mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
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| 043f6b2426 |
@@ -18,6 +18,19 @@ body:
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game were you playing
|
||||
description: Pick every version you saw the bug in.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: os
|
||||
attributes:
|
||||
@@ -25,10 +38,32 @@ body:
|
||||
options:
|
||||
- macOS
|
||||
- Windows
|
||||
- Both
|
||||
- Linux
|
||||
- Android
|
||||
- Multiple platforms
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: mods_enabled
|
||||
attributes:
|
||||
label: Were any mods on
|
||||
description: Check the MODS tab in the launcher if you're not sure.
|
||||
options:
|
||||
- "No"
|
||||
- "Yes"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: mods_which
|
||||
attributes:
|
||||
label: Which mods (if any were on)
|
||||
description: List the enabled mods. Leave blank if none were on.
|
||||
placeholder: nuzlocke 1.0.0, running-shoes 0.3
|
||||
validations:
|
||||
required: false
|
||||
|
||||
- type: input
|
||||
id: version
|
||||
attributes:
|
||||
@@ -38,6 +73,17 @@ 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:
|
||||
|
||||
@@ -1,35 +1,67 @@
|
||||
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/gen1recomp/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: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this about
|
||||
description: Pick every version it applies to.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
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 +73,8 @@ 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 +83,12 @@ 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
|
||||
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
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/gen1recomp/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: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this for
|
||||
description: Pick every version the mod should cover.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
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
|
||||
@@ -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
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
name: Release
|
||||
|
||||
# Builds the macOS, Windows, and Linux desktop apps plus an Android APK
|
||||
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
|
||||
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, and the
|
||||
# Anbernic RG34XXSP (Stock OS 64-bit MOD / PortMaster) port on the self-hosted
|
||||
# Mac runner, and publishes them as a GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -10,6 +11,9 @@ 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:
|
||||
@@ -166,6 +170,13 @@ jobs:
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Build Anbernic RG34XXSP port
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
|
||||
# runtime from PortMaster-GUI, so it needs no signing/notarization.
|
||||
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -215,6 +226,12 @@ jobs:
|
||||
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
||||
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
||||
|
||||
# Anbernic handheld port (suffix names the CFW it targets, so a
|
||||
# future RG35XX/other-CFW pack can ship alongside it).
|
||||
rg34="dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip"
|
||||
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
|
||||
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||
|
||||
# Platform-independent update payload, built alongside the desktop
|
||||
# apps above (same game.love that gets fused into each of them).
|
||||
love_file=".bazinga/work/game.love"
|
||||
@@ -237,19 +254,37 @@ jobs:
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
tag="${{ steps.ver.outputs.tag }}"
|
||||
|
||||
# Issues this release closes, per GitHub's own "closing issues" links
|
||||
# (works for squash, rebase, and merge commits alike). Scans every
|
||||
# commit since the previous tag so a skipped release run doesn't drop
|
||||
# issues on the floor.
|
||||
# Issues this release closes. Three sources, deduped by number:
|
||||
# 1. GitHub's own "closing issues" links on every PR whose
|
||||
# commits are in the range (works for squash, rebase, and
|
||||
# merge commits alike) -- including PRs that were merged
|
||||
# into a branch this release PR is itself merging in.
|
||||
# 2. CLOSES/fixes/resolves text in those PRs' titles + bodies
|
||||
# that GitHub didn't turn into a closing link (a PR into a
|
||||
# non-default branch never gets one).
|
||||
# 3. The same text in raw commit messages, so a direct push
|
||||
# with "CLOSES #N #M" still lands in the notes.
|
||||
# Scans every commit since the previous tag so a skipped release
|
||||
# run doesn't drop issues on the floor.
|
||||
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
|
||||
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
|
||||
|
||||
closed=""
|
||||
for pr in $(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true); do
|
||||
closed+="$(gh api graphql \
|
||||
# every #N on a line that carries a closing keyword (handles the
|
||||
# multi-issue "CLOSES #1 #2 #3" form the tracker uses)
|
||||
scan_closes() {
|
||||
grep -iE '\b(close[sd]?|fix(es|ed)?|resolve[sd]?)\b' \
|
||||
| grep -oE '#[0-9]+' | tr -d '#' || true
|
||||
}
|
||||
|
||||
nums=""
|
||||
nums+=" $(git log --pretty=%B "$range" | scan_closes | tr '\n' ' ')"
|
||||
|
||||
prs="$(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true)"
|
||||
for pr in $prs; do
|
||||
nums+=" $(gh api graphql \
|
||||
-f owner="${GITHUB_REPOSITORY%/*}" \
|
||||
-f name="${GITHUB_REPOSITORY#*/}" \
|
||||
-F pr="$pr" \
|
||||
@@ -257,19 +292,48 @@ jobs:
|
||||
query($owner:String!, $name:String!, $pr:Int!) {
|
||||
repository(owner:$owner, name:$name) {
|
||||
pullRequest(number:$pr) {
|
||||
closingIssuesReferences(first:50) { nodes { number title } }
|
||||
closingIssuesReferences(first:50) { nodes { number } }
|
||||
}
|
||||
}
|
||||
}' \
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[]
|
||||
| "- #\(.number) \(.title)"' 2>/dev/null || true)"$'\n'
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[].number' \
|
||||
2>/dev/null | grep -E '^[0-9]+$' | tr '\n' ' ' || true)"
|
||||
nums+=" $(gh api "repos/$GITHUB_REPOSITORY/pulls/$pr" \
|
||||
--jq '.title + " " + (.body // "")' 2>/dev/null \
|
||||
| scan_closes | tr '\n' ' ' || true)"
|
||||
done
|
||||
|
||||
# dedupe, drop anything that is a PR or does not exist, keep
|
||||
# titles (gh api prints the response body to stdout on an HTTP
|
||||
# error, so only a zero exit counts)
|
||||
closed=""
|
||||
for n in $(printf '%s' "$nums" | tr ' ' '\n' | grep -E '^[0-9]+$' | sort -un); do
|
||||
if title="$(gh api "repos/$GITHUB_REPOSITORY/issues/$n" \
|
||||
--jq 'if .pull_request then empty else .title end' \
|
||||
2>/dev/null)"; then
|
||||
[ -n "$title" ] && closed+="- #$n $title"$'\n'
|
||||
fi
|
||||
done
|
||||
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
|
||||
|
||||
# Everyone whose commits are in the range: GitHub login when the
|
||||
# commit is linked to an account, the raw git author name when not;
|
||||
# CI bots filtered out.
|
||||
base="${prev_tag:-$(git rev-list --max-parents=0 "$GITHUB_SHA" | tail -1)}"
|
||||
contributors="$(gh api --paginate \
|
||||
"repos/$GITHUB_REPOSITORY/compare/${base}...${GITHUB_SHA}" \
|
||||
--jq '.commits[] | if .author and .author.login
|
||||
then "@" + .author.login
|
||||
else .commit.author.name end' 2>/dev/null \
|
||||
| grep -viE '\[bot\]$' | sort -uf | sed 's/^/- /' || true)"
|
||||
|
||||
notes="Download the correct version for your computer below."
|
||||
if [ -n "$closed" ]; then
|
||||
notes+=$'\n\n## Issues closed\n\n'"$closed"
|
||||
fi
|
||||
if [ -n "$contributors" ]; then
|
||||
notes+=$'\n\n## Contributors\n\n'"$contributors"
|
||||
fi
|
||||
printf 'Release notes:\n%s\n' "$notes"
|
||||
|
||||
gh release create "$tag" \
|
||||
@@ -280,6 +344,7 @@ jobs:
|
||||
"dist/release/gen1recomp-${v}-windows.zip" \
|
||||
"dist/release/gen1recomp-${v}-linux.zip" \
|
||||
"dist/release/gen1recomp-${v}-android.apk" \
|
||||
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip" \
|
||||
"dist/release/gen1recomp-${v}.love" \
|
||||
"dist/release/sha256sums.txt"
|
||||
|
||||
|
||||
@@ -35,3 +35,7 @@ mobile/ios/build/
|
||||
|
||||
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
||||
mobile/dist/
|
||||
|
||||
# Tiled map-editing workspace (tools/tiled_export.py). Derived from the imported
|
||||
# ROM cache exactly like data/generated/, so it is never committable.
|
||||
/build/tiled/
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
Copyright 2026 BOIS CLUB GAMES, LLC
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
@@ -1,13 +1,25 @@
|
||||
# Pokemon Gen 1 Recompilation Project
|
||||
# Gen1Recomp
|
||||
|
||||
A native LÖVE2D recreation of Pokemon Red and Blue. The engine and map
|
||||
A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
|
||||
behavior are hand-written Lua; game data and graphics are decoded from a ROM
|
||||
supplied by the player.
|
||||
|
||||
SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
|
||||
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
|
||||
|
||||
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
|
||||
|
||||
<p align="center"> <a href="https://www.polygon.com/pokemon-red-blue-3d-voxel-mod-battle-pixels-gameplay-footage-remake/"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-POLYGON-ea2e49?style=for-the-badge" alt="As seen on Polygon"> </a> </p>
|
||||
<p align="center"> <a href="https://kotaku.com/pokemon-red-blue-recompilation-project-voxel-3d-mod-2000720281"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-KOTAKU-ea2e49?style=for-the-badge" alt="As seen on KOTAKU"> </a> </p>
|
||||
|
||||
|
||||
|
||||
### Watch the latest update video
|
||||
|
||||
[](https://www.youtube.com/watch?v=TbHdJIrKJJU)
|
||||
|
||||
|
||||
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
||||
or download a disassembly. A canonical US Pokemon Red or Blue ROM is the only
|
||||
or download a disassembly. A canonical US Poke Red or Blue ROM is the only
|
||||
game content input.
|
||||
|
||||
The ROM is verified, used during import, and then released from memory. It is
|
||||
@@ -33,46 +45,82 @@ audio channel programs copied out of the verified ROM.
|
||||
|
||||
## Controls
|
||||
|
||||
| Action | Keyboard | Controller |
|
||||
|--------|----------|------------|
|
||||
| Move | Arrow keys / WASD | D-pad / left stick |
|
||||
| A | Z / Enter / Space | A |
|
||||
| B | X / Backspace | B |
|
||||
| Start | Escape | Start |
|
||||
| Select | Tab / Shift | Back / Select |
|
||||
|
||||
| Action | Keyboard | Controller |
|
||||
| ------ | ----------------- | ------------------ |
|
||||
| Move | Arrow keys / WASD | D-pad / left stick |
|
||||
| A | Z / Enter / Space | A |
|
||||
| B | X / Backspace | B |
|
||||
| Start | Escape | Start |
|
||||
| Select | Tab / Shift | Back / Select |
|
||||
|
||||
|
||||
Rebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are
|
||||
supported out of the box.
|
||||
|
||||
### Hotkeys
|
||||
|
||||
| Key | What it does |
|
||||
|-----|----------------|
|
||||
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
|
||||
| `2` | Cycle COLORS |
|
||||
| `3` | Cycle TILT (free-roam overworld) |
|
||||
| `4` | Cycle ZOOM through every level (free-roam overworld) |
|
||||
| `5` | Cycle GBC FX |
|
||||
| `F1` | Save |
|
||||
| `F2` | Load |
|
||||
| `F10` | Open / close the mod manager |
|
||||
|
||||
| Key | What it does |
|
||||
| --------- | ---------------------------------------------------- |
|
||||
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
|
||||
| `2` | Cycle COLORS |
|
||||
| `3` | Cycle TILT (free-roam overworld) |
|
||||
| `4` | Cycle ZOOM through every level (free-roam overworld) |
|
||||
| `5` | Cycle GBC FX |
|
||||
| `F1` | Save |
|
||||
| `F2` | Load |
|
||||
| `F10` | Open / close the mod manager |
|
||||
|
||||
|
||||
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
|
||||
and persist in `options.lua`.
|
||||
|
||||
### Rulesets
|
||||
|
||||
**OPTIONS → RULESET** picks which set of Gen 1 battle behaviors to run.
|
||||
Both rulesets share the same damage formulas; they differ only in whether
|
||||
the original's quirks are kept. The setting persists in `options.lua`, and
|
||||
mods can register their own.
|
||||
|
||||
`gen1_faithful` is the default and reproduces the original cartridge,
|
||||
famous bugs included:
|
||||
|
||||
| Rule | Behavior |
|
||||
| --------------------------- | ----------------------------------------------------- |
|
||||
| `oneIn256Miss` | A 100%-accurate move still misses on a roll of 255 |
|
||||
| `critUsesBaseSpeed` | Crit rate reads base speed, not the current stat |
|
||||
| `critIgnoresStages` | Crit rate ignores stat stages |
|
||||
| `focusEnergyBug` | FOCUS ENERGY quarters the crit rate instead of x4 |
|
||||
| `enemyUnlimitedPP` | Enemies never spend PP, so they never Struggle |
|
||||
| `hyperBeamSkipRechargeOnKO` | HYPER BEAM skips its recharge when the target faints |
|
||||
| `randMin` / `randMax` | Damage random factor 217-255 |
|
||||
|
||||
`modern_clean` keeps the formulas but removes the notorious quirks:
|
||||
|
||||
| Rule | Behavior |
|
||||
| --------------------------- | ----------------------------------------------------- |
|
||||
| `oneIn256Miss` | Off: a 100%-accurate move always hits |
|
||||
| `critUsesBaseSpeed` | Unchanged: crit rate still reads base speed |
|
||||
| `critIgnoresStages` | Off: stat stages count toward the crit rate |
|
||||
| `focusEnergyBug` | Off: FOCUS ENERGY raises the crit rate as intended |
|
||||
| `enemyUnlimitedPP` | Off: enemies deplete PP and Struggle when empty |
|
||||
| `hyperBeamSkipRechargeOnKO` | Off: HYPER BEAM always recharges, like Gen 2+ |
|
||||
| `randMin` / `randMax` | Damage random factor 217-255, same as faithful |
|
||||
|
||||
## Running From Source
|
||||
|
||||
Requires LÖVE 11.x. Place a Red or Blue ROM in the project folder and
|
||||
double-click `Play-Mac.command` or `Play-Windows.bat`, or run:
|
||||
|
||||
```sh
|
||||
scripts/setup.sh --rom "/path/to/Pokemon Red.gb" # or Pokemon Blue.gb
|
||||
scripts/setup.sh --rom "/path/to/Poke Red.gb" # or Poke Blue.gb
|
||||
scripts/run.sh
|
||||
```
|
||||
|
||||
then `love .` for later launches. Windows PowerShell scripts, the optional
|
||||
developer data build, test suites, and cache management are covered in
|
||||
[Developer Setup](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Developer-Setup).
|
||||
[Developer Setup](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Developer-Setup).
|
||||
|
||||
## Portable Mode
|
||||
|
||||
@@ -80,7 +128,7 @@ By default the game keeps your save, options, and the private ROM-derived
|
||||
data cache in your OS's normal per-user app data folder. To keep everything
|
||||
next to the game instead (handy for a USB stick or portable drive you carry
|
||||
between computers), drop an empty file named `portable.txt` next to the app
|
||||
(next to `PokemonRed.app`/`.exe`, or next to `main.lua`/`conf.lua` when
|
||||
(next to `gen1recomp.app`/`.exe`, or next to `main.lua`/`conf.lua` when
|
||||
running from source), then launch the game. Portable mode is desktop-only
|
||||
(Windows, Linux, macOS); it has no effect on Android or iOS, where the app
|
||||
runs from a read-only package.
|
||||
@@ -88,14 +136,21 @@ runs from a read-only package.
|
||||
With `portable.txt` present:
|
||||
|
||||
- `save.lua`, `save.lua.bak`, and `options.lua` are read from and written to
|
||||
that same folder instead of the OS save directory.
|
||||
that same folder instead of the OS save directory.
|
||||
- A ROM import writes the generated `data/generated` and `assets/generated`
|
||||
cache straight into that folder too (nothing is left in the OS save
|
||||
directory), so a later launch reuses it without asking for the ROM again
|
||||
even on a different computer, as long as the same folder comes along.
|
||||
cache straight into that folder too (nothing is left in the OS save
|
||||
directory), so a later launch reuses it without asking for the ROM again
|
||||
even on a different computer, as long as the same folder comes along.
|
||||
- Deleting `portable.txt` switches back to the normal OS save directory; nothing
|
||||
already written to either location is touched automatically, so copy files
|
||||
over yourself if you want to carry existing progress across the switch.
|
||||
already written to either location is touched automatically, so copy files
|
||||
over yourself if you want to carry existing progress across the switch.
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
|
||||
Install steps, controls, and troubleshooting live in
|
||||
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
|
||||
|
||||
## Modding
|
||||
|
||||
@@ -103,36 +158,45 @@ The game ships a native mod platform: content registries, events and hooks,
|
||||
per-mod saves and options, and an in-game manager. The full modding book —
|
||||
getting started, a twelve-rung tutorial ladder, a cookbook, and the generated
|
||||
reference — lives on the
|
||||
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
|
||||
[project wiki](https://github.com/bryanthaboi/gen1recomp/wiki).
|
||||
|
||||
Shipped example mods, one per kind of author, live in [`mods/`](mods/).
|
||||
Shipped example mods, one per kind of author, live in `[mods/](mods/)`.
|
||||
|
||||
Maps can be edited in our own build of [Tiled](https://www.mapeditor.org),
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
and exported back out as a mod; see
|
||||
[docs/tiled-map-editing.md](docs/tiled-map-editing.md).
|
||||
|
||||
## Bugs and Ideas
|
||||
|
||||
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
|
||||
that looks wrong, text in the wrong box, anything that does not match the
|
||||
original game.
|
||||
[Open a bug report](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=bug_report.yml).
|
||||
[Open a bug report](https://github.com/bryanthaboi/gen1recomp/issues/new?template=bug_report.yml).
|
||||
Attach a screenshot if you can. It saves a lot of back and forth, and if you
|
||||
can't get one, the form asks you to describe what you saw instead.
|
||||
|
||||
Thought of a feature that could be good, or a way to improve one that already
|
||||
exists?
|
||||
[Open a feature request](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=feature_request.yml).
|
||||
[Open a feature request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=feature_request.yml).
|
||||
Say what you want, why it is worth doing, and how you picture it working. A
|
||||
request with real detail is one that can actually get built.
|
||||
|
||||
## More
|
||||
|
||||
- [Link play](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Link-Play)
|
||||
— START > LINK connects two copies directly over UDP.
|
||||
- [Save editor](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Save-Editor)
|
||||
— edit party, boxes, items, events, and Pokédex flags outside the game.
|
||||
- [Link play](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Link-Play)
|
||||
— START > LINK connects two copies directly over UDP.
|
||||
- [Save editor](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Save-Editor)
|
||||
— edit party, boxes, items, events, and Pokédex flags outside the game.
|
||||
- `docs/architecture.md` — runtime details;
|
||||
`docs/behavior-porting-notes.md` — formula provenance.
|
||||
`docs/behavior-porting-notes.md` — formula provenance.
|
||||
|
||||
|
||||
|
||||
## Special Thanks
|
||||
|
||||
This project would not be possible without [pret](https://github.com/pret) >
|
||||
the pret band of decompiling maniacs > and their
|
||||
[pokered](https://github.com/pret/pokered) disassembly.
|
||||
|
||||
<p align="center"><a href="https://boisclub.games"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/bcg.png"></a></p>
|
||||
|
||||
Executable
+333
@@ -0,0 +1,333 @@
|
||||
#!/usr/bin/env bash
|
||||
# Build a PortMaster-style aarch64 port of gen1recomp for Anbernic RG34XXSP
|
||||
# on Stock OS 64-bit MOD (H700; cbepx-me StockOS MOD / official V1.0.6 base
|
||||
# + PortMaster).
|
||||
#
|
||||
# The stock Anbernic firmware resolves ports relative to the launch script
|
||||
# (roms/PORTS/...), not PortMaster's /$directory/ports/... path. This pack
|
||||
# uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64 runtime so the
|
||||
# device does not need a separate love_11.5 runtime download on first launch.
|
||||
#
|
||||
# Usage:
|
||||
# ./build-rg34xxsp.sh [--version X.Y.Z]
|
||||
#
|
||||
# Output:
|
||||
# dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
|
||||
#
|
||||
# Install on device:
|
||||
# 1. Flash / run Stock OS 64-bit MOD with PortMaster installed.
|
||||
# 2. Unzip into the SD card's roms/PORTS/ folder so you have:
|
||||
# roms/PORTS/Gen1recomp.sh
|
||||
# roms/PORTS/gen1recomp/...
|
||||
# 3. Copy a legal US Red or Blue .gb into roms/PORTS/gen1recomp/lovegame/
|
||||
# 4. Launch "Gen1recomp" from the Ports list; press Choose ROM (scans that
|
||||
# folder when zenity is missing).
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||
HERE="$ROOT/.bazinga"
|
||||
CACHE="$HERE/cache/rg34xxsp"
|
||||
WORK="$HERE/work/rg34xxsp"
|
||||
DIST="$ROOT/dist/rg34xxsp"
|
||||
|
||||
APP_NAME="gen1recomp"
|
||||
# Artifact suffix matches the CFW this port targets (Anbernic H700 Stock OS
|
||||
# 64-bit MOD for RG34XXSP). Release uploads stage it as
|
||||
# gen1recomp-<ver>-rg34xxsp-stockos64-mod.zip.
|
||||
ARTIFACT_SUFFIX="rg34xxsp-stockos64-mod"
|
||||
PORT_DIR_NAME="gen1recomp"
|
||||
LAUNCHER_NAME="Gen1recomp.sh"
|
||||
LOVE_VERSION="11.5"
|
||||
VERSION="$(git -C "$ROOT" rev-parse --short HEAD 2>/dev/null || echo dev)"
|
||||
|
||||
# Official PortMaster LÖVE 11.5 aarch64 runtime (small love stub + liblove).
|
||||
PM_RUNTIME_BASE="https://raw.githubusercontent.com/PortsMaster/PortMaster-GUI/main/PortMaster/runtimes/love_${LOVE_VERSION}"
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
|
||||
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
while [ $# -gt 0 ]; do
|
||||
case "$1" in
|
||||
--version) VERSION="$2"; shift ;;
|
||||
-h|--help)
|
||||
sed -n '2,24p' "$0"
|
||||
exit 0
|
||||
;;
|
||||
*) fail "unknown argument: $1" ;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
||||
command -v curl >/dev/null || fail "curl is required"
|
||||
command -v zip >/dev/null || fail "zip is required"
|
||||
command -v unzip >/dev/null || fail "unzip is required"
|
||||
|
||||
mkdir -p "$CACHE" "$WORK" "$DIST"
|
||||
|
||||
download() {
|
||||
local url="$1" dest="$2"
|
||||
if [ -f "$dest" ] && [ -s "$dest" ]; then
|
||||
return 0
|
||||
fi
|
||||
say "downloading $(basename "$dest")"
|
||||
curl -fL --progress-bar "$url" -o "$dest.tmp" \
|
||||
|| fail "download failed: $url"
|
||||
mv "$dest.tmp" "$dest"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- game tree
|
||||
# Unpacked directory (not a .love zip) so the player can drop a .gb next to
|
||||
# main.lua and RomImporter can scan it without zenity/kdialog.
|
||||
say "staging lovegame/"
|
||||
GAME_SRC="$WORK/lovegame"
|
||||
rm -rf "$GAME_SRC"
|
||||
mkdir -p "$GAME_SRC"
|
||||
|
||||
# Same payload as scripts/build.sh's game.love — never ship ROM-derived cache.
|
||||
# tools/save-editor is part of that payload: the launcher's Edit button on a
|
||||
# save row opens it in-process (main.lua).
|
||||
(cd "$ROOT" && zip -q -9 -r "$WORK/game-payload.zip" \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$WORK/game-payload.zip" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "payload unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
||||
rm -f "$WORK/game-payload.zip"
|
||||
|
||||
# Stamp release version into the staged tree only (never the working tree).
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
|
||||
"$ROOT/src/core/Version.lua" > "$GAME_SRC/src/core/Version.lua"
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
"$GAME_SRC/src/core/Version.lua" \
|
||||
|| fail "version stamp failed"
|
||||
else
|
||||
say "version '$VERSION' is not X.Y.Z — shipping default engine (no stamp)"
|
||||
fi
|
||||
|
||||
# Portable marker: saves + ROM cache live next to the game on the SD card.
|
||||
: > "$GAME_SRC/portable.txt"
|
||||
|
||||
# --------------------------------------------------------------- love runtime
|
||||
say "fetching LÖVE $LOVE_VERSION aarch64 runtime"
|
||||
LOVE_BIN="$CACHE/love.aarch64"
|
||||
LOVE_LIB="$CACHE/liblove-11.5.so"
|
||||
LUAJIT_LIB="$CACHE/libluajit-5.1.so.2"
|
||||
MODPLUG_LIB="$CACHE/libmodplug.so.1"
|
||||
OGG_LIB="$CACHE/libogg.so.0"
|
||||
|
||||
download "$PM_RUNTIME_BASE/love.aarch64" "$LOVE_BIN"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/liblove-11.5.so" "$LOVE_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libluajit-5.1.so.2" "$LUAJIT_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libmodplug.so.1" "$MODPLUG_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libogg.so.0" "$OGG_LIB"
|
||||
|
||||
# Sanity: love stub must be an aarch64 ELF.
|
||||
file "$LOVE_BIN" | grep -qi 'aarch64\|ARM aarch64' \
|
||||
|| fail "love.aarch64 does not look like an aarch64 ELF (got: $(file "$LOVE_BIN"))"
|
||||
|
||||
# --------------------------------------------------------------- port tree
|
||||
say "assembling port package"
|
||||
PORT_ROOT="$WORK/port"
|
||||
rm -rf "$PORT_ROOT"
|
||||
mkdir -p "$PORT_ROOT/$PORT_DIR_NAME/bin" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/licenses" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/conf"
|
||||
|
||||
cp -R "$GAME_SRC" "$PORT_ROOT/$PORT_DIR_NAME/lovegame"
|
||||
cp "$LOVE_BIN" "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||
chmod +x "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||
cp "$LOVE_LIB" "$LUAJIT_LIB" "$MODPLUG_LIB" "$OGG_LIB" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64/"
|
||||
|
||||
# Drop a short license pointer for the bundled LÖVE bits.
|
||||
cat > "$PORT_ROOT/$PORT_DIR_NAME/licenses/LICENSE.love2d.txt" <<'EOF'
|
||||
This port bundles the LÖVE 11.5 aarch64 runtime from PortMaster
|
||||
(https://github.com/PortsMaster/PortMaster-GUI). LÖVE is zlib-licensed;
|
||||
see https://love2d.org/ for full terms.
|
||||
EOF
|
||||
|
||||
# --------------------------------------------------------------- launcher
|
||||
# Stock OS fix: resolve GAMEDIR from this script's directory (SHDIR), not
|
||||
# PortMaster's $directory variable — Anbernic uses roms/PORTS with different
|
||||
# casing and mount points (mmc / sdcard / TF1 / TF2).
|
||||
cat > "$PORT_ROOT/$LAUNCHER_NAME" <<'EOF'
|
||||
#!/bin/bash
|
||||
# gen1recomp — Anbernic RG34XXSP stock OS / PortMaster launcher
|
||||
# Uses SHDIR-relative paths so stock firmware finds the game folder.
|
||||
|
||||
export HOME="${HOME:-/root}"
|
||||
XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
|
||||
|
||||
if [ -d "/opt/system/Tools/PortMaster/" ]; then
|
||||
controlfolder="/opt/system/Tools/PortMaster"
|
||||
elif [ -d "/opt/tools/PortMaster/" ]; then
|
||||
controlfolder="/opt/tools/PortMaster"
|
||||
elif [ -d "$XDG_DATA_HOME/PortMaster/" ]; then
|
||||
controlfolder="$XDG_DATA_HOME/PortMaster"
|
||||
elif [ -d "/mnt/mmc/Roms/PORTS/PortMaster" ]; then
|
||||
controlfolder="/mnt/mmc/Roms/PORTS/PortMaster"
|
||||
elif [ -d "/mnt/sdcard/Roms/PORTS/PortMaster" ]; then
|
||||
controlfolder="/mnt/sdcard/Roms/PORTS/PortMaster"
|
||||
elif [ -d "/roms/ports/PortMaster" ]; then
|
||||
controlfolder="/roms/ports/PortMaster"
|
||||
else
|
||||
controlfolder="/roms/PORTS/PortMaster"
|
||||
fi
|
||||
|
||||
SHDIR="$(cd "$(dirname "$0")" && pwd)"
|
||||
# shellcheck disable=SC1090
|
||||
source "$controlfolder/control.txt"
|
||||
get_controls
|
||||
[ -f "${controlfolder}/mod_${CFW_NAME}.txt" ] && source "${controlfolder}/mod_${CFW_NAME}.txt"
|
||||
|
||||
GAMEDIR="$SHDIR/gen1recomp"
|
||||
CONFDIR="$GAMEDIR/conf"
|
||||
mkdir -p "$CONFDIR"
|
||||
|
||||
cd "$GAMEDIR" || exit 1
|
||||
> "$GAMEDIR/log.txt" && exec > >(tee "$GAMEDIR/log.txt") 2>&1
|
||||
|
||||
export XDG_DATA_HOME="$CONFDIR"
|
||||
export XDG_CONFIG_HOME="$CONFDIR"
|
||||
export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
|
||||
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
|
||||
# Mali / H700: prefer GLES where available
|
||||
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
|
||||
# Same GPU class as a phone, but getOS() here says "Linux", so the Android
|
||||
# gate (issue #136) would not fire on its own: refuse GBC FX explicitly.
|
||||
# Hides the OPTIONS row, pins the level to OFF, and heals a level already
|
||||
# persisted in options.lua.
|
||||
export POKEPORT_GBCFX="${POKEPORT_GBCFX:-0}"
|
||||
|
||||
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
|
||||
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
|
||||
|
||||
if [ -n "${GPTOKEYB:-}" ]; then
|
||||
$GPTOKEYB "love.aarch64" &
|
||||
fi
|
||||
if type pm_platform_helper >/dev/null 2>&1; then
|
||||
pm_platform_helper "$GAMEDIR/bin/love.aarch64"
|
||||
fi
|
||||
|
||||
./bin/love.aarch64 "$GAMEDIR/lovegame"
|
||||
|
||||
if type pm_finish >/dev/null 2>&1; then
|
||||
pm_finish
|
||||
else
|
||||
if [ -n "${ESUDO:-}" ]; then
|
||||
$ESUDO kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||
else
|
||||
kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||
fi
|
||||
fi
|
||||
EOF
|
||||
chmod +x "$PORT_ROOT/$LAUNCHER_NAME"
|
||||
|
||||
# --------------------------------------------------------------- metadata
|
||||
cat > "$PORT_ROOT/port.json" <<EOF
|
||||
{
|
||||
"version": 2,
|
||||
"name": "gen1recomp.zip",
|
||||
"items": [
|
||||
"$LAUNCHER_NAME",
|
||||
"$PORT_DIR_NAME"
|
||||
],
|
||||
"items_opt": null,
|
||||
"attr": {
|
||||
"title": "gen1recomp",
|
||||
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
|
||||
"inst": "Requires Anbernic RG34XXSP Stock OS 64-bit MOD with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp/lovegame/, then launch and press Choose ROM.",
|
||||
"genres": ["adventure", "rpg"],
|
||||
"porter": ["gen1recomp"],
|
||||
"image": {},
|
||||
"rtr": true,
|
||||
"runtime": null,
|
||||
"reqs": [],
|
||||
"arch": ["aarch64"]
|
||||
}
|
||||
}
|
||||
EOF
|
||||
|
||||
cat > "$PORT_ROOT/gameinfo.xml" <<EOF
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<gameList>
|
||||
<game>
|
||||
<path>./$LAUNCHER_NAME</path>
|
||||
<name>gen1recomp</name>
|
||||
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
|
||||
<releasedate>20250101T000000</releasedate>
|
||||
<developer>the bois club</developer>
|
||||
<publisher>the bois club</publisher>
|
||||
<genre>RPG</genre>
|
||||
</game>
|
||||
</gameList>
|
||||
EOF
|
||||
|
||||
cat > "$PORT_ROOT/README.md" <<'EOF'
|
||||
## gen1recomp (RG34XXSP / Stock OS 64-bit MOD)
|
||||
|
||||
Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
|
||||
**Stock OS 64-bit MOD** (H700, PortMaster).
|
||||
|
||||
### Install
|
||||
|
||||
1. Use **Stock OS 64-bit MOD** with PortMaster installed (TF1).
|
||||
2. Unzip so `Gen1recomp.sh` and the `gen1recomp/` folder sit in `roms/PORTS/`.
|
||||
3. Copy a legal US Pokemon Red or Blue `.gb` into `gen1recomp/lovegame/`.
|
||||
4. Refresh Ports / restart EmulationStation and launch **Gen1recomp**.
|
||||
|
||||
### Controls (launcher)
|
||||
|
||||
| Input | Action |
|
||||
|--|--|
|
||||
| D-pad / left stick | Move cursor |
|
||||
| A | Click |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Right stick | Scroll lists |
|
||||
| Start / Select | Play or Choose ROM |
|
||||
|
||||
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
|
||||
|
||||
### Display options
|
||||
|
||||
GBC FX is disabled on this device (the H700's Mali GPU compiles that present
|
||||
pass and then shows a black frame), so the OPTIONS row is hidden. COLORS,
|
||||
TILT, ZOOM, VOID FILL and MAX FPS all work. To try it anyway, launch with
|
||||
`POKEPORT_GBCFX=1`.
|
||||
|
||||
### First run
|
||||
|
||||
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
|
||||
**Choose ROM** — the game scans that folder. After import, the ROM-derived
|
||||
cache and saves stay beside the game (`portable.txt`).
|
||||
|
||||
Canonical SHA-1 (1 MiB US carts only):
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
### Thanks
|
||||
|
||||
LÖVE runtime binaries from [PortMaster](https://portmaster.games/).
|
||||
Stock OS 64-bit MOD: [cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
|
||||
EOF
|
||||
|
||||
# --------------------------------------------------------------- zip
|
||||
ZIP_OUT="$DIST/$APP_NAME-$ARTIFACT_SUFFIX.zip"
|
||||
rm -f "$ZIP_OUT" "$DIST/$APP_NAME-rg34xxsp.zip"
|
||||
say "packing $ZIP_OUT"
|
||||
(cd "$PORT_ROOT" && zip -q -9 -r "$ZIP_OUT" \
|
||||
"$LAUNCHER_NAME" "$PORT_DIR_NAME" port.json gameinfo.xml README.md)
|
||||
|
||||
say "done."
|
||||
say "artifact: $ZIP_OUT ($(du -h "$ZIP_OUT" | cut -f1))"
|
||||
say "copy onto the RG34XXSP SD card under roms/PORTS/ (Stock OS 64-bit MOD), then drop your .gb into gen1recomp/lovegame/"
|
||||
@@ -13,7 +13,12 @@ function love.conf(t)
|
||||
_G.POKEPORT_DEV_MODE = developer
|
||||
|
||||
if editor then
|
||||
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d-editor"
|
||||
-- Same identity as the game, deliberately: the editor edits the game's
|
||||
-- saves and reads the game's ROM cache, both of which live under this
|
||||
-- folder. A private editor identity would point love.filesystem at an
|
||||
-- empty directory in a packaged build, so `--editor` could not find
|
||||
-- data/generated at all (SaveIO.defaultPath already assumed this name).
|
||||
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d"
|
||||
t.window.title = "Pokemon Save Editor"
|
||||
t.window.width = 1280
|
||||
t.window.height = 800
|
||||
@@ -30,6 +35,14 @@ function love.conf(t)
|
||||
-- starting size, not the game's resolution.
|
||||
t.window.width = 1024
|
||||
t.window.height = 768
|
||||
-- Floor for the resizable desktop window. The launcher's single-column
|
||||
-- layout is laid out against ~420 logical px of content, and the game
|
||||
-- canvas letterboxes fine below that, so this only stops a drag that would
|
||||
-- squeeze the cards past the point where their buttons still read. Kept
|
||||
-- well under the smallest supported desktop display; mobile ignores it
|
||||
-- (fullscreen), so the handheld ports are unaffected.
|
||||
t.window.minwidth = 480
|
||||
t.window.minheight = 360
|
||||
end
|
||||
t.version = "11.5"
|
||||
t.window.vsync = 1
|
||||
|
||||
@@ -1,33 +1,88 @@
|
||||
-- Celadon Mansion 3F Game Designer (pokered/scripts/CeladonMansion3F.asm
|
||||
-- CeladonMansion3FGameDesignerText): text_asm counts set bits in
|
||||
-- wPokedexOwned and compares against NUM_POKEMON - 1 (discounts Mew).
|
||||
-- If the player owns >= 150 species, shows the "completed" text
|
||||
-- (originally followed by DisplayDiploma, which has no equivalent UI
|
||||
-- in this port, so we just show the congratulatory text); otherwise
|
||||
-- shows the normal encouragement text.
|
||||
-- Celadon Mansion 3F, the GAME FREAK dev floor
|
||||
-- (pokered+pokeyellow/scripts/CeladonMansion3F.asm). Every dev's
|
||||
-- text_asm counts set bits in wPokedexOwned against NUM_POKEMON - 1
|
||||
-- (150, discounting Mew). The game designer shows the diploma
|
||||
-- (DisplayDiploma -> src/ui/Diploma.lua) on a completed dex; Yellow's
|
||||
-- graphic artist then offers the printed copy (PrintDiploma, stood in
|
||||
-- by src/core/Printer.lua's PNG export like the Pokédex PRNT item).
|
||||
|
||||
local function ownedCount(game)
|
||||
local dex = game.save.pokedex
|
||||
local owned = 0
|
||||
if dex and dex.owned then
|
||||
for _ in pairs(dex.owned) do owned = owned + 1 end
|
||||
end
|
||||
return owned
|
||||
end
|
||||
|
||||
return {
|
||||
CELADON_MANSION_3F = {
|
||||
talk = {
|
||||
TEXT_CELADONMANSION3F_GAME_DESIGNER = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local dex = game.save.pokedex
|
||||
local owned = 0
|
||||
if dex and dex.owned then
|
||||
for _ in pairs(dex.owned) do
|
||||
owned = owned + 1
|
||||
end
|
||||
end
|
||||
-- NUM_POKEMON - 1 = 150 (discounts Mew, per pokered)
|
||||
local label, fallback
|
||||
if owned >= 150 then
|
||||
label, fallback = "_CeladonMansion3FGameDesignerCompletedDexText",
|
||||
"Wow! Excellent!\nYou completed\nyour POKeDEX!\nCongratulations!"
|
||||
else
|
||||
label, fallback = "_CeladonMansion3FGameDesignerText",
|
||||
"Is that right?\nI'm the game\ndesigner!\nFilling up your\nPOKeDEX is tough,\nbut don't quit!\nWhen you finish,\ncome tell me!"
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, t[label] or fallback, done))
|
||||
if ownedCount(game) < 150 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGameDesignerText
|
||||
or "Is that right?\nI'm the game\ndesigner!\fFilling up your\nPOKéDEX is tough,\nbut don't quit!",
|
||||
done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGameDesignerCompletedDexText
|
||||
or "Wow! Excellent!\nYou completed\nyour POKéDEX!\nCongratulations!",
|
||||
function()
|
||||
local Diploma = require("src.ui.Diploma")
|
||||
game.stack:push(Diploma.new(game, function()
|
||||
-- Yellow tags on the unlocked-printing line (CompletedDexText2)
|
||||
local after = require("src.core.GameVersion").isYellow()
|
||||
and (t._CeladonMansion3FGameDesignerCompletedDexText2
|
||||
or "You can print out\nyour diploma with\nthe GAME BOY\nPrinter!")
|
||||
or nil
|
||||
if after then
|
||||
game.stack:push(TextBox.new(game, after, done))
|
||||
else
|
||||
done()
|
||||
end
|
||||
end))
|
||||
end))
|
||||
end,
|
||||
|
||||
TEXT_CELADONMANSION3F_GRAPHIC_ARTIST = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
if not (yellow and ownedCount(game) >= 150) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText
|
||||
or "I'm the graphic\nartist!\nI drew you!", done))
|
||||
return
|
||||
end
|
||||
-- _CeladonMansion3FGraphicArtistText2: offer to print the diploma
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText2
|
||||
or "I'm the graphic\nartist!\fShould I print\nyour diploma?",
|
||||
function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText3
|
||||
or "Oh. But it's a\nspecial diploma!", done))
|
||||
return
|
||||
end
|
||||
local Printer = require("src.core.Printer")
|
||||
local Diploma = require("src.ui.Diploma")
|
||||
local Strings = require("src.core.Strings")
|
||||
local saved, err = Printer.save("diploma", 160, 144, function()
|
||||
Diploma.render(game)
|
||||
end)
|
||||
-- the PRNT stand-in always reports where the PNG landed
|
||||
game.stack:push(TextBox.new(game, saved
|
||||
and Strings("There you go!\fSaved as\n%s\vin the save\nfolder.", saved)
|
||||
or Strings("Printer error!\n%s", tostring(err)), done))
|
||||
end))
|
||||
end))
|
||||
end,
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -28,7 +28,29 @@ local function badgeGuard(badge, passFlag)
|
||||
}
|
||||
end
|
||||
|
||||
-- Route23SetVictoryRoadBoulders (pokered scripts/Route23.asm:8): every entry
|
||||
-- to Route 23 resets the Victory Road boulder puzzle behind you. The 2F/3F
|
||||
-- switch events clear (so those barriers are closed again on the next floor
|
||||
-- load) and the boulder that fell through 3F's hole goes back upstairs:
|
||||
-- ShowObject TOGGLE_VICTORY_ROAD_3F_BOULDER / HideObject
|
||||
-- TOGGLE_VICTORY_ROAD_2F_BOULDER, which are VICTORYROAD3F_BOULDER4 and
|
||||
-- VICTORYROAD2F_BOULDER3 (data/maps/toggleable_objects.asm). 1F's event is
|
||||
-- reset by the Indigo Plateau lobby and by Victory Road 2F, not here. This
|
||||
-- is what makes the puzzle "completely reset" on a return trip (#258).
|
||||
-- onEnter is the port's BIT_CUR_MAP_LOADED_2 equivalent: setMap runs it on
|
||||
-- every map entry, connection crossings included, like EnterMap.
|
||||
M.ROUTE_23 = {
|
||||
onEnter = function(game, ow)
|
||||
local f = game.save.flags
|
||||
f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 = nil
|
||||
f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 = nil
|
||||
f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = nil
|
||||
f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = nil
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, overworld = ow, game = game }
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_3F", "VICTORYROAD3F_BOULDER4")
|
||||
Commands.hide_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
|
||||
end,
|
||||
talk = {
|
||||
-- Route23Guard1Text: EventFlagBit ..., EVENT_PASSED_EARTHBADGE_CHECK
|
||||
-- -> wWhichBadge = EARTHBADGE
|
||||
|
||||
@@ -7,19 +7,19 @@
|
||||
-- CheckFightingMapTrainers/TalkToTrainer via the existing trainer
|
||||
-- system, and the item pickups carry no talk text of their own here.
|
||||
--
|
||||
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 also opens the POKéDEX entry for
|
||||
-- SNORLAX after the text box (DisplayPokedex in the original), which
|
||||
-- has no equivalent talk-script hook in this port (DexEntryMenu has
|
||||
-- no done-callback the way other pushed UI states do) -- only the
|
||||
-- flavor line is ported here.
|
||||
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 opens SNORLAX's POKéDEX entry after its
|
||||
-- text box, like DisplayPokedex in the original. The preview marks it seen
|
||||
-- but does not mark it owned.
|
||||
return {
|
||||
SS_ANNE_2F_ROOMS = {
|
||||
talk = {
|
||||
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text)
|
||||
-- (then DisplayPokedex SNORLAX -- not ported, see note above)
|
||||
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text),
|
||||
-- then DisplayPokedex SNORLAX.
|
||||
TEXT_SSANNE2FROOMS_GENTLEMAN3 = {
|
||||
{ "face_player" },
|
||||
{ "show_text", "_SSAnne2FRoomsGentleman3Text" },
|
||||
{ "mark_seen", "SNORLAX" },
|
||||
{ "push_screen", "DexEntryMenu", "SNORLAX" },
|
||||
},
|
||||
|
||||
-- SSAnne2FRoomsGentleman4Text: PrintText(_SSAnne2FRoomsGentleman4Text)
|
||||
|
||||
@@ -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
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
+20
-1
@@ -12,11 +12,18 @@
|
||||
-- different files can each add NPCs to the same map), and mod
|
||||
-- contributions from the map_scripts registry compose on top of it.
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local MapScripts = require("src.script.MapScripts")
|
||||
|
||||
-- OaksLab is a full Yellow rewrite (one Eevee ball + forced Pikachu);
|
||||
-- Red/Blue keep the three-starter choose flow.
|
||||
local oaksLab = GameVersion.isYellow()
|
||||
and "data.scripts.oaks_lab_yellow"
|
||||
or "data.scripts.oaks_lab"
|
||||
|
||||
for _, mapEntry in ipairs({
|
||||
{ "PALLET_TOWN", "data.scripts.pallet_town" },
|
||||
{ "OAKS_LAB", "data.scripts.oaks_lab" },
|
||||
{ "OAKS_LAB", oaksLab },
|
||||
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
|
||||
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
|
||||
}) do
|
||||
@@ -36,6 +43,18 @@ for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
|
||||
end
|
||||
end
|
||||
|
||||
-- Yellow-only content on top of the shared tables (talk keys merge per
|
||||
-- TEXT constant): the Kanto-starter gift quests and Jessie & James.
|
||||
if GameVersion.isYellow() then
|
||||
for _, file in ipairs({ "data.scripts.yellow_gifts",
|
||||
"data.scripts.yellow_jessie_james",
|
||||
"data.scripts.yellow_beach_house" }) do
|
||||
for mapId, mod in pairs(require(file)) do
|
||||
MapScripts.attachBase(mapId, mod)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local M = {}
|
||||
|
||||
function M.get(mapId)
|
||||
|
||||
@@ -0,0 +1,296 @@
|
||||
-- Hand-ported from pret/pokeyellow scripts/OaksLab.asm.
|
||||
-- Yellow: one Eevee ball on the table. Rival snatches it; Oak then
|
||||
-- gives the player the wild Pikachu he caught earlier (STARTER_PIKACHU).
|
||||
-- Object indices differ from Red (no Charmander/Squirtle/Bulbasaur balls):
|
||||
-- 1 RIVAL (4,3), 2 EEVEE_POKE_BALL (7,3), 3 OAK1 (5,2),
|
||||
-- 4-5 POKEDEX (2,1)/(3,1), 6 OAK2 (door), 7 GIRL, 8-9 SCIENTIST.
|
||||
--
|
||||
-- wRivalStarter rides in save.rivalStarter (RIVAL_STARTER_* 1 JOLTEON /
|
||||
-- 2 FLAREON / 3 VAPOREON): JOLTEON baseline at the snatch
|
||||
-- (OaksLabRivalTakesPokeballScript), FLAREON on a lab win / VAPOREON on
|
||||
-- a lab loss (OaksLabRivalEndBattleScript), and Route 22's first battle
|
||||
-- upgrades FLAREON back to JOLTEON (Route22Rival1AfterBattleScript).
|
||||
|
||||
local OAK1 = 3
|
||||
local RIVAL = 1
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" },
|
||||
-- Yellow's OaksLabOak1Text leads with the dex-rating branch: once
|
||||
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS is set (converted saves) or
|
||||
-- 2+ species are owned, Oak asks how the Pokédex is coming and
|
||||
-- rates it (predef DisplayDexRating)
|
||||
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_dex_owned", 2 },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "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" },
|
||||
-- .DeliverParcelText: parcel handover, then the Pokédex scene
|
||||
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
|
||||
{ "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" },
|
||||
{ "place_npc", RIVAL, 4, 7, "up" },
|
||||
{ "move_npc_to", RIVAL, 4, 3 },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
-- Yellow opens with the rival bragging, not Red's "what did you
|
||||
-- call me for" (OaksLabOakGivesPokedexScript text order)
|
||||
{ "show_text", "_OaksLabRivalMyPokemonHasGrownStrongerText" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakIHaveARequestText" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "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", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
|
||||
{ "face_object", RIVAL, "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", RIVAL, 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" },
|
||||
-- Yellow: talk-to-it (starter Pikachu) instead of Red raise-young line.
|
||||
{ "show_text", "_OaksLabOak1YouShouldTalkToIt" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_lab_battle" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_true", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1GoAheadItsYours" },
|
||||
{ "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" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "dex_rating" },
|
||||
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
|
||||
{ "dex_rating" },
|
||||
},
|
||||
|
||||
-- OaksLabEeveePokeBallText / OaksLabRivalExclamationScript ->
|
||||
-- OaksLabChoseStarterScript..OaksLabPlayerReceivesPikachuScript:
|
||||
-- before Oak's choose speech the ball is just flavor; after it, the
|
||||
-- rival "!"s, shoves the player off the table, snatches the ball,
|
||||
-- then the player is walked over to Oak and handed Pikachu.
|
||||
TEXT_OAKSLAB_EEVEE_POKE_BALL = function(game, ow, npc, done)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_GOT_STARTER then
|
||||
done()
|
||||
return
|
||||
end
|
||||
if not flags.EVENT_OAK_ASKED_TO_CHOOSE_MON then
|
||||
ow.runner:run({
|
||||
{ "show_text", "_OaksLabThatsAPokeball" },
|
||||
}, { onDone = done })
|
||||
return
|
||||
end
|
||||
local px, py = ow.player.cellX, ow.player.cellY
|
||||
local rows = {
|
||||
-- OaksLabRivalExclamationScript: "!" over the rival
|
||||
{ "emote", RIVAL, "shock" },
|
||||
}
|
||||
-- .RivalPushesPlayerAwayFromEeveeBall + the PAD_RIGHT x2 shove:
|
||||
-- the rival cuts across to the ball WHILE the player standing
|
||||
-- below it is bumped two tiles right (both movements run in the
|
||||
-- same beat, so the walk overlaps the shove like the original)
|
||||
if py == 4 then
|
||||
rows[#rows + 1] = { "walk_npc", RIVAL,
|
||||
{ "down", "right", "right", "right" }, { wait = false } }
|
||||
rows[#rows + 1] = { "face_player_dir", "left" }
|
||||
rows[#rows + 1] = { "move_player", "right", 2 }
|
||||
-- let the rival finish the last stretch to (7,4)
|
||||
rows[#rows + 1] = { "wait", 40 }
|
||||
else
|
||||
rows[#rows + 1] = { "move_npc_to", RIVAL, 7, 4 }
|
||||
end
|
||||
rows[#rows + 1] = { "face_object", RIVAL, "up" }
|
||||
rows[#rows + 1] = { "hide_object", "OAKS_LAB", "OAKSLAB_EEVEE_POKE_BALL" }
|
||||
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
|
||||
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText5" }
|
||||
-- OaksLabRLE_PlayerWalksToOak: the simulated-joypad buffer plays
|
||||
-- its RLE list BACKWARDS (StartSimulatingJoypadStates consumes
|
||||
-- from wSimulatedJoypadStatesEnd), so the real order is LEFT 1,
|
||||
-- DOWN 1, LEFT 3, UP 2 -- from the shove spot (9,4) the player
|
||||
-- rounds the BOTTOM of the table to (5,3), directly below Oak
|
||||
if py == 4 then
|
||||
rows[#rows + 1] = { "walk_npc", "player",
|
||||
{ "left", "down", "left", "left", "left", "up", "up" } }
|
||||
else
|
||||
rows[#rows + 1] = { "walk_npc", "player", { "left" } }
|
||||
end
|
||||
rows[#rows + 1] = { "face_player_dir", "up" }
|
||||
rows[#rows + 1] = { "face_object", OAK1, "down" }
|
||||
-- OaksLabPlayerReceivedMonText: no nickname prompt -- the starter
|
||||
-- Pikachu keeps its species name
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
|
||||
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5, true }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
|
||||
TEXT_OAKSLAB_RIVAL = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_false", "pre_starter" },
|
||||
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_starter" },
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB_2" },
|
||||
{ "jump_if_false", "gramps_gone" },
|
||||
{ "show_text", "_OaksLabRivalIllGetABetterPokemonThanYou" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "gramps_gone" },
|
||||
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
|
||||
},
|
||||
},
|
||||
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
|
||||
end,
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local flags = game.save.flags
|
||||
-- OaksLabPlayerDontGoAwayScript: y==6 without the starter walks the
|
||||
-- player back up a tile
|
||||
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
|
||||
and y >= 6 then
|
||||
ow.runner:run({
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "face_object", RIVAL, "down" },
|
||||
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
|
||||
{ "move_player", "up", 1 },
|
||||
}, {})
|
||||
return true
|
||||
end
|
||||
-- OaksLabRivalChallengesPlayerScript..OaksLabPikachuDislikesPokeballsScript:
|
||||
-- heading for the door with Pikachu starts the rival battle, his
|
||||
-- exit walk, then Pikachu pops out of its ball.
|
||||
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB
|
||||
and y >= 6 then
|
||||
local rival = ow:npcByIndex(RIVAL)
|
||||
if not rival then return false end
|
||||
local rows = {
|
||||
{ "face_player_dir", "up" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" },
|
||||
}
|
||||
-- FindPathToPlayer with the Y distance decremented: the rival
|
||||
-- stops one tile above the player
|
||||
local target
|
||||
for _, c in ipairs({ { x, y - 1 }, { x - 1, y }, { x + 1, y },
|
||||
{ x, y + 1 } }) do
|
||||
if ow.map:inBounds(c[1], c[2]) and ow.map:isWalkableCell(c[1], c[2]) then
|
||||
target = c
|
||||
break
|
||||
end
|
||||
end
|
||||
if target then
|
||||
table.insert(rows, { "move_npc_to", RIVAL, target[1], target[2] })
|
||||
end
|
||||
table.insert(rows, { "face_object", RIVAL,
|
||||
target and target[2] < y and "down"
|
||||
or target and target[2] > y and "up"
|
||||
or target and target[1] < x and "right" or "left" })
|
||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", 1 })
|
||||
table.insert(rows, { "heal_party" })
|
||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||
-- OaksLabRivalEndBattleScript: his Eevee's future evolution is
|
||||
-- decided here -- FLAREON if the player won, VAPOREON otherwise
|
||||
table.insert(rows, { "check_battle_result", "win" })
|
||||
table.insert(rows, { "jump_if_false", "lost_lab" })
|
||||
table.insert(rows, { "set_field", "rivalStarter", 2 })
|
||||
table.insert(rows, { "jump", "exit" })
|
||||
table.insert(rows, { "label", "lost_lab" })
|
||||
table.insert(rows, { "set_field", "rivalStarter", 3 })
|
||||
table.insert(rows, { "label", "exit" })
|
||||
-- OaksLabRivalStartsExitScript: parting shot, walk out past the
|
||||
-- player, restore the lab theme
|
||||
table.insert(rows, { "wait", 20 })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
|
||||
-- The overworld follower itself is still an open port
|
||||
-- (docs/yellow-version.md runtime backlog); the story beat plays.
|
||||
table.insert(rows, { "play_cry", "PIKACHU" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
+54
-8
@@ -19,19 +19,60 @@ local FEE = 500
|
||||
local BALLS = 30
|
||||
local STEPS = 502
|
||||
|
||||
local function startGame(game, t, done)
|
||||
game.save.money = game.save.money - FEE
|
||||
game.save.safari = { balls = BALLS, steps = STEPS }
|
||||
local function startGame(game, t, done, balls, introText)
|
||||
game.save.safari = { balls = balls or BALLS, steps = STEPS }
|
||||
game.save.safariNags = nil
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local paid = (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
|
||||
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
|
||||
:gsub("{PLAYER}", game.save.player.name)
|
||||
local paid = introText
|
||||
or (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
|
||||
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
|
||||
:gsub("{NUM:[^}]*}", "500")
|
||||
paid = paid:gsub("{PLAYER}", game.save.player.name)
|
||||
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
|
||||
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
|
||||
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
|
||||
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
|
||||
end
|
||||
|
||||
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
|
||||
-- the full fee still gets in.
|
||||
-- 0 < money < 500: SafariZoneEntranceCalculateLowCostAdmission takes
|
||||
-- everything and hands over min(money/23 + 1, 29) balls.
|
||||
-- money == 0: SafariZoneEntranceGetLowCostAdmissionText nags four times
|
||||
-- (LowCostText5/6/7/8), then relents -- free entry, one ball.
|
||||
local function yellowLowCost(game, ow, t, done, back)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
if game.save.money > 0 then
|
||||
local balls = math.min(math.floor(game.save.money / 23) + 1, 29)
|
||||
game.save.money = 0
|
||||
local intro =
|
||||
(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
.. (t._SafariZoneLowCostText1
|
||||
or "\fOh, all right, pay\nme what you have.")
|
||||
.. "\f" .. (t._SafariZoneLowCostText2
|
||||
or "But, I can't give\nyou all 30 BALLs.")
|
||||
startGame(game, t, done, balls, intro)
|
||||
return
|
||||
end
|
||||
local nag = game.save.safariNags or 0
|
||||
game.save.safariNags = nag + 1
|
||||
if nag >= 3 then
|
||||
local intro =
|
||||
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
|
||||
.. (t._SafariZoneLowCostText3
|
||||
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
|
||||
startGame(game, t, done, 1, intro)
|
||||
return
|
||||
end
|
||||
local nags = {
|
||||
t._SafariZoneLowCostText5 or "I'm sorry, but you\nhave to pay to\nenter.",
|
||||
t._SafariZoneLowCostText6 or "You can't enter\nwithout paying!",
|
||||
t._SafariZoneLowCostText7 or "I said, no money,\nno entry!",
|
||||
}
|
||||
back(nags[nag + 1])
|
||||
end
|
||||
|
||||
local function joinPrompt(game, ow, done)
|
||||
done = done or function() end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
@@ -51,9 +92,14 @@ local function joinPrompt(game, ow, done)
|
||||
back(t._SafariZoneGateSafariZoneWorker1PleaseComeAgainText
|
||||
or "OK! Please come\nagain!")
|
||||
elseif game.save.money < FEE then
|
||||
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
if require("src.core.GameVersion").isYellow() then
|
||||
yellowLowCost(game, ow, t, done, back)
|
||||
else
|
||||
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
end
|
||||
else
|
||||
game.save.money = game.save.money - FEE
|
||||
startGame(game, t, done)
|
||||
end
|
||||
end))
|
||||
|
||||
+66
-16
@@ -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" },
|
||||
@@ -86,6 +94,27 @@ M.VIRIDIAN_CITY = {
|
||||
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 8 (9 = end)
|
||||
},
|
||||
},
|
||||
-- Re-apply the Pokedex old-man swap for a save that already holds the flag
|
||||
-- but was never standing here when it fired: a vanilla .sav imported
|
||||
-- through src/save_convert, whose codec does not model pokered's
|
||||
-- wToggleableObjectFlags array, so save.objectToggles arrives empty and
|
||||
-- both objects fall back to their compiled-in defaults -- the sleeper ON
|
||||
-- (data/maps/toggleable_objects.asm toggleable_objects_for VIRIDIAN_CITY),
|
||||
-- still lying across the north path (#234).
|
||||
-- OaksLabOakGivesPokedexScript (scripts/OaksLab.asm) sets EVENT_GOT_POKEDEX
|
||||
-- and, with no branch in between, runs HideObject TOGGLE_LYING_OLD_MAN /
|
||||
-- ShowObject TOGGLE_OLD_MAN, so that one flag settles both toggles exactly.
|
||||
-- Same shape as M.OAKS_LAB.onEnter in data/scripts/oaks_lab.lua, which
|
||||
-- re-applies the same script's other two HideObjects on entry (#106).
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY")
|
||||
Commands.show_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
|
||||
end,
|
||||
-- ViridianCityCheckGotPokedexScript: the north corridor is gated on
|
||||
-- EVENT_GOT_POKEDEX, NOT on the sleeper being hidden, and it triggers
|
||||
-- on exactly one cell -- (19,9), the gap east of the sleeper (18,9)
|
||||
@@ -711,11 +740,20 @@ local function boulderAt(ow, x, y)
|
||||
return npc and npc.def.sprite == "SPRITE_BOULDER" and npc or nil
|
||||
end
|
||||
|
||||
-- Each barrier is stamped BOTH ways on entry. pokered only ever stamps the
|
||||
-- OPEN block (ReplaceTileBlock edits the loaded block map, which the next map
|
||||
-- load throws away, so a fresh entry always shows the .blk's closed barrier),
|
||||
-- but OverworldState:replaceBlock writes through Map:setBlock into the SHARED
|
||||
-- map record in Game.data, so the port has to put the closed block back
|
||||
-- itself or a solved barrier stays open for the rest of the session (#258).
|
||||
-- The closed ids are the shipped .blk bytes: VictoryRoad1F.blk (4,6) = $25,
|
||||
-- VictoryRoad2F.blk (3,4) = $37 and (11,7) = $25, VictoryRoad3F.blk
|
||||
-- (3,5) = $25. Same both-ways pattern as the card-key doors in
|
||||
-- OverworldState:setMap.
|
||||
M.VICTORY_ROAD_1F = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH then
|
||||
ow:replaceBlock(4, 6, 0x1D)
|
||||
end
|
||||
ow:replaceBlock(4, 6,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH and 0x1D or 0x25)
|
||||
end,
|
||||
onBoulderMoved = function(game, ow, npc)
|
||||
if npc.cellX == 17 and npc.cellY == 13
|
||||
@@ -728,12 +766,14 @@ M.VICTORY_ROAD_1F = {
|
||||
|
||||
M.VICTORY_ROAD_2F = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 then
|
||||
ow:replaceBlock(3, 4, 0x15)
|
||||
end
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 then
|
||||
ow:replaceBlock(11, 7, 0x1D)
|
||||
end
|
||||
-- VictoryRoad2FResetBoulderEventScript (scripts/VictoryRoad2F.asm:19):
|
||||
-- entering 2F clears the 1F switch event, so 1F's barrier is closed
|
||||
-- again the next time you climb down (#258)
|
||||
game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH = nil
|
||||
ow:replaceBlock(3, 4,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 and 0x15 or 0x37)
|
||||
ow:replaceBlock(11, 7,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 and 0x1D or 0x25)
|
||||
end,
|
||||
onBoulderMoved = function(game, ow, npc)
|
||||
if npc.cellX == 1 and npc.cellY == 16
|
||||
@@ -751,9 +791,8 @@ M.VICTORY_ROAD_2F = {
|
||||
|
||||
M.VICTORY_ROAD_3F = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 then
|
||||
ow:replaceBlock(3, 5, 0x1D)
|
||||
end
|
||||
ow:replaceBlock(3, 5,
|
||||
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 and 0x1D or 0x25)
|
||||
end,
|
||||
onBoulderMoved = function(game, ow, npc)
|
||||
if npc.cellX == 3 and npc.cellY == 5
|
||||
@@ -761,12 +800,23 @@ M.VICTORY_ROAD_3F = {
|
||||
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = true
|
||||
ow:replaceBlock(3, 5, 0x1D)
|
||||
end
|
||||
-- the hole at (23,15): the boulder drops to 2F next to switch 2
|
||||
if npc.cellX == 23 and npc.cellY == 15 then
|
||||
-- the hole at (23,15): the boulder drops to 2F next to switch 2.
|
||||
-- VictoryRoad3FDefaultScript .handle_hole gates the swap on
|
||||
-- CheckAndSetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2, then
|
||||
-- HideObject TOGGLE_VICTORY_ROAD_3F_BOULDER / ShowObject
|
||||
-- TOGGLE_VICTORY_ROAD_2F_BOULDER. Those two toggles are
|
||||
-- VICTORYROAD3F_BOULDER4 and VICTORYROAD2F_BOULDER3
|
||||
-- (data/maps/toggleable_objects.asm); the old "VICTORYROAD2F_BOULDER"
|
||||
-- matched no object_event name, so the toggle landed under a key
|
||||
-- objectVisible never reads: harmless only while nothing hid that
|
||||
-- boulder, and fatal once Route 23's reset does (#258).
|
||||
if npc.cellX == 23 and npc.cellY == 15
|
||||
and not game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 then
|
||||
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = true
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, overworld = ow, game = game }
|
||||
Commands.hide_object(ctx, "VICTORY_ROAD_3F", npc.def.name)
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER")
|
||||
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
|
||||
end
|
||||
end,
|
||||
-- scripts/VictoryRoad3F.asm VictoryRoad3FDefaultScript: the same hole
|
||||
|
||||
+105
-91
@@ -1,6 +1,10 @@
|
||||
-- More hand-ported events: the Pallet Town intro, the thirsty Saffron
|
||||
-- gate guards, the Bike Voucher chain, fossils and the day-care.
|
||||
-- Registered via data/scripts/init.lua; each cites its pokered source.
|
||||
-- Registered via data/scripts/init.lua; Red/Blue cite pokered, Yellow
|
||||
-- cites pokeyellow (Pallet stop row, Oak spawn, walk RLE, and the
|
||||
-- wild-Pikachu beat before the lab escort).
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -35,72 +39,79 @@ function escort.findPath(fromX, fromY, toX, toY)
|
||||
return path
|
||||
end
|
||||
|
||||
-- PalletTownOakWalksToPlayerScript: Oak appears at his object spot
|
||||
-- (8,5) and zigzags to one tile below the player (hNPCPlayerYDistance
|
||||
-- is pre-decremented before predef FindPathToPlayer).
|
||||
-- Red: Oak object (8,5) -> one tile below the player at y=1.
|
||||
-- Yellow: Oak object (10,4); stop fires at y=0 (pokeyellow PalletTown).
|
||||
function escort.oakApproach(playerX)
|
||||
if GameVersion.isYellow() then
|
||||
return escort.findPath(10, 4, playerX, 1)
|
||||
end
|
||||
return escort.findPath(8, 5, playerX, 2)
|
||||
end
|
||||
|
||||
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm):
|
||||
-- DOWN x5, LEFT, DOWN x5, RIGHT x3, UP -- Oak's last step lands on the
|
||||
-- lab door (12,11). (The trailing NPC_CHANGE_FACING is a march-in-
|
||||
-- place beat on the mat; here Oak just stands his final beat.)
|
||||
escort.oakSteps = {
|
||||
"down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm).
|
||||
-- Yellow differs: first DOWN is x6 (Oak starts one tile farther north).
|
||||
local function buildOakSteps()
|
||||
if GameVersion.isYellow() then
|
||||
return {
|
||||
"down", "down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
end
|
||||
return {
|
||||
"down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
end
|
||||
|
||||
-- RLEList_PlayerWalkToLab decodes to UP x2, RIGHT x3, DOWN x5, LEFT,
|
||||
-- DOWN x6 and plays in REVERSE buffer order (wSimulatedJoypadStatesEnd
|
||||
-- grows downward): DOWN x6, LEFT, DOWN x5, RIGHT x3, UP x2 -- Oak's
|
||||
-- exact path one step behind. The 17th press (the second UP) is eaten
|
||||
-- by the door-warp frame (WarpFound clears hJoyHeld via EnterMap), so
|
||||
-- only 16 real steps happen; the walk ends on the door at (12,11).
|
||||
escort.oakSteps = buildOakSteps()
|
||||
|
||||
-- Player stays one step behind Oak (simplified reverse-RLE port).
|
||||
escort.playerSteps = { "down" }
|
||||
for _, d in ipairs(escort.oakSteps) do
|
||||
escort.playerSteps[#escort.playerSteps + 1] = d
|
||||
end
|
||||
|
||||
local function npcNamed(ow, name)
|
||||
for _, n in ipairs(ow.npcs or {}) do
|
||||
if n.def and n.def.name == name then return n end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
M.PALLET_TOWN = {
|
||||
talk = require("data.scripts.pallet_town").talk,
|
||||
escort = escort,
|
||||
-- Oak stops you at the north row (PalletTownDefaultScript's
|
||||
-- `wYCoord == 1` check), walks up from (8,5), and leads you to his
|
||||
-- lab with the player one step behind (scripts/PalletTown.asm +
|
||||
-- PalletMovementScriptPointerTable in
|
||||
-- engine/overworld/auto_movement.asm), then the lab walk-in and the
|
||||
-- choose-mon exchange (scripts/OaksLab.asm OaksLabDefaultScript ..
|
||||
-- OaksLabOakChooseMonSpeechScript).
|
||||
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
|
||||
-- then a wild Pikachu battle before the lab escort (pokeyellow
|
||||
-- PalletTownPikachuBattleScript).
|
||||
onStep = function(game, ow, x, y)
|
||||
if y ~= 1 or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
|
||||
local yellow = GameVersion.isYellow()
|
||||
local stopY = yellow and 0 or 1
|
||||
if y ~= stopY or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
|
||||
or game.save.flags.EVENT_GOT_STARTER then
|
||||
return false
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local Commands = require("src.script.Commands")
|
||||
local Music = require("src.core.Music")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local t = game.data.text
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
|
||||
-- PalletTownDefaultScript: stop the player, turn them around
|
||||
-- (wPlayerMovingDirection = PLAYER_DIR_DOWN applies on the very
|
||||
-- next frame, before the text box opens) and strike up the "oak
|
||||
-- appears" theme (MUSIC_MEET_PROF_OAK)
|
||||
ow.player.facing = "down"
|
||||
-- Red turns the player down; Yellow faces up at the north exit.
|
||||
ow.player.facing = yellow and "up" or "down"
|
||||
Music.play(game.data, "Music_MeetProfOak")
|
||||
|
||||
-- DelayFrames-style hold: the world pauses (input stays locked)
|
||||
-- for `frames` frames, then cb runs. Reuses the emote pause slot;
|
||||
-- with an `npc` the "!" bubble draws above it (EmotionBubble).
|
||||
local function hold(frames, npc, cb)
|
||||
ow.emote = { frames = frames, npc = npc, onDone = cb }
|
||||
end
|
||||
|
||||
-- chain single-tile scriptMoves through a direction list
|
||||
local function walkList(entity, steps, done)
|
||||
local i = 0
|
||||
local function nextStep()
|
||||
@@ -114,10 +125,8 @@ M.PALLET_TOWN = {
|
||||
nextStep()
|
||||
end
|
||||
|
||||
-- ---- Oak's Lab side (scripts/OaksLab.asm) ----------------------
|
||||
|
||||
-- OaksLabOakChooseMonSpeechScript: the fed-up / choose-mon /
|
||||
-- what-about-me / be-patient exchange, Delay3 between boxes
|
||||
-- OaksLabOakChooseMonSpeechScript. Yellow's OakChooseMon text is
|
||||
-- the single-ball speech, not Red's "there are 3 POKéMON".
|
||||
local function chooseMonSpeech()
|
||||
local function say(key, fb, next)
|
||||
game.stack:push(TextBox.new(game, t[key] or fb, next))
|
||||
@@ -126,7 +135,9 @@ M.PALLET_TOWN = {
|
||||
"{RIVAL}: Gramps!\nI'm fed up with\nwaiting!", function()
|
||||
hold(3, nil, function()
|
||||
say("_OaksLabOakChooseMonText",
|
||||
"OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
|
||||
yellow
|
||||
and "OAK: Look, {PLAYER}! Do\nyou see that ball\non the table?"
|
||||
or "OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
|
||||
hold(3, nil, function()
|
||||
say("_OaksLabRivalWhatAboutMeText",
|
||||
"{RIVAL}: Hey!\nGramps! What\nabout me?", function()
|
||||
@@ -143,30 +154,18 @@ M.PALLET_TOWN = {
|
||||
end)
|
||||
end
|
||||
|
||||
-- entering the lab: the door Oak (OAKSLAB_OAK2, (5,10)) walks up 3
|
||||
-- ahead of the player (OaksLabOakEntersLabScript OakEntryMovement),
|
||||
-- swaps for the desk Oak (OAKSLAB_OAK1, (5,2)), then the player
|
||||
-- walks up 8 from the mat (PlayerEntryMovementRLE) while the rival
|
||||
-- and Oak turn with them (OaksLabPlayerEntersLabScript /
|
||||
-- OaksLabFollowedOakScript)
|
||||
-- Door Oak is OAKSLAB_OAK2: Red index 8, Yellow index 6 (one ball).
|
||||
local function labWalkIn()
|
||||
local oak2 = ow:npcByIndex(8)
|
||||
local oak2 = npcNamed(ow, "OAKSLAB_OAK2") or ow:npcByIndex(yellow and 6 or 8)
|
||||
local function swapOaks()
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK1")
|
||||
hold(3, nil, function() -- Delay3
|
||||
Commands.face_object(ctx, 1, "down") -- rival watches you pass
|
||||
hold(3, nil, function()
|
||||
Commands.face_object(ctx, 1, "down")
|
||||
ow:scriptMove(ow.player, "up", 8, function()
|
||||
-- OaksLabFollowedOakScript: flags only after the walk-in, so a
|
||||
-- stray step on the door mat can't fire the "don't go away"
|
||||
-- push-up (oaks_lab.lua onStep) mid-cutscene. Outdoor escort
|
||||
-- still re-arms on F1 mid-escort -- these flags stay clear
|
||||
-- until the lab walk finishes.
|
||||
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
|
||||
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB_2 = true
|
||||
Commands.face_object(ctx, 1, "up")
|
||||
-- res BIT_NO_MAP_MUSIC + PlayDefaultMusic: the lab theme
|
||||
-- only starts once the walk-in is done
|
||||
Music.playMap(game.data, "OAKS_LAB")
|
||||
chooseMonSpeech()
|
||||
end)
|
||||
@@ -179,9 +178,6 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
-- PalletMovementScript_Done + the door warp: Oak is hidden as the
|
||||
-- player steps into the doorway; PALLET_TOWN warp 3 -> OAKS_LAB
|
||||
-- warp 2 = (5,11), with the door SFX (WarpFound -> SFX_GO_INSIDE)
|
||||
local function enterLab()
|
||||
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
@@ -190,10 +186,6 @@ M.PALLET_TOWN = {
|
||||
{ keepMusic = true })
|
||||
end
|
||||
|
||||
-- PalletMovementScript_WalkToLab: Oak's NPC movement and the
|
||||
-- player's simulated joypad run simultaneously, in lockstep; the
|
||||
-- player retraces Oak's path one step behind and follows him into
|
||||
-- the doorway on the final beat
|
||||
local function walkToLab(oak)
|
||||
local i = 0
|
||||
local function tick()
|
||||
@@ -206,9 +198,6 @@ M.PALLET_TOWN = {
|
||||
if oak and escort.oakSteps[i] then
|
||||
ow:scriptMove(oak, escort.oakSteps[i], 1)
|
||||
elseif oak then
|
||||
-- RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat:
|
||||
-- Oak marches in place on the door mat while the player takes
|
||||
-- the final step up behind him (movement.asm ChangeFacingDirection)
|
||||
ow:marchInPlace(oak)
|
||||
end
|
||||
ow:scriptMove(ow.player, playerStep, 1, tick)
|
||||
@@ -216,9 +205,6 @@ M.PALLET_TOWN = {
|
||||
tick()
|
||||
end
|
||||
|
||||
-- PalletMovementScript_OakMoveLeft/_PlayerMoveLeft: from the right
|
||||
-- tile (x == 11) Oak sidesteps left first, then the player follows
|
||||
-- left (wNumStepsToTake = wXCoord - 10), and only then both walk
|
||||
local function escortToLab(oak)
|
||||
local numSteps = x - 10
|
||||
if oak and numSteps > 0 then
|
||||
@@ -232,37 +218,65 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
-- ---- Pallet Town side (scripts/PalletTown.asm) -----------------
|
||||
-- After Oak reaches the player: Red goes straight to "It's unsafe!".
|
||||
-- Yellow (PalletTownOakGreetsPlayerScript..AfterPikachuBattleScript):
|
||||
-- ThatWasClose -> Oak faces the grass patch -> BATTLE_TYPE_PIKACHU
|
||||
-- (the old-man-style simulated battle where PROF.OAK throws the ball
|
||||
-- and always catches the lv5 Pikachu) -> Whew -> ComeWithMe.
|
||||
local function afterOakArrives(oak)
|
||||
if not yellow then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakItsUnsafeText
|
||||
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
|
||||
function() escortToLab(oak) end))
|
||||
return
|
||||
end
|
||||
local function comeWithMe()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakComeWithMe
|
||||
or "OAK: Here, come with\nme!",
|
||||
function() escortToLab(oak) end))
|
||||
end
|
||||
local function afterPikaBattle()
|
||||
if oak then oak.facing = "up" end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakWhewText or "OAK: Whew...",
|
||||
comeWithMe))
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakThatWasCloseText
|
||||
or "OAK: That was\nclose!\fWild POKéMON live\nin tall grass!",
|
||||
function()
|
||||
-- Oak turns toward the horizontally adjacent grass (left exit
|
||||
-- looks right, right exit looks left -- the
|
||||
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
|
||||
if oak then oak.facing = x == 10 and "right" or "left" end
|
||||
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
||||
battle:makeOldManDemo("PROF.OAK")
|
||||
battle.onFinish = function()
|
||||
afterPikaBattle()
|
||||
end
|
||||
game.stack:push(battle)
|
||||
end))
|
||||
end
|
||||
|
||||
-- PalletTownOakWalksToPlayerScript: Oak appears at (8,5), faces up
|
||||
-- (SetSpriteFacingDirectionAndDelay + Delay3), then zigzags to the
|
||||
-- player; the "It's unsafe!" text follows and the escort begins
|
||||
local function oakAppearsAndWalks()
|
||||
Commands.show_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
local oak = ow:npcByIndex(1)
|
||||
local oak = npcNamed(ow, "PALLETTOWN_OAK") or ow:npcByIndex(1)
|
||||
if oak then oak.facing = "up" end
|
||||
hold(6, nil, function()
|
||||
walkList(oak, escort.oakApproach(x), function()
|
||||
-- PalletTownOakNotSafeComeWithMeScript: the second text waits
|
||||
-- for a button, then the escort starts
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakItsUnsafeText
|
||||
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
|
||||
function() escortToLab(oak) end))
|
||||
afterOakArrives(oak)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- The "Hey! Wait!" box ends without a button wait (auto), then the
|
||||
-- "!" bubble shows over the player WHILE the box is still on screen
|
||||
-- (PalletTownOakText: DelayFrames 10 then EmotionBubble, box not yet
|
||||
-- cleared). onOverlap sets the bubble during the box's last frames;
|
||||
-- the box pops after `overlap`, and the bubble's 60-frame hold then
|
||||
-- runs to Oak's appearance (the bubble is static while the box is up,
|
||||
-- since the overworld pauses under it, so 10 overlap + 50 = 60).
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakHeyWaitDontGoOutText or "OAK: Hey! Wait!\nDon't go out!",
|
||||
nil, { auto = { delay = 10, overlap = 10, onOverlap = function()
|
||||
-- .HeyWaitDontGoOutText turns the player to face down (toward
|
||||
-- the approaching Oak) before the exclamation bubble
|
||||
ow.player.facing = "down"
|
||||
ow.emote = { npc = ow.player, frames = 50, onDone = oakAppearsAndWalks }
|
||||
end } }))
|
||||
return true
|
||||
@@ -761,7 +775,7 @@ M.CINNABAR_LAB_FOSSIL_ROOM = {
|
||||
-- #118: do not raise mon.level until a paid retrieve (pokered reverts
|
||||
-- wDayCareMonBoxLevel on .leaveMonInDayCare). Fold pending steps into
|
||||
-- mon.exp once and clear them so a second talk cannot re-apply the same
|
||||
-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here —
|
||||
-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here --
|
||||
-- TextBox.TOKENS.RAM only knows wStringBuffer.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
|
||||
@@ -300,7 +300,7 @@ local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
|
||||
-- a-key line (scripts/RocketHideoutElevator.asm). Exit warps are
|
||||
-- still seeded above so walking out returns to the entry floor
|
||||
-- instead of the car's ROM default (B1F) — #90 / #105.
|
||||
-- instead of the car's ROM default (B1F) -- #90 / #105.
|
||||
if keyGate and not game.save.inventory[keyGate.item] then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
|
||||
@@ -37,16 +37,15 @@ local function countOwned(save)
|
||||
return n
|
||||
end
|
||||
|
||||
local function oaksAide(threshold, itemId)
|
||||
local function oaksAide(threshold, itemId, repeatText)
|
||||
return function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
local flags = game.save.flags
|
||||
local itemName = game.data.items[itemId].name
|
||||
local flag = "EVENT_GOT_" .. itemId
|
||||
if flags[flag] then
|
||||
push(game, fill(t._OaksAideComeBackText or
|
||||
"I already gave\nyou the {RAM:}!",
|
||||
{ num = threshold, ram = itemName }), done)
|
||||
push(game, t[repeatText] or
|
||||
fill("I already gave\nyou the {RAM:}!", { ram = itemName }), done)
|
||||
return
|
||||
end
|
||||
ask(game, fill(t._OaksAideHiText or
|
||||
@@ -83,13 +82,16 @@ local function oaksAide(threshold, itemId)
|
||||
end
|
||||
|
||||
M.ROUTE_2_GATE = {
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH") },
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH",
|
||||
"_Route2GateOaksAideFlashExplanationText") },
|
||||
}
|
||||
M.ROUTE_11_GATE_2F = {
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER") },
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER",
|
||||
"_Route11Gate2FOaksAideItemfinderDescriptionText") },
|
||||
}
|
||||
M.ROUTE_15_GATE_2F = {
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL") },
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL",
|
||||
"_Route15Gate2FOaksAideExpAllText") },
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
+147
-19
@@ -293,7 +293,11 @@ pewterEscort.guySteps = {
|
||||
"right", "right", "right",
|
||||
}
|
||||
|
||||
-- Walk home: reverse of guySteps with opposite facings (gym → spawn).
|
||||
-- Reverse of guySteps with opposite facings, i.e. the gym-to-spawn
|
||||
-- mirror of RLEList_PewterGymGuy. Kept as the documented inverse that
|
||||
-- tests/parity_pewter_escort.lua checks; the youngster does NOT walk it
|
||||
-- home any more, because its first step is LEFT through the player
|
||||
-- parked on (11,18) (#241). See walkHome below.
|
||||
do
|
||||
local opp = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local ret = {}
|
||||
@@ -371,20 +375,44 @@ local function pewterGymEscort(game, ow)
|
||||
local head = plan.guyHeadStart
|
||||
|
||||
-- After the walk: face the player, restore map music, "Go take on
|
||||
-- BROCK", then retrace RLEList_PewterGymGuy back to his spawn (35,16).
|
||||
-- (pokered teleports him via MovementData_PewterGymGuyExit; we walk
|
||||
-- the same route home instead. Brock victory still HideObject's him.)
|
||||
-- BROCK", then MovementData_PewterGymGuyExit -- five steps RIGHT out of
|
||||
-- (12,18), the cell PewterCityYoungsterShowsPlayerGymScript pins him to
|
||||
-- with SetSpritePosition1 (hSpriteMapXCoord 16 / hSpriteMapYCoord 22,
|
||||
-- minus the +4 border offset object_event coords carry per
|
||||
-- macros/scripts/maps.asm) and exactly where the escort leaves him.
|
||||
-- That lands him on (17,18), the last walkable cell before the fence at
|
||||
-- (18,18) and one column past the screen edge with the player parked on
|
||||
-- (11,18). PewterCityHideYoungsterScript then HideObject's him and
|
||||
-- PewterCityResetYoungsterScript's SetSpritePosition2 + ShowObject put
|
||||
-- him back on his object_event spawn (35,16) facing DOWN, which is the
|
||||
-- snap below (the vanish/reappear is off screen, same as the original).
|
||||
--
|
||||
-- The old code retraced guyReturnSteps instead, whose first step is
|
||||
-- LEFT into (11,18) -- the cell the player is standing on -- and
|
||||
-- scriptMove is a pure tween with no entity test, so he walked straight
|
||||
-- through Red (#241). There is no honest route home: (17,18) is a
|
||||
-- dead-end pocket ((18,18) fence, (17,17) wall), which is precisely why
|
||||
-- the original teleports. guyReturnSteps stays as the documented
|
||||
-- mirror of RLEList_PewterGymGuy that parity_pewter_escort asserts.
|
||||
-- Brock victory still HideObject's him.
|
||||
local function walkHome()
|
||||
if not guy then return end
|
||||
local ret = pewterEscort.guyReturnSteps
|
||||
local i = 0
|
||||
local function tick()
|
||||
i = i + 1
|
||||
if not ret[i] then
|
||||
if i > 5 then
|
||||
-- SetSpritePosition2: same field writes as Commands.place_npc,
|
||||
-- including the target clear -- a stale targetX/targetY would
|
||||
-- leave OverworldState:npcAtCell reserving (17,18) forever and
|
||||
-- silently wall the player out of that pocket.
|
||||
guy.cellX, guy.cellY = 35, 16
|
||||
guy.px, guy.py = 35 * 16, 16 * 16
|
||||
guy.moving = false
|
||||
guy.targetX, guy.targetY = nil, nil
|
||||
guy.facing = "down"
|
||||
return
|
||||
end
|
||||
ow:scriptMove(guy, ret[i], 1, tick)
|
||||
ow:scriptMove(guy, "right", 1, tick)
|
||||
end
|
||||
tick()
|
||||
end
|
||||
@@ -468,23 +496,48 @@ end
|
||||
-- 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).
|
||||
-- Both exit lists are keyed on wSavedCoordIndex -- WHICH entry of
|
||||
-- Route22DefaultScript.Route22RivalBattleCoords the player matched -- not
|
||||
-- on where the rival ended up. CheckCoords (home/map_objects.asm:107)
|
||||
-- zeroes wCoordIndex and `inc [hl]` BEFORE each compare, so the first
|
||||
-- entry reports 1: index 1 is (29,4), index 2 is (29,5).
|
||||
-- Route22Rival1AfterBattleScript (Route22.asm:175) takes
|
||||
-- ...ExitMovementData1 on index 1 and ...Data2 otherwise. From the top
|
||||
-- tile the rival stands BELOW the player on (29,5) and leaves east along
|
||||
-- row 5; from the bottom tile he stands LEFT of him on (28,5) and has to
|
||||
-- step UP to row 4 to get around him. The port had the two branches
|
||||
-- swapped, so the top tile started the walk with UP out of (28,4) into
|
||||
-- the cliff cell (28,3), which is not walkable (#236).
|
||||
local function route22ExitDirs(n, py)
|
||||
if n == 2 then
|
||||
if py == 5 then return { "left", "left", "left", "left" } end
|
||||
-- Route22Rival2ExitMovementData1 falls through into ...Data2: LEFT x4
|
||||
-- from (29,5), LEFT x3 from (28,5), both back onto the spawn (25,5).
|
||||
if py == 4 then return { "left", "left", "left", "left" } end
|
||||
return { "left", "left", "left" }
|
||||
end
|
||||
if py == 5 then
|
||||
-- Route22Rival1ExitMovementData1: (29,5) -> (31,5) -> (31,10)
|
||||
if py == 4 then
|
||||
return { "right", "right", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
-- Route22Rival1ExitMovementData2: (28,5) -> (28,4) -> (31,4) -> (31,10)
|
||||
return { "up", "right", "right", "right",
|
||||
"down", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
|
||||
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
|
||||
-- Route22MoveRivalRightScript (Route22.asm:39) walks him RIGHT along his
|
||||
-- own row from the object_event spawn (25,5): the full four-RIGHT
|
||||
-- Route22RivalMovementData on coord index 1 (player on (29,4)), so he
|
||||
-- stops BELOW the player on (29,5); `inc de` drops one RIGHT on index 2
|
||||
-- (player on (29,5)), so he stops LEFT of him on (28,5). He never
|
||||
-- leaves row 5. Route22Rival{1,2}StartBattleScript (Route22.asm:110)
|
||||
-- then faces him UP on index 1 and RIGHT otherwise (#236).
|
||||
local rx = (py == 4) and 29 or 28
|
||||
local rivalFacing = (py == 4) and "up" or "right"
|
||||
return {
|
||||
{ "show_object", "ROUTE_22", objName }, -- 1
|
||||
{ "move_npc_to", objIndex, 28, py }, -- 2
|
||||
{ "face_object", objIndex, "right" }, -- 3
|
||||
{ "move_npc_to", objIndex, rx, 5 }, -- 2
|
||||
{ "face_object", objIndex, rivalFacing }, -- 3
|
||||
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
|
||||
{ "rival_battle", oppClass, baseParty }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
@@ -496,20 +549,25 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
|
||||
}
|
||||
end
|
||||
|
||||
-- Route22Rival{1,2}StartBattleScript turns the player toward him too:
|
||||
-- PLAYER_DIR_DOWN on coord index 1 (the (29,4) tile, rival below him),
|
||||
-- and the PLAYER_DIR_LEFT Route22DefaultScript already set on index 2
|
||||
-- (the (29,5) tile, rival to his left) (#236).
|
||||
M.ROUTE_22 = {
|
||||
onStep = function(game, ow, x, y)
|
||||
if not inCoords({ { 29, 4 }, { 29, 5 } }, x, y) then return false end
|
||||
local f = game.save.flags
|
||||
local playerFacing = (y == 4) and "down" or "left"
|
||||
if f.EVENT_GOT_POKEDEX and not f.EVENT_BEAT_BROCK
|
||||
and not f.EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE then
|
||||
return runAmbush(game, ow,
|
||||
route22Scene(1, 1, "ROUTE22_RIVAL1", "OPP_RIVAL1", 4,
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE", y), "left")
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE", y), playerFacing)
|
||||
end
|
||||
if f.EVENT_BEAT_GIOVANNI and not f.EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE then
|
||||
return runAmbush(game, ow,
|
||||
route22Scene(2, 2, "ROUTE22_RIVAL2", "OPP_RIVAL2", 10,
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), "left")
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing)
|
||||
end
|
||||
return false
|
||||
end,
|
||||
@@ -545,7 +603,7 @@ end
|
||||
-- scripts/CeruleanCity.asm CeruleanCityRocketText: fight the thief,
|
||||
-- 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.
|
||||
-- Hide ROCKET → GBFadeInFromBlack -- not a bare hide_object.
|
||||
local rocketRows = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
|
||||
@@ -564,7 +622,7 @@ local rocketRows = {
|
||||
{ "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
|
||||
-- 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
|
||||
@@ -628,13 +686,83 @@ M.MUSEUM_1F = {
|
||||
}
|
||||
|
||||
-- The Pewter Center's singing JIGGLYPUFF (scripts/PewterPokecenter.asm
|
||||
-- plays MUSIC_JIGGLYPUFF_SONG, then the map theme resumes)
|
||||
-- PewterPokecenterJigglypuffText). The text_asm sets
|
||||
-- wDoNotWaitForButtonPressAfterDisplayingText before PrintText, so the box
|
||||
-- prints with no A prompt and the script keeps running underneath it:
|
||||
-- SFX_STOP_ALL_MUSIC, DelayFrames 32, PlayMusic MUSIC_JIGGLYPUFF_SONG,
|
||||
-- then .spinMovementLoop writes the next of DOWN -> LEFT -> UP -> RIGHT (a
|
||||
-- clockwise turn) every 24 frames for as long as the song's CHAN1/CHAN2
|
||||
-- still sound, DelayFrames 48, PlayDefaultMusic, TextScriptEnd. Only that
|
||||
-- last step closes the box, so the whole dance plays out unskippably
|
||||
-- (#249). Music.playOnce's pendingRestore stands in for both the channel
|
||||
-- poll and PlayDefaultMusic, so the Center's theme comes back the frame
|
||||
-- the song ends rather than 48 frames later.
|
||||
local JIGGLYPUFF_SPIN = { "down", "left", "up", "right" }
|
||||
local JIGGLYPUFF_SILENCE, JIGGLYPUFF_STEP, JIGGLYPUFF_TAIL = 32, 24, 48
|
||||
|
||||
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
|
||||
-- page has typed out (PrintText returning), and auto.tick then runs once
|
||||
-- per frame while the gate it returns still reads as playing.
|
||||
local function jigglypuffDance(game, npc)
|
||||
local Music = require("src.core.Music")
|
||||
-- .findMatchingFacingDirectionLoop: the rotation picks up at the entry
|
||||
-- matching the sprite's current facing (showMapText has just turned it
|
||||
-- toward the player), and the first write is that same facing, so the
|
||||
-- first visible quarter turn lands 24 frames in
|
||||
local step = 1
|
||||
for i, dir in ipairs(JIGGLYPUFF_SPIN) do
|
||||
if npc and npc.facing == dir then step = i end
|
||||
end
|
||||
local frames, phase = 0, "silence"
|
||||
return {
|
||||
sound = function()
|
||||
Music.stop() -- SFX_STOP_ALL_MUSIC
|
||||
return { isPlaying = function() return phase ~= "done" end }
|
||||
end,
|
||||
tick = function()
|
||||
frames = frames + 1
|
||||
if phase == "silence" then
|
||||
if frames < JIGGLYPUFF_SILENCE then return end
|
||||
frames = 0
|
||||
if Music.playOnce(game.data, "Music_JigglypuffSong") then
|
||||
phase = "spin"
|
||||
else
|
||||
-- no song def (or headless): Music.stop above already took the
|
||||
-- map theme down and nothing armed pendingRestore, so put it
|
||||
-- back by hand and fall through to the tail rather than hold
|
||||
-- the box on a poll that would never clear
|
||||
Music.restoreMap(game.data)
|
||||
phase = "tail"
|
||||
end
|
||||
return
|
||||
end
|
||||
if phase == "spin" then
|
||||
if frames < JIGGLYPUFF_STEP then return end
|
||||
frames = 0
|
||||
-- the loop tests the channels after the delay and before the next
|
||||
-- write, so a song that just ended costs no extra quarter turn
|
||||
if not Music.oneShotPlaying() then
|
||||
phase = "tail"
|
||||
return
|
||||
end
|
||||
step = step % #JIGGLYPUFF_SPIN + 1
|
||||
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
|
||||
return
|
||||
end
|
||||
if frames >= JIGGLYPUFF_TAIL then phase = "done" end
|
||||
end,
|
||||
}
|
||||
end
|
||||
|
||||
M.PEWTER_POKECENTER = {
|
||||
talk = {
|
||||
TEXT_PEWTERPOKECENTER_JIGGLYPUFF = function(game, ow, npc, done)
|
||||
require("src.core.Music").playOnce(game.data, "Music_JigglypuffSong")
|
||||
push(game, text(game)._PewterPokecenterJigglypuffText
|
||||
or "JIGGLYPUFF: Puu\npupuu!", done)
|
||||
-- not the local push() helper: this box needs opts.auto, which is
|
||||
-- also what suppresses the blinking arrow and the A dismissal
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
|
||||
done, { auto = jigglypuffDance(game, npc) }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -173,7 +173,46 @@ local function syncGymGatesAfterBattle(game, ow)
|
||||
applyGymGates(game, ow)
|
||||
end
|
||||
|
||||
-- Yellow's quiz-first rule (scripts/CinnabarGym.asm SuperNerd2..7): a
|
||||
-- gate guardian refuses to battle until his quiz was attempted -- a
|
||||
-- wrong answer sics him on you (the onInteract path below), a right one
|
||||
-- opens his gate; walking up and talking first just gets the room's
|
||||
-- CinnabarGymText_N lecture (Func_f2150's pointer table).
|
||||
local function yellowQuizTalk(machineIndex)
|
||||
return function(game, ow, npc, done)
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
local defeated = ow:trainerDefeated(npc)
|
||||
local gateOpen = game.save.flags[gymGateFlag(machineIndex)]
|
||||
if yellow and not defeated and not gateOpen then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t["_CinnabarGymText_" .. machineIndex]
|
||||
or "You have to take\nthe quiz first!", done))
|
||||
return
|
||||
end
|
||||
-- gate open (or Red/Blue): the ordinary trainer engagement /
|
||||
-- after-battle line, mirroring talkTo's generic trainer branch
|
||||
npc:facePlayer(ow.player)
|
||||
if not defeated then
|
||||
ow:engageTrainer(npc, done)
|
||||
return
|
||||
end
|
||||
local header = game.data:trainerHeader(ow.map.def.label, npc.def.index)
|
||||
local after = header and header.after and game.data.text[header.after]
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, after or "...", done))
|
||||
end
|
||||
end
|
||||
|
||||
M.CINNABAR_GYM = {
|
||||
talk = (function()
|
||||
local talk = {}
|
||||
for i = 1, 6 do
|
||||
talk["TEXT_CINNABARGYM_SUPER_NERD" .. (i + 1)] = yellowQuizTalk(i)
|
||||
end
|
||||
return talk
|
||||
end)(),
|
||||
onEnter = applyGymGates,
|
||||
onVictory = syncGymGatesAfterBattle,
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
-- `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
|
||||
-- no header.won -- checkVictoryRewards shows this chain instead of a
|
||||
-- synthetic "received badge/TM" stub.
|
||||
|
||||
local function range(prefix, first, last)
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
-- Summer Beach House (scripts/SummerBeachHouse.asm), Yellow's Route 19
|
||||
-- surf shack. The Surfin' Dude only lets a party Pikachu that knows
|
||||
-- SURF ride (IsSurfingPikachuInParty, home/map_objects.asm); saying yes
|
||||
-- runs the Surfing Pikachu minigame (src/ui/SurfingMinigame.lua). The
|
||||
-- corner printer shows/prints the high score once you have surfed this
|
||||
-- visit (BIT_PIKACHU_MAP_SURF_SELECT is a per-map-load flag, so the
|
||||
-- session markers live on the overworld state, not the save).
|
||||
|
||||
local function surfingPikachu(game)
|
||||
for _, mon in ipairs(game.save.party or {}) do
|
||||
if mon.species == "PIKACHU" then
|
||||
for _, mv in ipairs(mon.moves or {}) do
|
||||
if mv.id == "SURF" then return mon end
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function push(game, text, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, text, done))
|
||||
end
|
||||
|
||||
-- the two-variant posters: the surf-capable line once a surfing
|
||||
-- Pikachu is along, the plain one otherwise
|
||||
local function poster(n)
|
||||
return function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local key = ("_SummerBeachHousePoster%dText%d"):format(
|
||||
n, surfingPikachu(game) and 1 or 2)
|
||||
push(game, t[key] or "A surfing poster.", done)
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
SUMMER_BEACH_HOUSE = {
|
||||
talk = {
|
||||
TEXT_SUMMERBEACHHOUSE_SURFINDUDE = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
if not surfingPikachu(game) then
|
||||
push(game, t._SummerBeachHouseSurfinDudeText4
|
||||
or "Dogs and burgers\non special today!", done)
|
||||
return
|
||||
end
|
||||
-- Text1 on the first ask each visit, the short Text3 after
|
||||
local ask = ow.surfinDudeAsked
|
||||
and (t._SummerBeachHouseSurfinDudeText3 or "Wanna go SURF?")
|
||||
or (t._SummerBeachHouseSurfinDudeText1
|
||||
or "Whoa!\nYour PIKACHU knows\nhow to SURF!\fGive it a go?")
|
||||
ow.surfinDudeAsked = true
|
||||
push(game, ask, function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
push(game, t._SummerBeachHouseSurfinDudeText2
|
||||
or "Come SURF anytime,\nmy friend!", done)
|
||||
return
|
||||
end
|
||||
local SurfingMinigame = require("src.ui.SurfingMinigame")
|
||||
game.stack:push(SurfingMinigame.new(game, function()
|
||||
ow.surfedThisVisit = true -- BIT_PIKACHU_MAP_SURF_SELECT
|
||||
require("src.core.Music").playMap(game.data, ow.map.id)
|
||||
done()
|
||||
end))
|
||||
end))
|
||||
end)
|
||||
end,
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_PIKACHU = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
push(game, t._SummerBeachHousePikachuText or "PIKACHU: Pikaa!",
|
||||
function()
|
||||
require("src.core.Sound").playCry(game.data, "PIKACHU")
|
||||
done()
|
||||
end)
|
||||
end,
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER1 = poster(1),
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER2 = poster(2),
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER3 = poster(3),
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_PRINTER = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
if not surfingPikachu(game) then
|
||||
push(game, t._SummerBeachHousePrinterText1
|
||||
or "It's some sort of\na machine...", done)
|
||||
return
|
||||
end
|
||||
push(game, t._SummerBeachHousePrinterText2
|
||||
or "SUMMER BEACH HOUSE\nPRINTER, it says.", function()
|
||||
if not ow.surfedThisVisit then
|
||||
done()
|
||||
return
|
||||
end
|
||||
push(game, t._SummerBeachHousePrinterText3
|
||||
or "The Hi-Score is\nshown.\fPRINT it out?", function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
done()
|
||||
return
|
||||
end
|
||||
-- PrintSurfingMinigameHighScore -> PNG stand-in
|
||||
local Printer = require("src.core.Printer")
|
||||
local Font = require("src.render.Font")
|
||||
local Strings = require("src.core.Strings")
|
||||
local hi = game.save.surfingHighScore or 0
|
||||
local name = game.save.player.name or "RED"
|
||||
local saved, err = Printer.save("surf_hiscore", 160, 64,
|
||||
function()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 64)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.rectangle("line", 2.5, 2.5, 155, 59)
|
||||
Font.draw(Strings("SUMMER BEACH HOUSE"), 8, 10)
|
||||
Font.draw(Strings("SURFING Hi-Score"), 8, 24)
|
||||
Font.draw(name, 8, 40)
|
||||
Font.draw(Strings("%d pts", hi), 96, 40)
|
||||
end)
|
||||
push(game, saved
|
||||
and Strings("Printed!\fSaved as\n%s\vin the save\nfolder.",
|
||||
saved)
|
||||
or Strings("Printer error!\n%s", tostring(err)), done)
|
||||
end))
|
||||
end)
|
||||
end)
|
||||
end,
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,102 @@
|
||||
-- Yellow's three Kanto-starter side-quests, hand-ported from
|
||||
-- scripts/CeruleanMelaniesHouse.asm, scripts/Route24.asm
|
||||
-- (Route24CooltrainerM4Text) and scripts/VermilionCity_2.asm
|
||||
-- (VermilionCityPrintOfficerJennyText). Registered on top of the shared
|
||||
-- Red map scripts by data/scripts/init.lua on a Yellow boot only, so the
|
||||
-- table keys compose with story.lua / story4.lua's existing entries.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Melanie hands over her Bulbasaur once the starter Pikachu trusts you
|
||||
-- (wPikachuHappiness >= 147).
|
||||
M.CERULEAN_MELANIES_HOUSE = {
|
||||
talk = {
|
||||
TEXT_CERULEANMELANIESHOUSE_MELANIE = function(game, ow, npc, done)
|
||||
local rows = { { "face_player" } }
|
||||
if game.save.flags.EVENT_GOT_BULBASAUR_IN_CERULEAN then
|
||||
rows[#rows + 1] = { "show_text", "MelanieText4" }
|
||||
elseif (game.save.pikachuHappiness or 90) < 147 then
|
||||
rows[#rows + 1] = { "show_text", "MelanieText1" }
|
||||
else
|
||||
rows[#rows + 1] = { "show_text", "MelanieText1" }
|
||||
rows[#rows + 1] = { "ask", "MelanieText2" }
|
||||
rows[#rows + 1] = { "jump_if_false", "declined" }
|
||||
rows[#rows + 1] = { "give_pokemon", "BULBASAUR", 10 }
|
||||
rows[#rows + 1] = { "jump_if_false", "end" } -- party + box full
|
||||
rows[#rows + 1] = { "show_text", "MelanieText3" }
|
||||
rows[#rows + 1] = { "hide_object", "CERULEAN_MELANIES_HOUSE",
|
||||
"CERULEANMELANIESHOUSE_BULBASAUR" }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_BULBASAUR_IN_CERULEAN" }
|
||||
rows[#rows + 1] = { "jump", "end" }
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "MelanieText5" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
-- pet flavor: the text with the species' cry over it
|
||||
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
|
||||
{ "play_cry", "BULBASAUR" },
|
||||
{ "show_text", "MelanieBulbasaurText" },
|
||||
},
|
||||
TEXT_CERULEANMELANIESHOUSE_ODDISH = {
|
||||
{ "play_cry", "ODDISH" },
|
||||
{ "show_text", "MelanieOddishText" },
|
||||
},
|
||||
TEXT_CERULEANMELANIESHOUSE_SANDSHREW = {
|
||||
{ "play_cry", "SANDSHREW" },
|
||||
{ "show_text", "MelanieSandshrewText" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Damian gives away the Charmander he thinks is too weak (EVENT_54F).
|
||||
M.ROUTE_24 = {
|
||||
talk = {
|
||||
TEXT_ROUTE24_COOLTRAINER_M4 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_54F" },
|
||||
{ "jump_if_true", "after" },
|
||||
{ "ask", "_Route24DamianText1" },
|
||||
{ "jump_if_false", "declined" },
|
||||
{ "give_pokemon", "CHARMANDER", 10 },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_Route24DamianText2" },
|
||||
{ "set_flag", "EVENT_54F" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "declined" },
|
||||
{ "show_text", "_Route24DamianText3" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "after" },
|
||||
{ "show_text", "_Route24DamianText4" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Officer Jenny's Squirtle: kept until you carry the Thunder Badge.
|
||||
M.VERMILION_CITY = {
|
||||
talk = {
|
||||
TEXT_VERMILIONCITY_OFFICER_JENNY = function(game, ow, npc, done)
|
||||
local rows = { { "face_player" } }
|
||||
if game.save.flags.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY then
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText5" }
|
||||
elseif not (game.save.inventory
|
||||
and game.save.inventory.THUNDERBADGE) then
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText1" }
|
||||
else
|
||||
rows[#rows + 1] = { "ask", "_OfficerJennyText2" }
|
||||
rows[#rows + 1] = { "jump_if_false", "declined" }
|
||||
rows[#rows + 1] = { "give_pokemon", "SQUIRTLE", 10 }
|
||||
rows[#rows + 1] = { "jump_if_false", "end" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText3" }
|
||||
rows[#rows + 1] = { "set_flag",
|
||||
"EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY" }
|
||||
rows[#rows + 1] = { "jump", "end" }
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,261 @@
|
||||
-- Jessie & James, Yellow's Team Rocket duo, at all four ambush sites:
|
||||
-- Mt Moon B2F (scripts/MtMoonB2F.asm), Rocket Hideout B4F
|
||||
-- (scripts/RocketHideoutB4F.asm), Pokemon Tower 7F
|
||||
-- (scripts/PokemonTower7F.asm) and Silph Co 11F (scripts/SilphCo11F.asm).
|
||||
-- Every site shares one shape: a coordinate trigger swaps the map theme
|
||||
-- for Music_MeetJessieJames, the motto plays, the duo closes in, one
|
||||
-- battle against the shared OPP_ROCKET party fights them both, and after
|
||||
-- their parting lines they vanish together under a second sting of the
|
||||
-- theme before the map theme resumes (PlayDefaultMusic ->
|
||||
-- play_default_music).
|
||||
--
|
||||
-- Registered on top of the shared tables by data/scripts/init.lua on a
|
||||
-- Yellow boot; MT_MOON_B2F's onStep chains story2's Super Nerd / fossil
|
||||
-- trigger and SILPH_CO_11F's chains story's Giovanni trigger, since
|
||||
-- non-talk hooks replace rather than merge.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Capture the FUNCTION, not the table: attachBase stores the module
|
||||
-- table itself, so once this file's onStep is attached the table's slot
|
||||
-- points back here -- delegating through the table would self-recurse.
|
||||
local baseMtMoonStep = require("data.scripts.story2").MT_MOON_B2F.onStep
|
||||
local baseSilph11Step = require("data.scripts.story").SILPH_CO_11F.onStep
|
||||
|
||||
M.MT_MOON_B2F = {
|
||||
talk = {
|
||||
TEXT_MTMOONB2F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
|
||||
},
|
||||
TEXT_MTMOONB2F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseMtMoonStep and baseMtMoonStep(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if x ~= 3 or y ~= 5 then return false end
|
||||
if f.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES then return false end
|
||||
if not (f.EVENT_GOT_DOME_FOSSIL or f.EVENT_GOT_HELIX_FOSSIL) then
|
||||
return false
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
|
||||
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
|
||||
{ "show_text", "_MtMoonJessieJamesText1" },
|
||||
{ "face_player_dir", "right" },
|
||||
{ "show_text", "_MtMoonJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_MtMoonJessieJamesText3" },
|
||||
{ "show_text", "_MtMoonJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
|
||||
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Rocket Hideout B4F (RocketHideoutB4FScript_455a5..Script13): the
|
||||
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
|
||||
-- (24,10) and whichever of them shares the player's column ($18=24 or
|
||||
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
|
||||
-- tiles down to loom over the player while the other steps one. A loss
|
||||
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
||||
-- trigger re-arms clean.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROCKET_HIDEOUT_B4F = {
|
||||
talk = {
|
||||
TEXT_ROCKETHIDEOUTB4F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
TEXT_ROCKETHIDEOUTB4F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 14 or (x ~= 24 and x ~= 25) then return false end
|
||||
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
||||
-- ON_LEFT: player under James's column (25); movement data pairs
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
||||
-- column-mate walks 3, the other 1.
|
||||
local onLeft = (x == 25)
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "face_object", 3, onLeft and "right" or "down" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "lost" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText3" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "lost" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 7F (PokemonTower7FScript_60d2a..Script10): same beat
|
||||
-- one floor below Fuji, except the duo pops in BEFORE the motto and
|
||||
-- Jessie ($a=10 column) leads the walk-down; ON_LEFT ($b=11) hands the
|
||||
-- three-tile walk to James instead. On a loss vanilla only resets the
|
||||
-- script counter (the blackout warp reloads the map anyway).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_TOWER_7F = {
|
||||
talk = {
|
||||
TEXT_POKEMONTOWER7F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
TEXT_POKEMONTOWER7F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 12 or (x ~= 10 and x ~= 11) then return false end
|
||||
if f.EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES then return false end
|
||||
local onLeft = (x == 11) -- EVENT_POKEMONTOWER_7_JESSIE_JAMES_ON_LEFT
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order
|
||||
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "face_object", 1, onLeft and "right" or "down" },
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText3" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Silph Co 11F (SilphCo11FScript_6229c..Script14): the only site where
|
||||
-- the duo starts VISIBLE (toggleable_objects.asm keeps SILPHCO11F_JAMES
|
||||
-- / _JESSIE ON), flanking Giovanni at (2,8)/(3,8), so they are talkable
|
||||
-- before the ambush (SilphCo11FJessieJamesText = the full motto). The
|
||||
-- trigger is the top row (y=3, x<4); EVENT_780/EVENT_781 pick one of
|
||||
-- three approach paths (SilphCo11FMovementData_622f5..62311, $5=up
|
||||
-- $6=left) that route James then Jessie up to the player without ever
|
||||
-- crossing the player's tile. Their duo text lives in
|
||||
-- text/SilphCo10F.asm (_SilphCoJessieJamesText*).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
talk = {
|
||||
TEXT_SILPHCO11F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
TEXT_SILPHCO11F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseSilph11Step and baseSilph11Step(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if y ~= 3 or x > 3 then return false end
|
||||
if f.EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES then return false end
|
||||
-- x==3 -> base path, x==2 -> EVENT_780 variant, x<=1 -> EVENT_781
|
||||
local jamesDirs, jamesFace, jessieDirs, jessieFace
|
||||
if x == 3 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up", "up" }, "right"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up" }, "up"
|
||||
elseif x == 2 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up" }, "up"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up", "up" }, "left"
|
||||
else
|
||||
jamesDirs = { "up", "up", "left", "up", "up" }
|
||||
jamesFace = "up"
|
||||
jessieDirs = { "up", "up", "up", "left", "up", "up" }
|
||||
jessieFace = "left"
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_SilphCoJessieJamesText1" },
|
||||
{ "face_player_dir", "down" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- James (object 4) then Jessie (object 6), Script5..Script10 order
|
||||
{ "walk_npc", 4, jamesDirs },
|
||||
{ "face_object", 4, jamesFace },
|
||||
{ "walk_npc", 6, jessieDirs },
|
||||
{ "face_object", 6, jessieFace },
|
||||
{ "show_text", "_SilphCoJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_SilphCoJessieJamesText3" },
|
||||
{ "show_text", "_SilphCoJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JAMES" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,91 @@
|
||||
# Anbernic RG34XXSP (Stock OS 64-bit MOD)
|
||||
|
||||
Download `gen1recomp-*-rg34xxsp-stockos64-mod.zip` from
|
||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases). This build
|
||||
targets **Stock OS 64-bit MOD** on the RG34XXSP with PortMaster installed
|
||||
(TF1).
|
||||
|
||||
## Install
|
||||
|
||||
1. Unzip the release on your computer. You get `Gen1recomp.sh` and a
|
||||
`gen1recomp/` folder.
|
||||
2. Copy **both** onto the SD card under **`Roms/PORTS/`** so the layout is:
|
||||
|
||||
```
|
||||
Roms/PORTS/Gen1recomp.sh
|
||||
Roms/PORTS/gen1recomp/
|
||||
```
|
||||
|
||||
On the device that path is `/mnt/mmc/Roms/PORTS/`. Keep the launcher and
|
||||
the `gen1recomp/` folder as siblings — do not nest the `.sh` inside the
|
||||
folder.
|
||||
3. Put your legal US Red and/or Blue `.gb` files inside the game folder:
|
||||
|
||||
```
|
||||
Roms/PORTS/gen1recomp/lovegame/
|
||||
```
|
||||
|
||||
Example: `Roms/PORTS/gen1recomp/lovegame/Pokemon - Red Version.gb`
|
||||
4. Eject the card, boot the handheld, open **Ports → Gen1recomp**.
|
||||
5. On the launcher, move the cursor with the D-pad or left stick, press **A**
|
||||
to click. Choose the Red or Blue tab, then **Choose ROM** — with no file
|
||||
picker on stock OS, that scans `lovegame/` for the `.gb` you dropped in.
|
||||
|
||||
The port ships with `portable.txt` already in place, so after import the
|
||||
saves and ROM-derived cache stay next to the game on the SD card. See
|
||||
[Portable Mode](../README.md#portable-mode) for what that means.
|
||||
|
||||
Only the canonical 1 MiB US carts import:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
## Launcher controls
|
||||
|
||||
| Input | Action |
|
||||
| ------------------ | ------------------ |
|
||||
| D-pad / left stick | Move cursor |
|
||||
| A | Click |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Right stick | Scroll lists |
|
||||
| Start / Select | Play or Choose ROM |
|
||||
|
||||
In-game controls use the normal PortMaster / SDL pad map, rebindable under
|
||||
**OPTIONS → CONTROLS**.
|
||||
|
||||
## Notes
|
||||
|
||||
**GBC FX is off on this device.** The launcher exports `POKEPORT_GBCFX=0`,
|
||||
which hides the GBC FX row from OPTIONS, pins the level to OFF, and clears a
|
||||
level carried over in an `options.lua` from another machine. The H700's Mali
|
||||
GPU is in the same class as the phone GPUs that compile that present pass and
|
||||
then show a black frame (issue #136), and `love.system.getOS()` reports
|
||||
`"Linux"` here, so the Android gate would not have caught it. Every other
|
||||
display option — COLORS, TILT, ZOOM, VOID FILL, MAX FPS — works normally. If
|
||||
your device turns out to handle the pass, launch with `POKEPORT_GBCFX=1` to
|
||||
put the row back.
|
||||
|
||||
The pack bundles the LÖVE 11.5 aarch64 runtime from
|
||||
[PortMaster](https://portmaster.games/), so the device does not need a
|
||||
separate `love_11.5` runtime download on first launch. The launcher resolves
|
||||
paths relative to its own directory rather than PortMaster's `$directory`,
|
||||
because stock Anbernic firmware runs ports out of `roms/PORTS/` with its own
|
||||
casing and mount points.
|
||||
|
||||
If a launch fails, `Roms/PORTS/gen1recomp/log.txt` holds the output of the
|
||||
last run.
|
||||
|
||||
## Building the port
|
||||
|
||||
Release runs build this automatically (see `.github/workflows/release.yml`).
|
||||
To build it by hand:
|
||||
|
||||
```sh
|
||||
./build-rg34xxsp.sh --version 0.1.0 # -> dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
|
||||
```
|
||||
|
||||
`install-rg34xxsp.sh` copies that pack straight onto a mounted SD card for
|
||||
local testing.
|
||||
|
||||
Stock OS 64-bit MOD comes from
|
||||
[cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
|
||||
@@ -59,7 +59,7 @@ the same core data and graphics into the source tree for verification.
|
||||
| | `src/battle/Experience.lua`, `Catching.lua`, `TrainerAI.lua` | exp/levels, Gen 1 catch algorithm, AI |
|
||||
| | `src/battle/rulesets/` | `gen1_faithful` (default) vs `modern_clean` |
|
||||
| ui | `src/ui/*` | start menu, generic menu, yes/no box, party/bag lists |
|
||||
| | `tools/save-editor/` | Standalone save editor (`love . --editor`) |
|
||||
| | `tools/save-editor/` | Save editor: shipped in every build, opened from the launcher's Edit button or standalone with `love . --editor` |
|
||||
|
||||
## Map scripts
|
||||
|
||||
|
||||
@@ -1,131 +0,0 @@
|
||||
# Building a Blue Version of the port
|
||||
|
||||
pokered builds Red and Blue from one source tree: the Makefile
|
||||
assembles everything twice with `rgbasm -D _RED` or `-D _BLUE`, and
|
||||
every in-game difference sits in an `IF DEF(_RED)` / `IF DEF(_BLUE)`
|
||||
block. Our extraction pipeline resolves those conditionals the same
|
||||
way (`tools/extract/util.py` `ASM_DEFINES`), so most of a Blue build
|
||||
falls out of re-running the extractors. Only three things are
|
||||
hand-ported on the Lua side and need swapping by hand.
|
||||
|
||||
## What differs between Red and Blue
|
||||
|
||||
| Where (pokered) | What |
|
||||
| --- | --- |
|
||||
| `data/wild/maps/*.asm` (34 files) | Version-exclusive encounters (Red: Ekans, Oddish, Growlithe, Mankey, Scyther, Electabuzz, Blue: Sandshrew, Bellsprout, Vulpix, Meowth, Pinsir, Magmar) |
|
||||
| `data/pokemon/title_mons.asm` | The 16 title-screen Pokémon |
|
||||
| `engine/movie/title.asm` + `gfx/version.asm` | The "Red Version" / "Blue Version" ribbon |
|
||||
| `constants/player_constants.asm` | Preset names (Red: RED/ASH/JACK + BLUE/GARY/JOHN) |
|
||||
| `data/sgb/sgb_palettes.asm`, `sgb_border.asm` | Super Game Boy palettes and border |
|
||||
| `data/events/prizes.asm`, `prize_mon_levels.asm` | Game Corner prize mons, costs and levels |
|
||||
| `engine/movie/intro.asm`, `data/credits/credits_text.asm`, `engine/slots/slot_machine.asm`, `engine/battle/animations.asm`, `audio/sfx/save_3.asm` | Small gated tweaks (credits say "BLUE VERSION STAFF", etc.) |
|
||||
|
||||
## Step 1, flip the extraction define
|
||||
|
||||
`tools/extract/util.py`:
|
||||
|
||||
```python
|
||||
ASM_DEFINES = {"_RED"} # -> {"_BLUE"}
|
||||
```
|
||||
|
||||
Then regenerate everything (same as scripts/setup.sh does):
|
||||
|
||||
```sh
|
||||
cd tools
|
||||
../.venv/bin/python3 build_data.py \
|
||||
--pokered /Users/bryanbassett/Documents/development/pokered \
|
||||
--out ../data/generated --assets ../assets/generated
|
||||
```
|
||||
|
||||
This alone switches the wild encounters, preset names, SGB palettes
|
||||
and credits text. **Caveat:** `parse_preset_names` sanity-checks in
|
||||
`tools/extract/field.py:1193` expect "RED" in the player presets,
|
||||
relax that check for a Blue build (Blue's presets are BLUE/GARY/JOHN
|
||||
for the player and RED/ASH/JACK for the rival).
|
||||
|
||||
`tools/extract/palettes.py` uses its own raw reader with hardcoded
|
||||
`IF DEF(_BLUE)` skipping (around line 44), invert that too, or port
|
||||
it to `read_asm` so `ASM_DEFINES` covers it.
|
||||
|
||||
## Step 2, title screen (hand-ported)
|
||||
|
||||
`src/ui/TitleState.lua`:
|
||||
|
||||
1. **Ribbon art.** The extractor writes
|
||||
`assets/generated/title/red_version.png`; add `blue_version.png`
|
||||
to `gfx.extract_title` in `tools/extract/gfx.py` (source:
|
||||
`gfx/title/blue_version.png`, 64×8). In `TitleState:draw()`, the
|
||||
Red strip needs two quads (tiles 0–1 "Red", skip, tiles 5–9
|
||||
"Version", `title.asm` `VersionOnTitleScreenText`). Blue's strip
|
||||
prints its tiles contiguously (`db $61..$68`), so draw the whole
|
||||
64×8 image at px (56, 64) and verify with the title driver
|
||||
screenshot.
|
||||
|
||||
2. **Title mons.** Replace `CYCLE_SPECIES` with Blue's list from
|
||||
`data/pokemon/title_mons.asm`:
|
||||
|
||||
```lua
|
||||
local CYCLE_SPECIES = {
|
||||
"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
|
||||
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
|
||||
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
|
||||
}
|
||||
```
|
||||
|
||||
## Step 3, Game Corner prizes (hand-ported)
|
||||
|
||||
`data/scripts/story3.lua` (~line 209) carries the Red prize tables.
|
||||
Blue's values (`prizes.asm` + `prize_mon_levels.asm`):
|
||||
|
||||
| Prize | Cost | Level |
|
||||
| --- | --- | --- |
|
||||
| ABRA | 120 | 6 |
|
||||
| CLEFAIRY | 750 | 12 |
|
||||
| NIDORINO | 1200 | 17 |
|
||||
| PINSIR | 2500 | 20 |
|
||||
| DRATINI | 4600 | 24 |
|
||||
| PORYGON | 6500 | 18 |
|
||||
|
||||
(TM prizes are identical in both versions.)
|
||||
|
||||
## Step 4, verify
|
||||
|
||||
```sh
|
||||
luajit tests/run_tests.lua
|
||||
```
|
||||
|
||||
Plus two spot checks:
|
||||
|
||||
```sh
|
||||
# every grass table must have exactly 10 slots (a conditional-parsing
|
||||
# regression shows up as 19–20 slots)
|
||||
luajit -e 'local e=dofile("data/generated/encounters.lua")
|
||||
for m,d in pairs(e) do if type(d)=="table" and d.grass and #d.grass.slots>0
|
||||
and #d.grass.slots~=10 then print("BAD",m,#d.grass.slots) end end'
|
||||
|
||||
# a Blue exclusive should now appear (and Growlithe should not)
|
||||
grep -c VULPIX data/generated/encounters.lua
|
||||
grep -c GROWLITHE data/generated/encounters.lua
|
||||
```
|
||||
|
||||
Title screenshot: run the driver in
|
||||
`tests/drivers/` style (`SHOT_DIR=... POKEPORT_DRIVER=... love .`) and
|
||||
eyeball the ribbon, title mon, and copyright row.
|
||||
|
||||
## What you get for free / what to skip
|
||||
|
||||
- Free after re-extraction: encounters (incl. Super Rod groups), SGB
|
||||
palettes, preset names, credits text, the gated sfx/animation
|
||||
tweaks.
|
||||
- Trades, gift Pokémon, story scripts, gym data: identical in Western
|
||||
Red/Blue, nothing to touch.
|
||||
- Save files: a Red save loads fine, but dex AREA nests and new
|
||||
encounters will be Blue's. Trainer parties are identical.
|
||||
|
||||
## Making it a runtime toggle instead
|
||||
|
||||
If you want one build with both versions, extraction would need to
|
||||
emit both branches keyed by version (e.g. `slots` / `slotsBlue`) and
|
||||
the three hand-ported spots would read a `save.version` or
|
||||
`conf.lua` flag. That is a bigger change than the rebuild above,
|
||||
the flip-and-regenerate route needs no engine changes at all.
|
||||
+117
-15
@@ -5,19 +5,39 @@ that runs before `Game:load`. Besides ROM import (see the file's own header)
|
||||
it hosts a tabbed shell covering per-game save slots and a mod manager. This
|
||||
file documents the runtime model; the visual spec lives separately.
|
||||
|
||||
## Android multi-ROM import
|
||||
## Android multi-ROM / mod / save import
|
||||
|
||||
On Android, `love.system.pickFile()` opens the Storage Access Framework
|
||||
picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
|
||||
`picked_rom.gb` in the app save directory. `RomImporter` then imports on
|
||||
refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
|
||||
to a version that is **not** yet ready counts as pending. A leftover
|
||||
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
|
||||
After a successful import the consumed save-dir `.gb` is removed.
|
||||
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.
|
||||
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
|
||||
|
||||
@@ -49,6 +69,15 @@ keeps working unchanged.
|
||||
- **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" } }`.
|
||||
Custom slot labels (#205) live alongside them in the same registry:
|
||||
`options.saveSlots[version].names = { slot1 = "Nuzlocke" }`, written by
|
||||
`SaveData.renameSlot` (trimmed; an empty label clears it) and surfaced on
|
||||
each `listSlots` row as `label` (the launcher row shows `label`, falling
|
||||
back to the player name). `deleteSlot` drops the label with the slot.
|
||||
Renaming never touches the save file, so an empty slot can be labeled.
|
||||
On desktop, right-clicking a slot row opens the inline rename modal
|
||||
(Enter commits, Esc cancels); touch has no secondary button, so the
|
||||
affordance is desktop-only.
|
||||
- **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.
|
||||
@@ -78,6 +107,10 @@ The launcher-facing API:
|
||||
- `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
|
||||
|
||||
@@ -114,6 +147,9 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
|
||||
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
|
||||
|
||||
@@ -122,9 +158,10 @@ through `src/import/SaveFileIO.lua`, which sits on top of
|
||||
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
|
||||
|
||||
- **Import save** is live once the game's ROM is imported (playable). It opens
|
||||
a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
|
||||
Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
|
||||
reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
|
||||
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`).
|
||||
@@ -136,9 +173,13 @@ through `src/import/SaveFileIO.lua`, which sits on top of
|
||||
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
|
||||
`rawImport`, so this is a zero-filled template export, which is valid), and
|
||||
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
|
||||
(`love.filesystem.createDirectory("exports")`). It returns the absolute path
|
||||
(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
|
||||
desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
|
||||
(`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
|
||||
@@ -161,3 +202,64 @@ column, slot card below Play, when the window is too narrow for both
|
||||
(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.
|
||||
|
||||
The desktop window has a floor of 480x360 (`conf.lua` `minwidth`/`minheight`),
|
||||
under which the cards stop being readable at all. Mobile ignores it: those
|
||||
windows are fullscreen.
|
||||
|
||||
### Page scroll
|
||||
|
||||
Two columns fit any window the launcher is likely to open in; one stacked
|
||||
column does not. On a phone-shaped window the ROM card, SAVE FILES, Play and
|
||||
SAVE SLOT together run past the bottom, and a footer pinned to the window
|
||||
bottom painted over them with the overflow unreachable.
|
||||
|
||||
So the whole column under the tab bar -- panel, updater banner, footer --
|
||||
scrolls as one page whenever it is taller than the room below the tab bar:
|
||||
|
||||
- The strip, logo and tab bar stay pinned, so navigation is always on screen.
|
||||
Everything else draws at `contentTop - pageScroll` inside a scissor, and the
|
||||
footer is laid out downward from `footerTop` right after the content instead
|
||||
of upward from the window bottom.
|
||||
- `RomImporter.pageScrollFor(naturalH, viewportH, scroll)` is the whole
|
||||
decision, pure and pinned by `tests/engine/launcher_page_scroll.lua`. A
|
||||
window that grows back drags the offset down with it, so the page can never
|
||||
stay parked past its own end.
|
||||
- The panels report their natural height as they draw (`_drawGamePanel` and
|
||||
`_drawModsPanel` return it), so the decision reads the previous frame's
|
||||
measurement -- the same one-frame settle the two lists already rely on.
|
||||
- **One scroll axis at a time.** While the page scrolls, the panels draw
|
||||
`paged`: the slot and mod lists take their natural height, keep no inner
|
||||
scroll region and report a max of 0, so the wheel, the right stick and a drag
|
||||
all move the page and never fight a list for the same gesture. Two-column
|
||||
layouts do not overflow, `paged` stays false, and every one of these behaves
|
||||
exactly as it did before.
|
||||
- Hit testing follows the clip: `inside` (clicks) and `_ptIn` (hover) reject a
|
||||
rect that scrolled out of the viewport, so a control that slid under the tab
|
||||
bar cannot be clicked through it. Tab chips carry `pinned = true` and are
|
||||
exempt. `pageScroll` resets on a tab change, each tab being a different
|
||||
length.
|
||||
- A press on empty background pans the page, resolved in `_updateSlotDrag` like
|
||||
every other drag here.
|
||||
|
||||
### Dragging on Android
|
||||
|
||||
The launcher is handed no move events on any platform: `main.lua` forwards
|
||||
neither `touchmoved` nor `mousemoved` while it is up, which is why every drag
|
||||
here is resolved by polling inside `draw` instead. Desktop polls the mouse;
|
||||
Android used to poll nothing at all ("no reliable pointer polling" meant its
|
||||
mouse emulation), so it had no scroll gesture whatsoever -- fine while every
|
||||
scroll region was an inner list with a wheel alternative, useless the moment
|
||||
the page itself became the thing that scrolls, since a phone is exactly where
|
||||
it overflows.
|
||||
|
||||
`love.touch` is pollable, so `_pointerHold` reads the first active touch there
|
||||
and hands `_updateSlotDrag` the same (held, y) pair the mouse gives on desktop.
|
||||
Consequences:
|
||||
|
||||
- Slot rows and mod toggles ARM on press and commit on release on Android too,
|
||||
matching desktop, so a swipe that starts on a card scrolls instead of
|
||||
selecting the row it started on.
|
||||
- `touchPollable` (set once in `new`) gates all of it. Where `love.touch` is
|
||||
missing, every Android path is exactly what it was: act on press, never arm,
|
||||
no drag.
|
||||
|
||||
+23
-6
@@ -1,23 +1,40 @@
|
||||
# Native modding
|
||||
|
||||
The modding book lives on the
|
||||
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
|
||||
[project wiki](https://github.com/bryanthaboi/gen1recomp/wiki).
|
||||
|
||||
- [Getting started](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Getting-Started)
|
||||
- [Getting started](https://github.com/bryanthaboi/gen1recomp/wiki/Getting-Started)
|
||||
— install a mod, write a first one, enable and disable it.
|
||||
- [Tutorials](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Tutorials)
|
||||
- [Tutorials](https://github.com/bryanthaboi/gen1recomp/wiki/Tutorials)
|
||||
— twelve dependency-ordered rungs, each a runnable mod.
|
||||
- [Cookbook](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Cookbook)
|
||||
- [Cookbook](https://github.com/bryanthaboi/gen1recomp/wiki/Cookbook)
|
||||
— task-sized recipes.
|
||||
- [Registry reference](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Reference-Registries)
|
||||
- [Registry reference](https://github.com/bryanthaboi/gen1recomp/wiki/Reference-Registries)
|
||||
— every registry, generated from `src/mods/Schemas.lua`.
|
||||
|
||||
Regenerate the reference straight into a wiki checkout:
|
||||
|
||||
```sh
|
||||
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
|
||||
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
|
||||
```
|
||||
|
||||
## Editing maps in Tiled
|
||||
|
||||
Maps are data, not assets, so they can be authored in a real map editor and
|
||||
exported as a mod. `tools/tiled_export.py` builds a
|
||||
[Tiled](https://www.mapeditor.org) workspace out of the imported ROM cache:
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Open `build/tiled/gen1.tiled-project`, edit any of the 222 maps (or
|
||||
`kanto.world` for the stitched overworld), and export with the
|
||||
`gen1-mod-export` extension — one map file, or a whole loadable mod folder.
|
||||
An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
|
||||
fields that moved; a new map becomes a `:register`. See
|
||||
`docs/new-features.md` and the extension's own README.
|
||||
|
||||
## Rendering pipelines
|
||||
|
||||
Most registries hand the engine *content*. `render_pipelines` hands it
|
||||
|
||||
+175
-7
@@ -86,7 +86,7 @@ Game Boy equivalent:
|
||||
## Colors mode
|
||||
|
||||
The `2` key (and the Options menu COLORS row) cycles the display mode
|
||||
through **OG RED → SGB → RED++ → OG → OG INV → SGB INV → CLASSIC → OG RED**.
|
||||
through **OG RED → SGB → ADVANCED → OG → OG INV → SGB INV → CLASSIC → OG RED**.
|
||||
The first three are the real colorizations; the rest are DMG-shade novelties:
|
||||
|
||||
- **OG RED**: the Game Boy Color boot-ROM look for Pokemon Red -- one global
|
||||
@@ -97,8 +97,9 @@ The first three are the real colorizations; the rest are DMG-shade novelties:
|
||||
- **SGB** (default): the per-map Super Game Boy region palettes
|
||||
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
|
||||
real SGB. (This is the mode formerly mislabeled "GBC".)
|
||||
- **RED++**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
|
||||
per-species mon colors (`data/palettes_gbc.lua`).
|
||||
- **ADVANCED**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
|
||||
per-species mon colors (`data/palettes_gbc.lua`). (Formerly labeled
|
||||
"RED++"; it is the richest colorization rather than anything Red-specific.)
|
||||
- **OG**: force the four DMG grays (colorization off).
|
||||
- **OG INV**: inverted DMG grays.
|
||||
- **SGB INV**: each SGB zone palette with shade order reversed.
|
||||
@@ -109,7 +110,8 @@ The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
|
||||
it covers overworld, menus, battles, and tilt upright billboards. OG RED's
|
||||
global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
|
||||
override in the overworld pass). Persisted as `save.options.colors`; the
|
||||
`gbc` / `gbc_inv` save ids are kept for back-compat under the new labels.
|
||||
`gbc` / `gbc_inv` / `redpp` save ids are kept for back-compat under the new
|
||||
labels.
|
||||
|
||||
## GBC FX
|
||||
|
||||
@@ -127,6 +129,14 @@ It runs as a final present pass after world + UI composite in
|
||||
([github.com/mattakins/Pixel_Transparency](https://github.com/mattakins/Pixel_Transparency)).
|
||||
Default OFF; persisted as `save.options.gbcfx`.
|
||||
|
||||
Mobile GPUs often compile the pass but present a black frame, so Android and
|
||||
iOS hide the row entirely, pin the level to OFF, and rewrite a level already
|
||||
persisted in `options.lua` (issue #136). `POKEPORT_GBCFX` overrides that
|
||||
decision either way, same tri-state as `POKEPORT_TOUCH`: `=0` refuses the
|
||||
effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
|
||||
its launcher because the device reports `"Linux"` while its GPU is in the
|
||||
phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
|
||||
|
||||
## Peer-to-peer link play (lua-enet)
|
||||
|
||||
Trades and link battles connect two copies of the game directly over
|
||||
@@ -141,6 +151,30 @@ tradeoff vs. the relay). Headless tests drive the protocol over an
|
||||
in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
|
||||
also exercises real UDP pairing.
|
||||
|
||||
## Fair play in link and online matches
|
||||
|
||||
A link session is decided by the battle and nothing else, so for its
|
||||
duration:
|
||||
|
||||
- **Game speed is pinned to normal.** The GAME SPEED option and
|
||||
`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
|
||||
closes, and apply again after. Fast-forward otherwise runs one peer's
|
||||
queue faster than the peer it is locked to and drains a tournament shot
|
||||
clock faster than the opponent racing it.
|
||||
- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
|
||||
mods enabled offers to switch them all off and relaunch (mods merge at
|
||||
boot, so a restart is the only way). The restart is confirmed, not
|
||||
silent. They stay listed as disabled, ready to switch back on.
|
||||
- **Only a meaningful split ends a match.** The per-turn state signature
|
||||
both peers exchange is split three ways: `actives` and `bench` carry
|
||||
species, HP, status, stat stages, PP and the rest of the party, and a
|
||||
divergence there ends the match as a draw. `volatile` carries per-turn
|
||||
flags both sides recompute anyway - a divergence there is logged and
|
||||
reported to mods, and play continues.
|
||||
|
||||
The relay logs which component diverged on which turn, so a desync report
|
||||
names something specific.
|
||||
|
||||
## Custom boot text
|
||||
|
||||
The boot sequence replaces the Nintendo / GAME FREAK identifiers with
|
||||
@@ -161,8 +195,9 @@ migrated once into `options.lua` on load.
|
||||
- Music / SFX volume
|
||||
- Music Filter
|
||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
||||
- COLORS (OG RED / SGB / RED++ / OG / OG INV / SGB INV / CLASSIC), also
|
||||
hotkey `2` (OG RED = GBC boot-ROM look; RED++ uses pokered-gbc
|
||||
- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
|
||||
- COLORS (OG RED / SGB / ADVANCED / OG / OG INV / SGB INV / CLASSIC), also
|
||||
hotkey `2` (OG RED = GBC boot-ROM look; ADVANCED uses pokered-gbc
|
||||
SuperPalettes + per-species mon colors)
|
||||
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
|
||||
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
|
||||
@@ -181,6 +216,36 @@ 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.
|
||||
|
||||
## Widescreen battle layout
|
||||
|
||||
Options **BATTLE LAYOUT** picks the battle screen's composition: **OG**
|
||||
(the default: the original 160×144 arrangement, unchanged) or **WIDE**,
|
||||
which gives battles a 304×144 native-pixel surface and a Gen 3-style
|
||||
arrangement on it:
|
||||
|
||||
- the foe's status box upper left, the foe's picture upper right;
|
||||
- the player's picture lower left, the player's status box lower right,
|
||||
with a longer HP bar and the numeric HP under it;
|
||||
- a full-width message window;
|
||||
- a split "What will X do?" prompt / 2×2 command window;
|
||||
- a 2×2 move menu, navigated with all four directions, with a PP and type
|
||||
panel attached to its right.
|
||||
|
||||
Only the composition changes. Pictures, palettes, HP-bar colors, font
|
||||
pages, window borders, sounds, animations, timing and every battle rule
|
||||
stay the engine's, so a COLORS mode or an asset mod still owns the look.
|
||||
Each side's picture keeps its original pixels and placement math and is
|
||||
composited into its own region of the wider battlefield -- nothing is
|
||||
scaled or squeezed -- and animations, which are authored in the original
|
||||
160-pixel space, shift as one rigid group onto whichever side they play
|
||||
on. The whole screen is drawn at the window's integer fit scale for the
|
||||
wider surface, so a 304-pixel screen is drawn a step smaller than a
|
||||
160-pixel one in the same window.
|
||||
|
||||
The wide surface is live only while the battle itself is the screen on
|
||||
top: a party menu, the bag or a nickname prompt is a 160×144 screen and
|
||||
brings the classic surface back with it.
|
||||
|
||||
## On-screen touch controls (mobile)
|
||||
|
||||
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
|
||||
@@ -193,4 +258,107 @@ 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).
|
||||
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.
|
||||
|
||||
## Save editor (bundled, reachable from the launcher)
|
||||
|
||||
The save editor ships inside every build instead of being a developer-only
|
||||
script, and the launcher's SAVE SLOT card grows an **Edit** label next to
|
||||
Delete on every slot that actually holds a save. Edit suspends the
|
||||
launcher, opens that slot's file in the editor, and **Close** hands the
|
||||
process back to the launcher with the slot list re-read (a rename, a badge
|
||||
or a dex change shows up on the row immediately). Unsaved edits arm a
|
||||
confirm first, so leaving cannot lose work. `love . --editor` still opens
|
||||
it standalone, where Close quits instead; `--save <path>` points it at any
|
||||
file, and a save can be dragged onto the window.
|
||||
|
||||
The editor now wears the launcher's visual language - the same navy radial
|
||||
field, 16px translucent cards, tri-colour version rail and green/yellow/red
|
||||
semantics - so the two windows read as one app. Six tabs:
|
||||
|
||||
- **Party**: the roster with sprites, HP bars and level chips on the left,
|
||||
and the mon inspector permanently docked on the right instead of floating
|
||||
over the list. Species, level, DVs and moves all round-trip through the
|
||||
Gen 1 formulas, so the inspector can never show illegal stats.
|
||||
- **Boxes**: the 12 PC boxes as a 5x4 grid with a fill meter per box and a
|
||||
party dock, so deposit and withdraw live in one place. Empty slots are
|
||||
clickable and create a mon there.
|
||||
- **Items**: money, a searchable item picker (replacing the arrows that
|
||||
cycled one id at a time through ~250 items), the 20-slot bag, PC storage
|
||||
with no slot cap, and the eight badges as toggle chips.
|
||||
- **Events**: flags, defeated trainers, taken items and per-map object
|
||||
toggles, with a real filter field and a two-column paged grid.
|
||||
- **Map**: any map rendered with the game's own renderer, warps followable,
|
||||
and the player / lastHeal / lastOutdoor spawn points settable by clicking
|
||||
a cell. Setting lastOutdoor on a map the game would not accept as an
|
||||
outdoor source is refused with the reason.
|
||||
- **Dex**: seen / owned completion meters and a four-column grid; owning
|
||||
implies seen and un-seeing clears owned, exactly as the game requires.
|
||||
|
||||
Two rules run through all of it. Every mutation goes through one funnel
|
||||
that sets the dirty flag and writes the status line together, so nothing
|
||||
changes silently and no branch can quietly no-op - "Party is full", "Bag is
|
||||
full", "click a cell first" all say so. And every destructive verb (Remove,
|
||||
Release, Clear all, Wipe dex) arms on the first click and commits on the
|
||||
second, relabelling itself to `Confirm?` in between.
|
||||
|
||||
A validation pill in the tab rail mirrors what the running game would
|
||||
quarantine on load; clicking it jumps to the tab holding the first problem.
|
||||
|
||||
## Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a Tiled workspace,
|
||||
so maps can be edited in a real map editor and exported back out as a mod.
|
||||
It has its own document: docs/tiled-map-editing.md.
|
||||
|
||||
## Pokédex diploma (both versions)
|
||||
|
||||
The Celadon Mansion 3F game designer shows the dex-completion diploma
|
||||
once 150 species are owned. On Yellow, the graphic artist next to him
|
||||
then offers to print it, saving the certificate as a PNG under `prints/`
|
||||
in the save directory, and Bill's PC gains Yellow's PRINT BOX item which
|
||||
exports the current box list the same way.
|
||||
|
||||
## Pokédex printing (Yellow)
|
||||
|
||||
Yellow's Game Boy Printer PRNT option in the Pokédex side menu is stood in
|
||||
for by an image export: choosing PRNT renders the mon's entry page (sprite,
|
||||
kind, number, height/weight, dex text) to a PNG at 4x scale under
|
||||
`prints/` in the save directory, then reports the filename in a dialog.
|
||||
No printer hardware or link cable emulation involved; the file is the
|
||||
printout.
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
# Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a
|
||||
[Tiled](https://www.mapeditor.org) workspace, so maps can be edited in a
|
||||
real map editor and exported back out as a mod. The original had no map
|
||||
editor at all; the port's own map data is plain Lua, which is what makes
|
||||
this a data path rather than an asset path.
|
||||
|
||||
Editing is done in our own Tiled build,
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
which ships the `gen1-mod-export` extension the workspace relies on. Grab it
|
||||
from that repo's releases; upstream Tiled opens the workspace but cannot
|
||||
export a mod out of it.
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Then open `build/tiled/gen1.tiled-project` in that build of Tiled.
|
||||
|
||||
- **The overworld is one surface.** All 222 maps become `maps/*.tmj`, and
|
||||
`kanto.world` places the 36 connected overworld maps at their real
|
||||
connection offsets. That world is pre-loaded (seeded into the workspace's
|
||||
Tiled session), so opening any one overworld map draws its neighbors around
|
||||
it and you scroll and edit straight across the seams. Everything else is a
|
||||
double-click away in Tiled's project panel.
|
||||
- **Extending Kanto wires both ends.** A connection lives on both maps, so
|
||||
hooking a new map onto a base map also emits the return connection as a
|
||||
patch on that base map, keeping its other directions intact. The return
|
||||
offset is derived, not guessed: all 78 vanilla reciprocal pairs satisfy
|
||||
`back.offset == -offset`.
|
||||
- **A Tiled tile is a gen1 block.** Each of the 24 tilesets becomes a Tiled
|
||||
tileset whose tiles are its 32x32 blocks, composited from the 8x8 sheet,
|
||||
so a tile layer *is* the map's `blocks` array. Warps, signs and objects
|
||||
sit on the 16px cell grid in object layers, which is the grid the engine
|
||||
addresses them on.
|
||||
- **Collision is visible.** View > Show Tile Collision Shapes draws the real
|
||||
walkability: a rectangle covers each cell whose feet tile is not in the
|
||||
tileset's `walkable` list, which is the rule `src/world/Map.lua` applies.
|
||||
- **Maps are shown in their real colors.** Each map is atlased in the SGB
|
||||
palette it renders with, so Cerulean is blue and Lavender is purple in the
|
||||
editor exactly as in game. Vanilla resolves that through a cascade with
|
||||
interiors inheriting the last outdoor map, so the workspace mirrors the
|
||||
cascade and walks the warp graph to colour interiors. Changing a map's
|
||||
`palette` exports `palette = "..."` on the record, which beats the cascade,
|
||||
and the editor offers the real palette names as a dropdown.
|
||||
- **New blocks and new tilesets.** `blocksets/*.tmj` show a tileset's blocks
|
||||
as raw 8x8 tiles, four by four, so new blocks can be composed there;
|
||||
per-tile flags on `tilesets/tiles_*.tsj` become `walkable`, `waterTiles`,
|
||||
`doorTiles` and the rest.
|
||||
- **Export is a diff, not a fork of the data.** The `gen1-mod-export`
|
||||
extension (shipped in `tiled_gen1recomp`) writes either one map file or a whole
|
||||
loadable mod folder. An edited vanilla map diffs against the imported data
|
||||
and emits `mod.content.maps:patch` carrying *only* the fields that moved, so
|
||||
a mod covers the parts it changes and leaves the rest to the base game; a
|
||||
new map gets `:register` at an index of 1000 or above. An unchanged map
|
||||
exports nothing at all. Exports pass `tools/modkit.py validate` and `lint`.
|
||||
- **Or the whole record, on request.** Ticking `exactExport` on a map switches
|
||||
it to `mod.content.maps:override`, pinning the map to exactly what the
|
||||
editor shows. It is off by default because an override wins outright over
|
||||
any other mod patching that map, where a patch composes.
|
||||
|
||||
No ROM-derived art travels into an exported mod: a tileset still drawing on
|
||||
the player's own imported sheet references that path rather than shipping the
|
||||
pixels, and only a sheet the author supplied is copied in.
|
||||
+1
-1
@@ -65,7 +65,7 @@ Each tagged release `vX.Y.Z` carries the existing per-platform archives
|
||||
|
||||
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`).
|
||||
(`https://github.com/bryanthaboi/gen1recomp/releases/latest`).
|
||||
|
||||
## Save-directory layout
|
||||
|
||||
|
||||
Executable
+93
@@ -0,0 +1,93 @@
|
||||
#!/usr/bin/env bash
|
||||
# After first boot of the freshly flashed Stock OS Mod, reinsert the SD card
|
||||
# and run this to install gen1recomp + Red/Blue ROMs into roms/PORTS.
|
||||
set -euo pipefail
|
||||
|
||||
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||
STAGE="$ROOT/.bazinga/work/rg34xxsp-install"
|
||||
DECPREP="$(cd "$ROOT/../decprep" && pwd)"
|
||||
ZIP="$ROOT/dist/rg34xxsp/gen1recomp-rg34xxsp.zip"
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
# Find the Anbernic user/ROMs volume (usually "NO NAME" after first-boot expand).
|
||||
find_roms_root() {
|
||||
local v candidate
|
||||
for v in /Volumes/*; do
|
||||
[ -d "$v" ] || continue
|
||||
# Prefer a volume that already has Roms/ or PORTS/
|
||||
if [ -d "$v/Roms" ] || [ -d "$v/roms" ] || [ -d "$v/PORTS" ] || [ -d "$v/ports" ]; then
|
||||
echo "$v"
|
||||
return 0
|
||||
fi
|
||||
done
|
||||
# Fallback: large FAT volume named NO NAME on disk8
|
||||
for v in "/Volumes/NO NAME" /Volumes/NO\ NAME /Volumes/ROMS /Volumes/EASYROMS; do
|
||||
if [ -d "$v" ]; then
|
||||
echo "$v"
|
||||
return 0
|
||||
fi
|
||||
done
|
||||
return 1
|
||||
}
|
||||
|
||||
say "looking for Anbernic ROMs volume"
|
||||
ROMS_ROOT="$(find_roms_root)" || fail "no ROMs volume mounted. Boot the RG34XXSP once (wait for first-boot setup), power off, reinsert the SD, then rerun."
|
||||
|
||||
say "using: $ROMS_ROOT"
|
||||
# Resolve PORTS dir (stock uses Roms/PORTS)
|
||||
if [ -d "$ROMS_ROOT/Roms/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||
elif [ -d "$ROMS_ROOT/roms/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/roms/PORTS"
|
||||
elif [ -d "$ROMS_ROOT/Roms/ports" ]; then
|
||||
PORTS="$ROMS_ROOT/Roms/ports"
|
||||
elif [ -d "$ROMS_ROOT/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/PORTS"
|
||||
else
|
||||
mkdir -p "$ROMS_ROOT/Roms/PORTS"
|
||||
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||
fi
|
||||
say "PORTS: $PORTS"
|
||||
|
||||
# Refresh staged payload
|
||||
mkdir -p "$STAGE/PORTS"
|
||||
if [ -f "$ZIP" ]; then
|
||||
rm -rf "$STAGE/PORTS/Gen1recomp.sh" "$STAGE/PORTS/gen1recomp" "$STAGE/PORTS/port.json" \
|
||||
"$STAGE/PORTS/gameinfo.xml" "$STAGE/PORTS/README.md"
|
||||
unzip -q -o "$ZIP" -d "$STAGE/PORTS"
|
||||
else
|
||||
fail "missing $ZIP — run ./build-rg34xxsp.sh first"
|
||||
fi
|
||||
|
||||
# Ensure ROMs are in lovegame (Choose ROM scans this folder on stock OS)
|
||||
[ -f "$DECPREP/Pokemon - Red Version.gb" ] || fail "missing Red ROM in $DECPREP"
|
||||
[ -f "$DECPREP/Pokemon - Blue Version.gb" ] || fail "missing Blue ROM in $DECPREP"
|
||||
cp -f "$DECPREP/Pokemon - Red Version.gb" "$STAGE/PORTS/gen1recomp/lovegame/"
|
||||
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$STAGE/PORTS/gen1recomp/lovegame/"
|
||||
|
||||
say "copying gen1recomp port"
|
||||
rm -rf "$PORTS/gen1recomp" "$PORTS/Gen1recomp.sh"
|
||||
cp -R "$STAGE/PORTS/gen1recomp" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/Gen1recomp.sh" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/port.json" "$PORTS/gen1recomp/" 2>/dev/null || true
|
||||
cp -f "$STAGE/PORTS/README.md" "$PORTS/gen1recomp/" 2>/dev/null || true
|
||||
chmod +x "$PORTS/Gen1recomp.sh" "$PORTS/gen1recomp/bin/love.aarch64"
|
||||
|
||||
# Also drop carts in the stock GB folder for the emulator library
|
||||
GB_DIR=""
|
||||
for candidate in "$ROMS_ROOT/Roms/GB" "$ROMS_ROOT/roms/GB" "$ROMS_ROOT/Roms/gb"; do
|
||||
if [ -d "$candidate" ]; then GB_DIR="$candidate"; break; fi
|
||||
done
|
||||
if [ -n "$GB_DIR" ]; then
|
||||
say "copying .gb into $GB_DIR"
|
||||
cp -f "$DECPREP/Pokemon - Red Version.gb" "$GB_DIR/"
|
||||
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$GB_DIR/"
|
||||
fi
|
||||
|
||||
sync
|
||||
say "installed:"
|
||||
ls -lh "$PORTS/Gen1recomp.sh"
|
||||
ls -lh "$PORTS/gen1recomp/lovegame/"*.gb
|
||||
say "eject the SD, insert TF1 in the RG34XXSP, open Ports → Gen1recomp, Choose ROM."
|
||||
@@ -1,8 +1,12 @@
|
||||
-- Native LÖVE2D port of Pokemon Red. A packaged build creates its private
|
||||
-- game-data cache from a user-provided ROM on first boot.
|
||||
--
|
||||
-- Set POKEPORT_EDITOR=1 or pass `--editor` to `love .` to boot the save
|
||||
-- editor tool (tools/save-editor/) instead of the game.
|
||||
-- The save editor (tools/save-editor/) ships inside every build and is
|
||||
-- reachable two ways:
|
||||
-- * standalone: POKEPORT_EDITOR=1 or `love . --editor`, its own window
|
||||
-- * from the launcher: Edit on a save row, which suspends the launcher,
|
||||
-- opens the editor on that slot's file, and restores the launcher when
|
||||
-- the editor's Close button is pressed (openEditor / closeEditor below)
|
||||
|
||||
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
|
||||
|
||||
@@ -31,11 +35,110 @@ local function scriptedIterations()
|
||||
return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------ save editor
|
||||
-- The launcher instance parked while the editor is up, plus the version whose
|
||||
-- cache the editor mounted (so closing can put the read path back).
|
||||
local editorHost, editorVersion, editorWindow
|
||||
local closeEditor -- forward declaration: openEditor hands it to the editor
|
||||
|
||||
-- The editor's modules use flat names (require("Kit"), require("Party")), so
|
||||
-- their directories have to be on the require path. It must be
|
||||
-- love.filesystem's path, not package.path: in a packaged build these files
|
||||
-- live inside the .love archive, which the stock Lua searcher cannot open.
|
||||
local function addEditorRequirePath()
|
||||
local fs = love.filesystem
|
||||
if not (fs.setRequirePath and fs.getRequirePath) then
|
||||
-- very old LOVE: a source checkout still resolves through package.path
|
||||
package.path = fs.getSource() .. "/tools/save-editor/?.lua;"
|
||||
.. fs.getSource() .. "/tools/save-editor/panels/?.lua;"
|
||||
.. package.path
|
||||
return
|
||||
end
|
||||
local current = fs.getRequirePath()
|
||||
if current:find("tools/save%-editor") then return end
|
||||
fs.setRequirePath("tools/save-editor/?.lua;tools/save-editor/panels/?.lua;"
|
||||
.. current)
|
||||
end
|
||||
|
||||
-- Desktop only: the launcher window (1024x768) is tighter than the editor's
|
||||
-- design size, so grow it while editing and put it back on Close. Never
|
||||
-- shrinks, never touches a fullscreen or mobile window.
|
||||
local function resizeForEditor()
|
||||
if not (love.window and love.window.getMode and love.window.setMode) then return end
|
||||
local osName = love.system.getOS()
|
||||
if osName ~= "OS X" and osName ~= "Windows" and osName ~= "Linux" then return end
|
||||
local w, h, flags = love.window.getMode()
|
||||
if flags.fullscreen then return end
|
||||
local dw, dh = love.window.getDesktopDimensions()
|
||||
local wantW = math.max(w, math.min(1360, math.floor((dw or w) * 0.92)))
|
||||
local wantH = math.max(h, math.min(860, math.floor((dh or h) * 0.88)))
|
||||
if wantW <= w and wantH <= h then return end
|
||||
editorWindow = { w = w, h = h }
|
||||
love.window.setMode(wantW, wantH, flags)
|
||||
end
|
||||
|
||||
local function restoreWindow()
|
||||
if not editorWindow then return end
|
||||
local _, _, flags = love.window.getMode()
|
||||
love.window.setMode(editorWindow.w, editorWindow.h, flags)
|
||||
editorWindow = nil
|
||||
end
|
||||
|
||||
-- Open the editor on a launcher save row. The version's cache has to be
|
||||
-- mounted before the editor's Data:load runs, or a Blue save would be edited
|
||||
-- against Red's species/item tables.
|
||||
local function openEditor(version, slotId)
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local path = SaveData.slotDiskPath(version, slotId)
|
||||
if not path then
|
||||
if Importer then
|
||||
Importer.saveNotice = Importer.saveNotice or {}
|
||||
Importer.saveNotice[version] =
|
||||
{ ok = false, text = "Could not resolve that save slot on disk." }
|
||||
end
|
||||
return
|
||||
end
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
GameVersion.set(version)
|
||||
require("src.import.CacheFs").mountVersion(version)
|
||||
editorVersion = version
|
||||
editorHost = Importer
|
||||
Importer = nil
|
||||
editorMode = true
|
||||
resizeForEditor()
|
||||
addEditorRequirePath()
|
||||
EditorApp = require("App")
|
||||
EditorApp.load(path, { version = version, slotId = slotId, embedded = true,
|
||||
onClose = function() closeEditor() end })
|
||||
end
|
||||
|
||||
-- Back to the launcher. Everything the editor mounted or cached has to come
|
||||
-- back out: the version overlay (CacheFs) and the generated modules require
|
||||
-- cached behind it (Data), or pressing Play on the OTHER game would boot it
|
||||
-- with this one's data.
|
||||
function closeEditor()
|
||||
local version = editorVersion
|
||||
editorMode = false
|
||||
if EditorApp and EditorApp.unload then EditorApp.unload() end
|
||||
EditorApp = nil
|
||||
if version then
|
||||
require("src.import.CacheFs").unmountVersion(version)
|
||||
require("src.core.Data"):unloadGenerated()
|
||||
end
|
||||
editorVersion = nil
|
||||
restoreWindow()
|
||||
Importer = editorHost
|
||||
editorHost = nil
|
||||
if Importer and version and Importer.savesChanged then
|
||||
Importer:savesChanged(version)
|
||||
end
|
||||
end
|
||||
|
||||
local function bootGame(version)
|
||||
-- The launcher hands us the chosen game (Red / Blue); scripted and headless
|
||||
-- runs fall back to POKEPORT_VERSION, then Red. Set the active version and
|
||||
-- overlay its extracted cache BEFORE anything requires generated data, so
|
||||
-- data/generated + assets/generated resolve to that version's files.
|
||||
-- The launcher hands us the chosen game (Red / Blue / Yellow); scripted and
|
||||
-- headless runs fall back to POKEPORT_VERSION, then Red. Set the active
|
||||
-- version and overlay its extracted cache BEFORE anything requires generated
|
||||
-- data, so data/generated + assets/generated resolve to that version's files.
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
|
||||
require("src.import.CacheFs").mountVersion(GameVersion.get())
|
||||
@@ -81,12 +184,17 @@ function love.load(args)
|
||||
end
|
||||
love.graphics.setDefaultFilter("nearest", "nearest")
|
||||
|
||||
-- Standalone editor. A bare `--editor` run has no launcher behind it, so
|
||||
-- Close quits; --save points it at a specific file, otherwise it opens the
|
||||
-- default save path for POKEPORT_VERSION (Red unless overridden), whose
|
||||
-- cache has to be mounted before the editor's Data:load.
|
||||
if editorMode then
|
||||
package.path = love.filesystem.getSource() .. "/tools/save-editor/?.lua;"
|
||||
.. love.filesystem.getSource() .. "/tools/save-editor/panels/?.lua;"
|
||||
.. package.path
|
||||
local version = os.getenv("POKEPORT_VERSION") or "red"
|
||||
require("src.core.GameVersion").set(version)
|
||||
require("src.import.CacheFs").mountVersion(version)
|
||||
addEditorRequirePath()
|
||||
EditorApp = require("App")
|
||||
EditorApp.load(savePath)
|
||||
EditorApp.load(savePath, { version = version })
|
||||
return
|
||||
end
|
||||
|
||||
@@ -123,14 +231,15 @@ function love.load(args)
|
||||
return
|
||||
end
|
||||
|
||||
-- Interactive: the launcher always runs. Red and Blue are each live: a
|
||||
-- column shows Play when that game's ROM is already imported, or Choose ROM
|
||||
-- / drag-drop when it is not (Yellow is still a placeholder). Any dropped
|
||||
-- .gb is routed to Red or Blue by its SHA-1; pressing Play boots that game.
|
||||
-- Interactive: the launcher always runs. Red, Blue, and Yellow are each
|
||||
-- live: a column shows Play when that game's ROM is already imported, or
|
||||
-- Choose ROM / drag-drop when it is not. Any dropped .gb is routed by its
|
||||
-- SHA-1 (GameVersion.forSha1); pressing Play boots that game. Edit on a
|
||||
-- save row opens the bundled editor on that slot (openEditor).
|
||||
Importer = RomImporter.new(function(version)
|
||||
Importer = nil
|
||||
bootGame(version)
|
||||
end, { launcher = true, forceImport = forceImport })
|
||||
end, { launcher = true, forceImport = forceImport, onEditSave = openEditor })
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
@@ -206,19 +315,19 @@ end
|
||||
|
||||
function love.gamepadpressed(joystick, button)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if Importer then return Importer:gamepadpressed(joystick, button) end
|
||||
Game:gamepadpressed(joystick, button)
|
||||
end
|
||||
|
||||
function love.gamepadreleased(joystick, button)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if Importer then return Importer:gamepadreleased(joystick, button) end
|
||||
Game:gamepadreleased(joystick, button)
|
||||
end
|
||||
|
||||
function love.gamepadaxis(joystick, axis, value)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
|
||||
Game:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
@@ -302,7 +411,7 @@ function love.mousemoved(x, y)
|
||||
end
|
||||
|
||||
function love.textinput(text)
|
||||
if Importer then return end
|
||||
if Importer then return Importer:textinput(text) end
|
||||
if editorMode and EditorApp.textinput then
|
||||
return EditorApp.textinput(text)
|
||||
end
|
||||
|
||||
+9
-6
@@ -43,11 +43,11 @@ The embedded `game.love` deliberately excludes `data/generated/`,
|
||||
`assets/generated/`, and any ROM. It contains the first-boot Lua importer and
|
||||
`tools/rom_manifest.json`.
|
||||
|
||||
ROM import on Android uses `love.system.pickFile()` →
|
||||
`GameActivity.showRomFilePicker` (Storage Access Framework), which copies the
|
||||
chosen file to `picked_rom.gb` under the app save directory. `RomImporter`
|
||||
imports pending (not-yet-ready) `.gb` files from that folder on Choose /
|
||||
refocus; see `docs/launcher.md` (Android multi-ROM import). The APK payload
|
||||
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
|
||||
@@ -70,7 +70,10 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
|
||||
### Payload path
|
||||
|
||||
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
|
||||
`data/`, `assets/`, and `tools/rom_manifest.json`. Generated game data,
|
||||
`data/`, `assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
|
||||
packer verifies the Yellow manifest before it packages; if a partial source
|
||||
export omitted it, it restores the file from this checkout's Git data and then
|
||||
falls back to the project's GitHub copy. Generated game data,
|
||||
scripts, tests, and mobile build sources are excluded.
|
||||
|
||||
## Branding (applied by the build script)
|
||||
|
||||
@@ -2,6 +2,12 @@
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" >
|
||||
<uses-permission android:name="android.permission.VIBRATE" />
|
||||
<uses-permission android:name="android.permission.BLUETOOTH" />
|
||||
<!-- Link play (src/link/): both the LAN backend (enet UDP) and the relay
|
||||
backend (luasocket TCP) are ordinary sockets, and Android denies those
|
||||
to a UID without INTERNET. Bind and connect then come back EPERM, which
|
||||
the link screen shows as "(Operation not permitted)" (issue #287).
|
||||
scripts/build_android.sh must not strip this again. -->
|
||||
<uses-permission android:name="android.permission.INTERNET" />
|
||||
<!-- OpenGL ES 2.0 -->
|
||||
<uses-feature android:glEsVersion="0x00020000" />
|
||||
<!-- Touchscreen support -->
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
return {
|
||||
summary = "Oak's Charmander gift becomes a level 20 Mew with inverted sprites.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "beginner", "cosmetic", "data-only", "legacy" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -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.
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "Faster final starters, half-price TMs, a re-slotted Route 1.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "balance", "data-only", "beginner" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "A start-menu dex overlay with seen/owned counts and an inter-mod API.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "ui", "tool", "quality-of-life" },
|
||||
differences = {
|
||||
changed = { "the START menu gains a DEXNAV row above SAVE" },
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "An authored chip song for Pallet Town, a new Mew cry, and a jukebox screen.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "audio", "chiptune", "ui" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "A courier in Viridian lost a parcel in Pewter. Fetch it for a NUGGET.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "quest", "story", "scripting" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "Sable Cove: one town, three species, one badge. The smallest whole conversion.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "total-conversion", "capstone" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "A teal player recolor derived from your own cache, plus two palette records.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "cosmetic", "graphics", "beginner" },
|
||||
screenshots = {
|
||||
{ transform = "shots/pallet_town.lua", caption = "Pallet Town under the recolored palette" },
|
||||
|
||||
@@ -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.
|
||||
@@ -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` |
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 245 B |
@@ -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."
|
||||
}
|
||||
@@ -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/gen1recomp",
|
||||
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")
|
||||
@@ -3,7 +3,7 @@
|
||||
return {
|
||||
summary = "Opt-in rain: WATER hits harder, FIRE hits softer, for five turns a battle.",
|
||||
author = "Pokemon Gen 1 Recompilation Project",
|
||||
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
|
||||
contact = "https://github.com/bryanthaboi/gen1recomp",
|
||||
tags = { "battle", "mechanic", "ruleset", "hardcore" },
|
||||
differences = {
|
||||
changed = {
|
||||
|
||||
+19
-1
@@ -56,16 +56,34 @@ done
|
||||
mkdir -p "$CACHE" "$WORK" "$DIST/mac" "$DIST/win" "$DIST/linux"
|
||||
|
||||
# --------------------------------------------------------------- game.love
|
||||
# tools/save-editor is part of the shipped app, not a dev-only script: the
|
||||
# launcher's Edit button on a save row opens it in-process (main.lua), and
|
||||
# `--editor` / POKEPORT_EDITOR=1 opens it standalone. It is required through
|
||||
# love.filesystem's require path, so it has to live inside the archive.
|
||||
say "packing game.love"
|
||||
LOVE_FILE="$WORK/game.love"
|
||||
rm -f "$LOVE_FILE"
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
tools/rom_manifest_yellow.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
# The editor is only reachable if its entry point and both module directories
|
||||
# made it in, and every version's import manifest has to ship or that game's
|
||||
# ROM import fails in the built app (dev reads them off the source tree, so
|
||||
# the miss only ever shows up in a build -- the Yellow manifest shipped this
|
||||
# way once).
|
||||
for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
|
||||
tools/save-editor/panels/Party.lua \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
tools/rom_manifest_yellow.json; do
|
||||
unzip -Z1 "$LOVE_FILE" | grep -qx "$required" \
|
||||
|| fail "game.love is missing $required"
|
||||
done
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
|
||||
|
||||
# ------------------------------------------------------- stamp release version
|
||||
|
||||
@@ -26,6 +26,11 @@ APP_NAME="gen1recomp"
|
||||
APPLICATION_ID="com.theboisclub.pokemonred"
|
||||
LOVE_ANDROID_VERSION="11.5a"
|
||||
NDK_VERSION="25.2.9519653"
|
||||
YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json"
|
||||
# A fresh source checkout normally supplies this through Git. This URL is
|
||||
# deliberately only a last resort for incomplete source exports: the manifest
|
||||
# contains extraction metadata, never a ROM or extracted game data.
|
||||
YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}"
|
||||
|
||||
VERSION=""
|
||||
PACKAGE_ONLY=false
|
||||
@@ -72,6 +77,59 @@ if [ ! -d "$ANDROID_DIR/love/src/jni/love/src" ]; then
|
||||
Re-clone or 'git checkout -- mobile/android'. See mobile/ANDROID.md."
|
||||
fi
|
||||
|
||||
# ------------------------------------------------------- Yellow import metadata
|
||||
# Android packages game.love itself rather than reusing scripts/build.sh's
|
||||
# archive. Keep a partial source export from silently shipping an APK that can
|
||||
# list Yellow but cannot import it. Prefer the exact manifest from this
|
||||
# checkout's Git object database; only then fall back to the public repository.
|
||||
yellow_manifest_is_valid() {
|
||||
local path="$1"
|
||||
python3 - "$path" <<'PY'
|
||||
import json, pathlib, sys
|
||||
|
||||
try:
|
||||
manifest = json.loads(pathlib.Path(sys.argv[1]).read_text())
|
||||
except (OSError, ValueError):
|
||||
raise SystemExit(1)
|
||||
|
||||
raise SystemExit(0 if manifest.get("romSha1") ==
|
||||
"cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1" else 1)
|
||||
PY
|
||||
}
|
||||
|
||||
ensure_yellow_manifest() {
|
||||
local manifest="$ROOT/$YELLOW_MANIFEST_RELATIVE"
|
||||
local staged
|
||||
staged="$(mktemp)"
|
||||
|
||||
if yellow_manifest_is_valid "$manifest"; then
|
||||
rm -f "$staged"
|
||||
return
|
||||
fi
|
||||
|
||||
warn "Yellow import manifest is missing or invalid; recovering it before packaging"
|
||||
if git -C "$ROOT" show "HEAD:$YELLOW_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \
|
||||
&& yellow_manifest_is_valid "$staged"; then
|
||||
mkdir -p "$(dirname "$manifest")"
|
||||
mv "$staged" "$manifest"
|
||||
say "restored Yellow import manifest from this checkout's Git data"
|
||||
return
|
||||
fi
|
||||
|
||||
if command -v curl >/dev/null 2>&1 \
|
||||
&& curl --fail --location --retry 2 --connect-timeout 15 \
|
||||
--output "$staged" "$YELLOW_MANIFEST_URL" \
|
||||
&& yellow_manifest_is_valid "$staged"; then
|
||||
mkdir -p "$(dirname "$manifest")"
|
||||
mv "$staged" "$manifest"
|
||||
say "downloaded Yellow import manifest from the project repository"
|
||||
return
|
||||
fi
|
||||
|
||||
rm -f "$staged"
|
||||
fail "Yellow import manifest is unavailable. Git recovery failed and could not download $YELLOW_MANIFEST_URL"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- branding
|
||||
# love-android 11.5+ reads app id / name / orientation from gradle.properties.
|
||||
# Manifest still gets permission trims. Re-applied every build so refreshing
|
||||
@@ -113,11 +171,12 @@ import pathlib, re, sys
|
||||
path = pathlib.Path(sys.argv[1])
|
||||
text = path.read_text()
|
||||
|
||||
# Drop network / mic / legacy storage, not needed for offline play.
|
||||
# Keep VIBRATE (love.system.vibrate) and BLUETOOTH (optional gamepads).
|
||||
# Drop mic / legacy storage, not needed by this game.
|
||||
# Keep VIBRATE (love.system.vibrate), BLUETOOTH (optional gamepads) and
|
||||
# INTERNET: link play is not offline-only any more, and stripping INTERNET
|
||||
# made every LAN host and every relay connect fail with EPERM (issue #287).
|
||||
# Orientation / label come from gradle.properties placeholders.
|
||||
for perm in (
|
||||
"android.permission.INTERNET",
|
||||
"android.permission.RECORD_AUDIO",
|
||||
"android.permission.WRITE_EXTERNAL_STORAGE",
|
||||
):
|
||||
@@ -134,16 +193,29 @@ PY
|
||||
# --------------------------------------------------------------- game.love
|
||||
pack_game_love() {
|
||||
say "packing game.love for love-android embed flavor"
|
||||
ensure_yellow_manifest
|
||||
mkdir -p "$EMBED_ASSETS"
|
||||
rm -f "$LOVE_FILE"
|
||||
# tools/save-editor ships with the app: the launcher's Edit button on a save
|
||||
# row opens it in-process, so it must be inside the archive (see build.sh).
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
tools/rom_manifest_yellow.json \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
# Do not pipe unzip straight into grep here: on a large archive grep can
|
||||
# finish early and make unzip report SIGPIPE under `set -o pipefail`.
|
||||
local archive_entries
|
||||
archive_entries="$(unzip -Z1 "$LOVE_FILE")"
|
||||
grep -qx 'tools/save-editor/App.lua' <<< "$archive_entries" \
|
||||
|| fail "game.love is missing the save editor (Edit on a save row would crash)"
|
||||
grep -qx "$YELLOW_MANIFEST_RELATIVE" <<< "$archive_entries" \
|
||||
|| fail "game.love is missing the Yellow ROM import manifest"
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
|
||||
|
||||
# This script packs its own game.love (it does not reuse build.sh's), so it
|
||||
|
||||
@@ -164,15 +164,19 @@ pack_game_love() {
|
||||
say "packing game.love for love-ios resources"
|
||||
mkdir -p "$RESOURCES_DIR"
|
||||
rm -f "$LOVE_FILE"
|
||||
# Same payload as scripts/build.sh / build_android.sh: game sources only.
|
||||
# Same payload as scripts/build.sh / build_android.sh: game sources plus
|
||||
# tools/save-editor, which the launcher's Edit button opens in-process.
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -Z1 "$LOVE_FILE" | grep -qx 'tools/save-editor/App.lua' \
|
||||
|| fail "game.love is missing the save editor (Edit on a save row would crash)"
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
|
||||
}
|
||||
|
||||
|
||||
+7
-4
@@ -1,11 +1,12 @@
|
||||
#!/usr/bin/env bash
|
||||
# Build game data from a user-provided Pokemon Red ROM and install LÖVE.
|
||||
# Build game data from a user-provided Pokemon Red/Blue/Yellow ROM and install LÖVE.
|
||||
#
|
||||
# Usage:
|
||||
# scripts/setup.sh --rom /path/to/pokemon-red.gb
|
||||
# scripts/setup.sh --rom /path/to/pokemon-yellow.gbc
|
||||
# ROM_PATH=/path/to/pokemon-red.gb scripts/setup.sh
|
||||
#
|
||||
# With no explicit path, the first *.gb file in the project root is used.
|
||||
# With no explicit path, the first *.gb / *.gbc file in the project root is used.
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
@@ -34,15 +35,17 @@ command -v python3 >/dev/null 2>&1 \
|
||||
|| fail "Python 3 is required to decode the ROM"
|
||||
|
||||
if [ -z "$ROM" ]; then
|
||||
for candidate in "$ROOT"/*.gb; do
|
||||
shopt -s nullglob
|
||||
for candidate in "$ROOT"/*.gb "$ROOT"/*.gbc; do
|
||||
if [ -f "$candidate" ]; then
|
||||
ROM="$candidate"
|
||||
break
|
||||
fi
|
||||
done
|
||||
shopt -u nullglob
|
||||
fi
|
||||
[ -n "$ROM" ] && [ -f "$ROM" ] \
|
||||
|| fail "Pokemon Red ROM not found. Put your .gb file in $ROOT or pass --rom /path/to/file.gb"
|
||||
|| fail "Pokemon ROM not found. Put a .gb or .gbc in $ROOT or pass --rom /path/to/file"
|
||||
|
||||
if [ ! -x "$VENV/bin/python3" ]; then
|
||||
say "creating Python environment"
|
||||
|
||||
@@ -116,7 +116,13 @@ if [ -f data/generated/maps.lua ]; then
|
||||
echo "-- T3 content: skipped (--quick)"
|
||||
else
|
||||
run_tier "T3 content behavior (Red)" run_content_behavior
|
||||
# The save editor ships inside every build (the launcher's Edit button on
|
||||
# a save row opens it), so its panel suites run in CI rather than by hand.
|
||||
run_tier "T3 save editor" "$LUA" tests/run_save_editor_tests.lua
|
||||
run_tier "T3 save editor: boxes + items" "$LUA" tests/save_editor_task6_tests.lua
|
||||
run_tier "T3 save editor: events + dex" "$LUA" tests/save_editor_task7_tests.lua
|
||||
run_tier "T3 save editor: map browser" "$LUA" tests/save_editor_task8_tests.lua
|
||||
run_tier "T3 save editor: mod awareness" "$LUA" tests/save_editor_mod_tests.lua
|
||||
run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
|
||||
fi
|
||||
else
|
||||
|
||||
@@ -22,7 +22,7 @@ local NOTES = {
|
||||
-- mirrors ChipAudio's snapTicks so authored drums land on the same sample
|
||||
-- grid as the ROM's own drum tables
|
||||
local function snapTicks(ticks)
|
||||
return math.floor((ticks * 735 + 256) / 512)
|
||||
return math.floor((ticks * 1470 + 256) / 512)
|
||||
end
|
||||
|
||||
-- ------- validation
|
||||
|
||||
+732
-213
File diff suppressed because it is too large
Load Diff
@@ -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
@@ -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
@@ -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
|
||||
|
||||
@@ -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", {
|
||||
|
||||
@@ -16,9 +16,10 @@
|
||||
-- the MINIMUM-scored move is chosen, ties broken uniformly among the
|
||||
-- tied minima (core.asm:2971-3002). A non-minimal move is never
|
||||
-- selectable. Respects Disable (and PP only when the ruleset depletes
|
||||
-- enemy PP — Gen 1 AI never reads wEnemyMonPP).
|
||||
-- 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
|
||||
|
||||
@@ -0,0 +1,379 @@
|
||||
-- Widescreen battle layout (OPTION -> BATTLE LAYOUT -> WIDE).
|
||||
--
|
||||
-- The battle simulation, timing, animations and rules stay BattleState's;
|
||||
-- this module only replaces the composition and asks the renderer for a
|
||||
-- 304x144 native-pixel UI surface while it is up. Pictures, font pages,
|
||||
-- border glyphs, species palettes and HP tiles all resolve through the
|
||||
-- engine, so a COLORS mode or an asset mod still owns the look.
|
||||
--
|
||||
-- The extra 144 pixels of width buy a Gen 3-style arrangement: foe status
|
||||
-- upper left with its picture upper right, the player's picture lower left
|
||||
-- with their status lower right, a full-width message window, a split
|
||||
-- prompt/command window, and a 2x2 move menu with an attached PP/type panel.
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
local HudTiles = require("src.render.HudTiles")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Strings = require("src.core.Strings")
|
||||
local TypeChart = require("src.battle.TypeChart")
|
||||
|
||||
local WideBattle = {
|
||||
WIDTH = 304,
|
||||
HEIGHT = 144,
|
||||
-- everything above this line is battlefield; the 40 rows below it are
|
||||
-- the message / command / move windows
|
||||
FIELD_BOTTOM = 104,
|
||||
}
|
||||
|
||||
-- The forced-mono display modes re-threshold the whole finished frame
|
||||
-- through the shade shader, and picImage hands them raw DMG grays for that
|
||||
-- (#207). The wide layout has to know: it exposes a matching whole-surface
|
||||
-- zone and leaves the HP bar fill gray, exactly like the zone pass does in
|
||||
-- the classic layout (#229). Keep in sync with picImage / ensureZones.
|
||||
local function monoMode()
|
||||
local m = PaletteFX.mode
|
||||
return m == "og" or m == "og_inv" or m == "classic"
|
||||
end
|
||||
|
||||
local function shownHP(battler)
|
||||
return math.max(0, math.floor(battler.shownHP or battler.mon.hp or 0))
|
||||
end
|
||||
|
||||
-- a name truncated to `pixels` with a trailing '.', measured through the
|
||||
-- font's own advances so a variable-width page still fits
|
||||
local function fitName(text, pixels)
|
||||
local spans = Font.split(text or "")
|
||||
local n = Font.spansFitting(spans, pixels)
|
||||
if n >= #spans then return text or "" end
|
||||
local out = {}
|
||||
for i = 1, math.max(0, n - 1) do
|
||||
out[#out + 1] = (text or ""):sub(spans[i].from, spans[i].to)
|
||||
end
|
||||
return table.concat(out) .. "."
|
||||
end
|
||||
|
||||
local function saveScissor()
|
||||
if not love.graphics.getScissor then return nil end
|
||||
local x, y, w, h = love.graphics.getScissor()
|
||||
if x == nil then return false end
|
||||
return { x, y, w, h }
|
||||
end
|
||||
|
||||
local function restoreScissor(saved)
|
||||
if not love.graphics.setScissor then return end
|
||||
if saved and saved ~= false then
|
||||
love.graphics.setScissor(saved[1], saved[2], saved[3], saved[4])
|
||||
else
|
||||
love.graphics.setScissor()
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw fn's content translated by (dx, dy) and clipped to a surface rect.
|
||||
-- The scissor is in canvas space, so it bounds the region itself while the
|
||||
-- translate moves the classic 160x144 coordinates into it.
|
||||
local function inRegion(x, y, w, h, dx, dy, fn)
|
||||
local g = love.graphics
|
||||
local saved = saveScissor()
|
||||
g.setScissor(x, y, w, h)
|
||||
g.push()
|
||||
g.translate(dx, dy)
|
||||
fn()
|
||||
g.pop()
|
||||
restoreScissor(saved)
|
||||
end
|
||||
|
||||
local function levelAt(battle, battler, x, y)
|
||||
if battler.shownStatus then
|
||||
Font.draw(battle:statusLabel({ status = battler.shownStatus }), x, y)
|
||||
else
|
||||
HudTiles.tile(0x6E, x, y) -- '<LV>'
|
||||
Font.draw(tostring(battler.mon.level), x + 8, y)
|
||||
end
|
||||
end
|
||||
|
||||
-- One side's status box: name and level on the first line, a long HP bar
|
||||
-- under it, and the numeric HP on the player's box only (the foe's exact
|
||||
-- HP is never shown, like the original).
|
||||
local function drawStatusPanel(battle, battler, x, y, player)
|
||||
local tx, ty = math.floor(x / 8), math.floor(y / 8)
|
||||
local tw, th = player and 15 or 16, player and 5 or 4
|
||||
Font.drawBox(tx, ty, tw, th)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
|
||||
local nameWidth = player and 64 or 80
|
||||
Font.draw(fitName(battler.name, nameWidth), x + 8, y + 8)
|
||||
levelAt(battle, battler, x + tw * 8 - 40, y + 8)
|
||||
|
||||
HudTiles.drawHPBar(battle.data, tx + 1, ty + 2, {
|
||||
hp = shownHP(battler),
|
||||
stats = battler.mon.stats,
|
||||
}, nil, monoMode(), tw - 5)
|
||||
|
||||
if player then
|
||||
Font.draw(("%3d/%3d"):format(shownHP(battler), battler.mon.stats.hp),
|
||||
x + tw * 8 - 64, y + 24)
|
||||
end
|
||||
end
|
||||
|
||||
-- the party ball rows DrawAllPokeballs puts up with the intro text, moved
|
||||
-- out to the wide screen's own corners
|
||||
local function drawIntroBalls(battle)
|
||||
if not battle.introBalls then return end
|
||||
if battle.enemyParty and
|
||||
(battle.kind == "trainer" or battle.kind == "link") then
|
||||
battle:drawBallRow(battle.enemyParty, 88, 40, -8)
|
||||
end
|
||||
battle:drawBallRow(battle.playerParty or battle.game.save.party, 216, 96, 8)
|
||||
end
|
||||
|
||||
local function drawHUDs(battle, slide)
|
||||
if battle.enemy and not battle.showEnemyTrainer
|
||||
and not battle.enemySendingOut and not battle:growInScale(battle.enemy)
|
||||
and slide == 0 and not battle.introBalls and not battle.enemy.fainted then
|
||||
drawStatusPanel(battle, battle.enemy, 0, 0, false)
|
||||
end
|
||||
|
||||
if battle.safari then
|
||||
Font.drawBox(23, 7, 15, 4)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(("BALLx%2d"):format(battle.safari.balls), 200, 72)
|
||||
elseif battle.player and not battle.demo and not battle.showPlayerBack
|
||||
and slide == 0 then
|
||||
drawStatusPanel(battle, battle.player, 184, 56, true)
|
||||
end
|
||||
drawIntroBalls(battle)
|
||||
end
|
||||
|
||||
local function drawMessageBox(battle)
|
||||
Font.drawBox(0, 13, 38, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
if battle.scrollPx and battle.scrollPx > 0 then
|
||||
battle.scrollPx = battle.scrollPx - 2
|
||||
if battle.scrollPx <= 0 then battle.scrollPx = nil end
|
||||
end
|
||||
local off = battle.scrollPx or 0
|
||||
local ys = { 112, 128 }
|
||||
for li, line in ipairs(battle.shown or {}) do
|
||||
local y = (ys[li] or 128) + off
|
||||
for i = 1, #line do
|
||||
Font.drawCode(line[i], 8 + (i - 1) * 8, y)
|
||||
end
|
||||
end
|
||||
if (battle.msgWaiting or battle.msgPrompt) and battle.frame % 60 < 30 then
|
||||
Font.drawCode(0xEE, 288, 132)
|
||||
end
|
||||
end
|
||||
|
||||
local function drawCommandMenu(battle)
|
||||
local col = (battle.menuIndex - 1) % 2
|
||||
local row = math.floor((battle.menuIndex - 1) / 2)
|
||||
if battle.safari then
|
||||
Font.drawBox(0, 13, 38, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("BALLx"), 16, 112)
|
||||
Font.draw(Strings("BAIT"), 168, 112)
|
||||
Font.draw(Strings("THROW ROCK"), 16, 128)
|
||||
Font.draw(Strings("RUN"), 168, 128)
|
||||
Font.drawCode(0xED, col == 0 and 8 or 160, 112 + row * 16)
|
||||
return
|
||||
end
|
||||
|
||||
-- the prompt on the left, the 2x2 commands on the right
|
||||
Font.drawBox(0, 13, 20, 5)
|
||||
Font.drawBox(20, 13, 18, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("What will"), 8, 112)
|
||||
local who = battle.player and battle.player.name or ""
|
||||
Font.draw(fitName(who, 112) .. Strings(" do?"), 8, 128)
|
||||
Font.draw(Strings("FIGHT"), 176, 112)
|
||||
Font.drawCode(0xE1, 240, 112) -- 'PK'
|
||||
Font.drawCode(0xE2, 248, 112) -- 'MN'
|
||||
Font.draw(Strings("ITEM"), 176, 128)
|
||||
Font.draw(Strings("RUN"), 240, 128)
|
||||
Font.drawCode(0xED, col == 0 and 168 or 232, 112 + row * 16)
|
||||
end
|
||||
|
||||
local function drawMoveDetails(battle, move)
|
||||
Font.drawBox(28, 13, 10, 5)
|
||||
if not move then return end
|
||||
local def = battle.data.moves[move.id]
|
||||
if not def then return end
|
||||
local maxPP = def.pp + (move.ppUps or 0) * math.floor(def.pp / 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(("PP %2d/%2d"):format(move.pp or 0, maxPP), 232, 112)
|
||||
Font.draw(fitName(TypeChart.displayName(def.type), 64), 232, 128)
|
||||
end
|
||||
|
||||
local function drawMoveGrid(battle, moves, selected)
|
||||
-- The 8px font needs 28 tiles for two complete twelve-character move
|
||||
-- names plus their cursors; the details panel gets the other ten.
|
||||
Font.drawBox(0, 13, 28, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
for i, move in ipairs(moves or {}) do
|
||||
local col = (i - 1) % 2
|
||||
local row = math.floor((i - 1) / 2)
|
||||
local x, y = col == 0 and 16 or 120, 112 + row * 16
|
||||
local def = battle.data.moves[move.id]
|
||||
Font.draw(fitName(def and def.name or move.id or "", 96), x, y)
|
||||
end
|
||||
local col = (selected - 1) % 2
|
||||
local row = math.floor((selected - 1) / 2)
|
||||
Font.drawCode(0xED, col == 0 and 8 or 112, 112 + row * 16)
|
||||
drawMoveDetails(battle, moves and moves[selected])
|
||||
end
|
||||
|
||||
local function drawMoveMenu(battle)
|
||||
drawMoveGrid(battle, battle.player.curMoves, battle.moveIndex)
|
||||
if battle.moveSwapIndex then
|
||||
local col = (battle.moveSwapIndex - 1) % 2
|
||||
local row = math.floor((battle.moveSwapIndex - 1) / 2)
|
||||
Font.drawCode(0xEC, col == 0 and 8 or 112, 112 + row * 16)
|
||||
end
|
||||
end
|
||||
|
||||
local function drawTextArea(battle)
|
||||
if battle.phase == "messages" and (battle.current or battle.animPlaying) then
|
||||
drawMessageBox(battle)
|
||||
elseif battle.phase == "menu" then
|
||||
drawCommandMenu(battle)
|
||||
elseif battle.phase == "moveSelect" then
|
||||
drawMoveMenu(battle)
|
||||
elseif battle.phase == "mimicSelect" then
|
||||
drawMoveGrid(battle, battle.mimicMoves, battle.mimicIndex)
|
||||
else
|
||||
Font.drawBox(0, 13, 38, 5)
|
||||
end
|
||||
end
|
||||
|
||||
-- Battle animations are authored in the original 160px coordinate space.
|
||||
-- Shift each complete OAM frame as one rigid group between the new player
|
||||
-- and enemy anchors: drawing the whole animation through both side regions
|
||||
-- would duplicate any tiles overlapping the other side's source range (most
|
||||
-- visibly the send-out POOF reappearing on the far right).
|
||||
function WideBattle.animationOffset(sprites)
|
||||
if not sprites or #sprites == 0 then return 0, 0 end
|
||||
local minX, maxX = math.huge, -math.huge
|
||||
for _, sprite in ipairs(sprites) do
|
||||
minX = math.min(minX, sprite.x - 8)
|
||||
maxX = math.max(maxX, sprite.x)
|
||||
end
|
||||
local center = (minX + maxX) / 2
|
||||
local t = math.max(0, math.min(1, (center - 40) / 80))
|
||||
return math.floor(20 + 116 * t + 0.5),
|
||||
math.floor(8 * (1 - t) + 0.5)
|
||||
end
|
||||
|
||||
local function currentAnimationSprites(battle)
|
||||
if battle.animPlaying and battle.animPlayer then
|
||||
local step = battle.animPlayer.steps[battle.animPlayer.stepIndex]
|
||||
return step and step.sprites
|
||||
end
|
||||
if battle.lockedBall and battle.animPlayer then
|
||||
return battle.lockedBall
|
||||
end
|
||||
end
|
||||
|
||||
local function drawAnimationLayer(battle)
|
||||
local sprites = currentAnimationSprites(battle)
|
||||
if not sprites or #sprites == 0 then return end
|
||||
local dx, dy = WideBattle.animationOffset(sprites)
|
||||
inRegion(0, 0, WideBattle.WIDTH, WideBattle.FIELD_BOTTOM, dx, dy,
|
||||
function() battle:drawAnimLayer(false) end)
|
||||
end
|
||||
|
||||
-- The whole 304x144 composition for one frame.
|
||||
function WideBattle.draw(battle)
|
||||
local g = love.graphics
|
||||
-- The field is the display mode's paper. Under a forced-mono mode the
|
||||
-- whole surface is remapped downstream (WideBattle.zones), so the field
|
||||
-- goes down as DMG white and comes out of that pass as the mode's paper;
|
||||
-- painting the resolved shade there would run it through the remap twice
|
||||
-- and land a shade off the letterbox the renderer fills around it.
|
||||
if monoMode() then
|
||||
g.setColor(1, 1, 1, 1)
|
||||
else
|
||||
g.setColor(PaletteFX.paperShade(battle.data))
|
||||
end
|
||||
g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
|
||||
-- AskName clears the field the same way the classic layout does
|
||||
if battle.blankForAskName then return end
|
||||
|
||||
local fx = battle.fx
|
||||
local sx = (fx and fx.shakeX) or 0
|
||||
local sy = (fx and fx.shakeY) or 0
|
||||
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
|
||||
sx = battle.frame % 4 < 2 and 2 or -2
|
||||
end
|
||||
local slide = (battle.introSlide or 0) * 4
|
||||
|
||||
-- Each side keeps its original sprite pixels and placement math: the two
|
||||
-- 160x144 OAM regions are translated apart and clipped into the wider
|
||||
-- battlefield rather than either monster being scaled. wideRegion tells
|
||||
-- drawBattlerPic its own side window is already the clip.
|
||||
battle.wideRegion = true
|
||||
inRegion(0, 32, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "player", true) end)
|
||||
inRegion(160, 0, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "enemy", true) end)
|
||||
battle.wideRegion = nil
|
||||
|
||||
drawHUDs(battle, slide)
|
||||
drawAnimationLayer(battle)
|
||||
drawTextArea(battle)
|
||||
|
||||
if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
|
||||
g.setColor(1, 1, 1, 0.85)
|
||||
g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
|
||||
end
|
||||
g.setColor(1, 1, 1, 1)
|
||||
if Runtime.wantsHook("battle.overlay") then
|
||||
Runtime.call("battle.overlay", function() end, battle)
|
||||
end
|
||||
end
|
||||
|
||||
-- The palette zones for the wide surface. The composition already resolves
|
||||
-- species colors, paper shade and HP-bar colors itself, so the colorized
|
||||
-- modes take the trueColor opt-out (`colors = false`) over the whole
|
||||
-- surface; the forced-mono modes still want their whole-screen remap, and
|
||||
-- get one sized to the wide surface instead of the 160x144 rectangle
|
||||
-- PaletteFX.ensureZones would invent (which would leave 144 columns raw).
|
||||
function WideBattle.zones()
|
||||
local w, h = WideBattle.WIDTH, WideBattle.HEIGHT
|
||||
if monoMode() then
|
||||
-- sendColors runs the mode's own substitution (CLASSIC's pea greens,
|
||||
-- the inverted permutation), exactly as it does for ensureZones' zone
|
||||
return { PaletteFX.zone(PaletteFX.GRAYS, 0, 0, w / 8 - 1, h / 8 - 1) }
|
||||
end
|
||||
return { { colors = false, x = 0, y = 0, w = w, h = h } }
|
||||
end
|
||||
|
||||
-- 2x2 move-grid navigation: LEFT/RIGHT cross the row, UP/DOWN the column,
|
||||
-- and a direction pointing at an empty slot holds the current one.
|
||||
function WideBattle.moveGridIndex(index, count, direction)
|
||||
if count < 1 then return nil end
|
||||
local row = math.floor((index - 1) / 2)
|
||||
local col = (index - 1) % 2
|
||||
if direction == "left" or direction == "right" then
|
||||
local other = row * 2 + (1 - col) + 1
|
||||
return other <= count and other or index
|
||||
end
|
||||
local otherRow = 1 - row
|
||||
local other = otherRow * 2 + col + 1
|
||||
return other <= count and other or index
|
||||
end
|
||||
|
||||
local DIRECTIONS = { "left", "right", "up", "down" }
|
||||
|
||||
-- the slot a directional press selects, or nil when none was pressed (the
|
||||
-- caller then runs its normal list navigation / A / B / SELECT handling)
|
||||
function WideBattle.navigate(index, count, input)
|
||||
for _, key in ipairs(DIRECTIONS) do
|
||||
if input:wasPressed(key) then
|
||||
return WideBattle.moveGridIndex(index, count, key)
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
return WideBattle
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
+81
-1
@@ -25,6 +25,29 @@ local SAMPLE_RATE = ChipSynth.SAMPLE_RATE
|
||||
local MUSIC_BUFFER_SAMPLES = ChipSynth.MUSIC_BUFFER_SAMPLES
|
||||
local MUSIC_BUFFER_COUNT = ChipSynth.MUSIC_BUFFER_COUNT
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- Per-channel mix (edit these)
|
||||
-- Applied on load and whenever this file hot-reloads.
|
||||
-- Runtime: ChipAudio.setChannelVolume / setChannelPitch.
|
||||
-- [1] pulse 1 [2] pulse 2 [3] wave [4] noise / drums
|
||||
-- Volume: 1 = authentic, 0 = mute, >1 boosts
|
||||
-- Pitch: 1 = authentic, 2 = +1 octave, 0.5 = -1 octave
|
||||
-- ---------------------------------------------------------------------------
|
||||
local CHANNEL_VOLUME = {
|
||||
[1] = 1, -- pulse 1
|
||||
[2] = 1, -- pulse 2
|
||||
[3] = 0.25, -- wave
|
||||
[4] = 1, -- noise / drums
|
||||
}
|
||||
local CHANNEL_PITCH = {
|
||||
[1] = 1, -- pulse 1
|
||||
[2] = 1, -- pulse 2
|
||||
[3] = 0.5, -- wave
|
||||
[4] = 1, -- noise / drums
|
||||
}
|
||||
ChipSynth.setChannelVolumes(CHANNEL_VOLUME)
|
||||
ChipSynth.setChannelPitches(CHANNEL_PITCH)
|
||||
|
||||
-- currentMusic: { source, gen, threaded, started, finished, engine }
|
||||
-- threaded songs stream from the worker (engine is nil here);
|
||||
-- the fallback path owns a local engine and fills the source itself.
|
||||
@@ -152,13 +175,23 @@ function ChipAudio.playMusic(data, header, allowLoops)
|
||||
musicGen = musicGen + 1
|
||||
local gen = musicGen
|
||||
cmdCh:push({ cmd = "play", gen = gen, header = header,
|
||||
allowLoops = allowLoops, audio = slimAudio(data) })
|
||||
allowLoops = allowLoops, audio = slimAudio(data),
|
||||
channelVolumes = ChipSynth.getChannelVolumes(),
|
||||
channelPitches = ChipSynth.getChannelPitches() })
|
||||
currentMusic = { source = source, gen = gen, threaded = true,
|
||||
started = false, finished = false }
|
||||
-- playback starts in update() once the first buffer arrives (~1 frame)
|
||||
return source
|
||||
end
|
||||
|
||||
local function pushChannelMix()
|
||||
if workerReady and cmdCh then
|
||||
cmdCh:push({ cmd = "channelMix",
|
||||
volumes = ChipSynth.getChannelVolumes(),
|
||||
pitches = ChipSynth.getChannelPitches() })
|
||||
end
|
||||
end
|
||||
|
||||
-- move finished buffers from the worker into the Source; start playback once
|
||||
-- the first one lands
|
||||
local function updateThreaded()
|
||||
@@ -270,6 +303,53 @@ function ChipAudio.invalidate()
|
||||
if workerReady and cmdCh then cmdCh:push({ cmd = "invalidate" }) end
|
||||
end
|
||||
|
||||
-- Runtime mix for one hardware channel (1..4). Takes effect on the next
|
||||
-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
|
||||
function ChipAudio.setChannelVolume(hw, scale)
|
||||
ChipSynth.setChannelVolume(hw, scale)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelVolume(hw)
|
||||
return ChipSynth.getChannelVolume(hw)
|
||||
end
|
||||
|
||||
function ChipAudio.setChannelVolumes(volumes)
|
||||
ChipSynth.setChannelVolumes(volumes)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelVolumes()
|
||||
return ChipSynth.getChannelVolumes()
|
||||
end
|
||||
|
||||
function ChipAudio.setChannelPitch(hw, scale)
|
||||
ChipSynth.setChannelPitch(hw, scale)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelPitch(hw)
|
||||
return ChipSynth.getChannelPitch(hw)
|
||||
end
|
||||
|
||||
function ChipAudio.setChannelPitches(pitches)
|
||||
ChipSynth.setChannelPitches(pitches)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelPitches()
|
||||
return ChipSynth.getChannelPitches()
|
||||
end
|
||||
|
||||
-- aliases for channel 4 (noise / drums)
|
||||
function ChipAudio.setNoiseVolume(scale)
|
||||
ChipAudio.setChannelVolume(4, scale)
|
||||
end
|
||||
|
||||
function ChipAudio.getNoiseVolume()
|
||||
return ChipAudio.getChannelVolume(4)
|
||||
end
|
||||
|
||||
-- a stale song must not keep sounding past the flush that replaced its
|
||||
-- program (20 §2 cache contract, chip music row)
|
||||
Assets.register(ChipAudio.invalidate)
|
||||
|
||||
+124
-47
@@ -14,26 +14,97 @@ local bit = require("bit")
|
||||
|
||||
local ChipSynth = {}
|
||||
|
||||
local SAMPLE_RATE = 22050
|
||||
local SAMPLE_RATE = 44100
|
||||
local TICKS_PER_SECOND = 15360
|
||||
local FRAME_TICKS = 256
|
||||
local GB_CLOCK = 4194304
|
||||
|
||||
-- one 4096-sample stereo SoundData is the unit both the worker hands off and
|
||||
-- one 8192-sample stereo SoundData is the unit both the worker hands off and
|
||||
-- the synchronous fallback queues; the source keeps MUSIC_BUFFER_COUNT of them
|
||||
-- (~6s) for stall tolerance (window resize, a long GC pause)
|
||||
local MUSIC_BUFFER_SAMPLES = 4096
|
||||
-- (~6s at 44100) for stall tolerance (window resize, a long GC pause)
|
||||
local MUSIC_BUFFER_SAMPLES = 8192
|
||||
local MUSIC_BUFFER_COUNT = 32
|
||||
|
||||
ChipSynth.SAMPLE_RATE = SAMPLE_RATE
|
||||
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
|
||||
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
|
||||
|
||||
-- Runtime mix per hardware channel (1 pulse, 2 pulse, 3 wave, 4 noise).
|
||||
-- Volume: 1 = authentic GB, 0 = mute. Pitch: 1 = authentic, 2 = +1 octave,
|
||||
-- 0.5 = -1 octave. Applied at sample time so a live change reaches the next
|
||||
-- buffer on both the sync path and the worker (via ChipAudio).
|
||||
local channelVolume = { 1, 1, 1, 1 }
|
||||
local channelPitch = { 1, 1, 1, 1 }
|
||||
|
||||
local function clampScale(scale)
|
||||
return math.max(0, tonumber(scale) or 0)
|
||||
end
|
||||
|
||||
local function setChannelTable(table, hw, scale)
|
||||
hw = tonumber(hw)
|
||||
if not hw or hw < 1 or hw > 4 then return end
|
||||
table[hw] = clampScale(scale)
|
||||
end
|
||||
|
||||
local function setChannelTables(table, values)
|
||||
if type(values) ~= "table" then return end
|
||||
for hw = 1, 4 do
|
||||
if values[hw] ~= nil then table[hw] = clampScale(values[hw]) end
|
||||
end
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelVolume(hw, scale)
|
||||
setChannelTable(channelVolume, hw, scale)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelVolume(hw)
|
||||
return channelVolume[tonumber(hw) or 0] or 1
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelVolumes(volumes)
|
||||
setChannelTables(channelVolume, volumes)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelVolumes()
|
||||
return { channelVolume[1], channelVolume[2], channelVolume[3], channelVolume[4] }
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelPitch(hw, scale)
|
||||
setChannelTable(channelPitch, hw, scale)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelPitch(hw)
|
||||
return channelPitch[tonumber(hw) or 0] or 1
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelPitches(pitches)
|
||||
setChannelTables(channelPitch, pitches)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelPitches()
|
||||
return { channelPitch[1], channelPitch[2], channelPitch[3], channelPitch[4] }
|
||||
end
|
||||
|
||||
-- aliases for the noise/drum layer
|
||||
function ChipSynth.setNoiseVolume(scale)
|
||||
ChipSynth.setChannelVolume(4, scale)
|
||||
end
|
||||
|
||||
function ChipSynth.getNoiseVolume()
|
||||
return ChipSynth.getChannelVolume(4)
|
||||
end
|
||||
|
||||
local PITCHES = {
|
||||
0xF82C, 0xF89D, 0xF907, 0xF96B, 0xF9CA, 0xFA23,
|
||||
0xFA77, 0xFAC7, 0xFB12, 0xFB58, 0xFB9B, 0xFBDA,
|
||||
}
|
||||
local DUTY = { [0] = 0.125, [1] = 0.25, [2] = 0.5, [3] = 0.75 }
|
||||
-- LuaGB / DMG 8-step duty tables (index 0-3); stored on channels as that index
|
||||
local WAVE_PATTERN_TABLES = {
|
||||
[0] = {0, 0, 0, 0, 0, 0, 0, 1},
|
||||
[1] = {1, 0, 0, 0, 0, 0, 0, 1},
|
||||
[2] = {1, 0, 0, 0, 0, 1, 1, 1},
|
||||
[3] = {0, 1, 1, 1, 1, 1, 1, 0},
|
||||
}
|
||||
local WAVE_LEVEL = { [0] = 0, [1] = 1, [2] = 0.5, [3] = 0.25 }
|
||||
local NOISE_DIVISORS = {
|
||||
[0] = 8, [1] = 16, [2] = 32, [3] = 48,
|
||||
@@ -41,7 +112,7 @@ local NOISE_DIVISORS = {
|
||||
}
|
||||
|
||||
local function snapTicks(ticks)
|
||||
return math.floor((ticks * 735 + 256) / 512)
|
||||
return math.floor((ticks * 1470 + 256) / 512)
|
||||
end
|
||||
|
||||
local cachedProgramFile
|
||||
@@ -143,7 +214,7 @@ function Channel.new(engine, spec, options)
|
||||
speed = 12,
|
||||
volume = 12,
|
||||
fade = 0,
|
||||
duty = 0.5,
|
||||
duty = 2,
|
||||
octave = 4,
|
||||
waveInstrument = 0,
|
||||
waveLevel = 1,
|
||||
@@ -317,7 +388,7 @@ function Channel:nextEvent()
|
||||
target = self:frequency(bit.band(packed, 0x0F), octave),
|
||||
}
|
||||
elseif command == 0xEC then
|
||||
self.duty = DUTY[bit.band(self:byte(), 3)] or 0.5
|
||||
self.duty = bit.band(self:byte(), 3)
|
||||
elseif command == 0xED then
|
||||
self.engine.tempo = self:byte() * 0x100 + self:byte()
|
||||
elseif command == 0xEE then
|
||||
@@ -329,10 +400,10 @@ function Channel:nextEvent()
|
||||
elseif command == 0xFC then
|
||||
local packed = self:byte()
|
||||
self.duty = {
|
||||
DUTY[bit.band(bit.rshift(packed, 6), 3)],
|
||||
DUTY[bit.band(bit.rshift(packed, 4), 3)],
|
||||
DUTY[bit.band(bit.rshift(packed, 2), 3)],
|
||||
DUTY[bit.band(packed, 3)],
|
||||
bit.band(bit.rshift(packed, 6), 3),
|
||||
bit.band(bit.rshift(packed, 4), 3),
|
||||
bit.band(bit.rshift(packed, 2), 3),
|
||||
bit.band(packed, 3),
|
||||
}
|
||||
elseif command == 0xFD then
|
||||
self.callStack[#self.callStack + 1] = self.address + 2
|
||||
@@ -423,27 +494,24 @@ function Channel:sampleNoise(parameter)
|
||||
parameter = parameter or 0
|
||||
local divisor = NOISE_DIVISORS[bit.band(parameter, 7)]
|
||||
local shift = bit.rshift(parameter, 4)
|
||||
local output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
if shift >= 14 then return output end
|
||||
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE
|
||||
local width7 = bit.band(parameter, 8) ~= 0
|
||||
local remaining = cycles
|
||||
local area = 0
|
||||
|
||||
while remaining > 0 do
|
||||
local untilClock = 1 - self.noiseClock
|
||||
local span = math.min(remaining, untilClock)
|
||||
output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
area = area + output * span
|
||||
self.noiseClock = self.noiseClock + span
|
||||
remaining = remaining - span
|
||||
if self.noiseClock >= 1 - 1e-12 then
|
||||
self.noiseClock = 0
|
||||
self:clockNoise(width7)
|
||||
if shift < 14 then
|
||||
local pitch = channelPitch[self.hardware] or 1
|
||||
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE * pitch
|
||||
local width7 = bit.band(parameter, 8) ~= 0
|
||||
local remaining = cycles
|
||||
while remaining > 0 do
|
||||
local untilClock = 1 - self.noiseClock
|
||||
local span = math.min(remaining, untilClock)
|
||||
self.noiseClock = self.noiseClock + span
|
||||
remaining = remaining - span
|
||||
if self.noiseClock >= 1 - 1e-12 then
|
||||
self.noiseClock = 0
|
||||
self:clockNoise(width7)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return area / cycles
|
||||
-- LuaGB: instantaneous inverted LFSR LSB (high when bit0 == 0)
|
||||
return bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
end
|
||||
|
||||
local function sweepCalculation(register, sweep)
|
||||
@@ -481,7 +549,7 @@ function Channel:sampleDrum(event, sampleIndex)
|
||||
end
|
||||
local elapsed = (sampleIndex - segment.startSample) / SAMPLE_RATE
|
||||
local volume = envelopeVolume(segment.volume, segment.fade, elapsed)
|
||||
return self:sampleNoise(segment.parameter) * volume / 15 * 0.35
|
||||
return self:sampleNoise(segment.parameter) * volume / 15
|
||||
end
|
||||
|
||||
function Channel:sample()
|
||||
@@ -498,11 +566,14 @@ function Channel:sample()
|
||||
event.sample = sampleIndex + 1
|
||||
if event.silence then return 0 end
|
||||
|
||||
if event.drum then return self:sampleDrum(event, sampleIndex) end
|
||||
local gain = channelVolume[self.hardware] or 1
|
||||
if event.drum then
|
||||
return self:sampleDrum(event, sampleIndex) * gain
|
||||
end
|
||||
local volume = envelopeVolume(
|
||||
event.volume or 0, event.fade or 0, event.elapsed)
|
||||
if event.noise then
|
||||
return self:sampleNoise(event.noiseParameter) * volume / 15 * 0.35
|
||||
return self:sampleNoise(event.noiseParameter) * volume / 15 * gain
|
||||
end
|
||||
|
||||
local register = event.register
|
||||
@@ -527,7 +598,8 @@ function Channel:sample()
|
||||
end
|
||||
end
|
||||
end
|
||||
local frequency = 131072 / (2048 - math.min(register, 2047))
|
||||
local pitch = channelPitch[self.hardware] or 1
|
||||
local frequency = 131072 / (2048 - math.min(register, 2047)) * pitch
|
||||
if event.wave then frequency = frequency * 0.5 end
|
||||
local phase = self.phase
|
||||
self.phase = (phase + frequency / SAMPLE_RATE) % 1
|
||||
@@ -537,13 +609,18 @@ function Channel:sample()
|
||||
-- a def-local program may omit its wave table entirely
|
||||
if not wave then return 0 end
|
||||
local index = math.min(32, math.floor(phase * 32) + 1)
|
||||
return wave[index] * event.waveLevel * 0.55
|
||||
return wave[index] * event.waveLevel * gain
|
||||
end
|
||||
local duty = event.duty
|
||||
if type(duty) == "table" then
|
||||
duty = duty[frame % 4 + 1]
|
||||
end
|
||||
return (phase < duty and 1 or -1) * volume / 15 * 0.5
|
||||
local pattern = WAVE_PATTERN_TABLES[duty or 2] or WAVE_PATTERN_TABLES[2]
|
||||
local step = math.floor(phase * 8) % 8
|
||||
if pattern[step + 1] == 0 then
|
||||
return -volume / 15 * gain
|
||||
end
|
||||
return volume / 15 * gain
|
||||
end
|
||||
|
||||
local Engine = {}
|
||||
@@ -597,8 +674,8 @@ local function readWaves(banks, audio, engineNumber)
|
||||
for byteIndex = 0, 15 do
|
||||
local packed = romByte(
|
||||
banks, spec.bank, spec.address + wave * 16 + byteIndex)
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 8) / 8
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 8) / 8
|
||||
end
|
||||
waves[#waves + 1] = values
|
||||
end
|
||||
@@ -606,8 +683,8 @@ local function readWaves(banks, audio, engineNumber)
|
||||
for byteIndex = 0, 15 do
|
||||
local packed = romByte(
|
||||
banks, spec.bank, spec.address + 5 * 16 + byteIndex)
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 8) / 8
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 8) / 8
|
||||
end
|
||||
for _ = 1, 4 do waves[#waves + 1] = values end
|
||||
return waves
|
||||
@@ -615,7 +692,7 @@ end
|
||||
|
||||
-- def-local waves are authored either as raw 0-15 nibbles (the ROM's own
|
||||
-- units) or as the -1..1 samples readWaves produces; the synth wants the
|
||||
-- latter
|
||||
-- latter (LuaGB: (nibble - 8) / 8)
|
||||
local function normalizeWaves(source)
|
||||
local waves = {}
|
||||
for index, values in ipairs(source) do
|
||||
@@ -625,7 +702,7 @@ local function normalizeWaves(source)
|
||||
end
|
||||
local wave = {}
|
||||
for position, value in ipairs(values) do
|
||||
wave[position] = nibbles and (value - 7.5) / 7.5 or value
|
||||
wave[position] = nibbles and (value - 8) / 8 or value
|
||||
end
|
||||
waves[index] = wave
|
||||
end
|
||||
@@ -690,7 +767,7 @@ end
|
||||
function Engine:sample()
|
||||
local value = 0
|
||||
for _, channel in ipairs(self.channels) do value = value + channel:sample() end
|
||||
return math.max(-1, math.min(1, value * 0.5))
|
||||
return math.max(-1, math.min(1, value / 4))
|
||||
end
|
||||
|
||||
function Engine:sampleStereo()
|
||||
@@ -701,8 +778,8 @@ function Engine:sampleStereo()
|
||||
if not event or event.panLeft ~= false then left = left + value end
|
||||
if not event or event.panRight ~= false then right = right + value end
|
||||
end
|
||||
return math.max(-1, math.min(1, left * 0.5)),
|
||||
math.max(-1, math.min(1, right * 0.5))
|
||||
return math.max(-1, math.min(1, left / 4)),
|
||||
math.max(-1, math.min(1, right / 4))
|
||||
end
|
||||
|
||||
function Engine:sampleChannel(number)
|
||||
@@ -711,7 +788,7 @@ function Engine:sampleChannel(number)
|
||||
local value = channel:sample()
|
||||
if channel.number == number then selected = value end
|
||||
end
|
||||
return math.max(-1, math.min(1, selected * 0.5))
|
||||
return math.max(-1, math.min(1, selected / 4))
|
||||
end
|
||||
|
||||
-- render `samples` frames into a fresh SoundData (mono or stereo). love.sound
|
||||
|
||||
+60
-4
@@ -38,6 +38,22 @@ local CONSTANT_DEFAULTS = {
|
||||
},
|
||||
}
|
||||
|
||||
-- data/events/trades.asm in Pokemon Yellow has its own TradeMons table.
|
||||
-- Old Yellow imports were built from the Red manifest, so correct that
|
||||
-- table after loading as well as in the fixed import manifest below.
|
||||
local YELLOW_TRADES = {
|
||||
{ give = "LICKITUNG", get = "DUGTRIO", dialogset = 1, nickname = "GURIO" },
|
||||
{ give = "CLEFAIRY", get = "MR_MIME", dialogset = 1, nickname = "MILES" },
|
||||
{ give = "BUTTERFREE", get = "BEEDRILL", dialogset = 3, nickname = "STINGER" },
|
||||
{ give = "KANGASKHAN", get = "MUK", dialogset = 1, nickname = "STICKY" },
|
||||
{ give = "MEW", get = "MEW", dialogset = 3, nickname = "BART" },
|
||||
{ give = "TANGELA", get = "PARASECT", dialogset = 1, nickname = "SPIKE" },
|
||||
{ give = "PIDGEOT", get = "PIDGEOT", dialogset = 2, nickname = "MARTY" },
|
||||
{ give = "GOLDUCK", get = "RHYDON", dialogset = 2, nickname = "BUFFY" },
|
||||
{ give = "GROWLITHE", get = "DEWGONG", dialogset = 3, nickname = "CEZANNE" },
|
||||
{ give = "CUBONE", get = "MACHOKE", dialogset = 3, nickname = "RICKY" },
|
||||
}
|
||||
|
||||
-- field.boot is the total-conversion override point for the new game; the
|
||||
-- values match what SaveData.newGame and the Oak speech used to inline.
|
||||
local BOOT_DEFAULTS = {
|
||||
@@ -58,6 +74,12 @@ local function copy(value)
|
||||
return out
|
||||
end
|
||||
|
||||
function Data:applyVersionedFieldData()
|
||||
if require("src.core.GameVersion").isYellow() then
|
||||
self.field.trades = copy(YELLOW_TRADES)
|
||||
end
|
||||
end
|
||||
|
||||
-- Fills only what the cache is missing, so an importer that learns to
|
||||
-- stamp one of these keys silently takes over from the engine.
|
||||
function Data:seedDefaults()
|
||||
@@ -77,6 +99,7 @@ function Data:seedDefaults()
|
||||
if constants.dexDigits == nil then
|
||||
constants.dexDigits = math.max(3, #tostring(constants.dexSize))
|
||||
end
|
||||
self:applyVersionedFieldData()
|
||||
local boot = self.field.boot
|
||||
if boot == nil then
|
||||
boot = {}
|
||||
@@ -85,6 +108,13 @@ function Data:seedDefaults()
|
||||
for key, value in pairs(BOOT_DEFAULTS) do
|
||||
if boot[key] == nil then boot[key] = copy(value) end
|
||||
end
|
||||
-- Yellow boots its own attract movie (engine/movie/intro_yellow.asm);
|
||||
-- only the un-overridden default flips, so a total conversion that set
|
||||
-- field.boot.screens.splash keeps its choice on any version.
|
||||
if boot.screens.splash == BOOT_DEFAULTS.screens.splash
|
||||
and require("src.core.GameVersion").isYellow() then
|
||||
boot.screens.splash = "YellowIntro"
|
||||
end
|
||||
-- the naming screen presets the importer already extracts but nothing
|
||||
-- ever read (field.presetNames)
|
||||
if boot.namePresets == nil then
|
||||
@@ -206,10 +236,15 @@ function Data:load()
|
||||
(function() local n = 0 for _ in pairs(self.moves) do n = n + 1 end return n end)())
|
||||
end
|
||||
|
||||
-- dev-mode hot reload only (src/dev/HotReload.lua): drop every namespace the
|
||||
-- mod merge created, then re-require the generated modules so base records
|
||||
-- return to their on-disk values even where a mod edited them in place
|
||||
function Data:reloadGenerated()
|
||||
-- Drop every namespace the mod merge created and evict the generated modules
|
||||
-- from package.loaded, so the next load() re-reads them off disk instead of
|
||||
-- handing back the cached tables. Two callers:
|
||||
-- * reloadGenerated below (dev hot reload)
|
||||
-- * main.lua, when the launcher closes the save editor -- the editor may
|
||||
-- have loaded the OTHER game's cache, and require would otherwise serve
|
||||
-- those modules to a subsequent Play (see CacheFs.unmountVersion, which
|
||||
-- clears the matching read-path overlay).
|
||||
function Data:unloadGenerated()
|
||||
local pristine = self._pristineKeys
|
||||
if pristine then
|
||||
for key in pairs(self) do
|
||||
@@ -222,6 +257,13 @@ function Data:reloadGenerated()
|
||||
for _, name in ipairs(OPTIONAL) do
|
||||
package.loaded["data.generated." .. name] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- dev-mode hot reload only (src/dev/HotReload.lua): drop every namespace the
|
||||
-- mod merge created, then re-require the generated modules so base records
|
||||
-- return to their on-disk values even where a mod edited them in place
|
||||
function Data:reloadGenerated()
|
||||
self:unloadGenerated()
|
||||
self:load()
|
||||
end
|
||||
|
||||
@@ -246,6 +288,20 @@ function Data:resolveText(mapLabel, textConst)
|
||||
local s = self.text[entry.text]
|
||||
if s then return s, entry.asm end
|
||||
end
|
||||
-- A text_asm entry names its wrapper label but carries no string, because
|
||||
-- the extractor cannot follow asm. A handful of those wrappers are plain
|
||||
-- `text_far <label> / text_end` pairs with no logic at all -- BoulderText
|
||||
-- (home/overworld_text.asm:16), MartSignText, PokeCenterSignText -- and
|
||||
-- for those the extracted _Label string IS the whole behavior, so the
|
||||
-- boulders and signs printed nothing at all (#318). Wrappers that really
|
||||
-- do run logic have no _Label string to find, so they still fall through
|
||||
-- to their hand-ported script in data/scripts/.
|
||||
-- needsAsm comes back false here on purpose: showMapText's warning tells
|
||||
-- the reader to go port a script, and for these there is nothing to port.
|
||||
if entry.label then
|
||||
local s = self.text["_" .. entry.label]
|
||||
if s then return s, false end
|
||||
end
|
||||
return nil, entry.asm
|
||||
end
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
+104
-9
@@ -53,6 +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()
|
||||
@@ -87,15 +90,32 @@ function Game:load()
|
||||
self.save.player.x, self.save.player.y, self.save.player.facing)
|
||||
else
|
||||
local titleState = self:makeTitleState()
|
||||
-- the copyright splash + Nidorino-vs-Gengar attract movie plays
|
||||
-- before the title (engine/movie/splash.asm + intro.asm); the ids come
|
||||
-- from field.boot.screens so a total conversion owns the whole boot
|
||||
Screens.push(self, bootScreens(self).splash or "IntroMovie", function()
|
||||
-- the copyright splash + attract movie plays before the title
|
||||
-- (engine/movie/splash.asm + intro.asm; Yellow swaps in its own
|
||||
-- 18-scene movie, engine/movie/intro_yellow.asm); the ids come from
|
||||
-- field.boot.screens so a total conversion owns the whole boot
|
||||
local splash = require("src.core.GameVersion").isYellow()
|
||||
and "YellowIntro" or "IntroMovie"
|
||||
Screens.push(self, bootScreens(self).splash or splash, function()
|
||||
StateStack:push(titleState)
|
||||
end)
|
||||
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
|
||||
@@ -174,6 +194,15 @@ end
|
||||
-- or screenshot run does not depend on whatever the player last chose.
|
||||
function Game:logicSpeed()
|
||||
local GameSpeed = require("src.core.GameSpeed")
|
||||
-- Link play is always 1X on both machines, and this wins over every other
|
||||
-- source including POKEPORT_SPEED. Fast-forward multiplies the logic
|
||||
-- clock, so a peer at 10X burned a tournament shot clock ten times faster
|
||||
-- than the opponent it is racing, and drove its own animation/message
|
||||
-- queue at a different rate than the peer it is locked to. Nothing about
|
||||
-- a match should depend on what either player set this to.
|
||||
if self.linkSession or (self.linkNet and not self.linkNet.closed) then
|
||||
return 1
|
||||
end
|
||||
if self.speedOverride then return GameSpeed.clamp(self.speedOverride) end
|
||||
local opts = self.save and self.save.options
|
||||
return GameSpeed.clamp(opts and opts.speed or GameSpeed.DEFAULT)
|
||||
@@ -215,25 +244,93 @@ end
|
||||
-- exactly as the owning state computed it
|
||||
local function sameZones(_, zones) return zones end
|
||||
|
||||
-- A wide battle owns the surface until it leaves the stack. The party,
|
||||
-- bag, choice and text states it opens still draw their original 160px UI,
|
||||
-- but the canvas must not snap to 160px between those states.
|
||||
function Game.wideBattleInStack(stack)
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local state = stack.states[i]
|
||||
if state and state.isWideBattleLayout and state:isWideBattleLayout() then
|
||||
return state
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Shift classic SGB zones to the centred UI. A full-width base zone extends
|
||||
-- into both margins, keeping the canvas' paper color continuous; narrower
|
||||
-- sprite and status zones move with the classic UI content.
|
||||
local function centerClassicZones(zones, offset)
|
||||
if not zones or offset == 0 then return zones end
|
||||
local shifted = {}
|
||||
for i, zone in ipairs(zones) do
|
||||
local copy = {}
|
||||
for key, value in pairs(zone) do copy[key] = value end
|
||||
if copy.x == 0 and copy.w == Renderer.WIDTH then
|
||||
copy.w = copy.w + offset * 2
|
||||
else
|
||||
copy.x = (copy.x or 0) + offset
|
||||
end
|
||||
shifted[i] = copy
|
||||
end
|
||||
return shifted
|
||||
end
|
||||
|
||||
function Game:draw()
|
||||
-- the UI canvas clears transparent when the overworld's world pass
|
||||
-- shows through beneath it; opaque full-screen states get the classic
|
||||
-- white clear
|
||||
local base = self.stack:visibleBase()
|
||||
local worldBelow = self.stack.states[base] == self.overworld
|
||||
-- A wide battle holds its 304px surface through every menu or prompt it
|
||||
-- opens. States that do not draw the wide battle composition are centred
|
||||
-- in that surface below, so their classic coordinates and hit testing stay
|
||||
-- unchanged. Outside a battle, including the title screen, the option is
|
||||
-- intentionally inactive because it is a battle-layout setting.
|
||||
local top = self.stack:top()
|
||||
local wideBattle = Game.wideBattleInStack(self.stack)
|
||||
local classicOffset = 0
|
||||
if wideBattle and wideBattle.uiSize then
|
||||
Renderer:setUISize(wideBattle:uiSize())
|
||||
classicOffset = math.floor((select(1, Renderer:uiSize()) - Renderer.WIDTH) / 2)
|
||||
elseif top and top.uiSize then
|
||||
Renderer:setUISize(top:uiSize())
|
||||
else
|
||||
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
|
||||
end
|
||||
Renderer:beginFrame(worldBelow)
|
||||
self.stack:draw()
|
||||
for i = self.stack:visibleBase(), #self.stack.states do
|
||||
local state = self.stack.states[i]
|
||||
local wideState = state and state.isWideBattleLayout
|
||||
and state:isWideBattleLayout()
|
||||
if state and state.draw then
|
||||
if classicOffset ~= 0 and not wideState then
|
||||
love.graphics.push()
|
||||
love.graphics.translate(classicOffset, 0)
|
||||
state:draw()
|
||||
love.graphics.pop()
|
||||
else
|
||||
state:draw()
|
||||
end
|
||||
end
|
||||
end
|
||||
-- SGB colorization: the topmost state that knows its palette owns the
|
||||
-- screen (overlays like text boxes inherit from what's beneath them);
|
||||
-- the overworld's world pass colors each visible map area separately
|
||||
local zones, worldZones
|
||||
local zones, worldZones, zoneOwner
|
||||
for i = #self.stack.states, 1, -1 do
|
||||
local s = self.stack.states[i]
|
||||
if s.sgbPalettes then
|
||||
zones = s:sgbPalettes(self)
|
||||
zoneOwner = s
|
||||
break
|
||||
end
|
||||
end
|
||||
if classicOffset ~= 0 and zoneOwner
|
||||
and not (zoneOwner.isWideBattleLayout
|
||||
and zoneOwner:isWideBattleLayout()) then
|
||||
zones = centerClassicZones(zones, classicOffset)
|
||||
end
|
||||
-- 14's render.zones: weather/lighting overlays and custom colorization
|
||||
-- recolor or add zones before the blit
|
||||
if ModRuntime.wantsHook("render.zones") then
|
||||
@@ -364,9 +461,7 @@ end
|
||||
-- LÖVE process ensures scripts, registries, and assets are all rebuilt from
|
||||
-- the newly selected mod state.
|
||||
function Game:restartWithMods()
|
||||
if love.event and love.event.quit then
|
||||
love.event.quit("restart")
|
||||
end
|
||||
require("src.core.HostShell").restart()
|
||||
end
|
||||
|
||||
function Game:keyreleased(key)
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
-- Which Gen-1 game this process is running: Red (the historical default) or
|
||||
-- Blue. One source of truth for everything that differs by version -- the
|
||||
-- accepted ROM hash, the import manifest, where the extracted cache lives,
|
||||
-- and the save-file suffix -- so the importer, cache mount, SaveData, title
|
||||
-- screen and palette all agree.
|
||||
-- Which Gen-1 game this process is running: Red (the historical default),
|
||||
-- Blue, or Yellow. One source of truth for everything that differs by
|
||||
-- version -- the accepted ROM hash, the import manifest, where the
|
||||
-- extracted cache lives, and the save-file suffix -- so the importer,
|
||||
-- cache mount, SaveData, title screen and palette all agree.
|
||||
--
|
||||
-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
|
||||
-- so existing installs are untouched; Blue is namespaced under blue/ and
|
||||
-- _blue so both can be imported and played side by side.
|
||||
-- _blue, Yellow under yellow/ and _yellow, so all three can be imported and
|
||||
-- played side by side.
|
||||
--
|
||||
-- Zero requires, so it loads during love.conf and under plain Lua for tools
|
||||
-- and tests. The active version is a process-global set once at boot from
|
||||
@@ -19,6 +20,7 @@ GameVersion.VERSIONS = {
|
||||
id = "red",
|
||||
label = "Red",
|
||||
displayName = "Pokemon Red",
|
||||
launcherName = "Red", -- game-panel header in the launcher
|
||||
sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
|
||||
manifest = "tools/rom_manifest.json",
|
||||
cachePrefix = "", -- Red owns the cache root (backwards compatible)
|
||||
@@ -28,15 +30,26 @@ GameVersion.VERSIONS = {
|
||||
id = "blue",
|
||||
label = "Blue",
|
||||
displayName = "Pokemon Blue",
|
||||
launcherName = "Blue",
|
||||
sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
|
||||
manifest = "tools/rom_manifest_blue.json",
|
||||
cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
|
||||
saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
|
||||
},
|
||||
yellow = {
|
||||
id = "yellow",
|
||||
label = "Yellow",
|
||||
displayName = "Pokemon Yellow",
|
||||
launcherName = "Yellow (alpha)",
|
||||
sha1 = "cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1",
|
||||
manifest = "tools/rom_manifest_yellow.json",
|
||||
cachePrefix = "yellow/", -- yellow/data/generated, yellow/assets/generated
|
||||
saveSuffix = "_yellow", -- save_yellow.lua / .bak / .tmp
|
||||
},
|
||||
}
|
||||
|
||||
-- Launcher column order (Yellow is still a placeholder, handled by the UI).
|
||||
GameVersion.ORDER = { "red", "blue" }
|
||||
-- Launcher column order.
|
||||
GameVersion.ORDER = { "red", "blue", "yellow" }
|
||||
|
||||
GameVersion.current = "red"
|
||||
|
||||
@@ -53,6 +66,10 @@ function GameVersion.isBlue()
|
||||
return GameVersion.current == "blue"
|
||||
end
|
||||
|
||||
function GameVersion.isYellow()
|
||||
return GameVersion.current == "yellow"
|
||||
end
|
||||
|
||||
-- Metadata for a version id, defaulting to the active one.
|
||||
function GameVersion.info(id)
|
||||
return GameVersion.VERSIONS[id or GameVersion.current]
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
-- Helpers for calling host tools (curl, zenity/kdialog, ...).
|
||||
|
||||
local HostShell = {}
|
||||
|
||||
-- Our AppRun exports LD_LIBRARY_PATH="$APPDIR/lib:..." so every subprocess we
|
||||
-- spawn tries to link against the libraries we're shipping instead of the
|
||||
-- system ones. We want to unset the var so that any system tools can find
|
||||
-- their proper libraries. Only needed when running in an AppImage.
|
||||
function HostShell.envPrefix()
|
||||
if os.getenv("APPIMAGE") then
|
||||
return "env -u LD_LIBRARY_PATH "
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
-- Wraps io.popen with the AppImage env fix applied and lua errors swallowed
|
||||
function HostShell.popen(command, mode)
|
||||
local ok, pipe = pcall(io.popen, HostShell.envPrefix() .. command, mode or "r")
|
||||
if not ok or not pipe then return nil end
|
||||
return pipe
|
||||
end
|
||||
|
||||
-- Restart the whole app. The obvious love.event.quit("restart") re-runs LÖVE's
|
||||
-- boot in-process, which calls love.filesystem.init a second time -- and inside
|
||||
-- an AppImage physfs is already initialized, so that second init throws
|
||||
-- ("Failed to initialize filesystem: already initialized") and the relaunch
|
||||
-- crashes. So on an AppImage we relaunch the executable; the fresh process's
|
||||
-- Boot step mounts any downloaded update exactly as a manual relaunch would.
|
||||
-- On every other platform the in-process restart works, so keep it.
|
||||
function HostShell.restart()
|
||||
if not (love and love.event and love.event.quit) then return end
|
||||
local appimage = os.getenv("APPIMAGE")
|
||||
if not appimage then
|
||||
love.event.quit("restart")
|
||||
return
|
||||
end
|
||||
|
||||
-- We have to restart the process with this cursed execv call to prevent the
|
||||
-- PID from changing, which might cause SteamOS and other Linux launchers to
|
||||
-- think the app has crashed.
|
||||
local ffi = require("ffi")
|
||||
pcall(ffi.cdef, [[
|
||||
int execv(const char *path, char *const argv[]);
|
||||
int unsetenv(const char *name);
|
||||
]])
|
||||
ffi.C.unsetenv("LD_LIBRARY_PATH")
|
||||
local argv = ffi.new("const char *[2]", appimage, nil)
|
||||
ffi.C.execv(appimage, ffi.cast("char *const *", argv))
|
||||
end
|
||||
|
||||
return HostShell
|
||||
+1
-1
@@ -144,7 +144,7 @@ function Input:step()
|
||||
elseif next(sources) ~= nil then
|
||||
self.state[btn] = true
|
||||
end
|
||||
-- sources == {}: real press fully released before this step — keep up
|
||||
-- sources == {}: real press fully released before this step -- keep up
|
||||
end
|
||||
for btn, sources in pairs(self.sources) do
|
||||
if next(sources) == nil then
|
||||
|
||||
+31
-1
@@ -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.
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
-- Game Boy Printer stand-in. Yellow's printer jobs
|
||||
-- (engine/printer/printer.asm: PrintPokedexEntry and friends) drove a
|
||||
-- serial thermal printer; this port renders the same printout into a PNG
|
||||
-- under prints/ in the save directory instead, and the caller shows a
|
||||
-- dialog with where it landed. Scaled up 4x so the "print" is legible
|
||||
-- on a modern screen.
|
||||
|
||||
local Logger = require("src.core.Logger")
|
||||
|
||||
local Printer = {}
|
||||
|
||||
local SCALE = 4
|
||||
|
||||
-- Render drawFn (which draws a w x h GB-pixel image at 0,0) into
|
||||
-- prints/<name>_<stamp>.png. Returns the save-dir-relative path, or nil
|
||||
-- and an error string (headless / no canvas support degrades gracefully).
|
||||
function Printer.save(name, w, h, drawFn)
|
||||
if not (love.graphics and love.graphics.newCanvas) then
|
||||
return nil, "no graphics"
|
||||
end
|
||||
local ok, canvas = pcall(love.graphics.newCanvas, w * SCALE, h * SCALE)
|
||||
if not ok then return nil, tostring(canvas) end
|
||||
love.graphics.push("all")
|
||||
love.graphics.setCanvas(canvas)
|
||||
love.graphics.origin()
|
||||
love.graphics.scale(SCALE, SCALE)
|
||||
love.graphics.clear(1, 1, 1, 1)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
local drawOk, drawErr = pcall(drawFn)
|
||||
love.graphics.pop()
|
||||
if not drawOk then return nil, tostring(drawErr) end
|
||||
local data
|
||||
ok, data = pcall(canvas.newImageData, canvas)
|
||||
if not ok then return nil, tostring(data) end
|
||||
love.filesystem.createDirectory("prints")
|
||||
local path = ("prints/%s_%s.png"):format(name, os.date("%Y-%m-%d_%H%M%S"))
|
||||
local encOk, err = pcall(data.encode, data, "png", path)
|
||||
if not encOk then return nil, tostring(err) end
|
||||
Logger.info("printed %s -> %s/%s",
|
||||
name, love.filesystem.getSaveDirectory(), path)
|
||||
return path
|
||||
end
|
||||
|
||||
return Printer
|
||||
+176
-39
@@ -16,6 +16,7 @@ local SaveSerializer = require("src.core.SaveSerializer")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Semver = require("src.mods.Semver")
|
||||
local Boxes = require("src.pokemon.Boxes")
|
||||
local Stats = require("src.pokemon.Stats")
|
||||
local Bag = require("src.inventory.Bag")
|
||||
local Badges = require("src.inventory.Badges")
|
||||
|
||||
@@ -23,10 +24,11 @@ local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local SaveData = {}
|
||||
|
||||
-- Progress files carry the game-version suffix so Red and Blue saves coexist:
|
||||
-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
|
||||
-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
|
||||
-- global preferences and the mod enable-state, not per-playthrough data).
|
||||
-- Progress files carry the game-version suffix so Red / Blue / Yellow saves
|
||||
-- coexist: Red keeps save.lua / .bak / .tmp exactly as before; Blue is
|
||||
-- save_blue.lua and Yellow is save_yellow.lua (+ .bak/.tmp). options.lua is
|
||||
-- deliberately shared across versions (it holds global preferences and the
|
||||
-- mod enable-state, not per-playthrough data).
|
||||
local OPTIONS_FILENAME = "options.lua"
|
||||
|
||||
-- Main / backup / staged-witness names for a version (defaults to the active
|
||||
@@ -108,11 +110,14 @@ local function makePortableFs(dir)
|
||||
}
|
||||
end
|
||||
|
||||
local function detectPortable()
|
||||
if portableChecked then return portableBase end
|
||||
portableChecked = true
|
||||
portableBase = false
|
||||
if not (love and love.filesystem) then return false end
|
||||
-- Every folder a player might reasonably call "the game folder", best first:
|
||||
-- the packaged-app container, the folder holding the executable, then the
|
||||
-- source itself. Portable mode is the case where one of these holds the
|
||||
-- marker; the list itself is just locations, marker or not, which is also
|
||||
-- what the mods panel needs to notice a mod dropped beside the game by hand
|
||||
-- (LauncherMods.strays). Empty on Android/iOS and outside LOVE.
|
||||
function SaveData.gameFolders()
|
||||
if not (love and love.filesystem) then return {} end
|
||||
-- Desktop only: portable mode carries the save (and, since issue #74, the
|
||||
-- ROM cache) in the game folder next to the executable/source. On
|
||||
-- Android/iOS the source is a read-only package with no such folder, so
|
||||
@@ -120,7 +125,7 @@ local function detectPortable()
|
||||
if love.system and love.system.getOS then
|
||||
local osName = love.system.getOS()
|
||||
if osName ~= "Windows" and osName ~= "Linux" and osName ~= "OS X" then
|
||||
return false
|
||||
return {}
|
||||
end
|
||||
end
|
||||
local src = love.filesystem.getSource and love.filesystem.getSource()
|
||||
@@ -132,22 +137,40 @@ local function detectPortable()
|
||||
-- Recover the folder containing the .app so a packaged app finds its
|
||||
-- marker. On Windows/Linux the executable is not a bundle, so this is nil
|
||||
-- and the plain source-base directory (next to the .exe/AppImage) is used.
|
||||
local function appContainer(path)
|
||||
local appPath = path and path:match("^(.*%.app)/Contents/")
|
||||
return appPath and appPath:match("^(.*)/[^/]+$") or nil
|
||||
local function parentDir(path)
|
||||
return path and path:match("^(.*)/[^/]+$") or nil
|
||||
end
|
||||
-- Order: the .app's containing folder (packaged macOS), then the
|
||||
-- source-base directory (next to a packaged .exe/AppImage), then the
|
||||
-- source itself (a `love <gamedir>` run drops portable.txt in the game
|
||||
-- folder). First one holding the marker wins. Built by appending so a
|
||||
-- nil (e.g. no .app in the path) never truncates the ipairs scan.
|
||||
local function appContainer(path)
|
||||
return parentDir(path and path:match("^(.*%.app)/Contents/"))
|
||||
end
|
||||
-- The Linux AppImage build works similarly to macOs, but the runtime mounts
|
||||
-- the squashfs at a temp path, and that becomes the base directory.
|
||||
-- The runtime exports the real .AppImage path in $APPIMAGE, so we get the
|
||||
-- base dir from there.
|
||||
local function appImageContainer()
|
||||
return parentDir(os.getenv("APPIMAGE"))
|
||||
end
|
||||
-- Order: the packaged-app containing folder (macOS .app / Linux AppImage),
|
||||
-- then the source-base directory (next to a packaged .exe), then the source
|
||||
-- itself (a `love <gamedir>` run drops portable.txt in the game folder).
|
||||
-- Built by appending so a nil (e.g. no .app in the path) never truncates
|
||||
-- the ipairs scan.
|
||||
local candidates = {}
|
||||
local appDir = appContainer(src) or appContainer(sbd)
|
||||
local appDir = appContainer(src) or appContainer(sbd) or appImageContainer()
|
||||
if appDir then candidates[#candidates + 1] = appDir end
|
||||
if sbd then candidates[#candidates + 1] = sbd end
|
||||
if src then candidates[#candidates + 1] = src end
|
||||
for _, base in ipairs(candidates) do
|
||||
if base ~= "" and pathExists(base .. SEP .. PORTABLE_MARKER) then
|
||||
if sbd and sbd ~= "" then candidates[#candidates + 1] = sbd end
|
||||
if src and src ~= "" then candidates[#candidates + 1] = src end
|
||||
return candidates
|
||||
end
|
||||
|
||||
-- The game folder carrying portable.txt, or false. First candidate holding
|
||||
-- the marker wins.
|
||||
local function detectPortable()
|
||||
if portableChecked then return portableBase end
|
||||
portableChecked = true
|
||||
portableBase = false
|
||||
for _, base in ipairs(SaveData.gameFolders()) do
|
||||
if pathExists(base .. SEP .. PORTABLE_MARKER) then
|
||||
portableBase = base
|
||||
break
|
||||
end
|
||||
@@ -193,6 +216,9 @@ function SaveData.defaultOptions()
|
||||
textSpeed = 3,
|
||||
animations = true,
|
||||
battleStyle = "shift",
|
||||
-- battle screen composition: og (the 160x144 original) | wide
|
||||
-- (304x144, src/battle/WideBattle.lua)
|
||||
battleLayout = "og",
|
||||
ruleset = "gen1_faithful",
|
||||
-- 0-7 like the GB's NR50 master volume
|
||||
musicVol = 7,
|
||||
@@ -310,8 +336,9 @@ end
|
||||
-- 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.
|
||||
-- use" and the flat legacy path (save.lua / save_blue.lua / save_yellow.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
|
||||
|
||||
@@ -323,17 +350,18 @@ local function slotNames(version, id)
|
||||
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
|
||||
-- save_blue.lua / save_yellow.lua for the others); 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.
|
||||
-- (red / blue / yellow). An unknown id 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
|
||||
@@ -442,6 +470,25 @@ function SaveData.slotSummary(save)
|
||||
}
|
||||
end
|
||||
|
||||
-- The absolute on-disk path of a slot's save file, for the one caller that
|
||||
-- cannot go through love.filesystem: the save editor reads and writes with
|
||||
-- raw io.* so it can also open a file the player dragged in from anywhere.
|
||||
-- Resolves against the same root persistFs would write to -- the portable
|
||||
-- game folder when portable mode is on, otherwise LOVE's save directory --
|
||||
-- so Edit on a launcher save row lands on the file the game actually plays.
|
||||
-- nil when neither root is available (headless tests with an injected fs).
|
||||
function SaveData.slotDiskPath(version, slotId)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) or not slotId then return nil end
|
||||
local base = SaveData.portableBaseDir()
|
||||
or (love and love.filesystem and love.filesystem.getSaveDirectory
|
||||
and love.filesystem.getSaveDirectory())
|
||||
if not base then return nil end
|
||||
local sep = package.config:sub(1, 1)
|
||||
local rel = select(1, slotNames(version, slotId))
|
||||
return base .. sep .. rel:gsub("/", sep)
|
||||
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
|
||||
@@ -458,11 +505,44 @@ function SaveData.listSlots(version)
|
||||
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 }
|
||||
out[#out + 1] = { id = id, exists = save ~= nil, name = name, meta = meta,
|
||||
label = reg.names and reg.names[id] or nil }
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Give a registered slot a custom label (#205: "a way to name save slots so
|
||||
-- you can see that in the launcher"). The label lives in the options
|
||||
-- registry next to list/active, never in the save file itself, so renaming
|
||||
-- needs no save rewrite and an empty slot can be labeled too. The label is
|
||||
-- trimmed; an empty (or whitespace-only) one clears it. Returns true, or
|
||||
-- false + an error string when the id is not registered.
|
||||
function SaveData.renameSlot(version, slotId, name)
|
||||
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)
|
||||
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 = false
|
||||
for _, id in ipairs(reg.list) do
|
||||
if id == slotId then found = true break end
|
||||
end
|
||||
if not found then return false, "slot not registered" end
|
||||
local label = type(name) == "string" and name:match("^%s*(.-)%s*$") or nil
|
||||
if label == "" then label = nil end
|
||||
reg.names = reg.names or {}
|
||||
reg.names[slotId] = label
|
||||
if next(reg.names) == nil then reg.names = nil end
|
||||
opts.saveSlots[version] = reg
|
||||
SaveData.saveOptions(opts, fs)
|
||||
return true
|
||||
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.
|
||||
@@ -552,6 +632,45 @@ function SaveData.writeSlot(version, slotId, saveTable)
|
||||
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.names then reg.names[slotId] = nil end
|
||||
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.
|
||||
@@ -788,7 +907,7 @@ end)
|
||||
-- a .tmp witness before the swap, so a crash mid-write is recoverable.
|
||||
function SaveData.save(data, mods)
|
||||
-- write to the file matching this save's own version, not just the active
|
||||
-- one, so a Blue playthrough always lands in save_blue.lua
|
||||
-- one, so Blue/Yellow playthroughs land in save_blue.lua / save_yellow.lua
|
||||
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
|
||||
if data.options then
|
||||
SaveData.saveOptions(data.options)
|
||||
@@ -934,6 +1053,17 @@ local function scrubKnownMon(mon, data)
|
||||
for stat, v in pairs(mon.statExp) do mon.statExp[stat] = clamp(v, 0, 65535, 0) end
|
||||
end
|
||||
mon.level = clamp(mon.level, 1, 100, 1)
|
||||
-- Box mons imported from a real .sav carry NO stat block: box_struct stops
|
||||
-- before MON_LEVEL/MON_STATS, so src/save_convert/GenSave.lua decodeMon
|
||||
-- only fills `stats` for party slots. Every HP-bar draw then nil-indexes
|
||||
-- mon.stats: the status screen opened in the box (#233) and the party list
|
||||
-- after withdrawing one (#304). The original derives them on demand
|
||||
-- (status_screen.asm:66-76, add_mon.asm _MoveMon); deriving once here means
|
||||
-- every later reader (menus, battle, items, SGB bar zones, the link
|
||||
-- fingerprint) sees a party-shaped mon. Runs after the level clamp above
|
||||
-- so the derived stats use a sane level. A save that already has stats is
|
||||
-- untouched.
|
||||
Stats.ensure(data.pokemon and data.pokemon[mon.species], mon)
|
||||
local moves = mon.moves
|
||||
if type(moves) ~= "table" then return end
|
||||
local hadMoves = #moves > 0
|
||||
@@ -1117,9 +1247,16 @@ 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 {}
|
||||
@@ -1127,9 +1264,9 @@ 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
|
||||
@@ -1171,7 +1308,7 @@ function SaveData.newGame(boot)
|
||||
inventory = {},
|
||||
-- Vanilla Gen1 seeds one Potion in the player's item PC
|
||||
-- (wBoxItems / players_pc.asm); existing saves keep whatever they
|
||||
-- already have — this only applies to New Game.
|
||||
-- already have -- this only applies to New Game.
|
||||
pcItems = { POTION = 1 },
|
||||
party = {},
|
||||
box = {},
|
||||
|
||||
@@ -192,10 +192,45 @@ local function newCrySource(data, species, def)
|
||||
return newFileSource(resolved)
|
||||
end
|
||||
|
||||
-- Yellow's voiced Pikachu clips (audio/pikachu_pcm.asm
|
||||
-- PlayPikachuSoundClip): 1-bit PCM decoded to WAVs at import
|
||||
-- (data.audio.pikaCries = clip count). Returns the source, nil when the
|
||||
-- cache carries no clips (Red/Blue) or headless.
|
||||
function Sound.playPikaCry(data, n)
|
||||
if not love.audio then return nil end
|
||||
local count = data.audio and data.audio.pikaCries
|
||||
if not count then return nil end
|
||||
n = math.max(1, math.min(count, n or 1))
|
||||
local key = "pikacry:" .. n
|
||||
local src = cache[key]
|
||||
if src == false then return nil end
|
||||
if not src then
|
||||
local ok, s = pcall(love.audio.newSource,
|
||||
("assets/generated/audio/pika_cries/cry_%02d.wav"):format(n), "static")
|
||||
if not ok then
|
||||
cache[key] = false
|
||||
return nil
|
||||
end
|
||||
s:setVolume(BASE_VOLUME * volumeScale)
|
||||
cache[key] = s
|
||||
src = s
|
||||
end
|
||||
src:stop()
|
||||
src:play()
|
||||
played("cry", "PIKACHU_PCM_" .. n, "PIKACHU")
|
||||
return src
|
||||
end
|
||||
|
||||
-- returns the source (nil headless) so callers that block on the cry
|
||||
-- like the original's PlayCry -> WaitForSoundToFinish can poll it
|
||||
function Sound.playCry(data, species)
|
||||
if not love.audio then return nil end
|
||||
-- Yellow voices every Pikachu cry with the PCM clips (the chip cry is
|
||||
-- never used for the species there); clip 1 is the everyday "Pika!"
|
||||
if species == "PIKACHU" then
|
||||
local src = Sound.playPikaCry(data, 1)
|
||||
if src then return src end
|
||||
end
|
||||
local cries = data.audio and data.audio.cries
|
||||
local def = cries and cries[species]
|
||||
if not def then return nil end
|
||||
|
||||
@@ -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
|
||||
@@ -5,8 +5,10 @@
|
||||
--
|
||||
-- Protocol -- main thread pushes command tables onto the "chipaudio_cmd"
|
||||
-- channel and drains produced buffers off "chipaudio_out":
|
||||
-- cmd = "play" { gen, header, allowLoops, audio } start a song
|
||||
-- cmd = "play" { gen, header, allowLoops, audio,
|
||||
-- channelVolumes?, channelPitches? }
|
||||
-- cmd = "stop" halt production
|
||||
-- cmd = "channelMix" { volumes, pitches } per-hw volume/pitch
|
||||
-- cmd = "invalidate" drop the bank cache
|
||||
-- cmd = "quit" end the thread
|
||||
-- out buffers are tagged with the play's `gen` so the main thread can
|
||||
@@ -45,6 +47,12 @@ local function handle(cmd)
|
||||
engine = nil
|
||||
outCh:clear() -- drop any buffers left from the previous song
|
||||
data = { audio = cmd.audio }
|
||||
if cmd.channelVolumes ~= nil then
|
||||
ChipSynth.setChannelVolumes(cmd.channelVolumes)
|
||||
end
|
||||
if cmd.channelPitches ~= nil then
|
||||
ChipSynth.setChannelPitches(cmd.channelPitches)
|
||||
end
|
||||
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
|
||||
{ allowLoops = cmd.allowLoops })
|
||||
if ok then
|
||||
@@ -58,6 +66,9 @@ local function handle(cmd)
|
||||
engine = nil
|
||||
finished = false
|
||||
outCh:clear()
|
||||
elseif cmd.cmd == "channelMix" then
|
||||
if cmd.volumes ~= nil then ChipSynth.setChannelVolumes(cmd.volumes) end
|
||||
if cmd.pitches ~= nil then ChipSynth.setChannelPitches(cmd.pitches) end
|
||||
elseif cmd.cmd == "invalidate" then
|
||||
ChipSynth.invalidateBanks()
|
||||
elseif cmd.cmd == "quit" then
|
||||
|
||||
+146
-14
@@ -32,11 +32,11 @@ local CacheFs = {}
|
||||
local SEP = package.config:sub(1, 1)
|
||||
|
||||
-- Cache-relative paths are prefixed with this before every read/write, so a
|
||||
-- Blue import lands in blue/ (see src.core.GameVersion) while a Red import
|
||||
-- keeps the historical root. The launcher sets it per import / per readiness
|
||||
-- check; it stays "" for Red. Runtime *reads* (require / newImage) do NOT go
|
||||
-- through here -- CacheFs.mountVersion overlays the active version's subtree
|
||||
-- onto the un-prefixed paths instead.
|
||||
-- Blue/Yellow import lands under its GameVersion.cachePrefix (blue/, yellow/)
|
||||
-- while a Red import keeps the historical root. The launcher sets it per
|
||||
-- import / per readiness check; it stays "" for Red. Runtime *reads*
|
||||
-- (require / newImage) do NOT go through here -- CacheFs.mountVersion overlays
|
||||
-- the active version's subtree onto the un-prefixed paths instead.
|
||||
CacheFs.prefix = ""
|
||||
|
||||
local function withPrefix(rel)
|
||||
@@ -75,6 +75,32 @@ local function resolveMkdir()
|
||||
return mkdirFn
|
||||
end
|
||||
|
||||
-- Lazily-resolved windowless rmdir, the mirror of resolveMkdir above:
|
||||
-- function(absolutePath) or false when FFI is unavailable. Both syscalls
|
||||
-- refuse a non-empty directory, so a caller has to delete the files first.
|
||||
local rmdirFn = nil
|
||||
|
||||
local function resolveRmdir()
|
||||
if rmdirFn ~= nil then return rmdirFn end
|
||||
rmdirFn = false
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not ok then return rmdirFn end
|
||||
if ffi.os == "Windows" then
|
||||
pcall(ffi.cdef, "int RemoveDirectoryA(const char *lpPathName);")
|
||||
local resolved = pcall(function() return ffi.C.RemoveDirectoryA end)
|
||||
if resolved then
|
||||
rmdirFn = function(path) pcall(ffi.C.RemoveDirectoryA, path) end
|
||||
end
|
||||
else
|
||||
pcall(ffi.cdef, "int rmdir(const char *pathname);")
|
||||
local resolved = pcall(function() return ffi.C.rmdir end)
|
||||
if resolved then
|
||||
rmdirFn = function(path) pcall(ffi.C.rmdir, path) end
|
||||
end
|
||||
end
|
||||
return rmdirFn
|
||||
end
|
||||
|
||||
-- Mount an external directory onto the physfs read path (appended, so the
|
||||
-- game's own source always wins a name clash). Returns true on success.
|
||||
--
|
||||
@@ -100,9 +126,9 @@ local function resolveMount()
|
||||
if okl and lib then
|
||||
local oks, fn = pcall(function() return lib.PHYSFS_mount end)
|
||||
if oks and fn then
|
||||
physfsMountFn = function(d, append)
|
||||
physfsMountFn = function(d, mountPoint, append)
|
||||
if append == nil then append = true end
|
||||
local okr, ret = pcall(fn, d, "", append and 1 or 0)
|
||||
local okr, ret = pcall(fn, d, mountPoint or "", append and 1 or 0)
|
||||
return okr and ret ~= 0
|
||||
end
|
||||
break
|
||||
@@ -119,7 +145,38 @@ end
|
||||
local function mountReadable(dir, append)
|
||||
local fn = resolveMount()
|
||||
if not fn then return false end
|
||||
return fn(dir, append)
|
||||
return fn(dir, "", append)
|
||||
end
|
||||
|
||||
-- PHYSFS_unmount, resolved the same way PHYSFS_mount is. Only
|
||||
-- CacheFs.unmountVersion needs it: the launcher can open the save editor on
|
||||
-- one game's cache and then Play the other, and an overlay left mounted
|
||||
-- would win the read path for the rest of the process.
|
||||
local physfsUnmountFn = nil
|
||||
local function resolveUnmount()
|
||||
if physfsUnmountFn ~= nil then return physfsUnmountFn end
|
||||
physfsUnmountFn = false
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not ok then return physfsUnmountFn end
|
||||
pcall(ffi.cdef, "int PHYSFS_unmount(const char *oldDir);")
|
||||
local libs = {
|
||||
function() return ffi.C end,
|
||||
function() return ffi.load("love") end,
|
||||
}
|
||||
for _, getlib in ipairs(libs) do
|
||||
local okl, lib = pcall(getlib)
|
||||
if okl and lib then
|
||||
local oks, fn = pcall(function() return lib.PHYSFS_unmount end)
|
||||
if oks and fn then
|
||||
physfsUnmountFn = function(d)
|
||||
local okr, ret = pcall(fn, d)
|
||||
return okr and ret ~= 0
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
return physfsUnmountFn
|
||||
end
|
||||
|
||||
-- The portable game folder when the cache should live there, else nil.
|
||||
@@ -229,6 +286,23 @@ function CacheFs.remove(rel)
|
||||
love.filesystem.remove(rel)
|
||||
end
|
||||
|
||||
-- Remove a single cache-relative directory once its files are gone. Needed
|
||||
-- because os.remove cannot delete a directory on Windows and
|
||||
-- love.filesystem.remove never reaches outside the save directory, so the
|
||||
-- portable game folder gets the same FFI-syscall treatment as its mkdir
|
||||
-- (issue #74: os.execute would flash a console window per call). Used by the
|
||||
-- mod installer so an uninstall leaves nothing behind (#330).
|
||||
function CacheFs.removeDir(rel)
|
||||
rel = withPrefix(rel)
|
||||
local root = CacheFs.root()
|
||||
if root then
|
||||
local rmdir = resolveRmdir()
|
||||
if rmdir then rmdir(realPath(root, rel)) end
|
||||
return
|
||||
end
|
||||
love.filesystem.remove(rel)
|
||||
end
|
||||
|
||||
-- Remove the game-folder copy of a cache subtree before a fresh import, so a
|
||||
-- cache-format bump does not leave orphaned files behind. No-op when the
|
||||
-- portable cache is inactive (the save-directory copy is cleared by
|
||||
@@ -256,16 +330,16 @@ end
|
||||
-- Overlay the active version's extracted cache onto the un-prefixed read
|
||||
-- paths, so require("data.generated.*") and love.graphics.newImage(
|
||||
-- "assets/generated/*") resolve to that version's files. Red lives at the
|
||||
-- cache root and needs nothing; Blue lives under blue/ and is *prepended* so
|
||||
-- it wins over any Red copy at the root and over the game source. Called
|
||||
-- once at boot, before Game:load (main.lua). Returns true when nothing was
|
||||
-- needed or the mount succeeded.
|
||||
-- cache root and needs nothing; non-Red versions (blue/, yellow/, …) are
|
||||
-- *prepended* so they win over any Red copy at the root and over the game
|
||||
-- source. Called once at boot, before Game:load (main.lua). Returns true
|
||||
-- when nothing was needed or the mount succeeded.
|
||||
function CacheFs.mountVersion(version)
|
||||
local prefix = require("src.core.GameVersion").cachePrefix(version)
|
||||
if prefix == "" then return true end -- Red: already at the root
|
||||
local sub = prefix:gsub("/+$", "") -- "blue/" -> "blue"
|
||||
local sub = prefix:gsub("/+$", "") -- "blue/" / "yellow/" -> bare dir
|
||||
-- The cache root is the portable game folder when active, else LÖVE's OS
|
||||
-- save directory (where love.filesystem wrote blue/...).
|
||||
-- save directory (where love.filesystem wrote blue/... or yellow/...).
|
||||
local base = CacheFs.root()
|
||||
if not base and love.filesystem.getSaveDirectory then
|
||||
base = love.filesystem.getSaveDirectory()
|
||||
@@ -280,4 +354,62 @@ function CacheFs.mountVersion(version)
|
||||
return false
|
||||
end
|
||||
|
||||
-- Undo mountVersion. A process normally mounts exactly one version and then
|
||||
-- boots it, but the launcher can open the save editor on a Blue/Yellow save,
|
||||
-- close it, and press Play on Red: with that version's subtree still
|
||||
-- prepended, Red's require("data.generated.*") and its generated art would
|
||||
-- silently resolve to the other game's files. Callers must also drop the
|
||||
-- generated modules from package.loaded (src.core.Data:unloadGenerated) --
|
||||
-- unmounting alone only fixes the read path, not what require already cached.
|
||||
--
|
||||
-- Returns true when nothing was mounted or the unmount took. Red is a no-op
|
||||
-- because its cache lives at the root and was never overlaid.
|
||||
function CacheFs.unmountVersion(version)
|
||||
local prefix = require("src.core.GameVersion").cachePrefix(version)
|
||||
if prefix == "" then return true end
|
||||
local sub = prefix:gsub("/+$", "")
|
||||
local base = CacheFs.root()
|
||||
if not base and love.filesystem.getSaveDirectory then
|
||||
base = love.filesystem.getSaveDirectory()
|
||||
end
|
||||
local done = false
|
||||
local fn = resolveUnmount()
|
||||
if fn and base then
|
||||
done = fn(base .. SEP .. sub) or done
|
||||
end
|
||||
-- also drop the love.filesystem.mount fallback, which registers the folder
|
||||
-- under its bare name rather than its absolute path
|
||||
if love.filesystem.unmount then
|
||||
done = love.filesystem.unmount(sub) or done
|
||||
end
|
||||
return done
|
||||
end
|
||||
|
||||
-- Mount `dir` at `mountPoint` for the length of `fn()`, then take it back off
|
||||
-- the read path and hand back whatever fn returned.
|
||||
--
|
||||
-- Every other mount here is permanent and lands at the physfs root: this one
|
||||
-- exists to *look* at a folder the game has deliberately not mounted, which
|
||||
-- is a different job. The mods panel uses it to read a mods/ folder sitting
|
||||
-- beside the executable of a non-portable install (LauncherMods.strays).
|
||||
-- Because it unmounts again, and because a non-empty mountPoint keeps the
|
||||
-- tree in its own corner of the namespace while it is up, a folder inspected
|
||||
-- this way can never shadow a game file or change what the running game
|
||||
-- resolves -- which is what makes it safe to point at a folder whose contents
|
||||
-- nobody has validated.
|
||||
--
|
||||
-- Returns nil when the mount is unavailable (no ffi, no PHYSFS symbol, or the
|
||||
-- mount was refused), which callers must treat as "could not look", not as
|
||||
-- "nothing there". An error inside fn still unmounts before it propagates.
|
||||
function CacheFs.withMounted(dir, mountPoint, fn)
|
||||
if not dir or dir == "" then return nil end
|
||||
local mount, unmount = resolveMount(), resolveUnmount()
|
||||
if not (mount and unmount) then return nil end
|
||||
if not mount(dir, mountPoint, true) then return nil end
|
||||
local ok, res = pcall(fn)
|
||||
unmount(dir)
|
||||
if not ok then error(res, 0) end
|
||||
return res
|
||||
end
|
||||
|
||||
return CacheFs
|
||||
|
||||
+345
-49
@@ -163,8 +163,12 @@ function RomExtractor:extractTilesets()
|
||||
for pos = offset, offset + 15 do block[#block + 1] = blocksRaw[pos] end
|
||||
blocks[#blocks + 1] = block
|
||||
end
|
||||
-- Red/Blue keep collision lists in ROM0; Yellow moved them to bank 1
|
||||
-- (pokeyellow Overworld_Coll at 01:4ac2). Pointers in $4000-$7FFF are
|
||||
-- banked; treat ROM0-range pointers as bank 0.
|
||||
local collBank = collisionPointer < 0x4000 and 0 or 1
|
||||
local walkable = sorted(self:readTerminated(
|
||||
0, collisionPointer, 0xFF))
|
||||
collBank, collisionPointer, 0xFF))
|
||||
local warpPointer = self.rom:word(
|
||||
warpPointers.bank, warpPointers.address + (index - 1) * 2)
|
||||
local warpTiles = unique(self:readTerminated(
|
||||
@@ -447,14 +451,26 @@ function RomExtractor:extractSprites()
|
||||
local pointer = self.rom:word(pointerTable.bank, address)
|
||||
local firstHalf = self.rom:byte(pointerTable.bank, address + 2)
|
||||
local bank = self.rom:byte(pointerTable.bank, address + 3)
|
||||
local byteLength = spec.imageWidth * spec.imageHeight / 4
|
||||
local frames = spec.imageHeight / 16
|
||||
local width = spec.imageWidth
|
||||
local height = spec.imageHeight
|
||||
local byteLength = width * height / 4
|
||||
local frames = height / 16
|
||||
local expected = firstHalf * (frames >= 6 and 2 or 1)
|
||||
assert(byteLength == expected, constName .. ": sprite length mismatch")
|
||||
if byteLength ~= expected then
|
||||
-- Commercial ROM sheet length wins over pret PNG atlases (Yellow nurse
|
||||
-- PNG is taller than the 12-tile SpriteSheetPointerTable entry).
|
||||
byteLength = expected
|
||||
assert(byteLength * 4 % width == 0,
|
||||
constName .. ": ROM sprite length not tile-aligned")
|
||||
height = byteLength * 4 / width
|
||||
frames = height / 16
|
||||
expected = firstHalf * (frames >= 6 and 2 or 1)
|
||||
assert(byteLength == expected, constName .. ": sprite length mismatch")
|
||||
end
|
||||
local base = spec.imageBase
|
||||
if not written[base] then
|
||||
self:write2bpp(self.rom:bytes(bank, pointer, byteLength),
|
||||
spec.imageWidth, spec.imageHeight,
|
||||
width, height,
|
||||
"sprites/" .. base .. ".png", true)
|
||||
written[base] = true
|
||||
end
|
||||
@@ -862,20 +878,24 @@ function RomExtractor:extractPalettes()
|
||||
local order = self.manifest.paletteOrder
|
||||
local paletteTable = self:symbol("SuperPalettes")
|
||||
local function scale5(value) return round(value * 255 / 31) end
|
||||
local palettes = {}
|
||||
for index, name in ipairs(order) do
|
||||
local colors = {}
|
||||
for color = 0, 3 do
|
||||
local value = self.rom:word(paletteTable.bank,
|
||||
paletteTable.address + (index - 1) * 8 + color * 2)
|
||||
colors[#colors + 1] = {
|
||||
scale5(bit.band(value, 0x1F)),
|
||||
scale5(bit.band(bit.rshift(value, 5), 0x1F)),
|
||||
scale5(bit.band(bit.rshift(value, 10), 0x1F)),
|
||||
}
|
||||
local function readTable(symbol, names)
|
||||
local out = {}
|
||||
for index, name in ipairs(names) do
|
||||
local colors = {}
|
||||
for color = 0, 3 do
|
||||
local value = self.rom:word(symbol.bank,
|
||||
symbol.address + (index - 1) * 8 + color * 2)
|
||||
colors[#colors + 1] = {
|
||||
scale5(bit.band(value, 0x1F)),
|
||||
scale5(bit.band(bit.rshift(value, 5), 0x1F)),
|
||||
scale5(bit.band(bit.rshift(value, 10), 0x1F)),
|
||||
}
|
||||
end
|
||||
out[name] = colors
|
||||
end
|
||||
palettes[name] = colors
|
||||
return out
|
||||
end
|
||||
local palettes = readTable(paletteTable, order)
|
||||
local monsterTable = self:symbol("MonsterPalettes")
|
||||
local monsterPalettes = {}
|
||||
for index, species in ipairs(self.manifest.dexOrder) do
|
||||
@@ -887,6 +907,11 @@ function RomExtractor:extractPalettes()
|
||||
source = "ROM:SuperPalettes + MonsterPalettes",
|
||||
palettes = palettes, order = order, pokemon = monsterPalettes,
|
||||
}
|
||||
-- Yellow (and GBC carts) also carry CGBBasePalettes beside SuperPalettes.
|
||||
if self.symbols["CGBBasePalettes"] then
|
||||
data.cgbBase = readTable(self:symbol("CGBBasePalettes"), order)
|
||||
data.source = data.source .. " + CGBBasePalettes"
|
||||
end
|
||||
self:write("palettes", data)
|
||||
self:tick("Color palettes", 1, 1)
|
||||
return data
|
||||
@@ -915,6 +940,10 @@ function RomExtractor:extractIcons()
|
||||
GRASS = "assets/generated/icons/plant.png",
|
||||
SNAKE = "assets/generated/icons/snake.png",
|
||||
QUADRUPED = "assets/generated/icons/quadruped.png",
|
||||
-- Yellow's ICON_PIKACHU draws from the overworld PikachuSprite sheet
|
||||
-- (data/icon_pointers.asm mon_icon_header PikachuSprite, 0/12);
|
||||
-- only referenced when the manifest's iconOrder includes it
|
||||
PIKACHU = "assets/generated/sprites/pikachu.png",
|
||||
}
|
||||
local frames = {
|
||||
{ "bug", "BugIconFrame1", "BugIconFrame2" },
|
||||
@@ -1048,7 +1077,9 @@ function RomExtractor:extractPokemon()
|
||||
local typeById = self:typesById()
|
||||
local names = self:symbol("MonsterNames")
|
||||
local baseStats = self:symbol("BaseStats")
|
||||
local mewStats = self:symbol("MewBaseStats")
|
||||
-- Red/Blue keep Mew outside BaseStats (pret pokered MewBaseStats).
|
||||
-- Yellow stores Mew as dex 151 inside BaseStats (pret/pokeyellow).
|
||||
local mewStats = self.symbols["MewBaseStats"] and self:symbol("MewBaseStats")
|
||||
local decodedNames = {}
|
||||
for index = 1, #speciesOrder do
|
||||
decodedNames[index] = self.rom:decodeText(
|
||||
@@ -1067,7 +1098,7 @@ function RomExtractor:extractPokemon()
|
||||
local dex = assert(dexBySpecies[species],
|
||||
"missing dex number for " .. species)
|
||||
local row
|
||||
if species == "MEW" then
|
||||
if species == "MEW" and mewStats then
|
||||
row = self.rom:bytes(mewStats.bank, mewStats.address, 28)
|
||||
else
|
||||
row = self.rom:bytes(
|
||||
@@ -1410,6 +1441,142 @@ function RomExtractor:extractText()
|
||||
}
|
||||
end
|
||||
|
||||
function RomExtractor:extractYellowTitleArt()
|
||||
-- pret/pokeyellow engine/movie/title_yellow.asm: the Yellow title is a
|
||||
-- tilemap composition over BOTH tile banks. LoadYellowTitleScreenGFX
|
||||
-- loads PokemonLogoGraphics into vChars2 (BG ids $00-$7F),
|
||||
-- TitlePikachuBGGraphics into vChars1 (ids $80-$EF),
|
||||
-- TitlePikachuOBGraphics at vChars1 tile $70 (ids $F0-$FC, also the eye
|
||||
-- OAM tiles), and PokemonLogoCornerGraphics at vChars1 tile $7D (ids
|
||||
-- $FD-$FF). Every tilemap mixes ids from several of those sheets, so a
|
||||
-- single-sheet lookup shows checkerboard garbage where a foreign-bank id
|
||||
-- lands (e.g. blank id $00 = logo tile 0, not Pikachu BG tile 0).
|
||||
if not self.symbols["TitlePikachuBGGraphics"] then return end
|
||||
-- raw sheets, kept for debugging / mod reference
|
||||
self:raw2bpp("TitlePikachuBGGraphics", 128, 32,
|
||||
"title/pikachu_bg.png", { transparent = true })
|
||||
self:raw2bpp("TitlePikachuOBGraphics", 96, 8,
|
||||
"title/pikachu_ob.png", { transparent = true })
|
||||
|
||||
-- Tile counts are the Graphics..GraphicsEnd symbol gaps in pokeyellow.sym.
|
||||
local function sheetTiles(label, count, transparent)
|
||||
local symbol = self:symbol(label)
|
||||
local raw = self.rom:bytes(symbol.bank, symbol.address, count * 16)
|
||||
local tiles = {}
|
||||
for offset = 1, #raw, 16 do
|
||||
local one = {}
|
||||
for i = offset, offset + 15 do one[#one + 1] = raw[i] end
|
||||
tiles[#tiles + 1] = ImageWriter.decode2bpp(one, 8, 8, transparent)
|
||||
end
|
||||
return tiles
|
||||
end
|
||||
local logo = sheetTiles("PokemonLogoGraphics", 115)
|
||||
local corner = sheetTiles("PokemonLogoCornerGraphics", 3)
|
||||
local bg = sheetTiles("TitlePikachuBGGraphics", 64)
|
||||
local ob = sheetTiles("TitlePikachuOBGraphics", 12)
|
||||
local obClear = sheetTiles("TitlePikachuOBGraphics", 12, true)
|
||||
local function tileFor(id)
|
||||
if id < 0x80 then return logo[id + 1] end
|
||||
if id < 0xF0 then return bg[id - 0x80 + 1] end
|
||||
if id < 0xFD then return ob[id - 0xF0 + 1] end
|
||||
return corner[id - 0xFD + 1]
|
||||
end
|
||||
-- OAM-style blit: color-0 pixels stay whatever the target already holds
|
||||
-- (ImageWriter.blit copies alpha-0 pixels wholesale, which would punch
|
||||
-- holes into the face under the eye sprites).
|
||||
local function blitSprite(target, tile, tx, ty, flipX)
|
||||
for y = 0, 7 do
|
||||
for x = 0, 7 do
|
||||
local sx = flipX and 7 - x or x
|
||||
local r, g, b, a = tile:getPixel(sx, y)
|
||||
if a ~= 0 then target:setPixel(tx + x, ty + y, r, g, b, a) end
|
||||
end
|
||||
end
|
||||
end
|
||||
-- cells = { {id, col, row}, ... }; untouched cells stay transparent
|
||||
local function compose(cols, rows, cells)
|
||||
local pose = ImageWriter.blank(cols * 8, rows * 8, 1, 1, 1, 0)
|
||||
for _, cell in ipairs(cells) do
|
||||
local tile = tileFor(cell[1])
|
||||
if tile then ImageWriter.blit(pose, tile, cell[2] * 8, cell[3] * 8) end
|
||||
end
|
||||
return pose
|
||||
end
|
||||
local function mapCells(map, cols, rows)
|
||||
local ids = self.rom:bytes(map.bank, map.address, cols * rows)
|
||||
local cells = {}
|
||||
for index, id in ipairs(ids) do
|
||||
cells[#cells + 1] =
|
||||
{ id, (index - 1) % cols, math.floor((index - 1) / cols) }
|
||||
end
|
||||
return cells
|
||||
end
|
||||
|
||||
-- TitleScreen_PlacePokemonLogo: 16x7 box at (2,1). Yellow's logo sheet
|
||||
-- is deduplicated (unlike Red's sequential rip), so the raw2bpp
|
||||
-- pokemon_logo.png from extractField is scrambled; overwrite it with the
|
||||
-- tilemap composition. Kept opaque: TitleState clears to white behind it.
|
||||
self:save(compose(16, 7,
|
||||
mapCells(self:symbol("TitleScreenPokemonLogoTilemap"), 16, 7)),
|
||||
"title/pokemon_logo.png")
|
||||
|
||||
-- TitleScreen_PlacePikaSpeechBubble: 7x4 box at (6,4) plus the two tail
|
||||
-- tiles $64/$65 the routine pokes at (9,8) -- one row below the box, over
|
||||
-- blank cells of the Pikachu row. Composed 7x5 with the tail at (3,4);
|
||||
-- matteColor0 clears the outside-the-balloon whites, the outline protects
|
||||
-- the interior.
|
||||
local bubbleCells = mapCells(
|
||||
self:symbol("TitleScreenPikaBubbleTilemap"), 7, 4)
|
||||
bubbleCells[#bubbleCells + 1] = { 0x64, 3, 4 }
|
||||
bubbleCells[#bubbleCells + 1] = { 0x65, 4, 4 }
|
||||
self:save(ImageWriter.matteColor0(compose(7, 5, bubbleCells)),
|
||||
"title/pika_bubble.png")
|
||||
|
||||
-- TitleScreen_PlacePikachu: 12x9 box at (4,8) plus the right-ear edge
|
||||
-- tiles it pokes down column 16 (rows 10-13) -- composed 13x9 with those
|
||||
-- at relative column 12, rows 2-5. The open eyes are OAM
|
||||
-- (TitleScreenPikachuEyesOAMData, copied at place time): OB tiles 0-3 at
|
||||
-- screen (56,80)/(88,80) blocks, the left eye x-flipped (attr $22); baked
|
||||
-- into the composition relative to the box origin px(32,64).
|
||||
local pikaCells = mapCells(self:symbol("TitleScreenPikachuTilemap"), 12, 9)
|
||||
pikaCells[#pikaCells + 1] = { 0x96, 12, 2 }
|
||||
pikaCells[#pikaCells + 1] = { 0x9d, 12, 3 }
|
||||
pikaCells[#pikaCells + 1] = { 0xa7, 12, 4 }
|
||||
pikaCells[#pikaCells + 1] = { 0xb1, 12, 5 }
|
||||
local pikachu = ImageWriter.matteColor0(compose(13, 9, pikaCells))
|
||||
-- DoTitleScreenFunction's blink rewrites the eye OAM tile ids with
|
||||
-- `and $f3 / or e` (e = 0 open / 4 half / 8 closed), so the OB sheet
|
||||
-- holds three 4-tile eye sets. Bake the open set into pikachu.png and
|
||||
-- save half/closed as standalone overlays for TitleState's blink.
|
||||
local EYE_LAYOUT = {
|
||||
{ 2, 24, 16, true }, { 1, 32, 16, true },
|
||||
{ 4, 24, 24, true }, { 3, 32, 24, true },
|
||||
{ 1, 56, 16 }, { 2, 64, 16 },
|
||||
{ 3, 56, 24 }, { 4, 64, 24 },
|
||||
}
|
||||
-- Blink overlays for the (24,16)-(71,31) eye band: the BG face is
|
||||
-- eyeless (the eyes are OAM), so each overlay = the blank-face crop
|
||||
-- with the half (+4) / closed (+8) tile set composited color-0
|
||||
-- transparent -- exactly what the hardware shows mid-blink.
|
||||
local overlays = {}
|
||||
for suffix, base in pairs({ eyes_half = 4, eyes_closed = 8 }) do
|
||||
local overlay = ImageWriter.blank(48, 16, 1, 1, 1, 0)
|
||||
ImageWriter.blit(overlay, pikachu, 0, 0, 24, 16, 48, 16)
|
||||
for _, e in ipairs(EYE_LAYOUT) do
|
||||
blitSprite(overlay, obClear[base + e[1]], e[2] - 24, e[3] - 16, e[4])
|
||||
end
|
||||
overlays[suffix] = overlay
|
||||
end
|
||||
-- open eyes bake into pikachu.png AFTER the blank-face crops
|
||||
for _, e in ipairs(EYE_LAYOUT) do
|
||||
blitSprite(pikachu, obClear[e[1]], e[2], e[3], e[4])
|
||||
end
|
||||
self:save(pikachu, "title/pikachu.png")
|
||||
for suffix, overlay in pairs(overlays) do
|
||||
self:save(overlay, "title/" .. suffix .. ".png")
|
||||
end
|
||||
end
|
||||
|
||||
function RomExtractor:raw2bpp(label, width, height, relative, options)
|
||||
options = options or {}
|
||||
local expected = width * height / 4
|
||||
@@ -1454,6 +1621,8 @@ function RomExtractor:extractField()
|
||||
"title/copyright.png"); tick()
|
||||
self:raw2bpp("GameFreakLogoGraphics", 72, 8,
|
||||
"title/gamefreak_inc.png"); tick()
|
||||
-- Yellow fixed Pikachu title art (no-op on Red/Blue manifests).
|
||||
self:extractYellowTitleArt(); tick()
|
||||
|
||||
local fallingStar = self:raw2bpp(
|
||||
"FallingStar", 8, 8, "intro/falling_star.png",
|
||||
@@ -1502,35 +1671,71 @@ function RomExtractor:extractField()
|
||||
end
|
||||
self:save(star, "intro/big_star.png"); tick()
|
||||
|
||||
local gengar = self:symbol("FightIntroBackMon")
|
||||
local gengarRaw = self.rom:bytes(
|
||||
gengar.bank, gengar.address, 96 * 16)
|
||||
local gengarTiles = {}
|
||||
for offset = 1, #gengarRaw, 16 do
|
||||
local raw = {}
|
||||
for index = offset, offset + 15 do raw[#raw + 1] = gengarRaw[index] end
|
||||
gengarTiles[#gengarTiles + 1] = ImageWriter.decode2bpp(raw, 8, 8)
|
||||
end
|
||||
for number = 1, 3 do
|
||||
local tilemap = self:symbol("GengarIntroTiles" .. number)
|
||||
local tileIds = self.rom:bytes(tilemap.bank, tilemap.address, 49)
|
||||
local pose = ImageWriter.blank(56, 56, 0, 0, 0, 0)
|
||||
for index, tileId in ipairs(tileIds) do
|
||||
ImageWriter.blit(pose, gengarTiles[tileId + 1],
|
||||
(index - 1) % 7 * 8, math.floor((index - 1) / 7) * 8)
|
||||
-- Yellow has no FightIntro Gengar/Nidorino fight (pret/pokeyellow
|
||||
-- engine/movie/intro_yellow.asm); write blank placeholders so Title/
|
||||
-- Intro still find the expected paths. Red/Blue keep the tilemap rip.
|
||||
if self.symbols["FightIntroBackMon"] then
|
||||
local gengar = self:symbol("FightIntroBackMon")
|
||||
local gengarRaw = self.rom:bytes(
|
||||
gengar.bank, gengar.address, 96 * 16)
|
||||
local gengarTiles = {}
|
||||
for offset = 1, #gengarRaw, 16 do
|
||||
local raw = {}
|
||||
for index = offset, offset + 15 do raw[#raw + 1] = gengarRaw[index] end
|
||||
gengarTiles[#gengarTiles + 1] = ImageWriter.decode2bpp(raw, 8, 8)
|
||||
end
|
||||
for number = 1, 3 do
|
||||
local tilemap = self:symbol("GengarIntroTiles" .. number)
|
||||
local tileIds = self.rom:bytes(tilemap.bank, tilemap.address, 49)
|
||||
local pose = ImageWriter.blank(56, 56, 0, 0, 0, 0)
|
||||
for index, tileId in ipairs(tileIds) do
|
||||
ImageWriter.blit(pose, gengarTiles[tileId + 1],
|
||||
(index - 1) % 7 * 8, math.floor((index - 1) / 7) * 8)
|
||||
end
|
||||
pose = ImageWriter.matteColor0(pose)
|
||||
self:save(pose, "intro/gengar_" .. number .. ".png"); tick()
|
||||
end
|
||||
else
|
||||
for number = 1, 3 do
|
||||
self:save(ImageWriter.blank(56, 56, 0, 0, 0, 0),
|
||||
"intro/gengar_" .. number .. ".png"); tick()
|
||||
end
|
||||
pose = ImageWriter.matteColor0(pose)
|
||||
self:save(pose, "intro/gengar_" .. number .. ".png"); tick()
|
||||
end
|
||||
|
||||
for number, label in ipairs({
|
||||
"FightIntroFrontMon", "FightIntroFrontMon2", "FightIntroFrontMon3",
|
||||
}) do
|
||||
self:raw2bpp(label, 48, 48,
|
||||
"intro/red_nidorino_" .. number .. ".png",
|
||||
{ transparent = true, columns = true })
|
||||
tick()
|
||||
if self.symbols["FightIntroFrontMon"] then
|
||||
for number, label in ipairs({
|
||||
"FightIntroFrontMon", "FightIntroFrontMon2", "FightIntroFrontMon3",
|
||||
}) do
|
||||
self:raw2bpp(label, 48, 48,
|
||||
"intro/red_nidorino_" .. number .. ".png",
|
||||
{ transparent = true, columns = true })
|
||||
tick()
|
||||
end
|
||||
else
|
||||
for number = 1, 3 do
|
||||
self:save(ImageWriter.blank(48, 48, 1, 1, 1, 0),
|
||||
"intro/red_nidorino_" .. number .. ".png"); tick()
|
||||
end
|
||||
end
|
||||
|
||||
-- Optional Yellow-only intro atlas (pret/pokeyellow gfx/yellow_intro.asm).
|
||||
if self.symbols["YellowIntroGraphics1"] then
|
||||
self:raw2bpp("YellowIntroGraphics1", 128, 64,
|
||||
"intro/yellow_intro_1.png")
|
||||
end
|
||||
if self.symbols["YellowIntroGraphics2"] then
|
||||
-- atlas2 doubles as the intro's OBJ tile bank (vChars0); OBJ color 0
|
||||
-- is hardware-transparent, and the BG draws it over a white clear so
|
||||
-- BG cells lose nothing
|
||||
self:raw2bpp("YellowIntroGraphics2", 128, 128,
|
||||
"intro/yellow_intro_2.png", { transparent = true })
|
||||
end
|
||||
-- Yellow intro clouds (intro_yellow.asm YellowIntroCloudGFX): 8 tiles,
|
||||
-- two 4-tile animation frames -- saved 32x16, one frame per row.
|
||||
if self.symbols["YellowIntroCloudGFX"] then
|
||||
self:raw2bpp("YellowIntroCloudGFX", 32, 16, "intro/clouds.png")
|
||||
end
|
||||
|
||||
for number = 1, 2 do
|
||||
self:writeCompressedPic(
|
||||
"ShrinkPic" .. number, "intro/shrink" .. number .. ".png")
|
||||
@@ -1563,10 +1768,27 @@ function RomExtractor:extractField()
|
||||
end
|
||||
self:save(symbolSheet, "slots/symbols.png"); tick()
|
||||
|
||||
local emotes = ImageWriter.blank(48, 16, 1, 1, 1, 0)
|
||||
for index, label in ipairs({
|
||||
"ShockEmote", "QuestionEmote", "HappyEmote",
|
||||
}) do
|
||||
-- Emote sheet layout comes from manifest.field.emotionBubbles so the
|
||||
-- versions can differ: Red ships the three shared bubbles, Yellow adds
|
||||
-- the five Pikachu-only ones (emotion_bubbles.asm Skull/Heart/Bolt/
|
||||
-- Zzz/FishEmote, used by the PikachuEmotionTable reactions).
|
||||
local EMOTE_SYMBOLS = {
|
||||
EXCLAMATION_BUBBLE = "ShockEmote", QUESTION_BUBBLE = "QuestionEmote",
|
||||
SMILE_BUBBLE = "HappyEmote", SKULL_BUBBLE = "SkullEmote",
|
||||
HEART_BUBBLE = "HeartEmote", BOLT_BUBBLE = "BoltEmote",
|
||||
ZZZ_BUBBLE = "ZzzEmote", FISH_BUBBLE = "FishEmote",
|
||||
}
|
||||
local bubbleDefs = self.manifest.field.emotionBubbles
|
||||
and self.manifest.field.emotionBubbles.bubbles
|
||||
local emoteLabels = {}
|
||||
for _, b in ipairs(bubbleDefs or {}) do
|
||||
emoteLabels[#emoteLabels + 1] = EMOTE_SYMBOLS[b.name]
|
||||
end
|
||||
if #emoteLabels == 0 then
|
||||
emoteLabels = { "ShockEmote", "QuestionEmote", "HappyEmote" }
|
||||
end
|
||||
local emotes = ImageWriter.blank(#emoteLabels * 16, 16, 1, 1, 1, 0)
|
||||
for index, label in ipairs(emoteLabels) do
|
||||
local symbol = self:symbol(label)
|
||||
local image = ImageWriter.decode2bpp(
|
||||
self.rom:bytes(symbol.bank, symbol.address, 64), 16, 16, true)
|
||||
@@ -1574,6 +1796,26 @@ function RomExtractor:extractField()
|
||||
end
|
||||
self:save(emotes, "emotes.png"); tick()
|
||||
|
||||
-- Yellow-only: the Surfing Pikachu minigame sheets
|
||||
-- (gfx/surfing_pikachu.asm) at pret's canvas widths, so
|
||||
-- src/ui/SurfingMinigame.lua's quads can be read off the source pngs.
|
||||
-- 1a is the BG set (water/beach/score tiles, opaque); 1b the OAM pose
|
||||
-- sheet and 1c the intro set (both color-0 transparent).
|
||||
for _, spec in ipairs({
|
||||
{ "SurfingPikachu1Graphics1", 65, 40, false, "minigame/surf_1a.png" },
|
||||
{ "SurfingPikachu1Graphics2", 256, 128, true, "minigame/surf_1b.png" },
|
||||
{ "SurfingPikachu1Graphics3", 144, 96, true, "minigame/surf_1c.png" },
|
||||
}) do
|
||||
if self.symbols[spec[1]] then
|
||||
local symbol = self:symbol(spec[1])
|
||||
local tilesPerRow = spec[3] / 8
|
||||
local image = ImageWriter.decode2bpp(
|
||||
self.rom:bytes(symbol.bank, symbol.address, spec[2] * 16),
|
||||
spec[3], spec[2] / tilesPerRow * 8, spec[4])
|
||||
self:save(image, spec[5])
|
||||
end
|
||||
end
|
||||
|
||||
self:raw1bpp("LedgeHoppingShadow", 8, 8,
|
||||
"fx/shadow.png", true); tick()
|
||||
for _, spec in ipairs({
|
||||
@@ -1664,7 +1906,9 @@ end
|
||||
function RomExtractor:extractAudio()
|
||||
self:beginStage("Sound programs")
|
||||
local metadata = copy(self.manifest.audio)
|
||||
local bankOrder = { 2, 8, 31 }
|
||||
-- Yellow adds a fourth music bank ($20: Jessie & James, Surfing
|
||||
-- Pikachu, GB Printer); the manifest names the pack when it needs it.
|
||||
local bankOrder = metadata.programBanks or { 2, 8, 31 }
|
||||
local chunks = {}
|
||||
for index, bank in ipairs(bankOrder) do
|
||||
local first = Rom.offset(bank, 0x4000) + 1
|
||||
@@ -1683,6 +1927,7 @@ function RomExtractor:extractAudio()
|
||||
for name, header in pairs(metadata.musicHeaders) do
|
||||
songs[name] = header
|
||||
end
|
||||
metadata.pikaCries = self:extractPikachuCries()
|
||||
local cries = {}
|
||||
local cryData = metadata.cryData
|
||||
for index, species in ipairs(self.manifest.constants.speciesOrder) do
|
||||
@@ -1709,6 +1954,57 @@ function RomExtractor:extractAudio()
|
||||
return metadata
|
||||
end
|
||||
|
||||
-- Yellow's voiced Pikachu clips (audio/pikachu_cries_pointers.asm
|
||||
-- PikachuCriesPointerTable, 42 `dba` rows; each clip is `dw length` then
|
||||
-- 1-bit PCM, MSB first -- home/pikachu_cries.asm PlayPikachuPCM toggles
|
||||
-- rAUD3LEVEL per bit at roughly 190 CPU cycles a sample). Decoded to
|
||||
-- plain 8-bit mono WAVs; returns the clip count for data.audio.pikaCries,
|
||||
-- or nil when the manifest has no pointer table (Red/Blue).
|
||||
function RomExtractor:extractPikachuCries()
|
||||
if not self.symbols["PikachuCriesPointerTable"] then return nil end
|
||||
local NUM = 42 -- NUM_PIKA_CRIES
|
||||
local RATE = 22050 -- ~4.19 MHz / ~190 cycles per sample
|
||||
-- byte -> 8 samples, MSB first (LoadNextSoundClipSample: `and $80`)
|
||||
local lut = {}
|
||||
for byte = 0, 255 do
|
||||
local out = {}
|
||||
for bit = 7, 0, -1 do
|
||||
local on = math.floor(byte / 2 ^ bit) % 2 == 1
|
||||
out[#out + 1] = string.char(on and 0xE0 or 0x20)
|
||||
end
|
||||
lut[byte] = table.concat(out)
|
||||
end
|
||||
local function u16(v)
|
||||
return string.char(v % 256, math.floor(v / 256) % 256)
|
||||
end
|
||||
local function u32(v)
|
||||
return string.char(v % 256, math.floor(v / 256) % 256,
|
||||
math.floor(v / 65536) % 256, math.floor(v / 16777216) % 256)
|
||||
end
|
||||
local CacheFs = require("src.import.CacheFs")
|
||||
local pointers = self:symbol("PikachuCriesPointerTable")
|
||||
for index = 0, NUM - 1 do
|
||||
local row = self.rom:bytes(pointers.bank, pointers.address + index * 3, 3)
|
||||
local bank, address = row[1], row[2] + row[3] * 256
|
||||
local header = self.rom:bytes(bank, address, 2)
|
||||
local length = header[1] + header[2] * 256
|
||||
local raw = self.rom:bytes(bank, address + 2, length)
|
||||
local samples = {}
|
||||
for i, byte in ipairs(raw) do samples[i] = lut[byte] end
|
||||
local pcm = table.concat(samples)
|
||||
local wav = "RIFF" .. u32(36 + #pcm) .. "WAVEfmt " .. u32(16)
|
||||
.. u16(1) .. u16(1) .. u32(RATE) .. u32(RATE) .. u16(1) .. u16(8)
|
||||
.. "data" .. u32(#pcm) .. pcm
|
||||
local ok, err = CacheFs.write(
|
||||
("assets/generated/audio/pika_cries/cry_%02d.wav"):format(index + 1),
|
||||
wav)
|
||||
if not ok then
|
||||
error("could not write pika cry " .. (index + 1) .. ": " .. tostring(err))
|
||||
end
|
||||
end
|
||||
return NUM
|
||||
end
|
||||
|
||||
function RomExtractor:run()
|
||||
local results = {}
|
||||
results.constants = self:extractConstants()
|
||||
|
||||
+1047
-191
File diff suppressed because it is too large
Load Diff
@@ -47,11 +47,19 @@ local function readSource(source)
|
||||
return source
|
||||
end
|
||||
local f, openErr = io.open(source, "rb")
|
||||
if not f then return nil, "could not read the save file: " .. tostring(openErr) end
|
||||
local data = f:read("*a")
|
||||
f:close()
|
||||
if type(data) ~= "string" then return nil, "the save file was empty" end
|
||||
return data
|
||||
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
|
||||
|
||||
+103
-47
@@ -12,6 +12,7 @@
|
||||
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local Flags = require("src.script.Flags")
|
||||
local Strings = require("src.core.Strings")
|
||||
|
||||
local ItemEffects = {}
|
||||
|
||||
@@ -46,6 +47,17 @@ ItemEffects.BALLS = BALLS
|
||||
function ItemEffects.isBall(id) return BALLS[id] or false end
|
||||
function ItemEffects.isStone(id) return STONES[id] or false end
|
||||
|
||||
-- Does using this item take item_effects.asm's .healHP path, the one that
|
||||
-- plays SFX_HEAL_HP and lengthens the party HP bar with UpdateHPBar2 before
|
||||
-- the message (item_effects.asm .doneHealing)? The status-only cures branch
|
||||
-- to .playStatusAilmentCuringSound instead and never touch the bar. BagMenu
|
||||
-- keeps the party picker open for these so the fill has something to draw
|
||||
-- on (#252).
|
||||
function ItemEffects.healsHP(id)
|
||||
return HEAL_AMOUNT[id] ~= nil or id == "MAX_POTION" or id == "FULL_RESTORE"
|
||||
or id == "REVIVE" or id == "MAX_REVIVE"
|
||||
end
|
||||
|
||||
-- Does this item need a party-member target?
|
||||
function ItemEffects.needsTarget(id, itemDef)
|
||||
return HEAL_AMOUNT[id] or STATUS_HEAL[id] or id == "MAX_POTION"
|
||||
@@ -119,8 +131,8 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
|
||||
if battle and (VITAMINS[itemId] or STONES[itemId] or itemId == "PP_UP"
|
||||
or itemId == "RARE_CANDY" or itemId == "COIN_CASE"
|
||||
or (itemDef and itemDef.machine)) 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
|
||||
|
||||
if BALLS[itemId] then
|
||||
@@ -138,11 +150,12 @@ 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)
|
||||
@@ -157,24 +170,30 @@ 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
|
||||
-- PIKAHAPPY_USEDXITEM (item_effects.asm ItemUseXAccuracy /
|
||||
-- GuardSpec / DireHit / XStat) on the active companion
|
||||
if itemId ~= "POKE_DOLL" then
|
||||
require("src.world.PikachuFollower")
|
||||
.modifyHappiness(save, "USEDXITEM", b and b.mon)
|
||||
end
|
||||
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]
|
||||
@@ -183,28 +202,28 @@ 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
|
||||
|
||||
@@ -213,7 +232,7 @@ 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"
|
||||
@@ -235,9 +254,21 @@ 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
|
||||
|
||||
-- PIKAHAPPY_USEDITEM (item_effects.asm ItemUseMedicine, item id up to
|
||||
-- CALCIUM): fires once a medicine has a target, before the effect
|
||||
-- resolves -- potions, status cures, revives and vitamins all count,
|
||||
-- RARE_CANDY does not (its success is a LEVELUP bump instead)
|
||||
if target and (HEAL_AMOUNT[itemId] or STATUS_HEAL[itemId]
|
||||
or itemId == "MAX_POTION" or itemId == "FULL_RESTORE"
|
||||
or itemId == "REVIVE" or itemId == "MAX_REVIVE"
|
||||
or VITAMINS[itemId]) then
|
||||
require("src.world.PikachuFollower")
|
||||
.modifyHappiness(save, "USEDITEM", target)
|
||||
end
|
||||
|
||||
local heal = HEAL_AMOUNT[itemId]
|
||||
@@ -250,49 +281,57 @@ 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
|
||||
-- wHPBarOldHP: the bar animation starts from the HP the mon had BEFORE
|
||||
-- the item landed (item_effects.asm latches it with the party menu still
|
||||
-- up), so latch it here and hand it back as extra.healedFrom for the
|
||||
-- party-menu fill (#252)
|
||||
local before = target.hp
|
||||
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)
|
||||
end
|
||||
require("src.core.Sound").play(data, "Heal_HP")
|
||||
return "consumed", msgs
|
||||
return "consumed", msgs, { healedFrom = before }
|
||||
end
|
||||
|
||||
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)) }
|
||||
-- a revive takes the same .healHP -> .doneHealing route, animating up
|
||||
-- from the fainted mon's 0 HP (#252)
|
||||
return "consumed", { Strings("%s\nis revitalized!", monName(data, target)) },
|
||||
{ healedFrom = 0 }
|
||||
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")
|
||||
@@ -302,56 +341,73 @@ 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) },
|
||||
-- PIKAHAPPY_LEVELUP on a candy level (item_effects.asm:1540)
|
||||
require("src.world.PikachuFollower")
|
||||
.modifyHappiness(save, "LEVELUP", target)
|
||||
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
|
||||
-- Yellow's starter Pikachu never evolves: ItemUseEvoStone runs
|
||||
-- IsThisPartyMonStarterPikachu (OT identity match) before
|
||||
-- TryEvolvingMon and bails with the voiced cry + RefusingText.
|
||||
-- The stone is NOT consumed on the refuse path.
|
||||
if target.species == "PIKACHU"
|
||||
and require("src.core.GameVersion").isYellow()
|
||||
and target.ot == save.player.name
|
||||
and target.otId == save.player.id then
|
||||
require("src.core.Sound").playCry(data, "PIKACHU")
|
||||
local raw = data.text and data.text._RefusingText
|
||||
local line = raw and raw:gsub("{RAM:[^}]*}", monName(data, target))
|
||||
or Strings("%s\nis refusing!", monName(data, target))
|
||||
return "failed", { line }
|
||||
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
|
||||
@@ -362,11 +418,11 @@ 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
|
||||
@@ -375,14 +431,14 @@ 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
|
||||
@@ -392,26 +448,26 @@ 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
|
||||
|
||||
+88
-28
@@ -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 = {}
|
||||
|
||||
@@ -111,6 +112,19 @@ local function scalar(v)
|
||||
return tostring(v)
|
||||
end
|
||||
|
||||
-- A volatile slot is "off" three interchangeable ways -- absent, false, or
|
||||
-- a counter sitting at 0 -- because every reader tests `if b.key then` or
|
||||
-- `key > 0`. They have to hash the same, or a match ends over a difference
|
||||
-- that does not exist. They routinely disagree: the menu-phase flinch
|
||||
-- clear (BattleState:update) and the FIGHT-branch boundTurns mirror
|
||||
-- (fightLockedAction) are written by whichever machine is sitting at ITS
|
||||
-- OWN menu, and in a link battle that is a different battler on each side,
|
||||
-- so one peer holds flinched=false / boundTurns=0 where the other still
|
||||
-- holds nil with two identical simulations underneath.
|
||||
local function off(v)
|
||||
return v == nil or v == false or v == 0
|
||||
end
|
||||
|
||||
local function stageStr(b)
|
||||
local out = {}
|
||||
for i, stat in ipairs(STAGES) do
|
||||
@@ -130,7 +144,7 @@ end
|
||||
local function volStr(b)
|
||||
local out = {}
|
||||
for _, key in ipairs(VOLATILE) do
|
||||
if b[key] ~= nil then
|
||||
if not off(b[key]) then
|
||||
out[#out + 1] = key .. "=" .. scalar(b[key])
|
||||
end
|
||||
end
|
||||
@@ -167,6 +181,17 @@ end
|
||||
|
||||
local PARTS = { "actives", "volatile", "bench" }
|
||||
|
||||
-- Which components are allowed to end a match. `actives` and `bench` carry
|
||||
-- what decides one -- species, HP, status, stat stages, PP, the rest of the
|
||||
-- party -- so a divergence there is a real split between the two
|
||||
-- simulations and stays a draw. `volatile` is per-turn bookkeeping that
|
||||
-- both sides recompute from the authoritative state every turn (see `off`
|
||||
-- above): it can disagree for a turn without either side being wrong, and
|
||||
-- when it does mean something real it lands in `actives` as damage or
|
||||
-- status within a turn or two, where it is caught. Ending a match on it
|
||||
-- alone cost players games they were winning, over nothing.
|
||||
local FATAL_PART = { actives = true, bench = true }
|
||||
|
||||
-- opts: { myParty = packed, theirParty = packed, theirName, role =
|
||||
-- "host"/"guest", seed, verdict, strict }. Returns nil plus a reason when
|
||||
-- the handshake says the two link surfaces don't match: a lockstep
|
||||
@@ -177,18 +202,18 @@ 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 +257,7 @@ 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 +317,7 @@ 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)
|
||||
@@ -314,9 +339,21 @@ function LinkBattle.new(game, net, opts)
|
||||
Logger.warn("link: desync turn %s component=%s (%s vs %s)",
|
||||
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))
|
||||
localHash = localH, remoteHash = remoteH,
|
||||
fatal = true })
|
||||
endAsDraw(s, Strings(
|
||||
"Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?",
|
||||
component))
|
||||
end
|
||||
|
||||
-- a non-fatal component split: both sides log it and carry on, so the
|
||||
-- match is decided by the battle rather than by bookkeeping
|
||||
local function noteDrift(s, turn, component, localH, remoteH)
|
||||
Logger.warn("link: %s drift on turn %s (%s vs %s) -- match continues",
|
||||
component, tostring(turn), tostring(localH), tostring(remoteH))
|
||||
Runtime.emit("link.desync", { turn = turn, component = component,
|
||||
localHash = localH, remoteHash = remoteH,
|
||||
fatal = false })
|
||||
end
|
||||
|
||||
-- a verified turn stays recorded: consuming it here left a finished
|
||||
@@ -331,8 +368,11 @@ function LinkBattle.new(game, net, opts)
|
||||
if mine and theirs then
|
||||
for _, component in ipairs(PARTS) do
|
||||
if mine[component] ~= theirs[component] then
|
||||
reportDesync(s, turn, component, mine[component], theirs[component])
|
||||
return
|
||||
if FATAL_PART[component] then
|
||||
reportDesync(s, turn, component, mine[component], theirs[component])
|
||||
return
|
||||
end
|
||||
noteDrift(s, turn, component, mine[component], theirs[component])
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -349,7 +389,7 @@ 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 +519,9 @@ 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 +531,7 @@ 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 +549,7 @@ 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 +562,7 @@ 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 +583,13 @@ 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
|
||||
@@ -563,10 +603,19 @@ function LinkBattle.new(game, net, opts)
|
||||
if net.closed and not s.linkEnded and not s.result then
|
||||
endAsDraw(s)
|
||||
end
|
||||
-- Both early returns below skip baseUpdate, which is where the
|
||||
-- presentational clock normally advances -- so tick it here, in the same
|
||||
-- order baseUpdate would (fx, then the queue). Without this an
|
||||
-- animation caught mid-flight froze for the whole wait: a flash stopped
|
||||
-- on its inverted BGP step and repainted the UI in inverted shades, and
|
||||
-- a pic part-way through a slide or grow-in stayed off screen, which is
|
||||
-- the "the screen went inverted" / "a Pokemon just vanished" pair.
|
||||
if s.phase == "waitRemote" then
|
||||
s:tickFx()
|
||||
return -- the other side is still choosing
|
||||
end
|
||||
if s.phase == "messages" and s.afterQueue == "linkNext" then
|
||||
s:tickFx()
|
||||
if not s:updateQueue() then
|
||||
s.afterQueue = "menu"
|
||||
s.phase = "menu"
|
||||
@@ -582,7 +631,7 @@ 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 +692,16 @@ 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 +720,7 @@ 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 +760,7 @@ 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)
|
||||
@@ -741,6 +789,13 @@ function LinkBattle.newSpectator(game, net, opts)
|
||||
end
|
||||
|
||||
s:act(function()
|
||||
-- the two real players cleared their flinch flags when their move
|
||||
-- menu opened; a spectator has no menu, so it does it here instead,
|
||||
-- at the same point in the turn (see BattleState:clearTurnFlinches).
|
||||
-- Without this a flinch survived into the next turn and ate a move
|
||||
-- that landed in the real match, and the replay -- sharing the RNG
|
||||
-- stream -- was watching a different battle from that point on.
|
||||
s:clearTurnFlinches()
|
||||
local hostAction = hostMsg.kind ~= "switch" and hostMsg.kind ~= "run"
|
||||
and decodeWireAction(s, hostMsg, s.player) or nil
|
||||
local guestAction = guestMsg.kind ~= "switch" and guestMsg.kind ~= "run"
|
||||
@@ -789,7 +844,7 @@ 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 +856,7 @@ 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
|
||||
@@ -836,7 +891,11 @@ function LinkBattle.newSpectator(game, net, opts)
|
||||
if net.closed and not s.linkEnded and not s.result then
|
||||
endSpectate(s)
|
||||
end
|
||||
-- same as the real-participant loop: every path that skips baseUpdate
|
||||
-- still has to advance the presentational clock, and a spectator sits in
|
||||
-- waitBoth between every single turn
|
||||
if s.phase == "messages" and s.afterQueue == "linkNext" then
|
||||
s:tickFx()
|
||||
if not s:updateQueue() then
|
||||
s.afterQueue = "waitBoth"
|
||||
s.phase = "waitBoth"
|
||||
@@ -844,6 +903,7 @@ function LinkBattle.newSpectator(game, net, opts)
|
||||
return
|
||||
end
|
||||
if s.phase == "menu" or s.phase == "waitBoth" then
|
||||
s:tickFx()
|
||||
return -- frozen between resolved turns; never a real decision here
|
||||
end
|
||||
baseUpdate(s, dt)
|
||||
|
||||
+91
-45
@@ -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
|
||||
@@ -72,6 +73,9 @@ end
|
||||
function LinkState.new(game)
|
||||
local self = setmetatable({}, LinkState)
|
||||
self.game = game
|
||||
-- a link session runs at 1X on both machines whatever either player set
|
||||
-- GAME SPEED to (see Game:logicSpeed); cleared in exitWith
|
||||
game.linkSession = true
|
||||
self.stage = "menu"
|
||||
self.index = 1
|
||||
self.addr = ipDigits(Net.lanIP())
|
||||
@@ -90,13 +94,14 @@ 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
|
||||
|
||||
function LinkState:exitWith(message, reason)
|
||||
DiscordPresence.setJoinCode(nil)
|
||||
self.game.linkSession = nil -- back to the player's own GAME SPEED
|
||||
Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
|
||||
if self.net then self.net:close() end
|
||||
self.game.stack:pop()
|
||||
@@ -105,6 +110,46 @@ function LinkState:exitWith(message, reason)
|
||||
end
|
||||
end
|
||||
|
||||
-- Online play meets strangers, so it requires vanilla on both ends
|
||||
-- (Handshake.onlineAllowed). Mods merge into the shared Data registries at
|
||||
-- boot and there is no unmerge, so switching them off has to go through a
|
||||
-- relaunch -- but the player should not have to go find the mod manager and
|
||||
-- work out which mods count. This turns every enabled mod off, records
|
||||
-- them so the mod manager can put them back, and relaunches. The restart
|
||||
-- is confirmed rather than silent: it drops unsaved progress.
|
||||
function LinkState:offerVanillaRestart()
|
||||
local game = self.game
|
||||
local loader = game.mods
|
||||
local mods = Handshake.mods(game)
|
||||
local names = {}
|
||||
for i, mod in ipairs(mods) do
|
||||
if i > 2 then break end
|
||||
names[#names + 1] = tostring(mod.id):upper():sub(1, 12)
|
||||
end
|
||||
local list = table.concat(names, ", ")
|
||||
if #mods > #names then list = list .. (" +%d"):format(#mods - #names) end
|
||||
local text = Strings(
|
||||
"Online play runs\nvanilla for both\nplayers.\fTurn off %s\nand restart?", list)
|
||||
self.game.linkSession = nil
|
||||
Runtime.emit("link.ended", { reason = "error" })
|
||||
if self.net then self.net:close() end
|
||||
game.stack:pop()
|
||||
game.stack:push(TextBox.new(game, text, nil, { choice = function(yes)
|
||||
if not yes then return end
|
||||
-- setEnabled persists the toggle itself (Loader:_saveState), so the
|
||||
-- relaunch comes up vanilla and the mod manager lists them as disabled
|
||||
-- for the player to switch back on afterwards
|
||||
for _, mod in ipairs(mods) do
|
||||
if loader and loader.setEnabled then loader:setEnabled(mod.id, false) end
|
||||
end
|
||||
if game.restartWithMods then
|
||||
game:restartWithMods()
|
||||
elseif love.event and love.event.quit then
|
||||
love.event.quit("restart")
|
||||
end
|
||||
end }))
|
||||
end
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- handshake v2 (D8): both peers announce engine version, api version and
|
||||
-- a fingerprint of their link surface, and the verdict comes from the two
|
||||
@@ -174,7 +219,7 @@ 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,
|
||||
@@ -183,7 +228,7 @@ 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
|
||||
@@ -201,7 +246,7 @@ 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:offerVanillaRestart()
|
||||
return
|
||||
end
|
||||
if self.index == 2 then
|
||||
@@ -227,7 +272,7 @@ 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"
|
||||
@@ -246,7 +291,7 @@ 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"
|
||||
@@ -284,7 +329,7 @@ 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
|
||||
|
||||
@@ -323,7 +368,7 @@ 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
|
||||
|
||||
@@ -433,7 +478,7 @@ 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)
|
||||
@@ -491,8 +536,8 @@ 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
|
||||
@@ -508,6 +553,7 @@ function LinkState:updateTrade(input)
|
||||
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.game.linkSession = nil -- this path pops without exitWith
|
||||
self.net:close()
|
||||
self.game.stack:pop()
|
||||
local game = self.game
|
||||
@@ -520,7 +566,7 @@ function LinkState:updateTrade(input)
|
||||
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
|
||||
-- via="TRADE": a trade evolution cannot be B-cancelled
|
||||
@@ -547,7 +593,7 @@ 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))
|
||||
@@ -574,30 +620,30 @@ 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")
|
||||
@@ -609,18 +655,18 @@ 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")
|
||||
@@ -635,34 +681,34 @@ 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
|
||||
@@ -671,12 +717,12 @@ 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)
|
||||
@@ -684,7 +730,7 @@ 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)
|
||||
@@ -695,16 +741,16 @@ 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
|
||||
|
||||
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Reference in New Issue
Block a user