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19 Commits

Author SHA1 Message Date
bryanthaboi a2aa9ce637 Merge origin/main into squadhing-som-bug
Keep elevator seed-exit helpers and blocking play_once across the squashy squash merge.
2026-07-23 16:54:48 -04:00
bryanthaboi d683be205b brock guy fix
CLOSES #39
2026-07-23 16:47:42 -04:00
bryanthaboi d2f6735b0a squassshheee
CLOSES #128
CLOSES #114
CLOSES #113
CLOSES #111
CLOSES #110
CLOSES #109
CLOSES #107
CLOSES #106
CLOSES #105
CLOSES #90
CLOSES #103
2026-07-23 16:11:27 -04:00
bryanthaboi 1c4515eaaa squashy squash (#127) 2026-07-23 15:42:54 -04:00
bryanthaboi bfa68e6f7d squashy squash 2026-07-23 15:39:35 -04:00
bryanthaboi c04b93ce1c pokecenter fix (#126) 2026-07-23 15:17:20 -04:00
bryanthaboi 2c9970a643 Frame Cap (#124) 2026-07-23 14:35:26 -04:00
bryanthaboi 352a9a0eb8 Merge branch 'graphics-and-stutters-fixes' 2026-07-23 12:20:00 -04:00
bryanthaboi 5533785364 Create gen1recomp_cover.png 2026-07-23 12:19:47 -04:00
bryanthaboi 11f4f5570e Merge pull request #108 from bryanthaboi/graphics-and-stutters-fixes
MAJOR UPDATE
2026-07-23 11:51:59 -04:00
bryanthaboi 6239387643 renamed 2026-07-23 11:49:45 -04:00
bryanthaboi 4a50cb0728 hopefulyl a soltuion to broken end game saves 2026-07-23 11:29:58 -04:00
bryanthaboi 78aa1f3c0a add blue 2026-07-23 11:14:40 -04:00
bryanthaboi 5128b840b1 launcher spruce p2 2026-07-23 09:44:09 -04:00
bryanthaboi da14b7ee3f lauuncher spruce up part 1 2026-07-23 09:13:00 -04:00
bryanthaboi 2dbe21babf map stutter p2 2026-07-23 08:29:04 -04:00
bryanthaboi 7a85862602 graphics and stutters part 1 2026-07-23 07:59:09 -04:00
bryanthaboi 09b12a7cf0 Fixes portable windows and unlocks orientation on android
Fixes portable windows
and unlocks orientation on android
2026-07-22 15:44:14 -04:00
bryanthaboi e2f2b432ff bazinga moment 2 2026-07-22 15:42:19 -04:00
81 changed files with 51447 additions and 1618 deletions
+10 -10
View File
@@ -177,8 +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."
@@ -208,12 +208,12 @@ 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/linux/PokemonRed-linux.zip" "$outdir/PokemonRed-${v}-linux.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/PokemonRed-${v}-android.apk"
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
ls -lh "$outdir"
- name: Publish GitHub Release
@@ -263,10 +263,10 @@ jobs:
--target "$GITHUB_SHA" \
--title "$v" \
--notes "$notes" \
"dist/release/PokemonRed-${v}-macos.zip" \
"dist/release/PokemonRed-${v}-windows.zip" \
"dist/release/PokemonRed-${v}-linux.zip" \
"dist/release/PokemonRed-${v}-android.apk"
"dist/release/gen1recomp-${v}-macos.zip" \
"dist/release/gen1recomp-${v}-windows.zip" \
"dist/release/gen1recomp-${v}-linux.zip" \
"dist/release/gen1recomp-${v}-android.apk"
echo "Published release $tag"
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+20 -7
View File
@@ -23,9 +23,13 @@ function love.conf(t)
-- back to the plain title if the source is not mounted yet
local ok, Version = pcall(require, "src.core.Version")
t.window.title = ok and Version.title()
or "Pokemon Red (Gen 1 Recompilation Project)"
t.window.width = 160 * 4
t.window.height = 144 * 4
or "gen1recomp"
-- Open at the launcher's design size (the split-screen ROM selector is
-- laid out for 1024x768). The window is resizable and the 160x144 game
-- canvas letterboxes into whatever size it ends up, so this only sets the
-- starting size, not the game's resolution.
t.window.width = 1024
t.window.height = 768
end
t.version = "11.5"
t.window.vsync = 1
@@ -37,10 +41,19 @@ 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 touch input is gesture-based,
-- 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
+5 -18
View File
@@ -1,15 +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; the YOUNGSTER's escort to the gym is handled on this
-- map by story5.lua's onStep gate at the east exit (before
-- EVENT_BEAT_BROCK), while the SUPER_NERD1 museum escort is not ported.
-- 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 = {}
@@ -61,15 +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,
},
}
+16 -12
View File
@@ -5,19 +5,23 @@ return {
SILPH_CO_9F = {
talk = {
-- SilphCo9FNurseText (pokered/scripts/SilphCo9F.asm):
-- before EVENT_BEAT_SILPH_CO_GIOVANNI: heals the party and shows
-- "You look tired..." then "Don't give up!"; after the event, just
-- says thanks. Nurse texts are not in data/generated/text.lua, so
-- the exact pokered/text/SilphCo9F.asm strings are used as literals.
-- before EVENT_BEAT_SILPH_CO_GIOVANNI: heals the party, white fade
-- (Delay3 between out/in; no Music_PkmnHealed), then "Don't give
-- up!"; after the event, just says thanks. Nurse texts are not in
-- data/generated/text.lua, so the exact pokered/text/SilphCo9F.asm
-- strings are used as literals.
TEXT_SILPHCO9F_NURSE = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 8 },
{ "show_text", "You look tired!\nYou should take a\nquick nap!" },
{ "heal_party" },
{ "show_text", "Don't give up!" },
{ "jump", 9 },
{ "show_text", "Thank you so\nmuch!" },
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" }, -- 2
{ "jump_if_true", 11 }, -- 3
{ "show_text", "You look tired!\nYou should take a\nquick nap!" }, -- 4
{ "heal_party" }, -- 5
{ "fade", "out", "white" }, -- 6
{ "wait", 3 }, -- 7 Delay3
{ "fade", "in", "white" }, -- 8
{ "show_text", "Don't give up!" }, -- 9
{ "jump", "end" }, -- 10
{ "show_text", "Thank you so\nmuch!" }, -- 11
},
},
},
+45 -25
View File
@@ -24,8 +24,11 @@ local function starterBall(askText, species, choseFlag, ownBall,
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
{ "jump_if_false", 20 }, -- 4
-- the Pokédex "new species" entry shows before the ask (predef
-- StarterDex ahead of OaksLabYouWant...Text)
{ "push_screen", "DexEntryMenu", species }, -- 5
-- 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
{ "give_pokemon", species, 5 }, -- 8
@@ -61,40 +64,44 @@ return {
TEXT_OAKSLAB_OAK1 = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
{ "jump_if_false", 14 }, -- 3
{ "jump_if_false", 16 }, -- 3
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
{ "jump_if_true", 14 }, -- 5
{ "jump_if_true", 16 }, -- 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
-- OaksLab.asm OakGivesPokedex: HideObject TOGGLE_POKEDEX_1/2
-- so the table sprites leave with the gift (#106).
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" }, -- 11
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" }, -- 12
-- the Pokédex swaps Viridian's two old men (OaksLab.asm:602-606:
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN).
-- Until this ran, the walking man at (17,5) -- who owns the coffee
-- ask and the catch tutorial -- stayed OFF for the whole game
-- (toggleable_objects.asm seeds him OFF, the sleeper ON).
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 11
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" }, -- 12
{ "jump", 32 }, -- 13
{ "check_flag", "EVENT_GOT_STARTER" }, -- 14
{ "jump_if_false", 29 }, -- 15
{ "check_item", "POKE_BALL" }, -- 16
{ "jump_if_true", 27 }, -- 17
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 18
{ "jump_if_false", 31 }, -- 19
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 20
{ "jump_if_true", 27 }, -- 21
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 22
{ "give_item", "POKE_BALL", 5, false }, -- 23
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 24
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 25
{ "jump", 32 }, -- 26
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 27
{ "jump", 32 }, -- 28
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 29
{ "jump", 32 }, -- 30
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 31 (32 = end)
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" }, -- 14
{ "jump", "end" }, -- 15
{ "check_flag", "EVENT_GOT_STARTER" }, -- 16
{ "jump_if_false", 31 }, -- 17
{ "check_item", "POKE_BALL" }, -- 18
{ "jump_if_true", 29 }, -- 19
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 20
{ "jump_if_false", 33 }, -- 21
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 22
{ "jump_if_true", 29 }, -- 23
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 24
{ "give_item", "POKE_BALL", 5, false }, -- 25
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 26
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 27
{ "jump", "end" }, -- 28
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 29
{ "jump", "end" }, -- 30
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 31
{ "jump", "end" }, -- 32
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 33
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -140,6 +147,19 @@ return {
},
},
-- 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)
+15 -7
View File
@@ -1,15 +1,23 @@
-- Hand-ported from pret/pokered scripts/RedsHouse1F.asm.
-- Mom (RedsHouse1FMomText, text_asm) heals the party and shows the
-- "you should rest" / "looking great" dialogue. The intro "wake up"
-- branch is tied to the unported intro cutscene, so the heal path is used.
-- Mom (RedsHouse1FMomText): pre-starter shows the wake-up / Oak tip;
-- after EVENT_GOT_STARTER, RedsHouse1FMomHealScript fades to white,
-- heals, plays MUSIC_PKMN_HEALED, fades back, then "looking great".
return {
talk = {
TEXT_REDSHOUSE1F_MOM = {
{ "face_player" },
{ "show_text", "_RedsHouse1FMomYouShouldRestText" },
{ "heal_party" },
{ "show_text", "_RedsHouse1FMomLookingGreatText" },
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_true", 6 }, -- 3
{ "show_text", "_RedsHouse1FMomWakeUpText" }, -- 4
{ "jump", "end" }, -- 5
-- RedsHouse1FMomHealScript
{ "show_text", "_RedsHouse1FMomYouShouldRestText" }, -- 6
{ "fade", "out", "white" }, -- 7 GBFadeOutToWhite
{ "heal_party" }, -- 8
{ "play_once", "Music_PkmnHealed" }, -- 9 wait + restore map
{ "fade", "in", "white" }, -- 10 GBFadeInFromWhite
{ "show_text", "_RedsHouse1FMomLookingGreatText" }, -- 11
},
},
}
+159 -36
View File
@@ -222,17 +222,55 @@ M.BILLS_HOUSE = {
-- repair saves that already got the ticket under the old collapsed
-- script (the monster never hidden, human Bill never shown)
onEnter = function(game, ow)
if game.save.flags.EVENT_GOT_SS_TICKET
and not game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL then
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")
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
game.save.flags.EVENT_MET_BILL = true
game.save.flags.EVENT_MET_BILL_2 = true
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,
}
@@ -256,25 +294,40 @@ M.VERMILION_CITY = {
end,
-- VermilionCityDefaultScript's per-frame SSAnneTicketCheckCoords check:
-- the unguarded cell (18,30) just west of the sailor leads straight
-- onto the dock warp, so stepping onto it heading for the dock gets
-- ticket-checked (and turned back once the ship has sailed) without
-- the player ever pressing A. The sailor himself never disappears.
-- 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 f = game.save.flags
local Flags = require("src.script.Flags")
local t = game.data.text
local TextBox = require("src.render.TextBox")
if f.EVENT_SS_ANNE_LEFT then
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
if (game.save.inventory.S_S_TICKET or 0) > 0 then return false 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,
(t._VermilionCitySailor1WelcomeToSSAnneText or "Welcome to S.S.\nANNE!")
.. "\f"
ask .. "\f"
.. (t._VermilionCitySailor1YouNeedATicketText
or "You need a ticket\nto get aboard."),
function() ow:scriptMove(ow.player, "up", 1) end))
@@ -288,7 +341,7 @@ M.VERMILION_CITY = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_SS_ANNE_LEFT" }, -- 2
{ "jump_if_true", 11 }, -- 3
{ "show_text", "_VermilionCitySailor1WelcomeToSSAnneText" }, -- 4
{ "show_text", "_VermilionCitySailor1DoYouHaveATicketText" }, -- 4
{ "check_item", "S_S_TICKET" }, -- 5
{ "jump_if_false", 9 }, -- 6
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 7
@@ -318,18 +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
},
},
}
@@ -712,6 +768,29 @@ 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({
@@ -725,6 +804,21 @@ 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
},
},
}
-- -------------------------------------------------------------------
@@ -749,21 +843,51 @@ M.CERULEAN_CITY = {
},
}
-- 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
@@ -775,8 +899,7 @@ M.POKEMON_TOWER_2F = {
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(M.POKEMON_TOWER_2F.talk.TEXT_POKEMONTOWER2F_RIVAL,
{ npc = rival })
ow.runner:run(pokemonTower2FRivalScript(x), { npc = rival })
return true
end,
}
+141 -44
View File
@@ -719,73 +719,170 @@ 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
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,
},
}
+197 -46
View File
@@ -150,18 +150,20 @@ 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
@@ -199,37 +201,68 @@ 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 })
@@ -262,7 +295,8 @@ 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,
@@ -274,6 +308,98 @@ 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 +
@@ -390,24 +516,42 @@ M.GAME_CORNER = {
},
}
-- Red-version prize lists (data/events/prizes.asm, prize_mon_levels.asm)
local PRIZES = {
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
-- The six mon prizes differ between Red and Blue; the three TM prizes are
-- identical, so they are shared and appended to each version's mon list.
local PRIZE_TMS = {
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
}
local RED_PRIZES = {
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
}
local BLUE_PRIZES = {
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
}
local function activePrizes()
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
end
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local items = {}
for _, p in ipairs(PRIZES) do
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
@@ -463,8 +607,9 @@ local DOCK_SHIP_BLOCKS = {
M.VERMILION_DOCK = {
onEnter = function(game, ow)
local Flags = require("src.script.Flags")
local f = game.save.flags
if f.EVENT_SS_ANNE_LEFT then
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
@@ -480,13 +625,15 @@ M.VERMILION_DOCK = {
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
-- triggers the departure (wDestinationWarpID == 1 in pokered) --
-- the horn blows, smoke puffs drift off the funnel, the ship is
-- erased to open water, and the player is walked off the dock
-- into the city past the guard (VermilionCity's
-- 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)
f.EVENT_SS_ANNE_LEFT = true
require("src.core.Music").stop()
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
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)
@@ -494,11 +641,15 @@ M.VERMILION_DOCK = {
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)
+167 -25
View File
@@ -262,38 +262,180 @@ M.CINNABAR_ISLAND = {
-- Pewter's youngster stops you leaving east before Brock is beaten and
-- escorts you to the gym (scripts/PewterCity.asm
-- PewterCityCheckPlayerLeavingEastScript /
-- PewterCityYoungsterShowsPlayerGymScript, engine/events/pewter_guys.asm
-- PewterGymGuyCoords): the "follow me" lines, then the player is walked
-- west along the road to the front of the PEWTER_GYM door at (16,17).
-- 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)
-- walk up onto the road row (y=17), west to one tile east of the gym
-- door, then drop below the door and turn to face it
local steps = {}
for _ = 1, y - 17 do steps[#steps + 1] = "up" end
for _ = 1, x - 17 do steps[#steps + 1] = "left" end
steps[#steps + 1] = "down"
steps[#steps + 1] = "left"
local function walk(i)
if not steps[i] then
ow.player.facing = "up"
return
end
ow:scriptMove(ow.player, steps[i], 1, function() walk(i + 1) end)
end
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()
walk(1)
end)
end)
pewterGymEscort(game, ow)
return true
end,
}
+11 -3
View File
@@ -2,8 +2,9 @@
-- "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
@@ -21,9 +22,16 @@ local function range(prefix, first, last)
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",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" } },
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
{ "ROUTE_22", "ROUTE22_RIVAL1" },
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1) },
+29 -12
View File
@@ -42,8 +42,10 @@ 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 +70,31 @@ 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
@@ -132,7 +146,10 @@ 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 / RED++ / OG / OG INV / GBC INV / CLASSIC), also hotkey `2`
(RED++ uses pokered-gbc SuperPalettes + per-species mon colors)
- 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`
- 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`).
+126 -13
View File
@@ -26,7 +26,19 @@ local function scriptedIterations()
return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
end
local function bootGame()
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
@@ -68,20 +80,46 @@ 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)
@@ -261,3 +299,78 @@ 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
+3 -1
View File
@@ -6,7 +6,9 @@
#app.name=LÖVE for Android
app.application_id=com.theboisclub.pokemonred
app.orientation=portrait
# fullUser: allow every orientation the player's device permits (portrait and
# landscape), honouring their auto-rotate lock. Was "portrait" (locked).
app.orientation=fullUser
app.version_code=32
app.version_name=11.5a
+5
View File
@@ -62,10 +62,15 @@
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UTExportedTypeDeclarations</key>
<array>
+6 -6
View File
@@ -8,12 +8,12 @@
# [--notary-profile NAME] [--no-notarize]
# [--release] # ios only: release config instead of debug
#
# Output: dist/mac/PokemonRed-macos.zip
# dist/win/PokemonRed-win64.zip
# dist/linux/PokemonRed-linux.zip (fused x86_64 AppImage)
# Output: dist/mac/gen1recomp-macos.zip
# dist/win/gen1recomp-win64.zip
# dist/linux/gen1recomp-linux.zip (fused x86_64 AppImage)
# dist/android/debug/*.apk (full gradle output stays under
# mobile/android/app/build/outputs/apk/embedNoRecord/)
# dist/ios/<Config>-<sdk>/PokemonRed.app (full xcodebuild output stays
# dist/ios/<Config>-<sdk>/gen1recomp.app (full xcodebuild output stays
# under mobile/ios/build/Build/Products/)
set -euo pipefail
@@ -25,7 +25,7 @@ WORK="$HERE/work"
DIST="$ROOT/dist"
ENTITLEMENTS="$ROOT/scripts/macos-entitlements.plist"
APP_NAME="PokemonRed"
APP_NAME="gen1recomp"
BUNDLE_ID="com.theboisclub.pokemonred"
LOVE_VERSION="11.5"
VERSION="$(git -C "$ROOT" rev-parse --short HEAD 2>/dev/null || echo dev)"
@@ -60,7 +60,7 @@ say "packing game.love"
LOVE_FILE="$WORK/game.love"
rm -f "$LOVE_FILE"
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/rom_manifest.json \
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
+3 -3
View File
@@ -22,7 +22,7 @@ ANDROID_DIR="$ROOT/mobile/android"
EMBED_ASSETS="$ANDROID_DIR/app/src/embed/assets"
LOVE_FILE="$EMBED_ASSETS/game.love"
DIST="$ROOT/dist/android"
APP_NAME="Pokemon Red"
APP_NAME="gen1recomp"
APPLICATION_ID="com.theboisclub.pokemonred"
LOVE_ANDROID_VERSION="11.5a"
NDK_VERSION="25.2.9519653"
@@ -101,7 +101,7 @@ def set_prop(text, key, value):
text = re.sub(r"(?m)^app\.name_byte_array=.*\n?", "", text)
text = set_prop(text, "app.name", name)
text = set_prop(text, "app.application_id", app_id)
text = set_prop(text, "app.orientation", "portrait")
text = set_prop(text, "app.orientation", "fullUser")
if version:
text = set_prop(text, "app.version_name", version)
text = set_prop(text, "app.version_code", version_code)
@@ -137,7 +137,7 @@ pack_game_love() {
mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE"
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/rom_manifest.json \
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
-x 'data/generated/*' -x 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
+6 -6
View File
@@ -15,8 +15,8 @@
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
#
# Output: dist/ios/<Config>-<sdk>/PokemonRed.app (convenience copy)
# mobile/ios/build/Build/Products/<Config>-<sdk>/PokemonRed.app
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
set -euo pipefail
@@ -33,8 +33,8 @@ RESOURCES_DIR="$XCODE_DIR/ios/resources"
LOVE_FILE="$RESOURCES_DIR/game.love"
LIBS_DIR="$XCODE_DIR/ios/libraries"
APP_NAME="PokemonRed"
DISPLAY_NAME="Pokemon Red"
APP_NAME="gen1recomp"
DISPLAY_NAME="gen1recomp"
BUNDLE_ID="com.theboisclub.pokemonred"
LOVE_VERSION="$(tr -d '[:space:]' < "$IOS_DIR/LOVE_VERSION" 2>/dev/null || echo 11.5)"
IOS_SOURCE_ZIP="love-${LOVE_VERSION}-ios-source.zip"
@@ -155,7 +155,7 @@ require_ios_libraries
apply_ios_branding() {
[ -f "$OVERLAY_PLIST" ] || fail "missing overlay plist: $OVERLAY_PLIST"
local dest="$XCODE_DIR/ios/love-ios.plist"
say "applying iOS branding (portrait-only Info.plist, display name)"
say "applying iOS branding (portrait + landscape Info.plist, display name)"
cp "$OVERLAY_PLIST" "$dest"
}
@@ -166,7 +166,7 @@ pack_game_love() {
rm -f "$LOVE_FILE"
# Same payload as scripts/build.sh / build_android.sh: game sources only.
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/rom_manifest.json \
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
-x 'data/generated/*' -x 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
+19
View File
@@ -144,6 +144,25 @@ function AnimPlayer.new(data)
}, AnimPlayer)
end
-- Release the tilesheet images and quads this player built. They live in
-- per-instance caches (a fresh AnimPlayer is made per battle), so unlike a
-- shared module cache they are dead the moment the battle ends -- freeing
-- them here instead of waiting on a GC finalizer keeps grinding battles
-- from piling orphaned VRAM up faster than the (Lua-heap-triggered) GC
-- reclaims it.
function AnimPlayer:release()
for _, img in pairs(self.images) do
if img and img.release then pcall(img.release, img) end
end
self.images = {}
for _, byTile in pairs(self.quads) do
for _, q in pairs(byTile) do
if q and q.release then pcall(q.release, q) end
end
end
self.quads = {}
end
function AnimPlayer:warnOnce(key, fmt, ...)
if not self.warned[key] then
self.warned[key] = true
+31 -1
View File
@@ -934,6 +934,20 @@ end
-- (end_of_battle.asm clears wLowHealthAlarm when a battle ends)
function BattleState:exit()
require("src.core.Sound").stopLoop("Low_Health_Alarm")
-- Free this battle's own GPU objects now rather than waiting on a GC
-- finalizer: the two full-screen wavy-effect canvases (colorMode) and
-- the AnimPlayer's per-instance tilesheet images/quads. The shared
-- module caches (imageCache/imagePadBottom, keyed by path+palette) are
-- reused by the next battle, so they are deliberately left alone -- only
-- the per-instance objects, which are dead once this battle is popped,
-- are released here.
local function rel(o) if o and o.release then pcall(o.release, o) end end
rel(self.bgCanvas); self.bgCanvas = nil
rel(self.waveCanvas); self.waveCanvas = nil
self.colorFxReady = nil
if self.animPlayer and self.animPlayer.release then
self.animPlayer:release()
end
end
-- An action the battler is locked into (bypasses the menu), or nil.
@@ -3551,12 +3565,28 @@ function BattleState:sgbBattlePals()
if placeholder or not b then return pals.MEWMON or pals.GREENBAR end
return PaletteFX.monPal(self.data, b.mon.species) or pals.MEWMON
end
return {
local out = {
[0] = bar(self.player),
[1] = bar(self.enemy),
[2] = mon(self.player, self.showPlayerBack or self.safari or self.demo),
[3] = mon(self.enemy, self.showEnemyTrainer),
}
-- OG RED: the Game Boy Color drew the whole battle from one BG palette --
-- white paper, black ink -- so every zone shares the same background and
-- outline; only the two mid shades differ per element (green HP bar, red
-- mon pic). The bar/base zones otherwise carry the SGB off-white
-- (255,239,255) as color 0 while the mon zones (monPal -> GBC_BG) carry a
-- true white, which is what drew a white box around each pic on the pink
-- field. Snap every zone's color 0/3 to the global GBC white/black; the
-- mid shades (and the green bar the user prefers) stay untouched.
if PaletteFX.mode == "ogred" then
local white, black = PaletteFX.GBC_BG[1], PaletteFX.GBC_BG[4]
for i = 0, 3 do
local c = out[i]
out[i] = { white, c[2], c[3], black }
end
end
return out
end
-- the SGB palette covering a screen pixel (BlkPacket_Battle regions)
+316 -801
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+760
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@@ -0,0 +1,760 @@
-- Pure Game Boy audio synthesis (the DMG/GBC channel-program interpreter and
-- PCM renderer), factored out of ChipAudio so it can run on EITHER the main
-- thread (SFX/cries, and the synchronous music fallback) or the ChipAudio
-- worker thread (src/core/chip_worker.lua), which is where map/battle music is
-- synthesized so a song change never stutters the render thread.
--
-- Deliberately depends ONLY on `bit`, love.sound and love.filesystem: no
-- love.audio (Sources are a playback concern the caller owns) and no
-- src.render.Assets (hot-reload registration stays in ChipAudio). Both of
-- those are unavailable or main-thread-only inside a love.thread worker, so
-- keeping them out is what lets the same synth code run in the worker.
local bit = require("bit")
local ChipSynth = {}
local SAMPLE_RATE = 22050
local TICKS_PER_SECOND = 15360
local FRAME_TICKS = 256
local GB_CLOCK = 4194304
-- one 4096-sample stereo SoundData is the unit both the worker hands off and
-- the synchronous fallback queues; the source keeps MUSIC_BUFFER_COUNT of them
-- (~6s) for stall tolerance (window resize, a long GC pause)
local MUSIC_BUFFER_SAMPLES = 4096
local MUSIC_BUFFER_COUNT = 32
ChipSynth.SAMPLE_RATE = SAMPLE_RATE
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
local PITCHES = {
0xF82C, 0xF89D, 0xF907, 0xF96B, 0xF9CA, 0xFA23,
0xFA77, 0xFAC7, 0xFB12, 0xFB58, 0xFB9B, 0xFBDA,
}
local DUTY = { [0] = 0.125, [1] = 0.25, [2] = 0.5, [3] = 0.75 }
local WAVE_LEVEL = { [0] = 0, [1] = 1, [2] = 0.5, [3] = 0.25 }
local NOISE_DIVISORS = {
[0] = 8, [1] = 16, [2] = 32, [3] = 48,
[4] = 64, [5] = 80, [6] = 96, [7] = 112,
}
local function snapTicks(ticks)
return math.floor((ticks * 735 + 256) / 512)
end
local cachedProgramFile
local cachedBanks
local function loadBanks(data)
local audio = data.audio
if cachedProgramFile == audio.programFile and cachedBanks then
return cachedBanks
end
local raw, readError = love.filesystem.read(audio.programFile)
if not raw then error("could not read sound programs: " .. tostring(readError)) end
local banks = {}
for index, bank in ipairs(audio.bankOrder) do
local first = (index - 1) * 0x4000 + 1
banks[bank] = raw:sub(first, first + 0x3FFF)
end
cachedProgramFile, cachedBanks = audio.programFile, banks
return banks
end
-- drop the single-slot bank cache; the worker keeps its own copy of this
-- module's state, so ChipAudio.invalidate must reach it via a worker message
function ChipSynth.invalidateBanks()
cachedProgramFile, cachedBanks = nil, nil
end
-- A def-local program (ChipAsm output) is mounted as pseudo-bank 0 next to
-- the ROM banks, so the 0x4000-window byte reader and every call/loop
-- target work unchanged. The ROM's own cached bank table is never touched
-- because bank 0 differs per def, and a blob that carries its own waves and
-- drums renders even where programs.bin is unreadable.
local function engineBanks(data, chip)
if not chip then return loadBanks(data) end
local banks = {}
local ok, romBanks = pcall(loadBanks, data)
if ok then
for bank, bytes in pairs(romBanks) do banks[bank] = bytes end
end
banks[0] = chip.blob
return banks
end
local function romByte(banks, bank, address)
local bytes = assert(banks[bank], "uncached audio bank " .. tostring(bank))
local value = bytes:byte(address - 0x4000 + 1)
if not value then
error(("audio read outside bank %02X:%04X"):format(bank, address))
end
return value
end
local function romWord(banks, bank, address)
return romByte(banks, bank, address)
+ romByte(banks, bank, address + 1) * 0x100
end
local function headerChannels(banks, header)
local channels = {}
local address = header.address
local first = romByte(banks, header.bank, address)
local count = bit.rshift(bit.band(first, 0xF0), 6) + 1
for _ = 1, count do
local descriptor = romByte(banks, header.bank, address)
channels[#channels + 1] = {
number = bit.band(descriptor, 0x0F) + 1,
address = romWord(banks, header.bank, address + 1),
}
address = address + 3
end
return channels
end
local function fadeValue(nibble)
if bit.band(nibble, 8) ~= 0 then return -bit.band(nibble, 7) end
return nibble
end
local Channel = {}
Channel.__index = Channel
function Channel.new(engine, spec, options)
options = options or {}
local hardware = (spec.number - 1) % 4 + 1
local isSfxChannel = spec.number > 4
return setmetatable({
engine = engine,
bank = options.bank,
address = spec.address,
number = spec.number,
hardware = hardware,
wave = hardware == 3,
noise = hardware == 4,
sfx = isSfxChannel,
executeMusic = not isSfxChannel,
allowLoops = options.allowLoops ~= false,
frequencyOffset = options.frequencyOffset or 0,
frameTicks = options.frameTicks or FRAME_TICKS,
speed = 12,
volume = 12,
fade = 0,
duty = 0.5,
octave = 4,
waveInstrument = 0,
waveLevel = 1,
perfectPitch = false,
vibrato = nil,
pendingSlide = nil,
sweep = nil,
callStack = {},
loopCounts = {},
event = nil,
ended = false,
phase = 0,
noiseLfsr = 0x7FFF,
noiseClock = 0,
timeTicks = 0,
}, Channel)
end
function Channel:byte()
local value = romByte(self.engine.banks, self.bank, self.address)
self.address = self.address + 1
return value
end
function Channel:word()
local value = romWord(self.engine.banks, self.bank, self.address)
self.address = self.address + 2
return value
end
function Channel:frequency(note, octave)
local signed = PITCHES[note + 1] - 0x10000
local register = bit.band(
bit.arshift(signed, math.max(0, (octave or self.octave) - 1)), 0x7FF)
if self.perfectPitch then register = bit.band(register + 1, 0x7FF) end
return bit.band(register + self.frequencyOffset, 0x7FF)
end
function Channel:durationTicks(length)
local tempo = self.sfx and self.frameTicks or self.engine.tempo
local speed = self.sfx and (self.executeMusic and self.speed or 1)
or self.speed
return length * speed * tempo
end
function Channel:timedEvent(event, ticks)
local first = snapTicks(self.timeTicks)
self.timeTicks = self.timeTicks + ticks
event.duration = ticks / TICKS_PER_SECOND
event.samples = snapTicks(self.timeTicks) - first
event.sample = 0
event.elapsed = 0
return event
end
function Channel:pan()
local mask = bit.lshift(1, self.hardware - 1)
return bit.band(bit.rshift(self.engine.pan, 4), mask) ~= 0,
bit.band(self.engine.pan, mask) ~= 0
end
function Channel:tone(ticks, register, volume, fade)
if register >= 0x800 then
return self:timedEvent({ silence = true }, ticks)
end
local duration = ticks / TICKS_PER_SECOND
local panLeft, panRight = self:pan()
local slide
if self.pendingSlide then
slide = {
target = self.pendingSlide.target,
frames = math.max(1, duration * 60 - self.pendingSlide.length),
}
self.pendingSlide = nil
end
return self:timedEvent({
register = register,
volume = volume == nil and self.volume or volume,
fade = fade == nil and self.fade or fade,
duty = self.duty,
wave = self.wave,
waveInstrument = self.waveInstrument,
waveLevel = self.waveLevel,
vibrato = slide and nil or self.vibrato,
slide = slide,
sweep = self.sfx and self.hardware == 1 and self.sweep or nil,
panLeft = panLeft,
panRight = panRight,
}, ticks)
end
function Channel:noiseEvent(ticks, volume, fade, parameter)
local panLeft, panRight = self:pan()
return self:timedEvent({
noise = true,
volume = volume or self.volume,
fade = fade or 0,
noiseParameter = parameter,
panLeft = panLeft, panRight = panRight,
}, ticks)
end
function Channel:drumEvent(ticks, instrument)
local panLeft, panRight = self:pan()
return self:timedEvent({
noise = true,
drum = self.engine:noiseInstrument(instrument),
panLeft = panLeft,
panRight = panRight,
}, ticks)
end
function Channel:silenceEvent(ticks)
return self:timedEvent({ silence = true }, ticks)
end
function Channel:nextEvent()
if self.ended then return nil end
for _ = 1, 100000 do
local commandAddress = self.address
local command = self:byte()
if (self.executeMusic or not self.sfx) and command < 0xC0 then
local note = bit.rshift(command, 4)
local length = bit.band(command, 0x0F) + 1
if self.noise then
local instrument = note
if command >= 0xB0 then instrument = self:byte() end
return self:drumEvent(self:durationTicks(length), instrument)
end
return self:tone(self:durationTicks(length), self:frequency(note))
elseif command >= 0xC0 and command < 0xD0 then
local length = bit.band(command, 0x0F) + 1
return self:silenceEvent(self:durationTicks(length))
elseif command >= 0xD0 and command < 0xE0 then
self.speed = bit.band(command, 0x0F)
if not self.noise then
local packed = self:byte()
if self.wave then
self.waveLevel = WAVE_LEVEL[bit.band(bit.rshift(packed, 4), 3)]
self.waveInstrument = bit.band(packed, 0x0F)
else
self.volume = bit.rshift(packed, 4)
self.fade = fadeValue(bit.band(packed, 0x0F))
end
end
elseif command >= 0xE0 and command <= 0xE7 then
self.octave = 8 - bit.band(command, 7)
elseif command == 0xE8 then
self.perfectPitch = not self.perfectPitch
elseif command == 0xE9 then
-- Unused command.
elseif command == 0xEA then
local delay, packed = self:byte(), self:byte()
local depth = bit.rshift(packed, 4)
if depth == 0 then
self.vibrato = nil
else
self.vibrato = {
delay = delay,
above = bit.rshift(depth, 1) + bit.band(depth, 1),
below = bit.rshift(depth, 1),
rate = bit.band(packed, 0x0F),
}
end
elseif command == 0xEB then
local length, packed = self:byte(), self:byte()
local octave = 8 - bit.rshift(packed, 4)
self.pendingSlide = {
length = length,
target = self:frequency(bit.band(packed, 0x0F), octave),
}
elseif command == 0xEC then
self.duty = DUTY[bit.band(self:byte(), 3)] or 0.5
elseif command == 0xED then
self.engine.tempo = self:byte() * 0x100 + self:byte()
elseif command == 0xEE then
self.engine.pan = self:byte()
elseif command == 0xEF or command == 0xF0 then
self:byte()
elseif command == 0xF8 then
self.executeMusic = not self.executeMusic
elseif command == 0xFC then
local packed = self:byte()
self.duty = {
DUTY[bit.band(bit.rshift(packed, 6), 3)],
DUTY[bit.band(bit.rshift(packed, 4), 3)],
DUTY[bit.band(bit.rshift(packed, 2), 3)],
DUTY[bit.band(packed, 3)],
}
elseif command == 0xFD then
self.callStack[#self.callStack + 1] = self.address + 2
self.address = self:word()
elseif command == 0xFE then
local count, target = self:byte(), self:word()
if count == 0 then
if self.allowLoops then
self.address = target
else
self.ended = true
return nil
end
else
local remaining = self.loopCounts[commandAddress]
if remaining == nil then remaining = count end
remaining = remaining - 1
if remaining > 0 then
self.loopCounts[commandAddress] = remaining
self.address = target
else
self.loopCounts[commandAddress] = nil
end
end
elseif command == 0xFF then
local returnAddress = table.remove(self.callStack)
if returnAddress then
self.address = returnAddress
else
self.ended = true
return nil
end
elseif self.sfx and command >= 0x20 and command < 0x30 then
local length = bit.band(command, 0x0F) + 1
local packed = self:byte()
local volume = bit.rshift(packed, 4)
local fade = fadeValue(bit.band(packed, 0x0F))
if self.noise then
local parameter = self:byte()
return self:noiseEvent(
self:durationTicks(length), volume, fade, parameter)
end
local register = bit.band(self:word() + self.frequencyOffset, 0x7FF)
return self:tone(self:durationTicks(length), register, volume, fade)
elseif command == 0x10 then
local packed = self:byte()
self.sweep = {
pace = bit.band(bit.rshift(packed, 4), 7),
subtract = bit.band(packed, 8) ~= 0,
shift = bit.band(packed, 7),
}
else
self.ended = true
return nil
end
end
self.ended = true
return nil
end
local function envelopeVolume(volume, fade, elapsed)
if fade == 0 then return volume end
local steps = math.floor(elapsed / (math.abs(fade) / 64))
if fade > 0 then return math.max(0, volume - steps) end
return math.min(15, volume + steps)
end
function Channel:resetNoise()
self.noiseLfsr = 0x7FFF
self.noiseClock = 0
end
function Channel:clockNoise(width7)
local feedback = bit.bxor(
bit.band(self.noiseLfsr, 1),
bit.band(bit.rshift(self.noiseLfsr, 1), 1))
self.noiseLfsr = bit.bor(
bit.rshift(self.noiseLfsr, 1),
bit.lshift(feedback, 14))
if width7 then
self.noiseLfsr = bit.bor(
bit.band(self.noiseLfsr, bit.bnot(0x40)),
bit.lshift(feedback, 6))
end
end
function Channel:sampleNoise(parameter)
parameter = parameter or 0
local divisor = NOISE_DIVISORS[bit.band(parameter, 7)]
local shift = bit.rshift(parameter, 4)
local output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
if shift >= 14 then return output end
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE
local width7 = bit.band(parameter, 8) ~= 0
local remaining = cycles
local area = 0
while remaining > 0 do
local untilClock = 1 - self.noiseClock
local span = math.min(remaining, untilClock)
output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
area = area + output * span
self.noiseClock = self.noiseClock + span
remaining = remaining - span
if self.noiseClock >= 1 - 1e-12 then
self.noiseClock = 0
self:clockNoise(width7)
end
end
return area / cycles
end
local function sweepCalculation(register, sweep)
local delta = math.floor(register / (2 ^ sweep.shift))
if sweep.subtract then return register - delta end
return register + delta
end
local function sweptRegister(register, sweep, elapsed)
if not sweep or sweep.shift == 0 then return register end
local nextRegister = sweepCalculation(register, sweep)
if nextRegister > 0x7FF or nextRegister < 0 then return nil end
if sweep.pace == 0 then return register end
local iterations = math.floor(elapsed * 128 / sweep.pace)
for _ = 1, iterations do
register = nextRegister
nextRegister = sweepCalculation(register, sweep)
if nextRegister > 0x7FF or nextRegister < 0 then return nil end
end
return register
end
function Channel:sampleDrum(event, sampleIndex)
local index = event.drumSegmentIndex or 1
local segment = event.drum[index]
while segment and sampleIndex >= segment.endSample do
index = index + 1
segment = event.drum[index]
end
if not segment or sampleIndex < segment.startSample then return 0 end
if event.drumSegmentIndex ~= index then
event.drumSegmentIndex = index
self:resetNoise()
end
local elapsed = (sampleIndex - segment.startSample) / SAMPLE_RATE
local volume = envelopeVolume(segment.volume, segment.fade, elapsed)
return self:sampleNoise(segment.parameter) * volume / 15 * 0.35
end
function Channel:sample()
while not self.ended
and (not self.event or self.event.sample >= self.event.samples) do
self.event = self:nextEvent()
self.phase = 0
self:resetNoise()
end
local event = self.event
if not event then return 0 end
local sampleIndex = event.sample
event.elapsed = sampleIndex / SAMPLE_RATE
event.sample = sampleIndex + 1
if event.silence then return 0 end
if event.drum then return self:sampleDrum(event, sampleIndex) end
local volume = envelopeVolume(
event.volume or 0, event.fade or 0, event.elapsed)
if event.noise then
return self:sampleNoise(event.noiseParameter) * volume / 15 * 0.35
end
local register = event.register
local frame = math.floor(event.elapsed * 60)
if event.sweep then
register = sweptRegister(register, event.sweep, event.elapsed)
if not register then return 0 end
elseif event.slide then
local amount = math.min(1, frame / event.slide.frames)
register = register + (event.slide.target - register) * amount
elseif event.vibrato and frame >= event.vibrato.delay then
local vibrato = event.vibrato
local toggles = math.floor(
(frame - vibrato.delay + 1) / (vibrato.rate + 1))
if toggles > 0 then
local low = bit.band(register, 0xFF)
local high = bit.band(register, 0x700)
if bit.band(toggles, 1) ~= 0 then
register = high + math.min(0xFF, low + vibrato.above)
else
register = high + math.max(0, low - vibrato.below)
end
end
end
local frequency = 131072 / (2048 - math.min(register, 2047))
if event.wave then frequency = frequency * 0.5 end
local phase = self.phase
self.phase = (phase + frequency / SAMPLE_RATE) % 1
if event.wave then
local wave = self.engine.waves[
math.min(event.waveInstrument + 1, #self.engine.waves)]
-- a def-local program may omit its wave table entirely
if not wave then return 0 end
local index = math.min(32, math.floor(phase * 32) + 1)
return wave[index] * event.waveLevel * 0.55
end
local duty = event.duty
if type(duty) == "table" then
duty = duty[frame % 4 + 1]
end
return (phase < duty and 1 or -1) * volume / 15 * 0.5
end
local Engine = {}
Engine.__index = Engine
function Engine:noiseInstrument(number)
-- a def-local drum wins over the ROM engine's table for that id
local custom = self.customDrums and self.customDrums[number]
if custom then return custom end
local cached = self.noiseInstruments[number]
if cached then return cached end
local header = self.noiseHeaders[tostring(number)]
local segments = {}
if header then
local spec = headerChannels(self.banks, header)[1]
local address = spec and spec.address
local ticks = 0
for _ = 1, 64 do
local command = romByte(self.banks, header.bank, address)
address = address + 1
if command == 0xFF then break end
if command < 0x20 or command >= 0x30 then
error(("unsupported drum command %02X at %02X:%04X")
:format(command, header.bank, address - 1))
end
local packed = romByte(self.banks, header.bank, address)
local parameter = romByte(self.banks, header.bank, address + 1)
address = address + 2
local duration = (bit.band(command, 0x0F) + 1) * FRAME_TICKS
segments[#segments + 1] = {
startSample = snapTicks(ticks),
endSample = snapTicks(ticks + duration),
volume = bit.rshift(packed, 4),
fade = fadeValue(bit.band(packed, 0x0F)),
parameter = parameter,
}
ticks = ticks + duration
end
end
self.noiseInstruments[number] = segments
return segments
end
local function readWaves(banks, audio, engineNumber)
local spec = audio.waveBanks[tostring(engineNumber)]
local waves = {}
for wave = 0, 4 do
local values = {}
for byteIndex = 0, 15 do
local packed = romByte(
banks, spec.bank, spec.address + wave * 16 + byteIndex)
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
end
waves[#waves + 1] = values
end
local values = {}
for byteIndex = 0, 15 do
local packed = romByte(
banks, spec.bank, spec.address + 5 * 16 + byteIndex)
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
end
for _ = 1, 4 do waves[#waves + 1] = values end
return waves
end
-- def-local waves are authored either as raw 0-15 nibbles (the ROM's own
-- units) or as the -1..1 samples readWaves produces; the synth wants the
-- latter
local function normalizeWaves(source)
local waves = {}
for index, values in ipairs(source) do
local nibbles = false
for _, value in ipairs(values) do
if value > 1 or value < -1 then nibbles = true break end
end
local wave = {}
for position, value in ipairs(values) do
wave[position] = nibbles and (value - 7.5) / 7.5 or value
end
waves[index] = wave
end
return waves
end
function Engine.new(data, header, options)
options = options or {}
local audio = data.audio or {}
-- shape dispatch: a def-local chip program supplies its own channels and
-- may supply its own waves/drums, falling back to a ROM engine's tables
local chip = header.chip
local banks = engineBanks(data, chip)
local engineNumber = chip and (chip.engine or 1) or header.engine
local waves
if chip and chip.waves then
waves = normalizeWaves(chip.waves)
elseif chip then
local ok, romWaves = pcall(readWaves, banks, audio, engineNumber)
waves = ok and romWaves or {}
else
waves = readWaves(banks, audio, engineNumber)
end
local engine = setmetatable({
banks = banks,
tempo = 0x100,
pan = 0xFF,
waves = waves,
noiseHeaders = audio.noiseHeaders
and audio.noiseHeaders[tostring(engineNumber)] or {},
customDrums = chip and chip.drums or nil,
noiseInstruments = {},
channels = {},
}, Engine)
for _, spec in ipairs(chip and chip.channels
or headerChannels(banks, header)) do
local frameTicks = options.frameTicks
local hardware = (spec.number - 1) % 4 + 1
if hardware == 4 then
frameTicks = FRAME_TICKS
elseif options.cryLength then
frameTicks = 0x80 + options.cryLength
end
engine.channels[#engine.channels + 1] = Channel.new(engine, spec, {
bank = chip and 0 or header.bank,
sfx = options.sfx,
allowLoops = options.allowLoops,
frequencyOffset = options.frequencyOffset,
frameTicks = frameTicks,
})
end
return engine
end
function Engine:finished()
for _, channel in ipairs(self.channels) do
if not channel.ended or channel.event then return false end
end
return true
end
function Engine:sample()
local value = 0
for _, channel in ipairs(self.channels) do value = value + channel:sample() end
return math.max(-1, math.min(1, value * 0.5))
end
function Engine:sampleStereo()
local left, right = 0, 0
for _, channel in ipairs(self.channels) do
local value = channel:sample()
local event = channel.event
if not event or event.panLeft ~= false then left = left + value end
if not event or event.panRight ~= false then right = right + value end
end
return math.max(-1, math.min(1, left * 0.5)),
math.max(-1, math.min(1, right * 0.5))
end
function Engine:sampleChannel(number)
local selected = 0
for _, channel in ipairs(self.channels) do
local value = channel:sample()
if channel.number == number then selected = value end
end
return math.max(-1, math.min(1, selected * 0.5))
end
-- render `samples` frames into a fresh SoundData (mono or stereo). love.sound
-- is available on worker threads, so this is the hand-off unit the worker
-- produces and the main thread queues.
local function soundData(engine, samples, channels)
local result = love.sound.newSoundData(samples, SAMPLE_RATE, 16, channels)
for index = 0, samples - 1 do
if channels == 2 then
local left, right = engine:sampleStereo()
result:setSample(index, 1, left)
result:setSample(index, 2, right)
else
result:setSample(index, engine:sample())
end
end
return result
end
-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
-- too short to be audible. The caller wraps it in a static love.audio.Source
-- (a playback concern, hence not done here).
local function renderEffectData(data, header, options)
if not header then return nil end
options = options or {}
options.sfx = true
options.allowLoops = false
local engine = Engine.new(data, header, options)
local maximum = SAMPLE_RATE * 5
local values = {}
local count = 0
while count < maximum and not engine:finished() do
count = count + 1
values[count] = engine:sample()
end
if count < math.floor(SAMPLE_RATE / 100) then return nil end
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
for index = 1, count do result:setSample(index - 1, values[index]) end
return result
end
ChipSynth.newEngine = Engine.new
ChipSynth.soundData = soundData
ChipSynth.renderEffectData = renderEffectData
return ChipSynth
+72
View File
@@ -0,0 +1,72 @@
-- Render frame-rate cap. With a driver control panel forcing
-- vsync off, the 160x144 game is trivially cheap and love.run will present
-- thousands of frames a second; over hours that cooks the graphics driver
-- until a restart, and it wastes power whenever the window is left open in
-- the background. A hard cap bounds the present rate. Render-only: game
-- logic is fixed-step off dt (src/core/FixedStep.lua), so pacing present()
-- changes nothing about timing, audio, or determinism.
--
-- Persisted as save.options.fpsCap; applied from OptionsMenu and on boot
-- via Game:applyOptions. main.lua's love.run reads FrameCap.current each
-- frame for its sleep budget. The module never touches love.timer itself,
-- so it stays safe under the headless test stub.
local FrameCap = {}
-- Selectable steps: the normal framerate stops between the floor and the
-- ceiling. STEPS[1] == MIN and STEPS[#STEPS] == MAX, so the nearest-step
-- snap in normalize doubles as the clamp. Cycling past the last wraps.
FrameCap.STEPS = { 30, 40, 50, 60, 75, 90, 100, 120, 144, 160 }
FrameCap.MIN = 30
FrameCap.MAX = 160
FrameCap.DEFAULT = 60
-- The live cap the run loop paces to. Defaults so the launcher and the
-- save editor are paced before any save applies its stored option.
FrameCap.current = FrameCap.DEFAULT
-- Nearest valid step for an arbitrary value (a hand-edited options.lua or
-- an old save with no fpsCap key), so a bad number degrades to something
-- sane; nil / non-numbers fall back to the default. A value below MIN or
-- above MAX snaps to that end, since MIN/MAX are the first/last steps.
function FrameCap.normalize(value)
value = tonumber(value)
if not value then return FrameCap.DEFAULT end
local best, bestDiff = FrameCap.DEFAULT, math.huge
for _, step in ipairs(FrameCap.STEPS) do
local diff = math.abs(step - value)
if diff < bestDiff then best, bestDiff = step, diff end
end
return best
end
-- plain numeric text for the options row (e.g. "60")
function FrameCap.label(value)
return tostring(FrameCap.normalize(value))
end
-- cycle to the next/previous step, wrapping (the options row idiom)
function FrameCap.cycle(value, dir)
local steps = FrameCap.STEPS
local snapped = FrameCap.normalize(value)
local cur = 1
for i, step in ipairs(steps) do
if step == snapped then cur = i break end
end
local nextIdx = (cur - 1 + (dir or 1)) % #steps + 1
return steps[nextIdx]
end
-- Store the chosen cap as the live value the run loop paces to. Never
-- touches love.timer, so it is safe headless -- the loop just reads the
-- number back. Returns the normalized value it stored.
function FrameCap.apply(value)
FrameCap.current = FrameCap.normalize(value)
return FrameCap.current
end
function FrameCap.applyOptions(opts)
FrameCap.apply(opts and opts.fpsCap)
end
return FrameCap
+23 -1
View File
@@ -99,7 +99,12 @@ end
-- total conversion overrides. Threaded into SaveData so persistence stays
-- free of a Data dependency.
function Game:bootConfig()
return self.data and self.data.field and self.data.field.boot
local boot = self.data and self.data.field and self.data.field.boot
-- stamp the running game version onto the boot config so a New Game records
-- it (SaveData.newGame reads boot.version); this is what routes a Blue
-- playthrough to save_blue.lua and Blue's version-gated content
if boot then boot.version = require("src.core.GameVersion").get() end
return boot
end
-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
@@ -194,6 +199,13 @@ function Game:update(dt)
-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
require("src.render.Tilt").update(dt)
pcall(function() require("src.core.DiscordPresence").update(dt) end)
-- Steady-state memory backstop: advance the incremental collector one
-- small step every rendered frame. The heavy GPU objects are now freed
-- explicitly (map eviction, battle exit, canvas/renderer swaps), so this
-- only has to keep ordinary Lua-heap garbage (per-frame tables/closures)
-- from drifting upward over a long session, and to spread collection out
-- so the default lazy schedule never batches it into a visible pause.
if collectgarbage then collectgarbage("step", 1) end
end
-- render.zones' identity default: unhooked, the zone list reaches the blit
@@ -433,6 +445,9 @@ function Game:applyOptions(opts)
require("src.render.Tilt").applyOptions(opts)
require("src.render.GBCFX").applyOptions(opts)
require("src.core.VideoMode").applyOptions(opts)
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
-- fpsCap key pace at the standard rate (issue #88)
require("src.core.FrameCap").applyOptions(opts)
Input:applyBindings(opts.bindings)
end
@@ -445,6 +460,13 @@ function Game:restoreSave(loaded, recovered)
-- SaveData.load and skip on the format guard
local activeMods = self.modStatus and self.modStatus.loaded
SaveData.runMigrations(loaded, self.mods and self.mods.migrations, activeMods)
-- Issue #103: 0.1.11 softlocks left CONTINUE in HALL_OF_FAME with
-- lastOutdoor on Indigo. One-shot relocate + heal before validate.
if SaveData.needsPostGameRescue(loaded) then
SaveData.applyPostGameHome(loaded, self:bootConfig())
local Pokemon = require("src.pokemon.Pokemon")
for _, mon in ipairs(loaded.party or {}) do Pokemon.heal(mon) end
end
local modsDiff = SaveData.modsDiff(loaded, activeMods)
local report = SaveData.validate(loaded, self.data)
report.recovered = recovered
+77
View File
@@ -0,0 +1,77 @@
-- Which Gen-1 game this process is running: Red (the historical default) or
-- Blue. One source of truth for everything that differs by version -- the
-- accepted ROM hash, the import manifest, where the extracted cache lives,
-- and the save-file suffix -- so the importer, cache mount, SaveData, title
-- screen and palette all agree.
--
-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
-- so existing installs are untouched; Blue is namespaced under blue/ and
-- _blue so both can be imported and played side by side.
--
-- Zero requires, so it loads during love.conf and under plain Lua for tools
-- and tests. The active version is a process-global set once at boot from
-- the launcher's column choice (main.lua); it defaults to Red.
local GameVersion = {}
GameVersion.VERSIONS = {
red = {
id = "red",
label = "Red",
displayName = "Pokemon Red",
sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
manifest = "tools/rom_manifest.json",
cachePrefix = "", -- Red owns the cache root (backwards compatible)
saveSuffix = "", -- save.lua / save.lua.bak / save.lua.tmp
},
blue = {
id = "blue",
label = "Blue",
displayName = "Pokemon Blue",
sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
manifest = "tools/rom_manifest_blue.json",
cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
},
}
-- Launcher column order (Yellow is still a placeholder, handled by the UI).
GameVersion.ORDER = { "red", "blue" }
GameVersion.current = "red"
function GameVersion.set(id)
GameVersion.current = GameVersion.VERSIONS[id] and id or "red"
return GameVersion.current
end
function GameVersion.get()
return GameVersion.current
end
function GameVersion.isBlue()
return GameVersion.current == "blue"
end
-- Metadata for a version id, defaulting to the active one.
function GameVersion.info(id)
return GameVersion.VERSIONS[id or GameVersion.current]
end
function GameVersion.saveSuffix(id)
return GameVersion.info(id).saveSuffix
end
function GameVersion.cachePrefix(id)
return GameVersion.info(id).cachePrefix
end
-- The version a ROM belongs to, by its SHA-1, or nil for an unknown ROM.
function GameVersion.forSha1(sha1)
for id, info in pairs(GameVersion.VERSIONS) do
if info.sha1 == sha1 then return id end
end
return nil
end
return GameVersion
+18 -8
View File
@@ -254,6 +254,7 @@ function Music.stop()
require("src.core.ChipAudio").stopMusic()
state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil
state.chip = false
state.pendingRestore = nil
if previous and Runtime.wants("music.stopped") then
Runtime.emit("music.stopped", { song = previous })
end
@@ -347,18 +348,25 @@ end
function Music.playOnce(data, song)
if not songDef(data, song) then return false end
Music.play(data, song, false, { reason = "once" })
-- play() can no-op (hook silence, failed def); only arm restore when
-- the jingle actually became current
if state.current ~= song then return false end
state.pendingRestore = true
return true
end
-- is a playOnce jingle still sounding? (AnimateHealingMachine's
-- .waitLoop2 holds the healing machine until MUSIC_PKMN_HEALED ends)
local function chipAwaitingFirstBuffer()
return state.chip
and require("src.core.ChipAudio").awaitingFirstBuffer()
end
-- is a playOnce jingle still in flight? (AnimateHealingMachine's
-- .waitLoop2 / Mom heal / captain rub hold until MUSIC_PKMN_HEALED ends.)
-- pendingRestore stays set from playOnce until Music.update restores the
-- map theme, covering the threaded chip "empty QueueableSource" window
-- where Source:isPlaying is briefly false before the first buffer lands.
function Music.oneShotPlaying()
if not state.pendingRestore then return false end
local src = state.source
if not src then return false end
local ok, playing = pcall(src.isPlaying, src)
return ok and playing or false
return state.pendingRestore == true
end
function Music.restoreMap(data)
@@ -441,8 +449,10 @@ function Music.update(data)
state.source = loopSrc
pcall(loopSrc.play, loopSrc)
end
-- do not treat "threaded source still waiting on its first buffer" as
-- ended, or playOnce jingles get restored over before they can sound
if state.pendingRestore and sourceStopped(state.source)
and not state.loopSource then
and not state.loopSource and not chipAwaitingFirstBuffer() then
Music.restoreMap(data)
end
end
+79 -7
View File
@@ -18,14 +18,30 @@ local Semver = require("src.mods.Semver")
local Boxes = require("src.pokemon.Boxes")
local Bag = require("src.inventory.Bag")
local GameVersion = require("src.core.GameVersion")
local SaveData = {}
local FILENAME = "save.lua"
-- Progress files carry the game-version suffix so Red and Blue saves coexist:
-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
-- global preferences and the mod enable-state, not per-playthrough data).
local OPTIONS_FILENAME = "options.lua"
-- one rolling backup plus the staged-write witness; load promotes either
-- when the main file is missing or fails to parse
local BACKUP_FILENAME = FILENAME .. ".bak"
local TMP_FILENAME = FILENAME .. ".tmp"
-- Main / backup / staged-witness names for a version (defaults to the active
-- one). The backup is a rolling copy and .tmp is the staged-write witness;
-- load promotes either when the main file is missing or fails to parse.
local function saveNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- The main save filename for a version -- used by the title screen's
-- CONTINUE gate so it looks for the right game's save.
function SaveData.saveFilename(version)
local main = saveNames(version)
return main
end
-- ------- portable mode
-- LÖVE's save directory is always the OS per-user path derived from the
@@ -96,7 +112,7 @@ local function detectPortable()
local src = love.filesystem.getSource and love.filesystem.getSource()
local sbd = love.filesystem.getSourceBaseDirectory
and love.filesystem.getSourceBaseDirectory()
-- A packaged macOS build nests the game inside PokemonRed.app/Contents/
-- A packaged macOS build nests the game inside gen1recomp.app/Contents/
-- Resources, so getSource()/getSourceBaseDirectory() point INSIDE the
-- bundle -- not where the player drops portable.txt (next to the .app).
-- Recover the folder containing the .app so a packaged app finds its
@@ -176,6 +192,8 @@ function SaveData.defaultOptions()
gbcfx = 0,
-- windowed | borderless (desktop fullscreen); ignored on mobile
videoMode = "windowed",
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
fpsCap = 60,
-- Native mod enablement is an installation option, not save-slot data.
-- Missing entries mean enabled so newly installed mods work by default.
mods = {},
@@ -449,6 +467,17 @@ SaveData.addCoreMigration(1, function(save)
Boxes.ensure(save)
end)
-- game version (Red vs Blue) prep: saves written before Blue support
-- existed carry no `version` tag, and Red is the only game that ever
-- shipped, so default every untagged save to Red. from=2 so it catches
-- every pre-bump save (format 1 and 2) and is skipped once re-stamped to
-- the current format.
SaveData.addCoreMigration(2, function(save)
if not save.version then
save.version = "red"
end
end)
-- ------- write
-- Game progress only; options are written separately via saveOptions.
@@ -458,6 +487,9 @@ end)
-- itself rolls the last good save into .bak and stages the new bytes as
-- a .tmp witness before the swap, so a crash mid-write is recoverable.
function SaveData.save(data, mods)
-- write to the file matching this save's own version, not just the active
-- one, so a Blue playthrough always lands in save_blue.lua
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
if data.options then
SaveData.saveOptions(data.options)
end
@@ -497,7 +529,10 @@ end
-- returns the parsed save plus "tmp"/"bak" when the main file was gone
-- or corrupt and a staged/backup copy was promoted; Game surfaces the
-- recovery on the load report
function SaveData.load()
function SaveData.load(version)
-- version defaults to the active game (set at boot from the launcher);
-- an explicit version lets callers/tests load a specific game's save.
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(version)
local fs = persistFs(nil)
local data, err = readTable(fs, FILENAME)
local recovered
@@ -778,6 +813,36 @@ function SaveData.defaultHeal(boot)
return { map = map, x = boot.startX or 3, y = boot.startY or 6 }
end
-- Post-credits home (issue #103). pokered left the player in HALL_OF_FAME
-- after jp Init; this port places CONTINUE at the NewGameWarp bedroom and
-- retargets LAST_MAP exits (Red's house mats) at the heal-point town so
-- leaving the house does not dump the player back at Indigo Plateau.
-- Marks postGameHomeOk so a later intentional HoF save is not relocated.
function SaveData.applyPostGameHome(save, boot)
boot = type(boot) == "table" and boot or {}
local heal = SaveData.defaultHeal(boot)
save.lastHeal = { map = heal.map, x = heal.x, y = heal.y }
save.lastOutdoor = { id = heal.map, x = heal.x, y = heal.y }
save.player = save.player or {}
save.player.map = boot.startMap or "REDS_HOUSE_2F"
save.player.x = boot.startX or 3
save.player.y = boot.startY or 6
save.player.facing = boot.startFacing or "down"
save.postGameHomeOk = true
return heal
end
-- Softlocked 0.1.11 saves: still standing in HALL_OF_FAME after credits,
-- with lastOutdoor on Indigo. One-shot rescue on CONTINUE.
function SaveData.needsPostGameRescue(save)
if not (save and save.player and save.player.map == "HALL_OF_FAME") then
return false
end
if save.postGameHomeOk then return false end
local hof = save.hallOfFame
return type(hof) == "table" and #hof > 0
end
function SaveData.newGame(boot)
boot = type(boot) == "table" and boot or {}
local map = boot.startMap or "REDS_HOUSE_2F"
@@ -785,6 +850,9 @@ function SaveData.newGame(boot)
local heal = SaveData.defaultHeal(boot)
local save = {
meta = { format = Version.saveFormat, mods = {} },
-- which game this playthrough is (Red vs Blue). Only Red ships today;
-- boot carries the choice once Blue support lands.
version = boot.version or "red",
player = {
map = map,
x = x,
@@ -798,6 +866,10 @@ function SaveData.newGame(boot)
},
flags = {},
inventory = {},
-- Vanilla Gen1 seeds one Potion in the player's item PC
-- (wBoxItems / players_pc.asm); existing saves keep whatever they
-- already have — this only applies to New Game.
pcItems = { POTION = 1 },
party = {},
box = {},
money = boot.startMoney or 3000,
+3 -3
View File
@@ -7,13 +7,13 @@ local Version = {
engine = "1.0.0", -- game/engine release (semver triple)
modApi = 2, -- mod API major (manifest `api`)
linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
saveFormat = 2, -- save.meta.format
saveFormat = 3, -- save.meta.format
cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
}
-- "Pokemon Red (Gen 1 Recompilation Project) v1.0.0"
-- "gen1recomp v1.0.0"
function Version.title(base)
return (base or "Pokemon Red (Gen 1 Recompilation Project)")
return (base or "gen1recomp")
.. " v" .. Version.engine
end
+96
View File
@@ -0,0 +1,96 @@
-- ChipAudio synthesis worker (love.thread). Runs the Game Boy audio synth
-- (src/core/ChipSynth.lua) off the main thread so a map/battle song change
-- never stutters the render thread: filling the ~6s playback queue from
-- scratch is ~200ms of Lua synthesis, and this is where it now happens.
--
-- Protocol -- main thread pushes command tables onto the "chipaudio_cmd"
-- channel and drains produced buffers off "chipaudio_out":
-- cmd = "play" { gen, header, allowLoops, audio } start a song
-- cmd = "stop" halt production
-- cmd = "invalidate" drop the bank cache
-- cmd = "quit" end the thread
-- out buffers are tagged with the play's `gen` so the main thread can
-- discard anything left over from a superseded song:
-- { gen, sd = SoundData } one rendered buffer
-- { gen, done = true } the song ended (non-looping jingle finished)
-- { gen, error = msg } build/synth failed; main logs and gives up
require("love.thread")
require("love.timer")
require("love.sound")
require("love.filesystem")
-- Load the synth explicitly via love.filesystem (a fresh thread Lua state does
-- not necessarily carry the package searcher that resolves "src.core..."):
local ChipSynth = assert(love.filesystem.load("src/core/ChipSynth.lua"))()
local cmdCh = love.thread.getChannel("chipaudio_cmd")
local outCh = love.thread.getChannel("chipaudio_out")
local BUF = ChipSynth.MUSIC_BUFFER_SAMPLES
-- how many finished buffers may sit in the hand-off channel before the worker
-- pauses. The deep (~6s) playback depth lives in the main-thread Source; this
-- only bounds the worker's look-ahead (and its memory) between drains.
local LOOKAHEAD = 8
local gen = nil -- active song generation, or nil when stopped
local engine = nil -- the ChipSynth engine producing the current song
local finished = false -- the current song ran out (non-looping)
local data = nil -- { audio = <slim audio tables> } for ROM bank/wave reads
local function handle(cmd)
if cmd.cmd == "play" then
gen = cmd.gen
finished = false
engine = nil
outCh:clear() -- drop any buffers left from the previous song
data = { audio = cmd.audio }
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
{ allowLoops = cmd.allowLoops })
if ok then
engine = eng
else
outCh:push({ gen = gen, error = tostring(eng) })
finished = true
end
elseif cmd.cmd == "stop" then
gen = nil
engine = nil
finished = false
outCh:clear()
elseif cmd.cmd == "invalidate" then
ChipSynth.invalidateBanks()
elseif cmd.cmd == "quit" then
return true
end
return false
end
while true do
-- drain every pending command first, so a stop/new-play is seen promptly
local quit = false
local cmd = cmdCh:pop()
while cmd do
if handle(cmd) then quit = true end
cmd = cmdCh:pop()
end
if quit then break end
if engine and not finished and gen and outCh:getCount() < LOOKAHEAD then
local activeGen = gen
local ok, sd = pcall(ChipSynth.soundData, engine, BUF, 2)
if not ok then
outCh:push({ gen = activeGen, error = tostring(sd) })
finished = true
else
outCh:push({ gen = activeGen, sd = sd })
if engine:finished() then
outCh:push({ gen = activeGen, done = true })
finished = true
end
end
else
-- nothing to do (idle, or the look-ahead is full): yield the core
love.timer.sleep(0.001)
end
end
+84 -15
View File
@@ -31,6 +31,20 @@ local CacheFs = {}
local SEP = package.config:sub(1, 1)
-- Cache-relative paths are prefixed with this before every read/write, so a
-- Blue import lands in blue/ (see src.core.GameVersion) while a Red import
-- keeps the historical root. The launcher sets it per import / per readiness
-- check; it stays "" for Red. Runtime *reads* (require / newImage) do NOT go
-- through here -- CacheFs.mountVersion overlays the active version's subtree
-- onto the un-prefixed paths instead.
CacheFs.prefix = ""
local function withPrefix(rel)
local p = CacheFs.prefix
if p == nil or p == "" then return rel end
return p .. rel
end
-- lazily-resolved windowless mkdir: function(absolutePath) or false when
-- FFI is unavailable (the cache then stays on the save directory)
local mkdirFn = nil
@@ -63,26 +77,49 @@ end
-- Mount an external directory onto the physfs read path (appended, so the
-- game's own source always wins a name clash). Returns true on success.
-- Guarded and lazily bound like the mkdir helper; PHYSFS_mount is exported
-- from love's framework, so ffi.C resolves it in the running process.
--
-- PHYSFS_mount is exported by love's own binary. How ffi finds it differs
-- per platform: on macOS/Linux the symbol is in the default namespace, so
-- ffi.C resolves it; on Windows it lives in love.dll, which ffi.C does NOT
-- search, so love.dll is loaded explicitly with ffi.load("love"). Try the
-- default first, then love.
local physfsMountFn = nil
local function mountReadable(dir)
if physfsMountFn == nil then
physfsMountFn = false
local ok, ffi = pcall(require, "ffi")
if ok then
pcall(ffi.cdef,
"int PHYSFS_mount(const char *newDir, const char *mountPoint, int appendToPath);")
if pcall(function() return ffi.C.PHYSFS_mount end) then
physfsMountFn = function(d)
local okc, ret = pcall(ffi.C.PHYSFS_mount, d, "", 1)
return okc and ret ~= 0
local function resolveMount()
if physfsMountFn ~= nil then return physfsMountFn end
physfsMountFn = false
local ok, ffi = pcall(require, "ffi")
if not ok then return physfsMountFn end
pcall(ffi.cdef,
"int PHYSFS_mount(const char *newDir, const char *mountPoint, int appendToPath);")
local libs = {
function() return ffi.C end,
function() return ffi.load("love") end,
}
for _, getlib in ipairs(libs) do
local okl, lib = pcall(getlib)
if okl and lib then
local oks, fn = pcall(function() return lib.PHYSFS_mount end)
if oks and fn then
physfsMountFn = function(d, append)
if append == nil then append = true end
local okr, ret = pcall(fn, d, "", append and 1 or 0)
return okr and ret ~= 0
end
break
end
end
end
if not physfsMountFn then return false end
return physfsMountFn(dir)
return physfsMountFn
end
-- append (default true): the game's own source wins a name clash, matching
-- how the portable cache root has always been mounted. Pass false to
-- prepend, so the mounted tree wins -- used to overlay the active version's
-- cache on top of the root (Red) copy and the source.
local function mountReadable(dir, append)
local fn = resolveMount()
if not fn then return false end
return fn(dir, append)
end
-- The portable game folder when the cache should live there, else nil.
@@ -134,6 +171,7 @@ end
-- write cache-relative `rel` (forward-slash path) with the given bytes;
-- returns ok, err like love.filesystem.write
function CacheFs.write(rel, data)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
ensureParents(root, rel)
@@ -155,6 +193,7 @@ end
-- read cache-relative `rel`; returns the bytes or nil
function CacheFs.read(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
local f = io.open(realPath(root, rel), "rb")
@@ -168,6 +207,7 @@ end
-- does cache-relative `rel` exist as a file?
function CacheFs.exists(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
local f = io.open(realPath(root, rel), "rb")
@@ -180,6 +220,7 @@ end
-- remove a single cache-relative file
function CacheFs.remove(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if root then
os.remove(realPath(root, rel))
@@ -195,6 +236,7 @@ end
-- love.filesystem (the game folder is mounted) and the real files deleted
-- with os.remove; empty directories are harmless and left in place.
function CacheFs.removeTree(rel)
rel = withPrefix(rel)
local root = CacheFs.root()
if not root then return end
local function walk(r)
@@ -211,4 +253,31 @@ function CacheFs.removeTree(rel)
walk(rel)
end
-- Overlay the active version's extracted cache onto the un-prefixed read
-- paths, so require("data.generated.*") and love.graphics.newImage(
-- "assets/generated/*") resolve to that version's files. Red lives at the
-- cache root and needs nothing; Blue lives under blue/ and is *prepended* so
-- it wins over any Red copy at the root and over the game source. Called
-- once at boot, before Game:load (main.lua). Returns true when nothing was
-- needed or the mount succeeded.
function CacheFs.mountVersion(version)
local prefix = require("src.core.GameVersion").cachePrefix(version)
if prefix == "" then return true end -- Red: already at the root
local sub = prefix:gsub("/+$", "") -- "blue/" -> "blue"
-- The cache root is the portable game folder when active, else LÖVE's OS
-- save directory (where love.filesystem wrote blue/...).
local base = CacheFs.root()
if not base and love.filesystem.getSaveDirectory then
base = love.filesystem.getSaveDirectory()
end
if not base then return false end
if mountReadable(base .. SEP .. sub, false) then return true end
-- Fallback when FFI/PHYSFS_mount is unavailable: LÖVE can mount a folder
-- that lives in the save directory by name (prepended: appendToPath=false).
if love.filesystem.mount then
return love.filesystem.mount(sub, "", false)
end
return false
end
return CacheFs
+769 -204
View File
File diff suppressed because it is too large Load Diff
+6 -2
View File
@@ -872,11 +872,15 @@ R.palettes = {
}
-- keyed by species id, unlike the vanilla byDex array: a species past the
-- end of the dex gets an icon without punching a hole in the list
-- end of the dex gets an icon without punching a hole in the list. The party
-- menu (src/ui/PartyMenu.lua) reads this per-species entry before the vanilla
-- dex-indexed default. The value is a built-in icon NAME -- one of BALL, BIRD,
-- BUG, FAIRY, GRASS, HELIX, MON, QUADRUPED, SNAKE, WATER (uppercase) -- or a
-- { image = <bundled file path>, frames? } table of your own art.
R.icons = {
semantics = "record", target = "icons.bySpecies",
value = f.union{ f.str, f.rec{ image = f.path, frames = f.opt(f.int(1)) } },
example = 'mod.content.icons:register("MISSINGNO", { image = "glitch.png" })',
example = 'mod.content.icons:register("MODMON", "QUADRUPED") -- a built-in name, or { image = mod.assets:path("icon.png"), frames = 2 }',
}
-- glyph codes are not bytes: the vanilla pages sit at $60/$80 but a
+11
View File
@@ -148,6 +148,17 @@ function Font.advanceOf(code)
return page and page.advance or GLYPH
end
-- Pixel width of a string (glyph advances, not UTF-8 byte length).
-- Multi-byte charmap entries like "¥" are one glyph; callers that
-- right-align with `#text * 8` mis-place them.
function Font.width(text)
local w = 0
for _, code in ipairs(Font.encode(text)) do
w = w + Font.advanceOf(code)
end
return w
end
-- Draw a plain single-line string at pixel (x, y). Returns the width
-- drawn, which is #codes * 8 for every fixed-width page.
function Font.draw(text, x, y)
+92 -16
View File
@@ -10,16 +10,23 @@
-- RED++ swaps the named-palette pack for pokered-gbc SuperPalettes
-- (data/palettes_gbc.lua), including per-species mon colors.
local GameVersion = require("src.core.GameVersion")
local PaletteFX = {}
local shader -- false = unavailable (headless / no shader support)
local gbcPack -- false = missing; nil = not loaded yet
-- Cycle order matches OptionsMenu / hotkey 2
PaletteFX.MODES = { "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
-- Cycle order matches OptionsMenu / hotkey 2. The three real colorizations
-- come first (OG RED = GBC hardware, SGB = per-map Super Game Boy, RED++ =
-- pokered-gbc per-tile), then the DMG-shade novelty modes.
PaletteFX.MODES = { "ogred", "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
-- `gbc`/`gbc_inv` keep their save-value ids for back-compat; their LABELS are
-- "SGB"/"SGB INV" because that is what the mode actually is (the old "GBC"
-- label was a misnomer -- it never was the real Game Boy Color palette).
PaletteFX.MODE_LABELS = {
gbc = "GBC", redpp = "RED++", og = "OG", og_inv = "OG INV",
gbc_inv = "GBC INV", classic = "CLASSIC",
ogred = "OG RED", gbc = "SGB", redpp = "RED++", og = "OG",
og_inv = "OG INV", gbc_inv = "SGB INV", classic = "CLASSIC",
}
PaletteFX.mode = "gbc"
@@ -28,6 +35,40 @@ PaletteFX.CLASSIC = {
{ 155, 188, 15 }, { 139, 172, 15 }, { 48, 98, 48 }, { 15, 56, 15 },
}
-- OG RED: the Game Boy Color boot-ROM auto-palette for Pokemon Red. Pokemon
-- Red ships no CGB code (pokered's wOnCGB is hardwired 0), so on a Game Boy
-- Color the boot ROM colorizes it with ONE global palette pair -- a red
-- background and green objects -- applied to the whole game with no per-map
-- variation (that variety was the Super Game Boy's doing, i.e. SGB mode).
-- Lightest shade first, matching the SGB palette tables. Values verified
-- against hardware captures of Pallet Town and Oak's Lab.
PaletteFX.GBC_BG = {
{ 255, 255, 255 }, { 255, 132, 132 }, { 148, 58, 58 }, { 0, 0, 0 },
}
PaletteFX.GBC_OBJ = {
{ 255, 255, 255 }, { 123, 255, 49 }, { 0, 132, 0 }, { 0, 0, 0 },
}
-- OG BLUE: Pokemon Blue's Game Boy Color boot-ROM auto-palette. Same
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the
-- boot ROM colorizes the background blue instead of red -- so "OG RED" for a
-- Blue playthrough is white -> light blue -> dark blue -> black, mirroring
-- GBC_BG channel-for-channel so the blue reads at the same brightness. The
-- OBJ (sprite) palette stays the same green, matching how Red and Blue share
-- the green-character look on a Game Boy Color.
PaletteFX.GBC_BG_BLUE = {
{ 255, 255, 255 }, { 132, 132, 255 }, { 58, 58, 148 }, { 0, 0, 0 },
}
-- The active game's OG boot-ROM background palette: blue for a Blue
-- playthrough, red otherwise. White (index 1) and black (index 4) are
-- identical across versions, so callers that only touch the endpoints
-- (e.g. BattleState's zone white/black snap) need no version branch.
function PaletteFX.ogBg()
if GameVersion.isBlue() then return PaletteFX.GBC_BG_BLUE end
return PaletteFX.GBC_BG
end
local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
function PaletteFX.shader()
@@ -141,16 +182,18 @@ function PaletteFX.usesGbcPack(mode)
return mode == "redpp"
end
-- Per-object overworld sprite coloring (ColorOverworldSprite) applies in
-- plain GBC mode too, not only under the RED++ pack: without it the
-- whole-map zone shader paints characters with whatever two mid shades
-- the terrain palette defines. RED++ handles sprites through the baked
-- usesGbcPack() path in SpriteRenderer; this names the modes where the
-- OBP bake plus the post-zone redraw (below) stand in for real OBJ
-- palettes over a shader-colorized background.
-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
-- (the OBP bake + post-zone redraw path). ONLY OG RED does: it wears the
-- GBC boot-ROM green object palette (PaletteFX.GBC_OBJ) so the player and
-- NPCs stay green over the red background, exactly like Pokemon Red on a
-- Game Boy Color. SGB mode deliberately does NOT: an SGB OBJ carries no
-- palette of its own, so the characters tint with the whole-map region
-- palette along with the terrain (the Super Game Boy never colored Pokemon
-- Red's sprites separately -- baking a per-sprite palette there was the
-- "reds coloring on the player/NPCs" bug). RED++ colors sprites through
-- the usesGbcPack() path in SpriteRenderer instead.
function PaletteFX.usesSpriteObp(mode)
mode = mode or PaletteFX.mode
return mode == "gbc"
return (mode or PaletteFX.mode) == "ogred"
end
-- ------- post-zone sprite redraw (GBC mode)
@@ -199,14 +242,38 @@ function PaletteFX.pack(data)
return data and data.palettes or nil
end
-- SuperPalettes that differ between Red and Blue (pokered data/sgb/
-- sgb_palettes.asm IF DEF(_RED)/_BLUE). data/palettes_gbc.lua is the
-- Red-derived pokered-gbc pack, so under RED++ a Blue playthrough must
-- read these from the ROM-imported table or the title ribbon stays red
-- and the Game Corner reels keep Red's pink (issue #128).
local BLUE_VERSIONED = {
LOGO1 = true, SLOTS2 = true, SLOTS3 = true, SLOTS4 = true,
}
local function romNamedPal(data, name)
local p = data and data.palettes
return p and p.palettes and p.palettes[name]
end
-- named palette from the active pack (nil on stale builds / missing name).
-- RED++ falls back to the ROM pack for names the gbc table omits (rare).
-- OG RED short-circuits EVERY name to the one global GBC boot-ROM BG palette
-- (the hardware had a single BGP for the whole game), so terrain zones,
-- battle HP bars / text, and menu boxes all come out red -- everything a
-- background tile drew. Objects do not come through here (they bake
-- GBC_OBJ green), so this stays a BG-only hook.
function PaletteFX.pal(data, name)
if PaletteFX.mode == "ogred" then return PaletteFX.ogBg() end
if GameVersion.isBlue() and BLUE_VERSIONED[name] then
local fromRom = romNamedPal(data, name)
if fromRom then return fromRom end
end
local p = PaletteFX.pack(data)
local c = p and p.palettes[name]
if c then return c end
if PaletteFX.usesGbcPack() and data and data.palettes then
return data.palettes.palettes[name]
if PaletteFX.usesGbcPack() then
return romNamedPal(data, name)
end
return nil
end
@@ -217,6 +284,11 @@ end
-- Transformed mon's pic is tinted gray, not the copied species' own
-- SGB color). RED++ uses per-species pals from mon_palettes.asm.
function PaletteFX.monPal(data, species, transformed)
-- OG RED: a battle mon pic is a BG tile on the Game Boy Color (drawn into
-- the tilemap, colored by BGP), so it wears the global red BG palette, not
-- a per-species one -- matching the hardware capture where both mons are
-- red/pink on the white field.
if PaletteFX.mode == "ogred" then return PaletteFX.ogBg() end
local p = PaletteFX.pack(data)
if not p then return nil end
if transformed then
@@ -458,7 +530,11 @@ function PaletteFX.applyOptions(opts)
end
function PaletteFX.modeLabel(mode)
return PaletteFX.MODE_LABELS[mode or PaletteFX.mode] or "GBC"
mode = mode or PaletteFX.mode
-- The GBC boot-ROM mode wears the running game's name: it is red for Red and
-- blue for Blue (see ogBg), so a Blue playthrough shows "OG BLUE".
if mode == "ogred" and GameVersion.isBlue() then return "OG BLUE" end
return PaletteFX.MODE_LABELS[mode] or "GBC"
end
-- When a state exposes no SGB zones but COLORS needs a forced palette
+19
View File
@@ -62,6 +62,9 @@ end
function Renderer:beginFrame(transparent)
self.worldActive = false
self.uprightActive = false
-- warp-fade overlay from Transition (issue #121); cleared each frame so
-- a popped transition cannot leave a sticky black veil
self.worldFadeAlpha = nil
-- last frame's trueColor rects and sprite redraws go before anything
-- draws this one
PaletteFX.clearTrueColor()
@@ -79,6 +82,10 @@ function Renderer:beginWorldPass()
local vw, vh = self:worldViewSize()
if not self.worldCanvas or self.worldCanvas:getWidth() ~= vw
or self.worldCanvas:getHeight() ~= vh then
-- free the old canvas before replacing it: a zoom/tilt tween changes
-- the view size every frame, so without this the superseded canvases
-- pile up in VRAM until a GC finalizer happens to run
if self.worldCanvas and self.worldCanvas.release then self.worldCanvas:release() end
self.worldCanvas = love.graphics.newCanvas(vw, vh)
self.worldCanvas:setFilter("nearest", "nearest")
end
@@ -107,6 +114,7 @@ function Renderer:beginUprightPass()
local cw, ch = vw + 2 * M, vh + 2 * M
if not self.uprightCanvas or self.uprightCanvas:getWidth() ~= cw
or self.uprightCanvas:getHeight() ~= ch then
if self.uprightCanvas and self.uprightCanvas.release then self.uprightCanvas:release() end
self.uprightCanvas = love.graphics.newCanvas(cw, ch)
self.uprightCanvas:setFilter("nearest", "nearest")
end
@@ -200,6 +208,7 @@ function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
-- 2x for extra crispness.
if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= wvw
or self.tiltCanvas:getHeight() ~= wvh then
if self.tiltCanvas and self.tiltCanvas.release then self.tiltCanvas:release() end
self.tiltCanvas = love.graphics.newCanvas(wvw, wvh)
self.tiltCanvas:setFilter("linear", "linear")
end
@@ -408,6 +417,16 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.draw(self.uprightCanvas, wox - M * s, woy - M * s, 0, s, s)
love.graphics.setScissor()
end
-- Screen-space warp fade (Transition) over the full world composite so
-- survey zoom / tilt edges darken with the center, not only the 160x144
-- UI letterbox. Drawn before the UI blit so menus above a fade still
-- composite normally if one is ever stacked that way.
local fade = self.worldFadeAlpha
if fade and fade > 0 then
love.graphics.setColor(0, 0, 0, fade)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
end
-- UI stays in the classic centered GB letterbox
blit(self.canvas, S, zones, S, ox, oy, ox, oy, vpw, vph)
+6 -8
View File
@@ -114,14 +114,12 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
image = getObpImage(self.def.image, colors, group)
end
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
-- plain GBC: the terrain zone shader still runs over the world canvas,
-- so the baked sprite is also queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its own OBP colors on top
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then
image = getObpImage(self.def.image, colors, group)
redraw = true
end
-- OG RED (GBC boot-ROM look): every OBJ wears the one global green
-- object palette. The red BG zone shader still runs over the world
-- canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its green pixels on top.
image = getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
redraw = true
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
-- still 3-frame sprites turn to face (the nurse at her machine,
+165 -95
View File
@@ -90,8 +90,8 @@ function TileRenderer.setSpinning(active)
end
-- true while the spinner arrow tiles should show the 'blur' graphic; false
-- means draw nothing extra (the static mapBatch/ringBatch tile shows
-- through, matching the asm's restore-to-original behavior). The 8-tick
-- means draw nothing extra (the static window tile shows through,
-- matching the asm's restore-to-original behavior). The 8-tick
-- half-period approximates one GB movement step (2px/frame); this is a
-- deliberate approximation of wSimulatedJoypadStatesIndex bit-0 parity, not
-- a cycle-accurate replication -- the port's tweened scriptMove has no
@@ -426,22 +426,24 @@ function TileRenderer.new(map, data)
end
local def = map.def
local wB, hB = def.width, def.height
-- two batches: the border-block ring around the map, and the map body.
-- Connected-map strips draw body-only on top of this map's ring.
local total = (wB + 2 * BORDER_BLOCKS) * (hB + 2 * BORDER_BLOCKS) * 16
self.ringBatch = love.graphics.newSpriteBatch(self.image, total, "static")
self.mapBatch = love.graphics.newSpriteBatch(self.image, wB * hB * 16, "static")
-- animated tiles overdraw the static batches each frame. Entry order
-- decides which one claims a tile listed twice, so the vanilla defaults
-- keep the old water-then-flower-then-spinner precedence.
-- The map body measured in 8px tiles (each block is 4x4 tiles). The tile
-- layer is drawn windowed to the camera (see :ensureWindow) instead of
-- baked into a whole-map SpriteBatch, so a map becoming visible -- a warp,
-- a connection seam -- costs nothing to "build": there is no per-map batch
-- construction that scales with map size, which is what stuttered.
self.bodyTilesW = def.width * 4
self.bodyTilesH = def.height * 4
-- Animated tiles overdraw the static window each frame. Only the per-entry
-- render spec (textures/sequence/gate) is kept here; the animated cells are
-- gathered per camera window in :ensureWindow, so nothing here scales with
-- map size either. Entry order decides which entry claims a tile listed
-- twice (the vanilla water-then-flower-then-spinner precedence).
local anims, claimedBy = {}, {}
local declared = map.tileset.animatedTiles
or TileRenderer.defaultAnimatedTiles(map.tileset)
for _, spec in ipairs(declared) do
local anim = buildAnim(spec, map.tileset.image, perRow, self.quads, gbcCtx)
if anim then
anim.cells = {}
anims[#anims + 1] = anim
for _, tile in ipairs(anim.tiles) do
if claimedBy[tile] == nil then claimedBy[tile] = anim end
@@ -460,66 +462,9 @@ function TileRenderer.new(map, data)
aliasMap[al.block] = cells
end
end
for by = -BORDER_BLOCKS, hB + BORDER_BLOCKS - 1 do
for bx = -BORDER_BLOCKS, wB + BORDER_BLOCKS - 1 do
local inside = bx >= 0 and by >= 0 and bx < wB and by < hB
local batch = inside and self.mapBatch or self.ringBatch
-- beyond-edge ring cells use the same override drawBorderFill does,
-- so the ring and the far background fill agree (OVERWORLD maps
-- whose raw border_block is water still ring with the tree wall)
local blockId = inside and map:blockAt(bx, by) or borderBlockFor(map)
local block = map.tileset.blocks[blockId + 1]
if not block then
-- a tileset without the tree-wall block keeps its own border
blockId = map:blockAt(bx, by)
block = map.tileset.blocks[blockId + 1]
end
local remap = aliasMap and aliasMap[blockId]
for ty = 0, 3 do
for tx = 0, 3 do
local ci = ty * 4 + tx
local tile = block[ci + 1]
if remap and remap[ci] then tile = remap[ci] end
local quad = self.quads[tile]
if quad then
batch:add(quad, bx * 32 + tx * 8, by * 32 + ty * 8)
end
local anim = claimedBy[tile]
if anim then
local cells = anim.cells
cells[#cells + 1] = { bx * 32 + tx * 8, by * 32 + ty * 8, inside, tile }
end
end
end
end
end
-- animated overdraw batches: the full set (ring + body) for the
-- current map, and a body-only set for connected-map drawing --
-- a neighbor's water ring must never overdraw this map's tiles.
-- `quadFor`, when given, looks up a per-entry quad (used by toggle
-- entries, whose texture is a full tileset-atlas clone rather than a
-- single-tile image like the hshift/frames variants).
local function animBatches(entries, image, quadFor)
if #entries == 0 then return nil, nil end
local all = love.graphics.newSpriteBatch(image, #entries, "static")
local body
for _, c in ipairs(entries) do
if quadFor then all:add(quadFor(c[4]), c[1], c[2]) else all:add(c[1], c[2]) end
if c[3] then
body = body or love.graphics.newSpriteBatch(image, #entries, "static")
if quadFor then body:add(quadFor(c[4]), c[1], c[2]) else body:add(c[1], c[2]) end
end
end
return all, body
end
for _, anim in ipairs(anims) do
anim.batch, anim.bodyBatch =
animBatches(anim.cells, anim.textures[1], anim.quadFor)
anim.cells = nil
end
self.aliasMap = aliasMap
self.anims = anims
self.claimedBy = claimedBy
-- a repeating 32x32 image of the border block, tiled behind
-- everything the 3-block ring doesn't cover (the survey zoom sees
@@ -554,8 +499,16 @@ function TileRenderer:drawBorderFill(camX, camY, vw, vh)
if not self.borderFill then return end
if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
local x, y = math.floor(camX), math.floor(camY)
local quad = love.graphics.newQuad(x, y, vw, vh, 32, 32)
love.graphics.draw(self.borderFill, quad, 0, 0)
-- one reused Quad per renderer, mutated in place: this runs every
-- overworld frame, so allocating a fresh Quad here churned the GC
local q = self.borderQuad
if q then
q:setViewport(x, y, vw, vh, 32, 32)
else
q = love.graphics.newQuad(x, y, vw, vh, 32, 32)
self.borderQuad = q
end
love.graphics.draw(self.borderFill, q, 0, 0)
end
-- GB OBJ-to-BG priority: sprites show through BG color 0 and hide under
@@ -616,19 +569,98 @@ function TileRenderer:markCellBottomRedraw(cx, cy, camX, camY, colors)
end
end
-- animated overdraw at the current step; bodyOnly skips the ring
-- positions (connected maps draw body-only)
function TileRenderer:drawAnimated(camX, camY, bodyOnly)
-- Window cover for the static tile layer. Refill the reusable window batch
-- (and the per-entry animated batches) only when the camera has scrolled past
-- what they already cover; a small margin keeps small scrolls free. Cost
-- scales with the view, never the map -- crossing a seam or warping in builds
-- nothing. The beyond-body area (what the old 3-block ring drew) is painted
-- by :drawBorderFill, whose world-aligned border-block tiling is identical
-- there, so only body tiles are gathered here.
local WINDOW_MARGIN = 8 -- tiles of slack kept around the view between refills
function TileRenderer:ensureWindow(camX, camY, vw, vh)
local W, H = self.bodyTilesW, self.bodyTilesH
vw = vw or W * 8 -- a nil view (headless draw) means the whole body
vh = vh or H * 8
-- visible body-tile range (8px tiles), clamped to the map body
local tx0 = math.min(W, math.max(0, math.floor(camX / 8)))
local ty0 = math.min(H, math.max(0, math.floor(camY / 8)))
local tx1 = math.max(0, math.min(W, math.floor((camX + vw) / 8) + 1))
local ty1 = math.max(0, math.min(H, math.floor((camY + vh) / 8) + 1))
local win = self.win
if win and tx0 >= win.tx0 and ty0 >= win.ty0
and tx1 <= win.tx1 and ty1 <= win.ty1 then
return -- still inside the last fill
end
-- refill with margin so the next few scrolled pixels stay covered
tx0 = math.max(0, tx0 - WINDOW_MARGIN)
ty0 = math.max(0, ty0 - WINDOW_MARGIN)
tx1 = math.min(W, tx1 + WINDOW_MARGIN)
ty1 = math.min(H, ty1 + WINDOW_MARGIN)
if not self.winBatch then
self.winBatch = love.graphics.newSpriteBatch(self.image, 1024, "dynamic")
end
self.winBatch:clear()
local anims = self.anims
for _, anim in ipairs(anims) do
if not anim.batch then
anim.batch = love.graphics.newSpriteBatch(anim.textures[1], 256, "dynamic")
end
anim.batch:clear()
end
local map, quads = self.map, self.quads
local claimedBy, aliasMap = self.claimedBy, self.aliasMap
for ty = ty0, ty1 - 1 do
local by = math.floor(ty / 4)
local ty4 = ty % 4
for tx = tx0, tx1 - 1 do
local blockId = map:blockAt(math.floor(tx / 4), by)
local block = map.tileset.blocks[blockId + 1]
if block then
local ci = ty4 * 4 + (tx % 4)
local tile = block[ci + 1]
local remap = aliasMap and aliasMap[blockId]
if remap and remap[ci] then tile = remap[ci] end
local wx, wy = tx * 8, ty * 8
local quad = quads[tile]
if quad then self.winBatch:add(quad, wx, wy) end
local anim = claimedBy[tile]
if anim then
if anim.quadFor then
anim.batch:add(anim.quadFor(tile), wx, wy)
else
anim.batch:add(wx, wy)
end
end
end
end
end
self.win = { tx0 = tx0, ty0 = ty0, tx1 = tx1, ty1 = ty1 }
end
-- draw the static tile window, then its animated overdraw, at the camera offset
function TileRenderer:drawWindow(camX, camY, vw, vh)
self:ensureWindow(camX, camY, vw, vh)
if self.winBatch then
love.graphics.draw(self.winBatch, -math.floor(camX), -math.floor(camY))
end
self:drawAnimated(camX, camY)
end
-- animated overdraw at the current step, over the static window batch. The
-- cells were gathered for the current camera window by :ensureWindow, so this
-- only ever touches on-screen animated tiles.
function TileRenderer:drawAnimated(camX, camY)
local anims = self.anims
if not anims then return end
local x, y = -math.floor(camX), -math.floor(camY)
for _, anim in ipairs(anims) do
local batch = bodyOnly and anim.bodyBatch or anim.batch
local batch = anim.batch
if batch then
if anim.gate then
-- a gated entry has only the two frames the asm has (patch /
-- restore-to-static); when the gate is shut draw nothing so the
-- already-static mapBatch/ringBatch tile shows through unchanged
-- already-static window tile shows through unchanged
if gateOpen(anim.gate) then love.graphics.draw(batch, x, y) end
else
local step = math.floor(animFrame / anim.period) % #anim.sequence + 1
@@ -649,30 +681,68 @@ function TileRenderer:markTrueColor(camX, camY, blocks)
(def.height + 2 * blocks) * 32)
end
function TileRenderer:draw(camX, camY)
function TileRenderer:draw(camX, camY, vw, vh)
if self.trueColor then self:markTrueColor(camX, camY, BORDER_BLOCKS) end
love.graphics.draw(self.ringBatch, -math.floor(camX), -math.floor(camY))
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
self:drawAnimated(camX, camY)
self:drawWindow(camX, camY, vw, vh)
end
-- body only, for connected-map strips
function TileRenderer:drawMapOnly(camX, camY)
-- body only, for connected-map strips. Identical to :draw now that the
-- border ring is served by :drawBorderFill for the current map too -- the
-- only remaining difference is the trueColor mark extent.
function TileRenderer:drawMapOnly(camX, camY, vw, vh)
if self.trueColor then self:markTrueColor(camX, camY, 0) end
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
self:drawAnimated(camX, camY, true)
self:drawWindow(camX, camY, vw, vh)
end
-- rebuild after a block change (Cut trees)
local function safeRelease(o)
if o and o.release then pcall(o.release, o) end
end
-- Release only the GPU objects this instance built and uniquely owns: the
-- two SpriteBatches, the border-fill image and its quad, the per-tile
-- quads, and the animated-overdraw batches. Deliberately leaves the
-- tileset atlas (self.image, shared through Assets/imageCache) and the
-- animation textures (shared module caches) alone -- other maps still use
-- them. Used by :rebuild before it swaps in fresh batches, and by
-- :release on eviction.
function TileRenderer:releaseBatches()
safeRelease(self.winBatch); self.winBatch = nil
safeRelease(self.borderFill); self.borderFill = nil
safeRelease(self.borderQuad); self.borderQuad = nil
self.win = nil
if self.quads then
for _, q in pairs(self.quads) do safeRelease(q) end
self.quads = nil
end
if self.anims then
for _, a in ipairs(self.anims) do
safeRelease(a.batch); a.batch = nil
-- a.textures are shared, module-cached: never released here
end
end
end
-- Full teardown for eviction (MapLoader.evict): the owned batches, plus
-- the RED++ per-map recolored atlas, which -- unlike the plain tileset
-- atlas -- is unique to this map (gbcAtlasCache is keyed by map id).
function TileRenderer:release()
self:releaseBatches()
if self.gbcAtlas and self.image then
local key = self.map.tileset.image .. "#gbc:" .. self.map.id
if gbcAtlasCache[key] == self.image then gbcAtlasCache[key] = nil end
safeRelease(self.image)
self.image = nil
self.gbcAtlas = nil
end
self.anims = nil
end
-- rebuild after a block change (Cut trees, card-key doors). The tile layer
-- is read live from the map on every window fill, so a block swap only needs
-- the cached window dropped -- the next draw re-reads the changed blocks. No
-- SpriteBatch is reconstructed; that is the whole point of the windowed draw.
function TileRenderer:rebuild()
local fresh = TileRenderer.new(self.map, self.data)
self.image = fresh.image
self.gbcAtlas = fresh.gbcAtlas
self.quads = fresh.quads
self.ringBatch = fresh.ringBatch
self.mapBatch = fresh.mapBatch
self.anims = fresh.anims
self.borderFill = fresh.borderFill
self.win = nil
end
-- drop every atlas and every derived animation texture so the next
+10
View File
@@ -57,6 +57,16 @@ end
function Transition:draw()
local alpha = self.t / self.frames
if self.phase == "in" then alpha = 1 - alpha end
-- Survey zoom draws the overworld into a window-filling world canvas
-- while the UI pass stays the classic 160x144 letterbox. A rect on the
-- UI canvas only darkens that center box (issue #121); when the world
-- pass ran this frame, hand the alpha to Renderer:endFrame so it paints
-- a screen-space overlay over the full composite instead.
local r = self.game and self.game.renderer
if r and r.worldActive then
r.worldFadeAlpha = alpha
return
end
love.graphics.setColor(0, 0, 0, alpha)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(1, 1, 1, 1)
+88 -20
View File
@@ -438,6 +438,20 @@ function Commands.play_sound(ctx, soundId)
require("src.core.Sound").play(ctx.game.data, soundId)
end
-- play_once <songId>: one-shot jingle (Music_PkmnHealed, etc.); blocks
-- until it finishes so heal-rest scripts (Mom, captain text_asm) match
-- Gen1's wait-on-channel loop. The map theme resumes when it ends
-- (Music.playOnce / pendingRestore).
function Commands.play_once(ctx, songId)
local Music = require("src.core.Music")
if not Music.playOnce(ctx.game.data, songId) then return end
local runner = ctx.runner
runner.waitingCheck = function()
return not Music.oneShotPlaying()
end
runner:yield()
end
-- play_cry <species>: PlayCry (home/audio.asm). The text_asm bodies that
-- use it run text_far (a no-button-wait "...@" string) -> PlayCry ->
-- WaitForSoundToFinish, all within the same text ID -- the cry only starts
@@ -509,12 +523,29 @@ function Commands.give_money(ctx, amount)
ctx.save.money = math.max(0, ctx.save.money + amount)
end
-- Point LAST_MAP exits at an outdoor door (pokered wLastMap). Keeps the
-- live overworld memory in sync so a scripted home warp from the HoF PC
-- does not leave Red's house mats aimed at Indigo Plateau (#103).
function Commands.remember_outdoor(ctx, mapId, x, y)
local outdoor = { id = mapId, x = x, y = y }
ctx.save.lastOutdoor = outdoor
if ctx.overworld and ctx.overworld.rememberOutdoor then
ctx.overworld:rememberOutdoor(mapId, x, y)
elseif ctx.overworld then
ctx.overworld.lastOutdoor = outdoor
end
end
-- Hall of Fame: snapshot the winning party (SaveHallOfFameTeams inside
-- AnimateHallOfFame), run the induction showcase and the end credits,
-- autosave while THE END is up, then soft-reset to the title -- the whole
-- predef HallOfFamePC + tail of HallOfFameResetEventsAndSaveScript
-- (engine/movie/hall_of_fame.asm, engine/movie/credits.asm,
-- scripts/HallOfFame.asm).
--
-- Departure from pokered: CONTINUE lands in the NewGameWarp bedroom with
-- a healed party and lastOutdoor on Pallet Town, instead of remaining
-- softlocked in HALL_OF_FAME with LAST_MAP still aimed at Indigo (#103).
function Commands.record_hall_of_fame(ctx)
ctx.save.hallOfFame = ctx.save.hallOfFame or {}
local entry = {}
@@ -530,17 +561,25 @@ function Commands.record_hall_of_fame(ctx)
Screens.push(game, "Credits", function()
runner:resume()
end, function()
-- THE END is on screen: HallOfFameResetEventsAndSaveScript sets
-- wLastBlackoutMap := PALLET_TOWN and runs SaveGameData, so the
-- save keeps the player standing in the HALL_OF_FAME room. (The
-- E4 room-script/event resets that precede the save in pokered are
-- the Indigo lobby's re-entry reset here, data/scripts/story6.lua.)
-- pokered writes PALLET_TOWN here as a literal, not as "the spawn" --
-- the vanilla spawn is REDS_HOUSE_2F. SaveData.defaultHeal carries
-- that split (and lets a total conversion redirect it).
-- THE END is on screen: heal, place the player at post-game home,
-- retarget LAST_MAP, then SaveGameData. (E4 room-script/event
-- resets that precede the save in pokered are the Indigo lobby's
-- re-entry reset here, data/scripts/story6.lua.)
local SaveData = require("src.core.SaveData")
local Pokemon = require("src.pokemon.Pokemon")
local boot = game.data.field and game.data.field.boot or {}
ctx.save.lastHeal = require("src.core.SaveData").defaultHeal(boot)
for _, mon in ipairs(ctx.save.party or {}) do
Pokemon.heal(mon)
end
SaveData.applyPostGameHome(ctx.save, boot)
if game.overworld then
game.overworld.lastOutdoor = ctx.save.lastOutdoor
end
if game.writeSave then game:writeSave() end
-- writeSave's captureSave re-stamps the live HALL_OF_FAME coords;
-- re-apply home and persist so CONTINUE resumes in the bedroom.
SaveData.applyPostGameHome(ctx.save, boot)
SaveData.save(ctx.save)
end)
end)
runner:yield()
@@ -855,15 +894,21 @@ function Commands.push_screen(ctx, screenId, args)
runner:yield()
end
-- fade "out"|"in" [frames]: screen fade without warping (the Transition
-- ramp startWarpTo uses, split in two). "out" pushes a black overlay
-- that stays up; the held state keeps ticking the runner's frame-waits
-- so a script can wait/replace_block under it. "in" ramps it away.
-- fade "out"|"in" [frames|"white"|"black"] [frames|"white"|"black"]:
-- screen fade without warping (the Transition ramp startWarpTo uses,
-- split in two). "out" pushes an overlay that stays up; the held state
-- keeps ticking the runner's frame-waits so a script can wait /
-- heal_party / play_once under it. "in" ramps it away.
-- Color defaults to black (warp-style); "white" matches GBFadeOutToWhite
-- / GBFadeInFromWhite (Mom heal, Silph Co. nurse). White defaults to
-- 24 frames (3 palettes x 8); black defaults to 12 (Transition).
local FadeOverlay = {}
FadeOverlay.__index = FadeOverlay
function FadeOverlay.new(game, ow)
return setmetatable({ game = game, ow = ow, alpha = 0 }, FadeOverlay)
function FadeOverlay.new(game, ow, color)
return setmetatable({
game = game, ow = ow, alpha = 0, color = color or "black",
}, FadeOverlay)
end
function FadeOverlay:update()
@@ -889,28 +934,51 @@ function FadeOverlay:update()
end
function FadeOverlay:draw()
love.graphics.setColor(0, 0, 0, self.alpha)
if self.color == "white" then
love.graphics.setColor(1, 1, 1, self.alpha)
else
love.graphics.setColor(0, 0, 0, self.alpha)
end
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(1, 1, 1, 1)
end
function Commands.fade(ctx, dir, frames)
local function parseFadeArgs(a, b)
local frames, color
if type(a) == "string" then
color = a
if type(b) == "number" then frames = b end
elseif type(a) == "number" then
frames = a
if type(b) == "string" then color = b end
end
color = color or "black"
if not frames then
frames = (color == "white") and 24 or 12
end
return frames, color
end
function Commands.fade(ctx, dir, framesOrColor, colorOrFrames)
local ow = ctx.overworld
if not ow then return end
local runner = ctx.runner
frames = frames or 12 -- Transition's ramp length
local frames, color = parseFadeArgs(framesOrColor, colorOrFrames)
local overlay = ow.fadeOverlay
if dir == "out" then
if not overlay then
overlay = FadeOverlay.new(ctx.game, ow)
overlay = FadeOverlay.new(ctx.game, ow, color)
ow.fadeOverlay = overlay
ctx.game.stack:push(overlay)
else
overlay.color = color
end
overlay.ramp = { from = overlay.alpha, to = 1, frames = frames, t = 0,
onDone = function() runner:resume() end }
runner:yield()
elseif dir == "in" then
if not overlay then return end
overlay.color = color or overlay.color
overlay.ramp = { from = overlay.alpha, to = 0, frames = frames, t = 0,
onDone = function() runner:resume() end }
runner:yield()
@@ -1000,7 +1068,7 @@ for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
"open_mart", "trade", "push_screen", "record_hall_of_fame",
"old_man_demo", "static_battle", "rival_battle", "give_item", "wait",
"wait_flag", "move_player", "move_npc", "move_npc_to", "walk_npc",
"emote", "fade", "pan_camera" }) do
"emote", "fade", "pan_camera", "play_once" }) do
local meta = Commands.meta[verb] or {}
Commands.meta[verb] = meta
meta.blocking = true
+5 -1
View File
@@ -145,6 +145,10 @@ end
function BoxMenu.new(game)
Boxes.ensure(game.save)
-- bills_pc.asm BillsPCMenu: TextBoxBorder at (0,0) with interior
-- 12x10 → total 14x12. "CHANGE BOX" is 10 tiles and needs the
-- full interior (cursor col + label); the old tw=12 right-side box
-- drew the final glyph on the border.
return Menu.new(game, {
{ label = "WITHDRAW", onSelect = function() withdraw(game) end },
{ label = "DEPOSIT", onSelect = function() deposit(game) end },
@@ -153,7 +157,7 @@ function BoxMenu.new(game)
{ label = "SEE YA!" },
-- Bill's PC runs silent end to end (BIT_NO_MENU_BUTTON_SOUND,
-- engine/menus/pokemon_pc.asm)
}, { tx = 8, ty = 0, tw = 12, th = 12, noSound = true })
}, { tx = 0, ty = 0, tw = 14, th = 12, noSound = true })
end
return BoxMenu
+2 -1
View File
@@ -217,7 +217,8 @@ function Credits:update(dt)
self.timer = FADE_FRAMES
elseif self.phase == "end_fade" then
-- Credits returns to HallOfFameResetEventsAndSaveScript here: the
-- save happens now, then 5 x 120 DelayFrames before the button wait
-- save (plus post-game home relocate, #103) happens now, then
-- 5 x 120 DelayFrames before the button wait
if self.onTheEnd then self.onTheEnd() end
self.phase = "end_hold"
self.timer = 600
+23 -4
View File
@@ -1,5 +1,11 @@
-- Pokédex entry page: front sprite, kind, height/weight and the real
-- dex description (data/pokemon/dex_entries.asm + dex_text.asm).
--
-- `species` may be a species id string, or a table
-- `{ species = id, forceOwned = true }`. forceOwned mirrors pret's
-- StarterDex (engine/events/starter_dex.asm), which temporarily sets the
-- owned bit so Oak's lab ball previews show height/weight/description
-- without permanently marking the mon owned.
local Font = require("src.render.Font")
@@ -16,8 +22,17 @@ function DexEntryMenu:sgbPalettes(game)
P.zone(P.monPal(game.data, self.def and self.def.id), 1, 1, 8, 8) }
end
function DexEntryMenu.new(game, species)
local self = setmetatable({ game = game }, DexEntryMenu)
local function resolveArgs(speciesOrOpts)
if type(speciesOrOpts) == "table" then
return speciesOrOpts.species or speciesOrOpts[1],
speciesOrOpts.forceOwned and true or false
end
return speciesOrOpts, false
end
function DexEntryMenu.new(game, speciesOrOpts)
local species, forceOwned = resolveArgs(speciesOrOpts)
local self = setmetatable({ game = game, forceOwned = forceOwned }, DexEntryMenu)
self.def = game.data.pokemon[species]
local ok, img = pcall(love.graphics.newImage, self.def.spriteFront)
self.sprite = ok and img or nil
@@ -42,12 +57,16 @@ function DexEntryMenu:draw()
love.graphics.setColor(0, 0, 0, 1)
Font.draw(def.name, 72, 8)
local e = def.dexEntry or {}
Font.draw((e.kind or "?") .. " POKéMON", 72, 20)
-- English R/B prints only the kind string (hlcoord 9,4 PlaceString).
-- PokeText ("#"/POKéMON) is an unreferenced JPN leftover in pokedex.asm;
-- appending " POKéMON" here clipped longer kinds ("LIZARD POKé").
Font.draw(e.kind or "?", 72, 20)
-- same number width as the list (constants.dexDigits), so a dex past 999
-- prints the extra digit everywhere at once
local digits = (self.game.data.constants or {}).dexDigits or 3
Font.draw(("No.%0" .. digits .. "d"):format(def.dex or 0), 72, 32)
local owned = self.game.save.pokedex and self.game.save.pokedex.owned[def.id]
local owned = self.forceOwned
or (self.game.save.pokedex and self.game.save.pokedex.owned[def.id])
-- height/weight print only once owned, like the description
-- (pokedex.asm: "if the pokemon has not been owned, don't print the
-- height, weight, or description")
+13 -3
View File
@@ -117,7 +117,7 @@ function ListMenu:draw()
love.graphics.setColor(0, 0, 0, 1)
end
if item.right then
Font.draw(item.right, 160 - 8 - #item.right * 8, y)
Font.draw(item.right, 160 - 8 - Font.width(item.right), y)
end
if i == self.index then
-- hollowIndex: a chosen row keeps the hollow '▷' left behind by
@@ -136,7 +136,7 @@ function ListMenu:draw()
Font.drawBox(11, 0, 9, 3)
love.graphics.setColor(0, 0, 0, 1)
local money = ("¥%d"):format(self.money and self.money() or 0)
Font.draw(money, 152 - #money * 8, 8)
Font.draw(money, 152 - Font.width(money), 8)
-- the clerk's line in the standard bottom text box; long prompts
-- wrap and keep their last two lines, like the GB's scrolled box
Font.drawBox(0, 12, 20, 6)
@@ -153,7 +153,17 @@ function ListMenu:draw()
end
end
elseif self.footer then
Font.draw(self.footer, 8, 136)
-- PC deposit/withdraw footers use "\n"; draw the last two lines so
-- long item names are not clipped at the screen edge (#115).
local flat = {}
for _, page in ipairs(require("src.render.TextBox").paginate(self.footer)) do
for _, line in ipairs(page) do flat[#flat + 1] = line end
end
local y = (#flat >= 2) and 120 or 136
for i = math.max(1, #flat - 1), #flat do
Font.draw(flat[i], 8, y)
y = y + 16
end
end
love.graphics.setColor(1, 1, 1, 1)
end
+14
View File
@@ -13,6 +13,7 @@ local Tilt = require("src.render.Tilt")
local GBCFX = require("src.render.GBCFX")
local GameSpeed = require("src.core.GameSpeed")
local VideoMode = require("src.core.VideoMode")
local FrameCap = require("src.core.FrameCap")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local OptionRows = require("src.ui.OptionRows")
@@ -202,6 +203,19 @@ local function buildRows(game)
VideoMode.apply(o.videoMode)
return true
end },
-- hard render cap (issue #88): bounds the present rate so a
-- driver-forced vsync-off run cannot spin at thousands of FPS. Logic
-- is fixed-step off dt, so this touches presentation only.
{ id = "fpsCap", label = "MAX FPS",
value = function(g)
return FrameCap.label(g.save.options.fpsCap)
end,
step = function(g, dir)
local o = g.save.options
o.fpsCap = FrameCap.cycle(o.fpsCap, dir)
FrameCap.apply(o.fpsCap)
return true
end },
-- fast-forward the logic clock only; music and sfx keep their tempo
-- (src/core/GameSpeed.lua), so this is safe to leave on
{ id = "speed", label = "GAME SPEED",
+28 -7
View File
@@ -69,10 +69,26 @@ local function drawIcon(game, mon, x, y, selected, counter)
local icons = game.data.icons
if not icons then return end
local def = game.data.pokemon[mon.species]
-- byDex is the vanilla lookup, but the icons registry can bring the table
-- into existence on its own, so it may be the only key present
local name = def and def.dex and icons.byDex and icons.byDex[def.dex]
local path = name and icons.icons[name]
-- Per-species override first: the icons registry folds into
-- icons.bySpecies, and a pokemon record may carry its own `icon` field.
-- Either is a built-in icon name (resolved through icons.icons) or a
-- { image = <path>, frames? } table pointing at bundled art. Falling
-- through to icons.byDex[def.dex] keeps the vanilla dex-indexed default;
-- without the override a modded or dex-renumbered species could never
-- change its menu icon.
local entry = (icons.bySpecies and icons.bySpecies[mon.species])
or (def and def.icon)
local name, path
if type(entry) == "string" then
name = entry
path = icons.icons and icons.icons[entry]
elseif type(entry) == "table" then
path = entry.image
end
if not path then
name = def and def.dex and icons.byDex and icons.byDex[def.dex]
path = name and icons.icons and icons.icons[name]
end
if not path then return end
if iconImages[path] == nil then
local ok, img = pcall(love.graphics.newImage, path)
@@ -182,12 +198,13 @@ function PartyMenu:update(dt)
-- and music return first (PlayDefaultMusic +
-- LoadWalkingPlayerSpriteGraphics), the menu closes with the
-- GBPalWhiteOutWithDelay3 blink, and the simulated pad press
-- steps the player forward onto land
-- steps the player forward onto land (or across a connection
-- strip when the shore is the next map's edge)
self.game.stack:pop()
ow.player.surfing = false
require("src.core.Music").setSurfing(self.game.data, false)
self.game.stack:push(Transition.whiteFlash(self.game, nil, function()
ow:scriptMove(ow.player, ow.player.facing, 1)
ow:stepForwardOrCrossEdge(ow.player.facing)
end))
return
end
@@ -331,7 +348,11 @@ function PartyMenu:update(dt)
local items = { { label = "STATS", action = "stats" },
{ label = "SWITCH", action = "switch" } }
local ow = self.game.overworld
if not self.battle and ow and mon.hp > 0 then
-- Field moves (HMs/TMs) are usable out of battle even when the mon
-- is fainted -- Gen 1 does not require HP for Cut/Fly/Surf/etc.
-- Battle still excludes this list via `not self.battle`. Softboiled
-- can appear for a fainted user; its heal transfer then no-ops.
if not self.battle and ow then
for _, mv in ipairs(mon.moves) do
if mv.id == "FLY" and ow.map.def.tileset == "OVERWORLD"
and self.game.save.inventory.THUNDERBADGE then
+2 -1
View File
@@ -1,6 +1,7 @@
-- The player's item-storage PC (engine/menus/players_pc.asm):
-- WITHDRAW ITEM / DEPOSIT ITEM / TOSS ITEM / LOG OFF over
-- game.save.pcItems ({ ITEM_ID = count }, created lazily). Withdraw and
-- game.save.pcItems ({ ITEM_ID = count }; New Game seeds { POTION = 1 },
-- older saves may still be empty until first deposit). Withdraw and
-- deposit ask "How many?" via the quantity selector (key items always
-- move one); toss discards after a YES/NO confirm. Follows the
-- BoxMenu/BagMenu list idioms.
+7 -3
View File
@@ -84,13 +84,17 @@ local function buy(game, stock)
end
local function sell(game)
-- Sell list is ITEMLISTMENU with wPrintItemPrices cleared
-- (pokemart.asm .sellMenuLoop): name + quantity only. Price shows
-- in the quantity chooser. Stuffing "xN" into the label next to a
-- right-aligned ¥ price made long names overlap (issue #116).
local items = {}
for _, id in ipairs(Bag.order(game.save)) do
local def = game.data.items[id]
table.insert(items, {
value = id,
label = (def and def.name or id) .. " x" .. game.save.inventory[id],
right = ("¥%d"):format(def and math.floor(def.price / 2) or 0),
label = def and def.name or id,
right = "x" .. game.save.inventory[id],
})
end
local greet = txt(game, "_PokemartBuyingGreetingText", "Take your time.")
@@ -128,7 +132,7 @@ local function sell(game)
Bag.remove(game.save, item.value, qty)
local left = game.save.inventory[item.value]
if left then
item.label = def.name .. " x" .. left
item.right = "x" .. left
else
list:removeCurrent()
end
+7 -3
View File
@@ -115,12 +115,16 @@ function SummaryMenu:draw()
drawLineBox(19, 1, 6, 10)
Font.draw("EXP POINTS", 72, 24)
Font.draw(("%d"):format(mon.exp), 96, 32)
Font.draw("LEVEL UP", 72, 44)
-- StatusScreen2: "LEVEL UP" at (9,5); next-exp PrintNumber 7 cols
-- at (7,6); space at (14,6); PrintLevel at (16,6). The old
-- "%d to L%d" string at x=88 overflowed the DrawLineBox edge.
Font.draw("LEVEL UP", 72, 40)
local Growth = require("src.pokemon.Growth")
local nextExp = mon.level < 100
and (Growth.expForLevel(def.growthRate, mon.level + 1) - mon.exp) or 0
Font.draw(("%d to L%d"):format(math.max(0, nextExp),
math.min(100, mon.level + 1)), 88, 52)
Font.draw(("%7d"):format(math.max(0, nextExp)), 56, 48)
HudTiles.tile(0x6E, 128, 48) -- <LV>
Font.draw(tostring(math.min(100, mon.level + 1)), 136, 48)
Font.drawBox(0, 8, 20, 10)
for i = 1, 4 do
local mv = mon.moves[i]
+32 -9
View File
@@ -5,6 +5,7 @@
local Font = require("src.render.Font")
local Music = require("src.core.Music")
local GameVersion = require("src.core.GameVersion")
local TitleState = {}
TitleState.__index = TitleState
@@ -30,6 +31,13 @@ local CYCLE_SPECIES = {
"PIKACHU", "CLEFAIRY", "RHYDON", "ABRA", "GASTLY", "DITTO",
"PIDGEOTTO", "ONIX", "PONYTA", "MAGIKARP",
}
-- Blue's TitleMons (data/pokemon/title_mons.asm, _BLUE branch): STARTER2 is
-- Squirtle, STARTER1 Charmander, STARTER3 Bulbasaur.
local BLUE_CYCLE_SPECIES = {
"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
}
local CYCLE_FRAMES = 240 -- the original waits ~4s between picks
local function tryImage(path)
@@ -61,9 +69,13 @@ function TitleState.new(game, opts)
self.version = tryImage(imagePath(title.versionRibbon or title.version)
or "assets/generated/title/red_version.png")
self.player = tryImage("assets/generated/title/player.png")
self.blue = GameVersion.isBlue()
-- Blue cycles its own title mons and prints its ribbon contiguously; a
-- field.title.cycleSpecies override (mods / total conversions) still wins.
local defaultCycle = self.blue and BLUE_CYCLE_SPECIES or CYCLE_SPECIES
self.cycleSpecies = (type(title.cycleSpecies) == "table"
and #title.cycleSpecies > 0)
and title.cycleSpecies or CYCLE_SPECIES
and title.cycleSpecies or defaultCycle
self.sprites = {} -- species -> image or false (load failed)
self.cycleIndex = 1
self.timer = 0
@@ -92,8 +104,10 @@ end
local function hasSave()
local ok, info = pcall(function()
-- the active game's save file (save.lua for Red, save_blue.lua for Blue)
local name = require("src.core.SaveData").saveFilename(GameVersion.get())
return love.filesystem and love.filesystem.getInfo
and love.filesystem.getInfo("save.lua") or nil
and love.filesystem.getInfo(name) or nil
end)
return ok and info ~= nil
end
@@ -211,17 +225,26 @@ function TitleState:draw()
love.graphics.draw(self.logo, 16, 8)
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw("POKéMON RED", (160 - 11 * 8) / 2, 24)
Font.draw(self.blue and "POKéMON BLUE" or "POKéMON RED",
(160 - 12 * 8) / 2, 24)
love.graphics.setColor(1, 1, 1, 1)
end
if self.version then
-- the strip holds Red+Green+Version glyphs; the tilemap prints
-- tiles $60,$61 ("Red"), a space, then $65-$69 ("Version")
local iw, ih = self.version:getDimensions()
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56, 64)
love.graphics.draw(self.version,
love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80, 64)
if self.blue then
-- Blue prints its ribbon contiguously ("Blue Version", hlcoord 7,8).
-- The extracted strip packs those eight glyph tiles into image tiles
-- 0..7 (tiles 8..9 are blank), so draw that 64px run at px (56, 64).
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 64, 8, iw, ih), 56, 64)
else
-- Red's strip holds Red+Green+Version glyphs; the tilemap prints
-- tiles $60,$61 ("Red"), a space, then $65-$69 ("Version").
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56, 64)
love.graphics.draw(self.version,
love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80, 64)
end
end
local sprite = self:currentSprite()
if sprite then
+47 -26
View File
@@ -38,6 +38,51 @@ local function hashSet(list, into)
return into
end
-- Collision tile (bottom-left 8x8) of a cell on an UNLOADED map def --
-- the connected neighbor during an edge crossing. pokered's
-- GetTileAndCoordsInFrontOfPlayer / collision checks read the neighbor
-- strip's tile bytes the same way.
function Map.defCellTile(def, tilesetDef, cx, cy)
if not (def and tilesetDef and tilesetDef.blocks) then return nil end
local tx, ty = cx * 2, cy * 2 + 1
local bx, by = math.floor(tx / 4), math.floor(ty / 4)
local id
if bx < 0 or by < 0 or bx >= def.width or by >= def.height then
id = def.borderBlock
else
id = def.blocks[by * def.width + bx + 1]
end
local block = tilesetDef.blocks[(id or 0) + 1]
if not block then return nil end
return block[(ty % 4) * 4 + (tx % 4) + 1]
end
local function defWaterTileSet(def, tilesetDef)
local water = {}
hashSet(tilesetDef.waterTiles or WATER_TILES, water)
local shore = tilesetDef.shoreTiles
if shore == nil and not NO_SHORE_TILESETS[def.tileset] then shore = SHORE_TILES end
hashSet(shore or {}, water)
return water
end
-- Water/shore on an unloaded map def (same tile ids as Map:isWaterCell).
function Map.defIsWaterCell(def, tilesetDef, cx, cy)
local tile = Map.defCellTile(def, tilesetDef, cx, cy)
if tile == nil then return false end
return defWaterTileSet(def, tilesetDef)[tile] or false
end
function Map.defIsWalkableCell(def, tilesetDef, cx, cy)
if not (tilesetDef and tilesetDef.walkable) then return false end
local tile = Map.defCellTile(def, tilesetDef, cx, cy)
if tile == nil then return false end
for _, t in ipairs(tilesetDef.walkable) do
if t == tile then return true end
end
return false
end
-- Passability of a cell of an UNLOADED map def -- the connected neighbor
-- during an edge crossing. pokered's collision check reads the neighbor
-- strip's tile bytes, so a step off the map edge onto a solid tile of
@@ -52,32 +97,8 @@ function Map.defPassable(def, tilesetDef, cx, cy, surfing)
if not (def and tilesetDef and tilesetDef.blocks and tilesetDef.walkable) then
return false
end
local tx, ty = cx * 2, cy * 2 + 1
local bx, by = math.floor(tx / 4), math.floor(ty / 4)
local id
if bx < 0 or by < 0 or bx >= def.width or by >= def.height then
id = def.borderBlock
else
id = def.blocks[by * def.width + bx + 1]
end
local block = tilesetDef.blocks[(id or 0) + 1]
if not block then return false end
local tile = block[(ty % 4) * 4 + (tx % 4) + 1]
for _, t in ipairs(tilesetDef.walkable) do
if t == tile then return true end
end
if surfing then
for _, t in ipairs(tilesetDef.waterTiles or WATER_TILES) do
if t == tile then return true end
end
local shore = tilesetDef.shoreTiles
if shore == nil and not NO_SHORE_TILESETS[def.tileset] then
shore = SHORE_TILES
end
for _, t in ipairs(shore or {}) do
if t == tile then return true end
end
end
if Map.defIsWalkableCell(def, tilesetDef, cx, cy) then return true end
if surfing and Map.defIsWaterCell(def, tilesetDef, cx, cy) then return true end
return false
end
+72 -5
View File
@@ -2,6 +2,13 @@
-- data, cached by map id. The cache is keyed so a mod that patches one
-- map record after boot (or the dev-mode hot reload) can drop just that
-- entry instead of every map's SpriteBatches.
--
-- The resident set is trimmed LRU (trim) so exploring a large world never
-- holds every visited map's GPU objects at once. Maps are built on demand
-- and cheaply: a map's tile layer draws windowed to the camera (see
-- TileRenderer), so there is no per-map batch to construct up front and thus
-- nothing to stream -- OverworldState:rebuildNeighbors just loads each
-- neighbor directly.
local Assets = require("src.render.Assets")
local Map = require("src.world.Map")
@@ -10,9 +17,20 @@ local TileRenderer = require("src.render.TileRenderer")
local MapLoader = {}
local cache = {}
-- mapId -> monotonic access stamp, for LRU eviction
local lru = {}
local accessSeq = 0
-- max map renderers kept resident. Comfortably above the largest
-- current+neighbor set (~15 in dense overworld), so protected maps are
-- never the ones evicted; this only caps the lingering trail behind you.
local RESIDENT_CAP = 32
function MapLoader.load(data, mapId)
if cache[mapId] then return cache[mapId] end
local function touch(mapId)
accessSeq = accessSeq + 1
lru[mapId] = accessSeq
end
local function build(data, mapId)
local def = data.maps[mapId]
assert(def, "unknown map: " .. tostring(mapId) ..
" (not in the maps registry)")
@@ -25,26 +43,75 @@ function MapLoader.load(data, mapId)
local map = Map.new(def, tilesetDef)
map.renderer = TileRenderer.new(map, data)
cache[mapId] = map
touch(mapId)
return map
end
function MapLoader.load(data, mapId)
local m = cache[mapId]
if m then touch(mapId); return m end
return build(data, mapId)
end
-- the live instance for a map id, or nil when it has not been loaded;
-- callers that must not build a map (invalidation, tests) use this
function MapLoader.cached(mapId)
return cache[mapId]
local m = cache[mapId]
if m then touch(mapId) end
return m
end
-- evict one resident map, releasing its renderer's GPU objects. Callers
-- must ensure the map is not the current map and not drawn as a connected
-- strip (nothing live may hold its renderer) -- MapLoader.trim guarantees
-- this via its `protected` set.
function MapLoader.evict(mapId)
local m = cache[mapId]
if not m then return false end
cache[mapId] = nil
lru[mapId] = nil
local r = m.renderer
if r and r.release then pcall(r.release, r) end
return true
end
-- keep the resident renderer set bounded. `protected` (mapId -> true) is
-- never evicted (the current map and everything drawn as a connected
-- strip); the rest is trimmed least-recently-used down to RESIDENT_CAP.
function MapLoader.trim(protected)
local n = 0
for _ in pairs(cache) do n = n + 1 end
if n <= RESIDENT_CAP then return end
local ids = {}
for id in pairs(cache) do
if not (protected and protected[id]) then ids[#ids + 1] = id end
end
table.sort(ids, function(a, b) return (lru[a] or 0) < (lru[b] or 0) end)
local over = n - RESIDENT_CAP
for _, id in ipairs(ids) do
if over <= 0 then break end
MapLoader.evict(id)
over = over - 1
end
end
-- drop one map so the next load re-reads its record and rebuilds its
-- renderer. Callers holding the old instance keep it -- OverworldState
-- re-points self.map itself (WorldAPI:invalidateMap).
-- renderer. Deliberately does NOT release the old renderer: callers
-- holding the old instance keep drawing it until they re-point themselves
-- (OverworldState re-points self.map / self.neighbors via setMap /
-- rebuildNeighbors), so releasing here would free a batch still in use.
-- The orphaned instance is reclaimed by GC; MapLoader.evict is the path
-- that releases eagerly, and it only runs on maps nothing live holds.
function MapLoader.invalidate(mapId)
local had = cache[mapId] ~= nil
cache[mapId] = nil
lru[mapId] = nil
return had
end
function MapLoader.invalidateAll()
cache = {}
lru = {}
end
-- kept as the pre-v2 name
+195 -64
View File
@@ -338,10 +338,13 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
or (fromMapId and "warp" or "boot"),
})
-- map-enter hooks (hand-ported map scripts, e.g. Victory Road barriers)
-- map-enter hooks (hand-ported map scripts, e.g. Victory Road barriers).
-- fromMapId lets elevators seed a valid walk-out floor when the ROM
-- car warps still point at a missing map (Silph's UNUSED_MAP_ED) and
-- the player B-cancels the floor menu without .UpdateWarp.
local hooks = mapScripts.get(mapId)
if hooks and hooks.onEnter then
hooks.onEnter(Game, self)
hooks.onEnter(Game, self, fromMapId)
end
self:rebuildNeighbors()
@@ -357,20 +360,32 @@ end
-- widened to everything the current view size can show so a full
-- zoom-out never runs past the rendered set. Re-run whenever the view
-- grows (zoom/resize), not only on setMap.
--
-- Neighbors are built eagerly here. A TileRenderer is now a light object --
-- the tile layer draws windowed to the camera, so nothing per-map is
-- constructed up front (see TileRenderer) -- so there is no build cost to
-- amortize and no prefetch race to lose at a seam. That is what the old
-- one-per-frame streaming queue existed to hide, and it is gone.
function OverworldState:rebuildNeighbors()
local mapId = self.map.id
self.neighbors = {}
local hops = FieldDefaults.world(Game.data, "neighborHops") or NEIGHBOR_HOPS
local vw, vh = Game.renderer:worldViewSize()
self.neighborViewW, self.neighborViewH = vw, vh
-- resident set the eviction pass must never touch: the current map plus
-- every drawn neighbor
local keep = { [mapId] = true }
for _, n in ipairs(OverworldState.computeNeighbors(Game.data.maps, mapId,
hops,
math.floor(vw / 2) + 64,
math.floor(vh / 2) + 64)) do
table.insert(self.neighbors,
{ map = MapLoader.load(Game.data, n.id),
ox = n.ox, oy = n.oy })
keep[n.id] = true
local m = MapLoader.load(Game.data, n.id)
table.insert(self.neighbors, { map = m, ox = n.ox, oy = n.oy })
end
-- bound resident memory: drop maps behind us that are neither current nor
-- a drawn neighbor, releasing their window batch / border image / atlas
MapLoader.trim(keep)
-- visual-only NPCs on connected maps (survey zoom): same spawn filter
-- as a real map entry, but they never join self.entities -- no sight
@@ -434,7 +449,9 @@ function OverworldState:paletteNameFor(map)
return Runtime.call("map.palette", samePalette, name, map)
end
-- UI-pass palette (text boxes and menus tint with the current map)
-- UI-pass palette (text boxes and menus tint with the current map). OG RED
-- resolves every name to the one global red BG palette inside PaletteFX.pal,
-- so this needs no mode-specific branch.
function OverworldState:sgbPalettes()
local PaletteFX = require("src.render.PaletteFX")
return PaletteFX.wholeNamed(Game.data, self:paletteNameFor(self.map))
@@ -986,20 +1003,19 @@ function OverworldState:checkEdgeExit(dir)
return false
end
-- Map connections: the connected map's strip offset is in blocks; arriving
-- coordinates follow destX = curX - offset*2 (see docs/extraction-notes.md).
-- The crossing scrolls continuously: the map data swaps while the player
-- is placed one cell before the entry point (their old world position,
-- which the neighbor strips render identically) and walks the seam step.
function OverworldState:crossConnection(dir, conn)
-- Landing cell on the connected map for a step off this map's edge in
-- `dir` (same math as crossConnection). Returns destDef, tilesetDef, x, y
-- or nil when there is no usable connection.
function OverworldState:connectionLanding(dir)
local conn = self.map:connection(COMPASS[dir])
if not conn then return nil end
local dest = Game.data.maps[conn.map]
if not dest then
Logger.warn("connection to unknown map %s", tostring(conn.map))
return false
end
if not dest then return nil end
local ts = Game.data.tilesets[dest.tileset]
if not ts then return nil end
local p = self.player
local x, y = p.cellX, p.cellY
local destW, destH = dest.width * 2, dest.height * 2
local x, y
if dir == "up" then
x, y = p.cellX - conn.offset * 2, destH - 1
elseif dir == "down" then
@@ -1011,13 +1027,27 @@ function OverworldState:crossConnection(dir, conn)
end
x = math.max(0, math.min(destW - 1, x))
y = math.max(0, math.min(destH - 1, y))
return dest, ts, x, y, conn
end
-- Map connections: the connected map's strip offset is in blocks; arriving
-- coordinates follow destX = curX - offset*2 (see docs/extraction-notes.md).
-- The crossing scrolls continuously: the map data swaps while the player
-- is placed one cell before the entry point (their old world position,
-- which the neighbor strips render identically) and walks the seam step.
function OverworldState:crossConnection(dir, conn)
local dest, ts, x, y = self:connectionLanding(dir)
if not dest then
Logger.warn("connection to unknown map %s", tostring(conn and conn.map))
return false
end
local p = self.player
-- pokered's collision check reads the NEIGHBOR strip's tile bytes, so
-- stepping off the edge onto a solid tile of the connected map bumps
-- exactly like an in-map wall. Without this read, Pallet's south
-- shore (land at x2-3) walked straight onto ROUTE_21 (3,0) -- a
-- collision tile -- stranding the player on a cell no walk can leave.
if not Map.defPassable(dest, Game.data.tilesets[dest.tileset], x, y,
p.surfing) then
if not Map.defPassable(dest, ts, x, y, p.surfing) then
return false
end
self:setMap(conn.map, x, y, p.facing, { seamless = true })
@@ -1040,12 +1070,61 @@ function OverworldState:crossConnection(dir, conn)
return true
end
-- ItemUseSurfboard's simulated pad press: step onto the facing cell, or
-- cross a map connection when that cell is off this map's edge (Cinnabar
-- east coast -> Route 20 water, and the reverse dismount ashore).
function OverworldState:stepForwardOrCrossEdge(dir)
dir = dir or self.player.facing
local fx, fy = Collision.target(self.player.cellX, self.player.cellY, dir)
if not self.map:inBounds(fx, fy) then
return self:checkEdgeExit(dir)
end
self:scriptMove(self.player, dir, 1)
return true
end
-- IsNextTileShoreOrWater across a connection strip: pokered loads the
-- neighbor's tiles into the border, so wTileInFrontOfPlayer is the
-- connected map's tile even when the facing cell is off this map.
-- Shore/water classification still uses THIS map's tileset rules
-- (SHIP_PORT's $32 dock exception), matching the asm.
function OverworldState:facingIsShoreOrWater()
if not self:tilesetHasWater() then return false end
local fx, fy = self.player:facingCell()
if self.map:inBounds(fx, fy) then
return self.map:isWaterCell(fx, fy)
end
local dest, ts, x, y = self:connectionLanding(self.player.facing)
if not dest then return false end
local tile = Map.defCellTile(dest, ts, x, y)
if tile == nil then return false end
return self.map.waterTiles[tile] or false
end
-- tryToStopSurfing land check, including a land landing across a map
-- connection (surf off Cinnabar's east coast water back onto the coast).
function OverworldState:facingIsLandDismount()
local p = self.player
local fx, fy = p:facingCell()
if self.map:inBounds(fx, fy) then
return self.map:isWalkableCell(fx, fy)
and Collision.canMove(self.map, self.entities, p, p.facing)
end
local dest, ts, x, y = self:connectionLanding(p.facing)
if not dest then return false end
if not Map.defIsWalkableCell(dest, ts, x, y) then return false end
-- IsSpriteInFrontOfPlayer2: no current-map sprite can sit past the edge
return not Collision.occupied(self.entities, fx, fy, p)
end
-- -------------------------------------------------------------------------
-- interactions
-- -------------------------------------------------------------------------
-- HM field moves are gated by badges like the original
-- (constants.hmBadges; distinct from constants.hmMoves, the forget gate)
-- (constants.hmBadges; distinct from constants.hmMoves, the forget gate).
-- Gen 1 allows field use from fainted party members (party menu + name
-- lookup for Cut/Surf messages); do not require mon.hp > 0 here.
function OverworldState:partyKnows(moveId)
local gate = (FieldDefaults.constant(Game.data, "hmBadges") or {})[moveId]
local badge = gate and gate.badge
@@ -1053,10 +1132,8 @@ function OverworldState:partyKnows(moveId)
return nil
end
for _, mon in ipairs(Game.save.party) do
if mon.hp > 0 then
for _, mv in ipairs(mon.moves) do
if mv.id == moveId then return mon end
end
for _, mv in ipairs(mon.moves) do
if mv.id == moveId then return mon end
end
end
return nil
@@ -1557,16 +1634,21 @@ function OverworldState:trashCanSwitch(canIndex)
end
-- Bill's House PC (engine/events/hidden_events/bills_house_pc.asm
-- BillsHousePC): once Bill-the-Pokémon has climbed into the machine
-- (EVENT_BILL_SAID_USE_CELL_SEPARATOR), running the PC plays the cell
-- separator's SFX sequence, sets EVENT_USED_CELL_SEPARATOR_ON_BILL and
-- Bill steps back out of the machine human again
-- (BillsHouseBillExitsMachineScript / CleanupScript set EVENT_MET_BILL).
-- BillsHousePC). Check order matches pokered:
-- 1) EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING -> Eevee collection list
-- 2) EVENT_USED_CELL_SEPARATOR_ON_BILL -> teleporter monitor text
-- 3) EVENT_BILL_SAID_USE_CELL_SEPARATOR -> cell-separator cutscene
-- 4) else -> teleporter monitor text
-- Leaving after the SS Ticket (Route25ToggleBillsScript) arms (1).
function OverworldState:billsHousePC()
local t = Game.data.text
local flags = Game.save.flags
if not (flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR
and not flags.EVENT_USED_CELL_SEPARATOR_ON_BILL) then
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then
self:billsHousePokemonList()
return
end
if flags.EVENT_USED_CELL_SEPARATOR_ON_BILL
or not flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR then
Game.stack:push(TextBox.new(Game, t._BillsHouseMonitorText
or "TELEPORTER is\ndisplayed on the\nPC monitor."))
return
@@ -1590,9 +1672,40 @@ function OverworldState:billsHousePC()
end))
end
-- BillsHousePokemonList: EEVEE / FLAREON / JOLTEON / VAPOREON + CANCEL;
-- picking one runs DisplayPokedex (DexEntryMenu) and returns to the list.
function OverworldState:billsHousePokemonList()
local t = Game.data.text
local Menu = require("src.ui.Menu")
local function openList()
local species = { "EEVEE", "FLAREON", "JOLTEON", "VAPOREON" }
local items = {}
for _, id in ipairs(species) do
local def = Game.data.pokemon[id]
table.insert(items, {
label = (def and def.name) or id,
keepOpen = true,
onSelect = function()
local dex = Game.save.pokedex
if dex then dex.seen[id] = true end
Screens.push(Game, "DexEntryMenu", id)
end,
})
end
table.insert(items, { label = "CANCEL" })
-- TextBoxBorder b=10,c=9 at (0,0) -> total tw=11, th=12
Game.stack:push(Menu.new(Game, items,
{ tx = 0, ty = 0, tw = 11, th = 12 }))
end
Game.stack:push(TextBox.new(Game, t._BillsHousePokemonListText1
or "BILL's favorite\nPOKéMON list!", openList))
end
-- BillsHouseBillExitsMachineScript: human Bill appears inside the machine
-- at (1,2) and walks out to his spot at (4,4); the map music resumes and
-- EVENT_MET_BILL / EVENT_MET_BILL_2 arm the SS-Ticket dialogue.
-- EVENT_MET_BILL / EVENT_MET_BILL_2 arm the SS-Ticket dialogue. The Eevee
-- PC list arms later, on the first Route 25 load after the ticket
-- (EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING).
function OverworldState:billsHouseBillExits()
local Commands = require("src.script.Commands")
local ctx = { game = Game, save = Game.save, overworld = self }
@@ -1684,14 +1797,15 @@ function OverworldState:trySurf(fx, fy)
Game.stack:push(TextBox.new(Game, text, function()
-- start_sub_menus.asm .surf: UseItem returns (mount + text done),
-- then GBPalWhiteOutWithDelay3 blinks before the simulated forward
-- press steps onto the water
-- press steps onto the water (or across a connection strip, like
-- Cinnabar's east coast onto Route 20)
local Transition = require("src.render.Transition")
if Transition.whiteFlash then
Game.stack:push(Transition.whiteFlash(Game, nil, function()
self:scriptMove(p, p.facing, 1)
self:stepForwardOrCrossEdge(p.facing)
end))
else
self:scriptMove(p, p.facing, 1)
self:stepForwardOrCrossEdge(p.facing)
end
end))
end
@@ -1773,7 +1887,7 @@ end
-- to SurfingAttemptFailed (_NoSurfingHereText) if it isn't water. This is
-- a side-effect-free check that reports which text/flow the caller should
-- use; the actual mount happens in trySurf on "ok". Returns:
-- "no_badge" -> SOULBADGE missing / no live SURF mon (_NewBadgeRequiredText)
-- "no_badge" -> SOULBADGE missing / no SURF mon (_NewBadgeRequiredText)
-- "forced_bike" -> on the Cycling Road (_CyclingIsFunText)
-- "current" -> Seafoam B4F stairs before the boulders (_CurrentTooFastText)
-- "dismount" -> already surfing, facing dry land; caller steps forward
@@ -1791,20 +1905,20 @@ function OverworldState:useSurfFieldMove()
-- until both EVENT_SEAFOAM4_BOULDER*_DOWN_HOLE events are set.
if Game.save.forcedBike then return "forced_bike" end
if self:surfBlockedHere() then return "current" end
local fx, fy = p:facingCell()
if p.surfing then
-- ItemUseSurfboard .tryToStopSurfing: blocked by a sprite in front
-- (IsSpriteInFrontOfPlayer2), a water tile-pair collision, or a
-- facing tile that isn't in the tileset's land-passable list;
-- otherwise the player walks forward off the water.
if self.map:inBounds(fx, fy) and self.map:isWalkableCell(fx, fy)
and Collision.canMove(self.map, self.entities, p, p.facing) then
-- otherwise the player walks forward off the water. Facing a land
-- cell across a map connection (Cinnabar east coast) counts too --
-- pokered reads that landing from the connection strip.
if self:facingIsLandDismount() then
return "dismount"
end
return "no_place"
end
if not self.map:inBounds(fx, fy)
or not self.map:isWaterCell(fx, fy) or not self:tilesetHasWater() then
-- IsNextTileShoreOrWater, including connection-strip water (issue #125)
if not self:facingIsShoreOrWater() then
return "no_water"
end
return "ok"
@@ -1816,7 +1930,7 @@ end
-- (and .loop back to the submenu) if it isn't cuttable. Side-effect-free
-- check mirroring useSurfFieldMove; tryCut does the actual cut on "ok".
-- Returns:
-- "no_badge" -> CASCADEBADGE missing / no live CUT mon (_NewBadgeRequiredText)
-- "no_badge" -> CASCADEBADGE missing / no CUT mon (_NewBadgeRequiredText)
-- "nothing" -> not facing a cuttable tree (_NothingToCutText)
-- "ok" -> facing a cuttable tree; caller may call tryCut(fx, fy)
function OverworldState:useCutFieldMove()
@@ -2237,6 +2351,8 @@ end
-- Badges/items awarded after specific battles (data/scripts/victories.lua).
-- `deactivate` retires unfought gym/dojo trainers the way the originals'
-- SetEvent / SetEventRange do after the leader victory.
-- `hide` is { { mapId, objName }, ... } — HideObject on those toggles
-- (e.g. Brock victory clears PEWTERCITY_YOUNGSTER / ROUTE22_RIVAL1).
function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
local victories = require("data.scripts.victories")
local reward = victories[trainerClass .. "#" .. tostring(partyIndex or 1)]
@@ -2250,6 +2366,13 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
Game.save.flags[flag] = true
end
end
if reward.hide then
local Commands = require("src.script.Commands")
local ctx = { game = Game, save = Game.save, overworld = self }
for _, entry in ipairs(reward.hide) do
Commands.hide_object(ctx, entry[1], entry[2])
end
end
local lines = {}
if reward.badge then
Game.save.inventory[reward.badge] = 1
@@ -3346,9 +3469,9 @@ function OverworldState:drawWorld()
-- reorder (no draws), so they run once for both paths.
local tilt = Tilt.active()
self.map.renderer:drawBorderFill(cam.x, bgY, vw, vh)
self.map.renderer:draw(cam.x, bgY)
self.map.renderer:draw(cam.x, bgY, vw, vh)
for _, nb in ipairs(self.neighbors) do
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy)
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy, vw, vh)
end
-- per-billboard SGB palette source; only needed (and only paid for) when
-- tilting. nil headless / on stale palettes -> billboards go uncolorized.
@@ -3401,8 +3524,11 @@ function OverworldState:drawWorld()
love.graphics.setShader(shader)
end
end
local ox = ha.px - 64 - cam.x
local oy = ha.py - 64 - cam.y
-- TileRenderer windows with -floor(cam), so the overlay must use the
-- same snap or a fractional camera (odd fill/tilt view sizes) parks
-- the balls a pixel off the machine tiles
local ox = ha.px - 64 - math.floor(cam.x)
local oy = ha.py - 64 - math.floor(cam.y)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, self.healMachineQuads[1], ox + 44, oy + 20)
for i = 1, math.min(ha.lit, #HEAL_BALL_XY) do
@@ -3492,11 +3618,21 @@ function OverworldState:drawWorld()
end)
-- EXCLAMATION_BUBBLE is index 0 -> first crop; the emote command
-- picks question/happy crops instead
local rect = bubble.bubbles and bubble.bubbles[self.emote.bubble or 1]
local bi = self.emote.bubble or 1
local rect = bubble.bubbles and bubble.bubbles[bi]
if ok and img and rect then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, love.graphics.newQuad(rect.x, rect.y,
rect.w, rect.h, img:getDimensions()), ex, ey)
-- one Quad per bubble crop, cached: this draws every frame the "!"
-- (or the emote-command crops) is up, so a fresh Quad here churned
-- the GC. The bubble set is small and fixed, so the cache is bounded.
self.emoteQuads = self.emoteQuads or {}
local q = self.emoteQuads[bi]
if not q then
q = love.graphics.newQuad(rect.x, rect.y, rect.w, rect.h,
img:getDimensions())
self.emoteQuads[bi] = q
end
love.graphics.draw(img, q, ex, ey)
drawn = true
end
end
@@ -3608,11 +3744,13 @@ function OverworldState:drawWorld()
else
-- === TILT PATH: ground-hugging FX stay on the projected ground, all
-- standing things billboard upright over it in a separate pass. ======
-- Dust is ground-hugging smoke -> ground canvas (puts it
-- with the flat layer, so it projects with the ground). Flat mode
-- draws it last, over the sprites, in the same canvas; here the two
-- Dust / cut / the Poké Center heal overlay hug the BG (the heal
-- machine is a tileset graphic; its OAM balls must ride that plane or
-- they float off the machine once the ground foreshortens). Flat mode
-- draws them last, over the sprites, in the same canvas; here the two
-- layers are separate and composited ground-under-upright, so drawing
-- it now into the still-active ground canvas is order-equivalent.
-- them now into the still-active ground canvas is order-equivalent.
fxHeal()
fxDust()
fxCutTree()
@@ -3668,18 +3806,11 @@ function OverworldState:drawWorld()
end
end
-- Screen-anchored world FX : each billboards at the
-- ground foot of the character it belongs to, so it stands upright and
-- scales with that character's depth.
-- heal machine -> the healed player's foot (the machine stands on
-- the ground in front of where the player was)
-- Standing world FX: each billboards at the ground foot of the
-- character it belongs to, so it stays upright over the tilted ground.
-- emote bubble -> the spotting NPC's foot (rides above its head)
-- fly bird, rod -> the player's foot
if self.healAnim then
local fx = self.healAnim.px - cam.x + 8
local fy = self.healAnim.py - cam.y + 16
self:billboard(fx, fy, vw, vh, zoneColorsAt(zones, fx, fy), false, fxHeal)
end
-- (heal machine is ground-hugging -- drawn above with dust/cut)
if self.emote and self.emote.npc then
local fx = self.emote.npc.px - cam.x + 8
local fy = self.emote.npc.py - cam.y + 16
+76
View File
@@ -0,0 +1,76 @@
-- Driver: the Hall of Fame recording-machine "PC". Teleports into the
-- HALL_OF_FAME room, faces the console jutting from the north wall, and
-- exercises the injected TEXT_HALLOFFAME_PC sign both ways: NO leaves the
-- player in the room, YES warps home to the new-game bedroom spawn
-- (REDS_HOUSE_2F, 3, 6). Screenshots the prompt and the arrival.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local pass = true
local function check(cond, msg)
if cond then U.log("PASS: " .. msg) else pass = false; U.log("FAIL: " .. msg) end
end
local function topIs(mt) return getmetatable(game.stack:top()) == mt end
-- press A to advance the ask text until the YES/NO box is on top
local function openChoice()
for _ = 1, 120 do
if topIs(ChoiceBox) then return true end
if topIs(TextBox) then U.tap(game, "a") end
U.wait(3)
end
return false
end
-- stand at (4,2) facing up: the console solid cell (4,1) is dead ahead
U.teleport(game, "HALL_OF_FAME", 4, 2, "up")
local ow = game.overworld
local fx, fy = ow.player:facingCell()
U.log(("at (%d,%d) facing %s -> facing cell (%d,%d)"):format(
ow.player.cellX, ow.player.cellY, ow.player.facing, fx, fy))
check(ow.map:signAtCell(fx, fy) ~= nil, "a sign sits on the console tile")
-- ---- NO: prompt appears, player stays in the Hall of Fame ----
U.tap(game, "a") -- interact -> ask
U.wait(4)
check(openChoice(), "NO run: YES/NO prompt opened")
U.shot(game, DIR .. "/hof_pc_1_prompt.png")
U.tap(game, "down") -- cursor YES -> NO
U.wait(2)
U.tap(game, "a") -- confirm NO
U.wait(20)
check(ow.map.id == "HALL_OF_FAME", "NO keeps the player in HALL_OF_FAME")
-- ---- YES: warp back to the bedroom spawn ----
U.teleport(game, "HALL_OF_FAME", 4, 2, "up")
ow = game.overworld
U.tap(game, "a")
U.wait(4)
check(openChoice(), "YES run: YES/NO prompt opened")
U.tap(game, "a") -- YES (default cursor)
local warped = false
for _ = 1, 300 do
if ow.map.id == "REDS_HOUSE_2F" and not ow.transitioning then warped = true; break end
U.wait(2)
end
U.log(("after YES: map=%s pos=(%d,%d) facing=%s"):format(
ow.map.id, ow.player.cellX, ow.player.cellY, ow.player.facing))
U.wait(10)
U.shot(game, DIR .. "/hof_pc_2_home.png")
check(warped, "YES warps to REDS_HOUSE_2F")
check(ow.player.cellX == 3 and ow.player.cellY == 6,
"landed on the bedroom spawn (3,6)")
check(ow.lastOutdoor and ow.lastOutdoor.id == "PALLET_TOWN",
"PC home warp retargets lastOutdoor to Pallet (#103)")
local lead = game.save.party and game.save.party[1]
if lead and lead.stats then
check(lead.hp == lead.stats.hp and lead.status == nil,
"PC home warp heals the party")
end
U.log(pass and "RESULT: ALL PASS" or "RESULT: SEE FAILURES ABOVE")
end
+48
View File
@@ -0,0 +1,48 @@
-- Visual test: SQUIRTLE (player) vs BULBASAUR (enemy) in OG RED, to match
-- the Game Boy Color hardware capture. Run with a display:
--
-- SHOT_DIR=/tmp/ogred POKEPORT_IDENTITY=pokeport-ogred-shot \
-- POKEPORT_DRIVER=tests/drivers/ogred_battle_test.lua love .
--
-- Captures ogred_0{1..5}_*.png into SHOT_DIR. OG RED is a global palette:
-- red BG (terrain, mon pics, HUD, text) + green OBJ (overworld characters,
-- battle effects). Battle mon pics are BG tiles, so they come out red/pink
-- on the near-white field -- see PaletteFX.GBC_BG / monPal.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "."
local PaletteFX = require("src.render.PaletteFX")
-- Set the SAVED option, not just the live mode: Game:applyOptions re-reads
-- save.options.colors, so a bare setMode would get reverted to the default.
game.save.options = game.save.options or {}
game.save.options.colors = "ogred"
PaletteFX.setMode("ogred")
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = { Pokemon.new(game.data, "SQUIRTLE", 5) }
U.teleport(game, "ROUTE_1", 5, 5, "down")
local ow = game.overworld
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "BULBASAUR", 5)
battle.onFinish = function() end
ow:pushBattle(battle)
U.wait(220)
U.shot(game, DIR .. "/ogred_01_intro.png")
for _ = 1, 24 do U.tap(game, "a"); U.wait(6) end
U.shot(game, DIR .. "/ogred_02_menu.png")
U.tap(game, "a"); U.wait(12) -- FIGHT -> move list
U.shot(game, DIR .. "/ogred_03_moves.png")
U.tap(game, "down"); U.wait(6) -- TACKLE -> TAIL WHIP
U.tap(game, "a"); U.wait(30)
U.shot(game, DIR .. "/ogred_04_tailwhip.png")
U.wait(40)
U.shot(game, DIR .. "/ogred_05_after.png")
U.wait(4)
end
+2 -15
View File
@@ -4165,21 +4165,8 @@ function ops.fieldMove(s, where)
say(("fieldMove %s: nobody in the party knows it"):format(move))
return false
end
-- The knower must also be CONSCIOUS: the party submenu hides field
-- moves on a fainted mon (vanilla -- partyKnows requires hp > 0), so
-- the menu walk below finds only STATS/SWITCH and fails. Route 23's
-- mandatory surf strip is where this bit: WARTORTLE arrived dead from
-- the Viridian Gym attrition, "no SURF entry" x3, the water was never
-- crossed, and the whole league skip-cascaded with all eight badges
-- in the bag. Heal, fail this attempt loudly, and let the caller's
-- retry run the step again with a live user.
local knower = (G.save.party or {})[slot]
if knower and (knower.hp or 0) <= 0 then
say(("fieldMove %s: its only user has fainted -- visiting a centre "
.. "before retrying"):format(move))
visitPokeCenter(where)
return false
end
-- Field moves work from fainted users in Gen 1 (PartyMenu + partyKnows
-- no longer gate on hp > 0). No Poké Center detour needed here.
-- CUT acts on the tile the player is FACING (OverworldState:tryCut), and
-- a `goto` leaves us facing whatever direction we last stepped. Without
-- turning to the tree first the move fires into empty ground, the game
+8 -1
View File
@@ -40,6 +40,8 @@ stub.graphics = {
newSpriteBatch = function(image, size)
local batch = { image = image, sprites = {} }
function batch:add(quad, x, y) table.insert(self.sprites, { quad, x, y }) end
function batch:clear() self.sprites = {} end
function batch:setTexture(tex) self.texture = tex end
return batch
end,
draw = noop, rectangle = noop, setColor = noop, clear = noop,
@@ -125,7 +127,12 @@ stub.sound = {
stub.keyboard = { isDown = function() return false end }
stub.mouse = { getPosition = function() return 0, 0 end }
stub.mouse = {
getPosition = function() return 0, 0 end,
isCursorSupported = function() return false end,
getSystemCursor = function(name) return name end,
setCursor = function() end,
}
stub.timer = { getTime = function() return 0 end }
+18
View File
@@ -344,6 +344,24 @@ check(lastSource().queueable and lastSource().playing,
"a chip song still plays after a file song")
check(not body.playing, "the outgoing file song was stopped")
-- playOnce must survive the threaded "empty QueueableSource" window:
-- Source:isPlaying is false until the first worker buffer lands, and that
-- gap must not look like the jingle already ended (Poké Center heal).
data = reset(fixtureData())
Music.playMap(data, "PALLET_TOWN", false, false)
check(Music.playOnce(data, "Music_Chip"), "playOnce starts a chip jingle")
local jingle = lastSource()
local clearAwait = ChipAudio._simulateAwaitingFirstBufferForTest()
check(clearAwait ~= nil, "test can force the awaiting-first-buffer window")
check(Music.oneShotPlaying(),
"oneShotPlaying stays true while the first buffer is still in flight")
Music.update(data)
check(jingle == lastSource() and jingle.queueable,
"pendingRestore does not swap the map theme over a pending chip jingle")
check(ChipAudio.awaitingFirstBuffer(),
"awaitingFirstBuffer reports the forced window")
clearAwait()
-- sfx shape dispatch
check(Sound.play(data, "Beep") == nil, "Sound.play returns nothing")
check(lastSource().file == "assets/beep.wav", "a bare string sfx is a static source")
+5
View File
@@ -320,6 +320,9 @@ check(vanillaSave.player.map == "REDS_HOUSE_2F" and vanillaSave.player.x == 3
"the seeded boot config reproduces the NewGameWarp bedroom spawn")
check(vanillaSave.player.name == "RED" and vanillaSave.player.rival == "BLUE"
and vanillaSave.money == 3000, "the seeded boot config reproduces the Red start")
-- issue #109: vanilla New Game puts 1 Potion in the player's item PC
check(vanillaSave.pcItems and vanillaSave.pcItems.POTION == 1,
"new game seeds 1 Potion in the player's PC")
-- the heal point is deliberately NOT the spawn: wLastBlackoutMap is
-- zero-filled at new game and PALLET_TOWN is map 0
check(vanillaSave.lastHeal.map == "PALLET_TOWN" and vanillaSave.lastHeal.x == 5
@@ -329,6 +332,8 @@ local bareSave = SaveData.newGame()
check(bareSave.player.map == "REDS_HOUSE_2F" and bareSave.money == 3000
and bareSave.lastHeal.map == "PALLET_TOWN",
"newGame without a boot config is unchanged")
check(bareSave.pcItems and bareSave.pcItems.POTION == 1,
"newGame without a boot config still seeds the PC Potion")
local bootData, bootLoader = withMod("total_conversion", [[
return function(mod)
+94
View File
@@ -113,6 +113,7 @@ love.graphics = {
newSpriteBatch = function(image, size)
local batch = { image = image, sprites = {} }
function batch:add(quad, x, y) table.insert(self.sprites, { quad, x, y }) end
function batch:clear() self.sprites = {} end
function batch:setTexture(tex) self.texture = tex end
return batch
end,
@@ -287,6 +288,8 @@ local renderer = TileRenderer.new(map)
check(#renderer.anims == 1, "a declared animatedTiles entry builds one anim")
check(renderer.anims[1].period == 12, "the declared period is honored")
check(#renderer.anims[1].textures == 3, "the declared frame images load")
-- the camera-window fill gathers the on-screen animated cells into anims[].batch
renderer:draw(0, 0)
check(renderer.anims[1].batch ~= nil, "the animated tile collected cells")
-- the vanilla water cycle, driven through the same data path: eight
@@ -307,6 +310,8 @@ local sea = TileRenderer.new({
check(#sea.anims == 1, "an OVERWORLD tileset animates its water with no record edit")
check(#sea.anims[1].textures == 8, "the water entry builds 8 shifted variants")
-- fill the camera window so the water cells are gathered into the batch
sea:draw(0, 0)
local seen = {}
for step = 1, 8 do
sea:drawAnimated(0, 0)
@@ -613,6 +618,33 @@ check(PaletteFX.pal({ palettes = nil }, "ROUTE") == gbc.palettes.ROUTE,
"RED++ still has ROUTE (aliased from VIRIDIAN)")
check(PaletteFX.effectiveColors(gbc.palettes.MEWMON) == gbc.palettes.MEWMON,
"RED++ passes zone colors through like GBC")
-- issue #128: RED++'s gbc pack is Red-derived; Blue must keep ROM LOGO1
-- (and the Blue-only SLOTS* rows) so the title ribbon is blue, not red
do
local GameVersion = require("src.core.GameVersion")
local prevVer = GameVersion.get()
local blueLogo1 = {
{ 255, 239, 255 }, { 247, 247, 140 }, { 173, 0, 33 }, { 115, 156, 239 },
}
local blueSlots2 = {
{ 255, 239, 255 }, { 255, 255, 140 }, { 132, 156, 239 }, { 25, 16, 16 },
}
local rom = { palettes = { palettes = {
LOGO1 = blueLogo1, SLOTS2 = blueSlots2, ROUTE = { { 1, 2, 3 }, { 0, 0, 0 },
{ 0, 0, 0 }, { 0, 0, 0 } },
} } }
GameVersion.set("blue")
check(PaletteFX.pal(rom, "LOGO1") == blueLogo1,
"Blue + RED++ prefers ROM LOGO1 over the Red gbc pack")
check(PaletteFX.pal(rom, "SLOTS2") == blueSlots2,
"Blue + RED++ prefers ROM SLOTS2 over the Red gbc pack")
check(PaletteFX.pal(rom, "ROUTE") == gbc.palettes.ROUTE,
"Blue + RED++ still uses the gbc pack for shared names")
GameVersion.set("red")
check(PaletteFX.pal(rom, "LOGO1") == gbc.palettes.LOGO1,
"Red + RED++ keeps the gbc-pack LOGO1 (title stays red)")
GameVersion.set(prevVer)
end
PaletteFX.setMode(prevMode)
-- ------- the transitions registry
@@ -642,6 +674,68 @@ check(Transition.new({ data = retimed }).frames == 30,
check(Transition.new({ data = { transitions = {} } }).frames == 12,
"an unregistered id falls back to the built-in 12 frames")
-- issue #121: with the survey-zoom world pass active, the warp fade must
-- darken the full window composite (via Renderer.worldFadeAlpha), not just
-- paint a 160x144 rect on the UI letterbox.
do
local rects = {}
local color = { 1, 1, 1, 1 }
local savedRect, savedColor = love.graphics.rectangle, love.graphics.setColor
love.graphics.rectangle = function(mode, x, y, w, h)
rects[#rects + 1] = {
mode = mode, x = x, y = y, w = w, h = h,
a = color[4], r = color[1],
}
end
love.graphics.setColor = function(r, g, b, a)
color[1], color[2], color[3], color[4] = r, g, b, a or 1
end
Renderer:init()
local fade = Transition.new({ renderer = Renderer, stack = { pop = noop } })
fade.t = 6 -- mid fade-out (12 frames)
fade.phase = "out"
Renderer:beginFrame(true)
Renderer:beginWorldPass()
Renderer:endWorldPass()
check(Renderer.worldActive == true, "world pass stays marked active until endFrame")
fade:draw()
check(Renderer.worldFadeAlpha == 0.5,
"warp fade hands mid-out alpha to the world composite overlay")
check(#rects == 0,
"warp fade does not paint the 160x144 UI letterbox while the world pass is up")
resetLog()
rects = {}
Renderer:endFrame(nil, fullWorldZones())
local fadeRect
for _, r in ipairs(rects) do
-- endFrame's letterbox clear is also a full-window black fill (a == 1);
-- the warp overlay is the half-alpha one Transition requested
if r.mode == "fill" and r.x == 0 and r.y == 0
and r.w == 640 and r.h == 576 and r.r == 0 and r.a == 0.5 then
fadeRect = r
end
end
check(fadeRect ~= nil,
"endFrame paints the warp fade over the full window at the fade alpha")
check(Renderer.worldActive == false, "endFrame clears worldActive")
-- without a world pass (opaque UI states), keep the classic UI rect
Renderer:beginFrame(false)
fade.t = 6
fade.phase = "out"
rects = {}
fade:draw()
check(Renderer.worldFadeAlpha == nil,
"no world pass: warp fade does not set a world overlay")
check(#rects == 1 and rects[1].w == 160 and rects[1].h == 144,
"no world pass: warp fade still fills the 160x144 UI canvas")
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
end
-- ------- the transition.style hook
local stack = { pop = function() end }
+37 -1
View File
@@ -196,6 +196,7 @@ do
check(#loaded.meta.mods == 0, "old vanilla save records an empty mod set")
check(loaded.boxes and loaded.boxes[1][1].species == "PIDGEY", "box list folded into boxes[1]")
check(loaded.box == nil, "legacy box key gone")
check(loaded.version == "red", "untagged save defaults to the Red version")
local opts = SaveSerializer.decode(files["options.lua"])
check(opts and opts.musicVol == 2, "embedded options split into options.lua")
@@ -203,7 +204,16 @@ do
local current = { meta = { format = Version.saveFormat, mods = {} },
player = { map = "PALLET_TOWN", x = 1, y = 1 } }
SaveData.runMigrations(current)
check(current.player.id == nil, "format-2 save skips the id backfill")
check(current.player.id == nil, "current-format save skips the id backfill")
-- a format-2 save (Blue support not yet shipped) gains the Red tag;
-- a save that already names a version keeps it
local untagged = { meta = { format = 2, mods = {} }, player = {} }
SaveData.runMigrations(untagged)
check(untagged.version == "red", "pre-version save defaults to Red")
local tagged = { meta = { format = 2, mods = {} }, version = "blue", player = {} }
SaveData.runMigrations(tagged)
check(tagged.version == "blue", "an existing version tag is left untouched")
love.filesystem = realFS
end
@@ -526,6 +536,32 @@ do
"newGame starts an empty modData")
check(plain.meta.format == Version.saveFormat and #plain.meta.mods == 0,
"newGame stamps a vanilla meta")
check(plain.pcItems and plain.pcItems.POTION == 1,
"unhooked newGame seeds 1 Potion in pcItems (issue #109)")
end
-- issue #109: loading a pre-fix save that never had pcItems must not
-- invent a free Potion (player may already have withdrawn/tossed it, or
-- the empty PC is intentional). Seeding is New Game only.
do
local files = {}
love.filesystem = memfs(files)
local legacy = {
meta = { format = Version.saveFormat, mods = {} },
player = { map = "PALLET_TOWN", x = 5, y = 6, facing = "down",
name = "RED", rival = "BLUE", id = 1 },
flags = {}, inventory = {}, party = {}, box = {}, money = 3000,
defeatedTrainers = {}, pokedex = { seen = {}, owned = {} },
lastHeal = { map = "PALLET_TOWN", x = 5, y = 6 },
options = SaveData.defaultOptions(),
}
check(legacy.pcItems == nil, "fixture omits pcItems on purpose")
check(SaveData.save(legacy), "legacy save without pcItems writes")
local loaded = SaveData.load()
check(loaded ~= nil, "legacy save loads")
check(loaded.pcItems == nil or loaded.pcItems.POTION == nil,
"load does not invent a PC Potion for existing saves")
love.filesystem = realFS
end
-- a throwing mod migration is skipped, never fatal: an uncaught error here
+73 -3
View File
@@ -22,6 +22,7 @@ local StateStack = require("src.core.StateStack")
local ManagerState = require("src.mods.ManagerState")
local ModUI = require("src.ui.ModUI")
local Theme = require("src.ui.Theme")
local FrameCap = require("src.core.FrameCap")
local savedEvents, savedHooks, savedErrors =
Runtime.events, Runtime.hooks, Runtime.errors
@@ -205,7 +206,7 @@ end
local om = OptionsMenu.new(optGame())
local WANT_IDS = { "textSpeed", "animations", "battleStyle", "ruleset",
"musicVol", "sfxVol", "musicFilter", "colors", "tilt",
"gbcfx", "videoMode", "speed", "mods", "controls" }
"gbcfx", "videoMode", "fpsCap", "speed", "mods", "controls" }
check(#om.rows == #WANT_IDS, "vanilla options row count (plus MODS/CONTROLS)")
for i, id in ipairs(WANT_IDS) do
check(om.rows[i].id == id, "options row order: " .. id)
@@ -235,10 +236,47 @@ check(om.game.save.options.musicVol == 6, "music volume steps down")
for _ = 1, 10 do om.rows[5].step(om.game, -1) end
check(om.game.save.options.musicVol == 0, "music volume clamps at 0")
-- the MAX FPS row cycles the render-cap steps and shows the value plain
om.game.save.options.fpsCap = nil
check(om.rows[12].value(om.game) == "60",
"MAX FPS row defaults to 60 with no saved cap")
om.rows[12].step(om.game, 1)
check(om.game.save.options.fpsCap == 75, "MAX FPS steps up from 60 to 75")
check(om.rows[12].value(om.game) == "75", "the MAX FPS row renders the cap")
om.game.save.options.fpsCap = 160
om.rows[12].step(om.game, 1)
check(om.game.save.options.fpsCap == 30, "MAX FPS wraps past the ceiling to 30")
om.rows[12].step(om.game, -1)
check(om.game.save.options.fpsCap == 160, "MAX FPS wraps back down to the ceiling")
-- ------- FrameCap normalize / cycle (issue #88)
check(FrameCap.normalize(nil) == 60, "FrameCap defaults nil to 60")
check(FrameCap.normalize("junk") == 60, "FrameCap defaults garbage to 60")
check(FrameCap.normalize(60) == 60, "FrameCap keeps an exact step")
check(FrameCap.normalize(58) == 60, "FrameCap snaps 58 to the nearest step 60")
check(FrameCap.normalize(72) == 75, "FrameCap snaps 72 to the nearest step 75")
check(FrameCap.normalize(0) == 30, "FrameCap clamps below the floor to 30")
check(FrameCap.normalize(9999) == 160, "FrameCap clamps above the ceiling to 160")
check(FrameCap.normalize(30) == 30 and FrameCap.normalize(160) == 160,
"FrameCap keeps the exact floor and ceiling")
check(FrameCap.label(nil) == "60" and FrameCap.label(144) == "144",
"FrameCap.label renders the normalized cap as plain text")
check(FrameCap.cycle(60, 1) == 75, "FrameCap cycles 60 up to 75")
check(FrameCap.cycle(60, -1) == 50, "FrameCap cycles 60 down to 50")
check(FrameCap.cycle(160, 1) == 30, "FrameCap cycle wraps the ceiling to the floor")
check(FrameCap.cycle(30, -1) == 160, "FrameCap cycle wraps the floor to the ceiling")
check(FrameCap.cycle(nil, 1) == 75,
"FrameCap cycle normalizes a nil cap (60) before stepping")
-- apply drives the live value the run loop paces to; never touches love.timer
FrameCap.apply(144)
check(FrameCap.current == 144, "FrameCap.apply stores the live cap")
FrameCap.applyOptions({})
check(FrameCap.current == 60, "FrameCap.applyOptions defaults a missing key to 60")
-- the MODS row is the manager's discoverable home
local mgGame = optGame()
om = OptionsMenu.new(mgGame)
om.rows[13].activate(mgGame)
om.rows[14].activate(mgGame)
check(getmetatable(mgGame.stack:top()) == ManagerState,
"the MODS row opens the manager")
check(mgGame.stack:top().screenId == "ManagerState",
@@ -248,7 +286,7 @@ check(mgGame.stack:top().screenId == "ManagerState",
local BindingsMenu = require("src.ui.BindingsMenu")
local cbGame = optGame()
om = OptionsMenu.new(cbGame)
om.rows[14].activate(cbGame)
om.rows[15].activate(cbGame)
local bm = cbGame.stack:top()
check(getmetatable(bm) == BindingsMenu,
"the CONTROLS row opens the rebind list")
@@ -437,6 +475,38 @@ check(title.version and title.version.path
== "assets/generated/title/red_version.png",
"the shipped version ribbon loads")
-- issue #128: title SGB zones must resolve Blue's LOGO1 (blue ribbon),
-- not Red's, when the ROM pack carries Blue SuperPalettes
do
local GameVersion = require("src.core.GameVersion")
local PaletteFX = require("src.render.PaletteFX")
local prevVer, prevMode = GameVersion.get(), PaletteFX.mode
local blueLogo1 = {
{ 255, 239, 255 }, { 247, 247, 140 }, { 173, 0, 33 }, { 115, 156, 239 },
}
local mewmon = {
{ 255, 239, 255 }, { 247, 181, 140 }, { 132, 115, 156 }, { 25, 16, 16 },
}
local logo2 = {
{ 255, 239, 255 }, { 247, 247, 140 }, { 148, 148, 197 }, { 58, 58, 132 },
}
local game = { data = { palettes = { palettes = {
LOGO1 = blueLogo1, LOGO2 = logo2, MEWMON = mewmon,
} } } }
PaletteFX.setMode("redpp")
GameVersion.set("blue")
local zones = TitleState.sgbPalettes(title, game)
check(zones and zones[2] and zones[2].colors == blueLogo1,
"Blue title ribbon zone uses ROM LOGO1 under RED++")
GameVersion.set("red")
zones = TitleState.sgbPalettes(title, game)
local gbcLogo1 = PaletteFX.gbcPack().palettes.LOGO1
check(zones and zones[2] and zones[2].colors == gbcLogo1,
"Red title under RED++ keeps gbc-pack LOGO1 even if ROM has Blue's")
GameVersion.set(prevVer)
PaletteFX.setMode(prevMode)
end
local OakSpeech = require("src.ui.OakSpeech")
local ogame = { data = {
field = { oakSpeech = { music = "X_Song", demoSpecies = "PIKACHU" } },
+9
View File
@@ -338,6 +338,15 @@ do
end
check(pewterNpc and ow:trainerDefeated(pewterNpc),
"unfought Pewter gym trainer is defeated after badge")
-- PewterGym.asm .gymVictory HideObject TOGGLE_GYM_GUY /
-- TOGGLE_ROUTE_22_RIVAL_1 (persists via objectToggles)
check(Game.save.objectToggles
and Game.save.objectToggles.PEWTER_CITY
and Game.save.objectToggles.PEWTER_CITY.PEWTERCITY_YOUNGSTER == false,
"Brock victory hides PEWTERCITY_YOUNGSTER")
check(Game.save.objectToggles.ROUTE_22
and Game.save.objectToggles.ROUTE_22.ROUTE22_RIVAL1 == false,
"Brock victory hides ROUTE22_RIVAL1")
while Game.stack:top() do Game.stack:pop() end
Game.save = SaveData.newGame()
+64 -6
View File
@@ -55,9 +55,27 @@ local function newStack()
return stack, items
end
-- snapshot / restore car warps so tests that seed or ride do not leak
-- across cases (Silph's ROM default is UNUSED_MAP_ED)
local function snapshotWarps(mapId)
local snap = {}
for i, w in ipairs(Data.maps[mapId].warps) do
snap[i] = { destMap = w.destMap, destWarp = w.destWarp }
end
return snap
end
local function restoreWarps(mapId, snap)
for i, w in ipairs(Data.maps[mapId].warps) do
w.destMap, w.destWarp = snap[i].destMap, snap[i].destWarp
end
end
-- drives one elevator map's onEnter and returns the pushed state (either a
-- ListMenu or, for the keyGated Rocket Hideout without the key, a TextBox)
local function openElevator(mapId, inventory)
-- ListMenu or, for the keyGated Rocket Hideout without the key, a TextBox).
-- fromMapId is the floor the player entered from (OverworldState:setMap
-- passes it), used to seed a cancel-safe walk-out destination.
local function openElevator(mapId, inventory, fromMapId)
local script = mapScripts.get(mapId)
check(script ~= nil, mapId .. " script registered")
check(script and script.onEnter ~= nil, mapId .. " has onEnter")
@@ -98,7 +116,7 @@ local function openElevator(mapId, inventory)
stack = stack,
}
sfxCalls = {}
script.onEnter(game, ow)
script.onEnter(game, ow, fromMapId)
return items[#items], warpCalls, stack, ow
end
@@ -130,7 +148,14 @@ end
-- Silph Co elevator: 11 floors, the double-digit sort/label regression
-- ===================================================================
do
local menu, warpCalls, stack, ow = openElevator("SILPH_CO_ELEVATOR")
local silphSnap = snapshotWarps("SILPH_CO_ELEVATOR")
-- ROM default (UNUSED_MAP_ED) must still be what we start from so the
-- cancel-then-exit regression below is real
eq(silphSnap[1].destMap, "UNUSED_MAP_ED",
"Silph Co ROM car warps still default to UNUSED_MAP_ED")
local menu, warpCalls, stack, ow =
openElevator("SILPH_CO_ELEVATOR", nil, "SILPH_CO_5F")
check(menu ~= nil and getmetatable(menu) == ListMenu, "SILPH_CO_ELEVATOR opens a ListMenu")
if menu then
eq(#menu.items, 11, "Silph Co elevator lists all 11 floors")
@@ -143,12 +168,32 @@ do
check(menu.items[1].label ~= "SILPH CO 1F" and not menu.items[1].label:find("SILPH"),
"Silph Co floor label is the short token, not the full map id")
-- onEnter seeds the car's exit to the floor we came from so a B-cancel
-- cannot leave UNUSED_MAP_ED in place (#123 hard crash on walk-out)
eq(ow.map.def.warps[1].destMap, "SILPH_CO_5F",
"Silph onEnter seeds exit warps to the entry floor")
check(Data.maps[ow.map.def.warps[1].destMap] ~= nil,
"seeded Silph exit map exists in Data.maps")
-- Cancel: pokered's DisplayElevatorFloorMenu does `ret c` on B --
-- no warp at all.
clear(warpCalls)
menu.onCancel()
eq(#warpCalls, 0, "Cancel does not warp (bare ret c, no floors[1] fallback)")
-- #123: after B-cancel, walking out of the car must resolve without
-- asserting on the ROM placeholder UNUSED_MAP_ED
clear(warpCalls)
local okExit, errExit = pcall(function()
ow:takeWarp(ow.map.def.warps[1])
end)
check(okExit, "cancel then exit does not crash: " .. tostring(errExit))
eq(#warpCalls, 1, "cancel then exit takes the seeded entry-floor warp")
if warpCalls[1] then
eq(warpCalls[1].map, "SILPH_CO_5F",
"cancel then exit returns to the floor the player entered from")
end
-- Choose a mid-list floor (5F): pokered never warps on the spot --
-- DisplayElevatorFloorMenu sets BIT_CUR_MAP_USED_ELEVATOR and the
-- map script runs ShakeElevator: a 12-frame lead-in (the script's
@@ -157,6 +202,7 @@ do
-- cycle, then SFX_SAFARI_ZONE_PA, and only then the floor warp.
clear(warpCalls)
sfxCalls = {}
ow.walkSteps = {}
local chosen = menu.items[5] -- "5F"
menu.onChoose(chosen, menu)
eq(#warpCalls, 0, "choosing a floor does not warp on the spot (the shake runs first)")
@@ -184,6 +230,7 @@ do
eq(warpCalls[1].y, chosen.value.y, "walk-out lands on the chosen floor's y")
end
end
restoreWarps("SILPH_CO_ELEVATOR", silphSnap)
end
-- ===================================================================
@@ -234,11 +281,21 @@ end
-- the digit only), plus the LIFT_KEY gate.
-- ===================================================================
do
-- without the key: text-only, no floor menu
local gated = openElevator("ROCKET_HIDEOUT_ELEVATOR", {})
local hideoutSnap = snapshotWarps("ROCKET_HIDEOUT_ELEVATOR")
-- ROM car defaults to B1F; entering from another floor without the key
-- must still seed a walk-out back to that floor (#90 / #105).
eq(hideoutSnap[1].destMap, "ROCKET_HIDEOUT_B1F",
"Rocket Hideout ROM car warps still default to B1F")
-- without the key: text-only, no floor menu, but exit is seeded
local gated, _, _, gatedOw =
openElevator("ROCKET_HIDEOUT_ELEVATOR", {}, "ROCKET_HIDEOUT_B2F")
check(gated ~= nil, "Rocket Hideout without LIFT_KEY still pushes something")
check(gated ~= nil and getmetatable(gated) ~= ListMenu,
"Rocket Hideout without LIFT_KEY does not open the floor menu")
eq(gatedOw.map.def.warps[1].destMap, "ROCKET_HIDEOUT_B2F",
"Rocket Hideout without LIFT_KEY seeds exit warps to the entry floor")
restoreWarps("ROCKET_HIDEOUT_ELEVATOR", hideoutSnap)
-- with the key: full B1F/B2F/B4F menu, same as the other elevators
local menu, warpCalls, stack, ow = openElevator("ROCKET_HIDEOUT_ELEVATOR", { LIFT_KEY = 1 })
@@ -277,6 +334,7 @@ do
eq(warpCalls[1].y, chosen.value.y, "Rocket Hideout walk-out lands on the chosen floor y")
end
end
restoreWarps("ROCKET_HIDEOUT_ELEVATOR", hideoutSnap)
end
Sound.play = origSoundPlay
+18
View File
@@ -69,6 +69,12 @@ check(runScript(mapScripts.talkScript("OAKS_LAB", "TEXT_OAKSLAB_OAK1")),
eq(Game.save.inventory.OAKS_PARCEL, nil, "parcel delivered")
check(Flags.get(Game.save, "EVENT_OAK_GOT_PARCEL"), "delivery flag set")
check(Flags.get(Game.save, "EVENT_GOT_POKEDEX"), "Pokedex flag set")
-- OaksLab.asm OakGivesPokedex: HideObject TOGGLE_POKEDEX_1/2 (#106)
local labToggles = Game.save.objectToggles and Game.save.objectToggles.OAKS_LAB
check(labToggles and labToggles.OAKSLAB_POKEDEX1 == false,
"POKEDEX1 hidden after receiving Pokédex")
check(labToggles and labToggles.OAKSLAB_POKEDEX2 == false,
"POKEDEX2 hidden after receiving Pokédex")
eq(Game.save.inventory.POKE_BALL, nil, "still no POKe BALLs at the pokedex beat")
-- talking to Oak again before beating the Route 22 rival should fall
@@ -89,4 +95,16 @@ check(runScript(mapScripts.talkScript("OAKS_LAB", "TEXT_OAKSLAB_OAK1")),
"Oak talk (post-grant) script completes")
eq(Game.save.inventory.POKE_BALL, 5, "POKe Ball count unchanged on a second talk")
-- === 5) onEnter re-hides table Pokédex for pre-#106 saves ===
Game.save.objectToggles = { OAKS_LAB = {
OAKSLAB_POKEDEX1 = true, OAKSLAB_POKEDEX2 = true,
} }
local oaksLab = mapScripts.get("OAKS_LAB")
check(oaksLab and type(oaksLab.onEnter) == "function", "OAKS_LAB onEnter present")
oaksLab.onEnter(Game, nil)
local repaired = Game.save.objectToggles.OAKS_LAB
check(repaired.OAKSLAB_POKEDEX1 == false
and repaired.OAKSLAB_POKEDEX2 == false,
"onEnter hides both Pokédex table sprites when EVENT_GOT_POKEDEX is set")
S.finish()
+49
View File
@@ -408,6 +408,55 @@ check(strFlash ~= page2 and strFlash ~= ow and strFlash.pages == nil,
for _ = 1, 10 do frame({}) end
eq(Game.stack:top(), ow, "back on the map after the blink")
-- ===========================================================================
-- #107: fainted Pokémon can still use field moves (party submenu + partyKnows)
-- ===========================================================================
local fainted = mkMon("PIDGEOTTO", "FLY", "CUT", "STRENGTH", "SURF")
fainted.hp = 0
Game.save.party = { fainted }
Game.save.inventory = {
THUNDERBADGE = true, CASCADEBADGE = true,
RAINBOWBADGE = true, SOULBADGE = true,
}
ow = pushOW("PALLET_TOWN", 4, 13, "down")
check(ow:partyKnows("SURF") == fainted,
"partyKnows finds SURF on a fainted mon")
check(ow:partyKnows("CUT") == fainted,
"partyKnows finds CUT on a fainted mon")
local pmFaint = PartyMenu.new(Game)
Game.stack:push(pmFaint)
frame({ "a" })
local actsFaint = submenuActions(pmFaint)
-- FLY needs OVERWORLD tileset (Pallet); CUT/SURF/STRENGTH need badges only
check(actsFaint.fly and actsFaint.cut and actsFaint.surf and actsFaint.strength,
"fainted mon still lists FLY/CUT/SURF/STRENGTH in the party submenu")
popToOW()
-- STRENGTH activation from a fainted user (name text + strengthActive)
ow = pushOW("SEAFOAM_ISLANDS_1F", 17, 10, "right")
clearCaptured()
local pmFaintStr = PartyMenu.new(Game)
-- Seafoam is not OVERWORLD, so FLY is omitted: STATS, SWITCH, CUT, STRENGTH, SURF
selectSubItem(pmFaintStr, 4)
eq(Game.overworld.strengthActive, true,
"fainted mon can activate STRENGTH from the party menu")
check(sawText("used") and sawText("STRENGTH"),
"fainted STRENGTH still prints _UsedStrengthText")
drainText()
-- SURF mount from a fainted user when facing water
Game.save.party = { fainted }
Game.save.inventory.SOULBADGE = true
ow = pushOW("PALLET_TOWN", 4, 13, "down")
ow.player.surfing = false
eq(ow:useSurfFieldMove(), "ok", "useSurfFieldMove ok with only a fainted SURF mon")
clearCaptured()
-- submenu order: STATS, SWITCH, FLY, CUT, STRENGTH, SURF (move order on mon)
local pmFaintSurf = PartyMenu.new(Game)
selectSubItem(pmFaintSurf, 6)
eq(ow.player.surfing, true, "fainted mon can SURF from the party menu")
check(not onStack(pmFaintSurf), "party menu closes after fainted SURF")
-- restore the spied constructor so later dofile'd suites are unaffected
TextBox.new = realTextBoxNew
popAll()
+228
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@@ -0,0 +1,228 @@
-- Parity test, Bill's House PC + Route25ToggleBillsScript (#120).
--
-- asm sources:
-- engine/events/hidden_events/bills_house_pc.asm (BillsHousePC /
-- BillsHousePokemonList: after EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING
-- the PC opens EEVEE/FLAREON/JOLTEON/VAPOREON; before that the
-- teleporter monitor text or cell-separator cutscene)
-- scripts/Route25.asm (Route25ToggleBillsScript: first Route 25 load
-- after EVENT_MET_BILL_2 + EVENT_GOT_SS_TICKET sets
-- EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING, hides BILL1 / nugget-bridge
-- guy, shows BILL2; mid-quest leave resets the separator flag)
--
-- Self-contained: run via `luajit tests/parity_bills_pc.lua`; also
-- dofile'd by tests/run_tests.lua's aggregator.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity bills pc")
local check, eq = S.check, S.eq
local OW = require("src.world.OverworldController")
local SaveData = require("src.core.SaveData")
local story = require("data.scripts.story")
local function getUpvalue(fn, name)
local i = 1
while true do
local n, v = debug.getupvalue(fn, i)
if not n then return nil end
if n == name then return v end
i = i + 1
end
end
local function setUpvalue(fn, name, val)
local i = 1
while true do
local n = debug.getupvalue(fn, i)
if not n then return false end
if n == name then debug.setupvalue(fn, i, val); return true end
i = i + 1
end
end
local pushed = {}
local stackStub = {
push = function(_, item)
pushed[#pushed + 1] = item
end,
}
local textBoxStub = {
new = function(_, text, onDone)
local box = { kind = "text", text = text, onDone = onDone }
if onDone then onDone() end
return box
end,
}
local menuStub = {
new = function(_, items, opts)
return { kind = "menu", items = items, opts = opts or {} }
end,
}
local screensStub = {
push = function(_, id, species)
pushed[#pushed + 1] = { kind = "screen", id = id, species = species }
end,
}
local fakeGame = {
data = Data,
save = SaveData.newGame(),
stack = stackStub,
}
check(setUpvalue(OW.billsHousePC, "TextBox", textBoxStub), "TextBox upvalue")
check(setUpvalue(OW.billsHousePC, "Game", fakeGame), "Game upvalue for PC")
-- Screens is only referenced from billsHousePokemonList
check(setUpvalue(OW.billsHousePokemonList, "Screens", screensStub),
"Screens upvalue on pokemon list")
check(setUpvalue(OW.billsHousePokemonList, "Game", fakeGame),
"Game upvalue on pokemon list")
check(setUpvalue(OW.billsHousePokemonList, "TextBox", textBoxStub),
"TextBox upvalue on pokemon list")
-- Menu is required inside billsHousePokemonList; stub via package.loaded
local realMenu = package.loaded["src.ui.Menu"]
package.loaded["src.ui.Menu"] = menuStub
local fakeSelf = setmetatable({
queueScript = function() end,
billsHouseBillExits = function() end,
}, { __index = OW })
local function resetFlags()
fakeGame.save = SaveData.newGame()
setUpvalue(OW.billsHousePC, "Game", fakeGame)
pushed = {}
end
local function lastPush()
return pushed[#pushed]
end
local function runPC()
pushed = {}
fakeSelf:billsHousePC()
end
-- === 1) default: teleporter monitor text ===
resetFlags()
runPC()
eq(lastPush() and lastPush().kind, "text", "default PC is a text box")
check(tostring(lastPush().text):find("TELEPORTER", 1, true)
or tostring(lastPush().text):find("displayed on the", 1, true),
"default PC shows monitor text")
-- === 2) Bill in machine, separator not used yet: initiated text ===
resetFlags()
fakeGame.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
local musicStopped = false
local realMusic = package.loaded["src.core.Music"]
package.loaded["src.core.Music"] = {
stop = function() musicStopped = true end,
playMap = function() end,
}
local realSound = package.loaded["src.core.Sound"]
package.loaded["src.core.Sound"] = {
play = function() end,
playCry = function() end,
}
runPC()
check(musicStopped, "cell separator stops map music")
check(tostring(lastPush().text):find("Cell", 1, true)
or tostring(lastPush().text):find("TELEPORTER", 1, true),
"separator path prints initiated text")
check(fakeGame.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL,
"separator path sets EVENT_USED_CELL_SEPARATOR_ON_BILL")
-- === 3) after separator, before leaving: monitor text again ===
resetFlags()
fakeGame.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
fakeGame.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
fakeGame.save.flags.EVENT_MET_BILL = true
runPC()
check(tostring(lastPush().text):find("TELEPORTER", 1, true)
or tostring(lastPush().text):find("displayed on the", 1, true),
"post-separator pre-leave PC shows monitor text")
-- === 4) after leaving: Eevee collection menu ===
resetFlags()
fakeGame.save.flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING = true
runPC()
local menu
for _, p in ipairs(pushed) do
if p.kind == "menu" then menu = p break end
end
check(menu ~= nil, "post-leave PC opens a menu")
local labels = {}
for _, item in ipairs(menu.items) do labels[#labels + 1] = item.label end
eq(table.concat(labels, ","), "EEVEE,FLAREON,JOLTEON,VAPOREON,CANCEL",
"Eevee collection lists the four mons + CANCEL")
-- selecting EEVEE marks seen and opens DexEntryMenu without closing list
fakeGame.save.pokedex = { seen = {}, owned = {} }
menu.items[1].onSelect()
check(fakeGame.save.pokedex.seen.EEVEE, "viewing marks EEVEE seen")
local dexPush
for i = #pushed, 1, -1 do
if pushed[i].kind == "screen" then dexPush = pushed[i] break end
end
eq(dexPush and dexPush.id, "DexEntryMenu", "selection opens DexEntryMenu")
eq(dexPush and dexPush.species, "EEVEE", "DexEntryMenu gets EEVEE")
check(menu.items[1].keepOpen, "dex pick keeps the list open")
-- === 5) Route25ToggleBillsScript ===
local toggles = {}
local Commands = require("src.script.Commands")
local realHide, realShow = Commands.hide_object, Commands.show_object
Commands.hide_object = function(_, mapId, name)
toggles[mapId .. ":" .. name] = false
end
Commands.show_object = function(_, mapId, name)
toggles[mapId .. ":" .. name] = true
end
local function runRoute25(flags)
toggles = {}
local save = SaveData.newGame()
for k, v in pairs(flags) do save.flags[k] = v end
story.ROUTE_25.onEnter({ save = save }, {})
return save.flags, toggles
end
local f, t = runRoute25({})
check(not f.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING,
"no leave flag before meeting Bill")
check(t["BILLS_HOUSE:BILLSHOUSE_BILL_POKEMON"] == true,
"mid-quest leave restores monster Bill")
check(f.EVENT_BILL_SAID_USE_CELL_SEPARATOR == nil,
"mid-quest leave clears separator arming flag")
f, t = runRoute25({ EVENT_MET_BILL_2 = true })
check(not f.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING,
"MET_BILL_2 without ticket does not arm leave flag")
f, t = runRoute25({
EVENT_MET_BILL_2 = true,
EVENT_GOT_SS_TICKET = true,
})
check(f.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING,
"ticket + MET_BILL_2 arms EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING")
eq(t["BILLS_HOUSE:BILLSHOUSE_BILL1"], false, "hides SS-Ticket Bill")
eq(t["BILLS_HOUSE:BILLSHOUSE_BILL2"], true, "shows rare-POKéMON Bill")
eq(t["ROUTE_24:ROUTE24_COOLTRAINER_M1"], false, "hides nugget-bridge guy")
f, t = runRoute25({
EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING = true,
EVENT_MET_BILL_2 = true,
EVENT_GOT_SS_TICKET = true,
})
eq(next(t), nil, "already-left Route 25 enter is a no-op")
Commands.hide_object = realHide
Commands.show_object = realShow
package.loaded["src.ui.Menu"] = realMenu
if realMusic ~= nil then package.loaded["src.core.Music"] = realMusic end
if realSound ~= nil then package.loaded["src.core.Sound"] = realSound end
S.finish()
+116
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@@ -0,0 +1,116 @@
-- Regression (#125): SURF from Cinnabar's east coast into Route 20 water.
--
-- Cinnabar's easternmost cells are walkable land (tile $39); the water is
-- on ROUTE_20 across the east connection. pokered loads that strip into
-- the border, so IsNextTileShoreOrWater sees shore tile $32. The port
-- must read the connection landing the same way -- an inBounds-only
-- water check returns "no_water" and blocks the mount (and the reverse
-- party-menu dismount back onto the coast).
--
-- Self-contained; run via `luajit tests/parity_cinnabar_east_surf.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.CINNABAR_ISLAND) then Data:load() end
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local Map = require("src.world.Map")
local MapLoader = require("src.world.MapLoader")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local OW = require("src.world.OverworldController")
local S = require("tests.harness").suite("parity cinnabar east surf")
local check, eq = S.check, S.eq
local function mkMon(species, ...)
local moves = {}
for _, id in ipairs({ ... }) do
table.insert(moves, { id = id, pp = 10, ppUp = 0 })
end
return {
species = species, level = 30, hp = 50, maxHp = 50,
status = 0, moves = moves, nickname = nil,
}
end
local cin = MapLoader.load(Data, "CINNABAR_ISLAND")
local r20 = MapLoader.load(Data, "ROUTE_20")
local r20ts = Data.tilesets[r20.def.tileset]
-- ground truth: east edge is land, Route 20 west landing is shore/water
check(cin:isWalkableCell(19, 8), "Cinnabar (19,8) is walkable coast")
check(not cin:isWaterCell(19, 8), "Cinnabar (19,8) is not water")
check(not cin:inBounds(20, 8), "facing east from (19,8) is off-map")
check(r20:isWaterCell(0, 8), "ROUTE_20 (0,8) is water/shore")
check(Map.defIsWaterCell(r20.def, r20ts, 0, 8),
"defIsWaterCell agrees on ROUTE_20 (0,8)")
check(Map.defIsWalkableCell(cin.def, Data.tilesets[cin.def.tileset], 19, 8),
"defIsWalkableCell agrees on Cinnabar coast")
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack
StateStack:init()
Game.save = SaveData.newGame()
Game.save.party = { mkMon("SQUIRTLE", "SURF") }
Game.save.inventory = { SOULBADGE = true }
Game.overworld = OW
while Game.stack:top() do Game.stack:pop() end
Game.stack:push(OW, "CINNABAR_ISLAND", 19, 8, "right")
local ow = Game.stack:top()
eq(ow.map.id, "CINNABAR_ISLAND", "start on Cinnabar east coast")
eq(ow.player.cellX, 19, "coast x")
eq(ow.player.cellY, 8, "coast y")
eq(ow.player.facing, "right", "facing east toward Route 20")
check(ow:facingIsShoreOrWater(),
"facingIsShoreOrWater reads Route 20 shore across the seam")
eq(ow:useSurfFieldMove(), "ok",
"useSurfFieldMove ok facing connection water (#125)")
-- reverse: surfing on Route 20 west edge, facing Cinnabar land
while Game.stack:top() do Game.stack:pop() end
Game.stack:push(OW, "ROUTE_20", 0, 8, "left")
ow = Game.stack:top()
ow.player.surfing = true
eq(ow.map.id, "ROUTE_20", "on Route 20 west water")
check(ow.map:isWaterCell(0, 8), "standing cell is water")
check(ow:facingIsLandDismount(),
"facingIsLandDismount sees Cinnabar coast across the seam")
eq(ow:useSurfFieldMove(), "dismount",
"party-menu SURF dismounts onto Cinnabar east coast")
-- facing open water while surfing still refuses
ow.player.facing = "right"
eq(ow:useSurfFieldMove(), "no_place",
"surfing + facing open water: no place (unchanged)")
-- mount step crosses the seam onto Route 20 (surfing already armed)
while Game.stack:top() do Game.stack:pop() end
Game.stack:push(OW, "CINNABAR_ISLAND", 19, 8, "right")
ow = Game.stack:top()
ow.player.surfing = true
check(ow:stepForwardOrCrossEdge("right"),
"stepForwardOrCrossEdge crosses onto Route 20 while surfing")
eq(ow.map.id, "ROUTE_20", "map swapped to Route 20 after edge surf step")
-- crossConnection parks one cell before the seam and walks in (same as
-- a live edge press); the landing target is Route 20 (0,8)
eq(ow.player.targetX, 0, "step target is Route 20 west column")
eq(ow.player.targetY, 8, "same Y across offset-0 east connection")
check(ow.player.moving, "seam step is in progress")
-- in-map Pallet south shore still works (no false connection match)
while Game.stack:top() do Game.stack:pop() end
Game.stack:push(OW, "PALLET_TOWN", 4, 13, "down")
ow = Game.stack:top()
ow.player.surfing = false
eq(ow:useSurfFieldMove(), "ok", "in-map water mount still ok")
ow.player.facing = "up"
eq(ow:useSurfFieldMove(), "no_water", "in-map land still no_water")
S.finish()
+184
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@@ -0,0 +1,184 @@
-- Parity test for Route 5 Day Care (issue #118).
-- Self-contained: `luajit tests/parity_daycare.lua`; also dofile'd by
-- tests/run_tests.lua's parity_* aggregator.
--
-- Covers scripts/Daycare.asm retrieve flow ported in
-- data/scripts/story2.lua M.DAYCARE:
-- * name substitution in grown / got-back text
-- * fee = ¥100 + ¥100 per level gained
-- * declining retrieve must not collapse the fee to ¥100 on re-talk
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity daycare")
local check, eq = S.check, S.eq
local realTextBox = package.loaded["src.render.TextBox"]
local shownTexts = {}
local choiceAnswer = true
package.loaded["src.render.TextBox"] = {
new = function(game, text, onDone, opts)
table.insert(shownTexts, text)
if opts and opts.choice then
opts.choice(choiceAnswer)
elseif onDone then
onDone()
end
return { text = text }
end,
}
local SaveData = require("src.core.SaveData")
local Pokemon = require("src.pokemon.Pokemon")
local Growth = require("src.pokemon.Growth")
local story2 = require("data.scripts.story2")
check(story2.DAYCARE ~= nil, "DAYCARE registered")
check(story2.DAYCARE.talk.TEXT_DAYCARE_GENTLEMAN ~= nil,
"DAYCARE gentleman talk handler registered")
local talkGentleman = story2.DAYCARE.talk.TEXT_DAYCARE_GENTLEMAN
local function newGame()
local save = SaveData.newGame()
save.money = 10000
local game = { data = Data, save = save, stack = { push = function() end } }
return game
end
local function talk(game)
shownTexts = {}
local doneCalled = false
talkGentleman(game, {}, nil, function() doneCalled = true end)
return doneCalled
end
local function boardAtLevel(game, species, level, nickname)
local mon = Pokemon.new(Data, species, level)
if nickname then mon.nickname = nickname end
game.save.daycare = { mon = mon, steps = 0 }
return mon
end
-- Exp needed to gain `gained` levels from `level` (exclusive of current).
local function stepsForLevels(species, level, gained)
local def = Data.pokemon[species]
local target = Growth.expForLevel(def.growthRate, level + gained)
local current = Growth.expForLevel(def.growthRate, level)
return target - current
end
-- === 1) grown text names the mon; fee matches levels grown ===
do
local game = newGame()
local mon = boardAtLevel(game, "RATTATA", 5, "SCRAPPY")
local gained = 3
game.save.daycare.steps = stepsForLevels("RATTATA", 5, gained)
choiceAnswer = false -- decline retrieve
check(talk(game), "grown+decline talk completes")
local grown
for _, s in ipairs(shownTexts) do
if s:find("grown a lot", 1, true) then grown = s break end
end
check(grown ~= nil, "shows MonHasGrownText")
check(grown:find("SCRAPPY", 1, true), "grown text substitutes wNameBuffer")
check(grown:find(tostring(gained), 1, true), "grown text shows levels grown")
check(not grown:find("{RAM:", 1, true), "grown text has no leftover RAM tokens")
local owe
for _, s in ipairs(shownTexts) do
if s:find("owe me", 1, true) then owe = s break end
end
check(owe ~= nil, "shows OweMoneyText")
eq(owe:match("¥(%d+)"), tostring(100 + gained * 100),
"fee is ¥100 + ¥100 per level gained")
eq(game.save.daycare.mon.level, 5,
"decline leaves deposit level untouched (BoxLevel baseline)")
eq(game.save.daycare.steps, 0, "pending steps folded into exp on talk")
end
-- === 2) re-talk after decline keeps the correct fee (issue #118) ===
do
local game = newGame()
boardAtLevel(game, "RATTATA", 5, "SCRAPPY")
local gained = 3
game.save.daycare.steps = stepsForLevels("RATTATA", 5, gained)
choiceAnswer = false
talk(game)
choiceAnswer = false
check(talk(game), "second decline talk completes")
local owe
for _, s in ipairs(shownTexts) do
if s:find("owe me", 1, true) then owe = s break end
end
check(owe ~= nil, "re-talk still shows OweMoneyText")
eq(owe:match("¥(%d+)"), tostring(100 + gained * 100),
"re-talk after decline keeps fee (not ¥100)")
eq(game.save.daycare.mon.level, 5, "re-talk still leaves deposit level")
end
-- === 3) paid retrieve raises level, names the mon, clears daycare ===
do
local game = newGame()
boardAtLevel(game, "RATTATA", 5, "SCRAPPY")
local gained = 2
game.save.daycare.steps = stepsForLevels("RATTATA", 5, gained)
local fee = 100 + gained * 100
local moneyBefore = game.save.money
choiceAnswer = true
check(talk(game), "retrieve talk completes")
eq(game.save.daycare, nil, "daycare cleared after paid retrieve")
eq(#game.save.party, 1, "mon returned to party")
eq(game.save.party[1].nickname, "SCRAPPY", "retrieved nickname preserved")
eq(game.save.party[1].level, 5 + gained, "level applied only on retrieve")
eq(game.save.money, moneyBefore - fee, "money deducted by correct fee")
local got
for _, s in ipairs(shownTexts) do
if s:find("got", 1, true) and s:find("back", 1, true) then got = s break end
end
check(got ~= nil, "shows GotMonBackText")
check(got:find("SCRAPPY", 1, true), "got-back text substitutes wDayCareMonName")
check(not got:find("{RAM:", 1, true), "got-back text has no leftover RAM tokens")
end
-- === 4) no levels gained: NeedsMoreTime still names the mon; fee ¥100 ===
do
local game = newGame()
boardAtLevel(game, "RATTATA", 10, "PIP")
game.save.daycare.steps = 0
choiceAnswer = false
check(talk(game), "no-growth talk completes")
local needs
for _, s in ipairs(shownTexts) do
if s:find("Back already", 1, true) then needs = s break end
end
check(needs ~= nil, "shows MonNeedsMoreTimeText")
check(needs and needs:find("PIP", 1, true), "needs-more-time names the mon")
local owe
for _, s in ipairs(shownTexts) do
if s:find("owe me", 1, true) then owe = s break end
end
eq(owe and owe:match("¥(%d+)"), "100", "no growth still costs base ¥100")
end
-- === 5) depositLevel survives a corrupted mon.level from older buggy talks ===
do
local game = newGame()
local mon = boardAtLevel(game, "RATTATA", 5, "SCRAPPY")
local gained = 4
game.save.daycare.steps = stepsForLevels("RATTATA", 5, gained)
game.save.daycare.depositLevel = 5
mon.level = 5 + gained -- simulate pre-#118 raise-on-talk corruption
choiceAnswer = false
check(talk(game), "depositLevel baseline talk completes")
local owe
for _, s in ipairs(shownTexts) do
if s:find("owe me", 1, true) then owe = s break end
end
eq(owe and owe:match("¥(%d+)"), tostring(100 + gained * 100),
"depositLevel keeps fee correct even if mon.level was raised early")
eq(game.save.daycare.mon.level, 5, "decline restores mon.level to depositLevel")
end
package.loaded["src.render.TextBox"] = realTextBox
S.finish()
+37 -3
View File
@@ -88,8 +88,12 @@ local SaveData = require("src.core.SaveData")
local stack2 = newStack()
local game2 = { data = Data, input = fakeInput, stack = stack2,
save = SaveData.newGame() }
game2.save.party = { { species = "PIKACHU", level = 81 } }
-- battered party: record_hall_of_fame must heal before the autosave (#103)
game2.save.party = { { species = "PIKACHU", level = 81, hp = 1,
stats = { hp = 100 }, status = "PAR",
moves = { { id = "THUNDERBOLT", pp = 0 } } } }
game2.save.player.map = "HALL_OF_FAME"
game2.save.lastOutdoor = { id = "INDIGO_PLATEAU", x = 9, y = 5 }
local wrote = false
function game2:writeSave() wrote = true; SaveData.save(self.save) end
@@ -129,9 +133,39 @@ local saved = savedRaw and SaveData.decode(savedRaw) or nil
check(saved ~= nil, "save.lua written and decodable")
eq(saved and saved.lastHeal and saved.lastHeal.map, "PALLET_TOWN",
"wLastBlackoutMap := PALLET_TOWN before the save")
eq(saved and saved.player and saved.player.map, "HALL_OF_FAME",
"save keeps the player in the HALL_OF_FAME room")
eq(saved and saved.player and saved.player.map, "REDS_HOUSE_2F",
"CONTINUE lands in the bedroom (post-game home, #103)")
eq(saved and saved.player and saved.player.x, 3, "bedroom spawn x")
eq(saved and saved.player and saved.player.y, 6, "bedroom spawn y")
eq(saved and saved.lastOutdoor and saved.lastOutdoor.id, "PALLET_TOWN",
"LAST_MAP exits aim at Pallet Town, not Indigo")
check(saved and saved.postGameHomeOk, "postGameHomeOk marks the relocate done")
eq(saved and #(saved.hallOfFame or {}), 1, "hall of fame team persisted")
local healed = saved and saved.party and saved.party[1]
local thunderPp = Data.moves and Data.moves.THUNDERBOLT and Data.moves.THUNDERBOLT.pp
check(healed and healed.hp == healed.stats.hp and healed.status == nil
and healed.moves[1].pp == thunderPp,
"party is fully healed in the post-credits save")
-- house exit mats resolve to Pallet's door, not Indigo
local Warp = require("src.world.Warp")
local houseExit = { destMap = "LAST_MAP", destWarp = 1, x = 2, y = 7 }
local destMap, dx, dy = Warp.destination(Data, houseExit, saved.lastOutdoor)
eq(destMap, "PALLET_TOWN", "Red's house LAST_MAP -> PALLET_TOWN")
eq(dx, 5, "Pallet door x")
eq(dy, 5, "Pallet door y")
-- stuck-save rescue: HoF + hallOfFame + no postGameHomeOk -> bedroom
local stuck = SaveData.newGame()
stuck.player.map = "HALL_OF_FAME"
stuck.player.x, stuck.player.y = 4, 2
stuck.lastOutdoor = { id = "INDIGO_PLATEAU", x = 9, y = 5 }
stuck.hallOfFame = { { { species = "PIKACHU", level = 81 } } }
check(SaveData.needsPostGameRescue(stuck), "pre-fix softlock save needs rescue")
SaveData.applyPostGameHome(stuck, Data.field.boot)
check(not SaveData.needsPostGameRescue(stuck), "rescue is one-shot")
eq(stuck.player.map, "REDS_HOUSE_2F", "rescue warps home")
eq(stuck.lastOutdoor.id, "PALLET_TOWN", "rescue retargets LAST_MAP")
-- `jp Init`: everything popped, boot sequence pushed (intro -> title)
eq(#stack2.states, 1, "soft reset leaves exactly the boot state")
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-- Parity: Rocket Hideout B4F Lift Key drop (#90 / #105).
--
-- Oracle: scripts/RocketHideoutB4F.asm RocketHideoutB4FRocket3AfterBattleText
-- (PrintText + CheckAndSetEvent EVENT_ROCKET_DROPPED_LIFT_KEY / ShowObject
-- TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_5). The LIFT_KEY object_event starts
-- hidden; talking to Rocket3 after his defeat reveals it.
--
-- Self-contained: `luajit tests/parity_lift_key.lua`; also dofile'd by
-- tests/run_tests.lua.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity lift key")
local check, eq = S.check, S.eq
local mapScripts = require("data.scripts.init")
local OverworldState = require("src.world.OverworldController")
local liftKeyObj
for _, o in ipairs(Data.maps.ROCKET_HIDEOUT_B4F.objects) do
if o.name == "ROCKETHIDEOUTB4F_LIFT_KEY" then liftKeyObj = o break end
end
check(liftKeyObj and liftKeyObj.hidden == true,
"LIFT_KEY object_event is extracted as hidden")
local script = mapScripts.talkScript("ROCKET_HIDEOUT_B4F",
"TEXT_ROCKETHIDEOUTB4F_ROCKET3")
check(type(script) == "function",
"Rocket3 after-battle drop is a hand-ported talk handler")
-- Capture TextBox payloads without driving the typewriter / font path.
local realTB = package.loaded["src.render.TextBox"]
package.loaded["src.render.TextBox"] = {
new = function(game, text, done) return { text = text, onDone = done } end,
}
-- Drive the defeated-talk path headless: show after text, then ShowObject.
do
local pushed, engaged
local save = {
flags = {},
inventory = {},
defeatedTrainers = { ROCKET_HIDEOUT_B4F_obj_4 = true },
objectToggles = {},
}
local game = {
data = Data,
save = save,
stack = {
push = function(_, box) pushed = box end,
},
}
local ow = {
map = { id = "ROCKET_HIDEOUT_B4F", def = Data.maps.ROCKET_HIDEOUT_B4F },
npcs = {},
entities = {},
trainerDefeated = function(_, npc)
return save.defeatedTrainers[npc.id] == true
end,
engageTrainer = function() engaged = true end,
}
local npc = {
id = "ROCKET_HIDEOUT_B4F_obj_4",
def = { name = "ROCKETHIDEOUTB4F_ROCKET3", index = 4,
text = "TEXT_ROCKETHIDEOUTB4F_ROCKET3",
trainerClass = "OPP_ROCKET", trainerParty = 18 },
}
local doneCalled = false
script(game, ow, npc, function() doneCalled = true end)
check(not engaged, "defeated Rocket3 talk does not re-engage battle")
check(pushed ~= nil, "defeated Rocket3 talk pushes the after-battle text")
eq(pushed and pushed.text, Data.text._RocketHideoutB4FRocket3AfterBattleText,
"after-battle text is the dropped-key line")
check(not save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY,
"drop flag unset until the text box closes")
check(not OverworldState.objectVisible(save, "ROCKET_HIDEOUT_B4F", liftKeyObj),
"LIFT_KEY still hidden before the after-battle text finishes")
-- dismiss the box: CheckAndSetEvent + ShowObject
pushed.onDone()
check(doneCalled, "talk done() runs after ShowObject")
check(save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY == true,
"EVENT_ROCKET_DROPPED_LIFT_KEY set on first after-battle talk")
check(save.objectToggles.ROCKET_HIDEOUT_B4F
and save.objectToggles.ROCKET_HIDEOUT_B4F.ROCKETHIDEOUTB4F_LIFT_KEY == true,
"ShowObject toggles ROCKETHIDEOUTB4F_LIFT_KEY visible")
check(OverworldState.objectVisible(save, "ROCKET_HIDEOUT_B4F", liftKeyObj),
"LIFT_KEY objectVisible after ShowObject")
-- second talk: reprint only, no double-toggle churn
pushed, doneCalled = nil, false
local togglesBefore = save.objectToggles.ROCKET_HIDEOUT_B4F.ROCKETHIDEOUTB4F_LIFT_KEY
script(game, ow, npc, function() doneCalled = true end)
check(pushed ~= nil, "second after-battle talk still shows text")
pushed.onDone()
check(doneCalled, "second talk done() runs")
eq(save.objectToggles.ROCKET_HIDEOUT_B4F.ROCKETHIDEOUTB4F_LIFT_KEY, togglesBefore,
"second talk does not re-ShowObject")
end
-- Undefeated path still engages the trainer (TalkToTrainer).
do
local engaged = false
local save = { flags = {}, inventory = {}, defeatedTrainers = {} }
local game = {
data = Data, save = save,
stack = { push = function() end },
}
local ow = {
map = { id = "ROCKET_HIDEOUT_B4F" },
trainerDefeated = function() return false end,
engageTrainer = function(_, npc, done)
engaged = true
if done then done() end
end,
}
local npc = {
id = "ROCKET_HIDEOUT_B4F_obj_4",
def = { name = "ROCKETHIDEOUTB4F_ROCKET3", index = 4 },
}
script(game, ow, npc, function() end)
check(engaged, "undefeated Rocket3 talk engages the trainer battle")
end
package.loaded["src.render.TextBox"] = realTB
S.finish()
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-- Parity test: Mom heal rest (#113) and Silph Co. 9F nurse fade.
--
-- pokered RedsHouse1FMomText / RedsHouse1FMomHealScript:
-- pre-starter -> WakeUpText; else YouShouldRest -> GBFadeOutToWhite ->
-- HealParty -> MUSIC_PKMN_HEALED (wait) -> GBFadeInFromWhite ->
-- LookingGreatText.
-- SilphCo9FNurseText: heal then white fade / Delay3 / fade in (no jingle).
--
-- Self-contained; run via `luajit tests/parity_mom_heal.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity mom heal")
local check, eq = S.check, S.eq
local reds = dofile("data/scripts/reds_house.lua")
local silph = dofile("data/scripts/flavor/silph_co_9f.lua")
local function cmds(rows)
local out = {}
for _, row in ipairs(rows) do out[#out + 1] = row[1] end
return out
end
local function find(rows, verb, arg)
for i, row in ipairs(rows) do
if row[1] == verb and (arg == nil or row[2] == arg) then
return i, row
end
end
end
-- --- Mom: pre-starter branch + heal rest sequence
do
local rows = reds.talk.TEXT_REDSHOUSE1F_MOM
check(rows ~= nil, "Mom talk script exists")
local iFlag = find(rows, "check_flag", "EVENT_GOT_STARTER")
check(iFlag, "Mom checks EVENT_GOT_STARTER")
local iWake = find(rows, "show_text", "_RedsHouse1FMomWakeUpText")
check(iWake and iWake > iFlag, "WakeUpText follows the starter check")
local iRest = find(rows, "show_text", "_RedsHouse1FMomYouShouldRestText")
check(iRest and iRest > iWake, "heal path is after the wake-up branch")
local iFadeOut = find(rows, "fade", "out")
local iHeal = find(rows, "heal_party")
local iJingle = find(rows, "play_once", "Music_PkmnHealed")
local iFadeIn = find(rows, "fade", "in")
local iGreat = find(rows, "show_text", "_RedsHouse1FMomLookingGreatText")
check(iFadeOut and rows[iFadeOut][3] == "white",
"Mom fades out to white after rest text")
check(iHeal and iHeal > iFadeOut, "heal_party runs under the white fade")
check(iJingle and iJingle > iHeal,
"Music_PkmnHealed plays after heal_party")
check(iFadeIn and rows[iFadeIn][3] == "white" and iFadeIn > iJingle,
"Mom fades in from white after the jingle")
check(iGreat and iGreat > iFadeIn,
"LookingGreatText follows the fade-in")
-- jump_if_true must land on the heal path (rest text), not wake-up
local jumpRow
for _, row in ipairs(rows) do
if row[1] == "jump_if_true" then jumpRow = row break end
end
check(jumpRow, "Mom has jump_if_true after starter check")
eq(rows[jumpRow[2]][2], "_RedsHouse1FMomYouShouldRestText",
"EVENT_GOT_STARTER jumps to the heal rest text")
end
-- --- Silph Co. 9F nurse: white fade, no heal jingle
do
local rows = silph.SILPH_CO_9F.talk.TEXT_SILPHCO9F_NURSE
check(rows ~= nil, "Silph nurse talk script exists")
local iHeal = find(rows, "heal_party")
local iFadeOut = find(rows, "fade", "out")
local iWait = find(rows, "wait")
local iFadeIn = find(rows, "fade", "in")
check(iHeal, "Silph nurse heals the party")
check(iFadeOut and rows[iFadeOut][3] == "white" and iFadeOut > iHeal,
"Silph nurse fades out to white after heal (pokered order)")
check(iWait and rows[iWait][2] == 3 and iWait > iFadeOut,
"Silph nurse Delay3 between fades")
check(iFadeIn and rows[iFadeIn][3] == "white" and iFadeIn > iWait,
"Silph nurse fades in from white")
check(not find(rows, "play_once", "Music_PkmnHealed"),
"Silph nurse does not play Music_PkmnHealed")
local sequence = table.concat(cmds(rows), ",")
check(sequence:find("heal_party,fade,wait,fade,show_text", 1, true),
"Silph heal rest sequence is heal → fade out → wait → fade in → text")
end
-- --- play_once is a blocking command (Mom / captain wait loops)
do
local Commands = require("src.script.Commands")
check(Commands.meta.play_once and Commands.meta.play_once.blocking,
"play_once is marked blocking so heal jingles wait to finish")
end
S.finish()
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-- Parity test: Pewter City youngster gym escort paths.
-- Self-contained: run via `luajit tests/parity_pewter_escort.lua`; also
-- dofile'd by tests/run_tests.lua's aggregator.
--
-- Sources: scripts/PewterCity.asm, engine/overworld/auto_movement.asm
-- (RLEList_PewterGymPlayer / RLEList_PewterGymGuy),
-- engine/events/pewter_guys.asm (PewterGymGuyCoords).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PEWTER_CITY) then Data:load() end
local S = require("tests.harness").suite("parity pewter escort")
local check, eq = S.check, S.eq
local mapScripts = require("data.scripts.init")
local pewter = mapScripts.get("PEWTER_CITY")
check(pewter and pewter.escort, "PEWTER_CITY exposes the escort tables")
local escort = pewter.escort
local function joined(t) return table.concat(t, ",") end
local D = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right = { 1, 0 } }
eq(#escort.guySteps, 41, "youngster takes 41 steps (RLEList_PewterGymGuy)")
eq(joined({ escort.guySteps[1], escort.guySteps[2], escort.guySteps[#escort.guySteps] }),
"down,down,right", "guy path starts with DOWN×2 and ends RIGHT")
eq(#escort.guyReturnSteps, 41, "return path mirrors the escort")
do
local opp = { up = "down", down = "up", left = "right", right = "left" }
eq(escort.guyReturnSteps[1], opp[escort.guySteps[#escort.guySteps]],
"return starts with opposite of escort's last step")
local gx, gy = 12, 18
for _, d in ipairs(escort.guyReturnSteps) do
gx, gy = gx + D[d][1], gy + D[d][2]
end
check(gx == 35 and gy == 16,
"return path from the gym lands on his spawn (35,16)")
end
-- every east-exit / talk tile lands both sprites by the gym road
local triggers = { { 35, 17 }, { 36, 17 }, { 37, 18 }, { 37, 19 }, { 34, 16 } }
for _, pos in ipairs(triggers) do
local px, py = pos[1], pos[2]
local plan = escort.playerPlan(px, py)
check(plan, ("playerPlan for (%d,%d)"):format(px, py))
local gx, gy = 35, 16
local gi = 0
for _ = 1, plan.guyHeadStart do
gi = gi + 1
local d = escort.guySteps[gi]
gx, gy = gx + D[d][1], gy + D[d][2]
end
for i, ps in ipairs(plan.steps) do
px, py = px + D[ps][1], py + D[ps][2]
local gs = escort.guySteps[plan.guyHeadStart + i]
if gs then
gx, gy = gx + D[gs][1], gy + D[gs][2]
end
end
eq(px, 11, ("player from (%d,%d) ends at x=11"):format(pos[1], pos[2]))
eq(py, 18, ("player from (%d,%d) ends at y=18"):format(pos[1], pos[2]))
eq(gx, 12, ("guy from (%d,%d) ends at x=12"):format(pos[1], pos[2]))
eq(gy, 18, ("guy from (%d,%d) ends at y=18"):format(pos[1], pos[2]))
end
-- the short east-road trigger uses no head-start; the (36,17)/(37,18)
-- tiles pause for one guy step (eight NO_INPUT frames)
eq(escort.playerPlan(35, 17).guyHeadStart, 0, "(35,17) no head-start")
eq(escort.playerPlan(36, 17).guyHeadStart, 1, "(36,17) one-step head-start")
eq(escort.playerPlan(37, 18).guyHeadStart, 1, "(37,18) one-step head-start")
-- path stays off the PEWTER_GYM door warp and the blocked gym building
-- cells: sample the (35,17) walk and confirm no step lands on (16,17)
do
local plan = escort.playerPlan(35, 17)
local px, py = 35, 17
local gx, gy = 35, 16
for i, ps in ipairs(plan.steps) do
px, py = px + D[ps][1], py + D[ps][2]
local gs = escort.guySteps[i]
if gs then gx, gy = gx + D[gs][1], gy + D[gs][2] end
check(not (px == 16 and py == 17),
("player beat %d does not phase onto gym door"):format(i))
check(not (gx == 16 and gy == 17),
("guy beat %d does not phase onto gym door"):format(i))
end
end
-- gym door warp is still where the player is meant to walk afterward
local MapLoader = require("src.world.MapLoader")
local city = MapLoader.load(Data, "PEWTER_CITY")
local w = city:warpAtCell(16, 17)
check(w and w.def.destMap == "PEWTER_GYM", "(16,17) is the Pewter Gym door")
-- object spawn matches pokered object_event 35, 16
local young
for _, o in ipairs(Data.maps.PEWTER_CITY.objects) do
if o.name == "PEWTERCITY_YOUNGSTER" then young = o; break end
end
check(young and young.x == 35 and young.y == 16,
"PEWTERCITY_YOUNGSTER spawns at (35,16)")
-- Brock victory permanently HideObject's him (PewterGym.asm .gymVictory)
do
local victories = require("data.scripts.victories")
local hide = victories["OPP_BROCK#1"] and victories["OPP_BROCK#1"].hide
check(hide, "OPP_BROCK#1 lists objects to hide")
local found
for _, entry in ipairs(hide or {}) do
if entry[1] == "PEWTER_CITY" and entry[2] == "PEWTERCITY_YOUNGSTER" then
found = true
end
end
check(found, "Brock victory hides PEWTERCITY_YOUNGSTER")
end
S.finish()
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-- Parity test: Vermilion City S.S. Anne sailor (#122).
--
-- pokered VermilionCityDefaultScript (scripts/VermilionCity.asm):
-- stepping onto SSAnneTicketCheckCoords (18,30) facing down always
-- DisplayTextID's the sailor. With a ticket and the ship still docked,
-- FlashedTicket plays and the player may continue; without a ticket, or
-- after EVENT_SS_ANNE_LEFT, they are walked back up.
--
-- The port used to early-return when the ticket was in the bag, skipping
-- the flash dialog entirely.
--
-- Self-contained; run via `luajit tests/parity_ss_anne_guard.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity ss anne guard")
local check, eq = S.check, S.eq
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { text = text, done = done } end,
}
local musicCalls = {}
package.loaded["src.core.Music"] = {
stop = function() musicCalls[#musicCalls + 1] = { "stop" } end,
play = function(_, song)
musicCalls[#musicCalls + 1] = { "play", song }
end,
playOnce = function(_, song)
musicCalls[#musicCalls + 1] = { "playOnce", song }
return true
end,
}
local soundCalls = {}
package.loaded["src.core.Sound"] = {
play = function(_, id) soundCalls[#soundCalls + 1] = id end,
}
local story = dofile("data/scripts/story.lua")
local story3 = dofile("data/scripts/story3.lua")
local Flags = require("src.script.Flags")
local function gameWith(opts)
local pushed, moved = {}, {}
local game = {
save = {
inventory = opts.inventory or {},
flags = opts.flags or {},
},
data = {
text = {
_VermilionCitySailor1DoYouHaveATicketText =
"Welcome to S.S.\nANNE!\fExcuse me, do you\nhave a ticket?",
_VermilionCitySailor1FlashedTicketText =
"PLAYER flashed\nthe S.S.TICKET!",
_VermilionCitySailor1YouNeedATicketText =
"You need a ticket\nto get aboard.",
_VermilionCitySailor1ShipSetSailText = "The ship set sail.",
_SSAnneCaptainsRoomRubCaptainsBackText = "Rub-rub...",
_SSAnneCaptainsRoomCaptainIFeelMuchBetterText = "I feel better!",
_SSAnneCaptainsRoomCaptainReceivedHM01Text = "Got HM01!",
_SSAnneCaptainsRoomCaptainNotSickAnymoreText = "Not sick.",
},
},
stack = { push = function(_, box) pushed[#pushed + 1] = box end },
_pushed = pushed,
_moved = moved,
}
return game, pushed, moved
end
local function owWith(moved)
return {
player = { facing = "down", cellY = 2 },
scriptMove = function(_, _, dir, n) moved[#moved + 1] = { dir, n } end,
queueScript = function(self, rows) self._queued = rows end,
startDustAnim = function() end,
map = {
setBlock = function() end,
renderer = { rebuild = function() end },
},
}
end
local city = story.VERMILION_CITY
check(city and city.onStep, "VERMILION_CITY has the sailor coord trigger")
-- With ticket, ship still docked: flash dialog, do NOT walk back.
do
local game, pushed, moved = gameWith({ inventory = { S_S_TICKET = 1 } })
local ow = owWith(moved)
check(city.onStep(game, ow, 18, 30), "ticket: walk-past trigger consumes the step")
check(#pushed == 1, "ticket: auto dialog is shown")
check(pushed[1].text:find("flashed", 1, true)
or pushed[1].text:find("ticket", 1, true),
"ticket: flash / ticket-check dialog text")
check(#moved == 0, "ticket: player is not walked back")
end
-- Without ticket: dialog + walk back.
do
local game, pushed, moved = gameWith({})
local ow = owWith(moved)
check(city.onStep(game, ow, 18, 30), "no ticket: trigger fires")
check(#pushed == 1, "no ticket: dialog shown")
if pushed[1] and pushed[1].done then pushed[1].done() end
check(#moved == 1 and moved[1][1] == "up",
"no ticket: walked back up after dialog")
end
-- After the ship leaves: ShipSetSail + walk back, even with a ticket.
do
local game, pushed, moved = gameWith({
inventory = { S_S_TICKET = 1 },
flags = { EVENT_SS_ANNE_LEFT = true },
})
local ow = owWith(moved)
check(city.onStep(game, ow, 18, 30), "ship left: trigger still fires")
eq(pushed[1] and pushed[1].text, "The ship set sail.",
"ship left: dialog updates to ShipSetSail")
if pushed[1] and pushed[1].done then pushed[1].done() end
check(#moved == 1 and moved[1][1] == "up",
"ship left: walked back up")
end
-- Off-tile / wrong facing: no trigger.
do
local game, pushed = gameWith({ inventory = { S_S_TICKET = 1 } })
local ow = owWith({})
eq(city.onStep(game, ow, 18, 29), false, "wrong Y: no trigger")
ow.player.facing = "up"
eq(city.onStep(game, ow, 18, 30), false, "facing up: no trigger")
check(#pushed == 0, "no spurious dialog off the check")
end
-- Sailor talk after ship left: ShipSetSail branch (row script).
do
local ScriptRunner = require("src.script.ScriptRunner")
local game = gameWith({ flags = { EVENT_SS_ANNE_LEFT = true } })
local rows = city.talk.TEXT_VERMILIONCITY_SAILOR1
local runner = ScriptRunner.new(game, nil)
runner:run(rows, {})
local guard = 0
while runner:isRunning() and guard < 200 do
guard = guard + 1
if game.stack and game._pushed then
local box = game._pushed[#game._pushed]
if box and box.done then box.done() end
end
runner:update()
end
local last = game._pushed[#game._pushed]
eq(last and last.text, "The ship set sail.",
"talk after ship left shows ShipSetSail")
end
-- Departure cutscene: Music_Surfing + EVENT_SS_ANNE_LEFT via Flags.set.
do
for i = #musicCalls, 1, -1 do musicCalls[i] = nil end
local game, _, moved = gameWith({ flags = { EVENT_GOT_HM01 = true } })
local ow = owWith(moved)
story3.VERMILION_DOCK.onEnter(game, ow)
check(Flags.get(game.save, "EVENT_SS_ANNE_LEFT"),
"departure sets EVENT_SS_ANNE_LEFT")
local sawSurf = false
for _, c in ipairs(musicCalls) do
if c[1] == "play" and c[2] == "Music_Surfing" then sawSurf = true end
end
check(sawSurf, "departure plays Music_Surfing")
check(ow._queued ~= nil, "departure queues the sail-away script")
local kept, horn = false, false
for _, row in ipairs(ow._queued or {}) do
if row[1] == "play_music" and row[2] == "Music_Surfing"
and row[3] and row[3].keep then
kept = true
end
if row[1] == "play_sound" and row[2] == "SS_Anne_Horn" then
horn = true
end
end
check(kept, "departure keeps Music_Surfing across the city warp")
check(horn, "departure queues SS_Anne_Horn")
end
-- Captain rub jingle: play_once Music_PkmnHealed sits after the rub text.
do
local rows = story.SS_ANNE_CAPTAINS_ROOM.talk.TEXT_SSANNECAPTAINSROOM_CAPTAIN
local found = false
for i, row in ipairs(rows) do
if row[1] == "play_once" and row[2] == "Music_PkmnHealed" then
found = true
check(rows[i - 1] and rows[i - 1][2] == "_SSAnneCaptainsRoomRubCaptainsBackText",
"play_once follows the rub-back text")
end
end
check(found, "captain script plays Music_PkmnHealed after the rub")
end
S.finish()
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-- Parity: Oak's lab starter-ball Pokédex preview (#110).
-- pret StarterDex (engine/events/starter_dex.asm) temporarily sets the
-- owned bits so ShowPokedexData prints the full entry before the player
-- has caught anything. Also: English R/B prints only the kind string
-- (no " POKéMON" suffix — that clipped "LIZARD" to "LIZARD POKé").
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity starter dex")
local check, eq = S.check, S.eq
local Font = require("src.render.Font")
Font.load(Data)
local DexEntryMenu = require("src.ui.DexEntryMenu")
local SaveData = require("src.core.SaveData")
local mapScripts = require("data.scripts.init")
local function fakeGame()
return {
data = Data,
save = SaveData.newGame(),
input = { wasPressed = function() return false end },
stack = { pop = function() end },
}
end
local function drawCapture(menu)
local drawn = {}
local saved = Font.draw
Font.draw = function(text, x, y)
drawn[#drawn + 1] = { text = tostring(text), x = x, y = y }
return Font.width(text)
end
menu:draw()
Font.draw = saved
return drawn
end
local function findText(drawn, needle)
for _, d in ipairs(drawn) do
if d.text == needle or d.text:find(needle, 1, true) then return d end
end
return nil
end
-- === 1) unowned entry without forceOwned stays "Data unknown." ===
do
local game = fakeGame()
game.save.pokedex = { seen = {}, owned = {} }
local menu = DexEntryMenu.new(game, "CHARMANDER")
local drawn = drawCapture(menu)
check(findText(drawn, "Data unknown."),
"unowned Charmander shows Data unknown without forceOwned")
check(not findText(drawn, "Obviously prefers"),
"unowned Charmander hides description without forceOwned")
check(not findText(drawn, "HT "),
"unowned Charmander hides height without forceOwned")
end
-- === 2) forceOwned shows full entry without mutating save ===
do
local game = fakeGame()
game.save.pokedex = { seen = {}, owned = {} }
local menu = DexEntryMenu.new(game, { species = "CHARMANDER", forceOwned = true })
check(menu.forceOwned, "forceOwned flag sticks on the menu")
local drawn = drawCapture(menu)
check(findText(drawn, "Obviously prefers"),
"forceOwned Charmander shows dex description")
check(findText(drawn, "HT "),
"forceOwned Charmander shows height")
check(not findText(drawn, "Data unknown."),
"forceOwned Charmander does not show Data unknown")
check(not game.save.pokedex.owned.CHARMANDER,
"forceOwned preview does not mark Charmander owned")
end
-- === 3) kind is the bare English string (no POKéMON suffix) ===
do
local game = fakeGame()
game.save.pokedex = { seen = {}, owned = { CHARMANDER = true } }
local menu = DexEntryMenu.new(game, "CHARMANDER")
local drawn = drawCapture(menu)
local kind = findText(drawn, "LIZARD")
check(kind and kind.text == "LIZARD",
"kind draws as LIZARD only (English R/B PlaceString)")
check(not findText(drawn, "POKéMON"),
"kind line does not append POKéMON")
check(kind.x + Font.width(kind.text) <= 160,
"LIZARD kind fits on-screen (no clip)")
end
-- === 4) Oak's lab starter scripts request forceOwned ===
do
local balls = {
"TEXT_OAKSLAB_CHARMANDER_POKE_BALL",
"TEXT_OAKSLAB_SQUIRTLE_POKE_BALL",
"TEXT_OAKSLAB_BULBASAUR_POKE_BALL",
}
for _, textId in ipairs(balls) do
local script = mapScripts.talkScript("OAKS_LAB", textId)
local found
for _, row in ipairs(script) do
if row[1] == "push_screen" and row[2] == "DexEntryMenu" then
found = row[3]
break
end
end
check(type(found) == "table" and found.forceOwned == true
and type(found.species) == "string",
textId .. " pushes DexEntryMenu with forceOwned")
end
end
S.finish()
+138
View File
@@ -0,0 +1,138 @@
-- Parity test: Pokémon Tower 2F rival leaves after defeat (#111).
--
-- pokered PokemonTower2FDefeatedRivalScript (scripts/PokemonTower2F.asm):
-- after EVENT_BEAT_POKEMON_TOWER_RIVAL, walk RightThenDown or
-- DownThenRight (EVENT_POKEMON_TOWER_RIVAL_ON_LEFT when the player is on
-- (15,5)), then HideObject TOGGLE_POKEMON_TOWER_2F_RIVAL. The port used
-- to end after DefeatedText, so he stayed and HowsYourDex could re-fire.
--
-- Self-contained; run via `luajit tests/parity_tower_rival.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity tower rival")
local check, eq = S.check, S.eq
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { text = text, done = done } end,
}
package.loaded["src.core.Music"] = {
play = function() end,
playOnce = function() return true end,
stop = function() end,
}
local story = dofile("data/scripts/story.lua")
local tower = story.POKEMON_TOWER_2F
check(tower ~= nil, "POKEMON_TOWER_2F map script exists")
check(type(tower.rivalScript) == "function", "rivalScript helper exported")
check(type(tower.onStep) == "function", "onStep ambush exists")
check(type(tower.onEnter) == "function", "onEnter hide repair exists")
local RIGHT_THEN_DOWN =
{ "right", "down", "down", "right", "down", "down", "right", "right" }
local DOWN_THEN_RIGHT =
{ "down", "down", "right", "right", "right", "right", "down", "down" }
local function dirsEqual(a, b)
if type(a) ~= "table" or #a ~= #b then return false end
for i = 1, #b do if a[i] ~= b[i] then return false end end
return true
end
local function findWalk(rows)
for _, r in ipairs(rows) do
if r[1] == "walk_npc" then return r end
end
end
-- (1) both approach tiles pick the pokered exit movement
do
local below = tower.rivalScript(14)
local left = tower.rivalScript(15)
local wBelow, wLeft = findWalk(below), findWalk(left)
check(wBelow ~= nil, "player-below script has walk_npc")
check(wLeft ~= nil, "rival-on-left script has walk_npc")
eq(wBelow[2], 1, "walk targets object index 1 (rival)")
check(dirsEqual(wBelow[3], RIGHT_THEN_DOWN),
"player at x=14 uses RightThenDownMovement")
check(dirsEqual(wLeft[3], DOWN_THEN_RIGHT),
"player at x=15 uses DownThenRightMovement")
end
-- (2) win path: flag, defeat text, walk, hide -- in order
do
local rows = tower.rivalScript(14)
local preds = {
{ "set_flag EVENT_BEAT_POKEMON_TOWER_RIVAL",
function(r) return r[1] == "set_flag"
and r[2] == "EVENT_BEAT_POKEMON_TOWER_RIVAL" end },
{ "show_text DefeatedText",
function(r) return r[1] == "show_text"
and r[2] == "_PokemonTower2FRivalDefeatedText" end },
{ "walk_npc exit",
function(r) return r[1] == "walk_npc" end },
{ "hide_object POKEMONTOWER2F_RIVAL",
function(r) return r[1] == "hide_object"
and r[2] == "POKEMON_TOWER_2F"
and r[3] == "POKEMONTOWER2F_RIVAL" end },
}
local pi = 1
for _, r in ipairs(rows) do
if pi <= #preds and preds[pi][2](r) then pi = pi + 1 end
end
for i = 1, #preds do
check(i < pi, "rival script has, in order: " .. preds[i][1])
end
end
-- (3) onStep: only the encounter coords, and not after the beat flag
do
local ran
local game = { save = { flags = {} }, data = {} }
local ow = {
runner = {
isRunning = function() return false end,
run = function(_, rows) ran = rows end,
},
player = { facing = "down" },
npcByIndex = function() return { def = { name = "POKEMONTOWER2F_RIVAL" } } end,
}
check(tower.onStep(game, ow, 15, 5), "onStep fires on (15,5)")
check(ran ~= nil and findWalk(ran) ~= nil, "onStep runs exit-walk script")
check(dirsEqual(findWalk(ran)[3], DOWN_THEN_RIGHT),
"onStep (15,5) picks DownThenRight")
eq(ow.player.facing, "left", "onStep (15,5) faces the rival")
ran = nil
check(tower.onStep(game, ow, 14, 6), "onStep fires on (14,6)")
check(dirsEqual(findWalk(ran)[3], RIGHT_THEN_DOWN),
"onStep (14,6) picks RightThenDown")
check(not tower.onStep(game, ow, 14, 5), "onStep ignores rival's own tile")
game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL = true
check(not tower.onStep(game, ow, 15, 5), "beaten: onStep is inert")
end
-- (4) onEnter hides a stuck rival once the beat flag is set
do
local Commands = require("src.script.Commands")
local hidden = {}
local realHide = Commands.hide_object
Commands.hide_object = function(_, mapId, name)
hidden[#hidden + 1] = { mapId, name }
end
tower.onEnter({ save = { flags = {} } }, {})
eq(#hidden, 0, "onEnter: no hide while unbeaten")
tower.onEnter({
save = { flags = { EVENT_BEAT_POKEMON_TOWER_RIVAL = true } },
}, {})
eq(#hidden, 1, "onEnter: hide once beaten")
eq(hidden[1][1], "POKEMON_TOWER_2F", "onEnter hide map")
eq(hidden[1][2], "POKEMONTOWER2F_RIVAL", "onEnter hide object")
Commands.hide_object = realHide
end
S.finish()
+39
View File
@@ -0,0 +1,39 @@
-- #114: launcher must restore the arrow cursor when leaving for boot.
-- Self-contained: `luajit tests/rom_importer_cursor_test.lua`; also dofile'd
-- by tests/run_tests.lua.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("rom importer cursor")
local eq = S.eq
local currentCursor = "arrow"
love.mouse.isCursorSupported = function() return true end
love.mouse.getSystemCursor = function(name) return name end
love.mouse.setCursor = function(c) currentCursor = c or "arrow" end
local RomImporter = require("src.import.RomImporter")
local booted = nil
local ri = setmetatable({
android = false,
workState = nil,
ready = { red = true, blue = false },
onComplete = function(version) booted = version end,
}, RomImporter)
-- Simulate leaving Play while the hand cursor is still active (hover).
currentCursor = "hand"
ri:play("red")
eq(booted, "red", "play boots the chosen version")
eq(currentCursor, "arrow", "play restores the arrow cursor before boot")
-- Android / unsupported cursors must not error.
booted = nil
currentCursor = "hand"
ri.android = true
ri:play("red")
eq(booted, "red", "android play still boots")
eq(currentCursor, "hand", "android play leaves the cursor alone")
S.finish()
+101 -7
View File
@@ -1895,6 +1895,87 @@ do
eq(#StateStack.states, depth0, "mart menu unwound cleanly")
end
-- ---------------------------------------------------------------- UI text layout (#115/#116/#119)
-- Nested function so LuaJIT's 200-local main-chunk limit is not hit.
;(function()
local BoxMenu = require("src.ui.BoxMenu")
local box = BoxMenu.new(Game)
check(box.tw >= 14, "Bill's PC menu is wide enough for CHANGE BOX")
local labelTiles = 2 + #"CHANGE BOX" -- cursor gap + label
check(box.tx + labelTiles <= box.tx + box.tw - 1,
"CHANGE BOX fits inside the Bill's PC border")
-- ¥ is one glyph (charmap 0xF0) but two UTF-8 bytes; right-align must
-- use Font.width, not #string.
eq(Font.width("¥300"), 4 * 8, "Font.width counts yen as one glyph")
check(Font.width("¥300") < #"¥300" * 8,
"byte-length right-align would shift yen prices left")
-- Sell list: name + quantity column only (no ¥ price on the row).
Game.save.inventory = { GREAT_BALL = 5, HYPER_POTION = 99 }
local sellShop = require("src.ui.ShopMenu").new(Game, { "POTION" }, function() end)
StateStack:push(sellShop)
Input.pressed = { down = true }; StateStack:update(1 / 60); Input.pressed = {}
Input.pressed = { a = true }; StateStack:update(1 / 60); Input.pressed = {}
local sellList = StateStack:top()
local foundHyper
for _, it in ipairs(sellList.items or {}) do
if it.value == "HYPER_POTION" then
foundHyper = it
local nameEnd = 16 + Font.width(it.label)
local rightX = 160 - 8 - Font.width(it.right)
check(nameEnd <= rightX,
"sell HYPER POTION name does not overlap quantity")
check(not tostring(it.right):find("¥", 1, true),
"sell list keeps prices out of the right column")
check(tostring(it.label):find("x", 1, true) == nil,
"sell list does not glue quantity into the name")
end
end
check(foundHyper, "sell list includes HYPER POTION")
StateStack:pop() -- sell list
StateStack:pop() -- shop
Game.save.inventory = {}
-- Status screen page 2: next-level line stays left of the line-box edge.
local Pokemon = require("src.pokemon.Pokemon")
local mon = Pokemon.new(Data, "RAICHU", 27)
local SummaryMenu = require("src.ui.SummaryMenu")
local HudTiles = require("src.render.HudTiles")
local drawn = {}
local savedDraw, savedTile = Font.draw, HudTiles.tile
Font.draw = function(text, x, y)
drawn[#drawn + 1] = { text = tostring(text), x = x, y = y }
return Font.width(text)
end
HudTiles.tile = function(code, x, y)
drawn[#drawn + 1] = { tile = code, x = x, y = y }
end
local summary = SummaryMenu.new(Game, mon)
summary.page = 2
summary:draw()
Font.draw = savedDraw
HudTiles.tile = savedTile
local nextExp, lvTile, lvNum
for _, d in ipairs(drawn) do
if d.text == "LEVEL UP" then
eq(d.y, 40, "LEVEL UP sits on tile row 5")
elseif type(d.text) == "string" and d.text:match("^%s*%d+$") and d.y == 48 and d.x == 56 then
nextExp = d
elseif d.tile == 0x6E and d.y == 48 then
lvTile = d
elseif d.text == "28" and d.y == 48 then
lvNum = d
end
end
check(nextExp, "next-exp prints at (7,6)")
check(lvTile and lvTile.x == 128, "next level uses the <LV> tile at col 16")
check(lvNum and lvNum.x == 136, "next level digits follow <LV>")
local edge = 19 * 8 -- DrawLineBox vertical at col 19
check(lvNum.x + Font.width(lvNum.text) <= edge,
"next level digits stay left of the status line-box")
end)()
-- ================= BUGS.md batch: battle-victory-music =================
@@ -2091,6 +2172,7 @@ do
local GBCFX = require("src.render.GBCFX")
local GameSpeed = require("src.core.GameSpeed")
local VideoMode = require("src.core.VideoMode")
local FrameCap = require("src.core.FrameCap")
local SD = require("src.core.SaveData")
-- Isolate from earlier save/options writes in this suite
SD.saveOptions(SD.defaultOptions())
@@ -2155,7 +2237,16 @@ do
eq(og.save.options.videoMode, "windowed",
"VIDEO MODE wraps back to WINDOWED")
press("down")
eq(om.index, 12, "cursor reaches GAME SPEED")
eq(om.index, 12, "cursor reaches MAX FPS")
press("a")
eq(og.save.options.fpsCap, 75, "A cycles MAX FPS up from 60 to 75")
eq(FrameCap.current, 75, "the live render cap tracks the MAX FPS option")
-- Driven by the step list rather than a literal press count, like GAME
-- SPEED below: a full loop of #STEPS presses returns to the 60 default.
for _ = 1, #FrameCap.STEPS - 1 do press("a") end
eq(og.save.options.fpsCap, 60, "MAX FPS wraps back to 60")
press("down")
eq(om.index, 13, "cursor reaches GAME SPEED")
press("a")
eq(og.save.options.speed, 2, "A cycles GAME SPEED to 2X")
-- Driven by the level list rather than a literal press count: adding a
@@ -2164,19 +2255,19 @@ do
for _ = 1, #GameSpeed.LEVELS - 1 do press("a") end
eq(og.save.options.speed, 1, "GAME SPEED wraps back to NORMAL")
press("down")
eq(om.index, 13, "cursor reaches MODS")
eq(om.index, 14, "cursor reaches MODS")
press("down")
eq(om.index, 14, "cursor reaches CONTROLS")
eq(om.index, 15, "cursor reaches CONTROLS")
press("down")
eq(om.index, 15, "CANCEL stays the fixed final row")
eq(om.scroll, 10, "CANCEL keeps the last option boxes on screen")
eq(om.index, 16, "CANCEL stays the fixed final row")
eq(om.scroll, 11, "CANCEL keeps the last option boxes on screen")
om:draw() -- smoke: scrolled layout draws under the headless stub
press("a")
check(popped, "A on CANCEL closes the options menu")
local om2 = OptionsMenu.new(og)
OInput.pressed = { up = true }; om2:update(1 / 60); OInput.pressed = {}
eq(om2.index, 15, "up from the top wraps to CANCEL")
eq(om2.scroll, 10, "wrapping to CANCEL scrolls to the tail")
eq(om2.index, 16, "up from the top wraps to CANCEL")
eq(om2.scroll, 11, "wrapping to CANCEL scrolls to the tail")
-- headless-safe: no love.audio, setters only update internal state
require("src.core.Music").applyOptions(og.save.options)
require("src.core.Sound").applyOptions(og.save.options)
@@ -2581,6 +2672,9 @@ end
-- ---------------------------------------------- input hold regressions
runSuites({ "tests/input_hold_test.lua" })
-- ---------------------------------------------- launcher cursor (#114)
runSuites({ "tests/rom_importer_cursor_test.lua" })
-- ---------------------------------------------- parity workstream tests
-- Each tests/parity_*.lua is a self-contained file (own bootstrap + check,
-- error()s if any assertion fails). Globbed, so dropping a new parity
+122
View File
@@ -0,0 +1,122 @@
#!/usr/bin/env python3
"""Derive the Pokemon Blue import manifest from the shipped Red manifest.
Red and Blue are assembled from one pokered source tree; the two ROMs are
byte-identical except for a small set of version-gated regions (wild
encounters, SGB/GBC palettes, the title ribbon, credits text, preset names).
Everything the manifest carries is either identical between the versions or
derivable, so rather than re-parsing pokered from scratch -- which would drag
in unrelated drift between the checked-out source and the *shipped* Red
manifest -- we take the shipped Red manifest verbatim and override only the
fields that genuinely differ for Blue:
* romSha1 -- Blue's ROM hash.
* symbols -- the 23 map-header symbols in bank $1D that shift by one
byte in Blue (everything else, audio included, is at the
same address). Re-sourced from pokeblue.sym.
* field.presetNames -- player/rival name presets swap (Blue's player is
BLUE/GARY/JOHN, rival RED/ASH/JACK).
* field.credits -- the "BLUE VERSION STAFF" title line (and any staff
reordering) parsed with _BLUE defined.
Every other field -- maps, trainers, text, audio addresses, trainer party
overrides, tilesets, etc. -- is inherited unchanged, so Blue behaves exactly
like Red wherever the two games are identical. The version-specific *content*
that is not in the manifest (wild Pokemon, palette colours, the ribbon
graphic, credits strings) is decoded from the Blue ROM at import time, which
works because the symbol addresses above now point at Blue's data.
"""
from __future__ import annotations
import argparse
import copy
import json
import os
import sys
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from extract import field, util # noqa: E402
from rom_data import CANONICAL_BLUE_SHA1, SymbolTable # noqa: E402
DEV = "/Users/bryanbassett/Documents/development"
DEFAULT_RED = os.path.join(os.path.dirname(__file__), "rom_manifest.json")
DEFAULT_OUT = os.path.join(os.path.dirname(__file__), "rom_manifest_blue.json")
DEFAULT_POKERED = os.path.join(DEV, "pokered")
DEFAULT_SYMBOLS = os.path.join(DEV, "decprep/pokered-symbols/pokeblue.sym")
def derive(red, pokered, symbols_path):
"""Return the Blue manifest derived from the Red manifest dict."""
blue = copy.deepcopy(red)
blue["romSha1"] = CANONICAL_BLUE_SHA1
# Re-source every symbol the manifest already references from Blue's .sym.
# The name set is identical between versions; only 23 bank-$1D map headers
# actually move, but resolving the whole set keeps this robust to future
# shifts and fails loudly if pokeblue.sym is ever missing a name.
blue_symbols = SymbolTable(symbols_path)
resolved, missing = {}, []
for name in red["symbols"]:
symbol = blue_symbols.by_name.get(name)
if symbol is None:
missing.append(name)
continue
resolved[name] = [symbol.bank, symbol.address]
if missing:
raise SystemExit(
"pokeblue.sym is missing symbols the manifest needs: "
+ ", ".join(sorted(missing)[:10])
+ (" ..." if len(missing) > 10 else ""))
blue["symbols"] = resolved
# Version-gated field bits. Calling the parsers directly (rather than
# through field_metadata) sidesteps field_metadata's Red-only sanity
# checks, which is exactly what we want for a Blue build.
saved = util.ASM_DEFINES
util.ASM_DEFINES = {"_BLUE"}
try:
blue["field"]["presetNames"] = field.parse_preset_names(pokered)
blue["field"]["credits"] = field.parse_credits(pokered)
finally:
util.ASM_DEFINES = saved
# Sanity: Blue's presets must be the swapped set, and the credits banner
# must say BLUE. A silent Red-through here would be a hard-to-spot bug.
presets = blue["field"]["presetNames"]
if "BLUE" not in presets["player"] or "RED" not in presets["rival"]:
raise SystemExit("Blue preset-name parse did not swap player/rival")
banner = blue["field"]["credits"]["screens"][0]["lines"][1]["text"]
if banner != "BLUE VERSION STAFF":
raise SystemExit(f"Blue credits banner is {banner!r}, expected BLUE")
return blue
def main():
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument("--red", default=DEFAULT_RED,
help="shipped Red manifest to derive from")
parser.add_argument("--pokered", default=DEFAULT_POKERED,
help="pokered source checkout (for _BLUE field bits)")
parser.add_argument("--symbols", default=DEFAULT_SYMBOLS,
help="pokeblue.sym symbol file")
parser.add_argument("--out", default=DEFAULT_OUT)
args = parser.parse_args()
pokered = os.path.abspath(args.pokered)
if not os.path.isfile(os.path.join(pokered, "main.asm")):
raise SystemExit(f"{pokered} is not a pokered checkout")
with open(args.red, encoding="utf-8") as f:
red = json.load(f)
blue = derive(red, pokered, os.path.abspath(args.symbols))
with open(args.out, "w", encoding="utf-8", newline="\n") as f:
json.dump(blue, f, ensure_ascii=False, indent=2, sort_keys=True)
f.write("\n")
print(f"wrote {args.out}")
if __name__ == "__main__":
main()
+1
View File
@@ -9,6 +9,7 @@ from dataclasses import dataclass
CANONICAL_RED_SHA1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a"
CANONICAL_BLUE_SHA1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2"
ROM_BANK_SIZE = 0x4000
File diff suppressed because it is too large Load Diff