mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| d872010209 | |||
| 819150f50f |
@@ -33,8 +33,32 @@ audio channel programs copied out of the verified ROM.
|
||||
|
||||
## Controls
|
||||
|
||||
arrow keys or WASD move; Z, Enter, or Space is A; X or Backspace is
|
||||
B; Escape opens START. F1 saves and F2 loads. Controllers are supported.
|
||||
| Action | Keyboard | Controller |
|
||||
|--------|----------|------------|
|
||||
| Move | Arrow keys / WASD | D-pad / left stick |
|
||||
| A | Z / Enter / Space | A |
|
||||
| B | X / Backspace | B |
|
||||
| Start | Escape | Start |
|
||||
| Select | Tab / Shift | Back / Select |
|
||||
|
||||
Rebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are
|
||||
supported out of the box.
|
||||
|
||||
### Hotkeys
|
||||
|
||||
| Key | What it does |
|
||||
|-----|----------------|
|
||||
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
|
||||
| `2` | Cycle COLORS |
|
||||
| `3` | Cycle TILT (free-roam overworld) |
|
||||
| `4` | Cycle ZOOM through every level (free-roam overworld) |
|
||||
| `5` | Cycle GBC FX |
|
||||
| `F1` | Save |
|
||||
| `F2` | Load |
|
||||
| `F10` | Open / close the mod manager |
|
||||
|
||||
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
|
||||
and persist in `options.lua`.
|
||||
|
||||
## Running From Source
|
||||
|
||||
|
||||
@@ -61,6 +61,50 @@ M.ROUTE_12_SUPER_ROD_HOUSE = {
|
||||
M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
|
||||
{ "show_text", "_Route12SuperRodHouseFishingGuruTryFishingText" }
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 5F purified zone (scripts/PokemonTower5F.asm
|
||||
-- PokemonTower5FDefaultScript): the 2x2 center pad heals the party once
|
||||
-- per visit. EVENT_IN_PURIFIED_ZONE latches until the player steps off;
|
||||
-- while on the pad the map script also sets BIT_NO_BATTLES (we return
|
||||
-- true from onStep so wild encounters are skipped the same way).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
local TOWER_5F_PURIFIED = {
|
||||
[10 * 256 + 8] = true, [11 * 256 + 8] = true,
|
||||
[10 * 256 + 9] = true, [11 * 256 + 9] = true,
|
||||
}
|
||||
|
||||
-- HealParty -> GBFadeOutToWhite -> Delay3 -> Delay3 -> GBFadeInFromWhite
|
||||
-- -> TEXT_POKEMONTOWER5F_PURIFIEDZONE (no Music_PkmnHealed).
|
||||
local TOWER_5F_HEAL = {
|
||||
{ "heal_party" },
|
||||
{ "fade", "out", "white" },
|
||||
{ "wait", 3 },
|
||||
{ "wait", 3 },
|
||||
{ "fade", "in", "white" },
|
||||
{ "show_text", "_PokemonTower5FPurifiedZoneText" },
|
||||
}
|
||||
|
||||
M.POKEMON_TOWER_5F = {
|
||||
onStep = function(game, ow, x, y)
|
||||
if not TOWER_5F_PURIFIED[x * 256 + y] then
|
||||
game.save.flags.EVENT_IN_PURIFIED_ZONE = nil
|
||||
return false
|
||||
end
|
||||
if game.save.flags.EVENT_IN_PURIFIED_ZONE then
|
||||
return true
|
||||
end
|
||||
if ow.runner and ow.runner:isRunning() then return false end
|
||||
game.save.flags.EVENT_IN_PURIFIED_ZONE = true
|
||||
if ow.runner then
|
||||
ow.runner:run(TOWER_5F_HEAL)
|
||||
elseif ow.queueScript then
|
||||
ow:queueScript(TOWER_5F_HEAL)
|
||||
end
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- The ghost Marowak (scripts/PokemonTower6F.asm): blocks the stairs at
|
||||
-- (10,16) until defeated.
|
||||
|
||||
+38
-11
@@ -8,27 +8,42 @@ behavior is in docs/behavior-porting-notes.md.
|
||||
|
||||
## Survey zoom
|
||||
|
||||
The mouse wheel (or `-`/`=`) zooms the overworld between 1 pixel per world
|
||||
pixel (full survey) and 2× the window fit scale (close-up), in crisp
|
||||
integer steps. This has no Game Boy equivalent:
|
||||
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
|
||||
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
|
||||
the window fit scale (close-up), in crisp integer steps. This has no Game
|
||||
Boy equivalent:
|
||||
|
||||
- Connected maps render their full bodies, and their NPCs appear as
|
||||
visual-only "ghosts", they wander but have no sight lines, triggers,
|
||||
dialogue, or collision until the map is actually entered.
|
||||
- Menus, text boxes, and battles draw at normal scale on top of the
|
||||
zoomed world. Zoom input is ignored while a script, menu, or battle is
|
||||
active; the zoom level persists across warps and is never saved.
|
||||
- Beyond the border ring the border block repeats indefinitely (interiors
|
||||
stay black, seaside towns stay water, except OVERWORLD-tileset maps,
|
||||
whose beyond-edge space fills with the solid tree wall instead of the
|
||||
per-map border block), and each visible map area is colorized with its
|
||||
own SGB palette (the original recolored the whole screen per map).
|
||||
active; the zoom offset is persisted as `save.options.zoom` (default
|
||||
`0` = FIT) and survives New Game via `options.lua`.
|
||||
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
|
||||
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
|
||||
- Beyond the border ring the void fill repeats indefinitely (see VOID
|
||||
FILL below); interiors keep their own border block. Each visible map
|
||||
area is colorized with its own SGB palette (the original recolored the
|
||||
whole screen per map).
|
||||
- Neighbor maps load two connection hops out so corner-adjacent maps
|
||||
don't pop in and out, and ghost NPCs share instances with the real ones
|
||||
so their wander positions persist across seamless connection crossings
|
||||
(a warp or fresh map entry still respawns everything at its script
|
||||
position, like the original's per-entry sprite init).
|
||||
|
||||
## VOID FILL
|
||||
|
||||
The Options **VOID FILL** row picks what paints the infinite beyond-edge
|
||||
space on OVERWORLD-tileset maps during survey zoom:
|
||||
|
||||
- **TREES** (default): solid tree wall block `$0F`.
|
||||
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
|
||||
- **BLACK**: solid black.
|
||||
|
||||
Other tilesets are unchanged (house/cave borders stay as authored).
|
||||
Persisted as `save.options.voidFill`.
|
||||
|
||||
## Tilt mode
|
||||
|
||||
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
|
||||
@@ -139,7 +154,7 @@ Nidorino-vs-Gengar attract scene) mirror the original.
|
||||
Options persist in a standalone `options.lua` (separate from the game
|
||||
progress `save.lua`), so audio/display/battle preferences survive New Game
|
||||
and aren't wiped when a save slot is cleared. Changing a row in the Options
|
||||
menu or cycling hotkeys `2`/`3`/`5` writes immediately; an in-game save also
|
||||
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
|
||||
flushes the live options. Old saves that still embed an `options` table are
|
||||
migrated once into `options.lua` on load.
|
||||
|
||||
@@ -150,6 +165,18 @@ migrated once into `options.lua` on load.
|
||||
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
|
||||
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
|
||||
`-`/`=` step one level and save
|
||||
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
|
||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
||||
|
||||
## Battle transition cascade + white battle letterbox
|
||||
|
||||
Into-battle wipes still run the original eight styles inside the classic
|
||||
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
|
||||
blocks cascade outward from that square into the surrounding world so the
|
||||
void outside the OG wipe fills in lockstep. Once the battle state is up,
|
||||
letterbox voids around the battle canvas fill **white** instead of black
|
||||
so the whole window reads as one continuous battle screen.
|
||||
@@ -30,6 +30,9 @@ local TypeChart = require("src.battle.TypeChart")
|
||||
local BattleState = {}
|
||||
BattleState.__index = BattleState
|
||||
BattleState.isOpaque = true
|
||||
-- Letterbox voids around the 160x144 battle canvas fill white so the
|
||||
-- window reads as one continuous battle screen (no black bars).
|
||||
BattleState.letterboxWhite = true
|
||||
|
||||
-- Battle colors itself per-pixel (species pics + HP bar tints), so the
|
||||
-- SGB whole-screen remap must not run over it.
|
||||
|
||||
@@ -176,25 +176,51 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
end
|
||||
battle.lastDamage = dmg -- wDamage (shared by both sides, read by Counter)
|
||||
|
||||
-- the hit blink + damage sound ride the queue behind the animation:
|
||||
-- on the move's anim row when one was announced, else on a bare hit
|
||||
-- row (thrash/rage continuations), placed BEFORE the drain rows the
|
||||
-- hits loop inserts so the blink precedes the bar drain
|
||||
local hitRow = battle.moveAnimRow
|
||||
if not hitRow then
|
||||
battle.nextInsert = (battle.nextInsert or 0) + 1
|
||||
hitRow = { hitRow = true }
|
||||
table.insert(battle.queue, battle.nextInsert, hitRow)
|
||||
end
|
||||
-- the hit blink + damage sound ride each animation row, placed BEFORE
|
||||
-- that hit's drain so the blink precedes the bar. Multi-hit moves
|
||||
-- replay PlayMoveAnimation per strike (pokered: GetPlayerAnimationType
|
||||
-- / GetEnemyAnimationType loop on wNumAttacksLeft); hit 1 reuses the
|
||||
-- announcement-time moveAnimRow, later hits queue fresh anim rows.
|
||||
-- Thrash/rage continuations have no announcement anim -- a bare
|
||||
-- hitRow carries the blink instead.
|
||||
local hitSfx = info.typeMult > 10 and "Super_Effective"
|
||||
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
|
||||
local hitFx = { sfx = hitSfx,
|
||||
blink = battle:animationsOn() and target or nil }
|
||||
|
||||
local totalDealt = 0
|
||||
local landed, brokeSub = 0, false
|
||||
for h = 1, hits do
|
||||
if target.mon.hp <= 0 then break end
|
||||
local hitRow
|
||||
if h == 1 then
|
||||
hitRow = battle.moveAnimRow
|
||||
if not hitRow then
|
||||
battle.nextInsert = (battle.nextInsert or 0) + 1
|
||||
hitRow = { hitRow = true }
|
||||
table.insert(battle.queue, battle.nextInsert, hitRow)
|
||||
end
|
||||
else
|
||||
battle.nextInsert = (battle.nextInsert or 0) + 1
|
||||
hitRow = { anim = move.id, attackerIsPlayer = user.isPlayer }
|
||||
table.insert(battle.queue, battle.nextInsert, hitRow)
|
||||
end
|
||||
local hadSub = target.substituteHP ~= nil
|
||||
local dealt = battle:applyDamage(target, dmg)
|
||||
totalDealt = totalDealt + dealt
|
||||
landed = h
|
||||
if dealt > 0 then hitRow.hit = hitFx end
|
||||
-- PrintCriticalOHKOText + DisplayEffectiveness run inside the
|
||||
-- multi-hit loop (core.asm .moveDidNotMiss before the jump back
|
||||
-- to GetPlayerAnimationType), so crit/effectiveness reprint on
|
||||
-- every strike -- damage was only rolled once
|
||||
if info.crit then battle:sayNext("Critical hit!") end
|
||||
if info.ohko then battle:sayNext("One-hit KO!") end
|
||||
if info.typeMult > 10 then
|
||||
battle:sayNext("It's super\neffective!")
|
||||
elseif info.typeMult < 10 then
|
||||
battle:sayNext("It's not very\neffective...")
|
||||
end
|
||||
if Runtime.wants("battle.damage_dealt") then
|
||||
Runtime.emit("battle.damage_dealt", {
|
||||
battle = battle, user = user, target = target, move = move,
|
||||
@@ -208,23 +234,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
end
|
||||
end
|
||||
hits = landed > 0 and landed or hits
|
||||
if totalDealt > 0 then
|
||||
-- the original's per-hit sound: normal / super / not-very-effective
|
||||
local hitSfx = info.typeMult > 10 and "Super_Effective"
|
||||
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
|
||||
hitRow.hit = { sfx = hitSfx,
|
||||
blink = battle:animationsOn() and target or nil }
|
||||
end
|
||||
-- PrintCriticalOHKOText prints "Critical hit!"/"One-hit KO!" right
|
||||
-- after the damage lands, BEFORE DisplayEffectiveness (core.asm
|
||||
-- .moveDidNotMiss); the multi-hit count follows the last hit
|
||||
if info.crit then battle:sayNext("Critical hit!") end
|
||||
if info.ohko then battle:sayNext("One-hit KO!") end
|
||||
if info.typeMult > 10 then
|
||||
battle:sayNext("It's super\neffective!")
|
||||
elseif info.typeMult < 10 then
|
||||
battle:sayNext("It's not very\neffective...")
|
||||
end
|
||||
if hits > 1 then
|
||||
-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
|
||||
if user.isPlayer then
|
||||
|
||||
+21
-2
@@ -246,7 +246,11 @@ end
|
||||
function Game:zoomStep(delta)
|
||||
local Zoom = require("src.render.Zoom")
|
||||
if not Zoom.gateOK(self.stack:top(), self.overworld) then return end
|
||||
Zoom.step(delta, Renderer:fitScale())
|
||||
local offset = Zoom.step(delta, Renderer:fitScale())
|
||||
if self.save and self.save.options then
|
||||
self.save.options.zoom = offset
|
||||
self:writeOptions()
|
||||
end
|
||||
end
|
||||
|
||||
function Game:wheelmoved(_, dy)
|
||||
@@ -320,9 +324,19 @@ function Game:keypressed(key)
|
||||
self:writeOptions()
|
||||
end
|
||||
return
|
||||
elseif key == "4" then
|
||||
-- cycle ZOOM through every integer level (survey → FIT → close-up → wrap)
|
||||
local Zoom = require("src.render.Zoom")
|
||||
if Zoom.gateOK(self.stack:top(), self.overworld) then
|
||||
self.save.options.zoom = Zoom.cycle(Renderer:fitScale())
|
||||
self:writeOptions()
|
||||
end
|
||||
return
|
||||
elseif key == "5" then
|
||||
-- cycle GBC FX OFF → 1 → 2 → 3 → 4 (unlit-GBC ladder); always on
|
||||
-- desktop. Mobile refuses the present shader (issue #136).
|
||||
local GBCFX = require("src.render.GBCFX")
|
||||
if not GBCFX.isSupported() then return end
|
||||
self.save.options.gbcfx = GBCFX.cycle()
|
||||
self:writeOptions()
|
||||
return
|
||||
@@ -443,12 +457,17 @@ function Game:applyOptions(opts)
|
||||
if Sound.applyOptions then Sound.applyOptions(opts) end
|
||||
require("src.render.PaletteFX").applyOptions(opts)
|
||||
require("src.render.Tilt").applyOptions(opts)
|
||||
require("src.render.GBCFX").applyOptions(opts)
|
||||
require("src.render.Zoom").applyOptions(opts)
|
||||
require("src.render.TileRenderer").applyOptions(opts)
|
||||
-- returns true when a persisted GBC FX level was cleared on mobile
|
||||
local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
|
||||
require("src.core.VideoMode").applyOptions(opts)
|
||||
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
|
||||
-- fpsCap key pace at the standard rate (issue #88)
|
||||
require("src.core.FrameCap").applyOptions(opts)
|
||||
Input:applyBindings(opts.bindings)
|
||||
-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
|
||||
if gbcCleared then self:writeOptions() end
|
||||
end
|
||||
|
||||
function Game:restoreSave(loaded, recovered)
|
||||
|
||||
@@ -11,7 +11,12 @@ local DEFAULT_BINDINGS = {
|
||||
z = "a", ["return"] = "a", space = "a",
|
||||
x = "b", backspace = "b",
|
||||
["kpenter"] = "start", escape = "start",
|
||||
-- Select: fight-menu move reorder + bag item reorder. Tab is the
|
||||
-- discoverable default (shown in CONTROLS); both shifts stay as
|
||||
-- aliases so Right-Shift muscle memory from older builds still works.
|
||||
tab = "select",
|
||||
rshift = "select",
|
||||
lshift = "select",
|
||||
}
|
||||
|
||||
-- keys that map to "start" but also to "a" would conflict; keep Enter = a,
|
||||
|
||||
@@ -186,10 +186,14 @@ function SaveData.defaultOptions()
|
||||
musicFilter = 0,
|
||||
-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
|
||||
speed = 1,
|
||||
-- port display options (OptionsMenu / hotkeys 2/3/5)
|
||||
-- port display options (OptionsMenu / hotkeys 2/3/4/5)
|
||||
colors = "gbc",
|
||||
tilt = 0,
|
||||
gbcfx = 0,
|
||||
-- survey zoom offset from window fit scale (0 = FIT); see Zoom.lua
|
||||
zoom = 0,
|
||||
-- OVERWORLD beyond-edge fill: trees | water | black
|
||||
voidFill = "trees",
|
||||
-- windowed | borderless (desktop fullscreen); ignored on mobile
|
||||
videoMode = "windowed",
|
||||
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
|
||||
|
||||
@@ -48,7 +48,7 @@ local KEY = {
|
||||
a = "z",
|
||||
b = "x",
|
||||
start = "escape",
|
||||
select = "rshift",
|
||||
select = "tab",
|
||||
}
|
||||
|
||||
local function nowMs()
|
||||
|
||||
@@ -230,6 +230,11 @@ function BattleTransition:draw()
|
||||
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
local prog = math.min(1, self.t / self.wipeLen)
|
||||
-- Cascade black 8x8 blocks across the window area *outside* the classic
|
||||
-- 160x144 wipe square, in lockstep with the OG wipe progress. Renderer
|
||||
-- paints them in screen space after the world blit (see endFrame).
|
||||
local renderer = self.game and self.game.renderer
|
||||
if renderer then renderer.battleCascadeProg = prog end
|
||||
local style = self.style
|
||||
|
||||
-- a registered style may draw itself; the eight built-ins do not
|
||||
|
||||
+29
-1
@@ -22,6 +22,15 @@ GBCFX.level = 0
|
||||
|
||||
local shader -- false = unavailable (headless / no shader support)
|
||||
|
||||
-- Mobile GPUs often compile this pass but present a black frame, and the
|
||||
-- level persists in options.lua -- soft-bricking the APK until a manual
|
||||
-- edit (issue #136). Desktop is unchanged; Android/iOS refuse the effect.
|
||||
function GBCFX.isSupported()
|
||||
if not love or not love.system or not love.system.getOS then return true end
|
||||
local osName = love.system.getOS()
|
||||
return osName ~= "Android" and osName ~= "iOS"
|
||||
end
|
||||
|
||||
-- GLSL 1.20-compatible (no array initializers; wavelength terms and the
|
||||
-- shadow blur are unrolled by hand).
|
||||
local SHADER_SRC = [[
|
||||
@@ -214,6 +223,7 @@ vec4 effect(vec4 color, Image tex, vec2 tc, vec2 pc)
|
||||
GBCFX.SHADER_SRC = SHADER_SRC -- exposed for the standalone compile check
|
||||
|
||||
function GBCFX.shader()
|
||||
if not GBCFX.isSupported() then return nil end
|
||||
if shader == nil then
|
||||
local ok, sh = pcall(love.graphics.newShader, SHADER_SRC)
|
||||
shader = ok and sh or false
|
||||
@@ -222,6 +232,10 @@ function GBCFX.shader()
|
||||
end
|
||||
|
||||
function GBCFX.setLevel(level)
|
||||
if not GBCFX.isSupported() then
|
||||
GBCFX.level = 0
|
||||
return
|
||||
end
|
||||
level = math.floor(tonumber(level) or 0)
|
||||
if level < 0 then level = 0 end
|
||||
if level > 4 then level = 4 end
|
||||
@@ -230,12 +244,26 @@ end
|
||||
|
||||
-- Advance OFF → 1 → 2 → 3 → 4 → OFF. Returns the new level.
|
||||
function GBCFX.cycle()
|
||||
if not GBCFX.isSupported() then
|
||||
GBCFX.level = 0
|
||||
return 0
|
||||
end
|
||||
GBCFX.setLevel((GBCFX.level + 1) % 5)
|
||||
return GBCFX.level
|
||||
end
|
||||
|
||||
-- Apply opts.gbcfx. On unsupported platforms force OFF and clear a
|
||||
-- persisted non-zero value so boot recovers from a soft-brick. Returns
|
||||
-- true when opts was sanitized (caller should persist options.lua).
|
||||
function GBCFX.applyOptions(opts)
|
||||
if not GBCFX.isSupported() then
|
||||
local had = opts and (tonumber(opts.gbcfx) or 0) ~= 0
|
||||
if opts then opts.gbcfx = 0 end
|
||||
GBCFX.level = 0
|
||||
return had and true or false
|
||||
end
|
||||
GBCFX.setLevel(opts and opts.gbcfx or 0)
|
||||
return false
|
||||
end
|
||||
|
||||
function GBCFX.levelLabel(level)
|
||||
@@ -243,7 +271,7 @@ function GBCFX.levelLabel(level)
|
||||
end
|
||||
|
||||
function GBCFX.active()
|
||||
return GBCFX.level > 0 and GBCFX.shader() ~= nil
|
||||
return GBCFX.isSupported() and GBCFX.level > 0 and GBCFX.shader() ~= nil
|
||||
end
|
||||
|
||||
-- Draw `canvas` fullscreen through the GBC FX shader into the current
|
||||
|
||||
@@ -353,18 +353,21 @@ local TILESET_GROUP_EXCEPTIONS = {
|
||||
CEMETERY = { tiles = { [0x22] = true }, group = 0 },
|
||||
}
|
||||
|
||||
-- pokered-gbc's lobby.bst repoints the Celadon roof table's flat top
|
||||
-- pokered-gbc's lobby.bst repoints the Celadon LOBBY table's flat top
|
||||
-- (block 29, cells 5/6/9/10) at a duplicate tile ($5a, BROWN) so the
|
||||
-- tabletop and the checkerboard floor -- both raw tile $37 -- can take
|
||||
-- different palettes; the vanilla-derived blockset shares the one tile
|
||||
-- id, so the RED++ atlas path re-creates the duplicate: the alias slot
|
||||
-- is baked as a copy of `tile` in `group`'s colors, and the listed
|
||||
-- 0-based block cells draw the alias instead of the shared tile.
|
||||
-- Same block appears on CELADON_MART_ROOF (#52) and CELADON_DINER (#84).
|
||||
local LOBBY_TABLE_TOP_ALIAS = {
|
||||
{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
|
||||
tile = 0x37, alias = 0x5a, group = 5 },
|
||||
}
|
||||
PaletteFX.TILE_ALIASES = {
|
||||
CELADON_MART_ROOF = {
|
||||
{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
|
||||
tile = 0x37, alias = 0x5a, group = 5 },
|
||||
},
|
||||
CELADON_MART_ROOF = LOBBY_TABLE_TOP_ALIAS,
|
||||
CELADON_DINER = LOBBY_TABLE_TOP_ALIAS,
|
||||
}
|
||||
local ROOF_GROUP = 6
|
||||
local ROUTE_6_SAFFRON = { mapId = "ROUTE_6", useMapId = "SAFFRON_CITY", cellYBelow = 2 }
|
||||
|
||||
+61
-1
@@ -94,6 +94,8 @@ function Renderer:beginFrame(transparent)
|
||||
-- warp-fade overlay from Transition (issue #121); cleared each frame so
|
||||
-- a popped transition cannot leave a sticky black veil
|
||||
self.worldFadeAlpha = nil
|
||||
-- battle-transition cascade outside the 160x144 wipe (BattleTransition)
|
||||
self.battleCascadeProg = nil
|
||||
-- last frame's trueColor rects and sprite redraws go before anything
|
||||
-- draws this one
|
||||
PaletteFX.clearTrueColor()
|
||||
@@ -107,6 +109,46 @@ function Renderer:beginFrame(transparent)
|
||||
end
|
||||
end
|
||||
|
||||
-- Black 8x8 (scaled) blocks cascading outward from the classic GB letterbox
|
||||
-- into the surrounding window, matching BattleTransition wipe progress.
|
||||
-- Tiles that sit entirely inside the 160x144 square are left to the OG wipe.
|
||||
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, S)
|
||||
if not prog or prog <= 0 then return end
|
||||
local TILE = 8 * S
|
||||
if TILE < 1 then TILE = 1 end
|
||||
local cols = math.ceil(ww / TILE)
|
||||
local rows = math.ceil(wh / TILE)
|
||||
local cx, cy = ox + vpw / 2, oy + vph / 2
|
||||
local order = {}
|
||||
for row = 0, rows - 1 do
|
||||
for col = 0, cols - 1 do
|
||||
local x, y = col * TILE, row * TILE
|
||||
-- any tile with area outside the letterbox participates
|
||||
if x < ox or y < oy or x + TILE > ox + vpw or y + TILE > oy + vph then
|
||||
local dist = math.max(math.abs(x + TILE / 2 - cx),
|
||||
math.abs(y + TILE / 2 - cy))
|
||||
order[#order + 1] = { x, y, dist }
|
||||
end
|
||||
end
|
||||
end
|
||||
if #order == 0 then return end
|
||||
table.sort(order, function(a, b)
|
||||
if a[3] ~= b[3] then return a[3] < b[3] end
|
||||
if a[2] ~= b[2] then return a[2] < b[2] end
|
||||
return a[1] < b[1]
|
||||
end)
|
||||
local n = math.floor(#order * math.min(1, prog) + 1e-6)
|
||||
if prog >= 1 then n = #order end
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.setScissor(0, 0, ww, wh)
|
||||
for i = 1, n do
|
||||
local t = order[i]
|
||||
love.graphics.rectangle("fill", t[1], t[2], TILE, TILE)
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
function Renderer:beginWorldPass()
|
||||
local vw, vh = self:worldViewSize()
|
||||
if not self.worldCanvas or self.worldCanvas:getWidth() ~= vw
|
||||
@@ -349,7 +391,20 @@ function Renderer:endFrame(zones, worldZones)
|
||||
present = self.presentCanvas
|
||||
love.graphics.setCanvas(present)
|
||||
end
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
-- Default letterbox is black. Battle (and any state that opts in via
|
||||
-- letterboxWhite) fills the voids white so the window matches the
|
||||
-- white battle canvas instead of showing black bars.
|
||||
local clearR, clearG, clearB = 0, 0, 0
|
||||
if not self.worldActive then
|
||||
local ok, Game = pcall(require, "src.core.Game")
|
||||
local stack = ok and Game and Game.stack
|
||||
local base = stack and stack.visibleBase and stack:visibleBase()
|
||||
local state = base and stack.states and stack.states[base]
|
||||
if state and state.letterboxWhite then
|
||||
clearR, clearG, clearB = 1, 1, 1
|
||||
end
|
||||
end
|
||||
love.graphics.setColor(clearR, clearG, clearB, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
@@ -460,6 +515,11 @@ function Renderer:endFrame(zones, worldZones)
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
-- Battle transition: cascade black blocks into the area outside the
|
||||
-- classic 160x144 wipe square (world still shows through until filled).
|
||||
if self.battleCascadeProg then
|
||||
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, S)
|
||||
end
|
||||
end
|
||||
-- UI stays in the classic centered GB letterbox
|
||||
blit(self.canvas, S, zones, S, ox, oy, ox, oy, vpw, vph)
|
||||
|
||||
+171
-33
@@ -10,19 +10,57 @@ TileRenderer.__index = TileRenderer
|
||||
|
||||
local BORDER_BLOCKS = 3 -- ring width; > half a screen (2.5 blocks)
|
||||
|
||||
-- OVERWORLD maps fill beyond-edge space with the solid tree wall
|
||||
-- (blockset $0F: four regular-tree metatiles, tiles $40/$41/$50/$51,
|
||||
-- the border block of ViridianCity/CeruleanCity/CeladonCity et al.),
|
||||
-- not each map's own border_block, which can be grass ($0B, the
|
||||
-- CutTreeBlockSwaps $0B->$0A cut-grass block) or water; other
|
||||
-- tilesets keep their designated border (interiors stay black/void)
|
||||
-- OVERWORLD maps fill beyond-edge space from save.options.voidFill:
|
||||
-- trees (default) — solid tree wall $0F (Viridian/Cerulean/Celadon)
|
||||
-- water — solid water $43 (Cinnabar/Route 19 border block)
|
||||
-- black — solid black (no tiled metatile)
|
||||
-- Other tilesets keep their designated border (interiors stay black/void).
|
||||
local TREE_WALL_BLOCK = 0x0F
|
||||
local WATER_BORDER_BLOCK = 0x43
|
||||
TileRenderer.VOID_FILLS = { "trees", "water", "black" }
|
||||
TileRenderer.voidFill = "trees"
|
||||
|
||||
local function borderBlockFor(map)
|
||||
if map.def.tileset == "OVERWORLD" then return TREE_WALL_BLOCK end
|
||||
if map.def.tileset == "OVERWORLD" then
|
||||
local mode = TileRenderer.voidFill or "trees"
|
||||
if mode == "water" then return WATER_BORDER_BLOCK end
|
||||
if mode == "black" then return false end
|
||||
return TREE_WALL_BLOCK
|
||||
end
|
||||
return map.def.borderBlock
|
||||
end
|
||||
TileRenderer.borderBlockFor = borderBlockFor
|
||||
|
||||
function TileRenderer.setVoidFill(mode)
|
||||
local ok = false
|
||||
for _, m in ipairs(TileRenderer.VOID_FILLS) do
|
||||
if m == mode then ok = true; break end
|
||||
end
|
||||
TileRenderer.voidFill = ok and mode or "trees"
|
||||
end
|
||||
|
||||
function TileRenderer.cycleVoidFill()
|
||||
local cur = TileRenderer.voidFill or "trees"
|
||||
local idx = 1
|
||||
for i, m in ipairs(TileRenderer.VOID_FILLS) do
|
||||
if m == cur then idx = i; break end
|
||||
end
|
||||
TileRenderer.setVoidFill(
|
||||
TileRenderer.VOID_FILLS[idx % #TileRenderer.VOID_FILLS + 1])
|
||||
return TileRenderer.voidFill
|
||||
end
|
||||
|
||||
function TileRenderer.applyOptions(opts)
|
||||
TileRenderer.setVoidFill(opts and opts.voidFill or "trees")
|
||||
end
|
||||
|
||||
function TileRenderer.voidFillLabel(mode)
|
||||
mode = mode or TileRenderer.voidFill or "trees"
|
||||
if mode == "water" then return "WATER" end
|
||||
if mode == "black" then return "BLACK" end
|
||||
return "TREES"
|
||||
end
|
||||
|
||||
local imageCache = {}
|
||||
|
||||
local function getImage(path)
|
||||
@@ -55,8 +93,29 @@ local FLOWER_IMAGES = {
|
||||
local SPINNER_STRIP = "assets/generated/tilesets/spinners.png"
|
||||
|
||||
local animFrame = 0
|
||||
function TileRenderer.tick()
|
||||
animFrame = animFrame + 1
|
||||
local animAccum = 0
|
||||
local ANIM_STEP = 1 / 60 -- Game Boy logic rate (matches FixedStep.STEP)
|
||||
|
||||
-- Advance water/flower/spinner tile animation. Called from the overworld
|
||||
-- draw path so it keeps running under dialogs (overworld update does not),
|
||||
-- but consumes wall-clock dt into 60Hz steps so high/low display refresh
|
||||
-- no longer speeds up or slows the cycle (issue #4).
|
||||
-- tick() / tick(nil) with no love.timer.getDelta (headless tests) still
|
||||
-- advances exactly one frame per call.
|
||||
function TileRenderer.tick(dt)
|
||||
if dt == nil and love and love.timer and love.timer.getDelta then
|
||||
dt = love.timer.getDelta()
|
||||
end
|
||||
if dt == nil then
|
||||
animFrame = animFrame + 1
|
||||
return
|
||||
end
|
||||
-- Cap catch-up so a long stall cannot jump many water/flower periods
|
||||
animAccum = math.min(animAccum + dt, 0.25)
|
||||
while animAccum >= ANIM_STEP do
|
||||
animAccum = animAccum - ANIM_STEP
|
||||
animFrame = animFrame + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------------
|
||||
@@ -466,42 +525,118 @@ function TileRenderer.new(map, data)
|
||||
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
|
||||
-- far past the ring; interiors keep their black border this way)
|
||||
pcall(function()
|
||||
local border = map.tileset.blocks[borderBlockFor(map) + 1]
|
||||
if not border then return end
|
||||
local canvas = love.graphics.newCanvas(32, 32)
|
||||
love.graphics.push("all")
|
||||
love.graphics.setCanvas(canvas)
|
||||
love.graphics.clear(1, 1, 1, 1)
|
||||
for ty = 0, 3 do
|
||||
for tx = 0, 3 do
|
||||
local quad = self.quads[border[ty * 4 + tx + 1]]
|
||||
if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
|
||||
end
|
||||
end
|
||||
love.graphics.setCanvas()
|
||||
love.graphics.pop()
|
||||
local img = love.graphics.newImage(canvas:newImageData())
|
||||
img:setWrap("repeat", "repeat")
|
||||
img:setFilter("nearest", "nearest")
|
||||
self.borderFill = img
|
||||
end)
|
||||
-- border-fill image is built lazily in :ensureBorderFill so a VOID FILL
|
||||
-- option change can swap trees/water/black without reloading the map
|
||||
self.borderFillMode = nil
|
||||
self.borderFill = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Bake a static repeating 32x32 of `block` into self.borderFill.
|
||||
local function bakeBorderFill(self, block)
|
||||
local border = self.map.tileset.blocks[block + 1]
|
||||
if not border then return end
|
||||
local canvas = love.graphics.newCanvas(32, 32)
|
||||
love.graphics.push("all")
|
||||
love.graphics.setCanvas(canvas)
|
||||
love.graphics.clear(1, 1, 1, 1)
|
||||
for ty = 0, 3 do
|
||||
for tx = 0, 3 do
|
||||
local quad = self.quads[border[ty * 4 + tx + 1]]
|
||||
if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
|
||||
end
|
||||
end
|
||||
love.graphics.setCanvas()
|
||||
love.graphics.pop()
|
||||
local img = love.graphics.newImage(canvas:newImageData())
|
||||
img:setWrap("repeat", "repeat")
|
||||
img:setFilter("nearest", "nearest")
|
||||
self.borderFill = img
|
||||
end
|
||||
|
||||
-- WATER void fill: the eight hshift frames of tile $14 (same cycle as map
|
||||
-- water), wrap-tiled so the void scrolls in lockstep with on-map water.
|
||||
local function ensureWaterBorderFill(self)
|
||||
if self.borderWaterTextures then return true end
|
||||
local map = self.map
|
||||
local perRow = map.tileset.tilesPerRow
|
||||
local colors, gbcKey
|
||||
if self.gbcAtlas and self.data then
|
||||
local group = PaletteFX.worldGroupAt(map.tileset.id, map.id, WATER_TILE)
|
||||
local groupColors = PaletteFX.worldGroupColors(
|
||||
self.data, map.tileset.id, map.id, nil)
|
||||
colors = group and groupColors and groupColors[group + 1] or nil
|
||||
gbcKey = "#gbc:" .. map.id
|
||||
end
|
||||
local textures = getShiftVariants(map.tileset.image, perRow, WATER_TILE,
|
||||
colors, gbcKey)
|
||||
if not textures then return false end
|
||||
for _, img in ipairs(textures) do
|
||||
img:setWrap("repeat", "repeat")
|
||||
img:setFilter("nearest", "nearest")
|
||||
end
|
||||
self.borderWaterTextures = textures
|
||||
return true
|
||||
end
|
||||
|
||||
-- (re)build the repeating border image when the VOID FILL mode or tileset
|
||||
-- choice changes. OVERWORLD "black" leaves borderFill nil and draws a
|
||||
-- solid clear; "water" keeps the live hshift textures instead of a bake.
|
||||
function TileRenderer:ensureBorderFill()
|
||||
local block = borderBlockFor(self.map)
|
||||
local mode = block == false and "black"
|
||||
or ((self.map.def.tileset == "OVERWORLD")
|
||||
and (TileRenderer.voidFill or "trees")
|
||||
or "map")
|
||||
local ready = (mode == "black")
|
||||
or (mode == "water" and self.borderWaterTextures)
|
||||
or (mode ~= "water" and mode ~= "black" and self.borderFill)
|
||||
if self.borderFillMode == mode and ready then return end
|
||||
if self.borderFill and self.borderFill.release then
|
||||
pcall(self.borderFill.release, self.borderFill)
|
||||
end
|
||||
self.borderFill = nil
|
||||
-- shared shift-variant cache: drop the reference only, never release
|
||||
self.borderWaterTextures = nil
|
||||
self.borderFillMode = mode
|
||||
if mode == "black" or block == false or block == nil then return end
|
||||
if mode == "water" then
|
||||
if ensureWaterBorderFill(self) then return end
|
||||
-- headless / missing pixels: fall back to the static water block bake
|
||||
end
|
||||
pcall(bakeBorderFill, self, block)
|
||||
end
|
||||
|
||||
-- tile the border block across the whole view (world-aligned so it
|
||||
-- meshes seamlessly with the ring batch)
|
||||
function TileRenderer:drawBorderFill(camX, camY, vw, vh)
|
||||
if not self.borderFill then return end
|
||||
self:ensureBorderFill()
|
||||
if self.borderFillMode == "black" then
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, vw, vh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
return
|
||||
end
|
||||
if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
|
||||
local x, y = math.floor(camX), math.floor(camY)
|
||||
-- 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 self.borderFillMode == "water" and self.borderWaterTextures then
|
||||
local step = math.floor(animFrame / ANIM_PERIOD) % #WATER_OFFSETS + 1
|
||||
local tex = self.borderWaterTextures[WATER_OFFSETS[step] + 1]
|
||||
if not tex then return end
|
||||
if q then
|
||||
q:setViewport(x, y, vw, vh, 8, 8)
|
||||
else
|
||||
q = love.graphics.newQuad(x, y, vw, vh, 8, 8)
|
||||
self.borderQuad = q
|
||||
end
|
||||
love.graphics.draw(tex, q, 0, 0)
|
||||
return
|
||||
end
|
||||
if not self.borderFill then return end
|
||||
if q then
|
||||
q:setViewport(x, y, vw, vh, 32, 32)
|
||||
else
|
||||
@@ -709,6 +844,9 @@ function TileRenderer:releaseBatches()
|
||||
safeRelease(self.winBatch); self.winBatch = nil
|
||||
safeRelease(self.borderFill); self.borderFill = nil
|
||||
safeRelease(self.borderQuad); self.borderQuad = nil
|
||||
-- shared shift-variant cache; only drop the reference
|
||||
self.borderWaterTextures = nil
|
||||
self.borderFillMode = nil
|
||||
self.win = nil
|
||||
if self.quads then
|
||||
for _, q in pairs(self.quads) do safeRelease(q) end
|
||||
|
||||
+41
-5
@@ -1,6 +1,7 @@
|
||||
-- Overworld survey zoom: integer pixels-per-world-pixel scales stepped
|
||||
-- by the mouse wheel. Stored as an offset from the window fit scale S
|
||||
-- so a resize keeps the relative zoom. Session-only; never saved.
|
||||
-- by the mouse wheel, Options ZOOM row, or hotkey `4`. Stored as an
|
||||
-- offset from the window fit scale S so a resize keeps the relative
|
||||
-- zoom. Persisted as save.options.zoom (default 0 = FIT).
|
||||
-- Spec: docs/new-features.md (survey zoom)
|
||||
|
||||
local Zoom = {}
|
||||
@@ -12,16 +13,51 @@ function Zoom.scale(S)
|
||||
return math.max(1, math.min(2 * S, S + Zoom.offset))
|
||||
end
|
||||
|
||||
-- legal offset range for a given fit scale
|
||||
function Zoom.offsetRange(S)
|
||||
S = math.max(1, math.floor(tonumber(S) or 1))
|
||||
return 1 - S, S
|
||||
end
|
||||
|
||||
function Zoom.clampOffset(offset, S)
|
||||
local lo, hi = Zoom.offsetRange(S)
|
||||
offset = math.floor(tonumber(offset) or 0)
|
||||
if offset < lo then return lo end
|
||||
if offset > hi then return hi end
|
||||
return offset
|
||||
end
|
||||
|
||||
function Zoom.step(delta, S)
|
||||
Zoom.offset = Zoom.offset + delta
|
||||
if S + Zoom.offset < 1 then Zoom.offset = 1 - S end
|
||||
if S + Zoom.offset > 2 * S then Zoom.offset = S end
|
||||
Zoom.offset = Zoom.clampOffset(Zoom.offset + delta, S)
|
||||
return Zoom.offset
|
||||
end
|
||||
|
||||
-- Advance one zoom level toward max close-up, then wrap to full survey.
|
||||
-- Returns the new offset.
|
||||
function Zoom.cycle(S)
|
||||
local lo, hi = Zoom.offsetRange(S)
|
||||
local next = Zoom.offset + 1
|
||||
if next > hi then next = lo end
|
||||
Zoom.offset = next
|
||||
return Zoom.offset
|
||||
end
|
||||
|
||||
function Zoom.reset()
|
||||
Zoom.offset = 0
|
||||
end
|
||||
|
||||
function Zoom.applyOptions(opts)
|
||||
Zoom.offset = math.floor(tonumber(opts and opts.zoom) or 0)
|
||||
end
|
||||
|
||||
-- FIT / OUT1 / OUT2 / … / IN1 / IN2 / …
|
||||
function Zoom.offsetLabel(offset)
|
||||
offset = math.floor(tonumber(offset) or 0)
|
||||
if offset == 0 then return "FIT" end
|
||||
if offset < 0 then return "OUT" .. tostring(-offset) end
|
||||
return "IN" .. tostring(offset)
|
||||
end
|
||||
|
||||
-- world pixels covered by a w x h letterbox viewport at fit scale S
|
||||
-- (legacy GB-framed size; prefer fillViewSize for the live world pass)
|
||||
function Zoom.viewSize(S, w, h)
|
||||
|
||||
+22
-4
@@ -11,7 +11,9 @@ local Input = require("src.core.Input")
|
||||
local BindingsMenu = setmetatable({}, { __index = ListMenu })
|
||||
BindingsMenu.__index = BindingsMenu
|
||||
|
||||
-- Input.lua's map, primary key first where several keys share a button
|
||||
-- Input.lua's map, primary key first where several keys share a button.
|
||||
-- `pad` is the default SDL gamecontroller button (see Input.lua); shown
|
||||
-- on the SELECT row so controller Back/View is discoverable (#73).
|
||||
local BUTTONS = {
|
||||
{ id = "up", label = "UP", key = "up" },
|
||||
{ id = "down", label = "DOWN", key = "down" },
|
||||
@@ -20,7 +22,7 @@ local BUTTONS = {
|
||||
{ id = "a", label = "A", key = "z" },
|
||||
{ id = "b", label = "B", key = "x" },
|
||||
{ id = "start", label = "START", key = "escape" },
|
||||
{ id = "select", label = "SELECT", key = "rshift" },
|
||||
{ id = "select", label = "SELECT", key = "tab", pad = "back" },
|
||||
}
|
||||
|
||||
-- a binding is a plain key string or { key, pad }; absent = the fixed
|
||||
@@ -32,13 +34,29 @@ local function boundKey(overlay, def)
|
||||
return def.key
|
||||
end
|
||||
|
||||
local function boundPad(overlay, def)
|
||||
local b = overlay and overlay[def.id]
|
||||
if type(b) == "table" and b.pad then return b.pad end
|
||||
return def.pad
|
||||
end
|
||||
|
||||
-- Key column for every row. SELECT also appends "/PAD" (default BACK)
|
||||
-- so controller Select/View is visible without opening a second legend.
|
||||
local function boundRight(overlay, def)
|
||||
local key = boundKey(overlay, def)
|
||||
if def.id ~= "select" then return key:upper() end
|
||||
local pad = boundPad(overlay, def)
|
||||
if pad then return (key .. "/" .. pad):upper() end
|
||||
return key:upper()
|
||||
end
|
||||
|
||||
function BindingsMenu.new(game)
|
||||
local overlay = game.save and game.save.options
|
||||
and game.save.options.bindings
|
||||
local items = {}
|
||||
for i, def in ipairs(BUTTONS) do
|
||||
items[i] = { label = def.label,
|
||||
right = boundKey(overlay, def):upper(), button = def }
|
||||
right = boundRight(overlay, def), button = def }
|
||||
end
|
||||
local self = setmetatable(ListMenu.new(game, "CONTROLS", items, {}),
|
||||
BindingsMenu)
|
||||
@@ -78,7 +96,7 @@ function BindingsMenu:storeBinding(slot, value)
|
||||
end
|
||||
b[slot] = value
|
||||
opts.bindings[item.button.id] = b
|
||||
item.right = boundKey(opts.bindings, item.button):upper()
|
||||
item.right = boundRight(opts.bindings, item.button)
|
||||
Input:applyBindings(opts.bindings)
|
||||
if game.writeOptions then game:writeOptions() end
|
||||
end
|
||||
|
||||
+46
-2
@@ -3,7 +3,8 @@
|
||||
-- (cycles the merged rulesets registry; gen1_faithful keeps the original
|
||||
-- quirks), plus the port's audio rows and display rows: music/SFX
|
||||
-- volume (0-7), music low-pass filter (OFF/1X/2X/3X), COLORS / TILT /
|
||||
-- GBC FX / VIDEO MODE, and the MODS row that opens the mod manager.
|
||||
-- GBC FX / ZOOM / VOID FILL / VIDEO MODE, and the MODS row that opens
|
||||
-- the mod manager.
|
||||
-- Rows are descriptors fed through the ui.options.rows hook, so mods can
|
||||
-- add their own; CANCEL is appended after the hook and stays fixed on the
|
||||
-- bottom line like pokered's.
|
||||
@@ -11,12 +12,15 @@
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local Tilt = require("src.render.Tilt")
|
||||
local GBCFX = require("src.render.GBCFX")
|
||||
local Zoom = require("src.render.Zoom")
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
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")
|
||||
local Renderer = require("src.render.Renderer")
|
||||
|
||||
local OptionsMenu = {}
|
||||
OptionsMenu.__index = OptionsMenu
|
||||
@@ -110,7 +114,7 @@ local function sameRows(_, rows) return rows end
|
||||
-- the vanilla rows as descriptors; each step body is the old per-index
|
||||
-- ladder's, so the save.options mutations are unchanged
|
||||
local function buildRows(game)
|
||||
return {
|
||||
local rows = {
|
||||
{ id = "textSpeed", label = "TEXT SPEED",
|
||||
value = function(g) return SPEEDS[speedIndex(g)][2] end,
|
||||
step = function(g)
|
||||
@@ -201,6 +205,37 @@ local function buildRows(game)
|
||||
GBCFX.setLevel(o.gbcfx)
|
||||
return true
|
||||
end },
|
||||
{ id = "zoom", label = "ZOOM",
|
||||
value = function(g)
|
||||
return Zoom.offsetLabel(g.save.options.zoom or 0)
|
||||
end,
|
||||
step = function(g, dir)
|
||||
local o = g.save.options
|
||||
local S = Renderer:fitScale()
|
||||
local lo, hi = Zoom.offsetRange(S)
|
||||
local off = (o.zoom or 0) + dir
|
||||
if off > hi then off = lo
|
||||
elseif off < lo then off = hi end
|
||||
o.zoom = off
|
||||
Zoom.offset = off
|
||||
return true
|
||||
end },
|
||||
{ id = "voidFill", label = "VOID FILL",
|
||||
value = function(g)
|
||||
return TileRenderer.voidFillLabel(g.save.options.voidFill)
|
||||
end,
|
||||
step = function(g, dir)
|
||||
local o = g.save.options
|
||||
local modes = TileRenderer.VOID_FILLS
|
||||
local cur = o.voidFill or "trees"
|
||||
local i = 1
|
||||
for idx, m in ipairs(modes) do
|
||||
if m == cur then i = idx; break end
|
||||
end
|
||||
o.voidFill = modes[wrapIndex(i - 1 + dir, #modes) + 1]
|
||||
TileRenderer.setVoidFill(o.voidFill)
|
||||
return true
|
||||
end },
|
||||
{ id = "videoMode", label = "VIDEO MODE",
|
||||
value = function(g)
|
||||
return VideoMode.modeLabel(g.save.options.videoMode)
|
||||
@@ -252,6 +287,15 @@ local function buildRows(game)
|
||||
require("src.ui.Screens").push(g, "BindingsMenu")
|
||||
end },
|
||||
}
|
||||
-- issue #136: hide GBC FX on Android/iOS -- the present shader soft-bricks
|
||||
if not GBCFX.isSupported() then
|
||||
local filtered = {}
|
||||
for _, row in ipairs(rows) do
|
||||
if row.id ~= "gbcfx" then filtered[#filtered + 1] = row end
|
||||
end
|
||||
rows = filtered
|
||||
end
|
||||
return rows
|
||||
end
|
||||
|
||||
function OptionsMenu.new(game)
|
||||
|
||||
@@ -11,6 +11,8 @@ local Logger = require("src.core.Logger")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Screens = require("src.ui.Screens")
|
||||
local Theme = require("src.ui.Theme")
|
||||
local FieldDefaults = require("src.world.FieldDefaults")
|
||||
local Map = require("src.world.Map")
|
||||
|
||||
local PartyMenu = {}
|
||||
PartyMenu.__index = PartyMenu
|
||||
@@ -355,8 +357,12 @@ function PartyMenu:update(dt)
|
||||
-- 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
|
||||
-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU —
|
||||
-- Route 23 / Indigo Plateau outdoor), not OVERWORLD alone (#83)
|
||||
local outside = Map.isOutside(ow.map.def,
|
||||
FieldDefaults.field(self.game.data, "outsideTilesets"))
|
||||
for _, mv in ipairs(mon.moves) do
|
||||
if mv.id == "FLY" and ow.map.def.tileset == "OVERWORLD"
|
||||
if mv.id == "FLY" and outside
|
||||
and self.game.save.inventory.THUNDERBADGE then
|
||||
table.insert(items, { label = "FLY", action = "fly" })
|
||||
elseif mv.id == "FLASH" and ow.dark
|
||||
@@ -375,7 +381,7 @@ function PartyMenu:update(dt)
|
||||
table.insert(items, { label = "STRENGTH", action = "strength" })
|
||||
elseif mv.id == "SOFTBOILED" then
|
||||
table.insert(items, { label = "SOFTBOILED", action = "softboiled" })
|
||||
elseif mv.id == "TELEPORT" and ow.map.def.tileset == "OVERWORLD" then
|
||||
elseif mv.id == "TELEPORT" and outside then
|
||||
-- TELEPORT works only OUTDOORS (start_sub_menus.asm
|
||||
-- .teleport -> CheckIfInOutsideMap); dark maps don't
|
||||
-- block it
|
||||
|
||||
@@ -2431,6 +2431,27 @@ function OverworldState:runVictoryHook()
|
||||
if hooks and hooks.onVictory then hooks.onVictory(Game, self) end
|
||||
end
|
||||
|
||||
-- pokered player sprite is fixed at screen ($40, $3c). TrainerEngage reads
|
||||
-- the NPC's 8-bit SPRITESTATEDATA1 X/Y pixels and CalcDifference; engage
|
||||
-- distance is stored as range<<4 (pixels). There is no tile LOS check for
|
||||
-- interposed NPCs / walls -- but unsigned 8-bit Y makes a sprite exactly 4
|
||||
-- tiles north of the player sit at Y=$fc, so |$3c-$fc|=$c0 and a range-4
|
||||
-- DOWN trainer does not engage that tile (Route 9 Bug Catcher / issue #76).
|
||||
local PLAYER_SCREEN_X, PLAYER_SCREEN_Y = 0x40, 0x3c
|
||||
local function u8(n) return n % 256 end
|
||||
local function calcDiff(a, b)
|
||||
a, b = u8(a), u8(b)
|
||||
return a >= b and a - b or b - a
|
||||
end
|
||||
local function trainerSightPixelDist(npc, player, horizontal)
|
||||
if horizontal then
|
||||
return calcDiff(PLAYER_SCREEN_X,
|
||||
u8(PLAYER_SCREEN_X + (npc.cellX - player.cellX) * 16))
|
||||
end
|
||||
return calcDiff(PLAYER_SCREEN_Y,
|
||||
u8(PLAYER_SCREEN_Y + (npc.cellY - player.cellY) * 16))
|
||||
end
|
||||
|
||||
-- STAY trainers with a facing spot the player crossing their line of
|
||||
-- sight (range from the extracted trainer headers), walk up and battle.
|
||||
function OverworldState:checkTrainerSight()
|
||||
@@ -2448,22 +2469,23 @@ function OverworldState:checkTrainerSight()
|
||||
local range = header and header.range or 0
|
||||
local vec = DIRVEC[npc.facing]
|
||||
if range > 0 and vec then
|
||||
local dist
|
||||
local dist, horizontal
|
||||
if vec[1] ~= 0 and npc.cellY == p.cellY then
|
||||
dist = (p.cellX - npc.cellX) * vec[1]
|
||||
horizontal = true
|
||||
elseif vec[2] ~= 0 and npc.cellX == p.cellX then
|
||||
dist = (p.cellY - npc.cellY) * vec[2]
|
||||
horizontal = false
|
||||
end
|
||||
-- pokered's TrainerEngage / CheckSpriteCanSeePlayer compares screen
|
||||
-- coordinates only (home/trainers.asm, engine/overworld/
|
||||
-- trainer_sight.asm) -- there is no line-of-sight obstruction check.
|
||||
-- An aligned trainer within range engages through interposed NPCs and
|
||||
-- unwalkable tiles, and the scripted walk-up below (scriptMove) also
|
||||
-- ignores collision, so the trainer simply walks/overlaps through
|
||||
-- anything on the line -- exactly as OAM sprites overlap on hardware.
|
||||
if dist and dist >= 1 and dist <= range then
|
||||
self:startTrainerApproach(npc, dist)
|
||||
return
|
||||
-- Screen-pixel range (CheckSpriteCanSeePlayer), not cell count:
|
||||
-- same facing-line rule as before, but the $fc Y quirk excludes the
|
||||
-- 4-tiles-north tile that cell math would still count as in range.
|
||||
if dist and dist >= 1 then
|
||||
local pixelDist = trainerSightPixelDist(npc, p, horizontal)
|
||||
if pixelDist > 0 and pixelDist <= range * 16 then
|
||||
self:startTrainerApproach(npc, dist)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -3492,7 +3514,9 @@ function OverworldState:billboard(fx, fy, vw, vh, colors, keyed, drawFn)
|
||||
end
|
||||
|
||||
function OverworldState:drawWorld()
|
||||
-- advance the water/flower tile animation (runs under dialogs too)
|
||||
-- advance the water/flower tile animation (runs under dialogs too).
|
||||
-- TileRenderer.tick uses wall-clock 60Hz steps so display refresh rate
|
||||
-- does not speed or slow the cycle (issue #4).
|
||||
require("src.render.TileRenderer").tick()
|
||||
-- let the renderer know whether a spinner puzzle is currently sliding
|
||||
-- the player, so it can flicker the arrow tiles between the blur and
|
||||
|
||||
+20
-4
@@ -81,6 +81,14 @@ end
|
||||
|
||||
-- Advance one fixed step; returns true when a step just completed.
|
||||
function Player:update()
|
||||
-- land-frame walk pose lasts only through the draw after completion;
|
||||
-- the next update (idle or a chained step) clears it
|
||||
self.stepLanded = false
|
||||
-- Ledge-hop arc is cosmetic but must track the fixed 60Hz logic step,
|
||||
-- not love.draw's display refresh (issue #4: >59fps ended early).
|
||||
if self.hopFrames and self.hopFrames > 0 then
|
||||
self.hopFrames = self.hopFrames - 1
|
||||
end
|
||||
if self.turnTimer > 0 then
|
||||
self.turnTimer = self.turnTimer - 1
|
||||
end
|
||||
@@ -109,6 +117,11 @@ function Player:update()
|
||||
self.px, self.py = self.cellX * 16, self.cellY * 16
|
||||
self.moving = false
|
||||
self.stepFlip = not self.stepFlip
|
||||
-- keep animClock's pose on this frame (issue #82): bike steps land
|
||||
-- mid-cycle (animClock % 16 == 8), and walkPhase used to snap to
|
||||
-- stand whenever moving cleared — a stand flash every tile on the
|
||||
-- bike, and sometimes after dismount when the clock is desynced
|
||||
self.stepLanded = true
|
||||
return true
|
||||
end
|
||||
return false
|
||||
@@ -119,7 +132,7 @@ function Player:facingCell()
|
||||
end
|
||||
|
||||
function Player:walkPhase()
|
||||
if not self.moving then return 0 end
|
||||
if not self.moving and not self.stepLanded then return 0 end
|
||||
-- walk frame during the middle of each 16-frame animation cycle
|
||||
local p = (self.animClock or self.progress) % 16
|
||||
return (p >= 4 and p < 12) and 1 or 0
|
||||
@@ -129,10 +142,13 @@ local SPIN_ORDER = { "down", "left", "up", "right" }
|
||||
|
||||
function Player:draw(camX, camY)
|
||||
local py = self.py
|
||||
-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs
|
||||
-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs.
|
||||
-- hopFrames counts down in Player:update (fixed step), never here.
|
||||
if self.hopFrames and self.hopFrames > 0 then
|
||||
self.hopFrames = self.hopFrames - 1
|
||||
local t = 1 - self.hopFrames / (self.hopTotal or 32)
|
||||
local total = self.hopTotal or 32
|
||||
-- update runs before draw, so remaining N means N steps already
|
||||
-- consumed this hop → t matches the old draw-side post-decrement phase
|
||||
local t = 1 - self.hopFrames / total
|
||||
py = py - math.floor(10 * math.sin(t * math.pi) + 0.5)
|
||||
-- the shadow stays on the ground under the jumper: one 8x8 tile
|
||||
-- mirrored into a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left
|
||||
|
||||
@@ -620,6 +620,22 @@ 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 #84: CELADON_DINER shares LOBBY block 29 (table top) with
|
||||
-- CELADON_MART_ROOF (#52); both need the $37->$5a BROWN alias
|
||||
do
|
||||
local aliases = PaletteFX.TILE_ALIASES
|
||||
local roof = aliases and aliases.CELADON_MART_ROOF
|
||||
local diner = aliases and aliases.CELADON_DINER
|
||||
check(roof ~= nil and diner ~= nil,
|
||||
"CELADON_MART_ROOF and CELADON_DINER both have TILE_ALIASES")
|
||||
check(diner == roof,
|
||||
"diner reuses the same lobby table-top alias as the mart roof")
|
||||
local al = diner and diner[1]
|
||||
check(al and al.block == 29 and al.tile == 0x37 and al.alias == 0x5a
|
||||
and al.group == 5 and al.cells[5] and al.cells[6]
|
||||
and al.cells[9] and al.cells[10],
|
||||
"lobby table-top alias remaps block 29 cells 5/6/9/10")
|
||||
end
|
||||
-- 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
|
||||
@@ -738,6 +754,97 @@ do
|
||||
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
|
||||
end
|
||||
|
||||
-- ------- battle transition cascade outside the OG square + white letterbox
|
||||
do
|
||||
local rects = {}
|
||||
local color = { 1, 1, 1, 1 }
|
||||
local savedRect, savedColor = love.graphics.rectangle, love.graphics.setColor
|
||||
local savedGetDims = love.graphics.getDimensions
|
||||
local savedGetPix = love.graphics.getPixelDimensions
|
||||
-- taller-than-fit window so the 160x144 letterbox leaves real voids
|
||||
-- (default 640x576 is an exact 4x fit with nothing outside the square)
|
||||
love.graphics.getDimensions = function() return 800, 600 end
|
||||
love.graphics.getPixelDimensions = function() return 800, 600 end
|
||||
love.graphics.rectangle = function(mode, x, y, w, h)
|
||||
rects[#rects + 1] = {
|
||||
mode = mode, x = x, y = y, w = w, h = h,
|
||||
r = color[1], g = color[2], b = color[3], a = color[4],
|
||||
}
|
||||
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 btGame = { renderer = Renderer, stack = { pop = noop } }
|
||||
local wipe = BattleTransition.new(btGame, nil, {})
|
||||
wipe.phase = "wipe"
|
||||
wipe.t = math.floor(wipe.wipeLen / 2)
|
||||
Renderer:beginFrame(true)
|
||||
Renderer:beginWorldPass()
|
||||
Renderer:endWorldPass()
|
||||
wipe:draw()
|
||||
check(Renderer.battleCascadeProg ~= nil
|
||||
and Renderer.battleCascadeProg > 0
|
||||
and Renderer.battleCascadeProg < 1,
|
||||
"battle wipe publishes mid-progress cascade to the renderer")
|
||||
rects = {}
|
||||
Renderer:endFrame(nil, fullWorldZones())
|
||||
local cascadeTile
|
||||
for _, r in ipairs(rects) do
|
||||
-- fitScale at 800x600 is min(5,4)=4 → 32px tiles outside the letterbox
|
||||
if r.mode == "fill" and r.r == 0 and r.a == 1 and r.w == 32 and r.h == 32 then
|
||||
cascadeTile = r
|
||||
break
|
||||
end
|
||||
end
|
||||
check(cascadeTile ~= nil,
|
||||
"endFrame paints cascading black tiles outside the OG wipe square")
|
||||
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
|
||||
love.graphics.getDimensions = savedGetDims
|
||||
love.graphics.getPixelDimensions = savedGetPix
|
||||
end
|
||||
|
||||
do
|
||||
-- BattleState asks for white letterbox voids instead of black bars
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
check(BattleState.letterboxWhite == true,
|
||||
"BattleState opts into white letterbox fill")
|
||||
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,
|
||||
r = color[1], g = color[2], b = color[3], a = color[4],
|
||||
}
|
||||
end
|
||||
love.graphics.setColor = function(r, g, b, a)
|
||||
color[1], color[2], color[3], color[4] = r, g, b, a or 1
|
||||
end
|
||||
local Game = require("src.core.Game")
|
||||
local savedStack = Game.stack
|
||||
Game.stack = {
|
||||
states = { { letterboxWhite = true, isOpaque = true } },
|
||||
visibleBase = function() return 1 end,
|
||||
}
|
||||
Renderer:init()
|
||||
Renderer:beginFrame(false)
|
||||
rects = {}
|
||||
Renderer:endFrame(nil, nil)
|
||||
local clear
|
||||
for _, r in ipairs(rects) do
|
||||
if r.mode == "fill" and r.x == 0 and r.y == 0 and r.w == 640 and r.h == 576 then
|
||||
clear = r
|
||||
break
|
||||
end
|
||||
end
|
||||
check(clear and clear.r == 1 and clear.g == 1 and clear.b == 1,
|
||||
"endFrame fills the window white when the visible base wants letterboxWhite")
|
||||
Game.stack = savedStack
|
||||
love.graphics.rectangle, love.graphics.setColor = savedRect, savedColor
|
||||
end
|
||||
|
||||
-- ------- the transition.style hook
|
||||
|
||||
local stack = { pop = function() end }
|
||||
|
||||
+29
-9
@@ -206,7 +206,8 @@ end
|
||||
local om = OptionsMenu.new(optGame())
|
||||
local WANT_IDS = { "textSpeed", "animations", "battleStyle", "ruleset",
|
||||
"musicVol", "sfxVol", "musicFilter", "colors", "tilt",
|
||||
"gbcfx", "videoMode", "fpsCap", "speed", "mods", "controls" }
|
||||
"gbcfx", "zoom", "voidFill", "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)
|
||||
@@ -236,17 +237,35 @@ 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")
|
||||
|
||||
-- ZOOM / VOID FILL rows
|
||||
local Zoom = require("src.render.Zoom")
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
om.game.save.options.zoom = 0
|
||||
Zoom.offset = 0
|
||||
check(om.rows[11].value(om.game) == "FIT", "ZOOM row shows FIT at offset 0")
|
||||
om.rows[11].step(om.game, 1)
|
||||
check(om.game.save.options.zoom == 1 and Zoom.offset == 1,
|
||||
"ZOOM row steps to IN1")
|
||||
om.rows[12].step(om.game, 1)
|
||||
check(om.game.save.options.voidFill == "water"
|
||||
and TileRenderer.voidFill == "water",
|
||||
"VOID FILL row cycles TREES → WATER")
|
||||
om.rows[12].step(om.game, 1)
|
||||
check(om.game.save.options.voidFill == "black", "VOID FILL steps to BLACK")
|
||||
om.rows[12].step(om.game, 1)
|
||||
check(om.game.save.options.voidFill == "trees", "VOID FILL wraps to TREES")
|
||||
|
||||
-- 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",
|
||||
check(om.rows[14].value(om.game) == "60",
|
||||
"MAX FPS row defaults to 60 with no saved cap")
|
||||
om.rows[12].step(om.game, 1)
|
||||
om.rows[14].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")
|
||||
check(om.rows[14].value(om.game) == "75", "the MAX FPS row renders the cap")
|
||||
om.game.save.options.fpsCap = 160
|
||||
om.rows[12].step(om.game, 1)
|
||||
om.rows[14].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)
|
||||
om.rows[14].step(om.game, -1)
|
||||
check(om.game.save.options.fpsCap == 160, "MAX FPS wraps back down to the ceiling")
|
||||
|
||||
-- ------- FrameCap normalize / cycle (issue #88)
|
||||
@@ -276,7 +295,7 @@ check(FrameCap.current == 60, "FrameCap.applyOptions defaults a missing key to 6
|
||||
-- the MODS row is the manager's discoverable home
|
||||
local mgGame = optGame()
|
||||
om = OptionsMenu.new(mgGame)
|
||||
om.rows[14].activate(mgGame)
|
||||
om.rows[16].activate(mgGame)
|
||||
check(getmetatable(mgGame.stack:top()) == ManagerState,
|
||||
"the MODS row opens the manager")
|
||||
check(mgGame.stack:top().screenId == "ManagerState",
|
||||
@@ -286,7 +305,7 @@ check(mgGame.stack:top().screenId == "ManagerState",
|
||||
local BindingsMenu = require("src.ui.BindingsMenu")
|
||||
local cbGame = optGame()
|
||||
om = OptionsMenu.new(cbGame)
|
||||
om.rows[15].activate(cbGame)
|
||||
om.rows[17].activate(cbGame)
|
||||
local bm = cbGame.stack:top()
|
||||
check(getmetatable(bm) == BindingsMenu,
|
||||
"the CONTROLS row opens the rebind list")
|
||||
@@ -295,7 +314,8 @@ check(bm.screenId == "BindingsMenu",
|
||||
check(#bm.items == 8, "one row per logical button")
|
||||
check(bm.items[1].label == "UP" and bm.items[1].right == "UP"
|
||||
and bm.items[5].label == "A" and bm.items[5].right == "Z"
|
||||
and bm.items[7].label == "START" and bm.items[7].right == "ESCAPE",
|
||||
and bm.items[7].label == "START" and bm.items[7].right == "ESCAPE"
|
||||
and bm.items[8].label == "SELECT" and bm.items[8].right == "TAB/BACK",
|
||||
"with no rebind the rows mirror the fixed map")
|
||||
check(cbGame.save.options.bindings == nil,
|
||||
"opening the screen alone writes nothing")
|
||||
|
||||
@@ -432,6 +432,50 @@ 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()
|
||||
|
||||
-- ===========================================================================
|
||||
-- #83: FLY/TELEPORT use CheckIfInOutsideMap (OVERWORLD + PLATEAU), so the
|
||||
-- outdoor strip between Victory Road and the Elite Four / Indigo Plateau
|
||||
-- building allows Fly like any other outdoor overworld map.
|
||||
-- ===========================================================================
|
||||
Game.save.party = { mkMon("AERODACTYL", "FLY", "TELEPORT") }
|
||||
Game.save.inventory = { THUNDERBADGE = true }
|
||||
ow = pushOW("INDIGO_PLATEAU", 10, 5, "down")
|
||||
eq(ow.map.def.tileset, "PLATEAU", "Indigo Plateau outdoor uses PLATEAU tileset")
|
||||
local pmIndigo = PartyMenu.new(Game)
|
||||
Game.stack:push(pmIndigo)
|
||||
frame({ "a" })
|
||||
local actsIndigo = submenuActions(pmIndigo)
|
||||
check(actsIndigo.fly, "FLY listed on Indigo Plateau outdoor (PLATEAU)")
|
||||
check(actsIndigo.escape, "TELEPORT listed on Indigo Plateau outdoor (PLATEAU)")
|
||||
popToOW()
|
||||
|
||||
ow = pushOW("ROUTE_23", 10, 6, "down")
|
||||
eq(ow.map.def.tileset, "PLATEAU", "Route 23 uses PLATEAU tileset")
|
||||
local pmR23 = PartyMenu.new(Game)
|
||||
Game.stack:push(pmR23)
|
||||
frame({ "a" })
|
||||
check(submenuActions(pmR23).fly, "FLY listed on Route 23 (PLATEAU)")
|
||||
popToOW()
|
||||
|
||||
-- Indoors at the lobby still blocks FLY/TELEPORT (MART tileset)
|
||||
ow = pushOW("INDIGO_PLATEAU_LOBBY", 7, 8, "down")
|
||||
check(ow.map.def.tileset ~= "OVERWORLD" and ow.map.def.tileset ~= "PLATEAU",
|
||||
"Indigo lobby is not an outside tileset")
|
||||
local pmLobby = PartyMenu.new(Game)
|
||||
Game.stack:push(pmLobby)
|
||||
frame({ "a" })
|
||||
local actsLobby = submenuActions(pmLobby)
|
||||
check(not actsLobby.fly, "FLY omitted inside Indigo Plateau lobby")
|
||||
check(not actsLobby.escape, "TELEPORT omitted inside Indigo Plateau lobby")
|
||||
popToOW()
|
||||
|
||||
-- restore fainted field-move mon for the STRENGTH/SURF cases below
|
||||
Game.save.party = { fainted }
|
||||
Game.save.inventory = {
|
||||
THUNDERBADGE = true, CASCADEBADGE = true,
|
||||
RAINBOWBADGE = true, SOULBADGE = true,
|
||||
}
|
||||
|
||||
-- STRENGTH activation from a fainted user (name text + strengthActive)
|
||||
ow = pushOW("SEAFOAM_ISLANDS_1F", 17, 10, "right")
|
||||
clearCaptured()
|
||||
|
||||
@@ -0,0 +1,97 @@
|
||||
-- Regression: bike / desynced walk steps must not flash stand on land (issue #82).
|
||||
--
|
||||
-- walkPhase used to return 0 whenever moving was false. A step clears
|
||||
-- moving on its final FixedStep tick, so the draw after landing snapped
|
||||
-- to stand even when animClock was mid walk-cycle. Bike steps are 8
|
||||
-- frames, so they land at animClock % 16 == 8 (walk) every tile — always
|
||||
-- stuttery. Walking after a bike ride inherits a desynced animClock and
|
||||
-- hit the same stand flash "sometimes."
|
||||
--
|
||||
-- Self-contained; run via `luajit tests/parity_bike_walk_anim.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 Player = require("src.world.Player")
|
||||
local S = require("tests.harness").suite("parity bike walk anim")
|
||||
local check, eq = S.check, S.eq
|
||||
|
||||
local function makePlayer(onBike)
|
||||
local p = Player.new(Data, 5, 5, "down")
|
||||
p.onBike = onBike
|
||||
if onBike then
|
||||
p.stepFramesCur = p.bikeStepFrames or 8
|
||||
else
|
||||
p.stepFramesCur = p.stepFrames or 16
|
||||
end
|
||||
p.animClock = 0
|
||||
return p
|
||||
end
|
||||
|
||||
local function startStep(p)
|
||||
p.moving = true
|
||||
p.progress = 0
|
||||
p.targetX, p.targetY = p.cellX, p.cellY + 1
|
||||
end
|
||||
|
||||
-- --- bike: every land frame mid-cycle must stay walk ---
|
||||
local bike = makePlayer(true)
|
||||
local landPhases = {}
|
||||
for tile = 1, 4 do
|
||||
startStep(bike)
|
||||
local stepLen = bike.stepFramesCur
|
||||
for _ = 1, stepLen do
|
||||
local done = bike:update()
|
||||
if done then
|
||||
landPhases[#landPhases + 1] = bike:walkPhase()
|
||||
eq(bike.moving, false, "bike step clears moving on land")
|
||||
check(bike.stepLanded, "bike land latches stepLanded for draw")
|
||||
end
|
||||
end
|
||||
end
|
||||
-- lands at animClock 8, 16, 24, 32 → %16 = 8, 0, 8, 0
|
||||
-- walk band is 4..11, so lands at 8 must be phase 1; at 0 must be phase 0
|
||||
eq(landPhases[1], 1, "bike land at animClock%16==8 keeps walk pose")
|
||||
eq(landPhases[2], 0, "bike land at animClock%16==0 is stand (in-band)")
|
||||
eq(landPhases[3], 1, "bike land at animClock%16==8 keeps walk pose again")
|
||||
eq(landPhases[4], 0, "bike land at animClock%16==0 is stand again")
|
||||
|
||||
-- continuous bike phases across two tiles: no forced stand in the walk band
|
||||
bike = makePlayer(true)
|
||||
local phases = {}
|
||||
for _ = 1, 2 do
|
||||
startStep(bike)
|
||||
for _ = 1, bike.stepFramesCur do
|
||||
bike:update()
|
||||
phases[#phases + 1] = bike:walkPhase()
|
||||
end
|
||||
end
|
||||
-- frames 4..11 of animClock are walk; across 16 ticks that is indices 4..11
|
||||
for i = 4, 11 do
|
||||
eq(phases[i], 1, "bike continuous walk band has no stand flash at " .. i)
|
||||
end
|
||||
|
||||
-- idle after land: next update drops the latch → stand
|
||||
bike = makePlayer(true)
|
||||
startStep(bike)
|
||||
for _ = 1, bike.stepFramesCur do bike:update() end
|
||||
eq(bike:walkPhase(), 1, "latched land frame still walk")
|
||||
bike:update()
|
||||
eq(bike.stepLanded, false, "idle update clears stepLanded")
|
||||
eq(bike:walkPhase(), 0, "truly idle is stand")
|
||||
|
||||
-- --- walk after desynced animClock (post-bike): land must not force stand ---
|
||||
local walk = makePlayer(false)
|
||||
walk.animClock = 8 -- leftover from a bike half-cycle
|
||||
startStep(walk)
|
||||
local lastPhase
|
||||
for _ = 1, walk.stepFramesCur do
|
||||
walk:update()
|
||||
lastPhase = walk:walkPhase()
|
||||
end
|
||||
eq(walk.animClock % 16, 8, "desynced walk lands mid walk-cycle")
|
||||
eq(lastPhase, 1, "desynced walk land keeps walk pose (no post-bike stutter)")
|
||||
|
||||
S.finish()
|
||||
@@ -80,5 +80,46 @@ check(drawn and drawn[1] == canvas and drawn[2] == 0 and drawn[3] == 0,
|
||||
|
||||
GBCFX.setLevel(0)
|
||||
|
||||
-- issue #136: Android/iOS refuse GBC FX (shader soft-bricks the APK)
|
||||
check(GBCFX.isSupported(), "desktop / headless stub supports GBC FX")
|
||||
local prevSystem = love.system
|
||||
love.system = { getOS = function() return "Android" end }
|
||||
check(not GBCFX.isSupported(), "Android reports GBC FX unsupported")
|
||||
GBCFX.setLevel(3)
|
||||
eq(GBCFX.level, 0, "setLevel forces OFF on Android")
|
||||
eq(GBCFX.cycle(), 0, "cycle stays OFF on Android")
|
||||
local opts = { gbcfx = 4 }
|
||||
check(GBCFX.applyOptions(opts) == true,
|
||||
"applyOptions reports a cleared persisted level on Android")
|
||||
eq(opts.gbcfx, 0, "applyOptions clears opts.gbcfx on Android")
|
||||
eq(GBCFX.level, 0, "applyOptions leaves level OFF on Android")
|
||||
check(not GBCFX.active(), "active() is false on Android")
|
||||
eq(GBCFX.shader(), nil, "shader() is nil on Android")
|
||||
love.system = { getOS = function() return "iOS" end }
|
||||
check(not GBCFX.isSupported(), "iOS reports GBC FX unsupported")
|
||||
love.system = prevSystem
|
||||
check(GBCFX.isSupported(), "support restores when OS stub is removed")
|
||||
-- desktop path still applies a level after leaving the mobile gate
|
||||
GBCFX.applyOptions({ gbcfx = 2 })
|
||||
eq(GBCFX.level, 2, "applyOptions still sets levels on desktop")
|
||||
GBCFX.setLevel(0)
|
||||
|
||||
-- Options menu hides the GBC FX row on Android
|
||||
local OptionsMenu = require("src.ui.OptionsMenu")
|
||||
love.system = { getOS = function() return "Android" end }
|
||||
local om = OptionsMenu.new({
|
||||
data = { rulesets = {}, constants = {} },
|
||||
save = { options = {} },
|
||||
stack = { pop = function() end },
|
||||
input = { wasPressed = function() return false end },
|
||||
modStatus = { available = {} },
|
||||
})
|
||||
local hasGbc = false
|
||||
for _, row in ipairs(om.rows) do
|
||||
if row.id == "gbcfx" then hasGbc = true end
|
||||
end
|
||||
check(not hasGbc, "Options menu omits GBC FX on Android")
|
||||
love.system = prevSystem
|
||||
|
||||
-- === summary ===
|
||||
S.finish()
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
-- Parity / regression for #73: Gen 1 fight-menu SELECT reorders moves.
|
||||
--
|
||||
-- Select marks a slot, move the cursor, Select (or A) swaps. Defaults:
|
||||
-- Tab / either Shift / gamepad Back. Self-contained; also picked up by
|
||||
-- tests/run_tests.lua's parity_* glob.
|
||||
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.pokemon and Data.pokemon.RATTATA) then Data:load() end
|
||||
local TypeChart = require("src.battle.TypeChart")
|
||||
TypeChart.load(Data)
|
||||
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local Input = require("src.core.Input")
|
||||
local S = require("tests.harness").suite("parity move swap")
|
||||
local check, eq = S.check, S.eq
|
||||
|
||||
local function freshGame()
|
||||
local mon = Pokemon.new(Data, "NIDORAN_M", 8)
|
||||
mon.moves = {
|
||||
{ id = "TACKLE", pp = 35 },
|
||||
{ id = "LEER", pp = 30 },
|
||||
{ id = "HORN_ATTACK", pp = 25 },
|
||||
{ id = "POISON_STING", pp = 35 },
|
||||
}
|
||||
return {
|
||||
data = Data,
|
||||
input = Input,
|
||||
save = {
|
||||
party = { mon },
|
||||
player = { name = "RED" },
|
||||
inventory = {},
|
||||
options = {},
|
||||
pokedex = { seen = {}, owned = {} },
|
||||
flags = {},
|
||||
money = 0,
|
||||
},
|
||||
stack = { push = function() end, pop = function() end, top = function() end },
|
||||
}
|
||||
end
|
||||
|
||||
local function tapKey(battle, key)
|
||||
Input:keypressed(key)
|
||||
Input:step()
|
||||
battle:update(0)
|
||||
Input:keyreleased(key)
|
||||
end
|
||||
|
||||
local function tapPad(battle, button)
|
||||
Input:gamepadpressed(nil, button)
|
||||
Input:step()
|
||||
battle:update(0)
|
||||
Input:gamepadreleased(nil, button)
|
||||
end
|
||||
|
||||
-- Default Select sources all edge the logical select button.
|
||||
do
|
||||
Input:init()
|
||||
for _, key in ipairs({ "tab", "rshift", "lshift" }) do
|
||||
Input:reset()
|
||||
Input:keypressed(key)
|
||||
Input:step()
|
||||
check(Input:wasPressed("select"), key .. " maps to select")
|
||||
end
|
||||
Input:reset()
|
||||
Input:gamepadpressed(nil, "back")
|
||||
Input:step()
|
||||
check(Input:wasPressed("select"), "gamepad back maps to select")
|
||||
end
|
||||
|
||||
-- Fight menu: Select, move, Select swaps slots 1 and 2.
|
||||
do
|
||||
Input:init()
|
||||
local game = freshGame()
|
||||
local battle = BattleState.newWild(game, "PIDGEY", 5)
|
||||
battle.phase = "moveSelect"
|
||||
battle.moveIndex = 1
|
||||
battle.moveSwapIndex = nil
|
||||
local a = battle.player.curMoves[1].id
|
||||
local b = battle.player.curMoves[2].id
|
||||
tapKey(battle, "tab")
|
||||
eq(battle.moveSwapIndex, 1, "first Select marks the current slot")
|
||||
tapKey(battle, "down")
|
||||
eq(battle.moveIndex, 2, "cursor moved to slot 2")
|
||||
tapKey(battle, "tab")
|
||||
check(battle.moveSwapIndex == nil, "second Select clears the mark")
|
||||
eq(battle.player.curMoves[1].id, b, "slot 1 holds the former slot 2 move")
|
||||
eq(battle.player.curMoves[2].id, a, "slot 2 holds the former slot 1 move")
|
||||
eq(battle.player.mon.moves[1].id, b, "party moves table stays in sync")
|
||||
end
|
||||
|
||||
-- Same reorder via gamepad Back (SDL "back" = controller Select/View).
|
||||
do
|
||||
Input:init()
|
||||
local game = freshGame()
|
||||
local battle = BattleState.newWild(game, "PIDGEY", 5)
|
||||
battle.phase = "moveSelect"
|
||||
battle.moveIndex = 1
|
||||
battle.moveSwapIndex = nil
|
||||
local a = battle.player.curMoves[1].id
|
||||
local b = battle.player.curMoves[2].id
|
||||
tapPad(battle, "back")
|
||||
tapPad(battle, "dpdown")
|
||||
tapPad(battle, "back")
|
||||
eq(battle.player.curMoves[1].id, b, "pad Select swaps slot 1")
|
||||
eq(battle.player.curMoves[2].id, a, "pad Select swaps slot 2")
|
||||
end
|
||||
|
||||
-- A confirms a pending swap (bag-style), without starting the turn.
|
||||
do
|
||||
Input:init()
|
||||
local game = freshGame()
|
||||
local battle = BattleState.newWild(game, "PIDGEY", 5)
|
||||
battle.phase = "moveSelect"
|
||||
battle.moveIndex = 1
|
||||
battle.moveSwapIndex = nil
|
||||
local a = battle.player.curMoves[1].id
|
||||
local b = battle.player.curMoves[2].id
|
||||
tapKey(battle, "tab")
|
||||
tapKey(battle, "down")
|
||||
tapKey(battle, "z") -- A
|
||||
eq(battle.phase, "moveSelect", "A completes a pending swap without attacking")
|
||||
eq(battle.player.curMoves[1].id, b, "A-confirm swapped slot 1")
|
||||
eq(battle.player.curMoves[2].id, a, "A-confirm swapped slot 2")
|
||||
end
|
||||
|
||||
S.finish()
|
||||
@@ -0,0 +1,98 @@
|
||||
-- Parity test: Pokemon Tower 5F purified-zone heal pad (#81).
|
||||
--
|
||||
-- pokered scripts/PokemonTower5F.asm PokemonTower5FDefaultScript:
|
||||
-- coords (10,8)/(11,8)/(10,9)/(11,9); CheckAndSetEvent
|
||||
-- EVENT_IN_PURIFIED_ZONE so the heal fires once until the player
|
||||
-- leaves; HealParty -> GBFadeOutToWhite -> Delay3 x2 ->
|
||||
-- GBFadeInFromWhite -> _PokemonTower5FPurifiedZoneText (no heal jingle).
|
||||
--
|
||||
-- Self-contained; run via `luajit tests/parity_tower_heal_pad.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 heal pad")
|
||||
local check, eq = S.check, S.eq
|
||||
|
||||
local M = dofile("data/scripts/story3.lua")
|
||||
local tower = M.POKEMON_TOWER_5F
|
||||
check(tower ~= nil and type(tower.onStep) == "function",
|
||||
"POKEMON_TOWER_5F has an onStep heal-pad trigger")
|
||||
|
||||
local function cmds(rows)
|
||||
local out = {}
|
||||
for _, row in ipairs(rows) do out[#out + 1] = row[1] end
|
||||
return out
|
||||
end
|
||||
|
||||
local function gameWith(flags)
|
||||
return { save = { flags = flags or {} } }
|
||||
end
|
||||
|
||||
local function owWith()
|
||||
local ran = {}
|
||||
return {
|
||||
runner = {
|
||||
isRunning = function() return false end,
|
||||
run = function(_, rows) ran[#ran + 1] = rows end,
|
||||
},
|
||||
}, ran
|
||||
end
|
||||
|
||||
-- ---- 1. pad coords + leave clears latch --------------------------------
|
||||
do
|
||||
local game = gameWith()
|
||||
local ow, ran = owWith()
|
||||
check(not tower.onStep(game, ow, 9, 8), "off-pad X does not heal")
|
||||
check(not tower.onStep(game, ow, 10, 7), "off-pad Y does not heal")
|
||||
eq(#ran, 0, "no script off the pad")
|
||||
end
|
||||
|
||||
do
|
||||
local game = gameWith()
|
||||
local ow, ran = owWith()
|
||||
check(tower.onStep(game, ow, 10, 8), "first step on (10,8) heals")
|
||||
check(game.save.flags.EVENT_IN_PURIFIED_ZONE, "latches EVENT_IN_PURIFIED_ZONE")
|
||||
eq(#ran, 1, "heal script runs once")
|
||||
|
||||
check(tower.onStep(game, ow, 11, 9),
|
||||
"staying on the pad still consumes the step (BIT_NO_BATTLES)")
|
||||
eq(#ran, 1, "heal does not re-fire while still on the pad")
|
||||
|
||||
check(not tower.onStep(game, ow, 12, 9), "stepping off clears and returns false")
|
||||
check(not game.save.flags.EVENT_IN_PURIFIED_ZONE,
|
||||
"EVENT_IN_PURIFIED_ZONE resets off the pad")
|
||||
|
||||
check(tower.onStep(game, ow, 11, 8), "re-entering the pad heals again")
|
||||
eq(#ran, 2, "a fresh visit runs the heal script again")
|
||||
end
|
||||
|
||||
-- ---- 2. all four pad tiles trigger -------------------------------------
|
||||
for _, cell in ipairs({ { 10, 8 }, { 11, 8 }, { 10, 9 }, { 11, 9 } }) do
|
||||
local game = gameWith()
|
||||
local ow, ran = owWith()
|
||||
check(tower.onStep(game, ow, cell[1], cell[2]),
|
||||
("pad tile (%d,%d) heals"):format(cell[1], cell[2]))
|
||||
eq(#ran, 1, ("pad tile (%d,%d) queued a script"):format(cell[1], cell[2]))
|
||||
end
|
||||
|
||||
-- ---- 3. heal sequence matches pokered order ----------------------------
|
||||
do
|
||||
local game = gameWith()
|
||||
local ow, ran = owWith()
|
||||
tower.onStep(game, ow, 10, 9)
|
||||
local rows = ran[1]
|
||||
check(rows ~= nil, "heal rows captured")
|
||||
local sequence = table.concat(cmds(rows), ",")
|
||||
eq(sequence, "heal_party,fade,wait,wait,fade,show_text",
|
||||
"Tower pad sequence is heal → fade out → Delay3×2 → fade in → text")
|
||||
eq(rows[2][3], "white", "fades out to white")
|
||||
eq(rows[3][2], 3, "first Delay3 is 3 frames")
|
||||
eq(rows[4][2], 3, "second Delay3 is 3 frames")
|
||||
eq(rows[5][3], "white", "fades in from white")
|
||||
eq(rows[6][2], "_PokemonTower5FPurifiedZoneText",
|
||||
"shows the purified-zone text")
|
||||
for _, row in ipairs(rows) do
|
||||
check(row[1] ~= "play_once", "no Music_PkmnHealed on the Tower pad")
|
||||
end
|
||||
end
|
||||
|
||||
S.finish()
|
||||
@@ -169,4 +169,53 @@ do
|
||||
"tile behind the trainer never engages (CheckPlayerIsInFrontOfSprite)")
|
||||
end
|
||||
|
||||
-- === (4) Route 9 Bug Catcher: 4-tiles-north screen Y $fc quirk ===
|
||||
-- Object 7 = SPRITE_YOUNGSTER at (22,2), STAY DOWN, OPP_BUG_CATCHER
|
||||
-- (data/maps/objects/Route9.asm); header range 4 (Route9TrainerHeader6).
|
||||
-- A ledge sits on (22,5); the walkable tile below it is (22,6) at cell
|
||||
-- distance 4. Cell math would engage, but pokered's unsigned screen-Y
|
||||
-- distance with SPRITESTATEDATA1_YPIXELS=$fc is $c0 > range<<4 ($40), so
|
||||
-- the trainer must not challenge through that ledge (GitHub #76).
|
||||
local ROUTE9_BUG_CATCHER = 7
|
||||
|
||||
local function freshRoute9(px, py, facing)
|
||||
while Game.stack:top() do Game.stack:pop() end
|
||||
Game.save = SaveData.newGame()
|
||||
Input:init()
|
||||
OW.engaging = false
|
||||
OW.emote = nil
|
||||
Game.stack:push(OW, "ROUTE_9", px, py, facing)
|
||||
local ow = Game.stack:top()
|
||||
local trainer
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def.index == ROUTE9_BUG_CATCHER then trainer = npc end
|
||||
end
|
||||
return ow, trainer
|
||||
end
|
||||
|
||||
do
|
||||
local ow, trainer = freshRoute9(22, 6, "up")
|
||||
check(trainer ~= nil and trainer.cellX == 22 and trainer.cellY == 2,
|
||||
"Route 9 Bug Catcher stands at (22,2)")
|
||||
eq(trainer.facing, "down", "Bug Catcher faces down (STAY DOWN)")
|
||||
local header = Data:trainerHeader("Route9", ROUTE9_BUG_CATCHER)
|
||||
eq(header and header.range, 4, "Bug Catcher sight range is 4")
|
||||
|
||||
for _ = 1, 10 do frame(ow) end
|
||||
check(not ow.engaging,
|
||||
"distance 4 south of DOWN trainer: no engage (screen Y $fc quirk)")
|
||||
|
||||
-- same plateau, still in pixel range: distance 2 and 3 must engage
|
||||
local ow2, t2 = freshRoute9(22, 4, "up")
|
||||
local guard = 0
|
||||
while not ow2.engaging and guard < 10 do guard = guard + 1; frame(ow2) end
|
||||
check(ow2.engaging and t2.cellY == 2,
|
||||
"distance 2 on the upper plateau still engages")
|
||||
|
||||
local ow3 = freshRoute9(22, 3, "up")
|
||||
guard = 0
|
||||
while not ow3.engaging and guard < 10 do guard = guard + 1; frame(ow3) end
|
||||
check(ow3.engaging, "distance 3 on the upper plateau still engages")
|
||||
end
|
||||
|
||||
S.finish()
|
||||
|
||||
+173
-14
@@ -1072,6 +1072,81 @@ do
|
||||
mh:performMove(mh.player, mh.enemy, { id = "DOUBLESLAP", pp = 10 })
|
||||
check(hasText(mh, "Hit the enemy\n5 times!"),
|
||||
"player multi-hit uses _MultiHitText")
|
||||
-- #85: multi-hit replays PlayMoveAnimation per strike (pokered
|
||||
-- GetPlayerAnimationType loop), interleaved with each HP drain
|
||||
do
|
||||
local anims, seq = 0, {}
|
||||
for _, r in ipairs(mh.queue) do
|
||||
if r.anim == "DOUBLESLAP" then
|
||||
anims = anims + 1
|
||||
seq[#seq + 1] = "anim"
|
||||
elseif r.drain then
|
||||
seq[#seq + 1] = "drain"
|
||||
end
|
||||
end
|
||||
eq(anims, 5, "multi-hit queues the move animation once per hit")
|
||||
eq(table.concat(seq, ","),
|
||||
"anim,drain,anim,drain,anim,drain,anim,drain,anim,drain",
|
||||
"multi-hit interleaves anim + drain per strike")
|
||||
for _, r in ipairs(mh.queue) do
|
||||
if r.anim == "DOUBLESLAP" then
|
||||
check(r.hit ~= nil, "each multi-hit anim carries hit blink/sfx")
|
||||
end
|
||||
end
|
||||
end
|
||||
-- #85: crit / effectiveness reprint each strike (.moveDidNotMiss
|
||||
-- before the GetPlayerAnimationType loop-back). DOUBLE_KICK is a
|
||||
-- fixed 2-hit Fighting move -- SE vs Normal SNORLAX.
|
||||
do
|
||||
local function countText(b, s)
|
||||
local n = 0
|
||||
for _, it in ipairs(b.queue) do
|
||||
if it.text and it.text:find(s, 1, true) then n = n + 1 end
|
||||
end
|
||||
return n
|
||||
end
|
||||
Game.save.party = { Pokemon.new(Data, "BULBASAUR", 20) }
|
||||
local mhk = BattleState.newWild(Game, "SNORLAX", 40)
|
||||
mhk.rng = mkseq({ 0, 255, 255 }) -- hit, no crit, max roll
|
||||
mhk:performMove(mhk.player, mhk.enemy, { id = "DOUBLE_KICK", pp = 10 })
|
||||
eq(countText(mhk, "It's super\neffective!"), 2,
|
||||
"multi-hit prints effectiveness once per strike")
|
||||
local seq = {}
|
||||
for _, r in ipairs(mhk.queue) do
|
||||
if r.anim == "DOUBLE_KICK" then seq[#seq + 1] = "anim"
|
||||
elseif r.drain then seq[#seq + 1] = "drain"
|
||||
elseif r.text == "It's super\neffective!" then seq[#seq + 1] = "se"
|
||||
elseif r.text and r.text:find("times!", 1, true) then seq[#seq + 1] = "count"
|
||||
end
|
||||
end
|
||||
eq(table.concat(seq, ","), "anim,drain,se,anim,drain,se,count",
|
||||
"multi-hit queues SE text between strikes, count after")
|
||||
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Hooks = require("src.mods.Hooks")
|
||||
local Events = require("src.mods.Events")
|
||||
local savedE, savedH = Runtime.events, Runtime.hooks
|
||||
local hooks = Hooks.new()
|
||||
Runtime.install(Events.new(), hooks)
|
||||
local unsub = hooks:wrap("battle.crit", function() return true end)
|
||||
local mhc = BattleState.newWild(Game, "SNORLAX", 40)
|
||||
mhc.rng = mkseq({ 0, 255 }) -- acc, damage; crit from the hook
|
||||
mhc:performMove(mhc.player, mhc.enemy, { id = "DOUBLE_KICK", pp = 10 })
|
||||
eq(countText(mhc, "Critical hit!"), 2,
|
||||
"multi-hit prints Critical hit! once per strike")
|
||||
local cseq = {}
|
||||
for _, r in ipairs(mhc.queue) do
|
||||
if r.anim == "DOUBLE_KICK" then cseq[#cseq + 1] = "anim"
|
||||
elseif r.drain then cseq[#cseq + 1] = "drain"
|
||||
elseif r.text == "Critical hit!" then cseq[#cseq + 1] = "crit"
|
||||
elseif r.text == "It's super\neffective!" then cseq[#cseq + 1] = "se"
|
||||
end
|
||||
end
|
||||
eq(table.concat(cseq, ","), "anim,drain,crit,se,anim,drain,crit,se",
|
||||
"crit then effectiveness follow each multi-hit drain")
|
||||
unsub()
|
||||
Runtime.install(savedE, savedH)
|
||||
end
|
||||
Game.save.party = { Pokemon.new(Data, "SNORLAX", 30) }
|
||||
local mh2 = BattleState.newWild(Game, "RATTATA", 5)
|
||||
mh2.rng = mkseq({ 7, 0, 255, 255 })
|
||||
@@ -1498,6 +1573,13 @@ do
|
||||
eq(back.options.colors, "og", "options.lua round-trips colors")
|
||||
eq(back.options.tilt, 2, "options.lua round-trips tilt")
|
||||
eq(back.options.gbcfx, 3, "options.lua round-trips gbcfx")
|
||||
-- zoom / voidFill ride the same options.lua path when present
|
||||
rep.options.zoom = -2
|
||||
rep.options.voidFill = "water"
|
||||
SD.saveOptions(rep.options)
|
||||
local optBack = SD.loadOptions()
|
||||
eq(optBack.zoom, -2, "options.lua round-trips zoom")
|
||||
eq(optBack.voidFill, "water", "options.lua round-trips voidFill")
|
||||
local origOpts, loadedOpts = rep.options, back.options
|
||||
rep.options, back.options = nil, nil
|
||||
local same, where = deepEq(rep, back, "save")
|
||||
@@ -1645,6 +1727,16 @@ do
|
||||
ow.runner = { isRunning = function() return true end }
|
||||
check(not Zoom.gateOK(ow, ow), "gate closed while a script runs")
|
||||
Zoom.reset()
|
||||
|
||||
-- cycle wraps survey → … → close-up → survey; labels track offset
|
||||
eq(Zoom.offsetLabel(0), "FIT", "zoom label FIT at offset 0")
|
||||
eq(Zoom.offsetLabel(-2), "OUT2", "zoom label OUT for negative offset")
|
||||
eq(Zoom.offsetLabel(3), "IN3", "zoom label IN for positive offset")
|
||||
Zoom.offset = S -- max close-up
|
||||
eq(Zoom.cycle(S), 1 - S, "zoom cycle wraps from max in to full survey")
|
||||
Zoom.applyOptions({ zoom = -1 })
|
||||
eq(Zoom.offset, -1, "applyOptions restores saved zoom offset")
|
||||
Zoom.reset()
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------- zoom camera
|
||||
@@ -2232,6 +2324,8 @@ do
|
||||
eq(og.save.options.colors, "gbc", "new saves default COLORS to GBC")
|
||||
eq(og.save.options.tilt, 0, "new saves default TILT to OFF")
|
||||
eq(og.save.options.gbcfx, 0, "new saves default GBC FX to OFF")
|
||||
eq(og.save.options.zoom, 0, "new saves default ZOOM to FIT")
|
||||
eq(og.save.options.voidFill, "trees", "new saves default VOID FILL to TREES")
|
||||
eq(og.save.options.videoMode, "windowed",
|
||||
"new saves default VIDEO MODE to WINDOWED")
|
||||
eq(om.scroll, 0, "options viewport starts at the top")
|
||||
@@ -2270,7 +2364,25 @@ do
|
||||
for _ = 1, 4 do press("a") end
|
||||
eq(og.save.options.gbcfx, 0, "GBC FX wraps back to OFF")
|
||||
press("down")
|
||||
eq(om.index, 11, "cursor reaches VIDEO MODE")
|
||||
eq(om.index, 11, "cursor reaches ZOOM")
|
||||
local ZoomOpt = require("src.render.Zoom")
|
||||
press("a")
|
||||
eq(og.save.options.zoom, 1, "A cycles ZOOM to IN1")
|
||||
eq(ZoomOpt.offset, 1, "Zoom.offset tracks ZOOM option")
|
||||
press("left")
|
||||
eq(og.save.options.zoom, 0, "left steps ZOOM back to FIT")
|
||||
press("down")
|
||||
eq(om.index, 12, "cursor reaches VOID FILL")
|
||||
local TR = require("src.render.TileRenderer")
|
||||
press("a")
|
||||
eq(og.save.options.voidFill, "water", "A cycles VOID FILL to WATER")
|
||||
eq(TR.voidFill, "water", "TileRenderer.voidFill tracks VOID FILL option")
|
||||
press("a")
|
||||
eq(og.save.options.voidFill, "black", "A cycles VOID FILL to BLACK")
|
||||
press("a")
|
||||
eq(og.save.options.voidFill, "trees", "VOID FILL wraps back to TREES")
|
||||
press("down")
|
||||
eq(om.index, 13, "cursor reaches VIDEO MODE")
|
||||
press("a")
|
||||
eq(og.save.options.videoMode, "borderless",
|
||||
"A cycles VIDEO MODE to BORDERLESS")
|
||||
@@ -2278,7 +2390,7 @@ do
|
||||
eq(og.save.options.videoMode, "windowed",
|
||||
"VIDEO MODE wraps back to WINDOWED")
|
||||
press("down")
|
||||
eq(om.index, 12, "cursor reaches MAX FPS")
|
||||
eq(om.index, 14, "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")
|
||||
@@ -2287,7 +2399,7 @@ do
|
||||
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")
|
||||
eq(om.index, 15, "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
|
||||
@@ -2296,25 +2408,27 @@ 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, 14, "cursor reaches MODS")
|
||||
eq(om.index, 16, "cursor reaches MODS")
|
||||
press("down")
|
||||
eq(om.index, 15, "cursor reaches CONTROLS")
|
||||
eq(om.index, 17, "cursor reaches CONTROLS")
|
||||
press("down")
|
||||
eq(om.index, 16, "CANCEL stays the fixed final row")
|
||||
eq(om.scroll, 11, "CANCEL keeps the last option boxes on screen")
|
||||
eq(om.index, 18, "CANCEL stays the fixed final row")
|
||||
eq(om.scroll, 13, "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, 16, "up from the top wraps to CANCEL")
|
||||
eq(om2.scroll, 11, "wrapping to CANCEL scrolls to the tail")
|
||||
eq(om2.index, 18, "up from the top wraps to CANCEL")
|
||||
eq(om2.scroll, 13, "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)
|
||||
PaletteFX.applyOptions(og.save.options)
|
||||
Tilt.applyOptions(og.save.options)
|
||||
GBCFX.applyOptions(og.save.options)
|
||||
require("src.render.Zoom").applyOptions(og.save.options)
|
||||
require("src.render.TileRenderer").applyOptions(og.save.options)
|
||||
VideoMode.applyOptions(og.save.options)
|
||||
end
|
||||
end
|
||||
@@ -2611,22 +2725,67 @@ do
|
||||
tostring(c[3]), tostring(c[4])))
|
||||
end
|
||||
end
|
||||
|
||||
-- == issue #4: ledge hop countdown is fixed-step, not draw-rate ==
|
||||
-- hopFrames used to decrement inside Player:draw, so >59fps ended the
|
||||
-- arc early and <59fps stretched it. Countdown belongs in update().
|
||||
do
|
||||
local Player = require("src.world.Player")
|
||||
local p = Player.new(Data, 5, 6, "down")
|
||||
p.hopFrames, p.hopTotal = 32, 32
|
||||
p:draw(0, 0)
|
||||
p:draw(0, 0)
|
||||
p:draw(0, 0)
|
||||
eq(p.hopFrames, 32, "draw does not consume hopFrames")
|
||||
for _ = 1, 10 do p:update() end
|
||||
eq(p.hopFrames, 22, "ten fixed updates consume ten hopFrames")
|
||||
for _ = 1, 22 do p:update() end
|
||||
eq(p.hopFrames, 0, "hop expires after hopTotal fixed updates")
|
||||
p:update()
|
||||
eq(p.hopFrames, 0, "hopFrames stays at 0 once expired")
|
||||
end
|
||||
|
||||
-- == issue #4: tile anim tick accumulates wall-clock into 60Hz steps ==
|
||||
do
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.setSpinning(true)
|
||||
local before = TileRenderer.spinBlurActive()
|
||||
for _ = 1, 8 do TileRenderer.tick(1 / 60) end
|
||||
check(before ~= TileRenderer.spinBlurActive(),
|
||||
"tick(1/60) advances water/spinner clock at fixed 60Hz")
|
||||
local mid = TileRenderer.spinBlurActive()
|
||||
TileRenderer.tick(1 / 120)
|
||||
eq(TileRenderer.spinBlurActive(), mid,
|
||||
"sub-frame dt does not advance the tile anim clock")
|
||||
TileRenderer.tick(1 / 120)
|
||||
-- second half-frame completes one step; phase may or may not flip
|
||||
-- (8-tick blur period), but the clock must have accepted the step
|
||||
TileRenderer.setSpinning(false)
|
||||
end
|
||||
end
|
||||
|
||||
-- ================= BUGS.md batch: border-tree =================
|
||||
do
|
||||
-- ---------------------------------------------------------------- border fill (tree wall)
|
||||
-- ---------------------------------------------------------------- border fill (tree wall / VOID FILL)
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
-- OVERWORLD maps fill beyond-edge space with the solid tree wall $0F
|
||||
-- (ViridianCity/CeruleanCity/CeladonCity border_block: four regular-tree
|
||||
-- metatiles); per-map borders like Pallet's all-grass $0B (the
|
||||
-- CutTreeBlockSwaps $0B->$0A block) only apply to other tilesets
|
||||
-- OVERWORLD maps fill beyond-edge space from VOID FILL (default trees $0F);
|
||||
-- per-map borders like Pallet's all-grass $0B only apply to other tilesets
|
||||
TileRenderer.setVoidFill("trees")
|
||||
eq(TileRenderer.borderBlockFor({ def = { tileset = "OVERWORLD", borderBlock = 33 } }), 0x0F,
|
||||
"OVERWORLD border fill uses the tree wall block")
|
||||
eq(TileRenderer.borderBlockFor({ def = { tileset = "HOUSE", borderBlock = 7 } }), 7,
|
||||
"interior border fill keeps the map's border block")
|
||||
eq(TileRenderer.borderBlockFor({ def = Data.maps.PALLET_TOWN }), 0x0F,
|
||||
"Pallet Town border fill is trees, not its all-grass border block")
|
||||
TileRenderer.setVoidFill("water")
|
||||
eq(TileRenderer.borderBlockFor({ def = { tileset = "OVERWORLD", borderBlock = 33 } }), 0x43,
|
||||
"VOID FILL water uses the solid water border block")
|
||||
TileRenderer.setVoidFill("black")
|
||||
eq(TileRenderer.borderBlockFor({ def = { tileset = "OVERWORLD", borderBlock = 33 } }), false,
|
||||
"VOID FILL black disables the tiled border block")
|
||||
eq(TileRenderer.borderBlockFor({ def = { tileset = "HOUSE", borderBlock = 7 } }), 7,
|
||||
"VOID FILL does not change interior borders")
|
||||
TileRenderer.setVoidFill("trees")
|
||||
local treeWallCuttable = false
|
||||
for _, swap in ipairs(Data.field.cutTreeSwaps) do
|
||||
if swap.before == 0x0F then treeWallCuttable = true end
|
||||
|
||||
Reference in New Issue
Block a user