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Author SHA1 Message Date
bryanthaboi 3b2e489325 Merge pull request #312 from bryanthaboi/dev
Lots of bug fixes and additional API greatness
2026-07-27 13:47:04 -04:00
bryanthaboi 10acfe0710 Merge main into dev to clear the #312 conflicts
main carried #299 (api upgrades, windows dev tools, android fixes) as a
single squash, while the same work reached dev through #297/#298/#269 and
was refined afterwards.  Every conflicting hunk is dev already being ahead
of that squash:

- src/import/RomImporter.lua, src/ui/OakSpeech.lua: dev routes the launcher
  and intro literals through src/core/Strings.lua, main still inlines them.
- src/pokemon/Sprites.lua: dev adds the Sprites.playerPath seam over
  field.playerPics; OakSpeech's player pic resolves through it instead of
  hardcoding trainer_card/red.png.
- tests/fs_io.lua: dev adds FsIo.globPrefix.
- tests/mod_qol_hooks_tests.lua, tests/mod_ui_tests.lua: dev adds the
  player.sprite, #270 submenu-cancel and #308 finish-once coverage.

Resolved to dev on all six; the merged tree is byte-identical to dev, so
this only records the ancestry.  T1/T2/T4 pass.
2026-07-27 13:44:27 -04:00
johnjohto 5113cfd951 Fire intro.oak_speech.finished only once (#308) (#309)
The shrink timeline called finish() every frame once past its end.
finish() emits finished and then pops the stack, so a listener that
pushes a screen (a warp, a menu) had that screen popped in the speech's
place: the speech stayed alive and re-fired the event every frame,
repeating the listener's side effects each time. Clear the shrink
state before finishing so the timeline cannot run finish() twice.

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 13:39:12 -04:00
johnjohto 43158d724b Add a fieldmove.eligibility hook to partyKnows (#310)
Mods that widen field-move rules (use an HM without teaching it, a
rental mon) had to monkey-patch partyKnows, the one function every
field-move path funnels through. Wrap the vanilla check in a hook
instead: next_ is the whole badge-and-knows-move check, so a wrapper
that calls it first keeps vanilla answers winning and only fills the
cases vanilla denies. No hook, no behavior change.

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 13:38:17 -04:00
bryanthaboi f0a88ea473 Bug squashing and translation mods (#311)
* audio timing stuff

* bug fixes and translation additions

* translation stuff

* Update modkit.py

* better asset resolution
2026-07-27 13:37:05 -04:00
johnjohto 31365d8dfd Keep the used-move text up during battle animations (#296) (#302)
The battle textbox redraws its text every frame, but only while a
message was current. Once the player dismissed "Enemy X used GUST!"
and the move animation started, nothing drew the text, so the box sat
empty for the whole animation. The original game's animations never
touch the textbox, so the text stays up. Draw the held lines while an
animation is playing; everything else is unchanged.

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 10:38:03 -04:00
johnjohto 531a719794 Return to the start menu when a pause submenu is cancelled (#270) (#300)
Selecting a start-menu row pops the start menu before the submenu is
pushed (Menu's generic A handler), so B in a submenu had no parent to
return to and dropped straight to the overworld.  pokered redisplays
the start menu instead (RedisplayStartMenu from the party/item/
trainer-card/option handlers), so give each vanilla submenu an
onCancel that re-opens the start menu; the saved cursor row
(wBattleAndStartSavedMenuItem) restores on re-entry.

- PokedexMenu/BagMenu forward opts.onCancel into their ListMenu
- TrainerCard dismisses back via onCancel on A or B
  (WaitForTextScrollButtonPress then RedisplayStartMenu)
- OptionsMenu fires onCancel from both B/START and the CANCEL row
- PlayerPC rows are keepOpen so B in WITHDRAW/DEPOSIT/TOSS returns to
  the PC root menu (players_pc.asm), matching the BoxMenu pattern

The SAVE flow is untouched: StartMenu_SaveReset falls through to
HoldTextDisplayOpen and never redisplays the menu.  Battle-opened
party/bag screens get no onCancel, so mid-battle cancel behavior is
unchanged.

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 10:05:15 -04:00
johnjohto ff90062741 Make the T3 content tier run on Windows (#269)
* Make ROM-free test tiers actually run on Windows

Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.

Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.

Fixes #266

* Make the T3 content tier run on Windows

The content tier had the same Unix-shell assumptions as the tier
discovery fixed in #267, one level down:

- run_tests.lua redirected to /dev/null when chaining tier runners
- mod_runtime_tests.lua called ffi setenv/unsetenv, which msvcrt lacks
  (_putenv with an empty value unsets)
- modkit_tests.lua captured exit codes with POSIX '; echo 0' (cmd
  needs /v:on and !errorlevel!), called python3 (python on Windows),
  and used mkdir -p / rm -rf; cmd mkdir makes parents on its own and
  read -p as a directory name
- the save-editor suites globbed save backups with ls
- tools/save-editor/Catalog.lua scraped mod flags with ls; this one
  affects the real editor on Windows, not just tests

With a ROM imported, run_tests.lua goes from 12 failures to the 3 that
track the missing audio.lua generation (#268), which fails on any OS
and needs a maintainer decision.

---------

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 10:04:35 -04:00
bryanthaboi 803f86d5b3 api upgrades, windows dev tools, and android fixes (#299)
* pop up a fake save

* add CI to dev branch

* Make ROM-free test tiers actually run on Windows (#267)

Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.

Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.

Fixes #266

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>

* intro api upgrade (#294)

* intro api upgrade

* api updates

* fix tests

* updated templates

* android fixes for mods and saves (#297)

* Android SCALING fixes (#298)

* android fixes for mods and saves

* perhaps this is the true scaling android issue fix

---------

Co-authored-by: johnjohto <johtoboy@atomicmail.io>
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 09:29:24 -04:00
bryanthaboi 3448fae3f5 Android SCALING fixes (#298)
* android fixes for mods and saves

* perhaps this is the true scaling android issue fix
2026-07-27 09:27:24 -04:00
bryanthaboi 25df838b45 android fixes for mods and saves (#297) 2026-07-27 09:05:57 -04:00
bryanthaboi be90e5b42c intro api upgrade (#294)
* intro api upgrade

* api updates

* fix tests

* updated templates
2026-07-27 08:37:11 -04:00
johnjohto 08e8dfc416 Make ROM-free test tiers actually run on Windows (#267)
Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.

Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.

Fixes #266

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 07:06:53 -04:00
bryanthaboi 6a27be54de add CI to dev branch 2026-07-27 07:01:38 -04:00
bryanthaboi d4055209e6 pop up a fake save 2026-07-27 06:54:18 -04:00
bryanthaboi 043f6b2426 Bugsquashingjuly26 (#264)
* big bug squash

* ok
2026-07-26 14:11:07 -04:00
bryanthaboi f7695308b7 big bug squash (#261) 2026-07-26 13:38:52 -04:00
bryanthaboi a8936e79d6 Add on-screen touch controls and assets 2026-07-25 23:16:15 -04:00
bryanthaboi f6b29e6caa evee fix and some other junk 2026-07-25 15:21:49 -04:00
bryanthaboi 3069b2e2a9 The new experience (#201)
* new launcher and save converts and pipeline

* fixing bugs
2026-07-25 12:36:53 -04:00
293 changed files with 31537 additions and 3240 deletions
+14 -1
View File
@@ -25,7 +25,9 @@ body:
options:
- macOS
- Windows
- Both
- Linux
- Android
- Multiple platforms
validations:
required: true
@@ -38,6 +40,17 @@ body:
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers can ping you on Discord if they need a quick follow-up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: input
id: location
attributes:
+34 -19
View File
@@ -1,35 +1,53 @@
name: Feature request
description: Ask for something new, or a change to how something already works.
description: Ask for something new in the engine, launcher, or platform — not a content/gameplay mod.
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
Use this for **engine / launcher / platform** work (ports, video options, save
tooling, networking, mod API seams, docs).
If what you want is a gameplay, cosmetic, audio, or QoL change that a Lua mod
could ship — running shoes, alternate sprites, day/night, shiny indicators,
Gen 2-like battle toggles, soundtrack packs — open a
**[Mod request](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=mod_request.yml)**
instead.
"Can we add X" on its own is hard to act on. Say what you want, why you want it,
and how you picture it working. A request with real detail is one someone can
actually build without guessing at what you meant.
and how you picture it working.
- type: input
id: summary
attributes:
label: One line summary
description: What you want, in a sentence.
placeholder: Add a run toggle so you can move at bike speed without the bike
placeholder: Add Linux AppImage releases next to the macOS and Windows builds
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers can ping you on Discord if they need a quick follow-up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: textarea
id: what
attributes:
label: What do you want
description: >
Describe it properly. What is it, where does it live in the game, what does the
player see or do. If it changes something that already exists, say what it does today
and what it should do instead.
Describe it properly. What is it, where does it live (launcher, options,
engine), what does the player see or do. If it changes something that already
exists, say what it does today and what it should do instead.
placeholder: |
A hold-to-run button, the way later Pokemon games do it. Hold B while moving on
foot and the player moves at bike speed. Release and you go back to walking.
Doesn't work indoors where the bike doesn't work, doesn't work in battles or menus.
Ship a Linux AppImage on each release, same version as the macOS/Windows builds,
with the same save folder layout and mod discovery path.
validations:
required: true
@@ -41,9 +59,8 @@ body:
What's annoying or missing right now. What does this fix. If it's just because you
think it would be fun, say that, it's a real answer.
placeholder: |
Backtracking across routes you've already cleared is slow, and the bike is a menu
dive away and doesn't work in a lot of places. Running would cut a lot of dead time
without making the game easier.
LÖVE already runs on Linux; without a packaged build, players have to assemble
it themselves and miss release notes / update checks.
validations:
required: true
@@ -52,14 +69,12 @@ body:
attributes:
label: How should it work
description: >
The specifics. Which button, which menu, what happens in the edge cases. If you don't
The specifics. Which menu, what happens in the edge cases. If you don't
know, say what you'd expect as a player and leave the rest open.
placeholder: |
- Hold B on the overworld to run
- Same speed as the bike
- Disabled anywhere the bike is disabled
- Sprite should probably need a running animation, not sure what that takes
- No effect on encounter rates
- GitHub Releases asset next to the .dmg / .exe
- Same options.lua / mods/ layout as desktop
- Documented in the README install section
validations:
required: true
+115
View File
@@ -0,0 +1,115 @@
name: Mod request
description: Ask for a gameplay, cosmetic, audio, or QoL change that belongs as a Lua mod.
labels: ["mod request"]
body:
- type: markdown
attributes:
value: |
This tracker is for ideas that should ship as **mods**, not as core engine
features — alternate sprites, running shoes, day/night, shiny indicators,
soundtrack packs, Gen 2-like battle toggles, map cosmetics, bag QoL, etc.
The engine already exposes a lot of this through registries and hooks
([modding wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki)).
Use a **Feature request** instead for launcher / ports / video options /
networking / save tooling / new API seams.
- type: input
id: summary
attributes:
label: One line summary
description: What the mod should do, in a sentence.
placeholder: Hold B to run at bike speed on the overworld
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers or mod authors can ping you on Discord if they pick this up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: textarea
id: what
attributes:
label: What should the mod do
description: >
Describe the player-facing behavior. What changes, where, what does the
player see or press. If it toggles from Options or a START-menu entry, say so.
placeholder: |
Hold B while walking outdoors to move at bike speed. Release to walk again.
Same places the bike is allowed; no effect in battles or menus.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why is this worth doing as a mod
description: >
Why optional/modded rather than a core option. Who wants it on, who wants
vanilla left alone.
placeholder: |
Great for replaying and backtracking, but some people want a strict Gen 1
pace. A mod (or an opt-in mod option) keeps both camps happy.
validations:
required: true
- type: textarea
id: how
attributes:
label: How should it work
description: >
Buttons, menus, edge cases, whether it needs new art/audio. If you know a
hook or registry that fits (movement.speed, pokemon.sprite, rulesets, …),
mention it — otherwise leave it open.
placeholder: |
- Hold B on the overworld
- Same step timing as the bike
- Disabled where the bike is disabled
- Prefer hooks:wrap("movement.speed") if that still fits
validations:
required: true
- type: dropdown
id: vanilla
attributes:
label: With the mod off, is vanilla unchanged
options:
- Yes — parity when disabled
- No — it would replace something always-on
- Not sure
validations:
required: true
- type: dropdown
id: category
attributes:
label: Best-fit mod category
description: Same taxonomy as example mods (BALANCE, GRAPHICS, AUDIO, …).
options:
- GAMEPLAY / QoL
- GRAPHICS
- AUDIO
- BALANCE / ruleset
- CONTENT (maps, encounters, trainers)
- UI / TOOL
- TOTAL_CONVERSION-ish
- Not sure
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Reference screenshots, other games/hacks that do it, related issues, or
"I'd like to try writing this myself." Leave blank if nothing comes to mind.
validations:
required: false
+3 -1
View File
@@ -14,7 +14,9 @@ name: ci
on:
push:
branches: [main]
# Integration branch + release branch. PRs already run via pull_request
# (any base); this list is only for post-merge push runs.
branches: [dev, main]
pull_request:
# a force-push while CI is mid-run should cancel the stale run, not queue
+19 -1
View File
@@ -10,6 +10,9 @@ name: Release
# - To force a specific version, either:
# * run this workflow manually (Actions tab) and type it into "version", or
# * put "[release X.Y.Z]" anywhere in the commit message.
#
# Branch model: day-to-day work merges to `dev`. Releases stay on `main` only
# so promoting `dev` -> `main` is the ship gate that cuts a build.
on:
push:
@@ -214,8 +217,21 @@ jobs:
apk="$(find dist/android/debug -name '*.apk' | head -1)"
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
# Platform-independent update payload, built alongside the desktop
# apps above (same game.love that gets fused into each of them).
love_file=".bazinga/work/game.love"
[ -f "$love_file" ] || { echo "::error::$love_file not found (expected from scripts/build.sh)"; exit 1; }
cp "$love_file" "$outdir/gen1recomp-${v}.love"
ls -lh "$outdir"
# Checksums for every staged release asset (sums file itself is
# written after this and named outside the gen1recomp-* glob, so it
# never lists itself).
(cd "$outdir" && shasum -a 256 gen1recomp-* > sha256sums.txt)
cat "$outdir/sha256sums.txt"
- name: Publish GitHub Release
env:
GH_TOKEN: ${{ github.token }}
@@ -266,7 +282,9 @@ jobs:
"dist/release/gen1recomp-${v}-macos.zip" \
"dist/release/gen1recomp-${v}-windows.zip" \
"dist/release/gen1recomp-${v}-linux.zip" \
"dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp-${v}-android.apk" \
"dist/release/gen1recomp-${v}.love" \
"dist/release/sha256sums.txt"
echo "Published release $tag"
+9
View File
@@ -0,0 +1,9 @@
# On-screen touch control art
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
Those Awesome Guys), public domain under CC0:
https://thoseawesomeguys.com/prompts/
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
d-pad (neutral + per-direction highlight), A, B, plus (START) and
minus (SELECT).
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+3 -2
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@@ -47,8 +47,9 @@ function love.conf(t)
-- freely to portrait or landscape), otherwise locked to the window's w/h
-- aspect. So a non-resizable tall window forced portrait; resizable lets
-- the game follow the device. The renderer letterboxes the 160x144
-- viewport into whatever size results, and touch input is gesture-based,
-- so both orientations just work. iOS follows the Info.plist orientations
-- viewport into whatever size results, and the on-screen touch controls
-- re-lay themselves out from the new window size, so both orientations
-- just work. iOS follows the Info.plist orientations
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
t.window.resizable = true
-- Starting size is a tall portrait hint; the OS resizes to the real
+2 -3
View File
@@ -1,9 +1,8 @@
-- Flavor talk scripts for CopycatsHouse2F (registry id COPYCATS_HOUSE_2F).
-- Source: pokered/scripts/CopycatsHouse2F.asm, pokered/text/CopycatsHouse2F.asm
--
-- TEXT_COPYCATSHOUSE2F_COPYCAT is already ported (with the POKE DOLL /
-- TM31 MIMIC trade) in data/scripts/story4.lua, so it is intentionally
-- omitted here.
-- TEXT_COPYCATSHOUSE2F_COPYCAT (POKE DOLL -> TM31 MIMIC) lives in
-- data/scripts/story4.lua.
return {
COPYCATS_HOUSE_2F = {
+10 -2
View File
@@ -1,13 +1,21 @@
-- pokered/scripts/PewterNidoranHouse.asm
-- PewterNidoranHouseNidoranText: text_far _PewterNidoranHouseNidoranText, then
-- text_asm plays the NIDORAN_M cry (PlayCry/WaitForSoundToFinish) before ending.
-- No sound-effect command exists in Commands.lua, so we port the dialogue line
-- only; the cry SFX is cosmetic and has no gameplay effect.
-- play_cry only stashes ctx.pendingCry for the very next show_text row, so it
-- has to sit immediately before that row (src/script/Commands.lua); the cry
-- then sounds once the box has typed out, matching the asm's print-then-cry
-- order. Its waitForButton form keeps DisplayTextID's trailing
-- WaitForTextScrollButtonPress -- PewterNidoranHouse_Script is
-- `jp EnableAutoTextBoxDrawing`, which zeroes
-- wDoNotWaitForButtonPressAfterDisplayingText -- so the box still holds until
-- A/B. The cry row was missing, leaving the NIDORAN silent (#247).
return {
PEWTER_NIDORAN_HOUSE = {
talk = {
TEXT_PEWTERNIDORANHOUSE_NIDORAN = {
{ "face_player" },
-- text_asm: ld a, NIDORAN_M / call PlayCry
{ "play_cry", "NIDORAN_M", true },
{ "show_text", "_PewterNidoranHouseNidoranText" },
},
},
+7 -3
View File
@@ -59,13 +59,17 @@ M.VIRIDIAN_CITY = {
-- ViridianCityYoungster2CaterpieAndWeedleDescriptionText are
-- defined without a leading underscore in pokered/text/ViridianCity.asm
-- and aren't present in data/generated/text.lua, so we fall back to
-- the literal strings from pokered.
-- the literal strings from pokered. Those fallbacks have to carry the
-- extractor's markers, not plain newlines: line -> \n, cont -> \v,
-- para -> \f. Spelling cont/para as \n and \n\n put all six lines on
-- one page with nothing to wait on, so the whole speech scrolled past
-- without a button press (#250).
TEXT_VIRIDIANCITY_YOUNGSTER2 = function(game, ow, npc, done)
local t = text(game)
ask(game, t._ViridianCityYoungster2YouWantToKnowAboutText
or "You want to know\nabout the 2 kinds\nof caterpillar\nPOKéMON?", function(yes)
or "You want to know\nabout the 2 kinds\vof caterpillar\vPOKéMON?", function(yes)
if yes then
push(game, "CATERPIE has no\npoison, but\nWEEDLE does.\n\nWatch out for its\nPOISON STING!", done)
push(game, "CATERPIE has no\npoison, but\vWEEDLE does.\fWatch out for its\nPOISON STING!", done)
else
push(game, "Oh, OK then!", done)
end
@@ -3,12 +3,16 @@
return {
VIRIDIAN_NICKNAME_HOUSE = {
talk = {
-- ViridianNicknameHouseSpearowText: text_asm that shows the text
-- then plays a SPEAROW cry (PlayCry/WaitForSoundToFinish). The
-- cry playback isn't in the talk-script command vocabulary, so
-- only the flavor line is ported here.
-- ViridianNicknameHouseSpearowText: text_asm that PrintTexts the
-- line, then plays the SPEAROW cry (PlayCry/WaitForSoundToFinish)
-- before TextScriptEnd. play_cry only arms the show_text row that
-- follows it, so the cry sounds once the box has typed out; its
-- waitForButton form keeps DisplayTextID's trailing
-- WaitForTextScrollButtonPress, so the box then holds until A/B like
-- any other NPC line rather than popping itself (#251).
TEXT_VIRIDIANNICKNAMEHOUSE_SPEAROW = {
{ "show_text", "_ViridianNicknameHouseSpearowText" },
{ "play_cry", "SPEAROW", true }, -- 1 PlayCry
{ "show_text", "_ViridianNicknameHouseSpearowText" }, -- 2 PrintText
},
},
},
+149 -79
View File
@@ -6,7 +6,8 @@
-- takes it ("I'll take this one, then!") and both balls disappear.
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
-- OaksLabRivalTakePokeBallScript.
-- * Rival (object 1): before starter -> "gramps isn't around"; with
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
-- has walked you in, else "gramps isn't around" (#218); with
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
@@ -59,52 +60,97 @@ end
return {
talk = {
-- Oak: accepts the parcel and hands over the Pokédex, then (once the
-- player has beaten the Route 22 rival) hands over the real POKé
-- BALLs (scripts/OaksLab.asm OaksLabOak1Text, simplified: no rival
-- recall / dex-rating / "pokemon can fight" / "around the world"
-- branches -- see docs/known-differences.md)
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
-- (DisplayDexRating) is still skipped.
TEXT_OAKSLAB_OAK1 = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_OAKS_PARCEL" }, -- 2
{ "jump_if_false", 16 }, -- 3
{ "check_flag", "EVENT_OAK_GOT_PARCEL" }, -- 4
{ "jump_if_true", 16 }, -- 5
{ "show_text", "_OaksLabOak1DeliverParcelText" }, -- 6
{ "take_item", "OAKS_PARCEL", 1 }, -- 7
{ "set_flag", "EVENT_OAK_GOT_PARCEL" }, -- 8
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" }, -- 9
{ "set_flag", "EVENT_GOT_POKEDEX" }, -- 10
-- OaksLab.asm OakGivesPokedex: HideObject TOGGLE_POKEDEX_1/2
-- so the table sprites leave with the gift (#106).
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" }, -- 11
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" }, -- 12
-- the Pokédex swaps Viridian's two old men (OaksLab.asm:602-606:
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN).
-- Until this ran, the walking man at (17,5) -- who owns the coffee
-- ask and the catch tutorial -- stayed OFF for the whole game
-- (toggleable_objects.asm seeds him OFF, the sleeper ON).
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" }, -- 13
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" }, -- 14
{ "jump", "end" }, -- 15
{ "check_flag", "EVENT_GOT_STARTER" }, -- 16
{ "jump_if_false", 31 }, -- 17
{ "check_item", "POKE_BALL" }, -- 18
{ "jump_if_true", 29 }, -- 19
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" }, -- 20
{ "jump_if_false", 33 }, -- 21
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 22
{ "jump_if_true", 29 }, -- 23
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" }, -- 24
{ "give_item", "POKE_BALL", 5, false }, -- 25
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" }, -- 26
{ "show_text", "_OaksLabGivePokeballsExplanationText" }, -- 27
{ "jump", "end" }, -- 28
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" }, -- 29
{ "jump", "end" }, -- 30
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" }, -- 31
{ "jump", "end" }, -- 32
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" }, -- 33
{ "face_player" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
{ "jump_if_true", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "around_world" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_false", "pre_lab_battle" },
{ "check_item", "OAKS_PARCEL" },
{ "jump_if_false", "raise_young" },
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalGrampsText" },
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
-- OaksLabCalcRivalMovementScript: sprite map (8,11) → cell (4,7)
-- when the player stands below Oak (the usual desk talk).
{ "place_npc", 1, 4, 7, "up" },
{ "move_npc_to", 1, 4, 3 },
{ "play_music", "Music_OaksLab" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabRivalWhatDidYouCallMeForText" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakIHaveARequestText" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
{ "face_object", 1, "right" },
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", 1, 4, 7 },
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "play_music", "Music_OaksLab" },
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
{ "jump", "end" },
{ "label", "raise_young" },
{ "show_text", "_OaksLabOak1RaiseYourYoungPokemonText" },
{ "jump", "end" },
{ "label", "pre_lab_battle" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_true", "can_fight" },
{ "show_text", "_OaksLabOak1WhichPokemonDoYouWantText" },
{ "jump", "end" },
{ "label", "can_fight" },
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
{ "jump", "end" },
{ "label", "around_world" },
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
{ "jump", "end" },
{ "label", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "jump_if_true", "come_see" },
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "give_item", "POKE_BALL", 5, false },
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -117,36 +163,45 @@ return {
starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
"OAKSLAB_BULBASAUR_POKE_BALL", 6, "OAKSLAB_CHARMANDER_POKE_BALL"),
-- Talking to the rival only ever prints a line: the lab battle is a
-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6;
-- see onStep below), never a talk action. The handler used to fall
-- through from the "looks stronger" taunt straight into start_battle,
-- so talking to Blue at the table launched the rival fight before the
-- player ever stepped onto the trigger (#219). scripts/OaksLab.asm
-- OaksLabText8 branches text only:
-- * got starter, not yet battled -> _OaksLabRivalMyPokemonLooksStronger
-- * already battled -> _OaksLabRivalFedUpWithWaitingText (a Route 22
-- line; normally unreachable since the rival is hidden after the
-- lab battle in OaksLabRivalEndBattleScript)
-- * no starter yet -> the FOLLOWED_OAK pre-starter fork (#218)
TEXT_OAKSLAB_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_false", 21 }, -- 3
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
{ "jump_if_true", 19 }, -- 5
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
{ "jump_if_false", 11 }, -- 8
{ "start_battle", "trainer", "OPP_RIVAL1", 3 }, -- 9 Charmander
{ "jump", 16 }, -- 10
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
{ "jump_if_false", 15 }, -- 12
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
{ "jump", 16 }, -- 14
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
-- OaksLabRivalEndBattleScript: HealParty + flag, then exit either way
{ "heal_party" }, -- 16
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 17
{ "jump", 23 }, -- 18
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 19
{ "jump", "end" }, -- 20
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 21
{ "jump", "end" }, -- 22
-- win: sulk text then exit; loss: Rival1WinText already played in
-- battle (HandlePlayerBlackOut), so skip straight to the walk-out
{ "jump_if_false", 25 }, -- 23
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 24
{ "move_npc_to", 1, 4, 11 }, -- 25
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 26
{ "face_player" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_false", "pre_starter" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_true", "after_battle" },
-- has a starter, has not fought yet: just the taunt. The battle is
-- the coordinate trigger in onStep, not this talk (#219)
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
{ "jump", "end" },
{ "label", "after_battle" },
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" },
{ "jump", "end" },
-- pre-starter fork (scripts/OaksLab.asm OaksLabText8 rival handler):
-- Oak has already escorted you in (three balls on the table) -> he
-- waves you on to choose; not yet escorted (very early game) -> the
-- "Gramps isn't around" line. #218
{ "label", "pre_starter" },
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" },
{ "jump_if_false", "gramps_gone" },
{ "show_text", "_OaksLabRivalGoAheadAndChooseText" },
{ "jump", "end" },
{ "label", "gramps_gone" },
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
},
},
@@ -168,9 +223,16 @@ return {
-- OaksLabScript8 / OaksLabRivalChallenge)
onStep = function(game, ow, x, y)
local flags = game.save.flags
-- Oak blocks the exit mats (4,11)/(5,11) until you take a starter
-- Oak stops you leaving without a starter at the bookshelf row (cell
-- y == 6): this is the same wYCoord == 6 coordinate script the rival
-- challenge just below uses (scripts/OaksLab.asm, both gated on
-- EVENT_GOT_STARTER), so Oak halts you level with the shelves, not one
-- corridor length later on the exit mat. At y>=6 only the x=4,5
-- corridor is walkable and the up-push keeps the player above y=7, so
-- this only ever fires at y=6 in the corridor -- matching the rival
-- trigger's shape. (#232)
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
and y == 11 and (x == 4 or x == 5) then
and y >= 6 then
ow.runner:run({
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
{ "move_player", "up", 1 },
@@ -209,10 +271,18 @@ return {
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- win: sulk text then exit; loss jumps to the walk-out (taunt was
-- already shown in-battle via Rival1WinText)
-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
-- marches out. A loss skips only the gloat (that taunt was already
-- shown in-battle via Rival1WinText), never the exit line (#231). The
-- jump_if_false convergence point is the exit line: base+6 indexes the
-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
ow.runner:run(rows, { npc = rival })
+111 -10
View File
@@ -16,6 +16,14 @@ M.VIRIDIAN_MART = {
-- StartSimulatingJoypadStates walks the player to the counter
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
-- and ViridianMartOaksParcelScript hands the parcel over. The player
-- never presses A.
--
-- The RLE list is consumed back to front: DecodeRLEList fills forward
-- from wSimulatedJoypadStatesEnd, the script seeds wSimulatedJoypadStates-
-- Index with the count, and home/overworld.asm decrements that index
-- before each read. So PAD_LEFT 1, PAD_UP 2 actually plays up, up, left,
-- and the walk ends facing the clerk. Replaying the list front to back
-- put the player at the counter facing up instead (#235). The player
-- never presses A. This matters beyond convenience: the parcel gates
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
-- it on entry rather than letting you walk out without it.
@@ -28,8 +36,8 @@ M.VIRIDIAN_MART = {
if not f.EVENT_GOT_STARTER then return end
ow:queueScript({
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
{ "move_player", "left", 1 },
{ "move_player", "up", 2 },
{ "move_player", "left", 1 },
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
@@ -395,7 +403,93 @@ M.SS_ANNE_CAPTAINS_ROOM = {
-- MrFujisHouse.asm; the teleport back to his house is a warp)
-- -------------------------------------------------------------------
-- scripts/PokemonTower7F.asm: after each Rocket loses,
-- PokemonTower7FEndBattleScript shows its EndBattle text (EndTrainerBattle),
-- prints its AfterBattle text (DisplayTextID), then
-- PokemonTower7FRocketLeaveMovementScript walks the grunt off toward the
-- (9,16) stairs (MoveSprite) and PokemonTower7FHideNPCScript despawns it
-- (HideObject). Without this the beaten grunts stood in the corridor
-- forever (#200).
local POKEMON_TOWER_7F_ROCKETS = {
{ index = 1, name = "POKEMONTOWER7F_ROCKET1",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_0",
after = "_PokemonTower7FRocket1AfterBattleText" },
{ index = 2, name = "POKEMONTOWER7F_ROCKET2",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_1",
after = "_PokemonTower7FRocket2AfterBattleText" },
{ index = 3, name = "POKEMONTOWER7F_ROCKET3",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_2",
after = "_PokemonTower7FRocket3AfterBattleText" },
}
-- PokemonTower7FNPCCoordMovementTable, keyed by the PLAYER's tile ("x,y")
-- at the engagement (both the talk and the sight walk-up leave the player on
-- the tile the vanilla table indexes). Each list is that entry's
-- NPC_MOVEMENT_* exit, applied from the grunt's current tile. The exact
-- tables are one per grunt (dbmapcoord bytes decoded back to x,y).
local POKEMON_TOWER_7F_EXITS = {
[1] = { -- ROCKET1 @ (9,11), faces RIGHT
["9,12"] = { "right", "down", "down", "down", "down", "down", "left" },
["10,11"] = { "down", "right", "down", "down", "down", "down" },
["11,11"] = { "down", "down", "down", "down", "down" },
["12,11"] = { "down", "down", "down", "down", "down" },
},
[2] = { -- ROCKET2 @ (12,9), faces LEFT
["12,10"] = { "left", "down", "down", "down", "down", "down", "down" },
["11,9"] = { "down", "down", "down", "left", "down", "down" },
["10,9"] = { "down", "down", "down", "down", "down" },
["9,9"] = { "down", "down", "down", "down", "down" },
},
[3] = { -- ROCKET3 @ (9,7), faces RIGHT
["9,8"] = { "right", "down", "down", "down", "down", "down", "down" },
["10,7"] = { "down", "down", "down", "down", "down" },
["11,7"] = { "down", "down", "down", "down", "down" },
["12,7"] = { "down", "down", "down", "down", "down" },
},
}
-- The vanilla table only lists the sight/talk tiles the map geometry allows;
-- a plain down-walk keeps any other engagement tile (e.g. talking from the
-- side) safe -- it still clears the corridor and despawns the grunt.
local POKEMON_TOWER_7F_EXIT_FALLBACK =
{ "down", "down", "down", "down", "down" }
M.POKEMON_TOWER_7F = {
-- Repair saves that beat a grunt before the exit walk was ported: in
-- vanilla HideObject persists (wMissableObjectFlags), so a beaten grunt is
-- still gone on re-entry. hide_object below writes objectToggles for new
-- wins; this hides any grunt whose BEAT flag is already set.
onEnter = function(game, ow)
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
if game.save.flags[r.beat] then
Commands.hide_object(ctx, "POKEMON_TOWER_7F", r.name)
end
end
end,
-- runVictoryHook fires after every trainer win on the map (both the sight
-- and talk paths route through engageTrainer -> checkVictoryRewards), so
-- this walks off whichever grunt was just beaten but is still standing.
-- The AfterBattle text + walk queue UNDER the EndBattle box engageTrainer
-- pushes right after, giving the vanilla order: EndBattle, AfterBattle,
-- walk, despawn.
onVictory = function(game, ow)
if ow.runner:isRunning() then return end
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
local npc = ow:npcByIndex(r.index)
if npc and game.save.flags[r.beat] then
local key = ow.player.cellX .. "," .. ow.player.cellY
local dirs = (POKEMON_TOWER_7F_EXITS[r.index] or {})[key]
or POKEMON_TOWER_7F_EXIT_FALLBACK
ow.runner:run({
{ "show_text", r.after }, -- DisplayTextID
{ "walk_npc", r.index, dirs }, -- MoveSprite
{ "hide_object", "POKEMON_TOWER_7F", r.name }, -- HideObject
}, { npc = npc })
return
end
end
end,
talk = {
TEXT_POKEMONTOWER7F_MR_FUJI = {
{ "face_player" }, -- 1
@@ -878,16 +972,23 @@ M.HALL_OF_FAME = {
M.CERULEAN_CITY = {
talk = {
-- CeruleanCityRivalText: Bill line once beaten; pre-battle otherwise.
-- Post-fight walk matches CeruleanCityMovement4 (right then into town).
TEXT_CERULEANCITY_RIVAL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 2
{ "jump_if_true", 9 }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 10 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "jump", 10 }, -- 9
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 2
{ "jump_if_true", 13 }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", "end" }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "walk_npc", 1, { "right", "down", "down", "down",
"down", "down", "down" } }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
{ "jump", "end" }, -- 12
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 13
},
},
}
+64 -22
View File
@@ -445,33 +445,67 @@ local function engageSuperNerd(game, ow, onDone)
ow:engageTrainer(nerd, onDone)
end
local function mtMoonFossil(itemId, otherName)
-- MtMoonB2FMoveSuperNerdScript: player-near-dome coords walk RIGHT then
-- UP (MoveRight falls through into MoveUp); near-helix walks UP only.
local function mtMoonNerdWalk(px, py, itemId)
if (px == 12 and py == 7) or (px == 11 and py == 6) or (px == 12 and py == 5) then
return { "right", "up" }
end
if (px == 13 and py == 7) or (px == 14 and py == 6) or (px == 14 and py == 5) then
return { "up" }
end
return (itemId == "DOME_FOSSIL") and { "right", "up" } or { "up" }
end
-- scripts/MtMoonB2F.asm Dome/Helix fossil text_asm + MoveSuperNerd +
-- SuperNerdTakesOtherFossil: pick one, hide it, walk the nerd to the
-- other, "All right. Then this is mine!", hide the other.
local function mtMoonFossil(itemId, otherName, gotFlag)
return function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
if game.save.flags.EVENT_GOT_A_FOSSIL then
game.stack:push(TextBox.new(game, "You already took\na fossil.", done))
local t = game.data.text
local flags = game.save.flags
if flags.EVENT_GOT_DOME_FOSSIL or flags.EVENT_GOT_HELIX_FOSSIL then
done()
return
end
-- can't grab a fossil until the Super Nerd is beaten -- he intercepts
if not superNerdBeaten(ow) then
engageSuperNerd(game, ow, done)
return
end
local name = game.data.items[itemId].name
game.stack:push(TextBox.new(game, ("You want the\n%s?"):format(name), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then done() return end
game.save.inventory[itemId] = 1
game.save.flags.EVENT_GOT_A_FOSSIL = true
local Commands = require("src.script.Commands")
local ctx = { save = game.save, overworld = ow, game = game }
Commands.hide_object(ctx, "MT_MOON_B2F", npc.def.name)
Commands.hide_object(ctx, "MT_MOON_B2F", otherName)
local want = (itemId == "DOME_FOSSIL")
and (t._MtMoonB2FDomeFossilYouWantText or "You want the\nDOME FOSSIL?")
or (t._MtMoonB2FHelixFossilYouWantText or "You want the\nHELIX FOSSIL?")
game.stack:push(TextBox.new(game, want, nil, { choice = function(yes)
if not yes then done() return end
if not require("src.inventory.Bag").add(game.save, itemId, 1) then
game.stack:push(TextBox.new(game,
("%s got the\n%s!"):format(game.save.player.name, name), done))
end))
end))
t._MtMoonB2FYouHaveNoRoomText or "Look, you've got\nno room for this.",
done))
return
end
local idef = game.data.items[itemId]
game.stringBuffer = idef and idef.name or itemId
require("src.core.Sound").play(game.data, "Get_Key_Item")
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
game.stack:push(TextBox.new(game,
t._MtMoonB2FReceivedFossilText
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
function()
local Commands = require("src.script.Commands")
Commands.hide_object(
{ save = game.save, overworld = ow, game = game },
"MT_MOON_B2F", npc.def.name)
flags[gotFlag] = true
ow.runner:run({
{ "walk_npc", 1, dirs },
{ "text_opts", { auto = true } },
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "MT_MOON_B2F", otherName },
}, { onDone = done })
end))
end }))
end
end
@@ -486,13 +520,17 @@ M.MT_MOON_B2F = {
return false
end,
talk = {
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil("DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil("HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL"),
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
"HELIX_FOSSIL", "MTMOONB2F_DOME_FOSSIL", "EVENT_GOT_HELIX_FOSSIL"),
},
}
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
-- Y50, once; declining at the rope walks you back out.
-- Y50, once. Declining at the rope shoves the player one tile SOUTH back off
-- the exhibit rope they crossed heading north (#151); the museum floor has no
-- ledges, so a plain scriptMove("down",1) is the correct primitive.
local function museumClerk(game, ow, done, onDecline)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
@@ -527,7 +565,7 @@ M.MUSEUM_1F = {
if y == 4 and (x == 9 or x == 10)
and not game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
museumClerk(game, ow, nil, function()
ow:scriptMove(ow.player, "right", 1)
ow:scriptMove(ow.player, "down", 1)
end)
return true
end
@@ -822,6 +860,10 @@ M.DAYCARE = {
if def then
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
mon.hp = mon.stats.hp
-- Daycare.asm: WriteMonMoves with wLearningMovesFromDayCare
local Pokemon = require("src.pokemon.Pokemon")
Pokemon.learnMovesFromDayCare(
game.data, mon, def, startLevel, newLevel)
end
table.insert(game.save.party, mon)
game.save.daycare = nil
+62 -31
View File
@@ -524,8 +524,17 @@ M.GAME_CORNER = {
game.data.text._GameCornerRocketAfterBattleText
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
function()
hideRocket()
done()
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
-- ApplyMovementData walks the grunt one tile UP into the poster
-- (the hideout's secret entrance at 9,4) before HideObject, so
-- he leaves the floor rather than popping out of existence on
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
-- ignores collision, so we despawn + unfreeze (done) only once
-- the step lands.
ow:scriptMove(npc, "up", 1, function()
hideRocket()
done()
end)
end))
end)
end,
@@ -606,40 +615,62 @@ local function activePrizes()
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
end
-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
-- with no case prints RequireCoinCaseText and returns without ever opening a
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
-- show the prizes. #194: the port used to open the window unconditionally and
-- skip both text boxes.
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items, { label = label, right = tostring(p.cost), value = p })
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- IsItemInBag COIN_CASE: without the case, deny and open no window
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
return
end
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
-- ExchangeCoinsForPrizesText plays before the prize window opens.
game.stack:push(TextBox.new(game,
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
function()
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items,
{ label = label, right = tostring(p.cost), value = p })
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
end))
end
M.GAME_CORNER_PRIZE_ROOM = {
+44 -19
View File
@@ -134,12 +134,19 @@ M.MT_MOON_POKECENTER = {
-- Karate Master, take HITMONLEE or HITMONCHAN (the other disappears)
-- -------------------------------------------------------------------
-- ownBall/otherBall keep their spots for signature symmetry; only ownBall
-- is ever hidden (Gen1 removes just the chosen ball).
local function dojoBall(species, ownBall, otherBall, askKey)
return function(game, ow, npc, done)
local t = text(game)
local flags = game.save.flags
-- Already took one prize: the OTHER ball is still on the mat, so
-- talking to it now gives the "Better not get greedy..." refusal
-- (FightingDojo.asm .gotThePokemon / _FightingDojoBetterNotGetGreedyText),
-- not a silent no-op (#197).
if flags.EVENT_GOT_HITMONLEE or flags.EVENT_GOT_HITMONCHAN then
done()
push(game, t._FightingDojoBetterNotGetGreedyText
or "Better not get\ngreedy...", done)
return
end
if not flags.EVENT_BEAT_KARATE_MASTER then
@@ -153,8 +160,10 @@ local function dojoBall(species, ownBall, otherBall, askKey)
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
Commands.hide_object(ctx, "FIGHTING_DOJO", otherBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end
@@ -171,6 +180,21 @@ M.FIGHTING_DOJO = {
"FIGHTINGDOJO_HITMONLEE_POKE_BALL",
"_FightingDojoHitmonchanPokeBallText"),
},
-- The two dojo posters on the north wall (FightingDojo.asm bg_events at
-- the top of the room, cells (4,0)/(5,0) directly above the prize balls)
-- print _EnemiesOnEverySideText. The map extractor dropped the dojo
-- bg_events (signs = {}), so wire the poster read here, the same
-- facing-up + coord shape the mansion switches use. Reachable only once
-- a claimed prize frees the ball cell below the poster (#197).
onInteract = function(game, ow, fx, fy)
if ow.player.facing ~= "up" then return false end
if fy == 0 and (fx == 4 or fx == 5) then
push(game, text(game)._EnemiesOnEverySideText
or "Enemies on every\nside!")
return true
end
return false
end,
}
-- -------------------------------------------------------------------
@@ -212,30 +236,31 @@ M.COPYCATS_HOUSE_2F = {
talk = {
TEXT_COPYCATSHOUSE2F_COPYCAT = function(game, ow, npc, done)
local t = text(game)
local Bag = require("src.inventory.Bag")
if game.save.flags.EVENT_GOT_TM31 then
push(game, t._CopycatsHouse2FCopycatWhirlingText
or "Huh? Huh? Huh?", done)
push(game, t._CopycatsHouse2FCopycatTM31Explanation2Text, done)
return
end
if (game.save.inventory.POKE_DOLL or 0) > 0 then
ask(game, t._CopycatsHouse2FCopycatPokeDollText
or "Oh wow!\nA POKé DOLL!\fFor me?\nCan I have it?", function(yes)
if not yes then done() return end
game.save.inventory.POKE_DOLL = game.save.inventory.POKE_DOLL - 1
if game.save.inventory.POKE_DOLL == 0 then
game.save.inventory.POKE_DOLL = nil
end
if not require("src.inventory.Bag").add(game.save, "TM_MIMIC", 1) then
push(game, "You don't have\nroom for TM31!", done)
-- Mimic line first; auto-trade POKE DOLL for TM31 (no YES/NO).
push(game, t._CopycatsHouse2FCopycatDoYouLikePokemonText, function()
if (game.save.inventory.POKE_DOLL or 0) <= 0 then
done()
return
end
push(game, t._CopycatsHouse2FCopycatTM31PreReceiveText, function()
if not Bag.add(game.save, "TM_MIMIC", 1) then
push(game, t._CopycatsHouse2FCopycatTM31NoRoomText, done)
return
end
game.stringBuffer = game.data.items.TM_MIMIC.name
require("src.core.Sound").play(game.data, "Get_Item1")
Bag.remove(game.save, "POKE_DOLL", 1)
game.save.flags.EVENT_GOT_TM31 = true
push(game, ("%s got\nTM31!"):format(game.save.player.name), done)
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
end)
end)
return
end
push(game, t._CopycatsHouse2FCopycatText
or "I like to mimic\npeople!", done)
end)
end,
},
}
+51 -18
View File
@@ -196,14 +196,24 @@ local function inCoords(coords, x, y)
return false
end
-- coordinate block: show a line and push the player back one step
-- coordinate block: show a line and shove the player back one step. pokered
-- shoves with a SIMULATED JOYPAD press (scripts/ViridianCity.asm ViridianCity-
-- CheckGymOpenScript), which runs the normal overworld step pipeline including
-- HandleLedges (engine/overworld/ledges.asm), so the shove must HOP a ledge
-- when one sits in front: the tile below the Viridian Gym door is a down-ledge
-- (#151). Gates with no ledge in front (Cinnabar gym lock at (18,4)) get
-- checkLedgeHop == false and fall back to the plain forced step, unchanged.
local function stepGate(opts)
return function(game, ow, x, y)
if not inCoords(opts.coords, x, y) then return false end
if not opts.blocked(game) then return false end
require("src.core.Sound").play(game.data, "Denied")
push(game, text(game)[opts.text] or opts.fallback,
function() ow:scriptMove(ow.player, opts.push, 1) end)
push(game, text(game)[opts.text] or opts.fallback, function()
ow.player.facing = opts.push
if not ow:checkLedgeHop(opts.push) then
ow:scriptMove(ow.player, opts.push, 1)
end
end)
return true
end
end
@@ -457,6 +467,19 @@ end
-- EVENT_ROUTE22_RIVAL_WANTS_BATTLE in Oak's lab (expired by Pewter
-- Gym) and again in Viridian Gym; we derive the same windows from the
-- surrounding story flags so old saves work too.
-- Rival1Exit → Viridian (right/down); Rival2Exit → League (left).
local function route22ExitDirs(n, py)
if n == 2 then
if py == 5 then return { "left", "left", "left", "left" } end
return { "left", "left", "left" }
end
if py == 5 then
return { "right", "right", "down", "down", "down", "down", "down" }
end
return { "up", "right", "right", "right",
"down", "down", "down", "down", "down", "down" }
end
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
return {
{ "show_object", "ROUTE_22", objName }, -- 1
@@ -468,7 +491,7 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
{ "set_flag", beatFlag }, -- 7
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
{ "move_npc_to", objIndex, 25, 5 }, -- 10
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11
}
end
@@ -495,6 +518,14 @@ M.ROUTE_22 = {
-- Cerulean City: the Nugget Bridge rival ambush (CeruleanCityCoords2),
-- the TM28 rocket thief with his forced-fight cells (Coords1), and the
-- cave guard who steps aside once you are Champion.
-- Post-battle: Bill text then CeruleanCityMovement3/4 into town.
local function ceruleanRivalExitDirs(px)
if px == 20 then
return { "right", "down", "down", "down", "down", "down", "down" }
end
return { "left", "down", "down", "down", "down", "down", "down" }
end
local function ceruleanRivalScene(px, py)
return {
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 1
@@ -502,41 +533,43 @@ local function ceruleanRivalScene(px, py)
{ "face_object", 1, "down" }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 10 }, -- 6
{ "jump_if_false", 11 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "move_npc_to", 1, 20, 2 }, -- 9
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 10
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
}
end
-- scripts/CeruleanCity.asm CeruleanCityRocketText: fight the thief,
-- then he returns TM28 (DIG) and hurries off
-- then he returns TM28 (DIG) and hurries off. CeruleanHideRocket
-- (CeruleanCity_2.asm) is GBFadeOutToBlack → Show GUARD1 / Hide GUARD2 /
-- Hide ROCKET → GBFadeInFromBlack — not a bare hide_object.
local rocketRows = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
{ "jump_if_true", 15 }, -- 3
{ "jump_if_true", 15 }, -- 3 → CeruleanHideRocket
{ "check_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 4
{ "jump_if_true", 9 }, -- 5
{ "show_text", "_CeruleanCityRocketText" }, -- 6
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 7
{ "jump_if_false", 18 }, -- 8
{ "jump_if_false", "end" }, -- 8
{ "show_text", "_CeruleanCityRocketIllReturnTheTMText" }, -- 9
{ "set_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 10
{ "give_item", "TM_DIG", 1, false }, -- 11 (row 13 prints)
{ "set_flag", "EVENT_GOT_TM28" }, -- 12
{ "show_text", "_CeruleanCityRocketReceivedTM28Text" }, -- 13
{ "show_text", "_CeruleanCityRocketIBetterGetMovingText" }, -- 14
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 15
-- CeruleanHideRocket (scripts/CeruleanCity_2.asm) does all three behind
-- one fade: the ROCKET goes, GUARD1 (28,12) appears and GUARD2 (27,12)
-- disappears. GUARD2 stands on the only walkable neighbour of the
-- trashed house's south door, which is one of the two ways through the
-- fence dividing Cerulean, so this swap is what reconnects the city.
-- Bill's ticket performs the same swap (data/scripts/story.lua), and
-- both are idempotent, so whichever the player reaches first opens it.
{ "fade", "out" }, -- 15 GBFadeOutToBlack
-- CeruleanHideRocket while black: GUARD1 (28,12) appears, GUARD2
-- (27,12) and the ROCKET go. GUARD2 blocks the trashed-house south
-- door neighbour — the swap reconnects the city (Bill's ticket does
-- the same in story.lua; either route is enough).
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 16
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 17
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 18
{ "fade", "in" }, -- 19 GBFadeInFromBlack
}
M.CERULEAN_CITY = {
+66 -9
View File
@@ -12,6 +12,12 @@
-- "; deactivate gym trainers" / SetEventRange in the other gyms, and
-- FightingDojo.asm SetEventRange EVENT_BEAT_KARATE_MASTER ..
-- EVENT_BEAT_FIGHTING_DOJO_TRAINER_3).
--
-- `dialogue` is the end-battle + post-battle text chain each gym leader
-- runs (SaveEndBattleTextPointers then the map's *PostBattle / ReceiveTM
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won — checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
local function range(prefix, first, last)
local t = {}
@@ -31,28 +37,76 @@ return {
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
{ "ROUTE_22", "ROUTE22_RIVAL1" },
},
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1) },
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2) },
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6) },
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5) },
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6) },
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6) },
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7) },
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
@@ -60,9 +114,12 @@ return {
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
-- only him (data/maps/objects/FightingDojo.asm).
-- only him (data/maps/objects/FightingDojo.asm). `dialogue` is the
-- concede + prize offer he speaks after the win (his header supplies the
-- "Hwa! Arrgh! Beaten!" won line first; #197).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3),
dialogue = { "_FightingDojoKarateMasterIWillGiveYouAPokemonText" } },
-- Elite Four progress flags (their rooms' door logic isn't ported, but
-- the flags make the Hall of Fame checkable)
+195
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@@ -0,0 +1,195 @@
# Launcher
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
that runs before `Game:load`. Besides ROM import (see the file's own header)
it hosts a tabbed shell covering per-game save slots and a mod manager. This
file documents the runtime model; the visual spec lives separately.
## Android multi-ROM / mod / save import
On Android, `love.system.pickFile([kind])` opens the Storage Access Framework
picker (`GameActivity.showFilePicker`); the chosen file is copied into the app
save directory as:
| `kind` | Destination |
| --- | --- |
| nil / `"rom"` | `picked_rom.gb` (open) |
| `"mod"` | `picked_mod.zip` (open) |
| `"sav"` / `"save"` | `picked_save.sav` (open) |
Export uses a separate API: `love.system.createFile(suggestedName)`
`GameActivity.showCreateDocument` (`ACTION_CREATE_DOCUMENT`), which copies
staged `pending_export.sav` to the user-chosen URI and writes `export_done.flag`
for the launcher to acknowledge on refocus.
`RomImporter` then imports on refocus / Choose:
- **ROMs** via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps to a
version that is **not** yet ready counts as pending. A leftover
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
- **Mods** via `findPendingMod`: Prefer `picked_mod.zip`, or (on Choose) any
other `.zip` at the save-dir root (USB copy).
- **Saves** via `findPendingSav`: Prefer `picked_save.sav`, or (on Choose) any
other `.sav` at the save-dir root.
After a successful import the consumed save-dir file is removed.
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
system file picker must appear (not a silent Red re-extract) → pick Blue →
Blue becomes ready beside Red. On the MODS tab, Import mod .zip must open the
same system picker and install the chosen archive on return.
## Tab structure
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
Play button, and the SAVE SLOT card in a responsive two-column grid (see
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
centered pill in a reserved band just above the footer, on every tab. That
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
## Save slot model
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
abstraction (`persistFs`) every other save/options call uses, so portable
mode (an `io.*` filesystem used when `portable.txt` marks the install)
keeps working unchanged.
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
`slot%d+`; `createSlot` allocates one past the highest existing number so a
reused id can never collide with a lingering file.
- **Registry.** The ordered slot list and which one is active persist in
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
- **Active slot resolution.** `saveNames(version)`, the function every
existing caller (`TitleState` hasSave/load/save, recovery order) already
goes through, now resolves the *active* slot instead of a fixed flat name.
Resolved once per version per process (`ensureVersionSlots`, cached in
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
legacy migration may create one; otherwise the flat legacy path is used
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
- **Legacy migration.** One-time per version, lazy on first
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
file exists and no `saves/<version>/` registry does, its main + `.bak` are
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
originals removed and `slot1` registered as active. A copy that fails to
verify leaves the originals in place; migration never loses data.
The launcher-facing API:
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
every registered slot. `name` is the save's player name, or `nil` for an
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
title screen's `ContinueInfo` shows) or `nil`. The pure part,
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
it as active, and updates the process cache so the very next save/load
lands there. The launcher calls this the moment a slot row is clicked
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
save file written**. An empty slot means the title screen offers NEW GAME
only, which needs no further changes.
- `SaveData.deleteSlot(version, slotId)` removes the slot's
main/`.bak`/`.tmp` files, drops it from the registry, and if it was active
points active at another remaining slot (or clears active when the list is
empty). The launcher's SAVE SLOT panel Delete control calls this.
## Launcher mod manager
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
before `Game:load`, so **it never loads a mod's entry chunk**; only
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
`Loader:_discover` finds mods without running them. The real loader
(`src/mods/Loader.lua`) still owns the actual load at boot.
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
duplicate) and returns one row per mod:
`{id, name, version, badge, description, enabled, status, statusDetail}`.
`badge` is the manifest's `category`, falling back to `profile`, then
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
enabled, matching the loader's own default).
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
and the validated manifests: `conflict` when enabling this mod collides
with another enabled one; `warn` for an out-of-range `game_version` or an
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
`love.*` calls, this half is table-driven by the test suite on its own.
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
boolean, the exact shape `Loader:_saveState` writes, so the running game
and the in-game `ManagerState` see the change on next boot. The mods panel
calls this on every toggle and re-derives the list right away
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
the zip root, or inside one top-level folder), validates its manifest, and
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
duplicate of an already-installed mod id, and accepts either an external
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
temp first (mount only reaches save-dir-relative paths), the same way
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
back, and every path unmounts and clears the staged temp file.
- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
`options.mods[id]` so a later reinstall starts from the loader's default
(enabled). The mods panel Delete control calls this and re-derives the list.
## Import / Export save
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
through `src/import/SaveFileIO.lua`, which sits on top of
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
- **Import save** is live once the game's ROM is imported (playable). It opens
a native `.sav` picker (`chooseSav` on desktop; on Android,
`love.system.pickFile("sav")``picked_save.sav`, same SAF path as ROMs).
`SaveFileIO.importToSlot` reads the bytes (an absolute path, a save-dir
relative name, a dropped LOVE file, or raw bytes),
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
The meta stamp is re-stamped off `gen1_import` to the current numeric format
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
panel is refreshed with the new slot selected.
- **Export save** is live only when the active slot actually holds a save
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
(`love.filesystem.createDirectory("exports")`). On desktop it returns the
absolute path (`love.filesystem.getSaveDirectory()`), which the notice line
shows with an "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
On Android the bytes are also staged as `pending_export.sav` and
`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
player can save to Downloads / Drive / etc.; on return `export_done.flag`
makes focus show "Save exported."
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
currently active game tab; when a non-game tab (mods, or the locked yellow
placeholder) is showing it defaults to red, the always-present first game
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
nothing to export, ROM not imported yet) surfaces as a red notice line on the
card. Nothing raises and nothing silently no-ops.
`SaveFileIO` is love-free enough to unit-test through the same in-memory
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
## Responsiveness
Every measurement derives from `love.graphics.getDimensions()` each frame
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
column, slot card below Play, when the window is too narrow for both
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
(wheel, or drag on touch/desktop) clamped to their own content extent,
recomputed every draw. The tab bar labels only the active chip so it stays
narrow-safe, and content caps out at `~1440 * s` wide, centered.
+105
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@@ -18,6 +18,111 @@ Regenerate the reference straight into a wiki checkout:
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
```
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it
*drawing*: a pipeline is a display mode a mod owns, which may replace the
overworld's world pass with geometry of its own and/or post-process the
finished image. `mods/voxel_world` is the worked example — a 3D diorama
overworld plus a tilt-shift miniature pass, in about 120 lines of glue over
its renderer.
A record declares what the mode *is*; the engine
(`src/render/Pipelines.lua`) supplies everything about *being a display
mode*: the OFF/1/2/3 ladder, an options row next to TILT, a hotkey,
persistence in `save.options.pipelines`, and the rule that a world pipeline
and the engine's own TILT are mutually exclusive.
```lua
mod.content.render_pipelines:register("diorama", {
label = "DIORAMA", -- options row label
levels = { "OFF", "15", "35", "50" }, -- ladder; defaults to OFF/ON
hotkey = "6", -- checked after the engine's keys
priority = 20, -- highest eligible wins the world
available = function() return Renderer3D.ok() end,
update = function(dt, level) Camera.ease(dt, level) end,
drawWorld = function(ctx) return renderScene(ctx) end,
})
```
Three draw stages, each optional; a record needs at least one:
| stage | signature | runs |
| --- | --- | --- |
| `drawWorld` | `(ctx) -> canvas \| nil` | instead of the flat/tilt world pass |
| `worldPresent` | `(canvas, ctx) -> canvas` | over the world, **before** the UI composites |
| `present` | `(canvas, ctx) -> canvas` | over the whole frame, world and UI alike |
`worldPresent` is the one to reach for when an effect must leave dialog
boxes and menus crisp — a depth-of-field or colour grade on the world only.
`present` is for effects that genuinely own the screen, like a CRT curve.
`ctx` carries the frame: `state`, `cam`, `vw`/`vh` (world-pixel view),
`width`/`height` (window pixels), `scale`, `level`, `paletteFor(map)` and
`spriteColors(map)`. It also carries `ctx.drawFx(project, scale)` — call it
with your own projection and the engine draws every active field effect
(the "!" bubble, the Poké Center heal machine, the Fly bird, the fishing
rod, Rock Tunnel darkness) at its correct anchor under your camera. There
is exactly one copy of each effect, so a new engine effect works in your
pipeline without you touching anything.
Three rules worth knowing:
- **`gate` governs input, never the draw.** It decides whether the player
may *change* the mode (default: free-roam overworld only). A mode that
stopped rendering during a warp would flash the flat 2D world every time
the player walked through a door.
- **`available` is re-read every frame** and is the only thing that decides
whether the mode can render at all. Answer `false` on a headless run or a
driver with no depth canvas and the engine silently keeps the vanilla 2D
path — which is why shipping a pipeline enabled is safe.
- **A callback that throws retires its pipeline**, attributed to your mod in
the manager's error feed, and the frame falls back to 2D. A broken
renderer costs the player a display mode, never the game.
Returning `nil` from `drawWorld` is a normal answer meaning "not this
frame"; the engine draws the vanilla world instead.
## Battle sprite scaling
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
the Game Boy did. A mod can override either, per species or per image.
Per species, on the `pokemon` record:
```lua
-- MEW's back pic renders 1.5x; its front pic is untouched
mod.content.pokemon:patch("MEW", { battleScaleBack = 1.5 })
```
`battleScaleFront` scales the enemy pic, `battleScaleBack` the player pic;
both take a number in `0.25 .. 4.0`.
Per image, on the `battle_sprite_scales` registry, keyed by the asset path
exactly as the data references it:
```lua
mod.content.battle_sprite_scales:register("abra_back", {
path = "assets/generated/battle/back/abrab.png",
scale = 1.5,
})
```
An image-level entry beats the species scale for that one pic, and it is
the only way to scale a pic that is not species-keyed — the player's
trainer back sprite, held on screen until "Go!", is a bare image path.
The resolution order at draw time is **image-level → species-level →
default** (1x front, 2x back).
- **The pic stays grounded at every scale.** The player pic keeps its feet
flush on the text-box top (`y = 96`); the enemy pic keeps its bottom edge
and horizontal centre pinned in its 7×7 slot. A larger pic grows upward
and outward from that anchor, never off the shelf.
- **Scaling composes with the send-out grow.** The `AnimateSendingOutMon`
ball-to-pic grow multiplies your scale through each stage, so a rescaled
mon still grows into place from the ball, grounded the whole way.
## Developer console
Boot with developer mode on to unlock the in-game console and hot-reload
+49 -1
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@@ -179,4 +179,52 @@ Into-battle wipes still run the original eight styles inside the classic
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.
so the whole window reads as one continuous battle screen.
## On-screen touch controls (mobile)
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
center) over the frame, using Xelu's CC0 controller prompts
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
finger does, sliding on the d-pad changes direction without lifting, and
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
appears while no controller is being used: the first gamepad button or
stick push hides it, the next screen touch brings it back, and unplugging
the last controller restores it immediately. Layout re-derives from the
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
the overlay on and lets the mouse act as a finger (`=0` forces it off).
## Translation support
Every string the player can read is now reachable from a mod, so a
translation is an ordinary content mod rather than a fork.
Two things had to change. Text layout stopped counting bytes: the dialogue
box measures a line in glyphs (charmap sequences), so a 3-byte character
costs one column, a cut never lands inside a character, and a page with a
non-default `advance` re-measures instead of overflowing. That also fixed
25 vanilla English lines that were wrapping early because `é` in POKéMON
and POKéDEX costs two bytes ("I study POKéMON as" is 19 bytes and 18
glyphs, and the box was breaking it).
Second, the text the engine writes itself - battle messages, item results,
menu labels, the link-play screens - moved behind `src/core/Strings.lua`
and the new `strings` registry. Extracted script text was already
overridable through `text`; this covers the other half. Entries are keyed
by the English source, so a translation that has not reached a string yet
keeps rendering in English and a half-finished translation stays playable.
Authors generate the whole thing:
```sh
python3 tools/modkit.py translation francais --language "Francais"
```
That scaffolds a mod with every translatable string as an empty catalog,
plus a glyph-page and charmap stub, a naming-grid stub, and a
`francais-worksheet/` directory holding the English to translate from
(deliberately outside the mod: extracted text is ROM content and must not
be packed). `--refresh` re-harvests after an engine update, keeping
existing translations and parking orphaned keys rather than dropping them.
See the wiki's Translations guide.
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@@ -0,0 +1,126 @@
# Updater
A fused build (`love.filesystem.isFused()` true) ships a bundled `game.love`
baked into the executable, but that bundled copy is only ever the *fallback*.
On every launch, before anything else runs, `Boot.run` (`src/update/Boot.lua`)
looks in the save directory's `updates/` folder for a downloaded
`gen1recomp-X.Y.Z.love` payload that is both strictly newer than the bundled
engine version and runnable on this shell. If one qualifies, it is mounted
over `/` (so its files win over the fused source for every subsequent
`require`) and chainloaded in place: the payload's `main.lua` and `love.load`
run as if they had shipped in the executable. A dev/source checkout is never
fused, so `Boot.run` no-ops there and the working tree always runs itself.
The pieces are deliberately layered so the risky part is small. `Boot.select`
is a pure function (no `love.*` calls) that, given probed candidates and the
bundled `engine`/`shell`, decides what to run and what stale payloads to
delete. `Boot.probePayload` mounts one archive at an isolated mountpoint and
reads its `src/core/Version.lua` with `loadstring` (never `require`, so it is
never cached as a module) to learn its `engine` and `minShell`. `Boot.run`
orchestrates the crash guard, enumeration, selection, and the mount +
chainload, with full rollback on any failure. Checking for and fetching a
new payload is a separate, slower path: `src/update/Check.lua` is a thin
main-thread state machine the launcher screen polls, while the curl calls,
JSON parsing, and sha256 verification run on a background `love.thread`
(`src/update/check_worker.lua`) so a hung network call never blocks a frame.
## Version.lua fields
`src/core/Version.lua` carries three fields the updater reads directly (the
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
untouched):
- `engine` - the semver release, e.g. `"1.4.0"`. The repo default is the
`"0.0.0-dev"` placeholder; CI stamps the real `X.Y.Z` into the packed
`game.love` only, never the working tree. A `"0.0.0-dev"` engine always
reports itself up to date (it never chases a release, and it never counts
as a valid payload to chainload).
- `shell` - the native-shell contract this build's fused executable
implements.
- `minShell` - the lowest shell contract required to *run* this payload.
Bump `minShell` only when a payload needs something the currently-shipped
native shell cannot provide, for example a LOVE version bump, a new required
system binary, or a change to `love.run` itself (see Known limitations
below). An older shell refuses to chainload a payload whose `minShell`
exceeds the shell it provides; `Boot.select` keeps that payload in `updates/`
rather than deleting it, in case a future shell upgrade can run it, and
`Check`'s worker reports `needs_full` so the player is pointed at a full
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
that is exactly the case the updater exists to avoid a reinstall for.
## Release assets
Each tagged release `vX.Y.Z` carries the existing per-platform archives
(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
`-android.apk`) plus two assets the updater itself consumes:
- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
`Check.parseRelease`).
- `sha256sums.txt` - `shasum -a 256` output (`<hex> <filename>`, bare
filenames) covering at least the `.love` payload. `Check.parseSums`
tolerates a leading `*` binary marker and a `./` prefix but expects the
filename otherwise to match the asset name exactly.
A release missing either asset is treated as "no in-place update available":
`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
(`https://github.com/bryanthaboi/pokemon-gen1-recomp-project/releases/latest`).
## Save-directory layout
Under the save directory (identity `pokemon-love2d`):
```
updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
updates/pending.txt crash-guard marker
```
`pending.txt` holds the filename of the payload currently being chainloaded.
`Boot.run`'s `chainload` writes it immediately before mounting, and removes it
on both a successful handoff and a clean rollback. If it is still present the
*next* time `Boot.run` starts, the previous boot died mid-handoff, so that
named payload is distrusted: it and the marker are deleted before candidates
are enumerated. Boot may still fall back to an older valid payload, or to the
bundled game, in that case.
## Update flow
1. **Boot** (every launch, fused builds only): crash-guard check, enumerate
and probe every `updates/*.love`, pick the highest engine that is
strictly newer than the bundled one and whose `minShell` this shell
satisfies, delete stale payloads, chainload the winner (or run the
bundled game if none qualifies).
2. **Check** (launcher screen): `Check.start()` kicks off an async check
against the GitHub releases API; safe to call every frame, it is a no-op
once a check is in flight or has reached a terminal state. `Check.state()`
reports `idle | checking | uptodate | available | downloading | ready |
needs_full | error` plus the latest version and download progress.
3. **Download + verify**: on `available`, `Check.download()` tells the
worker to fetch the payload, polling the growing `.part` file for
progress. On completion the worker re-fetches `sha256sums.txt`, verifies
the payload's sha256, and probes it with `Boot.probePayload` to gate its
`minShell` against this shell's `shell`. A verified, runnable payload is
renamed into place and reported as `ready`; anything else reports
`error` or `needs_full` and leaves `updates/` clean.
4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
player relaunches; the next launch's Boot step (1) is what actually
mounts and runs it. There is no in-session hot-swap.
## Known limitations
- **`love.run` persists across handoff.** By the time `chainload` runs, the
bundled `love.run` has already returned its stepper to LOVE; redefining the
global `love.run` from the payload's `main.lua` does not affect the loop
already driving the frame. A payload that must change `love.run` itself
needs a `minShell` bump so an older shell refuses to chainload it rather
than running with half its intended behavior.
- **Android has no in-app download transport yet.** `check_worker.lua`
shells out to curl for both the release check and the download; curl is
absent on Android, so `Check` degrades to `status = "error"` there (the
launcher UI hides on that status) and the player is directed to the
releases page via `Check.releaseUrl()` instead.
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
`"0.0.0-dev"` placeholder that always reports up to date, so a source
checkout is always "the game" itself; updating it means pulling the repo.
+24
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@@ -18,6 +18,11 @@ local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
-- bot or screenshot run is not at the mercy of the player's last choice.
local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
-- POKEPORT_TOUCH=1 forces the mobile on-screen controls on and lets the
-- mouse stand in for a finger, so the overlay can be exercised on desktop
-- (see src/core/TouchControls.lua).
local mouseTouch = os.getenv("POKEPORT_TOUCH") == "1"
-- How many times to run a scripted act+step loop per rendered frame. Only
-- scripted runs use this; interactive play fast-forwards through
-- Game.speedOverride / the GAME SPEED option instead.
@@ -56,6 +61,12 @@ local function bootGame(version)
end
function love.load(args)
-- Self-updater boot shell: a fused build may mount and chainload a newer
-- downloaded payload here. True means it took over, so we must stop. A
-- dev / source checkout no-ops (see src/update/Boot.lua).
local Boot = require("src.update.Boot")
if Boot.run(args) then return end
local savePath
for i, a in ipairs(args or {}) do
if a == "--editor" then
@@ -268,6 +279,9 @@ function love.mousepressed(x, y, button)
if editorMode and EditorApp.mousepressed then
return EditorApp.mousepressed(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchpressed("mouse", x, y)
end
end
function love.mousereleased(x, y, button)
@@ -275,6 +289,16 @@ function love.mousereleased(x, y, button)
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchreleased("mouse", x, y)
end
end
function love.mousemoved(x, y)
if editorMode or Importer then return end
if mouseTouch and Game and love.mouse.isDown(1) then
Game:touchmoved("mouse", x, y)
end
end
function love.textinput(text)
+6 -3
View File
@@ -43,9 +43,12 @@ The embedded `game.love` deliberately excludes `data/generated/`,
`assets/generated/`, and any ROM. It contains the first-boot Lua importer and
`tools/rom_manifest.json`.
The current importer has desktop file pickers only. A production Android
release still needs a Storage Access Framework handoff that passes the chosen
ROM to LÖVE; the APK packaging itself is data-free.
ROM / mod / save import on Android uses `love.system.pickFile([kind])`
`GameActivity.showFilePicker` (Storage Access Framework), which copies the
chosen file under the app save directory as `picked_rom.gb`,
`picked_mod.zip`, or `picked_save.sav`. `RomImporter` imports pending files
from that folder on Choose / refocus; see `docs/launcher.md`. The APK payload
itself remains data-free (no embedded ROM or generated cache).
### SDK / NDK
+1 -1
View File
@@ -18,4 +18,4 @@ android.useAndroidX=true
android.defaults.buildfeatures.buildconfig=true
android.nonTransitiveRClass=true
android.nonFinalResIds=true
app.name=Pokemon Red
app.name=gen1recomp
@@ -183,13 +183,37 @@ void vibrate(double seconds)
env->DeleteLocalRef(activity);
}
bool showFilePicker()
bool showFilePicker(const char *destFilename)
{
if (destFilename == nullptr || destFilename[0] == '\0')
destFilename = "picked_rom.gb";
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showRomFilePicker", "()Z");
jboolean result = env->CallStaticBooleanMethod(activity, method);
jmethodID method = env->GetStaticMethodID(activity, "showFilePicker",
"(Ljava/lang/String;)Z");
jstring jname = env->NewStringUTF(destFilename);
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
env->DeleteLocalRef(jname);
env->DeleteLocalRef(activity);
return result;
}
bool showCreateDocument(const char *suggestedName)
{
if (suggestedName == nullptr || suggestedName[0] == '\0')
suggestedName = "export.sav";
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showCreateDocument",
"(Ljava/lang/String;)Z");
jstring jname = env->NewStringUTF(suggestedName);
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
env->DeleteLocalRef(jname);
env->DeleteLocalRef(activity);
return result;
@@ -63,9 +63,16 @@ void vibrate(double seconds);
* Shows the system's "pick a document" UI (Storage Access Framework).
* Returns true if the picker was launched; the picked file (if any) is
* copied asynchronously by GameActivity.onActivityResult into the app's
* external save directory, not returned here -- see src/import/RomImporter.lua.
* external save directory under destFilename (default picked_rom.gb), not
* returned here -- see src/import/RomImporter.lua.
**/
bool showFilePicker();
bool showFilePicker(const char *destFilename = nullptr);
/**
* Shows ACTION_CREATE_DOCUMENT so Lua can export a staged pending_export.sav
* to a user-chosen location. suggestedName is the dialog default filename.
**/
bool showCreateDocument(const char *suggestedName = nullptr);
/*
* Helper functions for the filesystem module
@@ -22,6 +22,8 @@
#include "common/config.h"
#include "System.h"
#include <cstring>
#if defined(LOVE_MACOSX)
#include <CoreServices/CoreServices.h>
#elif defined(LOVE_IOS)
@@ -180,11 +182,32 @@ void System::vibrate(double seconds) const
#endif
}
bool System::pickFile() const
bool System::pickFile(const char *kind) const
{
#ifdef LOVE_ANDROID
return love::android::showFilePicker();
const char *dest = "picked_rom.gb";
if (kind != nullptr)
{
if (strcmp(kind, "mod") == 0)
dest = "picked_mod.zip";
else if (strcmp(kind, "sav") == 0 || strcmp(kind, "save") == 0)
dest = "picked_save.sav";
else if (strcmp(kind, "rom") == 0)
dest = "picked_rom.gb";
}
return love::android::showFilePicker(dest);
#else
LOVE_UNUSED(kind);
return false;
#endif
}
bool System::createFile(const char *suggestedName) const
{
#ifdef LOVE_ANDROID
return love::android::showCreateDocument(suggestedName);
#else
LOVE_UNUSED(suggestedName);
return false;
#endif
}
@@ -111,9 +111,21 @@ public:
* Android only for now; the result (if any) is not returned here -- see
* love::android::showFilePicker and src/import/RomImporter.lua.
*
* @param kind Optional pick kind: nullptr/"rom" -> picked_rom.gb,
* "mod" -> picked_mod.zip, "sav"/"save" -> picked_save.sav.
* @return Whether the picker was shown.
**/
virtual bool pickFile() const;
virtual bool pickFile(const char *kind = nullptr) const;
/**
* Shows the platform's native "create / save a file" UI (Android SAF
* ACTION_CREATE_DOCUMENT). Copies staged pending_export.sav from the app
* save directory to the user-chosen URI. See GameActivity.showCreateDocument.
*
* @param suggestedName Default filename shown in the dialog.
* @return Whether the create dialog was shown.
**/
virtual bool createFile(const char *suggestedName = nullptr) const;
/**
* Gets if the user is playing music on background.
@@ -97,7 +97,15 @@ int w_vibrate(lua_State *L)
int w_pickFile(lua_State *L)
{
luax_pushboolean(L, instance()->pickFile());
const char *kind = luaL_optstring(L, 1, nullptr);
luax_pushboolean(L, instance()->pickFile(kind));
return 1;
}
int w_createFile(lua_State *L)
{
const char *suggested = luaL_optstring(L, 1, nullptr);
luax_pushboolean(L, instance()->createFile(suggested));
return 1;
}
@@ -117,6 +125,7 @@ static const luaL_Reg functions[] =
{ "openURL", w_openURL },
{ "vibrate", w_vibrate },
{ "pickFile", w_pickFile },
{ "createFile", w_createFile },
{ "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 }
};
@@ -22,12 +22,15 @@ package org.love2d.android;
import org.libsdl.app.SDLActivity;
import java.io.BufferedInputStream;
import java.io.BufferedOutputStream;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
@@ -61,13 +64,24 @@ public class GameActivity extends SDLActivity {
protected final int[] recordAudioRequestDummy = new int[1];
public static final int EXTERNAL_STORAGE_REQUEST_CODE = 2;
public static final int RECORD_AUDIO_REQUEST_CODE = 3;
public static final int ROM_PICKER_REQUEST_CODE = 4;
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked ROM
public static final int FILE_PICKER_REQUEST_CODE = 4;
public static final int FILE_CREATE_REQUEST_CODE = 5;
/** @deprecated Prefer FILE_PICKER_REQUEST_CODE; kept for older call sites. */
public static final int ROM_PICKER_REQUEST_CODE = FILE_PICKER_REQUEST_CODE;
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked file
// is dropped so RomImporter's existing folder scan finds it -- see
// src/import/RomImporter.lua and Filesystem::setIdentity (sets Android's
// save directory to getExternalFilesDir()/save/<identity>).
private static final String ROM_SAVE_IDENTITY = "pokemon-love2d";
private static final String PICKED_ROM_FILENAME = "picked_rom.gb";
private static final String PICKED_MOD_FILENAME = "picked_mod.zip";
private static final String PICKED_SAVE_FILENAME = "picked_save.sav";
private static final String PENDING_EXPORT_FILENAME = "pending_export.sav";
private static final String EXPORT_DONE_FILENAME = "export_done.flag";
// Destination basename for the in-flight SAF pick (set by showFilePicker).
private String pendingPickFilename = PICKED_ROM_FILENAME;
// Suggested download name for the in-flight SAF create (set by showCreateDocument).
private String pendingCreateSuggestedName = "export.sav";
private static boolean immersiveActive = false;
private static boolean needToCopyGameInArchive = false;
private boolean storagePermissionUnnecessary = false;
@@ -341,59 +355,185 @@ public class GameActivity extends SDLActivity {
/**
* Shows the system document picker (Storage Access Framework) so the
* player can pick their ROM from anywhere (Downloads, Drive, etc.)
* without needing to know where the app's external files folder is.
* Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
* player can pick a ROM / mod / save from anywhere (Downloads, Drive,
* etc.) without needing to know where the app's external files folder
* is. Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
* arrives later in onActivityResult, not synchronously here.
*
* @param destFilename basename under the app save identity (e.g.
* picked_rom.gb, picked_mod.zip, picked_save.sav)
*/
@Keep
public static boolean showRomFilePicker() {
public static boolean showFilePicker(String destFilename) {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
if (destFilename == null || destFilename.length() == 0) {
destFilename = PICKED_ROM_FILENAME;
}
// Reject path separators so a hostile JNI caller cannot escape the
// save identity directory.
if (destFilename.indexOf('/') >= 0 || destFilename.indexOf('\\') >= 0) {
Log.d("GameActivity", "refusing unsafe picker dest: " + destFilename);
return false;
}
self.pendingPickFilename = destFilename;
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType("*/*");
try {
self.startActivityForResult(intent, ROM_PICKER_REQUEST_CODE);
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
return true;
} catch (Exception e) {
Log.d("GameActivity", "could not open ROM file picker: " + e.getMessage());
Log.d("GameActivity", "could not open file picker: " + e.getMessage());
return false;
}
}
/** ROM convenience wrapper; prefer showFilePicker with an explicit name. */
@Keep
public static boolean showRomFilePicker() {
return showFilePicker(PICKED_ROM_FILENAME);
}
/** Mod .zip convenience wrapper used by love.system.pickFile("mod"). */
@Keep
public static boolean showModFilePicker() {
return showFilePicker(PICKED_MOD_FILENAME);
}
/** Battery .sav convenience wrapper used by love.system.pickFile("sav"). */
@Keep
public static boolean showSaveFilePicker() {
return showFilePicker(PICKED_SAVE_FILENAME);
}
/**
* Shows ACTION_CREATE_DOCUMENT so the player can save a staged export
* (pending_export.sav in the app save identity) to Downloads / Drive /
* etc. Suggested name is the dialog's default filename.
*/
@Keep
public static boolean showCreateDocument(String suggestedName) {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
if (suggestedName == null || suggestedName.length() == 0) {
suggestedName = "export.sav";
}
if (suggestedName.indexOf('/') >= 0 || suggestedName.indexOf('\\') >= 0) {
Log.d("GameActivity", "refusing unsafe create name: " + suggestedName);
return false;
}
File source = new File(
new File(self.getExternalFilesDir(null), "save"),
ROM_SAVE_IDENTITY + "/" + PENDING_EXPORT_FILENAME);
if (!source.isFile()) {
Log.d("GameActivity", "no pending export at " + source);
return false;
}
self.pendingCreateSuggestedName = suggestedName;
Intent intent = new Intent(Intent.ACTION_CREATE_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType("application/octet-stream");
intent.putExtra(Intent.EXTRA_TITLE, suggestedName);
try {
self.startActivityForResult(intent, FILE_CREATE_REQUEST_CODE);
return true;
} catch (Exception e) {
Log.d("GameActivity", "could not open create-document picker: " + e.getMessage());
return false;
}
}
private File saveIdentityDir() {
return new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
}
private boolean copyFileToUri(File source, Uri destUri) {
InputStream in = null;
OutputStream out = null;
try {
in = new BufferedInputStream(new FileInputStream(source));
out = getContentResolver().openOutputStream(destUri);
if (out == null) return false;
byte[] buf = new byte[8192];
int n;
while ((n = in.read(buf)) != -1) {
out.write(buf, 0, n);
}
out.flush();
return true;
} catch (IOException e) {
Log.d("GameActivity", "copy to URI failed: " + e.getMessage());
return false;
} finally {
try { if (in != null) in.close(); } catch (IOException ignored) {}
try { if (out != null) out.close(); } catch (IOException ignored) {}
}
}
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (requestCode != ROM_PICKER_REQUEST_CODE) return;
if (requestCode == FILE_CREATE_REQUEST_CODE) {
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
Log.d("GameActivity", "create-document cancelled");
return;
}
File source = new File(saveIdentityDir(), PENDING_EXPORT_FILENAME);
if (!source.isFile()) {
Log.d("GameActivity", "pending export missing at result time");
return;
}
Uri uri = data.getData();
if (copyFileToUri(source, uri)) {
// Signal Lua on next focus that the SAF export finished.
File flag = new File(saveIdentityDir(), EXPORT_DONE_FILENAME);
try {
FileOutputStream fos = new FileOutputStream(flag, false);
fos.write("ok".getBytes());
fos.close();
} catch (IOException e) {
Log.d("GameActivity", "could not write export_done flag: " + e.getMessage());
}
// Keep pending_export.sav so a retry still works; Lua may remove it.
} else {
Log.d("GameActivity", "could not write export to " + uri);
}
return;
}
if (requestCode != FILE_PICKER_REQUEST_CODE) return;
if (resultCode != RESULT_OK || data == null || data.getData() == null) {
Log.d("GameActivity", "ROM picker returned no file (cancelled?)");
Log.d("GameActivity", "file picker returned no file (cancelled?)");
return;
}
Uri uri = data.getData();
File destDir = new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
File destDir = saveIdentityDir();
if (!destDir.exists() && !destDir.mkdirs()) {
Log.d("GameActivity", "could not create " + destDir);
return;
}
File destFile = new File(destDir, PICKED_ROM_FILENAME);
String destName = pendingPickFilename != null
? pendingPickFilename : PICKED_ROM_FILENAME;
File destFile = new File(destDir, destName);
InputStream source;
try {
source = getContentResolver().openInputStream(uri);
} catch (FileNotFoundException e) {
Log.d("GameActivity", "could not open picked ROM: " + e.getMessage());
Log.d("GameActivity", "could not open picked file: " + e.getMessage());
return;
}
if (source == null) {
Log.d("GameActivity", "ContentResolver returned no stream for picked ROM");
Log.d("GameActivity", "ContentResolver returned no stream for picked file");
return;
}
if (!copyAssetFile(source, destFile.getPath())) {
Log.d("GameActivity", "could not copy picked ROM to " + destFile);
Log.d("GameActivity", "could not copy picked file to " + destFile);
}
}
+5 -3
View File
@@ -1,6 +1,6 @@
# Example mod gallery
Seven reference mods, one per modder persona. Each is small enough to read
Eight reference mods, one per modder persona. Each is small enough to read
in one sitting, exercises a different slice of the mod API, and is a real,
runnable, tested mod — not a snippet.
@@ -16,6 +16,7 @@ Copy the one closest to what you want to build.
| 5 | [`example_weather`](example_weather) | Mechanic designer | `MECHANIC` | Rain that scales WATER and FIRE damage, behind a ruleset |
| 6 | [`example_dexnav`](example_dexnav) | Tool builder | `TOOL` | A START-menu dex overlay with an inter-mod API |
| 7 | [`example_mini_conversion`](example_mini_conversion) | TC team | `TOTAL_CONVERSION` | Sable Cove: one town, three species, one badge |
| 8 | [`example_silly_oak`](example_silly_oak) | Intro author | `UI` | Extra Oak questions, sprite swaps, answers in `mod.save` |
## None of these load by default
@@ -46,7 +47,8 @@ and `field`, and exercises:
- both buses — `events:on` / `events:emit` and `hooks:wrap` — across
`music.select`, `battle.damage`, `ui.start_menu.items`, `ui.options.rows`,
`battle.started`, `battle.turn_started`, `battle.ended`, `flag.changed`,
`game.ready` and `assets.transformed`
`game.ready`, `assets.transformed`, `intro.oak_speech.build`,
`intro.oak_speech.answered` and `intro.oak_speech.finished`
- `mod.save`, `mod.options`, `mod.exports`, `mod.commands`, `mod.ui`,
`mod:read`, `mod.log` and `mod.path`
- asset transforms, the `trueColor` opt-out, script labels and `choice`,
@@ -66,7 +68,7 @@ mods/examples/<id>/
.modkitignore keeps the suite out of the distributed package
```
`tests/mod_examples_tests.lua` in the engine's own suite loads all seven
`tests/mod_examples_tests.lua` in the engine's own suite loads all eight
together and asserts the above, so the gallery cannot rot.
These example mods arent perfect and are just examples to show you basics of wahts possible, but way more than just this is possible.
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "BALANCE",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "TOOL",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "AUDIO",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"permissions": ["engine_internals"],
"dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "QUEST",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"permissions": ["engine_internals"],
"dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "total_conversion",
"category": "TOTAL_CONVERSION",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 900,
"dependencies": [],
"optional_dependencies": [],
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "content",
"category": "GRAPHICS",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"assets_transforms": "transforms.lua",
"dependencies": [],
@@ -0,0 +1,12 @@
# Changelog
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
Version headings match `manifest.json`'s `version`.
## 1.0.0
### Added
- `intro.oak_speech.build` wrap that injects toast / MEW / snack / rival-trust / pineapple beats.
- Answers written to `mod.save` via `intro.oak_speech.answered`.
- Custom `toast_kid.png` sprite shown mid-speech.
+43
View File
@@ -0,0 +1,43 @@
# Silly Oak Intro Example
Hooks Oak's NEW GAME speech: extra questions, sprite swaps (Oak, rival,
player, MEW, and a custom Toast Kid pic), and answers stored in `mod.save`.
## Try it (play through yourself)
```sh
rm -rf mods/example_silly_oak
cp -r mods/examples/example_silly_oak mods/
love .
```
Then **NEW GAME** and mash A / pick the menus. Disable or delete
`mods/example_silly_oak` when you're done so vanilla boots clean.
## Headless check
```sh
luajit mods/examples/example_silly_oak/tests/example_silly_oak_test.lua
```
## Auto driver (screenshots + save asserts)
```sh
rm -rf mods/example_silly_oak
cp -r mods/examples/example_silly_oak mods/
SHOT_DIR=/tmp/silly_oak POKEPORT_IDENTITY=silly_oak_driver_test \
POKEPORT_DRIVER=tests/drivers/silly_oak_intro_test.lua POKEPORT_SPEED=8 love .
```
`POKEPORT_IDENTITY` keeps this run's save out of your normal slot.
## What it demonstrates
| Seam | Where |
|---|---|
| `hooks:wrap("intro.oak_speech.build")` | `main.lua` — reshape the step list |
| `mod.ui.insertStepAfter` / `insertStepBefore` | `main.lua` — anchored on vanilla step ids |
| step kinds `say` / `yesno` / `choice` | `main.lua` |
| pics: `"oak"`, `"rival"`, `"player"`, pokemon, custom image | `main.lua` |
| `events:on("intro.oak_speech.answered")` | `main.lua``mod.save` |
| `events:on("intro.oak_speech.finished")` | `main.lua` |
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@@ -0,0 +1,107 @@
-- Gallery entry: reshape Oak's intro speech with extra questions, sprite
-- swaps (oak / rival / player / pokemon / a custom image), and answers
-- that land in mod.save.
--
-- Uses hooks:wrap("intro.oak_speech.build") plus intro.oak_speech.answered.
return function(mod)
local toastPic = mod.path .. "/assets/toast_kid.png"
mod.hooks:wrap("intro.oak_speech.build", function(next, steps, speech)
steps = next(steps, speech)
-- after oak says hello, immediately derail
mod.ui.insertStepAfter(steps, "oak_welcome", {
id = "silly_quiz_intro",
kind = "say",
pic = "oak",
text = "Before we start,\nI have a few\vquestions.\fImportant ones.\nScientific ones.",
})
mod.ui.insertStepAfter(steps, "silly_quiz_intro", {
id = "silly_toast",
kind = "yesno",
pic = "oak",
saveKey = "likes_toast",
text = "Do you like\ntoast?",
})
-- brand new sprite mid-speech
mod.ui.insertStepAfter(steps, "silly_toast", {
id = "silly_toast_kid",
kind = "say",
pic = { type = "image", path = toastPic },
reveal = "fade",
saveKey = nil,
text = "This is Toast Kid.\nHe is not a\vPOKéMON.\fHe just showed up\none day.\fAnyway.",
})
-- existing mon with a wipe + cry, parked after the real demo mon
mod.ui.insertStepAfter(steps, "demo_mon", {
id = "silly_mew",
kind = "say",
pic = { type = "pokemon", id = "MEW" },
reveal = "wipe",
cry = "MEW",
text = "This is MEW.\nPlease do not\vtell anyone\vI showed you.",
})
mod.ui.insertStepAfter(steps, "silly_mew", {
id = "silly_snack",
kind = "choice",
pic = "oak",
saveKey = "snack",
text = "Pick a snack.\nThis goes on\vyour permanent\vrecord.",
choices = { "BERRIES", "LEFTOVERS", "OLD ROD" },
})
-- swap to rival pic for a loaded question before naming him
mod.ui.insertStepBefore(steps, "ask_rival_name", {
id = "silly_trust",
kind = "choice",
pic = "rival",
reveal = "fade",
saveKey = "trusts_rival",
text = "Look at this kid.\nTrustworthy?",
choices = { "SURE", "NO" },
values = { true, false },
})
-- player pic for one last bit after both names are set
mod.ui.insertStepAfter(steps, "name_rival", {
id = "silly_pineapple",
kind = "yesno",
pic = "player",
saveKey = "pineapple_on_pizza",
text = "{PLAYER}. Be honest.\nPineapple on\vpizza?",
})
mod.ui.insertStepAfter(steps, "silly_pineapple", {
id = "silly_closing",
kind = "say",
pic = "oak",
text = "Great. Terrible.\nI have notes.\fLet's pretend this\nwas normal.",
})
return steps
end)
-- every answered step with a saveKey lands in mod.save (and therefore
-- save.modData[mod.id] once the slot is written)
mod.events:on("intro.oak_speech.answered", function(ev)
if not ev.saveKey then return end
mod.save:set(ev.saveKey, ev.value)
mod.log:info("intro answer %s = %s", tostring(ev.saveKey), tostring(ev.value))
end)
mod.events:on("intro.oak_speech.finished", function(ev)
local answers = ev.answers or {}
for key, value in pairs(answers) do
if mod.save:get(key) == nil then
mod.save:set(key, value)
end
end
mod.save:set("quiz_done", true)
mod.log:info("silly oak quiz done")
end)
end
@@ -0,0 +1,15 @@
{
"id": "example_silly_oak",
"name": "Silly Oak Intro Example",
"version": "1.0.0",
"api": 2,
"entry": "main.lua",
"profile": "content",
"category": "UI",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
"conflicts": [],
"description": "Reshapes Oak's intro speech with extra questions, sprite swaps, and answers saved to mod.save."
}
+21
View File
@@ -0,0 +1,21 @@
-- Sharing metadata for the manager detail pane.
return {
summary = "Oak asks dumb questions during the intro and remembers your answers.",
author = "Pokemon Gen 1 Recompilation Project",
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
tags = { "intro", "ui", "oak", "hooks" },
differences = {
changed = {
"Oak's NEW GAME speech gains extra questions and sprite beats",
},
added = {
"mod.save keys: likes_toast, snack, trusts_rival, pineapple_on_pizza, quiz_done",
"Custom Toast Kid pic mid-intro",
},
known = { "vanilla naming and the shrink-away still run" },
},
credits = {
{ who = "Pokemon Gen 1 Recompilation Project", for_ = "the intro.oak_speech hooks" },
},
compat = { engine = ">=0.0.0 <2.0.0", modApi = 2 },
}
@@ -0,0 +1,159 @@
-- Standalone: luajit mods/examples/example_silly_oak/tests/example_silly_oak_test.lua
-- Covers the intro.oak_speech build hook, step helpers, sprite descriptors,
-- and answers landing in mod.save.
--
-- Needs an imported ROM dataset (data/generated/). Headless CI and a
-- fresh checkout without a ROM skip cleanly -- the gallery is also
-- covered by tests/mod_examples_tests.lua when generated data is present.
package.path = "./?.lua;./?/init.lua;" .. package.path
local function hasGenerated()
local handle = io.open("data/generated/constants.lua", "r")
if handle then handle:close() return true end
return false
end
if not hasGenerated() then
print("example_silly_oak_test skipped (needs data/generated/)")
os.exit(0)
end
local T = require("tests.modkit")
local Runtime = require("src.mods.Runtime")
local OakSpeech = require("src.ui.OakSpeech")
local Data = require("src.core.Data")
Data:load()
local run = T.sdk.loadMod("mods/examples/example_silly_oak", { data = Data })
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
local mod = run.mod
T.check(mod ~= nil and mod.state == "loaded", "mod reached the loaded state")
local ModUI = require("src.ui.ModUI")
local bucket = function()
return run.loader.modSave.example_silly_oak or {}
end
local toastPath = (mod.path or "mods/examples/example_silly_oak")
.. "/assets/toast_kid.png"
-- ------- build hook injects every silly beat around vanilla anchors
local speech = OakSpeech.new({
data = Data,
save = { player = { name = "RED", rival = "BLUE" } },
stack = { push = function() end, pop = function() end },
}, nil)
local steps = speech:buildSteps()
local ids = {}
for _, step in ipairs(steps) do ids[#ids + 1] = step.id end
local function has(id)
for _, x in ipairs(ids) do if x == id then return true end end
return false
end
T.check(has("oak_welcome") and has("name_player") and has("shrink"),
"vanilla anchors still present")
T.check(has("silly_quiz_intro") and has("silly_toast") and has("silly_toast_kid"),
"toast quiz beats injected")
T.check(has("silly_mew") and has("silly_snack"),
"MEW reveal and snack choice injected")
T.check(has("silly_trust") and has("silly_pineapple") and has("silly_closing"),
"rival trust + pineapple beats injected")
-- order: toast kid before demo_mon, mew after demo_mon, trust before rival ask
local function indexOf(id)
for i, x in ipairs(ids) do if x == id then return i end end
return 0
end
T.check(indexOf("silly_toast_kid") < indexOf("demo_mon"),
"Toast Kid shows before the demo mon")
T.check(indexOf("demo_mon") < indexOf("silly_mew"),
"MEW shows after the demo mon")
T.check(indexOf("silly_trust") < indexOf("ask_rival_name"),
"trust question is before rival naming")
T.check(indexOf("name_rival") < indexOf("silly_pineapple")
and indexOf("silly_pineapple") < indexOf("legend"),
"pineapple lands between rival name and the legend beat")
-- ------- step shapes cover choice / yesno / custom image / pokemon
local byId = {}
for _, step in ipairs(steps) do byId[step.id] = step end
T.eq(byId.silly_toast.kind, "yesno", "toast is a yes/no")
T.eq(byId.silly_toast.saveKey, "likes_toast", "toast writes likes_toast")
T.eq(byId.silly_snack.kind, "choice", "snack is a multi choice")
T.eq(#byId.silly_snack.choices, 3, "snack has three options")
T.check(byId.silly_toast_kid.pic and byId.silly_toast_kid.pic.type == "image",
"Toast Kid uses a custom image pic")
T.check(byId.silly_mew.pic and byId.silly_mew.pic.type == "pokemon"
and byId.silly_mew.pic.id == "MEW" and byId.silly_mew.cry == "MEW",
"MEW beat uses pokemon pic + cry")
T.eq(byId.silly_trust.pic, "rival", "trust question shows the rival pic")
-- ------- resolvePic covers trainer / pokemon / player / image shorthand
local oakImg = OakSpeech.resolvePic({ data = Data }, "oak", speech)
local rivalImg = OakSpeech.resolvePic({ data = Data }, "rival", speech)
local playerImg = OakSpeech.resolvePic({ data = Data }, "player", speech)
local mewImg, mewFlip = OakSpeech.resolvePic({ data = Data },
{ type = "pokemon", id = "MEW", flip = true }, speech)
local customImg = OakSpeech.resolvePic({ data = Data },
{ type = "image", path = toastPath }, speech)
-- headless love stub may return nil images; the call itself must not throw
T.check(oakImg == speech.oakPic or oakImg == nil or type(oakImg) == "userdata"
or type(oakImg) == "table",
"oak shorthand resolves without error")
T.check(rivalImg == speech.rivalPic or rivalImg == nil or type(rivalImg) == "userdata"
or type(rivalImg) == "table",
"rival shorthand resolves without error")
T.check(playerImg == speech.playerPic or playerImg == nil
or type(playerImg) == "userdata" or type(playerImg) == "table",
"player shorthand resolves without error")
T.check(mewFlip == true, "pokemon flip flag is honored")
T.check(customImg ~= nil or true, "custom image path is accepted")
-- ------- answered event writes mod.save (loader.modSave bucket)
Runtime.emit("intro.oak_speech.answered", {
saveKey = "likes_toast", value = true, label = "YES", index = 1,
step = byId.silly_toast, speech = speech,
})
Runtime.emit("intro.oak_speech.answered", {
saveKey = "snack", value = "OLD ROD", label = "OLD ROD", index = 3,
step = byId.silly_snack, speech = speech,
})
Runtime.emit("intro.oak_speech.answered", {
saveKey = "trusts_rival", value = false, label = "NO", index = 2,
step = byId.silly_trust, speech = speech,
})
Runtime.emit("intro.oak_speech.answered", {
saveKey = "pineapple_on_pizza", value = true, label = "YES", index = 1,
step = byId.silly_pineapple, speech = speech,
})
Runtime.emit("intro.oak_speech.finished", {
speech = speech, answers = speech.answers,
})
local saved = bucket()
T.eq(saved.likes_toast, true, "likes_toast saved")
T.eq(saved.snack, "OLD ROD", "snack saved")
T.eq(saved.trusts_rival, false, "trusts_rival saved")
T.eq(saved.pineapple_on_pizza, true, "pineapple_on_pizza saved")
T.eq(saved.quiz_done, true, "quiz_done stamped on finish")
-- ------- ModUI step helpers (public surface)
local tiny = {
{ id = "a", kind = "say" },
{ id = "b", kind = "say" },
}
ModUI.insertStepAfter(tiny, "a", { id = "mid", kind = "choice" })
T.eq(tiny[2].id, "mid", "insertStepAfter lands behind the anchor")
ModUI.insertStepBefore(tiny, "b", { id = "pre_b", kind = "yesno" })
T.eq(tiny[3].id, "pre_b", "insertStepBefore lands ahead of the anchor")
ModUI.removeStep(tiny, "mid")
T.check(tiny[2].id ~= "mid", "removeStep drops by id")
run.release()
T.finish("example_silly_oak")
+1 -1
View File
@@ -6,7 +6,7 @@
"entry": "main.lua",
"profile": "overhaul",
"category": "MECHANIC",
"game_version": ">=1.0.0 <2.0.0",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
+25
View File
@@ -68,6 +68,31 @@ if unzip -Z1 "$LOVE_FILE" \
fi
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
# ------------------------------------------------------- stamp release version
# The working tree ships Version.lua with engine "0.0.0-dev"; the real release
# number only ever lives inside the packed archive. When --version is a strict
# X.Y.Z, patch a copy of Version.lua (engine set to that number) under a staging
# dir and replace the entry inside game.love in place -- never the source tree.
# Short-hash / "dev" builds are left with the "-dev" default so they cannot be
# mistaken for a release. The stamp is then read back out of the archive and the
# build fails if it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
stamp_dir="$WORK/stamp"
rm -rf "$stamp_dir"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
say "stamped engine version: $VERSION"
else
say "version '$VERSION' is not X.Y.Z, shipping default engine (no stamp)"
fi
# --------------------------------------------------------------- macOS
build_mac() {
say "building macOS app"
+26
View File
@@ -145,6 +145,32 @@ pack_game_love() {
fail "game.love unexpectedly contains generated ROM data"
fi
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
# This script packs its own game.love (it does not reuse build.sh's), so it
# stamps the release version the same way: patch a copy of Version.lua
# (engine set to $VERSION) under a throwaway staging dir and replace the
# entry inside the archive in place -- never the source tree. VERSION is
# already validated as X.Y.Z above; when it is empty the packaged game keeps
# the "0.0.0-dev" default. The stamp is read back out and the build fails if
# it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
local stamp_dir
stamp_dir="$(mktemp -d)"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
local version_re
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
rm -rf "$stamp_dir"
say "stamped engine version: $VERSION"
else
say "no X.Y.Z --version, shipping default engine (no stamp)"
fi
}
# --------------------------------------------------------------- SDK check
+629 -295
View File
File diff suppressed because it is too large Load Diff
+13 -12
View File
@@ -8,6 +8,7 @@
local MoveEffects = require("src.battle.MoveEffects")
local Runtime = require("src.mods.Runtime")
local StatusRegistry = require("src.battle.StatusRegistry")
local Strings = require("src.core.Strings")
local EffectRegistry = {}
@@ -91,7 +92,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if target.invulnerable and not neverMiss then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
return
end
@@ -113,7 +114,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if not battle:accuracyRoll(move, user, target) then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
-- Jump Kick crash, Explode self-destruct
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
user.trappingTurns = nil
@@ -140,7 +141,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
if not counterable or (battle.lastDamage or 0) == 0 then
battle:cancelMoveAnim()
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
return
end
dmg = math.min(65535, battle.lastDamage * 2)
@@ -163,14 +164,14 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if info.typeMult == 0 then
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("It doesn't affect\n%s!"):format(displayName(target)))
battle:sayNext(Strings("It doesn't affect\n%s!", displayName(target)))
if record and record.onMiss then record.onMiss(ctx, "immune") end
return
end
if info.missed then
-- 0.25x floored the damage to zero: the original registers a miss
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
if record and record.onMiss then record.onMiss(ctx, "floored") end
return
end
@@ -214,12 +215,12 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- 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.crit then battle:sayNext(Strings("Critical hit!")) end
if info.ohko then battle:sayNext(Strings("One-hit KO!")) end
if info.typeMult > 10 then
battle:sayNext("It's super\neffective!")
battle:sayNext(Strings("It's super\neffective!"))
elseif info.typeMult < 10 then
battle:sayNext("It's not very\neffective...")
battle:sayNext(Strings("It's not very\neffective..."))
end
if Runtime.wants("battle.damage_dealt") then
Runtime.emit("battle.damage_dealt", {
@@ -237,9 +238,9 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if hits > 1 then
-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
if user.isPlayer then
battle:sayNext(("Hit the enemy\n%d times!"):format(hits))
battle:sayNext(Strings("Hit the enemy\n%d times!", hits))
else
battle:sayNext(("Hit %d times!"):format(hits))
battle:sayNext(Strings("Hit %d times!", hits))
end
end
@@ -251,7 +252,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
elseif moveInst.struggle then
-- struggle recoils even when its effect id resolves to no record
local recoil = math.max(1, math.floor(dmg / 2))
battle:sayNext(("%s's\nhit with recoil!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nhit with recoil!", displayName(user)))
battle:applyDamage(user, recoil)
end
+65 -58
View File
@@ -15,6 +15,7 @@ local Logger = require("src.core.Logger")
local StatusRegistry = require("src.battle.StatusRegistry")
local TurnOrder = require("src.battle.TurnOrder")
local TypeChart = require("src.battle.TypeChart")
local Strings = require("src.core.Strings")
local MoveEffects = {}
@@ -36,14 +37,14 @@ local STAT_LABEL = {
local function changeStage(battle, who, stat, delta, fromEnemy)
if fromEnemy and (who.substituteHP or who.mist) then
if who.mist then
return { displayName(who) .. " is\nprotected by MIST!" }
return { Strings("%s is\nprotected by MIST!", displayName(who)) }
end
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
local cur = who.stages[stat] or 0
local new = math.max(-6, math.min(6, cur + delta))
if new == cur then
return { ("Nothing happened!") }
return { Strings("Nothing happened!") }
end
who.stages[stat] = new
-- effects.asm:505-506: after any stat-stage change, modified stats are
@@ -53,13 +54,13 @@ local function changeStage(battle, who, stat, delta, fromEnemy)
-- _MonsStatsRoseText/_MonsStatsFellText: "X's / STAT rose!"; the
-- two-stage variants scroll "greatly" onto a third line
if delta >= 2 then
return { ("%s's\n%s\ngreatly rose!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s\ngreatly rose!", displayName(who), STAT_LABEL[stat]) }
elseif delta == 1 then
return { ("%s's\n%s rose!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s rose!", displayName(who), STAT_LABEL[stat]) }
elseif delta == -1 then
return { ("%s's\n%s fell!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s fell!", displayName(who), STAT_LABEL[stat]) }
end
return { ("%s's\n%s\ngreatly fell!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s\ngreatly fell!", displayName(who), STAT_LABEL[stat]) }
end
MoveEffects.changeStage = changeStage
@@ -88,10 +89,10 @@ end
local function statusMove(status)
return function(battle, user, target, move)
if target.mon.status then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
if status == "PSN" and target.substituteHP then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
local msgs = inflictStatus(battle, target, status, {
toxic = move and move.id == "TOXIC",
@@ -99,7 +100,7 @@ local function statusMove(status)
source = move and move.id,
})
if #msgs == 0 then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
return msgs
end
@@ -111,7 +112,7 @@ local function statusSide(status, chance)
-- target (regardless of the burn roll)
if move and move.type == "FIRE" and target.mon.status == "FRZ" then
target.mon.status = nil
return { ("Fire defrosted\n%s!"):format(displayName(target)) }
return { Strings("Fire defrosted\n%s!", displayName(target)) }
end
if battle.rng(0, 255) >= chance then return {} end
return inflictStatus(battle, target, status, {
@@ -144,10 +145,10 @@ end
local function confuse(battle, target, pierceSub)
if target.confusedTurns or (target.substituteHP and not pierceSub) then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
target.confusedTurns = battle.rng(2, 5)
return { ("%s\nbecame confused!"):format(displayName(target)) }
return { Strings("%s\nbecame confused!", displayName(target)) }
end
-- ---------------------------------------------------------------------
@@ -181,53 +182,53 @@ MoveEffects.primary = {
LEECH_SEED_EFFECT = function(battle, user, target)
-- leech_seed.asm has no substitute check: seeding lands through one
if target.leechSeeded then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
for _, t in ipairs(target.curTypes) do
if t == "GRASS" then return { "But, it failed!" } end
if t == "GRASS" then return { Strings("But, it failed!") } end
end
target.leechSeeded = true
return { ("%s\nwas seeded!"):format(displayName(target)) }
return { Strings("%s\nwas seeded!", displayName(target)) }
end,
HEAL_EFFECT = function(battle, user, target, move)
local mon = user.mon
if move.id == "REST" then
if mon.hp == mon.stats.hp then return { "But, it failed!" } end
if mon.hp == mon.stats.hp then return { Strings("But, it failed!") } end
mon.hp = mon.stats.hp
mon.status = "SLP"
user.sleepTurns = 2
user.toxicCounter = nil
return { ("%s\nstarted sleeping!"):format(displayName(user)) }
return { Strings("%s\nstarted sleeping!", displayName(user)) }
end
if mon.hp == mon.stats.hp then return { "But, it failed!" } end
if mon.hp == mon.stats.hp then return { Strings("But, it failed!") } end
mon.hp = math.min(mon.stats.hp, mon.hp + math.floor(mon.stats.hp / 2))
return { ("%s\nregained health!"):format(displayName(user)) }
return { Strings("%s\nregained health!", displayName(user)) }
end,
LIGHT_SCREEN_EFFECT = function(battle, user)
if user.lightScreen then return { "But, it failed!" } end
if user.lightScreen then return { Strings("But, it failed!") } end
user.lightScreen = true
return { ("%s's\nprotected against\nspecial attacks!"):format(displayName(user)) }
return { Strings("%s's\nprotected against\nspecial attacks!", displayName(user)) }
end,
REFLECT_EFFECT = function(battle, user)
if user.reflect then return { "But, it failed!" } end
if user.reflect then return { Strings("But, it failed!") } end
user.reflect = true
return { ("%s\ngained armor!"):format(displayName(user)) }
return { Strings("%s\ngained armor!", displayName(user)) }
end,
MIST_EFFECT = function(battle, user)
if user.mist then return { "But, it failed!" } end
if user.mist then return { Strings("But, it failed!") } end
user.mist = true
-- _ShroudedInMistText (lowercase "mist")
return { ("%s's\nshrouded in mist!"):format(displayName(user)) }
return { Strings("%s's\nshrouded in mist!", displayName(user)) }
end,
FOCUS_ENERGY_EFFECT = function(battle, user)
if user.focusEnergy then return { "But, it failed!" } end
if user.focusEnergy then return { Strings("But, it failed!") } end
user.focusEnergy = true
return { ("%s's\ngetting pumped!"):format(displayName(user)) }
return { Strings("%s's\ngetting pumped!", displayName(user)) }
end,
HAZE_EFFECT = function(battle, user, target)
@@ -254,33 +255,33 @@ MoveEffects.primary = {
target.skipMove = true
end
target.mon.status = nil
return { "All STATUS changes\nare eliminated!" }
return { Strings("All STATUS changes\nare eliminated!") }
end,
SUBSTITUTE_EFFECT = function(battle, user)
if user.substituteHP then return { ("%s\nhas a SUBSTITUTE!"):format(displayName(user)) } end
if user.substituteHP then return { Strings("%s\nhas a SUBSTITUTE!", displayName(user)) } end
local cost = math.floor(user.mon.stats.hp / 4)
-- substitute.asm only fails on subtraction underflow (current HP
-- strictly below maxHP/4); at equality the substitute is built and
-- the user is left standing on exactly 0 HP (it faints only when
-- the engine next checks HP, not here)
if user.mon.hp < cost then
return { "Too weak to make\na SUBSTITUTE!" }
return { Strings("Too weak to make\na SUBSTITUTE!") }
end
user.mon.hp = user.mon.hp - cost
user.substituteHP = cost + 1
-- _SubstituteText
return { "It created a\nSUBSTITUTE!" }
return { Strings("It created a\nSUBSTITUTE!") }
end,
CONVERSION_EFFECT = function(battle, user, target)
-- conversion.asm fails against a mid-Fly/Dig target (INVULNERABLE)
if target.invulnerable then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
user.curTypes = { target.curTypes[1], target.curTypes[2] }
-- _ConvertedTypeText
return { ("Converted type to\n%s's!"):format(displayName(target)) }
return { Strings("Converted type to\n%s's!", displayName(target)) }
end,
-- MIMIC_EFFECT lives in BattleState:resolveMimic: MimicEffect
@@ -311,27 +312,27 @@ MoveEffects.primary = {
table.insert(user.curMoves, { id = mv.id, pp = 5, mimic = true })
end
-- _TransformedText: the copied name prints bare (wNameBuffer)
return { ("%s\ntransformed into\n%s!"):format(displayName(user), target.name) }
return { Strings("%s\ntransformed into\n%s!", displayName(user), target.name) }
end,
DISABLE_EFFECT = function(battle, user, target)
if target.disabledSlot then return { "But, it failed!" } end
if target.disabledSlot then return { Strings("But, it failed!") } end
local usable = {}
for i, mv in ipairs(target.curMoves) do
if mv.pp > 0 then table.insert(usable, i) end
end
if #usable == 0 then return { "But, it failed!" } end
if #usable == 0 then return { Strings("But, it failed!") } end
local slot = usable[battle.rng(1, #usable)]
target.disabledSlot = slot
target.disabledTurns = battle.rng(1, 8)
local id = target.curMoves[slot].id
-- _MoveWasDisabledText: "X's / MOVE was / disabled!"
return { ("%s's\n%s was\ndisabled!"):format(displayName(target),
return { Strings("%s's\n%s was\ndisabled!", displayName(target),
battle.data.moves[id].name) }
end,
SPLASH_EFFECT = function()
return { "No effect!" }
return { Strings("No effect!") }
end,
}
@@ -428,7 +429,9 @@ local function drainHalf(text)
local mon = ctx.user.mon
mon.hp = math.min(mon.stats.hp, mon.hp + heal)
ctx.drain()
ctx.say(text:format(displayName(ctx.target)))
-- `text` arrives as a source string (Strings.source at the call
-- site keeps it in the catalog); look it up here, at use time
ctx.say(Strings(text, displayName(ctx.target)))
end
end
@@ -436,7 +439,7 @@ end
-- flags the miss before the special-damage override)
local function immuneMsg(ctx)
if TypeChart.effectiveness(ctx.move.type, ctx.target.curTypes) == 0 then
return ("It doesn't affect\n%s!"):format(displayName(ctx.target))
return Strings("It doesn't affect\n%s!", displayName(ctx.target))
end
return nil
end
@@ -498,12 +501,12 @@ MoveEffects.full = {
-- removed): overkill and substitute hits recoil at full strength
local recoil = math.max(1, math.floor(ctx.rawDamage
/ (ctx.moveInst.struggle and 2 or 4)))
ctx.say(("%s's\nhit with recoil!"):format(displayName(ctx.user)))
ctx.say(Strings("%s's\nhit with recoil!", displayName(ctx.user)))
ctx.battle:applyDamage(ctx.user, recoil)
end,
},
DRAIN_HP_EFFECT = {
afterDamage = drainHalf("Sucked health from\n%s!"),
afterDamage = drainHalf(Strings.source("Sucked health from\n%s!")),
},
DREAM_EATER_EFFECT = {
-- only works on sleeping targets (checked before damage)
@@ -511,7 +514,7 @@ MoveEffects.full = {
if ctx.target.mon.status ~= "SLP" then return false, "But, it failed!" end
return true
end,
afterDamage = drainHalf("%s's\ndream was eaten!"),
afterDamage = drainHalf(Strings.source("%s's\ndream was eaten!")),
},
-- charge moves: first turn just charges; Fly AND Dig go
@@ -557,7 +560,7 @@ MoveEffects.full = {
user.thrashTurns, user.thrashMove, user.thrashAnnounced = nil, nil, nil
if not user.confusedTurns then
user.confusedTurns = ctx.rng(2, 5)
ctx.say(("%s\nbecame confused!"):format(displayName(user)))
ctx.say(Strings("%s\nbecame confused!", displayName(user)))
end
end
end
@@ -566,7 +569,7 @@ MoveEffects.full = {
JUMP_KICK_EFFECT = {
onMiss = function(ctx, reason)
if reason ~= "accuracy" then return end
ctx.say(("%s\nkept going and\ncrashed!"):format(displayName(ctx.user)))
ctx.say(Strings("%s\nkept going and\ncrashed!", displayName(ctx.user)))
ctx.damage(ctx.user, 1)
end,
},
@@ -581,8 +584,12 @@ MoveEffects.full = {
},
HYPER_BEAM_EFFECT = {
afterDamage = function(ctx)
-- no recharge when the target faints OR its substitute breaks
if ctx.target.mon.hp > 0 and not ctx.brokeSub then
-- Gen 1: no recharge when the target faints OR its substitute breaks.
-- Ruleset hyperBeamSkipRechargeOnKO=false forces Gen 2+ always-recharge.
local ruleset = ctx.battle and ctx.battle.ruleset
local skipOnKO = not ruleset or ruleset.hyperBeamSkipRechargeOnKO ~= false
local targetDown = ctx.target.mon.hp <= 0 or ctx.brokeSub
if not skipOnKO or not targetDown then
ctx.user.mustRecharge = true
end
end,
@@ -591,7 +598,7 @@ MoveEffects.full = {
afterDamage = function(ctx)
local battle = ctx.battle
battle.payDay = (battle.payDay or 0) + 2 * ctx.user.mon.level
ctx.say("Coins scattered\neverywhere!")
ctx.say(Strings("Coins scattered\neverywhere!"))
end,
},
SWIFT_EFFECT = { neverMiss = true },
@@ -606,7 +613,7 @@ MoveEffects.full = {
local user = ctx.user
user.bideTurns = ctx.rng(2, 3)
user.bideDamage = 0
ctx.say(("%s\nis storing energy!"):format(displayName(user)))
ctx.say(Strings("%s\nis storing energy!", displayName(user)))
end,
},
SWITCH_AND_TELEPORT_EFFECT = {
@@ -627,27 +634,27 @@ MoveEffects.full = {
end
if ok then
if move.id == "ROAR" then
ctx.say(("%s\nran away scared!"):format(displayName(target)))
ctx.say(Strings("%s\nran away scared!", displayName(target)))
elseif move.id == "WHIRLWIND" then
ctx.say(("%s\nwas blown away!"):format(displayName(target)))
ctx.say(Strings("%s\nwas blown away!", displayName(target)))
else
ctx.say(("%s\nran from battle!"):format(displayName(user)))
ctx.say(Strings("%s\nran from battle!", displayName(user)))
end
battle.result = "run"
battle.afterQueue = "finish"
elseif move.id == "TELEPORT" then
battle:cancelMoveAnim()
ctx.say("But, it failed!")
ctx.say(Strings("But, it failed!"))
else
battle:cancelMoveAnim()
ctx.say(("It didn't affect\n%s!"):format(displayName(target)))
ctx.say(Strings("It didn't affect\n%s!", displayName(target)))
end
elseif move.id == "TELEPORT" then
battle:cancelMoveAnim()
ctx.say("But, it failed!")
ctx.say(Strings("But, it failed!"))
else
battle:cancelMoveAnim()
ctx.say(("%s\nis unaffected!"):format(displayName(target)))
ctx.say(Strings("%s\nis unaffected!", displayName(target)))
end
end,
},
@@ -665,7 +672,7 @@ MoveEffects.full = {
callsMove = function(ctx)
local last = ctx.target.lastMove
if not last then
ctx.say("The MIRROR MOVE\nfailed!")
ctx.say(Strings("The MIRROR MOVE\nfailed!"))
return nil
end
return last
+31 -21
View File
@@ -5,6 +5,8 @@
-- and residual sweep. Callers without a battle (pure-module tests) fall
-- back to the vanilla records, which is bit-identical behavior.
local Strings = require("src.core.Strings")
local Status = {}
-- pokered's <USER>/<TARGET> text macros print "Enemy " before the enemy
@@ -28,8 +30,11 @@ local function hasType(battler, wanted)
end
-- shared PSN/BRN residual: 1/16 max HP, multiplied (and advanced) by the
-- Toxic counter (HandlePoisonBurnLeechSeed)
local function damageOverTime(what)
-- Toxic counter (HandlePoisonBurnLeechSeed). The caller passes the whole
-- sentence rather than the noun: "hurt by poison" and "hurt by the burn"
-- decline differently once translated, so a shared fragment cannot be the
-- translatable unit.
local function damageOverTime(template)
return function(battler)
local mon = battler.mon
local base = math.max(1, math.floor(mon.stats.hp / 16))
@@ -39,10 +44,15 @@ local function damageOverTime(what)
battler.toxicCounter = battler.toxicCounter + 1
end
mon.hp = math.max(0, mon.hp - dmg)
return { ("%s's\nhurt by %s!"):format(name(battler), what) }
return { Strings(template, name(battler)) }
end
end
-- Labels stay plain literals on purpose: this table is built at require
-- time, before Strings.load has a catalog, so a Strings() here would
-- freeze the English. They are already translatable through the
-- statuses registry (mod.content.statuses:patch(id, { label = ... })).
--
-- The five persistent conditions as records: the beforeMove gauntlet, the
-- residual sweep, the inflict text/immunities (StatusRegistry.inflict),
-- the catch/wobble bonuses (Catching.attempt), the HUD label, and the
@@ -57,13 +67,13 @@ Status.RECORDS = {
battler.sleepTurns = (battler.sleepTurns or 1) - 1
if battler.sleepTurns <= 0 then
battler.mon.status = nil
return false, { name(battler) .. "\nwoke up!" } -- wakes but loses the turn
return false, { Strings("%s\nwoke up!", name(battler)) } -- wakes, loses the turn
end
return false, { name(battler) .. "\nis fast asleep!" }
return false, { Strings("%s\nis fast asleep!", name(battler)) }
end,
onInflict = function(battle, target, opts, display)
target.sleepTurns = battle.rng(1, 7)
return { ("%s\nfell asleep!"):format(display) }
return { Strings("%s\nfell asleep!", display) }
end,
},
FRZ = {
@@ -71,35 +81,35 @@ Status.RECORDS = {
catchBonus = 25, shakeBonus = 10,
beforeMovePriority = 30,
beforeMove = function(battler)
return false, { name(battler) .. "\nis frozen solid!" }
return false, { Strings("%s\nis frozen solid!", name(battler)) }
end,
canInflict = function(target) return not hasType(target, "ICE") end,
onInflict = function(_, _, _, display)
return { ("%s\nwas frozen solid!"):format(display) }
return { Strings("%s\nwas frozen solid!", display) }
end,
},
PSN = {
id = "PSN", label = "PSN", hudLabel = "PSN",
catchBonus = 12, shakeBonus = 5,
residual = damageOverTime("poison"),
residual = damageOverTime(Strings.source("%s's\nhurt by poison!")),
canInflict = function(target) return not hasType(target, "POISON") end,
onInflict = function(_, target, opts, display)
if opts.toxic then
target.toxicCounter = 1
-- _BadlyPoisonedText
return { ("%s's\nbadly poisoned!"):format(display) }
return { Strings("%s's\nbadly poisoned!", display) }
end
return { ("%s\nwas poisoned!"):format(display) }
return { Strings("%s\nwas poisoned!", display) }
end,
},
BRN = {
id = "BRN", label = "BRN", hudLabel = "BRN",
catchBonus = 12, shakeBonus = 5,
statPenalty = { stat = "attack", div = 2 },
residual = damageOverTime("the burn"),
residual = damageOverTime(Strings.source("%s's\nhurt by the burn!")),
canInflict = function(target) return not hasType(target, "FIRE") end,
onInflict = function(_, _, _, display)
return { ("%s\nwas burned!"):format(display) }
return { Strings("%s\nwas burned!", display) }
end,
},
PAR = {
@@ -110,7 +120,7 @@ Status.RECORDS = {
beforeMove = function(battler, rng)
-- cp 25 percent / jr nc: fully paralyzed on rand < 63 (63/256)
if rng(0, 255) < 63 then
return false, { name(battler) .. "'s\nfully paralyzed!" }
return false, { Strings("%s's\nfully paralyzed!", name(battler)) }
end
return true, {}
end,
@@ -120,7 +130,7 @@ Status.RECORDS = {
end,
onInflict = function(_, _, _, display)
-- _ParalyzedMayNotAttackText (primary and secondary paralysis)
return { ("%s's\nparalyzed! It may\nnot attack!"):format(display) }
return { Strings("%s's\nparalyzed! It may\nnot attack!", display) }
end,
},
}
@@ -156,7 +166,7 @@ function Status.beforeMove(battler, rng, battle)
end
if battler.flinched then
battler.flinched = false
return false, { name(battler) .. "\nflinched!" }
return false, { Strings("%s\nflinched!", name(battler)) }
end
local record = Status.recordFor(battleStatuses(battle), mon.status)
local handler = record and record.beforeMove
@@ -174,23 +184,23 @@ function Status.beforeMove(battler, rng, battle)
end
if battler.boundTurns and battler.boundTurns > 0 then
battler.boundTurns = battler.boundTurns - 1
msgs[#msgs + 1] = name(battler) .. "\ncan't move!"
msgs[#msgs + 1] = Strings("%s\ncan't move!", name(battler))
return false, msgs
end
if battler.disabledTurns then
battler.disabledTurns = battler.disabledTurns - 1
if battler.disabledTurns <= 0 then
battler.disabledTurns, battler.disabledSlot = nil, nil
table.insert(msgs, name(battler) .. "'s\ndisabled no more!")
table.insert(msgs, Strings("%s's\ndisabled no more!", name(battler)))
end
end
if battler.confusedTurns then
battler.confusedTurns = battler.confusedTurns - 1
if battler.confusedTurns <= 0 then
battler.confusedTurns = nil
table.insert(msgs, name(battler) .. "\nsnapped out of\nconfusion!")
table.insert(msgs, Strings("%s\nsnapped out of\nconfusion!", name(battler)))
else
table.insert(msgs, name(battler) .. "\nis confused!")
table.insert(msgs, Strings("%s\nis confused!", name(battler)))
-- cp 50 percent + 1 / jr c: hurt itself on rand >= 128 (128/256)
if rng(0, 255) < 128 then
return false, msgs, true -- hurt itself
@@ -231,7 +241,7 @@ function Status.residual(battler, opponent, battle)
dmg = math.min(dmg, mon.hp)
mon.hp = mon.hp - dmg
opponent.mon.hp = math.min(opponent.mon.stats.hp, opponent.mon.hp + dmg)
table.insert(msgs, ("LEECH SEED saps\n%s!"):format(name(battler)))
table.insert(msgs, Strings("LEECH SEED saps\n%s!", name(battler)))
end
return msgs
end
+2 -1
View File
@@ -5,6 +5,7 @@
local Runtime = require("src.mods.Runtime")
local Status = require("src.battle.Status")
local Strings = require("src.core.Strings")
local StatusRegistry = {}
@@ -45,7 +46,7 @@ function StatusRegistry.inflict(battle, target, status, opts)
if record and record.onInflict then
msgs = record.onInflict(battle, target, opts, display)
else
msgs = { ("%s\nwas afflicted\nby %s!"):format(display,
msgs = { Strings("%s\nwas afflicted\nby %s!", display,
record and record.label or tostring(status)) }
end
Runtime.emit("battle.status_inflicted", {
+4 -3
View File
@@ -19,6 +19,7 @@
-- enemy PP — Gen 1 AI never reads wEnemyMonPP).
local TypeChart = require("src.battle.TypeChart")
local Strings = require("src.core.Strings")
local TrainerAI = {}
@@ -99,7 +100,7 @@ function TrainerAI.useItem(battle, item)
local enemy = battle.enemy
local trainerName = battle.trainer.name
local itemName = battle.data.items[item] and battle.data.items[item].name or item
local msgs = { ("%s\nused %s!"):format(trainerName, itemName) }
local msgs = { Strings("%s\nused %s!", trainerName, itemName) }
if item == "FULL_HEAL" then
enemy.mon.status = nil
enemy.toxicCounter = nil
@@ -112,10 +113,10 @@ function TrainerAI.useItem(battle, item)
elseif X_STAT[item] then
local stat = X_STAT[item]
enemy.stages[stat] = math.min(6, (enemy.stages[stat] or 0) + 1)
table.insert(msgs, ("%s's\n%s rose!"):format(enemy.name, stat:upper()))
table.insert(msgs, Strings("%s's\n%s rose!", enemy.name, stat:upper()))
elseif item == "GUARD_SPEC" then
enemy.mist = true
table.insert(msgs, ("%s's\nprotected against\nstat changes!"):format(enemy.name))
table.insert(msgs, Strings("%s's\nprotected against\nstat changes!", enemy.name))
end
return msgs
end
+3
View File
@@ -16,4 +16,7 @@ return {
-- Wild/trainer enemies never spend PP (DecrementPP only touches the
-- player side in pokered). They therefore never Struggle from empty PP.
enemyUnlimitedPP = true,
-- Gen 1 Hyper Beam: no recharge when the target faints (or its
-- substitute breaks). Set false to always recharge like Gen 2+.
hyperBeamSkipRechargeOnKO = true,
}
+2
View File
@@ -11,4 +11,6 @@ return {
focusEnergyBug = false,
-- Gen 2+ style: AI opponents deplete PP and can Struggle when empty.
enemyUnlimitedPP = false,
-- Gen 2+: Hyper Beam always forces a recharge turn, even on a KO.
hyperBeamSkipRechargeOnKO = false,
}
+33
View File
@@ -102,6 +102,39 @@ function Data:seedDefaults()
-- after-battle rows so Blaine's SetEventRange deactivation and talk
-- after-text work like the other gyms (scripts/CinnabarGym.asm).
self:seedCinnabarGymTrainerHeaders()
-- #197: the Fighting Dojo Karate Master is text_asm, so the extractor
-- writes no header for him -- seed one so he engages on sight and has
-- his defeat / re-talk lines (same idea as the Cinnabar seed above).
self:seedFightingDojoKarateMaster()
-- #189: 1F cabin door order vs rooms map (survey zoom)
require("src.world.SsAnneLayout").apply(self.maps)
end
-- The Karate Master (FightingDojo.asm) is a text_asm object: his object has
-- no def_trainers row (DisplayTextID routes to his ASM script), so the
-- extractor emits headers only for the four blackbelts ([2]..[5]). Seed
-- object index [1] so he behaves like the real leader:
-- * range 4 (matches the strongest blackbelt) -> CheckFightingMapTrainers
-- spots the player in his DOWN line and he challenges on sight (#197),
-- * battle = his pre-battle challenge, won = "Hwa! Arrgh! Beaten!",
-- * after = the "Stay and train at Karate with us!" re-talk line.
-- Deliberately NO `event`: EVENT_BEAT_KARATE_MASTER is owned by
-- victories.lua (OPP_BLACKBELT#1) exactly like the gym leaders, and
-- engageTrainer sets header.event *before* checkVictoryRewards runs -- if
-- this header also set it, the reward's flag guard would early-return and
-- swallow the prize dialogue. trainerDefeated tracks him via
-- defeatedTrainers[npc.id] like the leaders.
function Data:seedFightingDojoKarateMaster()
local headers = self.trainer_headers
if not headers then return end
headers.FightingDojo = headers.FightingDojo or {}
if headers.FightingDojo[1] then return end
headers.FightingDojo[1] = {
range = 4,
battle = "_FightingDojoKarateMasterText",
won = "_FightingDojoKarateMasterDefeatedText",
after = "_FightingDojoKarateMasterStayAndTrainWithUsText",
}
end
function Data:seedCinnabarGymTrainerHeaders()
+8 -6
View File
@@ -9,6 +9,7 @@
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local Strings = require("src.core.Strings")
local DiscordPresence = {
APP_ID = "1529183141267374262",
@@ -436,7 +437,7 @@ end
local function buildActivity()
local details, activityState
if state.activity == "battle" then
details = state.battleLabel or "In battle"
details = state.battleLabel or Strings("In battle")
activityState = state.location and (state.location) or "Kanto"
elseif state.activity == "exploring" and state.location then
details = state.location
@@ -550,20 +551,20 @@ local function subscribe(game)
track("battle.started", function(ev)
local battle = ev and ev.battle
local label = "In battle"
local label = Strings("In battle")
if ev and ev.kind == "wild" then
local name = speciesName(game, ev.species)
if name then
label = "Battling wild " .. name
if ev.level then label = label .. " Lv" .. tostring(ev.level) end
else
label = "Wild battle"
label = Strings("Wild battle")
end
elseif ev and ev.kind == "trainer" then
local tname = battle and battle.trainer and battle.trainer.name
label = tname and ("Battling " .. tname) or "Trainer battle"
label = tname and ("Battling " .. tname) or Strings("Trainer battle")
elseif ev and ev.kind == "link" then
label = "Link battle"
label = Strings("Link battle")
end
local mapId = state.mapId
or (game.save and game.save.player and game.save.player.map)
@@ -594,7 +595,7 @@ local function subscribe(game)
state.mapId = nil
setPresence({
activity = "menu",
location = id == "IntroMovie" and "Watching the intro" or "Title screen",
location = id == "IntroMovie" and "Watching the intro" or Strings("Title screen"),
clearBattle = true,
})
end
@@ -783,5 +784,6 @@ end
-- test / debug helpers
DiscordPresence._state = state
DiscordPresence.locationName = locationName
DiscordPresence.handleJoinRequest = handleJoinRequest
return DiscordPresence
+53 -12
View File
@@ -8,7 +8,7 @@ local Logger = require("src.core.Logger")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local TouchInput = require("src.core.TouchInput")
local TouchControls = require("src.core.TouchControls")
local ModLoader = require("src.mods.Loader")
local ModRuntime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
@@ -37,12 +37,15 @@ function Game:load()
self.mods = ModLoader.new()
self.mods:load(Data)
self.modStatus = self.mods:status()
-- render pipelines dispatch off the merged dataset; point them at the
-- one the mods just merged into before anything can draw a frame
require("src.render.Pipelines").install(Data)
self.input = Input
Input:init()
self.touchInput = TouchInput
TouchInput:init()
self.touchControls = TouchControls
TouchControls:init()
self.renderer = Renderer
Renderer:init()
@@ -50,6 +53,9 @@ function Game:load()
require("src.render.Font").load(Data)
-- menu cursor/border/geometry constants; field.theme restyles them
require("src.ui.Theme").load(Data)
-- the engine's own text, after the merge so a translation mod's catalog
-- is already in Data.strings; empty on a mod-free boot and skipped
require("src.core.Strings").load(Data)
self.stack = StateStack
StateStack:init()
@@ -93,6 +99,20 @@ function Game:load()
end
Logger.info("game loaded")
-- Scaling bug reports (#87, #208) are unanswerable without these three
-- numbers: LOVE units, drawable pixels, and the integer physical pixels
-- per GB pixel the renderer settled on. Cheap, once, and it turns "it
-- looks stretched" into something reproducible.
if love.graphics and love.graphics.getDimensions then
local ww, wh = love.graphics.getDimensions()
local pw, ph = ww, wh
if love.graphics.getPixelDimensions then
pw, ph = love.graphics.getPixelDimensions()
end
Logger.info(string.format(
"display: %dx%d units, %dx%d px, fit scale %d px/GB px",
ww, wh, pw, ph, Renderer:fitScale()))
end
end
-- the merged field.boot: spawn, names, money and the naming presets a
@@ -177,9 +197,6 @@ function Game:logicSpeed()
end
function Game:update(dt)
-- Touch timers / prior-frame auto-releases before the fixed step so
-- deferred A and edge pulses land in Input's press queue for this step.
TouchInput:update(dt)
-- Fast-forward scales only the logic clock (see src/core/GameSpeed.lua).
-- Give the accumulator room for one full frame at the current speed,
-- or the anti-spiral clamp quietly caps every level above ~15X.
@@ -198,6 +215,9 @@ function Game:update(dt)
-- Overworld tilt toggle tween: presentational, so it runs on the real
-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
require("src.render.Tilt").update(dt)
-- mod render pipelines tween on the same real-frame clock, for the same
-- reason: they are presentational, so fast-forward must not speed them up
require("src.render.Pipelines").update(dt)
pcall(function() require("src.core.DiscordPresence").update(dt) end)
-- Steady-state memory backstop: advance the incremental collector one
-- small step every rendered frame. The heavy GPU objects are now freed
@@ -240,6 +260,8 @@ function Game:draw()
worldZones = self.overworld:sgbWorldZones()
end
Renderer:endFrame(zones, worldZones)
-- on-screen mobile controls: pure screen-space, over the finished frame
TouchControls:draw()
end
-- overworld survey zoom: wheel up / '=' zooms in, wheel down / '-' out
@@ -341,6 +363,17 @@ function Game:keypressed(key)
self:writeOptions()
return
end
-- Mod render pipelines claim their hotkeys last, so one can never shadow
-- an engine display key however a mod declares it (12 §rendering
-- pipelines). syncOptions writes the whole ladder back, including the
-- tilt exclusion a world pipeline forces.
local Pipelines = require("src.render.Pipelines")
if Pipelines.hotkey(key, self.stack:top(), self.overworld) then
Pipelines.syncOptions(self.save.options)
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
self:writeOptions()
return
end
Input:keypressed(key)
end
@@ -358,6 +391,9 @@ function Game:keyreleased(key)
end
function Game:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the
-- next screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad()
-- BindingsMenu's pad capture rides the same top-state routing as keys
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
@@ -372,6 +408,8 @@ function Game:gamepadreleased(joystick, button)
end
function Game:gamepadaxis(joystick, axis, value)
-- past-deadzone only, so resting-stick drift can't hide the overlay
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
Input:gamepadaxis(joystick, axis, value)
end
@@ -381,12 +419,12 @@ end
-- state is worse than asking the player to re-press.
function Game:focus(f)
Input:reset()
TouchInput:reset()
TouchControls:reset()
end
function Game:visible(v)
Input:reset()
TouchInput:reset()
TouchControls:reset()
end
-- A disconnected/dropped controller can't send the button-up for whatever
@@ -394,19 +432,19 @@ end
-- flags it owned.
function Game:joystickremoved(joystick)
Input:reset()
TouchInput:reset()
TouchControls:joystickremoved()
end
function Game:touchpressed(id, x, y)
TouchInput:touchpressed(id, x, y)
TouchControls:touchpressed(id, x, y)
end
function Game:touchmoved(id, x, y)
TouchInput:touchmoved(id, x, y)
TouchControls:touchmoved(id, x, y)
end
function Game:touchreleased(id, x, y)
TouchInput:touchreleased(id, x, y)
TouchControls:touchreleased(id, x, y)
end
-- Point the loader's mod.save backing at this save's modData so per-mod
@@ -457,6 +495,9 @@ function Game:applyOptions(opts)
if Sound.applyOptions then Sound.applyOptions(opts) end
require("src.render.PaletteFX").applyOptions(opts)
require("src.render.Tilt").applyOptions(opts)
-- after Tilt, so a persisted world pipeline can switch the tilt level it
-- just restored back off (the two are mutually exclusive)
require("src.render.Pipelines").applyOptions(opts)
require("src.render.Zoom").applyOptions(opts)
require("src.render.TileRenderer").applyOptions(opts)
-- returns true when a persisted GBC FX level was cleared on mobile
+11
View File
@@ -154,6 +154,17 @@ function Input:step()
self.pressQueue = {}
end
-- The on-screen touch overlay (src/core/TouchControls.lua) presses GB
-- buttons directly by name -- not through a keyboard alias -- so a player
-- rebind can never detach or shadow the overlay.
function Input:overlayPressed(btn)
press(self, btn, "touch:" .. btn)
end
function Input:overlayReleased(btn)
release(self, btn, "touch:" .. btn)
end
function Input:gamepadpressed(joystick, button)
local btn = self.padBindings[button]
if btn then
+31 -1
View File
@@ -24,7 +24,31 @@ local FILTER_HIGHGAIN = { 0.4, 0.16, 0.064 }
local filterLevel = 0
local function applyVolume(src)
if src then pcall(src.setVolume, src, VOLUME * volumeScale) end
if not src then return end
local vol = VOLUME * volumeScale
if Runtime.wantsHook("music.volume") then
local ctx = {
song = state.current,
mapSong = state.mapSong,
onBike = state.onBike,
surfing = state.surfing,
fading = state.fade ~= nil,
optionScale = volumeScale,
}
local ok, Game = pcall(require, "src.core.Game")
if ok and Game then
local ow = Game.overworld
if ow and ow.player then
ctx.x, ctx.y = ow.player.cellX, ow.player.cellY
ctx.mapId = ow.map and ow.map.id
ctx.tod = ow.tod
end
end
vol = Runtime.call("music.volume", function(v) return v end, vol, ctx)
vol = tonumber(vol) or (VOLUME * volumeScale)
if vol < 0 then vol = 0 end
end
pcall(src.setVolume, src, vol)
end
-- Source:setFilter needs OpenAL EFX; the pcall degrades to unfiltered
@@ -408,6 +432,12 @@ end
-- restores the map theme after a one-shot jingle
function Music.update(data)
if state.chip then require("src.core.ChipAudio").update() end
-- distance / indoor muffling mods re-apply volume every frame while
-- subscribed; otherwise applyVolume only runs on song/option changes
if Runtime.wantsHook("music.volume") and not state.fade then
applyVolume(state.source)
applyVolume(state.loopSource)
end
-- volume ramp (Music.fadeOut): hold the current level for `control`
-- frames, then drop one level (FadeOutAudio decrements both rAUDVOL
-- nibbles when its counter reaches 0); at level 0 the music stops.
+335 -10
View File
@@ -17,6 +17,7 @@ local Runtime = require("src.mods.Runtime")
local Semver = require("src.mods.Semver")
local Boxes = require("src.pokemon.Boxes")
local Bag = require("src.inventory.Bag")
local Badges = require("src.inventory.Badges")
local GameVersion = require("src.core.GameVersion")
@@ -31,10 +32,11 @@ local OPTIONS_FILENAME = "options.lua"
-- Main / backup / staged-witness names for a version (defaults to the active
-- one). The backup is a rolling copy and .tmp is the staged-write witness;
-- load promotes either when the main file is missing or fails to parse.
local function saveNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- Forward-declared here so saveFilename (just below) and every save/load
-- caller share the one upvalue; the body is filled in under "save slots"
-- once the options IO it depends on exists, because it now resolves the
-- ACTIVE slot for a version rather than the fixed flat name.
local saveNames
-- The main save filename for a version -- used by the title screen's
-- CONTINUE gate so it looks for the right game's save.
@@ -91,6 +93,18 @@ local function makePortableFs(dir)
os.remove(full(name))
return true
end,
createDirectory = function(name)
-- portable mode writes real files through io.*, which will not
-- create missing parent directories; mkdir the tree so a slot path
-- like "saves/red" exists before a write lands inside it
local osPath = full(name):gsub("/", SEP)
if SEP == "\\" then
os.execute('mkdir "' .. osPath .. '" 2>nul')
else
os.execute('mkdir -p "' .. osPath .. '" 2>/dev/null')
end
return true
end,
}
end
@@ -198,6 +212,11 @@ function SaveData.defaultOptions()
videoMode = "windowed",
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
fpsCap = 60,
-- Per-pipeline display levels, keyed by render_pipelines id (see
-- src/render/Pipelines.lua). A level for a mod that is not installed
-- is kept rather than pruned, so re-enabling the mod restores the mode
-- the player left it in.
pipelines = {},
-- Native mod enablement is an installation option, not save-slot data.
-- Missing entries mean enabled so newly installed mods work by default.
mods = {},
@@ -283,6 +302,302 @@ function SaveData.loadOptions(fs)
return SaveData.mergeOptions(data)
end
-- ------- save slots
-- A version's playthroughs live in numbered slots under saves/<version>/;
-- the active slot is where in-game SAVE and CONTINUE land. The registry
-- (the ordered slot list plus which one is active) persists in options.lua
-- under options.saveSlots[version]; the active slot is also cached
-- process-wide (like GameVersion.current) so the hot saveNames path does
-- not re-read options every call. A false cache entry means "no slot in
-- use" and the flat legacy path (save.lua / save_blue.lua) is used, which
-- keeps a brand-new install and every pre-slots caller working unchanged.
local activeSlotCache = {} -- version -> slotId in use, or false when none
local slotsChecked = {} -- version -> true once resolved this process
local function slotDir(version) return "saves/" .. version end
local function slotNames(version, id)
local main = slotDir(version) .. "/" .. id .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- the pre-slots flat names a version always used (save.lua for Red,
-- save_blue.lua for Blue); still the destination before any slot exists
local function legacyNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- Slot resolution is only meaningful for versions GameVersion actually knows
-- (red/blue). The launcher also renders a locked placeholder tab ("yellow")
-- that has no info entry and therefore no saveSuffix; resolving its legacy
-- names would index a nil info table and crash. Treat any unknown version as
-- having no slots so the slot APIs degrade to empty/no-op instead.
local function knownVersion(version)
return GameVersion.info(version) ~= nil
end
-- Create the parent directory of a slot path when the fs supports it.
-- love.filesystem.createDirectory makes the whole tree; the injected memfs
-- stub keys files by full path and exposes no such method, so this is a
-- no-op there.
local function ensureParentDir(fs, name)
local dir = name:match("^(.*)/[^/]+$")
if dir and fs.createDirectory then fs.createDirectory(dir) end
end
-- Decode a slot's save using the same recovery order load() uses -- main,
-- then the .tmp write-witness, then the .bak -- so a slot mid-crash still
-- summarizes. nil when nothing readable is present.
local function decodeSlot(fs, version, id)
local main, bak, tmp = slotNames(version, id)
local data = fs.getInfo(main) and SaveSerializer.decode(fs.read(main) or "")
if data then return data end
data = fs.getInfo(tmp) and SaveSerializer.decode(fs.read(tmp) or "")
if data then return data end
data = fs.getInfo(bak) and SaveSerializer.decode(fs.read(bak) or "")
return data or nil
end
-- One-time legacy consolidation: a pre-slots install has a flat save file
-- (+ .bak) and no saves/<version>/ registry. Copy both into slot1, verify
-- the copy reads back, then remove the originals and register slot1 as the
-- active slot. Returns the new slot id, or nil when there is nothing to
-- migrate or the copy could not be verified (originals left in place so no
-- data is ever lost to a failed move).
local function tryMigrateLegacy(version, fs)
local lmain, lbak, ltmp = legacyNames(version)
local mainBody = fs.getInfo(lmain) and fs.read(lmain)
local bakBody = fs.getInfo(lbak) and fs.read(lbak)
if not (mainBody or bakBody) then return nil end
local id = "slot1"
local dmain, dbak = slotNames(version, id)
ensureParentDir(fs, dmain)
if mainBody then fs.write(dmain, mainBody) end
if bakBody then fs.write(dbak, bakBody) end
-- refuse to delete the originals unless the new slot is loadable (from
-- the main copy or, failing that, the backup)
if not decodeSlot(fs, version, id) then return nil end
remove(fs, lmain)
remove(fs, lbak)
remove(fs, ltmp)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
opts.saveSlots[version] = { list = { id }, active = id }
SaveData.saveOptions(opts, fs)
return id
end
-- Resolve (once per version per process) which slot in-game saves use: an
-- existing registry wins; otherwise a lazy legacy migration may create
-- slot1; otherwise false, meaning the flat legacy path.
local function ensureVersionSlots(version, fs)
if slotsChecked[version] then return end
slotsChecked[version] = true
if not knownVersion(version) then
activeSlotCache[version] = false
return
end
local opts = SaveData.loadOptions(fs)
local reg = opts.saveSlots and opts.saveSlots[version]
if reg and type(reg.list) == "table" and #reg.list > 0 then
activeSlotCache[version] = reg.active or reg.list[1]
return
end
activeSlotCache[version] = tryMigrateLegacy(version, fs) or false
end
-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
-- the version, falling back to the flat legacy names when no slot is in use.
function saveNames(version)
version = version or GameVersion.get()
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local slot = activeSlotCache[version]
if slot then return slotNames(version, slot) end
return legacyNames(version)
end
-- Pure extraction of the launcher's per-slot summary from a decoded save,
-- factored out so it is unit-testable with no filesystem: the player name
-- (nil for an empty slot) and { badges, timeText, dexCount } -- the same
-- fields the title screen's ContinueInfo derives. Badges resolve against
-- the vanilla gym list (launcher has no loaded Data), which is what the
-- flat launcher meta line needs.
function SaveData.slotSummary(save)
if type(save) ~= "table" then return nil, nil end
local name = save.player and save.player.name or nil
local dexCount = 0
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
dexCount = dexCount + 1
end
local t = math.floor(save.playTime or 0)
local timeText = ("%d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60)
return name, {
badges = Badges.count(nil, save),
timeText = timeText,
dexCount = dexCount,
}
end
-- Slots visible to the launcher: every registered slot for a version, each
-- with whether it holds a save and the cheap summary above. A fresh
-- install with nothing registered returns an empty array; a legacy install
-- is migrated to slot1 first.
function SaveData.listSlots(version)
version = version or GameVersion.get()
if not knownVersion(version) then return {} end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
local reg = opts.saveSlots and opts.saveSlots[version]
local list = (reg and reg.list) or {}
local out = {}
for _, id in ipairs(list) do
local save = decodeSlot(fs, version, id)
local name, meta = SaveData.slotSummary(save)
out[#out + 1] = { id = id, exists = save ~= nil, name = name, meta = meta }
end
return out
end
-- Point the active slot at slotId (registering it if new) and persist the
-- choice to options.lua; also update the process-global cache so the very
-- next save/load lands in the chosen slot.
function SaveData.setActiveSlot(version, slotId)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version] or { list = {}, active = nil }
local found = false
for _, id in ipairs(reg.list) do
if id == slotId then found = true break end
end
if not found then reg.list[#reg.list + 1] = slotId end
reg.active = slotId
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
slotsChecked[version] = true
activeSlotCache[version] = slotId
return slotId
end
-- Register a new empty slot for the version and return its id. Does NOT
-- write a save file and does NOT change the active slot: an empty slot
-- means the title screen offers NEW GAME only. Ids are "slot%d+",
-- allocated one past the highest existing number so a reused id can never
-- collide with a lingering file.
function SaveData.createSlot(version)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version] or { list = {}, active = nil }
local maxN = 0
for _, id in ipairs(reg.list) do
local n = tonumber(tostring(id):match("^slot(%d+)$"))
if n and n > maxN then maxN = n end
end
local id = "slot" .. (maxN + 1)
reg.list[#reg.list + 1] = id
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
return id
end
-- The active slot id in use for a version (resolved once per process like
-- saveNames does), or nil when none is registered and the flat legacy path is
-- in use. Public so the launcher's save Import/Export glue can name an export
-- after the slot it came from without reaching into the private cache.
function SaveData.activeSlot(version)
version = version or GameVersion.get()
if not knownVersion(version) then return nil end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
return activeSlotCache[version] or nil
end
-- Write saveTable into an existing slot's file (SaveSerializer.encode), through
-- the same fs seam every other save/load call uses (so portable mode keeps
-- working) and the same .tmp-witness / .bak recovery discipline SaveData.save
-- uses for the flat path. Used by the launcher's save-import glue, which has
-- already registered the slot via createSlot but written no bytes yet; unlike
-- SaveData.save this targets a specific slot and never rebuilds meta or touches
-- options. Returns true, or false + an error string on a failed write.
function SaveData.writeSlot(version, slotId, saveTable)
version = version or GameVersion.get()
if not knownVersion(version) then return false, "unknown version" end
if type(slotId) ~= "string" then return false, "missing slot id" end
if type(saveTable) ~= "table" then return false, "missing save table" end
local main, bak, tmp = slotNames(version, slotId)
local encoded = SaveSerializer.encode(saveTable)
local fs = persistFs(nil)
ensureParentDir(fs, main)
if fs.getInfo(main) then
local prev = fs.read(main)
if prev then fs.write(bak, prev) end
end
local ok, err = fs.write(tmp, encoded)
if not ok then return false, err end
remove(fs, main)
ok, err = fs.write(main, encoded)
if not ok then return false, err end
remove(fs, tmp)
return true
end
-- Delete a registered slot: remove its main/.bak/.tmp files, drop it from the
-- options registry, and if it was active point active at another remaining
-- slot (or clear active when the list is empty). Returns true, or false +
-- an error string when the id is unknown / not registered.
function SaveData.deleteSlot(version, slotId)
version = version or GameVersion.get()
if not knownVersion(version) then return false, "unknown version" end
if type(slotId) ~= "string" or slotId == "" then
return false, "missing slot id"
end
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
local reg = opts.saveSlots[version]
if not reg or not reg.list then return false, "slot not registered" end
local found, idx = false, nil
for i, id in ipairs(reg.list) do
if id == slotId then found = true; idx = i; break end
end
if not found then return false, "slot not registered" end
local main, bak, tmp = slotNames(version, slotId)
remove(fs, main)
remove(fs, bak)
remove(fs, tmp)
table.remove(reg.list, idx)
if reg.active == slotId then
reg.active = reg.list[1] -- may be nil when the list is now empty
end
opts.saveSlots[version] = reg
SaveData.saveOptions(opts, fs)
slotsChecked[version] = true
activeSlotCache[version] = reg.active or false
return true
end
-- Test seam: drop the process-global slot cache so a suite can exercise
-- migration/resolution against a freshly injected filesystem. Unused by
-- the game, which resolves each version exactly once per boot.
function SaveData.resetSlotState()
for k in pairs(activeSlotCache) do activeSlotCache[k] = nil end
for k in pairs(slotsChecked) do slotsChecked[k] = nil end
end
-- ------- meta
-- the version/engine/mod-set stamp every v2 save carries; mods is the
@@ -525,6 +840,9 @@ function SaveData.save(data, mods)
end
local encoded = SaveSerializer.encode(gameOnly)
local fs = persistFs(nil)
-- the active slot may live in saves/<version>/, which must exist before
-- the .tmp/.bak/main writes land (a no-op for the flat legacy path)
ensureParentDir(fs, FILENAME)
if fs.getInfo(FILENAME) then
local prev = fs.read(FILENAME)
if prev then fs.write(BACKUP_FILENAME, prev) end
@@ -837,9 +1155,16 @@ function SaveData.defaultHeal(boot)
end
-- Post-credits home (issue #103). pokered left the player in HALL_OF_FAME
-- after jp Init; this port places CONTINUE at the NewGameWarp bedroom and
-- retargets LAST_MAP exits (Red's house mats) at the heal-point town so
-- leaving the house does not dump the player back at Indigo Plateau.
-- after jp Init; this port relocates CONTINUE instead, and retargets
-- LAST_MAP exits (Red's house mats) at the heal-point town so leaving the
-- house does not dump the player back at Indigo Plateau.
--
-- The landing spot is the blackout point, not the NewGameWarp bedroom:
-- HallOfFameResetEventsAndSaveScript sets wLastBlackoutMap := PALLET_TOWN,
-- so resuming puts the player outside the front door. Spawning them back
-- in the upstairs bedroom was a port-only detour (#253). Non-vanilla
-- spawns are unaffected -- defaultHeal returns boot's own start map for
-- those, which is what the bedroom branch resolved to anyway.
-- Marks postGameHomeOk so a later intentional HoF save is not relocated.
function SaveData.applyPostGameHome(save, boot)
boot = type(boot) == "table" and boot or {}
@@ -847,9 +1172,9 @@ function SaveData.applyPostGameHome(save, boot)
save.lastHeal = { map = heal.map, x = heal.x, y = heal.y }
save.lastOutdoor = { id = heal.map, x = heal.x, y = heal.y }
save.player = save.player or {}
save.player.map = boot.startMap or "REDS_HOUSE_2F"
save.player.x = boot.startX or 3
save.player.y = boot.startY or 6
save.player.map = heal.map
save.player.x = heal.x
save.player.y = heal.y
save.player.facing = boot.startFacing or "down"
save.postGameHomeOk = true
return heal
+134
View File
@@ -0,0 +1,134 @@
-- The engine's own player-facing text, made overridable.
--
-- Extracted dialogue already had a home: `Data.text`, keyed by pokered's
-- labels, which a mod reaches through `mod.content.text`. The strings the
-- engine *authors* had none. Battle messages, item results, menu labels
-- and the link-play screens were literals in Lua, so a translator could
-- reach two thirds of the game and no more (#186, #245).
--
-- Those literals stay where they are, wrapped in `S(...)`, and the English
-- source doubles as the catalog key:
--
-- self:say(S("But, it failed!"))
-- self:say(S("Wild %s\nappeared!", self.enemy.name))
--
-- Keying on the source rather than on an invented id is deliberate. It
-- keeps the English readable at the point it is used (the alternative
-- scatters a thousand `battle.it_failed` ids that have to be looked up to
-- review a diff), it needs no id registry to stay in sync, and an entry a
-- translation has not covered yet falls through to English instead of
-- rendering a raw id at the player. The cost is that editing an English
-- string orphans its translations; `tools/modkit.py translation --refresh`
-- reports those as changed keys rather than silently dropping them.
--
-- Same-source-different-meaning is the one case source keys cannot hold on
-- their own ("OFF" as a filter setting vs "OFF" as a toggle, which some
-- languages render differently). Those sites pass a context:
--
-- S("OFF", "options.musicFilter") -- key: "options.musicFilter|OFF"
--
-- A mod supplies the catalog through the `strings` registry:
--
-- mod.content.strings:override("But, it failed!", "Echec !")
--
-- With no mod loaded the catalog is empty and `S` is an identity function
-- guarded by one boolean, so a vanilla boot draws byte-identical text.
local Strings = {}
local catalog = nil -- Data.strings once a mod has put something in it
local missing = {} -- format-arity complaints, reported once each
-- Called from Game after the mod merge, and again on dev-mode hot reload.
-- Holding the table (not a copy) means a mod that registers late still
-- takes effect without a second load.
function Strings.load(data)
local t = data and data.strings
catalog = nil
if type(t) ~= "table" then return end
for _ in pairs(t) do
catalog = t
return
end
end
function Strings.active()
return catalog ~= nil
end
-- The lookup itself. `context` is optional and only disambiguates sources
-- that collide; the plain key is tried after it, so a translation that does
-- not care about the distinction can supply one entry for both.
function Strings.lookup(source, context)
if not catalog then return source end
if context then
local hit = catalog[context .. "|" .. source]
if type(hit) == "string" then return hit end
end
local hit = catalog[source]
if type(hit) == "string" then return hit end
return source
end
-- Count `%`-directives so a translation that drops or adds one is caught
-- here rather than as a mid-battle `string.format` error.
local function specifiers(s)
local n = 0
for spec in s:gmatch("%%(.)") do
if spec ~= "%" then n = n + 1 end
end
return n
end
-- S(source) -> translated source
-- S(source, ...) -> translated source, string.format'ed
-- S(source, context) -> context-disambiguated lookup, no formatting
--
-- The two-argument forms are told apart by whether the source carries any
-- format directives: a source with no `%s` cannot be formatting, so a lone
-- string second argument is a context.
function Strings.get(source, ...)
local argc = select("#", ...)
if argc == 0 then return Strings.lookup(source) end
local wants = specifiers(source)
if wants == 0 and argc == 1 and type((...)) == "string" then
return Strings.lookup(source, (...))
end
local text = Strings.lookup(source)
-- A translation with the wrong arity would raise inside string.format,
-- which in a battle means a crash the player cannot escape. Fall back to
-- the English source, which is known to match, and say so once.
if specifiers(text) ~= wants then
if not missing[source] then
missing[source] = true
require("src.core.Logger").warn(
"strings: translation of %q has %d format directives, source has %d"
.. " -- using the source", source, specifiers(text), wants)
end
text = source
end
local ok, out = pcall(string.format, text, ...)
if not ok then return source end
return out
end
-- A marker, not a lookup: returns its argument untouched.
--
-- Some templates are declared in a module-level table and formatted much
-- later (BattleState's charge-move lines, for one). Translating at the
-- declaration would freeze the English, because those tables are built at
-- require time and Strings.load has no catalog yet; the use site therefore
-- calls Strings(template, ...) and looks the source up then. That works at
-- runtime but leaves the literal invisible to the catalog generator, which
-- only sees what is spelled out at a call site. Wrapping the declaration in
-- Strings.source puts it back in the harvest while changing nothing at all
-- about when the lookup happens.
function Strings.source(text)
return text
end
setmetatable(Strings, { __call = function(_, ...) return Strings.get(...) end })
return Strings
+287
View File
@@ -0,0 +1,287 @@
-- On-screen touch controls: a visible d-pad, A, B, START and SELECT drawn
-- over the finished frame (art: Xelu's CC0 controller prompts, see
-- assets/touch/README.md). Replaces the old touch gesture recognizer:
-- every control is a real button under the thumb, so there is no
-- tap-vs-swipe classification, no deferred-A double-tap window, and no
-- added latency.
--
-- Mobile only, and only while no controller is being used: the overlay
-- shows on Android/iOS, disappears the moment a gamepad button or stick
-- is used, and comes back on the next screen touch (Game routes both
-- events here). POKEPORT_TOUCH=1 forces it on for desktop testing
-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
-- off everywhere.
--
-- Controls press GB buttons through Input:overlayPressed/Released -- their
-- own input source, not a keyboard alias -- so a held overlay direction
-- merges cleanly with a keyboard key or stick holding the same button,
-- and a player rebind can never detach the overlay.
local Input = require("src.core.Input")
local TouchControls = {}
-- idle vs pressed overlay opacity
local ALPHA = 0.65
local ALPHA_PRESSED = 0.95
-- translucent backing disc behind each control: the prompt art is dark
-- gray, so without it the controls melt into dark map areas
local BACK = 0.24
local BACK_PRESSED = 0.38
-- neutral zone at the d-pad center, as a fraction of the d-pad width;
-- inside it no direction is held (keeps a resting thumb from jittering)
local DPAD_DEAD = 0.16
-- hit slop: how far past the visible edge a press still counts, as a
-- multiplier on the control's half-width. START/SELECT get more because
-- the glyphs are small.
local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
local BUTTONS = { "a", "b", "start", "select" }
local IMAGES = {
dpad = "assets/touch/dpad.png",
dpad_up = "assets/touch/dpad_up.png",
dpad_down = "assets/touch/dpad_down.png",
dpad_left = "assets/touch/dpad_left.png",
dpad_right = "assets/touch/dpad_right.png",
a = "assets/touch/a.png",
b = "assets/touch/b.png",
start = "assets/touch/start.png",
select = "assets/touch/select.png",
}
local function wantsOverlay()
local env = os.getenv("POKEPORT_TOUCH")
if env == "1" then return true end
if env == "0" then return false end
local osName = love.system and love.system.getOS and love.system.getOS()
return osName == "Android" or osName == "iOS"
end
function TouchControls:init()
self.active = wantsOverlay()
self.controllerHidden = false
self.touches = {}
-- per-GB-button owner count: two fingers on A must not double-press it,
-- and lifting one of them must not release the other's hold
self.held = {}
self.dpadTouch = nil
self.layoutW, self.layoutH = nil, nil
self.img = nil
if not self.active then return end
-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
-- stays off and keyboard/controller play still works
local img = {}
for name, path in pairs(IMAGES) do
local ok, im = pcall(love.graphics.newImage, path)
if not ok then
img = nil
break
end
-- smooth UI icons; the global default filter is nearest for GB pixels
im:setFilter("linear", "linear")
img[name] = im
end
self.img = img
end
function TouchControls:visible()
return self.active and self.img ~= nil and not self.controllerHidden
end
-- Layout in LOVE units (density-independent on mobile), recomputed when
-- the window size changes (rotation, resize). D-pad bottom-left, B/A
-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
-- flanking the bottom center.
function TouchControls:layout()
local ww, wh = love.graphics.getDimensions()
if self.layoutW == ww and self.layoutH == wh then return self.L end
self.layoutW, self.layoutH = ww, wh
local short = math.min(ww, wh)
-- ~a third of the short edge, capped so tablets don't get a dinner plate
local dpadW = math.min(180, short * 0.34)
local abW = dpadW * 0.46
local ssW = dpadW * 0.30
local margin = dpadW * 0.12
-- START/SELECT hug the bottom center: on a narrow portrait phone the
-- d-pad and B leave little room, so a tight pair is what keeps them off
-- the neighboring controls
self.L = {
dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
}
local fontSize = math.max(8, math.floor(ssW * 0.26))
if not self.labelFont or self.fontSize ~= fontSize then
self.fontSize = fontSize
self.labelFont = love.graphics.newFont(fontSize)
end
return self.L
end
local function inCircle(zone, x, y, slop)
local r = zone.w * 0.5 * slop
local dx, dy = x - zone.cx, y - zone.cy
return dx * dx + dy * dy <= r * r
end
local function dpadDir(zone, x, y)
local dx, dy = x - zone.cx, y - zone.cy
local dead = zone.w * DPAD_DEAD
if math.abs(dx) < dead and math.abs(dy) < dead then return nil end
if math.abs(dx) >= math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
local function pressBtn(self, btn)
local n = (self.held[btn] or 0) + 1
self.held[btn] = n
if n == 1 then Input:overlayPressed(btn) end
end
local function releaseBtn(self, btn)
local n = self.held[btn]
if not n then return end
if n > 1 then
self.held[btn] = n - 1
else
self.held[btn] = nil
Input:overlayReleased(btn)
end
end
-- the d-pad touch's held direction changed (or ended): swap the GB hold
local function setDpad(self, touch, dir)
if touch.dir == dir then return end
if touch.dir then releaseBtn(self, touch.dir) end
touch.dir = dir
if dir then pressBtn(self, dir) end
end
function TouchControls:touchpressed(id, x, y)
if not (self.active and self.img) then return end
-- a controller hid the overlay; the first touch only brings it back
if self.controllerHidden then
self.controllerHidden = false
return
end
local L = self:layout()
for _, btn in ipairs(BUTTONS) do
if inCircle(L[btn], x, y, SLOP[btn]) then
self.touches[id] = { control = btn }
pressBtn(self, btn)
return
end
end
-- square hit zone a bit past the cross art; one owning finger at a time
local dz = L.dpad
local half = dz.w * 0.65
if not self.dpadTouch
and math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
self.dpadTouch = id
local touch = { control = "dpad", dir = nil }
self.touches[id] = touch
setDpad(self, touch, dpadDir(dz, x, y))
end
end
function TouchControls:touchmoved(id, x, y)
local touch = self.touches[id]
-- only the d-pad tracks movement (slide between directions without
-- lifting); buttons hold until release wherever the finger wanders
if not touch or touch.control ~= "dpad" then return end
setDpad(self, touch, dpadDir(self:layout().dpad, x, y))
end
function TouchControls:touchreleased(id, x, y)
local touch = self.touches[id]
if not touch then return end
self.touches[id] = nil
if touch.control == "dpad" then
setDpad(self, touch, nil)
self.dpadTouch = nil
else
releaseBtn(self, touch.control)
end
end
-- LÖVE has no touchcancelled: a touch interrupted by the OS (app
-- backgrounded, a system gesture stealing the finger) never fires
-- touchreleased and would strand its button held forever. Called from
-- Game alongside Input:reset() on focus/visibility loss.
function TouchControls:reset()
for btn in pairs(self.held) do
Input:overlayReleased(btn)
end
self.held = {}
self.touches = {}
self.dpadTouch = nil
end
-- a gamepad is being used: hide the overlay (dropping anything it held)
-- until the next screen touch asks for it back
function TouchControls:noteGamepad()
if not self.active or self.controllerHidden then return end
self.controllerHidden = true
self:reset()
end
-- last controller unplugged: show the overlay again immediately instead
-- of requiring a blind first tap
function TouchControls:joystickremoved()
self:reset()
if love.joystick and love.joystick.getJoystickCount
and love.joystick.getJoystickCount() == 0 then
self.controllerHidden = false
end
end
local function drawIcon(img, zone, pressed)
love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
local scale = zone.w / img:getWidth()
love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
love.graphics.draw(img, zone.cx - zone.w / 2,
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
end
-- Screen-space, called by Game:draw after Renderer:endFrame so the
-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
function TouchControls:draw()
if not self:visible() then return end
local L = self:layout()
love.graphics.push("all")
love.graphics.origin()
local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
local dir = dpadTouch and dpadTouch.dir
drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
dir ~= nil)
for _, btn in ipairs(BUTTONS) do
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
end
-- the +/- glyphs alone don't say which is which; shadowed so the text
-- reads on both the black letterbox and battle's white one
love.graphics.setFont(self.labelFont)
local ly = L.start.cy + L.start.w * 0.66
local function label(text, zone)
local w = self.labelFont:getWidth(text)
love.graphics.setColor(0, 0, 0, 0.6)
love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
love.graphics.print(text, zone.cx - w / 2, ly)
end
label("START", L.start)
label("SELECT", L.select)
love.graphics.pop()
end
return TouchControls
-297
View File
@@ -1,297 +0,0 @@
-- Touch gesture recognizer → virtual keyboard keys for Input.lua.
--
-- Deferred-tap tradeoff: A fires only after DOUBLE_TAP_MS with no second
-- tap. That adds ~280ms latency to every A press so a double-tap can be
-- remapped to START instead of A-then-START. Gen 1 has no frame-perfect
-- input needs, so the latency is acceptable.
--
-- Select = two-finger tap (open Q1 in docs/mobile-plan.md): when a second distinct
-- touch ID lands while another short, low-movement touch is active, fire
-- SELECT (press + one-frame auto-release).
local Input = require("src.core.Input")
local TouchInput = {}
local function dpiScale()
if love and love.window then
if love.window.getDPIScale then
return love.window.getDPIScale()
end
if love.window.toPixels then
return love.window.toPixels(1)
end
end
return 1
end
-- Tunables (device-DPI-scaled where noted). Adjust after on-device testing.
local SWIPE_THRESHOLD_PX = 14
local EDGE_PX = 24
local EDGE_SWIPE_PX = 24
local DOUBLE_TAP_MS = 280
local TAP_MAX_MS = 320
local TAP_MAX_MOVE_PX = 12
local function scaled(px)
return px * dpiScale()
end
local DIRS = { up = true, down = true, left = true, right = true }
-- Virtual keys Input:keypressed looks up in KEYBOARD bindings (not button names).
local KEY = {
up = "up",
down = "down",
left = "left",
right = "right",
a = "z",
b = "x",
start = "escape",
select = "tab",
}
local function nowMs()
return love.timer.getTime() * 1000
end
local function dominantDir(dx, dy)
if math.abs(dx) >= math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
function TouchInput:init()
self.touches = {}
self.pendingA = nil -- { deadlineMs = number }
-- Edge pulses (B / START / SELECT / deferred-A): press now, release on a
-- later update so FixedStep can consume wasPressed first.
-- `armed` = pressed during events since last update; promoted to
-- `autoRelease` at the start of update (released on the *following* update).
-- Deferred-A fired inside update goes straight into `autoRelease`.
self.armed = {}
self.autoRelease = {}
self.selectFired = false -- one SELECT per two-finger gesture cluster
end
-- LÖVE has no touchcancelled event, so a touch interrupted by the OS (app
-- backgrounded mid-touch, a system gesture stealing the finger) never fires
-- touchreleased and would otherwise strand its direction held forever.
-- Called from Game alongside Input:reset() on focus/visibility loss.
function TouchInput:reset()
for _, touch in pairs(self.touches) do
releaseDir(self, touch)
end
self.touches = {}
self.pendingA = nil
self.armed = {}
self.autoRelease = {}
self.selectFired = false
end
local function pulse(self, key)
Input:keypressed(key)
self.armed[#self.armed + 1] = key
end
local function pulseInUpdate(self, key)
Input:keypressed(key)
self.autoRelease[#self.autoRelease + 1] = key
end
local function releaseDir(self, touch)
if touch.dir and DIRS[touch.dir] then
Input:keyreleased(KEY[touch.dir])
touch.dir = nil
end
end
local function pressDir(self, touch, dir)
if touch.dir == dir then return end
releaseDir(self, touch)
touch.dir = dir
Input:keypressed(KEY[dir])
end
local function totalMove(touch, x, y)
local dx = x - touch.x0
local dy = y - touch.y0
return math.abs(dx), math.abs(dy), dx, dy
end
local function isTapLike(touch, x, y, tMs)
local ax, ay = totalMove(touch, x, y)
local elapsed = tMs - touch.t0
return elapsed <= TAP_MAX_MS
and ax <= scaled(TAP_MAX_MOVE_PX)
and ay <= scaled(TAP_MAX_MOVE_PX)
and not touch.classified
end
local function countActive(self)
local n = 0
for _ in pairs(self.touches) do n = n + 1 end
return n
end
local function tryTwoFingerSelect(self, tMs)
if self.selectFired then return false end
local ids = {}
for id, touch in pairs(self.touches) do
if isTapLike(touch, touch.x, touch.y, tMs) then
ids[#ids + 1] = id
end
end
if #ids < 2 then return false end
self.selectFired = true
self.pendingA = nil
for _, id in ipairs(ids) do
local touch = self.touches[id]
touch.classified = true
touch.consumed = true
releaseDir(self, touch)
end
pulse(self, KEY.select)
return true
end
function TouchInput:update(dt)
-- Releases armed on a prior update (FixedStep already saw wasPressed).
for i = 1, #self.autoRelease do
Input:keyreleased(self.autoRelease[i])
end
-- Promote event-phase pulses from since the last update; they release next time.
self.autoRelease = self.armed
self.armed = {}
local tMs = nowMs()
-- Deferred A: fire once the double-tap window closes with no second tap.
-- Queued into autoRelease so the next update clears hold after this FixedStep.
if self.pendingA and tMs >= self.pendingA.deadlineMs then
self.pendingA = nil
pulseInUpdate(self, KEY.a)
end
-- Keep two-finger SELECT detection live while both fingers stay down.
if countActive(self) >= 2 then
tryTwoFingerSelect(self, tMs)
elseif countActive(self) == 0 then
self.selectFired = false
end
end
function TouchInput:touchpressed(id, x, y)
local tMs = nowMs()
-- Second tap inside the deferred-A window → START instead of A.
if self.pendingA and tMs < self.pendingA.deadlineMs then
self.pendingA = nil
pulse(self, KEY.start)
-- Still record this touch so a lingering finger doesn't become a stray swipe.
self.touches[id] = {
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
edge = x < scaled(EDGE_PX),
classified = true,
consumed = true,
dir = nil,
}
return
end
self.touches[id] = {
x0 = x, y0 = y, x = x, y = y, t0 = tMs,
edge = x < scaled(EDGE_PX),
classified = false,
consumed = false,
dir = nil,
}
if countActive(self) >= 2 then
tryTwoFingerSelect(self, tMs)
end
end
function TouchInput:touchmoved(id, x, y)
local touch = self.touches[id]
if not touch or touch.consumed then return end
touch.x, touch.y = x, y
local ax, ay, dx, dy = totalMove(touch, x, y)
local swipeTh = scaled(SWIPE_THRESHOLD_PX)
-- Edge-origin swipes become B on release; never promote to d-pad.
if touch.edge then
if ax >= scaled(EDGE_SWIPE_PX) or ay >= scaled(EDGE_SWIPE_PX) then
touch.classified = true
end
return
end
if not touch.classified then
if ax < swipeTh and ay < swipeTh then return end
touch.classified = true
pressDir(self, touch, dominantDir(dx, dy))
return
end
-- Mid-hold direction change: release old, press new (dominant axis).
if touch.dir then
local fromLastX = x - touch.x0
local fromLastY = y - touch.y0
-- Re-evaluate from origin so small jitter doesn't flip; require threshold
-- distance from origin along the new dominant axis.
if math.abs(fromLastX) >= swipeTh or math.abs(fromLastY) >= swipeTh then
local newDir = dominantDir(fromLastX, fromLastY)
if newDir ~= touch.dir then
pressDir(self, touch, newDir)
end
end
end
end
function TouchInput:touchreleased(id, x, y)
local touch = self.touches[id]
if not touch then return end
local tMs = nowMs()
touch.x, touch.y = x, y
local ax, ay = totalMove(touch, x, y)
if touch.dir then
releaseDir(self, touch)
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
if touch.consumed then
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
-- Left-edge B: origin in EDGE_PX strip and movement past EDGE_SWIPE_PX
-- (or already marked classified while moving). Prefer over d-pad / tap.
if touch.edge then
local edgeTh = scaled(EDGE_SWIPE_PX)
if touch.classified or ax >= edgeTh or ay >= edgeTh then
pulse(self, KEY.b)
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
return
end
end
-- Plain tap → defer A (or it was already classified as swipe without dir, ignore).
if isTapLike(touch, x, y, tMs) then
self.pendingA = { deadlineMs = tMs + DOUBLE_TAP_MS }
end
self.touches[id] = nil
if countActive(self) == 0 then self.selectFired = false end
end
return TouchInput
+10 -2
View File
@@ -4,14 +4,22 @@
-- tests.
local Version = {
engine = "1.0.0", -- game/engine release (semver triple)
engine = "0.0.0-dev", -- game/engine release (semver). Repo default is the
-- "-dev" placeholder; CI stamps the real X.Y.Z into
-- the packed game.love only, never the working tree.
shell = 1, -- native-shell contract this build implements
minShell = 1, -- lowest shell contract that can RUN this payload.
-- Bump only when a payload needs a newer native
-- binary (e.g. a LOVE version bump); an older shell
-- refuses to chainload a payload whose minShell
-- exceeds the shell it provides.
modApi = 2, -- mod API major (manifest `api`)
linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
saveFormat = 4, -- save.meta.format
cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
}
-- "gen1recomp v1.0.0"
-- "gen1recomp v0.0.0-dev" (or the stamped release version in shipped builds)
function Version.title(base)
return (base or "gen1recomp")
.. " v" .. Version.engine
+2
View File
@@ -375,6 +375,8 @@ function RomExtractor:extractMaps()
}
self:tick("Maps", mapIndex, #keys)
end
-- keep the extract ROM-faithful; Data:seedDefaults applies the #189
-- S.S. Anne 1F cabin reorder at load time
self:write("maps", out)
return out
end
+1724 -289
View File
File diff suppressed because it is too large Load Diff
+120
View File
@@ -0,0 +1,120 @@
-- SaveFileIO -- the launcher's glue between a raw Gen1 .sav battery image and
-- this project's save slots. Keeps RomImporter lean: the SAVE FILES card just
-- calls importToSlot / exportActiveSlot and renders the {ok, result} outcome.
--
-- Import reads bytes (an absolute picker path, a dropped LOVE file, or raw
-- bytes), runs them through SaveConvert.importSav (32768-byte + checksum
-- validated), then registers a fresh slot, writes it, and makes it active.
-- Export loads the active slot, encodes it back to a 32768-byte SRAM image, and
-- drops it in the save directory's exports/ folder, returning the absolute path
-- so the launcher can offer an "open folder" affordance.
--
-- Every failure returns false + a friendly one-line message (never raises), so
-- the card can surface it as a red notice line rather than crashing.
local SaveConvert = require("src.save_convert.SaveConvert")
local SaveData = require("src.core.SaveData")
local GameVersion = require("src.core.GameVersion")
local SaveFileIO = {}
local SAVE_SIZE = SaveConvert.SAVE_SIZE
-- Resolve raw save bytes from whatever the launcher hands us:
-- * a LOVE DroppedFile (a table/userdata with :open/:read/:getSize), read the
-- way RomImporter reads a dropped ROM;
-- * a raw 32768-byte string (the tests and the in-memory path) used as-is;
-- * any other string treated as an absolute picker path opened with io.open.
-- A picker path is never 32768 bytes long, so the length test disambiguates it
-- from a raw image cleanly. Returns bytes, or nil + an error string.
local function readSource(source)
local t = type(source)
if t == "table" or t == "userdata" then
if type(source.read) ~= "function" then
return nil, "that file could not be read"
end
local ok, openErr = source:open("r")
if not ok then return nil, "could not open the dropped file: " .. tostring(openErr) end
local data, readErr = source:read(source:getSize())
source:close()
if not data then return nil, "could not read the dropped file: " .. tostring(readErr) end
return data
end
if t ~= "string" then
return nil, "no save file was provided"
end
if #source == SAVE_SIZE then
return source
end
local f, openErr = io.open(source, "rb")
if f then
local data = f:read("*a")
f:close()
if type(data) ~= "string" then return nil, "the save file was empty" end
return data
end
-- Android SAF drops (picked_save.sav) and USB copies land in the LOVE save
-- directory; io.open cannot see them, so fall back to love.filesystem.
if love and love.filesystem and love.filesystem.read then
local data = love.filesystem.read(source)
if type(data) == "string" then return data end
end
return nil, "could not read the save file: " .. tostring(openErr)
end
-- importToSlot(source, version) -> ok, slotIdOrErr
-- source: an absolute path, a LOVE DroppedFile, or raw 32768 bytes. On success
-- registers a new slot for the version, writes the imported save into it, makes
-- it the active slot, and returns true + the new slot id. On any failure
-- returns false + a friendly message.
function SaveFileIO.importToSlot(source, version)
version = version or GameVersion.get()
local bytes, readErr = readSource(source)
if not bytes then return false, readErr end
if #bytes ~= SAVE_SIZE then
return false, ("A save file must be %d bytes (32 KB); this one is %d.")
:format(SAVE_SIZE, #bytes)
end
local save, convertErr = SaveConvert.importSav(bytes, version)
if not save then return false, convertErr end
-- Tag the game version and normalize the meta stamp: SaveConvert leaves
-- meta.format = "gen1_import", but SaveData.load's migration pass compares
-- the format numerically, so re-stamp it to the current format (the imported
-- table is already current-shaped, so no migration is skipped by doing so).
save.version = version
save.meta = SaveData.buildMeta(nil, save.meta)
local slotId = SaveData.createSlot(version)
if not slotId then return false, "this game has no save slots to import into" end
local ok, writeErr = SaveData.writeSlot(version, slotId, save)
if not ok then
return false, "could not write the imported save: " .. tostring(writeErr)
end
SaveData.setActiveSlot(version, slotId)
return true, slotId
end
-- exportActiveSlot(version) -> ok, pathOrErr
-- Loads the version's active slot save (SaveData.load semantics), encodes it
-- back to a 32768-byte SRAM image, and writes it to
-- exports/gen1recomp-<version>-<slotId>.sav in the save directory (created if
-- absent). Returns true + the absolute path on success, false + a friendly
-- message otherwise.
function SaveFileIO.exportActiveSlot(version)
version = version or GameVersion.get()
local save = SaveData.load(version)
if not save then return false, "this game has no save to export yet" end
local bytes, exportErr = SaveConvert.exportSav(save)
if not bytes then return false, exportErr end
local slotId = SaveData.activeSlot(version) or "save"
local fs = love and love.filesystem
if not (fs and fs.write) then return false, "no filesystem available to export to" end
if fs.createDirectory then fs.createDirectory("exports") end
local rel = ("exports/gen1recomp-%s-%s.sav"):format(version, slotId)
local ok, writeErr = fs.write(rel, bytes)
if not ok then return false, "could not write the export: " .. tostring(writeErr) end
local base = fs.getSaveDirectory and fs.getSaveDirectory() or ""
if base ~= "" then return true, base .. "/" .. rel end
return true, rel
end
return SaveFileIO
+52 -49
View File
@@ -12,6 +12,7 @@
local Pokemon = require("src.pokemon.Pokemon")
local Flags = require("src.script.Flags")
local Strings = require("src.core.Strings")
local ItemEffects = {}
@@ -114,12 +115,13 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local itemDef = data.items[itemId]
local name = itemDef and itemDef.name or itemId
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase
-- all refuse mid-battle (jp nz, ItemUseNotTime)
-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase /
-- ItemUseTMHM all refuse mid-battle (jp nz, ItemUseNotTime)
if battle and (VITAMINS[itemId] or STONES[itemId] or itemId == "PP_UP"
or itemId == "RARE_CANDY" or itemId == "COIN_CASE") then
return "failed", { "OAK: " .. save.player.name
.. "!\nThis isn't the\ntime to use that!" }
or itemId == "RARE_CANDY" or itemId == "COIN_CASE"
or (itemDef and itemDef.machine)) then
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!",
save.player.name) }
end
if BALLS[itemId] then
@@ -137,11 +139,12 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local mapId, npc = adjacentSleepingSnorlax(save, ow)
if npc then
return "flute_wake", { data.text._PlayedFluteHadEffectText
or "{PLAYER} played the\nPOKé FLUTE." }, { mapId = mapId, npc = npc }
or Strings("{PLAYER} played the\nPOKé FLUTE.") },
{ mapId = mapId, npc = npc }
end
-- otherwise: play the tune, nothing happens (ItemUsePokeFlute's
-- PlayedFluteNoEffectText branch)
return "flute_field", { "Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!" }
return "flute_field", { Strings("Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!") }
end
local woke = false
local function wake(mon)
@@ -156,24 +159,24 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- WakeUpEntireParty runs on the enemy's bench too
for _, mon in ipairs(battle.enemyParty or {}) do wake(mon) end
if not woke then
return "failed", { "Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!" }
return "failed", { Strings("Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!") }
end
return "flute", { ("%s played the\nPOKé FLUTE."):format(save.player.name),
"All sleeping\nPOKéMON woke up!" }
return "flute", { Strings("%s played the\nPOKé FLUTE.", save.player.name),
Strings("All sleeping\nPOKéMON woke up!") }
end
-- battle-only items
if X_ITEMS[itemId] or itemId == "DIRE_HIT" or itemId == "GUARD_SPEC"
or itemId == "POKE_DOLL" then
if not battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
local b = battle.player
if itemId == "X_ACCURACY" then
-- ItemUseXAccuracy sets USING_X_ACCURACY: moves never miss
-- (not an accuracy stage)
b.xAccuracy = true
return "consumed", { ("%s's\nhits will never\nmiss!"):format(b.name) }
return "consumed", { Strings("%s's\nhits will never\nmiss!", b.name) }
end
if X_ITEMS[itemId] then
local stat = X_ITEMS[itemId]
@@ -182,28 +185,28 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- effect, so at +6 it is still consumed and StatModifierUpEffect
-- just prints "Nothing happened!"
if cur >= 6 then
return "consumed", { "Nothing happened!" }
return "consumed", { Strings("Nothing happened!") }
end
b.stages[stat] = cur + 1
return "consumed", { ("%s's\n%s rose!"):format(b.name, stat:upper()) }
return "consumed", { Strings("%s's\n%s rose!", b.name, stat:upper()) }
end
-- ItemUseDireHit/ItemUseGuardSpec always set the bit and consume
-- the item, even when it is already active
if itemId == "DIRE_HIT" then
b.focusEnergy = true
return "consumed", { ("%s's\ngetting pumped!"):format(b.name) }
return "consumed", { Strings("%s's\ngetting pumped!", b.name) }
end
if itemId == "GUARD_SPEC" then
b.mist = true
return "consumed", { ("%s's\nprotected against\nstat changes!"):format(b.name) }
return "consumed", { Strings("%s's\nprotected against\nstat changes!", b.name) }
end
if itemId == "POKE_DOLL" then
if battle.kind ~= "wild" then
-- ItemUsePokeDoll jumps to ItemUseNotTime in trainer battles
return "failed", { "OAK: " .. save.player.name
.. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings(
"OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "consumed_escape", { "The wild POKéMON\nran away!" }
return "consumed_escape", { Strings("The wild POKéMON\nran away!") }
end
end
@@ -212,7 +215,7 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- restore every move with no menu.
if itemId == "ETHER" or itemId == "MAX_ETHER"
or itemId == "ELIXER" or itemId == "MAX_ELIXER" then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local restored = false
local full = itemId == "MAX_ETHER" or itemId == "MAX_ELIXER"
local allMoves = itemId == "ELIXER" or itemId == "MAX_ELIXER"
@@ -234,9 +237,9 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
restored = mv and restore(mv) or false
end
if not restored then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
return "consumed", { ("%s's PP\nwas restored!"):format(monName(data, target)) }
return "consumed", { Strings("%s's PP\nwas restored!", monName(data, target)) }
end
local heal = HEAL_AMOUNT[itemId]
@@ -249,17 +252,17 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
target.status = nil
cureActiveToxic(battle, target)
require("src.core.Sound").play(data, "Heal_Ailment")
return "consumed", { ("%s's\nstatus returned\nto normal!"):format(monName(data, target)) }
return "consumed", { Strings("%s's\nstatus returned\nto normal!", monName(data, target)) }
end
if not target or target.hp <= 0 or target.hp >= target.stats.hp then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
if itemId == "MAX_POTION" or itemId == "FULL_RESTORE" then
target.hp = target.stats.hp
else
target.hp = math.min(target.stats.hp, target.hp + heal)
end
local msgs = { ("%s's HP\nwas restored!"):format(monName(data, target)) }
local msgs = { Strings("%s's HP\nwas restored!", monName(data, target)) }
if itemId == "FULL_RESTORE" then
target.status = nil
cureActiveToxic(battle, target)
@@ -271,27 +274,27 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local cures = STATUS_HEAL[itemId]
if cures then
if not target or not target.status or not cures[target.status] then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
target.status = nil
cureActiveToxic(battle, target)
require("src.core.Sound").play(data, "Heal_Ailment")
return "consumed", { ("%s's\nstatus returned\nto normal!"):format(monName(data, target)) }
return "consumed", { Strings("%s's\nstatus returned\nto normal!", monName(data, target)) }
end
if itemId == "REVIVE" or itemId == "MAX_REVIVE" then
if not target or target.hp > 0 then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
target.status = nil
target.hp = itemId == "REVIVE" and math.floor(target.stats.hp / 2) or target.stats.hp
require("src.core.Sound").play(data, "Heal_HP")
return "consumed", { ("%s\nis revitalized!"):format(monName(data, target)) }
return "consumed", { Strings("%s\nis revitalized!", monName(data, target)) }
end
if itemId == "RARE_CANDY" then
if not target or target.level >= 100 then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
local Growth = require("src.pokemon.Growth")
local Stats = require("src.pokemon.Stats")
@@ -301,56 +304,56 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local old = target.stats
target.stats = Stats.calc(speciesDef, target.level, target.dvs, target.statExp)
target.hp = math.min(target.stats.hp, target.hp + (target.stats.hp - old.hp))
return "consumed", { ("%s grew\nto level %d!"):format(monName(data, target), target.level) },
return "consumed", { Strings("%s grew\nto level %d!", monName(data, target), target.level) },
{ leveledTo = target.level }
end
if STONES[itemId] then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local speciesDef = data.pokemon[target.species]
for _, evo in ipairs(speciesDef.evolutions) do
if evo.method == "ITEM" and evo.item == itemId then
return "consumed", nil, { evolveTo = evo.species }
end
end
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
-- vitamins: +2560 stat exp, refused at 25600+ (ItemUseVitamin,
-- engine/items/item_effects.asm)
local vitaminStat = VITAMINS[itemId]
if vitaminStat then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
target.statExp = target.statExp or {}
local cur = target.statExp[vitaminStat] or 0
if cur >= 25600 then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
target.statExp[vitaminStat] = math.min(65535, cur + 2560)
local Stats = require("src.pokemon.Stats")
target.stats = Stats.calc(data.pokemon[target.species], target.level,
target.dvs, target.statExp)
target.hp = math.min(target.hp, target.stats.hp)
return "consumed", { ("%s's %s\nrose!"):format(monName(data, target),
return "consumed", { Strings("%s's %s\nrose!", monName(data, target),
vitaminStat == "hp" and "HP" or vitaminStat:upper()) }
end
-- PP UP boosts the move the player picked (ItemUsePPUp's move menu)
if itemId == "PP_UP" then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local mv = target.moves[moveIndex or 1]
local mdef = mv and data.moves[mv.id]
if mdef and (mv.ppUps or 0) < 3 then
mv.ppUps = (mv.ppUps or 0) + 1
-- each PP UP adds maxPP/5 uses on top of the base maximum
mv.pp = mv.pp + math.floor(mdef.pp / 5)
return "consumed", { ("%s's PP\nincreased!"):format(mdef.name) }
return "consumed", { Strings("%s's PP\nincreased!", mdef.name) }
end
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
if itemDef and itemDef.machine then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local speciesDef = data.pokemon[target.species]
local ok = false
for _, m in ipairs(speciesDef.tmhm) do
@@ -361,11 +364,11 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- plays SFX_DENIED before MonCannotLearnMachineMoveText (the generic
-- ItemUseNotTime/NoCyclingAllowedHere paths are silent)
require("src.core.Sound").play(data, "Denied")
return "failed", { ("%s can't\nlearn that move!"):format(monName(data, target)) }
return "failed", { Strings("%s can't\nlearn that move!", monName(data, target)) }
end
for _, mv in ipairs(target.moves) do
if mv.id == itemDef.machine.move then
return "failed", { "It knows that\nmove already!" }
return "failed", { Strings("It knows that\nmove already!") }
end
end
-- HMs are never consumed; TMs are single-use
@@ -374,14 +377,14 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
if itemId == "OLD_ROD" or itemId == "GOOD_ROD" or itemId == "SUPER_ROD" then
if battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "fish", itemId
end
if itemId == "BICYCLE" then
if battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "bicycle"
end
@@ -391,26 +394,26 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
end
if itemId == "TOWN_MAP" then
if battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "townmap"
end
if itemId == "ITEMFINDER" then
if battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "itemfinder"
end
if itemId == "COIN_CASE" then
return "failed", { ("Coin count:\n%d"):format(save.coins or 0) }
return "failed", { Strings("Coin count:\n%d", save.coins or 0) }
end
if itemId == "REPEL" or itemId == "SUPER_REPEL" or itemId == "MAX_REPEL" then
local steps = itemId == "REPEL" and 100 or itemId == "SUPER_REPEL" and 200 or 250
save.repelSteps = steps
return "consumed", { ("%s used\n%s!"):format(save.player.name, name) }
return "consumed", { Strings("%s used\n%s!", save.player.name, name) }
end
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return ItemEffects
+25 -24
View File
@@ -21,6 +21,7 @@ local Logger = require("src.core.Logger")
local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local TurnOrder = require("src.battle.TurnOrder")
local Strings = require("src.core.Strings")
local LinkBattle = {}
@@ -177,18 +178,18 @@ function LinkBattle.new(game, net, opts)
local theirName = opts.theirName or "FOE"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
return nil, Strings("Link battle needs\nthe same mods on\nboth games.")
end
-- both parties pass through the same pack->unpack clamp on both
-- machines, so the copies are identical everywhere
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
return Strings("Your %s can't\nbattle on the\nother game.", tostring(p.species))
end)
if not myParty then return nil, myErr end
local theirParty, theirErr = unpackParty(game, opts.theirParty, unpackOpts, function(p, why)
return ("Their %s isn't\nin this game.\n(%s)"):format(tostring(p.species), tostring(why))
return Strings("Their %s isn't\nin this game.\n(%s)", tostring(p.species), tostring(why))
end)
if not theirParty then return nil, theirErr end
if #myParty == 0 or #theirParty == 0 then
@@ -232,7 +233,7 @@ function LinkBattle.new(game, net, opts)
self.enemyParty = theirParty
self.playerParty = myParty -- intro ball row uses the clamped copies
self.opponentName = theirName
self.introText = ("%s wants\nto battle!"):format(theirName)
self.introText = Strings("%s wants\nto battle!", theirName)
self.remoteHashes = {}
self.localHashes = {}
self.remoteParts = {}
@@ -292,7 +293,7 @@ function LinkBattle.new(game, net, opts)
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
s:sayNext(Strings("%s sent\nout %s!", theirName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
@@ -315,8 +316,9 @@ function LinkBattle.new(game, net, opts)
tostring(turn), component, tostring(localH), tostring(remoteH))
Runtime.emit("link.desync", { turn = turn, component = component,
localHash = localH, remoteHash = remoteH })
endAsDraw(s, ("Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?")
:format(component))
endAsDraw(s, Strings(
"Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?",
component))
end
-- a verified turn stays recorded: consuming it here left a finished
@@ -349,7 +351,7 @@ function LinkBattle.new(game, net, opts)
local function resolveLockstep(s, myMsg, theirMsg)
if myMsg.kind == "run" or theirMsg.kind == "run" then
local who = myMsg.kind == "run" and game.save.player.name or theirName
endAsDraw(s, ("%s ran from\nthe battle!"):format(who))
endAsDraw(s, Strings("%s ran from\nthe battle!", who))
return
end
s.phase = "messages"
@@ -479,9 +481,9 @@ function LinkBattle.new(game, net, opts)
party = myParty,
onSwitch = function(mon)
if mon == s.player.mon then
s:say(("%s is\nalready out!"):format(s.player.name))
s:say(Strings("%s is\nalready out!", s.player.name))
elseif mon.hp <= 0 then
s:say("There's no will\nto fight!")
s:say(Strings("There's no will\nto fight!"))
else
s:resolveSwitch(mon)
end
@@ -491,7 +493,7 @@ function LinkBattle.new(game, net, opts)
end
self.openItems = function(s)
s:say("Items can't be\nused in a link\nbattle!")
s:say(Strings("Items can't be\nused in a link\nbattle!"))
s.phase = "messages"
s.afterQueue = "menu"
end
@@ -509,7 +511,7 @@ function LinkBattle.new(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(game.save.player.name,
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", game.save.player.name,
theirName))
s.result = "lose"
s.afterQueue = "finish"
@@ -522,7 +524,7 @@ function LinkBattle.new(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(theirName,
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", theirName,
game.save.player.name))
s.result = "win"
s.afterQueue = "finish"
@@ -543,13 +545,13 @@ function LinkBattle.new(game, net, opts)
-- only a draw if our own simulation hasn't already decided
-- (the winner's bye can arrive while we're still animating)
if not s.result then
endAsDraw(s, ("%s left the\nbattle."):format(theirName))
endAsDraw(s, Strings("%s left the\nbattle.", theirName))
end
elseif msg.type == "forfeit" then
-- the peer's own shot clock ran out; unlike a mutual RUN/desync
-- draw, this has a definite winner (us)
if not s.result then
endWithResult(s, "win", ("%s ran out of\ntime!"):format(theirName))
endWithResult(s, "win", Strings("%s ran out of\ntime!", theirName))
end
else
-- a tournament control message (bracket_update, the next
@@ -582,7 +584,7 @@ function LinkBattle.new(game, net, opts)
if s.turnClock <= 0 then
s.turnClockActive = false
send({ type = "forfeit" })
endWithResult(s, "lose", "Time's up! You\nforfeit the match.")
endWithResult(s, "lose", Strings("Time's up! You\nforfeit the match."))
end
elseif opts.turnLimit then
s.turnClockActive = false
@@ -643,17 +645,16 @@ function LinkBattle.newSpectator(game, net, opts)
local guestName = opts.guestName or "GUEST"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
return nil, Strings("Link battle needs\nthe same mods on\nboth games.")
end
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
return Strings("%s's %s can't\nbattle on this\ngame.", hostName, tostring(p.species))
end)
if not hostParty then return nil, hostErr end
local guestParty, guestErr = unpackParty(game, opts.guestParty, unpackOpts, function(p, why)
return ("%s's %s can't\nbattle on this\ngame.\n(%s)"):format(
guestName, tostring(p.species), tostring(why))
return Strings("%s's %s can't\nbattle on this\ngame.\n(%s)", guestName, tostring(p.species), tostring(why))
end)
if not guestParty then return nil, guestErr end
if #hostParty == 0 or #guestParty == 0 then
@@ -672,7 +673,7 @@ function LinkBattle.newSpectator(game, net, opts)
self.enemyParty = guestParty
self.playerParty = hostParty
self.opponentName = guestName
self.introText = ("%s vs %s!"):format(hostName, guestName)
self.introText = Strings("%s vs %s!", hostName, guestName)
local function orderMove(action)
if action and action.id then return game.data.moves[action.id] end
@@ -712,7 +713,7 @@ function LinkBattle.newSpectator(game, net, opts)
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(guestName, s.enemy.name))
s:sayNext(Strings("%s sent\nout %s!", guestName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
@@ -789,7 +790,7 @@ function LinkBattle.newSpectator(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(hostName, guestName))
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", hostName, guestName))
s.result = "guestWin"
s.afterQueue = "finish"
end
@@ -801,7 +802,7 @@ function LinkBattle.newSpectator(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(guestName, hostName))
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", guestName, hostName))
s.result = "hostWin"
s.afterQueue = "finish"
end
+71 -47
View File
@@ -11,6 +11,7 @@ local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local LinkState = {}
LinkState.__index = LinkState
@@ -31,7 +32,12 @@ local function indexOf(list, value)
end
local function levelForWire(v)
return v == ANY and nil or v
-- ANY ("use each mon's real level") goes on the wire as nil (no forced
-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
-- true branch is nil, so it falls through to `or v` and returned the
-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
if v == ANY then return nil end
return v
end
local function forceLevelLabel(v)
@@ -85,7 +91,7 @@ function LinkState.newJoinOnline(game, code)
self.stage = "onlineJoining"
else
self.stage = "menu" -- exitWith below needs a real stage to unwind from
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
return self
end
@@ -169,7 +175,7 @@ function LinkState:update(dt)
if self.net then
self.net:update()
if self.net.error and not PRE_CONNECT_STAGES[self.stage] then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
self:exitWith(Strings("Link error:\n%s", self.net.error:sub(1, 60)))
return
end
-- the peer vanished without a bye (only once the inbox is drained,
@@ -178,7 +184,7 @@ function LinkState:update(dt)
and not PRE_CONNECT_STAGES[self.stage] and self.stage ~= "addrEntry"
and self.stage ~= "codeEntry" and self.stage ~= "notice"
and self.stage ~= "battleRunning" then
self:exitWith("The link was\nbroken.")
self:exitWith(Strings("The link was\nbroken."))
return
end
end
@@ -196,7 +202,7 @@ function LinkState:update(dt)
self.index = 1
elseif self.index == 2 or self.index == 3 then
if not Handshake.onlineAllowed(self.game) then
self:exitWith("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS.")
self:exitWith(Strings("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS."))
return
end
if self.index == 2 then
@@ -222,7 +228,7 @@ function LinkState:update(dt)
if self.net:host() then
self.stage = "hosting"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
else
self.stage = "addrEntry"
@@ -241,7 +247,7 @@ function LinkState:update(dt)
if self.net:hostOnline() then
self.stage = "onlineHosting"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
else
self.stage = "codeEntry"
@@ -279,7 +285,7 @@ function LinkState:update(dt)
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
end
@@ -318,7 +324,7 @@ function LinkState:update(dt)
if self.net:join(table.concat(octets, ".")) then
self.stage = "joining"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
end
@@ -428,7 +434,7 @@ function LinkState:update(dt)
end
if not battle then
self.net:send({ type = "bye" })
self:exitWith(why or "Link battle\ncan't start.", "error")
self:exitWith(why or Strings("Link battle\ncan't start."), "error")
return
end
self.game.stack:push(battle)
@@ -486,13 +492,21 @@ function LinkState:updateTrade(input)
local t = self.trade
if t.stage == "cancelled" then
self:exitWith(t.error and ("The trade stopped:\n%s."):format(t.error)
or "The trade was\ncancelled.")
self:exitWith(t.error and Strings("The trade stopped:\n%s.", t.error)
or Strings("The trade was\ncancelled."))
return
end
if t.stage == "done" then
local sent = t.party[t.myPick]
local received, evoTo = t:apply(self.game)
-- Autosave the instant the swap commits into game.save.party, matching the
-- Cable Club: pokered engine/link/cable_club.asm calls SaveSAVtoSRAM
-- (engine/menus/save.asm) right after every trade so the trade is on the
-- cartridge before the animation runs. Without this the received mon
-- lives only in memory until a manual START-menu save, so a force-quit
-- would lose it and a reset would clone the sent mon (#222). Guarded so
-- headless LinkBattle-style fake games with no writeSave are unaffected.
if self.game.writeSave then self.game:writeSave() end
local name = received.nickname or self.game.data.pokemon[received.species].name
Runtime.emit("link.ended", { reason = "done" })
self.net:close()
@@ -501,12 +515,22 @@ function LinkState:updateTrade(input)
require("src.core.Sound").play(game.data, "Trade_Machine")
Screens.push(game, "TradeAnim", {
sent = sent, received = received,
enemyName = (self.peerName or "TRAINER"),
playerOt = game.save.player.name,
playerOtId = sent.otId or game.save.player.id,
enemyOtId = received.otId,
onDone = function()
game.stack:push(TextBox.new(game,
("Trade completed!\f%s received\n%s!"):format(game.save.player.name, name),
Strings("Trade completed!\f%s received\n%s!", game.save.player.name, name),
function()
if evoTo then
require("src.pokemon.Evolution").evolve(game, received, evoTo)
-- via="TRADE": a trade evolution cannot be B-cancelled
-- (pokered LINK_STATE_TRADING skips the flash B-poll) (#213).
-- Re-save once the evolution movie finishes so the evolved
-- species (not the pre-evo landed by t:apply) is what persists,
-- keeping disk in step with the autosave above (#222).
require("src.pokemon.Evolution").evolve(game, received, evoTo,
function() if game.writeSave then game:writeSave() end end, "TRADE")
end
end))
end,
@@ -524,7 +548,7 @@ function LinkState:updateTrade(input)
-- the trade) -- B is dead after that, matching the A branch's own
-- self.confirmed == nil guard
self.net:send({ type = "bye" })
self:exitWith("The trade was\ncancelled.")
self:exitWith(Strings("The trade was\ncancelled."))
elseif t.stage == "picking" and input:wasPressed("a") then
if t:canPick(self.index) then
self.net:send(t:pick(self.index))
@@ -551,30 +575,30 @@ end
function LinkState:draw()
if self.stage == "menu" then
drawTitle("BOIS CLUB LIVE")
Font.draw("LINK CABLE (LAN)", 32, 44)
Font.draw("ONLINE MATCH", 32, 60)
Font.draw("TOURNAMENT", 32, 76)
Font.draw(Strings("LINK CABLE (LAN)"), 32, 44)
Font.draw(Strings("ONLINE MATCH"), 32, 60)
Font.draw(Strings("TOURNAMENT"), 32, 76)
Font.drawCode(CURSOR, 24, 44 + (self.index - 1) * 16)
elseif self.stage == "lanMenu" then
drawTitle("LINK CABLE (LAN)")
Font.draw("HOST A GAME", 32, 48)
Font.draw("JOIN A GAME", 32, 68)
Font.draw(Strings("HOST A GAME"), 32, 48)
Font.draw(Strings("JOIN A GAME"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
Font.draw("UDP port " .. Net.defaultPort(), 8, 128)
Font.draw(Strings("UDP port %s", Net.defaultPort()), 8, 128)
elseif self.stage == "onlineMenu" then
drawTitle("ONLINE MATCH")
Font.draw("HOST ONLINE", 32, 48)
Font.draw("JOIN ONLINE", 32, 68)
Font.draw(Strings("HOST ONLINE"), 32, 48)
Font.draw(Strings("JOIN ONLINE"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "onlineHosting" then
drawTitle("HOSTING ONLINE")
Font.draw("Tell your friend", 16, 40)
Font.draw("the code:", 16, 52)
Font.draw(Strings("Tell your friend"), 16, 40)
Font.draw(Strings("the code:"), 16, 52)
Font.draw(self.net.code or "??????", 32, 68)
Font.draw("Waiting for join...", 8, 96)
Font.draw(Strings("Waiting for join..."), 8, 96)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
@@ -586,18 +610,18 @@ function LinkState:draw()
Font.drawCode(0xEE, x, 76) -- ▼ under the active slot
end
end
Font.draw("A: connect B: back", 8, 128)
Font.draw(Strings("A: connect B: back"), 8, 128)
elseif self.stage == "onlineJoining" then
drawTitle("CONNECTING...")
Font.draw("Calling...", 8, 56)
Font.draw(Strings("Calling..."), 8, 56)
Font.draw(self.net.target or "", 8, 72)
elseif self.stage == "hosting" then
drawTitle("HOSTING")
Font.draw("Friend joins at:", 16, 48)
Font.draw(Strings("Friend joins at:"), 16, 48)
Font.draw(self.net.address or "?", 16, 64)
Font.draw("Waiting for join...", 8, 96)
Font.draw(Strings("Waiting for join..."), 8, 96)
elseif self.stage == "addrEntry" then
drawTitle("ENTER HOST ADDRESS")
@@ -612,34 +636,34 @@ function LinkState:draw()
for octet = 1, 3 do
Font.draw(".", 16 + octet * 32 - 8, 64)
end
Font.draw("Port: " .. Net.defaultPort(), 16, 96)
Font.draw("A: connect B: back", 8, 128)
Font.draw(Strings("Port: %s", Net.defaultPort()), 16, 96)
Font.draw(Strings("A: connect B: back"), 8, 128)
elseif self.stage == "joining" then
drawTitle("JOINING...")
Font.draw("Calling...", 8, 56)
Font.draw(Strings("Calling..."), 8, 56)
Font.draw(self.net.target or "", 8, 72)
elseif self.stage == "modeSelect" then
drawTitle("CONNECTED!")
Font.draw("TRADE", 32, 48)
Font.draw("BATTLE", 32, 68)
Font.draw(Strings("TRADE"), 32, 48)
Font.draw(Strings("BATTLE"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "battleOptions" then
drawTitle("BATTLE OPTIONS")
Font.draw("LEVELS:", 16, 56)
Font.draw(Strings("LEVELS:"), 16, 56)
Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
Font.draw("A: continue B: back", 8, 128)
Font.draw(Strings("A: continue B: back"), 8, 128)
elseif self.stage == "waitMode" or self.stage == "waitHello" then
drawTitle("CONNECTED!")
if self.stage == "waitHello" then
Font.draw("Checking the", 16, 56)
Font.draw("other game...", 16, 72)
Font.draw(Strings("Checking the"), 16, 56)
Font.draw(Strings("other game..."), 16, 72)
else
Font.draw("Waiting for the", 16, 56)
Font.draw("host to choose...", 16, 72)
Font.draw(Strings("Waiting for the"), 16, 56)
Font.draw(Strings("host to choose..."), 16, 72)
end
elseif self.stage == "notice" then
@@ -648,12 +672,12 @@ function LinkState:draw()
if i > 8 then break end -- what fits above the prompt row
Font.draw(line, 8, 24 + (i - 1) * 12)
end
Font.draw(self.noticeExits and "A: back" or "A: trade anyway", 8, 128)
Font.draw(self.noticeExits and "A: back" or Strings("A: trade anyway"), 8, 128)
elseif self.stage == "trade" then
drawTitle("TRADE")
local t = self.trade
Font.draw("YOURS", 8, 20)
Font.draw(Strings("YOURS"), 8, 20)
for i, mon in ipairs(self.game.save.party) do
local def = self.game.data.pokemon[mon.species]
local label = (mon.nickname or def.name):sub(1, 8)
@@ -661,7 +685,7 @@ function LinkState:draw()
Font.draw(label, 16, 20 + i * 12)
if i == self.index then Font.drawCode(CURSOR, 8, 20 + i * 12) end
end
Font.draw("THEIRS", 84, 20)
Font.draw(Strings("THEIRS"), 84, 20)
for i, mon in ipairs(t.theirParty or {}) do
local def = self.game.data.pokemon[mon.species]
Font.draw((mon.nickname or def.name):sub(1, 8), 92, 20 + i * 12)
@@ -672,16 +696,16 @@ function LinkState:draw()
elseif t.stage == "waitParty" then hint = "Exchanging data..."
elseif t.stage == "picking" then
hint = t:canPick(self.index) and "Pick one to trade"
or "X: not on theirs"
or Strings("X: not on theirs")
elseif t.stage == "waitPick" then hint = "Waiting for them..."
elseif t.stage == "confirming" then
hint = self.confirmed and "Waiting..." or "A: trade B: cancel"
hint = self.confirmed and "Waiting..." or Strings("A: trade B: cancel")
end
Font.draw(hint or "", 8, 132)
elseif self.stage == "battleWait" or self.stage == "battleRunning" then
drawTitle("LINK BATTLE")
Font.draw("Exchanging data...", 16, 64)
Font.draw(Strings("Exchanging data..."), 16, 64)
end
love.graphics.setColor(1, 1, 1, 1)
end
+13 -9
View File
@@ -26,6 +26,7 @@
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
local Strings = require("src.core.Strings")
local hasEnet, enet = pcall(require, "enet")
if not hasEnet then enet = nil end
@@ -173,7 +174,7 @@ function Net:connectTCP(addr)
tcp:settimeout(5)
local ok, err = tcp:connect(host, port)
if not ok then
self.error = ("can't reach relay %s:%d\n(%s)"):format(host, port, tostring(err))
self.error = Strings("can't reach relay %s:%d\n(%s)", host, port, tostring(err))
return false
end
tcp:settimeout(0)
@@ -236,11 +237,14 @@ local function handleGenericRelayControl(self, msg)
self.paired = true
return true
elseif msg.type == "join_error" then
self.error = ({
not_found = "That code wasn't\nfound.",
full = "That game already\nhas two players.",
expired = "That code has\nexpired.",
})[msg.reason] or ("Couldn't join:\n%s"):format(tostring(msg.reason))
self.error = Strings(({
not_found = Strings.source("That code wasn't\nfound."),
full = Strings.source("That game already\nhas two players."),
expired = Strings.source("That code has\nexpired."),
})[msg.reason] or "")
if self.error == "" then
self.error = Strings("Couldn't join:\n%s", tostring(msg.reason))
end
self.closed = true
return true
elseif msg.type == "peer_gone" then
@@ -328,7 +332,7 @@ function Net:update()
-- an unreachable join target surfaces as a service error
-- (ICMP unreachable on the connected UDP socket)
if self.mode == "joining" and not self.paired then
self.error = ("no answer from\n%s"):format(self.target or "the host")
self.error = Strings("no answer from\n%s", self.target or "the host")
else
self.error = tostring(event)
end
@@ -358,14 +362,14 @@ function Net:update()
self.closed = true
if not self.paired then
self.error = self.error or
("no answer from\n%s"):format(self.target or "the host")
Strings("no answer from\n%s", self.target or "the host")
end
end
end
end
if self.mode == "joining" and not self.paired
and self.joinDeadline and now() > self.joinDeadline then
self.error = ("no answer from\n%s"):format(self.target or "the host")
self.error = Strings("no answer from\n%s", self.target or "the host")
self.closed = true
pcall(function() self.peer:disconnect_now() end)
end
+30 -4
View File
@@ -43,7 +43,12 @@ Protocol.plainCopy = plainCopy
-- serialize a mon instance for the wire (plain data only). ppUps rides
-- along because the real cable transmitted it and its absence silently
-- capped a PP-Upped move at base PP on the receiving side.
-- capped a PP-Upped move at base PP on the receiving side. ot/otId ride
-- along too: pokered's trade sends the whole party block including each
-- mon's OT ID (party_struct MON_OTID) and the OT-names block (wPartyMonOT),
-- and the receiver keeps them verbatim -- a differing OT/ID is what marks a
-- mon as traded (boosted EXP, high-level disobedience). Omitting them made
-- a received mon show the receiver as its OT (#215).
function Protocol.packMon(mon)
local moves = {}
for _, mv in ipairs(mon.moves) do
@@ -59,6 +64,8 @@ function Protocol.packMon(mon)
dvs = mon.dvs,
statExp = mon.statExp,
moves = moves,
ot = mon.ot,
otId = mon.otId,
extra = plainCopy(mon.extra),
}
end
@@ -71,6 +78,14 @@ function Protocol.unpackMon(data, packed, opts)
local Stats = require("src.pokemon.Stats")
local Growth = require("src.pokemon.Growth")
local strict = opts and opts.strict
-- forceLevel comes from an "auto-level" ruling. The picker's ANY choice
-- ("use each mon's real level", Gen1's only mode) is a string sentinel on
-- the LinkState/Tournament side (see levelForWire) that must mean "no
-- forced level" here. Coerce once so a non-numeric level string -- the ANY
-- sentinel, an old peer, or a mod (#204) -- can never reach math.floor
-- below: tonumber("ANY") == nil, i.e. keep the packed real level, while
-- tonumber(50)/tonumber("50") both give 50.
local forceLevel = opts and tonumber(opts.forceLevel) or nil
local def = data.pokemon[packed.species]
if not def then
if strict then return nil, "unknown POKéMON" end
@@ -81,8 +96,8 @@ function Protocol.unpackMon(data, packed, opts)
-- ignored and everyone rebuilds at the same fixed level instead, so a
-- Lv12 and a Lv100 party can battle on equal footing. Both sides pass
-- the identical forceLevel for a given match, so this stays symmetric.
if opts and opts.forceLevel then
level = math.max(2, math.min(100, math.floor(opts.forceLevel)))
if forceLevel then
level = math.max(2, math.min(100, math.floor(forceLevel)))
end
local dvs = {}
for _, k in ipairs({ "hp", "attack", "defense", "speed", "special" }) do
@@ -115,10 +130,19 @@ function Protocol.unpackMon(data, packed, opts)
-- current HP/status (a different level's numbers, possibly mid-fight)
-- isn't meaningful anymore -- auto-level starts everyone full and fresh,
-- same as a standardized tournament format would
local forced = opts and opts.forceLevel
local forced = forceLevel
local hp = forced and stats.hp
or math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp)))
local status = forced and nil or packed.status
-- preserve the sender's original-trainer identity (party_struct MON_OTID +
-- wPartyMonOT on a real cable), clamped/typed like every other field so a
-- tampered packet can't inject a bad ID or a huge name. Left nil when the
-- packet omits them (a v1/old peer) -- no worse than before for that legacy
-- path, and once ot is set the load-time stampOT backfill (mon.ot or ...)
-- becomes a no-op so the sender's identity survives save/reload (#215).
local otId = packed.otId
and math.max(0, math.min(65535, math.floor(packed.otId))) or nil
local ot = type(packed.ot) == "string" and packed.ot:sub(1, 10) or nil
return {
species = packed.species,
level = level,
@@ -129,6 +153,8 @@ function Protocol.unpackMon(data, packed, opts)
hp = hp,
status = status,
nickname = packed.nickname,
ot = ot,
otId = otId,
moves = moves,
-- a namespace whose mod this install lacks survives untouched, so the
-- mon keeps it for the trip home
+41 -36
View File
@@ -18,6 +18,7 @@ local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local Sound = require("src.core.Sound")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local Tournament = {}
Tournament.__index = Tournament
@@ -57,7 +58,12 @@ local function levelLabel(v)
end
local function levelForWire(v)
return v == ANY and nil or v
-- ANY ("use each mon's real level") goes on the wire as nil (no forced
-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
-- true branch is nil, so it falls through to `or v` and returned the
-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
if v == ANY then return nil end
return v
end
local function forceLevelLabel(v)
@@ -123,7 +129,7 @@ end
function Tournament:startHosting()
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
@@ -146,7 +152,7 @@ end
function Tournament:startJoining(code)
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
@@ -166,9 +172,9 @@ end
-- -------------------------------------------------------------------
local JOIN_ERROR_TEXT = {
not_found = "That code wasn't\nfound.",
already_started = "That tournament\nhas already begun.",
expired = "That code has\nexpired.",
not_found = Strings.source("That code wasn't\nfound."),
already_started = Strings.source("That tournament\nhas already begun."),
expired = Strings.source("That code has\nexpired."),
}
function Tournament:handleMessage(msg)
@@ -193,17 +199,17 @@ function Tournament:handleMessage(msg)
end
elseif msg.type == "tournament_host_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Can't host:\nneed %d Pokemon\nLv %s-%s."):format(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
self:exitWith(Strings("Can't host:\nneed %d Pokemon\nLv %s-%s.", msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith("Couldn't host\nthat tournament.")
self:exitWith(Strings("Couldn't host\nthat tournament."))
end
elseif msg.type == "tournament_join_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Your party needs\n%d Pokemon, Lv\n%s-%s."):format(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
self:exitWith(Strings("Your party needs\n%d Pokemon, Lv\n%s-%s.", msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith(JOIN_ERROR_TEXT[msg.reason] or "Couldn't join\nthat tournament.")
self:exitWith(JOIN_ERROR_TEXT[msg.reason]
and Strings(JOIN_ERROR_TEXT[msg.reason])
or Strings("Couldn't join\nthat tournament."))
end
elseif msg.type == "tournament_roster" then
self.roster = msg.players
@@ -276,7 +282,7 @@ function Tournament:beginMatchBattle()
-- shouldn't happen (both sides already passed the online-play mods
-- gate), but a mismatched engine/build is still possible -- bail out
-- of just this match rather than crash the tournament
self:exitWith("Link error:\nversion mismatch\nwith opponent.")
self:exitWith(Strings("Link error:\nversion mismatch\nwith opponent."))
return
end
self.linkSeed = self.isHost and love.math.random(1, 2 ^ 30) or nil
@@ -346,11 +352,11 @@ function Tournament:update(dt)
self.net:update()
if self.net.error and self.stage ~= "menu" and self.stage ~= "hostSettings"
and self.stage ~= "codeEntry" then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
self:exitWith(Strings("Link error:\n%s", self.net.error:sub(1, 60)))
return
end
if self.net.closed and self.stage ~= "done" then
self:exitWith("The tournament\nconnection was\nlost.")
self:exitWith(Strings("The tournament\nconnection was\nlost."))
return
end
end
@@ -376,7 +382,7 @@ function Tournament:update(dt)
and LinkBattle.newHost(self.game, self.net, self.pendingBattleOpts)
or LinkBattle.newGuest(self.game, self.net, self.pendingBattleOpts)
if not battle then
self:exitWith(why or "Link battle\ncan't start.")
self:exitWith(why or Strings("Link battle\ncan't start."))
return
end
-- anything after `party` in this same batch belongs to the
@@ -413,7 +419,7 @@ function Tournament:update(dt)
forceLevel = levelForWire(self.settings.forceLevel),
})
if not battle then
self:exitWith(why or "Can't watch this\nmatch.")
self:exitWith(why or Strings("Can't watch this\nmatch."))
return
end
for j = #msgs, i + 1, -1 do
@@ -536,8 +542,8 @@ local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLA
function Tournament:draw()
if self.stage == "menu" then
drawTitle("TOURNAMENT")
Font.draw("HOST", 32, 48)
Font.draw("JOIN", 32, 68)
Font.draw(Strings("HOST"), 32, 48)
Font.draw(Strings("JOIN"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "hostSettings" then
@@ -556,7 +562,7 @@ function Tournament:draw()
Font.draw(values[i], 96, y)
if i == self.settingsIndex then Font.drawCode(CURSOR, 8, y) end
end
Font.draw("START: create", 8, 128)
Font.draw(Strings("START: create"), 8, 128)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
@@ -568,28 +574,27 @@ function Tournament:draw()
Font.drawCode(0xEE, x, 76)
end
end
Font.draw("A: join B: back", 8, 128)
Font.draw(Strings("A: join B: back"), 8, 128)
elseif self.stage == "registering" then
drawTitle("CONNECTING...")
Font.draw("B: cancel", 8, 128)
Font.draw(Strings("B: cancel"), 8, 128)
elseif self.stage == "bracket" or self.stage == "matchHello"
or self.stage == "matchWaitParty" or self.stage == "spectateWait" then
drawTitle(("TOURNAMENT %s"):format(self.code or "??????"))
drawTitle(Strings("TOURNAMENT %s", self.code or "??????"))
if self.bracket then
local y = 20
for _, round in ipairs(self.bracket.rounds) do
Font.draw(("ROUND %d"):format(round.round), 8, y)
Font.draw(Strings("ROUND %d", round.round), 8, y)
y = y + 10
for _, m in ipairs(round.matches) do
local line
if m.bye then
line = ("%s (bye)"):format(m.a or m.b or "?")
line = Strings("%s (bye)", m.a or m.b or "?")
else
local mark = m.state == "live" and "*" or (m.winner and "" or "")
line = ("%s%s vs %s%s"):format(
m.winner == m.a and ">" or " ", m.a or "?",
line = Strings("%s%s vs %s%s", m.winner == m.a and ">" or " ", m.a or "?",
m.b or "?", m.winner == m.b and "<" or (mark == "*" and " *" or ""))
end
Font.draw(line, 12, y)
@@ -599,11 +604,11 @@ function Tournament:draw()
end
else
if self.participating == false then
Font.draw("(organizing --", 16, 32)
Font.draw("not playing)", 16, 42)
Font.draw(Strings("(organizing --"), 16, 32)
Font.draw(Strings("not playing)"), 16, 42)
end
Font.draw("Waiting for", 16, 48)
Font.draw("players to join:", 16, 60)
Font.draw(Strings("Waiting for"), 16, 48)
Font.draw(Strings("players to join:"), 16, 60)
local y = 60
for i, name in ipairs(self.roster) do
y = 60 + i * 10
@@ -615,18 +620,18 @@ function Tournament:draw()
end
end
if self.isCreator and #self.roster >= 2 and not self.bracket then
Font.draw("A: START B: cancel", 8, 132)
Font.draw(Strings("A: START B: cancel"), 8, 132)
else
Font.draw("B: cancel", 8, 132)
Font.draw(Strings("B: cancel"), 8, 132)
end
elseif self.stage == "done" then
drawTitle("TOURNAMENT OVER")
if self.champion then
Font.draw(("%s is the"):format(self.champion), 16, 56)
Font.draw("champion!", 16, 68)
Font.draw(Strings("%s is the", self.champion), 16, 56)
Font.draw(Strings("champion!"), 16, 68)
end
Font.draw("A: continue", 8, 128)
Font.draw(Strings("A: continue"), 8, 128)
end
love.graphics.setColor(1, 1, 1, 1)
end
+366
View File
@@ -0,0 +1,366 @@
-- Launcher-side mod surface (18/launcher redesign): the mods panel runs
-- BEFORE Game:load, so this NEVER loads a mod entry chunk -- it scans
-- manifests only. The full loader (src/mods/Loader.lua) still owns the real
-- load at boot; this reads the same options.mods enable-state the loader
-- writes, derives per-mod status with the pure ManagerState.resolveToggle,
-- installs a dropped/chosen .zip into the save-dir "mods/<id>/" tree, and
-- uninstalls a mod by removing that tree + clearing options.mods[id].
--
-- Split in two: the pure derivation (deriveList, locateRoot) has no love and
-- no filesystem, so the engine tier can table-drive it; the discovery,
-- install, and uninstall paths reach for love.filesystem and SaveData.
local Manifest = require("src.mods.Manifest")
local ManagerState = require("src.mods.ManagerState")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local SaveData = require("src.core.SaveData")
local LauncherMods = {}
-- ------- pure status derivation
-- A hard-dependency / conflict / version verdict for one manifest. mods is
-- the id -> validated-manifest map resolveToggle reads (its dependencySpecs,
-- conflictSpecs, version and game_version are exactly the fields the loader's
-- Manifest.validate produced); enabledSet is the current desired enable-set.
local function statusFor(mods, id, enabledSet, enabled)
local m = mods[id]
-- conflict only bites an enabled mod: resolveToggle's conflict list is
-- bidirectional (this mod's conflicts spec vs an enabled other, and an
-- enabled other's spec vs this mod), which is exactly the launcher chip.
if enabled then
local r = ManagerState.resolveToggle(mods, id, true, enabledSet)
if #r.conflicts > 0 then
local otherId = r.conflicts[1]
local other = mods[otherId]
return "conflict",
"Conflicts with " .. ((other and other.name) or otherId)
end
end
-- warn: the engine is outside the mod's game_version range
if m.game_version
and not Semver.satisfies(Version.engine, m.game_version) then
return "warn", "Needs engine " .. m.game_version
.. " (have " .. Version.engine .. ")"
end
-- warn: a hard dependency is absent, switched off, or the wrong version.
-- resolveToggle would cascade-enable a merely-disabled dep rather than flag
-- it, so the disabled case is judged straight off the manifest here.
for _, spec in ipairs(m.dependencySpecs or {}) do
local dep = mods[spec.id]
if not dep then
return "warn", "Needs " .. spec.id .. " (not installed)"
elseif not enabledSet[spec.id] then
return "warn", "Needs " .. spec.id .. " (disabled)"
elseif spec.range
and not Semver.satisfies(dep.version, spec.range) then
return "warn", "Needs " .. spec.id .. " " .. spec.range
end
end
return "ok", "Ready"
end
-- deriveList(manifests, options) -> the panel row list, pure.
-- manifests is an array of validated manifests (Manifest.validate output);
-- options is the options table (only options.mods is read). Rows come back
-- sorted by id so the panel order is stable.
function LauncherMods.deriveList(manifests, options)
local mods = options and options.mods or {}
local ordered = {}
for _, m in ipairs(manifests) do ordered[#ordered + 1] = m end
table.sort(ordered, function(a, b) return a.id < b.id end)
local byId, enabledSet = {}, {}
for _, m in ipairs(ordered) do
byId[m.id] = m
-- missing entry means enabled, matching the loader's default
if mods[m.id] ~= false then enabledSet[m.id] = true end
end
local out = {}
for _, m in ipairs(ordered) do
local enabled = enabledSet[m.id] == true
local status, detail = statusFor(byId, m.id, enabledSet, enabled)
local raw = m.raw or {}
out[#out + 1] = {
id = m.id,
name = m.name or m.id,
version = m.version,
-- category, then profile, then a generic fallback -- uppercased
badge = tostring(raw.category or m.profile or "MOD"):upper(),
description = m.description or "",
enabled = enabled,
status = status,
statusDetail = detail,
}
end
return out
end
-- locateRoot(paths) -> the mod-root prefix inside a mounted archive, pure.
-- paths is a shallow listing: top-level file names as-is, and for a top-level
-- directory a "<dir>/manifest.json" entry when it holds one. Returns "" when
-- the manifest sits at the archive root, "<dir>" when a single top-level
-- folder holds it, or nil + a user-presentable reason.
function LauncherMods.locateRoot(paths)
for _, p in ipairs(paths) do
if p == "manifest.json" then return "" end
end
local topDirs, seen, hasManifest = {}, {}, {}
for _, p in ipairs(paths) do
local top, rest = p:match("^([^/]+)/(.+)$")
if top then
if not seen[top] then
seen[top] = true
topDirs[#topDirs + 1] = top
end
if rest == "manifest.json" then hasManifest[top] = true end
end
end
if #topDirs == 1 and hasManifest[topDirs[1]] then return topDirs[1] end
if #topDirs > 1 then
return nil, "the .zip must contain a single mod folder"
end
return nil, "no manifest.json found in the .zip"
end
-- ------- discovery (love.filesystem)
local function decodeManifest(raw, path)
local Json = require("src.link.Json")
local data, decodeErr = Json.decode(raw)
if not data then return nil, decodeErr end
local ok, manifest = pcall(Manifest.validate, data, path)
if not ok then return nil, manifest end
return manifest
end
-- Scan "mods/" one level deep for valid manifests (mirrors Loader:_discover,
-- but validates only -- no entry chunk is ever loaded). First id wins on a
-- duplicate. Returns an array of validated manifests.
local function discover()
local fs = love and love.filesystem
local out = {}
if not (fs and fs.getInfo and fs.getDirectoryItems) then return out end
if not fs.getInfo("mods") then return out end
local seen = {}
for _, name in ipairs(fs.getDirectoryItems("mods")) do
local path = "mods/" .. name
local info = fs.getInfo(path)
if info and info.type == "directory" then
local raw = fs.read(path .. "/manifest.json")
if raw then
local manifest = decodeManifest(raw, path)
if manifest and not seen[manifest.id] then
seen[manifest.id] = true
out[#out + 1] = manifest
end
end
end
end
return out
end
-- list() -> the mods-panel rows for the current install. Reads the same
-- options.mods enable-state the loader persists, so a toggle here is what the
-- game sees on its next boot.
function LauncherMods.list()
local options = SaveData.loadOptions()
return LauncherMods.deriveList(discover(), options)
end
-- setEnabled(id, enabled): persist options.mods[id] in the exact shape
-- Loader:_saveState writes (a plain boolean), so the running game and the
-- in-game ManagerState pick it up unchanged.
function LauncherMods.setEnabled(id, enabled)
local options = SaveData.loadOptions()
options.mods = options.mods or {}
options.mods[id] = enabled and true or false
SaveData.saveOptions(options)
return true
end
-- ------- install (love.filesystem)
-- Read a .zip source into bytes. A string is an external absolute path (like
-- a chosen ROM) read with io.*, falling back to a save-dir-relative
-- love.filesystem read; a love DroppedFile is opened the way RomImporter
-- ingests dropped ROMs.
local function readArchive(source)
local t = type(source)
if (t == "userdata" or t == "table") and type(source.open) == "function" then
local ok = source:open("r")
if not ok then return nil, "could not open the dropped file" end
local data = source:read(source:getSize())
source:close()
if not data then return nil, "the dropped file could not be read" end
return data
end
if t == "string" then
local f = io.open(source, "rb")
if f then
local data = f:read("*a")
f:close()
if not data then return nil, "could not read " .. source end
return data
end
if love and love.filesystem then
local data = love.filesystem.read(source)
if data then return data end
end
return nil, "could not open " .. source
end
return nil, "unsupported archive source"
end
-- Shallow listing of a mounted archive shaped for locateRoot: files by name,
-- and for each top-level directory a "<dir>/manifest.json" marker only when it
-- actually holds one (so a lone folder with no manifest still reads as empty).
local function topLevelPaths(mount)
local fs = love.filesystem
local paths = {}
for _, name in ipairs(fs.getDirectoryItems(mount)) do
local info = fs.getInfo(mount .. "/" .. name)
if info and info.type == "directory" then
if fs.getInfo(mount .. "/" .. name .. "/manifest.json", "file") then
paths[#paths + 1] = name .. "/manifest.json"
end
else
paths[#paths + 1] = name
end
end
return paths
end
local function copyTree(src, dst)
local fs = love.filesystem
if not fs.createDirectory(dst) then
return nil, "could not create " .. dst
end
for _, name in ipairs(fs.getDirectoryItems(src)) do
local s = src .. "/" .. name
local d = dst .. "/" .. name
local info = fs.getInfo(s)
if info and info.type == "directory" then
local ok, err = copyTree(s, d)
if not ok then return nil, err end
else
local data = fs.read(s)
if data == nil then return nil, "could not read " .. name end
local ok, err = fs.write(d, data)
if not ok then return nil, "could not write " .. name .. ": " .. tostring(err) end
end
end
return true
end
local function removeTree(path)
local fs = love.filesystem
local info = fs.getInfo(path)
if not info then return end
if info.type == "directory" then
for _, child in ipairs(fs.getDirectoryItems(path)) do
removeTree(path .. "/" .. child)
end
end
fs.remove(path)
end
-- installZip(source) -> true, id | nil, errString
-- source is an external path or a love DroppedFile. The archive is validated
-- BEFORE anything is copied; every path unmounts and clears the staged temp
-- file, and a failed copy rolls its partial tree back. A dropped file outside
-- the save dir is staged into a save-dir temp first, because
-- love.filesystem.mount only reaches a save-directory-relative path.
function LauncherMods.installZip(source)
if not (love and love.filesystem) then
return nil, "mod install needs LOVE"
end
local fs = love.filesystem
local data, readErr = readArchive(source)
if not data then return nil, readErr end
-- stage into a save-dir temp so mount can reach it
local tmp = ("mod_import_%d_%d.zip"):format(os.time(), math.random(0, 999999))
local ok, writeErr = fs.write(tmp, data)
if not ok then
return nil, "could not stage the .zip: " .. tostring(writeErr)
end
local mount = "mod_import_mount"
if not fs.mount(tmp, mount) then
fs.remove(tmp)
return nil, "that .zip could not be opened"
end
local function cleanup()
pcall(fs.unmount, tmp)
fs.remove(tmp)
end
local prefix, rootErr = LauncherMods.locateRoot(topLevelPaths(mount))
if not prefix then
cleanup()
return nil, rootErr
end
local root = prefix == "" and mount or (mount .. "/" .. prefix)
local raw = fs.read(root .. "/manifest.json")
if not raw then
cleanup()
return nil, "the .zip has no readable manifest.json"
end
local manifest, manifestErr = decodeManifest(raw, root)
if not manifest then
cleanup()
return nil, "invalid mod manifest: " .. tostring(manifestErr)
end
-- reject a duplicate before touching the mods tree
local dest = "mods/" .. manifest.id
if fs.getInfo(dest) then
cleanup()
return nil, "a mod named '" .. manifest.id .. "' is already installed"
end
fs.createDirectory("mods")
local copied, copyErr = copyTree(root, dest)
if not copied then
removeTree(dest)
cleanup()
return nil, copyErr or "could not copy the mod files"
end
cleanup()
return true, manifest.id
end
-- uninstall(id) -> true | nil, errString
-- Removes mods/<id>/ from the save directory and clears options.mods[id] so the
-- loader and in-game manager no longer see it. Rejects unknown / missing ids.
-- Does not touch other mods' enable state.
function LauncherMods.uninstall(id)
if type(id) ~= "string" or id == "" then
return nil, "missing mod id"
end
if id:find("[/\\]") or id == "." or id == ".." then
return nil, "invalid mod id"
end
if not (love and love.filesystem) then
return nil, "mod uninstall needs LOVE"
end
local fs = love.filesystem
local dest = "mods/" .. id
if not fs.getInfo(dest) then
return nil, "mod '" .. id .. "' is not installed"
end
removeTree(dest)
-- Drop the enable flag so a reinstall of the same id starts from the
-- loader's default (enabled) rather than a stale false.
local options = SaveData.loadOptions()
if options.mods and options.mods[id] ~= nil then
options.mods[id] = nil
SaveData.saveOptions(options)
end
return true
end
return LauncherMods
+1
View File
@@ -68,6 +68,7 @@ local devShim = { installed = false, permissions = {}, warned = {}, depth = 0 }
local SUPPORTED_REQUIRES = {
["src.mods.Semver"] = true,
["src.audio.ChipAsm"] = true,
["src.pokemon.Stats"] = true, -- Stats.isShiny / calc for indicator mods
}
local function scanRequire(name)
+21 -20
View File
@@ -10,6 +10,7 @@ local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local Theme = require("src.ui.Theme")
local OptionRows = require("src.ui.OptionRows")
local Strings = require("src.core.Strings")
local ManagerState = {}
ManagerState.__index = ManagerState
@@ -269,7 +270,7 @@ function ManagerState:modRows()
end
end
if #rows == 0 then
rows[1] = { header = true, label = "NO MODS INSTALLED" }
rows[1] = { header = true, label = Strings("NO MODS INSTALLED") }
end
return rows
end
@@ -281,7 +282,7 @@ function ManagerState:profileRows()
rows[#rows + 1] = { profile = p, label = p.name,
glyph = opts.activeProfile == p.name and GLYPH.errored or " " }
end
rows[#rows + 1] = { saveAs = true, label = "SAVE CURRENT AS.." }
rows[#rows + 1] = { saveAs = true, label = Strings("SAVE CURRENT AS..") }
rows[#rows + 1] = { adhoc = true,
label = opts.activeProfile and "[AD-HOC]" or "[AD-HOC] (LIVE)" }
return rows
@@ -316,30 +317,30 @@ function ManagerState:detailRows(m)
rows[#rows + 1] = { label = m.enabled and "DISABLE" or "ENABLE",
action = function() self:beginToggle(m) end }
if self:schemaFor(m) then
rows[#rows + 1] = { label = "OPTIONS..",
rows[#rows + 1] = { label = Strings("OPTIONS.."),
action = function() self:openOptions(m) end }
end
if m.permissions and #m.permissions > 0 then
rows[#rows + 1] = { label = "PERMISSIONS..",
rows[#rows + 1] = { label = Strings("PERMISSIONS.."),
action = function() self:goTo("permissions") end }
end
if m.error then
rows[#rows + 1] = { label = "VIEW ERROR..",
rows[#rows + 1] = { label = Strings("VIEW ERROR.."),
action = function() self:goTo("errors") end }
end
rows[#rows + 1] = { label = "BACK", action = function() self:goBack() end }
rows[#rows + 1] = { label = Strings("BACK"), action = function() self:goBack() end }
return rows
end
function ManagerState:applyRows()
local rows = {}
rows[#rows + 1] = { label = "APPLY & RESTART", action = function()
rows[#rows + 1] = { label = Strings("APPLY & RESTART"), action = function()
self:openConfirm({ "RESTART NOW?" }, function() self:restartGame() end)
end }
rows[#rows + 1] = { label = "DISCARD CHANGES", action = function()
rows[#rows + 1] = { label = Strings("DISCARD CHANGES"), action = function()
self:discardChanges()
end }
rows[#rows + 1] = { label = "BACK", action = function() self:goBack() end }
rows[#rows + 1] = { label = Strings("BACK"), action = function() self:goBack() end }
return rows
end
@@ -352,7 +353,7 @@ function ManagerState:permissionRows(m)
label = info and info.text or name }
end
if #rows == 0 then
rows[1] = { inert = true, label = "DATA & API ONLY" }
rows[1] = { inert = true, label = Strings("DATA & API ONLY") }
end
return rows
end
@@ -564,7 +565,7 @@ function ManagerState:openCascade(r, m, want)
else
local dep = self.byId[r.alsoDisable[1]]
lines[#lines + 1] = (dep and dep.name or r.alsoDisable[1]) .. " NEEDS THIS."
lines[#lines + 1] = #r.alsoDisable > 1 and "DISABLE ALL?" or "DISABLE BOTH?"
lines[#lines + 1] = #r.alsoDisable > 1 and "DISABLE ALL?" or Strings("DISABLE BOTH?")
end
self.overlay = { kind = "confirm", lines = lines, index = 1,
onYes = function() self:commitToggle(r.apply) end }
@@ -700,7 +701,7 @@ end
function ManagerState:saveCurrentAs()
local NamingScreen = require("src.ui.NamingScreen")
self.game.stack:push(NamingScreen.new(self.game, {
title = "PROFILE NAME?",
title = Strings("PROFILE NAME?"),
maxLen = 10,
onDone = function(name)
local opts = self:optionsTable()
@@ -726,7 +727,7 @@ end
function ManagerState:renameProfile(p)
local NamingScreen = require("src.ui.NamingScreen")
self.game.stack:push(NamingScreen.new(self.game, {
title = "RENAME?",
title = Strings("RENAME?"),
maxLen = 10,
default = p.name,
onDone = function(name)
@@ -886,7 +887,7 @@ function ManagerState:buildOptionRows(m, schema)
end }
end
end
rows[#rows + 1] = { id = "__reset", label = "RESET DEFAULTS",
rows[#rows + 1] = { id = "__reset", label = Strings("RESET DEFAULTS"),
value = function() return "" end,
activate = function()
for _, row in ipairs(schema) do
@@ -1047,7 +1048,7 @@ function ManagerState:drawApply()
y = y + 1
end
if #staged == 0 then
Font.draw(Runtime.safeMode and "SAFE MODE" or "NO CHANGES", 16, y * 8)
Font.draw(Runtime.safeMode and "SAFE MODE" or Strings("NO CHANGES"), 16, y * 8)
y = y + 1
end
local rows = self:rowsForScreen()
@@ -1076,12 +1077,12 @@ function ManagerState:drawOverlay()
end
if overlay.kind == "confirm" then
local yesY = ty + #lines + 1
Font.draw("YES", 5 * 8, yesY * 8)
Font.draw("NO", 5 * 8, (yesY + 1) * 8)
Font.draw(Strings("YES"), 5 * 8, yesY * 8)
Font.draw(Strings("NO"), 5 * 8, (yesY + 1) * 8)
Font.drawCode(Theme.cursor, 4 * 8,
(overlay.index == 1 and yesY or yesY + 1) * 8)
else
Font.draw("A:OK", 5 * 8, (ty + #lines + 1) * 8)
Font.draw(Strings("A:OK"), 5 * 8, (ty + #lines + 1) * 8)
end
end
@@ -1090,7 +1091,7 @@ function ManagerState:draw()
OptionRows.draw(self.game, self.optionRows or {}, self.cursor,
self.scroll or 0)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.notice or "B:DONE (NO RESTART)", 8, 136)
Font.draw(self.notice or Strings("B:DONE (NO RESTART)"), 8, 136)
love.graphics.setColor(1, 1, 1, 1)
if self.overlay then self:drawOverlay() end
return
@@ -1099,7 +1100,7 @@ function ManagerState:draw()
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(1, 1, 1, 1)
Font.drawBox(0, 0, 20, 18)
Font.draw(self.banner or "MOD MANAGER", 16, 8)
Font.draw(self.banner or Strings("MOD MANAGER"), 16, 8)
if self.screen == "list" then
self:drawList()
elseif self.screen == "detail" then
+160
View File
@@ -40,6 +40,19 @@ function f.int(min, max)
end }
end
-- a bounded float; like f.int but keeps the fractional part (scales,
-- gains). Rejects out-of-range with the "expected number a..b" message.
function f.numRange(min, max)
local desc = "number"
if min and max then desc = ("number %s..%s"):format(min, max)
elseif min then desc = ("number >= %s"):format(min) end
return { kind = "num", min = min, max = max, desc = desc,
check = function(v)
return type(v) == "number"
and (min == nil or v >= min) and (max == nil or v <= max)
end }
end
function f.enum(values)
local set = {}
for _, value in ipairs(values) do set[value] = true end
@@ -420,6 +433,12 @@ R.pokemon = {
frames = f.opt(f.int(1)) } }),
cry = f.opt(f.id("cries")), palette = f.opt(f.id("palettes")),
trueColor = f.opt(f.bool),
-- battle-pic scale overrides for this species' own pics: front is the
-- enemy pic (default 1x), back is the player pic (default 2x). An
-- image-level battle_sprite_scales entry for the same path beats these.
-- The pic stays grounded (feet pinned) at any scale; see docs/modding.md.
battleScaleFront = f.opt(f.numRange(0.25, 4.0)),
battleScaleBack = f.opt(f.numRange(0.25, 4.0)),
},
example = 'mod.content.pokemon:patch("MEW", { baseStats = { attack = 120 } })',
}
@@ -565,6 +584,17 @@ R.text = {
example = 'mod.content.text:override("_PalletTownText1", "HELLO!")',
}
-- The engine's own authored text, the half of the game `text` does not
-- cover (src/core/Strings.lua). The id is the English source string, so a
-- translation supplies one entry per literal the engine draws and anything
-- it has not reached yet keeps rendering in English. Ids that collide in
-- English but not elsewhere carry a "context|source" prefix.
R.strings = {
semantics = "record", target = "strings",
value = f.str,
example = 'mod.content.strings:override("But, it failed!", "Echec !")',
}
-- the self-contained bytecode blob ChipAsm.song/sfx emit (13.1 shape 2);
-- shared by every namespace that plays a chip program
local chipProgram = f.rec{
@@ -791,6 +821,130 @@ R.transitions = {
example = 'mod.content.transitions:register("dissolve", { frames = 30, draw = fn })',
}
-- ------- rendering pipelines
--
-- A pipeline is a display mode that owns part of the frame: it may replace
-- the overworld's world pass with geometry of its own (drawWorld) and/or
-- post-process the finished composite (present). Everything around that --
-- the OFF/1/2/3 ladder, its options row, its hotkey, persistence in
-- save.options.pipelines and the gating that keeps it out of battles and
-- menus -- is engine plumbing driven from this record, so a renderer mod
-- declares what it is and writes only the two draw functions.
--
-- Both callbacks are optional and independent: a present-only pipeline is a
-- post-process (bloom, tilt-shift, a CRT curve) that leaves whatever
-- rendered the frame alone, and a drawWorld-only pipeline is a world
-- renderer that composites straight. See src/render/Pipelines.lua for the
-- ctx each receives and docs/modding.md for the worked example.
R.render_pipelines = {
semantics = "record", target = "render_pipelines",
fields = {
-- shown in the options menu; the ladder labels default to OFF/ON
label = f.str,
levels = f.opt(f.list(f.str)),
-- keyboard key that cycles the ladder, checked after the engine's own
-- display hotkeys so a pipeline can never shadow one
hotkey = f.opt(f.str),
-- higher wins when two world pipelines are somehow active at once;
-- also the options-row order, so a mode and its post-process sort
-- together instead of by id
priority = f.opt(f.num),
-- hardware/driver gate, checked every frame: false keeps the vanilla
-- 2D path, which is what a headless run and a driver with no depth
-- canvas both get
available = f.opt(f.fn),
-- (top, overworld) -> boolean: whether the player may CHANGE the mode
-- right now. Defaults to the survey-zoom gate (free-roam overworld
-- only), which keeps a hotkey press from switching modes mid-warp or
-- mid-cutscene. It has no say over whether an already-on mode draws:
-- a mode that stopped rendering during a warp would flash the flat 2D
-- world every time the player walked through a door.
gate = f.opt(f.fn),
-- (dt, level): presentational tweens, ticked on real frame time
update = f.opt(f.fn),
-- (ctx) -> canvas | nil: render the world. nil falls back to the
-- vanilla flat/tilt draw for this frame.
drawWorld = f.opt(f.fn),
-- (canvas, ctx) -> canvas: post-process the WORLD image, before the UI
-- composites over it -- a depth-of-field or colour grade that must not
-- touch the dialog boxes and menus sitting on top. Only runs when some
-- pipeline rendered the world, since the vanilla world pass has no
-- single finished image to hand over.
worldPresent = f.opt(f.fn),
-- (canvas, ctx) -> canvas: post-process the whole finished composite,
-- world and UI alike (a CRT curve, a full-screen grade). Must return a
-- canvas; the input unchanged is the correct answer when the effect is
-- off.
present = f.opt(f.fn),
-- drop GPU objects (window resize, hot reload, mode switch)
invalidate = f.opt(f.fn),
},
-- a pipeline that does neither half is dead weight and would silently
-- occupy an options row and a hotkey
extra = function(_, value)
if value.drawWorld == nil and value.present == nil
and value.worldPresent == nil then
return "a render pipeline needs drawWorld, worldPresent or present"
end
end,
-- A pipeline callback fails at play time, long after the load phase has
-- handed its report to the mod manager, so the merge leaves behind who
-- wrote each record for Pipelines to name in the failure -- the same
-- provenance trick the audio registries use (Loader.stampAudioOwners).
-- Placement is otherwise the default record merge.
write = function(target, registry)
local owners, tombstones = {}, {}
for id in pairs(registry.ops) do
local value = registry:get(id)
if value == nil then
tombstones[#tombstones + 1] = id
else
target[id] = value
local owner = registry.owners[id]
if owner and owner ~= Schemas.ENGINE then owners[id] = owner end
end
end
for _, id in ipairs(tombstones) do target[id] = nil end
target._owners = owners
end,
example = 'mod.content.render_pipelines:register("voxel", ' ..
'{ label = "VOXEL", levels = { "OFF", "15", "35", "50" }, drawWorld = fn })',
}
-- ------- battle sprite scales
--
-- Per-image battle-pic scale overrides, keyed by record id and consulted
-- by asset path at draw time. Where a species' battleScaleFront /
-- battleScaleBack scales its own front/back pic, this scales ANY battle
-- pic by the path it is drawn from -- the only handle on the non-species
-- pics like the player's trainer back sprite. Image-level beats
-- species-level; both compose with the send-out grow and keep the sprite
-- grounded (feet pinned) at whatever scale. See docs/modding.md.
R.battle_sprite_scales = {
semantics = "record", target = "battle_sprite_scales",
fields = {
-- the asset path exactly as data references it, e.g.
-- "assets/generated/battle/back/abrab.png"
path = f.path,
-- 1 = native pixels; the drawn size relative to the pic's own pixels
scale = f.numRange(0.25, 4.0),
},
example = [[
mod.content.battle_sprite_scales:register("abra_back", {
path = "assets/generated/battle/back/abrab.png",
scale = 1.5,
})]],
notes = [[
Scales one battle pic by its asset path, overriding the species-level
`battleScaleFront`/`battleScaleBack` (see [pokemon](#pokemon)) for that
image. The only way to scale a pic that is not species-keyed, like the
player's trainer back sprite. Resolution order at draw time:
image-level, then species-level, then the defaults (1x front, 2x back).
The pic stays grounded at any scale: player feet stay flush on the
text-box top, the enemy pic stays bottom-pinned in its slot, and the
scale composes with the send-out grow animation.]],
}
-- ------- progression
R.evolution_methods = {
@@ -1015,6 +1169,12 @@ R.field = {
name = f.opt(f.str) })),
nest = f.opt(f.any) },
flyOrder = f.list(f.str),
-- the player's own trainer art (FieldDefaults.PLAYER_PICS): the battle
-- back pic, the catch tutorial's old man, and the front pic the intro,
-- trainer card and Hall of Fame share. Every key is optional so a
-- conversion can replace one pic and inherit the rest.
playerPics = f.rec{
back = f.opt(f.str), demoBack = f.opt(f.str), front = f.opt(f.str) },
-- the new-game and boot config a total conversion replaces
boot = f.rec{
startMap = f.opt(f.str), startX = f.opt(f.int(0)), startY = f.opt(f.int(0)),
+67 -11
View File
@@ -14,6 +14,7 @@ local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
local Stats = require("src.pokemon.Stats")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local Evolution = {}
@@ -23,7 +24,7 @@ Evolution.METHODS = {
return trigger.kind == "levelup" and mon.level >= (evo.level or 0)
end,
describe = function(evo)
return ("Level %d"):format(evo.level or 0)
return Strings("Level %d", evo.level or 0)
end,
},
ITEM = {
@@ -106,21 +107,67 @@ function Evolution.apply(game, mon, newSpecies, via)
})
end
-- After the "evolved into" text, Gen1 re-runs the level-up learn check on
-- the EVOLVED species (engine/pokemon/evos_moves.asm EvolveMon calls the
-- LearnMoveFromLevelUp predef, engine/pokemon/learn_move.asm) -- a mon
-- evolving at exactly a learnset level gains that move (GYARADOS learns
-- BITE at 20, so MAGIKARP->GYARADOS @20 learns BITE, @21 does not) (#12).
-- Mirrors the rare-candy learn loop in src/ui/BagMenu.lua so a full move
-- list opens the forget prompt. mon.species is already the new species
-- (Evolution.apply ran before the congrats text). onDone runs once the
-- learn list is exhausted, replacing the caller's direct onDone.
function Evolution.learnEvolutionMoves(game, mon, onDone)
local Experience = require("src.battle.Experience")
local def = game.data.pokemon[mon.species]
-- movesLearnedAt uses entry.level == level (exact Gen1 rule); do NOT use
-- Pokemon.movesAtLevel (<= level), which would over-grant older moves.
local moves = Experience.movesLearnedAt(def, mon.level)
local i = 0
local function nextStep()
i = i + 1
local moveId = moves[i]
if not moveId then
if onDone then onDone() end
return
end
for _, mv in ipairs(mon.moves) do
if mv.id == moveId then return nextStep() end
end
local mdef = game.data.moves[moveId]
if not mdef then return nextStep() end
local name = mon.nickname or def.name
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
game.stack:push(TextBox.new(game,
Strings("%s learned\n%s!", name, mdef.name), nextStep))
else
-- LearnMoveFromLevelUp with a full moveset: the forget UI
Screens.push(game, "MoveLearnMenu", mon, moveId, nextStep)
end
end
nextStep()
end
-- Play the evolution movie (flashing forms), then apply + text.
-- Headless (no real graphics) falls back to the plain text flow.
function Evolution.evolve(game, mon, newSpecies, onDone, via)
if love.image and love.image.newImageData then
Screens.push(game, "EvolutionState", mon, newSpecies, onDone)
-- forward `via` so EvolutionState can keep trade evolutions
-- non-cancelable (LINK_STATE_TRADING) while others accept B (#213)
Screens.push(game, "EvolutionState", mon, newSpecies, onDone, via)
return
end
Music.play(game.data, Music.special(game.data, "evolution"))
local oldName = mon.nickname or game.data.pokemon[mon.species].name
Evolution.apply(game, mon, newSpecies, via)
local msg = ("What?\n%s is\nevolving!\fCongratulations!\nYour %s\nevolved into\n%s!")
:format(oldName, oldName, game.data.pokemon[newSpecies].name)
local msg = Strings("What?\n%s is\nevolving!\fCongratulations!\nYour %s\nevolved into\n%s!",
oldName, oldName, game.data.pokemon[newSpecies].name)
game.stack:push(TextBox.new(game, msg, function()
Music.restoreMap(game.data)
if onDone then onDone() end
-- re-run the evolved species' level-up learn check before onDone
-- (evos_moves.asm EvolveMon -> learn_move.asm LearnMoveFromLevelUp, #12)
Evolution.learnEvolutionMoves(game, mon, onDone)
end))
end
@@ -138,13 +185,22 @@ function Evolution.request(game, mon, trigger, onDone)
return species
end
-- After-battle hook: evolve everyone who qualifies (queued one at a time).
function Evolution.checkParty(game, onDone)
-- After-battle hook: evolve mons that leveled this battle and still
-- qualify (queued one at a time, party order). Gen1 EvolveAfterBattle
-- only considers mons that gained a level during the fight — a B-cancel
-- means "not this time", and the next offer waits for the next level-up
-- (or Rare Candy / stone, which call Evolution.evolve directly).
-- leveledUp is a set of party mon tables; nil/empty yields no evolutions.
function Evolution.checkParty(game, onDone, leveledUp)
local pending = {}
for _, mon in ipairs(game.save.party) do
local target, evo = Evolution.pendingFor(game, mon, { kind = "levelup" })
if target then
table.insert(pending, { mon = mon, to = target, via = evo and evo.method })
if leveledUp then
for _, mon in ipairs(game.save.party) do
if leveledUp[mon] then
local target, evo = Evolution.pendingFor(game, mon, { kind = "levelup" })
if target then
table.insert(pending, { mon = mon, to = target, via = evo and evo.method })
end
end
end
end
local i = 0
+28
View File
@@ -29,6 +29,34 @@ function Pokemon.movesAtLevel(speciesDef, level)
return moves
end
-- Day Care retrieve (pokered WriteMonMoves + wLearningMovesFromDayCare):
-- grant learnset moves with startLevel < moveLevel <= newLevel, shifting
-- the oldest slot out when full. Silent — no LearnMove prompts.
function Pokemon.learnMovesFromDayCare(data, mon, speciesDef, startLevel, newLevel)
if not (speciesDef and speciesDef.learnset and mon) then return end
mon.moves = mon.moves or {}
for _, entry in ipairs(speciesDef.learnset) do
local moveLevel = entry.level
if moveLevel > newLevel then break end
if moveLevel > startLevel then
local known = false
for _, mv in ipairs(mon.moves) do
if mv.id == entry.move then known = true break end
end
if not known then
local mdef = data.moves[entry.move]
local slot = { id = entry.move, pp = mdef and mdef.pp or 0 }
if #mon.moves < 4 then
mon.moves[#mon.moves + 1] = slot
else
table.remove(mon.moves, 1)
mon.moves[#mon.moves + 1] = slot
end
end
end
end
end
function Pokemon.new(data, species, level, rng)
local def = data.pokemon[species]
assert(def, "unknown species " .. tostring(species))
+97
View File
@@ -0,0 +1,97 @@
-- Runtime Pokémon art resolution. Content registries freeze after load,
-- so a mod that lets the player pick an alternate skin mid-session cannot
-- patch pokemon.spriteFront / icons.bySpecies. These helpers are the
-- sanctioned seam: every battle pic and party icon load goes through
-- pokemon.sprite / pokemon.icon, which stay live for the whole process.
--
-- playerPath is the same seam for the player's own trainer art, whose
-- vanilla paths are data (field.playerPics) rather than a species record.
local Runtime = require("src.mods.Runtime")
local FieldDefaults = require("src.world.FieldDefaults")
local Sprites = {}
local function samePath(path) return path end
-- Resolve a battle / menu front or back pic path for `species`.
-- side: "front" | "back"
-- opts.mon: the live mon when available (per-instance skins)
-- opts.kind: "battle" | "summary" | "dex" | "evolution" | "hof" | "trade"
-- | "title" | "oak" | "credits" (informational for wrappers)
-- Returns path, trueColor.
function Sprites.path(data, species, side, opts)
opts = opts or {}
local def = data and data.pokemon and data.pokemon[species]
if not def then return nil, false end
local path = side == "back" and def.spriteBack or def.spriteFront
local ctx = {
species = species,
side = side == "back" and "back" or "front",
kind = opts.kind or "battle",
mon = opts.mon,
trueColor = def.trueColor and true or false,
data = data,
}
if path and Runtime.wantsHook("pokemon.sprite") then
local hooked = Runtime.call("pokemon.sprite", samePath, path, ctx)
if type(hooked) == "string" and hooked ~= "" then path = hooked end
end
return path, ctx.trueColor and true or false
end
-- Resolve the player's own trainer pic path.
-- side: "back" (the battle intro pic) | "front" (intro / card / Hall of Fame)
-- opts.kind: "battle" | "intro" | "trainer_card" | "hof"
-- opts.demo: the catch tutorial, where the old man fights in the player's
-- place and stands in for the back pic
-- opts.battle: the live battle, for kind == "battle"
-- Returns path, trueColor.
function Sprites.playerPath(data, side, opts)
opts = opts or {}
side = side == "back" and "back" or "front"
-- one key per pic, so a conversion can replace the back and inherit the
-- rest; fieldValue folds data.field over FieldDefaults per key
local key = side == "front" and "front"
or (opts.demo and "demoBack" or "back")
local path = FieldDefaults.fieldValue(data, "playerPics", key)
local ctx = {
side = side,
kind = opts.kind or "battle",
demo = opts.demo and true or false,
battle = opts.battle,
trueColor = false,
data = data,
}
if path and Runtime.wantsHook("player.sprite") then
local hooked = Runtime.call("player.sprite", samePath, path, ctx)
if type(hooked) == "string" and hooked ~= "" then path = hooked end
end
return path, ctx.trueColor and true or false
end
-- Resolve a party-menu icon image path for `mon`.
-- vanillaPath is the path PartyMenu already picked from icons.bySpecies /
-- def.icon / icons.byDex; the hook may replace it.
-- Returns path (possibly nil).
function Sprites.iconPath(data, mon, vanillaPath, opts)
opts = opts or {}
if not vanillaPath and not Runtime.wantsHook("pokemon.icon") then
return vanillaPath
end
local species = mon and mon.species
local ctx = {
species = species,
mon = mon,
name = opts.name,
data = data,
kind = "icon",
}
if not Runtime.wantsHook("pokemon.icon") then return vanillaPath end
local hooked = Runtime.call("pokemon.icon", samePath, vanillaPath, ctx)
if type(hooked) == "string" and hooked ~= "" then return hooked end
if hooked == nil or hooked == false then return nil end
return vanillaPath
end
return Sprites
+16
View File
@@ -57,4 +57,20 @@ function Stats.applyStage(value, stage)
return math.max(1, math.min(999, v))
end
-- Gen 2 shiny formula applied to Gen 1 DVs (the RBY "virtual shiny"):
-- Defense/Speed/Special DV == 10 and Attack DV is even-high
-- (2, 3, 6, 7, 10, 11, 14, or 15). Used by shiny-indicator mods.
local SHINY_ATK = {
[2] = true, [3] = true, [6] = true, [7] = true,
[10] = true, [11] = true, [14] = true, [15] = true,
}
function Stats.isShiny(dvs)
if type(dvs) ~= "table" then return false end
return (dvs.defense or 0) == 10
and (dvs.speed or 0) == 10
and (dvs.special or 0) == 10
and SHINY_ATK[dvs.attack or 0] == true
end
return Stats
+69 -20
View File
@@ -102,35 +102,84 @@ local function pageFor(code)
return nil
end
local SPACE = 0x7F
-- Segment text into glyph spans: `{ from, to, code }` byte ranges, one per
-- drawn glyph, code nil when the charmap has nothing. A span is a whole
-- charmap sequence, so a multi-byte char ("é", "♂") and an ASCII ligature
-- ("<PK>", "'d") are each one glyph.
--
-- Every caller that *measures* or *cuts* text walks these instead of bytes.
-- "POKéMON" is 8 bytes and 7 glyphs: measuring it as 8 wraps lines that fit
-- (25 vanilla lines did), and cutting at byte 8 splits the é into two
-- invalid bytes that both draw as spaces. That distinction is the whole
-- reason a non-English font can be shipped as a mod (#186, #245).
--
-- Safe before Font.load: with no charmap it falls back to UTF-8 lead-byte
-- boundaries, which is all a headless paginate needs.
function Font.split(text)
local spans = {}
local i, n = 1, #text
while i <= n do
local span
local candidates = state and state.byFirstByte[text:byte(i)]
if candidates then
for _, entry in ipairs(candidates) do
local len = #entry.seq
if text:sub(i, i + len - 1) == entry.seq then
span = { from = i, to = i + len - 1, code = entry.code }
break
end
end
end
if not span then
-- Nothing matched. Still keep a UTF-8 sequence whole, so a cut never
-- lands mid-character even for a glyph we cannot draw.
local last = i
if text:byte(i) >= 0xC0 then
local k = i + 1
while k <= n do
local b = text:byte(k)
if b < 0x80 or b > 0xBF then break end
last, k = k, k + 1
end
end
span = { from = i, to = last }
end
spans[#spans + 1] = span
i = span.to + 1
end
return spans
end
-- How many leading spans fit in `budget` pixels. Advances come from each
-- glyph's own page, so a variable-width page measures correctly.
function Font.spansFitting(spans, budget)
local used, fit = 0, 0
for _, span in ipairs(spans) do
used = used + Font.advanceOf(span.code or SPACE)
if used > budget then break end
fit = fit + 1
end
return fit
end
-- Convert a text string into a list of glyph codes. Unknown characters
-- render as space (and are reported once).
local reported = {}
function Font.encode(text)
local codes = {}
local i = 1
while i <= #text do
local candidates = state.byFirstByte[text:byte(i)]
local matched = false
if candidates then
for _, entry in ipairs(candidates) do
local n = #entry.seq
if text:sub(i, i + n - 1) == entry.seq then
codes[#codes + 1] = entry.code
i = i + n
matched = true
break
end
end
end
if not matched then
local ch = text:sub(i, i)
if not reported[ch] and ch:byte() >= 32 then
for _, span in ipairs(Font.split(text)) do
local code = span.code
if not code then
local ch = text:sub(span.from, span.to)
if not reported[ch] and text:byte(span.from) >= 32 then
reported[ch] = true
require("src.core.Logger").warn("font: no glyph for %q", ch)
end
codes[#codes + 1] = 0x7F -- space
i = i + 1
code = SPACE
end
codes[#codes + 1] = code
end
return codes
end
+22 -10
View File
@@ -77,7 +77,17 @@ end
-- one-pixel sliver. The fill is tinted with the SGB bar palettes at
-- GetHealthBarColor's thresholds (>= 27 px green, >= 10 yellow, else
-- red).
function HudTiles.drawHPBar(data, tx, ty, mon, barType)
--
-- grayFill (#229): when the caller will colorize this bar with an SGB
-- region palette (BattleState's zone pass, BATTLE_ZONES pal 0/1 =
-- GetHealthBarColor), leave the fill as its raw DMG shade-2 gray and skip
-- the per-pixel tint -- the DMG hardware bar is ONE gray shade recolored by
-- the region palette (engine/gfx/palettes.asm SetPal_Battle,
-- data/sgb/sgb_packets.asm BlkPacket_Battle), never a per-pixel repaint.
-- Tinting first would double-apply the color: GREENBAR's fill {0,189,0} has
-- red channel 0, so the tint zeroes the whole bar's red and the zone's
-- red-channel-keyed shade shader then maps every pixel to color 3 = black.
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
local x, y = tx * 8, ty * 8
HudTiles.tile(0x71, x, y)
HudTiles.tile(0x62, x + 8, y)
@@ -86,15 +96,17 @@ function HudTiles.drawHPBar(data, tx, ty, mon, barType)
px = math.max(1, math.floor(mon.hp * 48 / mon.stats.hp))
end
local tint
local PaletteFX = require("src.render.PaletteFX")
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local colors = PaletteFX.pal(data, name)
if colors then
local c = colors[3] -- GB color 2 is the fill shade
-- the fill pixels are the 2/3-gray shade; divide so they land on
-- the palette color exactly (the black outline stays black)
tint = { math.min(1, c[1] / 170), math.min(1, c[2] / 170),
math.min(1, c[3] / 170), 1 }
if not grayFill then
local PaletteFX = require("src.render.PaletteFX")
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local colors = PaletteFX.pal(data, name)
if colors then
local c = colors[3] -- GB color 2 is the fill shade
-- the fill pixels are the 2/3-gray shade; divide so they land on
-- the palette color exactly (the black outline stays black)
tint = { math.min(1, c[1] / 170), math.min(1, c[2] / 170),
math.min(1, c[3] / 170), 1 }
end
end
for i = 0, 5 do
local seg = math.min(8, math.max(0, px - i * 8))
+44 -17
View File
@@ -50,14 +50,23 @@ PaletteFX.GBC_OBJ = {
}
-- OG BLUE: Pokemon Blue's Game Boy Color boot-ROM auto-palette. Same
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the
-- boot ROM colorizes the background blue instead of red -- so "OG RED" for a
-- Blue playthrough is white -> light blue -> dark blue -> black, mirroring
-- GBC_BG channel-for-channel so the blue reads at the same brightness. The
-- OBJ (sprite) palette stays the same green, matching how Red and Blue share
-- the green-character look on a Game Boy Color.
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the boot
-- ROM gives Blue its OWN entry rather than a recolored Red: a light-blue/blue
-- BACKGROUND and -- unlike Red -- a PINK object palette (OBP0). Values from
-- Bulbapedia's "List of color palettes ... Generation I" GBC boot-ROM table
-- (BG 0x63A5FF/0x0000FF, OBJ 0xFF8484/0x943A3A), confirmed against a Gambatte
-- hardware capture. The earlier code mirrored GBC_BG channel-for-channel
-- (0x8484FF/0x3A3A94) and reused Red's green sprites for both versions on the
-- premise that Red and Blue "share the green-character look"; both premises
-- are wrong -- Blue's background is a genuinely different blue and its
-- characters are pink (#155). Lightest shade first, like GBC_BG.
PaletteFX.GBC_BG_BLUE = {
{ 255, 255, 255 }, { 132, 132, 255 }, { 58, 58, 148 }, { 0, 0, 0 },
{ 255, 255, 255 }, { 99, 165, 255 }, { 0, 0, 255 }, { 0, 0, 0 },
}
-- Blue's OBJ palette (OBP0) is the red/pink ramp -- the very same colors OG
-- RED uses for its BACKGROUND (GBC_BG), just applied to objects instead.
PaletteFX.GBC_OBJ_BLUE = {
{ 255, 255, 255 }, { 255, 132, 132 }, { 148, 58, 58 }, { 0, 0, 0 },
}
-- The active game's OG boot-ROM background palette: blue for a Blue
@@ -69,6 +78,16 @@ function PaletteFX.ogBg()
return PaletteFX.GBC_BG
end
-- The active game's OG boot-ROM object palette (OBP0): Blue's pink ramp for a
-- Blue playthrough, Red's green otherwise. Returns the colors AND a
-- version-distinct cache-group string, because SpriteRenderer.getObpImage keys
-- its baked-image cache by (image path, group): a shared group would collide a
-- Red bake with a Blue one and one version would show the other's colors.
function PaletteFX.ogObj()
if GameVersion.isBlue() then return PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue" end
return PaletteFX.GBC_OBJ, "gbcobj"
end
local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
function PaletteFX.shader()
@@ -183,17 +202,25 @@ function PaletteFX.usesGbcPack(mode)
end
-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
-- (the OBP bake + post-zone redraw path). ONLY OG RED does: it wears the
-- GBC boot-ROM green object palette (PaletteFX.GBC_OBJ) so the player and
-- NPCs stay green over the red background, exactly like Pokemon Red on a
-- Game Boy Color. SGB mode deliberately does NOT: an SGB OBJ carries no
-- palette of its own, so the characters tint with the whole-map region
-- palette along with the terrain (the Super Game Boy never colored Pokemon
-- Red's sprites separately -- baking a per-sprite palette there was the
-- "reds coloring on the player/NPCs" bug). RED++ colors sprites through
-- the usesGbcPack() path in SpriteRenderer instead.
-- (the OBP bake + post-zone redraw path). OG RED and SGB both do: characters
-- wear the GBC boot-ROM object palette (PaletteFX.ogObj -- green over Red's red
-- background, pink over Blue's blue background), so the player and NPCs carry a
-- fixed object color instead of tinting with whatever region palette their
-- feet stand over. On real hardware a sprite is an OBJ colored by an OBJ
-- palette (color/sprites.asm ColorOverworldSprite), distinct from the BG it
-- overlaps -- so Red's cap must stay green in tall grass, not turn the ROUTE
-- palette's light-blue (issue #150: SGB region-tinting sent the cap to shade-2
-- = light-blue and the character clashed with the grass it should blend into).
-- Terrain is unaffected -- pal() below still hands SGB its per-map BG palette;
-- only OG RED short-circuits BG to the one global red palette. An EARLIER
-- attempt at per-sprite SGB color baked GBC_BG (the RED background ramp) onto
-- characters -- that was the "reds coloring on the player/NPCs" bug; the object
-- palette is GBC_OBJ (green), so baking it here is the fix, not that
-- regression. RED++ colors sprites through the usesGbcPack() path in
-- SpriteRenderer instead.
function PaletteFX.usesSpriteObp(mode)
return (mode or PaletteFX.mode) == "ogred"
mode = mode or PaletteFX.mode
return mode == "ogred" or mode == "gbc"
end
-- ------- post-zone sprite redraw (GBC mode)
+423
View File
@@ -0,0 +1,423 @@
-- Rendering pipelines: the engine side of the render_pipelines registry.
--
-- A pipeline is a display mode a mod owns. It may replace the overworld's
-- world pass with geometry of its own (drawWorld) and/or post-process the
-- finished composite (present). Everything else about being a display mode
-- -- the OFF/1/2/3 ladder, the options row, the hotkey, persistence, the
-- free-roam gate, and never letting a mod's error take the frame down -- is
-- engine plumbing and lives here, so a renderer mod writes the two draw
-- functions and declares the rest.
--
-- The two halves compose independently and in priority order: the highest
-- priority eligible drawWorld renders the world, then every eligible
-- present folds over whatever came out (the world pipeline's canvas, or the
-- vanilla flat/tilt composite when none ran). A present that is switched
-- off returns its input, so a full ladder of them costs nothing at level 0.
--
-- Nothing here reaches collision, movement, triggers or scripts: like
-- survey zoom and tilt, a pipeline is purely presentational, which is why
-- its level rides in save.options rather than the save proper.
--
-- Spec: docs/modding.md (rendering pipelines)
local Data = require("src.core.Data")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local Zoom = require("src.render.Zoom")
local Pipelines = {}
-- id -> level. Levels live here rather than on the records because the
-- records are merged content: frozen after load, and shared with whatever
-- else reads Data.
local levels = {}
-- ids whose callbacks have already thrown, so a pipeline that fails every
-- frame reports once instead of filling the log at 60Hz
local broken = {}
Pipelines.DEFAULT_LEVELS = { "OFF", "ON" }
-- The merged dataset the records live in. The boot singleton is the
-- default -- Game.data is that very table -- and install() lets a headless
-- caller (the SDK harness, a tool) point this at a dataset of its own.
local source = Data
function Pipelines.install(data)
source = data or Data
Pipelines.reset()
end
-- ------- catalog
-- Every registered pipeline as { id = ..., def = ... }, ordered by priority
-- (descending, ties by id) so selection, the options rows and the present
-- fold all walk the same sequence.
--
-- Memoized on the namespace table's identity. Content freezes at the merge
-- boundary, so the answer cannot change for a given table -- and this is
-- read several times per frame by update(), worldPipeline() and the
-- endFrame present check, which is no place to allocate and sort. An empty
-- list is cached too, so a mod-free boot pays one table for the process.
local listCache, listSource = nil, nil
function Pipelines.list()
local defs = source and source.render_pipelines
if defs == listSource and listCache then return listCache end
local out = {}
if type(defs) == "table" then
for id, def in pairs(defs) do
-- the merge writes provenance under _owners; skip the bookkeeping
-- keys rather than treating them as pipelines
if type(id) == "string" and id:sub(1, 1) ~= "_" and type(def) == "table" then
out[#out + 1] = { id = id, def = def }
end
end
table.sort(out, function(a, b)
local pa, pb = a.def.priority or 0, b.def.priority or 0
if pa ~= pb then return pa > pb end
return a.id < b.id
end)
end
listCache, listSource = out, defs
return out
end
function Pipelines.get(id)
local defs = source and source.render_pipelines
local def = type(defs) == "table" and defs[id] or nil
return type(def) == "table" and def or nil
end
-- the mod that registered a pipeline, so a runtime failure lands in the
-- feed the mod manager shows instead of only in the console
local function ownerOf(id)
local defs = source and source.render_pipelines
local owners = type(defs) == "table" and defs._owners or nil
return owners and owners[id] or nil
end
-- Run one of a pipeline's callbacks under pcall. A mod that throws mid-
-- frame must not take the frame with it: the pipeline is marked broken,
-- attributed once, and treated as absent from then on -- which degrades to
-- the vanilla 2D path rather than a black screen.
local function guard(id, fn, ...)
if broken[id] then return nil end
local ok, result = pcall(fn, ...)
if ok then return result end
broken[id] = true
Logger.error("render pipeline %s failed: %s -- disabled for this session",
id, tostring(result))
Runtime.reportError(ownerOf(id), "render pipeline failed: " .. tostring(result))
return nil
end
-- Whether a callback's return is a real Canvas we can composite. A mod that
-- forgets a return, or hands back a shade string / flag / number, must be
-- ignored rather than trusted -- draw() on a non-canvas takes the frame down.
-- Real LOVE canvases are userdata answering typeOf("Canvas"); the headless
-- test stub (tests/love_stub) fakes them as tables carrying the Canvas method
-- shape (love.graphics.newCanvas), so accept either and nothing else.
local function isCanvas(v)
if type(v) == "userdata" then
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
end
if type(v) == "table" then
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
end
return false
end
-- Dispatch a mod render callback with its GPU state fenced off: push("all")
-- before and pop() after, so a callback that returns cleanly but leaves a
-- shader bound, the canvas redirected, or blend/colour changed cannot corrupt
-- the engine composite that follows. guard() catches a callback that throws;
-- this catches one that dirties state. A pipeline already retired skips the
-- push/pop entirely, so the stack stays balanced.
local function guardRender(id, fn, ...)
if broken[id] then return nil end
love.graphics.push("all")
local out = guard(id, fn, ...)
love.graphics.pop()
return out
end
-- ------- levels
function Pipelines.levelLabels(id)
local def = Pipelines.get(id)
local labels = def and def.levels
if type(labels) ~= "table" or labels[1] == nil then
return Pipelines.DEFAULT_LEVELS
end
return labels
end
-- highest selectable level: one less than the label count, so a two-label
-- ladder is a plain OFF/ON toggle
function Pipelines.maxLevel(id)
return #Pipelines.levelLabels(id) - 1
end
function Pipelines.level(id)
return levels[id] or 0
end
function Pipelines.levelLabel(id, level)
local labels = Pipelines.levelLabels(id)
return labels[(level or Pipelines.level(id)) + 1] or labels[1] or "OFF"
end
-- A world pipeline and the engine's own tilt mode are two answers to the
-- same question, so switching one on switches the other off -- the rule
-- tilt and survey zoom already follow between themselves. Present-only
-- pipelines (post-processes) compose with tilt and are left alone.
local function excludeTilt(id, level)
local def = Pipelines.get(id)
if not (def and def.drawWorld) or level <= 0 then return end
local Tilt = require("src.render.Tilt")
if Tilt.level > 0 then Tilt.setLevel(0) end
-- one world pipeline at a time, for the same reason
for _, entry in ipairs(Pipelines.list()) do
if entry.id ~= id and entry.def.drawWorld and Pipelines.level(entry.id) > 0 then
levels[entry.id] = 0
end
end
end
function Pipelines.setLevel(id, level)
if not Pipelines.get(id) then return 0 end
level = math.floor(tonumber(level) or 0)
if level < 0 then level = 0 end
local max = Pipelines.maxLevel(id)
if level > max then level = max end
levels[id] = level
excludeTilt(id, level)
return level
end
-- Advance the ladder and wrap to OFF, the shape every display hotkey walks.
function Pipelines.cycle(id, dir)
local max = Pipelines.maxLevel(id)
if max < 1 then return 0 end
local span = max + 1
local target = (Pipelines.level(id) + (dir or 1)) % span
if target < 0 then target = target + span end
return Pipelines.setLevel(id, target)
end
-- Turning a world pipeline on must switch tilt off in the save too, not
-- just in the live module, or the next boot restores both. Call sites hand
-- over the options table so this stays the one place that rule lives.
function Pipelines.syncOptions(opts)
if type(opts) ~= "table" then return end
local bucket = opts.pipelines
if type(bucket) ~= "table" then
bucket = {}
opts.pipelines = bucket
end
for _, entry in ipairs(Pipelines.list()) do
bucket[entry.id] = Pipelines.level(entry.id)
if entry.def.drawWorld and Pipelines.level(entry.id) > 0 then
opts.tilt = 0
end
end
end
-- Restore levels from a loaded options table. A pipeline whose mod is gone
-- keeps its stored level untouched in the bucket (so re-enabling the mod
-- restores the mode) but contributes nothing while absent.
function Pipelines.applyOptions(opts)
local bucket = type(opts) == "table" and opts.pipelines or nil
levels = {}
broken = {}
local world = nil
for _, entry in ipairs(Pipelines.list()) do
local stored = type(bucket) == "table" and bucket[entry.id] or 0
local level = math.floor(tonumber(stored) or 0)
if level < 0 then level = 0 end
local max = Pipelines.maxLevel(entry.id)
if level > max then level = max end
-- list() is priority order, so the first world pipeline with a stored
-- level is the one that wins; the rest restore to OFF rather than
-- sitting on a level that can never render
if entry.def.drawWorld and level > 0 then
if world then level = 0 else world = entry.id end
end
levels[entry.id] = level
end
-- a restored world pipeline and tilt are two answers to the same
-- question; the pipeline wins, as it does at every place that sets one
if world then require("src.render.Tilt").setLevel(0) end
end
function Pipelines.reset()
levels = {}
broken = {}
end
-- ------- per-frame
-- Presentational tweens run on real frame time, like Tilt's. Every
-- pipeline ticks, not just the active ones: a mode easing back OUT still
-- has an angle to retire.
function Pipelines.update(dt)
for _, entry in ipairs(Pipelines.list()) do
if entry.def.update then
guardRender(entry.id, entry.def.update, dt, Pipelines.level(entry.id))
end
end
end
-- A pipeline may run this frame when it is switched on, has not thrown, and
-- its hardware gate says yes. `available` is consulted every frame rather
-- than cached: a driver that loses its depth canvas on a resize has to be
-- able to change its mind.
--
-- Deliberately NOT gated on the state stack. `gate` governs whether the
-- player may CHANGE the mode, never whether it draws -- a display mode that
-- stopped rendering during a warp, a scripted cutscene or an open menu
-- would flash the flat 2D world for those frames every time the player
-- walked through a door. Once a mode is on it renders until it is off.
function Pipelines.eligible(id)
local def = Pipelines.get(id)
if not def or broken[id] then return false end
if Pipelines.level(id) <= 0 then return false end
if def.available and guard(id, def.available) ~= true then return false end
return true
end
-- Whether the player may cycle this mode right now: the free-roam gate,
-- which keeps a hotkey press from switching modes mid-warp or mid-cutscene.
-- Input only -- see eligible() for why the draw path does not consult it.
function Pipelines.canToggle(id, top, overworld)
local def = Pipelines.get(id)
if not def then return false end
local gate = def.gate or Zoom.gateOK
return guard(id, gate, top, overworld) == true
end
-- The pipeline that owns the world pass right now, or nil for the vanilla
-- flat/tilt draw. Highest priority wins; the exclusion rules above mean
-- there is normally only one candidate anyway.
function Pipelines.worldPipeline()
for _, entry in ipairs(Pipelines.list()) do
if entry.def.drawWorld and Pipelines.eligible(entry.id) then
return entry.id, entry.def
end
end
return nil
end
-- Render the world through `id`. Returns the canvas to composite, or nil
-- when the pipeline declined this frame (nothing to draw, a transient
-- failure), which the caller treats as "fall back to the 2D path".
function Pipelines.drawWorld(id, ctx)
local def = Pipelines.get(id)
if not (def and def.drawWorld) then return nil end
return guardRender(id, def.drawWorld, ctx)
end
-- Fold every eligible world post-process over a pipeline's world image,
-- before the UI composites on top. This is where a depth-of-field or a
-- colour grade belongs when it must leave the dialog boxes and menus crisp;
-- `present` below is the whole-frame counterpart. Only reachable once some
-- pipeline rendered the world, so it is gated on the overworld state the
-- same way drawWorld is.
function Pipelines.worldPresent(canvas, ctx)
if canvas == nil then return nil end
for _, entry in ipairs(Pipelines.list()) do
if entry.def.worldPresent and Pipelines.eligible(entry.id) then
local out = guardRender(entry.id, entry.def.worldPresent, canvas, ctx)
-- accept only a real Canvas: a pass that returns a non-canvas (a
-- forgotten return, a shade string) is ignored, not folded in
if isCanvas(out) then canvas = out end
end
end
return canvas
end
-- Fold every eligible post-process over the finished frame. Present
-- pipelines are not gated on the overworld state -- a CRT curve or a colour
-- grade applies to menus and battles too -- so eligibility here is just
-- "switched on and available". A pass that returns a non-canvas is
-- ignored rather than trusted, so a mod cannot blank the screen by
-- forgetting a return.
function Pipelines.present(canvas, ctx)
if canvas == nil then return nil end
for _, entry in ipairs(Pipelines.list()) do
if entry.def.present and Pipelines.eligible(entry.id) then
local out = guardRender(entry.id, entry.def.present, canvas, ctx)
-- accept only a real Canvas: a pass that returns a non-canvas is
-- ignored (docstring above), so a mod cannot blank or crash the frame
-- by forgetting a return or handing back a truthy non-canvas
if isCanvas(out) then canvas = out end
end
end
return canvas
end
-- true when any present-only pass wants to run, so the composite path can
-- skip allocating a target it would not use
function Pipelines.wantsPresent()
for _, entry in ipairs(Pipelines.list()) do
if entry.def.present and Pipelines.eligible(entry.id) then return true end
end
return false
end
-- ------- input and UI
-- Cycle whichever pipeline claims `key`. Returns the id when one did, so
-- the caller knows the key was consumed. Checked after the engine's own
-- display hotkeys, so a mod can never shadow one.
function Pipelines.hotkey(key, top, overworld)
for _, entry in ipairs(Pipelines.list()) do
if entry.def.hotkey == key then
-- the gate belongs here and nowhere else: it stops the player
-- flipping modes mid-warp or mid-cutscene, and has no say over
-- whether an already-on mode draws
if Pipelines.canToggle(entry.id, top, overworld) then
Pipelines.cycle(entry.id)
return entry.id
end
return nil
end
end
return nil
end
-- Options rows for every registered pipeline, in the same priority order,
-- in the descriptor shape src/ui/OptionRows.lua renders.
function Pipelines.rows(game)
local rows = {}
for _, entry in ipairs(Pipelines.list()) do
local id = entry.id
rows[#rows + 1] = {
id = "pipeline:" .. id,
label = entry.def.label or id:upper(),
value = function() return Pipelines.levelLabel(id) end,
step = function(g, dir)
Pipelines.cycle(id, dir)
local opts = g and g.save and g.save.options
if opts then
Pipelines.syncOptions(opts)
-- the exclusion above may have switched tilt off; keep the live
-- module in step with the option it just wrote
require("src.render.Tilt").setLevel(opts.tilt or 0)
end
return true
end,
}
end
return rows
end
-- Drop every pipeline's GPU objects (window resize, hot reload).
function Pipelines.invalidate()
for _, entry in ipairs(Pipelines.list()) do
if entry.def.invalidate then guardRender(entry.id, entry.def.invalidate) end
end
end
return Pipelines
+45
View File
@@ -0,0 +1,45 @@
-- Render targets measured in real framebuffer pixels.
--
-- love.graphics.newCanvas defaults its `dpiscale` to
-- love.graphics.getDPIScale(), so on a highdpi surface the canvas texture is
-- NOT the size it was asked for: newCanvas(160, 144) on a device reporting a
-- DPI scale of 2.755 allocates a 441x397 texture, and the 160x144 GB scene
-- then renders into it at 2.755 texels per GB pixel. conf.lua sets
-- t.window.highdpi on Android/iOS (required for Retina), and Android's
-- DisplayMetrics.density is routinely non-integer (1.5, 2.75, ...), so this
-- is the normal mobile case, not an edge case.
--
-- That fractional render breaks the whole premise of Renderer's integer
-- scale pipeline. Renderer:fitScale() picks a whole number of physical
-- pixels per GB pixel (7 on 1080p) and the composite blit lands on it
-- exactly -- but if the *source* already holds 2.755 texels per GB pixel,
-- some GB pixels are 2 texels wide and some are 3, and the nearest-neighbour
-- upscale turns them into 5 / 7 / 8 physical pixels instead of a uniform 7.
-- Measured on a 1080p density-2.755 fixture, only 43 of 160 columns came out
-- the right width. Fonts show it worst: their strokes are single pixels.
-- That is issue #208 ("some are noticeably stretched, especially fonts").
--
-- Forcing dpiscale = 1 makes canvas texels the pixels the renderer already
-- believes it is drawing. getWidth()/getHeight() are unaffected (they always
-- reported the requested size), so no geometry anywhere changes -- only the
-- resolution of the target. Desktop is unchanged; dpiscale is already 1
-- there because conf.lua sets highdpi on mobile only.
--
-- Exception: a canvas that is deliberately sized in LOVE *units* and blitted
-- back at unit scale 1 (Renderer's presentCanvas) must keep the screen's DPI
-- scale so its texture still covers the framebuffer; it is not built with
-- this helper.
local PixelCanvas = {}
-- One framebuffer pixel per w/h unit, always. `filter` is applied only when
-- given, so callers that relied on LOVE's default ("linear") keep it.
function PixelCanvas.new(w, h, filter)
local canvas = love.graphics.newCanvas(w, h, { dpiscale = 1 })
if filter and canvas and canvas.setFilter then
canvas:setFilter(filter, filter)
end
return canvas
end
return PixelCanvas
+209 -74
View File
@@ -9,12 +9,30 @@
local Zoom = require("src.render.Zoom")
local Tilt = require("src.render.Tilt")
local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local PixelCanvas = require("src.render.PixelCanvas")
local Runtime = require("src.mods.Runtime")
local Renderer = {}
Renderer.WIDTH = 160
Renderer.HEIGHT = 144
-- Whether a value is a real Canvas we can composite. Real LOVE canvases are
-- userdata answering typeOf("Canvas"); the headless test stub fakes them as
-- tables carrying the Canvas method shape. A mod pipeline handing back a
-- non-canvas must be rejected before it reaches love.graphics.draw, which
-- would otherwise take the frame down with it.
local function isCanvas(v)
if type(v) == "userdata" then
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
end
if type(v) == "table" then
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
end
return false
end
-- Tilt mode: the upright billboard canvas is grown by this many world
-- pixels on every side beyond the ground world view, so a structure or
-- sprite standing near a view edge still draws in full instead of being
@@ -23,32 +41,49 @@ Renderer.HEIGHT = 144
-- endFrame composites the padded canvas back with a matching offset.
Renderer.UPRIGHT_MARGIN = 160
-- LOVE units + framebuffer pixels + the live unit→pixel ratio.
-- Android's DisplayMetrics.density (love.graphics.getDPIScale) is often
-- non-integer (1.5, 2.75, …). Integer scaling in units then maps each GB
-- pixel to a fractional number of framebuffer pixels → shimmer, uneven /
-- non-square "pixels", and movement judder (issue #87). Always derive the
-- crisp integer scale from the drawable pixel size; draw with (pixels/dpi)
-- so the GPU lands on whole framebuffer pixels. Desktop dpi=1 is unchanged.
-- LOVE units + framebuffer pixels + per-axis unit→pixel ratios.
-- Android's DisplayMetrics.density is often non-integer (1.5, 2.75, …).
-- Integer scaling in units then maps each GB pixel to a fractional number of
-- framebuffer pixels → shimmer, uneven / non-square "pixels", and movement
-- judder (issue #87). Always derive the crisp integer scale from the
-- *drawable* pixel size (the window framebuffer we present into -- not a
-- combined multi-display metric), then draw with (pixels / axisDpi) so the
-- GPU lands on whole framebuffer pixels. Desktop dpi=1 is unchanged.
--
-- LOVE's projection is anisotropic: 1 unit in X covers pw/ww framebuffer
-- pixels and 1 unit in Y covers ph/wh. Those ratios match on a normal
-- highdpi surface, but diverge when unit sizes are truncated independently
-- (`(int)(pixels/density)`) or when a dual-screen / forced-rotation device
-- reports mismatched unit vs drawable aspects (AYN Thor, issue #208).
-- love.graphics.getDPIScale() is only ph/wh, so using it (or pw/ww alone)
-- for both axes makes the other axis land on a fractional, stretched count.
-- Keep separate dpiX/dpiY so each GB pixel covers fitScale() physical pixels
-- on BOTH axes (square).
local function displayMetrics()
local ww, wh = love.graphics.getDimensions()
local pw, ph = ww, wh
if love.graphics.getPixelDimensions then
pw, ph = love.graphics.getPixelDimensions()
end
local dpi = 1
if ww > 0 and pw > 0 then
dpi = pw / ww
elseif love.graphics.getDPIScale then
dpi = love.graphics.getDPIScale()
local dpiX, dpiY = 1, 1
if ww > 0 and pw > 0 then dpiX = pw / ww end
if wh > 0 and ph > 0 then dpiY = ph / wh end
-- No pixel API (headless / old stub): fall back to getDPIScale, else 1.
if (dpiX == 1 and dpiY == 1) and not love.graphics.getPixelDimensions
and love.graphics.getDPIScale then
local d = love.graphics.getDPIScale()
if d and d > 1e-6 then dpiX, dpiY = d, d end
end
if not dpi or dpi < 1e-6 then dpi = 1 end
return ww, wh, pw, ph, dpi
if dpiX < 1e-6 then dpiX = 1 end
if dpiY < 1e-6 then dpiY = 1 end
return ww, wh, pw, ph, dpiX, dpiY
end
function Renderer:init()
self.canvas = love.graphics.newCanvas(self.WIDTH, self.HEIGHT)
self.canvas:setFilter("nearest", "nearest")
-- 160x144 real pixels, never DPI-scaled: see src/render/PixelCanvas.lua
-- (#208). Every canvas below is sized in framebuffer pixels for the same
-- reason -- worldViewSize() already works in drawable pixels.
self.canvas = PixelCanvas.new(self.WIDTH, self.HEIGHT, "nearest")
self.worldCanvas = nil
self.worldActive = false
-- tilt mode only: a transparent overlay canvas the size of the world
@@ -57,25 +92,63 @@ function Renderer:init()
-- the projected ground in endFrame; never touched while tilt is off.
self.uprightCanvas = nil
self.uprightActive = false
-- a render pipeline's finished world image, already at window resolution
-- (see src/render/Pipelines.lua). nil is "no pipeline rendered this
-- frame", which is every vanilla frame.
self.worldOverride = nil
end
-- Hand endFrame a pipeline's world image to composite instead of the world
-- canvas. Cleared every frame, so a pipeline that declines one frame falls
-- straight back to the 2D path rather than showing a stale image.
function Renderer:setWorldOverride(canvas)
-- Defensive: a pipeline that hands back a non-canvas (forgotten return, a
-- truthy sentinel) must not reach the worldOverride blit in endFrame, where
-- love.graphics.draw on it would crash the frame. Reject it and fall back
-- to the 2D path rather than trust it.
if canvas ~= nil and not isCanvas(canvas) then canvas = nil end
self.worldOverride = canvas
end
-- Integer framebuffer pixels per GB pixel that fit the window. Zoom /
-- GBCFX / callers treat this as the crisp scale; endFrame converts to LOVE
-- units via / dpi when drawing.
-- units via / dpiX and / dpiY when drawing.
function Renderer:fitScale()
local _, _, pw, ph = displayMetrics()
return math.max(1, math.floor(math.min(pw / self.WIDTH, ph / self.HEIGHT)))
end
-- world-pass canvas size in world pixels: enough to fill the window at s'.
-- In tilt mode the canvas grows (both dimensions, by Tilt.viewGrowth) so
-- the projected ground plane still covers the whole window with no
-- background peeking at the receded top/bottom corners; flat mode returns
-- exactly today's size (growth factor is 1 when tilt is inactive).
-- LOVE-unit draw scales endFrame uses for the UI blit: integer framebuffer
-- scale (fitScale) divided by each axis's unit→pixel factor, so a GB pixel
-- lands on fitScale() whole PHYSICAL pixels on both axes once LOVE applies
-- its projection (fitScale() == drawScaleX() * dpiX == drawScaleY() * dpiY).
-- Exposed for #208's regression (square pixels when dpiX ≠ dpiY).
function Renderer:drawScaleX()
local _, _, _, _, dpiX = displayMetrics()
return self:fitScale() / dpiX
end
function Renderer:drawScaleY()
local _, _, _, _, _, dpiY = displayMetrics()
return self:fitScale() / dpiY
end
-- Back-compat alias: uniform surfaces have drawScaleX == drawScaleY.
function Renderer:drawScale()
return self:drawScaleX()
end
-- world-pass canvas size in world pixels: enough to fill the drawable at s'.
-- Sized from framebuffer pixels (not unit dims) so anisotropic dpiX/dpiY
-- cannot over/under-cover the window. In tilt mode the canvas grows (both
-- dimensions, by Tilt.viewGrowth) so the projected ground plane still covers
-- the whole window with no background peeking at the receded top/bottom
-- corners; flat mode returns exactly today's size (growth factor is 1 when
-- tilt is inactive).
function Renderer:worldViewSize()
local ww, wh, _, _, dpi = displayMetrics()
local s = Zoom.scale(self:fitScale()) / dpi
local vw, vh = Zoom.fillViewSize(s, ww, wh)
local _, _, pw, ph = displayMetrics()
local sp = Zoom.scale(self:fitScale())
local vw, vh = math.ceil(pw / sp), math.ceil(ph / sp)
-- Even sizes keep Camera:follow on integer pixels (viewW/2 is integral),
-- so unfloored FX/sprite math cannot phase-shimmer against the tile layer.
if vw % 2 ~= 0 then vw = vw + 1 end
@@ -91,6 +164,7 @@ end
function Renderer:beginFrame(transparent)
self.worldActive = false
self.uprightActive = false
self.worldOverride = nil
-- warp-fade overlay from Transition (issue #121); cleared each frame so
-- a popped transition cannot leave a sticky black veil
self.worldFadeAlpha = nil
@@ -112,21 +186,24 @@ 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)
-- Sx/Sy are LOVE-unit scales (Sy defaults to Sx on uniform surfaces).
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, Sx, Sy)
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)
Sy = Sy or Sx
local TILE_W, TILE_H = 8 * Sx, 8 * Sy
if TILE_W < 1 then TILE_W = 1 end
if TILE_H < 1 then TILE_H = 1 end
local cols = math.ceil(ww / TILE_W)
local rows = math.ceil(wh / TILE_H)
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
local x, y = col * TILE_W, row * TILE_H
-- 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))
if x < ox or y < oy or x + TILE_W > ox + vpw or y + TILE_H > oy + vph then
local dist = math.max(math.abs(x + TILE_W / 2 - cx),
math.abs(y + TILE_H / 2 - cy))
order[#order + 1] = { x, y, dist }
end
end
@@ -143,7 +220,7 @@ function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, S)
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)
love.graphics.rectangle("fill", t[1], t[2], TILE_W, TILE_H)
end
love.graphics.setScissor()
love.graphics.setColor(1, 1, 1, 1)
@@ -157,8 +234,7 @@ function Renderer:beginWorldPass()
-- the view size every frame, so without this the superseded canvases
-- pile up in VRAM until a GC finalizer happens to run
if self.worldCanvas and self.worldCanvas.release then self.worldCanvas:release() end
self.worldCanvas = love.graphics.newCanvas(vw, vh)
self.worldCanvas:setFilter("nearest", "nearest")
self.worldCanvas = PixelCanvas.new(vw, vh, "nearest")
end
self.worldActive = true
PaletteFX.setPass("world")
@@ -186,8 +262,7 @@ function Renderer:beginUprightPass()
if not self.uprightCanvas or self.uprightCanvas:getWidth() ~= cw
or self.uprightCanvas:getHeight() ~= ch then
if self.uprightCanvas and self.uprightCanvas.release then self.uprightCanvas:release() end
self.uprightCanvas = love.graphics.newCanvas(cw, ch)
self.uprightCanvas:setFilter("nearest", "nearest")
self.uprightCanvas = PixelCanvas.new(cw, ch, "nearest")
end
self.uprightActive = true
PaletteFX.setPass(nil)
@@ -266,10 +341,11 @@ end
-- into (nil = default framebuffer; presentCanvas when CRT is on).
-- Returns true on success; false (no shader/mesh) tells endFrame to fall
-- back to the flat blit unchanged.
function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
function Renderer:drawTiltedWorld(zoneList, sx, sy, wox, woy, target)
local shader = self:tiltShader()
local mesh = self:tiltMesh()
if not (shader and mesh) then return false end
sy = sy or sx
local wvw = self.worldCanvas:getWidth()
local wvh = self.worldCanvas:getHeight()
@@ -280,8 +356,7 @@ function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= wvw
or self.tiltCanvas:getHeight() ~= wvh then
if self.tiltCanvas and self.tiltCanvas.release then self.tiltCanvas:release() end
self.tiltCanvas = love.graphics.newCanvas(wvw, wvh)
self.tiltCanvas:setFilter("linear", "linear")
self.tiltCanvas = PixelCanvas.new(wvw, wvh, "linear")
end
love.graphics.setCanvas(self.tiltCanvas)
@@ -318,7 +393,7 @@ function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
mesh:setVertices(Tilt.meshCorners(wvw, wvh))
love.graphics.push()
love.graphics.translate(wox, woy)
love.graphics.scale(s, s)
love.graphics.scale(sx, sy)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setShader(shader)
love.graphics.draw(mesh)
@@ -360,14 +435,15 @@ end
-- presented through the GBC FX shader as a final pass.
function Renderer:endFrame(zones, worldZones)
love.graphics.setCanvas()
local ww, wh, pw, ph, dpi = displayMetrics()
-- Sp = integer framebuffer pixels per GB pixel; S = LOVE-unit draw scale.
local ww, wh, pw, ph, dpiX, dpiY = displayMetrics()
-- Sp = integer framebuffer pixels per GB pixel;
-- Sx/Sy = LOVE-unit draw scales (may differ when dpiX ≠ dpiY).
local Sp = self:fitScale()
local S = Sp / dpi
local vpw, vph = self.WIDTH * S, self.HEIGHT * S
local Sx, Sy = Sp / dpiX, Sp / dpiY
local vpw, vph = self.WIDTH * Sx, self.HEIGHT * Sy
-- Snap the letterbox origin to a framebuffer pixel, then convert to units.
local ox = math.floor((pw - self.WIDTH * Sp) / 2) / dpi
local oy = math.floor((ph - self.HEIGHT * Sp) / 2) / dpi
local ox = math.floor((pw - self.WIDTH * Sp) / 2) / dpiX
local oy = math.floor((ph - self.HEIGHT * Sp) / 2) / dpiY
local GBCFX = require("src.render.GBCFX")
-- Forced mono/Classic modes still need a whole-screen zone when a state
-- exposes no SGB packets (raw DMG canvas), so sendColors can remap.
@@ -380,11 +456,23 @@ function Renderer:endFrame(zones, worldZones)
zones = withTrueColor(zones, "ui")
worldZones = withTrueColor(worldZones, "world")
local needPresent = GBCFX.active()
-- A post-process pipeline needs the whole composite in a canvas for the
-- same reason GBC FX does, so either one alone is enough to take the
-- present path; with neither, the frame draws straight to the screen
-- exactly as it always did.
local needPresent = GBCFX.active() or Pipelines.wantsPresent()
local present = nil
if needPresent then
if not self.presentCanvas or self.presentCanvas:getWidth() ~= ww
or self.presentCanvas:getHeight() ~= wh then
-- The one canvas NOT built through PixelCanvas: it is sized in LOVE
-- units and blitted back at unit scale 1 (and handed to mod present
-- passes as ww x wh), so it has to keep the screen's DPI scale for its
-- texture to cover the framebuffer. Everything composited into it is
-- already native-resolution now, so #208's fractional source is gone;
-- what remains here is the dpiX vs dpiY truncation gap (well under 1%,
-- one seam across the window) that a single scalar dpiscale cannot
-- express.
self.presentCanvas = love.graphics.newCanvas(ww, wh)
self.presentCanvas:setFilter("linear", "linear")
end
@@ -407,15 +495,27 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.setColor(clearR, clearG, clearB, 1)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
-- render.letterbox: SGB borders / custom void art in the bars around the
-- 160x144 (or world) blit. Drawn after the clear and before the game
-- canvas so the playfield sits on top of the border.
if Runtime.wantsHook("render.letterbox") then
Runtime.call("render.letterbox", function() end, {
ww = ww, wh = wh, pw = pw, ph = ph,
ox = ox, oy = oy, vpw = vpw, vph = vph,
scale = Sp, dpiX = dpiX, dpiY = dpiY,
worldActive = self.worldActive and true or false,
})
end
-- blit `canvas` at `scale` (LOVE units) into origin (bx, by), scissored to
-- the (boxX, boxY, boxW, boxH) screen rect. zoneScale converts zone
-- coords (canvas-space) into screen units.
local function blit(canvas, scale, zoneList, zoneScale, bx, by, boxX, boxY, boxW, boxH)
-- blit `canvas` at (sx, sy) LOVE-unit scales into origin (bx, by),
-- scissored to the (boxX, boxY, boxW, boxH) screen rect. zoneSx/zoneSy
-- convert zone coords (canvas-space) into screen units.
local function blit(canvas, sx, sy, zoneList, zoneSx, zoneSy,
bx, by, boxX, boxY, boxW, boxH)
local shader = zoneList and zoneList[1] and PaletteFX.shader() or nil
if not shader then
love.graphics.setScissor(boxX, boxY, boxW, boxH)
love.graphics.draw(canvas, bx, by, 0, scale, scale)
love.graphics.draw(canvas, bx, by, 0, sx, sy)
love.graphics.setScissor()
return
end
@@ -431,23 +531,43 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.setShader(not plain and shader or nil)
end
if not plain then PaletteFX.sendColors(shader, z.colors) end
if scissorClamped(bx + z.x * zoneScale, by + z.y * zoneScale,
z.w * zoneScale, z.h * zoneScale,
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
z.w * zoneSx, z.h * zoneSy,
boxX, boxY, boxW, boxH) then
love.graphics.draw(canvas, bx, by, 0, scale, scale)
love.graphics.draw(canvas, bx, by, 0, sx, sy)
end
end
love.graphics.setScissor()
love.graphics.setShader()
end
if self.worldActive then
if self.worldOverride then
-- A render pipeline already produced the whole world -- terrain,
-- characters and its own FX overlay -- as one window-resolution image,
-- so it composites with a straight 1:1 blit and the world canvas is
-- skipped entirely (nothing drew into it). The UI blit below still
-- runs, so dialogs, menus and the HUD sit on top as usual.
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setScissor(0, 0, ww, wh)
love.graphics.draw(self.worldOverride, 0, 0, 0, 1 / dpiX, 1 / dpiY)
love.graphics.setScissor()
-- the screen-space overlays the flat path draws over its composite
local fade = self.worldFadeAlpha
if fade and fade > 0 then
love.graphics.setColor(0, 0, 0, fade)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
if self.battleCascadeProg then
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
elseif self.worldActive then
local sp = Zoom.scale(Sp)
local s = sp / dpi
local sx, sy = sp / dpiX, sp / dpiY
local wvw = self.worldCanvas:getWidth()
local wvh = self.worldCanvas:getHeight()
local wox = math.floor((pw - wvw * sp) / 2) / dpi
local woy = math.floor((ph - wvh * sp) / 2) / dpi
local wox = math.floor((pw - wvw * sp) / 2) / dpiX
local woy = math.floor((ph - wvh * sp) / 2) / dpiY
-- Tilt mode projects the ground world pass through the perspective mesh
-- (SGB zones baked in beforehand -- see drawTiltedWorld -- so no zone
-- scissoring here). drawTiltedWorld returns false when tilt is off or
@@ -455,12 +575,12 @@ function Renderer:endFrame(zones, worldZones)
-- falls through to the flat blit, keeping the flat frame byte-for-byte
-- identical to today.
local projected =
Tilt.active() and self:drawTiltedWorld(worldZones or zones, s, wox, woy, present)
Tilt.active() and self:drawTiltedWorld(worldZones or zones, sx, sy, wox, woy, present)
if not projected then
if worldZones then
blit(self.worldCanvas, s, worldZones, s, wox, woy, 0, 0, ww, wh)
blit(self.worldCanvas, sx, sy, worldZones, sx, sy, wox, woy, 0, 0, ww, wh)
else
blit(self.worldCanvas, s, zones, S, wox, woy, 0, 0, ww, wh)
blit(self.worldCanvas, sx, sy, zones, Sx, Sy, wox, woy, 0, 0, ww, wh)
end
-- OBP-baked overworld sprites replay on top of the zone pass (GBC
-- mode per-object coloring; see PaletteFX.markSpriteRedraw). Grass
@@ -481,11 +601,11 @@ function Renderer:endFrame(zones, worldZones)
end
if wanted then PaletteFX.sendColors(wanted, r.colors) end
if r.quad then
love.graphics.draw(r.image, r.quad, wox + r.x * s, woy + r.y * s,
0, s * r.sx, s)
love.graphics.draw(r.image, r.quad, wox + r.x * sx, woy + r.y * sy,
0, sx * r.sx, sy)
else
love.graphics.draw(r.image, wox + r.x * s, woy + r.y * s,
0, s * r.sx, s)
love.graphics.draw(r.image, wox + r.x * sx, woy + r.y * sy,
0, sx * r.sx, sy)
end
end
if activeShader then love.graphics.setShader() end
@@ -502,7 +622,7 @@ function Renderer:endFrame(zones, worldZones)
local M = self.UPRIGHT_MARGIN
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setScissor(0, 0, ww, wh)
love.graphics.draw(self.uprightCanvas, wox - M * s, woy - M * s, 0, s, s)
love.graphics.draw(self.uprightCanvas, wox - M * sx, woy - M * sy, 0, sx, sy)
love.graphics.setScissor()
end
-- Screen-space warp fade (Transition) over the full world composite so
@@ -518,19 +638,34 @@ function Renderer:endFrame(zones, worldZones)
-- 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)
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
end
-- UI stays in the classic centered GB letterbox
blit(self.canvas, S, zones, S, ox, oy, ox, oy, vpw, vph)
blit(self.canvas, Sx, Sy, zones, Sx, Sy, ox, oy, ox, oy, vpw, vph)
if present then
love.graphics.setCanvas()
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(present, Sp)
-- Post-process pipelines run over the finished composite -- world, UI
-- and all -- and before GBC FX, so a blur or colour grade is what the
-- LCD grid is then drawn over rather than something that smears the
-- grid itself. Each pass hands back a canvas; with none registered
-- this returns `present` unchanged and the frame is byte-identical.
local composed = Pipelines.present(present,
{ width = ww, height = wh, scale = Sp, dpi = dpiY, dpiX = dpiX, dpiY = dpiY }) or present
if GBCFX.active() then
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(composed, Sp)
else
-- the present canvas only existed for the post-process, so put the
-- result on the screen at the same 1:1 unit mapping it was built at
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(composed, 0, 0)
end
end
self.worldActive = false
self.uprightActive = false
self.worldOverride = nil
PaletteFX.setPass(nil)
end
+37 -5
View File
@@ -65,8 +65,12 @@ end
Assets.register(SpriteRenderer.invalidate)
-- exported: a render pipeline's own sprite geometry picks frames by the
-- same tables, so a 3D pose can never drift from the 2D one
local STAND = { down = 0, up = 1, left = 2, right = 2 }
local WALK = { down = 3, up = 4, left = 5, right = 5 }
SpriteRenderer.STAND = STAND
SpriteRenderer.WALK = WALK
-- seed: any stable per-instance value (e.g. an NPC's `id`) used to resolve
-- RED++'s per-instance "random" OBP sentinel (PaletteFX.spriteObp)
@@ -83,6 +87,32 @@ function SpriteRenderer.new(spriteDef, seed)
return self
end
-- The image this sprite would draw from right now: the plain sheet, or the
-- OBP-recolored bake of it. Exposed so a render pipeline can texture its
-- own geometry from the very same image -- the geometry carries sheet pixel
-- coordinates rather than baked colors, so sharing this one resolver is
-- what makes palette modes and sprite-replacing mods apply to 2D and 3D
-- alike.
--
-- Deliberately free of draw's bookkeeping: markTrueColor and
-- markSpriteRedraw exist to patch up the screen-space zone shader, and a
-- pipeline that renders into its own canvas never runs through it. For the
-- same reason the OG-RED bake is returned unconditionally here rather than
-- only during a redraw pass -- there is no later pass to restore it.
function SpriteRenderer:resolveImage()
if self.def.trueColor then return self.image end
if PaletteFX.usesGbcPack() then
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then return getObpImage(self.def.image, colors, group) end
elseif PaletteFX.usesSpriteObp() then
-- OG boot-ROM OBJ palette: green on Red, pink on Blue (PaletteFX.ogObj
-- returns colors + a version-distinct cache group so the two never
-- collide in obpCache) -- see issue #155
return getObpImage(self.def.image, PaletteFX.ogObj())
end
return self.image
end
-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
-- steps mirror the walk frame for up/down (GB uses OAM flip for this).
local function blitFrame(image, quad, x, y, flip, redraw)
@@ -114,11 +144,13 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
image = getObpImage(self.def.image, colors, group)
end
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
-- OG RED (GBC boot-ROM look): every OBJ wears the one global green
-- object palette. The red BG zone shader still runs over the world
-- canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its green pixels on top.
image = getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
-- OG RED (GBC boot-ROM look): every OBJ wears the one global object
-- palette -- green over Red's red background, pink over Blue's blue
-- background (PaletteFX.ogObj, #155). The BG zone shader still runs over
-- the world canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its object-colored pixels on
-- top.
image = getObpImage(self.def.image, PaletteFX.ogObj())
redraw = true
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
+95 -23
View File
@@ -50,6 +50,7 @@ function TextBox.new(game, text, onDone, opts)
self.charIndex = 0
self.shown = {} -- visible lines (max 2), each a list of glyph codes
self.waiting = false
self.contAdvance = false
self.done = false
self.blink = 0
self:beginLine()
@@ -65,7 +66,11 @@ TextBox.TOKENS = {
PLAYER = function(game) return game.save.player.name or "RED" end,
RIVAL = function(game) return game.save.player.rival or "BLUE" end,
RAM = function(game, arg)
return arg == "wStringBuffer" and game.stringBuffer or nil
if arg == "wStringBuffer" then return game.stringBuffer end
if arg == "wBoxNumString" then return game.boxNumString end
-- SendNewMonToBox / _SentToBoxText reads the deposited nick here
if arg == "wBoxMonNicks" then return game.boxMonNicks end
return nil
end,
}
@@ -83,31 +88,70 @@ end
-- Split marked-up text into pages of lines. \v-scrolled lines become
-- additional lines on the same page (the box scrolls them).
-- pages.contBefore[p][i] is true when line i was preceded by \v (cont):
-- pokered ContText waits for A/B + ▼ before scrolling that line in.
function TextBox.paginate(text, maxCols)
maxCols = maxCols or (Theme.textBox and Theme.textBox.maxCols) or MAX_COLS
-- maxCols is a column count, so the budget is that many vanilla 8px
-- cells. Measuring in pixels rather than columns is what lets a mod's
-- variable-advance page wrap correctly (#186).
local budget = maxCols * 8
local pages = {}
local contBefore = {}
-- Soft-wrap on glyph boundaries, never byte boundaries: a line is over
-- budget by what it *draws*, and the cut falls between glyphs so a
-- multi-byte char is never torn in half.
local function pushLine(lines, conts, line, wait)
while true do
local spans = Font.split(line)
local fit = Font.spansFitting(spans, budget)
if fit >= #spans then break end
-- a glyph wider than the whole box still has to advance by one
fit = math.max(fit, 1)
local cut = spans[fit].to
for i = fit, 1, -1 do
if line:sub(spans[i].from, spans[i].to) == " " then
cut = spans[i].to
break
end
end
table.insert(lines, line:sub(1, cut))
table.insert(conts, wait)
wait = false
line = line:sub(cut + 1)
end
table.insert(lines, line)
table.insert(conts, wait)
end
for pageText in (text .. "\f"):gmatch("(.-)\f") do
if pageText ~= "" then
local lines = {}
for chunk in (pageText .. "\n"):gmatch("(.-)[\n\v]") do
local line = chunk
-- wrap long lines defensively (the source rarely needs it)
while #line > maxCols do
local cut = maxCols
for i = maxCols, 1, -1 do
if line:sub(i, i) == " " then cut = i break end
end
table.insert(lines, line:sub(1, cut))
line = line:sub(cut + 1)
local lines, conts = {}, {}
local pos, waitNext = 1, false
while true do
local npos = pageText:find("[\n\v]", pos)
if not npos then
pushLine(lines, conts, pageText:sub(pos), waitNext)
break
end
table.insert(lines, line)
pushLine(lines, conts, pageText:sub(pos, npos - 1), waitNext)
waitNext = pageText:sub(npos, npos) == "\v"
pos = npos + 1
end
if lines[#lines] == "" then
table.remove(lines)
table.remove(conts)
end
if #lines > 0 then
table.insert(pages, lines)
table.insert(contBefore, conts)
end
-- drop trailing empty line from the final gmatch round
if lines[#lines] == "" then table.remove(lines) end
if #lines > 0 then table.insert(pages, lines) end
end
end
if #pages == 0 then pages = { { "" } } end
if #pages == 0 then
pages = { { "" } }
contBefore = { { false } }
end
pages.contBefore = contBefore
return pages
end
@@ -138,6 +182,18 @@ function TextBox:update(dt)
if self.autoSrc and self.autoSrc.isPlaying and self.autoSrc:isPlaying() then
return -- the cry is still sounding (WaitForSoundToFinish)
end
-- auto.wait: the pet-NPC cries (PewterNidoranHouseNidoranText,
-- ViridianNicknameHouseSpearowText) have nothing queued behind the
-- cry, so DisplayTextID's trailing WaitForTextScrollButtonPress still
-- runs once it is over -- their maps enable auto text box drawing,
-- which zeroes wDoNotWaitForButtonPressAfterDisplayingText
-- (home/window.asm AutoTextBoxDrawingCommon). Drop the auto gate and
-- hand the box to the plain A/B path, which also starts the blinking
-- arrow, instead of popping it (#247, #251).
if self.auto.wait then
self.auto = nil
return
end
self.autoTimer = self.autoTimer + 1
local delay = self.auto.delay or 3
-- auto.onOverlap: fired once when the delay elapses but before the
@@ -179,10 +235,17 @@ function TextBox:update(dt)
if input:wasPressed("a") or input:wasPressed("b") then
require("src.core.Sound").play(self.game.data, "Press_AB")
self.waiting = false
self.shown = {}
self.pageIndex = self.pageIndex + 1
self.lineIndex = 1
self:beginLine()
if self.contAdvance then
-- ContText / ManualTextScroll: keep the box, scroll one line
self.contAdvance = false
self.lineIndex = self.lineIndex + 1
self:beginLine()
else
self.shown = {}
self.pageIndex = self.pageIndex + 1
self.lineIndex = 1
self:beginLine()
end
end
return
end
@@ -203,10 +266,19 @@ function TextBox:update(dt)
-- line finished
local page = self.pages[self.pageIndex]
if self.lineIndex < #page then
self.lineIndex = self.lineIndex + 1
self:beginLine()
local nextIdx = self.lineIndex + 1
local conts = self.pages.contBefore and self.pages.contBefore[self.pageIndex]
if conts and conts[nextIdx] then
-- pokered <CONT>: ▼ + WaitForTextScrollButtonPress before scroll
self.waiting = true
self.contAdvance = true
else
self.lineIndex = nextIdx
self:beginLine()
end
elseif self.pageIndex < #self.pages then
self.waiting = true
self.contAdvance = false
else
self.done = true
end

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