = {}
|
||||
for id in mod.content.music:each() do ids[#ids + 1] = id end
|
||||
table.sort(ids)
|
||||
local items = {}
|
||||
for _, id in ipairs(ids) do
|
||||
items[#items + 1] = { label = id:gsub("^Music_", ""), value = id }
|
||||
end
|
||||
-- ListMenu draws "Nothing here." on an empty set, so the empty state
|
||||
-- is a sentence rather than a blank box
|
||||
return mod.ui.ListMenu.new(game, "JUKEBOX", items, {
|
||||
onChoose = function(item)
|
||||
require("src.core.Music").play(game.data, item.value, true,
|
||||
{ reason = "direct" })
|
||||
end,
|
||||
onCancel = function()
|
||||
require("src.core.Music").stop()
|
||||
end,
|
||||
})
|
||||
end,
|
||||
})
|
||||
|
||||
-- reachable from OPTIONS; call next() first and decorate what comes back,
|
||||
-- so every other mod's rows survive this one
|
||||
mod.hooks:wrap("ui.options.rows", function(next, game, rows)
|
||||
local out = next(game, rows)
|
||||
if type(out) ~= "table" then return out end
|
||||
out[#out + 1] = {
|
||||
id = "example_jukebox",
|
||||
label = "JUKEBOX",
|
||||
value = function() return "OPEN" end,
|
||||
activate = function(g) mod.ui.push(g, "ExampleJukebox") end,
|
||||
}
|
||||
return out
|
||||
end)
|
||||
end
|
||||
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"id": "example_jukebox",
|
||||
"name": "Jukebox Example",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "AUDIO",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"permissions": ["engine_internals"],
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Musician gallery entry: an authored ChipAsm song, a music.select hook, a new cry and a jukebox screen."
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
|
||||
-- and the manager detail pane; never by the loader's merge.
|
||||
return {
|
||||
summary = "An authored chip song for Pallet Town, a new Mew cry, and a jukebox screen.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
tags = { "audio", "chiptune", "ui" },
|
||||
differences = {
|
||||
changed = {
|
||||
"Pallet Town's map theme becomes Music_ExamplePalletRain",
|
||||
"MEW's cry is replaced with an authored chip effect",
|
||||
},
|
||||
added = {
|
||||
"Music_ExamplePalletRain song record",
|
||||
"ExampleJukebox screen, reachable from the OPTIONS menu",
|
||||
},
|
||||
known = { "the jukebox plays looping songs only; jingles stop on their own" },
|
||||
},
|
||||
credits = {
|
||||
{ who = "Pokemon Gen 1 Recompilation Project", for_ = "the Pallet Rain arrangement" },
|
||||
{ who = "pret/pokered", for_ = "the channel command set ChipAsm assembles to" },
|
||||
},
|
||||
compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 },
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
-- "Pallet Rain": a two-pulse loop authored in the ChipAsm note-event DSL
|
||||
-- (13-audio-modding.md). ChipAsm is on the loader's supported-require
|
||||
-- list, so authoring a song needs no permissions.
|
||||
--
|
||||
-- The assembler is the validator: an out-of-range length or an unknown
|
||||
-- note name raises here, at load, naming the channel and event index --
|
||||
-- not silently at playback.
|
||||
local ChipAsm = require("src.audio.ChipAsm")
|
||||
|
||||
return ChipAsm.song{
|
||||
tempo = 0x120,
|
||||
channels = {
|
||||
-- lead: a four-bar descending figure that loops forever
|
||||
{ hw = 1, program = {
|
||||
{ duty = 2 },
|
||||
{ notetype = { speed = 12, volume = 11, fade = 2 } },
|
||||
{ octave = 4 },
|
||||
{ label = "lead" },
|
||||
{ note = "E", len = 6 }, { note = "D", len = 2 },
|
||||
{ note = "C", len = 6 }, { rest = 2 },
|
||||
{ note = "A", len = 4 }, { note = "G", len = 4 },
|
||||
{ note = "C", len = 8 },
|
||||
{ note = "E", len = 6 }, { note = "G", len = 2 },
|
||||
{ note = "A", len = 8 },
|
||||
{ rest = 8 },
|
||||
{ loop = { count = 0, to = "lead" } },
|
||||
} },
|
||||
-- counter-line: same length, one octave down, softer
|
||||
{ hw = 2, program = {
|
||||
{ duty = 1 },
|
||||
{ notetype = { speed = 12, volume = 7, fade = 1 } },
|
||||
{ octave = 3 },
|
||||
{ label = "bass" },
|
||||
{ note = "C", len = 8 }, { note = "G", len = 8 },
|
||||
{ note = "A", len = 8 }, { note = "F", len = 8 },
|
||||
{ note = "C", len = 8 }, { note = "G", len = 8 },
|
||||
{ loop = { count = 0, to = "bass" } },
|
||||
} },
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
-- Standalone: luajit mods/examples/example_jukebox/tests/example_jukebox_test.lua
|
||||
-- Asserts the song assembles, the cry merges, and music.select swaps only
|
||||
-- the map this mod claims.
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Data = require("src.core.Data")
|
||||
Data:load()
|
||||
|
||||
local run = T.sdk.loadMod("mods/examples/example_jukebox", { data = Data })
|
||||
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
|
||||
-- ------- the authored song
|
||||
|
||||
local song = Data.audio.songs.Music_ExamplePalletRain
|
||||
T.check(type(song) == "table", "the song registered")
|
||||
T.check(type(song.chip) == "table" and #song.chip.blob > 0,
|
||||
"it assembled to a non-empty program blob")
|
||||
T.eq(#song.chip.channels, 2, "both channels are laid out")
|
||||
T.eq(song.chip.channels[1].address, 0x4000,
|
||||
"the first channel is based at the 0x4000 window")
|
||||
|
||||
-- ------- the cry
|
||||
|
||||
local cry = Data.audio.cries.MEW
|
||||
T.check(type(cry) == "table" and type(cry.chip) == "table",
|
||||
"the MEW cry is an authored chip program")
|
||||
T.check(#cry.chip.blob > 0, "the cry program is non-empty")
|
||||
T.eq(cry.chip.channels[1].number, 5,
|
||||
"an sfx program lives on the effect channels (5-8)")
|
||||
|
||||
-- ------- the hook swaps exactly one map
|
||||
|
||||
local function select(song_, ctx)
|
||||
return Runtime.call("music.select", function(chosen) return chosen end, song_, ctx)
|
||||
end
|
||||
T.eq(select("Music_PalletTown", { reason = "map", mapId = "PALLET_TOWN" }),
|
||||
"Music_ExamplePalletRain", "Pallet Town gets the new theme")
|
||||
T.eq(select("Music_Routes1", { reason = "map", mapId = "ROUTE_1" }),
|
||||
"Music_Routes1", "every other map defers to the vanilla choice")
|
||||
T.eq(select("Music_Battle", { reason = "battle", kind = "wild" }),
|
||||
"Music_Battle", "battle music defers too")
|
||||
T.eq(select("Music_PalletTown", nil), "Music_PalletTown",
|
||||
"a direct play with no context defers")
|
||||
|
||||
-- ------- the screen and its options row
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
Font.load(Data)
|
||||
local Screens = require("src.ui.Screens")
|
||||
Screens.invalidate()
|
||||
local factory = Screens.get({ data = Data }, "ExampleJukebox")
|
||||
T.check(factory and factory.new, "the jukebox resolves through the screens registry")
|
||||
local screen = factory.new({ data = Data })
|
||||
T.check(#screen.items > 0, "the jukebox lists the merged music registry")
|
||||
local listed = false
|
||||
for _, item in ipairs(screen.items) do
|
||||
if item.value == "Music_ExamplePalletRain" then listed = true end
|
||||
end
|
||||
T.check(listed, "the mod's own song is in the list")
|
||||
|
||||
local rows = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
{ data = Data }, { { id = "text_speed" } })
|
||||
T.eq(#rows, 2, "the options hook added exactly one row")
|
||||
T.eq(rows[2].id, "example_jukebox", "the row is the jukebox entry")
|
||||
|
||||
run.release()
|
||||
Screens.invalidate()
|
||||
T.finish("example_jukebox")
|
||||
@@ -0,0 +1,15 @@
|
||||
# Changelog
|
||||
|
||||
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
Version headings match `manifest.json`'s `version`.
|
||||
|
||||
## 1.0.0
|
||||
|
||||
### Added
|
||||
|
||||
- The two-town fetch quest over `VIRIDIAN_CITY` and `PEWTER_CITY`.
|
||||
- `EXAMPLE_LOST_PARCEL_PARCEL` key item and the `{EXAMPLE_PARCEL_REWARD}` token.
|
||||
- The `example_lost_parcel:count_ask` verb and the ambient parallel script.
|
||||
- `example_lost_parcel:base_nerd_chat`, which replays the Pewter super
|
||||
nerd's base handler through `MapScripts.baseTalk` so the branches the
|
||||
quest does not own keep the vanilla YES/NO conversation intact.
|
||||
@@ -0,0 +1,131 @@
|
||||
# The Lost Parcel
|
||||
|
||||
A courier in Viridian City dropped a parcel somewhere in Pewter City.
|
||||
Fetch it and he pays you a NUGGET.
|
||||
|
||||
**Persona: the Quest Author.** Two towns, two vanilla NPCs, a branching
|
||||
conversation, a key item, a reward and some ambience — and not one line of
|
||||
map data or engine source changed.
|
||||
|
||||
## Try it
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py validate mods/examples/example_lost_parcel --base imported
|
||||
luajit mods/examples/example_lost_parcel/tests/example_lost_parcel_test.lua
|
||||
```
|
||||
|
||||
Enable it (`example_lost_parcel = true` under `mods` in `options.lua`, or
|
||||
the F10 manager), then:
|
||||
|
||||
```
|
||||
VIRIDIAN CITY PEWTER CITY
|
||||
┌───────────────────┐ ┌───────────────────┐
|
||||
│ GAMBLER ◀──────┼── accept ───┼──▶ SUPER NERD │
|
||||
│ (quest giver) │ │ (has the │
|
||||
│ ▲ │ │ parcel) │
|
||||
└───────┼───────────┘ └─────────┬─────────┘
|
||||
└──────────── return ───────────────┘
|
||||
```
|
||||
|
||||
Talk to the gambler in Viridian (the one south of the Poké Mart), say
|
||||
`SURE`, walk to Pewter, talk to the super nerd by the museum, walk back.
|
||||
|
||||
## What it demonstrates
|
||||
|
||||
| Seam | Where |
|
||||
|---|---|
|
||||
| `content.map_scripts:register` (compose) | `main.lua` — two maps, no map edits |
|
||||
| talk override on a real `TEXT_` constant | `main.lua` — `TEXT_VIRIDIANCITY_GAMBLER1`, `TEXT_PEWTERCITY_SUPER_NERD1` |
|
||||
| `choice` + `label` + `jump_if_true/false` | `main.lua` — a five-branch conversation |
|
||||
| `MOD_` flag convention | `main.lua` — `MOD_EXAMPLE_LOST_PARCEL_*` |
|
||||
| `set_field "mod:key"` | `main.lua` — quest scratch state in `save.modData[mod.id]` |
|
||||
| `mod.save:get/set` | `main.lua` — the same value through the loader-side namespace |
|
||||
| `content.commands:register` (table form) | `main.lua` — a `foreground` verb of the mod's own |
|
||||
| `MapScripts.baseTalk` (replay the overridden handler) | `main.lua` — `example_lost_parcel:base_nerd_chat` |
|
||||
| `content.tokens:register` | `main.lua` — `{EXAMPLE_PARCEL_REWARD}` |
|
||||
| `content.items:register` | `main.lua` — the parcel key item |
|
||||
| a parallel ambient script | `main.lua` — `scripts.example_nerd_pace` + `onEnter` |
|
||||
| `events:on` / `events:emit` | `main.lua` — announcing completion under `mod.<id>.*` |
|
||||
|
||||
## How the compose merge works
|
||||
|
||||
`map_scripts` is a **compose** registry, not a record registry. Registering
|
||||
does not replace the engine's contribution for a map; it prepends to an
|
||||
ordered chain, and each key composes by its own rule
|
||||
(`09-scripting-and-quests.md` §4.4):
|
||||
|
||||
| key | rule |
|
||||
|---|---|
|
||||
| `talk`, `scripts` | single winner per name; `false` suppresses and falls through |
|
||||
| `onEnter`, `onVictory`, `onBoulderMoved` | all contributions run, each `pcall`-guarded |
|
||||
| `onStep`, `onInteract` | first truthy return consumes the step |
|
||||
|
||||
So this mod's `onEnter` for Pewter City runs *alongside* the engine's, not
|
||||
instead of it. Its `talk` entry for `TEXT_PEWTERCITY_SUPER_NERD1` does win
|
||||
outright — the engine's handler for that constant stops being dispatched
|
||||
the moment this mod loads. Giving it back is the last branch's whole job:
|
||||
|
||||
```lua
|
||||
{ "label", "vanilla" },
|
||||
{ "example_lost_parcel:base_nerd_chat" },
|
||||
```
|
||||
|
||||
```lua
|
||||
local base = MapScripts.baseTalk("PEWTER_CITY", "TEXT_PEWTERCITY_SUPER_NERD1")
|
||||
base(ctx.game, ctx.overworld, ctx.npc, function() ctx.runner:resume() end)
|
||||
ctx.runner:yield()
|
||||
```
|
||||
|
||||
`MapScripts.baseTalk` reaches the engine handler still sitting behind the
|
||||
override (`09-scripting-and-quests.md` §6) — the supported replacement for
|
||||
re-wrapping it. A `{ "show_text", "TEXT_PEWTERCITY_SUPER_NERD1" }` row
|
||||
*looks* like it does the same thing and does not: this NPC's base handler
|
||||
is a Lua function that asks YES/NO and answers with one of two follow-ups,
|
||||
while `show_text` resolves the constant to its opening line and stops. So
|
||||
before the quest starts and after the parcel is taken, the player gets the
|
||||
whole conversation they always got, choice included. The test drives both
|
||||
answers, in both states, and asserts every line.
|
||||
|
||||
This is also why the manifest declares `engine_internals`: replaying a base
|
||||
handler means requiring `src.script.MapScripts`.
|
||||
|
||||
## Flags, fields and mod state
|
||||
|
||||
Three storage routes, three jobs:
|
||||
|
||||
- **`MOD_`-prefixed flags** — the quest's public state machine. In the
|
||||
normal flag namespace so `check_flag` works, prefixed so it can never
|
||||
collide with a pokered event constant.
|
||||
- **`set_field "mod:asked_count"`** — script-visible scratch state, routed
|
||||
into `save.modData[mod.id]` by the owning contribution's attribution.
|
||||
Two copies of a quest cannot collide on one key.
|
||||
- **`mod.save:get/set`** — the same namespace from Lua, for code that is
|
||||
not a script row.
|
||||
|
||||
## Verb metadata
|
||||
|
||||
The custom verb is registered in the table form:
|
||||
|
||||
```lua
|
||||
mod.content.commands:register("example_lost_parcel:count_ask", {
|
||||
foreground = true,
|
||||
fn = function(ctx) ... end,
|
||||
})
|
||||
```
|
||||
|
||||
`foreground = true` marks it illegal inside a parallel script, so the
|
||||
ambient runner can never touch quest state. Namespacing the verb with the
|
||||
mod id keeps it from colliding with another mod's — `register` on a name
|
||||
the engine already owns is an error, and replacing one requires `override`.
|
||||
|
||||
## Validation
|
||||
|
||||
Every row is checked against the merged command set once all entry chunks
|
||||
have run. Typo a verb or jump to a label that does not exist and this mod
|
||||
fails at *load* with the row number, is rolled back whole, and says so in
|
||||
the manager — it never half-loads into a broken conversation.
|
||||
|
||||
## Credits
|
||||
|
||||
- pret/pokered — the `TEXT_` constants and base conversations this
|
||||
composes with.
|
||||
@@ -0,0 +1,172 @@
|
||||
-- Gallery #4 (Quest author): the worked multi-map fetch quest from
|
||||
-- 09-scripting-and-quests.md 6. A courier in Viridian City lost a parcel
|
||||
-- in Pewter City; the player retrieves it for a NUGGET.
|
||||
--
|
||||
-- No map is edited and no engine file is touched. Both NPCs are vanilla
|
||||
-- objects addressed by their real TEXT_ constants, and the base
|
||||
-- conversation is still reachable on every branch the quest does not own.
|
||||
local MapScripts = require("src.script.MapScripts")
|
||||
|
||||
local PARCEL = "EXAMPLE_LOST_PARCEL_PARCEL"
|
||||
local REWARD = "NUGGET"
|
||||
|
||||
-- flags a mod writes are MOD_-prefixed by convention, so a save never
|
||||
-- confuses them with the pokered event namespace
|
||||
local STARTED = "MOD_EXAMPLE_LOST_PARCEL_STARTED"
|
||||
local TAKEN = "MOD_EXAMPLE_LOST_PARCEL_TAKEN"
|
||||
local DONE = "MOD_EXAMPLE_LOST_PARCEL_DONE"
|
||||
|
||||
-- the Pewter super nerd's object index on PEWTER_CITY; the ambient script
|
||||
-- makes this one fidget while the parcel is still lying around
|
||||
local NERD_INDEX = 3
|
||||
|
||||
return function(mod)
|
||||
-- ------- the reward item
|
||||
|
||||
mod.content.items:register(PARCEL, {
|
||||
id = PARCEL,
|
||||
name = "PARCEL?",
|
||||
price = 0,
|
||||
keyItem = true,
|
||||
tossable = false,
|
||||
})
|
||||
|
||||
-- ------- a text token, so the reward name is written once
|
||||
|
||||
mod.content.tokens:register("EXAMPLE_PARCEL_REWARD", function(game)
|
||||
local item = game and game.data and game.data.items[REWARD]
|
||||
return item and item.name or REWARD
|
||||
end)
|
||||
|
||||
-- ------- a script verb of this mod's own
|
||||
-- The table form carries dispatch metadata: foreground marks it illegal
|
||||
-- inside a parallel script, which is what keeps the ambient runner from
|
||||
-- ever touching quest state.
|
||||
mod.content.commands:register("example_lost_parcel:count_ask", {
|
||||
foreground = true,
|
||||
fn = function(ctx)
|
||||
-- mod: fields route into save.modData[owner], so quest scratch state
|
||||
-- is attributable and two quests never collide on one key
|
||||
local base = ctx.save.modData and ctx.save.modData[mod.id]
|
||||
local asked = (base and base.asked_count or 0) + 1
|
||||
ctx.save.modData = ctx.save.modData or {}
|
||||
ctx.save.modData[mod.id] = ctx.save.modData[mod.id] or {}
|
||||
ctx.save.modData[mod.id].asked_count = asked
|
||||
-- the same number through the loader-side namespace, which is what a
|
||||
-- screen or another mod would read
|
||||
mod.save:set("asked_count", asked)
|
||||
end,
|
||||
})
|
||||
|
||||
-- ------- handing a branch back to the base conversation
|
||||
-- talk dispatch is single-winner, so the Pewter rows below replace the
|
||||
-- engine's handler outright. Re-running the TEXT_ constant with
|
||||
-- show_text would only replay its opening line: the base handler is a
|
||||
-- Lua function that asks YES/NO and answers with one of two follow-ups,
|
||||
-- and none of that survives a text lookup. baseTalk reaches the handler
|
||||
-- still sitting behind the override (09 6), so the branches the quest
|
||||
-- does not own play the whole vanilla conversation.
|
||||
mod.content.commands:register("example_lost_parcel:base_nerd_chat", {
|
||||
foreground = true,
|
||||
fn = function(ctx)
|
||||
local base = MapScripts.baseTalk("PEWTER_CITY", "TEXT_PEWTERCITY_SUPER_NERD1")
|
||||
if not base then return end
|
||||
local runner = ctx.runner
|
||||
base(ctx.game, ctx.overworld, ctx.npc, function() runner:resume() end)
|
||||
runner:yield()
|
||||
end,
|
||||
})
|
||||
|
||||
-- ------- Viridian City: the quest giver
|
||||
|
||||
mod.content.map_scripts:register("VIRIDIAN_CITY", {
|
||||
talk = {
|
||||
TEXT_VIRIDIANCITY_GAMBLER1 = {
|
||||
{ "check_flag", DONE },
|
||||
{ "jump_if_true", "after" },
|
||||
{ "check_flag", STARTED },
|
||||
{ "jump_if_true", "pending" },
|
||||
{ "show_text", "I dropped a parcel\nsomewhere in\nPEWTER CITY..." },
|
||||
{ "choice", { "SURE", "NO WAY" } },
|
||||
{ "jump_if_false", "refused" },
|
||||
{ "set_flag", STARTED },
|
||||
{ "set_field", "mod:asked_count", 0 },
|
||||
{ "show_text", "Thanks! A {EXAMPLE_PARCEL_REWARD}\nawaits you!" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pending" },
|
||||
{ "example_lost_parcel:count_ask" },
|
||||
{ "check_item", PARCEL },
|
||||
{ "jump_if_false", "remind" },
|
||||
{ "take_item", PARCEL },
|
||||
{ "give_item", REWARD },
|
||||
{ "set_flag", DONE },
|
||||
{ "emote", "player", "happy", 45 },
|
||||
{ "show_text", "You found it!\nHere, as promised!" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "remind" },
|
||||
{ "show_text", "It's a small brown\nparcel. PEWTER CITY!" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "refused" },
|
||||
{ "show_text", "Aww. GYMs are\nclosed anyway..." },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "after" },
|
||||
{ "show_text", "Thanks again,\n{PLAYER}!" },
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
-- ------- Pewter City: the parcel, and some ambience while it is lost
|
||||
|
||||
mod.content.map_scripts:register("PEWTER_CITY", {
|
||||
talk = {
|
||||
TEXT_PEWTERCITY_SUPER_NERD1 = {
|
||||
{ "check_flag", STARTED },
|
||||
{ "jump_if_false", "vanilla" },
|
||||
{ "check_flag", TAKEN },
|
||||
{ "jump_if_true", "vanilla" },
|
||||
{ "show_text", "Someone dropped\nthis parcel by the\nMUSEUM." },
|
||||
{ "give_item", PARCEL, 1, false },
|
||||
{ "set_flag", TAKEN },
|
||||
{ "show_text", "{PLAYER} got the\nparcel back!" },
|
||||
{ "jump", "end" },
|
||||
|
||||
-- every branch the quest does not own replays the base handler, so
|
||||
-- the vanilla conversation is never lost to the override
|
||||
{ "label", "vanilla" },
|
||||
{ "example_lost_parcel:base_nerd_chat" },
|
||||
},
|
||||
},
|
||||
|
||||
-- all-run: this composes with the engine's own onEnter for the map
|
||||
-- instead of replacing it
|
||||
onEnter = function(game, ow)
|
||||
local flags = game.save and game.save.flags or {}
|
||||
if flags[STARTED] and not flags[TAKEN] then
|
||||
ow:queueScript({ { "run_parallel", "PEWTER_CITY/example_nerd_pace" } })
|
||||
end
|
||||
end,
|
||||
|
||||
scripts = {
|
||||
-- background-legal verbs only; the runner rejects foreground rows in
|
||||
-- a parallel slot, and the script dies on map exit
|
||||
example_nerd_pace = {
|
||||
{ "label", "top" },
|
||||
{ "march_in_place", NERD_INDEX, true }, { "wait", 90 },
|
||||
{ "march_in_place", NERD_INDEX, false }, { "wait", 150 },
|
||||
{ "jump", "top" },
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
-- quest completion is worth announcing to other mods; a mod may only
|
||||
-- broadcast under its own prefix
|
||||
mod.events:on("flag.changed", function(ev)
|
||||
if ev.name == DONE and ev.value then
|
||||
mod.events:emit("mod.example_lost_parcel.completed", { reward = REWARD })
|
||||
end
|
||||
end)
|
||||
end
|
||||
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"id": "example_lost_parcel",
|
||||
"name": "The Lost Parcel",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "QUEST",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 100,
|
||||
"permissions": ["engine_internals"],
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Quest-author gallery entry: a two-town fetch quest over real TEXT constants, with choices, labels, MOD_ flags and a parallel ambient script."
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
|
||||
-- and the manager detail pane; never by the loader's merge.
|
||||
return {
|
||||
summary = "A courier in Viridian lost a parcel in Pewter. Fetch it for a NUGGET.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
tags = { "quest", "story", "scripting" },
|
||||
differences = {
|
||||
changed = {
|
||||
"the Viridian gambler and the Pewter super nerd gain quest branches; "
|
||||
.. "their vanilla lines still play on every other branch",
|
||||
},
|
||||
added = {
|
||||
"EXAMPLE_LOST_PARCEL_PARCEL key item",
|
||||
"{EXAMPLE_PARCEL_REWARD} text token",
|
||||
"example_lost_parcel:count_ask script verb",
|
||||
"example_lost_parcel:base_nerd_chat script verb, which replays the "
|
||||
.. "super nerd's base conversation the quest branches around",
|
||||
"an ambient parallel script on PEWTER_CITY while the parcel is lost",
|
||||
},
|
||||
known = { "the parcel can be tossed from the bag; the quest then stalls at the reminder line" },
|
||||
},
|
||||
credits = {
|
||||
{ who = "pret/pokered", for_ = "the TEXT_ constants and base conversations this composes with" },
|
||||
},
|
||||
compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 },
|
||||
}
|
||||
@@ -0,0 +1,163 @@
|
||||
-- Standalone: luajit mods/examples/example_lost_parcel/tests/example_lost_parcel_test.lua
|
||||
-- Plays the quest end to end headlessly: accept, fetch, hand over.
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local Data = require("src.core.Data")
|
||||
Data:load()
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
local ScriptRunner = require("src.script.ScriptRunner")
|
||||
local MapScripts = require("src.script.MapScripts")
|
||||
-- the engine attaches its hand-ported scripts as the base contribution at
|
||||
-- boot; the quest composes on top of them, so the harness needs them too
|
||||
require("data.scripts.init")
|
||||
Font.load(Data)
|
||||
|
||||
local run = T.sdk.loadMod("mods/examples/example_lost_parcel", { data = Data })
|
||||
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
T.check(Data.items.EXAMPLE_LOST_PARCEL_PARCEL ~= nil, "the parcel item merged")
|
||||
T.check(Data.tokens.EXAMPLE_PARCEL_REWARD ~= nil, "the reward token merged")
|
||||
T.check(Data.commands["example_lost_parcel:count_ask"] ~= nil,
|
||||
"the mod's script verb merged")
|
||||
|
||||
-- a stack whose boxes are answered from OUTSIDE the coroutine: a text box
|
||||
-- pushed by show_text resolves on the next drive tick, never re-entrantly
|
||||
local choice = 1
|
||||
local function newGame()
|
||||
local game = { data = Data, save = {
|
||||
flags = {}, inventory = {}, modData = {},
|
||||
player = { name = "RED", rival = "BLUE" },
|
||||
} }
|
||||
local stack = { states = {} }
|
||||
function stack:push(state) self.states[#self.states + 1] = state end
|
||||
function stack:pop() return table.remove(self.states) end
|
||||
function stack:top() return self.states[#self.states] end
|
||||
game.stack = stack
|
||||
game.shown = {} -- first line of every text box, in order
|
||||
game.asked = 0 -- YES/NO boxes the conversation put up
|
||||
return game
|
||||
end
|
||||
|
||||
-- advance one pending box or emote hold; choice menus pick `choice`
|
||||
local function settle(game, ow)
|
||||
if ow.emote then
|
||||
local held = ow.emote
|
||||
ow.emote = nil
|
||||
held.onDone()
|
||||
return true
|
||||
end
|
||||
local top = table.remove(game.stack.states)
|
||||
if not top then return false end
|
||||
if top.pages then
|
||||
game.lastText = top.pages[1] and top.pages[1][1]
|
||||
game.shown[#game.shown + 1] = game.lastText
|
||||
end
|
||||
if top.items then
|
||||
local item = top.items[choice]
|
||||
if item and item.onSelect then item.onSelect() end
|
||||
elseif top.onChoose then
|
||||
-- a bare ChoiceBox: what the engine's own Lua talk handlers ask with
|
||||
game.asked = game.asked + 1
|
||||
top.onChoose(choice == 1)
|
||||
elseif top.onDone then
|
||||
top.onDone()
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- the first line of a generated text constant, which is what a TextBox
|
||||
-- paginates onto its first row
|
||||
local function firstLine(s) return (tostring(s):match("^[^\n\f\v]*")) end
|
||||
|
||||
-- the overworld the talk dispatch would supply; its map label is what
|
||||
-- show_text resolves a bare TEXT_ constant through
|
||||
local function overworldFor(mapId)
|
||||
return { map = { id = mapId, def = { label = Data.maps[mapId].label } } }
|
||||
end
|
||||
|
||||
local function talk(game, mapId, textConst)
|
||||
local rows = MapScripts.talkScript(mapId, textConst)
|
||||
T.check(rows ~= nil, mapId .. "." .. textConst .. " has a talk script")
|
||||
local ow = overworldFor(mapId)
|
||||
local runner = ScriptRunner.new(game, ow)
|
||||
runner:run(rows, { source = MapScripts.talkSource(mapId, textConst) })
|
||||
for _ = 1, 400 do
|
||||
if not runner:isRunning() then break end
|
||||
if not settle(game, ow) then runner:update() end
|
||||
end
|
||||
T.check(not runner:isRunning(), "the " .. textConst .. " script completed")
|
||||
end
|
||||
|
||||
-- ------- branch 1: refuse the quest
|
||||
|
||||
do
|
||||
choice = 2
|
||||
local game = newGame()
|
||||
talk(game, "VIRIDIAN_CITY", "TEXT_VIRIDIANCITY_GAMBLER1")
|
||||
T.check(not game.save.flags.MOD_EXAMPLE_LOST_PARCEL_STARTED,
|
||||
"refusing the choice leaves the quest unstarted")
|
||||
end
|
||||
|
||||
-- ------- branch 2: accept, fetch, deliver
|
||||
|
||||
local game = newGame()
|
||||
choice = 1
|
||||
talk(game, "VIRIDIAN_CITY", "TEXT_VIRIDIANCITY_GAMBLER1")
|
||||
T.check(game.save.flags.MOD_EXAMPLE_LOST_PARCEL_STARTED, "accepting sets the started flag")
|
||||
T.eq(game.save.modData.example_lost_parcel.asked_count, 0,
|
||||
"set_field mod: wrote into the mod's own save namespace")
|
||||
|
||||
-- The override wins talk dispatch outright, so the branches the quest does
|
||||
-- not own owe the player the whole base conversation -- which for this NPC
|
||||
-- is an opening line, a YES/NO prompt and one of two follow-ups, not a
|
||||
-- single line. Both answers are driven, before the quest starts and again
|
||||
-- once the parcel is gone.
|
||||
local NERD_INTRO = Data.text._PewterCitySuperNerd1DidYouCheckOutMuseumText
|
||||
local NERD_YES = Data.text._PewterCitySuperNerd1WerentThoseFossilsAmazingText
|
||||
local NERD_NO = Data.text._PewterCitySuperNerd1YouHaveToGoText
|
||||
T.check(NERD_INTRO and NERD_YES and NERD_NO,
|
||||
"the base super nerd conversation is in the generated text")
|
||||
|
||||
local function readsVanillaNerd(when, flags)
|
||||
for _, answer in ipairs({ 1, 2 }) do
|
||||
local plain = newGame()
|
||||
for name, value in pairs(flags or {}) do plain.save.flags[name] = value end
|
||||
choice = answer
|
||||
talk(plain, "PEWTER_CITY", "TEXT_PEWTERCITY_SUPER_NERD1")
|
||||
T.check((plain.save.inventory.EXAMPLE_LOST_PARCEL_PARCEL or 0) == 0,
|
||||
when .. ": the base branch never hands out the parcel")
|
||||
T.eq(plain.asked, 1, when .. ": the vanilla YES/NO prompt still comes up")
|
||||
T.eq(#plain.shown, 2, when .. ": the opening line and a follow-up both play")
|
||||
T.eq(plain.shown[1], firstLine(NERD_INTRO), when .. ": the vanilla opening line")
|
||||
T.eq(plain.shown[2], firstLine(answer == 1 and NERD_YES or NERD_NO),
|
||||
when .. ": the follow-up answers the choice the player made")
|
||||
end
|
||||
end
|
||||
|
||||
readsVanillaNerd("before the quest")
|
||||
readsVanillaNerd("after the parcel is taken", {
|
||||
MOD_EXAMPLE_LOST_PARCEL_STARTED = true,
|
||||
MOD_EXAMPLE_LOST_PARCEL_TAKEN = true,
|
||||
})
|
||||
choice = 1
|
||||
|
||||
talk(game, "PEWTER_CITY", "TEXT_PEWTERCITY_SUPER_NERD1")
|
||||
T.check(game.save.flags.MOD_EXAMPLE_LOST_PARCEL_TAKEN, "the parcel is taken")
|
||||
T.check((game.save.inventory.EXAMPLE_LOST_PARCEL_PARCEL or 0) > 0,
|
||||
"the parcel is in the bag")
|
||||
|
||||
talk(game, "VIRIDIAN_CITY", "TEXT_VIRIDIANCITY_GAMBLER1")
|
||||
T.check(game.save.flags.MOD_EXAMPLE_LOST_PARCEL_DONE, "the quest completes")
|
||||
T.check((game.save.inventory.EXAMPLE_LOST_PARCEL_PARCEL or 0) == 0,
|
||||
"the parcel is consumed")
|
||||
T.check((game.save.inventory.NUGGET or 0) > 0, "the NUGGET reward is paid")
|
||||
T.eq(game.save.modData.example_lost_parcel.asked_count, 1,
|
||||
"the mod's own verb counted the one pending visit")
|
||||
|
||||
-- the ambient script is background-legal: no foreground verb in it
|
||||
local rows = MapScripts.namedScript("PEWTER_CITY", "example_nerd_pace")
|
||||
T.check(rows ~= nil, "the parallel ambient script is registered")
|
||||
|
||||
run.release()
|
||||
T.finish("example_lost_parcel")
|
||||
@@ -0,0 +1,13 @@
|
||||
# Changelog
|
||||
|
||||
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
Version headings match `manifest.json`'s `version`.
|
||||
|
||||
## 1.0.0
|
||||
|
||||
### Added
|
||||
|
||||
- Three original species with cries and icons, and their art generator.
|
||||
- The `SABLE_COVE` map and encounter table.
|
||||
- `SABLE_TIDE_BADGE` and the one-badge constants override.
|
||||
- The `SableTitle` screen and the `field.boot` override that reaches it.
|
||||
@@ -0,0 +1,103 @@
|
||||
# Sable Cove (Mini Conversion)
|
||||
|
||||
The smallest thing that is recognizably a *different game*: its own title
|
||||
screen, its own starting town, its own three-species dex, its own single
|
||||
badge — running on the same engine, with the same import.
|
||||
|
||||
**Persona: the Total-Conversion Team.** This is the capstone skeleton. It
|
||||
is deliberately incomplete as a game and deliberately complete as a
|
||||
demonstration of which seams a conversion owns.
|
||||
|
||||
## Legal callout (read this first)
|
||||
|
||||
A total conversion on this engine is a **recipe, not a redistribution**.
|
||||
|
||||
- The Red import still runs. It supplies the fallback infrastructure this
|
||||
conversion sits on: the `OVERWORLD` tileset, the font, the move table,
|
||||
the type chart. That data lives on the player's machine, decoded from
|
||||
the player's own ROM.
|
||||
- The conversion overrides on top. Everything under `assets/` here is
|
||||
original work, plotted pixel by pixel by
|
||||
`tools/make_assets.py` — run it yourself and diff the output.
|
||||
- It never ships extracted content, and it never launders extracted
|
||||
content into "new" species by transforming Red sprites. If your
|
||||
conversion wants to *derive* art from the player's cache, that is what
|
||||
`assets_transforms` is for — see
|
||||
`mods/examples/example_shiny_palette/` for the worked pattern.
|
||||
|
||||
## Try it
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py validate mods/examples/example_mini_conversion --base imported
|
||||
python3 tools/modkit.py lint mods/examples/example_mini_conversion
|
||||
luajit mods/examples/example_mini_conversion/tests/example_mini_conversion_test.lua
|
||||
|
||||
# regenerate the original art from its shape tables
|
||||
python3 mods/examples/example_mini_conversion/tools/make_assets.py
|
||||
```
|
||||
|
||||
Enable it (`example_mini_conversion = true` under `mods` in `options.lua`,
|
||||
or the F10 manager) and start the game. You land on the SABLE COVE title
|
||||
screen; NEW GAME spawns you in Sable Cove with 1500 money as SABLE.
|
||||
|
||||
## What it demonstrates
|
||||
|
||||
| Seam | Where |
|
||||
|---|---|
|
||||
| `profile = "total_conversion"` | `manifest.json` — implies `affects_link` |
|
||||
| `content.field:patch("boot", …)` | `main.lua` — spawn, names, money, boot screens |
|
||||
| `content.constants:patch` / `:override` | `main.lua` — dex size, level cap, badge list |
|
||||
| `content.pokemon:register` | `main.lua` — three species with full records |
|
||||
| `content.cries:register` (ChipAsm) | `main.lua` — one authored effect per species |
|
||||
| `content.icons:register` | `main.lua` — party icons keyed by species id |
|
||||
| `content.maps:register` | `main.lua` — one map on the imported tileset |
|
||||
| `content.encounters:register` | `main.lua` — its wild table |
|
||||
| `content.items:register` | `main.lua` — the badge, which is an item |
|
||||
| `content.screens:register` | `main.lua` — the title screen the boot config names |
|
||||
| `events:on("game.ready")` | `main.lua` — checking the boot merge actually took |
|
||||
|
||||
## patch vs override on a deep registry
|
||||
|
||||
`constants` and `field` are **deep** registries. Two rules differ from the
|
||||
record registries, and both bite a conversion:
|
||||
|
||||
1. `register` and `patch` are the same verb. A partial payload is the
|
||||
normal case; only the keys you name move.
|
||||
2. **Lists append.** That is deliberate — two mods each adding a badge both
|
||||
land. But a conversion wants to *replace* the badge list, and appending
|
||||
would leave Kanto's eight in front of its one:
|
||||
|
||||
```lua
|
||||
mod.content.constants:patch("badges", { … }) -- 8 + 1 = 9 badges
|
||||
mod.content.constants:override("badges", { … }) -- 1 badge
|
||||
```
|
||||
|
||||
`override` is the verb that drops a list. The test asserts both behaviors.
|
||||
|
||||
`field.boot` is the opposite case: `patch` is right there, because the keys
|
||||
this conversion does not name (`startFacing`, the `splash` and `newGame`
|
||||
screen ids) should keep the engine's values.
|
||||
|
||||
## Priority
|
||||
|
||||
`"priority": 900`. A conversion wants to merge *after* content mods so its
|
||||
`field.boot` and `constants` win. If another mod still beats it, the
|
||||
`game.ready` listener says so by name instead of leaving the player on a
|
||||
map they did not expect.
|
||||
|
||||
## What a real conversion adds next
|
||||
|
||||
This skeleton stops at the boundary of the mechanism demonstration. A
|
||||
shipping conversion continues with:
|
||||
|
||||
- `map_scripts` for the story (see `mods/examples/example_lost_parcel/`)
|
||||
- `maps:remove` / `pokemon:remove` tombstones to hide Kanto content
|
||||
- `content.text` and `text_pointers` for its own dialogue
|
||||
- `content.music` for its soundtrack (see `mods/examples/example_jukebox/`)
|
||||
- `link_fields` and an honest `affects_link` so its players do not corrupt
|
||||
each other's saves in a trade
|
||||
|
||||
## Credits
|
||||
|
||||
- All original sprite art: this project (`tools/make_assets.py`).
|
||||
- pret/pokered: the `OVERWORLD` tileset, font and move table this builds on.
|
||||
|
After Width: | Height: | Size: 191 B |
|
After Width: | Height: | Size: 262 B |
|
After Width: | Height: | Size: 161 B |
|
After Width: | Height: | Size: 207 B |
|
After Width: | Height: | Size: 288 B |
|
After Width: | Height: | Size: 174 B |
|
After Width: | Height: | Size: 240 B |
|
After Width: | Height: | Size: 326 B |
|
After Width: | Height: | Size: 190 B |
@@ -0,0 +1,180 @@
|
||||
-- Gallery #7 (Total-conversion team): the smallest thing that is
|
||||
-- recognizably a different game. Its own boot config, its own title
|
||||
-- screen, its own three-species dex, its own single badge, and one map.
|
||||
--
|
||||
-- LEGAL POSTURE (constraint 1): the Red import still runs and supplies the
|
||||
-- fallback infrastructure this conversion sits on -- the OVERWORLD tileset,
|
||||
-- the font, the move table. The conversion overrides on top. Every pixel
|
||||
-- under assets/ is original work generated by tools/make_assets.py; nothing
|
||||
-- here transforms extracted Red art into "new" content.
|
||||
local MAP = "SABLE_COVE"
|
||||
local BADGE = "SABLE_TIDE_BADGE"
|
||||
|
||||
-- three original species; ids are namespaced so a mixed load cannot
|
||||
-- collide with Red's
|
||||
local DEX = {
|
||||
{ id = "SABLE_EMBERKIT", name = "EMBERKIT", dex = 1, art = "emberkit",
|
||||
types = { "FIRE" }, stats = { hp = 45, attack = 60, defense = 40,
|
||||
speed = 65, special = 50 } },
|
||||
{ id = "SABLE_TIDEPUP", name = "TIDEPUP", dex = 2, art = "tidepup",
|
||||
types = { "WATER" }, stats = { hp = 50, attack = 48, defense = 60,
|
||||
speed = 45, special = 55 } },
|
||||
{ id = "SABLE_MOSSLING", name = "MOSSLING", dex = 3, art = "mossling",
|
||||
types = { "GRASS", "POISON" }, stats = { hp = 55, attack = 50,
|
||||
defense = 55, speed = 40,
|
||||
special = 60 } },
|
||||
}
|
||||
|
||||
return function(mod)
|
||||
local ChipAsm = require("src.audio.ChipAsm")
|
||||
|
||||
-- ------- species, cries and icons
|
||||
|
||||
for _, entry in ipairs(DEX) do
|
||||
mod.content.pokemon:register(entry.id, {
|
||||
id = entry.id,
|
||||
name = entry.name,
|
||||
dex = entry.dex,
|
||||
types = entry.types,
|
||||
baseStats = entry.stats,
|
||||
catchRate = 190,
|
||||
baseExp = 64,
|
||||
growthRate = "MEDIUM_FAST",
|
||||
level1Moves = { "TACKLE" },
|
||||
learnset = {
|
||||
{ level = 7, move = "GROWL" },
|
||||
{ level = 13, move = "QUICK_ATTACK" },
|
||||
},
|
||||
evolutions = {},
|
||||
spriteFront = mod.path .. "/assets/" .. entry.art .. "_front.png",
|
||||
spriteBack = mod.path .. "/assets/" .. entry.art .. "_back.png",
|
||||
frontSize = 5,
|
||||
cry = entry.id,
|
||||
icon = { image = mod.path .. "/assets/" .. entry.art .. "_icon.png",
|
||||
frames = 2 },
|
||||
})
|
||||
|
||||
-- one authored chip effect per species, keyed by species id exactly
|
||||
-- like the vanilla cry table
|
||||
mod.content.cries:register(entry.id, {
|
||||
chip = ChipAsm.sfx{
|
||||
channels = { { hw = 1, program = {
|
||||
{ pitchSweep = { pace = 2 + entry.dex, subtract = entry.dex == 2,
|
||||
shift = 3 } },
|
||||
{ squareNote = { len = 5, volume = 13, fade = 2,
|
||||
frequency = 0x480 + entry.dex * 0x60 } },
|
||||
} } },
|
||||
}.chip,
|
||||
pitch = 128, length = 128,
|
||||
})
|
||||
|
||||
mod.content.icons:register(entry.id, {
|
||||
image = mod.path .. "/assets/" .. entry.art .. "_icon.png",
|
||||
frames = 2,
|
||||
})
|
||||
end
|
||||
|
||||
-- ------- the badge, which is an item like every vanilla badge
|
||||
|
||||
mod.content.items:register(BADGE, {
|
||||
id = BADGE, name = "TIDEBADGE", price = 0, keyItem = true, tossable = false,
|
||||
})
|
||||
|
||||
-- ------- the rules the engine used to hard-code
|
||||
-- deep registry: register and patch are the same verb, and only the keys
|
||||
-- named here move. Everything else keeps its imported value.
|
||||
|
||||
mod.content.constants:patch("dexSize", #DEX)
|
||||
mod.content.constants:patch("dexDigits", 1)
|
||||
mod.content.constants:patch("levelCap", 50)
|
||||
-- override, not patch: under deep semantics a list APPENDS, so patching
|
||||
-- here would leave Kanto's eight badges in front of this one. override
|
||||
-- is the verb that drops a list, which is exactly what a conversion wants
|
||||
mod.content.constants:override("badges", { { id = BADGE, name = "TIDE" } })
|
||||
mod.content.constants:override("hmMoves", { "CUT", "SURF" })
|
||||
|
||||
-- ------- the one map
|
||||
|
||||
local blocks = {}
|
||||
for i = 1, 10 * 9 do blocks[i] = 1 end
|
||||
mod.content.maps:register(MAP, {
|
||||
id = MAP,
|
||||
label = "SableCove",
|
||||
index = 1000,
|
||||
tileset = "OVERWORLD",
|
||||
width = 10, height = 9,
|
||||
blocks = blocks,
|
||||
borderBlock = 11,
|
||||
warps = {}, objects = {}, signs = {},
|
||||
})
|
||||
|
||||
mod.content.encounters:register(MAP, {
|
||||
grass = { rate = 25, slots = {
|
||||
{ level = 3, species = "SABLE_EMBERKIT" },
|
||||
{ level = 3, species = "SABLE_TIDEPUP" },
|
||||
{ level = 3, species = "SABLE_MOSSLING" },
|
||||
{ level = 4, species = "SABLE_TIDEPUP" },
|
||||
{ level = 4, species = "SABLE_MOSSLING" },
|
||||
{ level = 5, species = "SABLE_EMBERKIT" },
|
||||
{ level = 5, species = "SABLE_TIDEPUP" },
|
||||
{ level = 5, species = "SABLE_MOSSLING" },
|
||||
{ level = 6, species = "SABLE_EMBERKIT" },
|
||||
{ level = 6, species = "SABLE_MOSSLING" },
|
||||
} },
|
||||
})
|
||||
|
||||
-- ------- the new game itself
|
||||
|
||||
mod.content.field:patch("boot", {
|
||||
startMap = MAP, startX = 5, startY = 4, startFacing = "down",
|
||||
playerName = "SABLE", rivalName = "CORAL",
|
||||
startMoney = 1500,
|
||||
lastHeal = { map = MAP, x = 5, y = 4 },
|
||||
namePresets = { player = { "SABLE", "WREN", "PIKE" },
|
||||
rival = { "CORAL", "REEF", "SHOAL" } },
|
||||
-- the conversion owns the boot flow; splash and newGame keep the
|
||||
-- engine screens, which is the point of naming them individually
|
||||
screens = { title = "SableTitle" },
|
||||
})
|
||||
|
||||
-- ------- the title screen
|
||||
|
||||
mod.content.screens:register("SableTitle", {
|
||||
new = function(game, opts)
|
||||
opts = opts or {}
|
||||
local Font = mod.ui.Font
|
||||
local state = { game = game, isOpaque = true, blink = 0 }
|
||||
|
||||
function state:update()
|
||||
self.blink = (self.blink + 1) % 60
|
||||
local input = game.input
|
||||
if not input then return end
|
||||
if input:wasPressed("a") or input:wasPressed("start") then
|
||||
if opts.onNewGame then opts.onNewGame() end
|
||||
end
|
||||
end
|
||||
|
||||
function state:draw()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 144)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw("SABLE COVE", 40, 40)
|
||||
Font.draw("A MINI CONVERSION", 12, 56)
|
||||
if self.blink < 40 then Font.draw("PRESS A", 52, 104) end
|
||||
end
|
||||
|
||||
return state
|
||||
end,
|
||||
})
|
||||
|
||||
mod.events:on("game.ready", function(ev)
|
||||
-- the payload carries the live Game; a conversion uses it to check
|
||||
-- that its own boot config actually took
|
||||
local boot = ev.game and ev.game.data and ev.game.data.field
|
||||
and ev.game.data.field.boot
|
||||
if not (boot and boot.startMap == MAP) then
|
||||
mod.log:warn("another mod owns field.boot; raise this mod's priority "
|
||||
.. "above %s to win the merge", tostring(boot and boot.startMap))
|
||||
end
|
||||
end)
|
||||
end
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"id": "example_mini_conversion",
|
||||
"name": "Sable Cove (Mini Conversion)",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "total_conversion",
|
||||
"category": "TOTAL_CONVERSION",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"priority": 900,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Total-conversion gallery entry: a one-town game with its own boot, title, three-species dex and one badge."
|
||||
}
|
||||