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Author SHA1 Message Date
bryanthaboi fd66a04686 Merge pull request #338 from bryanthaboi/dev
squashing all bugs known to man
2026-07-28 12:24:13 -04:00
bryanthaboi b69f8c27c9 Merge pull request #332 from johnjohto/fix-hof-dex-rating
Run the HoF dex rating through the standard text box (#314)
2026-07-28 12:19:43 -04:00
bryanthaboi 66f0326492 Merge pull request #333 from johnjohto/fix-midstep-buttons
Gate overworld buttons on the completed step (#286)
2026-07-28 12:19:31 -04:00
bryanthaboi dbab4a2116 Merge pull request #334 from johnjohto/fix-export-fidelity
Export fidelity: name padding, wOptions, as-caught catchRate (#206)
2026-07-28 12:19:17 -04:00
bryanthaboi 3e8da9b232 Merge pull request #335 from johnjohto/feat-save-slot-names
Nameable save slots in the launcher (#205)
2026-07-28 12:19:05 -04:00
bryanthaboi 223202f230 Merge pull request #336 from GFlorio/fix-linux-portable
Fix portable mode on the Linux AppImage release
2026-07-28 12:18:48 -04:00
bryanthaboi 3078c20e1d Merge pull request #337 from bryanthaboi/squashing-bugs-jul-28
bug squash an additional features
2026-07-28 12:18:17 -04:00
bryanthaboi 617a87a47b anbernic 2026-07-28 12:14:58 -04:00
bryanthaboi 8539a6b268 launcher editor and widescreen battle 2026-07-28 12:00:15 -04:00
bryanthaboi f9f38d161f CLOSES #223, CLOSES #233, CLOSES #236, CLOSES #240, CLOSES #241, CLOSES #249, CLOSES #252, CLOSES #255, CLOSES #257, CLOSES #258, CLOSES #263, CLOSES #265, CLOSES #274, CLOSES #275, CLOSES #276, CLOSES #279, CLOSES #280, CLOSES #282, CLOSES #283, CLOSES #287, CLOSES #291, CLOSES #292, CLOSES #293, CLOSES #301, CLOSES #304, CLOSES #315, CLOSES #316, CLOSES #317, CLOSES #321, CLOSES #322, CLOSES #330 2026-07-28 10:29:05 -04:00
Gabriel Florio 8b85cda84c get proper appDir in the AppImage linux release 2026-07-28 10:58:42 -03:00
johnjohto 1deba07106 Nameable save slots in the launcher (#205)
The reporter labels runs by abusing the in-game player name; give slots
a real label instead.  SaveData.renameSlot persists a trimmed label in
the options registry (options.saveSlots[version].names) -- never in the
save file, so renaming needs no save rewrite and an empty slot can be
labeled too -- listSlots rows carry it as `label`, and deleteSlot
drops it with the slot.

In the launcher, right-clicking a slot row opens an inline rename modal
(Enter commits, Esc cancels, empty clears; 24 whole-codepoint cap via
local UTF-8 helpers, since plain luajit has no utf8 library).  The row
title shows the label over the player name; badges/time/caught stay on
the meta line.  Desktop-only: touch has no secondary button.  main.lua
now forwards love.textinput to the importer while it is up.

Backend covered by a new renameSlot block in tests/engine/save_slots.lua
(78/78); docs/launcher.md's registry section documents the label.
2026-07-28 09:25:55 -04:00
johnjohto c24c7cbcb7 Export fidelity: name padding, wOptions, as-caught catchRate (#206)
Auditing the reporter's PKHeX screenshots against the emitted bytes
turned up three fidelity bugs in the .sav export:

- Name fields on a templateless export stayed zero-filled after the
  $50 terminator; every real save the naming screen wrote $50-pads
  the tail, and the zero tail is what PKHeX rendered as "JOHN{}".
  encodeName now pads zero tail bytes with $50 (nonzero template
  bytes still survive untouched).
- wOptions was never written, dropping text speed / battle style /
  battle effects on export.  Templateless exports now pack it from
  save.options (the recomp's textSpeed 1/3/5 are pokered's exact
  values); with a template the cartridge's own byte still wins.
- The party/box catch-rate byte was always re-derived from the
  current species, but Gen1 freezes it at catch time (evolution does
  not update it), which is why PKHeX demanded "a preevolution catch
  rate".  Pokemon.new now stamps the as-caught catchRate and
  Evolution.apply's in-place mutation preserves it.

The reported emulator crash itself is not addressed here: the encoder
is byte-identical to the reporter's version, and a byte-level audit
(offsets vs Bulbapedia's save map, all three checksums, a real
gameplay save round-trip, pokered's LoadMapData regenerating every
zeroed cache) shows the current export is structurally valid.
2026-07-28 09:00:07 -04:00
johnjohto c2334f2f91 Gate overworld buttons on the completed step (#286)
OverworldLoop (home/overworld.asm) jumps straight to .moveAhead while
wWalkCounter is nonzero: JoypadOverworld -- the START check, the A
check, and direction initiation -- only ever runs while the player
stands on a tile, and a button pressed mid-step is simply never seen.
The port ran handleInput() every frame regardless, so a mid-step
A/START pushed its TextBox/StartMenu right there and froze Red between
tiles, mid-animation (the Nurse Joy run-up in the report).

Gate handleInput on player.moving like the original.  The port-invented
wall-bonk SFX cooldown is hoisted above the gate so it keeps ticking on
held-direction frames mid-step exactly as before.

Adds tests/parity_midstep_buttons.lua: mid-step and last-frame A/START
presses are swallowed and the step completes, and both buttons work
again once the player stands on the tile.
2026-07-28 08:07:17 -04:00
johnjohto bfac5fe327 Run the HoF dex rating through the standard text box (#314)
HoFDisplayPlayerStats prints its three dex texts (seen/owned, the
POKéDEX Rating: header, the tier line) through HoFPrintTextAndDelay ->
PrintText, the standard two-row bottom box, each followed by 120
DelayFrames.  The port hand-drew a 6-row box and flattened the tier
text's cont (\v) rows into plain newlines, so a 3+ row rating painted
its third row over the box's bottom border and dropped the rest.

Push the three texts as a chain of auto-advancing TextBox states
instead: the cont rows scroll inside the two-row box with the original's
A/B wait (_ContText -> ManualTextScroll), and each box closes itself
after the 120-frame hold.

Adds tests/parity_hof_rating.lua: box order/content and the auto-close
hold are asserted over a full headless induction.
2026-07-28 07:32:35 -04:00
bryanthaboi 3b1032cc63 CLOSES #303, CLOSES #307, CLOSES #314, CLOSES #318 2026-07-28 06:16:21 -04:00
bryanthaboi 72f83760b7 Merge pull request #328 from johnjohto/fix-fieldmove-whiteflash
Run the field-move white blink under its text, not after (#320)
2026-07-28 05:10:06 -04:00
bryanthaboi 63a179b77a Merge pull request #326 from johnjohto/fix-windows-picker-unicode
Fix launcher crash on non-ASCII picked filenames (#325)
2026-07-28 05:09:51 -04:00
bryanthaboi 37ba5c3879 Merge pull request #323 from johnjohto/fix-shake-name-dupe
Stop HUD names ghosting during the battle window shake (#295)
2026-07-28 05:09:21 -04:00
bryanthaboi 00f86ca192 Merge pull request #324 from johnjohto/fix-oakspeech-strings-gate
Route the Oak speech fallback texts through Strings.source
2026-07-28 05:08:59 -04:00
johnjohto b0868e7571 Run the field-move white blink under its text, not after (#320)
The vanilla surf/strength flow closed the menu, showed the overworld,
then fired a solid-white blink on the empty map, and set the surfing
sprite while the player was still on land.  pokered's
GBPalWhiteOutWithDelay3 runs while the text is still up, so the blink
reads as a text flash.

The blink now sits under the textbox on the stack (only the top state
updates, so it holds its frames until the text closes), and surfing
applies only when the step onto the water happens.  Same reorder for
the party-menu STRENGTH texts.  The parity surf tests now dismiss the
got-on text before asserting the mount, matching the new order.
2026-07-27 22:42:47 -04:00
johnjohto 9ec3ff26d8 Fix launcher crash on non-ASCII picked filenames (#325)
The Windows pickers shell out to PowerShell, which writes the chosen
path in the console's OEM codepage (CP437 on en-US): a file named
"Pokémon ...zip" came back as Pok\x82mon.  The import then failed and
the error notice carrying those bytes hard-crashed the mods panel's
UTF-8-validating text draw.

- All three Windows picker scripts (ROM, mod, save) now force
  [Console]::OutputEncoding to UTF-8, so returned paths and any notice
  built from them are valid.
- The mod picker also copies the pick to a plain-ASCII temp name and
  returns that, so a non-ASCII filename actually imports instead of
  failing the io.open (Windows io.open needs ANSI bytes).
2026-07-27 22:08:57 -04:00
johnjohto 726e1d4ec5 Route the Oak speech fallback texts through Strings.source
The intro API upgrade left six player-visible literals in OakSpeech's
FALLBACKS table outside the Strings routing, so the strings-coverage
gate failed on dev. Mark them with Strings.source, the catalog idiom
for declaration-site literals, and the gate is green again.
2026-07-27 20:46:06 -04:00
johnjohto 5b3c5f5da8 Stop HUD names ghosting during the battle window shake (#295)
The zone pass composited two copies of the baked canvas on shake
frames: a base copy and the offset copy. The canvas holds window-layer
content (HUD names, the text box), so the vacated strip showed a full
second copy of the enemy name. Draw only the shifted copy and fill the
strip blank, like the hardware revealing empty BG.
2026-07-27 20:44:09 -04:00
bryanthaboi c45f6be8f2 Update README.md 2026-07-27 20:36:30 -04:00
bryanthaboi 3b2e489325 Merge pull request #312 from bryanthaboi/dev
Lots of bug fixes and additional API greatness
2026-07-27 13:47:04 -04:00
bryanthaboi 10acfe0710 Merge main into dev to clear the #312 conflicts
main carried #299 (api upgrades, windows dev tools, android fixes) as a
single squash, while the same work reached dev through #297/#298/#269 and
was refined afterwards.  Every conflicting hunk is dev already being ahead
of that squash:

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

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

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

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

* bug fixes and translation additions

* translation stuff

* Update modkit.py

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

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

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

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

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

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

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

Fixes #266

* Make the T3 content tier run on Windows

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

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

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

---------

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 10:04:35 -04:00
bryanthaboi 3448fae3f5 Android SCALING fixes (#298)
* android fixes for mods and saves

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

* api updates

* fix tests

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

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

Fixes #266

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 07:06:53 -04:00
bryanthaboi 6a27be54de add CI to dev branch 2026-07-27 07:01:38 -04:00
bryanthaboi d4055209e6 pop up a fake save 2026-07-27 06:54:18 -04:00
229 changed files with 21984 additions and 3139 deletions
+1 -1
View File
@@ -11,7 +11,7 @@ body:
If what you want is a gameplay, cosmetic, audio, or QoL change that a Lua mod
could ship — running shoes, alternate sprites, day/night, shiny indicators,
Gen 2-like battle toggles, soundtrack packs — open a
**[Mod request](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=mod_request.yml)**
**[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,
+1 -1
View File
@@ -10,7 +10,7 @@ body:
soundtrack packs, Gen 2-like battle toggles, map cosmetics, bag QoL, etc.
The engine already exposes a lot of this through registries and hooks
([modding wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki)).
([modding wiki](https://github.com/bryanthaboi/gen1recomp/wiki)).
Use a **Feature request** instead for launcher / ports / video options /
networking / save tooling / new API seams.
+113 -39
View File
@@ -1,13 +1,13 @@
# 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 and Blue. The engine and map
behavior are hand-written Lua; game data and graphics are decoded from a ROM
supplied by the player.
SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
This project does not include a ROM, emulate the Game Boy, transpile assembly,
or download a disassembly. A canonical US Pokemon Red 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
@@ -31,48 +31,118 @@ The packaged app contains neither a ROM nor pre-extracted game data. Music,
sound effects, and cries are synthesized while the game runs from compact
audio channel programs copied out of the verified ROM.
## 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).
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.
After import, saves and the ROM-derived cache stay next to the game on the
SD card (`portable.txt`).
## 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 +150,7 @@ 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 +158,16 @@ 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.
## Modding
@@ -103,36 +175,38 @@ 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/)`.
## 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.
[pokered](https://github.com/pret/pokered) disassembly.
+321
View File
@@ -0,0 +1,321 @@
#!/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}"
$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 > "$PORT_ROOT/README.md" <<'EOF'
## gen1recomp (RG34XXSP / Stock OS 64-bit MOD)
Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
**Stock OS 64-bit MOD** (H700, PortMaster).
### Install
1. Use **Stock OS 64-bit MOD** with PortMaster installed (TF1).
2. Unzip so `Gen1recomp.sh` and the `gen1recomp/` folder sit in `roms/PORTS/`.
3. Copy a legal US Pokemon Red or Blue `.gb` into `gen1recomp/lovegame/`.
4. Refresh Ports / restart EmulationStation and launch **Gen1recomp**.
### Controls (launcher)
| Input | Action |
|--|--|
| D-pad / left stick | Move cursor |
| A | Click |
| L1 / R1 | Switch tabs |
| Right stick | Scroll lists |
| Start / Select | Play or Choose ROM |
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
### First run
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
**Choose ROM** — the game scans that folder. After import, the ROM-derived
cache and saves stay beside the game (`portable.txt`).
Canonical SHA-1 (1 MiB US carts only):
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
### Thanks
LÖVE runtime binaries from [PortMaster](https://portmaster.games/).
Stock OS 64-bit MOD: [cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
EOF
# --------------------------------------------------------------- zip
ZIP_OUT="$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/"
+6 -1
View File
@@ -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
+10 -2
View File
@@ -1,13 +1,21 @@
-- pokered/scripts/PewterNidoranHouse.asm
-- PewterNidoranHouseNidoranText: text_far _PewterNidoranHouseNidoranText, then
-- text_asm plays the NIDORAN_M cry (PlayCry/WaitForSoundToFinish) before ending.
-- No sound-effect command exists in Commands.lua, so we port the dialogue line
-- only; the cry SFX is cosmetic and has no gameplay effect.
-- play_cry only stashes ctx.pendingCry for the very next show_text row, so it
-- has to sit immediately before that row (src/script/Commands.lua); the cry
-- then sounds once the box has typed out, matching the asm's print-then-cry
-- order. Its waitForButton form keeps DisplayTextID's trailing
-- WaitForTextScrollButtonPress -- PewterNidoranHouse_Script is
-- `jp EnableAutoTextBoxDrawing`, which zeroes
-- wDoNotWaitForButtonPressAfterDisplayingText -- so the box still holds until
-- A/B. The cry row was missing, leaving the NIDORAN silent (#247).
return {
PEWTER_NIDORAN_HOUSE = {
talk = {
TEXT_PEWTERNIDORANHOUSE_NIDORAN = {
{ "face_player" },
-- text_asm: ld a, NIDORAN_M / call PlayCry
{ "play_cry", "NIDORAN_M", true },
{ "show_text", "_PewterNidoranHouseNidoranText" },
},
},
+22
View File
@@ -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 -3
View File
@@ -59,13 +59,17 @@ M.VIRIDIAN_CITY = {
-- ViridianCityYoungster2CaterpieAndWeedleDescriptionText are
-- defined without a leading underscore in pokered/text/ViridianCity.asm
-- and aren't present in data/generated/text.lua, so we fall back to
-- the literal strings from pokered.
-- the literal strings from pokered. Those fallbacks have to carry the
-- extractor's markers, not plain newlines: line -> \n, cont -> \v,
-- para -> \f. Spelling cont/para as \n and \n\n put all six lines on
-- one page with nothing to wait on, so the whole speech scrolled past
-- without a button press (#250).
TEXT_VIRIDIANCITY_YOUNGSTER2 = function(game, ow, npc, done)
local t = text(game)
ask(game, t._ViridianCityYoungster2YouWantToKnowAboutText
or "You want to know\nabout the 2 kinds\nof caterpillar\nPOKéMON?", function(yes)
or "You want to know\nabout the 2 kinds\vof caterpillar\vPOKéMON?", function(yes)
if yes then
push(game, "CATERPIE has no\npoison, but\nWEEDLE does.\n\nWatch out for its\nPOISON STING!", done)
push(game, "CATERPIE has no\npoison, but\vWEEDLE does.\fWatch out for its\nPOISON STING!", done)
else
push(game, "Oh, OK then!", done)
end
@@ -3,12 +3,16 @@
return {
VIRIDIAN_NICKNAME_HOUSE = {
talk = {
-- ViridianNicknameHouseSpearowText: text_asm that shows the text
-- then plays a SPEAROW cry (PlayCry/WaitForSoundToFinish). The
-- cry playback isn't in the talk-script command vocabulary, so
-- only the flavor line is ported here.
-- ViridianNicknameHouseSpearowText: text_asm that PrintTexts the
-- line, then plays the SPEAROW cry (PlayCry/WaitForSoundToFinish)
-- before TextScriptEnd. play_cry only arms the show_text row that
-- follows it, so the cry sounds once the box has typed out; its
-- waitForButton form keeps DisplayTextID's trailing
-- WaitForTextScrollButtonPress, so the box then holds until A/B like
-- any other NPC line rather than popping itself (#251).
TEXT_VIRIDIANNICKNAMEHOUSE_SPEAROW = {
{ "show_text", "_ViridianNicknameHouseSpearowText" },
{ "play_cry", "SPEAROW", true }, -- 1 PlayCry
{ "show_text", "_ViridianNicknameHouseSpearowText" }, -- 2 PrintText
},
},
},
+66 -16
View File
@@ -16,6 +16,14 @@ M.VIRIDIAN_MART = {
-- StartSimulatingJoypadStates walks the player to the counter
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
-- and ViridianMartOaksParcelScript hands the parcel over. The player
-- never presses A.
--
-- The RLE list is consumed back to front: DecodeRLEList fills forward
-- from wSimulatedJoypadStatesEnd, the script seeds wSimulatedJoypadStates-
-- Index with the count, and home/overworld.asm decrements that index
-- before each read. So PAD_LEFT 1, PAD_UP 2 actually plays up, up, left,
-- and the walk ends facing the clerk. Replaying the list front to back
-- put the player at the counter facing up instead (#235). The player
-- never presses A. This matters beyond convenience: the parcel gates
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
-- it on entry rather than letting you walk out without it.
@@ -28,8 +36,8 @@ M.VIRIDIAN_MART = {
if not f.EVENT_GOT_STARTER then return end
ow:queueScript({
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
{ "move_player", "left", 1 },
{ "move_player", "up", 2 },
{ "move_player", "left", 1 },
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
@@ -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
+1 -1
View File
@@ -761,7 +761,7 @@ 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.
-- -------------------------------------------------------------------
+1 -1
View File
@@ -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,
+147 -19
View File
@@ -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,
},
}
+1 -1
View File
@@ -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)
+1 -1
View File
@@ -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
+9
View File
@@ -69,6 +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.
+6 -6
View File
@@ -1,21 +1,21 @@
# 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
```
## Rendering pipelines
+119 -7
View File
@@ -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
@@ -161,8 +163,9 @@ 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 +184,36 @@ 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 +226,83 @@ 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.
+1 -1
View File
@@ -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
+93
View File
@@ -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."
+120 -11
View File
@@ -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
@@ -31,6 +35,105 @@ 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
@@ -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
@@ -127,10 +235,11 @@ function love.load(args)
-- 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.
-- 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
@@ -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 -->
+1 -1
View File
@@ -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 = {
@@ -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 = {
+1 -1
View File
@@ -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" },
+1 -1
View File
@@ -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 = {
+1 -1
View File
@@ -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 = {
+1 -1
View File
@@ -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" },
+1 -1
View File
@@ -2,7 +2,7 @@
return {
summary = "Oak asks dumb questions during the intro and remembers your answers.",
author = "Pokemon Gen 1 Recompilation Project",
contact = "https://github.com/bryanthaboi/pokemon-gen1-recomp-project",
contact = "https://github.com/bryanthaboi/gen1recomp",
tags = { "intro", "ui", "oak", "hooks" },
differences = {
changed = {
+1 -1
View File
@@ -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 = {
+13 -1
View File
@@ -56,16 +56,28 @@ 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 \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$LOVE_FILE" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
fail "game.love unexpectedly contains generated ROM data"
fi
# The editor is only reachable if its entry point and both module directories
# made it in; a silent miss would ship a launcher whose Edit button crashes.
for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
tools/save-editor/panels/Party.lua; do
unzip -Z1 "$LOVE_FILE" | grep -qx "$required" \
|| fail "game.love is missing $required (save editor would not load)"
done
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
# ------------------------------------------------------- stamp release version
+10 -4
View File
@@ -113,11 +113,12 @@ 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",
):
@@ -136,14 +137,19 @@ pack_game_love() {
say "packing game.love for love-android embed flavor"
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 \
-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) -> $LOVE_FILE"
# This script packs its own game.love (it does not reuse build.sh's), so it
+6 -2
View File
@@ -164,15 +164,19 @@ pack_game_love() {
say "packing game.love for love-ios resources"
mkdir -p "$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) -> $LOVE_FILE"
}
+6
View File
@@ -116,7 +116,13 @@ if [ -f data/generated/maps.lua ]; then
echo "-- T3 content: skipped (--quick)"
else
run_tier "T3 content behavior (Red)" run_content_behavior
# The save editor ships inside every build (the launcher's Edit button on
# a save row opens it), so its panel suites run in CI rather than by hand.
run_tier "T3 save editor" "$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
+582 -189
View File
File diff suppressed because it is too large Load Diff
+13 -12
View File
@@ -8,6 +8,7 @@
local MoveEffects = require("src.battle.MoveEffects")
local Runtime = require("src.mods.Runtime")
local StatusRegistry = require("src.battle.StatusRegistry")
local Strings = require("src.core.Strings")
local EffectRegistry = {}
@@ -91,7 +92,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if target.invulnerable and not neverMiss then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
return
end
@@ -113,7 +114,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if not battle:accuracyRoll(move, user, target) then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
-- Jump Kick crash, Explode self-destruct
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
user.trappingTurns = nil
@@ -140,7 +141,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
if not counterable or (battle.lastDamage or 0) == 0 then
battle:cancelMoveAnim()
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
return
end
dmg = math.min(65535, battle.lastDamage * 2)
@@ -163,14 +164,14 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if info.typeMult == 0 then
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("It doesn't affect\n%s!"):format(displayName(target)))
battle:sayNext(Strings("It doesn't affect\n%s!", displayName(target)))
if record and record.onMiss then record.onMiss(ctx, "immune") end
return
end
if info.missed then
-- 0.25x floored the damage to zero: the original registers a miss
if not (record and record.explode) then battle:cancelMoveAnim() end
battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
if record and record.onMiss then record.onMiss(ctx, "floored") end
return
end
@@ -214,12 +215,12 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- multi-hit loop (core.asm .moveDidNotMiss before the jump back
-- to GetPlayerAnimationType), so crit/effectiveness reprint on
-- every strike -- damage was only rolled once
if info.crit then battle:sayNext("Critical hit!") end
if info.ohko then battle:sayNext("One-hit KO!") end
if info.crit then battle:sayNext(Strings("Critical hit!")) end
if info.ohko then battle:sayNext(Strings("One-hit KO!")) end
if info.typeMult > 10 then
battle:sayNext("It's super\neffective!")
battle:sayNext(Strings("It's super\neffective!"))
elseif info.typeMult < 10 then
battle:sayNext("It's not very\neffective...")
battle:sayNext(Strings("It's not very\neffective..."))
end
if Runtime.wants("battle.damage_dealt") then
Runtime.emit("battle.damage_dealt", {
@@ -237,9 +238,9 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if hits > 1 then
-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
if user.isPlayer then
battle:sayNext(("Hit the enemy\n%d times!"):format(hits))
battle:sayNext(Strings("Hit the enemy\n%d times!", hits))
else
battle:sayNext(("Hit %d times!"):format(hits))
battle:sayNext(Strings("Hit %d times!", hits))
end
end
@@ -251,7 +252,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
elseif moveInst.struggle then
-- struggle recoils even when its effect id resolves to no record
local recoil = math.max(1, math.floor(dmg / 2))
battle:sayNext(("%s's\nhit with recoil!"):format(displayName(user)))
battle:sayNext(Strings("%s's\nhit with recoil!", displayName(user)))
battle:applyDamage(user, recoil)
end
+59 -56
View File
@@ -15,6 +15,7 @@ local Logger = require("src.core.Logger")
local StatusRegistry = require("src.battle.StatusRegistry")
local TurnOrder = require("src.battle.TurnOrder")
local TypeChart = require("src.battle.TypeChart")
local Strings = require("src.core.Strings")
local MoveEffects = {}
@@ -36,14 +37,14 @@ local STAT_LABEL = {
local function changeStage(battle, who, stat, delta, fromEnemy)
if fromEnemy and (who.substituteHP or who.mist) then
if who.mist then
return { displayName(who) .. " is\nprotected by MIST!" }
return { Strings("%s is\nprotected by MIST!", displayName(who)) }
end
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
local cur = who.stages[stat] or 0
local new = math.max(-6, math.min(6, cur + delta))
if new == cur then
return { ("Nothing happened!") }
return { Strings("Nothing happened!") }
end
who.stages[stat] = new
-- effects.asm:505-506: after any stat-stage change, modified stats are
@@ -53,13 +54,13 @@ local function changeStage(battle, who, stat, delta, fromEnemy)
-- _MonsStatsRoseText/_MonsStatsFellText: "X's / STAT rose!"; the
-- two-stage variants scroll "greatly" onto a third line
if delta >= 2 then
return { ("%s's\n%s\ngreatly rose!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s\ngreatly rose!", displayName(who), STAT_LABEL[stat]) }
elseif delta == 1 then
return { ("%s's\n%s rose!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s rose!", displayName(who), STAT_LABEL[stat]) }
elseif delta == -1 then
return { ("%s's\n%s fell!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s fell!", displayName(who), STAT_LABEL[stat]) }
end
return { ("%s's\n%s\ngreatly fell!"):format(displayName(who), STAT_LABEL[stat]) }
return { Strings("%s's\n%s\ngreatly fell!", displayName(who), STAT_LABEL[stat]) }
end
MoveEffects.changeStage = changeStage
@@ -88,10 +89,10 @@ end
local function statusMove(status)
return function(battle, user, target, move)
if target.mon.status then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
if status == "PSN" and target.substituteHP then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
local msgs = inflictStatus(battle, target, status, {
toxic = move and move.id == "TOXIC",
@@ -99,7 +100,7 @@ local function statusMove(status)
source = move and move.id,
})
if #msgs == 0 then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
return msgs
end
@@ -111,7 +112,7 @@ local function statusSide(status, chance)
-- target (regardless of the burn roll)
if move and move.type == "FIRE" and target.mon.status == "FRZ" then
target.mon.status = nil
return { ("Fire defrosted\n%s!"):format(displayName(target)) }
return { Strings("Fire defrosted\n%s!", displayName(target)) }
end
if battle.rng(0, 255) >= chance then return {} end
return inflictStatus(battle, target, status, {
@@ -144,10 +145,10 @@ end
local function confuse(battle, target, pierceSub)
if target.confusedTurns or (target.substituteHP and not pierceSub) then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
target.confusedTurns = battle.rng(2, 5)
return { ("%s\nbecame confused!"):format(displayName(target)) }
return { Strings("%s\nbecame confused!", displayName(target)) }
end
-- ---------------------------------------------------------------------
@@ -181,53 +182,53 @@ MoveEffects.primary = {
LEECH_SEED_EFFECT = function(battle, user, target)
-- leech_seed.asm has no substitute check: seeding lands through one
if target.leechSeeded then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
for _, t in ipairs(target.curTypes) do
if t == "GRASS" then return { "But, it failed!" } end
if t == "GRASS" then return { Strings("But, it failed!") } end
end
target.leechSeeded = true
return { ("%s\nwas seeded!"):format(displayName(target)) }
return { Strings("%s\nwas seeded!", displayName(target)) }
end,
HEAL_EFFECT = function(battle, user, target, move)
local mon = user.mon
if move.id == "REST" then
if mon.hp == mon.stats.hp then return { "But, it failed!" } end
if mon.hp == mon.stats.hp then return { Strings("But, it failed!") } end
mon.hp = mon.stats.hp
mon.status = "SLP"
user.sleepTurns = 2
user.toxicCounter = nil
return { ("%s\nstarted sleeping!"):format(displayName(user)) }
return { Strings("%s\nstarted sleeping!", displayName(user)) }
end
if mon.hp == mon.stats.hp then return { "But, it failed!" } end
if mon.hp == mon.stats.hp then return { Strings("But, it failed!") } end
mon.hp = math.min(mon.stats.hp, mon.hp + math.floor(mon.stats.hp / 2))
return { ("%s\nregained health!"):format(displayName(user)) }
return { Strings("%s\nregained health!", displayName(user)) }
end,
LIGHT_SCREEN_EFFECT = function(battle, user)
if user.lightScreen then return { "But, it failed!" } end
if user.lightScreen then return { Strings("But, it failed!") } end
user.lightScreen = true
return { ("%s's\nprotected against\nspecial attacks!"):format(displayName(user)) }
return { Strings("%s's\nprotected against\nspecial attacks!", displayName(user)) }
end,
REFLECT_EFFECT = function(battle, user)
if user.reflect then return { "But, it failed!" } end
if user.reflect then return { Strings("But, it failed!") } end
user.reflect = true
return { ("%s\ngained armor!"):format(displayName(user)) }
return { Strings("%s\ngained armor!", displayName(user)) }
end,
MIST_EFFECT = function(battle, user)
if user.mist then return { "But, it failed!" } end
if user.mist then return { Strings("But, it failed!") } end
user.mist = true
-- _ShroudedInMistText (lowercase "mist")
return { ("%s's\nshrouded in mist!"):format(displayName(user)) }
return { Strings("%s's\nshrouded in mist!", displayName(user)) }
end,
FOCUS_ENERGY_EFFECT = function(battle, user)
if user.focusEnergy then return { "But, it failed!" } end
if user.focusEnergy then return { Strings("But, it failed!") } end
user.focusEnergy = true
return { ("%s's\ngetting pumped!"):format(displayName(user)) }
return { Strings("%s's\ngetting pumped!", displayName(user)) }
end,
HAZE_EFFECT = function(battle, user, target)
@@ -254,33 +255,33 @@ MoveEffects.primary = {
target.skipMove = true
end
target.mon.status = nil
return { "All STATUS changes\nare eliminated!" }
return { Strings("All STATUS changes\nare eliminated!") }
end,
SUBSTITUTE_EFFECT = function(battle, user)
if user.substituteHP then return { ("%s\nhas a SUBSTITUTE!"):format(displayName(user)) } end
if user.substituteHP then return { Strings("%s\nhas a SUBSTITUTE!", displayName(user)) } end
local cost = math.floor(user.mon.stats.hp / 4)
-- substitute.asm only fails on subtraction underflow (current HP
-- strictly below maxHP/4); at equality the substitute is built and
-- the user is left standing on exactly 0 HP (it faints only when
-- the engine next checks HP, not here)
if user.mon.hp < cost then
return { "Too weak to make\na SUBSTITUTE!" }
return { Strings("Too weak to make\na SUBSTITUTE!") }
end
user.mon.hp = user.mon.hp - cost
user.substituteHP = cost + 1
-- _SubstituteText
return { "It created a\nSUBSTITUTE!" }
return { Strings("It created a\nSUBSTITUTE!") }
end,
CONVERSION_EFFECT = function(battle, user, target)
-- conversion.asm fails against a mid-Fly/Dig target (INVULNERABLE)
if target.invulnerable then
return { "But, it failed!" }
return { Strings("But, it failed!") }
end
user.curTypes = { target.curTypes[1], target.curTypes[2] }
-- _ConvertedTypeText
return { ("Converted type to\n%s's!"):format(displayName(target)) }
return { Strings("Converted type to\n%s's!", displayName(target)) }
end,
-- MIMIC_EFFECT lives in BattleState:resolveMimic: MimicEffect
@@ -311,27 +312,27 @@ MoveEffects.primary = {
table.insert(user.curMoves, { id = mv.id, pp = 5, mimic = true })
end
-- _TransformedText: the copied name prints bare (wNameBuffer)
return { ("%s\ntransformed into\n%s!"):format(displayName(user), target.name) }
return { Strings("%s\ntransformed into\n%s!", displayName(user), target.name) }
end,
DISABLE_EFFECT = function(battle, user, target)
if target.disabledSlot then return { "But, it failed!" } end
if target.disabledSlot then return { Strings("But, it failed!") } end
local usable = {}
for i, mv in ipairs(target.curMoves) do
if mv.pp > 0 then table.insert(usable, i) end
end
if #usable == 0 then return { "But, it failed!" } end
if #usable == 0 then return { Strings("But, it failed!") } end
local slot = usable[battle.rng(1, #usable)]
target.disabledSlot = slot
target.disabledTurns = battle.rng(1, 8)
local id = target.curMoves[slot].id
-- _MoveWasDisabledText: "X's / MOVE was / disabled!"
return { ("%s's\n%s was\ndisabled!"):format(displayName(target),
return { Strings("%s's\n%s was\ndisabled!", displayName(target),
battle.data.moves[id].name) }
end,
SPLASH_EFFECT = function()
return { "No effect!" }
return { Strings("No effect!") }
end,
}
@@ -428,7 +429,9 @@ local function drainHalf(text)
local mon = ctx.user.mon
mon.hp = math.min(mon.stats.hp, mon.hp + heal)
ctx.drain()
ctx.say(text:format(displayName(ctx.target)))
-- `text` arrives as a source string (Strings.source at the call
-- site keeps it in the catalog); look it up here, at use time
ctx.say(Strings(text, displayName(ctx.target)))
end
end
@@ -436,7 +439,7 @@ end
-- flags the miss before the special-damage override)
local function immuneMsg(ctx)
if TypeChart.effectiveness(ctx.move.type, ctx.target.curTypes) == 0 then
return ("It doesn't affect\n%s!"):format(displayName(ctx.target))
return Strings("It doesn't affect\n%s!", displayName(ctx.target))
end
return nil
end
@@ -498,12 +501,12 @@ MoveEffects.full = {
-- removed): overkill and substitute hits recoil at full strength
local recoil = math.max(1, math.floor(ctx.rawDamage
/ (ctx.moveInst.struggle and 2 or 4)))
ctx.say(("%s's\nhit with recoil!"):format(displayName(ctx.user)))
ctx.say(Strings("%s's\nhit with recoil!", displayName(ctx.user)))
ctx.battle:applyDamage(ctx.user, recoil)
end,
},
DRAIN_HP_EFFECT = {
afterDamage = drainHalf("Sucked health from\n%s!"),
afterDamage = drainHalf(Strings.source("Sucked health from\n%s!")),
},
DREAM_EATER_EFFECT = {
-- only works on sleeping targets (checked before damage)
@@ -511,7 +514,7 @@ MoveEffects.full = {
if ctx.target.mon.status ~= "SLP" then return false, "But, it failed!" end
return true
end,
afterDamage = drainHalf("%s's\ndream was eaten!"),
afterDamage = drainHalf(Strings.source("%s's\ndream was eaten!")),
},
-- charge moves: first turn just charges; Fly AND Dig go
@@ -557,7 +560,7 @@ MoveEffects.full = {
user.thrashTurns, user.thrashMove, user.thrashAnnounced = nil, nil, nil
if not user.confusedTurns then
user.confusedTurns = ctx.rng(2, 5)
ctx.say(("%s\nbecame confused!"):format(displayName(user)))
ctx.say(Strings("%s\nbecame confused!", displayName(user)))
end
end
end
@@ -566,7 +569,7 @@ MoveEffects.full = {
JUMP_KICK_EFFECT = {
onMiss = function(ctx, reason)
if reason ~= "accuracy" then return end
ctx.say(("%s\nkept going and\ncrashed!"):format(displayName(ctx.user)))
ctx.say(Strings("%s\nkept going and\ncrashed!", displayName(ctx.user)))
ctx.damage(ctx.user, 1)
end,
},
@@ -595,7 +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 },
@@ -610,7 +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 = {
@@ -631,27 +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,
},
@@ -669,7 +672,7 @@ MoveEffects.full = {
callsMove = function(ctx)
local last = ctx.target.lastMove
if not last then
ctx.say("The MIRROR MOVE\nfailed!")
ctx.say(Strings("The MIRROR MOVE\nfailed!"))
return nil
end
return last
+31 -21
View File
@@ -5,6 +5,8 @@
-- and residual sweep. Callers without a battle (pure-module tests) fall
-- back to the vanilla records, which is bit-identical behavior.
local Strings = require("src.core.Strings")
local Status = {}
-- pokered's <USER>/<TARGET> text macros print "Enemy " before the enemy
@@ -28,8 +30,11 @@ local function hasType(battler, wanted)
end
-- shared PSN/BRN residual: 1/16 max HP, multiplied (and advanced) by the
-- Toxic counter (HandlePoisonBurnLeechSeed)
local function damageOverTime(what)
-- Toxic counter (HandlePoisonBurnLeechSeed). The caller passes the whole
-- sentence rather than the noun: "hurt by poison" and "hurt by the burn"
-- decline differently once translated, so a shared fragment cannot be the
-- translatable unit.
local function damageOverTime(template)
return function(battler)
local mon = battler.mon
local base = math.max(1, math.floor(mon.stats.hp / 16))
@@ -39,10 +44,15 @@ local function damageOverTime(what)
battler.toxicCounter = battler.toxicCounter + 1
end
mon.hp = math.max(0, mon.hp - dmg)
return { ("%s's\nhurt by %s!"):format(name(battler), what) }
return { Strings(template, name(battler)) }
end
end
-- Labels stay plain literals on purpose: this table is built at require
-- time, before Strings.load has a catalog, so a Strings() here would
-- freeze the English. They are already translatable through the
-- statuses registry (mod.content.statuses:patch(id, { label = ... })).
--
-- The five persistent conditions as records: the beforeMove gauntlet, the
-- residual sweep, the inflict text/immunities (StatusRegistry.inflict),
-- the catch/wobble bonuses (Catching.attempt), the HUD label, and the
@@ -57,13 +67,13 @@ Status.RECORDS = {
battler.sleepTurns = (battler.sleepTurns or 1) - 1
if battler.sleepTurns <= 0 then
battler.mon.status = nil
return false, { name(battler) .. "\nwoke up!" } -- wakes but loses the turn
return false, { Strings("%s\nwoke up!", name(battler)) } -- wakes, loses the turn
end
return false, { name(battler) .. "\nis fast asleep!" }
return false, { Strings("%s\nis fast asleep!", name(battler)) }
end,
onInflict = function(battle, target, opts, display)
target.sleepTurns = battle.rng(1, 7)
return { ("%s\nfell asleep!"):format(display) }
return { Strings("%s\nfell asleep!", display) }
end,
},
FRZ = {
@@ -71,35 +81,35 @@ Status.RECORDS = {
catchBonus = 25, shakeBonus = 10,
beforeMovePriority = 30,
beforeMove = function(battler)
return false, { name(battler) .. "\nis frozen solid!" }
return false, { Strings("%s\nis frozen solid!", name(battler)) }
end,
canInflict = function(target) return not hasType(target, "ICE") end,
onInflict = function(_, _, _, display)
return { ("%s\nwas frozen solid!"):format(display) }
return { Strings("%s\nwas frozen solid!", display) }
end,
},
PSN = {
id = "PSN", label = "PSN", hudLabel = "PSN",
catchBonus = 12, shakeBonus = 5,
residual = damageOverTime("poison"),
residual = damageOverTime(Strings.source("%s's\nhurt by poison!")),
canInflict = function(target) return not hasType(target, "POISON") end,
onInflict = function(_, target, opts, display)
if opts.toxic then
target.toxicCounter = 1
-- _BadlyPoisonedText
return { ("%s's\nbadly poisoned!"):format(display) }
return { Strings("%s's\nbadly poisoned!", display) }
end
return { ("%s\nwas poisoned!"):format(display) }
return { Strings("%s\nwas poisoned!", display) }
end,
},
BRN = {
id = "BRN", label = "BRN", hudLabel = "BRN",
catchBonus = 12, shakeBonus = 5,
statPenalty = { stat = "attack", div = 2 },
residual = damageOverTime("the burn"),
residual = damageOverTime(Strings.source("%s's\nhurt by the burn!")),
canInflict = function(target) return not hasType(target, "FIRE") end,
onInflict = function(_, _, _, display)
return { ("%s\nwas burned!"):format(display) }
return { Strings("%s\nwas burned!", display) }
end,
},
PAR = {
@@ -110,7 +120,7 @@ Status.RECORDS = {
beforeMove = function(battler, rng)
-- cp 25 percent / jr nc: fully paralyzed on rand < 63 (63/256)
if rng(0, 255) < 63 then
return false, { name(battler) .. "'s\nfully paralyzed!" }
return false, { Strings("%s's\nfully paralyzed!", name(battler)) }
end
return true, {}
end,
@@ -120,7 +130,7 @@ Status.RECORDS = {
end,
onInflict = function(_, _, _, display)
-- _ParalyzedMayNotAttackText (primary and secondary paralysis)
return { ("%s's\nparalyzed! It may\nnot attack!"):format(display) }
return { Strings("%s's\nparalyzed! It may\nnot attack!", display) }
end,
},
}
@@ -156,7 +166,7 @@ function Status.beforeMove(battler, rng, battle)
end
if battler.flinched then
battler.flinched = false
return false, { name(battler) .. "\nflinched!" }
return false, { Strings("%s\nflinched!", name(battler)) }
end
local record = Status.recordFor(battleStatuses(battle), mon.status)
local handler = record and record.beforeMove
@@ -174,23 +184,23 @@ function Status.beforeMove(battler, rng, battle)
end
if battler.boundTurns and battler.boundTurns > 0 then
battler.boundTurns = battler.boundTurns - 1
msgs[#msgs + 1] = name(battler) .. "\ncan't move!"
msgs[#msgs + 1] = Strings("%s\ncan't move!", name(battler))
return false, msgs
end
if battler.disabledTurns then
battler.disabledTurns = battler.disabledTurns - 1
if battler.disabledTurns <= 0 then
battler.disabledTurns, battler.disabledSlot = nil, nil
table.insert(msgs, name(battler) .. "'s\ndisabled no more!")
table.insert(msgs, Strings("%s's\ndisabled no more!", name(battler)))
end
end
if battler.confusedTurns then
battler.confusedTurns = battler.confusedTurns - 1
if battler.confusedTurns <= 0 then
battler.confusedTurns = nil
table.insert(msgs, name(battler) .. "\nsnapped out of\nconfusion!")
table.insert(msgs, Strings("%s\nsnapped out of\nconfusion!", name(battler)))
else
table.insert(msgs, name(battler) .. "\nis confused!")
table.insert(msgs, Strings("%s\nis confused!", name(battler)))
-- cp 50 percent + 1 / jr c: hurt itself on rand >= 128 (128/256)
if rng(0, 255) < 128 then
return false, msgs, true -- hurt itself
@@ -231,7 +241,7 @@ function Status.residual(battler, opponent, battle)
dmg = math.min(dmg, mon.hp)
mon.hp = mon.hp - dmg
opponent.mon.hp = math.min(opponent.mon.stats.hp, opponent.mon.hp + dmg)
table.insert(msgs, ("LEECH SEED saps\n%s!"):format(name(battler)))
table.insert(msgs, Strings("LEECH SEED saps\n%s!", name(battler)))
end
return msgs
end
+2 -1
View File
@@ -5,6 +5,7 @@
local Runtime = require("src.mods.Runtime")
local Status = require("src.battle.Status")
local Strings = require("src.core.Strings")
local StatusRegistry = {}
@@ -45,7 +46,7 @@ function StatusRegistry.inflict(battle, target, status, opts)
if record and record.onInflict then
msgs = record.onInflict(battle, target, opts, display)
else
msgs = { ("%s\nwas afflicted\nby %s!"):format(display,
msgs = { Strings("%s\nwas afflicted\nby %s!", display,
record and record.label or tostring(status)) }
end
Runtime.emit("battle.status_inflicted", {
+5 -4
View File
@@ -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
+379
View File
@@ -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
+30 -4
View File
@@ -206,10 +206,15 @@ 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 +227,13 @@ 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 +258,20 @@ 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
+7 -6
View File
@@ -9,6 +9,7 @@
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local Strings = require("src.core.Strings")
local DiscordPresence = {
APP_ID = "1529183141267374262",
@@ -436,7 +437,7 @@ end
local function buildActivity()
local details, activityState
if state.activity == "battle" then
details = state.battleLabel or "In battle"
details = state.battleLabel or Strings("In battle")
activityState = state.location and (state.location) or "Kanto"
elseif state.activity == "exploring" and state.location then
details = state.location
@@ -550,20 +551,20 @@ local function subscribe(game)
track("battle.started", function(ev)
local battle = ev and ev.battle
local label = "In battle"
local label = Strings("In battle")
if ev and ev.kind == "wild" then
local name = speciesName(game, ev.species)
if name then
label = "Battling wild " .. name
if ev.level then label = label .. " Lv" .. tostring(ev.level) end
else
label = "Wild battle"
label = Strings("Wild battle")
end
elseif ev and ev.kind == "trainer" then
local tname = battle and battle.trainer and battle.trainer.name
label = tname and ("Battling " .. tname) or "Trainer battle"
label = tname and ("Battling " .. tname) or Strings("Trainer battle")
elseif ev and ev.kind == "link" then
label = "Link battle"
label = Strings("Link battle")
end
local mapId = state.mapId
or (game.save and game.save.player and game.save.player.map)
@@ -594,7 +595,7 @@ local function subscribe(game)
state.mapId = nil
setPresence({
activity = "menu",
location = id == "IntroMovie" and "Watching the intro" or "Title screen",
location = id == "IntroMovie" and "Watching the intro" or Strings("Title screen"),
clearBattle = true,
})
end
+13
View File
@@ -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()
@@ -235,6 +238,16 @@ function Game:draw()
-- white clear
local base = self.stack:visibleBase()
local worldBelow = self.stack.states[base] == self.overworld
-- The UI surface is resolved once, before any state draws: the top state
-- may want more than the Game Boy's 160x144 (the widescreen battle layout
-- asks for 304x144). Anything else keeps the classic surface, so a menu
-- pushed over a wide battle brings the screen straight back to 160x144.
local top = self.stack:top()
if top and top.uiSize then
Renderer:setUISize(top:uiSize())
else
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
end
Renderer:beginFrame(worldBelow)
self.stack:draw()
-- SGB colorization: the topmost state that knows its palette owns the
+1 -1
View File
@@ -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
+101 -17
View File
@@ -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")
@@ -132,17 +133,26 @@ 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).
-- 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 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
@@ -193,6 +203,9 @@ 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,
@@ -442,6 +455,25 @@ 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 +490,44 @@ 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.
@@ -580,6 +645,7 @@ function SaveData.deleteSlot(version, slotId)
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
@@ -972,6 +1038,17 @@ 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
@@ -1155,9 +1232,16 @@ 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 {}
@@ -1165,9 +1249,9 @@ 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
@@ -1209,7 +1293,7 @@ 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 = {},
+134
View File
@@ -0,0 +1,134 @@
-- The engine's own player-facing text, made overridable.
--
-- Extracted dialogue already had a home: `Data.text`, keyed by pokered's
-- labels, which a mod reaches through `mod.content.text`. The strings the
-- engine *authors* had none. Battle messages, item results, menu labels
-- and the link-play screens were literals in Lua, so a translator could
-- reach two thirds of the game and no more (#186, #245).
--
-- Those literals stay where they are, wrapped in `S(...)`, and the English
-- source doubles as the catalog key:
--
-- self:say(S("But, it failed!"))
-- self:say(S("Wild %s\nappeared!", self.enemy.name))
--
-- Keying on the source rather than on an invented id is deliberate. It
-- keeps the English readable at the point it is used (the alternative
-- scatters a thousand `battle.it_failed` ids that have to be looked up to
-- review a diff), it needs no id registry to stay in sync, and an entry a
-- translation has not covered yet falls through to English instead of
-- rendering a raw id at the player. The cost is that editing an English
-- string orphans its translations; `tools/modkit.py translation --refresh`
-- reports those as changed keys rather than silently dropping them.
--
-- Same-source-different-meaning is the one case source keys cannot hold on
-- their own ("OFF" as a filter setting vs "OFF" as a toggle, which some
-- languages render differently). Those sites pass a context:
--
-- S("OFF", "options.musicFilter") -- key: "options.musicFilter|OFF"
--
-- A mod supplies the catalog through the `strings` registry:
--
-- mod.content.strings:override("But, it failed!", "Echec !")
--
-- With no mod loaded the catalog is empty and `S` is an identity function
-- guarded by one boolean, so a vanilla boot draws byte-identical text.
local Strings = {}
local catalog = nil -- Data.strings once a mod has put something in it
local missing = {} -- format-arity complaints, reported once each
-- Called from Game after the mod merge, and again on dev-mode hot reload.
-- Holding the table (not a copy) means a mod that registers late still
-- takes effect without a second load.
function Strings.load(data)
local t = data and data.strings
catalog = nil
if type(t) ~= "table" then return end
for _ in pairs(t) do
catalog = t
return
end
end
function Strings.active()
return catalog ~= nil
end
-- The lookup itself. `context` is optional and only disambiguates sources
-- that collide; the plain key is tried after it, so a translation that does
-- not care about the distinction can supply one entry for both.
function Strings.lookup(source, context)
if not catalog then return source end
if context then
local hit = catalog[context .. "|" .. source]
if type(hit) == "string" then return hit end
end
local hit = catalog[source]
if type(hit) == "string" then return hit end
return source
end
-- Count `%`-directives so a translation that drops or adds one is caught
-- here rather than as a mid-battle `string.format` error.
local function specifiers(s)
local n = 0
for spec in s:gmatch("%%(.)") do
if spec ~= "%" then n = n + 1 end
end
return n
end
-- S(source) -> translated source
-- S(source, ...) -> translated source, string.format'ed
-- S(source, context) -> context-disambiguated lookup, no formatting
--
-- The two-argument forms are told apart by whether the source carries any
-- format directives: a source with no `%s` cannot be formatting, so a lone
-- string second argument is a context.
function Strings.get(source, ...)
local argc = select("#", ...)
if argc == 0 then return Strings.lookup(source) end
local wants = specifiers(source)
if wants == 0 and argc == 1 and type((...)) == "string" then
return Strings.lookup(source, (...))
end
local text = Strings.lookup(source)
-- A translation with the wrong arity would raise inside string.format,
-- which in a battle means a crash the player cannot escape. Fall back to
-- the English source, which is known to match, and say so once.
if specifiers(text) ~= wants then
if not missing[source] then
missing[source] = true
require("src.core.Logger").warn(
"strings: translation of %q has %d format directives, source has %d"
.. " -- using the source", source, specifiers(text), wants)
end
text = source
end
local ok, out = pcall(string.format, text, ...)
if not ok then return source end
return out
end
-- A marker, not a lookup: returns its argument untouched.
--
-- Some templates are declared in a module-level table and formatted much
-- later (BattleState's charge-move lines, for one). Translating at the
-- declaration would freeze the English, because those tables are built at
-- require time and Strings.load has no catalog yet; the use site therefore
-- calls Strings(template, ...) and looks the source up then. That works at
-- runtime but leaves the literal invisible to the catalog generator, which
-- only sees what is spelled out at a call site. Wrapping the declaration in
-- Strings.source puts it back in the harvest while changing nothing at all
-- about when the lookup happens.
function Strings.source(text)
return text
end
setmetatable(Strings, { __call = function(_, ...) return Strings.get(...) end })
return Strings
+105
View File
@@ -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.
--
@@ -122,6 +148,37 @@ local function mountReadable(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.
-- Resolved (and, for a fused build, mounted) once and cached. Requires a
-- desktop portable install (SaveData) and a working windowless mkdir.
@@ -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
@@ -280,4 +354,35 @@ 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 save, close
-- it, and press Play on Red: with blue/ still prepended, Red's
-- require("data.generated.*") and its generated art would silently resolve to
-- Blue'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
return CacheFs
+441 -38
View File
@@ -1,4 +1,5 @@
local GameVersion = require("src.core.GameVersion")
local Strings = require("src.core.Strings")
local RomImporter = {}
RomImporter.__index = RomImporter
@@ -254,7 +255,36 @@ local function fileUrl(path)
return "file://" .. encoded
end
-- The native pickers below block the whole loop inside io.popen, and they are
-- opened straight out of mousepressed -- with the button still physically
-- down. SDL auto-captures the pointer for the length of a press (on X11 an
-- XGrabPointer with owner_events) and only drops that capture when it
-- processes the matching button-up, which it cannot do while we sit in popen
-- and never pump. The grab then outlives the click and every pointer event
-- over the file chooser is still routed to our window: the dialog draws and
-- keyboard-navigates (keyboard focus is a separate grab) but ignores the
-- mouse entirely -- issue #254 on Linux. Whether it bites is a race with how
-- long the click was held, which is why the same build picks one ROM fine and
-- then hangs the mouse on the next. So pump until no button is held, letting
-- SDL see the release and let go first; bounded, so a stuck button costs a
-- moment and never the launcher. pump() only drains OS events into LOVE's
-- queue -- it dispatches nothing -- so there is no reentry into mousepressed
-- and the release is still delivered normally on the next frame.
local function releasePointerGrab()
if not (love.mouse and love.mouse.isDown and love.event and love.event.pump
and love.timer) then
return
end
local deadline = love.timer.getTime() + 1
while love.mouse.isDown(1, 2, 3) do
love.event.pump()
if love.timer.getTime() > deadline then break end
love.timer.sleep(0.005)
end
end
local function commandOutput(command)
releasePointerGrab()
local pipe = io.popen(command, "r")
if not pipe then return nil end
local result = pipe:read("*a")
@@ -337,7 +367,10 @@ local function chooseRom(promptName)
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Game Boy ROM (*.gb)|*.gb|All files (*.*)|*.*';",
"if($d.ShowDialog() -eq 'OK'){[Console]::Write($d.FileName)}",
-- write the pick as UTF-8: the console's OEM codepage would mangle
-- non-ASCII names (Pokémon -> Pok\x82mon) and crash any text draw
-- that shows them (#325)
"if($d.ShowDialog() -eq 'OK'){[Console]::OutputEncoding=[Text.Encoding]::UTF8; [Console]::Write($d.FileName)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
@@ -356,7 +389,7 @@ end
-- Returns the chosen absolute path or nil. Android uses love.system.pickFile
-- ("mod") instead -- see RomImporter:chooseMod.
local function chooseZip()
local prompt = "Choose a mod .zip"
local prompt = Strings("Choose a mod .zip")
local platform = love.system.getOS()
if platform == "OS X" then
return commandOutput(
@@ -368,7 +401,16 @@ local function chooseZip()
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Mod archive (*.zip)|*.zip|All files (*.*)|*.*';",
"if($d.ShowDialog() -eq 'OK'){[Console]::Write($d.FileName)}",
-- copy the pick to a plain-ASCII temp name and answer with that:
-- the console's OEM codepage would mangle a non-ASCII path
-- (Pokémon -> Pok\x82mon) and io.open on Windows needs ANSI bytes,
-- so returning the original name both crashed the notice draw and
-- could never have opened the file (#325)
"if($d.ShowDialog() -eq 'OK'){",
"$t=Join-Path $env:TEMP 'pokeport_mod_pick.zip';",
"Copy-Item -LiteralPath $d.FileName -Destination $t -Force;",
"[Console]::OutputEncoding=[Text.Encoding]::UTF8;",
"[Console]::Write($t)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
@@ -387,7 +429,7 @@ end
-- dialogs). Returns the chosen absolute path or nil. Android uses
-- love.system.pickFile("sav") instead -- see RomImporter:chooseSaveImport.
local function chooseSav()
local prompt = "Choose a .sav save file"
local prompt = Strings("Choose a .sav save file")
local platform = love.system.getOS()
if platform == "OS X" then
return commandOutput(
@@ -399,7 +441,8 @@ local function chooseSav()
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Game Boy save (*.sav)|*.sav|All files (*.*)|*.*';",
"if($d.ShowDialog() -eq 'OK'){[Console]::Write($d.FileName)}",
-- UTF-8, like the ROM and mod pickers (#325)
"if($d.ShowDialog() -eq 'OK'){[Console]::OutputEncoding=[Text.Encoding]::UTF8; [Console]::Write($d.FileName)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
@@ -431,7 +474,10 @@ end
-- own cache (Red at the root, Blue under blue/), so both can be imported and
-- played side by side. onComplete(version) hands the chosen game off to boot.
-- opts: launcher (a fresh import stays on the launcher instead of auto-booting),
-- forceImport (treat every version as not-yet-imported, so re-import is forced).
-- forceImport (treat every version as not-yet-imported, so re-import is forced),
-- onEditSave(version, slotId) (host handler for the Edit affordance on a save
-- row -- main.lua opens the bundled save editor on that slot; when it is not
-- supplied the Edit label is not drawn at all).
function RomImporter.new(onComplete, opts)
opts = opts or {}
local android = love.system.getOS() == "Android"
@@ -440,6 +486,7 @@ function RomImporter.new(onComplete, opts)
onComplete = onComplete,
launcher = opts.launcher or false,
forceImport = opts.forceImport or false,
onEditSave = opts.onEditSave,
android = android,
tab = "red", -- active launcher tab: "red"/"blue"/"yellow"/"mods"
logo = love.graphics.newImage("assets/logo/logo.png"),
@@ -472,6 +519,14 @@ function RomImporter.new(onComplete, opts)
-- Android SAF create-document: which game's SAVE FILES card should show
-- "Save exported." when export_done.flag appears on focus.
androidPendingExportVersion = nil,
-- Virtual pointer for handhelds / gamepads (Anbernic stock OS has no
-- mouse). D-pad + left stick move it; A clicks; shoulders cycle tabs;
-- right stick scrolls the save-slot / mods lists.
_padCursor = { x = 0, y = 0 },
_padCursorActive = false,
_padAxis = { leftx = 0, lefty = 0, righty = 0 },
_padDir = {},
_padInited = false,
}, RomImporter)
for _, version in ipairs(GameVersion.ORDER) do
@@ -524,6 +579,15 @@ function RomImporter.new(onComplete, opts)
end
end
-- On Linux handhelds a gamepad is usually already connected at boot; arm
-- the virtual cursor immediately so the player does not have to press a
-- button before seeing something move.
if self.launcher and love.system.getOS() == "Linux"
and love.joystick and love.joystick.getJoystickCount
and love.joystick.getJoystickCount() > 0 then
self:_activatePadCursor()
end
return self
end
@@ -927,15 +991,37 @@ function RomImporter:choose(version)
local path = chooseRom(GameVersion.info(self.chooseVersion).displayName)
if path then
self:startPath(path)
elseif love.system.getOS() ~= "OS X"
and love.system.getOS() ~= "Windows"
and love.system.getOS() ~= "Linux" then
return
end
-- Handheld Linux (Anbernic stock OS / PortMaster) rarely has zenity or
-- kdialog. Fall back to the same "drop a .gb next to the game" scan used
-- on Android, which works when the game is launched as an unpacked
-- directory (see build-rg34xxsp.sh).
local name, data = findPendingRom(self.ready)
if name then
self:startData(data, name)
return
end
if love.system.getOS() == "Linux" then
local where = love.filesystem.getSourceBaseDirectory
and love.filesystem.getSourceBaseDirectory()
or love.filesystem.getSource and love.filesystem.getSource()
or "the game folder"
self.notice = {
version = self.chooseVersion,
status = "No file picker. Copy your .gb into:",
detail = where,
}
return
end
if love.system.getOS() ~= "OS X" and love.system.getOS() ~= "Windows" then
self:setError("File selection is unavailable here. Drop the .gb file onto the window.")
end
end
function RomImporter:update(dt)
self.pulse = self.pulse + dt
self:_updatePadCursor(dt)
if self.workState ~= "working" or not self.worker then return end
local started = love.timer.getTime()
repeat
@@ -952,6 +1038,125 @@ function RomImporter:update(dt)
until love.timer.getTime() - started >= 0.008
end
-- ------- gamepad virtual cursor (handheld / PortMaster) --------------------
local PAD_DEAD = 0.28
local PAD_SPEED = 560 -- px/s at full stick deflection
local PAD_DPAD_SPEED = 420
function RomImporter:_activatePadCursor()
if self._padCursorActive then return end
local w, h = love.graphics.getDimensions()
if not self._padInited then
self._padCursor.x = w * 0.5
self._padCursor.y = h * 0.45
self._padInited = true
end
self._padCursorActive = true
end
function RomImporter:_cycleTab(delta)
local order = { "red", "blue", "yellow", "mods" }
local idx = 1
for i, id in ipairs(order) do
if id == self.tab then idx = i; break end
end
idx = ((idx - 1 + delta) % #order) + 1
self.tab = order[idx]
self._slotPress = nil
self._modPress = nil
end
function RomImporter:_updatePadCursor(dt)
-- Real mouse motion yields the pad cursor so desktop users keep a normal
-- pointer after bumping a stick once.
local mx, my = love.mouse.getPosition()
if self._lastMouseX and self._padCursorActive then
if math.abs(mx - self._lastMouseX) > 3 or math.abs(my - self._lastMouseY) > 3 then
self._padCursorActive = false
end
end
self._lastMouseX, self._lastMouseY = mx, my
local ax = self._padAxis.leftx or 0
local ay = self._padAxis.lefty or 0
local dx, dy = 0, 0
if math.abs(ax) > PAD_DEAD then dx = dx + ax end
if math.abs(ay) > PAD_DEAD then dy = dy + ay end
if self._padDir.dpleft then dx = dx - 1 end
if self._padDir.dpright then dx = dx + 1 end
if self._padDir.dpup then dy = dy - 1 end
if self._padDir.dpdown then dy = dy + 1 end
if dx ~= 0 or dy ~= 0 then
self:_activatePadCursor()
local mag = math.sqrt(dx * dx + dy * dy)
if mag > 1 then dx, dy = dx / mag, dy / mag end
local speed = (math.abs(ax) > PAD_DEAD or math.abs(ay) > PAD_DEAD)
and PAD_SPEED or PAD_DPAD_SPEED
local w, h = love.graphics.getDimensions()
local nx = self._padCursor.x + dx * speed * dt
local ny = self._padCursor.y + dy * speed * dt
self._padCursor.x = math.max(0, math.min(w, nx))
self._padCursor.y = math.max(0, math.min(h, ny))
end
-- Right stick scrolls the active list (save slots or mods).
local ry = self._padAxis.righty or 0
if math.abs(ry) > PAD_DEAD then
self:_activatePadCursor()
local step = -ry * 480 * dt
if self.tab == "mods" then
local maxS = self._modMax or 0
if maxS > 0 then
local next = (self.modScroll or 0) + step
self.modScroll = math.max(0, math.min(maxS, next))
end
elseif self.tab == "red" or self.tab == "blue" then
local maxS = (self._slotMax and self._slotMax[self.tab]) or 0
if maxS > 0 then
local next = (self.slotScroll[self.tab] or 0) + step
self.slotScroll[self.tab] = math.max(0, math.min(maxS, next))
end
end
end
end
function RomImporter:gamepadpressed(_, button)
self:_activatePadCursor()
if button == "a" then
-- Instant click at the virtual pointer (same path as a mouse/touch tap).
self:mousepressed(self._padCursor.x, self._padCursor.y, 1)
elseif button == "leftshoulder" then
self:_cycleTab(-1)
elseif button == "rightshoulder" then
self:_cycleTab(1)
elseif button == "dpup" or button == "dpdown"
or button == "dpleft" or button == "dpright" then
self._padDir[button] = true
elseif button == "start" or button == "back" then
-- Start / Select: Play if ready, else Choose ROM on the active game tab.
if self.workState == "working" then return end
local version = self.tab
if version == "red" or version == "blue" then
if self.ready[version] then self:play(version) else self:choose(version) end
end
end
end
function RomImporter:gamepadreleased(_, button)
if button == "dpup" or button == "dpdown"
or button == "dpleft" or button == "dpright" then
self._padDir[button] = nil
end
end
function RomImporter:gamepadaxis(_, axis, value)
if axis == "leftx" or axis == "lefty" or axis == "righty" then
self._padAxis[axis] = value
if math.abs(value) > PAD_DEAD then self:_activatePadCursor() end
end
end
-- Player pressed Play on a game whose ROM is imported: hand off to boot.
function RomImporter:play(version)
if self.workState == "working" then return end
@@ -991,6 +1196,31 @@ local function printB(text, x, y)
love.graphics.print(text, x + 0.6, y)
end
-- UTF-8 helpers for the slot-rename field (#205). The `utf8` library only
-- exists inside LOVE (plain luajit, which loads this module in tests, has
-- none), so codepoint walking is done by hand -- the same lead-byte width
-- classes GenSave's encodeName uses. utf8Back drops the last codepoint;
-- utf8Cap truncates to maxChars whole codepoints.
local function utf8Back(t)
local i = #t
while i > 0 do
local b = t:byte(i)
i = i - 1
if b < 0x80 or b >= 0xC0 then break end -- lead or ASCII: dropped, done
end
return t:sub(1, i)
end
local function utf8Cap(t, maxChars)
local count, i = 0, 1
while i <= #t do
count = count + 1
if count > maxChars then return t:sub(1, i - 1) end
local b = t:byte(i)
i = i + ((b < 0x80) and 1 or (b < 0xE0) and 2 or (b < 0xF0) and 3 or 4)
end
return t
end
-- One reusable unit quad, recoloured per call, for every vertical gradient
-- fill (LOVE has no gradient primitive and a per-frame newMesh would churn
-- the GPU). Callers set the blend mode; this only touches colour + geometry.
@@ -1146,12 +1376,17 @@ function RomImporter:draw()
local pulse = self.pulse
self._s = s
-- Hover state (desktop only -- touch has no cursor). Panel methods read the
-- pointer + set self._anyHover through self:_hover; the cursor is set at the
-- end. Reset the per-frame hit rects so a tab with no controls (mods) cannot
-- Hover state. Desktop mouse, or the gamepad virtual cursor on handhelds
-- (Android stays touch-only -- no hover). Panel methods read the pointer +
-- set self._anyHover through self:_hover; the cursor is set at the end.
-- Reset the per-frame hit rects so a tab with no controls (mods) cannot
-- inherit last frame's game-panel buttons.
self._mx, self._my = love.mouse.getPosition()
self._hoverEnabled = not self.android
if self._padCursorActive then
self._mx, self._my = self._padCursor.x, self._padCursor.y
else
self._mx, self._my = love.mouse.getPosition()
end
self._hoverEnabled = self._padCursorActive or not self.android
self._anyHover = false
self.romButtonRect = nil
self.playButtonRect = nil
@@ -1159,6 +1394,7 @@ function RomImporter:draw()
-- Rebuilt only by the active version's SAVE SLOT panel, so the mods tab (or a
-- version with no panel drawn this frame) cannot inherit last frame's rows.
self.slotRects = nil
self.slotEditRects = nil
self.newSlotRect = nil
-- Rebuilt only by the mods panel; nil elsewhere so a game tab cannot inherit
-- last frame's mod toggles / import button.
@@ -1426,7 +1662,7 @@ function RomImporter:draw()
self.updateButton = { x = rect.x, y = rect.y, width = rect.width,
height = rect.height, action = "download" }
message(upLatest and ("Update v" .. upLatest .. " available")
or "An update is available", rect.width)
or Strings("An update is available"), rect.width)
elseif upStatus == "needs_full" then
local rect = actionButton("Open releases")
self.updateButton = { x = rect.x, y = rect.y, width = rect.width,
@@ -1508,8 +1744,53 @@ function RomImporter:draw()
-- events reach the launcher, so click-vs-drag is resolved here)
self:_updateSlotDrag()
-- save-slot rename modal (#205), drawn over everything
if self._rename then
col(PAL.bgBot, 0.72)
love.graphics.rectangle("fill", 0, 0, width, height)
local dw = math.min(appW - 32 * s, 420 * s)
local dh = 128 * s
local dx = appX + (appW - dw) / 2
local dy = (height - dh) / 2
local rr = 12 * s
neonGlow(dx, dy, dw, dh, rr, PAL.green, 0.4)
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.85, 0.85)
love.graphics.setLineWidth(math.max(1, 1.2 * s))
col(PAL.green, 0.5)
love.graphics.rectangle("line", dx, dy, dw, dh, rr, rr)
love.graphics.setFont(self.slotNameFont)
col(PAL.white)
love.graphics.print(Strings("Name save slot"), dx + 16 * s, dy + 14 * s)
-- the field: bordered strip, current text, blinking caret on the pulse
local fx, fy = dx + 16 * s, dy + 44 * s
local fw, fh = dw - 32 * s, 30 * s
col(PAL.bgBot, 0.9)
love.graphics.rectangle("fill", fx, fy, fw, fh, 8 * s, 8 * s)
love.graphics.setLineWidth(math.max(1, s))
col(PAL.cardBorder, 0.45)
love.graphics.rectangle("line", fx, fy, fw, fh, 8 * s, 8 * s)
love.graphics.setFont(self.detailFont)
col(PAL.heading)
local shown = ellipsize(self.detailFont, self._rename.text, fw - 20 * s)
love.graphics.print(shown, fx + 10 * s, fy + (fh - self.detailFont:getHeight()) / 2)
if (self.pulse * 2 % 1) < 0.5 then
local cx = fx + 10 * s + self.detailFont:getWidth(shown) + 2 * s
col(PAL.green)
love.graphics.rectangle("fill", cx, fy + 6 * s, math.max(1, 1.5 * s),
fh - 12 * s)
end
love.graphics.setFont(self.hintFont)
col(PAL.detail)
printfB(Strings("Enter to save - Esc to cancel - empty clears"),
dx + 16 * s, dy + dh - 30 * s, dw - 32 * s, "left")
end
-- pointer cursor over any interactive element (desktop only)
if self._hoverEnabled and love.mouse.isCursorSupported and love.mouse.isCursorSupported() then
if self._hoverEnabled and not self._padCursorActive
and love.mouse.isCursorSupported and love.mouse.isCursorSupported() then
if self._anyHover then
self.handCursor = self.handCursor or love.mouse.getSystemCursor("hand")
love.mouse.setCursor(self.handCursor)
@@ -1517,6 +1798,34 @@ function RomImporter:draw()
resetPointerCursor(self)
end
end
-- Gamepad virtual cursor (drawn last so it sits above the CRT overlay).
if self._padCursorActive then
local x, y = self._padCursor.x, self._padCursor.y
local hot = self._anyHover
love.graphics.push("all")
love.graphics.origin()
love.graphics.setLineWidth(1)
-- Drop shadow
love.graphics.setColor(0, 0, 0, 0.45)
love.graphics.polygon("fill",
x + 2, y + 2, x + 2, y + 22, x + 8, y + 16, x + 14, y + 26,
x + 18, y + 24, x + 11, y + 14, x + 20, y + 14)
-- Pointer body
if hot then
love.graphics.setColor(0.25, 0.95, 0.55, 1)
else
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.polygon("fill",
x, y, x, y + 20, x + 6, y + 14, x + 12, y + 24,
x + 16, y + 22, x + 9, y + 12, x + 18, y + 12)
love.graphics.setColor(0.05, 0.07, 0.12, 1)
love.graphics.polygon("line",
x, y, x, y + 20, x + 6, y + 14, x + 12, y + 24,
x + 16, y + 22, x + 9, y + 12, x + 18, y + 12)
love.graphics.pop()
end
end
local function inside(r, x, y)
@@ -1524,6 +1833,20 @@ local function inside(r, x, y)
end
function RomImporter:mousepressed(x, y, button)
if self._rename then return end -- the rename modal swallows all clicks
-- right-click a save-slot row to rename it (#205); desktop only (touch
-- has no secondary button)
if button == 2 then
if not self.android and self.workState ~= "working" then
for _, r in ipairs(self.slotRects or {}) do
if inside(r, x, y) then
self:_beginRename(self.panelVersion, r.id)
return
end
end
end
return
end
if button ~= 1 then return end
if inside(self.bcgButton, x, y) or inside(self.linkUrlRect, x, y) then
love.system.openURL(COMMUNITY_URL)
@@ -1576,17 +1899,24 @@ function RomImporter:mousepressed(x, y, button)
end
return
end
-- SAVE SLOT rows / Delete. Delete is checked first so a tap on the Delete
-- label never also selects the row. On desktop a press only ARMS a click:
-- _updateSlotDrag commits it on release when the pointer did not move (a
-- moved pointer scrolls instead). Android has no reliable pointer polling,
-- so it selects on press. Delete fires immediately (small fixed target).
-- SAVE SLOT rows / Edit / Delete. The two labels are checked first so a tap
-- on either never also selects the row. On desktop a press only ARMS a row
-- click: _updateSlotDrag commits it on release when the pointer did not move
-- (a moved pointer scrolls instead). Android has no reliable pointer
-- polling, so it selects on press. Edit and Delete fire immediately (small
-- fixed targets, no scroll conflict).
for _, r in ipairs(self.slotDeleteRects or {}) do
if inside(r, x, y) then
self:_deleteSlot(self.panelVersion, r.id)
return
end
end
for _, r in ipairs(self.slotEditRects or {}) do
if inside(r, x, y) then
if self.onEditSave then self.onEditSave(self.panelVersion, r.id) end
return
end
end
for _, r in ipairs(self.slotRects or {}) do
if inside(r, x, y) then
if self.android then
@@ -1628,6 +1958,16 @@ function RomImporter:mousepressed(x, y, button)
end
function RomImporter:keypressed(key)
if self._rename then
if key == "backspace" then
self._rename.text = utf8Back(self._rename.text)
elseif key == "return" or key == "kpenter" then
self:_commitRename()
elseif key == "escape" then
self._rename = nil
end
return
end
if self.workState == "working" then return end
if key == "return" or key == "space" or key == "kpenter" then
-- Enter acts on the visible game tab: Play if its ROM is ready, otherwise
@@ -1718,7 +2058,7 @@ function RomImporter:_playButton(x, y, w, h, gameName, ready, locked)
col(PAL.disabledInk, 0.3)
love.graphics.rectangle("line", x, y, w, h, r, r)
col(PAL.disabledInk)
local label = locked and "Coming soon" or "Import a ROM to play"
local label = locked and "Coming soon" or Strings("Import a ROM to play")
printfB(label, x, y + (h - self.playFont:getHeight()) / 2, w, "center")
self.playButtonRect = nil
end
@@ -1730,13 +2070,13 @@ function RomImporter:_drawTabBar(x, y, w, h, chip)
local s, pulse = self._s, self.pulse
local tabs = {
{ id = "red", letter = "R", top = PAL.chipRedTop, bot = PAL.chipRedBot,
under = PAL.red, label = "RED", ink = PAL.white },
under = PAL.red, label = Strings("RED"), ink = PAL.white },
{ id = "blue", letter = "B", top = PAL.chipBlueTop, bot = PAL.chipBlueBot,
under = PAL.blue, label = "BLUE", ink = PAL.white },
under = PAL.blue, label = Strings("BLUE"), ink = PAL.white },
{ id = "yellow", letter = "Y", top = PAL.chipGoldTop, bot = PAL.chipGoldBot,
under = PAL.gold, label = "YELLOW", ink = PAL.chipInkGold },
under = PAL.gold, label = Strings("YELLOW"), ink = PAL.chipInkGold },
{ id = "mods", mods = true, top = PAL.chipModTop, bot = PAL.chipModBot,
under = PAL.modDot, label = "MODS" },
under = PAL.modDot, label = Strings("MODS") },
}
local gap = 10 * s
local r = 12 * s
@@ -1795,7 +2135,7 @@ function RomImporter:_drawTabBar(x, y, w, h, chip)
local ready = 0
for _, v in ipairs(GameVersion.ORDER) do if self.ready[v] then ready = ready + 1 end end
love.graphics.setFont(self.readyFont)
local label = ("%d of 3 ready"):format(ready)
local label = Strings("%d of 3 ready", ready)
local lw = self.readyFont:getWidth(label)
if x + w - lw > cursorX + 8 * s then
col(PAL.labelGray)
@@ -1851,7 +2191,7 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
-- ROM card contents by state (rehomes the existing import flow)
local dropHint = self.android and "Copy the .gb via USB."
or "Or drop the .gb file here."
or Strings("Or drop the .gb file here.")
local accent = locked and PAL.gold or (version == "red" and PAL.red or PAL.blue)
local romState, romDetail, romBtnLabel, romBtnEnabled, romProgress
if locked then
@@ -1866,12 +2206,12 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
romDetail = self.detail or ""
romProgress = self.progress or 0
elseif ready then
romState = self.romName[version] or "ROM imported"
romState = self.romName[version] or Strings("ROM imported")
romDetail = "Verified."
romBtnLabel, romBtnEnabled = "Re-import ROM", true
elseif erroring then
romState = "Import failed"
romDetail = self.detail or "That ROM could not be imported."
romDetail = self.detail or Strings("That ROM could not be imported.")
romBtnLabel, romBtnEnabled = "Import ROM", true
elseif notice then
romState = "No ROM imported"
@@ -2000,7 +2340,7 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
if sfNotice and sfNotice.dir then
iy = iy + 4 * s
love.graphics.setFont(self.hintFont)
local label = "Open folder"
local label = Strings("Open folder")
local lw = self.hintFont:getWidth(label)
local frect = { x = ix, y = iy, width = lw, height = self.hintFont:getHeight(),
dir = sfNotice.dir }
@@ -2048,6 +2388,13 @@ function RomImporter:_ensureSlots(version)
if not self.slots[version] then self:_refreshSlots(version) end
end
-- The host calls this when the save editor closes: the edited slot's player
-- name, badge count and dex total all feed the cached row summary, so it has
-- to be re-read rather than trusted across the round trip.
function RomImporter:savesChanged(version)
self:_refreshSlots(version)
end
-- Point the active slot at id (persisted immediately, per the contract) and
-- reflect it in the LOADED pill without a full relist.
function RomImporter:_selectSlot(version, id)
@@ -2055,6 +2402,33 @@ function RomImporter:_selectSlot(version, id)
self.activeSlot[version] = id
end
-- Inline slot rename (#205): right-click arms a modal text field; Enter
-- commits through SaveData.renameSlot (empty clears the label), Esc cancels.
-- While it is up, keypressed/textinput/mousepressed all route here first.
local MAX_SLOT_LABEL = 24
function RomImporter:_beginRename(version, id)
local label
for _, slot in ipairs(self.slots[version] or {}) do
if slot.id == id then label = slot.label break end
end
self._rename = { version = version, id = id, text = label or "" }
self._slotPress = nil -- cancel any armed click/drag on the list
end
function RomImporter:_commitRename()
local r = self._rename
if not r then return end
self._rename = nil
require("src.core.SaveData").renameSlot(r.version, r.id, r.text)
self:_refreshSlots(r.version)
end
function RomImporter:textinput(text)
if not self._rename then return end
self._rename.text = utf8Cap(self._rename.text .. text, MAX_SLOT_LABEL)
end
-- "+ New save slot": register an empty slot, make it active, relist, and pin the
-- scroll to the bottom (clamped next draw) so the new row is on screen.
function RomImporter:_newSlot(version)
@@ -2165,6 +2539,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
rw - 24 * s, "center")
self.slotRects = {}
self.slotDeleteRects = {}
self.slotEditRects = {}
elseif listH > 0 then
local nameH = self.slotNameFont:getHeight()
local metaH = self.labelFont:getHeight()
@@ -2184,6 +2559,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
self.slotRects = {}
self.slotDeleteRects = {}
self.slotEditRects = {}
love.graphics.setScissor(math.floor(rx), math.floor(listTop),
math.ceil(rw), math.ceil(listH))
for i, slot in ipairs(slots) do
@@ -2210,6 +2586,24 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
love.graphics.print(delText, delX, delY)
local rightReserve = delW + 18 * s
-- Edit label, immediately left of Delete: opens the bundled save
-- editor (tools/save-editor) on this slot's file. Only drawn when the
-- host supplied onEditSave and the slot actually holds a save -- there
-- is nothing to edit in an empty slot, and offering it would open the
-- editor on a new-game stub the player never asked for.
local erect = nil
if self.onEditSave and slot.exists then
local edText = "Edit"
local edW = self.hintFont:getWidth(edText)
local edX = delX - 14 * s - edW
erect = { x = edX - 6 * s, y = delY - 4 * s,
width = edW + 12 * s, height = delH + 8 * s, id = slot.id }
local ehot = self:_hover(erect)
col(ehot and PAL.blue or PAL.warning)
love.graphics.print(edText, edX, delY)
rightReserve = rightReserve + edW + 20 * s
end
-- LOADED pill (top-right of the active row), then reserve its width
local pillW = 0
if selected then
@@ -2228,14 +2622,14 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
love.graphics.setFont(self.slotNameFont)
col(PAL.white)
local name = slot.name or "NEW GAME"
-- a custom label (#205) wins over the player name; both ellipsize
local name = slot.label or slot.name or Strings("NEW GAME")
printB(ellipsize(self.slotNameFont, name, rw - 24 * s - math.max(pillW, rightReserve)),
rx + 12 * s, ry + rowPadV)
local metaTxt
if slot.exists and slot.meta then
metaTxt = ("%d badges - %s - %d caught"):format(
slot.meta.badges or 0, slot.meta.timeText or "0:00",
metaTxt = Strings("%d badges - %s - %d caught", slot.meta.badges or 0, slot.meta.timeText or "0:00",
slot.meta.dexCount or 0)
else
metaTxt = "empty slot"
@@ -2259,6 +2653,15 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
self.slotDeleteRects[#self.slotDeleteRects + 1] =
{ x = drect.x, y = dvy, width = drect.width, height = dvy2 - dvy, id = slot.id }
end
if erect then
local evy = math.max(erect.y, listTop)
local evy2 = math.min(erect.y + erect.height, listBottom)
if evy2 > evy then
self.slotEditRects[#self.slotEditRects + 1] =
{ x = erect.x, y = evy, width = erect.width, height = evy2 - evy,
id = slot.id }
end
end
end
end
love.graphics.setScissor()
@@ -2339,7 +2742,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
for _, m in ipairs(mods) do if m.enabled then enabledCount = enabledCount + 1 end end
love.graphics.setFont(self.hintFont)
col(PAL.warning)
love.graphics.print(("%d of %d enabled"):format(enabledCount, #mods),
love.graphics.print(Strings("%d of %d enabled", enabledCount, #mods),
x + nameW + 14 * s, y + (headerH - self.hintFont:getHeight()) / 2)
local btnLabel = "Import mod .zip"
@@ -2360,7 +2763,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
else
col(PAL.warning)
love.graphics.printf(self.android and "Or copy a mod .zip via USB."
or "Or drop a mod .zip onto the window.", x, top, w, "left")
or Strings("Or drop a mod .zip onto the window."), x, top, w, "left")
end
top = top + self.hintFont:getHeight() + 12 * s
@@ -2376,7 +2779,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
col(PAL.warning)
local emptyHint = self.android
and "No mods installed - tap Import mod .zip to add one."
or "No mods installed - drop a mod .zip here to add one."
or Strings("No mods installed - drop a mod .zip here to add one.")
love.graphics.printf(emptyHint,
x + 16 * s, top + boxH / 2 - self.hintFont:getHeight() / 2, w - 32 * s, "center")
self.modRects = {}
@@ -2463,7 +2866,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
love.graphics.printf(m.description, nx, ny + nameH + 6 * s, L.leftW, "left")
end
-- right cluster: status chip, toggle, Delete vertically centred
-- right cluster: status chip, toggle, Delete -- vertically centred
local clusterX = x + w - padH - L.clusterW
local clusterY = cy + (cardH - clusterH) / 2
local _, chipColor = modStatusChip(m.status)
+68 -47
View File
@@ -12,6 +12,7 @@
local Pokemon = require("src.pokemon.Pokemon")
local Flags = require("src.script.Flags")
local Strings = require("src.core.Strings")
local ItemEffects = {}
@@ -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 +170,24 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- WakeUpEntireParty runs on the enemy's bench too
for _, mon in ipairs(battle.enemyParty or {}) do wake(mon) end
if not woke then
return "failed", { "Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!" }
return "failed", { Strings("Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!") }
end
return "flute", { ("%s played the\nPOKé FLUTE."):format(save.player.name),
"All sleeping\nPOKéMON woke up!" }
return "flute", { Strings("%s played the\nPOKé FLUTE.", save.player.name),
Strings("All sleeping\nPOKéMON woke up!") }
end
-- battle-only items
if X_ITEMS[itemId] or itemId == "DIRE_HIT" or itemId == "GUARD_SPEC"
or itemId == "POKE_DOLL" then
if not battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
local b = battle.player
if itemId == "X_ACCURACY" then
-- ItemUseXAccuracy sets USING_X_ACCURACY: moves never miss
-- (not an accuracy stage)
b.xAccuracy = true
return "consumed", { ("%s's\nhits will never\nmiss!"):format(b.name) }
return "consumed", { Strings("%s's\nhits will never\nmiss!", b.name) }
end
if X_ITEMS[itemId] then
local stat = X_ITEMS[itemId]
@@ -183,28 +196,28 @@ 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 +226,7 @@ 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 +248,9 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
restored = mv and restore(mv) or false
end
if not restored then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
return "consumed", { ("%s's PP\nwas restored!"):format(monName(data, target)) }
return "consumed", { Strings("%s's PP\nwas restored!", monName(data, target)) }
end
local heal = HEAL_AMOUNT[itemId]
@@ -250,49 +263,57 @@ 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 +323,56 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local old = target.stats
target.stats = Stats.calc(speciesDef, target.level, target.dvs, target.statExp)
target.hp = math.min(target.stats.hp, target.hp + (target.stats.hp - old.hp))
return "consumed", { ("%s grew\nto level %d!"):format(monName(data, target), target.level) },
return "consumed", { Strings("%s grew\nto level %d!", monName(data, target), target.level) },
{ leveledTo = target.level }
end
if STONES[itemId] then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local speciesDef = data.pokemon[target.species]
for _, evo in ipairs(speciesDef.evolutions) do
if evo.method == "ITEM" and evo.item == itemId then
return "consumed", nil, { evolveTo = evo.species }
end
end
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
-- vitamins: +2560 stat exp, refused at 25600+ (ItemUseVitamin,
-- engine/items/item_effects.asm)
local vitaminStat = VITAMINS[itemId]
if vitaminStat then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
target.statExp = target.statExp or {}
local cur = target.statExp[vitaminStat] or 0
if cur >= 25600 then
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
target.statExp[vitaminStat] = math.min(65535, cur + 2560)
local Stats = require("src.pokemon.Stats")
target.stats = Stats.calc(data.pokemon[target.species], target.level,
target.dvs, target.statExp)
target.hp = math.min(target.hp, target.stats.hp)
return "consumed", { ("%s's %s\nrose!"):format(monName(data, target),
return "consumed", { Strings("%s's %s\nrose!", monName(data, target),
vitaminStat == "hp" and "HP" or vitaminStat:upper()) }
end
-- PP UP boosts the move the player picked (ItemUsePPUp's move menu)
if itemId == "PP_UP" then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local mv = target.moves[moveIndex or 1]
local mdef = mv and data.moves[mv.id]
if mdef and (mv.ppUps or 0) < 3 then
mv.ppUps = (mv.ppUps or 0) + 1
-- each PP UP adds maxPP/5 uses on top of the base maximum
mv.pp = mv.pp + math.floor(mdef.pp / 5)
return "consumed", { ("%s's PP\nincreased!"):format(mdef.name) }
return "consumed", { Strings("%s's PP\nincreased!", mdef.name) }
end
return "failed", { "It won't have\nany effect." }
return "failed", { Strings("It won't have\nany effect.") }
end
if itemDef and itemDef.machine then
if not target then return "failed", { "It won't have\nany effect." } end
if not target then return "failed", { Strings("It won't have\nany effect.") } end
local speciesDef = data.pokemon[target.species]
local ok = false
for _, m in ipairs(speciesDef.tmhm) do
@@ -362,11 +383,11 @@ 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 +396,14 @@ 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 +413,26 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
end
if itemId == "TOWN_MAP" then
if battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "townmap"
end
if itemId == "ITEMFINDER" then
if battle then
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return "itemfinder"
end
if itemId == "COIN_CASE" then
return "failed", { ("Coin count:\n%d"):format(save.coins or 0) }
return "failed", { Strings("Coin count:\n%d", save.coins or 0) }
end
if itemId == "REPEL" or itemId == "SUPER_REPEL" or itemId == "MAX_REPEL" then
local steps = itemId == "REPEL" and 100 or itemId == "SUPER_REPEL" and 200 or 250
save.repelSteps = steps
return "consumed", { ("%s used\n%s!"):format(save.player.name, name) }
return "consumed", { Strings("%s used\n%s!", save.player.name, name) }
end
return "failed", { "OAK: " .. save.player.name .. "!\nThis isn't the\ntime to use that!" }
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
return ItemEffects
+25 -24
View File
@@ -21,6 +21,7 @@ local Logger = require("src.core.Logger")
local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local TurnOrder = require("src.battle.TurnOrder")
local Strings = require("src.core.Strings")
local LinkBattle = {}
@@ -177,18 +178,18 @@ function LinkBattle.new(game, net, opts)
local theirName = opts.theirName or "FOE"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
return nil, Strings("Link battle needs\nthe same mods on\nboth games.")
end
-- both parties pass through the same pack->unpack clamp on both
-- machines, so the copies are identical everywhere
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
return Strings("Your %s can't\nbattle on the\nother game.", tostring(p.species))
end)
if not myParty then return nil, myErr end
local theirParty, theirErr = unpackParty(game, opts.theirParty, unpackOpts, function(p, why)
return ("Their %s isn't\nin this game.\n(%s)"):format(tostring(p.species), tostring(why))
return Strings("Their %s isn't\nin this game.\n(%s)", tostring(p.species), tostring(why))
end)
if not theirParty then return nil, theirErr end
if #myParty == 0 or #theirParty == 0 then
@@ -232,7 +233,7 @@ function LinkBattle.new(game, net, opts)
self.enemyParty = theirParty
self.playerParty = myParty -- intro ball row uses the clamped copies
self.opponentName = theirName
self.introText = ("%s wants\nto battle!"):format(theirName)
self.introText = Strings("%s wants\nto battle!", theirName)
self.remoteHashes = {}
self.localHashes = {}
self.remoteParts = {}
@@ -292,7 +293,7 @@ function LinkBattle.new(game, net, opts)
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
s:sayNext(Strings("%s sent\nout %s!", theirName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
@@ -315,8 +316,9 @@ function LinkBattle.new(game, net, opts)
tostring(turn), component, tostring(localH), tostring(remoteH))
Runtime.emit("link.desync", { turn = turn, component = component,
localHash = localH, remoteHash = remoteH })
endAsDraw(s, ("Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?")
:format(component))
endAsDraw(s, Strings(
"Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?",
component))
end
-- a verified turn stays recorded: consuming it here left a finished
@@ -349,7 +351,7 @@ function LinkBattle.new(game, net, opts)
local function resolveLockstep(s, myMsg, theirMsg)
if myMsg.kind == "run" or theirMsg.kind == "run" then
local who = myMsg.kind == "run" and game.save.player.name or theirName
endAsDraw(s, ("%s ran from\nthe battle!"):format(who))
endAsDraw(s, Strings("%s ran from\nthe battle!", who))
return
end
s.phase = "messages"
@@ -479,9 +481,9 @@ function LinkBattle.new(game, net, opts)
party = myParty,
onSwitch = function(mon)
if mon == s.player.mon then
s:say(("%s is\nalready out!"):format(s.player.name))
s:say(Strings("%s is\nalready out!", s.player.name))
elseif mon.hp <= 0 then
s:say("There's no will\nto fight!")
s:say(Strings("There's no will\nto fight!"))
else
s:resolveSwitch(mon)
end
@@ -491,7 +493,7 @@ function LinkBattle.new(game, net, opts)
end
self.openItems = function(s)
s:say("Items can't be\nused in a link\nbattle!")
s:say(Strings("Items can't be\nused in a link\nbattle!"))
s.phase = "messages"
s.afterQueue = "menu"
end
@@ -509,7 +511,7 @@ function LinkBattle.new(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(game.save.player.name,
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", game.save.player.name,
theirName))
s.result = "lose"
s.afterQueue = "finish"
@@ -522,7 +524,7 @@ function LinkBattle.new(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(theirName,
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", theirName,
game.save.player.name))
s.result = "win"
s.afterQueue = "finish"
@@ -543,13 +545,13 @@ function LinkBattle.new(game, net, opts)
-- only a draw if our own simulation hasn't already decided
-- (the winner's bye can arrive while we're still animating)
if not s.result then
endAsDraw(s, ("%s left the\nbattle."):format(theirName))
endAsDraw(s, Strings("%s left the\nbattle.", theirName))
end
elseif msg.type == "forfeit" then
-- the peer's own shot clock ran out; unlike a mutual RUN/desync
-- draw, this has a definite winner (us)
if not s.result then
endWithResult(s, "win", ("%s ran out of\ntime!"):format(theirName))
endWithResult(s, "win", Strings("%s ran out of\ntime!", theirName))
end
else
-- a tournament control message (bracket_update, the next
@@ -582,7 +584,7 @@ function LinkBattle.new(game, net, opts)
if s.turnClock <= 0 then
s.turnClockActive = false
send({ type = "forfeit" })
endWithResult(s, "lose", "Time's up! You\nforfeit the match.")
endWithResult(s, "lose", Strings("Time's up! You\nforfeit the match."))
end
elseif opts.turnLimit then
s.turnClockActive = false
@@ -643,17 +645,16 @@ function LinkBattle.newSpectator(game, net, opts)
local guestName = opts.guestName or "GUEST"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
return nil, Strings("Link battle needs\nthe same mods on\nboth games.")
end
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
return Strings("%s's %s can't\nbattle on this\ngame.", hostName, tostring(p.species))
end)
if not hostParty then return nil, hostErr end
local guestParty, guestErr = unpackParty(game, opts.guestParty, unpackOpts, function(p, why)
return ("%s's %s can't\nbattle on this\ngame.\n(%s)"):format(
guestName, tostring(p.species), tostring(why))
return Strings("%s's %s can't\nbattle on this\ngame.\n(%s)", guestName, tostring(p.species), tostring(why))
end)
if not guestParty then return nil, guestErr end
if #hostParty == 0 or #guestParty == 0 then
@@ -672,7 +673,7 @@ function LinkBattle.newSpectator(game, net, opts)
self.enemyParty = guestParty
self.playerParty = hostParty
self.opponentName = guestName
self.introText = ("%s vs %s!"):format(hostName, guestName)
self.introText = Strings("%s vs %s!", hostName, guestName)
local function orderMove(action)
if action and action.id then return game.data.moves[action.id] end
@@ -712,7 +713,7 @@ function LinkBattle.newSpectator(game, net, opts)
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(guestName, s.enemy.name))
s:sayNext(Strings("%s sent\nout %s!", guestName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
@@ -789,7 +790,7 @@ function LinkBattle.newSpectator(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(hostName, guestName))
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", hostName, guestName))
s.result = "guestWin"
s.afterQueue = "finish"
end
@@ -801,7 +802,7 @@ function LinkBattle.newSpectator(game, net, opts)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(guestName, hostName))
s:sayNext(Strings("%s is out of\nPOKéMON!\f%s wins!", guestName, hostName))
s.result = "hostWin"
s.afterQueue = "finish"
end
+46 -45
View File
@@ -11,6 +11,7 @@ local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local LinkState = {}
LinkState.__index = LinkState
@@ -90,7 +91,7 @@ function LinkState.newJoinOnline(game, code)
self.stage = "onlineJoining"
else
self.stage = "menu" -- exitWith below needs a real stage to unwind from
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
return self
end
@@ -174,7 +175,7 @@ function LinkState:update(dt)
if self.net then
self.net:update()
if self.net.error and not PRE_CONNECT_STAGES[self.stage] then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
self:exitWith(Strings("Link error:\n%s", self.net.error:sub(1, 60)))
return
end
-- the peer vanished without a bye (only once the inbox is drained,
@@ -183,7 +184,7 @@ function LinkState:update(dt)
and not PRE_CONNECT_STAGES[self.stage] and self.stage ~= "addrEntry"
and self.stage ~= "codeEntry" and self.stage ~= "notice"
and self.stage ~= "battleRunning" then
self:exitWith("The link was\nbroken.")
self:exitWith(Strings("The link was\nbroken."))
return
end
end
@@ -201,7 +202,7 @@ function LinkState:update(dt)
self.index = 1
elseif self.index == 2 or self.index == 3 then
if not Handshake.onlineAllowed(self.game) then
self:exitWith("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS.")
self:exitWith(Strings("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS."))
return
end
if self.index == 2 then
@@ -227,7 +228,7 @@ function LinkState:update(dt)
if self.net:host() then
self.stage = "hosting"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
else
self.stage = "addrEntry"
@@ -246,7 +247,7 @@ function LinkState:update(dt)
if self.net:hostOnline() then
self.stage = "onlineHosting"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
else
self.stage = "codeEntry"
@@ -284,7 +285,7 @@ function LinkState:update(dt)
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
end
@@ -323,7 +324,7 @@ function LinkState:update(dt)
if self.net:join(table.concat(octets, ".")) then
self.stage = "joining"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
end
end
@@ -433,7 +434,7 @@ function LinkState:update(dt)
end
if not battle then
self.net:send({ type = "bye" })
self:exitWith(why or "Link battle\ncan't start.", "error")
self:exitWith(why or Strings("Link battle\ncan't start."), "error")
return
end
self.game.stack:push(battle)
@@ -491,8 +492,8 @@ 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
@@ -520,7 +521,7 @@ 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 +548,7 @@ function LinkState:updateTrade(input)
-- the trade) -- B is dead after that, matching the A branch's own
-- self.confirmed == nil guard
self.net:send({ type = "bye" })
self:exitWith("The trade was\ncancelled.")
self:exitWith(Strings("The trade was\ncancelled."))
elseif t.stage == "picking" and input:wasPressed("a") then
if t:canPick(self.index) then
self.net:send(t:pick(self.index))
@@ -574,30 +575,30 @@ end
function LinkState:draw()
if self.stage == "menu" then
drawTitle("BOIS CLUB LIVE")
Font.draw("LINK CABLE (LAN)", 32, 44)
Font.draw("ONLINE MATCH", 32, 60)
Font.draw("TOURNAMENT", 32, 76)
Font.draw(Strings("LINK CABLE (LAN)"), 32, 44)
Font.draw(Strings("ONLINE MATCH"), 32, 60)
Font.draw(Strings("TOURNAMENT"), 32, 76)
Font.drawCode(CURSOR, 24, 44 + (self.index - 1) * 16)
elseif self.stage == "lanMenu" then
drawTitle("LINK CABLE (LAN)")
Font.draw("HOST A GAME", 32, 48)
Font.draw("JOIN A GAME", 32, 68)
Font.draw(Strings("HOST A GAME"), 32, 48)
Font.draw(Strings("JOIN A GAME"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
Font.draw("UDP port " .. Net.defaultPort(), 8, 128)
Font.draw(Strings("UDP port %s", Net.defaultPort()), 8, 128)
elseif self.stage == "onlineMenu" then
drawTitle("ONLINE MATCH")
Font.draw("HOST ONLINE", 32, 48)
Font.draw("JOIN ONLINE", 32, 68)
Font.draw(Strings("HOST ONLINE"), 32, 48)
Font.draw(Strings("JOIN ONLINE"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "onlineHosting" then
drawTitle("HOSTING ONLINE")
Font.draw("Tell your friend", 16, 40)
Font.draw("the code:", 16, 52)
Font.draw(Strings("Tell your friend"), 16, 40)
Font.draw(Strings("the code:"), 16, 52)
Font.draw(self.net.code or "??????", 32, 68)
Font.draw("Waiting for join...", 8, 96)
Font.draw(Strings("Waiting for join..."), 8, 96)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
@@ -609,18 +610,18 @@ function LinkState:draw()
Font.drawCode(0xEE, x, 76) -- ▼ under the active slot
end
end
Font.draw("A: connect B: back", 8, 128)
Font.draw(Strings("A: connect B: back"), 8, 128)
elseif self.stage == "onlineJoining" then
drawTitle("CONNECTING...")
Font.draw("Calling...", 8, 56)
Font.draw(Strings("Calling..."), 8, 56)
Font.draw(self.net.target or "", 8, 72)
elseif self.stage == "hosting" then
drawTitle("HOSTING")
Font.draw("Friend joins at:", 16, 48)
Font.draw(Strings("Friend joins at:"), 16, 48)
Font.draw(self.net.address or "?", 16, 64)
Font.draw("Waiting for join...", 8, 96)
Font.draw(Strings("Waiting for join..."), 8, 96)
elseif self.stage == "addrEntry" then
drawTitle("ENTER HOST ADDRESS")
@@ -635,34 +636,34 @@ function LinkState:draw()
for octet = 1, 3 do
Font.draw(".", 16 + octet * 32 - 8, 64)
end
Font.draw("Port: " .. Net.defaultPort(), 16, 96)
Font.draw("A: connect B: back", 8, 128)
Font.draw(Strings("Port: %s", Net.defaultPort()), 16, 96)
Font.draw(Strings("A: connect B: back"), 8, 128)
elseif self.stage == "joining" then
drawTitle("JOINING...")
Font.draw("Calling...", 8, 56)
Font.draw(Strings("Calling..."), 8, 56)
Font.draw(self.net.target or "", 8, 72)
elseif self.stage == "modeSelect" then
drawTitle("CONNECTED!")
Font.draw("TRADE", 32, 48)
Font.draw("BATTLE", 32, 68)
Font.draw(Strings("TRADE"), 32, 48)
Font.draw(Strings("BATTLE"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "battleOptions" then
drawTitle("BATTLE OPTIONS")
Font.draw("LEVELS:", 16, 56)
Font.draw(Strings("LEVELS:"), 16, 56)
Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
Font.draw("A: continue B: back", 8, 128)
Font.draw(Strings("A: continue B: back"), 8, 128)
elseif self.stage == "waitMode" or self.stage == "waitHello" then
drawTitle("CONNECTED!")
if self.stage == "waitHello" then
Font.draw("Checking the", 16, 56)
Font.draw("other game...", 16, 72)
Font.draw(Strings("Checking the"), 16, 56)
Font.draw(Strings("other game..."), 16, 72)
else
Font.draw("Waiting for the", 16, 56)
Font.draw("host to choose...", 16, 72)
Font.draw(Strings("Waiting for the"), 16, 56)
Font.draw(Strings("host to choose..."), 16, 72)
end
elseif self.stage == "notice" then
@@ -671,12 +672,12 @@ function LinkState:draw()
if i > 8 then break end -- what fits above the prompt row
Font.draw(line, 8, 24 + (i - 1) * 12)
end
Font.draw(self.noticeExits and "A: back" or "A: trade anyway", 8, 128)
Font.draw(self.noticeExits and "A: back" or Strings("A: trade anyway"), 8, 128)
elseif self.stage == "trade" then
drawTitle("TRADE")
local t = self.trade
Font.draw("YOURS", 8, 20)
Font.draw(Strings("YOURS"), 8, 20)
for i, mon in ipairs(self.game.save.party) do
local def = self.game.data.pokemon[mon.species]
local label = (mon.nickname or def.name):sub(1, 8)
@@ -684,7 +685,7 @@ function LinkState:draw()
Font.draw(label, 16, 20 + i * 12)
if i == self.index then Font.drawCode(CURSOR, 8, 20 + i * 12) end
end
Font.draw("THEIRS", 84, 20)
Font.draw(Strings("THEIRS"), 84, 20)
for i, mon in ipairs(t.theirParty or {}) do
local def = self.game.data.pokemon[mon.species]
Font.draw((mon.nickname or def.name):sub(1, 8), 92, 20 + i * 12)
@@ -695,16 +696,16 @@ function LinkState:draw()
elseif t.stage == "waitParty" then hint = "Exchanging data..."
elseif t.stage == "picking" then
hint = t:canPick(self.index) and "Pick one to trade"
or "X: not on theirs"
or Strings("X: not on theirs")
elseif t.stage == "waitPick" then hint = "Waiting for them..."
elseif t.stage == "confirming" then
hint = self.confirmed and "Waiting..." or "A: trade B: cancel"
hint = self.confirmed and "Waiting..." or Strings("A: trade B: cancel")
end
Font.draw(hint or "", 8, 132)
elseif self.stage == "battleWait" or self.stage == "battleRunning" then
drawTitle("LINK BATTLE")
Font.draw("Exchanging data...", 16, 64)
Font.draw(Strings("Exchanging data..."), 16, 64)
end
love.graphics.setColor(1, 1, 1, 1)
end
+13 -9
View File
@@ -26,6 +26,7 @@
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
local Strings = require("src.core.Strings")
local hasEnet, enet = pcall(require, "enet")
if not hasEnet then enet = nil end
@@ -173,7 +174,7 @@ function Net:connectTCP(addr)
tcp:settimeout(5)
local ok, err = tcp:connect(host, port)
if not ok then
self.error = ("can't reach relay %s:%d\n(%s)"):format(host, port, tostring(err))
self.error = Strings("can't reach relay %s:%d\n(%s)", host, port, tostring(err))
return false
end
tcp:settimeout(0)
@@ -236,11 +237,14 @@ local function handleGenericRelayControl(self, msg)
self.paired = true
return true
elseif msg.type == "join_error" then
self.error = ({
not_found = "That code wasn't\nfound.",
full = "That game already\nhas two players.",
expired = "That code has\nexpired.",
})[msg.reason] or ("Couldn't join:\n%s"):format(tostring(msg.reason))
self.error = Strings(({
not_found = Strings.source("That code wasn't\nfound."),
full = Strings.source("That game already\nhas two players."),
expired = Strings.source("That code has\nexpired."),
})[msg.reason] or "")
if self.error == "" then
self.error = Strings("Couldn't join:\n%s", tostring(msg.reason))
end
self.closed = true
return true
elseif msg.type == "peer_gone" then
@@ -328,7 +332,7 @@ function Net:update()
-- an unreachable join target surfaces as a service error
-- (ICMP unreachable on the connected UDP socket)
if self.mode == "joining" and not self.paired then
self.error = ("no answer from\n%s"):format(self.target or "the host")
self.error = Strings("no answer from\n%s", self.target or "the host")
else
self.error = tostring(event)
end
@@ -358,14 +362,14 @@ function Net:update()
self.closed = true
if not self.paired then
self.error = self.error or
("no answer from\n%s"):format(self.target or "the host")
Strings("no answer from\n%s", self.target or "the host")
end
end
end
end
if self.mode == "joining" and not self.paired
and self.joinDeadline and now() > self.joinDeadline then
self.error = ("no answer from\n%s"):format(self.target or "the host")
self.error = Strings("no answer from\n%s", self.target or "the host")
self.closed = true
pcall(function() self.peer:disconnect_now() end)
end
+35 -35
View File
@@ -18,6 +18,7 @@ local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local Sound = require("src.core.Sound")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local Tournament = {}
Tournament.__index = Tournament
@@ -128,7 +129,7 @@ end
function Tournament:startHosting()
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
@@ -151,7 +152,7 @@ end
function Tournament:startJoining(code)
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
self:exitWith(Strings("Link error:\n%s", self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
@@ -171,9 +172,9 @@ end
-- -------------------------------------------------------------------
local JOIN_ERROR_TEXT = {
not_found = "That code wasn't\nfound.",
already_started = "That tournament\nhas already begun.",
expired = "That code has\nexpired.",
not_found = Strings.source("That code wasn't\nfound."),
already_started = Strings.source("That tournament\nhas already begun."),
expired = Strings.source("That code has\nexpired."),
}
function Tournament:handleMessage(msg)
@@ -198,17 +199,17 @@ function Tournament:handleMessage(msg)
end
elseif msg.type == "tournament_host_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Can't host:\nneed %d Pokemon\nLv %s-%s."):format(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
self:exitWith(Strings("Can't host:\nneed %d Pokemon\nLv %s-%s.", msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith("Couldn't host\nthat tournament.")
self:exitWith(Strings("Couldn't host\nthat tournament."))
end
elseif msg.type == "tournament_join_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Your party needs\n%d Pokemon, Lv\n%s-%s."):format(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
self:exitWith(Strings("Your party needs\n%d Pokemon, Lv\n%s-%s.", msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith(JOIN_ERROR_TEXT[msg.reason] or "Couldn't join\nthat tournament.")
self:exitWith(JOIN_ERROR_TEXT[msg.reason]
and Strings(JOIN_ERROR_TEXT[msg.reason])
or Strings("Couldn't join\nthat tournament."))
end
elseif msg.type == "tournament_roster" then
self.roster = msg.players
@@ -281,7 +282,7 @@ function Tournament:beginMatchBattle()
-- shouldn't happen (both sides already passed the online-play mods
-- gate), but a mismatched engine/build is still possible -- bail out
-- of just this match rather than crash the tournament
self:exitWith("Link error:\nversion mismatch\nwith opponent.")
self:exitWith(Strings("Link error:\nversion mismatch\nwith opponent."))
return
end
self.linkSeed = self.isHost and love.math.random(1, 2 ^ 30) or nil
@@ -351,11 +352,11 @@ function Tournament:update(dt)
self.net:update()
if self.net.error and self.stage ~= "menu" and self.stage ~= "hostSettings"
and self.stage ~= "codeEntry" then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
self:exitWith(Strings("Link error:\n%s", self.net.error:sub(1, 60)))
return
end
if self.net.closed and self.stage ~= "done" then
self:exitWith("The tournament\nconnection was\nlost.")
self:exitWith(Strings("The tournament\nconnection was\nlost."))
return
end
end
@@ -381,7 +382,7 @@ function Tournament:update(dt)
and LinkBattle.newHost(self.game, self.net, self.pendingBattleOpts)
or LinkBattle.newGuest(self.game, self.net, self.pendingBattleOpts)
if not battle then
self:exitWith(why or "Link battle\ncan't start.")
self:exitWith(why or Strings("Link battle\ncan't start."))
return
end
-- anything after `party` in this same batch belongs to the
@@ -418,7 +419,7 @@ function Tournament:update(dt)
forceLevel = levelForWire(self.settings.forceLevel),
})
if not battle then
self:exitWith(why or "Can't watch this\nmatch.")
self:exitWith(why or Strings("Can't watch this\nmatch."))
return
end
for j = #msgs, i + 1, -1 do
@@ -541,8 +542,8 @@ local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLA
function Tournament:draw()
if self.stage == "menu" then
drawTitle("TOURNAMENT")
Font.draw("HOST", 32, 48)
Font.draw("JOIN", 32, 68)
Font.draw(Strings("HOST"), 32, 48)
Font.draw(Strings("JOIN"), 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "hostSettings" then
@@ -561,7 +562,7 @@ function Tournament:draw()
Font.draw(values[i], 96, y)
if i == self.settingsIndex then Font.drawCode(CURSOR, 8, y) end
end
Font.draw("START: create", 8, 128)
Font.draw(Strings("START: create"), 8, 128)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
@@ -573,28 +574,27 @@ function Tournament:draw()
Font.drawCode(0xEE, x, 76)
end
end
Font.draw("A: join B: back", 8, 128)
Font.draw(Strings("A: join B: back"), 8, 128)
elseif self.stage == "registering" then
drawTitle("CONNECTING...")
Font.draw("B: cancel", 8, 128)
Font.draw(Strings("B: cancel"), 8, 128)
elseif self.stage == "bracket" or self.stage == "matchHello"
or self.stage == "matchWaitParty" or self.stage == "spectateWait" then
drawTitle(("TOURNAMENT %s"):format(self.code or "??????"))
drawTitle(Strings("TOURNAMENT %s", self.code or "??????"))
if self.bracket then
local y = 20
for _, round in ipairs(self.bracket.rounds) do
Font.draw(("ROUND %d"):format(round.round), 8, y)
Font.draw(Strings("ROUND %d", round.round), 8, y)
y = y + 10
for _, m in ipairs(round.matches) do
local line
if m.bye then
line = ("%s (bye)"):format(m.a or m.b or "?")
line = Strings("%s (bye)", m.a or m.b or "?")
else
local mark = m.state == "live" and "*" or (m.winner and "" or "")
line = ("%s%s vs %s%s"):format(
m.winner == m.a and ">" or " ", m.a or "?",
line = Strings("%s%s vs %s%s", m.winner == m.a and ">" or " ", m.a or "?",
m.b or "?", m.winner == m.b and "<" or (mark == "*" and " *" or ""))
end
Font.draw(line, 12, y)
@@ -604,11 +604,11 @@ function Tournament:draw()
end
else
if self.participating == false then
Font.draw("(organizing --", 16, 32)
Font.draw("not playing)", 16, 42)
Font.draw(Strings("(organizing --"), 16, 32)
Font.draw(Strings("not playing)"), 16, 42)
end
Font.draw("Waiting for", 16, 48)
Font.draw("players to join:", 16, 60)
Font.draw(Strings("Waiting for"), 16, 48)
Font.draw(Strings("players to join:"), 16, 60)
local y = 60
for i, name in ipairs(self.roster) do
y = 60 + i * 10
@@ -620,18 +620,18 @@ function Tournament:draw()
end
end
if self.isCreator and #self.roster >= 2 and not self.bracket then
Font.draw("A: START B: cancel", 8, 132)
Font.draw(Strings("A: START B: cancel"), 8, 132)
else
Font.draw("B: cancel", 8, 132)
Font.draw(Strings("B: cancel"), 8, 132)
end
elseif self.stage == "done" then
drawTitle("TOURNAMENT OVER")
if self.champion then
Font.draw(("%s is the"):format(self.champion), 16, 56)
Font.draw("champion!", 16, 68)
Font.draw(Strings("%s is the", self.champion), 16, 56)
Font.draw(Strings("champion!"), 16, 68)
end
Font.draw("A: continue", 8, 128)
Font.draw(Strings("A: continue"), 8, 128)
end
love.graphics.setColor(1, 1, 1, 1)
end
+58 -10
View File
@@ -3,8 +3,18 @@
-- manifests only. The full loader (src/mods/Loader.lua) still owns the real
-- load at boot; this reads the same options.mods enable-state the loader
-- writes, derives per-mod status with the pure ManagerState.resolveToggle,
-- installs a dropped/chosen .zip into the save-dir "mods/<id>/" tree, and
-- uninstalls a mod by removing that tree + clearing options.mods[id].
-- installs a dropped/chosen .zip into a "mods/<id>/" tree, and uninstalls a
-- mod by removing that tree + clearing options.mods[id].
--
-- Where that tree lives is CacheFs's call, not love.filesystem's: a portable
-- install (portable.txt beside the executable) keeps its mods in the game
-- folder like everything else it owns, and only the OS save directory
-- otherwise (#330 -- love.filesystem.write always resolves to the save dir,
-- so the installer used to strand every mod in appdata). Reads stay on
-- love.filesystem: the portable folder is on the physfs read path either way
-- (it IS the source for a `love <gamedir>` run, and CacheFs mounts it for a
-- fused build), which is why those mods still loaded while landing in the
-- wrong place.
--
-- Split in two: the pure derivation (deriveList, locateRoot) has no love and
-- no filesystem, so the engine tier can table-drive it; the discovery,
@@ -15,6 +25,7 @@ local ManagerState = require("src.mods.ManagerState")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local SaveData = require("src.core.SaveData")
local CacheFs = require("src.import.CacheFs")
local LauncherMods = {}
@@ -143,6 +154,13 @@ local function discover()
local fs = love and love.filesystem
local out = {}
if not (fs and fs.getInfo and fs.getDirectoryItems) then return out end
-- A fused portable build keeps its mods in the game folder next to the
-- executable; resolving the cache root is what mounts that folder onto the
-- physfs read path, so this is what makes those mods enumerable at all
-- (#330). A source run needs nothing (the game folder IS the source), and
-- the launcher's readiness check has usually resolved it already; the call
-- is cached and idempotent.
CacheFs.root()
if not fs.getInfo("mods") then return out end
local seen = {}
for _, name in ipairs(fs.getDirectoryItems("mods")) do
@@ -233,11 +251,14 @@ local function topLevelPaths(mount)
return paths
end
-- Copy the mounted archive subtree at `src` to the install path `dst`. Reads
-- come from love.filesystem (the .zip is mounted there); every write goes
-- through CacheFs so it lands in the portable game folder when portable.txt is
-- in play and in the OS save directory otherwise (#330). No explicit mkdir:
-- CacheFs.write creates the parent chain on both paths, which also means an
-- empty folder inside the .zip is simply not carried over (it holds nothing).
local function copyTree(src, dst)
local fs = love.filesystem
if not fs.createDirectory(dst) then
return nil, "could not create " .. dst
end
for _, name in ipairs(fs.getDirectoryItems(src)) do
local s = src .. "/" .. name
local d = dst .. "/" .. name
@@ -248,13 +269,18 @@ local function copyTree(src, dst)
else
local data = fs.read(s)
if data == nil then return nil, "could not read " .. name end
local ok, err = fs.write(d, data)
local ok, err = CacheFs.write(d, data)
if not ok then return nil, "could not write " .. name .. ": " .. tostring(err) end
end
end
return true
end
-- Delete an installed mod subtree. Enumeration stays on love.filesystem (the
-- portable game folder is on its read path), but the deletes go through
-- CacheFs so a portable install's real files actually go away instead of
-- love.filesystem no-opping outside the save directory (#330). Directories
-- are removed after their children, since rmdir refuses a non-empty one.
local function removeTree(path)
local fs = love.filesystem
local info = fs.getInfo(path)
@@ -263,7 +289,15 @@ local function removeTree(path)
for _, child in ipairs(fs.getDirectoryItems(path)) do
removeTree(path .. "/" .. child)
end
CacheFs.removeDir(path)
else
CacheFs.remove(path)
end
-- A portable install can still be carrying a pre-#330 copy in the OS save
-- directory, which is where every install used to land and which physfs
-- searches first. CacheFs only touched the game folder, so clear the
-- save-directory twin too or that copy would keep the mod alive; outside
-- portable mode this repeats the delete CacheFs just did and no-ops.
fs.remove(path)
end
@@ -322,10 +356,19 @@ function LauncherMods.installZip(source)
return nil, "a mod named '" .. manifest.id .. "' is already installed"
end
fs.createDirectory("mods")
-- CacheFs.prefix steers ROM-cache writes into a version subtree (blue/...);
-- the mods tree is shared by Red and Blue, so pin the prefix to the root for
-- the copy and the rollback, then hand back whatever the launcher had set
-- (an import coroutine leaves it pointed at that version -- RomImporter.lua).
-- No fs.createDirectory("mods") here any more: CacheFs.write creates the
-- parent chain in both homes, and doing it through love.filesystem would
-- only ever make the directory in the save dir (#330).
local savedPrefix = CacheFs.prefix
CacheFs.prefix = ""
local copied, copyErr = copyTree(root, dest)
if not copied then removeTree(dest) end
CacheFs.prefix = savedPrefix
if not copied then
removeTree(dest)
cleanup()
return nil, copyErr or "could not copy the mod files"
end
@@ -334,8 +377,9 @@ function LauncherMods.installZip(source)
end
-- uninstall(id) -> true | nil, errString
-- Removes mods/<id>/ from the save directory and clears options.mods[id] so the
-- loader and in-game manager no longer see it. Rejects unknown / missing ids.
-- Removes mods/<id>/ from wherever it was installed (the portable game folder
-- or the save directory, CacheFs decides -- #330) and clears options.mods[id]
-- so the loader and in-game manager no longer see it. Rejects missing ids.
-- Does not touch other mods' enable state.
function LauncherMods.uninstall(id)
if type(id) ~= "string" or id == "" then
@@ -352,7 +396,11 @@ function LauncherMods.uninstall(id)
if not fs.getInfo(dest) then
return nil, "mod '" .. id .. "' is not installed"
end
-- same root pin as installZip: the mods tree is not version-prefixed (#330)
local savedPrefix = CacheFs.prefix
CacheFs.prefix = ""
removeTree(dest)
CacheFs.prefix = savedPrefix
-- Drop the enable flag so a reinstall of the same id starts from the
-- loader's default (enabled) rather than a stale false.
local options = SaveData.loadOptions()
+5 -1
View File
@@ -162,7 +162,11 @@ function Loader:_loadState()
if next(options.mods or {}) == nil and self.fs.getInfo
and self.fs.getInfo(MOD_STATE_FILE) then
local chunk = self.fs.load(MOD_STATE_FILE)
local ok, state = chunk and pcall(chunk)
-- `chunk and pcall(chunk)` truncates to one value, so state came back nil
-- however well the chunk ran and the migration below never fired once:
-- the guard has to be a statement for pcall's second return to survive.
local ok, state = false, nil
if chunk then ok, state = pcall(chunk) end
if ok and type(state) == "table" then
for id, disabled in pairs(state) do
if disabled then
+21 -20
View File
@@ -10,6 +10,7 @@ local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local Theme = require("src.ui.Theme")
local OptionRows = require("src.ui.OptionRows")
local Strings = require("src.core.Strings")
local ManagerState = {}
ManagerState.__index = ManagerState
@@ -269,7 +270,7 @@ function ManagerState:modRows()
end
end
if #rows == 0 then
rows[1] = { header = true, label = "NO MODS INSTALLED" }
rows[1] = { header = true, label = Strings("NO MODS INSTALLED") }
end
return rows
end
@@ -281,7 +282,7 @@ function ManagerState:profileRows()
rows[#rows + 1] = { profile = p, label = p.name,
glyph = opts.activeProfile == p.name and GLYPH.errored or " " }
end
rows[#rows + 1] = { saveAs = true, label = "SAVE CURRENT AS.." }
rows[#rows + 1] = { saveAs = true, label = Strings("SAVE CURRENT AS..") }
rows[#rows + 1] = { adhoc = true,
label = opts.activeProfile and "[AD-HOC]" or "[AD-HOC] (LIVE)" }
return rows
@@ -316,30 +317,30 @@ function ManagerState:detailRows(m)
rows[#rows + 1] = { label = m.enabled and "DISABLE" or "ENABLE",
action = function() self:beginToggle(m) end }
if self:schemaFor(m) then
rows[#rows + 1] = { label = "OPTIONS..",
rows[#rows + 1] = { label = Strings("OPTIONS.."),
action = function() self:openOptions(m) end }
end
if m.permissions and #m.permissions > 0 then
rows[#rows + 1] = { label = "PERMISSIONS..",
rows[#rows + 1] = { label = Strings("PERMISSIONS.."),
action = function() self:goTo("permissions") end }
end
if m.error then
rows[#rows + 1] = { label = "VIEW ERROR..",
rows[#rows + 1] = { label = Strings("VIEW ERROR.."),
action = function() self:goTo("errors") end }
end
rows[#rows + 1] = { label = "BACK", action = function() self:goBack() end }
rows[#rows + 1] = { label = Strings("BACK"), action = function() self:goBack() end }
return rows
end
function ManagerState:applyRows()
local rows = {}
rows[#rows + 1] = { label = "APPLY & RESTART", action = function()
rows[#rows + 1] = { label = Strings("APPLY & RESTART"), action = function()
self:openConfirm({ "RESTART NOW?" }, function() self:restartGame() end)
end }
rows[#rows + 1] = { label = "DISCARD CHANGES", action = function()
rows[#rows + 1] = { label = Strings("DISCARD CHANGES"), action = function()
self:discardChanges()
end }
rows[#rows + 1] = { label = "BACK", action = function() self:goBack() end }
rows[#rows + 1] = { label = Strings("BACK"), action = function() self:goBack() end }
return rows
end
@@ -352,7 +353,7 @@ function ManagerState:permissionRows(m)
label = info and info.text or name }
end
if #rows == 0 then
rows[1] = { inert = true, label = "DATA & API ONLY" }
rows[1] = { inert = true, label = Strings("DATA & API ONLY") }
end
return rows
end
@@ -564,7 +565,7 @@ function ManagerState:openCascade(r, m, want)
else
local dep = self.byId[r.alsoDisable[1]]
lines[#lines + 1] = (dep and dep.name or r.alsoDisable[1]) .. " NEEDS THIS."
lines[#lines + 1] = #r.alsoDisable > 1 and "DISABLE ALL?" or "DISABLE BOTH?"
lines[#lines + 1] = #r.alsoDisable > 1 and "DISABLE ALL?" or Strings("DISABLE BOTH?")
end
self.overlay = { kind = "confirm", lines = lines, index = 1,
onYes = function() self:commitToggle(r.apply) end }
@@ -700,7 +701,7 @@ end
function ManagerState:saveCurrentAs()
local NamingScreen = require("src.ui.NamingScreen")
self.game.stack:push(NamingScreen.new(self.game, {
title = "PROFILE NAME?",
title = Strings("PROFILE NAME?"),
maxLen = 10,
onDone = function(name)
local opts = self:optionsTable()
@@ -726,7 +727,7 @@ end
function ManagerState:renameProfile(p)
local NamingScreen = require("src.ui.NamingScreen")
self.game.stack:push(NamingScreen.new(self.game, {
title = "RENAME?",
title = Strings("RENAME?"),
maxLen = 10,
default = p.name,
onDone = function(name)
@@ -886,7 +887,7 @@ function ManagerState:buildOptionRows(m, schema)
end }
end
end
rows[#rows + 1] = { id = "__reset", label = "RESET DEFAULTS",
rows[#rows + 1] = { id = "__reset", label = Strings("RESET DEFAULTS"),
value = function() return "" end,
activate = function()
for _, row in ipairs(schema) do
@@ -1047,7 +1048,7 @@ function ManagerState:drawApply()
y = y + 1
end
if #staged == 0 then
Font.draw(Runtime.safeMode and "SAFE MODE" or "NO CHANGES", 16, y * 8)
Font.draw(Runtime.safeMode and "SAFE MODE" or Strings("NO CHANGES"), 16, y * 8)
y = y + 1
end
local rows = self:rowsForScreen()
@@ -1076,12 +1077,12 @@ function ManagerState:drawOverlay()
end
if overlay.kind == "confirm" then
local yesY = ty + #lines + 1
Font.draw("YES", 5 * 8, yesY * 8)
Font.draw("NO", 5 * 8, (yesY + 1) * 8)
Font.draw(Strings("YES"), 5 * 8, yesY * 8)
Font.draw(Strings("NO"), 5 * 8, (yesY + 1) * 8)
Font.drawCode(Theme.cursor, 4 * 8,
(overlay.index == 1 and yesY or yesY + 1) * 8)
else
Font.draw("A:OK", 5 * 8, (ty + #lines + 1) * 8)
Font.draw(Strings("A:OK"), 5 * 8, (ty + #lines + 1) * 8)
end
end
@@ -1090,7 +1091,7 @@ function ManagerState:draw()
OptionRows.draw(self.game, self.optionRows or {}, self.cursor,
self.scroll or 0)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.notice or "B:DONE (NO RESTART)", 8, 136)
Font.draw(self.notice or Strings("B:DONE (NO RESTART)"), 8, 136)
love.graphics.setColor(1, 1, 1, 1)
if self.overlay then self:drawOverlay() end
return
@@ -1099,7 +1100,7 @@ function ManagerState:draw()
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(1, 1, 1, 1)
Font.drawBox(0, 0, 20, 18)
Font.draw(self.banner or "MOD MANAGER", 16, 8)
Font.draw(self.banner or Strings("MOD MANAGER"), 16, 8)
if self.screen == "list" then
self:drawList()
elseif self.screen == "detail" then
+31 -2
View File
@@ -584,6 +584,17 @@ R.text = {
example = 'mod.content.text:override("_PalletTownText1", "HELLO!")',
}
-- The engine's own authored text, the half of the game `text` does not
-- cover (src/core/Strings.lua). The id is the English source string, so a
-- translation supplies one entry per literal the engine draws and anything
-- it has not reached yet keeps rendering in English. Ids that collide in
-- English but not elsewhere carry a "context|source" prefix.
R.strings = {
semantics = "record", target = "strings",
value = f.str,
example = 'mod.content.strings:override("But, it failed!", "Echec !")',
}
-- the self-contained bytecode blob ChipAsm.song/sfx emit (13.1 shape 2);
-- shared by every namespace that plays a chip program
local chipProgram = f.rec{
@@ -918,8 +929,20 @@ R.battle_sprite_scales = {
-- 1 = native pixels; the drawn size relative to the pic's own pixels
scale = f.numRange(0.25, 4.0),
},
example = 'mod.content.battle_sprite_scales:register("abra_back", ' ..
'{ path = "assets/generated/battle/back/abrab.png", scale = 1.5 })',
example = [[
mod.content.battle_sprite_scales:register("abra_back", {
path = "assets/generated/battle/back/abrab.png",
scale = 1.5,
})]],
notes = [[
Scales one battle pic by its asset path, overriding the species-level
`battleScaleFront`/`battleScaleBack` (see [pokemon](#pokemon)) for that
image. The only way to scale a pic that is not species-keyed, like the
player's trainer back sprite. Resolution order at draw time:
image-level, then species-level, then the defaults (1x front, 2x back).
The pic stays grounded at any scale: player feet stay flush on the
text-box top, the enemy pic stays bottom-pinned in its slot, and the
scale composes with the send-out grow animation.]],
}
-- ------- progression
@@ -1146,6 +1169,12 @@ R.field = {
name = f.opt(f.str) })),
nest = f.opt(f.any) },
flyOrder = f.list(f.str),
-- the player's own trainer art (FieldDefaults.PLAYER_PICS): the battle
-- back pic, the catch tutorial's old man, and the front pic the intro,
-- trainer card and Hall of Fame share. Every key is optional so a
-- conversion can replace one pic and inherit the rest.
playerPics = f.rec{
back = f.opt(f.str), demoBack = f.opt(f.str), front = f.opt(f.str) },
-- the new-game and boot config a total conversion replaces
boot = f.rec{
startMap = f.opt(f.str), startX = f.opt(f.int(0)), startY = f.opt(f.int(0)),
+6 -5
View File
@@ -14,6 +14,7 @@ local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
local Stats = require("src.pokemon.Stats")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local Evolution = {}
@@ -23,7 +24,7 @@ Evolution.METHODS = {
return trigger.kind == "levelup" and mon.level >= (evo.level or 0)
end,
describe = function(evo)
return ("Level %d"):format(evo.level or 0)
return Strings("Level %d", evo.level or 0)
end,
},
ITEM = {
@@ -139,7 +140,7 @@ function Evolution.learnEvolutionMoves(game, mon, onDone)
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
game.stack:push(TextBox.new(game,
("%s learned\n%s!"):format(name, mdef.name), nextStep))
Strings("%s learned\n%s!", name, mdef.name), nextStep))
else
-- LearnMoveFromLevelUp with a full moveset: the forget UI
Screens.push(game, "MoveLearnMenu", mon, moveId, nextStep)
@@ -160,8 +161,8 @@ function Evolution.evolve(game, mon, newSpecies, onDone, via)
Music.play(game.data, Music.special(game.data, "evolution"))
local oldName = mon.nickname or game.data.pokemon[mon.species].name
Evolution.apply(game, mon, newSpecies, via)
local msg = ("What?\n%s is\nevolving!\fCongratulations!\nYour %s\nevolved into\n%s!")
:format(oldName, oldName, game.data.pokemon[newSpecies].name)
local msg = Strings("What?\n%s is\nevolving!\fCongratulations!\nYour %s\nevolved into\n%s!",
oldName, oldName, game.data.pokemon[newSpecies].name)
game.stack:push(TextBox.new(game, msg, function()
Music.restoreMap(game.data)
-- re-run the evolved species' level-up learn check before onDone
@@ -186,7 +187,7 @@ end
-- After-battle hook: evolve mons that leveled this battle and still
-- qualify (queued one at a time, party order). Gen1 EvolveAfterBattle
-- only considers mons that gained a level during the fight a B-cancel
-- only considers mons that gained a level during the fight -- a B-cancel
-- means "not this time", and the next offer waits for the next level-up
-- (or Rare Candy / stone, which call Evolution.evolve directly).
-- leveledUp is a set of party mon tables; nil/empty yields no evolutions.
+5 -1
View File
@@ -31,7 +31,7 @@ end
-- Day Care retrieve (pokered WriteMonMoves + wLearningMovesFromDayCare):
-- grant learnset moves with startLevel < moveLevel <= newLevel, shifting
-- the oldest slot out when full. Silent no LearnMove prompts.
-- the oldest slot out when full. Silent -- no LearnMove prompts.
function Pokemon.learnMovesFromDayCare(data, mon, speciesDef, startLevel, newLevel)
if not (speciesDef and speciesDef.learnset and mon) then return end
mon.moves = mon.moves or {}
@@ -75,6 +75,10 @@ function Pokemon.new(data, species, level, rng)
statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 },
stats = stats,
hp = stats.hp,
-- the Gen1 catch-rate byte freezes at catch time: evolution does NOT
-- update it, so PKHeX expects a preevolution's rate on an evolved mon
-- (#206). Evolution.apply mutates in place and never touches this.
catchRate = def.catchRate,
status = nil, -- "SLP"|"PSN"|"BRN"|"FRZ"|"PAR"
moves = moves,
}
+34
View File
@@ -3,8 +3,12 @@
-- patch pokemon.spriteFront / icons.bySpecies. These helpers are the
-- sanctioned seam: every battle pic and party icon load goes through
-- pokemon.sprite / pokemon.icon, which stay live for the whole process.
--
-- playerPath is the same seam for the player's own trainer art, whose
-- vanilla paths are data (field.playerPics) rather than a species record.
local Runtime = require("src.mods.Runtime")
local FieldDefaults = require("src.world.FieldDefaults")
local Sprites = {}
@@ -36,6 +40,36 @@ function Sprites.path(data, species, side, opts)
return path, ctx.trueColor and true or false
end
-- Resolve the player's own trainer pic path.
-- side: "back" (the battle intro pic) | "front" (intro / card / Hall of Fame)
-- opts.kind: "battle" | "intro" | "trainer_card" | "hof"
-- opts.demo: the catch tutorial, where the old man fights in the player's
-- place and stands in for the back pic
-- opts.battle: the live battle, for kind == "battle"
-- Returns path, trueColor.
function Sprites.playerPath(data, side, opts)
opts = opts or {}
side = side == "back" and "back" or "front"
-- one key per pic, so a conversion can replace the back and inherit the
-- rest; fieldValue folds data.field over FieldDefaults per key
local key = side == "front" and "front"
or (opts.demo and "demoBack" or "back")
local path = FieldDefaults.fieldValue(data, "playerPics", key)
local ctx = {
side = side,
kind = opts.kind or "battle",
demo = opts.demo and true or false,
battle = opts.battle,
trueColor = false,
data = data,
}
if path and Runtime.wantsHook("player.sprite") then
local hooked = Runtime.call("player.sprite", samePath, path, ctx)
if type(hooked) == "string" and hooked ~= "" then path = hooked end
end
return path, ctx.trueColor and true or false
end
-- Resolve a party-menu icon image path for `mon`.
-- vanillaPath is the path PartyMenu already picked from icons.bySpecies /
-- def.icon / icons.byDex; the hook may replace it.
+22
View File
@@ -42,6 +42,28 @@ function Stats.calc(speciesDef, level, dvs, statExp)
return out
end
-- Give a mon a stat block when it has none. A real Gen 1 box_struct is a
-- byte-for-byte PREFIX of party_struct that stops before MON_LEVEL and
-- MON_STATS (macros/ram.asm box_struct / party_struct), so mons decoded out
-- of an imported .sav arrive without one (src/save_convert/GenSave.lua
-- decodeMon, isParty = false). The original derives them on demand at
-- exactly two moments: when a box or daycare mon's status screen opens
-- (engine/pokemon/status_screen.asm:66-76, "mon is in a box or daycare" ->
-- CalcStats) and when one is moved back into the party
-- (engine/pokemon/add_mon.asm _MoveMon tail). The stored current HP is
-- kept (box_struct does hold it) but clamped to the recalculated maximum so
-- a tampered save cannot overfill the bar. A mon that already has stats is
-- returned untouched, so a vanilla save round-trips. #233, #304
function Stats.ensure(speciesDef, mon)
if type(mon) ~= "table" or type(mon.stats) == "table" then return mon end
if type(speciesDef) ~= "table" or type(speciesDef.baseStats) ~= "table" then
return mon
end
mon.stats = Stats.calc(speciesDef, mon.level or 1, mon.dvs or {}, mon.statExp)
mon.hp = math.max(0, math.min(tonumber(mon.hp) or mon.stats.hp, mon.stats.hp))
return mon
end
-- Battle stat stage multipliers (data/battle/stat_modifiers.asm): stages
-- -6..+6 map to N/D pairs 25/100 .. 400/100.
local STAGE_MULT = {
+15 -1
View File
@@ -23,6 +23,20 @@ local FLASH_STEPS = { 1 / 3, 2 / 3, 1, 2 / 3, 1 / 3, 0,
local FLASH_HOLD = 2 -- frames per palette step
local FLASH_CYCLES = 3
-- The screen stays black after the wipe lands. Shrink and Split ask for it
-- outright (BattleTransition_BlackScreen, then `ld c, 10 / jp DelayFrames`:
-- battle_transitions.asm:390-392 and 422-424); the other six get the same gap
-- for free, because BattleTransition_BlackScreen has already set rBGP/rOBP0/
-- rOBP1 to $ff (:168-174) while DoBattleTransitionAndInitBattleVariables
-- reloads the HUD tile patterns and clears the screen (core.asm:6152-6185),
-- InitBattleCommon decompresses the front pic (core.asm:6694-6730), and
-- SlidePlayerAndEnemySilhouettesOnScreen rebuilds the whole tilemap between
-- DisableLCD and EnableLCD (core.asm:9-49) before anything moves. This port
-- has no load to hide behind, so the hold has to be explicit (#315). 30 is a
-- frame budget for that work, not a number pokered states; retune this one
-- constant against a reference recording if it reads long or short.
local BLACK_HOLD = 30
local TILE = 8
local COLS, ROWS = 160 / TILE, 144 / TILE -- 20 x 18 tiles
@@ -208,7 +222,7 @@ function BattleTransition:update(dt)
self.t = 0
end
else
if self.t >= self.wipeLen + 6 then
if self.t >= self.wipeLen + BLACK_HOLD then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
+69 -20
View File
@@ -102,35 +102,84 @@ local function pageFor(code)
return nil
end
local SPACE = 0x7F
-- Segment text into glyph spans: `{ from, to, code }` byte ranges, one per
-- drawn glyph, code nil when the charmap has nothing. A span is a whole
-- charmap sequence, so a multi-byte char ("é", "♂") and an ASCII ligature
-- ("<PK>", "'d") are each one glyph.
--
-- Every caller that *measures* or *cuts* text walks these instead of bytes.
-- "POKéMON" is 8 bytes and 7 glyphs: measuring it as 8 wraps lines that fit
-- (25 vanilla lines did), and cutting at byte 8 splits the é into two
-- invalid bytes that both draw as spaces. That distinction is the whole
-- reason a non-English font can be shipped as a mod (#186, #245).
--
-- Safe before Font.load: with no charmap it falls back to UTF-8 lead-byte
-- boundaries, which is all a headless paginate needs.
function Font.split(text)
local spans = {}
local i, n = 1, #text
while i <= n do
local span
local candidates = state and state.byFirstByte[text:byte(i)]
if candidates then
for _, entry in ipairs(candidates) do
local len = #entry.seq
if text:sub(i, i + len - 1) == entry.seq then
span = { from = i, to = i + len - 1, code = entry.code }
break
end
end
end
if not span then
-- Nothing matched. Still keep a UTF-8 sequence whole, so a cut never
-- lands mid-character even for a glyph we cannot draw.
local last = i
if text:byte(i) >= 0xC0 then
local k = i + 1
while k <= n do
local b = text:byte(k)
if b < 0x80 or b > 0xBF then break end
last, k = k, k + 1
end
end
span = { from = i, to = last }
end
spans[#spans + 1] = span
i = span.to + 1
end
return spans
end
-- How many leading spans fit in `budget` pixels. Advances come from each
-- glyph's own page, so a variable-width page measures correctly.
function Font.spansFitting(spans, budget)
local used, fit = 0, 0
for _, span in ipairs(spans) do
used = used + Font.advanceOf(span.code or SPACE)
if used > budget then break end
fit = fit + 1
end
return fit
end
-- Convert a text string into a list of glyph codes. Unknown characters
-- render as space (and are reported once).
local reported = {}
function Font.encode(text)
local codes = {}
local i = 1
while i <= #text do
local candidates = state.byFirstByte[text:byte(i)]
local matched = false
if candidates then
for _, entry in ipairs(candidates) do
local n = #entry.seq
if text:sub(i, i + n - 1) == entry.seq then
codes[#codes + 1] = entry.code
i = i + n
matched = true
break
end
end
end
if not matched then
local ch = text:sub(i, i)
if not reported[ch] and ch:byte() >= 32 then
for _, span in ipairs(Font.split(text)) do
local code = span.code
if not code then
local ch = text:sub(span.from, span.to)
if not reported[ch] and text:byte(span.from) >= 32 then
reported[ch] = true
require("src.core.Logger").warn("font: no glyph for %q", ch)
end
codes[#codes + 1] = 0x7F -- space
i = i + 1
code = SPACE
end
codes[#codes + 1] = code
end
return codes
end
+80 -22
View File
@@ -2,6 +2,11 @@
-- screen: pokered overlays the $62-$7F font area with the HP bar /
-- status sheet (font_battle_extra -> $62) and the HUD line tiles
-- (battle_hud_1 -> $6D, battle_hud_2+3 -> $73).
--
-- The two screens do NOT use the same overlay: the status screen scatters
-- hud_2 and hud_3 instead of copying them contiguously, which is what keeps
-- its № and <ID> glyphs alive. HudTiles.tile draws the battle layout,
-- HudTiles.statusTile the status one -- see STATUS_PAGES below. #280
local Assets = require("src.render.Assets")
@@ -23,32 +28,62 @@ local PAGES = {
image = "assets/generated/battle/battle_hud_3.png", base = 0x76 },
}
local tiles
function HudTiles.tile(code, x, y, tint)
if not tiles then
tiles = {}
local registered = require("src.core.Data").font
registered = registered and registered.pages or nil
local function add(path, base)
local ok, img = pcall(Assets.image, path)
if not ok then return end
-- The STATUS SCREEN overlays the SAME sheets differently, and the layout
-- above would break it: engine/pokemon/status_screen.asm:86-97 copies 3
-- tiles of hud_1 to $6D, ONE tile of hud_2 to $78 and 2 tiles of hud_3 to
-- $76, which leaves $70/$73/$74 as font_battle_extra's <to>, <ID> and № --
-- the glyphs the screen prints "№." and "<ID>№/" from
-- (constants/charmap.asm:69-73). The battle overlay instead copies
-- hud_2+hud_3 contiguously over $73-$78 (engine/battle/core.asm:6520/6532),
-- burying № under a line tile, so the status screen needs its own table.
-- The line glyphs land identically either way -- $76 ─, $77 ┘, $6F the
-- halfarrow -- only the vertical bar moves ($73 in battle, $78 here). #280
local STATUS_PAGES = {
{ id = "font_battle_extra",
image = "assets/generated/battle/font_battle_extra.png", base = 0x62 },
{ id = "battle_hud_1",
image = "assets/generated/battle/battle_hud_1.png", base = 0x6D },
{ id = "battle_hud_3",
image = "assets/generated/battle/battle_hud_3.png", base = 0x76, count = 2 },
{ id = "battle_hud_2",
image = "assets/generated/battle/battle_hud_2.png", base = 0x78, count = 1 },
}
local tiles, statusTiles
-- Build one code -> {img, quad} map from a page list. `count` caps a page
-- at the number of tiles the asm actually copies (the extracted sheets all
-- carry 3 tiles; the status overlay uses fewer). A mod's registered page
-- swaps the image in either table, but only the battle table honors its
-- `base`: the status layout is the asm's own placement, and sliding hud_2
-- there would bury № again.
local function build(pages, fixedBase)
local out = {}
local registered = require("src.core.Data").font
registered = registered and registered.pages or nil
for _, page in ipairs(pages) do
local override = registered and registered[page.id]
local path, base = page.image, page.base
if override and override.image then path = override.image end
if not fixedBase and override and override.base then base = override.base end
local ok, img = pcall(Assets.image, path)
if ok then
local iw, ih = img:getDimensions()
local per = iw / 8
for i = 0, per * (ih / 8) - 1 do
tiles[base + i] = {
local count = page.count or per * (ih / 8)
for i = 0, count - 1 do
out[base + i] = {
img = img,
quad = love.graphics.newQuad((i % per) * 8,
math.floor(i / per) * 8, 8, 8, iw, ih),
}
end
end
for _, page in ipairs(PAGES) do
local override = registered and registered[page.id]
add(override and override.image or page.image,
override and override.base or page.base)
end
end
local t = tiles[code]
return out
end
local function put(t, x, y, tint)
if not t then return end
local r, g, b, a = love.graphics.getColor()
love.graphics.setColor(tint or { 1, 1, 1, 1 })
@@ -56,9 +91,23 @@ function HudTiles.tile(code, x, y, tint)
love.graphics.setColor(r, g, b, a)
end
function HudTiles.tile(code, x, y, tint)
if not tiles then tiles = build(PAGES) end
put(tiles[code], x, y, tint)
end
-- The same sheets under the status screen's overlay (STATUS_PAGES). The HP
-- bar codes $62-$6D are identical in both layouts, so drawHPBar below keeps
-- using the battle table. #280
function HudTiles.statusTile(code, x, y, tint)
if not statusTiles then statusTiles = build(STATUS_PAGES, true) end
put(statusTiles[code], x, y, tint)
end
-- lazy: the next tile() rebuilds every page from the search path
function HudTiles.invalidate()
tiles = nil
statusTiles = nil
end
Assets.register(HudTiles.invalidate)
@@ -78,6 +127,11 @@ end
-- GetHealthBarColor's thresholds (>= 27 px green, >= 10 yellow, else
-- red).
--
-- segments: how many 8px cells the bar spans (6, the hardware width,
-- unless a caller asks for more -- the widescreen battle layout has room
-- for a longer bar in the same tiles). The color thresholds scale with
-- it so a wider bar turns yellow and red at the same fractions of full.
--
-- grayFill (#229): when the caller will colorize this bar with an SGB
-- region palette (BattleState's zone pass, BATTLE_ZONES pal 0/1 =
-- GetHealthBarColor), leave the fill as its raw DMG shade-2 gray and skip
@@ -87,18 +141,22 @@ end
-- Tinting first would double-apply the color: GREENBAR's fill {0,189,0} has
-- red channel 0, so the tint zeroes the whole bar's red and the zone's
-- red-channel-keyed shade shader then maps every pixel to color 3 = black.
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill, segments)
local x, y = tx * 8, ty * 8
segments = math.max(1, math.floor(segments or 6))
HudTiles.tile(0x71, x, y)
HudTiles.tile(0x62, x + 8, y)
local px = 0
if mon.stats.hp > 0 and mon.hp > 0 then
px = math.max(1, math.floor(mon.hp * 48 / mon.stats.hp))
px = math.max(1, math.floor(mon.hp * segments * 8 / mon.stats.hp))
end
local tint
if not grayFill then
local PaletteFX = require("src.render.PaletteFX")
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local green = math.ceil(27 * segments / 6)
local yellow = math.ceil(10 * segments / 6)
local name = px >= green and "GREENBAR"
or px >= yellow and "YELLOWBAR" or "REDBAR"
local colors = PaletteFX.pal(data, name)
if colors then
local c = colors[3] -- GB color 2 is the fill shade
@@ -108,11 +166,11 @@ function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
math.min(1, c[3] / 170), 1 }
end
end
for i = 0, 5 do
for i = 0, segments - 1 do
local seg = math.min(8, math.max(0, px - i * 8))
HudTiles.tile(seg >= 8 and 0x6B or 0x63 + seg, x + 16 + i * 8, y, tint)
end
HudTiles.tile(HudTiles.capTile(barType), x + 64, y)
HudTiles.tile(HudTiles.capTile(barType), x + 16 + segments * 8, y)
end
return HudTiles
+121 -33
View File
@@ -5,10 +5,11 @@
-- then drawn once per zone through a shader that remaps the four DMG
-- shades to that zone's palette.
--
-- Port display option: COLORS (GBC / RED++ / OG / OG INV / GBC INV / CLASSIC)
-- transforms every zone's palette at send time via effectiveColors.
-- RED++ swaps the named-palette pack for pokered-gbc SuperPalettes
-- (data/palettes_gbc.lua), including per-species mon colors.
-- Port display option: COLORS (OG RED / SGB / ADVANCED / OG / OG INV /
-- SGB INV / CLASSIC) transforms every zone's palette at send time via
-- effectiveColors. ADVANCED (the `redpp` id below) swaps the named-palette
-- pack for pokered-gbc SuperPalettes (data/palettes_gbc.lua), including
-- per-species mon colors.
local GameVersion = require("src.core.GameVersion")
@@ -18,14 +19,18 @@ local shader -- false = unavailable (headless / no shader support)
local gbcPack -- false = missing; nil = not loaded yet
-- Cycle order matches OptionsMenu / hotkey 2. The three real colorizations
-- come first (OG RED = GBC hardware, SGB = per-map Super Game Boy, RED++ =
-- come first (OG RED = GBC hardware, SGB = per-map Super Game Boy, ADVANCED =
-- pokered-gbc per-tile), then the DMG-shade novelty modes.
PaletteFX.MODES = { "ogred", "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
-- `gbc`/`gbc_inv` keep their save-value ids for back-compat; their LABELS are
-- "SGB"/"SGB INV" because that is what the mode actually is (the old "GBC"
-- label was a misnomer -- it never was the real Game Boy Color palette).
-- `gbc`/`gbc_inv`/`redpp` keep their save-value ids for back-compat while
-- their LABELS say what the mode actually is: "SGB"/"SGB INV" because the old
-- "GBC" label was a misnomer (it never was the real Game Boy Color palette),
-- and "ADVANCED" because `redpp` is the richest colorization of the three
-- rather than anything Red-specific -- it reads as a misnomer outright on a
-- Blue playthrough. Comments elsewhere still call it RED++, the name it has
-- carried in this file since it landed.
PaletteFX.MODE_LABELS = {
ogred = "OG RED", gbc = "SGB", redpp = "RED++", og = "OG",
ogred = "OG RED", gbc = "SGB", redpp = "ADVANCED", og = "OG",
og_inv = "OG INV", gbc_inv = "SGB INV", classic = "CLASSIC",
}
PaletteFX.mode = "gbc"
@@ -88,6 +93,25 @@ function PaletteFX.ogObj()
return PaletteFX.GBC_OBJ, "gbcobj"
end
-- The DMG object ramp every mode except OG RED bakes onto overworld sprites,
-- plus its cache group (same two-value contract as ogObj). Entry 1 is never
-- read -- SpriteRenderer.getObpImage keys OBJ color 0 to alpha, the hardware's
-- unconditional OBJ transparency -- and entries 2..4 are OBJ colors 1..3 sent
-- through rOBP0 = $D0 (home/fade.asm FadePal4 `dc 3,1,0,0`, the entry
-- LoadGBPal reads while wMapPalOffset is 0): color 1 -> DMG shade 0, color 2
-- -> shade 1, color 3 -> shade 3. Leaving the result in DMG shades is the
-- whole point: the zone shader then colors a character out of the same map
-- palette it colors the ground with, which is all the Super Game Boy can do to
-- an OBJ (#301), and the OBP0 lift is what puts Red's cap on the ROUTE
-- palette's grass green instead of its light-blue (#150).
PaletteFX.OBP0_SHADES = {
{ 255, 255, 255 }, { 255, 255, 255 }, { 170, 170, 170 }, { 0, 0, 0 },
}
function PaletteFX.dmgObj()
return PaletteFX.OBP0_SHADES, "obp0"
end
local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
function PaletteFX.shader()
@@ -202,32 +226,45 @@ function PaletteFX.usesGbcPack(mode)
end
-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
-- (the OBP bake + post-zone redraw path). OG RED and SGB both do: characters
-- wear the GBC boot-ROM object palette (PaletteFX.ogObj -- green over Red's red
-- background, pink over Blue's blue background), so the player and NPCs carry a
-- fixed object color instead of tinting with whatever region palette their
-- feet stand over. On real hardware a sprite is an OBJ colored by an OBJ
-- palette (color/sprites.asm ColorOverworldSprite), distinct from the BG it
-- overlaps -- so Red's cap must stay green in tall grass, not turn the ROUTE
-- palette's light-blue (issue #150: SGB region-tinting sent the cap to shade-2
-- = light-blue and the character clashed with the grass it should blend into).
-- Terrain is unaffected -- pal() below still hands SGB its per-map BG palette;
-- only OG RED short-circuits BG to the one global red palette. An EARLIER
-- attempt at per-sprite SGB color baked GBC_BG (the RED background ramp) onto
-- (the OBP bake + post-zone redraw path). OG RED alone does: the Game Boy
-- Color boot ROM hands the game one global object palette (PaletteFX.ogObj --
-- green over Red's red background, pink over Blue's blue background), so on
-- that machine the player and NPCs carry a fixed object color instead of
-- tinting with whatever region palette their feet stand over. An EARLIER
-- attempt at per-sprite color baked GBC_BG (the RED background ramp) onto
-- characters -- that was the "reds coloring on the player/NPCs" bug; the object
-- palette is GBC_OBJ (green), so baking it here is the fix, not that
-- regression. RED++ colors sprites through the usesGbcPack() path in
-- SpriteRenderer instead.
-- palette is GBC_OBJ (green), so baking that here is the fix, not that
-- regression. Terrain is unaffected -- pal() below still hands SGB its per-map
-- BG palette; only OG RED short-circuits BG to the one global red palette.
--
-- SGB does NOT. The Super Game Boy colorizes the composited DMG picture it is
-- handed and cannot tell an OBJ pixel from a BG one; pokered never sends the
-- OBJ_TRN packet that would enable SGB sprite mode (data/sgb/sgb_packets.asm
-- defines ATTR_BLK / PAL_SET / PAL_TRN / MLT_REQ / CHR_TRN / PCT_TRN and
-- nothing else), so a character there wears the very palette its map does.
-- Baking GBC_OBJ over it was issue #301 ("people in SGB mode are green": the
-- boot-ROM greens sat on top of ROUTE's own greens and blues). What issue
-- #150 actually caught was the missing rOBP0 step, not a missing object
-- palette: overworld OBJs run through OBP0 = $D0 (home/fade.asm FadePal4
-- `dc 3,1,0,0`), which lifts OBJ color 1 to DMG shade 0 and color 2 to shade 1,
-- so Red's cap lands on the ROUTE palette's shade-1 GRASS GREEN and blends into
-- the grass exactly as #150's reference shot shows. Drawn with an identity
-- shade map it landed on shade 2 = light-blue instead, which is the clash #150
-- reported. SpriteRenderer bakes that OBP0 ramp (PaletteFX.dmgObj) and lets
-- the zone shader color the result. RED++ colors sprites through the
-- usesGbcPack() path in SpriteRenderer instead.
function PaletteFX.usesSpriteObp(mode)
mode = mode or PaletteFX.mode
return mode == "ogred" or mode == "gbc"
return mode == "ogred"
end
-- ------- post-zone sprite redraw (GBC mode)
-- ------- post-zone sprite redraw (OG RED)
--
-- In GBC mode the world canvas still runs through the per-map zone
-- In OG RED the world canvas still runs through the whole-screen zone
-- shade-remap shader, which would corrupt an OBP-baked sprite's true-color
-- pixels. So SpriteRenderer draws the baked sprite into the canvas (its
-- pixels. (SGB used to come through here too; it no longer bakes an object
-- palette at all, so its characters are colorized by the zone like the ground
-- they stand on and never queue a replay -- see usesSpriteObp, #301.) So SpriteRenderer draws the baked sprite into the canvas (its
-- pixels come out zone-tinted there) AND records the draw here;
-- Renderer:endFrame replays the list on top of the finished zone pass,
-- scaled into screen space -- the GBC's OBJ-over-BG compositing, one draw
@@ -529,6 +566,34 @@ function PaletteFX.permute(colors, map)
colors[map[2] + 1], colors[map[3] + 1] }
end
-- ------- global shade map (rBGP)
--
-- home/fade.asm's LoadGBPal writes ONE rBGP for the whole screen, indexing
-- FadePal4 - wMapPalOffset. A dark cave sets wMapPalOffset = 6
-- (home/overworld.asm's ROCK_TUNNEL_1F check; the value rides in the extracted
-- field.darkMaps.palOffset), which lands on FadePal2 = `dc 3,3,3,2`: DMG white
-- drops to shade 2 and every darker shade goes to shade 3. So the WHOLE
-- screen darkens -- the original never cuts a window of light around the
-- player (#322) -- and FLASH clears wMapPalOffset again
-- (engine/menus/start_sub_menus.asm .flash).
--
-- Renderer:beginFrame clears this every frame and the state that draws a dark
-- map re-arms it while it draws, so it can never outlive the map it belongs
-- to: a battle or a full-screen menu draws with no map beneath it and comes
-- out lit, exactly like init_battle_variables.asm's `ld [wMapPalOffset], a`
-- leaves the original.
PaletteFX.DARK_BGP = { [0] = 2, [1] = 3, [2] = 3, [3] = 3 }
local shadeMap = nil
function PaletteFX.setShadeMap(map)
shadeMap = map
end
function PaletteFX.shadeMap()
return shadeMap
end
function PaletteFX.setMode(mode)
local prev = PaletteFX.mode
local ok = false
@@ -598,19 +663,42 @@ end
-- Transform a 4-color palette for the active COLORS display mode.
-- GBC and RED++ pass the zone colors through (RED++ already swapped the
-- pack in pal/monPal); OG* / CLASSIC replace; GBC INV permutes shades.
-- The "paper" shade of the active display mode: what a DMG-white background
-- pixel ends up as once colorization has run. Every palette in the SGB pack
-- carries the same off-white (255,239,255) as color 0, so this is well
-- defined for the whole screen rather than per zone. Goes through
-- PaletteFX.pal so OG RED short-circuits to the one global boot-ROM BG
-- palette and RED++ falls back to the ROM pack, then through effectiveColors
-- so the mono and inverted modes get their own paper (CLASSIC's pea green,
-- and the dark paper the inverted modes should have). Returns r, g, b in
-- 0..1, white if nothing resolves.
function PaletteFX.paperShade(data)
local base = PaletteFX.pal(data, "GREENBAR") or PaletteFX.GRAYS
local colors = PaletteFX.effectiveColors(base) or base
local c = colors and colors[1]
if not c then return 1, 1, 1 end
return c[1] / 255, c[2] / 255, c[3] / 255
end
function PaletteFX.effectiveColors(c)
if not c then return nil end
local mode = PaletteFX.mode or "gbc"
local out = c
if mode == "og" then
return PaletteFX.GRAYS
out = PaletteFX.GRAYS
elseif mode == "og_inv" then
return PaletteFX.permute(PaletteFX.GRAYS, INV_MAP)
out = PaletteFX.permute(PaletteFX.GRAYS, INV_MAP)
elseif mode == "classic" then
return PaletteFX.CLASSIC
out = PaletteFX.CLASSIC
elseif mode == "gbc_inv" then
return PaletteFX.permute(c, INV_MAP)
out = PaletteFX.permute(c, INV_MAP)
end
return c
-- The shade map goes on LAST: rBGP is a hardware register write, so it
-- composes on top of whatever colors the display mode settled on -- a dark
-- cave has to read dark in CLASSIC's pea greens and in plain DMG grays too
-- (#322). permute() is the identity (and returns `out` itself, which the
-- mod-graphics parity check leans on) while nothing has armed one.
return PaletteFX.permute(out, shadeMap)
end
-- send a 4-color (0-255 RGB) palette to the shade-remap shader, after
+47 -8
View File
@@ -15,8 +15,15 @@ local Runtime = require("src.mods.Runtime")
local Renderer = {}
-- The Game Boy surface. WIDTH/HEIGHT are the classic dimensions every
-- screen is laid out in; uiWidth/uiHeight are the surface actually
-- allocated this frame, which a state may widen through setUISize (the
-- widescreen battle layout asks for 304x144). Anything drawing a normal
-- 160x144 screen can keep reading WIDTH/HEIGHT.
Renderer.WIDTH = 160
Renderer.HEIGHT = 144
Renderer.MAX_UI_WIDTH = 640
Renderer.MAX_UI_HEIGHT = 576
-- Whether a value is a real Canvas we can composite. Real LOVE canvases are
-- userdata answering typeOf("Canvas"); the headless test stub fakes them as
@@ -83,7 +90,8 @@ function Renderer:init()
-- 160x144 real pixels, never DPI-scaled: see src/render/PixelCanvas.lua
-- (#208). Every canvas below is sized in framebuffer pixels for the same
-- reason -- worldViewSize() already works in drawable pixels.
self.canvas = PixelCanvas.new(self.WIDTH, self.HEIGHT, "nearest")
self.uiWidth, self.uiHeight = self.WIDTH, self.HEIGHT
self.canvas = PixelCanvas.new(self.uiWidth, self.uiHeight, "nearest")
self.worldCanvas = nil
self.worldActive = false
-- tilt mode only: a transparent overlay canvas the size of the world
@@ -115,7 +123,31 @@ end
-- units via / dpiX and / dpiY when drawing.
function Renderer:fitScale()
local _, _, pw, ph = displayMetrics()
return math.max(1, math.floor(math.min(pw / self.WIDTH, ph / self.HEIGHT)))
local w, h = self:uiSize()
return math.max(1, math.floor(math.min(pw / w, ph / h)))
end
-- the native-pixel UI surface in use right now
function Renderer:uiSize()
return self.uiWidth or self.WIDTH, self.uiHeight or self.HEIGHT
end
-- Ask for a UI surface of w x h native pixels; the canvas is reallocated
-- only when the size actually changes, so the classic path never rebuilds
-- it. Sizes are resolved before any state draws (Game:draw) and bounded on
-- both ends -- never smaller than the Game Boy screen every layout assumes,
-- never large enough for a bad request to allocate an unbounded canvas.
function Renderer:setUISize(w, h)
if type(w) ~= "number" or type(h) ~= "number"
or w < self.WIDTH or h < self.HEIGHT
or w > self.MAX_UI_WIDTH or h > self.MAX_UI_HEIGHT then
w, h = self.WIDTH, self.HEIGHT
end
w, h = math.floor(w), math.floor(h)
if w == self.uiWidth and h == self.uiHeight and self.canvas then return end
if self.canvas and self.canvas.release then self.canvas:release() end
self.uiWidth, self.uiHeight = w, h
self.canvas = PixelCanvas.new(w, h, "nearest")
end
-- LOVE-unit draw scales endFrame uses for the UI blit: integer framebuffer
@@ -174,6 +206,9 @@ function Renderer:beginFrame(transparent)
-- draws this one
PaletteFX.clearTrueColor()
PaletteFX.clearSpriteRedraws()
-- rBGP is a per-frame register here: the state that draws a dark map
-- re-arms it while it draws (#322), so nothing inherits last frame's
PaletteFX.setShadeMap(nil)
PaletteFX.setPass("ui")
love.graphics.setCanvas(self.canvas)
if transparent then
@@ -440,10 +475,11 @@ function Renderer:endFrame(zones, worldZones)
-- Sx/Sy = LOVE-unit draw scales (may differ when dpiX ≠ dpiY).
local Sp = self:fitScale()
local Sx, Sy = Sp / dpiX, Sp / dpiY
local vpw, vph = self.WIDTH * Sx, self.HEIGHT * Sy
local uiw, uih = self:uiSize()
local vpw, vph = uiw * Sx, uih * Sy
-- Snap the letterbox origin to a framebuffer pixel, then convert to units.
local ox = math.floor((pw - self.WIDTH * Sp) / 2) / dpiX
local oy = math.floor((ph - self.HEIGHT * Sp) / 2) / dpiY
local ox = math.floor((pw - uiw * Sp) / 2) / dpiX
local oy = math.floor((ph - uih * Sp) / 2) / dpiY
local GBCFX = require("src.render.GBCFX")
-- Forced mono/Classic modes still need a whole-screen zone when a state
-- exposes no SGB packets (raw DMG canvas), so sendColors can remap.
@@ -480,8 +516,11 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.setCanvas(present)
end
-- Default letterbox is black. Battle (and any state that opts in via
-- letterboxWhite) fills the voids white so the window matches the
-- white battle canvas instead of showing black bars.
-- letterboxWhite) fills the voids with the display mode's paper shade, so
-- the bars match the canvas they frame instead of showing black. Not a
-- literal white: the battle canvas is colorized, and in SGB mode its paper
-- is the pack's off-white (255,239,255), which a hardcoded 1,1,1 framed in
-- a visibly brighter border.
local clearR, clearG, clearB = 0, 0, 0
if not self.worldActive then
local ok, Game = pcall(require, "src.core.Game")
@@ -489,7 +528,7 @@ function Renderer:endFrame(zones, worldZones)
local base = stack and stack.visibleBase and stack:visibleBase()
local state = base and stack.states and stack.states[base]
if state and state.letterboxWhite then
clearR, clearG, clearB = 1, 1, 1
clearR, clearG, clearB = PaletteFX.paperShade(Game and Game.data)
end
end
love.graphics.setColor(clearR, clearG, clearB, 1)
+26 -5
View File
@@ -18,10 +18,14 @@ local function getImage(path)
return imageCache[path]
end
-- RED++ overworld sprite OBJ-palette recolor (color/sprites.asm
-- ColorOverworldSprite), baked into an ImageData like BattleState's mon-pic
-- palette bake (src/battle/BattleState.lua getImage): CPU-remap the 4 DMG
-- shades to the resolved OBP colors, cached per (image path, group).
-- Overworld sprite OBJ-palette recolor, baked into an ImageData like
-- BattleState's mon-pic palette bake (src/battle/BattleState.lua getImage):
-- CPU-remap the 4 DMG shades to the resolved OBP colors, cached per
-- (image path, group). Every colour mode goes through it now (#301): RED++
-- resolves real per-sprite colours (color/sprites.asm ColorOverworldSprite),
-- OG RED the one boot-ROM object palette, and everything else the plain
-- rOBP0 = $D0 shade lift (PaletteFX.dmgObj) that leaves the sprite in DMG
-- shades for the zone shader to colour.
--
-- Sprite sheets carry no real alpha (every pixel, including the
-- background, is opaque -- confirmed by sampling the extracted PNGs): the
@@ -110,7 +114,13 @@ function SpriteRenderer:resolveImage()
-- collide in obpCache) -- see issue #155
return getObpImage(self.def.image, PaletteFX.ogObj())
end
return self.image
-- Every other mode (SGB and the mono/inverted novelties) leaves the sprite
-- in DMG shades so the zone shader colors it out of the map's own palette,
-- but still bakes rOBP0 = $D0 in and keys OBJ color 0 to alpha -- the two
-- things a raw sheet blit cannot express (#301, #150). The sheets carry no
-- real alpha (see getObpImage), so returning self.image here would put an
-- opaque white box behind every character a pipeline textures.
return getObpImage(self.def.image, PaletteFX.dmgObj())
end
-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
@@ -152,6 +162,17 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
-- top.
image = getObpImage(self.def.image, PaletteFX.ogObj())
redraw = true
else
-- SGB and the mono/inverted modes (and OG RED's tilt upright pass, which
-- has no post-zone replay to restore a bake): the sprite stays in DMG
-- shades -- rOBP0 = $D0 baked in, OBJ color 0 keyed to alpha -- and the
-- whole-canvas zone shader colors it with the map's palette. That is the
-- only thing the Super Game Boy can do to an OBJ, since pokered never
-- sends the OBJ_TRN packet that would give sprites palettes of their own
-- (data/sgb/sgb_packets.asm defines ATTR_BLK / PAL_SET / PAL_TRN /
-- MLT_REQ / CHR_TRN / PCT_TRN and nothing else). No redraw is queued:
-- being colorized by the zone IS the point (#301).
image = getObpImage(self.def.image, PaletteFX.dmgObj())
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
-- still 3-frame sprites turn to face (the nurse at her machine,
+51 -5
View File
@@ -27,6 +27,11 @@ local MAX_COLS = 18
-- WaitForSoundToFinish; nil headless), then auto.delay frames pass
-- (default 3, Delay3) and the box pops itself + calls onDone. No
-- blinking cursor, no Press_AB beep.
-- opts.auto.tick, when given, runs once per frame for as long as the box
-- is held open. It is the only per-frame hook a script has while a box is
-- up: StateStack updates the top state only, so the overworld and its
-- ScriptRunner are frozen underneath (the Pewter JIGGLYPUFF dance drives
-- its spin off it, data/scripts/story5.lua, #249).
function TextBox.new(game, text, onDone, opts)
local self = setmetatable({}, TextBox)
self.game = game
@@ -92,13 +97,28 @@ end
-- pokered ContText waits for A/B + ▼ before scrolling that line in.
function TextBox.paginate(text, maxCols)
maxCols = maxCols or (Theme.textBox and Theme.textBox.maxCols) or MAX_COLS
-- maxCols is a column count, so the budget is that many vanilla 8px
-- cells. Measuring in pixels rather than columns is what lets a mod's
-- variable-advance page wrap correctly (#186).
local budget = maxCols * 8
local pages = {}
local contBefore = {}
-- Soft-wrap on glyph boundaries, never byte boundaries: a line is over
-- budget by what it *draws*, and the cut falls between glyphs so a
-- multi-byte char is never torn in half.
local function pushLine(lines, conts, line, wait)
while #line > maxCols do
local cut = maxCols
for i = maxCols, 1, -1 do
if line:sub(i, i) == " " then cut = i break end
while true do
local spans = Font.split(line)
local fit = Font.spansFitting(spans, budget)
if fit >= #spans then break end
-- a glyph wider than the whole box still has to advance by one
fit = math.max(fit, 1)
local cut = spans[fit].to
for i = fit, 1, -1 do
if line:sub(spans[i].from, spans[i].to) == " " then
cut = spans[i].to
break
end
end
table.insert(lines, line:sub(1, cut))
table.insert(conts, wait)
@@ -164,9 +184,28 @@ function TextBox:update(dt)
self.autoSrc = self.auto.sound and self.auto.sound() or nil
self.autoTimer = 0
end
-- auto.tick: one call per frame for as long as the box is held open,
-- run before the autoSrc gate so a tick-driven gate can clear itself
-- on the same frame. It is the only per-frame hook a script gets
-- while a box is up, since StateStack updates the top state only and
-- the overworld underneath is frozen (the Pewter JIGGLYPUFF spin,
-- #249).
if self.auto.tick then self.auto.tick() end
if self.autoSrc and self.autoSrc.isPlaying and self.autoSrc:isPlaying() then
return -- the cry is still sounding (WaitForSoundToFinish)
end
-- auto.wait: the pet-NPC cries (PewterNidoranHouseNidoranText,
-- ViridianNicknameHouseSpearowText) have nothing queued behind the
-- cry, so DisplayTextID's trailing WaitForTextScrollButtonPress still
-- runs once it is over -- their maps enable auto text box drawing,
-- which zeroes wDoNotWaitForButtonPressAfterDisplayingText
-- (home/window.asm AutoTextBoxDrawingCommon). Drop the auto gate and
-- hand the box to the plain A/B path, which also starts the blinking
-- arrow, instead of popping it (#247, #251).
if self.auto.wait then
self.auto = nil
return
end
self.autoTimer = self.autoTimer + 1
local delay = self.auto.delay or 3
-- auto.onOverlap: fired once when the delay elapses but before the
@@ -267,10 +306,17 @@ function TextBox:draw()
self.scrollPx = self.scrollPx - 2
if self.scrollPx <= 0 then self.scrollPx = nil end
end
-- Only the retained line carries the offset: it slides up from where it
-- already sat (line2Y) to line1Y. The incoming line is drawn at its home
-- row instead, because offsetting it too put fresh glyphs 8px low -- on the
-- box's bottom border -- whenever the typewriter beat the 4-frame slide
-- (#314). The sub-tile slide is ours to begin with: ScrollTextUpOneLine
-- (home/text.asm:283) copies the rows up whole and waits 5 frames, so
-- nothing in the original is ever drawn between two rows.
local off = self.scrollPx or 0
local ys = { self.line1Y, self.line2Y }
for i, line in ipairs(self.shown) do
local y = (ys[i] or self.line2Y) + off
local y = (ys[i] or self.line2Y) + (i == 1 and off or 0)
for j, code in ipairs(line) do
Font.drawCode(code, self.textX + (j - 1) * 8, y)
end
+3 -3
View File
@@ -11,9 +11,9 @@ TileRenderer.__index = TileRenderer
local BORDER_BLOCKS = 3 -- ring width; > half a screen (2.5 blocks)
-- OVERWORLD maps fill beyond-edge space from save.options.voidFill:
-- trees (default) solid tree wall $0F (Viridian/Cerulean/Celadon)
-- water solid water $43 (Cinnabar/Route 19 border block)
-- black solid black (no tiled metatile)
-- trees (default) -- solid tree wall $0F (Viridian/Cerulean/Celadon)
-- water -- solid water $43 (Cinnabar/Route 19 border block)
-- black -- solid black (no tiled metatile)
-- Other tilesets keep their designated border (interiors stay black/void).
local TREE_WALL_BLOCK = 0x0F
local WATER_BORDER_BLOCK = 0x43
+119 -9
View File
@@ -38,6 +38,8 @@ local NAME_LENGTH = 11
local PARTY_LENGTH = 6
local MONS_PER_BOX = 20
local NUM_BADGES = 8
local NUM_CITY_MAPS = 11 -- PALLET_TOWN..SAFFRON_CITY, the bit width of
-- wTownVisitedFlag (constants/map_constants.asm)
local BOX_STRUCT_SIZE = 33 -- Species,HP,Level,Status,Type1,Type2,CatchRate,
-- Moves x4,OTID,Exp x3,HPExp,AtkExp,DefExp,
-- SpdExp,SpcExp,DVs,PP x4 (macros/ram.asm box_struct)
@@ -65,6 +67,22 @@ O.numPcItems = O.mainData + 579 -- 1B
O.pcItems = O.mainData + 580 -- 101B (50 x (id,qty) + $FF term)
O.currentBoxNum = O.mainData + 681 -- 1B (bits 0-6: box 0-11, bit 7: unused here)
O.coins = O.mainData + 685 -- 2B BCD
-- wTownVisitedFlag (ram/wram.asm:2057): the FLY destination set, a
-- flag_array NUM_CITY_MAPS whose bit index IS the town's map index (see the
-- decode note). Triangulated from both neighbours, which agree exactly:
-- backwards from the checksum-covered, independently derived O.eventFlags
-- below by summing every wram.asm declaration between the two labels --
-- 2 (wTownVisitedFlag) + 2 (wSafariSteps) + 1 + 1 + 2 + 1 + 1 + 1 + 1 + 1
-- + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 8 + 1 + 1 + 1 (wBeatGymFlags) + 1 + 1 + 1
-- (wStatusFlags3, aliased wCableClubDestinationMap) + 1 + 1 + 1 + 1 + 1 + 1
-- + 1 + 1 + 1 (wMovementFlags) + 2 + 2 + 1 + 1 + 2 + 1 + 1 + 2 + 1 + 1 + 2
-- = 60, so 1104 - 60 = 1044; and forwards from O.coins (mainData + 685)
-- with 2 (wPlayerCoins) + 32 (wToggleableObjectFlags, flag_array $100) + 7
-- + 1 (wSavedSpriteImageIndex) + 33 (wToggleableObjectList) + 1 + 200
-- (wGameProgressFlags..End) + 56 + 14 (wObtainedHiddenItemsFlags,
-- flag_array MAX_HIDDEN_ITEMS = 112) + 2 (wObtainedHiddenCoinsFlags) + 1
-- (wWalkBikeSurfState) + 10 = 359, so 685 + 359 = 1044 as well.
O.townVisited = O.mainData + 1044 -- 2B (flag_array NUM_CITY_MAPS)
O.eventFlags = O.mainData + 1104 -- 320B (flag_array NUM_EVENTS = 2560 bits)
-- Play time (wPlayTimeHours/Maxed/Minutes/Seconds/Frames) lives INSIDE the
-- sMainData window (wMainDataStart..wMainDataEnd is copied verbatim into
@@ -232,12 +250,17 @@ local function encodeName(buf, off, len, text)
setByte(buf, off + i, charmap.byToken[ch] or charmap.byToken["?"] or 0x50)
i, pos = i + 1, pos + clen
end
-- Write exactly ONE $50 terminator and then STOP. The bytes after it are
-- left untouched: when encoding over a template they stay as the original
-- save's post-terminator padding (so an unchanged name round-trips
-- byte-identical), and on a templateless export they stay zero-filled. The
-- game reads a name only up to the first $50, so whatever follows is inert.
-- Write exactly ONE $50 terminator and then $50-pad the rest of the
-- field: every real save the naming screen ever wrote fills the tail
-- with $50, and a zero tail is what PKHeX renders as garbage glyphs
-- after the name ("JOHN{}", #206). Template bytes that are NOT zero
-- stay untouched, so an unchanged name still round-trips
-- byte-identical and stale template data survives.
if i < len then setByte(buf, off + i, 0x50) end
for j = i + 1, len - 1 do
local cur = buf[off + j + 1]
if cur == nil or cur:byte() == 0 then setByte(buf, off + j, 0x50) end
end
end
-- ------------------------------------------------------------------
@@ -375,6 +398,40 @@ function GenSave.crosswalks(data)
}
end
-- Gen1 has no "is nicknamed" bit. An un-nicknamed mon literally stores its
-- species' standard name in the nickname slot: engine/menus/naming_screen.asm
-- AskName's .declinedNickname copies wNameBuffer (the MonsterNames entry
-- GetMonName just loaded) straight over the mon's nickname field. The game
-- recovers "was it nicknamed?" by comparing the two --
-- engine/pokemon/evos_moves.asm RenameEvolvedMon rewrites the name on
-- evolution only while the stored one still equals the PRE-evolution
-- species' standard name ("Renames the mon to its new, evolved form's
-- standard name unless it had a nickname, in which case the nickname is
-- kept"). This project models that state as mon.nickname == nil instead:
-- every display site reads `mon.nickname or def.name` and
-- src/pokemon/Evolution.lua deliberately never touches the field. So the
-- two conventions must be translated at this boundary, or an imported
-- SQUIRTLE still reads "SQUIRTLE" after it becomes a WARTORTLE and an
-- engine-origin export writes the species CONSTANT ("NIDORAN_M", whose "_"
-- has no charmap glyph and encodes as "?") where the cartridge keeps the
-- display name. Both read back as a forced nickname (#257).
--
-- def.name is byte-for-byte what the cartridge stores: tools/extract/
-- pokemon.py parse_names reads pokered's data/pokemon/names.asm, the very
-- table GetMonName loads from, and all 151 names round-trip exactly through
-- src/save_convert/data/charmap.lua, so the equality test below is exact
-- and never mis-fires on a name the charmap mangles.
local function speciesName(cw, species)
local def = species and cw.speciesDefs[species]
return (def and def.name) or species or ""
end
-- stored fixed-length name -> save.lua nickname (nil when never nicknamed)
local function importedNickname(cw, species, stored)
if stored == speciesName(cw, species) then return nil end
return stored
end
-- ------------------------------------------------------------------
-- Mon struct (box_struct is a byte-for-byte prefix of party_struct;
-- decodeMon reads the box_struct fields, then Level+Stats if isParty).
@@ -573,7 +630,10 @@ function GenSave.decode(bytes, data, opts)
local mon = decodeMon(bytes, O.partyMons + i * PARTY_STRUCT_SIZE, true, cw)
if mon then
mon.ot = decodeName(bytes, O.partyMonOT + i * NAME_LENGTH, NAME_LENGTH)
mon.nickname = decodeName(bytes, O.partyMonNicks + i * NAME_LENGTH, NAME_LENGTH)
-- a stored name equal to the species' standard name means NOT
-- nicknamed, which this project spells as nil (#257)
mon.nickname = importedNickname(cw, mon.species,
decodeName(bytes, O.partyMonNicks + i * NAME_LENGTH, NAME_LENGTH))
save.party[#save.party + 1] = mon
end
end
@@ -586,7 +646,8 @@ function GenSave.decode(bytes, data, opts)
local mon = decodeMon(bytes, base + 22 + i * BOX_STRUCT_SIZE, false, cw)
if mon then
mon.ot = decodeName(bytes, base + 22 + MONS_PER_BOX * BOX_STRUCT_SIZE + i * NAME_LENGTH, NAME_LENGTH)
mon.nickname = decodeName(bytes, base + 22 + MONS_PER_BOX * (BOX_STRUCT_SIZE + NAME_LENGTH) + i * NAME_LENGTH, NAME_LENGTH)
mon.nickname = importedNickname(cw, mon.species,
decodeName(bytes, base + 22 + MONS_PER_BOX * (BOX_STRUCT_SIZE + NAME_LENGTH) + i * NAME_LENGTH, NAME_LENGTH))
table.insert(save.boxes[boxNum], mon)
end
end
@@ -610,6 +671,28 @@ function GenSave.decode(bytes, data, opts)
end
end
-- FLY destinations. wTownVisitedFlag's bit index IS the town's map index:
-- engine/items/town_map.asm BuildFlyLocationsList loads the 16-bit value
-- into de and rotates it right one bit per iteration with b counting up
-- from 0, storing b ("the map number of the town if it has been visited"),
-- so bit 0 = map 0 = PALLET_TOWN, LSB first; and
-- engine/overworld/toggleable_objects.asm
-- MarkTownVisitedAndLoadToggleableObjects sets bit [wCurMap] on entry for
-- any map below FIRST_ROUTE_MAP. Map indices 0-10 in
-- data/generated/maps.lua match PALLET_TOWN..SAFFRON_CITY one for one.
-- This project keeps the same set as save.visited[mapId]
-- (src/ui/FlyMenu.lua, src/ui/TownMap.lua, and the only writer,
-- src/world/OverworldController.lua's mark-on-map-entry), which an import
-- used to leave nil: FLY then listed only the town the player happened to
-- be standing in when the save was loaded (#263).
save.visited = {}
for townIdx = 0, NUM_CITY_MAPS - 1 do
if bitGet(bytes, O.townVisited, townIdx) then
local townId = cw.mapsByIndex[townIdx]
if townId then save.visited[townId] = true end
end
end
-- map + position
local mapIdx = u8(bytes, O.curMap)
local mapId = cw.mapsByIndex[mapIdx]
@@ -656,6 +739,19 @@ function GenSave.encode(save, data, template)
encodeName(buf, O.playerName, NAME_LENGTH, (save.player and save.player.name) or "RED")
encodeName(buf, O.rivalName, NAME_LENGTH, (save.player and save.player.rival) or "BLUE")
setU16be(buf, O.playerId, (save.player and save.player.id) or 0)
-- wOptions (engine/menus/main_menu.asm InitOptions): bit 7 = battle
-- effects OFF, bit 6 = SET style, bits 2-0 = text speed -- the recomp's
-- textSpeed 1/3/5 are pokered's exact FAST/MEDIUM/SLOW values
-- (SaveData.defaultOptions). Templateless exports only: with a
-- template the byte survives untouched (the round-trip invariant), and
-- decode() never reads it back anyway.
if not src then
local opts = save.options or {}
local ob = (tonumber(opts.textSpeed) or 3) % 8
if opts.battleStyle == "set" then ob = bit.bor(ob, 0x40) end
if opts.animations == false then ob = bit.bor(ob, 0x80) end
setByte(buf, O.options, ob)
end
setBcd(buf, O.money, 3, math.min(save.money or 0, 999999))
setBcd(buf, O.coins, 2, math.min(save.coins or 0, 9999))
@@ -700,6 +796,18 @@ function GenSave.encode(save, data, template)
end
end
-- FLY destinations back into wTownVisitedFlag (see the decode note), so a
-- save exported from this port is flyable on hardware (#263). A save
-- table with no `visited` key at all says nothing about the set, so leave
-- the template's bits exactly as they are rather than blanking every town.
if type(save.visited) == "table" then
for townIdx = 0, NUM_CITY_MAPS - 1 do
local townId = cw.mapsByIndex[townIdx]
bitSet(buf, O.townVisited, townIdx,
(townId and save.visited[townId]) and true or false)
end
end
-- party
local party = save.party or {}
local partyN = math.min(#party, PARTY_LENGTH)
@@ -710,8 +818,10 @@ function GenSave.encode(save, data, template)
setByte(buf, O.partySpecies + i, cw.pokemonIndex[mon.species] or 0)
encodeName(buf, O.partyMonOT + i * NAME_LENGTH, NAME_LENGTH,
mon.ot or (save.player and save.player.name) or "RED")
-- no nickname stores the species' DISPLAY name, not its ROM constant id
-- ("NIDORAN_M" would charmap the "_" to "?") (#257)
encodeName(buf, O.partyMonNicks + i * NAME_LENGTH, NAME_LENGTH,
mon.nickname or mon.species or "")
mon.nickname or speciesName(cw, mon.species))
end
-- $FF-terminate the species index list right after the last real mon. The
-- struct, OT-name and nickname bytes of the empty slots past partyN are left
@@ -734,7 +844,7 @@ function GenSave.encode(save, data, template)
encodeName(buf, base + 22 + MONS_PER_BOX * BOX_STRUCT_SIZE + i * NAME_LENGTH, NAME_LENGTH,
mon.ot or (save.player and save.player.name) or "RED")
encodeName(buf, base + 22 + MONS_PER_BOX * (BOX_STRUCT_SIZE + NAME_LENGTH) + i * NAME_LENGTH, NAME_LENGTH,
mon.nickname or mon.species or "")
mon.nickname or speciesName(cw, mon.species)) -- #257, as above
end
-- $FF-terminate the species list after the last real mon; empty slots past
-- n keep their template bytes (byte-identical round-trip) or zero (fresh
+1
View File
@@ -107,6 +107,7 @@ local function defaultsSave()
modData = {},
options = {
textSpeed = 3, animations = true, battleStyle = "shift",
battleLayout = "og",
ruleset = "gen1_faithful", musicVol = 7, sfxVol = 7, musicFilter = 0,
speed = 1, colors = "gbc", tilt = 0, gbcfx = 0,
videoMode = "windowed", mods = {},
+29 -14
View File
@@ -10,6 +10,7 @@ local Flags = require("src.script.Flags")
local Logger = require("src.core.Logger")
local Screens = require("src.ui.Screens")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local Commands = {}
@@ -74,6 +75,9 @@ end
-- <PROMPT> of its own; the box only closes once WaitForSoundToFinish's poll
-- loop sees the cry channel go quiet, so it's a no-button-wait auto text
-- gated on the cry, not a button-wait one -- see TextBox's opts.auto.
-- play_cry's waitForButton form keeps that cry gate but hands the box back
-- to the A/B path once the cry is over -- see TextBox's opts.auto.wait
-- (#247, #251).
function Commands.show_text(ctx, textId, subs)
local text = ctx.game.data.text[textId]
if not text and ctx.overworld then
@@ -100,10 +104,12 @@ function Commands.show_text(ctx, textId, subs)
local opts
if ctx.pendingCry then
local species = ctx.pendingCry
ctx.pendingCry = nil
local waitForButton = ctx.pendingCryWait
ctx.pendingCry, ctx.pendingCryWait = nil, nil
-- delay 0: WaitForSoundToFinish has no trailing Delay3 of its own
opts = { auto = { sound = function()
return require("src.core.Sound").playCry(ctx.game.data, species)
end, delay = 0 } } -- WaitForSoundToFinish has no trailing Delay3 of its own
end, delay = 0, wait = waitForButton } }
end
-- text_opts armed the next box: auto = true is the plain no-button-wait
-- form, overlap folds under auto, everything else passes through
@@ -189,7 +195,7 @@ function Commands.give_item(ctx, itemId, count, gotText)
-- skips the received text entirely when AddItemToInventory refuses)
if not require("src.inventory.Bag").add(ctx.save, itemId, count or 1) then
Commands.show_text(ctx, ctx.game.data.text
and ctx.game.data.text._BagFullText or "You can't carry\nany more items!")
and ctx.game.data.text._BagFullText or Strings("You can't carry\nany more items!"))
return math.huge
end
local def = ctx.game.data.items[itemId]
@@ -202,7 +208,7 @@ function Commands.give_item(ctx, itemId, count, gotText)
(def and def.keyItem) and "Get_Key_Item" or "Get_Item1")
if gotText ~= false then
Commands.show_text(ctx, gotText
or "{PLAYER} got\n" .. ctx.game.stringBuffer .. "!")
or Strings("{PLAYER} got\n%s!", ctx.game.stringBuffer))
end
end
@@ -469,18 +475,26 @@ function Commands.play_once(ctx, songId)
runner:yield()
end
-- play_cry <species>: PlayCry (home/audio.asm). The text_asm bodies that
-- use it run text_far (a no-button-wait "...@" string) -> PlayCry ->
-- WaitForSoundToFinish, all within the same text ID -- the cry only starts
-- once the box has finished typing, and the box then auto-closes (no A
-- press) the instant the cry finishes, rather than firing immediately
-- play_cry <species> [waitForButton]: PlayCry (home/audio.asm). The
-- text_asm bodies that use it run text_far (a no-button-wait "...@" string)
-- -> PlayCry -> WaitForSoundToFinish, all within the same text ID -- the cry
-- only starts once the box has finished typing, and the box then auto-closes
-- (no A press) the instant the cry finishes, rather than firing immediately
-- alongside the typewriter effect. Script rows run strictly in order, so
-- this stashes the species on ctx for the show_text row that always
-- immediately follows it (Power Plant Zapdos, Seafoam Articuno, Victory
-- Road Moltres, Cerulean Cave Mewtwo battle text) to play once its box is
-- done typing (see show_text's opts.auto). Headless-safe no-op there.
function Commands.play_cry(ctx, species)
--
-- waitForButton is the pet-NPC form (scripts/PewterNidoranHouse.asm and
-- scripts/ViridianNicknameHouse.asm: the text prints, then PlayCry,
-- WaitForSoundToFinish, TextScriptEnd). Nothing is queued behind the cry
-- there, so DisplayTextID's trailing WaitForTextScrollButtonPress still
-- runs and the box holds until A/B like any other NPC line instead of
-- popping itself into a static battle (#247, #251).
function Commands.play_cry(ctx, species, waitForButton)
ctx.pendingCry = species
ctx.pendingCryWait = waitForButton or nil
end
-- check_battle_result <r1> [r2 ...]: lastCheck = the last scripted
@@ -517,7 +531,7 @@ local function askNickname(ctx, mon)
if ctx.game.data.text and ctx.game.data.text._DoYouWantToNicknameText then
Commands.show_text(ctx, "_DoYouWantToNicknameText", { RAM = name })
else
Commands.show_text(ctx, ("Do you want to\ngive a nickname\nto %s?"):format(name))
Commands.show_text(ctx, Strings("Do you want to\ngive a nickname\nto %s?", name))
end
local ChoiceBox = require("src.ui.ChoiceBox")
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
@@ -527,7 +541,7 @@ local function askNickname(ctx, mon)
return
end
Screens.push(ctx.game, "NamingScreen", {
title = "NICKNAME?", maxLen = 10,
title = Strings("NICKNAME?"), maxLen = 10,
onDone = function(nick)
if nick and #nick > 0 then mon.nickname = nick end
ctx.lastCheck = success
@@ -598,8 +612,9 @@ function Commands.give_pokemon(ctx, species, level)
local TextBox = require("src.render.TextBox")
local raw = ctx.game.data.text and ctx.game.data.text._SentToBoxText
ctx.game.stack:push(TextBox.new(ctx.game, raw or (
"There's no more\nroom for POKéMON!\v" .. name
.. " was\vsent to POKéMON\vBOX " .. boxNum .. " on PC!"),
Strings(
"There's no more\nroom for POKéMON!\v%s was\vsent to POKéMON\vBOX %s on PC!",
name, boxNum)),
function() end))
end
end
+2 -1
View File
@@ -15,6 +15,7 @@
local Data = require("src.core.Data")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local Strings = require("src.core.Strings")
local MapScripts = {}
@@ -268,7 +269,7 @@ function MapScripts.validateContribution(contribution, lookup)
end
end
if type(contribution) ~= "table" then
return { "contribution is not a table" }
return { Strings("contribution is not a table") }
end
for textConst, script in pairs(contribution.talk or {}) do
if type(script) == "table" then collect("talk." .. textConst, script) end
+2 -1
View File
@@ -13,6 +13,7 @@
local Commands = require("src.script.Commands")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local Strings = require("src.core.Strings")
local unpack = table.unpack or unpack -- LuaJIT (LÖVE) compatibility
@@ -195,7 +196,7 @@ function ScriptRunner:resume(...)
if not ok then
local source = self.ctx and self.ctx.source
local where = source
and (" [%s %s.%s]"):format(tostring(source.modId or "engine"),
and Strings(" [%s %s.%s]", tostring(source.modId or "engine"),
tostring(source.mapId or "?"), tostring(source.hook or "?"))
or ""
Logger.error("script error%s: %s", where, tostring(err))
+61 -26
View File
@@ -9,6 +9,7 @@ local TextBox = require("src.render.TextBox")
local BagMenu = {}
local Bag = require("src.inventory.Bag")
local Strings = require("src.core.Strings")
-- acquisition order like wBagItems (Bag.order), not alphabetical
local function buildItems(game)
@@ -40,10 +41,17 @@ local function showMessages(game, msgs, onDone)
game.stack:push(TextBox.new(game, table.concat(msgs, "\f"), onDone))
end
-- run the use-flow for an item on a chosen target
local function useOn(game, battle, id, target, list, moveIndex)
-- run the use-flow for an item on a chosen target. `picker` is the party
-- menu when it was opened with keepOpen (HP medicine only): it is still on
-- the stack, so every exit that prints has to close it afterwards. For
-- every other item the picker popped itself first and closePicker's identity
-- check makes it a no-op (#252).
local function useOn(game, battle, id, target, list, moveIndex, picker)
local result, payload, extra = ItemEffects.use(game.data, game.save, id, target,
battle, moveIndex, game.overworld)
local function closePicker()
if picker then picker:close() end
end
-- field POKé FLUTE: play the tune, then the no-effect text
if result == "flute_field" then
@@ -108,13 +116,13 @@ local function useOn(game, battle, id, target, list, moveIndex)
if game.save.onBike then
game.save.onBike = false
Music.playMap(game.data, ow and ow.map.id, false)
showMessages(game, { save_name(game) .. " got off\nthe BICYCLE." })
showMessages(game, { Strings("%s got off\nthe BICYCLE.", save_name(game)) })
elseif bikeAllowed() then
game.save.onBike = true
Music.playMap(game.data, ow.map.id, true)
showMessages(game, { save_name(game) .. " got on\nthe BICYCLE!" })
showMessages(game, { Strings("%s got on\nthe BICYCLE!", save_name(game)) })
else
showMessages(game, { "No cycling\nallowed here." })
showMessages(game, { Strings("No cycling\nallowed here.") })
end
return
end
@@ -130,13 +138,14 @@ local function useOn(game, battle, id, target, list, moveIndex)
return
end
end
showMessages(game, { "No good! It's not\neven near water." })
showMessages(game, { Strings("No good! It's not\neven near water.") })
return
end
if result == "ball" then
if not battle then
showMessages(game, { "OAK: " .. game.save.player.name .. "!\nThis isn't the\ntime to use that!" })
showMessages(game, { Strings("OAK: %s!\nThis isn't the\ntime to use that!",
game.save.player.name) })
return
end
consume(game, id)
@@ -151,7 +160,7 @@ local function useOn(game, battle, id, target, list, moveIndex)
local function teach()
if #target.moves < 4 then
table.insert(target.moves, { id = moveId, pp = mdef.pp })
showMessages(game, { ("%s learned\n%s!"):format(target.nickname or
showMessages(game, { Strings("%s learned\n%s!", target.nickname or
game.data.pokemon[target.species].name, mdef.name) })
if result == "learn" then consume(game, id) end
else
@@ -172,7 +181,7 @@ local function useOn(game, battle, id, target, list, moveIndex)
require("src.ui.Screens").push(game, "TownMap")
end)
if not ok then
showMessages(game, { "The TOWN MAP is\nunreadable here." })
showMessages(game, { Strings("The TOWN MAP is\nunreadable here.") })
end
return
end
@@ -184,10 +193,10 @@ local function useOn(game, battle, id, target, list, moveIndex)
local t = game.data.text
if ow and ow:hasHiddenItemLeft() then
showMessages(game, { t._ItemfinderFoundItemText
or "Yes! ITEMFINDER\nindicates there's\nan item nearby." })
or Strings("Yes! ITEMFINDER\nindicates there's\nan item nearby.") })
else
showMessages(game, { t._ItemfinderFoundNothingText
or "Nope! ITEMFINDER\nisn't responding." })
or Strings("Nope! ITEMFINDER\nisn't responding.") })
end
return
end
@@ -219,8 +228,9 @@ local function useOn(game, battle, id, target, list, moveIndex)
-- departure helper -- the same path Dig/Teleport take from the party menu
ow:beginTeleportOut()
else
showMessages(game, { "OAK: " .. game.save.player.name
.. "!\nThis isn't the\ntime to use that!" })
showMessages(game, { Strings(
"OAK: %s!\nThis isn't the\ntime to use that!",
game.save.player.name) })
end
return
end
@@ -264,7 +274,7 @@ local function useOn(game, battle, id, target, list, moveIndex)
if #target.moves < 4 then
table.insert(target.moves, { id = moveId, pp = mdef.pp })
local name = target.nickname or def.name
showMessages(game, { ("%s learned\n%s!"):format(name, mdef.name) },
showMessages(game, { Strings("%s learned\n%s!", name, mdef.name) },
nextStep)
else
require("src.ui.Screens").push(game, "MoveLearnMenu",
@@ -285,16 +295,29 @@ local function useOn(game, battle, id, target, list, moveIndex)
end
end
list.index = math.min(list.index, math.max(1, #list.items))
-- HP medicine: fill the bar in the still-open picker first, then print
-- and close, the order item_effects.asm .doneHealing runs in
-- (SFX_HEAL_HP -> UpdateHPBar2 -> RedrawPartyMenu prints the message).
-- picker is nil for every other item and for in-battle use, which keeps
-- the pop-then-print path below. #252
if picker and extra and extra.healedFrom and target then
picker:animateTo(target, extra.healedFrom, function()
showMessages(game, payload, closePicker)
end)
return
end
if battle then
list:close()
showMessages(game, payload, function() battle:itemUsed({}) end)
else
showMessages(game, payload)
showMessages(game, payload, closePicker)
end
return
end
showMessages(game, payload) -- failed
-- .healingItemNoEffect prints over the still-drawn party menu too, so the
-- refusal closes the picker the same way (#252)
showMessages(game, payload, closePicker) -- failed
end
local function pickTargetAndUse(game, battle, id, list)
@@ -305,9 +328,13 @@ local function pickTargetAndUse(game, battle, id, list)
local def = game.data.items[id]
local opts = {
pickOnly = true,
onSwitch = function(mon)
-- HP medicine animates its bar with the picker still up (#252). Only
-- out of battle: the in-battle tail closes the bag list underneath
-- first, which needs the picker already gone.
keepOpen = (not battle) and ItemEffects.healsHP(id),
onSwitch = function(mon, picker)
if not wantsMove then
useOn(game, battle, id, mon, list)
useOn(game, battle, id, mon, list, nil, picker)
return
end
local rows = {}
@@ -354,8 +381,8 @@ local function useItem(game, battle, id, list)
local moveDef = game.data.moves[def.machine.move]
local moveName = moveDef and moveDef.name or def.machine.move
local booted = def.machine.kind == "HM"
and "Booted up an HM!" or "Booted up a TM!"
showMessages(game, { booted, ("It contained\n%s!"):format(moveName) },
and "Booted up an HM!" or Strings("Booted up a TM!")
showMessages(game, { booted, Strings("It contained\n%s!", moveName) },
function() pickTargetAndUse(game, battle, id, list) end)
return
end
@@ -372,6 +399,8 @@ function BagMenu.new(game, opts)
list = ListMenu.new(game, "ITEMS", buildItems(game), {
kind = "bag",
footer = ("¥%d"):format(game.save.money),
-- B returns to the start menu when the bag was opened from it
onCancel = opts.onCancel,
-- SELECT reorders items like the original bag (swap_items.asm)
onSelectKey = function(item, l)
if not item then return end
@@ -400,17 +429,23 @@ function BagMenu.new(game, opts)
useItem(game, battle, id, list)
return
end
-- USE / TOSS submenu (the original's item options)
-- USE / TOSS submenu (the original's item options).
-- data/text_boxes.asm USE_TOSS_MENU_TEMPLATE: box (13,10)-(19,14),
-- text at (15,11); start_sub_menus.asm then sets wTopMenuItemY/X to
-- 11/14 for the cursor. Menu's own geometry reproduces all of that
-- from the box alone, so this needs opts rather than a change to the
-- shared Menu. The old 12/10/8/6 box was a column too wide and a row
-- too tall, which left the labels stranded near its top edge (#284).
local Menu = require("src.ui.Menu")
game.stack:push(Menu.new(game, {
{ label = "USE", onSelect = function()
{ label = Strings("USE"), onSelect = function()
useItem(game, battle, id, list)
end },
{ label = "TOSS", onSelect = function()
{ label = Strings("TOSS"), onSelect = function()
-- KeyItemFlags + HMs decide tossability (not price:
-- MOON STONE is price 0 but tossable)
if not def or def.keyItem or id:find("^HM_") then
showMessages(game, { "That's too impor-\ntant to toss!" })
showMessages(game, { Strings("That's too impor-\ntant to toss!") })
return
end
local QuantityBox = require("src.ui.QuantityBox")
@@ -424,12 +459,12 @@ function BagMenu.new(game, opts)
Bag.remove(game.save, id, qty)
list.items = buildItems(game)
list.index = math.min(list.index, math.max(1, #list.items))
showMessages(game, { ("Threw away\n%s."):format(def and def.name or id) })
showMessages(game, { Strings("Threw away\n%s.", def and def.name or id) })
end))
end,
}))
end },
}, { tx = 12, ty = 10, tw = 8, th = 6 }))
}, { tx = 13, ty = 10, tw = 7, th = 5 }))
end,
})
return list
+5 -2
View File
@@ -7,6 +7,7 @@
local Font = require("src.render.Font")
local ListMenu = require("src.ui.ListMenu")
local Input = require("src.core.Input")
local Strings = require("src.core.Strings")
local BindingsMenu = setmetatable({}, { __index = ListMenu })
BindingsMenu.__index = BindingsMenu
@@ -55,7 +56,9 @@ function BindingsMenu.new(game)
and game.save.options.bindings
local items = {}
for i, def in ipairs(BUTTONS) do
items[i] = { label = def.label,
-- translated here, not in ROWS: that table is built at require
-- time, before Strings.load has a catalog to look in
items[i] = { label = Strings(def.label),
right = boundRight(overlay, def), button = def }
end
local self = setmetatable(ListMenu.new(game, "CONTROLS", items, {}),
@@ -111,7 +114,7 @@ function BindingsMenu:draw()
if self.capture then
Font.drawBox(1, 6, 18, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("PRESS A BUTTON", 24, 60)
Font.draw(Strings("PRESS A BUTTON"), 24, 60)
love.graphics.setColor(1, 1, 1, 1)
end
end
+35 -25
View File
@@ -7,13 +7,15 @@ local Font = require("src.render.Font")
local ListMenu = require("src.ui.ListMenu")
local Menu = require("src.ui.Menu")
local Party = require("src.pokemon.Party")
local Stats = require("src.pokemon.Stats")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local BoxMenu = {}
local function monLabel(game, mon)
local def = game.data.pokemon[mon.species]
return ("%s :L%d"):format(mon.nickname or def.name, mon.level)
return Strings("%s :L%d", mon.nickname or def.name, mon.level)
end
local function monName(game, mon)
@@ -28,13 +30,13 @@ local function monSubmenu(game, action, mon, onAction)
game.stack:push(Menu.new(game, {
{ label = action, onSelect = onAction },
{
label = "STATS",
label = Strings("STATS"),
keepOpen = true,
onSelect = function()
require("src.ui.Screens").push(game, "SummaryMenu", mon)
end,
},
{ label = "CANCEL" },
{ label = Strings("CANCEL") },
}, { tx = 9, ty = 10, tw = 11, th = 8, noSound = true }))
end
@@ -50,12 +52,12 @@ local function withdraw(game)
local t = game.data.text
if #box == 0 then
game.stack:push(TextBox.new(game, t._NoMonText
or "What? There are\nno POKéMON here!"))
or Strings("What? There are\nno POKéMON here!")))
return
end
if #game.save.party >= Party.MAX then
game.stack:push(TextBox.new(game, t._CantTakeMonText
or "You can't take\nany more POKéMON.\fDeposit POKéMON\nfirst."))
or Strings("You can't take\nany more POKéMON.\fDeposit POKéMON\nfirst.")))
return
end
local items = {}
@@ -63,7 +65,7 @@ local function withdraw(game)
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game,
("BOX %d (WITHDRAW)"):format(game.save.currentBox), items, {
Strings("BOX %d (WITHDRAW)", game.save.currentBox), items, {
onChoose = function(item, list)
local mon = box[item.value]
if not mon then return end
@@ -72,13 +74,21 @@ local function withdraw(game)
list.footer = "The party is full!"
return
end
-- add_mon.asm _MoveMon's tail ("returning mon to party, compute
-- level and stats"): a box mon carries no stat block, because
-- box_struct stops before MON_LEVEL/MON_STATS, so the party copy
-- runs CalcStats. Without it a mon decoded out of an imported .sav
-- reaches the party menu with mon.stats nil and the HP bar draw
-- nil-indexes it (#304, same family as #233). Already-shaped mons
-- (everything the engine itself put in a box) pass through.
Stats.ensure(game.data.pokemon[mon.species], mon)
table.remove(box, item.value)
table.insert(game.save.party, mon)
local name = monName(game, mon)
game.stringBuffer = name
require("src.core.Sound").playCry(game.data, mon.species)
afterTransfer(game, list, t._MonIsTakenOutText
or (name .. " is\ntaken out.\vGot " .. name .. "."))
or Strings("%s is\ntaken out.\vGot %s.", name, name))
end)
end,
}))
@@ -88,13 +98,13 @@ local function deposit(game)
local t = game.data.text
if #game.save.party <= 1 then
game.stack:push(TextBox.new(game, t._CantDepositLastMonText
or "You can't deposit\nthe last POKéMON!"))
or Strings("You can't deposit\nthe last POKéMON!")))
return
end
local box = Boxes.active(game.save)
if #box >= Boxes.CAPACITY then
game.stack:push(TextBox.new(game, t._BoxFullText
or "Oops! This Box is\nfull of POKéMON."))
or Strings("Oops! This Box is\nfull of POKéMON.")))
return
end
local items = {}
@@ -107,12 +117,12 @@ local function deposit(game)
if not mon then return end
monSubmenu(game, "DEPOSIT", mon, function()
if #game.save.party <= 1 then
list.footer = "You need at least\none POKéMON!"
list.footer = Strings("You need at least\none POKéMON!")
return
end
local active = Boxes.active(game.save)
if #active >= Boxes.CAPACITY then
list.footer = ("BOX %d is full!"):format(game.save.currentBox)
list.footer = Strings("BOX %d is full!", game.save.currentBox)
return
end
table.remove(game.save.party, item.value)
@@ -122,7 +132,7 @@ local function deposit(game)
game.boxNumString = tostring(game.save.currentBox)
require("src.core.Sound").playCry(game.data, mon.species)
afterTransfer(game, list, t._MonWasStoredText
or (name .. " was\nstored in Box " .. game.boxNumString .. "."))
or Strings("%s was\nstored in Box %s.", name, game.boxNumString))
end)
end,
}))
@@ -135,7 +145,7 @@ local function release(game)
local t = game.data.text
if #box == 0 then
game.stack:push(TextBox.new(game, t._NoMonText
or "What? There are\nno POKéMON here!"))
or Strings("What? There are\nno POKéMON here!")))
return
end
local items = {}
@@ -143,20 +153,20 @@ local function release(game)
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game,
("BOX %d (RELEASE)"):format(game.save.currentBox), items, {
Strings("BOX %d (RELEASE)", game.save.currentBox), items, {
onChoose = function(_, list)
local mon = box[list.index]
if not mon then return end
local name = monName(game, mon)
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(TextBox.new(game,
"Once released,\n" .. name .. " is\ngone forever. OK?", function()
Strings("Once released,\n%s is\ngone forever. OK?", name), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
table.remove(box, list.index)
require("src.core.Sound").playCry(game.data, mon.species)
game.stack:push(TextBox.new(game,
("%s was\nreleased outside.\fBye %s!"):format(name, name)))
Strings("%s was\nreleased outside.\fBye %s!", name, name)))
list:removeCurrent()
end, { defaultNo = true, noSound = true }))
end))
@@ -170,7 +180,7 @@ local function changeBox(game)
for i = 1, Boxes.COUNT do
local mark = i == game.save.currentBox and "*" or " "
table.insert(items, {
label = ("%sBOX %2d"):format(mark, i),
label = Strings("%sBOX %2d", mark, i),
right = ("%d/%d"):format(#boxes[i], Boxes.CAPACITY),
value = i,
})
@@ -181,7 +191,7 @@ local function changeBox(game)
-- BOX, data will be saved. OK?"); declining aborts the change
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(TextBox.new(game,
"When you change a\nPOKéMON BOX, data\nwill be saved. OK?", function()
Strings("When you change a\nPOKéMON BOX, data\nwill be saved. OK?"), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
game.save.currentBox = item.value
@@ -197,10 +207,10 @@ end
local function drawChrome(game)
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("What?", 8, 112)
Font.draw(Strings("What?"), 8, 112)
Font.drawBox(9, 14, 11, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("BOX No.", 80, 128)
Font.draw(Strings("BOX No."), 80, 128)
local n = game.save.currentBox or 1
if n >= 10 then
Font.draw(tostring(n), 136, 128)
@@ -217,15 +227,15 @@ function BoxMenu.new(game)
-- full interior (cursor col + label). keepOpen so WITHDRAW/DEPOSIT/
-- RELEASE/CHANGE BOX leave this menu underneath (jp BillsPCMenu).
local menu = Menu.new(game, {
{ label = "WITHDRAW <PK><MN>", keepOpen = true,
{ label = Strings("WITHDRAW <PK><MN>"), keepOpen = true,
onSelect = function() withdraw(game) end },
{ label = "DEPOSIT <PK><MN>", keepOpen = true,
{ label = Strings("DEPOSIT <PK><MN>"), keepOpen = true,
onSelect = function() deposit(game) end },
{ label = "RELEASE <PK><MN>", keepOpen = true,
{ label = Strings("RELEASE <PK><MN>"), keepOpen = true,
onSelect = function() release(game) end },
{ label = "CHANGE BOX", keepOpen = true,
{ label = Strings("CHANGE BOX"), keepOpen = true,
onSelect = function() changeBox(game) end },
{ label = "SEE YA!" },
{ label = Strings("SEE YA!") },
-- Bill's PC runs silent end to end (BIT_NO_MENU_BUTTON_SOUND,
-- engine/menus/pokemon_pc.asm)
}, { tx = 0, ty = 0, tw = 14, th = 12, noSound = true })
+3 -2
View File
@@ -2,6 +2,7 @@
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings")
local ChoiceBox = {}
ChoiceBox.__index = ChoiceBox
@@ -46,8 +47,8 @@ function ChoiceBox:draw()
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
Font.drawBox(tx, ty, tw, th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("YES", (tx + 2) * 8, (ty + 1) * 8)
Font.draw("NO", (tx + 2) * 8, (ty + 3) * 8)
Font.draw(Strings("YES"), (tx + 2) * 8, (ty + 1) * 8)
Font.draw(Strings("NO"), (tx + 2) * 8, (ty + 3) * 8)
Font.drawCode(Theme.cursor, (tx + 1) * 8,
(ty + (self.index == 1 and 1 or 3)) * 8)
love.graphics.setColor(1, 1, 1, 1)
+6 -5
View File
@@ -31,6 +31,7 @@
local Font = require("src.render.Font")
local Music = require("src.core.Music")
local Strings = require("src.core.Strings")
local Credits = {}
Credits.__index = Credits
@@ -261,14 +262,14 @@ function Credits:drawCopyright(xoff)
love.graphics.draw(self.gfImg, xoff + 80, 88)
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw("GAME FREAK", xoff + 80, 88)
Font.draw(Strings("GAME FREAK"), xoff + 80, 88)
love.graphics.setColor(1, 1, 1, 1)
end
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw("Nintendo", xoff + 80, 56)
Font.draw("Creatures inc.", xoff + 80, 72)
Font.draw("GAME FREAK inc.", xoff + 16, 88)
Font.draw(Strings("Nintendo"), xoff + 80, 56)
Font.draw(Strings("Creatures inc."), xoff + 80, 72)
Font.draw(Strings("GAME FREAK inc."), xoff + 16, 88)
love.graphics.setColor(1, 1, 1, 1)
end
end
@@ -298,7 +299,7 @@ function Credits:drawTheEnd()
end
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw((te and te.display) or "T H E E N D", 32, 64)
Font.draw((te and te.display) or Strings("T H E E N D"), 32, 64)
love.graphics.setColor(1, 1, 1, 1)
end
end
+9 -4
View File
@@ -8,6 +8,7 @@
-- without permanently marking the mon owned.
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local DexEntryMenu = {}
DexEntryMenu.__index = DexEntryMenu
@@ -36,7 +37,11 @@ function DexEntryMenu.new(game, speciesOrOpts)
self.def = game.data.pokemon[species]
local path = require("src.pokemon.Sprites").path(game.data, species, "front",
{ kind = "dex" })
local ok, img = path and pcall(love.graphics.newImage, path)
-- `path and pcall(...)` truncates to one value, so img was always nil and
-- every dex page drew without its pic (#307); the guard has to be a
-- statement for pcall's second return to survive.
local ok, img = false, nil
if path then ok, img = pcall(love.graphics.newImage, path) end
self.sprite = ok and img or nil
require("src.core.Sound").playCry(game.data, species)
return self
@@ -76,8 +81,8 @@ function DexEntryMenu:draw()
-- feet/inches use the dex screen's /″ glyphs ("HT ???″" in
-- pokedex.asm; the tiles come from gfx/pokedex/pokedex.png via
-- engine/gfx/load_pokedex_tiles.asm)
Font.draw(("HT %d%02d″"):format(e.heightFt, e.heightIn or 0), 72, 44)
Font.draw(("WT %.1flb"):format((e.weight or 0) / 10), 72, 54)
Font.draw(Strings("HT %d%02d″", e.heightFt, e.heightIn or 0), 72, 44)
Font.draw(Strings("WT %.1flb", (e.weight or 0) / 10), 72, 54)
end
local text = owned and e.text and self.game.data.text[e.text] or nil
local y = 72
@@ -88,7 +93,7 @@ function DexEntryMenu:draw()
y = y + 10
end
else
Font.draw("Data unknown.", 8, y)
Font.draw(Strings("Data unknown."), 8, y)
end
love.graphics.setColor(1, 1, 1, 1)
end
+35 -13
View File
@@ -1,14 +1,17 @@
-- The evolution movie (engine/movie/evolution.asm): the mon's pic
-- flashes back and forth with the evolved form, speeding up, then the
-- new form appears with its cry and the congratulations text.
-- pokered engine/pokemon/evos_moves.asm (EvolveMon) polls hJoyHeld during
-- the flash: holding B aborts the evolution -- the mon keeps its species
-- and _StoppedEvolvingText ("Huh? MON stopped evolving!") prints. The
-- lone exception is trade evolutions (wLinkState == LINK_STATE_TRADING),
-- which skip that poll and cannot be cancelled (#213).
-- pokered engine/movie/evolution.asm (Evolution_CheckForCancel) polls the
-- joypad during the flash: holding B aborts the evolution -- the mon keeps
-- its species and _StoppedEvolvingText ("Huh? MON stopped evolving!")
-- prints. Two kinds are exempt: trade evolutions, which evos_moves.asm
-- routes past the poll entirely (wLinkState == LINK_STATE_TRADING, #213),
-- and stone evolutions, where the B press is read but thrown away because
-- ItemUseEvoStone left wForceEvolution set (#290).
local Font = require("src.render.Font")
local Music = require("src.core.Music")
local Strings = require("src.core.Strings")
local EvolutionState = {}
EvolutionState.__index = EvolutionState
@@ -17,6 +20,22 @@ EvolutionState.isOpaque = true
-- SGB: SetPal_PokemonWholeScreen for the mon on display
function EvolutionState:sgbPalettes(game)
local P = require("src.render.PaletteFX")
-- engine/movie/evolution.asm EvolveMon runs the back-and-forth flash with
-- the whole screen on PAL_BLACK -- `ld c, 1 ; set PAL_BLACK instead of mon
-- palette` right before .animLoop, then `ld c, 0` again at .done once the
-- loop is over -- so both forms read as silhouettes while they trade places
-- and only the settled form wears a mon palette (#279). PAL_BLACK is not
-- four blacks: data/sgb/sgb_palettes.asm gives it `RGB 31,29,31, 07,07,07,
-- 02,03,03, 03,02,02`, the usual paper white with the three darker shades
-- crushed, which is why a hardware capture shows a dark mon on an unchanged
-- background rather than an all-black screen. Going through P.pal keeps
-- every COLORS mode honest for free: OG RED short-circuits every name to the
-- one global boot-ROM palette (a Game Boy Color ignores the SGB packets, so
-- it never blacks out) and the mono modes replace it in effectiveColors.
if not self.done then
local black = P.pal(game.data, "BLACK")
if black then return { P.whole(black) } end
end
-- a cancelled evolution keeps the old species (never applied), so only
-- colorize with the new form once it has actually evolved
local species = (self.done and not self.canceled) and self.newSpecies
@@ -43,9 +62,12 @@ function EvolutionState.new(game, mon, newSpecies, onDone, via)
self.newSpecies = newSpecies
self.onDone = onDone
self.via = via
-- evos_moves.asm: only trade evolutions (LINK_STATE_TRADING) skip the
-- B-cancel poll; level-up, stone and rare-candy evos are all cancelable.
self.cancelable = (via ~= "TRADE")
-- evolution.asm Evolution_CheckForCancel: a B press is discarded when
-- wForceEvolution is set, and ItemUseEvoStone sets it before calling
-- TryEvolvingMon, so a stone evolution (via == "ITEM") cannot be
-- cancelled either. Only level-up and rare-candy evolutions run with
-- wForceEvolution clear and so honour B (#290, #213).
self.cancelable = (via ~= "TRADE" and via ~= "ITEM")
self.oldName = mon.nickname or game.data.pokemon[mon.species].name
self.oldSprite = frontSprite(game, mon.species, mon)
self.newSprite = frontSprite(game, newSpecies, mon)
@@ -69,7 +91,7 @@ function EvolutionState:update(dt)
local TextBox = require("src.render.TextBox")
-- mirrors data/generated/text.lua _StoppedEvolvingText
game.stack:push(TextBox.new(game,
("Huh? %s\nstopped evolving!"):format(self.oldName),
Strings("Huh? %s\nstopped evolving!", self.oldName),
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
@@ -85,8 +107,8 @@ function EvolutionState:update(dt)
local TextBox = require("src.render.TextBox")
local newName = game.data.pokemon[self.newSpecies].name
game.stack:push(TextBox.new(game,
("Congratulations!\nYour %s\nevolved into\n%s!")
:format(self.oldName, newName),
Strings("Congratulations!\nYour %s\nevolved into\n%s!",
self.oldName, newName),
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
@@ -121,9 +143,9 @@ function EvolutionState:draw()
love.graphics.setColor(0, 0, 0, 1)
if not self.done then
Font.draw("What?", 8, 104)
Font.draw(Strings("What?"), 8, 104)
Font.draw(self.oldName .. " is", 8, 114)
Font.draw("evolving!", 8, 124)
Font.draw(Strings("evolving!"), 8, 124)
end
love.graphics.setColor(1, 1, 1, 1)
end
+55 -62
View File
@@ -7,10 +7,13 @@
-- name/time/money boxes plus the dex rating. Plays Music_HallOfFame
-- when the audio data has it. Calls onDone() after popping itself.
local Assets = require("src.render.Assets")
local Font = require("src.render.Font")
local TextBox = require("src.render.TextBox")
local Music = require("src.core.Music")
local Sound = require("src.core.Sound")
local TypeChart = require("src.battle.TypeChart")
local Strings = require("src.core.Strings")
local HallOfFame = {}
HallOfFame.__index = HallOfFame
@@ -47,9 +50,11 @@ local FADE_FRAMES = 20
-- HoFPrintTextAndDelay after each dex line
local DEX_HOLD = 120
-- through Assets.resolve so an enabled mod's overrides/ shadows these the
-- same way it shadows every other generated asset
local function tryImage(path)
if not path then return nil end
local ok, img = pcall(love.graphics.newImage, path)
local ok, img = pcall(love.graphics.newImage, Assets.resolve(path))
return ok and img or nil
end
@@ -60,17 +65,6 @@ local function dexRatingKey(owned)
return ("_DexRatingText_Own%dTo%d"):format(lo, lo + 9)
end
-- \n/\v/\f-marked extracted text, one Font.draw line at a time (same
-- technique as DexEntryMenu.lua's dex-description block)
local function drawTextBlock(text, x, y, maxY)
for line in (text:gsub("\v", "\n"):gsub("\f", "\n") .. "\n"):gmatch("(.-)\n") do
if maxY and y > maxY then break end
Font.draw(line, x, y)
y = y + 8
end
return y
end
function HallOfFame.new(game, onDone)
local self = setmetatable({}, HallOfFame)
self.game = game
@@ -79,7 +73,8 @@ function HallOfFame.new(game, onDone)
self.timer = 0
self.phase = "mons"
self.sprites = {} -- species -> image or false
self.playerPic = tryImage("assets/generated/trainer_card/red.png")
self.playerPic = tryImage(require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "hof" }))
self.scrollX = PIC_X
self.showHofBanner = false
self.fade = 0
@@ -177,26 +172,50 @@ function HallOfFame:update(dt)
self.phase = "player_stats"
self.timer = DEX_HOLD
elseif self.phase == "player_stats" then
-- name / play time / money boxes are up; then DexSeenOwnedText
-- name / play time / money boxes are up; then the dex texts
self.timer = self.timer - 1
if skip or self.timer <= 0 then
self.phase = "player_dex"
self.timer = DEX_HOLD
end
elseif self.phase == "player_dex" then
self.timer = self.timer - 1
if skip or self.timer <= 0 then
self.phase = "player_rating"
self.timer = DEX_HOLD
end
elseif self.phase == "player_rating" then
self.timer = self.timer - 1
if skip or self.timer <= 0 then
-- HoFFadeOutScreenAndMusic -> Credits lead-in (no A wait here)
self.game.stack:pop()
if self.onDone then self.onDone() end
self:showDexTexts()
end
end
-- player_dex / player_rating are driven by the TextBox chain that
-- showDexTexts pushes; nothing is timed here
end
-- HoFDisplayPlayerStats' three HoFPrintTextAndDelay calls: seen/owned,
-- "POKéDEX Rating:", then the tier text DisplayDexRating copied into
-- wDexRatingText -- each through PrintText (the standard two-row box, so
-- the tier text's \v rows scroll inside it) followed by 120 DelayFrames
-- with no button wait. Hand-drawing these flattened the \v scrolls and
-- painted the third row over the box's bottom border (#314).
function HallOfFame:showDexTexts()
local game = self.game
local text = game.data.text or {}
local seen, owned = self:dexSeenOwned()
local seenOwned = (text._DexSeenOwnedText
or Strings("POKéDEX Seen:{NUM:wDexRatingNumMonsSeen, 1, 3}\n Owned:{NUM:wDexRatingNumMonsOwned, 1, 3}"))
:gsub("{NUM:wDexRatingNumMonsSeen[^}]*}", tostring(seen))
:gsub("{NUM:wDexRatingNumMonsOwned[^}]*}", tostring(owned))
local header = (text._DexRatingText or Strings("POKéDEX Rating{COLON}"))
:gsub("{COLON}", ":")
local rating = text[dexRatingKey(owned)] or Strings("Keep it up!")
local function finish()
-- HoFFadeOutScreenAndMusic -> Credits lead-in (no A wait here)
game.stack:pop()
if self.onDone then self.onDone() end
end
local function showRating()
game.stack:push(TextBox.new(game, rating, finish,
{ auto = { delay = DEX_HOLD } }))
end
local function showHeader()
self.phase = "player_rating"
game.stack:push(TextBox.new(game, header, showRating,
{ auto = { delay = DEX_HOLD } }))
end
game.stack:push(TextBox.new(game, seenOwned, showHeader,
{ auto = { delay = DEX_HOLD } }))
end
-- HoFDisplayMonInfo: TextBoxBorder (0,2) b=9,c=10 + LEVEL/TYPE labels
@@ -206,13 +225,13 @@ function HallOfFame:drawMonInfo(mon)
love.graphics.setColor(0, 0, 0, 1)
local name = mon.nickname or (def and def.name) or mon.species
Font.draw(name, 1 * 8, 4 * 8)
Font.draw("LEVEL/", 2 * 8, 6 * 8)
Font.draw("TYPE1/", 2 * 8, 7 * 8)
Font.draw(Strings("LEVEL/"), 2 * 8, 6 * 8)
Font.draw(Strings("TYPE1/"), 2 * 8, 7 * 8)
local t1 = def and def.types and def.types[1]
local t2 = def and def.types and def.types[2]
local dual = t2 and t2 ~= t1
if dual then
Font.draw("TYPE2/", 2 * 8, 8 * 8)
Font.draw(Strings("TYPE2/"), 2 * 8, 8 * 8)
end
-- PrintLevelCommon at (8,7): bare level digits (no <LV> tile here)
Font.draw(tostring(mon.level), 8 * 8, 7 * 8)
@@ -229,7 +248,7 @@ end
function HallOfFame:drawHofBanner()
Font.drawBox(2, 13, 16, 5)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("HALL OF FAME", 4 * 8, 15 * 8)
Font.draw(Strings("HALL OF FAME"), 4 * 8, 15 * 8)
end
function HallOfFame:drawPic(img)
@@ -249,37 +268,15 @@ function HallOfFame:drawPlayerStats()
-- play time / money box: TextBoxBorder (0,4) b=6,c=10 → drawBox(0,4,12,8)
Font.drawBox(0, 4, 12, 8)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("PLAY TIME", 1 * 8, 6 * 8)
Font.draw(Strings("PLAY TIME"), 1 * 8, 6 * 8)
local t = math.floor(save.playTime or 0)
Font.draw(("%3d:%02d"):format(math.floor(t / 3600), math.floor(t / 60) % 60),
5 * 8, 7 * 8)
Font.draw("MONEY", 1 * 8, 9 * 8)
Font.draw(Strings("MONEY"), 1 * 8, 9 * 8)
-- PrintBCDNumber with MONEY_SIGN; port uses ¥ like TrainerCard
Font.draw(("¥%d"):format(save.money or 0), 4 * 8, 10 * 8)
end
function HallOfFame:drawDexBox(kind)
local save = self.game.save
local text = self.game.data.text or {}
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
if kind == "seen" then
local seen, owned = self:dexSeenOwned()
local seenOwned = text._DexSeenOwnedText
or "POKéDEX Seen:{NUM:wDexRatingNumMonsSeen, 1, 3}\n Owned:{NUM:wDexRatingNumMonsOwned, 1, 3}"
seenOwned = seenOwned
:gsub("{NUM:wDexRatingNumMonsSeen[^}]*}", tostring(seen))
:gsub("{NUM:wDexRatingNumMonsOwned[^}]*}", tostring(owned))
drawTextBlock(seenOwned, 1 * 8, 14 * 8, 17 * 8)
else
local _, owned = self:dexSeenOwned()
local ratingHeader = (text._DexRatingText or "POKéDEX Rating{COLON}"):gsub("{COLON}", ":")
Font.draw(ratingHeader, 1 * 8, 14 * 8)
local rating = text[dexRatingKey(owned)] or "Keep it up!"
drawTextBlock(rating, 1 * 8, 15 * 8, 17 * 8)
end
end
function HallOfFame:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
@@ -304,14 +301,10 @@ function HallOfFame:draw()
elseif self.phase == "player_stats" then
self:drawPic(self.playerPic)
self:drawPlayerStats()
elseif self.phase == "player_dex" then
elseif self.phase == "player_dex" or self.phase == "player_rating" then
-- the TextBox chain draws the dex texts over the stat boxes
self:drawPic(self.playerPic)
self:drawPlayerStats()
self:drawDexBox("seen")
elseif self.phase == "player_rating" then
self:drawPic(self.playerPic)
self:drawPlayerStats()
self:drawDexBox("rating")
end
love.graphics.setColor(1, 1, 1, 1)
+4 -3
View File
@@ -27,6 +27,7 @@
local Font = require("src.render.Font")
local Music = require("src.core.Music")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local IntroMovie = {}
IntroMovie.__index = IntroMovie
@@ -287,7 +288,7 @@ function IntroMovie:drawSplash()
end
-- custom studio name (replaces the GAME FREAK splash text)
love.graphics.setColor(0, 0, 0, dim and 0.35 or 1)
local card = self.studio.card or "bois club games"
local card = self.studio.card or Strings("bois club games")
Font.draw(card, (160 - #card * 8) / 2, TEXT_Y)
love.graphics.setColor(1, 1, 1, 1)
end
@@ -348,7 +349,7 @@ function IntroMovie:drawFight()
if not gengar and not nido then
love.graphics.setColor(0, 0, 0, 1)
Font.draw("GENGAR VS NIDORINO", (160 - 18 * 8) / 2, 64)
Font.draw(Strings("GENGAR VS NIDORINO"), (160 - 18 * 8) / 2, 64)
love.graphics.setColor(1, 1, 1, 1)
end
drawBars()
@@ -366,7 +367,7 @@ function IntroMovie:draw()
-- custom boot card (replaces the Nintendo / GAME FREAK copyright
-- card; no (c) glyph in the charmap, keep it ASCII-safe)
love.graphics.setColor(0, 0, 0, 1)
local credit = self.studio.credit or "bois club"
local credit = self.studio.credit or Strings("bois club")
Font.draw("2026", (160 - 4 * 8) / 2, 48)
Font.draw(credit, (160 - #credit * 8) / 2, 64)
Font.draw("bryanthaboi", (160 - 11 * 8) / 2, 80)
+7 -3
View File
@@ -5,6 +5,7 @@
local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime")
local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings")
local ListMenu = {}
ListMenu.__index = ListMenu
@@ -74,7 +75,7 @@ function ListMenu.new(game, title, items, opts)
self.dialogue = opts.dialogue
-- PC item lists (players_pc.asm): PrintListMenuEntries shows 4 names
-- and PrintText footers ("How many?", stored/withdrew) use the standard
-- bottom text box same row budget as the mart, without the money box.
-- bottom text box -- same row budget as the mart, without the money box.
self.messageBox = opts.messageBox
self.money = opts.money -- () -> current money for the box
self.rows = opts.rows or ((opts.dialogue or opts.messageBox) and 4 or ROWS)
@@ -192,7 +193,7 @@ function ListMenu:draw()
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.title, 8, 4)
if #self.items == 0 then
Font.draw("Nothing here.", 16, 64)
Font.draw(Strings("Nothing here."), 16, 64)
end
for row = 1, self.rows do
local i = self.scroll + row
@@ -201,7 +202,10 @@ function ListMenu:draw()
local y = 8 + row * 16
Font.draw(item.label, 16, y)
if item.ball then -- the Pokédex owned-ball marker tile
local bx = 16 + (#item.label + 1) * 8 + 3
-- one blank glyph after the name, measured in glyph advances rather
-- than bytes: NIDORAN♂/♀ carry a multi-byte charmap entry, so
-- `#item.label` overcounted by 2 and pushed their ball 16px right (#285)
local bx = 16 + Font.width(item.label) + 8 + 3
local by = y + 3
love.graphics.circle("fill", bx, by, 3.5)
love.graphics.setColor(1, 1, 1, 1)
+12 -11
View File
@@ -4,6 +4,7 @@
-- can't be forgotten; B / CANCEL gives up on the new move.
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local MoveLearnMenu = {}
MoveLearnMenu.__index = MoveLearnMenu
@@ -43,9 +44,9 @@ function MoveLearnMenu:enter()
local name = self:monName()
self.selecting = false
game.stack:push(TextBox.new(game,
("%s is\ntrying to learn\v%s!\fBut, %s\ncan't learn more\vthan 4 moves!\f")
:format(name, mdef.name, name) ..
("Delete an older\nmove to make room\vfor %s?"):format(mdef.name),
Strings("%s is\ntrying to learn\v%s!\fBut, %s\ncan't learn more\vthan 4 moves!\f",
name, mdef.name, name) ..
Strings("Delete an older\nmove to make room\vfor %s?", mdef.name),
nil, {
choice = function(yes)
if yes then
@@ -76,7 +77,7 @@ function MoveLearnMenu:update(dt)
-- HMCantDeleteText, then back to the forget list
local TextBox = require("src.render.TextBox")
self.game.stack:push(TextBox.new(self.game,
"HM techniques\ncan't be deleted!"))
Strings("HM techniques\ncan't be deleted!")))
return
end
local mdef = self.game.data.moves[self.newMoveId]
@@ -96,7 +97,7 @@ function MoveLearnMenu:confirmAbandon()
local mdef = game.data.moves[self.newMoveId]
self.selecting = false
game.stack:push(TextBox.new(game,
("Abandon learning\n%s?"):format(mdef.name), nil, {
Strings("Abandon learning\n%s?", mdef.name), nil, {
choice = function(yes)
if yes then self:finish(false) else self:enter() end
end,
@@ -113,11 +114,11 @@ function MoveLearnMenu:finish(learned)
local msg
if learned then
-- OneTwoAndText/PoofText/ForgotAndText
msg = ("1, 2 and... Poof!\f%s forgot\n%s!\fAnd...\f%s learned\n%s!")
:format(name, self.forgot, name, mdef.name)
msg = Strings("1, 2 and... Poof!\f%s forgot\n%s!\fAnd...\f%s learned\n%s!",
name, self.forgot, name, mdef.name)
else
-- DidNotLearnText
msg = ("%s\ndid not learn\v%s!"):format(name, mdef.name)
msg = Strings("%s\ndid not learn\v%s!", name, mdef.name)
end
game.stack:push(TextBox.new(game, msg, function()
if self.onDone then self.onDone(learned) end
@@ -133,12 +134,12 @@ function MoveLearnMenu:draw()
for i, mv in ipairs(self.mon.moves) do
Font.draw(self.game.data.moves[mv.id].name, 48, (5 + i) * 8)
end
Font.draw("CANCEL", 48, (6 + #self.mon.moves) * 8)
Font.draw(Strings("CANCEL"), 48, (6 + #self.mon.moves) * 8)
Font.drawCode(CURSOR, 40, (5 + self.index) * 8)
-- WhichMoveToForgetText in the bottom dialogue box
Font.drawBox(0, 12, 20, 6)
Font.draw("Which move should", 8, 14 * 8)
Font.draw("be forgotten?", 8, 16 * 8)
Font.draw(Strings("Which move should"), 8, 14 * 8)
Font.draw(Strings("be forgotten?"), 8, 16 * 8)
love.graphics.setColor(1, 1, 1, 1)
end
+3 -2
View File
@@ -13,6 +13,7 @@ local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime")
local Sound = require("src.core.Sound")
local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings")
local NamingScreen = {}
NamingScreen.__index = NamingScreen
@@ -64,7 +65,7 @@ function NamingScreen.new(game, opts)
opts = opts or {}
local self = setmetatable({}, NamingScreen)
self.game = game
self.title = opts.title or "YOUR NAME?"
self.title = opts.title or Strings("YOUR NAME?")
self.presets = opts.presets
self.maxLen = opts.maxLen or 7
self.default = opts.default
@@ -78,7 +79,7 @@ end
function NamingScreen:enter()
if self.presets and #self.presets > 0 then
local Menu = require("src.ui.Menu")
local items = { { label = "NEW NAME" } }
local items = { { label = Strings("NEW NAME") } }
for _, preset in ipairs(self.presets) do
table.insert(items, {
label = preset,
+24 -13
View File
@@ -7,12 +7,14 @@
-- mod can insertBefore("name_player", ...) without counting indices.
-- Calls onDone() after popping itself.
local Assets = require("src.render.Assets")
local Sound = require("src.core.Sound")
local Music = require("src.core.Music")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local TextBox = require("src.render.TextBox")
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local OakSpeech = {}
OakSpeech.__index = OakSpeech
@@ -38,12 +40,12 @@ function OakSpeech:sgbPalettes(game)
end
local FALLBACKS = {
_OakSpeechText1 = "Hello there!\nWelcome to the\vworld of POKéMON!\fMy name is OAK!\nPeople call me\vthe POKéMON PROF!",
_OakSpeechText2A = "This world is\ninhabited by\vcreatures called\vPOKéMON!",
_OakSpeechText2B = "\fFor some people,\nPOKéMON are\vpets. Others use\vthem for fights.\fMyself...\fI study POKéMON\nas a profession.",
_OakSpeechText3 = "{PLAYER}!\fYour very own\nPOKéMON legend is\vabout to unfold!\fA world of dreams\nand adventures\vwith POKéMON\vawaits! Let's go!",
_IntroducePlayerText = "First, what is\nyour name?",
_IntroduceRivalText = "This is my grand-\nson. He's been\vyour rival since\vyou were a baby.\f...Erm, what is\nhis name again?",
_OakSpeechText1 = Strings.source("Hello there!\nWelcome to the\vworld of POKéMON!\fMy name is OAK!\nPeople call me\vthe POKéMON PROF!"),
_OakSpeechText2A = Strings.source("This world is\ninhabited by\vcreatures called\vPOKéMON!"),
_OakSpeechText2B = Strings.source("\fFor some people,\nPOKéMON are\vpets. Others use\vthem for fights.\fMyself...\fI study POKéMON\nas a profession."),
_OakSpeechText3 = Strings.source("{PLAYER}!\fYour very own\nPOKéMON legend is\vabout to unfold!\fA world of dreams\nand adventures\vwith POKéMON\vawaits! Let's go!"),
_IntroducePlayerText = Strings.source("First, what is\nyour name?"),
_IntroduceRivalText = Strings.source("This is my grand-\nson. He's been\vyour rival since\vyou were a baby.\f...Erm, what is\nhis name again?"),
}
local function textOr(game, key)
@@ -51,9 +53,11 @@ local function textOr(game, key)
return (t and t[key]) or FALLBACKS[key]
end
-- through Assets.resolve so an enabled mod's overrides/ shadows these the
-- same way it shadows every other generated asset
local function tryImage(path)
if not path then return nil end
local ok, img = pcall(love.graphics.newImage, path)
local ok, img = pcall(love.graphics.newImage, Assets.resolve(path))
return ok and img or nil
end
@@ -101,7 +105,9 @@ function OakSpeech.resolvePic(game, desc, speech)
if speech and speech.playerPic and not desc.path then
return speech.playerPic, false
end
return tryImage(desc.path or "assets/generated/trainer_card/red.png"), false
if desc.path then return tryImage(desc.path), false end
return tryImage(require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "intro" })), false
elseif t == "image" then
return tryImage(desc.path), desc.flip and true or false
elseif t == "sprite" then
@@ -140,7 +146,7 @@ function OakSpeech.defaultSteps(speech)
id = "name_player",
kind = "name",
who = "player",
title = "YOUR NAME?",
title = Strings("YOUR NAME?"),
presetsWho = "player",
presetsFallback = { "RED", "ASH", "JACK" },
},
@@ -154,7 +160,7 @@ function OakSpeech.defaultSteps(speech)
id = "name_rival",
kind = "name",
who = "rival",
title = "HIS NAME?",
title = Strings("HIS NAME?"),
presetsWho = "rival",
presetsFallback = { "BLUE", "GARY", "JOHN" },
},
@@ -220,7 +226,8 @@ function OakSpeech.new(game, onDone)
self.nameLen = constants.playerNameLength or 7
-- RedPicFront (gfx/player/red.png, shared with the trainer card) and
-- the ShrinkPic1/ShrinkPic2 frames (gfx/player/shrink{1,2}.png)
self.playerPic = tryImage("assets/generated/trainer_card/red.png")
self.playerPic = tryImage(require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "intro" }))
self.shrinkPic1 = tryImage(oakGfx.shrink1
or "assets/generated/intro/shrink1.png")
self.shrinkPic2 = tryImage(oakGfx.shrink2
@@ -337,7 +344,7 @@ function OakSpeech:runStep(step)
self.picFlip = true
self:revealPic("wipe", function()
Sound.playCry(self.game.data, self.demoSpecies)
self:say("_OakSpeechText2A", function() self:advance() end)
self:say(Strings("_OakSpeechText2A"), function() self:advance() end)
end)
elseif kind == "name" then
local who = step.who or "player"
@@ -345,7 +352,7 @@ function OakSpeech:runStep(step)
or namePresets(self.game, step.presetsWho or who,
step.presetsFallback or { "RED" })
require("src.ui.Screens").push(self.game, "NamingScreen", {
title = step.title or (who == "rival" and "HIS NAME?" or "YOUR NAME?"),
title = step.title or (who == "rival" and "HIS NAME?" or Strings("YOUR NAME?")),
presets = presets,
maxLen = step.maxLen or self.nameLen,
onDone = function(name)
@@ -542,6 +549,10 @@ function OakSpeech:update(dt)
elseif s.frame >= 79 and s.frame <= 102 then
self.fadeLevel = math.floor((s.frame - 79) / 8) + 1
elseif s.frame > 102 then
-- clear before finish(): a finished-listener that pushes a state gets
-- ITS state popped in the speech's place, and a live shrink would call
-- finish() again next frame, re-firing the event every frame (#308)
self.shrink = nil
self:finish()
end
end
+36 -21
View File
@@ -22,6 +22,7 @@ local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local OptionRows = require("src.ui.OptionRows")
local Renderer = require("src.render.Renderer")
local Strings = require("src.core.Strings")
local OptionsMenu = {}
OptionsMenu.__index = OptionsMenu
@@ -116,14 +117,14 @@ local function sameRows(_, rows) return rows end
-- ladder's, so the save.options mutations are unchanged
local function buildRows(game)
local rows = {
{ id = "textSpeed", label = "TEXT SPEED",
{ id = "textSpeed", label = Strings("TEXT SPEED"),
value = function(g) return SPEEDS[speedIndex(g)][2] end,
step = function(g)
local i = speedIndex(g) % #SPEEDS + 1
g.save.options.textSpeed = SPEEDS[i][1]
return true
end },
{ id = "animations", label = "BATTLE ANIMATION",
{ id = "animations", label = Strings("BATTLE ANIMATION"),
value = function(g)
return g.save.options.animations == false and "OFF" or "ON"
end,
@@ -132,7 +133,7 @@ local function buildRows(game)
o.animations = o.animations == false and true or false
return true
end },
{ id = "battleStyle", label = "BATTLE STYLE",
{ id = "battleStyle", label = Strings("BATTLE STYLE"),
value = function(g)
return g.save.options.battleStyle == "set" and "SET" or "SHIFT"
end,
@@ -141,7 +142,18 @@ local function buildRows(game)
o.battleStyle = o.battleStyle == "set" and "shift" or "set"
return true
end },
{ id = "ruleset", label = "RULESET",
-- OG is the classic 160x144 battle screen; WIDE is the 304x144
-- widescreen composition (src/battle/WideBattle.lua)
{ id = "battleLayout", label = Strings("BATTLE LAYOUT"),
value = function(g)
return g.save.options.battleLayout == "wide" and "WIDE" or "OG"
end,
step = function(g)
local o = g.save.options
o.battleLayout = o.battleLayout == "wide" and "og" or "wide"
return true
end },
{ id = "ruleset", label = Strings("RULESET"),
value = function(g) return rulesetName(g) end,
step = function(g, dir)
local ids = rulesetIds(g)
@@ -150,7 +162,7 @@ local function buildRows(game)
g.save.options.ruleset = ids[wrapIndex(i - 1 + dir, #ids) + 1]
return true
end },
{ id = "musicVol", label = "MUSIC VOL",
{ id = "musicVol", label = Strings("MUSIC VOL"),
value = function(g) return volLabel(g.save.options.musicVol) end,
step = function(g, dir)
local o = g.save.options
@@ -158,7 +170,7 @@ local function buildRows(game)
require("src.core.Music").setVolumeLevel(o.musicVol)
return true
end },
{ id = "sfxVol", label = "SFX VOL",
{ id = "sfxVol", label = Strings("SFX VOL"),
value = function(g) return volLabel(g.save.options.sfxVol) end,
step = function(g, dir)
local o = g.save.options
@@ -166,7 +178,7 @@ local function buildRows(game)
require("src.core.Sound").setVolumeLevel(o.sfxVol)
return true
end },
{ id = "musicFilter", label = "MUSIC FILTER",
{ id = "musicFilter", label = Strings("MUSIC FILTER"),
value = function(g)
return FILTERS[(g.save.options.musicFilter or 0) + 1]
end,
@@ -176,7 +188,7 @@ local function buildRows(game)
require("src.core.Music").setFilterLevel(o.musicFilter)
return true
end },
{ id = "colors", label = "COLORS",
{ id = "colors", label = Strings("COLORS"),
value = function(g)
return PaletteFX.modeLabel(g.save.options.colors or "gbc")
end,
@@ -188,7 +200,7 @@ local function buildRows(game)
PaletteFX.setMode(o.colors)
return true
end },
{ id = "tilt", label = "TILT",
{ id = "tilt", label = Strings("TILT"),
value = function(g) return Tilt.levelLabel(g.save.options.tilt or 0) end,
step = function(g, dir)
local o = g.save.options
@@ -205,7 +217,7 @@ local function buildRows(game)
end
return true
end },
{ id = "gbcfx", label = "GBC FX",
{ id = "gbcfx", label = Strings("GBC FX"),
value = function(g)
return GBCFX.levelLabel(g.save.options.gbcfx or 0)
end,
@@ -215,7 +227,7 @@ local function buildRows(game)
GBCFX.setLevel(o.gbcfx)
return true
end },
{ id = "zoom", label = "ZOOM",
{ id = "zoom", label = Strings("ZOOM"),
value = function(g)
return Zoom.offsetLabel(g.save.options.zoom or 0)
end,
@@ -230,7 +242,7 @@ local function buildRows(game)
Zoom.offset = off
return true
end },
{ id = "voidFill", label = "VOID FILL",
{ id = "voidFill", label = Strings("VOID FILL"),
value = function(g)
return TileRenderer.voidFillLabel(g.save.options.voidFill)
end,
@@ -246,7 +258,7 @@ local function buildRows(game)
TileRenderer.setVoidFill(o.voidFill)
return true
end },
{ id = "videoMode", label = "VIDEO MODE",
{ id = "videoMode", label = Strings("VIDEO MODE"),
value = function(g)
return VideoMode.modeLabel(g.save.options.videoMode)
end,
@@ -259,7 +271,7 @@ local function buildRows(game)
-- hard render cap (issue #88): bounds the present rate so a
-- driver-forced vsync-off run cannot spin at thousands of FPS. Logic
-- is fixed-step off dt, so this touches presentation only.
{ id = "fpsCap", label = "MAX FPS",
{ id = "fpsCap", label = Strings("MAX FPS"),
value = function(g)
return FrameCap.label(g.save.options.fpsCap)
end,
@@ -271,7 +283,7 @@ local function buildRows(game)
end },
-- fast-forward the logic clock only; music and sfx keep their tempo
-- (src/core/GameSpeed.lua), so this is safe to leave on
{ id = "speed", label = "GAME SPEED",
{ id = "speed", label = Strings("GAME SPEED"),
value = function(g)
return GameSpeed.levelLabel(g.save.options.speed)
end,
@@ -282,17 +294,17 @@ local function buildRows(game)
end },
-- the manager's discoverable home (18-mod-manager-ux); inert until
-- opened, so the row costs a vanilla install nothing
{ id = "mods", label = "MODS",
{ id = "mods", label = Strings("MODS"),
value = function(g)
local status = g.modStatus or {}
return ("%d INSTALLED"):format(#(status.available or {}))
return Strings("%d INSTALLED", #(status.available or {}))
end,
activate = function(g)
require("src.ui.Screens").push(g, "ManagerState")
end },
-- rebinding UI (gap C2, 12-ui-extensibility 4.4); captured inputs
-- live in options.bindings, so the row costs a vanilla install nothing
{ id = "controls", label = "CONTROLS",
{ id = "controls", label = Strings("CONTROLS"),
activate = function(g)
require("src.ui.Screens").push(g, "BindingsMenu")
end },
@@ -328,7 +340,8 @@ local function buildRows(game)
return rows
end
function OptionsMenu.new(game)
function OptionsMenu.new(game, opts)
opts = opts or {}
local rows = buildRows(game)
local hooked = Runtime.call("ui.options.rows", sameRows, game, rows)
if type(hooked) == "table" then
@@ -337,8 +350,8 @@ function OptionsMenu.new(game)
Logger.error("ui.options.rows returned %s; keeping the vanilla rows",
type(hooked))
end
return setmetatable({ game = game, rows = rows, index = 1, scroll = 0 },
OptionsMenu)
return setmetatable({ game = game, rows = rows, index = 1, scroll = 0,
onCancel = opts.onCancel }, OptionsMenu)
end
function OptionsMenu:update(dt)
@@ -361,9 +374,11 @@ function OptionsMenu:update(dt)
changed = row.step(self.game, dir) and true or false
elseif input:wasPressed("a") then -- CANCEL
self.game.stack:pop()
if self.onCancel then self.onCancel() end
end
elseif input:wasPressed("b") or input:wasPressed("start") then
self.game.stack:pop()
if self.onCancel then self.onCancel() end
end
if changed and self.game.writeOptions then
self.game:writeOptions()
+242 -51
View File
@@ -17,14 +17,57 @@ local Screens = require("src.ui.Screens")
local Theme = require("src.ui.Theme")
local FieldDefaults = require("src.world.FieldDefaults")
local Map = require("src.world.Map")
local Strings = require("src.core.Strings")
local PartyMenu = {}
PartyMenu.__index = PartyMenu
PartyMenu.isOpaque = true
-- SGB: generic whole-screen palette (SET_PAL_GENERIC)
-- SGB (SetPal_PartyMenu, engine/gfx/palettes.asm:90): the party screen is
-- NOT a one-palette screen. data/sgb/sgb_packets.asm BlkPacket_PartyMenu
-- splits it into MEWMON over the mon-icon column with GREENBAR everywhere
-- else, plus one block per HP bar row whose palette
-- UpdatePartyMenuBlkPacket (engine/gfx/palettes.asm:299-325) sets from that
-- mon's GetHealthBarColor -- pal 1 GREENBAR / 2 YELLOWBAR / 3 REDBAR
-- (PalPacket_PartyMenu, sgb_packets.asm:219). Handing the whole screen
-- MEWMON instead painted every bar with MEWMON's shades, which is why a
-- full bar came out black and a low one purple (#274, absorbing #272).
--
-- Two rects differ from the packet's, both because this port draws pixels
-- where the hardware drew OAM over BG:
-- * the icon block is rows 0-11, not the packet's 0-12 -- row 12 is the
-- message box's top edge, which on hardware was BG under an OBJ-free
-- part of the block; here it would take MEWMON instead of the base.
-- * the bar blocks sit one tile right of the packet's 05-11 because this
-- port's bar starts at tile 5 where party_menu.asm:71-76 starts it at
-- 4; the span is the same "left cap + six fill tiles".
function PartyMenu:sgbPalettes(game)
return require("src.render.PaletteFX").wholeNamed(game.data, "MEWMON")
local P = require("src.render.PaletteFX")
local base = P.pal(game.data, "GREENBAR")
if not base then return nil end
local zones = { P.whole(base) }
local mew = P.pal(game.data, "MEWMON")
if mew then zones[#zones + 1] = P.zone(mew, 1, 0, 2, 11) end
-- the TM/HM list prints ABLE / NOT ABLE where the bar would be, so those
-- rows have no bar to color (party_menu.asm .teachMoveMenu; #210)
if not self.tmhm then
local party = self.party or (game.save and game.save.party) or {}
for i, mon in ipairs(party) do
-- While a medicine's bar fill runs the block palette is STALE, not
-- recomputed: SetPartyMenuHPBarColor (party_menu.asm:80/295) is only
-- reached from the party-menu redraw loop, never from hp_bar.asm, so
-- UpdateHPBar2 lengthens the bar under the PRE-heal color and
-- RedrawPartyMenu snaps it green when the message prints. Hold the
-- starting HP here for exactly that window (#252).
local hp = mon.hp
if self.heal and self.heal.mon == mon then hp = self.heal.from end
local bar = P.pal(game.data, P.barPalName(hp, mon.stats.hp))
if bar then
zones[#zones + 1] = P.zone(bar, 6, i * 2 - 1, 12, i * 2 - 1)
end
end
end
return zones
end
local function sameItems(_, items) return items end
@@ -49,7 +92,9 @@ local DIG_TILESETS = { FOREST = true, CEMETERY = true, CAVERN = true,
-- Frame1; SNAKE/QUADRUPED are the reverse. Sprite-reused icons draw
-- from 16x16x6 overworld sheets where index 3 is walk-down (tile 12):
-- MON/FAIRY/BIRD rest on the walk frame and animate to standing
-- (tile 0); WATER (Seel) is the reverse.
-- (tile 0); WATER (Seel) is the reverse. Only the frame's LEFT half
-- ever reaches the screen -- see PartyMenu.mirrorsIcon (#276) -- which
-- is why a walk frame does not look like a walk frame here.
PartyMenu.iconFrames = {
BUG = { rest = 1, alt = 0 }, -- BugIconFrame2 <-> BugIconFrame1
GRASS = { rest = 1, alt = 0 }, -- PlantIconFrame2 <-> PlantIconFrame1
@@ -70,7 +115,45 @@ function PartyMenu.frameFor(name, alt, ih)
return alt and ((ih or 0) >= 64 and 3 or 1) or 0
end
-- HELIX is the one icon WriteMonPartySpriteOAM sends down the asymmetric
-- path (engine/gfx/mon_icons.asm:246 `cp ICON_HELIX << 2 / jr z, .helix`);
-- every other built-in icon is drawn as a mirrored left half (see
-- drawIcon). A mod that supplies its own image instead of a built-in icon
-- name has no vanilla counterpart, so its art draws whole. #276
function PartyMenu.mirrorsIcon(name)
return name ~= nil and name ~= "HELIX"
end
local iconImages = {}
-- Party icons are OBJs (engine/gfx/mon_icons.asm WriteMonPartySpriteOAM
-- writes OAM blocks), so they render through OBP0, and GBPalNormal
-- (home/palettes.asm:20-26 `ld a, %11010000 ; 3100 / ldh [rOBP0], a`)
-- holds OBP0 at "3100": OBJ color 1 shows as shade 0, color 2 as shade 1,
-- color 3 as shade 3. An object never displays shade 2. This canvas has
-- no OBJ layer, so bake that map into the icon art once per path (the same
-- CPU-remap trick as SpriteRenderer.getObpImage, and the same "#obp" cache
-- key convention) and let the screen's SGB zone color the result. Without
-- it every color-2 pixel took the zone palette's shade-2 color -- the
-- ADVANCED pack's MEWMON purple {115,33,165}, i.e. the "weirdly colored"
-- party sprites of #274.
local function obpIcon(path)
if not (love.image and love.image.newImageData) then
return love.graphics.newImage(Assets.resolve(path)) -- headless stub
end
local id = Assets.imageData(path)
id:mapPixel(function(_, _, r, _, _, a)
-- the extracted art is the four DMG grays, keyed off the red channel
-- exactly the way PaletteFX's shade-remap shader keys them
local v = 0
if r > 0.5 then v = 1 -- OBJ colors 0 and 1 -> shade 0
elseif r > 0.17 then v = 170 / 255 -- OBJ color 2 -> shade 1
end -- OBJ color 3 -> shade 3
return v, v, v, a
end)
return love.graphics.newImage(id)
end
local function drawIcon(game, mon, x, y, selected, counter)
local icons = game.data.icons
if not icons then return end
@@ -97,14 +180,26 @@ local function drawIcon(game, mon, x, y, selected, counter)
end
path = require("src.pokemon.Sprites").iconPath(game.data, mon, path, { name = name })
if not path then return end
if iconImages[path] == nil then
-- Built-in icon classes are DMG 2bpp OBJ art and get the OBP0 bake; a
-- mod's own image (an entry table rather than an icon name) is authored
-- art with no hardware counterpart, so it loads untouched -- the same
-- split PartyMenu.mirrorsIcon makes for the OAM mirror. Both live in one
-- cache under different keys, so a mod pointing a table entry at a
-- built-in path still gets its unbaked copy. #274
local key = name and (path .. "#obp") or path
if iconImages[key] == nil then
-- resolve through Assets so an overrides/ or transform-derived icon
-- (e.g. a per-species image at assets/generated/icons/<name>.png) is
-- picked up the same way battle sprites are
local ok, img = pcall(love.graphics.newImage, Assets.resolve(path))
iconImages[path] = ok and img or false
local ok, img
if name then
ok, img = pcall(obpIcon, path)
else
ok, img = pcall(love.graphics.newImage, Assets.resolve(path))
end
iconImages[key] = ok and img or false
end
local img = iconImages[path]
local img = iconImages[key]
if not img then return end
local alt = false
if selected then
@@ -117,10 +212,28 @@ local function drawIcon(game, mon, x, y, selected, counter)
alt = false
end
local iw, ih = img:getDimensions()
if ih > 16 then
local frame = PartyMenu.frameFor(name, alt, ih)
-- a 16x16 sheet (BALL, HELIX) is its own only frame
local frame = ih > 16 and PartyMenu.frameFor(name, alt, ih) or 0
if PartyMenu.mirrorsIcon(name) then
-- WriteSymmetricMonPartySpriteOAM (engine/items/town_map.asm:494-534)
-- lays each icon out as 2x2 OAM blocks that use only the frame's LEFT
-- column of tiles (base+0, base+2): the inner loop writes the same
-- wOAMBaseTile twice with the attributes alternating 0 / OAM_XFLIP and
-- only then bumps the tile by 2, because "all the sprites other than
-- the helix one have a vertical line of symmetry". MON / FAIRY / BIRD
-- reuse overworld sheets whose walk-down frame is NOT symmetric, so
-- drawing the raw 16x16 showed a tucked-back foot the hardware never
-- displays (#276, absorbing #238).
local half = love.graphics.newQuad(0, frame * 16, 8, 16, iw, ih)
love.graphics.draw(img, half, x, y)
-- sx = -1 about the block's right edge, so the flipped copy lands on
-- x+8..x+16: the OAM_XFLIP half
love.graphics.draw(img, half, x + 16, y, 0, -1, 1)
elseif ih > 16 then
love.graphics.draw(img, love.graphics.newQuad(0, frame * 16, 16, 16, iw, ih), x, y)
else
-- HELIX and any mod art that is a single frame: drawn whole, at
-- whatever size the file is (unchanged path)
love.graphics.draw(img, x, y)
end
end
@@ -133,6 +246,11 @@ function PartyMenu.new(game, opts)
self.onSwitch = opts.onSwitch
self.onCancel = opts.onCancel
self.pickOnly = opts.pickOnly
-- Medicine keeps the picker on screen: item_effects.asm .doneHealing
-- animates the party HP bar and then prints the message through
-- RedrawPartyMenu with the menu STILL up, so BagMenu asks for keepOpen and
-- calls :close() itself once the message is done (#252).
self.keepOpen = opts.keepOpen
-- TM/HM teaching: opts.tmhm = { move, kind } switches the list to Gen 1's
-- TM/HM display (ABLE / NOT ABLE per mon instead of the HP bar, and the
-- "Use TM on which POKeMON?" prompt). Set by BagMenu.pickTargetAndUse. #210
@@ -147,9 +265,47 @@ function PartyMenu.new(game, opts)
return self
end
-- UpdateHPBar2 (engine/gfx/hp_bar.asm, predef'd from item_effects.asm's
-- .doneHealing): UpdateHPBar_AnimateHPBar is documented "for (a) ticks (two
-- waiting frames each)" over a 48-pixel bar, so the shown HP walks
-- maxHP/96 per frame -- the same rate the battle HUD drains at
-- (BattleState:stepHPDrain). onDone fires on the frame it lands, which is
-- when the caller prints its message. #252
function PartyMenu:animateTo(mon, fromHP, onDone)
if not (mon and mon.stats) then
if onDone then onDone() end
return
end
local from = math.max(0, fromHP or mon.hp)
-- `from` outlives `shown`: sgbPalettes above needs the pre-heal HP for the
-- whole fill, because the SGB bar color does not move until the redraw.
self.heal = { mon = mon, from = from, shown = from, onDone = onDone }
end
-- Close a picker the caller kept open (see self.keepOpen). A TextBox pops
-- itself BEFORE it fires onDone (src/render/TextBox.lua), so this menu is
-- the top state by then; the identity check makes it a no-op for the pickers
-- that already popped themselves, and stops a double close eating the bag
-- underneath. #252
function PartyMenu:close()
if self.game.stack:top() == self then self.game.stack:pop() end
end
function PartyMenu:update(dt)
-- icon animation counter; 320 = a whole cycle at every HP speed
self.blink = ((self.blink or 0) + 1) % 320
-- The bar fill owns the menu while it runs: UpdateHPBar2 is a blocking
-- predef in item_effects.asm, so no button is read until it lands (#252).
local heal = self.heal
if heal then
heal.shown = math.min(heal.mon.hp,
heal.shown + math.max(1, heal.mon.stats.hp) / 96)
if heal.shown >= heal.mon.hp then
self.heal = nil
if heal.onDone then heal.onDone() end
end
return
end
local input = self.game.input
local party = self.party or self.game.save.party
@@ -204,7 +360,7 @@ function PartyMenu:update(dt)
self.game.save.flashLit = true
self.game.stack:push(TextBox.new(self.game,
self.game.data.text._FlashLightsAreaText
or "A blinding FLASH\nlights the area!", function()
or Strings("A blinding FLASH\nlights the area!"), function()
self.game.stack:push(Transition.whiteFlash(self.game))
end))
return
@@ -247,7 +403,7 @@ function PartyMenu:update(dt)
current = "_CurrentTooFastText",
no_place = "_SurfingNoPlaceToGetOffText" })[reason]
or "_NoSurfingHereText"
local txt = (self.game.data.text[key] or "No SURFing here!")
local txt = (self.game.data.text[key] or Strings("No SURFing here!"))
:gsub("{RAM:wNameBuffer}", mon.nickname or def.name)
if reason == "no_place" then
-- .cannotStopSurfing prints _SurfingNoPlaceToGetOffText but
@@ -278,7 +434,7 @@ function PartyMenu:update(dt)
local def = self.game.data.pokemon[mon.species]
local key = (reason == "no_badge") and "_NewBadgeRequiredText"
or "_NothingToCutText"
local txt = (self.game.data.text[key] or "Nothing to CUT!")
local txt = (self.game.data.text[key] or Strings("Nothing to CUT!"))
:gsub("{RAM:wNameBuffer}", mon.nickname or def.name)
self.game.stack:push(TextBox.new(self.game, txt))
return -- .loop: submenu stays open behind the message
@@ -300,13 +456,15 @@ function PartyMenu:update(dt)
self.game.stack:pop() -- close the party menu (jp .goBackToMap)
ow.strengthActive = true
local t1 = (self.game.data.text._UsedStrengthText
or "{RAM:wNameBuffer} used\nSTRENGTH."):gsub("{RAM:wNameBuffer}", name)
or Strings("{RAM:wNameBuffer} used\nSTRENGTH.")):gsub("{RAM:wNameBuffer}", name)
local t2 = (self.game.data.text._CanMoveBouldersText
or "{RAM:wNameBuffer} can\nmove boulders."):gsub("{RAM:wNameBuffer}", name)
or Strings("{RAM:wNameBuffer} can\nmove boulders.")):gsub("{RAM:wNameBuffer}", name)
-- like surf (#320): the blink belongs UNDER the texts, not as a
-- flashbang on the empty map after them; the stack only updates
-- the top state, so the flash holds until the texts close
self.game.stack:push(Transition.whiteFlash(self.game))
self.game.stack:push(TextBox.new(self.game, t1, function()
self.game.stack:push(TextBox.new(self.game, t2, function()
self.game.stack:push(Transition.whiteFlash(self.game))
end))
self.game.stack:push(TextBox.new(self.game, t2))
end, { auto = { sound = function()
return require("src.core.Sound").playCry(self.game.data, mon.species)
end } }))
@@ -348,7 +506,7 @@ function PartyMenu:update(dt)
or user.hp <= heal then
self.softboiledFrom = nil
local TextBox = require("src.render.TextBox")
self.game.stack:push(TextBox.new(self.game, "It won't have\nany effect."))
self.game.stack:push(TextBox.new(self.game, Strings("It won't have\nany effect.")))
else
user.hp = user.hp - heal
mon.hp = math.min(mon.stats.hp, mon.hp + heal)
@@ -357,7 +515,7 @@ function PartyMenu:update(dt)
local def = self.game.data.pokemon[mon.species]
local TextBox = require("src.render.TextBox")
self.game.stack:push(TextBox.new(self.game,
("%s's HP\nwas restored!"):format(mon.nickname or def.name)))
Strings("%s's HP\nwas restored!", mon.nickname or def.name)))
end
elseif self.swapFrom then
if self.swapFrom ~= self.index then
@@ -366,8 +524,12 @@ function PartyMenu:update(dt)
end
self.swapFrom = nil
elseif self.onSwitch and (self.forceSwitch or self.pickOnly or not self.battle) then
self.game.stack:pop()
self.onSwitch(mon)
-- keepOpen callers (HP medicine) need the menu still drawn while the
-- bar fills and the message prints, and close it themselves; everyone
-- else keeps the old pop-then-call order. Popping first is what made
-- a POTION snap the picker shut before the item had even run (#252).
if not self.keepOpen then self.game.stack:pop() end
self.onSwitch(mon, self)
else
self.submenu = true
self.subIndex = 1
@@ -375,55 +537,55 @@ function PartyMenu:update(dt)
local ow = self.game.overworld
if self.battle and self.onSwitch then
-- SwitchStatsCancelText (core.asm PartyMenuOrRockOrRun)
items = { { label = "SWITCH", action = "battle_switch" },
{ label = "STATS", action = "stats" },
{ label = "CANCEL", action = "cancel" } }
items = { { label = Strings("SWITCH"), action = "battle_switch" },
{ label = Strings("STATS"), action = "stats" },
{ label = Strings("CANCEL"), action = "cancel" } }
else
-- STATS/SWITCH plus this mon's field moves (start_sub_menus.asm
-- builds the same dynamic list)
items = { { label = "STATS", action = "stats" },
{ label = "SWITCH", action = "switch" } }
items = { { label = Strings("STATS"), action = "stats" },
{ label = Strings("SWITCH"), action = "switch" } }
-- Field moves (HMs/TMs) are usable out of battle even when the mon
-- is fainted -- Gen 1 does not require HP for Cut/Fly/Surf/etc.
-- Battle still excludes this list via `not self.battle`. Softboiled
-- can appear for a fainted user; its heal transfer then no-ops.
if not self.battle and ow then
-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU
-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU --
-- Route 23 / Indigo Plateau outdoor), not OVERWORLD alone (#83)
local outside = Map.isOutside(ow.map.def,
FieldDefaults.field(self.game.data, "outsideTilesets"))
for _, mv in ipairs(mon.moves) do
if mv.id == "FLY" and outside
and self.game.save.inventory.THUNDERBADGE then
table.insert(items, { label = "FLY", action = "fly" })
table.insert(items, { label = Strings("FLY"), action = "fly" })
elseif mv.id == "FLASH" and ow.dark
and self.game.save.inventory.BOULDERBADGE then
table.insert(items, { label = "FLASH", action = "flash" })
table.insert(items, { label = Strings("FLASH"), action = "flash" })
elseif mv.id == "CUT" and self.game.save.inventory.CASCADEBADGE then
-- CUT/SURF/STRENGTH are party-menu field moves too
-- (start_sub_menus.asm .outOfBattleMovePointers); listed here
-- with the same list-time badge filter this file already uses
-- for FLY/FLASH. The facing-tile/activation check happens on
-- selection (useCutFieldMove/useSurfFieldMove).
table.insert(items, { label = "CUT", action = "cut" })
table.insert(items, { label = Strings("CUT"), action = "cut" })
elseif mv.id == "SURF" and self.game.save.inventory.SOULBADGE then
table.insert(items, { label = "SURF", action = "surf" })
table.insert(items, { label = Strings("SURF"), action = "surf" })
elseif mv.id == "STRENGTH" and self.game.save.inventory.RAINBOWBADGE then
table.insert(items, { label = "STRENGTH", action = "strength" })
table.insert(items, { label = Strings("STRENGTH"), action = "strength" })
elseif mv.id == "SOFTBOILED" then
table.insert(items, { label = "SOFTBOILED", action = "softboiled" })
table.insert(items, { label = Strings("SOFTBOILED"), action = "softboiled" })
elseif mv.id == "TELEPORT" and outside then
-- TELEPORT works only OUTDOORS (start_sub_menus.asm
-- .teleport -> CheckIfInOutsideMap); dark maps don't
-- block it
table.insert(items, { label = "TELEPORT", action = "escape" })
table.insert(items, { label = Strings("TELEPORT"), action = "escape" })
elseif mv.id == "DIG" and DIG_TILESETS[ow.map.def.tileset]
and ow.map.id ~= "AGATHAS_ROOM" then
-- DIG runs ItemUseEscapeRope (.dig sets wCurItem =
-- ESCAPE_ROPE): usable in the dungeon tilesets of
-- escape_rope_tilesets.asm minus Agatha's room, even in
-- the dark (Rock Tunnel)
table.insert(items, { label = "DIG", action = "escape" })
table.insert(items, { label = Strings("DIG"), action = "escape" })
end
end
end
@@ -456,13 +618,13 @@ function PartyMenu:bottomMessage()
return "Use on which one?"
elseif self.tmhm then
return self.game.data.text._PartyMenuUseTMText
or "Use TM on which\nPOKéMON?"
or Strings("Use TM on which\nPOKéMON?")
elseif self.battle then
return self.game.data.text._PartyMenuBattleText
or "Bring out which\nPOKéMON?"
or Strings("Bring out which\nPOKéMON?")
else
return self.game.data.text._PartyMenuNormalText
or "Choose a POKéMON."
or Strings("Choose a POKéMON.")
end
end
@@ -480,9 +642,19 @@ function PartyMenu:draw()
love.graphics.setColor(0, 0, 0, 1)
local party = self.party or self.game.save.party
if #party == 0 then
Font.draw("No POKéMON!", 16, 64)
Font.draw(Strings("No POKéMON!"), 16, 64)
end
local HudTiles = require("src.render.HudTiles")
local PaletteFX = require("src.render.PaletteFX")
-- Each bar row carries its own GREENBAR / YELLOWBAR / REDBAR zone (see
-- sgbPalettes), so the fill must stay the raw DMG shade-2 gray and let
-- the zone color it -- but only when a zone pass will actually run.
-- Renderer's blit takes the shader path exactly when the zone list is
-- non-empty AND PaletteFX.shader() resolves, which is the same pair of
-- conditions tested here; with no shader the canvas blits unshaded and
-- drawHPBar's per-pixel tint is the only color the bar can get. #274
local barZoned = PaletteFX.shader() ~= nil
and PaletteFX.pal(self.game.data, "GREENBAR") ~= nil
for i, mon in ipairs(party) do
local def = self.game.data.pokemon[mon.species]
local y = PartyMenu.entryY(i)
@@ -512,33 +684,52 @@ function PartyMenu:draw()
end
-- right-aligned so the shorter "ABLE" shares "NOT ABLE"'s right edge
if can then
Font.draw("ABLE", 120, y + 8)
Font.draw(Strings("ABLE"), 120, y + 8)
else
Font.draw("NOT ABLE", 88, y + 8)
Font.draw(Strings("NOT ABLE"), 88, y + 8)
end
else
if mon.hp <= 0 then
Font.draw("FNT", 136, y)
Font.draw(Strings("FNT"), 136, y)
elseif mon.status then
Font.draw(mon.status, 136, y)
end
-- the colored tile HP bar (DrawHP2 + SetPartyMenuHPBarColor)
-- the tile HP bar (DrawHP2 + SetPartyMenuHPBarColor). grayFill:
-- tinting the fill AND running it through the row's zone
-- double-applies -- a green fill has red channel 0, so the tint
-- zeroes the bar's red and the zone's red-keyed shade shader then
-- maps every pixel to color 3, i.e. black. That is the #229 hazard
-- HudTiles documents; #274 (with #272) is this screen's instance.
--
-- While a medicine's UpdateHPBar2 fill runs, this row draws the HP the
-- animation has reached rather than the final value; drawHPBar reads
-- only .hp and .stats, so a shim table is enough and the real mon is
-- never mutated for display (#252).
local shown = mon
if self.heal and self.heal.mon == mon then
shown = { hp = math.floor(self.heal.shown), stats = mon.stats }
end
love.graphics.setColor(1, 1, 1, 1)
HudTiles.drawHPBar(self.game.data, 5, (y + 8) / 8, mon)
HudTiles.drawHPBar(self.game.data, 5, (y + 8) / 8, shown, nil, barZoned)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d/%3d"):format(mon.hp, mon.stats.hp), 104, y + 8)
Font.draw(("%3d/%3d"):format(shown.hp, mon.stats.hp), 104, y + 8)
end
-- home/pokemon.asm PartyMenuInit seeds wTopMenuItemY/X with 1/0, so the
-- cursor sits on the entry's *second* tile row (the level/HP line),
-- level with the middle of the two-row icon -- not on the name row that
-- entryY returns. Drawing it at y put it a tile too high (#278).
local cursorY = y + 8
if i == self.index then
Font.drawCode(Theme.cursor, 0, y)
Font.drawCode(Theme.cursor, 0, cursorY)
end
if i == self.swapFrom or i == self.softboiledFrom then
Font.drawCode(Theme.cursorHollow, 0, y) -- the unfilled swap arrow
Font.drawCode(Theme.cursorHollow, 0, cursorY) -- the unfilled swap arrow
end
end
if self.swapFrom then
Font.draw("Move to where?", 8, 136)
Font.draw(Strings("Move to where?"), 8, 136)
elseif self.softboiledFrom then
Font.draw("Use on which one?", 8, 136)
Font.draw(Strings("Use on which one?"), 8, 136)
elseif self.tmhm then
-- "Use TM on which\nPOKeMON?" in the standard bottom text box
-- (party_menu.asm keeps the message box for the TM/HM menu); box + line
@@ -546,14 +737,14 @@ function PartyMenu:draw()
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
local prompt = self.game.data.text._PartyMenuUseTMText
or "Use TM on which\nPOKéMON?"
or Strings("Use TM on which\nPOKéMON?")
local ly = 112
for line in (prompt .. "\n"):gmatch("([^\n]*)\n") do
Font.draw(line, 8, ly)
ly = ly + 16
end
elseif self.pickOnly then
Font.draw("Use on which one?", 8, 136)
Font.draw(Strings("Use on which one?"), 8, 136)
else
-- default field party menu (StartMenu) and the battle voluntary-switch
-- (BattleState:openParty): Gen1 prints PartyMenuNormalText / PartyMenuBattleText
+15 -11
View File
@@ -10,6 +10,7 @@ local ChoiceBox = require("src.ui.ChoiceBox")
local ListMenu = require("src.ui.ListMenu")
local Menu = require("src.ui.Menu")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local PlayerPC = {}
@@ -76,14 +77,14 @@ local function withdraw(game)
askQuantity(game, list, pc[item.value] or 1, item.value, function(qty)
local Bag = require("src.inventory.Bag")
if not Bag.add(game.save, item.value, qty) then
list.footer = "You can't carry\nany more items."
list.footer = Strings("You can't carry\nany more items.")
return
end
pc[item.value] = pc[item.value] - qty
if pc[item.value] <= 0 then pc[item.value] = nil end
refreshRow(list, pc, item.value)
Sound.play(game.data, "Withdraw_Deposit")
list.footer = ("Withdrew\n%s."):format(itemName(game, item.value))
list.footer = Strings("Withdrew\n%s.", itemName(game, item.value))
end)
end,
}))
@@ -112,14 +113,14 @@ local function deposit(game)
onChoose = function(item, list)
askQuantity(game, list, inv[item.value] or 1, item.value, function(qty)
if pcFull(game, pc, item.value) then
list.footer = "No room left to\nstore items."
list.footer = Strings("No room left to\nstore items.")
return
end
require("src.inventory.Bag").remove(game.save, item.value, qty)
pc[item.value] = (pc[item.value] or 0) + qty
refreshRow(list, inv, item.value)
Sound.play(game.data, "Withdraw_Deposit")
list.footer = ("%s was\nstored via PC."):format(itemName(game, item.value))
list.footer = Strings("%s was\nstored via PC.", itemName(game, item.value))
end)
end,
}))
@@ -132,7 +133,7 @@ local function toss(game)
onChoose = function(item, list)
local def = game.data.items[item.value]
if (def and def.keyItem) or item.value:find("^HM_") then
list.footer = "That's too impor-\ntant to toss!"
list.footer = Strings("That's too impor-\ntant to toss!")
return
end
local QuantityBox = require("src.ui.QuantityBox")
@@ -140,13 +141,13 @@ local function toss(game)
max = pc[item.value] or 1,
onDone = function(qty)
if not qty then return end
list.footer = ("Toss %s?"):format(itemName(game, item.value))
list.footer = Strings("Toss %s?", itemName(game, item.value))
game.stack:push(ChoiceBox.new(game, function(yes)
if yes then
pc[item.value] = pc[item.value] - qty
if pc[item.value] <= 0 then pc[item.value] = nil end
refreshRow(list, pc, item.value)
list.footer = ("Threw away %s."):format(itemName(game, item.value))
list.footer = Strings("Threw away %s.", itemName(game, item.value))
else
list.footer = nil
end
@@ -160,10 +161,13 @@ end
function PlayerPC.new(game)
game.save.pcItems = game.save.pcItems or {}
return Menu.new(game, {
{ label = "WITHDRAW ITEM", onSelect = function() withdraw(game) end },
{ label = "DEPOSIT ITEM", onSelect = function() deposit(game) end },
{ label = "TOSS ITEM", onSelect = function() toss(game) end },
{ label = "LOG OFF" },
-- keepOpen so B in the item lists returns here instead of dropping the
-- whole PC session (players_pc.asm re-shows the PC menu); same pattern
-- as BoxMenu's rows
{ label = Strings("WITHDRAW ITEM"), keepOpen = true, onSelect = function() withdraw(game) end },
{ label = Strings("DEPOSIT ITEM"), keepOpen = true, onSelect = function() deposit(game) end },
{ label = Strings("TOSS ITEM"), keepOpen = true, onSelect = function() toss(game) end },
{ label = Strings("LOG OFF") },
-- silent PC session (BIT_NO_MENU_BUTTON_SOUND); players_pc.asm
-- PlayersPCMenu TextBoxBorder (0,0) b=8 c=14 → 16x10
}, { tx = 0, ty = 0, tw = 16, th = 10, noSound = true })
+9 -6
View File
@@ -1,6 +1,7 @@
-- Minimal Pokédex: dex-ordered list with seen/owned markers.
local ListMenu = require("src.ui.ListMenu")
local Strings = require("src.core.Strings")
local PokedexMenu = {}
@@ -9,7 +10,8 @@ function PokedexMenu:sgbPalettes(game)
return require("src.render.PaletteFX").wholeNamed(game.data, "BROWNMON")
end
function PokedexMenu.new(game)
function PokedexMenu.new(game, opts)
opts = opts or {}
local dex = game.save.pokedex or { seen = {}, owned = {} }
local byDex = {}
for species, def in pairs(game.data.pokemon) do
@@ -45,8 +47,9 @@ function PokedexMenu.new(game)
end
end
local list = ListMenu.new(game, "POKéDEX", items, {
footer = ("SEEN %d OWNED %d"):format(seen, owned),
footer = Strings("SEEN %d OWNED %d", seen, owned),
pageJump = true, -- Left/Right page jumps like the original
onCancel = opts.onCancel, -- B returns to the start menu when opened from it
onChoose = function(item)
if not item.value then return end
-- the DATA / CRY / AREA / QUIT choice (engine/menus/pokedex.asm
@@ -55,16 +58,16 @@ function PokedexMenu.new(game)
local Menu = require("src.ui.Menu")
local Screens = require("src.ui.Screens")
game.stack:push(Menu.new(game, {
{ label = "DATA", onSelect = function()
{ label = Strings("DATA"), onSelect = function()
Screens.push(game, "DexEntryMenu", item.value)
end },
{ label = "CRY", keepOpen = true, onSelect = function()
{ label = Strings("CRY"), keepOpen = true, onSelect = function()
require("src.core.Sound").playCry(game.data, item.value)
end },
{ label = "AREA", onSelect = function()
{ label = Strings("AREA"), onSelect = function()
Screens.push(game, "TownMap", { nestSpecies = item.value })
end },
{ label = "QUIT" },
{ label = Strings("QUIT") },
}, { tx = 12, ty = 8, tw = 8, th = 10 }))
end,
})
+8 -7
View File
@@ -6,6 +6,7 @@
local Font = require("src.render.Font")
local SaveData = require("src.core.SaveData")
local Strings = require("src.core.Strings")
local QuarantineReport = {}
QuarantineReport.__index = QuarantineReport
@@ -38,12 +39,12 @@ local function buildLines(report, meta)
end
local rows = {}
for _, mon in ipairs(report.lostMons or {}) do
rows[#rows + 1] = ("%s (%s)"):format(mon.species or "?", mon.from or "?")
rows[#rows + 1] = Strings("%s (%s)", mon.species or "?", mon.from or "?")
end
section(lines, "Moved to LOST box:", rows)
rows = {}
for _, item in ipairs(report.lostItems or {}) do
rows[#rows + 1] = ("%s x%d"):format(item.id or "?", item.count or 1)
rows[#rows + 1] = Strings("%s x%d", item.id or "?", item.count or 1)
end
section(lines, "Items removed:", rows)
rows = {}
@@ -51,16 +52,16 @@ local function buildLines(report, meta)
if map.to then
rows[#rows + 1] = ("%s>%s"):format(map.id or "?", map.to)
else
rows[#rows + 1] = ("%s (%s)"):format(map.id or "?", map.field or "?")
rows[#rows + 1] = Strings("%s (%s)", map.id or "?", map.field or "?")
end
end
section(lines, "Location reset:", rows)
rows = {}
for _, mon in ipairs(report.restoredMons or {}) do
rows[#rows + 1] = ("%s to box %d"):format(mon.species or "?", mon.box or 0)
rows[#rows + 1] = Strings("%s to box %d", mon.species or "?", mon.box or 0)
end
for _, item in ipairs(report.restoredItems or {}) do
rows[#rows + 1] = ("%s x%d"):format(item.id or "?", item.count or 1)
rows[#rows + 1] = Strings("%s x%d", item.id or "?", item.count or 1)
end
section(lines, "Restored:", rows)
local notice = SaveData.modsDiffNotice(report.modsDiff, meta)
@@ -113,7 +114,7 @@ function QuarantineReport:draw()
love.graphics.rectangle("fill", 0, 0, 160, 144)
Font.drawBox(0, 0, 20, 18)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("LOAD REPORT", 8, 8)
Font.draw(Strings("LOAD REPORT"), 8, 8)
for row = 1, VISIBLE do
local line = self.lines[self.offset + row]
if line then Font.draw(line, 8, 12 + row * 8) end
@@ -121,7 +122,7 @@ function QuarantineReport:draw()
if self.offset < self:maxOffset() then
Font.drawCode(require("src.ui.Theme").moreArrow, 144, 124)
end
Font.draw("A:CONTINUE", 8, 130)
Font.draw(Strings("A:CONTINUE"), 8, 130)
love.graphics.setColor(1, 1, 1, 1)
end
+10 -9
View File
@@ -12,6 +12,7 @@ local ChoiceBox = require("src.ui.ChoiceBox")
local ListMenu = require("src.ui.ListMenu")
local Menu = require("src.ui.Menu")
local QuantityBox = require("src.ui.QuantityBox")
local Strings = require("src.core.Strings")
local ShopMenu = {}
@@ -33,7 +34,7 @@ local function buy(game, stock)
end
local greet = txt(game, "_PokemartBuyingGreetingText", "Take your time.")
local notEnough = txt(game, "_PokemartNotEnoughMoneyText",
"You don't have\nenough money.")
Strings("You don't have\nenough money."))
local list
list = ListMenu.new(game, "BUY", items, {
dialogue = true,
@@ -56,7 +57,7 @@ local function buy(game, stock)
end
local cost = qty * def.price
-- _PokemartTellBuyPriceText + yes/no confirm
list.footer = ("%s?\nThat will be\n¥%d. OK?"):format(def.name, cost)
list.footer = Strings("%s?\nThat will be\n¥%d. OK?", def.name, cost)
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
list.footer = greet
@@ -68,13 +69,13 @@ local function buy(game, stock)
end
if not Bag.add(game.save, item.value, qty) then
list.footer = txt(game, "_PokemartItemBagFullText",
"You can't carry\nany more items.")
Strings("You can't carry\nany more items."))
return
end
require("src.core.Sound").play(game.data, "Purchase")
game.save.money = game.save.money - cost
list.footer = txt(game, "_PokemartBoughtItemText",
"Here you are!\nThank you!")
Strings("Here you are!\nThank you!"))
end))
end,
}))
@@ -112,7 +113,7 @@ local function sell(game)
-- ITEM_NONE "0" from Blue's House before that pickup was fixed (#11).
if not def or def.keyItem or item.value:find("^HM_") then
list.footer = txt(game, "_PokemartUnsellableItemText",
"I can't put a\nprice on that.")
Strings("I can't put a\nprice on that."))
return
end
local unit = math.floor(def.price / 2)
@@ -125,7 +126,7 @@ local function sell(game)
return
end
-- _PokemartTellSellPriceText + yes/no confirm
list.footer = ("I can pay you\n¥%d for that."):format(unit * qty)
list.footer = Strings("I can pay you\n¥%d for that.", unit * qty)
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
list.footer = greet
@@ -152,9 +153,9 @@ function ShopMenu.new(game, stock, onQuit)
-- keepOpen: the mart menu stays underneath its list so closing the
-- list lands back here; only QUIT (or B) leaves and fires onQuit
local menu = Menu.new(game, {
{ label = "BUY", keepOpen = true, onSelect = function() buy(game, stock) end },
{ label = "SELL", keepOpen = true, onSelect = function() sell(game) end },
{ label = "QUIT", onSelect = onQuit },
{ label = Strings("BUY"), keepOpen = true, onSelect = function() buy(game, stock) end },
{ label = Strings("SELL"), keepOpen = true, onSelect = function() sell(game) end },
{ label = Strings("QUIT"), onSelect = onQuit },
}, { tx = 0, ty = 0, tw = 8, th = 8 })
menu.onCancel = onQuit
return menu
+8 -7
View File
@@ -45,6 +45,7 @@
local Font = require("src.render.Font")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local SlotMachine = {}
SlotMachine.__index = SlotMachine
@@ -356,7 +357,7 @@ function SlotMachine:resolveWin(win)
-- SlotReward300Func prints "Yeah!" (text_pause) before the flash; the port
-- shows it in the box while the screen flashes. LinedUpText follows.
self.yeah = (sym == "7")
self.message = ("%s lined up!\nScored %d coins!"):format(sym, pay)
self.message = Strings("%s lined up!\nScored %d coins!", sym, pay)
-- .flashScreenLoop: flip rBGP, wait 5 frames, b times. The coins are not
-- credited until the player dismisses the "lined up" text (see startPayout).
self.stage = "flash"
@@ -394,7 +395,7 @@ end
-- delay then CloseTextDisplay), otherwise ask "One more go?".
function SlotMachine:afterSpin()
if coins(self) == 0 then
self.message = "Darn!\nRan out of coins!"
self.message = Strings("Darn!\nRan out of coins!")
self.stage = "message"
self.afterMessage = nil
self.exitTimer = 60
@@ -515,7 +516,7 @@ function SlotMachine:update(dt)
self.bet = 3 - self.betIndex
if input:wasPressed("a") then
if coins(self) < self.bet then
self.message = "Not enough\ncoins!"
self.message = Strings("Not enough\ncoins!")
self.afterMessage = "bet"
self.stage = "message"
return
@@ -671,8 +672,8 @@ function SlotMachine:drawBottom()
local by = self.stage == "intro" and 6 or 11
Font.drawBox(13, by, 6, 5)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("YES", 15 * 8, (by + 1) * 8)
Font.draw("NO", 15 * 8, (by + 2) * 8)
Font.draw(Strings("YES"), 15 * 8, (by + 1) * 8)
Font.draw(Strings("NO"), 15 * 8, (by + 2) * 8)
Font.drawCode(0xED, 14 * 8, (by + 1 + (self.yesno == 1 and 0 or 1)) * 8)
end
love.graphics.setColor(1, 1, 1, 1)
@@ -723,8 +724,8 @@ function SlotMachine:drawPlain(art)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("SLOT MACHINE", 32, 4)
Font.draw(("COINS %4d"):format(coins(self)), 8, 16)
Font.draw(Strings("SLOT MACHINE"), 32, 4)
Font.draw(Strings("COINS %4d", coins(self)), 8, 16)
if art then self:drawReels(art) end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(">", 12, 56)
+27 -21
View File
@@ -10,6 +10,7 @@ local Menu = require("src.ui.Menu")
local Renderer = require("src.render.Renderer")
local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
local Strings = require("src.core.Strings")
local StartMenu = {}
@@ -19,33 +20,38 @@ function StartMenu.new(game)
local flags = game.save.flags or {}
local items = {}
-- vanilla start submenus return here on B (RedisplayStartMenu): the
-- generic Menu pops the start menu when a row is selected, so each
-- submenu gets an onCancel that re-opens it
local function reopen() Screens.push(game, "StartMenu") end
-- POKéDEX: only after Oak hands it over
if flags.EVENT_GOT_POKEDEX then
table.insert(items, { label = "POKéDEX", onSelect = function()
Screens.push(game, "PokedexMenu")
table.insert(items, { label = Strings("POKéDEX"), onSelect = function()
Screens.push(game, "PokedexMenu", { onCancel = reopen })
end })
end
-- POKéMON is always listed (draw_start_menu.asm prints it even with
-- an empty party; selecting it then just no-ops)
table.insert(items, { label = "POKéMON", onSelect = function()
table.insert(items, { label = Strings("POKéMON"), onSelect = function()
if #game.save.party == 0 then return end
Screens.push(game, "PartyMenu")
Screens.push(game, "PartyMenu", { onCancel = reopen })
end })
table.insert(items, { label = "ITEM", onSelect = function()
Screens.push(game, "BagMenu")
table.insert(items, { label = Strings("ITEM"), onSelect = function()
Screens.push(game, "BagMenu", { onCancel = reopen })
end })
-- the player's name opens the trainer card (StartMenu_TrainerInfo)
table.insert(items, { label = game.save.player.name or "RED",
onSelect = function()
Screens.push(game, "TrainerCard")
Screens.push(game, "TrainerCard", { onCancel = reopen })
end })
-- SAVE shows the player/badges/dex/time panel then asks to confirm
-- (PrintSaveScreenText)
table.insert(items, { label = "SAVE", onSelect = function()
table.insert(items, { label = Strings("SAVE"), onSelect = function()
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local badges = require("src.inventory.Badges").count(game.data, game.save)
@@ -54,32 +60,32 @@ function StartMenu.new(game)
owned = owned + 1
end
local t = math.floor(game.save.playTime or 0)
local panel = ("PLAYER %s\nBADGES %d\nPOKéDEX %3d\nTIME %6d:%02d")
:format(game.save.player.name or "RED", badges, owned,
math.floor(t / 3600), math.floor(t / 60) % 60)
local panel = Strings("PLAYER %s\nBADGES %d\nPOKéDEX %3d\nTIME %6d:%02d",
game.save.player.name or "RED", badges, owned,
math.floor(t / 3600), math.floor(t / 60) % 60)
game.stack:push(TextBox.new(game,
panel .. "\fWould you like to\nSAVE the game?", function()
panel .. Strings("\fWould you like to\nSAVE the game?"), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
-- "Now saving..." beat before the write (save.asm
-- NowSavingString), then GameSavedText + SFX_SAVE
game.stack:push(TextBox.new(game, "Now saving...", function()
game.stack:push(TextBox.new(game, Strings("Now saving..."), function()
game:writeSave()
require("src.core.Sound").play(game.data, "Save")
game.stack:push(TextBox.new(game,
(game.save.player.name or "RED") .. " saved\nthe game!"))
Strings("%s saved\nthe game!", game.save.player.name or "RED")))
end))
end))
end))
end })
table.insert(items, { label = "OPTION", onSelect = function()
Screens.push(game, "OptionsMenu")
table.insert(items, { label = Strings("OPTION"), onSelect = function()
Screens.push(game, "OptionsMenu", { onCancel = reopen })
end })
-- LINK needs a party
if #game.save.party > 0 then
table.insert(items, { label = "LINK", onSelect = function()
table.insert(items, { label = Strings("LINK"), onSelect = function()
local LinkState = require("src.link.LinkState")
game.stack:push(LinkState.new(game))
end })
@@ -89,7 +95,7 @@ function StartMenu.new(game)
-- one discovered mod so a vanilla install's menu is unchanged
local status = game.modStatus
if status and #(status.available or {}) > 0 then
table.insert(items, { label = "MODS", onSelect = function()
table.insert(items, { label = Strings("MODS"), onSelect = function()
Screens.push(game, "ManagerState")
end })
end
@@ -97,10 +103,10 @@ function StartMenu.new(game)
-- the original's EXIT just closed the menu (CloseStartMenu); with a
-- window close button covering that, QUIT instead power-cycles back
-- to the title after a confirm (defaultNo guards accidental quits)
table.insert(items, { label = "QUIT", onSelect = function()
table.insert(items, { label = Strings("QUIT"), onSelect = function()
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(TextBox.new(game, "RETURN TO MAIN\nMENU?", function()
game.stack:push(TextBox.new(game, Strings("RETURN TO MAIN\nMENU?"), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if yes then game:returnToTitle() end
end, { defaultNo = true }))
@@ -150,7 +156,7 @@ function StartMenu.new(game)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d"):format(math.floor(safari.steps or 0)), 8, 8)
Font.draw("/500", 32, 8)
Font.draw("BALL", 8, 24)
Font.draw(Strings("BALL"), 8, 24)
Font.draw(("%2d"):format(math.floor(safari.balls or 0)), 48, 24)
love.graphics.setColor(1, 1, 1, 1)
end
+79 -25
View File
@@ -12,6 +12,8 @@ local Font = require("src.render.Font")
-- TypeChart.displayName maps it back to "PSYCHIC", like HallOfFame and the
-- battle move-type box already do (#214).
local TypeChart = require("src.battle.TypeChart")
local Strings = require("src.core.Strings")
local Stats = require("src.pokemon.Stats")
local SummaryMenu = {}
SummaryMenu.__index = SummaryMenu
@@ -29,6 +31,16 @@ function SummaryMenu:sgbPalettes(game)
end
function SummaryMenu.new(game, mon)
-- status_screen.asm:66-76: StatusScreen recalculates the stat block before
-- it draws anything when the mon came from a box or the daycare ("mon is
-- in a box or daycare" -> CalcStats), because box_struct carries none.
-- Bill's PC hands us that mon table directly (src/ui/BoxMenu.lua's STATS
-- submenu entry), and for a .sav imported through
-- src/save_convert/GenSave.lua it really does arrive with mon.stats nil,
-- which crashed the HP bar draw below (#233). Redundant once
-- SaveData.validate has run over a loaded save, but this is the site the
-- original recomputes at, and it also covers a mon handed in by a mod.
Stats.ensure(game.data.pokemon[mon.species], mon)
local self = setmetatable({ game = game, mon = mon, page = 1 }, SummaryMenu)
local Sprites = require("src.pokemon.Sprites")
local path = Sprites.path(game.data, mon.species, "front",
@@ -58,10 +70,31 @@ end
-- drawn from the same HUD tiles the original loads
local function drawLineBox(tx, ty, b, c)
local HudTiles = require("src.render.HudTiles")
for i = 0, b - 1 do HudTiles.tile(0x73, tx * 8, (ty + i) * 8) end
HudTiles.tile(0x77, tx * 8, (ty + b) * 8)
for i = 1, c do HudTiles.tile(0x76, (tx - i) * 8, (ty + b) * 8) end
HudTiles.tile(0x6F, (tx - c - 1) * 8, (ty + b) * 8)
-- Under the status screen's overlay the vertical is $78 -- DrawLineBox
-- writes `ld [hl], $78` (status_screen.asm:222), and :90-93 is what puts
-- hud_2's single bar tile there. $73 is the <ID> glyph on this screen,
-- not a line, so the whole box has to come off statusTile (#280). The
-- drawn shapes are unchanged: hud_2 tile 0 is the same bar the battle
-- layout parks at $73.
for i = 0, b - 1 do HudTiles.statusTile(0x78, tx * 8, (ty + i) * 8) end
HudTiles.statusTile(0x77, tx * 8, (ty + b) * 8)
for i = 1, c do HudTiles.statusTile(0x76, (tx - i) * 8, (ty + b) * 8) end
HudTiles.statusTile(0x6F, (tx - c - 1) * 8, (ty + b) * 8)
end
-- home/pokemon.asm:335-345 PrintLevel: the "<LV>" (":L") tile at (tx,ty)
-- then the level LEFT_ALIGNed after it; at level 100 hl is decremented so
-- the third digit is written back OVER the ":L" tile. Both status pages
-- print a level this way, and src/ui/PartyMenu.lua models the same rule for
-- its rows. #280
local function printLevel(tx, ty, level)
local HudTiles = require("src.render.HudTiles")
local x = tx * 8
if level < 100 then
HudTiles.statusTile(0x6E, x, ty * 8)
x = x + 8
end
Font.draw(tostring(level), x, ty * 8)
end
function SummaryMenu:draw()
@@ -72,25 +105,37 @@ function SummaryMenu:draw()
local data = game.data
local def = data.pokemon[mon.species]
-- shared header: pic (1,0), name (9,1), <LV> (14,2), No. (1,7)
-- shared header: pic (1,0), name (9,1), № + dex number (1,7). The pic is
-- MIRRORED -- status_screen.asm:170 draws it through
-- LoadFlippedFrontSpriteByMonIndex (home/pokemon.asm sets wSpriteFlipped),
-- the same routine the intro's NIDORINO show-off uses (OakSpeech picFlip:
-- negative x scale anchored at the pic's right edge). #280
if self.sprite then
love.graphics.draw(self.sprite, 8,
math.max(0, 56 - self.sprite:getHeight()))
love.graphics.draw(self.sprite, 8 + self.sprite:getWidth(),
math.max(0, 56 - self.sprite:getHeight()), 0, -1, 1)
end
local HudTiles = require("src.render.HudTiles")
love.graphics.setColor(0, 0, 0, 1)
Font.draw(mon.nickname or def.name, 72, 8)
HudTiles.tile(0x6E, 112, 16) -- <LV>
Font.draw(tostring(mon.level), 120, 16)
Font.draw(("No.%03d"):format(def.dex or 0), 8, 56)
-- status_screen.asm:109-113 backs hl up from DrawLineBox's end to write
-- the single-tile '№' at (1,7) and '<DOT>' at (2,7); :143-146 then
-- PrintNumbers the dex number (LEADING_ZEROES, 3 digits) at (3,7).
-- Spelling "No." out of three letter tiles pushed every digit a column
-- right of the original. #280
HudTiles.statusTile(0x74, 8, 56) -- №
Font.drawCode(0xF2, 16, 56) -- <DOT> (charmap.asm:182)
Font.draw(("%03d"):format(def.dex or 0), 24, 56)
if self.page == 1 then
-- HP bar (11,3) + numbers row 4, STATUS/ (9,6), the DrawLineBox
-- bracket around the name/HP block
-- bracket around the name/HP block, and PrintLevel at (14,2). The
-- level belongs to page 1 ONLY: StatusScreen2 opens with ClearScreenArea
-- over (9,2) 5x10 (status_screen.asm:303-305), which wipes it. #280
printLevel(14, 2, mon.level)
drawLineBox(19, 1, 6, 10)
HudTiles.drawHPBar(data, 11, 3, mon, 1) -- wHPBarType 1
Font.draw(("%3d/%3d"):format(mon.hp, mon.stats.hp), 96, 32)
Font.draw("STATUS/", 72, 48)
Font.draw(Strings("STATUS/"), 72, 48)
Font.draw(mon.status or "OK", 128, 48)
-- stats box (0,8) 10x10: names rows 9/11/13/15, values indented
@@ -107,33 +152,42 @@ function SummaryMenu:draw()
-- TYPE1/TYPE2/IDNo/OT column (10,9) with values indented (11,10)
drawLineBox(19, 9, 8, 6)
Font.draw("TYPE1/", 80, 72)
Font.draw(Strings("TYPE1/"), 80, 72)
Font.draw(def.types[1] and TypeChart.displayName(def.types[1]) or "", 88, 80)
if def.types[2] then
Font.draw("TYPE2/", 80, 88)
Font.draw(Strings("TYPE2/"), 80, 88)
Font.draw(TypeChart.displayName(def.types[2]), 88, 96)
end
Font.draw("IDNo/", 80, 104)
-- TypesIDNoOTText's third row is "<ID>№/" (status_screen.asm:205-210):
-- two single-tile glyphs and a slash, three columns wide, not the five
-- letter tiles "IDNo/" this used to spell out. #280
HudTiles.statusTile(0x73, 80, 104) -- <ID>
HudTiles.statusTile(0x74, 88, 104) -- №
Font.draw("/", 96, 104)
-- the trainer ID is rolled at new game (SaveData.newGame) and
-- backfilled on load for old saves
Font.draw(("%05d"):format(mon.otId or game.save.player.id or 0), 96, 112)
Font.draw("OT/", 80, 120)
Font.draw(Strings("OT/"), 80, 120)
Font.draw(mon.ot or game.save.player.name or "RED", 96, 128)
else
-- page 2: EXP + the moves with PP (StatusScreen2)
drawLineBox(19, 1, 6, 10)
Font.draw("EXP POINTS", 72, 24)
Font.draw(("%d"):format(mon.exp), 96, 32)
-- StatusScreen2: "LEVEL UP" at (9,5); next-exp PrintNumber 7 cols
-- at (7,6); space at (14,6); PrintLevel at (16,6). The old
-- "%d to L%d" string at x=88 overflowed the DrawLineBox edge.
Font.draw("LEVEL UP", 72, 40)
Font.draw(Strings("EXP POINTS"), 72, 24)
-- PrintNumber at (12,4) with 7 columns: the exp is RIGHT-aligned into
-- cols 12-18 (status_screen.asm:400-403), not left-aligned from col 12.
-- #280
Font.draw(("%7d"):format(mon.exp), 96, 32)
-- StatusScreen2: "LEVEL UP" at (9,5); next-exp PrintNumber 7 cols at
-- (7,6); the narrow '<to>' tile at (14,6); PrintLevel at (16,6)
-- (status_screen.asm:393-403). The old "%d to L%d" string at x=88
-- overflowed the DrawLineBox edge.
Font.draw(Strings("LEVEL UP"), 72, 40)
local Growth = require("src.pokemon.Growth")
local nextExp = mon.level < 100
and (Growth.expForLevel(def.growthRate, mon.level + 1) - mon.exp) or 0
Font.draw(("%7d"):format(math.max(0, nextExp)), 56, 48)
HudTiles.tile(0x6E, 128, 48) -- <LV>
Font.draw(tostring(math.min(100, mon.level + 1)), 136, 48)
HudTiles.statusTile(0x70, 112, 48) -- '<to>' at (14,6), was missing (#280)
printLevel(16, 6, math.min(100, mon.level + 1))
Font.drawBox(0, 8, 20, 10)
for i = 1, 4 do
local mv = mon.moves[i]
@@ -141,7 +195,7 @@ function SummaryMenu:draw()
if mv then
local mdef = data.moves[mv.id]
Font.draw(mdef.name, 16, y)
Font.draw("PP", 88, y + 8)
Font.draw(Strings("PP"), 88, y + 8)
Font.draw(("%2d/%2d"):format(mv.pp, mdef.pp), 112, y + 8)
else
Font.draw("-", 16, y)
+11 -10
View File
@@ -6,6 +6,7 @@
local Font = require("src.render.Font")
local Music = require("src.core.Music")
local GameVersion = require("src.core.GameVersion")
local Strings = require("src.core.Strings")
local TitleState = {}
TitleState.__index = TitleState
@@ -165,19 +166,19 @@ function ContinueInfo:draw()
-- box at (4,7), 8x14 content; labels double-spaced from (5,9)
Font.drawBox(4, 7, 16, 10)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("PLAYER", 40, 72)
Font.draw(Strings("PLAYER"), 40, 72)
Font.draw((save.player and save.player.name) or "RED", 96, 72)
local badges = require("src.inventory.Badges").count(self.game.data, save)
Font.draw("BADGES", 40, 88)
Font.draw(Strings("BADGES"), 40, 88)
Font.draw(("%2d"):format(badges), 128, 88)
local owned = 0
for _ in pairs(save.pokedex and save.pokedex.owned or {}) do
owned = owned + 1
end
Font.draw("POKéDEX", 40, 104)
Font.draw(Strings("POKéDEX"), 40, 104)
Font.draw(("%3d"):format(owned), 120, 104)
local t = math.floor(save.playTime or 0)
Font.draw("TIME", 40, 120)
Font.draw(Strings("TIME"), 40, 120)
Font.draw(("%3d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60), 104, 120)
love.graphics.setColor(1, 1, 1, 1)
@@ -188,7 +189,7 @@ function TitleState:openMenu()
local game = self.game
local items = {}
if hasSave() then
table.insert(items, { label = "CONTINUE", onSelect = function()
table.insert(items, { label = Strings("CONTINUE"), onSelect = function()
-- peek at the save for the info window; fall through if the
-- file can't be read
local ok, loaded = pcall(require("src.core.SaveData").load)
@@ -199,13 +200,13 @@ function TitleState:openMenu()
end
end })
end
table.insert(items, { label = "NEW GAME", onSelect = function()
table.insert(items, { label = Strings("NEW GAME"), onSelect = function()
if self.onNewGame then self.onNewGame() end
end })
table.insert(items, { label = "OPTION", onSelect = function()
table.insert(items, { label = Strings("OPTION"), onSelect = function()
require("src.ui.Screens").push(game, "OptionsMenu")
end })
table.insert(items, { label = "EXIT GAME", onSelect = function()
table.insert(items, { label = Strings("EXIT GAME"), onSelect = function()
if love.event and love.event.quit then
love.event.quit()
end
@@ -254,7 +255,7 @@ function TitleState:draw()
love.graphics.draw(self.logo, 16, 8)
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.blue and "POKéMON BLUE" or "POKéMON RED",
Font.draw(self.blue and "POKéMON BLUE" or Strings("POKéMON RED"),
(160 - 12 * 8) / 2, 24)
love.graphics.setColor(1, 1, 1, 1)
end
@@ -290,7 +291,7 @@ function TitleState:draw()
love.graphics.setColor(0, 0, 0, 1)
-- the copyright row (tile 2,17); copyrightText because field.title's
-- copyright key already names the extracted image strip
Font.draw(self.title.copyrightText or "2026 bois club games", 1, 136)
Font.draw(self.title.copyrightText or Strings("2026 bois club games"), 1, 136)
love.graphics.setColor(1, 1, 1, 1)
end
+2 -1
View File
@@ -4,6 +4,7 @@
local Font = require("src.render.Font")
local Sound = require("src.core.Sound")
local TextBox = require("src.render.TextBox")
local Strings = require("src.core.Strings")
local TradeAnim = {}
TradeAnim.__index = TradeAnim
@@ -343,7 +344,7 @@ function TradeAnim:drawMonInfo(mon, ot, otId, boxTy)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(no, 56, y0)
Font.draw(speciesName(self.game, mon), 40, y0 + 16)
Font.draw("OT/" .. (ot or "????"), 40, y0 + 32)
Font.draw(Strings("OT/%s", ot or "????"), 40, y0 + 32)
Font.draw(("IDNo.%05d"):format(otId or 0), 40, y0 + 48)
love.graphics.setColor(1, 1, 1, 1)
end

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