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@@ -18,6 +18,19 @@ body:
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validations:
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required: true
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- type: dropdown
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id: game
|
||||
attributes:
|
||||
label: Which game were you playing
|
||||
description: Pick every version you saw the bug in.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: os
|
||||
attributes:
|
||||
@@ -27,10 +40,31 @@ body:
|
||||
- Windows
|
||||
- Linux
|
||||
- Android
|
||||
- iOS
|
||||
- Multiple platforms
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: mods_enabled
|
||||
attributes:
|
||||
label: Were any mods on
|
||||
description: Check the MODS tab in the launcher if you're not sure.
|
||||
options:
|
||||
- "No"
|
||||
- "Yes"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: mods_which
|
||||
attributes:
|
||||
label: Which mods (if any were on)
|
||||
description: List the enabled mods. Leave blank if none were on.
|
||||
placeholder: nuzlocke 1.0.0, running-shoes 0.3
|
||||
validations:
|
||||
required: false
|
||||
|
||||
- type: input
|
||||
id: version
|
||||
attributes:
|
||||
|
||||
@@ -26,6 +26,20 @@ body:
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this about
|
||||
description: Pick every version it applies to.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: discord
|
||||
attributes:
|
||||
|
||||
@@ -23,6 +23,20 @@ body:
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this for
|
||||
description: Pick every version the mod should cover.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
id: discord
|
||||
attributes:
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: github-actions
|
||||
directory: /
|
||||
schedule:
|
||||
interval: weekly
|
||||
|
After Width: | Height: | Size: 626 KiB |
|
After Width: | Height: | Size: 582 KiB |
|
After Width: | Height: | Size: 472 KiB |
|
After Width: | Height: | Size: 730 KiB |
@@ -10,8 +10,6 @@ name: ci
|
||||
# The T3 content tier asserts Pokemon Red facts; scripts/test.sh detects
|
||||
# data/generated/ is absent and skips it rather than failing.
|
||||
#
|
||||
# Runs alongside release.yml, which is untouched by this file.
|
||||
|
||||
on:
|
||||
push:
|
||||
# Integration branch + release branch. PRs already run via pull_request
|
||||
@@ -24,12 +22,360 @@ concurrency:
|
||||
group: ci-${{ github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
ios-changes:
|
||||
name: detect iOS changes
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
changed: ${{ steps.paths.outputs.changed }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: paths
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||
HEAD_SHA: ${{ github.sha }}
|
||||
run: |
|
||||
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
ios-build:
|
||||
name: iOS build
|
||||
needs: ios-changes
|
||||
if: needs.ios-changes.outputs.changed == 'true'
|
||||
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
||||
outputs:
|
||||
ipa_url: ${{ steps.upload-ipa.outputs.artifact-url }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: import signing certificate
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
keychain_path="$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db"
|
||||
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
|
||||
p12="$ci_dir/signing.p12"
|
||||
passfile="$ci_dir/signing.pass"
|
||||
[ -f "$p12" ] && [ -f "$passfile" ] || exit 1
|
||||
p12pw="$(cat "$passfile")"
|
||||
kcpw="$(openssl rand -base64 24)"
|
||||
echo "::add-mask::$kcpw"
|
||||
security delete-keychain "$keychain_path" 2>/dev/null || true
|
||||
security create-keychain -p "$kcpw" "$keychain_path"
|
||||
security set-keychain-settings "$keychain_path"
|
||||
security unlock-keychain -p "$kcpw" "$keychain_path"
|
||||
security import "$p12" -P "$p12pw" -k "$keychain_path" -T /usr/bin/codesign -T /usr/bin/security
|
||||
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$kcpw" "$keychain_path" >/dev/null
|
||||
existing="$(security list-keychains -d user | sed -e 's/^[[:space:]]*//' -e 's/"//g')"
|
||||
security list-keychains -d user -s "$keychain_path" $existing
|
||||
- name: install xcbeautify
|
||||
run: brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
|
||||
- name: build iOS release
|
||||
env:
|
||||
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: |
|
||||
if [ "$CANONICAL_REPOSITORY" = true ]; then
|
||||
scripts/build_ios.sh --fetch --device --release
|
||||
else
|
||||
scripts/build_ios.sh --fetch --release
|
||||
fi
|
||||
- name: upload iOS release artifact
|
||||
id: upload-ipa
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-ios-ipa
|
||||
path: dist/ios/gen1recomp.ipa
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
- name: clean up signing keychain
|
||||
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
|
||||
|
||||
switch-changes:
|
||||
name: detect Switch changes
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
changed: ${{ steps.paths.outputs.changed }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: paths
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||
HEAD_SHA: ${{ github.sha }}
|
||||
run: |
|
||||
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_switch\.sh$|scripts/switch/|docs/switch-.*\.md$|tests/switch_ci_workflows_test\.lua$|tests/switch_transfer_docs_test\.lua$|\.github/workflows/(ci|release|switch-artifact-comment)\.yml$|src/core/(NxAssetOverlay|Platform|GameVersion)\.lua$|src/import/CacheFs\.lua$|tests/engine/(assets_version_fallback|nx_generated_guard|nx_yellow_boot|switch_diagnostics)_test\.lua$|tests/engine/platform_nx)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
switch-selftest:
|
||||
name: Switch offline selftest
|
||||
needs: switch-changes
|
||||
if: needs.switch-changes.outputs.changed == 'true'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: install luajit
|
||||
run: sudo apt-get update && sudo apt-get install -y luajit
|
||||
- name: Switch offline selftest
|
||||
run: bash scripts/switch/selftest_build_switch.sh
|
||||
- name: verify_payload self-test
|
||||
run: bash scripts/switch/verify_payload.sh --self-test
|
||||
- name: Switch CI workflow content gate
|
||||
run: luajit tests/switch_ci_workflows_test.lua
|
||||
- name: Switch transfer docs content gate
|
||||
run: luajit tests/switch_transfer_docs_test.lua
|
||||
# NX runtime regressions gate this job via switch-changes; run the NX
|
||||
# engine suites here too so a PR touching them gets feedback on the
|
||||
# fork-safe ubuntu runner before the self-hosted Mac build.
|
||||
- name: NX engine suites (headless)
|
||||
run: |
|
||||
luajit tests/engine/assets_version_fallback_test.lua
|
||||
luajit tests/engine/nx_generated_guard_test.lua
|
||||
luajit tests/engine/nx_yellow_boot_test.lua
|
||||
|
||||
switch-build:
|
||||
name: Switch fused build
|
||||
needs: [switch-changes, switch-selftest]
|
||||
if: |
|
||||
always()
|
||||
&& needs.switch-changes.outputs.changed == 'true'
|
||||
&& needs.switch-selftest.result == 'success'
|
||||
&& github.repository == 'bryanthaboi/gen1recomp'
|
||||
&& (github.event_name != 'pull_request'
|
||||
|| github.event.pull_request.head.repo.full_name == github.repository)
|
||||
runs-on: ["self-hosted", "macOS"]
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Build Switch fused NRO
|
||||
run: |
|
||||
set -euo pipefail
|
||||
VER="$(printf '%s' "$GITHUB_SHA" | cut -c1-7)"
|
||||
scripts/build_switch.sh --fetch --fused --version "$VER"
|
||||
echo "SWITCH_VER=$VER" >> "$GITHUB_ENV"
|
||||
- name: upload Switch NRO artifact
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-switch-nro
|
||||
path: |
|
||||
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro
|
||||
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro.sha256
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
|
||||
xbox-uwp-changes:
|
||||
name: detect Xbox UWP changes
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
changed: ${{ steps.paths.outputs.changed }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: paths
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||
HEAD_SHA: ${{ github.sha }}
|
||||
run: |
|
||||
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(ports/uwp/|scripts/build_xbox_uwp\.sh$|scripts/xbox-uwp/|scripts/pack_love\.sh$|\.github/workflows/(ci|release)\.yml$|src/core/Platform\.lua$|src/import/(CacheFs|LauncherView|RomImporter)\.lua$|src/update/Check\.lua$|tests/engine/(platform_nx|uwp_baseroms|uwp_native_picker)_test\.lua$|tests/rom_importer_double_pick_test\.lua$)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
xbox-uwp-selftest:
|
||||
name: Xbox UWP offline selftest
|
||||
needs: xbox-uwp-changes
|
||||
if: needs.xbox-uwp-changes.outputs.changed == 'true'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Xbox UWP offline selftest
|
||||
run: bash scripts/xbox-uwp/selftest_build_xbox_uwp.sh
|
||||
- name: Build shared payload
|
||||
run: |
|
||||
scripts/pack_love.sh \
|
||||
--output .bazinga/work/ci-game.love \
|
||||
--listing .bazinga/work/ci-love-listing.txt \
|
||||
--version 0.0.0
|
||||
- name: Upload shared payload
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-xbox-uwp-payload
|
||||
path: .bazinga/work/ci-game.love
|
||||
if-no-files-found: error
|
||||
retention-days: 1
|
||||
|
||||
xbox-uwp-build:
|
||||
name: Xbox UWP build
|
||||
needs: [xbox-uwp-changes, xbox-uwp-selftest]
|
||||
if: |
|
||||
always()
|
||||
&& needs.xbox-uwp-changes.outputs.changed == 'true'
|
||||
&& needs.xbox-uwp-selftest.result == 'success'
|
||||
runs-on: windows-2022
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Download shared payload
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-xbox-uwp-payload
|
||||
path: .bazinga/work
|
||||
- name: Build Xbox UWP package
|
||||
shell: bash
|
||||
run: |
|
||||
bash scripts/build_xbox_uwp.sh \
|
||||
--release \
|
||||
--version 0.0.0 \
|
||||
--game-love .bazinga/work/ci-game.love
|
||||
- name: Upload Xbox UWP package
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-xbox-uwp
|
||||
path: |
|
||||
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip
|
||||
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip.sha256
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
|
||||
linux-arm64-changes:
|
||||
name: detect Linux arm64 changes
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
changed: ${{ steps.paths.outputs.changed }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: paths
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||
HEAD_SHA: ${{ github.sha }}
|
||||
run: |
|
||||
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_linux_arm64\.sh$|scripts/linux-arm64/|scripts/pack_love\.sh$|docs/linux-arm64-build\.md$|\.github/workflows/(ci|release)\.yml$)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
linux-arm64-selftest:
|
||||
name: Linux arm64 offline selftest
|
||||
needs: linux-arm64-changes
|
||||
if: needs.linux-arm64-changes.outputs.changed == 'true'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
# Deliberately on x86_64: everything this gate checks (pins, the
|
||||
# host-arch guard, the dependency exclude list, the AppRun fusion
|
||||
# contract) is answerable without a container or an aarch64 machine,
|
||||
# so the slow native job below only ever starts on a sane tree.
|
||||
- name: Linux arm64 offline selftest
|
||||
run: bash scripts/linux-arm64/selftest_build_linux_arm64.sh
|
||||
|
||||
linux-arm64-build:
|
||||
name: Linux arm64 AppImage build
|
||||
needs: [linux-arm64-changes, linux-arm64-selftest]
|
||||
if: |
|
||||
always()
|
||||
&& needs.linux-arm64-changes.outputs.changed == 'true'
|
||||
&& needs.linux-arm64-selftest.result == 'success'
|
||||
# No fork restriction, unlike switch-build: this needs no secrets and no
|
||||
# self-hosted hardware, just GitHub's free arm64 runner for public repos,
|
||||
# so contributors get the same coverage on their own PRs.
|
||||
runs-on: ubuntu-24.04-arm
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Build the aarch64 AppImage
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_linux_arm64.sh --version 0.0.0
|
||||
- name: Verify the AppImage is self-contained and bullseye-compatible
|
||||
run: |
|
||||
set -euo pipefail
|
||||
image="dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage"
|
||||
|
||||
# --appimage-extract needs no FUSE, so this works on a runner
|
||||
# without /dev/fuse and still exercises the real payload.
|
||||
"$image" --appimage-extract >/dev/null
|
||||
for required in AppRun bin/love game.love lib/liblove-11.5.so; do
|
||||
[ -e "squashfs-root/$required" ] \
|
||||
|| { echo "::error::AppImage is missing $required"; exit 1; }
|
||||
done
|
||||
|
||||
# Every bundled object must resolve once AppRun's LD_LIBRARY_PATH is
|
||||
# applied; an unresolved soname here is a user-visible launch crash.
|
||||
#
|
||||
# This runs on a HEADLESS runner on purpose, and that is the point.
|
||||
# The first version of this build bundled Debian's SDL2, which
|
||||
# hard-links libpulse/libasound/libX11/libwayland, so it only ever
|
||||
# started on a full desktop -- a bare runner is what exposed it.
|
||||
missing="$(LD_LIBRARY_PATH="$PWD/squashfs-root/lib" \
|
||||
ldd squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
|
||||
| grep 'not found' || true)"
|
||||
[ -z "$missing" ] || { echo "::error::unresolved deps:"; echo "$missing"; exit 1; }
|
||||
|
||||
# Nothing may hard-link a driver, session or audio-stack library:
|
||||
# those must be reached through dlopen so the AppImage runs on a box
|
||||
# with only ALSA, only Wayland, or only KMSDRM.
|
||||
linked="$(for f in squashfs-root/bin/love squashfs-root/lib/*.so*; do
|
||||
objdump -p "$f" 2>/dev/null | awk '/NEEDED/{print $2}'
|
||||
done | sort -u | grep -E '^lib(pulse|asound|X11|wayland|GL|EGL|drm|gbm|xcb|cairo|sndio|dbus)' || true)"
|
||||
[ -z "$linked" ] \
|
||||
|| { echo "::error::these must be dlopened, not linked:"; echo "$linked"; exit 1; }
|
||||
|
||||
# The whole point of compiling on bullseye. If a future change moves
|
||||
# the builder to a newer base, the glibc floor silently rises and
|
||||
# every user on an older distro gets "GLIBC_2.xx not found" -- catch
|
||||
# it here instead of in a release.
|
||||
floor="$(objdump -T squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
|
||||
| grep -o 'GLIBC_[0-9.]*' | sort -V | tail -1)"
|
||||
echo "highest required glibc symbol version: $floor"
|
||||
[ -n "$floor" ] \
|
||||
|| { echo "::error::found no versioned glibc symbols -- objdump read nothing"; exit 1; }
|
||||
highest="$(printf '%s\n' "$floor" "GLIBC_2.31" | sort -V | tail -1)"
|
||||
[ "$highest" = "GLIBC_2.31" ] \
|
||||
|| { echo "::error::AppImage requires $floor, above the bullseye 2.31 floor"; exit 1; }
|
||||
- name: Upload the AppImage
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-linux-arm64
|
||||
path: |
|
||||
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
|
||||
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage.sha256
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
|
||||
headless:
|
||||
name: headless suites (no ROM)
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
# LuaJIT, not lua5.4: LOVE 11.x embeds LuaJIT 2.1 and the engine is
|
||||
# written to Lua 5.1 semantics, so CI must run the interpreter the
|
||||
@@ -37,6 +383,9 @@ jobs:
|
||||
- name: install luajit
|
||||
run: sudo apt-get update && sudo apt-get install -y luajit
|
||||
|
||||
- name: install Pillow
|
||||
run: python3 -m pip install --upgrade pillow
|
||||
|
||||
- name: interpreter version
|
||||
run: luajit -v
|
||||
|
||||
@@ -47,7 +396,7 @@ jobs:
|
||||
name: fixture dataset integrity
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
- run: sudo apt-get update && sudo apt-get install -y luajit
|
||||
- run: python3 -m pip install --upgrade pillow
|
||||
|
||||
@@ -89,7 +438,7 @@ jobs:
|
||||
name: screenshot differ (capture not yet wired)
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
- run: python3 -m pip install --upgrade pillow
|
||||
|
||||
# 21-testing-and-ci §"Testing & acceptance criteria": compare_shots
|
||||
@@ -137,7 +486,7 @@ jobs:
|
||||
name: mod lint (no ROM-derived content)
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
# the MK305 dump check key-diffs shipped tables through luajit, and
|
||||
# modkit treats a missing interpreter as a fatal MK100 -- without
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
name: iOS artifact comment
|
||||
|
||||
on:
|
||||
workflow_run:
|
||||
workflows: [ci]
|
||||
types: [completed]
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
issues: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
comment:
|
||||
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- id: artifact
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
RUN_ID: ${{ github.event.workflow_run.id }}
|
||||
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
|
||||
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
|
||||
run: |
|
||||
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-ios-ipa") | .id')"
|
||||
[ -n "$artifact_id" ] || exit 0
|
||||
head_owner="${HEAD_REPOSITORY%%/*}"
|
||||
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
|
||||
[ -n "$pr_number" ] || exit 0
|
||||
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
|
||||
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
|
||||
# Upsert via comment-tag only — do not delete-all bot comments (clobbers Switch).
|
||||
- name: Get build info
|
||||
id: build-info
|
||||
env:
|
||||
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
|
||||
run: |
|
||||
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
|
||||
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
|
||||
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
|
||||
echo "time=$build_time" >> "$GITHUB_OUTPUT"
|
||||
- name: comment iOS artifact
|
||||
if: steps.artifact.outputs.pr_number != ''
|
||||
uses: thollander/actions-comment-pull-request@v3
|
||||
with:
|
||||
message: |
|
||||
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
|
||||
|
||||
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
|
||||
**Build Time**: `${{ steps.build-info.outputs.time }}`
|
||||
|
||||
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
|
||||
pr-number: ${{ steps.artifact.outputs.pr_number }}
|
||||
comment-tag: ios-build-result
|
||||
github-token: ${{ github.token }}
|
||||
@@ -1,7 +1,9 @@
|
||||
name: Release
|
||||
|
||||
# Builds the macOS, Windows, and Linux desktop apps plus an Android APK
|
||||
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
|
||||
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
|
||||
# IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, and the Anbernic
|
||||
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) port, then publishes them as a
|
||||
# GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -23,6 +25,7 @@ on:
|
||||
paths-ignore:
|
||||
- '.github/**'
|
||||
- '**.md'
|
||||
- 'mobile/ios/app-repo.json'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
@@ -40,16 +43,17 @@ concurrency:
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
release:
|
||||
runs-on: [self-hosted, macOS]
|
||||
|
||||
version:
|
||||
name: determine release version
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
version: ${{ steps.ver.outputs.version }}
|
||||
tag: ${{ steps.ver.outputs.tag }}
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
fetch-tags: true
|
||||
|
||||
- name: Determine version
|
||||
id: ver
|
||||
env:
|
||||
@@ -57,7 +61,6 @@ jobs:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
|
||||
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
|
||||
|
||||
# 1) Explicit override from a manual run.
|
||||
@@ -87,7 +90,6 @@ jobs:
|
||||
| grep -E "$semver_re" \
|
||||
| sort -t. -k1,1n -k2,2n -k3,3n \
|
||||
| tail -1 || true)"
|
||||
|
||||
if [ -z "$latest" ]; then
|
||||
version="0.1.0"
|
||||
echo "No existing release tag; starting at $version"
|
||||
@@ -115,11 +117,159 @@ jobs:
|
||||
echo "::error::Release $tag already exists. Pick a different version."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
echo "version=$version" >> "$GITHUB_OUTPUT"
|
||||
echo "tag=$tag" >> "$GITHUB_OUTPUT"
|
||||
|
||||
love-payload:
|
||||
name: build release game.love
|
||||
needs: version
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Build shared payload
|
||||
run: |
|
||||
scripts/pack_love.sh \
|
||||
--output dist/payload/game.love \
|
||||
--listing dist/payload/love-listing.txt \
|
||||
--version "${{ needs.version.outputs.version }}"
|
||||
- name: Upload shared payload
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-release-love
|
||||
path: dist/payload/game.love
|
||||
if-no-files-found: error
|
||||
retention-days: 1
|
||||
|
||||
linux-arm64:
|
||||
name: build Linux arm64 AppImage
|
||||
needs: [version, love-payload]
|
||||
# GitHub's free arm64 runner for public repos. It has to be arm64: the
|
||||
# AppImage compiles LÖVE natively inside a Debian bullseye arm64
|
||||
# container, and the qemu-emulated alternative takes hours.
|
||||
runs-on: ubuntu-24.04-arm
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Download shared payload
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-release-love
|
||||
path: .bazinga/work
|
||||
- name: Build Linux arm64 AppImage
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_linux_arm64.sh \
|
||||
--version "${{ needs.version.outputs.version }}" \
|
||||
--game-love .bazinga/work/game.love
|
||||
- name: Upload Linux arm64 release
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-linux-arm64-release
|
||||
path: |
|
||||
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage
|
||||
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage.sha256
|
||||
if-no-files-found: error
|
||||
retention-days: 1
|
||||
|
||||
xbox-uwp:
|
||||
name: build Xbox UWP release
|
||||
needs: [version, love-payload]
|
||||
runs-on: windows-2022
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Download shared payload
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-release-love
|
||||
path: .bazinga/work
|
||||
- name: Prepare signing certificate
|
||||
shell: pwsh
|
||||
env:
|
||||
CERTIFICATE_BASE64: ${{ secrets.XBOX_UWP_SIGNING_CERTIFICATE }}
|
||||
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
|
||||
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: |
|
||||
if ($env:CANONICAL_REPOSITORY -eq 'true' -and
|
||||
[string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
|
||||
throw 'XBOX_UWP_SIGNING_CERTIFICATE is not configured.'
|
||||
}
|
||||
if ([string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
|
||||
"UWP_PUBLISHER=CN=Gen1Recomp" | Out-File $env:GITHUB_ENV -Append
|
||||
exit 0
|
||||
}
|
||||
$pfx = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.pfx'
|
||||
[IO.File]::WriteAllBytes($pfx, [Convert]::FromBase64String($env:CERTIFICATE_BASE64))
|
||||
$flags = [Security.Cryptography.X509Certificates.X509KeyStorageFlags]::EphemeralKeySet
|
||||
$cert = [Security.Cryptography.X509Certificates.X509Certificate2]::new(
|
||||
$pfx, $env:CERTIFICATE_PASSWORD, $flags)
|
||||
$cer = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.cer'
|
||||
[IO.File]::WriteAllBytes(
|
||||
$cer,
|
||||
$cert.Export([Security.Cryptography.X509Certificates.X509ContentType]::Cert))
|
||||
Import-Certificate -FilePath $cer -CertStoreLocation Cert:\LocalMachine\TrustedPeople | Out-Null
|
||||
"UWP_PFX=$pfx" | Out-File $env:GITHUB_ENV -Append
|
||||
"UWP_CERT_THUMBPRINT=$($cert.Thumbprint)" | Out-File $env:GITHUB_ENV -Append
|
||||
"UWP_PUBLISHER=$($cert.Subject)" | Out-File $env:GITHUB_ENV -Append
|
||||
- name: Build Xbox UWP package
|
||||
shell: bash
|
||||
run: |
|
||||
bash scripts/build_xbox_uwp.sh \
|
||||
--release \
|
||||
--version "${{ needs.version.outputs.version }}" \
|
||||
--publisher "$UWP_PUBLISHER" \
|
||||
--game-love .bazinga/work/game.love
|
||||
- name: Sign and stage Xbox UWP release
|
||||
shell: pwsh
|
||||
env:
|
||||
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
|
||||
run: |
|
||||
if (-not $env:UWP_PFX) {
|
||||
exit 0
|
||||
}
|
||||
scripts/xbox-uwp/stage_release.ps1 `
|
||||
-Version '${{ needs.version.outputs.version }}' `
|
||||
-Configuration Release `
|
||||
-BuildInfo .bazinga/work/xbox-uwp-build-info.json `
|
||||
-CertificatePath $env:UWP_PFX `
|
||||
-CertificatePassword $env:CERTIFICATE_PASSWORD
|
||||
- name: Upload Xbox UWP release
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-xbox-uwp-release
|
||||
path: |
|
||||
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip
|
||||
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip.sha256
|
||||
if-no-files-found: error
|
||||
retention-days: 1
|
||||
- name: Remove signing certificate
|
||||
if: always()
|
||||
shell: pwsh
|
||||
run: |
|
||||
if ($env:UWP_CERT_THUMBPRINT) {
|
||||
Remove-Item "Cert:\LocalMachine\TrustedPeople\$env:UWP_CERT_THUMBPRINT" -ErrorAction SilentlyContinue
|
||||
}
|
||||
if ($env:UWP_PFX) {
|
||||
Remove-Item $env:UWP_PFX -Force -ErrorAction SilentlyContinue
|
||||
}
|
||||
|
||||
release:
|
||||
needs: [version, xbox-uwp, linux-arm64]
|
||||
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
||||
|
||||
steps:
|
||||
# The self-hosted runner lives under the machine owner's home
|
||||
# directory; mask it first so absolute paths in every later step's
|
||||
# output show up as *** in the public workflow logs.
|
||||
- name: Mask runner paths
|
||||
run: echo "::add-mask::$HOME"
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
fetch-tags: true
|
||||
|
||||
- name: Import signing certificate into a temporary keychain
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
KEYCHAIN_PATH="$RUNNER_TEMP/pokemon-signing.keychain-db"
|
||||
@@ -162,14 +312,51 @@ jobs:
|
||||
# notarize separately below so it uses secret credentials, not a
|
||||
# login-keychain profile. "all" also builds the Linux AppImage,
|
||||
# which needs no signing/notarization.
|
||||
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
|
||||
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
|
||||
|
||||
- name: Build Android
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
|
||||
scripts/build_android.sh --version "${{ needs.version.outputs.version }}"
|
||||
|
||||
- name: Install xcbeautify
|
||||
run: |
|
||||
set -euo pipefail
|
||||
brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
|
||||
|
||||
- name: Build iOS
|
||||
env:
|
||||
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
if [ "$CANONICAL_REPOSITORY" = true ]; then
|
||||
scripts/build_ios.sh --fetch --device --release \
|
||||
--version "${{ needs.version.outputs.version }}"
|
||||
else
|
||||
scripts/build_ios.sh --fetch --release \
|
||||
--version "${{ needs.version.outputs.version }}"
|
||||
fi
|
||||
|
||||
- name: Build Switch
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Hard-fail gate: Switch ships with every release (never soft-fail).
|
||||
# PR CI is path-gated (ubuntu selftest + canonical fused); release
|
||||
# always builds Switch regardless of which files changed.
|
||||
# Needs native switch-tools (nacptool/elf2nro) and/or Docker on the
|
||||
# Mac self-hosted runner; see docs/switch-build.md.
|
||||
scripts/build_switch.sh --fetch --fused \
|
||||
--version "${{ needs.version.outputs.version }}"
|
||||
|
||||
- name: Build Anbernic RG34XXSP port
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
|
||||
# runtime from PortMaster-GUI, so it needs no signing/notarization.
|
||||
./build-rg34xxsp.sh --version "${{ needs.version.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
|
||||
@@ -203,21 +390,65 @@ jobs:
|
||||
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
|
||||
echo "Notarized + stapled ✓"
|
||||
|
||||
- name: Download Xbox UWP release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-xbox-uwp-release
|
||||
path: dist/xbox-uwp
|
||||
|
||||
- name: Download Linux arm64 release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-linux-arm64-release
|
||||
path: dist/linux-arm64
|
||||
|
||||
- name: Stage release assets
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
id: assets
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
v="${{ needs.version.outputs.version }}"
|
||||
outdir="dist/release"
|
||||
rm -rf "$outdir"
|
||||
mkdir -p "$outdir"
|
||||
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
|
||||
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
|
||||
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
|
||||
|
||||
# arm64 desktop Linux (Raspberry Pi, Armbian, arm64 VMs). Built on
|
||||
# its own runner because LÖVE publishes no aarch64 binary and the
|
||||
# AppImage has to be compiled natively; ships as a runnable
|
||||
# AppImage rather than a zip so `chmod +x && ./it` just works.
|
||||
arm64_appimage="dist/linux-arm64/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
[ -f "$arm64_appimage" ] || { echo "::error::$arm64_appimage not found (expected from the linux-arm64 job)"; exit 1; }
|
||||
cp "$arm64_appimage" "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
chmod +x "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
apk="$(find dist/android/debug -name '*.apk' | head -1)"
|
||||
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
||||
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
||||
|
||||
ipa="dist/ios/gen1recomp.ipa"
|
||||
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
|
||||
cp "$ipa" "$outdir/gen1recomp-${v}-ios.ipa"
|
||||
|
||||
swzip="dist/switch/gen1recomp-${v}-switch.zip"
|
||||
[ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
|
||||
cp "$swzip" "$outdir/gen1recomp-${v}-switch.zip"
|
||||
# Local fused .nro stays under dist/switch/ for PR CI / debug; release
|
||||
# publishes the SD-ready zip only.
|
||||
|
||||
uwp="dist/xbox-uwp/gen1recomp-${v}-xbox-uwp.zip"
|
||||
[ -f "$uwp" ] || { echo "::error::$uwp not found (expected from the Xbox UWP job)"; exit 1; }
|
||||
cp "$uwp" "$outdir/gen1recomp-${v}-xbox-uwp.zip"
|
||||
|
||||
# Anbernic handheld port (suffix names the CFW it targets, so a
|
||||
# future RG35XX/other-CFW pack can ship alongside it).
|
||||
rg34="dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip"
|
||||
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
|
||||
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||
|
||||
# Platform-independent update payload, built alongside the desktop
|
||||
# apps above (same game.love that gets fused into each of them).
|
||||
love_file=".bazinga/work/game.love"
|
||||
@@ -233,26 +464,45 @@ jobs:
|
||||
cat "$outdir/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
tag="${{ steps.ver.outputs.tag }}"
|
||||
v="${{ needs.version.outputs.version }}"
|
||||
tag="${{ needs.version.outputs.tag }}"
|
||||
|
||||
# Issues this release closes, per GitHub's own "closing issues" links
|
||||
# (works for squash, rebase, and merge commits alike). Scans every
|
||||
# commit since the previous tag so a skipped release run doesn't drop
|
||||
# issues on the floor.
|
||||
# Issues this release closes. Three sources, deduped by number:
|
||||
# 1. GitHub's own "closing issues" links on every PR whose
|
||||
# commits are in the range (works for squash, rebase, and
|
||||
# merge commits alike) -- including PRs that were merged
|
||||
# into a branch this release PR is itself merging in.
|
||||
# 2. CLOSES/fixes/resolves text in those PRs' titles + bodies
|
||||
# that GitHub didn't turn into a closing link (a PR into a
|
||||
# non-default branch never gets one).
|
||||
# 3. The same text in raw commit messages, so a direct push
|
||||
# with "CLOSES #N #M" still lands in the notes.
|
||||
# Scans every commit since the previous tag so a skipped release
|
||||
# run doesn't drop issues on the floor.
|
||||
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
|
||||
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
|
||||
|
||||
closed=""
|
||||
for pr in $(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true); do
|
||||
closed+="$(gh api graphql \
|
||||
# every #N on a line that carries a closing keyword (handles the
|
||||
# multi-issue "CLOSES #1 #2 #3" form the tracker uses)
|
||||
scan_closes() {
|
||||
grep -iE '\b(close[sd]?|fix(es|ed)?|resolve[sd]?)\b' \
|
||||
| grep -oE '#[0-9]+' | tr -d '#' || true
|
||||
}
|
||||
|
||||
nums=""
|
||||
nums+=" $(git log --pretty=%B "$range" | scan_closes | tr '\n' ' ')"
|
||||
|
||||
prs="$(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true)"
|
||||
for pr in $prs; do
|
||||
nums+=" $(gh api graphql \
|
||||
-f owner="${GITHUB_REPOSITORY%/*}" \
|
||||
-f name="${GITHUB_REPOSITORY#*/}" \
|
||||
-F pr="$pr" \
|
||||
@@ -260,35 +510,138 @@ jobs:
|
||||
query($owner:String!, $name:String!, $pr:Int!) {
|
||||
repository(owner:$owner, name:$name) {
|
||||
pullRequest(number:$pr) {
|
||||
closingIssuesReferences(first:50) { nodes { number title } }
|
||||
closingIssuesReferences(first:50) { nodes { number } }
|
||||
}
|
||||
}
|
||||
}' \
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[]
|
||||
| "- #\(.number) \(.title)"' 2>/dev/null || true)"$'\n'
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[].number' \
|
||||
2>/dev/null | grep -E '^[0-9]+$' | tr '\n' ' ' || true)"
|
||||
nums+=" $(gh api "repos/$GITHUB_REPOSITORY/pulls/$pr" \
|
||||
--jq '.title + " " + (.body // "")' 2>/dev/null \
|
||||
| scan_closes | tr '\n' ' ' || true)"
|
||||
done
|
||||
|
||||
# dedupe, drop anything that is a PR or does not exist, keep
|
||||
# titles (gh api prints the response body to stdout on an HTTP
|
||||
# error, so only a zero exit counts)
|
||||
closed=""
|
||||
for n in $(printf '%s' "$nums" | tr ' ' '\n' | grep -E '^[0-9]+$' | sort -un); do
|
||||
if title="$(gh api "repos/$GITHUB_REPOSITORY/issues/$n" \
|
||||
--jq 'if .pull_request then empty else .title end' \
|
||||
2>/dev/null)"; then
|
||||
[ -n "$title" ] && closed+="- #$n $title"$'\n'
|
||||
fi
|
||||
done
|
||||
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
|
||||
|
||||
# Everyone whose commits are in the range: GitHub login when the
|
||||
# commit is linked to an account, the raw git author name when not;
|
||||
# CI bots filtered out.
|
||||
base="${prev_tag:-$(git rev-list --max-parents=0 "$GITHUB_SHA" | tail -1)}"
|
||||
contributors="$(gh api --paginate \
|
||||
"repos/$GITHUB_REPOSITORY/compare/${base}...${GITHUB_SHA}" \
|
||||
--jq '.commits[] | if .author and .author.login
|
||||
then "@" + .author.login
|
||||
else .commit.author.name end' 2>/dev/null \
|
||||
| grep -viE '\[bot\]$' | sort -uf | sed 's/^/- /' || true)"
|
||||
|
||||
notes="Download the correct version for your computer below."
|
||||
if [ -n "$closed" ]; then
|
||||
notes+=$'\n\n## Issues closed\n\n'"$closed"
|
||||
fi
|
||||
if [ -n "$contributors" ]; then
|
||||
notes+=$'\n\n## Contributors\n\n'"$contributors"
|
||||
fi
|
||||
printf 'Release notes:\n%s\n' "$notes"
|
||||
|
||||
release_files=(
|
||||
"dist/release/gen1recomp-${v}-macos.zip"
|
||||
"dist/release/gen1recomp-${v}-windows.zip"
|
||||
"dist/release/gen1recomp-${v}-linux.zip"
|
||||
"dist/release/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
"dist/release/gen1recomp-${v}-android.apk"
|
||||
"dist/release/gen1recomp-${v}-ios.ipa"
|
||||
"dist/release/gen1recomp-${v}-switch.zip"
|
||||
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
|
||||
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||
"dist/release/gen1recomp-${v}.love"
|
||||
"dist/release/sha256sums.txt"
|
||||
)
|
||||
|
||||
gh release create "$tag" \
|
||||
--target "$GITHUB_SHA" \
|
||||
--title "$v" \
|
||||
--notes "$notes" \
|
||||
"dist/release/gen1recomp-${v}-macos.zip" \
|
||||
"dist/release/gen1recomp-${v}-windows.zip" \
|
||||
"dist/release/gen1recomp-${v}-linux.zip" \
|
||||
"dist/release/gen1recomp-${v}-android.apk" \
|
||||
"dist/release/gen1recomp-${v}.love" \
|
||||
"dist/release/sha256sums.txt"
|
||||
"${release_files[@]}"
|
||||
|
||||
echo "Published release $tag"
|
||||
|
||||
- name: Update iOS app repository
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ needs.version.outputs.version }}"
|
||||
ipa="dist/release/gen1recomp-${v}-ios.ipa"
|
||||
app_repo="mobile/ios/app-repo.json"
|
||||
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
|
||||
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
|
||||
|
||||
date="$(date -u +"%Y-%m-%d")"
|
||||
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
|
||||
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
|
||||
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
|
||||
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
|
||||
if [ -n "$release_notes" ]; then
|
||||
localized_description="$release_notes"
|
||||
fi
|
||||
entry="$(jq -n \
|
||||
--arg version "$v" \
|
||||
--arg date "$date" \
|
||||
--arg download_url "$download_url" \
|
||||
--arg localized_description "$localized_description" \
|
||||
--argjson size "$size" \
|
||||
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
|
||||
|
||||
if jq -e --arg version "$v" \
|
||||
'any(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions[]?; .version == $version)' \
|
||||
"$app_repo" >/dev/null; then
|
||||
jq --arg version "$v" --argjson entry "$entry" \
|
||||
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= map(if .version == $version then $entry else . end)' \
|
||||
"$app_repo" > "$app_repo.tmp"
|
||||
else
|
||||
jq --argjson entry "$entry" \
|
||||
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= [$entry] + .' \
|
||||
"$app_repo" > "$app_repo.tmp"
|
||||
fi
|
||||
mv "$app_repo.tmp" "$app_repo"
|
||||
|
||||
# main is PR-only for everyone except deploy keys (the "main protection"
|
||||
# ruleset's bypass actor), so this push must authenticate with the
|
||||
# RELEASE_DEPLOY_KEY deploy key over SSH; the workflow's GITHUB_TOKEN
|
||||
# would be rejected by the branch protection.
|
||||
- name: Commit iOS app repository
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
env:
|
||||
DEPLOY_KEY: ${{ secrets.RELEASE_DEPLOY_KEY }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
git add mobile/ios/app-repo.json
|
||||
if git diff --cached --quiet; then
|
||||
echo "app-repo.json unchanged; nothing to push"
|
||||
exit 0
|
||||
fi
|
||||
key="$RUNNER_TEMP/release-deploy-key"
|
||||
printf '%s\n' "$DEPLOY_KEY" > "$key"
|
||||
chmod 600 "$key"
|
||||
git config user.name "github-actions[bot]"
|
||||
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
|
||||
git commit -m "chore(ios): update app-repo.json [skip ci]"
|
||||
git -c core.sshCommand="ssh -i $key -o IdentitiesOnly=yes -o StrictHostKeyChecking=accept-new" \
|
||||
push "git@github.com:${GITHUB_REPOSITORY}.git" "HEAD:${GITHUB_REF_NAME}"
|
||||
rm -f "$key"
|
||||
|
||||
- name: Clean up signing keychain
|
||||
if: always()
|
||||
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: |
|
||||
security delete-keychain "$RUNNER_TEMP/pokemon-signing.keychain-db" 2>/dev/null || true
|
||||
rm -f "$RUNNER_TEMP/release-deploy-key"
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
name: Switch artifact comment
|
||||
|
||||
on:
|
||||
workflow_run:
|
||||
workflows: [ci]
|
||||
types: [completed]
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
issues: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
comment:
|
||||
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- id: artifact
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
RUN_ID: ${{ github.event.workflow_run.id }}
|
||||
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
|
||||
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
|
||||
run: |
|
||||
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-switch-nro") | .id')"
|
||||
[ -n "$artifact_id" ] || exit 0
|
||||
head_owner="${HEAD_REPOSITORY%%/*}"
|
||||
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
|
||||
[ -n "$pr_number" ] || exit 0
|
||||
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
|
||||
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
|
||||
# Upsert via comment-tag only — do not delete-all bot comments (clobbers iOS).
|
||||
- name: Get build info
|
||||
id: build-info
|
||||
env:
|
||||
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
|
||||
run: |
|
||||
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
|
||||
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
|
||||
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
|
||||
echo "time=$build_time" >> "$GITHUB_OUTPUT"
|
||||
- name: comment Switch artifact
|
||||
if: steps.artifact.outputs.pr_number != ''
|
||||
uses: thollander/actions-comment-pull-request@v3
|
||||
with:
|
||||
message: |
|
||||
[gen1recomp-switch.nro](${{ steps.artifact.outputs.artifact_url }})
|
||||
|
||||
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
|
||||
**Build Time**: `${{ steps.build-info.outputs.time }}`
|
||||
|
||||
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
|
||||
pr-number: ${{ steps.artifact.outputs.pr_number }}
|
||||
comment-tag: switch-build-result
|
||||
github-token: ${{ github.token }}
|
||||
@@ -16,6 +16,7 @@ __pycache__/
|
||||
.*
|
||||
!.github/
|
||||
!.gitignore
|
||||
!.luacheckrc
|
||||
|
||||
# Android build outputs / local SDK path / packaged payload (keep love-android sources)
|
||||
mobile/android/app/build/
|
||||
@@ -30,8 +31,40 @@ mobile/ios/love-src/
|
||||
mobile/ios/cache/
|
||||
mobile/ios/build/
|
||||
|
||||
# Final packaged build artifacts (mac/win/web/android/ios) — see scripts/build.sh
|
||||
# love-nx vendor binaries (fetch per docs/switch-build.md; also covered by .*)
|
||||
.bazinga/love-nx/
|
||||
|
||||
# Final packaged build artifacts (mac/win/web/android/ios/switch) — see scripts/build.sh
|
||||
/dist/
|
||||
|
||||
# Switch OTA launcher build outputs
|
||||
ports/switch/ota-launcher/build/
|
||||
ports/switch/ota-launcher/build-host/
|
||||
ports/switch/ota-launcher/*.nro
|
||||
ports/switch/ota-launcher/*.nacp
|
||||
ports/switch/ota-launcher/*.elf
|
||||
ports/switch/ota-launcher/*.map
|
||||
ports/switch/ota-launcher/romfs/logo.rgba
|
||||
ports/switch/ota-launcher/romfs/logo.png
|
||||
ports/switch/ota-launcher/romfs/cacert.pem
|
||||
ports/switch/ota-launcher/romfs/ota-bootstrap.nro
|
||||
ports/switch/ota-bootstrap/build/
|
||||
ports/switch/ota-bootstrap/*.nro
|
||||
ports/switch/ota-bootstrap/*.nacp
|
||||
ports/switch/ota-bootstrap/*.elf
|
||||
ports/switch/ota-bootstrap/*.map
|
||||
|
||||
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
||||
mobile/dist/
|
||||
|
||||
# Tiled map-editing workspace (tools/tiled_export.py). Derived from the imported
|
||||
# ROM cache exactly like data/generated/, so it is never committable.
|
||||
/build/tiled/
|
||||
|
||||
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
|
||||
mobile/ios/bundle_id.local
|
||||
|
||||
# Xbox UWP build output
|
||||
/ports/uwp/build/
|
||||
/ports/uwp/third_party/*/source/
|
||||
/ports/uwp/third_party/angle/depot_tools/
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
-- Static-analysis config for `luacheck` (https://luacheck.readthedocs.io).
|
||||
--
|
||||
-- Run it over the engine with: luacheck src (or scripts/lint.sh)
|
||||
--
|
||||
-- The point is a high-signal baseline: the categories left on are the ones
|
||||
-- that catch real defects -- undefined globals/locals (the class that hid a
|
||||
-- `music.volume` crash: applyVolume read a `state` that was still the nil
|
||||
-- global), unused values, unreachable code, redefinitions. The cosmetic
|
||||
-- categories the codebase deliberately lives with (a `self`/`dt` an
|
||||
-- interface requires but a given method ignores, documented empty
|
||||
-- fall-through branches, the odd long line) are muted so they don't drown
|
||||
-- the signal.
|
||||
|
||||
std = "luajit"
|
||||
|
||||
-- LÖVE exposes `love` as a mutable table: games assign their callbacks onto
|
||||
-- it (love.wheelmoved, love.run, ...), so it is a regular global, not
|
||||
-- read-only -- otherwise every callback registration reads as a violation.
|
||||
globals = { "love" }
|
||||
|
||||
read_globals = {
|
||||
"jit",
|
||||
-- LuaJIT 2.1 ships table.unpack even though the bare 5.1 `table` std lacks
|
||||
-- it; without this, every `table.unpack` reads as an undefined field.
|
||||
table = { fields = { "unpack" } },
|
||||
}
|
||||
|
||||
-- Vendored/native trees and the test suites have their own conventions.
|
||||
exclude_files = {
|
||||
"mobile/",
|
||||
"tests/",
|
||||
"tools/save-editor/",
|
||||
}
|
||||
|
||||
ignore = {
|
||||
"212", -- unused argument -- self/dt kept for a shared method signature
|
||||
"213", -- unused loop variable -- `for _, v in` where only v is wanted
|
||||
"421", -- shadowing a local -- deliberate re-use in a few tight scopes
|
||||
"431", -- shadowing an upvalue
|
||||
"432", -- shadowing an argument
|
||||
"542", -- empty if branch -- documented fall-throughs, not gaps
|
||||
"631", -- line is too long
|
||||
}
|
||||
@@ -118,6 +118,7 @@ not a hard error, so the list can grow without breaking old mods.
|
||||
| `QUEST` | New story, NPCs, dialogue, cutscenes | content |
|
||||
| `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul |
|
||||
| `GRAPHICS` | Sprite / tileset / palette / font changes | content |
|
||||
| `LANGUAGE` | A translation: `text`, `strings` and the glyphs it needs | content |
|
||||
| `AUDIO` | Music, sfx, cries | content |
|
||||
| `UI` | New or modified screens, menus, overlays | content / overhaul |
|
||||
| `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content |
|
||||
@@ -128,6 +129,15 @@ not a hard error, so the list can grow without breaking old mods.
|
||||
keeps validating with the value it has shipped since before the taxonomy
|
||||
existed.
|
||||
|
||||
A translation may also set `"language": true` in the manifest. That is the
|
||||
one claim online play acts on: an install running nothing but verified
|
||||
translations may take an ONLINE MATCH or a TOURNAMENT instead of being
|
||||
asked to restart vanilla. The claim is checked, not taken -- the mod
|
||||
qualifies only if every record it writes lands in `text`, `strings` or
|
||||
`font`, it wraps no hook, subscribes to no event and requests no
|
||||
permission. Anything else and it is an ordinary content mod that happens to
|
||||
ship text.
|
||||
|
||||
### 4. `mod.card`
|
||||
|
||||
The manifest is the *engine's* contract: identity, load order, dependencies,
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
Copyright 2026 BOIS CLUB GAMES, LLC
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
@@ -1,69 +1,95 @@
|
||||
# Gen1Recomp
|
||||
|
||||
A native LÖVE2D recreation of Poke Red and Blue. The engine and map
|
||||
A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
|
||||
behavior are hand-written Lua; game data and graphics are decoded from a ROM
|
||||
supplied by the player.
|
||||
|
||||
SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
|
||||
> [!CAUTION]
|
||||
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
|
||||
|
||||
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
|
||||
|
||||
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
|
||||
|
||||
<p align="center">
|
||||
|
||||
<a href="https://www.youtube.com/@bryanthaboi">
|
||||
<img src="https://img.shields.io/badge/YouTube-FF0000?style=for-the-badge&logo=youtube&logoColor=white" alt="YouTube">
|
||||
</a>
|
||||
<a href="https://www.tiktok.com/@bryanthaboi">
|
||||
<img src="https://img.shields.io/badge/TikTok-000000?style=for-the-badge&logo=tiktok&logoColor=white" alt="TikTok">
|
||||
</a>
|
||||
<a href="https://x.com/bryanthaboi">
|
||||
<img src="https://img.shields.io/badge/X-000000?style=for-the-badge&logo=x&logoColor=white" alt="X">
|
||||
</a>
|
||||
<a href="https://bsky.app/profile/bryanthaboi.live">
|
||||
<img src="https://img.shields.io/badge/Bluesky-0285FF?style=for-the-badge&logo=bluesky&logoColor=white" alt="Bluesky">
|
||||
</a>
|
||||
<a href="https://www.instagram.com/bryanthaboi">
|
||||
<img src="https://img.shields.io/badge/Instagram-E4405F?style=for-the-badge&logo=instagram&logoColor=white" alt="Instagram">
|
||||
</a>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<p align="center"> <a href="https://www.polygon.com/pokemon-red-blue-3d-voxel-mod-battle-pixels-gameplay-footage-remake/"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-POLYGON-ea2e49?style=for-the-badge" alt="As seen on Polygon"> </a>
|
||||
<a href="https://kotaku.com/pokemon-red-blue-recompilation-project-voxel-3d-mod-2000720281"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-KOTAKU-ea2e49?style=for-the-badge" alt="As seen on KOTAKU"> </a>
|
||||
|
||||
<a href="https://www.digitalfoundry.net/news/2026/07/pokemon-yellow-voxel-mod-turns-the-original-gameboy-code-into-a-stunning-world">
|
||||
<img src="https://img.shields.io/badge/AS%20SEEN%20ON-DIGITAL%20FOUNDRY-ea2e49?style=for-the-badge" alt="As seen on Digital Foundry">
|
||||
</a>
|
||||
<a href="https://www.androidauthority.com/unofficial-android-port-pokemon-red-blue-yellow-3692724/">
|
||||
<img src="https://img.shields.io/badge/AS%20SEEN%20ON-ANDROID%20AUTHORITY-ea2e49?style=for-the-badge" alt="As seen on Android Authority">
|
||||
</a>
|
||||
|
||||
<a href="https://www.xda-developers.com/this-amazing-pokemon-red-and-blue-voxel-mod-adds-a-3d-perspective-without-an-emulator/">
|
||||
<img src="https://img.shields.io/badge/AS%20SEEN%20ON-XDA%20DEVELOPERS-ea2e49?style=for-the-badge" alt="As seen on XDA Developers">
|
||||
</a>
|
||||
</p>
|
||||
|
||||
### Watch the latest update video
|
||||
|
||||
[](https://www.youtube.com/watch?v=8IOgqbe4YvA)
|
||||
|
||||
|
||||
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
||||
or download a disassembly. A canonical US Poke Red or Blue ROM is the only
|
||||
game content input.
|
||||
or download a disassembly. A canonical US Poke Red, Blue, or Yellow ROM is the
|
||||
only game content input.
|
||||
|
||||
The ROM is verified, used during import, and then released from memory. It is
|
||||
not copied into the cache. Later launches load the private generated cache and
|
||||
do not ask for the ROM again. Red and Blue can both be imported and played
|
||||
side by side.
|
||||
do not ask for the ROM again. Red, Blue, and Yellow can all be imported and
|
||||
played side by side.
|
||||
|
||||
## Quick Start
|
||||
|
||||
Open the desktop app. On first boot, choose your legally obtained `.gb` file
|
||||
or drop it onto the window. Import takes a few seconds and the game starts
|
||||
automatically.
|
||||
Open the desktop app. On first boot, choose your legally obtained `.gb` /
|
||||
`.gbc` file or drop it onto the window. Import takes a few seconds and the
|
||||
game starts automatically.
|
||||
|
||||
Only the canonical 1 MiB US Red and Blue ROMs are accepted. The importer
|
||||
verifies SHA-1 before creating any game data:
|
||||
Only the canonical 1 MiB US Red, Blue, and Yellow ROMs are accepted. The
|
||||
importer verifies SHA-1 before creating any game data:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
|
||||
|
||||
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)
|
||||
### A note on Windows Defender warnings
|
||||
|
||||
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`).
|
||||
Windows Defender sometimes flags the Windows build with a generic
|
||||
machine-learning detection such as `Trojan:Win32/Wacatac!ml` (#621). This is
|
||||
a known false positive: the exe is the official LÖVE runtime with the game
|
||||
archive appended (the standard way LÖVE games ship), and Defender's
|
||||
heuristics distrust unsigned executables with appended data. Every release
|
||||
publishes SHA-256 checksums (`sha256sums.txt`) so you can verify your
|
||||
download, and you can confirm a flagged file yourself on
|
||||
[VirusTotal](https://www.virustotal.com), where these builds come back clean
|
||||
on every engine except Defender's heuristic. False positives are reported to
|
||||
Microsoft as they come up.
|
||||
|
||||
## Controls
|
||||
|
||||
@@ -86,6 +112,7 @@ supported out of the box.
|
||||
| Key | What it does |
|
||||
| --------- | ---------------------------------------------------- |
|
||||
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
|
||||
| `1` | Cycle GAME SPEED up (controller: R2 faster, L2 slower) |
|
||||
| `2` | Cycle COLORS |
|
||||
| `3` | Cycle TILT (free-roam overworld) |
|
||||
| `4` | Cycle ZOOM through every level (free-roam overworld) |
|
||||
@@ -95,8 +122,19 @@ supported out of the box.
|
||||
| `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`.
|
||||
COLORS, TILT, ZOOM, GBC FX, GAME SPEED, and VOID FILL are also in the
|
||||
Options menu and persist in `options.lua`.
|
||||
|
||||
### Low-end devices
|
||||
|
||||
**OPTIONS → PERFORMANCE** scales the port's optional extras for weaker
|
||||
hardware: **HIGH** (everything on), **BALANCED** (no 3D tilt or GBC FX),
|
||||
**LOW** (also no survey zoom, FPS capped), or **AUTO** — the default, which
|
||||
picks a tier from your device (ARM handhelds → LOW, phones → BALANCED,
|
||||
normal desktops → HIGH, unchanged). It only scales presentation; the
|
||||
fixed-step game logic is identical on every tier, and a lower tier hides
|
||||
your tilt/zoom/GBC-FX preferences without forgetting them. Details in
|
||||
[docs/new-features.md](docs/new-features.md#performance-tier-low-end-devices).
|
||||
|
||||
### Rulesets
|
||||
|
||||
@@ -132,11 +170,11 @@ famous bugs included:
|
||||
|
||||
## Running From Source
|
||||
|
||||
Requires LÖVE 11.x. Place a Red or Blue ROM in the project folder and
|
||||
Requires LÖVE 11.x. Place a Red, Blue, or Yellow ROM in the project folder and
|
||||
double-click `Play-Mac.command` or `Play-Windows.bat`, or run:
|
||||
|
||||
```sh
|
||||
scripts/setup.sh --rom "/path/to/Poke Red.gb" # or Poke Blue.gb
|
||||
scripts/setup.sh --rom "/path/to/Poke Red.gb" # or Blue.gb / Yellow.gbc
|
||||
scripts/run.sh
|
||||
```
|
||||
|
||||
@@ -167,7 +205,111 @@ even on a different computer, as long as the same folder comes along.
|
||||
already written to either location is touched automatically, so copy files
|
||||
over yourself if you want to carry existing progress across the switch.
|
||||
|
||||
## Launch Options
|
||||
|
||||
By default the app opens the launcher so you can pick a game. Launch options
|
||||
skip it and start one game directly, which is what you want for a one-click
|
||||
entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
|
||||
|
||||
| Option | Effect |
|
||||
| --- | --- |
|
||||
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
|
||||
| `--slot=2` | load that save slot; takes a slot number or a slot id |
|
||||
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
|
||||
|
||||
|
||||
## Linux on arm64 (Raspberry Pi)
|
||||
|
||||
Alongside the x86_64 `gen1recomp-*-linux.zip`, every release ships
|
||||
`gen1recomp-*-linux-arm64.AppImage` for 64-bit ARM desktop Linux — Raspberry
|
||||
Pi 4/5, Armbian and other SBC distros, and arm64 VMs on Apple Silicon:
|
||||
|
||||
```sh
|
||||
chmod +x gen1recomp-*-linux-arm64.AppImage
|
||||
./gen1recomp-*-linux-arm64.AppImage
|
||||
```
|
||||
|
||||
LÖVE publishes no aarch64 binary of any kind, so this artifact compiles the
|
||||
engine — and SDL2, OpenAL and the codecs — from source inside a Debian
|
||||
bullseye arm64 container. It needs only glibc 2.29+, libstdc++, freetype and
|
||||
zlib on the host; OpenGL, X11, Wayland, KMSDRM, ALSA and PulseAudio are all
|
||||
dlopened, so the same image runs on a full desktop, a Wayland-only session or
|
||||
a KMSDRM handheld with no X server. Build instructions and the reasoning are
|
||||
in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
|
||||
|
||||
|
||||
## iOS
|
||||
|
||||
Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
|
||||
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
|
||||
build and install from source on a Mac instead, see
|
||||
[docs/ios-install.md](docs/ios-install.md).
|
||||
|
||||
<div>
|
||||
<a href="https://intradeus.github.io/http-protocol-redirector?r=sidestore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/sidestore-badge.png" alt="Add to SideStore" height="60"></a>
|
||||
|
||||
<a href="https://intradeus.github.io/http-protocol-redirector?r=feather://source/https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/feather-badge.png" alt="Add to Feather" height="60"></a>
|
||||
|
||||
<a href="https://intradeus.github.io/http-protocol-redirector?r=altstore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/altstore-badge.png" alt="Add to AltStore" height="60"></a>
|
||||
|
||||
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
|
||||
</div>
|
||||
|
||||
## Xbox Dev Mode
|
||||
|
||||
Every release ships `gen1recomp-*-xbox-uwp.zip` for Xbox One and Xbox Series
|
||||
consoles in Developer Mode. It cannot be installed in retail mode.
|
||||
|
||||
Extract the archive, then use Xbox Device Portal to install the `.msix` and
|
||||
the x64 package under `Dependencies`.
|
||||
|
||||
### External setup
|
||||
|
||||
1. Put your legally obtained Red, Blue, or Yellow ROMs on an external drive.
|
||||
Mod ZIPs can go on the same drive.
|
||||
2. Connect the drive to the Xbox and open Gen1Recomp.
|
||||
3. Select **Import ROM** or **Import Mod**, then choose the file with the Xbox
|
||||
file picker.
|
||||
4. Repeat the ROM import for each version you want to use.
|
||||
|
||||
### Internal setup
|
||||
|
||||
1. Create a folder named `baseroms` on your PC and place your legally obtained
|
||||
Red, Blue, or Yellow ROMs inside it.
|
||||
2. ZIP the folder, keeping `baseroms` at the top level of the archive.
|
||||
3. Launch Gen1Recomp once, then close it.
|
||||
4. Open Xbox Device Portal and upload the ZIP to
|
||||
`Gen1Recomp/LocalState/pokemon-love2d/`.
|
||||
5. Choose **Yes** when Device Portal asks whether to extract the archive.
|
||||
6. Open Gen1Recomp. The launcher checks baseroms once at startup. When it finds a compatible ROM, that game’s tab shows ROM FOUND and an Import detected ROM button.
|
||||
|
||||
ROMs, generated game data, saves, and mods remain in LocalState and are not
|
||||
included in the app.
|
||||
|
||||
Source builds and package details are covered in
|
||||
[the Xbox UWP build notes](ports/uwp/BUILD.md).
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
|
||||
Install steps, controls, and troubleshooting live in
|
||||
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
|
||||
|
||||
## Nintendo Switch
|
||||
|
||||
Releases ship an SD-ready `gen1recomp-*-switch.zip`. Runtime target is pinned
|
||||
[love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`. Requires a
|
||||
console that can run Switch homebrew.
|
||||
|
||||
- Players: [docs/switch-install.md](docs/switch-install.md). Download the
|
||||
zip, extract at the microSD root (install or update), title-override
|
||||
launch, import your own legal ROM, Joy-Con controls and shortcuts.
|
||||
- Builders: [docs/switch-build.md](docs/switch-build.md). `--fetch` /
|
||||
`--loose` / `--fused`, toolchain, Docker fallback, and CI vs release
|
||||
(path-gated ubuntu selftest, fused PR artifact on the main repo, release
|
||||
hard-fail).
|
||||
- File transfer (MTP / SD / FTP): [docs/switch-transfer.md](docs/switch-transfer.md).
|
||||
|
||||
## Modding
|
||||
|
||||
@@ -179,6 +321,11 @@ reference — lives on the
|
||||
|
||||
Shipped example mods, one per kind of author, live in `[mods/](mods/)`.
|
||||
|
||||
Maps can be edited in our own build of [Tiled](https://www.mapeditor.org),
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
and exported back out as a mod; see
|
||||
[docs/tiled-map-editing.md](docs/tiled-map-editing.md).
|
||||
|
||||
## Bugs and Ideas
|
||||
|
||||
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
|
||||
@@ -209,4 +356,6 @@ request with real detail is one that can actually get built.
|
||||
|
||||
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.
|
||||
|
||||
<p align="center"><a href="https://boisclub.games"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/bcg.png"></a></p>
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
# Plain Pixel font
|
||||
|
||||
"Plain Pixel Font" by Douglas Vautour (Burpy Fresh) is licensed under
|
||||
CC-BY 4.0: https://burpyfresh.itch.io
|
||||
|
||||
Version 0.009 (CJK character additions), unmodified. Characters for most
|
||||
languages have a 5x11 base but can extend vertically; double-width
|
||||
characters such as Hiragana and Katakana are 11x11.
|
||||
|
||||
Bundled so a translation mod can opt into TTF text rendering
|
||||
(`mod.content.font:register("ttf", {})`; see the Translation support
|
||||
section of docs/new-features.md) instead of drawing hundreds of glyph-page
|
||||
tiles. The tile font extracted from the player's ROM stays the default.
|
||||
|
After Width: | Height: | Size: 2.4 KiB |
|
After Width: | Height: | Size: 2.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 18 KiB |
@@ -89,7 +89,7 @@ mkdir -p "$GAME_SRC"
|
||||
# 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 \
|
||||
main.lua conf.lua src libs data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$WORK/game-payload.zip" \
|
||||
@@ -202,6 +202,11 @@ export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
|
||||
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
|
||||
# Mali / H700: prefer GLES where available
|
||||
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
|
||||
# Same GPU class as a phone, but getOS() here says "Linux", so the Android
|
||||
# gate (issue #136) would not fire on its own: refuse GBC FX explicitly.
|
||||
# Hides the OPTIONS row, pins the level to OFF, and heals a level already
|
||||
# persisted in options.lua.
|
||||
export POKEPORT_GBCFX="${POKEPORT_GBCFX:-0}"
|
||||
|
||||
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
|
||||
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
|
||||
@@ -292,6 +297,13 @@ Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
|
||||
|
||||
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
|
||||
|
||||
### Display options
|
||||
|
||||
GBC FX is disabled on this device (the H700's Mali GPU compiles that present
|
||||
pass and then shows a black frame), so the OPTIONS row is hidden. COLORS,
|
||||
TILT, ZOOM, VOID FILL and MAX FPS all work. To try it anyway, launch with
|
||||
`POKEPORT_GBCFX=1`.
|
||||
|
||||
### First run
|
||||
|
||||
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
|
||||
|
||||
@@ -1,4 +1,9 @@
|
||||
function love.conf(t)
|
||||
-- PhysFS ignores symlinks unless told otherwise, so a mod dev-linked into
|
||||
-- mods/ (ln -s, matching the mklink /J workflow on Windows) is invisible
|
||||
-- to love.filesystem.getDirectoryItems without this.
|
||||
love.filesystem.setSymlinksEnabled(true)
|
||||
|
||||
local editor = os.getenv("POKEPORT_EDITOR") == "1"
|
||||
local developer = os.getenv("POKEPORT_DEV") == "1"
|
||||
if arg then
|
||||
@@ -35,8 +40,16 @@ function love.conf(t)
|
||||
-- starting size, not the game's resolution.
|
||||
t.window.width = 1024
|
||||
t.window.height = 768
|
||||
-- Floor for the resizable desktop window. The launcher's single-column
|
||||
-- layout is laid out against ~420 logical px of content, and the game
|
||||
-- canvas letterboxes fine below that, so this only stops a drag that would
|
||||
-- squeeze the cards past the point where their buttons still read. Kept
|
||||
-- well under the smallest supported desktop display; mobile ignores it
|
||||
-- (fullscreen), so the handheld ports are unaffected.
|
||||
t.window.minwidth = 480
|
||||
t.window.minheight = 360
|
||||
end
|
||||
t.version = "11.5"
|
||||
t.version = love._os == "iOS" and "12.0" or "11.5"
|
||||
t.window.vsync = 1
|
||||
t.modules.joystick = true
|
||||
t.modules.physics = false
|
||||
@@ -45,7 +58,17 @@ function love.conf(t)
|
||||
-- engine before conf runs (LÖVE 11.x / 11.5).
|
||||
local osName = love._os
|
||||
local mobile = osName == "Android" or osName == "iOS"
|
||||
if mobile then
|
||||
local nx = osName == "NX"
|
||||
if nx then
|
||||
-- Switch (love-nx): hint handheld 720p. SDL auto-switches portable↔dock
|
||||
-- (720p↔1080p) only when the window is resizable and not exclusive
|
||||
-- fullscreen; NxDisplay.sync also applies the size on boot and dock change.
|
||||
t.window.width = 1280
|
||||
t.window.height = 720
|
||||
t.window.fullscreen = false
|
||||
t.window.resizable = true
|
||||
t.window.highdpi = false
|
||||
elseif mobile then
|
||||
-- resizable is what unlocks orientation. SDL's Android backend, given no
|
||||
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
|
||||
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
|
||||
@@ -54,7 +77,14 @@ function love.conf(t)
|
||||
-- the game follow the device. The renderer letterboxes the 160x144
|
||||
-- viewport into whatever size results, and the on-screen touch controls
|
||||
-- re-lay themselves out from the new window size, so both orientations
|
||||
-- just work. iOS follows the Info.plist orientations
|
||||
-- just work. FULL_SENSOR ignores the device's rotation lock, so
|
||||
-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
|
||||
-- run: same orientations allowed, but auto-rotate being off now wins.
|
||||
-- A persisted ORIENTATION lock (#592) overrides all of this after boot:
|
||||
-- src/core/Orientation.lua sets SDL_HINT_ORIENTATIONS over the FFI and
|
||||
-- re-triggers the request, from main.lua for the launcher and from
|
||||
-- Game:applyOptions in game.
|
||||
-- iOS follows the Info.plist orientations
|
||||
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
|
||||
t.window.resizable = true
|
||||
-- Starting size is a tall portrait hint; the OS resizes to the real
|
||||
@@ -70,6 +100,14 @@ function love.conf(t)
|
||||
-- player to copy their ROM there instead of needing a native file
|
||||
-- picker (LOVE 11.5 on Android has none -- see src/import/RomImporter.lua).
|
||||
t.externalstorage = osName == "Android"
|
||||
-- LOVE 11.x exposes the phone's accelerometer as a 3-axis joystick by
|
||||
-- default. Gravity keeps one axis pinned near +/-1.0 whenever the phone
|
||||
-- is held upright, so it streams past-deadzone joystickaxis events that
|
||||
-- both hid the touch overlay every instant (it reads as "a controller is
|
||||
-- in use") and, via the generic-joystick axis mapping (#459), walked the
|
||||
-- player around by tilt. Nothing in the game reads the accelerometer,
|
||||
-- so drop the device entirely (#468).
|
||||
t.accelerometerjoystick = false
|
||||
else
|
||||
t.window.resizable = true
|
||||
end
|
||||
|
||||
@@ -1683,158 +1683,172 @@ return {
|
||||
{ 0, 0, 0 },
|
||||
},
|
||||
},
|
||||
-- Species -> palette NAME, taken from pokered-gbc data/pokemon/palettes.asm
|
||||
-- ELSE branch -- the one that is NOT gated on GEN_2_GRAPHICS.
|
||||
--
|
||||
-- That file has two tables. The IF GEN_2_GRAPHICS branch assigns a
|
||||
-- PER-SPECIES palette (PAL_BULBASAUR, PAL_SQUIRTLE, ...) authored for Gen 2
|
||||
-- sprite art; the ELSE branch keeps Gen 1's own assignments (GREENMON,
|
||||
-- CYANMON, ...). This port extracts Gen 1 pics from the ROM, so the Gen 1
|
||||
-- branch is the matching one. The per-species table was imported here by
|
||||
-- mistake, which pointed every mon at colours shaded for different art:
|
||||
-- Bulbasaur wore PAL_BULBASAUR's red-orange over a sprite that has no red
|
||||
-- on it, and Squirtle wore PAL_SQUIRTLE's shell brown on his head.
|
||||
--
|
||||
-- The palette VALUES below are still pokered-gbc's, so ADVANCED keeps its
|
||||
-- richer colours -- only which palette each species points at changed.
|
||||
pokemon = {
|
||||
ABRA = "ABRA",
|
||||
AERODACTYL = "AERODACTYL",
|
||||
ALAKAZAM = "ALAKAZAM",
|
||||
ARBOK = "ARBOK",
|
||||
ARCANINE = "ARCANINE",
|
||||
ARTICUNO = "ARTICUNO",
|
||||
BEEDRILL = "BEEDRILL",
|
||||
BELLSPROUT = "BELLSPROUT",
|
||||
BLASTOISE = "BLASTOISE",
|
||||
BULBASAUR = "BULBASAUR",
|
||||
BUTTERFREE = "BUTTERFREE",
|
||||
CATERPIE = "CATERPIE",
|
||||
CHANSEY = "CHANSEY",
|
||||
CHARIZARD = "CHARIZARD",
|
||||
CHARMANDER = "CHARMANDER",
|
||||
CHARMELEON = "CHARMELEON",
|
||||
CLEFABLE = "CLEFABLE",
|
||||
CLEFAIRY = "CLEFAIRY",
|
||||
CLOYSTER = "CLOYSTER",
|
||||
CUBONE = "CUBONE",
|
||||
DEWGONG = "DEWGONG",
|
||||
DIGLETT = "DIGLETT",
|
||||
DITTO = "DITTO",
|
||||
DODRIO = "DODRIO",
|
||||
DODUO = "DODUO",
|
||||
DRAGONAIR = "DRAGONAIR",
|
||||
DRAGONITE = "DRAGONITE",
|
||||
DRATINI = "DRATINI",
|
||||
DROWZEE = "DROWZEE",
|
||||
DUGTRIO = "DUGTRIO",
|
||||
EEVEE = "EEVEE",
|
||||
EKANS = "EKANS",
|
||||
ELECTABUZZ = "ELECTABUZZ",
|
||||
ELECTRODE = "ELECTRODE",
|
||||
EXEGGCUTE = "EXEGGCUTE",
|
||||
EXEGGUTOR = "EXEGGUTOR",
|
||||
FARFETCHD = "FARFETCH_D",
|
||||
FEAROW = "FEAROW",
|
||||
FLAREON = "FLAREON",
|
||||
GASTLY = "GASTLY",
|
||||
GENGAR = "GENGAR",
|
||||
GEODUDE = "GEODUDE",
|
||||
GLOOM = "GLOOM",
|
||||
GOLBAT = "GOLBAT",
|
||||
GOLDEEN = "GOLDEEN",
|
||||
GOLDUCK = "GOLDUCK",
|
||||
GOLEM = "GOLEM",
|
||||
GRAVELER = "GRAVELER",
|
||||
GRIMER = "GRIMER",
|
||||
GROWLITHE = "GROWLITHE",
|
||||
GYARADOS = "GYARADOS",
|
||||
HAUNTER = "HAUNTER",
|
||||
HITMONCHAN = "HITMONCHAN",
|
||||
HITMONLEE = "HITMONLEE",
|
||||
HORSEA = "HORSEA",
|
||||
HYPNO = "HYPNO",
|
||||
IVYSAUR = "IVYSAUR",
|
||||
JIGGLYPUFF = "JIGGLYPUFF",
|
||||
JOLTEON = "JOLTEON",
|
||||
JYNX = "JYNX",
|
||||
KABUTO = "KABUTO",
|
||||
KABUTOPS = "KABUTOPS",
|
||||
KADABRA = "KADABRA",
|
||||
KAKUNA = "KAKUNA",
|
||||
KANGASKHAN = "KANGASKHAN",
|
||||
KINGLER = "KINGLER",
|
||||
KOFFING = "KOFFING",
|
||||
KRABBY = "KRABBY",
|
||||
LAPRAS = "LAPRAS",
|
||||
LICKITUNG = "LICKITUNG",
|
||||
MACHAMP = "MACHAMP",
|
||||
MACHOKE = "MACHOKE",
|
||||
MACHOP = "MACHOP",
|
||||
MAGIKARP = "MAGIKARP",
|
||||
MAGMAR = "MAGMAR",
|
||||
MAGNEMITE = "MAGNEMITE",
|
||||
MAGNETON = "MAGNETON",
|
||||
MANKEY = "MANKEY",
|
||||
MAROWAK = "MAROWAK",
|
||||
MEOWTH = "MEOWTH",
|
||||
METAPOD = "METAPOD",
|
||||
MEW = "MEW",
|
||||
MEWTWO = "MEWTWO",
|
||||
MOLTRES = "MOLTRES",
|
||||
MR_MIME = "MR_MIME",
|
||||
MUK = "MUK",
|
||||
NIDOKING = "NIDOKING",
|
||||
NIDOQUEEN = "NIDOQUEEN",
|
||||
NIDORAN_F = "NIDORAN_F",
|
||||
NIDORAN_M = "NIDORAN_M",
|
||||
NIDORINA = "NIDORINA",
|
||||
NIDORINO = "NIDORINO",
|
||||
NINETALES = "NINETALES",
|
||||
ODDISH = "ODDISH",
|
||||
OMANYTE = "OMANYTE",
|
||||
OMASTAR = "OMASTAR",
|
||||
ONIX = "ONIX",
|
||||
PARAS = "PARAS",
|
||||
PARASECT = "PARASECT",
|
||||
PERSIAN = "PERSIAN",
|
||||
PIDGEOT = "PIDGEOT",
|
||||
PIDGEOTTO = "PIDGEOTTO",
|
||||
PIDGEY = "PIDGEY",
|
||||
PIKACHU = "PIKACHU",
|
||||
PINSIR = "PINSIR",
|
||||
POLIWAG = "POLIWAG",
|
||||
POLIWHIRL = "POLIWHIRL",
|
||||
POLIWRATH = "POLIWRATH",
|
||||
PONYTA = "PONYTA",
|
||||
PORYGON = "PORYGON",
|
||||
PRIMEAPE = "PRIMEAPE",
|
||||
PSYDUCK = "PSYDUCK",
|
||||
RAICHU = "RAICHU",
|
||||
RAPIDASH = "RAPIDASH",
|
||||
RATICATE = "RATICATE",
|
||||
RATTATA = "RATTATA",
|
||||
RHYDON = "RHYDON",
|
||||
RHYHORN = "RHYHORN",
|
||||
SANDSHREW = "SANDSHREW",
|
||||
SANDSLASH = "SANDSLASH",
|
||||
SCYTHER = "SCYTHER",
|
||||
SEADRA = "SEADRA",
|
||||
SEAKING = "SEAKING",
|
||||
SEEL = "SEEL",
|
||||
SHELLDER = "SHELLDER",
|
||||
SLOWBRO = "SLOWBRO",
|
||||
SLOWPOKE = "SLOWPOKE",
|
||||
SNORLAX = "SNORLAX",
|
||||
SPEAROW = "SPEAROW",
|
||||
SQUIRTLE = "SQUIRTLE",
|
||||
STARMIE = "STARMIE",
|
||||
STARYU = "STARYU",
|
||||
TANGELA = "TANGELA",
|
||||
TAUROS = "TAUROS",
|
||||
TENTACOOL = "TENTACOOL",
|
||||
TENTACRUEL = "TENTACRUEL",
|
||||
VAPOREON = "VAPOREON",
|
||||
VENOMOTH = "VENOMOTH",
|
||||
VENONAT = "VENONAT",
|
||||
VENUSAUR = "VENUSAUR",
|
||||
VICTREEBEL = "VICTREEBEL",
|
||||
VILEPLUME = "VILEPLUME",
|
||||
VOLTORB = "VOLTORB",
|
||||
VULPIX = "VULPIX",
|
||||
WARTORTLE = "WARTORTLE",
|
||||
WEEDLE = "WEEDLE",
|
||||
WEEPINBELL = "WEEPINBELL",
|
||||
WEEZING = "WEEZING",
|
||||
WIGGLYTUFF = "WIGGLYTUFF",
|
||||
ZAPDOS = "ZAPDOS",
|
||||
ZUBAT = "ZUBAT",
|
||||
ABRA = "YELLOWMON",
|
||||
AERODACTYL = "GRAYMON",
|
||||
ALAKAZAM = "YELLOWMON",
|
||||
ARBOK = "PURPLEMON",
|
||||
ARCANINE = "REDMON",
|
||||
ARTICUNO = "BLUEMON",
|
||||
BEEDRILL = "YELLOWMON",
|
||||
BELLSPROUT = "GREENMON",
|
||||
BLASTOISE = "CYANMON",
|
||||
BULBASAUR = "GREENMON",
|
||||
BUTTERFREE = "CYANMON",
|
||||
CATERPIE = "GREENMON",
|
||||
CHANSEY = "PINKMON",
|
||||
CHARIZARD = "REDMON",
|
||||
CHARMANDER = "REDMON",
|
||||
CHARMELEON = "REDMON",
|
||||
CLEFABLE = "PINKMON",
|
||||
CLEFAIRY = "PINKMON",
|
||||
CLOYSTER = "GRAYMON",
|
||||
CUBONE = "GRAYMON",
|
||||
DEWGONG = "BLUEMON",
|
||||
DIGLETT = "BROWNMON",
|
||||
DITTO = "GRAYMON",
|
||||
DODRIO = "BROWNMON",
|
||||
DODUO = "BROWNMON",
|
||||
DRAGONAIR = "BLUEMON",
|
||||
DRAGONITE = "BROWNMON",
|
||||
DRATINI = "GRAYMON",
|
||||
DROWZEE = "YELLOWMON",
|
||||
DUGTRIO = "BROWNMON",
|
||||
EEVEE = "GRAYMON",
|
||||
EKANS = "PURPLEMON",
|
||||
ELECTABUZZ = "YELLOWMON",
|
||||
ELECTRODE = "YELLOWMON",
|
||||
EXEGGCUTE = "PINKMON",
|
||||
EXEGGUTOR = "GREENMON",
|
||||
FARFETCHD = "BROWNMON",
|
||||
FEAROW = "BROWNMON",
|
||||
FLAREON = "REDMON",
|
||||
GASTLY = "PURPLEMON",
|
||||
GENGAR = "PURPLEMON",
|
||||
GEODUDE = "GRAYMON",
|
||||
GLOOM = "REDMON",
|
||||
GOLBAT = "BLUEMON",
|
||||
GOLDEEN = "REDMON",
|
||||
GOLDUCK = "CYANMON",
|
||||
GOLEM = "GRAYMON",
|
||||
GRAVELER = "GRAYMON",
|
||||
GRIMER = "PURPLEMON",
|
||||
GROWLITHE = "BROWNMON",
|
||||
GYARADOS = "BLUEMON",
|
||||
HAUNTER = "PURPLEMON",
|
||||
HITMONCHAN = "BROWNMON",
|
||||
HITMONLEE = "BROWNMON",
|
||||
HORSEA = "CYANMON",
|
||||
HYPNO = "YELLOWMON",
|
||||
IVYSAUR = "GREENMON",
|
||||
JIGGLYPUFF = "PINKMON",
|
||||
JOLTEON = "YELLOWMON",
|
||||
JYNX = "MEWMON",
|
||||
KABUTO = "BROWNMON",
|
||||
KABUTOPS = "BROWNMON",
|
||||
KADABRA = "YELLOWMON",
|
||||
KAKUNA = "YELLOWMON",
|
||||
KANGASKHAN = "BROWNMON",
|
||||
KINGLER = "REDMON",
|
||||
KOFFING = "PURPLEMON",
|
||||
KRABBY = "REDMON",
|
||||
LAPRAS = "CYANMON",
|
||||
LICKITUNG = "PINKMON",
|
||||
MACHAMP = "GRAYMON",
|
||||
MACHOKE = "GRAYMON",
|
||||
MACHOP = "GRAYMON",
|
||||
MAGIKARP = "REDMON",
|
||||
MAGMAR = "REDMON",
|
||||
MAGNEMITE = "GRAYMON",
|
||||
MAGNETON = "GRAYMON",
|
||||
MANKEY = "BROWNMON",
|
||||
MAROWAK = "GRAYMON",
|
||||
MEOWTH = "YELLOWMON",
|
||||
METAPOD = "GREENMON",
|
||||
MEW = "MEWMON",
|
||||
MEWTWO = "MEWMON",
|
||||
MOLTRES = "REDMON",
|
||||
MR_MIME = "PINKMON",
|
||||
MUK = "PURPLEMON",
|
||||
NIDOKING = "PURPLEMON",
|
||||
NIDOQUEEN = "BLUEMON",
|
||||
NIDORAN_F = "BLUEMON",
|
||||
NIDORAN_M = "PURPLEMON",
|
||||
NIDORINA = "BLUEMON",
|
||||
NIDORINO = "PURPLEMON",
|
||||
NINETALES = "YELLOWMON",
|
||||
ODDISH = "GREENMON",
|
||||
OMANYTE = "BLUEMON",
|
||||
OMASTAR = "BLUEMON",
|
||||
ONIX = "GRAYMON",
|
||||
PARAS = "REDMON",
|
||||
PARASECT = "REDMON",
|
||||
PERSIAN = "YELLOWMON",
|
||||
PIDGEOT = "BROWNMON",
|
||||
PIDGEOTTO = "BROWNMON",
|
||||
PIDGEY = "BROWNMON",
|
||||
PIKACHU = "YELLOWMON",
|
||||
PINSIR = "BROWNMON",
|
||||
POLIWAG = "BLUEMON",
|
||||
POLIWHIRL = "BLUEMON",
|
||||
POLIWRATH = "BLUEMON",
|
||||
PONYTA = "REDMON",
|
||||
PORYGON = "GRAYMON",
|
||||
PRIMEAPE = "BROWNMON",
|
||||
PSYDUCK = "YELLOWMON",
|
||||
RAICHU = "YELLOWMON",
|
||||
RAPIDASH = "REDMON",
|
||||
RATICATE = "GRAYMON",
|
||||
RATTATA = "GRAYMON",
|
||||
RHYDON = "GRAYMON",
|
||||
RHYHORN = "GRAYMON",
|
||||
SANDSHREW = "BROWNMON",
|
||||
SANDSLASH = "BROWNMON",
|
||||
SCYTHER = "GREENMON",
|
||||
SEADRA = "CYANMON",
|
||||
SEAKING = "REDMON",
|
||||
SEEL = "BLUEMON",
|
||||
SHELLDER = "GRAYMON",
|
||||
SLOWBRO = "PINKMON",
|
||||
SLOWPOKE = "PINKMON",
|
||||
SNORLAX = "PINKMON",
|
||||
SPEAROW = "BROWNMON",
|
||||
SQUIRTLE = "CYANMON",
|
||||
STARMIE = "GRAYMON",
|
||||
STARYU = "REDMON",
|
||||
TANGELA = "BLUEMON",
|
||||
TAUROS = "GRAYMON",
|
||||
TENTACOOL = "CYANMON",
|
||||
TENTACRUEL = "CYANMON",
|
||||
VAPOREON = "CYANMON",
|
||||
VENOMOTH = "PURPLEMON",
|
||||
VENONAT = "PURPLEMON",
|
||||
VENUSAUR = "GREENMON",
|
||||
VICTREEBEL = "GREENMON",
|
||||
VILEPLUME = "REDMON",
|
||||
VOLTORB = "YELLOWMON",
|
||||
VULPIX = "REDMON",
|
||||
WARTORTLE = "CYANMON",
|
||||
WEEDLE = "YELLOWMON",
|
||||
WEEPINBELL = "GREENMON",
|
||||
WEEZING = "PURPLEMON",
|
||||
WIGGLYTUFF = "PINKMON",
|
||||
ZAPDOS = "YELLOWMON",
|
||||
ZUBAT = "BLUEMON",
|
||||
},
|
||||
source = "pokered-gbc data/super_palettes.asm + data/mon_palettes.asm + color/**",
|
||||
world = {
|
||||
|
||||
@@ -0,0 +1,686 @@
|
||||
-- Generated by tools/build_data.py. DO NOT EDIT.
|
||||
-- Pokemon Yellow palettes (COLORS=OG YELLOW): SuperPalettes +
|
||||
-- CGBBasePalettes (authentic GBC look) as 4 8-bit RGB colors
|
||||
-- per palette (color 0 first), plus MonsterPalettes.
|
||||
return {
|
||||
cgbBase = {
|
||||
["0F"] = {
|
||||
{ 255, 255, 255 },
|
||||
{ 107, 8, 255 },
|
||||
{ 0, 74, 255 },
|
||||
{ 8, 8, 8 },
|
||||
},
|
||||
BADGE = {
|
||||
{ 255, 255, 255 },
|
||||
{ 189, 66, 0 },
|
||||
{ 140, 115, 90 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
BLACK = {
|
||||
{ 255, 255, 255 },
|
||||
{ 25, 25, 25 },
|
||||
{ 25, 25, 25 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
BLUEMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 132, 148, 255 },
|
||||
{ 0, 8, 206 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
BROWNMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 239, 148, 82 },
|
||||
{ 140, 74, 41 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
CAVE = {
|
||||
{ 255, 255, 255 },
|
||||
{ 189, 66, 0 },
|
||||
{ 140, 115, 90 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
CELADON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 41, 255, 41 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
CERULEAN = {
|
||||
{ 255, 255, 255 },
|
||||
{ 41, 66, 255 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
CINNABAR = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 66, 66 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
CYANMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 132, 214, 255 },
|
||||
{ 0, 140, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
FUCHSIA = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 123, 123 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
GAMEFREAK = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 156, 0 },
|
||||
{ 156, 156, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
GRAYMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 165, 189, 82 },
|
||||
{ 90, 90, 41 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
GREENBAR = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 0, 255, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
GREENMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 140, 255, 90 },
|
||||
{ 8, 181, 49 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
INDIGO = {
|
||||
{ 255, 255, 255 },
|
||||
{ 90, 66, 255 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
LAVENDER = {
|
||||
{ 255, 255, 255 },
|
||||
{ 206, 33, 255 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
LOGO1 = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 255, 0, 0 },
|
||||
{ 255, 0, 0 },
|
||||
},
|
||||
LOGO2 = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 58, 58, 206 },
|
||||
{ 0, 0, 140 },
|
||||
},
|
||||
MEWMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 255, 8, 8 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PALLET = {
|
||||
{ 255, 255, 255 },
|
||||
{ 189, 140, 255 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PEWTER = {
|
||||
{ 255, 255, 255 },
|
||||
{ 148, 148, 123 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PIKACHUS_BEACH = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PIKACHUS_BEACH_TITLE = {
|
||||
{ 255, 255, 255 },
|
||||
{ 74, 74, 74 },
|
||||
{ 255, 173, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PIKACHU_PORTRAIT = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 148, 0 },
|
||||
{ 156, 58, 8 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PINKMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 123, 148 },
|
||||
{ 255, 0, 49 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
PURPLEMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 206, 123, 255 },
|
||||
{ 156, 0, 181 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
REDBAR = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 255, 0, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
REDMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 140, 0 },
|
||||
{ 255, 0, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
ROUTE = {
|
||||
{ 255, 255, 255 },
|
||||
{ 132, 255, 33 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
SAFFRON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
SLOTS1 = {
|
||||
{ 255, 255, 255 },
|
||||
{ 206, 8, 255 },
|
||||
{ 255, 0, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
SLOTS2 = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 33, 156 },
|
||||
{ 255, 255, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
SLOTS3 = {
|
||||
{ 255, 255, 255 },
|
||||
{ 66, 255, 0 },
|
||||
{ 255, 255, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
SLOTS4 = {
|
||||
{ 255, 255, 255 },
|
||||
{ 0, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
TOWNMAP = {
|
||||
{ 255, 255, 255 },
|
||||
{ 0, 173, 255 },
|
||||
{ 82, 230, 0 },
|
||||
{ 8, 8, 8 },
|
||||
},
|
||||
VERMILION = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 156, 0 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
VIRIDIAN = {
|
||||
{ 255, 255, 255 },
|
||||
{ 156, 255, 0 },
|
||||
{ 90, 189, 255 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
YELLOWBAR = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 255, 148, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
YELLOWMON = {
|
||||
{ 255, 255, 255 },
|
||||
{ 255, 255, 0 },
|
||||
{ 230, 115, 0 },
|
||||
{ 25, 25, 25 },
|
||||
},
|
||||
},
|
||||
order = {
|
||||
"ROUTE",
|
||||
"PALLET",
|
||||
"VIRIDIAN",
|
||||
"PEWTER",
|
||||
"CERULEAN",
|
||||
"LAVENDER",
|
||||
"VERMILION",
|
||||
"CELADON",
|
||||
"FUCHSIA",
|
||||
"CINNABAR",
|
||||
"INDIGO",
|
||||
"SAFFRON",
|
||||
"TOWNMAP",
|
||||
"LOGO1",
|
||||
"LOGO2",
|
||||
"0F",
|
||||
"MEWMON",
|
||||
"BLUEMON",
|
||||
"REDMON",
|
||||
"CYANMON",
|
||||
"PURPLEMON",
|
||||
"BROWNMON",
|
||||
"GREENMON",
|
||||
"PINKMON",
|
||||
"YELLOWMON",
|
||||
"GRAYMON",
|
||||
"SLOTS1",
|
||||
"SLOTS2",
|
||||
"SLOTS3",
|
||||
"SLOTS4",
|
||||
"BLACK",
|
||||
"GREENBAR",
|
||||
"YELLOWBAR",
|
||||
"REDBAR",
|
||||
"BADGE",
|
||||
"CAVE",
|
||||
"GAMEFREAK",
|
||||
"PIKACHUS_BEACH",
|
||||
"PIKACHU_PORTRAIT",
|
||||
"PIKACHUS_BEACH_TITLE",
|
||||
},
|
||||
palettes = {
|
||||
["0F"] = {
|
||||
{ 255, 255, 247 },
|
||||
{ 197, 165, 247 },
|
||||
{ 90, 165, 247 },
|
||||
{ 25, 16, 16 },
|
||||
},
|
||||
BADGE = {
|
||||
{ 255, 255, 247 },
|
||||
{ 165, 123, 90 },
|
||||
{ 181, 173, 165 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
BLACK = {
|
||||
{ 255, 255, 247 },
|
||||
{ 49, 49, 49 },
|
||||
{ 49, 49, 49 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
BLUEMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 173, 181, 255 },
|
||||
{ 74, 82, 165 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
BROWNMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 214, 189, 148 },
|
||||
{ 148, 115, 82 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
CAVE = {
|
||||
{ 255, 255, 247 },
|
||||
{ 165, 123, 90 },
|
||||
{ 181, 173, 165 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
CELADON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 181, 255, 181 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
CERULEAN = {
|
||||
{ 255, 255, 247 },
|
||||
{ 181, 189, 255 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
CINNABAR = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 123, 115 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
CYANMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 214, 230, 255 },
|
||||
{ 58, 197, 230 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
FUCHSIA = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 214, 214 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
GAMEFREAK = {
|
||||
{ 255, 255, 247 },
|
||||
{ 230, 197, 115 },
|
||||
{ 165, 165, 90 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
GRAYMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 206, 206, 148 },
|
||||
{ 132, 132, 115 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
GREENBAR = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 255, 156 },
|
||||
{ 0, 173, 0 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
GREENMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 197, 230, 148 },
|
||||
{ 107, 173, 123 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
INDIGO = {
|
||||
{ 255, 255, 247 },
|
||||
{ 140, 140, 206 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
LAVENDER = {
|
||||
{ 255, 255, 247 },
|
||||
{ 222, 189, 239 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
LOGO1 = {
|
||||
{ 255, 255, 247 },
|
||||
{ 247, 247, 140 },
|
||||
{ 173, 0, 33 },
|
||||
{ 173, 0, 33 },
|
||||
},
|
||||
LOGO2 = {
|
||||
{ 255, 255, 247 },
|
||||
{ 247, 247, 140 },
|
||||
{ 148, 148, 197 },
|
||||
{ 58, 58, 132 },
|
||||
},
|
||||
MEWMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 247, 181 },
|
||||
{ 222, 132, 132 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PALLET = {
|
||||
{ 255, 255, 247 },
|
||||
{ 230, 222, 255 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PEWTER = {
|
||||
{ 255, 255, 247 },
|
||||
{ 189, 189, 181 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PIKACHUS_BEACH = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 247, 181 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PIKACHUS_BEACH_TITLE = {
|
||||
{ 255, 255, 247 },
|
||||
{ 132, 132, 132 },
|
||||
{ 255, 206, 74 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PIKACHU_PORTRAIT = {
|
||||
{ 255, 255, 247 },
|
||||
{ 230, 189, 74 },
|
||||
{ 148, 115, 82 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PINKMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 197, 214 },
|
||||
{ 255, 148, 173 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
PURPLEMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 222, 181, 247 },
|
||||
{ 181, 123, 189 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
REDBAR = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 255, 156 },
|
||||
{ 214, 74, 49 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
REDMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 197, 90 },
|
||||
{ 214, 74, 49 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
ROUTE = {
|
||||
{ 255, 255, 247 },
|
||||
{ 189, 214, 156 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
SAFFRON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 255, 156 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
SLOTS1 = {
|
||||
{ 255, 255, 247 },
|
||||
{ 222, 181, 247 },
|
||||
{ 214, 74, 49 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
SLOTS2 = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 189, 214 },
|
||||
{ 239, 239, 66 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
SLOTS3 = {
|
||||
{ 255, 255, 247 },
|
||||
{ 189, 255, 165 },
|
||||
{ 239, 239, 66 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
SLOTS4 = {
|
||||
{ 255, 255, 247 },
|
||||
{ 189, 239, 255 },
|
||||
{ 239, 239, 66 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
TOWNMAP = {
|
||||
{ 255, 255, 247 },
|
||||
{ 165, 214, 255 },
|
||||
{ 140, 189, 82 },
|
||||
{ 25, 16, 16 },
|
||||
},
|
||||
VERMILION = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 206, 132 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
VIRIDIAN = {
|
||||
{ 255, 255, 247 },
|
||||
{ 214, 255, 173 },
|
||||
{ 189, 222, 255 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
YELLOWBAR = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 255, 156 },
|
||||
{ 230, 189, 74 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
YELLOWMON = {
|
||||
{ 255, 255, 247 },
|
||||
{ 255, 255, 156 },
|
||||
{ 230, 189, 74 },
|
||||
{ 49, 49, 49 },
|
||||
},
|
||||
},
|
||||
pokemon = {
|
||||
ABRA = "YELLOWMON",
|
||||
AERODACTYL = "GRAYMON",
|
||||
ALAKAZAM = "YELLOWMON",
|
||||
ARBOK = "PURPLEMON",
|
||||
ARCANINE = "REDMON",
|
||||
ARTICUNO = "BLUEMON",
|
||||
BEEDRILL = "YELLOWMON",
|
||||
BELLSPROUT = "GREENMON",
|
||||
BLASTOISE = "CYANMON",
|
||||
BULBASAUR = "GREENMON",
|
||||
BUTTERFREE = "CYANMON",
|
||||
CATERPIE = "GREENMON",
|
||||
CHANSEY = "PINKMON",
|
||||
CHARIZARD = "REDMON",
|
||||
CHARMANDER = "REDMON",
|
||||
CHARMELEON = "REDMON",
|
||||
CLEFABLE = "PINKMON",
|
||||
CLEFAIRY = "PINKMON",
|
||||
CLOYSTER = "GRAYMON",
|
||||
CUBONE = "GRAYMON",
|
||||
DEWGONG = "BLUEMON",
|
||||
DIGLETT = "BROWNMON",
|
||||
DITTO = "GRAYMON",
|
||||
DODRIO = "BROWNMON",
|
||||
DODUO = "BROWNMON",
|
||||
DRAGONAIR = "BLUEMON",
|
||||
DRAGONITE = "BROWNMON",
|
||||
DRATINI = "GRAYMON",
|
||||
DROWZEE = "YELLOWMON",
|
||||
DUGTRIO = "BROWNMON",
|
||||
EEVEE = "GRAYMON",
|
||||
EKANS = "PURPLEMON",
|
||||
ELECTABUZZ = "YELLOWMON",
|
||||
ELECTRODE = "YELLOWMON",
|
||||
EXEGGCUTE = "PINKMON",
|
||||
EXEGGUTOR = "GREENMON",
|
||||
FARFETCHD = "BROWNMON",
|
||||
FEAROW = "BROWNMON",
|
||||
FLAREON = "REDMON",
|
||||
GASTLY = "PURPLEMON",
|
||||
GENGAR = "PURPLEMON",
|
||||
GEODUDE = "GRAYMON",
|
||||
GLOOM = "REDMON",
|
||||
GOLBAT = "BLUEMON",
|
||||
GOLDEEN = "REDMON",
|
||||
GOLDUCK = "CYANMON",
|
||||
GOLEM = "GRAYMON",
|
||||
GRAVELER = "GRAYMON",
|
||||
GRIMER = "PURPLEMON",
|
||||
GROWLITHE = "BROWNMON",
|
||||
GYARADOS = "BLUEMON",
|
||||
HAUNTER = "PURPLEMON",
|
||||
HITMONCHAN = "BROWNMON",
|
||||
HITMONLEE = "BROWNMON",
|
||||
HORSEA = "CYANMON",
|
||||
HYPNO = "YELLOWMON",
|
||||
IVYSAUR = "GREENMON",
|
||||
JIGGLYPUFF = "PINKMON",
|
||||
JOLTEON = "YELLOWMON",
|
||||
JYNX = "MEWMON",
|
||||
KABUTO = "BROWNMON",
|
||||
KABUTOPS = "BROWNMON",
|
||||
KADABRA = "YELLOWMON",
|
||||
KAKUNA = "YELLOWMON",
|
||||
KANGASKHAN = "BROWNMON",
|
||||
KINGLER = "REDMON",
|
||||
KOFFING = "PURPLEMON",
|
||||
KRABBY = "REDMON",
|
||||
LAPRAS = "CYANMON",
|
||||
LICKITUNG = "PINKMON",
|
||||
MACHAMP = "GRAYMON",
|
||||
MACHOKE = "GRAYMON",
|
||||
MACHOP = "GRAYMON",
|
||||
MAGIKARP = "REDMON",
|
||||
MAGMAR = "REDMON",
|
||||
MAGNEMITE = "GRAYMON",
|
||||
MAGNETON = "GRAYMON",
|
||||
MANKEY = "BROWNMON",
|
||||
MAROWAK = "GRAYMON",
|
||||
MEOWTH = "YELLOWMON",
|
||||
METAPOD = "GREENMON",
|
||||
MEW = "MEWMON",
|
||||
MEWTWO = "MEWMON",
|
||||
MOLTRES = "REDMON",
|
||||
MR_MIME = "PINKMON",
|
||||
MUK = "PURPLEMON",
|
||||
NIDOKING = "PURPLEMON",
|
||||
NIDOQUEEN = "BLUEMON",
|
||||
NIDORAN_F = "BLUEMON",
|
||||
NIDORAN_M = "PURPLEMON",
|
||||
NIDORINA = "BLUEMON",
|
||||
NIDORINO = "PURPLEMON",
|
||||
NINETALES = "YELLOWMON",
|
||||
ODDISH = "GREENMON",
|
||||
OMANYTE = "BLUEMON",
|
||||
OMASTAR = "BLUEMON",
|
||||
ONIX = "GRAYMON",
|
||||
PARAS = "REDMON",
|
||||
PARASECT = "REDMON",
|
||||
PERSIAN = "YELLOWMON",
|
||||
PIDGEOT = "BROWNMON",
|
||||
PIDGEOTTO = "BROWNMON",
|
||||
PIDGEY = "BROWNMON",
|
||||
PIKACHU = "YELLOWMON",
|
||||
PINSIR = "BROWNMON",
|
||||
POLIWAG = "BLUEMON",
|
||||
POLIWHIRL = "BLUEMON",
|
||||
POLIWRATH = "BLUEMON",
|
||||
PONYTA = "REDMON",
|
||||
PORYGON = "GRAYMON",
|
||||
PRIMEAPE = "BROWNMON",
|
||||
PSYDUCK = "YELLOWMON",
|
||||
RAICHU = "YELLOWMON",
|
||||
RAPIDASH = "REDMON",
|
||||
RATICATE = "GRAYMON",
|
||||
RATTATA = "GRAYMON",
|
||||
RHYDON = "GRAYMON",
|
||||
RHYHORN = "GRAYMON",
|
||||
SANDSHREW = "BROWNMON",
|
||||
SANDSLASH = "BROWNMON",
|
||||
SCYTHER = "GREENMON",
|
||||
SEADRA = "CYANMON",
|
||||
SEAKING = "REDMON",
|
||||
SEEL = "BLUEMON",
|
||||
SHELLDER = "GRAYMON",
|
||||
SLOWBRO = "PINKMON",
|
||||
SLOWPOKE = "PINKMON",
|
||||
SNORLAX = "PINKMON",
|
||||
SPEAROW = "BROWNMON",
|
||||
SQUIRTLE = "CYANMON",
|
||||
STARMIE = "GRAYMON",
|
||||
STARYU = "REDMON",
|
||||
TANGELA = "BLUEMON",
|
||||
TAUROS = "GRAYMON",
|
||||
TENTACOOL = "CYANMON",
|
||||
TENTACRUEL = "CYANMON",
|
||||
VAPOREON = "CYANMON",
|
||||
VENOMOTH = "PURPLEMON",
|
||||
VENONAT = "PURPLEMON",
|
||||
VENUSAUR = "GREENMON",
|
||||
VICTREEBEL = "GREENMON",
|
||||
VILEPLUME = "REDMON",
|
||||
VOLTORB = "YELLOWMON",
|
||||
VULPIX = "REDMON",
|
||||
WARTORTLE = "CYANMON",
|
||||
WEEDLE = "YELLOWMON",
|
||||
WEEPINBELL = "GREENMON",
|
||||
WEEZING = "PURPLEMON",
|
||||
WIGGLYTUFF = "PINKMON",
|
||||
ZAPDOS = "YELLOWMON",
|
||||
ZUBAT = "BLUEMON",
|
||||
},
|
||||
source = "pokeyellow data/sgb/sgb_palettes.asm + data/pokemon/palettes.asm",
|
||||
}
|
||||
@@ -11,8 +11,70 @@
|
||||
-- equivalent, kept for save compatibility: rows 1-4 also self-heal
|
||||
-- older saves (flag set before the port hid the ball) by hiding the
|
||||
-- leftover ball on the next interaction.
|
||||
--
|
||||
-- The room's two readables (data/events/hidden_events.asm,
|
||||
-- hidden_events_for CELADON_MANSION_ROOF_HOUSE):
|
||||
-- hidden_text_predef 3, 0 / 4, 0 PrintBlackboardLinkCableText, LinkCableHelp
|
||||
-- hidden_text_predef 3, 4 PrintNotebookText, TMNotebook
|
||||
-- tools/extract/field.py only parses `hidden_event` rows, so no
|
||||
-- hidden_text_predef row reaches data/generated/field.lua and both tiles
|
||||
-- were dead A presses (#391). Same hook shape as the bedroom SNES in
|
||||
-- data/scripts/flavor/reds_house_2f.lua (#135). hidden_text_predef puts
|
||||
-- the predef id in the facing byte, so neither tile gates on facing.
|
||||
|
||||
local Menu = require("src.ui.Menu")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
|
||||
-- TMNotebookText (data/text/text_2.asm) has no leading underscore, so the
|
||||
-- extractor never collects it and the pamphlet's text is inlined.
|
||||
local TM_NOTEBOOK_TEXT = "It's a pamphlet\non TMs.\f...\f"
|
||||
.. "There are 50 TMs\nin all.\f"
|
||||
.. "There are also 5\nHMs that can be\vused repeatedly.\f"
|
||||
.. "SILPH CO."
|
||||
|
||||
-- LinkCableHelp (engine/events/hidden_events/school_blackboard.asm):
|
||||
-- HowToLinkText's four headings in the 15x10 box at the top left; picking
|
||||
-- a heading prints its LinkCableInfoText and returns to the menu, B or
|
||||
-- STOP READING closes.
|
||||
local LINK_HEADINGS = { "HOW TO LINK", "COLOSSEUM", "TRADE CENTER" }
|
||||
|
||||
local function linkCableHelp(game)
|
||||
local text = game.data.text or {}
|
||||
local items, showMenu, askHeading
|
||||
function showMenu()
|
||||
game.stack:push(Menu.new(game, items,
|
||||
{ tx = 0, ty = 0, tw = 15, th = 10, rowStep = 1 }))
|
||||
end
|
||||
function askHeading()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._LinkCableHelpText2 or "Which heading do\nyou want to read?",
|
||||
showMenu))
|
||||
end
|
||||
items = {}
|
||||
for i, label in ipairs(LINK_HEADINGS) do
|
||||
items[i] = { label = label, onSelect = function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text["_LinkCableInfoText" .. i] or label, askHeading))
|
||||
end }
|
||||
end
|
||||
items[#items + 1] = { label = "STOP READING" }
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._LinkCableHelpText1 or "TRAINER TIPS\fUsing a Game Link\nCable",
|
||||
askHeading))
|
||||
end
|
||||
|
||||
return {
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
if fy == 0 and (fx == 3 or fx == 4) then
|
||||
linkCableHelp(game)
|
||||
return true
|
||||
end
|
||||
if fx == 3 and fy == 4 then
|
||||
game.stack:push(TextBox.new(game, TM_NOTEBOOK_TEXT))
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
talk = {
|
||||
TEXT_CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL = {
|
||||
{ "check_flag", "EVENT_GOT_EEVEE" }, -- 1
|
||||
@@ -22,11 +84,16 @@ return {
|
||||
{ "jump", 13 }, -- 4
|
||||
{ "give_pokemon", "EEVEE", 25 }, -- 5
|
||||
{ "jump_if_false", 12 }, -- 6 (party+box full)
|
||||
{ "play_sound", "Get_Item1" }, -- 7 (GotMonText jingle)
|
||||
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 8
|
||||
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 9
|
||||
-- flag + HideObject before the jingle and GotMonText: the nickname
|
||||
-- prompt inside give_pokemon and the text row both yield, and a
|
||||
-- script that dies there would leave the EEVEE taken with the ball
|
||||
-- still on the table and the gift claimable again (#426). The row
|
||||
-- count is unchanged, so the numeric jump targets still hold.
|
||||
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
|
||||
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
|
||||
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 10
|
||||
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
|
||||
{ "play_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
|
||||
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_BoxIsFullText" }, -- 12
|
||||
},
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
-- BikeShop (BIKE_SHOP) flavor dialogue
|
||||
-- Source: pokered/scripts/BikeShop.asm, pokered/text/BikeShop.asm
|
||||
--
|
||||
-- TEXT_BIKESHOP_CLERK is skipped: it drives the actual voucher-for-bicycle
|
||||
-- exchange (YesNoChoice purchase menu, GiveItem, RemoveItemByID, SetEvent
|
||||
-- EVENT_GOT_BICYCLE). That is a significant standalone feature outside the
|
||||
-- scope of these two flavor NPCs and is left unported here.
|
||||
-- TEXT_BIKESHOP_CLERK lives in data/scripts/story2.lua (M.BIKE_SHOP): the
|
||||
-- voucher exchange and the BICYCLE/CANCEL price window need more than
|
||||
-- command rows (#568).
|
||||
|
||||
return {
|
||||
BIKE_SHOP = {
|
||||
@@ -20,12 +19,15 @@ return {
|
||||
-- CheckEvent EVENT_GOT_BICYCLE ; jr nz, .gotBike
|
||||
-- before the player owns a bike -> TheseBikesAreExpensiveText
|
||||
-- after the player owns a bike -> CoolBikeText
|
||||
-- The check reads the bag, not the event: the port hands out the
|
||||
-- BICYCLE itself (a key item, so it cannot be tossed), and that also
|
||||
-- reads right on saves written before the clerk set the event (#567).
|
||||
TEXT_BIKESHOP_YOUNGSTER = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_BICYCLE" }, -- 2
|
||||
{ "jump_if_true", 5 }, -- 3
|
||||
{ "check_item", "BICYCLE" }, -- 2
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_BikeShopYoungsterTheseBikesAreExpensiveText" }, -- 4
|
||||
{ "jump", 6 }, -- 5
|
||||
{ "jump", "end" }, -- 5
|
||||
{ "show_text", "_BikeShopYoungsterCoolBikeText" }, -- 6
|
||||
},
|
||||
},
|
||||
|
||||
@@ -1,33 +1,88 @@
|
||||
-- Celadon Mansion 3F Game Designer (pokered/scripts/CeladonMansion3F.asm
|
||||
-- CeladonMansion3FGameDesignerText): text_asm counts set bits in
|
||||
-- wPokedexOwned and compares against NUM_POKEMON - 1 (discounts Mew).
|
||||
-- If the player owns >= 150 species, shows the "completed" text
|
||||
-- (originally followed by DisplayDiploma, which has no equivalent UI
|
||||
-- in this port, so we just show the congratulatory text); otherwise
|
||||
-- shows the normal encouragement text.
|
||||
-- Celadon Mansion 3F, the GAME FREAK dev floor
|
||||
-- (pokered+pokeyellow/scripts/CeladonMansion3F.asm). Every dev's
|
||||
-- text_asm counts set bits in wPokedexOwned against NUM_POKEMON - 1
|
||||
-- (150, discounting Mew). The game designer shows the diploma
|
||||
-- (DisplayDiploma -> src/ui/Diploma.lua) on a completed dex; Yellow's
|
||||
-- graphic artist then offers the printed copy (PrintDiploma, stood in
|
||||
-- by src/core/Printer.lua's PNG export like the Pokédex PRNT item).
|
||||
|
||||
local function ownedCount(game)
|
||||
local dex = game.save.pokedex
|
||||
local owned = 0
|
||||
if dex and dex.owned then
|
||||
for _ in pairs(dex.owned) do owned = owned + 1 end
|
||||
end
|
||||
return owned
|
||||
end
|
||||
|
||||
return {
|
||||
CELADON_MANSION_3F = {
|
||||
talk = {
|
||||
TEXT_CELADONMANSION3F_GAME_DESIGNER = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local dex = game.save.pokedex
|
||||
local owned = 0
|
||||
if dex and dex.owned then
|
||||
for _ in pairs(dex.owned) do
|
||||
owned = owned + 1
|
||||
end
|
||||
end
|
||||
-- NUM_POKEMON - 1 = 150 (discounts Mew, per pokered)
|
||||
local label, fallback
|
||||
if owned >= 150 then
|
||||
label, fallback = "_CeladonMansion3FGameDesignerCompletedDexText",
|
||||
"Wow! Excellent!\nYou completed\nyour POKeDEX!\nCongratulations!"
|
||||
else
|
||||
label, fallback = "_CeladonMansion3FGameDesignerText",
|
||||
"Is that right?\nI'm the game\ndesigner!\nFilling up your\nPOKeDEX is tough,\nbut don't quit!\nWhen you finish,\ncome tell me!"
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, t[label] or fallback, done))
|
||||
if ownedCount(game) < 150 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGameDesignerText
|
||||
or "Is that right?\nI'm the game\ndesigner!\fFilling up your\nPOKéDEX is tough,\nbut don't quit!",
|
||||
done))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGameDesignerCompletedDexText
|
||||
or "Wow! Excellent!\nYou completed\nyour POKéDEX!\nCongratulations!",
|
||||
function()
|
||||
local Diploma = require("src.ui.Diploma")
|
||||
game.stack:push(Diploma.new(game, function()
|
||||
-- Yellow tags on the unlocked-printing line (CompletedDexText2)
|
||||
local after = require("src.core.GameVersion").isYellow()
|
||||
and (t._CeladonMansion3FGameDesignerCompletedDexText2
|
||||
or "You can print out\nyour diploma with\nthe GAME BOY\nPrinter!")
|
||||
or nil
|
||||
if after then
|
||||
game.stack:push(TextBox.new(game, after, done))
|
||||
else
|
||||
done()
|
||||
end
|
||||
end))
|
||||
end))
|
||||
end,
|
||||
|
||||
TEXT_CELADONMANSION3F_GRAPHIC_ARTIST = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
if not (yellow and ownedCount(game) >= 150) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText
|
||||
or "I'm the graphic\nartist!\nI drew you!", done))
|
||||
return
|
||||
end
|
||||
-- _CeladonMansion3FGraphicArtistText2: offer to print the diploma
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText2
|
||||
or "I'm the graphic\nartist!\fShould I print\nyour diploma?",
|
||||
function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._CeladonMansion3FGraphicArtistText3
|
||||
or "Oh. But it's a\nspecial diploma!", done))
|
||||
return
|
||||
end
|
||||
local Printer = require("src.core.Printer")
|
||||
local Diploma = require("src.ui.Diploma")
|
||||
local Strings = require("src.core.Strings")
|
||||
local saved, err = Printer.save("diploma", 160, 144, function()
|
||||
Diploma.render(game)
|
||||
end)
|
||||
-- the PRNT stand-in always reports where the PNG landed
|
||||
game.stack:push(TextBox.new(game, saved
|
||||
and Strings("There you go!\fSaved as\n%s\vin the save\nfolder.", saved)
|
||||
or Strings("Printer error!\n%s", tostring(err)), done))
|
||||
end))
|
||||
end))
|
||||
end,
|
||||
},
|
||||
},
|
||||
|
||||
@@ -35,13 +35,25 @@ local function middleAgedMan(game, ow, npc, done)
|
||||
-- .loop: print WhichBadgeText, then show the badge list menu again
|
||||
push(game, t._CeruleanBadgeHouseMiddleAgedManWhichBadgeText, function()
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
local Strings = require("src.core.Strings")
|
||||
local items = {}
|
||||
for _, id in ipairs(BADGE_ORDER) do
|
||||
local idef = game.data.items[id]
|
||||
items[#items + 1] = { label = idef and idef.name or id, value = id }
|
||||
end
|
||||
-- PrintListMenuEntries prints ListMenuCancelText once it hits the
|
||||
-- list's $FF terminator (home/list_menu.asm), so every
|
||||
-- DisplayListMenuID list ends in an on-screen CANCEL row; picking it
|
||||
-- takes DisplayListMenuIDLoop's ExitListMenu path, the same .done
|
||||
-- exit as B (#569)
|
||||
items[#items + 1] = { label = Strings("CANCEL") }
|
||||
local menu = ListMenu.new(game, "", items, {
|
||||
onChoose = function(item)
|
||||
game.stack:pop()
|
||||
if not item.value then
|
||||
push(game, t._CeruleanBadgeHouseMiddleAgedManVisitAnyTimeText, done)
|
||||
return
|
||||
end
|
||||
push(game, t[BADGE_TEXT[item.value]], loop)
|
||||
end,
|
||||
onCancel = function()
|
||||
|
||||
@@ -3,6 +3,10 @@
|
||||
-- Both NPCs use text_asm with an hRandomAdd roll to pick one of several
|
||||
-- flavor lines (no flags, no branching outcome) -- ported as a weighted
|
||||
-- math.random pick each time the NPC is talked to.
|
||||
--
|
||||
-- Yellow renames Slowbro -> Electrode in the text labels (see
|
||||
-- tools/yellow_symbol_aliases.py); look up both so Red/Blue and Yellow
|
||||
-- share this script.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -12,6 +16,29 @@ local function push(game, ow, npc, done, text)
|
||||
game.stack:push(TextBox.new(game, text, done))
|
||||
end
|
||||
|
||||
-- CeruleanCitySlowbroText / CeruleanCityElectrodeText
|
||||
-- cp 180 -> 76/256 chance of 1st; cp 120 -> 60/256 chance of 2nd;
|
||||
-- cp 60 -> 60/256 chance of 3rd; else 60/256 chance of 4th.
|
||||
local function talkMon(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local roll = math.random(0, 255)
|
||||
local text
|
||||
if roll >= 180 then
|
||||
text = t._CeruleanCitySlowbroTookASnoozeText
|
||||
or t._CeruleanCityElectrodeTookASnoozeText
|
||||
elseif roll >= 120 then
|
||||
text = t._CeruleanCitySlowbroIsLoafingAroundText
|
||||
or t._CeruleanCityElectrodeIsLoafingAroundText
|
||||
elseif roll >= 60 then
|
||||
text = t._CeruleanCitySlowbroTurnedAwayText
|
||||
or t._CeruleanCityElectrodeTurnedAwayText
|
||||
else
|
||||
text = t._CeruleanCitySlowbroIgnoredOrdersText
|
||||
or t._CeruleanCityElectrodeIgnoredOrdersText
|
||||
end
|
||||
push(game, ow, npc, done, text)
|
||||
end
|
||||
|
||||
M.CERULEAN_CITY = {
|
||||
talk = {
|
||||
-- CeruleanCityCooltrainerF1Text (scripts/CeruleanCity.asm:362-393)
|
||||
@@ -23,32 +50,20 @@ M.CERULEAN_CITY = {
|
||||
local text
|
||||
if roll >= 180 then
|
||||
text = t._CeruleanCityCooltrainerF1SlowbroUseSonicboomText
|
||||
or t._CeruleanCityCooltrainerF1ElectrodeUseSonicboomText
|
||||
elseif roll >= 100 then
|
||||
text = t._CeruleanCityCooltrainerF1SlowbroPunchText
|
||||
or t._CeruleanCityCooltrainerF1ElectrodePunchText
|
||||
else
|
||||
text = t._CeruleanCityCooltrainerF1SlowbroWithdrawText
|
||||
or t._CeruleanCityCooltrainerF1ElectrodeWithdrawText
|
||||
end
|
||||
push(game, ow, npc, done, text)
|
||||
end,
|
||||
|
||||
-- CeruleanCitySlowbroText (scripts/CeruleanCity.asm:395-436)
|
||||
-- cp 180 -> 76/256 chance of 1st; cp 120 -> 60/256 chance of 2nd;
|
||||
-- cp 60 -> 60/256 chance of 3rd; else 60/256 chance of 4th.
|
||||
TEXT_CERULEANCITY_SLOWBRO = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local roll = math.random(0, 255)
|
||||
local text
|
||||
if roll >= 180 then
|
||||
text = t._CeruleanCitySlowbroTookASnoozeText
|
||||
elseif roll >= 120 then
|
||||
text = t._CeruleanCitySlowbroIsLoafingAroundText
|
||||
elseif roll >= 60 then
|
||||
text = t._CeruleanCitySlowbroTurnedAwayText
|
||||
else
|
||||
text = t._CeruleanCitySlowbroIgnoredOrdersText
|
||||
end
|
||||
push(game, ow, npc, done, text)
|
||||
end,
|
||||
TEXT_CERULEANCITY_SLOWBRO = talkMon,
|
||||
-- Yellow map object uses TEXT_CERULEANCITY_ELECTRODE
|
||||
TEXT_CERULEANCITY_ELECTRODE = talkMon,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -14,9 +14,9 @@ return {
|
||||
-- else -> .WhatsLostIsLostText (player has TM_DIG)
|
||||
TEXT_CERULEANTRASHEDHOUSE_FISHING_GURU = {
|
||||
{ "check_item", "TM_DIG" },
|
||||
{ "jump_if_true", 4 },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "show_text", "_CeruleanTrashedHouseFishingGuruTheyStoleATMText" },
|
||||
{ "jump", 5 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_CeruleanTrashedHouseFishingGuruWhatsLostIsLostText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
-- Fuchsia City (pokered/scripts/FuchsiaCity.asm)
|
||||
--
|
||||
-- The exhibit signs are text_asm bodies: PrintText of a single text_far,
|
||||
-- then DisplayPokedex for the exhibited species. The preview marks the
|
||||
-- species seen but not owned, same as the S.S. Anne passenger's Snorlax.
|
||||
--
|
||||
-- The fossil sign branches on the Mt. Moon fossil events. The exhibit
|
||||
-- holds the fossil the player did NOT take: taking the Dome Fossil puts
|
||||
-- Omanyte on display, taking the Helix Fossil puts Kabuto. With neither
|
||||
-- event set the sign only prints its undetermined line and no dex entry
|
||||
-- opens.
|
||||
--
|
||||
-- The other text pointers (city sign, Safari Game signs, mart/center/gym
|
||||
-- and warden signs, the four NPCs, the exhibited-mon FuchsiaCityPokemonText
|
||||
-- rows) are plain text_far wrappers that resolve through Data:resolveText,
|
||||
-- so they are not ported here.
|
||||
return {
|
||||
FUCHSIA_CITY = {
|
||||
talk = {
|
||||
-- FuchsiaCityChanseySignText: PrintText(_FuchsiaCityChanseySignText),
|
||||
-- then DisplayPokedex CHANSEY.
|
||||
TEXT_FUCHSIACITY_CHANSEY_SIGN = {
|
||||
{ "show_text", "_FuchsiaCityChanseySignText" },
|
||||
{ "mark_seen", "CHANSEY" },
|
||||
{ "push_screen", "DexEntryMenu", "CHANSEY" },
|
||||
},
|
||||
|
||||
-- FuchsiaCityVoltorbSignText: PrintText(_FuchsiaCityVoltorbSignText),
|
||||
-- then DisplayPokedex VOLTORB.
|
||||
TEXT_FUCHSIACITY_VOLTORB_SIGN = {
|
||||
{ "show_text", "_FuchsiaCityVoltorbSignText" },
|
||||
{ "mark_seen", "VOLTORB" },
|
||||
{ "push_screen", "DexEntryMenu", "VOLTORB" },
|
||||
},
|
||||
|
||||
-- FuchsiaCityKangaskhanSignText: PrintText(_FuchsiaCityKangaskhanSignText),
|
||||
-- then DisplayPokedex KANGASKHAN.
|
||||
TEXT_FUCHSIACITY_KANGASKHAN_SIGN = {
|
||||
{ "show_text", "_FuchsiaCityKangaskhanSignText" },
|
||||
{ "mark_seen", "KANGASKHAN" },
|
||||
{ "push_screen", "DexEntryMenu", "KANGASKHAN" },
|
||||
},
|
||||
|
||||
-- FuchsiaCitySlowpokeSignText: PrintText(_FuchsiaCitySlowpokeSignText),
|
||||
-- then DisplayPokedex SLOWPOKE.
|
||||
TEXT_FUCHSIACITY_SLOWPOKE_SIGN = {
|
||||
{ "show_text", "_FuchsiaCitySlowpokeSignText" },
|
||||
{ "mark_seen", "SLOWPOKE" },
|
||||
{ "push_screen", "DexEntryMenu", "SLOWPOKE" },
|
||||
},
|
||||
|
||||
-- FuchsiaCityLaprasSignText: PrintText(_FuchsiaCityLaprasSignText),
|
||||
-- then DisplayPokedex LAPRAS.
|
||||
TEXT_FUCHSIACITY_LAPRAS_SIGN = {
|
||||
{ "show_text", "_FuchsiaCityLaprasSignText" },
|
||||
{ "mark_seen", "LAPRAS" },
|
||||
{ "push_screen", "DexEntryMenu", "LAPRAS" },
|
||||
},
|
||||
|
||||
-- FuchsiaCityFossilSignText: CheckEvent EVENT_GOT_DOME_FOSSIL /
|
||||
-- CheckEventReuseA EVENT_GOT_HELIX_FOSSIL pick the text and the
|
||||
-- displayed entry; with neither set only the undetermined line prints.
|
||||
TEXT_FUCHSIACITY_FOSSIL_SIGN = {
|
||||
{ "check_flag", "EVENT_GOT_DOME_FOSSIL" }, -- 1
|
||||
{ "jump_if_true", 7 }, -- 2
|
||||
{ "check_flag", "EVENT_GOT_HELIX_FOSSIL" }, -- 3
|
||||
{ "jump_if_true", 11 }, -- 4
|
||||
{ "show_text", "_FuchsiaCityFossilSignUndeterminedText" }, -- 5
|
||||
{ "jump", "end" }, -- 6
|
||||
{ "show_text", "_FuchsiaCityFossilSignOmanyteText" }, -- 7
|
||||
{ "mark_seen", "OMANYTE" }, -- 8
|
||||
{ "push_screen", "DexEntryMenu", "OMANYTE" }, -- 9
|
||||
{ "jump", "end" }, -- 10
|
||||
{ "show_text", "_FuchsiaCityFossilSignKabutoText" }, -- 11
|
||||
{ "mark_seen", "KABUTO" }, -- 12
|
||||
{ "push_screen", "DexEntryMenu", "KABUTO" }, -- 13
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -85,6 +85,47 @@ return {
|
||||
alreadyGotLabel = "_GameCornerGentlemanCloselyWatchTheReelsText",
|
||||
alreadyGotFallback = "The trick is to\nwatch the reels\vclosely!",
|
||||
}),
|
||||
|
||||
-- Yellow keeps all three giveaways with the same events and amounts
|
||||
-- but renames the objects and their text labels: FISHING_GURU ->
|
||||
-- FISHING_GURU1, CLERK2 -> MIDDLE_AGED_MAN2, GENTLEMAN ->
|
||||
-- FISHING_GURU2 (pokeyellow/scripts/GameCorner.asm). The Red/Blue
|
||||
-- keys above never match there, so Yellow needs its own three (#552).
|
||||
TEXT_GAMECORNER_FISHING_GURU1 = coinGiver({
|
||||
event = "EVENT_GOT_10_COINS",
|
||||
amount = 10,
|
||||
askLabel = "_GameCornerFishingGuru1WantToPlayText",
|
||||
askFallback = "Kid, do you want\nto play?",
|
||||
receivedLabel = "_GameCornerFishingGuru1Received10CoinsText",
|
||||
coinCaseFullLabel = "_GameCornerFishingGuru1DontNeedMyCoinsText",
|
||||
coinCaseFullFallback = "You don't need my\ncoins!",
|
||||
alreadyGotLabel = "_GameCornerFishingGuru1WinsComeAndGoText",
|
||||
alreadyGotFallback = "Wins seem to come\nand go.",
|
||||
}),
|
||||
|
||||
TEXT_GAMECORNER_MIDDLE_AGED_MAN2 = coinGiver({
|
||||
event = "EVENT_GOT_20_COINS_2",
|
||||
amount = 20,
|
||||
askLabel = "_GameCornerMiddleAgedMan2WantSomeCoinsText",
|
||||
askFallback = "What's up? Want\nsome coins?",
|
||||
receivedLabel = "_GameCornerMiddleAgedMan2Received20CoinsText",
|
||||
coinCaseFullLabel = "_GameCornerMiddleAgedMan2YouHaveLotsOfCoinsText",
|
||||
coinCaseFullFallback = "You have lots of\ncoins!",
|
||||
alreadyGotLabel = "_GameCornerMiddleAgedMan2INeedMoreCoinsText",
|
||||
alreadyGotFallback = "Darn! I need more\ncoins for the\vPOKéMON I want!",
|
||||
}),
|
||||
|
||||
TEXT_GAMECORNER_FISHING_GURU2 = coinGiver({
|
||||
event = "EVENT_GOT_20_COINS",
|
||||
amount = 20,
|
||||
askLabel = "_GameCornerFishingGuru2ThrowingMeOffText",
|
||||
askFallback = "Hey, what? You're\nthrowing me off!\vHere are some\vcoins, shoo!",
|
||||
receivedLabel = "_GameCornerFishingGuru2Received20CoinsText",
|
||||
coinCaseFullLabel = "_GameCornerFishingGuru2YouGotYourOwnCoinsText",
|
||||
coinCaseFullFallback = "You've got your\nown coins!",
|
||||
alreadyGotLabel = "_GameCornerFishingGuru2CloselyWatchTheReelsText",
|
||||
alreadyGotFallback = "The trick is to\nwatch the reels\vclosely!",
|
||||
}),
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -8,9 +8,9 @@ return {
|
||||
TEXT_LAVENDERMART_COOLTRAINER_M = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_RESCUED_MR_FUJI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_LavenderMartCooltrainerMReviveText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_LavenderMartCooltrainerMNuggetText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -13,9 +13,9 @@ M.MR_FUJIS_HOUSE = {
|
||||
TEXT_MRFUJISHOUSE_SUPER_NERD = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_RESCUED_MR_FUJI" }, -- 2
|
||||
{ "jump_if_true", 5 }, -- 3
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_MrFujisHouseSuperNerdMrFujiIsntHereText" }, -- 4
|
||||
{ "jump", 6 }, -- 5
|
||||
{ "jump", "end" }, -- 5
|
||||
{ "show_text", "_MrFujisHouseSuperNerdMrFujiHadBeenPrayingText" }, -- 6
|
||||
},
|
||||
|
||||
@@ -25,9 +25,9 @@ M.MR_FUJIS_HOUSE = {
|
||||
TEXT_MRFUJISHOUSE_LITTLE_GIRL = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_RESCUED_MR_FUJI" }, -- 2
|
||||
{ "jump_if_true", 5 }, -- 3
|
||||
{ "jump_if_true", 6 }, -- 3
|
||||
{ "show_text", "_MrFujisHouseLittleGirlThisIsMrFujisHouseText" }, -- 4
|
||||
{ "jump", 6 }, -- 5
|
||||
{ "jump", "end" }, -- 5
|
||||
{ "show_text", "_MrFujisHouseLittleGirlPokemonAreNiceToHugText" }, -- 6
|
||||
},
|
||||
|
||||
|
||||
@@ -16,9 +16,13 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- PrintText on a text_end string returns with the box still drawn and
|
||||
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
M.PEWTER_CITY = {
|
||||
|
||||
@@ -12,9 +12,9 @@ return {
|
||||
TEXT_ROUTE16GATE1F_GUARD = {
|
||||
{ "face_player" },
|
||||
{ "check_item", "BICYCLE" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_Route16Gate1FGuardNoPedestriansAllowedText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_Route16Gate1FGuardCyclingRoadExplanationText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -14,9 +14,9 @@ return {
|
||||
TEXT_ROUTE18GATE1F_GUARD = {
|
||||
{ "face_player" },
|
||||
{ "check_item", "BICYCLE" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_Route18Gate1FGuardYouNeedABicycleText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_Route18Gate1FGuardCyclingRoadUphillText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -12,9 +12,9 @@ return {
|
||||
TEXT_SILPHCO10F_SILPH_WORKER_F = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_SilphCo10FSilphWorkerFImScaredText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo10FSilphWorkerFQuietAboutMyCryingText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -10,9 +10,9 @@ return {
|
||||
-- not set: _SilphCo3FSilphWorkerMWhatShouldIDoText
|
||||
TEXT_SILPHCO3F_SILPH_WORKER_M = {
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 4 },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "show_text", "_SilphCo3FSilphWorkerMWhatShouldIDoText" },
|
||||
{ "jump", 5 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo3FSilphWorkerMYouSavedUsText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -7,9 +7,9 @@ return {
|
||||
TEXT_SILPHCO4F_SILPH_WORKER_M = {
|
||||
{"face_player"},
|
||||
{"check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI"},
|
||||
{"jump_if_true", 5},
|
||||
{"jump_if_true", 6},
|
||||
{"show_text", "_SilphCo4FSilphWorkerMImHidingText"},
|
||||
{"jump", 6},
|
||||
{"jump", "end"},
|
||||
{"show_text", "_SilphCo4FSilphWorkerMTeamRocketIsGoneText"},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -7,9 +7,9 @@ return {
|
||||
TEXT_SILPHCO5F_SILPH_WORKER_M = {
|
||||
{"face_player"},
|
||||
{"check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI"},
|
||||
{"jump_if_true", 5},
|
||||
{"jump_if_true", 6},
|
||||
{"show_text", "_SilphCo5FSilphWorkerMThatsYouRightText"},
|
||||
{"jump", 6},
|
||||
{"jump", "end"},
|
||||
{"show_text", "_SilphCo5FSilphWorkerMYoureOurHeroText"},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -11,9 +11,9 @@ return {
|
||||
TEXT_SILPHCO6F_SILPH_WORKER_M1 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerM1TookOverTheBuildingText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerM1BackToWorkText" },
|
||||
},
|
||||
|
||||
@@ -21,9 +21,9 @@ return {
|
||||
TEXT_SILPHCO6F_SILPH_WORKER_M2 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerMHelpMePleaseText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerMWeGotEngagedText" },
|
||||
},
|
||||
|
||||
@@ -31,9 +31,9 @@ return {
|
||||
TEXT_SILPHCO6F_SILPH_WORKER_F1 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerF1SuchACowardText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerF1HaveToMarryHimText" },
|
||||
},
|
||||
|
||||
@@ -41,9 +41,9 @@ return {
|
||||
TEXT_SILPHCO6F_SILPH_WORKER_F2 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerF2TeamRocketConquerWorldText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerF2TeamRocketRanText" },
|
||||
},
|
||||
|
||||
@@ -51,9 +51,9 @@ return {
|
||||
TEXT_SILPHCO6F_SILPH_WORKER_M3 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "jump_if_true", 6 },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerM3TargetedSilphText" },
|
||||
{ "jump", 6 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo6FSilphWorkerM3WorkForSilphText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -10,9 +10,9 @@ return {
|
||||
-- set: _SilphCo7FSilphWorkerM2CancelledMasterBallText
|
||||
TEXT_SILPHCO7F_SILPH_WORKER_M2 = {
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 4 },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM2AfterTheMasterBallText" },
|
||||
{ "jump", 5 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM2CancelledMasterBallText" },
|
||||
},
|
||||
|
||||
@@ -22,9 +22,9 @@ return {
|
||||
-- set: _SilphCo7FSilphWorkerM3YouChasedOffTeamRocketText
|
||||
TEXT_SILPHCO7F_SILPH_WORKER_M3 = {
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 4 },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM3ItWouldBeBadText" },
|
||||
{ "jump", 5 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM3YouChasedOffTeamRocketText" },
|
||||
},
|
||||
|
||||
@@ -34,9 +34,9 @@ return {
|
||||
-- set: _SilphCo7FSilphWorkerM4SafeAtLastText
|
||||
TEXT_SILPHCO7F_SILPH_WORKER_M4 = {
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 4 },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM4ItsReallyDangerousHereText" },
|
||||
{ "jump", 5 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM4SafeAtLastText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -10,9 +10,9 @@ return {
|
||||
-- set: _SilphCo8FSilphWorkerMThanksForSavingUsText
|
||||
TEXT_SILPHCO8F_SILPH_WORKER_M = {
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", 4 },
|
||||
{ "jump_if_true", 5 },
|
||||
{ "show_text", "_SilphCo8FSilphWorkerMSilphIsFinishedText" },
|
||||
{ "jump", 5 },
|
||||
{ "jump", "end" },
|
||||
{ "show_text", "_SilphCo8FSilphWorkerMThanksForSavingUsText" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -7,19 +7,19 @@
|
||||
-- CheckFightingMapTrainers/TalkToTrainer via the existing trainer
|
||||
-- system, and the item pickups carry no talk text of their own here.
|
||||
--
|
||||
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 also opens the POKéDEX entry for
|
||||
-- SNORLAX after the text box (DisplayPokedex in the original), which
|
||||
-- has no equivalent talk-script hook in this port (DexEntryMenu has
|
||||
-- no done-callback the way other pushed UI states do) -- only the
|
||||
-- flavor line is ported here.
|
||||
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 opens SNORLAX's POKéDEX entry after its
|
||||
-- text box, like DisplayPokedex in the original. The preview marks it seen
|
||||
-- but does not mark it owned.
|
||||
return {
|
||||
SS_ANNE_2F_ROOMS = {
|
||||
talk = {
|
||||
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text)
|
||||
-- (then DisplayPokedex SNORLAX -- not ported, see note above)
|
||||
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text),
|
||||
-- then DisplayPokedex SNORLAX.
|
||||
TEXT_SSANNE2FROOMS_GENTLEMAN3 = {
|
||||
{ "face_player" },
|
||||
{ "show_text", "_SSAnne2FRoomsGentleman3Text" },
|
||||
{ "mark_seen", "SNORLAX" },
|
||||
{ "push_screen", "DexEntryMenu", "SNORLAX" },
|
||||
},
|
||||
|
||||
-- SSAnne2FRoomsGentleman4Text: PrintText(_SSAnne2FRoomsGentleman4Text)
|
||||
|
||||
@@ -23,9 +23,13 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- PrintText on a text_end string returns with the box still drawn and
|
||||
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
M.VIRIDIAN_CITY = {
|
||||
|
||||
@@ -0,0 +1,175 @@
|
||||
-- Viridian School House's two readables (data/events/hidden_events.asm,
|
||||
-- hidden_events_for VIRIDIAN_SCHOOL_HOUSE):
|
||||
-- hidden_text_predef 3, 0 PrintBlackboardLinkCableText, ViridianSchoolBlackboard
|
||||
-- hidden_text_predef 3, 4 PrintNotebookText, ViridianSchoolNotebook
|
||||
-- tools/extract/field.py only parses `hidden_event` rows, so neither
|
||||
-- hidden_text_predef row reaches data/generated/field.lua and both tiles
|
||||
-- were dead A presses (#503). Same hook shape, and the same sibling asm
|
||||
-- file, as the Celadon roof house in data/scripts/celadon_eevee.lua (#391);
|
||||
-- hidden_text_predef spends the facing byte on the tx_pre id, so neither
|
||||
-- tile gates on facing.
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
local Theme = require("src.ui.Theme")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
|
||||
-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
|
||||
-- StatusAilmentText1/2 are the two columns of the 12x8 box at the top left
|
||||
-- (hlcoord 0, 0 + `lb bc, 6, 10`); picking a status prints its
|
||||
-- ViridianBlackboardStatusPointers entry and jumps back to .blackboardLoop,
|
||||
-- QUIT or B falls through to .exitBlackboard.
|
||||
local STATUS_LABELS = {
|
||||
{ " SLP", "_ViridianBlackboardSleepText" },
|
||||
{ " PSN", "_ViridianBlackboardPoisonText" },
|
||||
{ " PAR", "_ViridianBlackboardPrlzText" },
|
||||
{ " BRN", "_ViridianBlackboardBurnText" },
|
||||
{ " FRZ", "_ViridianBlackboardFrozenText" },
|
||||
}
|
||||
|
||||
-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
|
||||
-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
|
||||
-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
|
||||
-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
|
||||
-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
|
||||
-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
|
||||
-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
|
||||
-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
|
||||
local BOARD_LABELS = {}
|
||||
for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
|
||||
BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
|
||||
local BOARD_COL_X = { 1, 6 }
|
||||
local BOARD_ROW_Y = 2
|
||||
local BOARD_ROWS = 3
|
||||
|
||||
local StatusBoard = {}
|
||||
StatusBoard.__index = StatusBoard
|
||||
|
||||
function StatusBoard.new(game, onPick, onQuit)
|
||||
return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
|
||||
onPick = onPick, onQuit = onQuit }, StatusBoard)
|
||||
end
|
||||
|
||||
-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
|
||||
-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
|
||||
-- is QUIT
|
||||
function StatusBoard:selection()
|
||||
return (self.col - 1) * BOARD_ROWS + self.row
|
||||
end
|
||||
|
||||
function StatusBoard:update()
|
||||
local input = self.game.input
|
||||
if input:wasPressed("up") then
|
||||
-- wMenuWrappingEnabled is never set here, so both ends are hard stops
|
||||
if self.row > 1 then self.row = self.row - 1 end
|
||||
elseif input:wasPressed("down") then
|
||||
if self.row < BOARD_ROWS then self.row = self.row + 1 end
|
||||
elseif input:wasPressed("left") then
|
||||
self.col = 1
|
||||
elseif input:wasPressed("right") then
|
||||
self.col = 2
|
||||
elseif input:wasPressed("a") or input:wasPressed("b") then
|
||||
-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
|
||||
-- and B and QUIT share .exitBlackboard
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
local sel = self:selection()
|
||||
if input:wasPressed("b") or sel > #STATUS_LABELS then
|
||||
self.onQuit()
|
||||
else
|
||||
self.onPick(sel)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StatusBoard:draw()
|
||||
Font.drawBox(0, 0, 12, 8)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
for i, label in ipairs(BOARD_LABELS) do
|
||||
local col = i <= BOARD_ROWS and 1 or 2
|
||||
local row = i - (col - 1) * BOARD_ROWS
|
||||
Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
|
||||
end
|
||||
-- wTopMenuItemX equals the column PlaceString started at, so the cursor
|
||||
-- covers the blank each label leads with
|
||||
Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
|
||||
(BOARD_ROW_Y + self.row - 1) * 8)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
local function blackboard(game)
|
||||
local text = game.data.text or {}
|
||||
local openBoard
|
||||
-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
|
||||
-- and nothing inside the loop clears them again: after a status blurb
|
||||
-- `jp .blackboardLoop` comes back with the cursor still on the row and
|
||||
-- column the player just picked. One StatusBoard lives for the whole
|
||||
-- reading and is re-pushed each pass, so only entering the blackboard
|
||||
-- resets to the left column / top row (#591).
|
||||
local board
|
||||
-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
|
||||
-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
|
||||
-- the headings list is. That text ends in `done`, not `prompt`
|
||||
-- (data/text/text_2.asm:646), so PrintText returns with the box still up
|
||||
-- and never waits for a button: TextBox opts.stay holds it open under the
|
||||
-- list and these callbacks pop the pair together (#591).
|
||||
local function closeBoard()
|
||||
game.stack:pop() -- the headings list
|
||||
game.stack:pop() -- the held "Which heading" box under it
|
||||
end
|
||||
local function pick(i)
|
||||
closeBoard()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
|
||||
end
|
||||
function openBoard()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
|
||||
nil, { stay = { onShown = function()
|
||||
board = board or StatusBoard.new(game, pick, closeBoard)
|
||||
game.stack:push(board)
|
||||
end } }))
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._ViridianSchoolBlackboardText1
|
||||
or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
|
||||
openBoard))
|
||||
end
|
||||
|
||||
-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
|
||||
-- pages 1-3 each end in TurnPageSchoolNotebook (TurnPageText + YesNoChoice)
|
||||
-- and NO stops the read; page 4 turns without asking and runs straight into
|
||||
-- page 5, the girl catching you at it.
|
||||
local function notebook(game)
|
||||
local text = game.data.text or {}
|
||||
local function page(n, after)
|
||||
return TextBox.new(game, text["_ViridianSchoolNotebookText" .. n] or "", after)
|
||||
end
|
||||
local function turnPage(nextPage)
|
||||
return function()
|
||||
game.stack:push(TextBox.new(game, text._TurnPageText or "Turn the page?",
|
||||
nil, { choice = function(yes)
|
||||
if yes then game.stack:push(nextPage()) end
|
||||
end }))
|
||||
end
|
||||
end
|
||||
local function page5() return page(5) end
|
||||
local function page4() return page(4, function() game.stack:push(page5()) end) end
|
||||
local function page3() return page(3, turnPage(page4)) end
|
||||
local function page2() return page(2, turnPage(page3)) end
|
||||
game.stack:push(page(1, turnPage(page2)))
|
||||
end
|
||||
|
||||
return {
|
||||
VIRIDIAN_SCHOOL_HOUSE = {
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
if fx == 3 and fy == 0 then
|
||||
blackboard(game)
|
||||
return true
|
||||
end
|
||||
if fx == 3 and fy == 4 then
|
||||
notebook(game)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
},
|
||||
}
|
||||
@@ -15,6 +15,7 @@ local files = {
|
||||
"data.scripts.flavor.cerulean_trashed_house",
|
||||
"data.scripts.flavor.copycats_house_1f",
|
||||
"data.scripts.flavor.copycats_house_2f",
|
||||
"data.scripts.flavor.fuchsia_city",
|
||||
"data.scripts.flavor.game_corner",
|
||||
"data.scripts.flavor.lavender_cubone_house",
|
||||
"data.scripts.flavor.lavender_mart",
|
||||
@@ -60,6 +61,7 @@ local files = {
|
||||
"data.scripts.flavor.victory_road_2f",
|
||||
"data.scripts.flavor.viridian_city",
|
||||
"data.scripts.flavor.viridian_nickname_house",
|
||||
"data.scripts.flavor.viridian_school_house", -- #503
|
||||
"data.scripts.flavor.wardens_house",
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,26 @@ local M = {
|
||||
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
|
||||
}
|
||||
|
||||
-- The originals' middle branch shared by every leader's text_asm: beaten
|
||||
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
|
||||
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
|
||||
-- Returns true when the retry took over the talk. A save from before
|
||||
-- #797 already holds the TM without the flag; treat the owned TM as
|
||||
-- received so those saves fall through to the advice text instead of
|
||||
-- collecting a second copy.
|
||||
local function retryTmGive(game, ow, victoryKey, done)
|
||||
local reward = require("data.scripts.victories")[victoryKey]
|
||||
if not (reward and reward.gotFlag) then return false end
|
||||
if game.save.flags[reward.gotFlag] then return false end
|
||||
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
|
||||
if owned > 0 then
|
||||
game.save.flags[reward.gotFlag] = true
|
||||
return false
|
||||
end
|
||||
ow:offerGymTm(reward, done)
|
||||
return true
|
||||
end
|
||||
|
||||
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
|
||||
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
|
||||
-- _PewterGymBrockPreBattleText and engages the leader battle
|
||||
@@ -25,12 +45,14 @@ local M = {
|
||||
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
|
||||
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
|
||||
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
|
||||
-- the GYM in CERULEAN..."). The original's middle branch (beat but
|
||||
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
|
||||
-- unreachable in the port: the TM is granted with the victory.
|
||||
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
|
||||
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
|
||||
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
|
||||
-- at the victory (#797).
|
||||
M.PEWTER_GYM.talk = {
|
||||
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
|
||||
if game.save.flags.EVENT_BEAT_BROCK then
|
||||
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._PewterGymBrockPostBattleAdviceText
|
||||
@@ -48,16 +70,17 @@ M.PEWTER_GYM.talk = {
|
||||
-- (engageTrainer shows that same pre-battle text via resolveText; the
|
||||
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
|
||||
-- -- and once beaten print the post-battle advice text. As with Brock,
|
||||
-- the originals' middle branch (beaten but the TM not yet handed over,
|
||||
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
|
||||
-- granted with the victory.
|
||||
-- the middle branch (beaten but the TM not yet handed over,
|
||||
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
|
||||
-- full at the victory.
|
||||
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
|
||||
-- done) and must call done() itself once whatever it's doing (e.g. a fade
|
||||
-- around a HideObject) finishes, rather than having it invoked
|
||||
-- automatically. Only Giovanni's farewell uses this.
|
||||
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
|
||||
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
|
||||
return function(game, ow, npc, done)
|
||||
if game.save.flags[beatFlag] then
|
||||
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local finish = done
|
||||
if afterAdvice then
|
||||
@@ -79,42 +102,42 @@ end
|
||||
M.CERULEAN_GYM.talk = {
|
||||
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
|
||||
"_CeruleanGymMistyTM11ExplanationText",
|
||||
"TM11 teaches\nBUBBLEBEAM!"),
|
||||
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
|
||||
}
|
||||
|
||||
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
|
||||
M.VERMILION_GYM.talk = {
|
||||
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
|
||||
"_VermilionGymLTSurgePostBattleAdviceText",
|
||||
"A little word of\nadvice, kid!"),
|
||||
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
|
||||
}
|
||||
|
||||
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
|
||||
M.CELADON_GYM.talk = {
|
||||
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
|
||||
"_CeladonGymErikaPostBattleAdviceText",
|
||||
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
|
||||
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
|
||||
}
|
||||
|
||||
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
|
||||
M.FUCHSIA_GYM.talk = {
|
||||
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
|
||||
"_FuchsiaGymKogaPostBattleAdviceText",
|
||||
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
|
||||
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
|
||||
}
|
||||
|
||||
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
|
||||
M.SAFFRON_GYM.talk = {
|
||||
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
|
||||
"_SaffronGymSabrinaPostBattleAdviceText",
|
||||
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
|
||||
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
|
||||
}
|
||||
|
||||
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
|
||||
M.CINNABAR_GYM.talk = {
|
||||
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
|
||||
"_CinnabarGymBlainePostBattleAdviceText",
|
||||
"FIRE BLAST is the\nultimate fire\ntechnique!"),
|
||||
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
|
||||
}
|
||||
|
||||
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
|
||||
@@ -142,7 +165,7 @@ M.VIRIDIAN_GYM.talk = {
|
||||
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
|
||||
end
|
||||
end, done))
|
||||
end),
|
||||
end, "OPP_GIOVANNI#3"),
|
||||
}
|
||||
|
||||
return M
|
||||
|
||||
@@ -12,11 +12,18 @@
|
||||
-- different files can each add NPCs to the same map), and mod
|
||||
-- contributions from the map_scripts registry compose on top of it.
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local MapScripts = require("src.script.MapScripts")
|
||||
|
||||
-- OaksLab is a full Yellow rewrite (one Eevee ball + forced Pikachu);
|
||||
-- Red/Blue keep the three-starter choose flow.
|
||||
local oaksLab = GameVersion.isYellow()
|
||||
and "data.scripts.oaks_lab_yellow"
|
||||
or "data.scripts.oaks_lab"
|
||||
|
||||
for _, mapEntry in ipairs({
|
||||
{ "PALLET_TOWN", "data.scripts.pallet_town" },
|
||||
{ "OAKS_LAB", "data.scripts.oaks_lab" },
|
||||
{ "OAKS_LAB", oaksLab },
|
||||
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
|
||||
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
|
||||
}) do
|
||||
@@ -36,6 +43,19 @@ for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
|
||||
end
|
||||
end
|
||||
|
||||
-- Yellow-only content on top of the shared tables (talk keys merge per
|
||||
-- TEXT constant): the Kanto-starter gift quests and Jessie & James.
|
||||
if GameVersion.isYellow() then
|
||||
for _, file in ipairs({ "data.scripts.yellow_gifts",
|
||||
"data.scripts.yellow_jessie_james",
|
||||
"data.scripts.yellow_beach_house",
|
||||
"data.scripts.yellow_viridian_old_man" }) do
|
||||
for mapId, mod in pairs(require(file)) do
|
||||
MapScripts.attachBase(mapId, mod)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local M = {}
|
||||
|
||||
function M.get(mapId)
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
-- takes it ("I'll take this one, then!") and both balls disappear.
|
||||
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
|
||||
-- OaksLabRivalTakePokeBallScript.
|
||||
-- * Leftover ball (after the pick): Oak turns and reads the last-mon
|
||||
-- line instead of re-offering the starter (OaksLabLastMonScript, #601).
|
||||
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
|
||||
-- has walked you in, else "gramps isn't around" (#218); with
|
||||
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
|
||||
@@ -20,10 +22,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
rivalBallX, rivalBall)
|
||||
return {
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
|
||||
{ "jump_if_true", 20 }, -- 2
|
||||
{ "jump_if_true", 22 }, -- 2
|
||||
-- no picking until Oak has walked you in (OaksLabScript gating)
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
||||
{ "jump_if_false", 20 }, -- 4
|
||||
{ "jump_if_false", 25 }, -- 4
|
||||
-- the Pokédex "new species" entry shows before the ask (predef
|
||||
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
|
||||
-- sets the owned bits so ShowPokedexData prints height/weight/text;
|
||||
@@ -31,30 +33,45 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
{ "push_screen", "DexEntryMenu",
|
||||
{ species = species, forceOwned = true } }, -- 5
|
||||
{ "ask", askText }, -- 6
|
||||
{ "jump_if_false", 21 }, -- 7
|
||||
{ "jump_if_false", "end" }, -- 7
|
||||
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
|
||||
-- inside give_pokemon). Show the received text first so the
|
||||
-- nickname prompt follows "you got X", matching Gen1.
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
|
||||
{ "give_pokemon", species, 5 }, -- 9
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
|
||||
{ "set_flag", choseFlag }, -- 11
|
||||
-- The received text carries sound_get_key_item (OaksLab.asm
|
||||
-- OaksLabReceivedMonText); the jingle plays as the box opens
|
||||
-- (same beat as the Yellow port's starter, #668).
|
||||
{ "play_sound", "Get_Key_Item" }, -- 8
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
|
||||
{ "give_pokemon", species, 5 }, -- 10
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
|
||||
{ "set_flag", choseFlag }, -- 12
|
||||
-- POKé BALLs are not handed out here in the original -- Oak gives
|
||||
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
|
||||
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 13
|
||||
-- the rival walks to the countering ball (around the furniture)
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
|
||||
{ "face_object", 1, "up" }, -- 14
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 14
|
||||
{ "face_object", 1, "up" }, -- 15
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
|
||||
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
|
||||
{ "show_text", "_OaksLabRivalReceivedMonText",
|
||||
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
|
||||
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
|
||||
or "BULBASAUR" } }, -- 17
|
||||
{ "jump", 21 }, -- 18
|
||||
{ "jump", 21 }, -- 19 (spacer)
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
|
||||
or "BULBASAUR" } }, -- 19
|
||||
{ "jump", "end" }, -- 20
|
||||
{ "jump", "end" }, -- 21 (spacer)
|
||||
-- a leftover ball after the player's pick: Oak turns to face the
|
||||
-- player and reads the last-mon line instead of re-offering the
|
||||
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
|
||||
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
|
||||
-- out as Pokémon here.
|
||||
{ "face_object", 5, "down" }, -- 22
|
||||
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 23
|
||||
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
|
||||
-- through into the pre-pick line below (#601 remnant, reported on #600)
|
||||
{ "jump", "end" }, -- 24
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 25
|
||||
}
|
||||
end
|
||||
|
||||
@@ -62,10 +79,22 @@ return {
|
||||
talk = {
|
||||
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
|
||||
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
|
||||
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
|
||||
-- (DisplayDexRating) is still skipped.
|
||||
-- in, full Pokédex speech, rival exit, Route 22 arm).
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" },
|
||||
-- OaksLabOak1Text leads with the dex-rating branch (#600): with
|
||||
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS set (converted saves), or
|
||||
-- 2+ species owned once the Pokédex is in hand, Oak asks how it is
|
||||
-- coming and rates it (predef DisplayDexRating). Red keeps the
|
||||
-- GOT_POKEDEX gate that Yellow's copy of this text drops
|
||||
-- (data/scripts/oaks_lab_yellow.lua).
|
||||
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_dex_owned", 2 },
|
||||
{ "jump_if_false", "no_rating" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "label", "no_rating" },
|
||||
{ "check_item", "POKE_BALL" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
|
||||
@@ -151,6 +180,14 @@ return {
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
-- .HowIsYourPokedexComingText ends on `prompt` and OaksLabOak1Text
|
||||
-- sets wDoNotWaitForButtonPressAfterDisplayingText, so the seen/owned
|
||||
-- tally follows with no button wait (engine/events/pokedex_rating.asm)
|
||||
{ "label", "dex_rating" },
|
||||
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
|
||||
{ "dex_rating" },
|
||||
},
|
||||
|
||||
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
|
||||
@@ -245,7 +282,12 @@ return {
|
||||
and y >= 6 then
|
||||
local rival = ow:npcByIndex(1)
|
||||
if not rival then return false end
|
||||
-- OaksLabRivalChallengesPlayerScript swaps in the rival encounter
|
||||
-- fanfare for the taunt/challenge exchange, same as the Yellow port
|
||||
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
|
||||
local rows = {
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
|
||||
}
|
||||
-- the rival routes to a free cell beside the player
|
||||
@@ -283,8 +325,15 @@ return {
|
||||
table.insert(rows, { "jump_if_false", base + 6 })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
|
||||
-- walk out past the player. The fanfare was dropped here (#683) -- the
|
||||
-- parcel scene above already plays Music_MeetRival on both arrival and
|
||||
-- departure (lines 144-146), and this exit should match (#596).
|
||||
table.insert(rows, { "stop_music" })
|
||||
table.insert(rows, { "play_music", "Music_MeetRival" })
|
||||
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
|
||||
@@ -0,0 +1,310 @@
|
||||
-- Hand-ported from pret/pokeyellow scripts/OaksLab.asm.
|
||||
-- Yellow: one Eevee ball on the table. Rival snatches it; Oak then
|
||||
-- gives the player the wild Pikachu he caught earlier (STARTER_PIKACHU).
|
||||
-- Object indices differ from Red (no Charmander/Squirtle/Bulbasaur balls):
|
||||
-- 1 RIVAL (4,3), 2 EEVEE_POKE_BALL (7,3), 3 OAK1 (5,2),
|
||||
-- 4-5 POKEDEX (2,1)/(3,1), 6 OAK2 (door), 7 GIRL, 8-9 SCIENTIST.
|
||||
--
|
||||
-- wRivalStarter rides in save.rivalStarter (RIVAL_STARTER_* 1 JOLTEON /
|
||||
-- 2 FLAREON / 3 VAPOREON): JOLTEON baseline at the snatch
|
||||
-- (OaksLabRivalTakesPokeballScript), FLAREON on a lab win / VAPOREON on
|
||||
-- a lab loss (OaksLabRivalEndBattleScript), and Route 22's first battle
|
||||
-- upgrades FLAREON back to JOLTEON (Route22Rival1AfterBattleScript).
|
||||
|
||||
local OAK1 = 3
|
||||
local RIVAL = 1
|
||||
|
||||
return {
|
||||
talk = {
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" },
|
||||
-- Yellow's OaksLabOak1Text leads with the dex-rating branch: once
|
||||
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS is set (converted saves) or
|
||||
-- 2+ species are owned, Oak asks how the Pokédex is coming and
|
||||
-- rates it (predef DisplayDexRating)
|
||||
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_dex_owned", 2 },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_item", "POKE_BALL" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
|
||||
{ "jump_if_true", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_true", "around_world" },
|
||||
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
|
||||
{ "jump_if_false", "pre_lab_battle" },
|
||||
{ "check_item", "OAKS_PARCEL" },
|
||||
{ "jump_if_false", "raise_young" },
|
||||
-- .DeliverParcelText: parcel handover, then the Pokédex scene
|
||||
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||
{ "take_item", "OAKS_PARCEL", 1 },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalGrampsText" },
|
||||
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "place_npc", RIVAL, 4, 7, "up" },
|
||||
{ "move_npc_to", RIVAL, 4, 3 },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
-- Yellow opens with the rival bragging, not Red's "what did you
|
||||
-- call me for" (OaksLabOakGivesPokedexScript text order)
|
||||
{ "show_text", "_OaksLabRivalMyPokemonHasGrownStrongerText" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakIHaveARequestText" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
|
||||
{ "face_object", RIVAL, "right" },
|
||||
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
|
||||
{ "set_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
|
||||
-- OaksLabOakGivesPokedexScript: HideObject TOGGLE_LYING_OLD_MAN /
|
||||
-- ShowObject TOGGLE_OLD_MAN_2 -- Yellow's tutorial old man stands
|
||||
-- on the sleeper's cell (18,9); the Red/Blue walker OLD_MAN at
|
||||
-- (17,5) never appears in Yellow (#617)
|
||||
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
|
||||
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN2" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "move_npc_to", RIVAL, 4, 7 },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "play_music", "Music_OaksLab" },
|
||||
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
|
||||
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
|
||||
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "raise_young" },
|
||||
-- Yellow: talk-to-it (starter Pikachu) instead of Red raise-young line.
|
||||
{ "show_text", "_OaksLabOak1YouShouldTalkToIt" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_lab_battle" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_true", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1GoAheadItsYours" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "can_fight" },
|
||||
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "around_world" },
|
||||
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "give_balls" },
|
||||
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "give_item", "POKE_BALL", 5, false },
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "dex_rating" },
|
||||
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
|
||||
{ "dex_rating" },
|
||||
},
|
||||
|
||||
-- OaksLabEeveePokeBallText / OaksLabRivalExclamationScript ->
|
||||
-- OaksLabChoseStarterScript..OaksLabPlayerReceivesPikachuScript:
|
||||
-- before Oak's choose speech the ball is just flavor; after it, the
|
||||
-- rival "!"s, shoves the player off the table, snatches the ball,
|
||||
-- then the player is walked over to Oak and handed Pikachu.
|
||||
TEXT_OAKSLAB_EEVEE_POKE_BALL = function(game, ow, npc, done)
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_GOT_STARTER then
|
||||
done()
|
||||
return
|
||||
end
|
||||
if not flags.EVENT_OAK_ASKED_TO_CHOOSE_MON then
|
||||
ow.runner:run({
|
||||
{ "show_text", "_OaksLabThatsAPokeball" },
|
||||
}, { onDone = done })
|
||||
return
|
||||
end
|
||||
local px, py = ow.player.cellX, ow.player.cellY
|
||||
local rows = {
|
||||
-- OaksLabRivalExclamationScript: "!" over the rival
|
||||
{ "emote", RIVAL, "shock" },
|
||||
}
|
||||
-- .RivalPushesPlayerAwayFromEeveeBall is DOWN then RIGHT x3 (the $07
|
||||
-- bytes are Yellow's own step-right encoding, decoded by
|
||||
-- engine/overworld/movement.asm Func_5288 -> Func_532b), and the
|
||||
-- PAD_RIGHT x2 shove is NOT queued alongside it:
|
||||
-- OaksLabRivalTakesPokeballScript .asm_1c564 polls every frame and
|
||||
-- only simulates the pair once wNPCNumScriptedSteps reads 1 -- i.e.
|
||||
-- as the rival begins the LAST byte, the step onto the tile the
|
||||
-- player is standing on. Starting both on one row had Red stroll
|
||||
-- off the Eevee while the rival was still at the top of the table
|
||||
-- (#559).
|
||||
if py == 4 then
|
||||
rows[#rows + 1] = { "walk_npc", RIVAL, { "down", "right", "right" } }
|
||||
-- this one runs concurrently with the shove below
|
||||
rows[#rows + 1] = { "walk_npc", RIVAL, { "right" }, { wait = false } }
|
||||
rows[#rows + 1] = { "face_player_dir", "left" }
|
||||
rows[#rows + 1] = { "move_player", "right", 2 }
|
||||
-- move_player blocks for both tiles, so the rival has already
|
||||
-- landed on (7,4); this is just the beat before he turns up
|
||||
rows[#rows + 1] = { "wait", 20 }
|
||||
else
|
||||
rows[#rows + 1] = { "move_npc_to", RIVAL, 7, 4 }
|
||||
end
|
||||
rows[#rows + 1] = { "face_object", RIVAL, "up" }
|
||||
rows[#rows + 1] = { "hide_object", "OAKS_LAB", "OAKSLAB_EEVEE_POKE_BALL" }
|
||||
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
|
||||
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText5" }
|
||||
-- OaksLabRLE_PlayerWalksToOak: the simulated-joypad buffer plays
|
||||
-- its RLE list BACKWARDS (StartSimulatingJoypadStates consumes
|
||||
-- from wSimulatedJoypadStatesEnd), so the real order is LEFT 1,
|
||||
-- DOWN 1, LEFT 3, UP 2 -- from the shove spot (9,4) the player
|
||||
-- rounds the BOTTOM of the table to (5,3), directly below Oak
|
||||
if py == 4 then
|
||||
rows[#rows + 1] = { "walk_npc", "player",
|
||||
{ "left", "down", "left", "left", "left", "up", "up" } }
|
||||
else
|
||||
rows[#rows + 1] = { "walk_npc", "player", { "left" } }
|
||||
end
|
||||
rows[#rows + 1] = { "face_player_dir", "up" }
|
||||
rows[#rows + 1] = { "face_object", OAK1, "down" }
|
||||
-- OaksLabPlayerReceivedMonText: no nickname prompt -- the starter
|
||||
-- Pikachu keeps its species name
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
|
||||
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5, true }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
|
||||
TEXT_OAKSLAB_RIVAL = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_GOT_STARTER" },
|
||||
{ "jump_if_false", "pre_starter" },
|
||||
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "pre_starter" },
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB_2" },
|
||||
{ "jump_if_false", "gramps_gone" },
|
||||
{ "show_text", "_OaksLabRivalIllGetABetterPokemonThanYou" },
|
||||
{ "jump", "end" },
|
||||
|
||||
{ "label", "gramps_gone" },
|
||||
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
|
||||
},
|
||||
},
|
||||
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
end
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
|
||||
end,
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local flags = game.save.flags
|
||||
-- OaksLabPlayerDontGoAwayScript: y==6 without the starter walks the
|
||||
-- player back up a tile
|
||||
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
|
||||
and y >= 6 then
|
||||
ow.runner:run({
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "face_object", RIVAL, "down" },
|
||||
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
|
||||
{ "move_player", "up", 1 },
|
||||
}, {})
|
||||
return true
|
||||
end
|
||||
-- OaksLabRivalChallengesPlayerScript..OaksLabPikachuDislikesPokeballsScript:
|
||||
-- heading for the door with Pikachu starts the rival battle, his
|
||||
-- exit walk, then Pikachu pops out of its ball.
|
||||
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB
|
||||
and y >= 6 then
|
||||
local rival = ow:npcByIndex(RIVAL)
|
||||
if not rival then return false end
|
||||
local rows = {
|
||||
{ "face_player_dir", "up" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" },
|
||||
}
|
||||
-- FindPathToPlayer with the Y distance decremented: the rival
|
||||
-- stops one tile above the player
|
||||
local target
|
||||
for _, c in ipairs({ { x, y - 1 }, { x - 1, y }, { x + 1, y },
|
||||
{ x, y + 1 } }) do
|
||||
if ow.map:inBounds(c[1], c[2]) and ow.map:isWalkableCell(c[1], c[2]) then
|
||||
target = c
|
||||
break
|
||||
end
|
||||
end
|
||||
if target then
|
||||
table.insert(rows, { "move_npc_to", RIVAL, target[1], target[2] })
|
||||
end
|
||||
table.insert(rows, { "face_object", RIVAL,
|
||||
target and target[2] < y and "down"
|
||||
or target and target[2] > y and "up"
|
||||
or target and target[1] < x and "right" or "left" })
|
||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", 1 })
|
||||
table.insert(rows, { "heal_party" })
|
||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||
-- OaksLabRivalEndBattleScript: his Eevee's future evolution is
|
||||
-- decided here -- FLAREON if the player won, VAPOREON otherwise
|
||||
table.insert(rows, { "check_battle_result", "win" })
|
||||
table.insert(rows, { "jump_if_false", "lost_lab" })
|
||||
table.insert(rows, { "set_field", "rivalStarter", 2 })
|
||||
table.insert(rows, { "jump", "exit" })
|
||||
table.insert(rows, { "label", "lost_lab" })
|
||||
table.insert(rows, { "set_field", "rivalStarter", 3 })
|
||||
table.insert(rows, { "label", "exit" })
|
||||
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
|
||||
-- walk out past the player (#683).
|
||||
table.insert(rows, { "wait", 20 })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
table.insert(rows, { "stop_music" })
|
||||
table.insert(rows, { "play_music", "Music_MeetRival" })
|
||||
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
|
||||
-- The overworld follower itself is still an open port
|
||||
-- (docs/yellow-version.md runtime backlog); the story beat plays.
|
||||
table.insert(rows, { "play_cry", "PIKACHU" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
@@ -4,9 +4,11 @@
|
||||
-- (.PlayerNextToSafariZoneWorker1CoordsArray). Paying ¥500 hands over
|
||||
-- 30 SAFARI BALLs and starts the 502-step game
|
||||
-- (SafariZoneGateWouldYouLikeToJoinScript: wSafariSteps = 502,
|
||||
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED). Declining walks you back
|
||||
-- so you can't slip past. Returning to the gate ends the game and the
|
||||
-- worker takes the leftover balls back.
|
||||
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED), then auto-walks the player
|
||||
-- up through the north warp into the zone. Declining walks you back
|
||||
-- so you can't slip past. Returning to the gate ends the game, the
|
||||
-- worker takes the leftover balls back and the auto-walk drops you 3
|
||||
-- cells below the warp you came in by (#540).
|
||||
--
|
||||
-- Step/ball bookkeeping lives in src/world/OverworldController.lua
|
||||
-- (safariStep/safariGameOver, from
|
||||
@@ -19,17 +21,87 @@ local FEE = 500
|
||||
local BALLS = 30
|
||||
local STEPS = 502
|
||||
|
||||
local function startGame(game, t, done)
|
||||
game.save.money = game.save.money - FEE
|
||||
game.save.safari = { balls = BALLS, steps = STEPS }
|
||||
-- SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText .success closes with
|
||||
-- `ld a, PAD_UP / ld c, 3 / SafariZoneEntranceAutoWalk`: paying walks the
|
||||
-- player up out of the gate and through the north warp, it is never left to
|
||||
-- the player. EVENT_IN_SAFARI_ZONE is already set when that walk runs, so
|
||||
-- the two gate steps taken before the warp fires are charged against
|
||||
-- wSafariSteps (home/overworld.asm:307-310) -- which is why the counter
|
||||
-- reads 500/500 on arrival even though the script wrote 502 (#540). The
|
||||
-- port's counter only runs on the nine interior maps (FieldDefaults
|
||||
-- safari.stepMaps, OverworldState:inSafariStepZone), so charge those two
|
||||
-- steps here instead.
|
||||
local function walkIntoZone(game, ow)
|
||||
local p = ow.player
|
||||
-- only from the two trigger cells in front of the worker, which are the
|
||||
-- columns the north warps sit on; a player who paid after TALKING to him
|
||||
-- from somewhere else walks in on their own, as they do today
|
||||
local w = p.cellY == 2 and ow.map:warpAtCell(p.cellX, 0) or nil
|
||||
if not w then return end
|
||||
ow:scriptMove(p, "up", 2, function()
|
||||
local st = game.save.safari
|
||||
if st then st.steps = st.steps - 2 end
|
||||
-- scripted steps skip onStepComplete (and with it CheckWarpsNoCollision),
|
||||
-- so take that warp explicitly once the walk lands on it
|
||||
ow:takeWarp(w.def)
|
||||
end)
|
||||
end
|
||||
|
||||
local function startGame(game, ow, t, done, balls, introText)
|
||||
game.save.safari = { balls = balls or BALLS, steps = STEPS }
|
||||
game.save.safariNags = nil
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local paid = (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
|
||||
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
|
||||
:gsub("{PLAYER}", game.save.player.name)
|
||||
local paid = introText
|
||||
or (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
|
||||
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
|
||||
:gsub("{NUM:[^}]*}", "500")
|
||||
paid = paid:gsub("{PLAYER}", game.save.player.name)
|
||||
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
|
||||
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
|
||||
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
|
||||
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
|
||||
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, function()
|
||||
if done then done() end
|
||||
walkIntoZone(game, ow)
|
||||
end))
|
||||
end
|
||||
|
||||
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
|
||||
-- the full fee still gets in.
|
||||
-- 0 < money < 500: SafariZoneEntranceCalculateLowCostAdmission takes
|
||||
-- everything and hands over min(money/23 + 1, 29) balls.
|
||||
-- money == 0: SafariZoneEntranceGetLowCostAdmissionText nags four times
|
||||
-- (LowCostText5/6/7/8), then relents -- free entry, one ball.
|
||||
local function yellowLowCost(game, ow, t, done, back)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
if game.save.money > 0 then
|
||||
local balls = math.min(math.floor(game.save.money / 23) + 1, 29)
|
||||
game.save.money = 0
|
||||
local intro =
|
||||
(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
.. (t._SafariZoneLowCostText1
|
||||
or "\fOh, all right, pay\nme what you have.")
|
||||
.. "\f" .. (t._SafariZoneLowCostText2
|
||||
or "But, I can't give\nyou all 30 BALLs.")
|
||||
startGame(game, ow, t, done, balls, intro)
|
||||
return
|
||||
end
|
||||
local nag = game.save.safariNags or 0
|
||||
game.save.safariNags = nag + 1
|
||||
if nag >= 3 then
|
||||
local intro =
|
||||
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
|
||||
.. (t._SafariZoneLowCostText3
|
||||
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
|
||||
startGame(game, ow, t, done, 1, intro)
|
||||
return
|
||||
end
|
||||
local nags = {
|
||||
t._SafariZoneLowCostText5 or "I'm sorry, but you\nhave to pay to\nenter.",
|
||||
t._SafariZoneLowCostText6 or "You can't enter\nwithout paying!",
|
||||
t._SafariZoneLowCostText7 or "I said, no money,\nno entry!",
|
||||
}
|
||||
back(nags[nag + 1])
|
||||
end
|
||||
|
||||
local function joinPrompt(game, ow, done)
|
||||
@@ -51,10 +123,15 @@ local function joinPrompt(game, ow, done)
|
||||
back(t._SafariZoneGateSafariZoneWorker1PleaseComeAgainText
|
||||
or "OK! Please come\nagain!")
|
||||
elseif game.save.money < FEE then
|
||||
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
if require("src.core.GameVersion").isYellow() then
|
||||
yellowLowCost(game, ow, t, done, back)
|
||||
else
|
||||
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
|
||||
or "Oops! Not enough\nmoney!")
|
||||
end
|
||||
else
|
||||
startGame(game, t, done)
|
||||
game.save.money = game.save.money - FEE
|
||||
startGame(game, ow, t, done)
|
||||
end
|
||||
end))
|
||||
end))
|
||||
@@ -89,27 +166,38 @@ M.SAFARI_ZONE_GATE = {
|
||||
-- no walks you back into the zone
|
||||
onEnter = function(game, ow)
|
||||
if not game.save.safari or ow.player.cellY > 1 then return end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SafariZoneGateSafariZoneWorker1LeavingEarlyText or "Leaving early?",
|
||||
function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
-- back into the zone through the entrance warp
|
||||
local w = game.data.maps.SAFARI_ZONE_CENTER.warps[1]
|
||||
ow:startWarpTo("SAFARI_ZONE_CENTER", w.x, w.y, "up")
|
||||
return
|
||||
end
|
||||
game.save.safari = nil
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SafariZoneGateSafariZoneWorker1ReturnSafariBallsText
|
||||
or "Please return any\nSAFARI BALLs you\nhave left.")
|
||||
.. "\f" .. (t._SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText
|
||||
or "Did you get a\ngood haul?\fCome again!")))
|
||||
end))
|
||||
end))
|
||||
-- QUEUED, never pushed: onEnter runs inside the arriving warp's
|
||||
-- Transition midpoint, and Transition:finish pops whatever is on top
|
||||
-- the same frame (Timing.WARP_FADE_IN is 0) -- so a box pushed here is
|
||||
-- swallowed, and on a build where it survived it drew over a screen
|
||||
-- still faded to black (#540). Same contract as M.HALL_OF_FAME in
|
||||
-- data/scripts/story.lua.
|
||||
--
|
||||
-- SafariZoneGateLeavingSafariScript .leaving_early: YES prints the
|
||||
-- return-balls text, faces the player down and runs
|
||||
-- SafariZoneEntranceAutoWalk with `PAD_DOWN, c = 3`, landing on the
|
||||
-- counter row 3 cells below the warp you came in by; NO prints
|
||||
-- "Good Luck!" and walks one step back up through that same warp.
|
||||
local rightSide = ow.player.cellX ~= 3
|
||||
local dest = game.data.maps.SAFARI_ZONE_CENTER.warps[rightSide and 2 or 1]
|
||||
ow:queueScript({
|
||||
{ "ask", "_SafariZoneGateSafariZoneWorker1LeavingEarlyText" },
|
||||
{ "jump_if_false", "stay" },
|
||||
-- the port never reaches SafariZoneGateLeavingSafariScript's own
|
||||
-- GOOD_HAUL_COME_AGAIN branch (safariGameOver warps straight to the
|
||||
-- counter), so the sign-off rides on this path
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText" },
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText" },
|
||||
-- no value: set_field assigns nil, which is how save.safari is cleared
|
||||
{ "set_field", "safari" },
|
||||
-- move_player runs through scriptMove, which skips onStepComplete, so
|
||||
-- walking back down past (x,2) cannot re-fire the join trigger
|
||||
{ "move_player", "down", 3 },
|
||||
{ "jump", "end" },
|
||||
{ "label", "stay" },
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodLuckText" },
|
||||
{ "warp", "SAFARI_ZONE_CENTER", dest.x, dest.y, "up" },
|
||||
})
|
||||
end,
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
-- field.seafoam (SEAFOAM_ISLANDS_1F/B1F/B3F holes+holeDestination and
|
||||
-- B3F's pluggedByHolesOn) plus the generic
|
||||
-- OverworldState:boulderIntoHole in src/world/OverworldController.lua;
|
||||
-- no per-map onEnter hook is needed here.
|
||||
-- no per-map onEnter hook is needed for the boulders.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -23,4 +23,46 @@ M.VERMILION_GYM = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- The PLAYER falling down those same holes (#599). field.seafoam's holes
|
||||
-- carry only the BOULDER's object cell on the floor below (landsAt), not
|
||||
-- the player's landing, so the player's landing is spelled out here: it
|
||||
-- comes from data/maps/special_warps.asm DungeonWarpList/DungeonWarpData,
|
||||
-- which the importer does not extract. Same shape as MANSION_HOLES in
|
||||
-- data/scripts/story6.lua and VICTORY_ROAD_3F.onStep in
|
||||
-- data/scripts/story.lua; CAVERN $22 is a walkable tile, so the fall has
|
||||
-- to be an onStep, not a collision block.
|
||||
--
|
||||
-- Sources: scripts/SeafoamIslands1F.asm Seafoam1HolesCoords (17,6)/(24,6),
|
||||
-- B1F.asm Seafoam2HolesCoords (18,6)/(23,6), B2F.asm Seafoam3HolesCoords
|
||||
-- (19,6)/(22,6), B3F.asm Seafoam4HolesCoords (3,16)/(6,16). Each floor
|
||||
-- sets wDungeonWarpDestinationMap and calls IsPlayerOnDungeonWarp, and
|
||||
-- wCoordIndex picks that floor's DungeonWarpData row. Unconditional in
|
||||
-- the original: a plugged hole still drops the player. The B3F and B4F
|
||||
-- landings are water; setMap's CheckForceBikeOrSurf pass
|
||||
-- (OverworldState:checkForcedMovement) mounts SURF on arrival.
|
||||
local HOLE_FALLS = {
|
||||
SEAFOAM_ISLANDS_1F = { { 17, 6, "SEAFOAM_ISLANDS_B1F", 18, 7 },
|
||||
{ 24, 6, "SEAFOAM_ISLANDS_B1F", 23, 7 } },
|
||||
SEAFOAM_ISLANDS_B1F = { { 18, 6, "SEAFOAM_ISLANDS_B2F", 19, 7 },
|
||||
{ 23, 6, "SEAFOAM_ISLANDS_B2F", 22, 7 } },
|
||||
SEAFOAM_ISLANDS_B2F = { { 19, 6, "SEAFOAM_ISLANDS_B3F", 18, 7 },
|
||||
{ 22, 6, "SEAFOAM_ISLANDS_B3F", 19, 7 } },
|
||||
SEAFOAM_ISLANDS_B3F = { { 3, 16, "SEAFOAM_ISLANDS_B4F", 4, 14 },
|
||||
{ 6, 16, "SEAFOAM_ISLANDS_B4F", 5, 14 } },
|
||||
}
|
||||
|
||||
for mapId, holes in pairs(HOLE_FALLS) do
|
||||
M[mapId] = M[mapId] or {}
|
||||
M[mapId].onStep = function(game, ow, x, y)
|
||||
for _, h in ipairs(holes) do
|
||||
if x == h[1] and y == h[2] then
|
||||
require("src.core.Sound").play(game.data, "Faint_Fall")
|
||||
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
|
||||
@@ -183,11 +183,17 @@ M.BILLS_HOUSE = {
|
||||
overworld = ow },
|
||||
"BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
||||
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
|
||||
require("src.world.PikachuFollower").onBillEnteredMachine(game, ow)
|
||||
done()
|
||||
end
|
||||
if ow.player.facing == "down" then
|
||||
-- the player is standing on his straight path: walk around
|
||||
-- (.PokemonWalkAroundPlayerMovement)
|
||||
-- (.PokemonWalkAroundPlayerMovement). BillsHouseScript2 runs
|
||||
-- BillsHousePikachuWatchPlayer first on this branch, so a
|
||||
-- Pikachu that is still following steps clear of Bill's detour
|
||||
-- and turns to watch the player (#455).
|
||||
require("src.world.PikachuFollower")
|
||||
.onBillWalksAroundPlayer(game, ow)
|
||||
ow:scriptMove(npc, "right", 1, function()
|
||||
ow:scriptMove(npc, "up", 2, function()
|
||||
ow:scriptMove(npc, "left", 1, function()
|
||||
@@ -273,6 +279,9 @@ M.BILLS_HOUSE = {
|
||||
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
|
||||
end
|
||||
if not flags.EVENT_MET_BILL_2 then
|
||||
require("src.world.PikachuFollower").onBillsHouseEnter(game, ow)
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -596,12 +605,34 @@ local function snorlaxWake(mapId, objName, beatFlag, wokeUpText, calmedText)
|
||||
}
|
||||
end
|
||||
|
||||
-- A beaten Snorlax is gone for good: Route12/Route16DefaultScript run
|
||||
-- HideObject in the same breath as the battle that sets
|
||||
-- EVENT_BEAT_ROUTEnn_SNORLAX, so "event set, object still on the map" is a
|
||||
-- state the asm cannot produce. Here it can (a mod's world:toggleObject, a
|
||||
-- save edited or migrated from a build older than the flag), and it is a
|
||||
-- dead end: ItemEffects' adjacentSleepingSnorlax refuses to wake a Snorlax
|
||||
-- whose beat flag is set (ItemUsePokeFlute's CheckEvent, engine/items/
|
||||
-- item_effects.asm), so the sleeper sits in the road forever and Cycling
|
||||
-- Road is unreachable (#585). Reconcile the toggle from the flag on every
|
||||
-- entry -- the mirror of SaveData.lua's toggle -> flag backfill, and the
|
||||
-- same repair shape the Silph Co. floors use below.
|
||||
local function hideBeatenSnorlax(mapId, objName, beatFlag)
|
||||
return function(game, ow)
|
||||
if not game.save.flags[beatFlag] then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
mapId, objName)
|
||||
end
|
||||
end
|
||||
|
||||
-- snorlaxWake is looked up by ItemEffects.lua/BagMenu.lua (via
|
||||
-- data/scripts/init.lua's M.get) and run when the flute wakes Snorlax;
|
||||
-- objName/beatFlag let ItemEffects find the NPC and check whether it's
|
||||
-- already been beaten before allowing the wake.
|
||||
M.ROUTE_12 = {
|
||||
talk = { TEXT_ROUTE12_SNORLAX = { { "show_text", "_Route12SnorlaxText" } } },
|
||||
onEnter = hideBeatenSnorlax("ROUTE_12", "ROUTE12_SNORLAX",
|
||||
"EVENT_BEAT_ROUTE12_SNORLAX"),
|
||||
snorlaxWake = {
|
||||
objName = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX",
|
||||
script = snorlaxWake("ROUTE_12", "ROUTE12_SNORLAX", "EVENT_BEAT_ROUTE12_SNORLAX",
|
||||
@@ -610,6 +641,8 @@ M.ROUTE_12 = {
|
||||
}
|
||||
M.ROUTE_16 = {
|
||||
talk = { TEXT_ROUTE16_SNORLAX = { { "show_text", "_Route16Text7" } } },
|
||||
onEnter = hideBeatenSnorlax("ROUTE_16", "ROUTE16_SNORLAX",
|
||||
"EVENT_BEAT_ROUTE16_SNORLAX"),
|
||||
snorlaxWake = {
|
||||
objName = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX",
|
||||
script = snorlaxWake("ROUTE_16", "ROUTE16_SNORLAX", "EVENT_BEAT_ROUTE16_SNORLAX",
|
||||
@@ -641,11 +674,18 @@ M.SAFARI_ZONE_SECRET_HOUSE = {
|
||||
M.WARDENS_HOUSE = {
|
||||
talk = {
|
||||
TEXT_WARDENSHOUSE_WARDEN = {
|
||||
-- Labelled rather than hand-numbered: the branches here have been
|
||||
-- re-pointed twice now (#535, #645), and every insert used to mean
|
||||
-- renumbering three jumps that had no way of announcing they were stale.
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_HM04" }, -- 2
|
||||
{ "jump_if_true", 13 }, -- 3
|
||||
-- #535: previously jumped to the same silent-end target as the
|
||||
-- give-then-thank fallthrough, so the warden said nothing on every
|
||||
-- visit after the trade. pokered's .got_item branch
|
||||
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText.
|
||||
{ "jump_if_true", "got_hm04" }, -- 3
|
||||
{ "check_item", "GOLD_TEETH" }, -- 4
|
||||
{ "jump_if_false", 15 }, -- 5
|
||||
{ "jump_if_false", "no_teeth" }, -- 5
|
||||
{ "show_text", "_WardensHouseWardenGaveTheGoldTeethText" }, -- 6
|
||||
{ "take_item", "GOLD_TEETH", 1 }, -- 7
|
||||
{ "set_flag", "EVENT_GAVE_GOLD_TEETH" }, -- 8
|
||||
@@ -654,9 +694,27 @@ M.WARDENS_HOUSE = {
|
||||
{ "give_item", "HM_STRENGTH", 1, false }, -- 10
|
||||
{ "show_text", "_WardensHouseWardenReceivedHM04Text" }, -- 11
|
||||
{ "set_flag", "EVENT_GOT_HM04" }, -- 12
|
||||
{ "jump", 16 }, -- 13 (already got it)
|
||||
{ "jump", 16 }, -- 14 (unused)
|
||||
{ "show_text", "_WardensHouseWardenGibberish1Text" }, -- 15
|
||||
{ "jump", "end" }, -- 13 (jp .done)
|
||||
|
||||
-- #645: WardensHouseWardenText prints Gibberish1, then YesNoChoice,
|
||||
-- and the warden answers the same gibberish either way -- Gibberish2
|
||||
-- on yes, Gibberish3 on no (scripts/WardensHouse.asm). The port
|
||||
-- printed the question and walked off before the answer.
|
||||
{ "label", "no_teeth" }, -- 14
|
||||
{ "ask", "_WardensHouseWardenGibberish1Text" }, -- 15
|
||||
{ "jump_if_true", "gibberish_yes" }, -- 16
|
||||
{ "show_text", "_WardensHouseWardenGibberish3Text" }, -- 17
|
||||
{ "jump", "end" }, -- 18
|
||||
{ "label", "gibberish_yes" }, -- 19
|
||||
{ "show_text", "_WardensHouseWardenGibberish2Text" }, -- 20
|
||||
{ "jump", "end" }, -- 21
|
||||
|
||||
-- #535: pokered .got_item branch (scripts/WardensHouse.asm) --
|
||||
-- printed on every subsequent talk once EVENT_GOT_HM04 is set.
|
||||
-- Text is _WardensHouseWardenHM04ExplanationText (text/WardensHouse.asm):
|
||||
-- HM04 teaches Strength, and hints at the Safari Zone secret house.
|
||||
{ "label", "got_hm04" }, -- 22
|
||||
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 23
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -666,6 +724,70 @@ M.WARDENS_HOUSE = {
|
||||
-- generic OPP_GIOVANNI#2 battle)
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- SilphCo11FTeamRocketLeavesScript (scripts/SilphCo11F.asm) hides every
|
||||
-- ROCKET and rocket-aligned SCIENTIST toggle on 2F-11F the moment Giovanni
|
||||
-- falls; the item balls, the 2F/10F rescued workers and the 7F rival keep
|
||||
-- theirs. Names and order are data/maps/toggleable_objects.asm's
|
||||
-- TOGGLE_SILPH_CO_<floor>_n entries. Saffron City's half of the same
|
||||
-- script lives in M.SAFFRON_CITY (story4.lua) (#392).
|
||||
local SILPH_ROCKET_OBJECTS = {
|
||||
{ "SILPH_CO_2F", { "SILPHCO2F_SCIENTIST1", "SILPHCO2F_SCIENTIST2",
|
||||
"SILPHCO2F_ROCKET1", "SILPHCO2F_ROCKET2" } },
|
||||
{ "SILPH_CO_3F", { "SILPHCO3F_ROCKET", "SILPHCO3F_SCIENTIST" } },
|
||||
{ "SILPH_CO_4F", { "SILPHCO4F_ROCKET1", "SILPHCO4F_SCIENTIST",
|
||||
"SILPHCO4F_ROCKET2" } },
|
||||
{ "SILPH_CO_5F", { "SILPHCO5F_ROCKET1", "SILPHCO5F_SCIENTIST",
|
||||
"SILPHCO5F_ROCKER", "SILPHCO5F_ROCKET2" } },
|
||||
{ "SILPH_CO_6F", { "SILPHCO6F_ROCKET1", "SILPHCO6F_SCIENTIST",
|
||||
"SILPHCO6F_ROCKET2" } },
|
||||
{ "SILPH_CO_7F", { "SILPHCO7F_ROCKET1", "SILPHCO7F_SCIENTIST",
|
||||
"SILPHCO7F_ROCKET2", "SILPHCO7F_ROCKET3" } },
|
||||
{ "SILPH_CO_8F", { "SILPHCO8F_ROCKET1", "SILPHCO8F_SCIENTIST",
|
||||
"SILPHCO8F_ROCKET2" } },
|
||||
{ "SILPH_CO_9F", { "SILPHCO9F_ROCKET1", "SILPHCO9F_SCIENTIST",
|
||||
"SILPHCO9F_ROCKET2" } },
|
||||
{ "SILPH_CO_10F", { "SILPHCO10F_ROCKET", "SILPHCO10F_SCIENTIST" } },
|
||||
{ "SILPH_CO_11F", { "SILPHCO11F_GIOVANNI", "SILPHCO11F_ROCKET1",
|
||||
"SILPHCO11F_ROCKET2" } },
|
||||
}
|
||||
|
||||
-- hide_object writes save.objectToggles, so the single pass at the win
|
||||
-- covers floors the player is not standing on; onlyMap is the per-floor
|
||||
-- repair path below.
|
||||
local function silphRocketsLeave(game, ow, onlyMap)
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
|
||||
if not onlyMap or onlyMap == floor[1] then
|
||||
for _, name in ipairs(floor[2]) do
|
||||
Commands.hide_object(ctx, floor[1], name)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- SilphCo11FGiovanniAfterBattleScript (scripts/SilphCo11F.asm) is the whole
|
||||
-- aftermath: DisplayTextID TEXT_SILPHCO11F_GIOVANNI_YOU_RUINED_OUR_PLANS,
|
||||
-- GBFadeOutToBlack, SilphCo11FTeamRocketLeavesScript, Delay3,
|
||||
-- GBFadeInFromBlack, then SetEvent. The port had only the hide pass, so the
|
||||
-- speech never played and every rocket blinked out in front of the player
|
||||
-- (#722). Same hide list as silphRocketsLeave, spelled as script rows so the
|
||||
-- fade can hold over it.
|
||||
local function silphAftermathRows()
|
||||
local rows = {
|
||||
{ "show_text", "_SilphCo11FGiovanniYouRuinedOurPlansText" },
|
||||
{ "fade", "out" },
|
||||
}
|
||||
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
|
||||
for _, name in ipairs(floor[2]) do
|
||||
rows[#rows + 1] = { "hide_object", floor[1], name }
|
||||
end
|
||||
end
|
||||
rows[#rows + 1] = { "wait", 3 } -- Delay3
|
||||
rows[#rows + 1] = { "fade", "in" }
|
||||
return rows
|
||||
end
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
|
||||
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
|
||||
@@ -678,9 +800,13 @@ M.SILPH_CO_11F = {
|
||||
-- line) would touch, and the whole Silph ending -- the flag, the Master
|
||||
-- Ball, the Saffron streets clearing -- silently never happened.
|
||||
--
|
||||
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
|
||||
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
|
||||
-- sets nothing, so the trigger re-arms exactly as vanilla does.
|
||||
-- SilphCo11FDefaultScript orders it DisplayTextID TEXT_SILPHCO11F_GIOVANNI
|
||||
-- FIRST, then MoveSprite .GiovanniMovement: he speaks from behind the desk
|
||||
-- and only then walks the three tiles down. Moving him before the box made
|
||||
-- him cross the room in silence and deliver the speech point-blank (#869),
|
||||
-- so the box comes first here and engageTrainer skips its own battle text.
|
||||
-- victories.lua OPP_GIOVANNI#2 sets the event on a win; a loss sets
|
||||
-- nothing, so the trigger re-arms exactly as vanilla does.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
|
||||
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
|
||||
@@ -689,45 +815,72 @@ M.SILPH_CO_11F = {
|
||||
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
|
||||
end
|
||||
if not gio or ow:trainerDefeated(gio) then return false end
|
||||
ow:scriptMove(gio, "down", 3, function()
|
||||
gio:facePlayer(ow.player)
|
||||
ow:engageTrainer(gio, function()
|
||||
-- SilphCo11FTeamRocketLeavesScript: Giovanni leaves the floor
|
||||
-- after the loss (the street rockets are handled by
|
||||
-- M.SAFFRON_CITY.onEnter in story4.lua).
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
|
||||
end
|
||||
end)
|
||||
end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._SilphCo11FGiovanniText
|
||||
or "Ah {PLAYER}!\nSo we meet again!",
|
||||
function()
|
||||
ow:scriptMove(gio, "down", 3, function()
|
||||
gio:facePlayer(ow.player)
|
||||
ow:engageTrainer(gio, function()
|
||||
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!"
|
||||
-- speech, then SilphCo11FTeamRocketLeavesScript behind a fade so
|
||||
-- every Silph rocket leaves off-screen (the street rockets are
|
||||
-- handled by M.SAFFRON_CITY.onEnter in story4.lua). Queued, not
|
||||
-- run here: the battle's own callbacks are still unwinding, so
|
||||
-- queueScript starts it on the first idle overworld frame --
|
||||
-- after the end-battle "Arrgh!!" box victories.lua OPP_GIOVANNI#2
|
||||
-- pushes (#722).
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
ow:queueScript(silphAftermathRows())
|
||||
end
|
||||
end, nil, true)
|
||||
end)
|
||||
end))
|
||||
return true
|
||||
end,
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = game, save = game.save, overworld = ow }
|
||||
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
|
||||
silphRocketsLeave(game, ow)
|
||||
end
|
||||
end,
|
||||
talk = {
|
||||
-- SilphCo11FSilphPresidentText branches on EVENT_GOT_MASTER_BALL only:
|
||||
-- the teleport pads reach him without passing Giovanni's trigger, and
|
||||
-- afterwards he describes the ball forever. The old rows fell off the
|
||||
-- end of the script on both branches, so a second talk was silence
|
||||
-- (#392).
|
||||
TEXT_SILPHCO11F_SILPH_PRESIDENT = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" }, -- 2
|
||||
{ "jump_if_false", 10 }, -- 3
|
||||
{ "check_flag", "EVENT_GOT_MASTER_BALL" }, -- 4
|
||||
{ "jump_if_true", 10 }, -- 5
|
||||
{ "show_text", "_SilphCo11FSilphPresidentText" }, -- 6
|
||||
{ "check_flag", "EVENT_GOT_MASTER_BALL" }, -- 2
|
||||
{ "jump_if_true", 9 }, -- 3
|
||||
{ "show_text", "_SilphCo11FSilphPresidentText" }, -- 4
|
||||
-- give-then-print like scripts/SilphCo11F.asm
|
||||
{ "give_item", "MASTER_BALL", 1, false }, -- 7
|
||||
{ "show_text", "_SilphCo11FSilphPresidentReceivedMasterBallText" }, -- 8
|
||||
{ "set_flag", "EVENT_GOT_MASTER_BALL" }, -- 9
|
||||
{ "jump", 11 }, -- 10
|
||||
{ "give_item", "MASTER_BALL", 1, false }, -- 5
|
||||
{ "show_text", "_SilphCo11FSilphPresidentReceivedMasterBallText" }, -- 6
|
||||
{ "set_flag", "EVENT_GOT_MASTER_BALL" }, -- 7
|
||||
{ "jump", "end" }, -- 8
|
||||
{ "show_text",
|
||||
"_SilphCo11FSilphPresidentMasterBallDescriptionText" }, -- 9
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Floors 2F-10F carry no other onEnter, so this repairs saves that beat
|
||||
-- Giovanni before the hide list existed (same shape as
|
||||
-- M.POKEMON_TOWER_7F.onEnter); 11F hides its own inside the table above.
|
||||
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
|
||||
local mapId = floor[1]
|
||||
if mapId ~= "SILPH_CO_11F" then
|
||||
M[mapId] = M[mapId] or {}
|
||||
M[mapId].onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
silphRocketsLeave(game, ow, mapId)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Victory Road boulder switches (scripts/VictoryRoad1F/2F/3F.asm):
|
||||
-- a boulder resting on a switch removes a barrier block; the 3F hole
|
||||
@@ -826,6 +979,7 @@ M.VICTORY_ROAD_3F = {
|
||||
-- fall is onStep, not a collision block.
|
||||
onStep = function(game, ow, x, y)
|
||||
if x == 23 and y == 15 then
|
||||
require("src.core.Sound").play(game.data, "Faint_Fall")
|
||||
ow:startWarpTo("VICTORY_ROAD_2F", 22, 16, ow.player.facing)
|
||||
return true
|
||||
end
|
||||
@@ -864,40 +1018,67 @@ M.VICTORY_ROAD_3F = {
|
||||
local championsRoomRivalScript = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
||||
{ "jump_if_true", 25 }, -- 3 past end
|
||||
-- "end" rather than a row number past the tail: this script grew by a row
|
||||
-- when the follow-Oak walk landed (#704), which silently turned the old
|
||||
-- numeric 26 into a jump ONTO the closing HALL_OF_FAME warp instead of past
|
||||
-- it, so a returning champion warped straight into the induction.
|
||||
{ "jump_if_true", "end" }, -- 3
|
||||
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
|
||||
{ "jump_if_false", 25 }, -- 6 past end
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
|
||||
-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
|
||||
-- the intro text, before the battle itself (#706); pushBattle's wipe-time
|
||||
-- playBattle("final") then no-ops on the same song, so the theme stays
|
||||
-- continuous into the fight
|
||||
{ "play_music", "Music_FinalBattle" }, -- 5
|
||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
|
||||
-- losing halts here; the numeric target this replaced pointed at the
|
||||
-- closing warp, which inducted a player who had just lost the fight (#704)
|
||||
{ "jump_if_false", "end" }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 8
|
||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
|
||||
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
||||
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
||||
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
||||
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
|
||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
|
||||
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
|
||||
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
|
||||
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
|
||||
{ "play_music", "Music_Cities1", { keep = true } }, -- 10
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 11
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
|
||||
{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
|
||||
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
|
||||
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
|
||||
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
|
||||
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
|
||||
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
|
||||
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
|
||||
-- reading of the town theme this scene is known for (#847).
|
||||
{ "fade_music", 10 }, -- 11
|
||||
{ "wait", 100 }, -- 12
|
||||
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 14
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
|
||||
{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
|
||||
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
||||
{ "face_object", 1, "left" }, -- 14
|
||||
{ "face_object", 2, "down" }, -- 15
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
|
||||
{ "face_object", 1, "left" }, -- 17
|
||||
{ "face_object", 2, "down" }, -- 18
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
|
||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||
{ "face_object", 2, "right" }, -- 17
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
|
||||
{ "face_object", 2, "right" }, -- 20
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
|
||||
-- OakComeWithMeScript: Oak faces down again, then exits up
|
||||
{ "face_object", 2, "down" }, -- 19
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
|
||||
{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
|
||||
{ "face_object", 2, "down" }, -- 22
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
|
||||
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
|
||||
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement.
|
||||
-- The player walks out after Oak instead of the screen just fading on the
|
||||
-- spot (#704). Route one tile right before walking north so the player
|
||||
-- reaches the north-wall HALL_OF_FAME warp without sharing the rival's
|
||||
-- (4,2) cell. The original simulated movement bypasses entity collision,
|
||||
-- but this scene should not visibly walk through the defeated rival.
|
||||
{ "move_player", "right", 1 }, -- 26
|
||||
{ "move_player", "up", 3 }, -- 27
|
||||
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
||||
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
||||
{ "set_field", "pendingHallOfFame", true }, -- 23
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
|
||||
{ "set_field", "pendingHallOfFame", true }, -- 28
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 29
|
||||
}
|
||||
|
||||
M.CHAMPIONS_ROOM = {
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
-- More hand-ported events: the Pallet Town intro, the thirsty Saffron
|
||||
-- gate guards, the Bike Voucher chain, fossils and the day-care.
|
||||
-- Registered via data/scripts/init.lua; each cites its pokered source.
|
||||
-- Registered via data/scripts/init.lua; Red/Blue cite pokered, Yellow
|
||||
-- cites pokeyellow (Pallet stop row, Oak spawn, walk RLE, and the
|
||||
-- wild-Pikachu beat before the lab escort).
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -35,72 +39,79 @@ function escort.findPath(fromX, fromY, toX, toY)
|
||||
return path
|
||||
end
|
||||
|
||||
-- PalletTownOakWalksToPlayerScript: Oak appears at his object spot
|
||||
-- (8,5) and zigzags to one tile below the player (hNPCPlayerYDistance
|
||||
-- is pre-decremented before predef FindPathToPlayer).
|
||||
-- Red: Oak object (8,5) -> one tile below the player at y=1.
|
||||
-- Yellow: Oak object (10,4); stop fires at y=0 (pokeyellow PalletTown).
|
||||
function escort.oakApproach(playerX)
|
||||
if GameVersion.isYellow() then
|
||||
return escort.findPath(10, 4, playerX, 1)
|
||||
end
|
||||
return escort.findPath(8, 5, playerX, 2)
|
||||
end
|
||||
|
||||
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm):
|
||||
-- DOWN x5, LEFT, DOWN x5, RIGHT x3, UP -- Oak's last step lands on the
|
||||
-- lab door (12,11). (The trailing NPC_CHANGE_FACING is a march-in-
|
||||
-- place beat on the mat; here Oak just stands his final beat.)
|
||||
escort.oakSteps = {
|
||||
"down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm).
|
||||
-- Yellow differs: first DOWN is x6 (Oak starts one tile farther north).
|
||||
local function buildOakSteps()
|
||||
if GameVersion.isYellow() then
|
||||
return {
|
||||
"down", "down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
end
|
||||
return {
|
||||
"down", "down", "down", "down", "down",
|
||||
"left",
|
||||
"down", "down", "down", "down", "down",
|
||||
"right", "right", "right",
|
||||
"up",
|
||||
}
|
||||
end
|
||||
|
||||
-- RLEList_PlayerWalkToLab decodes to UP x2, RIGHT x3, DOWN x5, LEFT,
|
||||
-- DOWN x6 and plays in REVERSE buffer order (wSimulatedJoypadStatesEnd
|
||||
-- grows downward): DOWN x6, LEFT, DOWN x5, RIGHT x3, UP x2 -- Oak's
|
||||
-- exact path one step behind. The 17th press (the second UP) is eaten
|
||||
-- by the door-warp frame (WarpFound clears hJoyHeld via EnterMap), so
|
||||
-- only 16 real steps happen; the walk ends on the door at (12,11).
|
||||
escort.oakSteps = buildOakSteps()
|
||||
|
||||
-- Player stays one step behind Oak (simplified reverse-RLE port).
|
||||
escort.playerSteps = { "down" }
|
||||
for _, d in ipairs(escort.oakSteps) do
|
||||
escort.playerSteps[#escort.playerSteps + 1] = d
|
||||
end
|
||||
|
||||
local function npcNamed(ow, name)
|
||||
for _, n in ipairs(ow.npcs or {}) do
|
||||
if n.def and n.def.name == name then return n end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
M.PALLET_TOWN = {
|
||||
talk = require("data.scripts.pallet_town").talk,
|
||||
escort = escort,
|
||||
-- Oak stops you at the north row (PalletTownDefaultScript's
|
||||
-- `wYCoord == 1` check), walks up from (8,5), and leads you to his
|
||||
-- lab with the player one step behind (scripts/PalletTown.asm +
|
||||
-- PalletMovementScriptPointerTable in
|
||||
-- engine/overworld/auto_movement.asm), then the lab walk-in and the
|
||||
-- choose-mon exchange (scripts/OaksLab.asm OaksLabDefaultScript ..
|
||||
-- OaksLabOakChooseMonSpeechScript).
|
||||
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
|
||||
-- then a wild Pikachu battle before the lab escort (pokeyellow
|
||||
-- PalletTownPikachuBattleScript).
|
||||
onStep = function(game, ow, x, y)
|
||||
if y ~= 1 or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
|
||||
local yellow = GameVersion.isYellow()
|
||||
local stopY = yellow and 0 or 1
|
||||
if y ~= stopY or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
|
||||
or game.save.flags.EVENT_GOT_STARTER then
|
||||
return false
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local Commands = require("src.script.Commands")
|
||||
local Music = require("src.core.Music")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local t = game.data.text
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
|
||||
-- PalletTownDefaultScript: stop the player, turn them around
|
||||
-- (wPlayerMovingDirection = PLAYER_DIR_DOWN applies on the very
|
||||
-- next frame, before the text box opens) and strike up the "oak
|
||||
-- appears" theme (MUSIC_MEET_PROF_OAK)
|
||||
ow.player.facing = "down"
|
||||
-- Red turns the player down; Yellow faces up at the north exit.
|
||||
ow.player.facing = yellow and "up" or "down"
|
||||
Music.play(game.data, "Music_MeetProfOak")
|
||||
|
||||
-- DelayFrames-style hold: the world pauses (input stays locked)
|
||||
-- for `frames` frames, then cb runs. Reuses the emote pause slot;
|
||||
-- with an `npc` the "!" bubble draws above it (EmotionBubble).
|
||||
local function hold(frames, npc, cb)
|
||||
ow.emote = { frames = frames, npc = npc, onDone = cb }
|
||||
end
|
||||
|
||||
-- chain single-tile scriptMoves through a direction list
|
||||
local function walkList(entity, steps, done)
|
||||
local i = 0
|
||||
local function nextStep()
|
||||
@@ -114,10 +125,8 @@ M.PALLET_TOWN = {
|
||||
nextStep()
|
||||
end
|
||||
|
||||
-- ---- Oak's Lab side (scripts/OaksLab.asm) ----------------------
|
||||
|
||||
-- OaksLabOakChooseMonSpeechScript: the fed-up / choose-mon /
|
||||
-- what-about-me / be-patient exchange, Delay3 between boxes
|
||||
-- OaksLabOakChooseMonSpeechScript. Yellow's OakChooseMon text is
|
||||
-- the single-ball speech, not Red's "there are 3 POKéMON".
|
||||
local function chooseMonSpeech()
|
||||
local function say(key, fb, next)
|
||||
game.stack:push(TextBox.new(game, t[key] or fb, next))
|
||||
@@ -126,7 +135,9 @@ M.PALLET_TOWN = {
|
||||
"{RIVAL}: Gramps!\nI'm fed up with\nwaiting!", function()
|
||||
hold(3, nil, function()
|
||||
say("_OaksLabOakChooseMonText",
|
||||
"OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
|
||||
yellow
|
||||
and "OAK: Look, {PLAYER}! Do\nyou see that ball\non the table?"
|
||||
or "OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
|
||||
hold(3, nil, function()
|
||||
say("_OaksLabRivalWhatAboutMeText",
|
||||
"{RIVAL}: Hey!\nGramps! What\nabout me?", function()
|
||||
@@ -143,30 +154,18 @@ M.PALLET_TOWN = {
|
||||
end)
|
||||
end
|
||||
|
||||
-- entering the lab: the door Oak (OAKSLAB_OAK2, (5,10)) walks up 3
|
||||
-- ahead of the player (OaksLabOakEntersLabScript OakEntryMovement),
|
||||
-- swaps for the desk Oak (OAKSLAB_OAK1, (5,2)), then the player
|
||||
-- walks up 8 from the mat (PlayerEntryMovementRLE) while the rival
|
||||
-- and Oak turn with them (OaksLabPlayerEntersLabScript /
|
||||
-- OaksLabFollowedOakScript)
|
||||
-- Door Oak is OAKSLAB_OAK2: Red index 8, Yellow index 6 (one ball).
|
||||
local function labWalkIn()
|
||||
local oak2 = ow:npcByIndex(8)
|
||||
local oak2 = npcNamed(ow, "OAKSLAB_OAK2") or ow:npcByIndex(yellow and 6 or 8)
|
||||
local function swapOaks()
|
||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK1")
|
||||
hold(3, nil, function() -- Delay3
|
||||
Commands.face_object(ctx, 1, "down") -- rival watches you pass
|
||||
hold(3, nil, function()
|
||||
Commands.face_object(ctx, 1, "down")
|
||||
ow:scriptMove(ow.player, "up", 8, function()
|
||||
-- OaksLabFollowedOakScript: flags only after the walk-in, so a
|
||||
-- stray step on the door mat can't fire the "don't go away"
|
||||
-- push-up (oaks_lab.lua onStep) mid-cutscene. Outdoor escort
|
||||
-- still re-arms on F1 mid-escort -- these flags stay clear
|
||||
-- until the lab walk finishes.
|
||||
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
|
||||
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB_2 = true
|
||||
Commands.face_object(ctx, 1, "up")
|
||||
-- res BIT_NO_MAP_MUSIC + PlayDefaultMusic: the lab theme
|
||||
-- only starts once the walk-in is done
|
||||
Music.playMap(game.data, "OAKS_LAB")
|
||||
chooseMonSpeech()
|
||||
end)
|
||||
@@ -179,9 +178,6 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
-- PalletMovementScript_Done + the door warp: Oak is hidden as the
|
||||
-- player steps into the doorway; PALLET_TOWN warp 3 -> OAKS_LAB
|
||||
-- warp 2 = (5,11), with the door SFX (WarpFound -> SFX_GO_INSIDE)
|
||||
local function enterLab()
|
||||
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
@@ -190,10 +186,6 @@ M.PALLET_TOWN = {
|
||||
{ keepMusic = true })
|
||||
end
|
||||
|
||||
-- PalletMovementScript_WalkToLab: Oak's NPC movement and the
|
||||
-- player's simulated joypad run simultaneously, in lockstep; the
|
||||
-- player retraces Oak's path one step behind and follows him into
|
||||
-- the doorway on the final beat
|
||||
local function walkToLab(oak)
|
||||
local i = 0
|
||||
local function tick()
|
||||
@@ -206,9 +198,6 @@ M.PALLET_TOWN = {
|
||||
if oak and escort.oakSteps[i] then
|
||||
ow:scriptMove(oak, escort.oakSteps[i], 1)
|
||||
elseif oak then
|
||||
-- RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat:
|
||||
-- Oak marches in place on the door mat while the player takes
|
||||
-- the final step up behind him (movement.asm ChangeFacingDirection)
|
||||
ow:marchInPlace(oak)
|
||||
end
|
||||
ow:scriptMove(ow.player, playerStep, 1, tick)
|
||||
@@ -216,9 +205,6 @@ M.PALLET_TOWN = {
|
||||
tick()
|
||||
end
|
||||
|
||||
-- PalletMovementScript_OakMoveLeft/_PlayerMoveLeft: from the right
|
||||
-- tile (x == 11) Oak sidesteps left first, then the player follows
|
||||
-- left (wNumStepsToTake = wXCoord - 10), and only then both walk
|
||||
local function escortToLab(oak)
|
||||
local numSteps = x - 10
|
||||
if oak and numSteps > 0 then
|
||||
@@ -232,37 +218,65 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
-- ---- Pallet Town side (scripts/PalletTown.asm) -----------------
|
||||
-- After Oak reaches the player: Red goes straight to "It's unsafe!".
|
||||
-- Yellow (PalletTownOakGreetsPlayerScript..AfterPikachuBattleScript):
|
||||
-- ThatWasClose -> Oak faces the grass patch -> BATTLE_TYPE_PIKACHU
|
||||
-- (the old-man-style simulated battle where PROF.OAK throws the ball
|
||||
-- and always catches the lv5 Pikachu) -> Whew -> ComeWithMe.
|
||||
local function afterOakArrives(oak)
|
||||
if not yellow then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakItsUnsafeText
|
||||
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
|
||||
function() escortToLab(oak) end))
|
||||
return
|
||||
end
|
||||
local function comeWithMe()
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakComeWithMe
|
||||
or "OAK: Here, come with\nme!",
|
||||
function() escortToLab(oak) end))
|
||||
end
|
||||
local function afterPikaBattle()
|
||||
if oak then oak.facing = "up" end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakWhewText or "OAK: Whew...",
|
||||
comeWithMe))
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakThatWasCloseText
|
||||
or "OAK: That was\nclose!\fWild POKéMON live\nin tall grass!",
|
||||
function()
|
||||
-- Oak turns toward the horizontally adjacent grass (left exit
|
||||
-- looks right, right exit looks left -- the
|
||||
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
|
||||
if oak then oak.facing = x == 10 and "right" or "left" end
|
||||
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
||||
battle:makeOldManDemo("PROF.OAK")
|
||||
battle.onFinish = function()
|
||||
afterPikaBattle()
|
||||
end
|
||||
game.stack:push(battle)
|
||||
end))
|
||||
end
|
||||
|
||||
-- PalletTownOakWalksToPlayerScript: Oak appears at (8,5), faces up
|
||||
-- (SetSpriteFacingDirectionAndDelay + Delay3), then zigzags to the
|
||||
-- player; the "It's unsafe!" text follows and the escort begins
|
||||
local function oakAppearsAndWalks()
|
||||
Commands.show_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
local oak = ow:npcByIndex(1)
|
||||
local oak = npcNamed(ow, "PALLETTOWN_OAK") or ow:npcByIndex(1)
|
||||
if oak then oak.facing = "up" end
|
||||
hold(6, nil, function()
|
||||
walkList(oak, escort.oakApproach(x), function()
|
||||
-- PalletTownOakNotSafeComeWithMeScript: the second text waits
|
||||
-- for a button, then the escort starts
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakItsUnsafeText
|
||||
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
|
||||
function() escortToLab(oak) end))
|
||||
afterOakArrives(oak)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- The "Hey! Wait!" box ends without a button wait (auto), then the
|
||||
-- "!" bubble shows over the player WHILE the box is still on screen
|
||||
-- (PalletTownOakText: DelayFrames 10 then EmotionBubble, box not yet
|
||||
-- cleared). onOverlap sets the bubble during the box's last frames;
|
||||
-- the box pops after `overlap`, and the bubble's 60-frame hold then
|
||||
-- runs to Oak's appearance (the bubble is static while the box is up,
|
||||
-- since the overworld pauses under it, so 10 overlap + 50 = 60).
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PalletTownOakHeyWaitDontGoOutText or "OAK: Hey! Wait!\nDon't go out!",
|
||||
nil, { auto = { delay = 10, overlap = 10, onOverlap = function()
|
||||
-- .HeyWaitDontGoOutText turns the player to face down (toward
|
||||
-- the approaching Oak) before the exclamation bubble
|
||||
ow.player.facing = "down"
|
||||
ow.emote = { npc = ow.player, frames = 50, onDone = oakAppearsAndWalks }
|
||||
end } }))
|
||||
return true
|
||||
@@ -399,22 +413,141 @@ M.POKEMON_FAN_CLUB = {
|
||||
},
|
||||
}
|
||||
|
||||
-- BikeShopClerkText (scripts/BikeShop.asm) runs three ways: the BICYCLE is
|
||||
-- already yours, you are carrying the BIKE VOUCHER, or you get the sales
|
||||
-- pitch. The pitch draws its own window (TextBoxBorder hlcoord 0,0, b=4
|
||||
-- c=15) holding BikeShopMenuText and BikeShopMenuPrice, and leaves it up
|
||||
-- while the clerk keeps talking in the bottom box: the original never
|
||||
-- erases it before TextScriptEnd (#568).
|
||||
local BikeShopWindow = {}
|
||||
BikeShopWindow.__index = BikeShopWindow
|
||||
|
||||
function BikeShopWindow.new(game, footer, onChoose)
|
||||
local self = setmetatable({}, BikeShopWindow)
|
||||
self.game = game
|
||||
self.onChoose = onChoose
|
||||
self.index = 1
|
||||
self.active = true
|
||||
-- BikeShopClerkDoYouLikeItText stays on screen under the window for as
|
||||
-- long as the menu is up. The text box pushed on top types it out and
|
||||
-- pops itself; this copy of its last page takes over from there, so the
|
||||
-- bottom box never blanks between the pitch and the answer. Paginated
|
||||
-- with the themed column budget so the copy breaks where the box did.
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local box = require("src.ui.Theme").textBox or {}
|
||||
local pages = TextBox.paginate(TextBox.substitute(game, footer), box.maxCols)
|
||||
self.footer = pages[#pages]
|
||||
return self
|
||||
end
|
||||
|
||||
function BikeShopWindow:update()
|
||||
-- one answer only: the boxes pushed by onChoose sit on top of this
|
||||
-- state, but a second A on the same frame must not fire it twice
|
||||
if not self.active then return end
|
||||
local input = self.game.input
|
||||
-- HandleMenuInput with wMenuWrappingEnabled clear: the two rows clamp
|
||||
if input:wasPressed("up") then
|
||||
self.index = 1
|
||||
elseif input:wasPressed("down") then
|
||||
self.index = 2
|
||||
elseif input:wasPressed("a") or input:wasPressed("b") then
|
||||
local cancelled = input:wasPressed("b") -- bit B_PAD_B -> .cancel
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
self.active = false
|
||||
self.onChoose(not cancelled and self.index == 1)
|
||||
end
|
||||
end
|
||||
|
||||
function BikeShopWindow:draw()
|
||||
local Font = require("src.render.Font")
|
||||
local Strings = require("src.core.Strings")
|
||||
local Theme = require("src.ui.Theme")
|
||||
Font.drawBox(0, 0, 17, 6)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
local bike = self.game.data.items.BICYCLE
|
||||
Font.draw(bike and bike.name or "BICYCLE", 16, 16) -- hlcoord 2, 2
|
||||
Font.draw("¥1000000", 64, 24) -- hlcoord 8, 3
|
||||
Font.draw(Strings("CANCEL"), 16, 32) -- `next` skips a row
|
||||
-- wTopMenuItemX 1, wTopMenuItemY 2, rows two apart
|
||||
Font.drawCode(Theme.cursor, 8, self.index == 1 and 16 or 32)
|
||||
if self.footer then
|
||||
-- same geometry TextBox resolves against, so a themed box matches
|
||||
local box = Theme.textBox or {}
|
||||
local tx, ty = box.tx or 0, box.ty or 12
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
Font.drawBox(tx, ty, box.tw or 20, box.th or 6)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
for i, line in ipairs(self.footer) do
|
||||
Font.draw(line, (tx + 1) * 8, (ty + 2 * i) * 8)
|
||||
end
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
M.BIKE_SHOP = {
|
||||
talk = {
|
||||
TEXT_BIKESHOP_CLERK = function(game, ow, npc, done)
|
||||
local Bag = require("src.inventory.Bag")
|
||||
local Flags = require("src.script.Flags")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
if (game.save.inventory.BICYCLE or 0) > 0 then
|
||||
game.stack:push(TextBox.new(game, "How's the\nBICYCLE treating\nyou?", done))
|
||||
elseif (game.save.inventory.BIKE_VOUCHER or 0) > 0 then
|
||||
game.save.inventory.BIKE_VOUCHER = nil
|
||||
game.save.inventory.BICYCLE = 1
|
||||
game.stack:push(TextBox.new(game,
|
||||
("Oh, that's a\nBIKE VOUCHER!\f%s exchanged\nit for a BICYCLE!")
|
||||
:format(game.save.player.name), done))
|
||||
else
|
||||
game.stack:push(TextBox.new(game,
|
||||
"A BICYCLE costs\n¥1000000. Sorry,\nno instalments!", done))
|
||||
local t = game.data.text
|
||||
local function say(text, after, opts)
|
||||
game.stack:push(TextBox.new(game, text, after, opts))
|
||||
end
|
||||
|
||||
-- CheckEvent EVENT_GOT_BICYCLE. Saves made before the clerk started
|
||||
-- setting the event still have the bike in the bag, so either counts.
|
||||
if (game.save.inventory.BICYCLE or 0) > 0
|
||||
or Flags.get(game.save, "EVENT_GOT_BICYCLE") then
|
||||
say(t._BikeShopClerkHowDoYouLikeYourBicycleText, done)
|
||||
return
|
||||
end
|
||||
|
||||
-- .dontHaveBike: IsItemInBag BIKE_VOUCHER
|
||||
if (game.save.inventory.BIKE_VOUCHER or 0) > 0 then
|
||||
say(t._BikeShopClerkOhThatsAVoucherText, function()
|
||||
-- GiveItem's `jr nc, .BagFull`: the voucher is only spent once
|
||||
-- the BICYCLE is actually in the bag
|
||||
if not Bag.add(game.save, "BICYCLE", 1) then
|
||||
say(t._BikeShopBagFullText, done)
|
||||
return
|
||||
end
|
||||
Bag.remove(game.save, "BIKE_VOUCHER", 1)
|
||||
Flags.set(game.save, "EVENT_GOT_BICYCLE")
|
||||
-- BikeShopExchangedVoucherText carries sound_get_key_item; the
|
||||
-- map runs EnableAutoTextBoxDrawing, so the box still waits for
|
||||
-- a button once the jingle has played (auto.wait, #247)
|
||||
say(t._BikeShopExchangedVoucherText, done, {
|
||||
auto = { wait = true, sound = function()
|
||||
return require("src.core.Sound").play(game.data, "Get_Key_Item")
|
||||
end },
|
||||
})
|
||||
end)
|
||||
return
|
||||
end
|
||||
|
||||
-- .dontHaveVoucher: welcome, then the BICYCLE/CANCEL window
|
||||
say(t._BikeShopClerkWelcomeText, function()
|
||||
local pitch = t._BikeShopClerkDoYouLikeItText
|
||||
game.stack:push(BikeShopWindow.new(game, pitch, function(bought)
|
||||
local function comeAgain()
|
||||
say(t._BikeShopComeAgainText, function()
|
||||
game.stack:pop() -- the window, still up under the text
|
||||
done()
|
||||
end)
|
||||
end
|
||||
if bought then
|
||||
-- a million is out of anyone's reach: BikeShopCantAffordText
|
||||
say(t._BikeShopCantAffordText, comeAgain)
|
||||
else
|
||||
comeAgain()
|
||||
end
|
||||
end))
|
||||
-- PrintText BikeShopClerkDoYouLikeItText, then straight into
|
||||
-- HandleMenuInput: the box types out and hands over without
|
||||
-- waiting, leaving the window's copy of the line on screen
|
||||
say(pitch, nil, { auto = { delay = 0 } })
|
||||
end)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -111,8 +111,9 @@ M.POKEMON_TOWER_5F = {
|
||||
--
|
||||
-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
|
||||
-- Silph Scope check at the trigger -- the scope only decides whether the
|
||||
-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
|
||||
-- balls dodged). An earlier version of this port turned the player back
|
||||
-- disguise sticks (IsGhostBattle -> makeGhost: "too scared to move", balls
|
||||
-- dodged) or comes off in the unveil (makeUnveiledGhost, #492). An earlier
|
||||
-- version of this port turned the player back
|
||||
-- without the scope and never opened the battle, which made 6F
|
||||
-- impassable on any route that skips Rocket Hideout; vanilla lets the
|
||||
-- battle open and a POKE_DOLL end it (see wBattleResult below).
|
||||
@@ -128,7 +129,18 @@ M.POKEMON_TOWER_6F = {
|
||||
t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local battle = BattleState.newWild(game, "MAROWAK", 30)
|
||||
if not game.save.inventory.SILPH_SCOPE then
|
||||
-- ItemUseBall .notOldManBattle (item_effects.asm:166-175): a ball
|
||||
-- thrown on POKEMON_TOWER_6F at the RESTLESS SOUL is dodged whether
|
||||
-- or not the scope revealed it, so the "can't be caught" state rides
|
||||
-- the battle instead of IsGhostBattle alone (#444)
|
||||
battle.noCatch = true
|
||||
-- InitWildBattle enters disguised for the RESTLESS SOUL either way
|
||||
-- (core.asm:6698-6700). The scope does not skip the disguise, it
|
||||
-- buys the unveil PrintBeginningBattleText .isMarowak plays over it
|
||||
-- before the battle proceeds as an ordinary wild one (#492).
|
||||
if game.save.inventory.SILPH_SCOPE then
|
||||
battle:makeUnveiledGhost()
|
||||
else
|
||||
battle:makeGhost()
|
||||
end
|
||||
battle.onFinish = function(result)
|
||||
@@ -139,9 +151,27 @@ M.POKEMON_TOWER_6F = {
|
||||
-- trick, and the speedrun route this bot follows depends on it.
|
||||
if result == "win" or battle.pokeDollEscape then
|
||||
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PokemonTower6FSoulWasCalmedText
|
||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
|
||||
-- PokemonTower6FMarowakDepartedText (scripts/PokemonTower6F.asm)
|
||||
-- is two texts, not one: the CUBONE's-mother line first, then
|
||||
-- PlayCry RESTLESS_SOUL (EQU MAROWAK, constants/pokemon_constants
|
||||
-- .asm:209) + WaitForSoundToFinish + DelayFrames 30 before the
|
||||
-- calmed line; the port dropped the first text and the cry
|
||||
-- (#867). play_cry arms the next show_text, so the cry rides
|
||||
-- the calmed box's open with the button prompt kept, and the
|
||||
-- wait row stands in for the asm's 30-frame gap.
|
||||
local rows = {
|
||||
{ "show_text", t._PokemonTower6FGhostWasCubonesMotherText
|
||||
or "The GHOST was the\nrestless soul of\vCUBONE's mother!" },
|
||||
{ "play_cry", "MAROWAK", true },
|
||||
{ "wait", 30 },
|
||||
{ "show_text", t._PokemonTower6FSoulWasCalmedText
|
||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!" },
|
||||
}
|
||||
if ow.runner then
|
||||
ow.runner:run(rows)
|
||||
elseif ow.queueScript then
|
||||
ow:queueScript(rows)
|
||||
end
|
||||
elseif result ~= "lose" then
|
||||
-- .did_not_defeat: one simulated step right, off the trigger,
|
||||
-- so fleeing does not leave you standing on a cell that
|
||||
@@ -182,17 +212,16 @@ M.POKEMON_TOWER_6F = {
|
||||
-- preFrames: the shake's lead-in delays -- ShakeElevator's own Delay3s
|
||||
-- come to 9 frames; Silph/Rocket's ...ShakeScript prefixes another
|
||||
-- Delay3 (12) while CeladonMartElevatorShakeScript farjps straight in
|
||||
-- The panel is a bg_event, not a map-entry script: data/maps/objects/
|
||||
-- CeladonMartElevator.asm has `bg_event 3, 0, TEXT_CELADONMARTELEVATOR`
|
||||
-- and CeladonMartElevatorText is what runs DisplayElevatorFloorMenu, so
|
||||
-- the menu waits for the player to face the panel and press A (#395).
|
||||
-- Map entry only stores the car's exit warps (CeladonMartElevator
|
||||
-- StoreWarpEntriesScript), which is elevatorSeedExit below.
|
||||
-- After the ride the original does NOT jump-cut to the floor: choosing a
|
||||
-- floor in engine/events/elevator.asm DisplayElevatorFloorMenu rewrites
|
||||
-- the elevator car's own warp entries (wWarpEntries, via .UpdateWarp) to
|
||||
-- the chosen floor's exit warp, then the player walks out of the car onto
|
||||
-- that warp themselves (scripts/SilphCoElevator.asm etc.). Reproduce
|
||||
-- that here: rewrite the car's exit warps, then drive a short scripted
|
||||
-- walk-out onto an exit tile and take the (now rewritten) warp, reusing
|
||||
-- ow:scriptMove / ow:takeWarp (the Oak-escort primitives).
|
||||
local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right = { 1, 0 } }
|
||||
local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
|
||||
local WALK_ORDER = { "up", "down", "left", "right" }
|
||||
-- floor rewrites the elevator car's own warp entries (wWarpEntries, via
|
||||
-- .UpdateWarp) to the chosen floor's exit warp and returns control, and
|
||||
-- the player walks out of the car onto that warp themselves.
|
||||
|
||||
-- .UpdateWarp: point EVERY car exit warp at the same floor's elevator
|
||||
-- door (warp id, map id). Shared generated map data, but the car's
|
||||
@@ -205,46 +234,6 @@ local function elevatorSetExit(ow, floor)
|
||||
end
|
||||
end
|
||||
|
||||
local function elevatorWalkOut(ow, floor)
|
||||
local m, p = ow.map, ow.player
|
||||
elevatorSetExit(ow, floor)
|
||||
-- leave by the exit tile under the player (they warped in onto one),
|
||||
-- else the nearest
|
||||
local door
|
||||
for _, w in ipairs(m.def.warps) do
|
||||
if w.x == p.cellX and w.y == p.cellY then door = w break end
|
||||
end
|
||||
if not door then
|
||||
local best
|
||||
for _, w in ipairs(m.def.warps) do
|
||||
local d = math.abs(w.x - p.cellX) + math.abs(w.y - p.cellY)
|
||||
if not best or d < best then best, door = d, w end
|
||||
end
|
||||
end
|
||||
-- the car interior sits on the door's walkable side; "out" is the
|
||||
-- doorway direction (the map edge for Silph/Celadon, the top doorway
|
||||
-- for the Rocket car). Fixed direction order keeps the step
|
||||
-- deterministic when a door tile has several walkable neighbours
|
||||
-- (Silph/Celadon step up into the car, the Rocket car steps down).
|
||||
local into
|
||||
for _, dir in ipairs(WALK_ORDER) do
|
||||
local v = WALK_DIRVEC[dir]
|
||||
local nx, ny = door.x + v[1], door.y + v[2]
|
||||
if m:inBounds(nx, ny) and m:isWalkableCell(nx, ny) then into = dir break end
|
||||
end
|
||||
into = into or "up"
|
||||
local out = WALK_OPP[into]
|
||||
local function leave()
|
||||
ow:takeWarp(door) -- door SFX + warp to the rewritten floor target
|
||||
end
|
||||
-- step one tile into the car, then walk back through the doorway onto
|
||||
-- the exit tile and take the warp: a visible walk-out on valid tiles
|
||||
-- for either door orientation, instead of a jump cut
|
||||
ow:scriptMove(p, into, 1, function()
|
||||
ow:scriptMove(p, out, 1, leave)
|
||||
end)
|
||||
end
|
||||
|
||||
local function elevatorFloors(elevatorMapId, game)
|
||||
local floors = {}
|
||||
for mapId, def in pairs(game.data.maps) do
|
||||
@@ -272,9 +261,9 @@ local function elevatorFloors(elevatorMapId, game)
|
||||
end
|
||||
|
||||
local function elevatorSeedExit(ow, floors, fromMapId)
|
||||
-- Seed a walk-out destination before the menu (or key-gate text):
|
||||
-- entry floor when known, else the first listed floor (1F). Choosing
|
||||
-- a floor still rewrites via elevatorWalkOut; B-cancel / no-key leave
|
||||
-- Seed a walk-out destination on entry (before the panel is ever
|
||||
-- read): entry floor when known, else the first listed floor (1F).
|
||||
-- Choosing a floor rewrites it again; B-cancel / no-key leave
|
||||
-- keeps this seed so walking out of the car cannot hit a missing ROM
|
||||
-- placeholder (#123) or the car's static default floor (#90: Rocket
|
||||
-- Hideout defaults to B1F even when entered from B2F/B4F).
|
||||
@@ -288,68 +277,68 @@ local function elevatorSeedExit(ow, floors, fromMapId)
|
||||
return exitFloor
|
||||
end
|
||||
|
||||
local function elevator(elevatorMapId, keyGate, preFrames)
|
||||
local function elevator(elevatorMapId, panelText, keyGate, preFrames)
|
||||
-- the panel bg_event: DisplayElevatorFloorMenu runs from this text
|
||||
-- script, never from map entry (#395)
|
||||
local function panel(game, ow, npc, done)
|
||||
done = done or function() end
|
||||
local floors = elevatorFloors(elevatorMapId, game)
|
||||
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
|
||||
-- a-key line and shows no floor menu
|
||||
-- (scripts/RocketHideoutElevator.asm).
|
||||
if keyGate and not game.save.inventory[keyGate.item] then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text[keyGate.text] or "It appears to\nneed a key.", done))
|
||||
return
|
||||
end
|
||||
local items = {}
|
||||
for _, f in ipairs(floors) do
|
||||
table.insert(items, { label = f.token, value = f })
|
||||
end
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
game.stack:push(ListMenu.new(game, "WHICH FLOOR?", items, {
|
||||
onChoose = function(item, list)
|
||||
list:close()
|
||||
-- the whole ShakeElevator ride runs in place -- music stop, 100
|
||||
-- collision-thud scroll bounces, the PA chime -- and only then
|
||||
-- does .UpdateWarp's rewrite land, with the player still stood
|
||||
-- at the panel: they walk out to the car door themselves
|
||||
local ElevatorShake = require("src.world.ElevatorShake")
|
||||
game.stack:push(ElevatorShake.new(game, ow, {
|
||||
preFrames = preFrames,
|
||||
onDone = function()
|
||||
elevatorSetExit(ow, item.value)
|
||||
done()
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
onCancel = function()
|
||||
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
|
||||
-- happens, the player just stays in the car (exit warps were
|
||||
-- already seeded on entry)
|
||||
done()
|
||||
end,
|
||||
}))
|
||||
end
|
||||
return {
|
||||
-- fromMapId: the floor the player just left (setMap passes it), so a
|
||||
-- B-cancel can still walk out onto a real map. Silph's ROM car warps
|
||||
-- default to UNUSED_MAP_ED, which is not in Data.maps -- Warp.resolve
|
||||
-- asserted and hard-crashed (#123).
|
||||
onEnter = function(game, ow, fromMapId)
|
||||
local floors = elevatorFloors(elevatorMapId, game)
|
||||
elevatorSeedExit(ow, floors, fromMapId)
|
||||
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
|
||||
-- a-key line (scripts/RocketHideoutElevator.asm). Exit warps are
|
||||
-- still seeded above so walking out returns to the entry floor
|
||||
-- instead of the car's ROM default (B1F) -- #90 / #105.
|
||||
if keyGate and not game.save.inventory[keyGate.item] then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text[keyGate.text] or "It appears to\nneed a key."))
|
||||
return
|
||||
end
|
||||
local items = {}
|
||||
for _, f in ipairs(floors) do
|
||||
table.insert(items, { label = f.token, value = f })
|
||||
end
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
game.stack:push(ListMenu.new(game, "WHICH FLOOR?", items, {
|
||||
onChoose = function(item, list)
|
||||
list:close()
|
||||
-- the map-entry Transition (startWarpTo) calls onEnter from
|
||||
-- its OWN midpoint callback, so this menu was pushed on top
|
||||
-- of that still-active Transition; only the top state
|
||||
-- updates, so it froze mid-fade instead of finishing. Left
|
||||
-- alone it would resurface after the ride and play a stray
|
||||
-- fade at the wrong time -- pop it now, before it can happen.
|
||||
local Transition = require("src.render.Transition")
|
||||
if getmetatable(game.stack:top()) == Transition then
|
||||
game.stack:pop()
|
||||
end
|
||||
-- the whole ShakeElevator ride runs in place -- music stop,
|
||||
-- 100 collision-thud scroll bounces, the PA chime -- and only
|
||||
-- then does the player walk out of the car onto the chosen
|
||||
-- floor (elevatorWalkOut rewrites the car's exit warps first)
|
||||
local ElevatorShake = require("src.world.ElevatorShake")
|
||||
game.stack:push(ElevatorShake.new(game, ow, {
|
||||
preFrames = preFrames,
|
||||
onDone = function()
|
||||
elevatorWalkOut(ow, item.value)
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
onCancel = function()
|
||||
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
|
||||
-- happens, the player just stays in the car (exit warps were
|
||||
-- already seeded to the entry floor above)
|
||||
end,
|
||||
}))
|
||||
elevatorSeedExit(ow, elevatorFloors(elevatorMapId, game), fromMapId)
|
||||
end,
|
||||
talk = { [panelText] = panel },
|
||||
}
|
||||
end
|
||||
|
||||
M.SILPH_CO_ELEVATOR = elevator("SILPH_CO_ELEVATOR")
|
||||
M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR", nil, 9)
|
||||
M.SILPH_CO_ELEVATOR = elevator("SILPH_CO_ELEVATOR",
|
||||
"TEXT_SILPHCOELEVATOR_ELEVATOR")
|
||||
M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR",
|
||||
"TEXT_CELADONMARTELEVATOR", nil, 9)
|
||||
M.ROCKET_HIDEOUT_ELEVATOR = elevator("ROCKET_HIDEOUT_ELEVATOR",
|
||||
"TEXT_ROCKETHIDEOUTELEVATOR",
|
||||
{ item = "LIFT_KEY", text = "_RocketHideoutElevatorAppearsToNeedKeyText" })
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -389,6 +378,38 @@ M.ROCKET_HIDEOUT_B4F = {
|
||||
end))
|
||||
end,
|
||||
|
||||
-- Yellow swaps Rocket1/Rocket2 for Jessie & James and keeps a single
|
||||
-- grunt, spelled ROCKETHIDEOUTB4F_ROCKET / TEXT_ROCKETHIDEOUTB4F_ROCKET
|
||||
-- (pokeyellow/scripts/RocketHideoutB4F.asm), so the Red/Blue key above
|
||||
-- never matched there and the LIFT KEY never dropped (#552, a
|
||||
-- regression of #105). Yellow also moves the drop off the second
|
||||
-- talk: RocketHideoutB4FRocketEndBattleText is text_promptbutton +
|
||||
-- text_asm, so its SetEvent EVENT_ROCKET_DROPPED_LIFT_KEY / ShowObject
|
||||
-- TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_5 run the instant the battle ends.
|
||||
TEXT_ROCKETHIDEOUTB4F_ROCKET = function(game, ow, npc, done)
|
||||
if not ow:trainerDefeated(npc) then
|
||||
ow:engageTrainer(npc, function()
|
||||
-- engageTrainer records the win before it calls back, so this
|
||||
-- is the end-battle text's SetEvent + ShowObject
|
||||
if ow:trainerDefeated(npc)
|
||||
and not game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY then
|
||||
game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY = true
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.show_object(
|
||||
{ game = game, save = game.save, overworld = ow },
|
||||
"ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_LIFT_KEY")
|
||||
end
|
||||
done()
|
||||
end)
|
||||
return
|
||||
end
|
||||
-- RocketHideoutB4FRocketAfterBattleText: later talks only reprint
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._RocketHideoutB4FRocketAfterBattleText
|
||||
or "Oh no! I dropped\nthe LIFT KEY!", done))
|
||||
end,
|
||||
|
||||
TEXT_ROCKETHIDEOUTB4F_GIOVANNI = function(game, ow, npc, done)
|
||||
-- Giovanni has no trainer-header row (def_trainers 2); his text_asm
|
||||
-- owns both the engage and the BeatGiovanniScript aftermath.
|
||||
@@ -514,6 +535,14 @@ M.GAME_CORNER = {
|
||||
done()
|
||||
return
|
||||
end
|
||||
-- GameCornerRocketText hands the battle its own loss line through
|
||||
-- SaveEndBattleTextPointers (.BattleEndText ->
|
||||
-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
|
||||
-- prints it ON the battle screen between TrainerDefeatedText and
|
||||
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
|
||||
-- He is a text_asm trainer with no def_trainers header, so there is no
|
||||
-- header.won for engageTrainer to find and the line has to be handed
|
||||
-- over here or it never shows at all (#862).
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
@@ -524,160 +553,329 @@ M.GAME_CORNER = {
|
||||
game.data.text._GameCornerRocketAfterBattleText
|
||||
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
||||
function()
|
||||
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
|
||||
-- ApplyMovementData walks the grunt one tile UP into the poster
|
||||
-- (the hideout's secret entrance at 9,4) before HideObject, so
|
||||
-- he leaves the floor rather than popping out of existence on
|
||||
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
|
||||
-- ignores collision, so we despawn + unfreeze (done) only once
|
||||
-- the step lands.
|
||||
ow:scriptMove(npc, "up", 1, function()
|
||||
hideRocket()
|
||||
done()
|
||||
end)
|
||||
-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
|
||||
-- picks the exit walk from where the player is standing, because
|
||||
-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
|
||||
-- from the south) or wXCoord == 8 (from the west) leaves the row
|
||||
-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
|
||||
-- RIGHT; otherwise the player is east of him on (10,5) and
|
||||
-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
|
||||
-- and right again to go AROUND him. pokeyellow's copy of the
|
||||
-- around-path takes one extra RIGHT on the lower row before coming
|
||||
-- back up (it also has to clear Pikachu); both versions end on
|
||||
-- (15,5). He never steps UP: (9,4) is the poster wall, which is
|
||||
-- where the old single UP step sent him.
|
||||
local px = ow.player and ow.player.cellX
|
||||
local py = ow.player and ow.player.cellY
|
||||
local path
|
||||
if py == 6 or px == 8 then
|
||||
path = { { "right", 5 } }
|
||||
elseif require("src.core.GameVersion").isYellow() then
|
||||
path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
|
||||
else
|
||||
path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
|
||||
end
|
||||
-- GameCornerRocketExitScript only HideObjects him once
|
||||
-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
|
||||
-- scriptMove locks player input (#scriptMoves>0) and ignores
|
||||
-- collision, so the despawn + unfreeze (done) ride the final step.
|
||||
local function step(i)
|
||||
if i > #path then
|
||||
hideRocket()
|
||||
done()
|
||||
return
|
||||
end
|
||||
ow:scriptMove(npc, path[i][1], path[i][2],
|
||||
function() step(i + 1) end)
|
||||
end
|
||||
step(1)
|
||||
end))
|
||||
end)
|
||||
end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
|
||||
end,
|
||||
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
|
||||
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
|
||||
-- object const and from every one of his text labels
|
||||
-- (GameCornerClerkText, pokeyellow/scripts/GameCorner.asm) with an
|
||||
-- identical body, so each line resolves under both spellings and the
|
||||
-- handler is bound to both text ids just below (#552).
|
||||
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local Font = require("src.render.Font")
|
||||
local Strings = require("src.core.Strings")
|
||||
local t = game.data.text
|
||||
local function line(suffix, fallback)
|
||||
return t["_GameCornerClerk1" .. suffix]
|
||||
or t["_GameCornerClerk" .. suffix]
|
||||
or fallback
|
||||
end
|
||||
-- GameCornerDrawCoinBox (scripts/GameCorner.asm; pokeyellow's copy is
|
||||
-- identical): TextBoxBorder at hlcoord 11,0 with b=5 c=7, a 9x7-tile
|
||||
-- window in the top right holding MONEY at (12,2) over the amount on
|
||||
-- row 3 and COIN at (12,4) over the count on row 5. Both
|
||||
-- PrintBCDNumber calls pass LEADING_ZEROES, whose bit 7 SUPPRESSES
|
||||
-- leading zeroes (home/print_bcd.asm), and neither passes LEFT_ALIGN,
|
||||
-- so both numbers read plain and right-aligned against the inner edge
|
||||
-- at column 18. The asm draws the box before the offer and redraws it
|
||||
-- after the purchase, so it stands for the whole exchange: a draw-only
|
||||
-- state under the dialogue gets that lifetime, since StateStack draws
|
||||
-- every state above the last opaque one and updates only the top
|
||||
-- (src/core/StateStack.lua), and reading save each frame is the
|
||||
-- redraw (#624).
|
||||
local coinBox = { draw = function()
|
||||
Font.drawBox(11, 0, 9, 7)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("MONEY"), 96, 16)
|
||||
local money = ("¥%d"):format(game.save.money or 0)
|
||||
Font.draw(money, 152 - Font.width(money), 24)
|
||||
Font.draw(Strings("COIN"), 96, 32)
|
||||
local coins = ("%d"):format(game.save.coins or 0)
|
||||
Font.draw(coins, 152 - Font.width(coins), 40)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end }
|
||||
game.stack:push(coinBox)
|
||||
-- Every branch below finishes here. A TextBox pops itself before its
|
||||
-- onDone runs, so the coin box is top of the stack again by then and
|
||||
-- this pop takes it down, never someone else's state.
|
||||
local function finish()
|
||||
game.stack:pop()
|
||||
done()
|
||||
end
|
||||
-- YesNoChoice is called with the offer still printed, so the prompt
|
||||
-- has to ride the open text box (opts.choice) instead of being pushed
|
||||
-- after it closes, which is what made the question vanish (#624).
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._GameCornerClerk1DoYouNeedSomeGameCoinsText
|
||||
or "Do you need some\ngame coins?\f¥1000 for 50."), function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
line("DoYouNeedSomeGameCoinsText",
|
||||
"Do you need some\ngame coins?\f¥1000 for 50."),
|
||||
nil, { choice = function(yes)
|
||||
if not yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._GameCornerClerk1PleaseComePlaySometimeText
|
||||
or "No? Please come\nplay sometime!", done))
|
||||
line("PleaseComePlaySometimeText",
|
||||
"No? Please come\nplay sometime!"), finish))
|
||||
return
|
||||
end
|
||||
-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
|
||||
-- the COIN CASE and room for at least 9 coins (Has9990Coins)
|
||||
if not game.save.inventory.COIN_CASE then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._GameCornerClerk1DontHaveCoinCaseText
|
||||
or "You don't have a\nCOIN CASE!", done))
|
||||
line("DontHaveCoinCaseText",
|
||||
"You don't have a\nCOIN CASE!"), finish))
|
||||
return
|
||||
end
|
||||
if (game.save.coins or 0) >= 9990 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._GameCornerClerk1CoinCaseIsFullText
|
||||
or "Oops! Your COIN\nCASE is full.", done))
|
||||
line("CoinCaseIsFullText",
|
||||
"Oops! Your COIN\nCASE is full."), finish))
|
||||
return
|
||||
end
|
||||
if game.save.money < 1000 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._GameCornerClerk1CantAffordTheCoinsText
|
||||
or "You can't afford\nthe coins!", done))
|
||||
line("CantAffordTheCoinsText",
|
||||
"You can't afford\nthe coins!"), finish))
|
||||
return
|
||||
end
|
||||
game.save.money = game.save.money - 1000
|
||||
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
|
||||
-- the thanks text is the plain _GameCornerClerk1ThanksHereAre50-
|
||||
-- CoinsText; the new count belongs in the coin box the asm
|
||||
-- redraws here, not appended to the line (#624)
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._GameCornerClerk1ThanksHereAre50CoinsText
|
||||
or "Thanks! Here are\nyour 50 coins!")
|
||||
.. ("\fCOINS: %d"):format(game.save.coins), done))
|
||||
end))
|
||||
end))
|
||||
line("ThanksHereAre50CoinsText",
|
||||
"Thanks! Here are\nyour 50 coins!"), finish))
|
||||
end }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
-- Yellow's coin clerk is GAMECORNER_CLERK / TEXT_GAMECORNER_CLERK where Red
|
||||
-- and Blue spell him CLERK1, and the two text_asm bodies are identical, so
|
||||
-- one handler answers both ids. Without the alias the Yellow clerk fell
|
||||
-- through to his extracted offer line with no yes/no box behind it (#552).
|
||||
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK =
|
||||
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK1
|
||||
|
||||
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
|
||||
-- The six mon prizes differ between Red and Blue; the three TM prizes are
|
||||
-- identical, so they are shared and appended to each version's mon list.
|
||||
-- Each counter owns ONE window of three prizes, not the whole catalogue:
|
||||
-- GetPrizeMenuId (engine/events/prize_menu.asm) subtracts
|
||||
-- TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 from hTextID and indexes
|
||||
-- PrizeDifferentMenuPtrs with the result, so vendor 1 sells
|
||||
-- PrizeMenuMon1Entries, vendor 2 PrizeMenuMon2Entries and vendor 3
|
||||
-- PrizeMenuTMsEntries (#623). The mon windows and their levels differ per
|
||||
-- version; the TM window is identical in all three, so it is shared.
|
||||
local PRIZE_TMS = {
|
||||
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
||||
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
||||
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
||||
}
|
||||
local RED_PRIZES = {
|
||||
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
|
||||
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
|
||||
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
|
||||
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
|
||||
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
||||
local RED_PRIZE_WINDOWS = {
|
||||
{
|
||||
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
|
||||
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
|
||||
},
|
||||
{
|
||||
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
|
||||
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
|
||||
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||
},
|
||||
PRIZE_TMS,
|
||||
}
|
||||
local BLUE_PRIZES = {
|
||||
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
|
||||
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
|
||||
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
|
||||
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
|
||||
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
|
||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
||||
local BLUE_PRIZE_WINDOWS = {
|
||||
{
|
||||
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
|
||||
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
|
||||
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
|
||||
},
|
||||
{
|
||||
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
|
||||
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
|
||||
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
|
||||
},
|
||||
PRIZE_TMS,
|
||||
}
|
||||
-- Yellow keeps the three windows but restocks both mon counters
|
||||
-- (pokeyellow/data/events/prizes.asm, prize_mon_levels.asm)
|
||||
local YELLOW_PRIZE_WINDOWS = {
|
||||
{
|
||||
{ kind = "mon", species = "ABRA", level = 15, cost = 230 },
|
||||
{ kind = "mon", species = "VULPIX", level = 18, cost = 1000 },
|
||||
{ kind = "mon", species = "WIGGLYTUFF", level = 22, cost = 2680 },
|
||||
},
|
||||
{
|
||||
{ kind = "mon", species = "SCYTHER", level = 30, cost = 6500 },
|
||||
{ kind = "mon", species = "PINSIR", level = 30, cost = 6500 },
|
||||
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||
},
|
||||
PRIZE_TMS,
|
||||
}
|
||||
|
||||
local function activePrizes()
|
||||
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
|
||||
local function prizeWindow(n)
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local windows = RED_PRIZE_WINDOWS
|
||||
if GameVersion.isBlue() then
|
||||
windows = BLUE_PRIZE_WINDOWS
|
||||
elseif GameVersion.isYellow() then
|
||||
windows = YELLOW_PRIZE_WINDOWS
|
||||
end
|
||||
return windows[n]
|
||||
end
|
||||
|
||||
-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
|
||||
-- Prize counters (engine/events/prize_menu.asm CeladonPrizeMenu; the prize
|
||||
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
|
||||
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
|
||||
-- with no case prints RequireCoinCaseText and returns without ever opening a
|
||||
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
|
||||
-- show the prizes. #194: the port used to open the window unconditionally and
|
||||
-- skip both text boxes.
|
||||
local function prizeCounter(game, ow, npc, done)
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
local Commands = require("src.script.Commands")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
-- IsItemInBag COIN_CASE: without the case, deny and open no window
|
||||
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
|
||||
if not game.save.inventory.COIN_CASE then
|
||||
-- skip both text boxes. wMaxMenuItem is 3, i.e. this window's three prizes
|
||||
-- plus the NO THANKS row, and HandlePrizeChoice confirms the pick with
|
||||
-- SoYouWantPrizeText + YesNoChoice before any coins move; every branch then
|
||||
-- rets out of CeladonPrizeMenu, so one transaction ends the conversation and
|
||||
-- buying again means talking to the counter again (#623).
|
||||
local function prizeCounter(window)
|
||||
return function(game, ow, npc, done)
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
local Commands = require("src.script.Commands")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
-- IsItemInBag COIN_CASE: without the case, deny and open no window
|
||||
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
|
||||
if not game.save.inventory.COIN_CASE then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
|
||||
return
|
||||
end
|
||||
-- ExchangeCoinsForPrizesText plays before the prize window opens.
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
|
||||
return
|
||||
end
|
||||
-- ExchangeCoinsForPrizesText plays before the prize window opens.
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
|
||||
function()
|
||||
local items = {}
|
||||
for _, p in ipairs(activePrizes()) do
|
||||
local label
|
||||
if p.kind == "mon" then
|
||||
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
||||
else
|
||||
label = game.data.items[p.item].name
|
||||
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
|
||||
function()
|
||||
local items = {}
|
||||
for _, p in ipairs(prizeWindow(window)) do
|
||||
local label
|
||||
if p.kind == "mon" then
|
||||
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
||||
else
|
||||
label = game.data.items[p.item].name
|
||||
end
|
||||
table.insert(items,
|
||||
{ label = label, right = tostring(p.cost), value = p })
|
||||
end
|
||||
table.insert(items,
|
||||
{ label = label, right = tostring(p.cost), value = p })
|
||||
end
|
||||
local list
|
||||
list = ListMenu.new(game, "PRIZES (COINS)", items, {
|
||||
footer = ("COINS %d"):format(game.save.coins or 0),
|
||||
onChoose = function(item)
|
||||
local p = item.value
|
||||
-- NoThanksText (data/events/prizes.asm) sits under the three prizes
|
||||
table.insert(items, { label = "NO THANKS" })
|
||||
local list
|
||||
-- close the window first: every ending in HandlePrizeChoice leaves
|
||||
-- the menu for good, and the closing line belongs over the map
|
||||
local function finish(msg)
|
||||
list:close()
|
||||
game.stack:push(TextBox.new(game, msg, done))
|
||||
end
|
||||
local function buy(p)
|
||||
if (game.save.coins or 0) < p.cost then
|
||||
list.footer = "Not enough coins!"
|
||||
finish(t._SorryNeedMoreCoinsText or "Sorry, you need\nmore coins.")
|
||||
return
|
||||
end
|
||||
-- HasEnoughCoins passed, so hand the prize over first and only
|
||||
-- subtract once it landed: the asm rets before .subtractCoins when
|
||||
-- the bag is full, or when both the party and every box are full
|
||||
local roomless = t._OopsYouDontHaveEnoughRoomText
|
||||
or "Oops! You don't\nhave enough room."
|
||||
if p.kind == "mon" then
|
||||
-- no runner here, so give_pokemon reports through ctx.lastCheck
|
||||
-- and skips the AskName prompt (Commands.give_pokemon)
|
||||
local ctx = { save = game.save, game = game }
|
||||
Commands.give_pokemon(ctx, p.species, p.level)
|
||||
if not ctx.lastCheck then
|
||||
finish(roomless)
|
||||
return
|
||||
end
|
||||
elseif not require("src.inventory.Bag").add(
|
||||
game.save, p.item, 1, game.data) then
|
||||
finish(roomless)
|
||||
return
|
||||
end
|
||||
game.save.coins = game.save.coins - p.cost
|
||||
if p.kind == "mon" then
|
||||
Commands.give_pokemon({ save = game.save, game = game },
|
||||
p.species, p.level)
|
||||
else
|
||||
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
|
||||
end
|
||||
list.footer = ("Got it! COINS %d"):format(game.save.coins)
|
||||
end,
|
||||
onCancel = done,
|
||||
})
|
||||
game.stack:push(list)
|
||||
end))
|
||||
-- no thank-you line: HereYouGoText is unreferenced in the asm,
|
||||
-- which just redraws the coin box (PrintPrizePrice) and returns
|
||||
list:close()
|
||||
done()
|
||||
end
|
||||
list = ListMenu.new(game, "PRIZES (COINS)", items, {
|
||||
footer = ("COINS %d"):format(game.save.coins or 0),
|
||||
onChoose = function(item)
|
||||
local p = item.value
|
||||
if not p then -- NO THANKS is the B exit (cp 3 -> .noChoice)
|
||||
list:close()
|
||||
done()
|
||||
return
|
||||
end
|
||||
local name = (p.kind == "mon")
|
||||
and game.data.pokemon[p.species].name
|
||||
or game.data.items[p.item].name
|
||||
-- SoYouWantPrizeText names the prize out of wNameBuffer, which
|
||||
-- is not one of TextBox's RAM tokens, so fill it in here
|
||||
local ask = (t._SoYouWantPrizeText
|
||||
or "So, you want\n{RAM:wNameBuffer}?")
|
||||
:gsub("{RAM:wNameBuffer}", name)
|
||||
game.stack:push(TextBox.new(game, ask, nil, {
|
||||
choice = function(yes)
|
||||
if not yes then
|
||||
finish(t._OhFineThenText or "Oh, fine then.")
|
||||
return
|
||||
end
|
||||
buy(p)
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
onCancel = done,
|
||||
})
|
||||
game.stack:push(list)
|
||||
end))
|
||||
end
|
||||
end
|
||||
|
||||
M.GAME_CORNER_PRIZE_ROOM = {
|
||||
talk = { -- the three prize counters are bg events
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
|
||||
talk = { -- the three prize counters are bg events, one window each
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter(1),
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter(2),
|
||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter(3),
|
||||
},
|
||||
}
|
||||
|
||||
@@ -695,6 +893,16 @@ local DOCK_SHIP_BLOCKS = {
|
||||
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
|
||||
}
|
||||
|
||||
-- her four hull columns bow-to-stern (upper-half / lower-half block ids)
|
||||
-- and the open-water ids of the rows she sits in
|
||||
local DOCK_SHIP_COLUMNS = {
|
||||
{ bx = 5, top = 4, bottom = 8 },
|
||||
{ bx = 6, top = 5, bottom = 9 },
|
||||
{ bx = 7, top = 6, bottom = 10 },
|
||||
{ bx = 8, top = 7, bottom = 11 },
|
||||
}
|
||||
local DOCK_WATER_TOP, DOCK_WATER_BOTTOM = 1, 13
|
||||
|
||||
M.VERMILION_DOCK = {
|
||||
onEnter = function(game, ow)
|
||||
local Flags = require("src.script.Flags")
|
||||
@@ -729,17 +937,39 @@ M.VERMILION_DOCK = {
|
||||
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
||||
end
|
||||
puff(3, 15)
|
||||
-- VermilionDock_EraseSSAnne deliberately leaves the blocks under the
|
||||
-- player alone ("south of the player and won't be redrawn"), so skip
|
||||
-- his own block: he must not spend the walk-out standing on water
|
||||
local pbx = math.floor(ow.player.cellX / 2)
|
||||
local pby = math.floor(ow.player.cellY / 2)
|
||||
local rows = {}
|
||||
rows[#rows + 1] = { "wait", 100 }
|
||||
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
|
||||
local function setBlock(bx, by, block)
|
||||
if bx < 1 or bx > 8 then return end
|
||||
if bx == pbx and by == pby then return end
|
||||
rows[#rows + 1] = { "replace_block", bx, by, block }
|
||||
end
|
||||
rows[#rows + 1] = { "wait", 30 }
|
||||
rows[#rows + 1] = { "wait", 120 }
|
||||
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
|
||||
-- .shift_columns_up slides her tile columns west behind a mid-frame
|
||||
-- rSCX split; with no split scroll here she sails one block per beat
|
||||
-- and the water closes in astern (#360)
|
||||
for step = 1, 8 do
|
||||
for _, col in ipairs(DOCK_SHIP_COLUMNS) do
|
||||
setBlock(col.bx - step, 1, col.top)
|
||||
setBlock(col.bx - step, 2, col.bottom)
|
||||
end
|
||||
setBlock(9 - step, 1, DOCK_WATER_TOP)
|
||||
setBlock(9 - step, 2, DOCK_WATER_BOTTOM)
|
||||
rows[#rows + 1] = { "wait", 20 }
|
||||
end
|
||||
-- the second horn as she clears the dock, then EraseSSAnne's 120
|
||||
-- frames before the walk out
|
||||
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
|
||||
rows[#rows + 1] = { "wait", 120 }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
-- keep Music_Surfing across the city warp (pokered stays on it
|
||||
-- through the exit-ship walk)
|
||||
rows[#rows + 1] = { "play_music", "Music_Surfing", { keep = true } }
|
||||
-- no keepMusic on this warp: Music_Surfing belongs to the dock's
|
||||
-- cutscene, and VERMILION_CITY's own theme has to take over as the
|
||||
-- player crosses in (EnterMap's PlayDefaultMusic)
|
||||
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
ow:queueScript(rows)
|
||||
|
||||
@@ -13,9 +13,18 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- The question stays on screen under the YES/NO menu. The dojo prize
|
||||
-- balls are the clearest case: FightingDojoHitmonleePokeBallText
|
||||
-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
|
||||
-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
|
||||
-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
|
||||
-- (engine/menus/text_box.asm) puts the menu above the dialogue box
|
||||
-- rather than replacing it. Ride TextBox's opts.choice, the same as
|
||||
-- Commands.ask, instead of popping the box with an A press and leaving a
|
||||
-- bare ChoiceBox over the overworld (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
|
||||
@@ -37,16 +46,15 @@ local function countOwned(save)
|
||||
return n
|
||||
end
|
||||
|
||||
local function oaksAide(threshold, itemId)
|
||||
local function oaksAide(threshold, itemId, repeatText)
|
||||
return function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
local flags = game.save.flags
|
||||
local itemName = game.data.items[itemId].name
|
||||
local flag = "EVENT_GOT_" .. itemId
|
||||
if flags[flag] then
|
||||
push(game, fill(t._OaksAideComeBackText or
|
||||
"I already gave\nyou the {RAM:}!",
|
||||
{ num = threshold, ram = itemName }), done)
|
||||
push(game, t[repeatText] or
|
||||
fill("I already gave\nyou the {RAM:}!", { ram = itemName }), done)
|
||||
return
|
||||
end
|
||||
ask(game, fill(t._OaksAideHiText or
|
||||
@@ -83,13 +91,16 @@ local function oaksAide(threshold, itemId)
|
||||
end
|
||||
|
||||
M.ROUTE_2_GATE = {
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH") },
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH",
|
||||
"_Route2GateOaksAideFlashExplanationText") },
|
||||
}
|
||||
M.ROUTE_11_GATE_2F = {
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER") },
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER",
|
||||
"_Route11Gate2FOaksAideItemfinderDescriptionText") },
|
||||
}
|
||||
M.ROUTE_15_GATE_2F = {
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL") },
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL",
|
||||
"_Route15Gate2FOaksAideExpAllText") },
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -153,22 +164,51 @@ local function dojoBall(species, ownBall, otherBall, askKey)
|
||||
push(game, "You'll have to\nbeat the master\nfirst!", done)
|
||||
return
|
||||
end
|
||||
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
|
||||
if not yes then done() return end
|
||||
flags["EVENT_GOT_" .. species] = true
|
||||
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.give_pokemon(ctx, species, 30)
|
||||
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
||||
-- just the picked object's index) and routes to the greedy line above
|
||||
-- when talked to (#197).
|
||||
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
||||
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
||||
end)
|
||||
-- Examining a ball shows that species' POKéDEX entry first
|
||||
-- (DisplayPokedex in FightingDojo.asm, which also marks it seen),
|
||||
-- then the yes/no take-it prompt (#853).
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.mark_seen(ctx, species)
|
||||
local DexEntryMenu = require("src.ui.DexEntryMenu")
|
||||
game.stack:push(DexEntryMenu.new(game, species, function()
|
||||
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
|
||||
if not yes then done() return end
|
||||
flags["EVENT_GOT_" .. species] = true
|
||||
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
|
||||
Commands.give_pokemon(ctx, species, 30)
|
||||
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
||||
-- just the picked object's index) and routes to the greedy line above
|
||||
-- when talked to (#197).
|
||||
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
||||
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
||||
end)
|
||||
end))
|
||||
end
|
||||
end
|
||||
|
||||
-- FightingDojoDefaultScript does not use the Master's facing direction for
|
||||
-- this battle. It checks exactly the cell left of him, turns both sprites
|
||||
-- toward one another, and then displays his trainer text. Keeping this out
|
||||
-- of trainer sight also lets him keep his original downward-facing pose.
|
||||
local function dojoMasterGate(game, ow, x, y)
|
||||
if x ~= 4 or y ~= 3 or game.save.flags.EVENT_BEAT_KARATE_MASTER then
|
||||
return false
|
||||
end
|
||||
local master
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "FIGHTINGDOJO_KARATE_MASTER" then
|
||||
master = npc
|
||||
break
|
||||
end
|
||||
end
|
||||
if not master or ow:trainerDefeated(master) then return false end
|
||||
ow.player.facing = "right"
|
||||
master:facePlayer(ow.player)
|
||||
ow:engageTrainer(master)
|
||||
return true
|
||||
end
|
||||
|
||||
M.FIGHTING_DOJO = {
|
||||
talk = {
|
||||
TEXT_FIGHTINGDOJO_HITMONLEE_POKE_BALL =
|
||||
@@ -195,6 +235,7 @@ M.FIGHTING_DOJO = {
|
||||
end
|
||||
return false
|
||||
end,
|
||||
onStep = dojoMasterGate,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
@@ -49,7 +49,7 @@ local function gift(opts)
|
||||
end
|
||||
end)
|
||||
end
|
||||
if opts.pre then say(opts.pre, "", give) else give() end
|
||||
if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -118,11 +118,21 @@ M.CINNABAR_LAB_METRONOME_ROOM = {
|
||||
},
|
||||
}
|
||||
|
||||
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher; no pre text)
|
||||
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher). The fisher's
|
||||
-- YouCanHaveThisText prints before GiveItem, so this gift needs a pre
|
||||
-- text (#775). Like the SilphCo2F worker (#393) that label carries no
|
||||
-- leading underscore, and on Red it sits outside the extractor's symbol
|
||||
-- set, so the literal from text/ViridianCity.asm rides along as the
|
||||
-- fallback; Yellow resolves the ROM string instead.
|
||||
M.VIRIDIAN_CITY = {
|
||||
talk = {
|
||||
TEXT_VIRIDIANCITY_FISHER = gift({
|
||||
flag = "EVENT_GOT_TM42", item = "TM_DREAM_EATER",
|
||||
pre = "ViridianCityFisherYouCanHaveThisText",
|
||||
preFallback = "Yawn!\nI must have dozed\voff in the sun."
|
||||
.. "\fI had this dream\nabout a DROWZEE\veating my dream."
|
||||
.. "\vWhat's this?\vWhere did this TM\vcome from?"
|
||||
.. "\fThis is spooky!\nHere, you can\vhave this TM.",
|
||||
received = "_ViridianCityFisherReceivedTM42Text",
|
||||
explain = "_ViridianCityFisherTM42ExplanationText",
|
||||
noRoom = "_ViridianCityFisherTM42NoRoomText",
|
||||
@@ -135,6 +145,9 @@ M.SILPH_CO_2F = {
|
||||
talk = {
|
||||
TEXT_SILPHCO2F_SILPH_WORKER_F = gift({
|
||||
flag = "EVENT_GOT_TM36", item = "TM_SELFDESTRUCT",
|
||||
-- the label carries no leading underscore: pokered keeps this one in
|
||||
-- the script bank, not the far-text bank (#393)
|
||||
pre = "SilphCo2FSilphWorkerFPleaseTakeThisText",
|
||||
received = "_SilphCo2FSilphWorkerFReceivedTM36Text",
|
||||
explain = "_SilphCo2FSilphWorkerFTM36ExplanationText",
|
||||
noRoom = "_SilphCo2FSilphWorkerFTM36NoRoomText",
|
||||
@@ -173,6 +186,20 @@ M.ROUTE_18_GATE_2F = {
|
||||
{ "face_player" },
|
||||
{ "trade", 6, "EVENT_TRADED_SLOWBRO_FOR_LICKITUNG" }, -- MARC
|
||||
},
|
||||
-- Yellow replaces the youngster with a cook trading SPIKE
|
||||
-- (TANGELA -> PARASECT): pokeyellow/scripts/Route18Gate2F.asm
|
||||
-- Route18Gate2FCookText runs TRADE_FOR_SPIKE, index 6 in the Yellow
|
||||
-- TradeMons table that Data:applyVersionedFieldData swaps in. Red
|
||||
-- maps have no COOK object here and Yellow maps have no YOUNGSTER,
|
||||
-- so each version only ever fires its own row (#651). Both rows
|
||||
-- share the Red-flavoured done flag on purpose: a .sav tracks
|
||||
-- "trade slot 6 completed" in one wCompletedInGameTradeFlags bit
|
||||
-- either version reads, and the save codec maps that bit to this
|
||||
-- flag name (src/save_convert/GenSave.lua EXTRA_FLAG_BITS).
|
||||
TEXT_ROUTE18GATE2F_COOK = {
|
||||
{ "face_player" },
|
||||
{ "trade", 6, "EVENT_TRADED_SLOWBRO_FOR_LICKITUNG" }, -- SPIKE (Yellow)
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -787,8 +814,19 @@ local function bikeGateGuard(coords, stopText, explainText)
|
||||
local t = text(game)
|
||||
push(game, t[stopText] or "Hey! Wait up!", function()
|
||||
push(game, t[explainText] or "You need a\nBICYCLE for\nCYCLING ROAD!", function()
|
||||
-- pokered's Route16Gate1FGuardScript / Route18Gate1FGuardScript
|
||||
-- (scripts/Route16Gate1F.asm, Route18Gate1F.asm) simulate one
|
||||
-- PAD_RIGHT step after the refusal text, and only clear
|
||||
-- wJoyIgnore / hand control back once that step finishes
|
||||
-- (PlayerMovingRightScript). Without it the player was left
|
||||
-- parked beside the guard's counter with no way past. #518
|
||||
local function shoveRight()
|
||||
ow:scriptMove(ow.player, "right", 1)
|
||||
end
|
||||
if dist > 0 then
|
||||
ow:scriptMove(ow.player, "up", dist)
|
||||
ow:scriptMove(ow.player, "up", dist, shoveRight)
|
||||
else
|
||||
shoveRight()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
@@ -836,6 +874,19 @@ M.SILPH_CO_7F = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- SSAnne2FRivalAfterBattleScript's exit walk is keyed on the player's X,
|
||||
-- not on where the rival stopped: from (37,8) the rival stands below him on
|
||||
-- (36,8) and takes .RivalDownFourMovement straight down out of the room;
|
||||
-- from (36,8) he stands above him on (36,7) and takes
|
||||
-- .RivalWalkAroundPlayerMovement, which steps RIGHT and then falls through
|
||||
-- into the same four DOWNs, so five downs in all (#360).
|
||||
local function ssAnne2FRivalExitDirs(onLeft)
|
||||
if onLeft then
|
||||
return { "right", "down", "down", "down", "down", "down" }
|
||||
end
|
||||
return { "down", "down", "down", "down" }
|
||||
end
|
||||
|
||||
-- S.S. Anne 2F rival ambush (scripts/SSAnne2F.asm; coords 36/37,8)
|
||||
M.SS_ANNE_2F = {
|
||||
onStep = function(game, ow, x, y)
|
||||
@@ -848,11 +899,12 @@ M.SS_ANNE_2F = {
|
||||
{ "face_object", 2, onLeft and "down" or "right" }, -- 3
|
||||
{ "show_text", "_SSAnne2FRivalText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
|
||||
{ "jump_if_false", 10 }, -- 6
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
|
||||
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
|
||||
{ "move_npc_to", 2, 36, 4 }, -- 9
|
||||
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 10
|
||||
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
|
||||
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 10
|
||||
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 11
|
||||
}, onLeft and "up" or "left")
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -12,9 +12,13 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- PrintText on a text_end string returns with the box still drawn and
|
||||
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -118,6 +122,7 @@ local MANSION_HOLES = {
|
||||
M.POKEMON_MANSION_3F.onStep = function(game, ow, x, y)
|
||||
for _, h in ipairs(MANSION_HOLES) do
|
||||
if x == h[1] and y == h[2] then
|
||||
require("src.core.Sound").play(game.data, "Faint_Fall")
|
||||
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
|
||||
return true
|
||||
end
|
||||
@@ -173,7 +178,46 @@ local function syncGymGatesAfterBattle(game, ow)
|
||||
applyGymGates(game, ow)
|
||||
end
|
||||
|
||||
-- Yellow's quiz-first rule (scripts/CinnabarGym.asm SuperNerd2..7): a
|
||||
-- gate guardian refuses to battle until his quiz was attempted -- a
|
||||
-- wrong answer sics him on you (the onInteract path below), a right one
|
||||
-- opens his gate; walking up and talking first just gets the room's
|
||||
-- CinnabarGymText_N lecture (Func_f2150's pointer table).
|
||||
local function yellowQuizTalk(machineIndex)
|
||||
return function(game, ow, npc, done)
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
local defeated = ow:trainerDefeated(npc)
|
||||
local gateOpen = game.save.flags[gymGateFlag(machineIndex)]
|
||||
if yellow and not defeated and not gateOpen then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t["_CinnabarGymText_" .. machineIndex]
|
||||
or "You have to take\nthe quiz first!", done))
|
||||
return
|
||||
end
|
||||
-- gate open (or Red/Blue): the ordinary trainer engagement /
|
||||
-- after-battle line, mirroring talkTo's generic trainer branch
|
||||
npc:facePlayer(ow.player)
|
||||
if not defeated then
|
||||
ow:engageTrainer(npc, done)
|
||||
return
|
||||
end
|
||||
local header = game.data:trainerHeader(ow.map.def.label, npc.def.index)
|
||||
local after = header and header.after and game.data.text[header.after]
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, after or "...", done))
|
||||
end
|
||||
end
|
||||
|
||||
M.CINNABAR_GYM = {
|
||||
talk = (function()
|
||||
local talk = {}
|
||||
for i = 1, 6 do
|
||||
talk["TEXT_CINNABARGYM_SUPER_NERD" .. (i + 1)] = yellowQuizTalk(i)
|
||||
end
|
||||
return talk
|
||||
end)(),
|
||||
onEnter = applyGymGates,
|
||||
onVictory = syncGymGatesAfterBattle,
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
|
||||
@@ -18,6 +18,16 @@
|
||||
-- script). Leaders are not def_trainers entries, so engageTrainer has
|
||||
-- no header.won -- checkVictoryRewards shows this chain instead of a
|
||||
-- synthetic "received badge/TM" stub.
|
||||
--
|
||||
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
|
||||
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
|
||||
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
|
||||
-- this!"), shown at the victory and again when a beaten leader retries
|
||||
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
|
||||
-- the bag; `noRoom` is the "make room" line shown instead when the bag
|
||||
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
|
||||
-- successful give, which is what makes the leader's talk script retry
|
||||
-- later (gyms.lua).
|
||||
|
||||
local function range(prefix, first, last)
|
||||
local t = {}
|
||||
@@ -33,6 +43,8 @@ return {
|
||||
-- escort NPC and the first Route 22 rival stay gone after the badge.
|
||||
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
|
||||
item = "TM_BIDE",
|
||||
gotFlag = "EVENT_GOT_TM34",
|
||||
noRoom = "_PewterGymTM34NoRoomText",
|
||||
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
|
||||
hide = {
|
||||
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
|
||||
@@ -41,75 +53,113 @@ return {
|
||||
dialogue = {
|
||||
"_PewterGymBrockReceivedBoulderBadgeText",
|
||||
"_PewterGymBrockBoulderBadgeInfoText",
|
||||
"_PewterGymBrockWaitTakeThisText",
|
||||
},
|
||||
tmPre = { "_PewterGymBrockWaitTakeThisText" },
|
||||
tmDialogue = {
|
||||
"_PewterGymReceivedTM34Text",
|
||||
"_TM34ExplanationText",
|
||||
} },
|
||||
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
|
||||
item = "TM_BUBBLEBEAM",
|
||||
gotFlag = "EVENT_GOT_TM11",
|
||||
noRoom = "_CeruleanGymMistyTM11NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
|
||||
dialogue = {
|
||||
"_CeruleanGymMistyReceivedCascadeBadgeText",
|
||||
"_CeruleanGymMistyCascadeBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_CeruleanGymMistyReceivedTM11Text",
|
||||
} },
|
||||
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
|
||||
item = "TM_THUNDERBOLT",
|
||||
gotFlag = "EVENT_GOT_TM24",
|
||||
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
|
||||
dialogue = {
|
||||
"_VermilionGymLTSurgeReceivedThunderBadgeText",
|
||||
"_VermilionGymLTSurgeThunderBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_VermilionGymLTSurgeReceivedTM24Text",
|
||||
"_TM24ExplanationText",
|
||||
} },
|
||||
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
|
||||
item = "TM_MEGA_DRAIN",
|
||||
gotFlag = "EVENT_GOT_TM21",
|
||||
noRoom = "_CeladonGymTM21NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
|
||||
dialogue = {
|
||||
"_CeladonGymErikaReceivedRainbowBadgeText",
|
||||
"_CeladonGymRainbowBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_CeladonGymReceivedTM21Text",
|
||||
"_TM21ExplanationText",
|
||||
} },
|
||||
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
|
||||
item = "TM_TOXIC",
|
||||
gotFlag = "EVENT_GOT_TM06",
|
||||
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
|
||||
dialogue = {
|
||||
"_FuchsiaGymKogaReceivedSoulBadgeText",
|
||||
"_FuchsiaGymKogaSoulBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_FuchsiaGymKogaReceivedTM06Text",
|
||||
"_FuchsiaGymKogaTM06ExplanationText",
|
||||
} },
|
||||
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
|
||||
item = "TM_PSYWAVE",
|
||||
gotFlag = "EVENT_GOT_TM46",
|
||||
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
|
||||
dialogue = {
|
||||
"_SaffronGymSabrinaReceivedMarshBadgeText",
|
||||
"_SaffronGymSabrinaMarshBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_SaffronGymSabrinaReceivedTM46Text",
|
||||
"_TM46ExplanationText",
|
||||
} },
|
||||
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
|
||||
item = "TM_FIRE_BLAST",
|
||||
gotFlag = "EVENT_GOT_TM38",
|
||||
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
|
||||
dialogue = {
|
||||
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
|
||||
"_CinnabarGymBlaineVolcanoBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_CinnabarGymBlaineReceivedTM38Text",
|
||||
"_CinnabarGymBlaineTM38ExplanationText",
|
||||
} },
|
||||
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
|
||||
item = "TM_FISSURE",
|
||||
gotFlag = "EVENT_GOT_TM27",
|
||||
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
|
||||
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
|
||||
dialogue = {
|
||||
"_ViridianGymGiovanniReceivedEarthBadgeText",
|
||||
"_ViridianGymGiovanniEarthBadgeInfoText",
|
||||
},
|
||||
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
|
||||
tmDialogue = {
|
||||
"_ViridianGymGiovanniReceivedTM27Text",
|
||||
"_ViridianGymGiovanniTM27ExplanationText",
|
||||
} },
|
||||
|
||||
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
|
||||
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
|
||||
-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the
|
||||
-- battle SilphCo10FGiovanniILostAgainText through SaveEndBattleTextPointers,
|
||||
-- but he has no def_trainers header on 11F, so engageTrainer finds no
|
||||
-- header.won to give it -- this chain is the port's stand-in for that loss
|
||||
-- line (#722). The "Blast it all!" speech, the fade and the rockets
|
||||
-- leaving are SilphCo11FGiovanniAfterBattleScript, ported in M.SILPH_CO_11F
|
||||
-- (data/scripts/story.lua).
|
||||
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI",
|
||||
dialogue = { "_SilphCo10FGiovanniILostAgainText" } },
|
||||
|
||||
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
|
||||
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
-- Summer Beach House (scripts/SummerBeachHouse.asm), Yellow's Route 19
|
||||
-- surf shack. The Surfin' Dude only lets a party Pikachu that knows
|
||||
-- SURF ride (IsSurfingPikachuInParty, home/map_objects.asm); saying yes
|
||||
-- runs the Surfing Pikachu minigame (src/ui/SurfingMinigame.lua). The
|
||||
-- corner printer shows/prints the high score once you have surfed this
|
||||
-- visit (BIT_PIKACHU_MAP_SURF_SELECT is a per-map-load flag, so the
|
||||
-- session markers live on the overworld state, not the save).
|
||||
|
||||
local function surfingPikachu(game)
|
||||
for _, mon in ipairs(game.save.party or {}) do
|
||||
if mon.species == "PIKACHU" then
|
||||
for _, mv in ipairs(mon.moves or {}) do
|
||||
if mv.id == "SURF" then return mon end
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function push(game, text, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, text, done))
|
||||
end
|
||||
|
||||
-- the two-variant posters: the surf-capable line once a surfing
|
||||
-- Pikachu is along, the plain one otherwise
|
||||
local function poster(n)
|
||||
return function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
local key = ("_SummerBeachHousePoster%dText%d"):format(
|
||||
n, surfingPikachu(game) and 1 or 2)
|
||||
push(game, t[key] or "A surfing poster.", done)
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
SUMMER_BEACH_HOUSE = {
|
||||
talk = {
|
||||
TEXT_SUMMERBEACHHOUSE_SURFINDUDE = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
if not surfingPikachu(game) then
|
||||
push(game, t._SummerBeachHouseSurfinDudeText4
|
||||
or "Dogs and burgers\non special today!", done)
|
||||
return
|
||||
end
|
||||
-- Text1 on the first ask each visit, the short Text3 after
|
||||
local ask = ow.surfinDudeAsked
|
||||
and (t._SummerBeachHouseSurfinDudeText3 or "Wanna go SURF?")
|
||||
or (t._SummerBeachHouseSurfinDudeText1
|
||||
or "Whoa!\nYour PIKACHU knows\nhow to SURF!\fGive it a go?")
|
||||
ow.surfinDudeAsked = true
|
||||
push(game, ask, function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
push(game, t._SummerBeachHouseSurfinDudeText2
|
||||
or "Come SURF anytime,\nmy friend!", done)
|
||||
return
|
||||
end
|
||||
local SurfingMinigame = require("src.ui.SurfingMinigame")
|
||||
game.stack:push(SurfingMinigame.new(game, function()
|
||||
ow.surfedThisVisit = true -- BIT_PIKACHU_MAP_SURF_SELECT
|
||||
require("src.core.Music").playMap(game.data, ow.map.id)
|
||||
done()
|
||||
end))
|
||||
end))
|
||||
end)
|
||||
end,
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_PIKACHU = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
push(game, t._SummerBeachHousePikachuText or "PIKACHU: Pikaa!",
|
||||
function()
|
||||
require("src.core.Sound").playCry(game.data, "PIKACHU")
|
||||
done()
|
||||
end)
|
||||
end,
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER1 = poster(1),
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER2 = poster(2),
|
||||
TEXT_SUMMERBEACHHOUSE_POSTER3 = poster(3),
|
||||
|
||||
TEXT_SUMMERBEACHHOUSE_PRINTER = function(game, ow, npc, done)
|
||||
local t = game.data.text
|
||||
if not surfingPikachu(game) then
|
||||
push(game, t._SummerBeachHousePrinterText1
|
||||
or "It's some sort of\na machine...", done)
|
||||
return
|
||||
end
|
||||
push(game, t._SummerBeachHousePrinterText2
|
||||
or "SUMMER BEACH HOUSE\nPRINTER, it says.", function()
|
||||
if not ow.surfedThisVisit then
|
||||
done()
|
||||
return
|
||||
end
|
||||
push(game, t._SummerBeachHousePrinterText3
|
||||
or "The Hi-Score is\nshown.\fPRINT it out?", function()
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
done()
|
||||
return
|
||||
end
|
||||
-- PrintSurfingMinigameHighScore -> PNG stand-in
|
||||
local Printer = require("src.core.Printer")
|
||||
local Font = require("src.render.Font")
|
||||
local Strings = require("src.core.Strings")
|
||||
local hi = game.save.surfingHighScore or 0
|
||||
local name = game.save.player.name or "RED"
|
||||
local saved, err = Printer.save("surf_hiscore", 160, 64,
|
||||
function()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 64)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.rectangle("line", 2.5, 2.5, 155, 59)
|
||||
Font.draw(Strings("SUMMER BEACH HOUSE"), 8, 10)
|
||||
Font.draw(Strings("SURFING Hi-Score"), 8, 24)
|
||||
Font.draw(name, 8, 40)
|
||||
Font.draw(Strings("%d pts", hi), 96, 40)
|
||||
end)
|
||||
push(game, saved
|
||||
and Strings("Printed!\fSaved as\n%s\vin the save\nfolder.",
|
||||
saved)
|
||||
or Strings("Printer error!\n%s", tostring(err)), done)
|
||||
end))
|
||||
end)
|
||||
end)
|
||||
end,
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,113 @@
|
||||
-- Yellow's three Kanto-starter side-quests, hand-ported from
|
||||
-- scripts/CeruleanMelaniesHouse.asm, scripts/Route24.asm
|
||||
-- (Route24CooltrainerM4Text) and scripts/VermilionCity_2.asm
|
||||
-- (VermilionCityPrintOfficerJennyText). Registered on top of the shared
|
||||
-- Red map scripts by data/scripts/init.lua on a Yellow boot only, so the
|
||||
-- table keys compose with story.lua / story4.lua's existing entries.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Melanie hands over her Bulbasaur once the starter Pikachu trusts you
|
||||
-- (wPikachuHappiness >= 147).
|
||||
M.CERULEAN_MELANIES_HOUSE = {
|
||||
talk = {
|
||||
TEXT_CERULEANMELANIESHOUSE_MELANIE = function(game, ow, npc, done)
|
||||
local rows = { { "face_player" } }
|
||||
if game.save.flags.EVENT_GOT_BULBASAUR_IN_CERULEAN then
|
||||
rows[#rows + 1] = { "show_text", "MelanieText4" }
|
||||
elseif (game.save.pikachuHappiness or 90) < 147 then
|
||||
rows[#rows + 1] = { "show_text", "MelanieText1" }
|
||||
else
|
||||
rows[#rows + 1] = { "show_text", "MelanieText1" }
|
||||
rows[#rows + 1] = { "ask", "MelanieText2" }
|
||||
rows[#rows + 1] = { "jump_if_false", "declined" }
|
||||
rows[#rows + 1] = { "give_pokemon", "BULBASAUR", 10 }
|
||||
rows[#rows + 1] = { "jump_if_false", "end" } -- party + box full
|
||||
-- Event and HideObject before MelanieText3: give_pokemon's nickname
|
||||
-- prompt and the received text both yield, and a script that dies
|
||||
-- in that window used to leave the BULBASAUR given with the event
|
||||
-- clear, so Melanie offered a second one (#426). The flag is only
|
||||
-- read at script entry, so the order is invisible in play.
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_BULBASAUR_IN_CERULEAN" }
|
||||
rows[#rows + 1] = { "hide_object", "CERULEAN_MELANIES_HOUSE",
|
||||
"CERULEANMELANIESHOUSE_BULBASAUR" }
|
||||
rows[#rows + 1] = { "show_text", "MelanieText3" }
|
||||
rows[#rows + 1] = { "jump", "end" }
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "MelanieText5" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
-- pet flavor: the text with the species' cry over it
|
||||
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
|
||||
{ "play_cry", "BULBASAUR" },
|
||||
{ "show_text", "MelanieBulbasaurText" },
|
||||
},
|
||||
TEXT_CERULEANMELANIESHOUSE_ODDISH = {
|
||||
{ "play_cry", "ODDISH" },
|
||||
{ "show_text", "MelanieOddishText" },
|
||||
},
|
||||
TEXT_CERULEANMELANIESHOUSE_SANDSHREW = {
|
||||
{ "play_cry", "SANDSHREW" },
|
||||
{ "show_text", "MelanieSandshrewText" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Damian gives away the Charmander he thinks is too weak (EVENT_54F).
|
||||
M.ROUTE_24 = {
|
||||
talk = {
|
||||
TEXT_ROUTE24_COOLTRAINER_M4 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_54F" },
|
||||
{ "jump_if_true", "after" },
|
||||
{ "ask", "_Route24DamianText1" },
|
||||
{ "jump_if_false", "declined" },
|
||||
{ "give_pokemon", "CHARMANDER", 10 },
|
||||
{ "jump_if_false", "end" },
|
||||
-- SetEvent hoisted ahead of the received text (Route24.asm writes it
|
||||
-- after Route24Text_515e3, where nothing in between can fail): the
|
||||
-- nickname prompt and the text both yield, and a script death in that
|
||||
-- window left the CHARMANDER given with EVENT_54F clear, so Damian
|
||||
-- handed out a second one on the next talk (#426).
|
||||
{ "set_flag", "EVENT_54F" },
|
||||
{ "show_text", "_Route24DamianText2" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "declined" },
|
||||
{ "show_text", "_Route24DamianText3" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "after" },
|
||||
{ "show_text", "_Route24DamianText4" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
-- Officer Jenny's Squirtle: kept until you carry the Thunder Badge.
|
||||
M.VERMILION_CITY = {
|
||||
talk = {
|
||||
TEXT_VERMILIONCITY_OFFICER_JENNY = function(game, ow, npc, done)
|
||||
local rows = { { "face_player" } }
|
||||
if game.save.flags.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY then
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText5" }
|
||||
elseif not (game.save.inventory
|
||||
and game.save.inventory.THUNDERBADGE) then
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText1" }
|
||||
else
|
||||
rows[#rows + 1] = { "ask", "_OfficerJennyText2" }
|
||||
rows[#rows + 1] = { "jump_if_false", "declined" }
|
||||
rows[#rows + 1] = { "give_pokemon", "SQUIRTLE", 10 }
|
||||
rows[#rows + 1] = { "jump_if_false", "end" }
|
||||
-- event before the received text, as above (#426)
|
||||
rows[#rows + 1] = { "set_flag",
|
||||
"EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText3" }
|
||||
rows[#rows + 1] = { "jump", "end" }
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,308 @@
|
||||
-- Jessie & James, Yellow's Team Rocket duo, at all four ambush sites:
|
||||
-- Mt Moon B2F (scripts/MtMoonB2F.asm), Rocket Hideout B4F
|
||||
-- (scripts/RocketHideoutB4F.asm), Pokemon Tower 7F
|
||||
-- (scripts/PokemonTower7F.asm) and Silph Co 11F (scripts/SilphCo11F.asm).
|
||||
-- Every site shares one shape: a coordinate trigger swaps the map theme
|
||||
-- for Music_MeetJessieJames, the motto plays, the duo closes in, one
|
||||
-- battle against the shared OPP_ROCKET party fights them both, and after
|
||||
-- their parting lines they vanish together under a second sting of the
|
||||
-- theme before the map theme resumes (PlayDefaultMusic ->
|
||||
-- play_default_music).
|
||||
--
|
||||
-- Registered on top of the shared tables by data/scripts/init.lua on a
|
||||
-- Yellow boot; MT_MOON_B2F's onStep chains story2's Super Nerd / fossil
|
||||
-- trigger and SILPH_CO_11F's chains story's Giovanni trigger, since
|
||||
-- non-talk hooks replace rather than merge.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Capture the FUNCTION, not the table: attachBase stores the module
|
||||
-- table itself, so once this file's onStep is attached the table's slot
|
||||
-- points back here -- delegating through the table would self-recurse.
|
||||
local baseMtMoonStep = require("data.scripts.story2").MT_MOON_B2F.onStep
|
||||
local baseSilph11Step = require("data.scripts.story").SILPH_CO_11F.onStep
|
||||
|
||||
M.MT_MOON_B2F = {
|
||||
talk = {
|
||||
TEXT_MTMOONB2F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
|
||||
},
|
||||
TEXT_MTMOONB2F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseMtMoonStep and baseMtMoonStep(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if x ~= 3 or y ~= 5 then return false end
|
||||
if f.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES then return false end
|
||||
if not (f.EVENT_GOT_DOME_FOSSIL or f.EVENT_GOT_HELIX_FOSSIL) then
|
||||
return false
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
|
||||
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
|
||||
{ "show_text", "_MtMoonJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- MtMoonB2FScript_49e15 simulates PAD_UP for one player step, then
|
||||
-- Script6/Script9 walk Jessie (object 2, MovementData_f9e65: six
|
||||
-- $06) and James (object 6, f9e66: five $06); both objects' movement
|
||||
-- byte 2 is LEFT, so .determineDirection makes those LEFT steps --
|
||||
-- Jessie (9,3)->(3,3) above the player at (3,4), James (9,4)->(4,4)
|
||||
-- beside him. #423
|
||||
{ "walk_npc", "player", { "up" } },
|
||||
{ "walk_npc", 2, { "left", "left", "left", "left", "left", "left" } },
|
||||
{ "face_object", 2, "down" },
|
||||
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
|
||||
{ "face_object", 6, "left" },
|
||||
{ "show_text", "_MtMoonJessieJamesText2" },
|
||||
-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
|
||||
-- SaveEndBattleTextPointers before it sets wCurOpponent, so
|
||||
-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
|
||||
-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
|
||||
-- Its one-word first line only reads right behind that tag (#866).
|
||||
{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_MtMoonJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
|
||||
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Rocket Hideout B4F (RocketHideoutB4FScript_455a5..Script13): the
|
||||
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
|
||||
-- (24,10) and whichever of them shares the player's column ($18=24 or
|
||||
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
|
||||
-- tiles down to loom over the player while the other walks four and ends
|
||||
-- up beside him. A loss
|
||||
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
||||
-- trigger re-arms clean.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROCKET_HIDEOUT_B4F = {
|
||||
talk = {
|
||||
TEXT_ROCKETHIDEOUTB4F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
TEXT_ROCKETHIDEOUTB4F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 14 or (x ~= 24 and x ~= 25) then return false end
|
||||
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
||||
-- ON_LEFT: player under James's column (25); movement data pairs
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
||||
-- column-mate walks 3, the other 4.
|
||||
local onLeft = (x == 25)
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order.
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
|
||||
-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
|
||||
-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
|
||||
-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
|
||||
-- collision test. From (25,10)/(24,10) against a player on y=14 the
|
||||
-- column-mate stops three down, right above him, and the other walks the
|
||||
-- full four to stand alongside -- which is what the facings below assume.
|
||||
-- Reading _45605 as a single step stranded whoever was off-column three
|
||||
-- tiles away, so James never reached the player (#865).
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
|
||||
or { "down", "down", "down", "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
|
||||
or { "down", "down", "down" } },
|
||||
{ "face_object", 3, onLeft and "right" or "down" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
||||
-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
|
||||
-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
|
||||
-- the battle screen ahead of MoneyForWinningText (#866).
|
||||
{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "lost" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "lost" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 7F (PokemonTower7FScript_60d2a..Script10): same beat
|
||||
-- one floor below Fuji, except the duo pops in BEFORE the motto and
|
||||
-- Jessie ($a=10 column) leads the walk-down; ON_LEFT ($b=11) hands the
|
||||
-- three-tile walk to James instead. On a loss vanilla only resets the
|
||||
-- script counter (the blackout warp reloads the map anyway).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_TOWER_7F = {
|
||||
talk = {
|
||||
TEXT_POKEMONTOWER7F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
TEXT_POKEMONTOWER7F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 12 or (x ~= 10 and x ~= 11) then return false end
|
||||
if f.EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES then return false end
|
||||
local onLeft = (x == 11) -- EVENT_POKEMONTOWER_7_JESSIE_JAMES_ON_LEFT
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order.
|
||||
-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
|
||||
-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
|
||||
-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
|
||||
-- y=12 the column-mate halts one tile above him and the other closes the
|
||||
-- full four to his side; the single-step reading is why James only
|
||||
-- "moved a bit" here (#865).
|
||||
{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
|
||||
or { "down", "down", "down" } },
|
||||
{ "face_object", 1, onLeft and "right" or "down" },
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
|
||||
or { "down", "down", "down", "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
||||
-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
|
||||
-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
|
||||
-- before the prize money (#866).
|
||||
{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Silph Co 11F (SilphCo11FScript_6229c..Script14): the only site where
|
||||
-- the duo starts VISIBLE (toggleable_objects.asm keeps SILPHCO11F_JAMES
|
||||
-- / _JESSIE ON), flanking Giovanni at (2,8)/(3,8), so they are talkable
|
||||
-- before the ambush (SilphCo11FJessieJamesText = the full motto). The
|
||||
-- trigger is the top row (y=3, x<4); EVENT_780/EVENT_781 pick one of
|
||||
-- three approach paths (SilphCo11FMovementData_622f5..62311, $5=up
|
||||
-- $6=left) that route James then Jessie up to the player without ever
|
||||
-- crossing the player's tile. Their duo text lives in
|
||||
-- text/SilphCo10F.asm (_SilphCoJessieJamesText*).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
talk = {
|
||||
TEXT_SILPHCO11F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
TEXT_SILPHCO11F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseSilph11Step and baseSilph11Step(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if y ~= 3 or x > 3 then return false end
|
||||
if f.EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES then return false end
|
||||
-- x==3 -> base path, x==2 -> EVENT_780 variant, x<=1 -> EVENT_781
|
||||
local jamesDirs, jamesFace, jessieDirs, jessieFace
|
||||
if x == 3 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up", "up" }, "right"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up" }, "up"
|
||||
elseif x == 2 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up" }, "up"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up", "up" }, "left"
|
||||
else
|
||||
jamesDirs = { "up", "up", "left", "up", "up" }
|
||||
jamesFace = "up"
|
||||
jessieDirs = { "up", "up", "up", "left", "up", "up" }
|
||||
jessieFace = "left"
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_SilphCoJessieJamesText1" },
|
||||
{ "face_player_dir", "down" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- James (object 4) then Jessie (object 6), Script5..Script10 order
|
||||
{ "walk_npc", 4, jamesDirs },
|
||||
{ "face_object", 4, jamesFace },
|
||||
{ "walk_npc", 6, jessieDirs },
|
||||
{ "face_object", 6, jessieFace },
|
||||
{ "show_text", "_SilphCoJessieJamesText2" },
|
||||
-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
|
||||
-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
|
||||
{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_SilphCoJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JAMES" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,151 @@
|
||||
-- The Viridian City old-man catch tutorial, Yellow's way
|
||||
-- (pokeyellow scripts/ViridianCity.asm, scripts/ViridianCity_2.asm,
|
||||
-- scripts/OaksLab.asm). Registered on top of the shared tables by
|
||||
-- data/scripts/init.lua on a Yellow boot.
|
||||
--
|
||||
-- Yellow has TWO gambler objects where Red/Blue have one:
|
||||
-- * VIRIDIANCITY_OLD_MAN at (17,5) -- a Red/Blue leftover; its
|
||||
-- toggle stays OFF forever in Yellow, no script ever shows it.
|
||||
-- * VIRIDIANCITY_OLD_MAN2 at (18,9) -- replaces the sleeper the
|
||||
-- moment the Pokédex is given (OaksLabOakGivesPokedexScript:
|
||||
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN_2).
|
||||
--
|
||||
-- This is the tutorial old man. The Red/Blue "Are you in a hurry?"
|
||||
-- yes/no script must NOT run against him: Yellow's
|
||||
-- _ViridianCityOldManHadMyCoffeeNowText is the apology speech ("I've had
|
||||
-- my coffee now ... I'll show you how to catch POKéMON as my apology"),
|
||||
-- and the shared story.lua TEXT_VIRIDIANCITY_OLD_MAN rows hang an
|
||||
-- invented yes/no over it -- YES printed the TimeIsMoney alias
|
||||
-- (_ViridianCityOldManLosingMyTouchText) and NO ran the demo, every
|
||||
-- talk, forever (#617).
|
||||
--
|
||||
-- The real flow (ViridianCityCheckWaitingOldMan + ViridianCityOldMan2Text
|
||||
-- + ViridianCityOldManInitialCatchTrainingScript + ...EndInitial... +
|
||||
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
|
||||
-- east of the sleeper's cell -- faces the old man right and the player
|
||||
-- left, prints the apology, and without any choice runs the demo battle
|
||||
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5), which he FAILS -- the ball shakes
|
||||
-- three times and breaks open. After it, the same text pointer
|
||||
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
|
||||
-- I must be losing my touch."), the old man walks off (down 6 with the
|
||||
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
|
||||
-- first) and TOGGLE_OLD_MAN_2 hides. A direct talk does the same.
|
||||
|
||||
local M = {}
|
||||
|
||||
local OLD_MAN2 = "VIRIDIANCITY_OLD_MAN2"
|
||||
|
||||
-- Capture the FUNCTION, not the table: attachBase stores the module
|
||||
-- table itself, so once this file's onStep is attached the table's slot
|
||||
-- points back here -- delegating through the table would self-recurse.
|
||||
-- story5's VIRIDIAN_CITY.onStep chains story.lua's sleeping-old-man
|
||||
-- gate and its own gym-lock step (same pattern as yellow_jessie_james).
|
||||
local baseViridianStep = require("data.scripts.story5").VIRIDIAN_CITY.onStep
|
||||
|
||||
-- pokeyellow text/ViridianCity.asm, _ViridianCityOldManHadMyCoffeeNowText
|
||||
-- and _ViridianCityOldManLosingMyTouchText, spelled with the extractor's
|
||||
-- markers (line -> \n, cont -> \v, para -> \f)
|
||||
local function text(game)
|
||||
return {
|
||||
apology = game.data.text._ViridianCityOldManHadMyCoffeeNowText
|
||||
or "Ahh, I've had my\ncoffee now and I\vfeel great!\fSure, you can go\n"
|
||||
.. "through!\fI'm sorry I was\nso rude to you!\fI see you're using\n"
|
||||
.. "a POKéDEX.\fI'll show you how\nto catch POKéMON\vas my apology.",
|
||||
losingMyTouch = game.data.text._ViridianCityOldManLosingMyTouchText
|
||||
or "That didn't work!\nI must be losing\vmy touch.\fI've run out of\n"
|
||||
.. "POKé BALLs too.\fI have to get some\nat POKéMON MART.",
|
||||
}
|
||||
end
|
||||
|
||||
-- The row list for the initial-tutorial branch, keyed by where the
|
||||
-- player stands when the battle ends (ViridianCityPostInitialCatchTraining
|
||||
-- reads wXCoord: (19,9) walks the old man down the corridor, anywhere
|
||||
-- else walks him right 1 after moving the follower Pikachu aside).
|
||||
local function oldMan2Rows(game, ow, npc)
|
||||
local rows = {
|
||||
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
|
||||
-- ViridianCityOldManInitialCatchTrainingScript sets
|
||||
-- EVENT_INITIAL_CATCH_TRAINING before the battle runs, and
|
||||
-- ItemUseBall's .oldManBattle branch turns that event into anim data
|
||||
-- $63: three shakes, then the ball breaks open. The losing-my-touch
|
||||
-- line below only follows a throw that failed (#636).
|
||||
{ "old_man_demo", "fail" },
|
||||
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
|
||||
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
|
||||
}
|
||||
if ow.player and ow.player.cellX == 19 then
|
||||
rows[#rows + 1] =
|
||||
{ "walk_npc", npc.def.index,
|
||||
{ "down", "down", "down", "down", "down", "down" } }
|
||||
else
|
||||
-- ViridianCityMovePikachu (scripts/ViridianCity_2.asm): Pikachu
|
||||
-- steps out of the old man's way before he turns right
|
||||
local PikachuFollower = require("src.world.PikachuFollower")
|
||||
local pika = ow and PikachuFollower.current(ow)
|
||||
if pika then
|
||||
rows[#rows + 1] = { "walk_npc", pika.def.index, { "right" } }
|
||||
end
|
||||
rows[#rows + 1] = { "walk_npc", npc.def.index, { "right" } }
|
||||
end
|
||||
rows[#rows + 1] =
|
||||
{ "hide_object", "VIRIDIAN_CITY", OLD_MAN2 }
|
||||
return rows
|
||||
end
|
||||
|
||||
-- The shared talk handler: TEXT_VIRIDIANCITY_OLD_MAN2's text_asm branch
|
||||
-- (ViridianCityOldMan2Text) on EVENT_COMPLETED_CATCH_TRAINING.
|
||||
local function oldMan2Talk(game, ow, npc, done)
|
||||
if game.save.flags and game.save.flags.EVENT_COMPLETED_CATCH_TRAINING then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
|
||||
return
|
||||
end
|
||||
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
|
||||
end
|
||||
|
||||
M.VIRIDIAN_CITY = {
|
||||
talk = {
|
||||
TEXT_VIRIDIANCITY_OLD_MAN2 = oldMan2Talk,
|
||||
},
|
||||
|
||||
-- Re-apply the Pokédex swap for a save that already holds the flag but
|
||||
-- was never standing here when it fired (converted .sav imports, same
|
||||
-- shape as story.lua's VIRIDIAN_CITY.onEnter). Yellow shows OLD_MAN2,
|
||||
-- not the Red/Blue OLD_MAN at (17,5), and also puts away a stray
|
||||
-- OLD_MAN a save made by the pre-#617 build left standing.
|
||||
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.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
|
||||
Commands.show_object(ctx, "VIRIDIAN_CITY", OLD_MAN2)
|
||||
end,
|
||||
|
||||
-- ViridianCityCheckWaitingOldMan: with the Pokédex held and the
|
||||
-- tutorial undone, (19,9) -- the gap east of the old man, the same
|
||||
-- cell the sleeper used to gate -- faces him right, turns the player
|
||||
-- left and starts the OLD_MAN2 flow with no choice.
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseViridianStep and baseViridianStep(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local flags = game.save.flags
|
||||
if not flags.EVENT_GOT_POKEDEX then return false end
|
||||
if flags.EVENT_COMPLETED_CATCH_TRAINING then return false end
|
||||
if x ~= 19 or y ~= 9 then return false end
|
||||
local man
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == OLD_MAN2 then man = npc break end
|
||||
end
|
||||
if not man then return false end
|
||||
man.facing = "right"
|
||||
ow.player.facing = "left"
|
||||
oldMan2Talk(game, ow, man, nil)
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,98 @@
|
||||
# Anbernic RG34XXSP (Stock OS 64-bit MOD)
|
||||
|
||||
Download `gen1recomp-*-rg34xxsp-stockos64-mod.zip` from
|
||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases). This build
|
||||
targets **Stock OS 64-bit MOD** on the RG34XXSP with PortMaster installed
|
||||
(TF1).
|
||||
|
||||
## Install
|
||||
|
||||
1. Unzip the release on your computer. You get `Gen1recomp.sh` and a
|
||||
`gen1recomp/` folder.
|
||||
2. Copy **both** onto the SD card under **`Roms/PORTS/`** so the layout is:
|
||||
|
||||
```
|
||||
Roms/PORTS/Gen1recomp.sh
|
||||
Roms/PORTS/gen1recomp/
|
||||
```
|
||||
|
||||
On the device that path is `/mnt/mmc/Roms/PORTS/`. Keep the launcher and
|
||||
the `gen1recomp/` folder as siblings — do not nest the `.sh` inside the
|
||||
folder.
|
||||
3. Put your legal US Red and/or Blue `.gb` files inside the game folder:
|
||||
|
||||
```
|
||||
Roms/PORTS/gen1recomp/lovegame/
|
||||
```
|
||||
|
||||
Example: `Roms/PORTS/gen1recomp/lovegame/Pokemon - Red Version.gb`
|
||||
4. Eject the card, boot the handheld, open **Ports → Gen1recomp**.
|
||||
5. On the launcher, move the cursor with the D-pad or left stick, press **A**
|
||||
to click. Choose the Red or Blue tab, then **Choose ROM** — with no file
|
||||
picker on stock OS, that scans `lovegame/` for the `.gb` you dropped in.
|
||||
|
||||
The port ships with `portable.txt` already in place, so after import the
|
||||
saves and ROM-derived cache stay next to the game on the SD card. See
|
||||
[Portable Mode](../README.md#portable-mode) for what that means.
|
||||
|
||||
Only the canonical 1 MiB US carts import:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
## Launcher controls
|
||||
|
||||
| Input | Action |
|
||||
| ------------------ | ------------------ |
|
||||
| D-pad / left stick | Move cursor |
|
||||
| A | Click |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Right stick | Scroll lists |
|
||||
| Start / Select | Play or Choose ROM |
|
||||
|
||||
In-game controls use the normal PortMaster / SDL pad map, rebindable under
|
||||
**OPTIONS → CONTROLS**.
|
||||
|
||||
## Notes
|
||||
|
||||
**GBC FX is off on this device.** The launcher exports `POKEPORT_GBCFX=0`,
|
||||
which hides the GBC FX row from OPTIONS, pins the level to OFF, and clears a
|
||||
level carried over in an `options.lua` from another machine. The H700's Mali
|
||||
GPU is in the same class as the phone GPUs that compile that present pass and
|
||||
then show a black frame (issue #136), and `love.system.getOS()` reports
|
||||
`"Linux"` here, so the Android gate would not have caught it. Every other
|
||||
display option — COLORS, TILT, ZOOM, VOID FILL, MAX FPS — works normally. If
|
||||
your device turns out to handle the pass, launch with `POKEPORT_GBCFX=1` to
|
||||
put the row back.
|
||||
|
||||
**PERFORMANCE defaults to LOW here.** The OPTIONS → PERFORMANCE tier defaults
|
||||
to AUTO, which reads this device as an ARM Linux handheld and resolves to
|
||||
**LOW**: the 3D tilt and survey zoom stay off and the frame rate is capped,
|
||||
so the overworld runs smoothly on the H700 out of the box. Bump it to
|
||||
BALANCED or HIGH from OPTIONS if you want the extras and your device keeps
|
||||
up; see [Performance tier](new-features.md#performance-tier-low-end-devices).
|
||||
|
||||
The pack bundles the LÖVE 11.5 aarch64 runtime from
|
||||
[PortMaster](https://portmaster.games/), so the device does not need a
|
||||
separate `love_11.5` runtime download on first launch. The launcher resolves
|
||||
paths relative to its own directory rather than PortMaster's `$directory`,
|
||||
because stock Anbernic firmware runs ports out of `roms/PORTS/` with its own
|
||||
casing and mount points.
|
||||
|
||||
If a launch fails, `Roms/PORTS/gen1recomp/log.txt` holds the output of the
|
||||
last run.
|
||||
|
||||
## Building the port
|
||||
|
||||
Release runs build this automatically (see `.github/workflows/release.yml`).
|
||||
To build it by hand:
|
||||
|
||||
```sh
|
||||
./build-rg34xxsp.sh --version 0.1.0 # -> dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
|
||||
```
|
||||
|
||||
`install-rg34xxsp.sh` copies that pack straight onto a mounted SD card for
|
||||
local testing.
|
||||
|
||||
Stock OS 64-bit MOD comes from
|
||||
[cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
|
||||
@@ -38,7 +38,7 @@ the same core data and graphics into the source tree for verification.
|
||||
| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
|
||||
| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
|
||||
| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
|
||||
| | `src/render/SpriteRenderer.lua` | 6-frame walker sheets, flipped right facing |
|
||||
| | `src/render/SpriteRenderer.lua` | variable-size anchored sprite sheets, 6-frame walkers and flipped right facing |
|
||||
| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
|
||||
| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
|
||||
| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
|
||||
|
||||
@@ -234,8 +234,12 @@ What was ported from pokered's engine code and where it came from.
|
||||
pre-battle text and engages the leader battle (badge/TM via
|
||||
data/scripts/victories.lua); post-badge talk prints the leader's
|
||||
post-battle advice text (Misty's is her TM11 explanation). The
|
||||
originals' middle branch (beaten but TM not handed over) is
|
||||
unreachable since the TM is granted with the victory. Giovanni's
|
||||
originals' middle branch (beaten but TM not handed over,
|
||||
CheckEventReuseA EVENT_GOT_TM*) is ported too: the victory's GiveItem
|
||||
goes through the bag's capacity check, a full bag shows the leader's
|
||||
"make room" text instead of the received lines and leaves
|
||||
EVENT_GOT_TM* unset, and talking to the leader re-runs the ReceiveTM
|
||||
script until the TM goes in (#797). Giovanni's
|
||||
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
|
||||
fade-to-black/fade-in Transition matching ViridianGym.asm's
|
||||
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
|
||||
|
||||
@@ -1,131 +0,0 @@
|
||||
# Building a Blue Version of the port
|
||||
|
||||
pokered builds Red and Blue from one source tree: the Makefile
|
||||
assembles everything twice with `rgbasm -D _RED` or `-D _BLUE`, and
|
||||
every in-game difference sits in an `IF DEF(_RED)` / `IF DEF(_BLUE)`
|
||||
block. Our extraction pipeline resolves those conditionals the same
|
||||
way (`tools/extract/util.py` `ASM_DEFINES`), so most of a Blue build
|
||||
falls out of re-running the extractors. Only three things are
|
||||
hand-ported on the Lua side and need swapping by hand.
|
||||
|
||||
## What differs between Red and Blue
|
||||
|
||||
| Where (pokered) | What |
|
||||
| --- | --- |
|
||||
| `data/wild/maps/*.asm` (34 files) | Version-exclusive encounters (Red: Ekans, Oddish, Growlithe, Mankey, Scyther, Electabuzz, Blue: Sandshrew, Bellsprout, Vulpix, Meowth, Pinsir, Magmar) |
|
||||
| `data/pokemon/title_mons.asm` | The 16 title-screen Pokémon |
|
||||
| `engine/movie/title.asm` + `gfx/version.asm` | The "Red Version" / "Blue Version" ribbon |
|
||||
| `constants/player_constants.asm` | Preset names (Red: RED/ASH/JACK + BLUE/GARY/JOHN) |
|
||||
| `data/sgb/sgb_palettes.asm`, `sgb_border.asm` | Super Game Boy palettes and border |
|
||||
| `data/events/prizes.asm`, `prize_mon_levels.asm` | Game Corner prize mons, costs and levels |
|
||||
| `engine/movie/intro.asm`, `data/credits/credits_text.asm`, `engine/slots/slot_machine.asm`, `engine/battle/animations.asm`, `audio/sfx/save_3.asm` | Small gated tweaks (credits say "BLUE VERSION STAFF", etc.) |
|
||||
|
||||
## Step 1, flip the extraction define
|
||||
|
||||
`tools/extract/util.py`:
|
||||
|
||||
```python
|
||||
ASM_DEFINES = {"_RED"} # -> {"_BLUE"}
|
||||
```
|
||||
|
||||
Then regenerate everything (same as scripts/setup.sh does):
|
||||
|
||||
```sh
|
||||
cd tools
|
||||
../.venv/bin/python3 build_data.py \
|
||||
--pokered /Users/bryanbassett/Documents/development/pokered \
|
||||
--out ../data/generated --assets ../assets/generated
|
||||
```
|
||||
|
||||
This alone switches the wild encounters, preset names, SGB palettes
|
||||
and credits text. **Caveat:** `parse_preset_names` sanity-checks in
|
||||
`tools/extract/field.py:1193` expect "RED" in the player presets,
|
||||
relax that check for a Blue build (Blue's presets are BLUE/GARY/JOHN
|
||||
for the player and RED/ASH/JACK for the rival).
|
||||
|
||||
`tools/extract/palettes.py` uses its own raw reader with hardcoded
|
||||
`IF DEF(_BLUE)` skipping (around line 44), invert that too, or port
|
||||
it to `read_asm` so `ASM_DEFINES` covers it.
|
||||
|
||||
## Step 2, title screen (hand-ported)
|
||||
|
||||
`src/ui/TitleState.lua`:
|
||||
|
||||
1. **Ribbon art.** The extractor writes
|
||||
`assets/generated/title/red_version.png`; add `blue_version.png`
|
||||
to `gfx.extract_title` in `tools/extract/gfx.py` (source:
|
||||
`gfx/title/blue_version.png`, 64×8). In `TitleState:draw()`, the
|
||||
Red strip needs two quads (tiles 0–1 "Red", skip, tiles 5–9
|
||||
"Version", `title.asm` `VersionOnTitleScreenText`). Blue's strip
|
||||
prints its tiles contiguously (`db $61..$68`), so draw the whole
|
||||
64×8 image at px (56, 64) and verify with the title driver
|
||||
screenshot.
|
||||
|
||||
2. **Title mons.** Replace `CYCLE_SPECIES` with Blue's list from
|
||||
`data/pokemon/title_mons.asm`:
|
||||
|
||||
```lua
|
||||
local CYCLE_SPECIES = {
|
||||
"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
|
||||
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
|
||||
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
|
||||
}
|
||||
```
|
||||
|
||||
## Step 3, Game Corner prizes (hand-ported)
|
||||
|
||||
`data/scripts/story3.lua` (~line 209) carries the Red prize tables.
|
||||
Blue's values (`prizes.asm` + `prize_mon_levels.asm`):
|
||||
|
||||
| Prize | Cost | Level |
|
||||
| --- | --- | --- |
|
||||
| ABRA | 120 | 6 |
|
||||
| CLEFAIRY | 750 | 12 |
|
||||
| NIDORINO | 1200 | 17 |
|
||||
| PINSIR | 2500 | 20 |
|
||||
| DRATINI | 4600 | 24 |
|
||||
| PORYGON | 6500 | 18 |
|
||||
|
||||
(TM prizes are identical in both versions.)
|
||||
|
||||
## Step 4, verify
|
||||
|
||||
```sh
|
||||
luajit tests/run_tests.lua
|
||||
```
|
||||
|
||||
Plus two spot checks:
|
||||
|
||||
```sh
|
||||
# every grass table must have exactly 10 slots (a conditional-parsing
|
||||
# regression shows up as 19–20 slots)
|
||||
luajit -e 'local e=dofile("data/generated/encounters.lua")
|
||||
for m,d in pairs(e) do if type(d)=="table" and d.grass and #d.grass.slots>0
|
||||
and #d.grass.slots~=10 then print("BAD",m,#d.grass.slots) end end'
|
||||
|
||||
# a Blue exclusive should now appear (and Growlithe should not)
|
||||
grep -c VULPIX data/generated/encounters.lua
|
||||
grep -c GROWLITHE data/generated/encounters.lua
|
||||
```
|
||||
|
||||
Title screenshot: run the driver in
|
||||
`tests/drivers/` style (`SHOT_DIR=... POKEPORT_DRIVER=... love .`) and
|
||||
eyeball the ribbon, title mon, and copyright row.
|
||||
|
||||
## What you get for free / what to skip
|
||||
|
||||
- Free after re-extraction: encounters (incl. Super Rod groups), SGB
|
||||
palettes, preset names, credits text, the gated sfx/animation
|
||||
tweaks.
|
||||
- Trades, gift Pokémon, story scripts, gym data: identical in Western
|
||||
Red/Blue, nothing to touch.
|
||||
- Save files: a Red save loads fine, but dex AREA nests and new
|
||||
encounters will be Blue's. Trainer parties are identical.
|
||||
|
||||
## Making it a runtime toggle instead
|
||||
|
||||
If you want one build with both versions, extraction would need to
|
||||
emit both branches keyed by version (e.g. `slots` / `slotsBlue`) and
|
||||
the three hand-ported spots would read a `save.version` or
|
||||
`conf.lua` flag. That is a bigger change than the rebuild above,
|
||||
the flip-and-regenerate route needs no engine changes at all.
|
||||
@@ -12,7 +12,7 @@ this port.
|
||||
|
||||
| # | Mechanic | Value | Why the Game Boy had this limit | Where it lives here |
|
||||
|---|---|---|---|---|
|
||||
| 1 | Bag capacity | 20 item slots | `wNumBagItems` save block was a fixed 20-entry id/quantity array in SRAM | `src/inventory/Bag.lua:8` (`Bag.CAPACITY = 20`) |
|
||||
| 1 | Bag capacity | 20 item slots by default | `wNumBagItems` save block was a fixed 20-entry id/quantity array in SRAM | `Data.constants.bagSize`, read by `src/inventory/Bag.lua` (`Bag.capacity`) |
|
||||
| 2 | Party size | 6 Pokémon | `wPartyMon1..6` were 6 fixed save-RAM slots | `src/pokemon/Party.lua:5` (`Party.MAX = 6`) |
|
||||
| 3 | PC storage | 12 boxes × 20 Pokémon | `wBoxDataStart` / Bill's PC allocated a fixed 12×20 SRAM block | `src/pokemon/Boxes.lua:7-8` |
|
||||
| 4 | Moves per Pokémon | 4 | Fixed 4-move-slot field in the party/box Pokémon struct | `src/pokemon/Pokemon.lua:20`, enforced again in `src/battle/BattleState.lua:1941` |
|
||||
@@ -38,6 +38,10 @@ this port.
|
||||
|
||||
## Notes
|
||||
|
||||
- Mods may patch `constants.bagSize` through the public content registry. The
|
||||
native `save.lua` format keeps every existing item when the configured
|
||||
limit changes; exporting to a cartridge `.sav` still writes only the first
|
||||
20 bag slots because the original SRAM layout has no room for more.
|
||||
- PC Box **overflow handling** was deliberately changed even though the
|
||||
20×12 box *shape* was kept faithful: instead of Gen 1's "full box discards
|
||||
or blocks the deposit," this port spills into the next box with room.
|
||||
|
||||
@@ -0,0 +1,116 @@
|
||||
# Build & install on your iPhone — step by step
|
||||
|
||||
Don't want to install Xcode? Download the release IPA and sideload it with
|
||||
AltStore instead — see [ios-sideload.md](ios-sideload.md).
|
||||
|
||||
This guide assumes **zero** programming experience. Follow it top to
|
||||
bottom and you'll have the game running on your own iPhone in roughly an
|
||||
hour (most of it is waiting for downloads).
|
||||
|
||||
## What you need
|
||||
|
||||
- A **Mac** (any Apple-silicon or recent Intel Mac on macOS 14 or newer)
|
||||
- An **iPhone** and its **charging cable**
|
||||
- A free **Apple ID** (the same account you use for the App Store)
|
||||
- Your **own, legally obtained** Pokémon Red or Blue ROM file (a 1 MB
|
||||
`.gb` file). This project ships no game data — the app rebuilds
|
||||
everything from *your* cartridge dump and verifies it before use.
|
||||
- About **15 GB free disk space** (Xcode is enormous; the game itself is
|
||||
tiny)
|
||||
|
||||
> **Free vs. paid Apple account:** a free Apple ID works. The only catch:
|
||||
> apps signed with a free account stop launching after **7 days** — just
|
||||
> re-run the install command (step 5) to re-sign; your save data is kept.
|
||||
> A paid Apple Developer account ($99/yr) extends that to a year.
|
||||
|
||||
---
|
||||
|
||||
## Step 1 — Install Xcode (once)
|
||||
|
||||
1. On the Mac, open the **App Store**, search **Xcode**, click **Get**.
|
||||
It's a ~10 GB download — go make tea.
|
||||
2. Open Xcode once. Accept the license. If it offers to install extra
|
||||
components or the **iOS platform**, say yes and let it finish.
|
||||
|
||||
## Step 2 — Sign Xcode into your Apple ID (once)
|
||||
|
||||
1. In Xcode's menu bar: **Xcode → Settings → Accounts**.
|
||||
2. Click the **+** in the bottom-left → **Apple Account** → sign in.
|
||||
3. Close the window. (This quietly creates the "signing certificate" the
|
||||
build uses — you never have to touch it again.)
|
||||
|
||||
## Step 3 — Get this project onto the Mac
|
||||
|
||||
If you received it as a folder, put it somewhere easy like your home
|
||||
folder. If it's on GitHub, click the green **Code** button → **Download
|
||||
ZIP**, then double-click the zip to unpack it.
|
||||
|
||||
## Step 4 — Build it (one command)
|
||||
|
||||
1. Open the **Terminal** app (press ⌘-space, type `terminal`, press
|
||||
return).
|
||||
2. Type `cd ` (c, d, space — don't press return yet), then **drag the
|
||||
project folder** from Finder onto the Terminal window — it fills in
|
||||
the path — and press **return**.
|
||||
3. Paste this and press return:
|
||||
|
||||
```sh
|
||||
scripts/build_ios.sh --fetch
|
||||
```
|
||||
|
||||
The first run downloads the LÖVE engine and compiles everything
|
||||
(5–15 minutes). Lines of build output scrolling by is normal. You're
|
||||
done when you see **`==> done`**.
|
||||
|
||||
## Step 5 — Put it on your iPhone
|
||||
|
||||
1. Plug the iPhone into the Mac with the cable. **Unlock it** and keep it
|
||||
unlocked. If it asks **"Trust This Computer?" → Trust**.
|
||||
2. Paste this and press return:
|
||||
|
||||
```sh
|
||||
scripts/build_ios.sh --device --install
|
||||
```
|
||||
|
||||
The script finds your signing identity and your phone by itself. If it
|
||||
complains, it tells you exactly what to fix (usually: the phone was
|
||||
locked — unlock and re-run).
|
||||
|
||||
3. First time only, the iPhone will want two approvals:
|
||||
- **Developer Mode**: Settings → **Privacy & Security** → scroll to
|
||||
**Developer Mode** → turn on → restart the phone → confirm.
|
||||
- **Trust the developer**: Settings → **General** → **VPN & Device
|
||||
Management** → tap the entry under *Developer App* → **Trust**.
|
||||
|
||||
Then re-run the command in step 5.2 if the install had failed.
|
||||
|
||||
## Step 6 — Give it your ROM and play
|
||||
|
||||
1. Get your `.gb` file onto the phone — AirDrop it to yourself, or save
|
||||
it in iCloud Drive / Files.
|
||||
2. Open the app. On the **RED** tab, tap **Import ROM** and pick your
|
||||
`.gb` file in the file browser that appears. (Alternative: in the
|
||||
**Files** app, drop the `.gb` into **On My iPhone → the game's
|
||||
folder** and just reopen the app — it imports automatically.)
|
||||
3. Import takes ~10 seconds, the button turns into **Play Red** — tap it.
|
||||
|
||||
## Optional goodies
|
||||
|
||||
- **Mods**: launcher → **MODS** tab → **Import mod .zip**.
|
||||
- **Save import/export**: buttons on each game's tab, using the normal
|
||||
iOS file picker.
|
||||
|
||||
## When things go wrong
|
||||
|
||||
| Symptom | Fix |
|
||||
|---|---|
|
||||
| `xcodebuild not found` | Xcode isn't installed or wasn't opened once — do Step 1 |
|
||||
| `no Apple signing identity found` | Do Step 2, then re-run |
|
||||
| `no iPhone/iPad found` | Cable in? Phone unlocked? Tapped "Trust"? |
|
||||
| Install fails with "locked" | Unlock the phone, keep it unlocked, re-run |
|
||||
| App icon appears then won't open | Do the two approvals in Step 5.3 |
|
||||
| App stops launching after a week | Free-account 7-day limit — re-run Step 5.2 |
|
||||
| "That ROM could not be imported" | The file isn't a canonical 1 MB US Red/Blue dump — the importer checks its fingerprint |
|
||||
|
||||
Every build/install command is safe to re-run; your saves live on the
|
||||
phone and survive reinstalls.
|
||||
@@ -0,0 +1,48 @@
|
||||
# Sideload the iOS build with AltStore
|
||||
|
||||
Every GitHub Release ships an IPA (`gen1recomp-*-ios.ipa`). Install it on
|
||||
your iPhone or iPad with [AltStore Classic](https://altstore.io/) — AltStore
|
||||
re-signs the app with **your** free Apple ID so you do not need a Mac or
|
||||
Xcode.
|
||||
|
||||
## 1. Install AltStore
|
||||
|
||||
Follow the official guide for your computer:
|
||||
|
||||
- [How to Install (Windows)](https://faq.altstore.io/altstore-classic/how-to-install-altstore-windows)
|
||||
- [How to Install (macOS)](https://faq.altstore.io/altstore-classic/how-to-install-altstore-macos)
|
||||
|
||||
You will install **AltServer** on the computer, then use it to put AltStore
|
||||
on the phone. What AltServer is and why it needs to stay running:
|
||||
|
||||
- [AltServer](https://faq.altstore.io/altstore-classic/altserver)
|
||||
|
||||
Stuck? Start here:
|
||||
|
||||
- [Troubleshooting Guide](https://faq.altstore.io/altstore-classic/troubleshooting-guide)
|
||||
|
||||
## 2. Install the game
|
||||
|
||||
1. Download `gen1recomp-*-ios.ipa` from
|
||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
|
||||
2. Open **AltStore** on the phone (AltServer must be running on the same
|
||||
Wi‑Fi, or keep the phone plugged into the computer).
|
||||
3. Tap **My Apps → +** (or share the IPA into AltStore) and pick the file.
|
||||
4. Sign in with your Apple ID when prompted. Wait for the install to finish.
|
||||
5. On first launch: Settings → **Privacy & Security → Developer Mode** (iOS
|
||||
16+), and Settings → **General → VPN & Device Management** → Trust your
|
||||
Apple ID if asked.
|
||||
|
||||
Then open the app, import your own legal `.gb` ROM on the Red/Blue tab, and
|
||||
play.
|
||||
|
||||
## Refresh / 7-day limit
|
||||
|
||||
With a free Apple ID, sideloaded apps stop launching after **7 days**. Keep
|
||||
AltServer running so AltStore can refresh them, or open AltStore and refresh
|
||||
manually before they expire. Saves on the phone are kept across refreshes.
|
||||
|
||||
## Prefer building it yourself?
|
||||
|
||||
Building from source on a Mac (no AltStore) is covered in
|
||||
[ios-install.md](ios-install.md).
|
||||
@@ -45,6 +45,9 @@ same system picker and install the chosen archive on return.
|
||||
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
|
||||
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
|
||||
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
|
||||
On **NX**, **Scan again** is stricter: it only starts an import whose SHA-1
|
||||
matches the open game tab, so a shared `imports/` folder with Red+Yellow
|
||||
cannot jump Yellow → Red.
|
||||
|
||||
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
|
||||
Play button, and the SAVE SLOT card in a responsive two-column grid (see
|
||||
@@ -150,6 +153,17 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
|
||||
- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
|
||||
`options.mods[id]` so a later reinstall starts from the loader's default
|
||||
(enabled). The mods panel Delete control calls this and re-derives the list.
|
||||
- A mod that declares `github` shows its total GitHub downloads (every
|
||||
release's summed asset `download_count`, from the same cached release
|
||||
fetch the update check uses) as a highlighted body line like "12,345
|
||||
downloads across all releases - Released 2024-05-31 - Updated 2026-07-01"
|
||||
(first and latest `published_at`). Old cache entries written before the
|
||||
counts existed show no line rather than a wrong zero; a manual check
|
||||
refreshes them.
|
||||
- The MODS panel sorts its rows by Name, Popularity (downloads),
|
||||
Release date (first release), or Last updated, chosen by chips under the
|
||||
header and persisted in `options.modSort`. Mods without release data
|
||||
(no `github` field, or a stale cache) sink to the bottom of data sorts.
|
||||
|
||||
## Import / Export save
|
||||
|
||||
@@ -157,9 +171,14 @@ The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
|
||||
through `src/import/SaveFileIO.lua`, which sits on top of
|
||||
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
|
||||
|
||||
- **Import save** is live once the game's ROM is imported (playable). It opens
|
||||
a native `.sav` picker (`chooseSav` on desktop; on Android,
|
||||
`love.system.pickFile("sav")` → `picked_save.sav`, same SAF path as ROMs).
|
||||
- **Import save** is live once the game's ROM is imported (playable).
|
||||
On desktop it opens a native `.sav` picker (`chooseSav`); on Android,
|
||||
`love.system.pickFile("sav")` → `picked_save.sav`, same SAF path as ROMs.
|
||||
On **NX (Switch)** there is no picker: copy a `.sav` into
|
||||
`getSaveDirectory()/imports/saves/<red|blue|yellow>/` via MTP / SD / FTP
|
||||
(one folder per game), then press **Import save** on that game’s tab to
|
||||
ensure the inbox and rescan (same pattern as the ROM `imports/` and mod
|
||||
`imports/mods/` inboxes). Hidden `._*.sav` AppleDouble sidecars are skipped.
|
||||
`SaveFileIO.importToSlot` reads the bytes (an absolute path, a save-dir
|
||||
relative name, a dropped LOVE file, or raw bytes),
|
||||
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
|
||||
@@ -167,19 +186,29 @@ through `src/import/SaveFileIO.lua`, which sits on top of
|
||||
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
|
||||
The meta stamp is re-stamped off `gen1_import` to the current numeric format
|
||||
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
|
||||
panel is refreshed with the new slot selected.
|
||||
panel is refreshed with the new slot selected. On **NX**, a successful inbox
|
||||
import retires the file to `*.sav.imported` and records a content hash in
|
||||
`imports/saves/<game>/.imported-sha1` so a second **Import save** (or the same
|
||||
bytes under a new name) does not clone slots; failures leave the original
|
||||
`.sav`. Only that game’s folder is scanned.
|
||||
- **Export save** is live only when the active slot actually holds a save
|
||||
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
|
||||
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
|
||||
`rawImport`, so this is a zero-filled template export, which is valid), and
|
||||
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
|
||||
(`love.filesystem.createDirectory("exports")`). On desktop it returns the
|
||||
absolute path (`love.filesystem.getSaveDirectory()`), which the notice line
|
||||
shows with an "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
|
||||
writes `exports/<version>/gen1recomp-<version>-<slotId>.sav` under the same
|
||||
root `persistFs` writes slots to: the portable game folder when `portable.txt`
|
||||
marks the install, otherwise the save directory (`exports/` and
|
||||
`exports/<version>/` are created as needed; #752). On desktop it returns the
|
||||
absolute path (`SaveData.portableBaseDir()` when portable, else
|
||||
`love.filesystem.getSaveDirectory()`), which the notice line shows with an
|
||||
"Open folder" affordance (`love.system.openURL("file://" .. dir)`).
|
||||
On Android the bytes are also staged as `pending_export.sav` and
|
||||
`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
|
||||
player can save to Downloads / Drive / etc.; on return `export_done.flag`
|
||||
makes focus show "Save exported."
|
||||
On **NX**, export success sets a notice with the `exports/<game>/` path and an
|
||||
MTP-oriented hint — no `openURL` / Open folder (pull the file via MTP /
|
||||
SD / FTP instead).
|
||||
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
|
||||
currently active game tab; when a non-game tab (mods, or the locked yellow
|
||||
placeholder) is showing it defaults to red, the always-present first game
|
||||
@@ -202,3 +231,64 @@ column, slot card below Play, when the window is too narrow for both
|
||||
(wheel, or drag on touch/desktop) clamped to their own content extent,
|
||||
recomputed every draw. The tab bar labels only the active chip so it stays
|
||||
narrow-safe, and content caps out at `~1440 * s` wide, centered.
|
||||
|
||||
The desktop window has a floor of 480x360 (`conf.lua` `minwidth`/`minheight`),
|
||||
under which the cards stop being readable at all. Mobile ignores it: those
|
||||
windows are fullscreen.
|
||||
|
||||
### Page scroll
|
||||
|
||||
Two columns fit any window the launcher is likely to open in; one stacked
|
||||
column does not. On a phone-shaped window the ROM card, SAVE FILES, Play and
|
||||
SAVE SLOT together run past the bottom, and a footer pinned to the window
|
||||
bottom painted over them with the overflow unreachable.
|
||||
|
||||
So the whole column under the tab bar -- panel, updater banner, footer --
|
||||
scrolls as one page whenever it is taller than the room below the tab bar:
|
||||
|
||||
- The strip, logo and tab bar stay pinned, so navigation is always on screen.
|
||||
Everything else draws at `contentTop - pageScroll` inside a scissor, and the
|
||||
footer is laid out downward from `footerTop` right after the content instead
|
||||
of upward from the window bottom.
|
||||
- `RomImporter.pageScrollFor(naturalH, viewportH, scroll)` is the whole
|
||||
decision, pure and pinned by `tests/engine/launcher_page_scroll.lua`. A
|
||||
window that grows back drags the offset down with it, so the page can never
|
||||
stay parked past its own end.
|
||||
- The panels report their natural height as they draw (`_drawGamePanel` and
|
||||
`_drawModsPanel` return it), so the decision reads the previous frame's
|
||||
measurement -- the same one-frame settle the two lists already rely on.
|
||||
- **One scroll axis at a time.** While the page scrolls, the panels draw
|
||||
`paged`: the slot and mod lists take their natural height, keep no inner
|
||||
scroll region and report a max of 0, so the wheel, the right stick and a drag
|
||||
all move the page and never fight a list for the same gesture. Two-column
|
||||
layouts do not overflow, `paged` stays false, and every one of these behaves
|
||||
exactly as it did before.
|
||||
- Hit testing follows the clip: `inside` (clicks) and `_ptIn` (hover) reject a
|
||||
rect that scrolled out of the viewport, so a control that slid under the tab
|
||||
bar cannot be clicked through it. Tab chips carry `pinned = true` and are
|
||||
exempt. `pageScroll` resets on a tab change, each tab being a different
|
||||
length.
|
||||
- A press on empty background pans the page, resolved in `_updateSlotDrag` like
|
||||
every other drag here.
|
||||
|
||||
### Dragging on Android
|
||||
|
||||
The launcher is handed no move events on any platform: `main.lua` forwards
|
||||
neither `touchmoved` nor `mousemoved` while it is up, which is why every drag
|
||||
here is resolved by polling inside `draw` instead. Desktop polls the mouse;
|
||||
Android used to poll nothing at all ("no reliable pointer polling" meant its
|
||||
mouse emulation), so it had no scroll gesture whatsoever -- fine while every
|
||||
scroll region was an inner list with a wheel alternative, useless the moment
|
||||
the page itself became the thing that scrolls, since a phone is exactly where
|
||||
it overflows.
|
||||
|
||||
`love.touch` is pollable, so `_pointerHold` reads the first active touch there
|
||||
and hands `_updateSlotDrag` the same (held, y) pair the mouse gives on desktop.
|
||||
Consequences:
|
||||
|
||||
- Slot rows and mod toggles ARM on press and commit on release on Android too,
|
||||
matching desktop, so a swipe that starts on a card scrolls instead of
|
||||
selecting the row it started on.
|
||||
- `touchPollable` (set once in `new`) gates all of it. Where `love.touch` is
|
||||
missing, every Android path is exactly what it was: act on press, never arm,
|
||||
no drag.
|
||||
|
||||
@@ -0,0 +1,202 @@
|
||||
# Linux arm64 (aarch64) AppImage
|
||||
|
||||
Releases ship `gen1recomp-<version>-linux-arm64.AppImage` alongside the
|
||||
existing x86_64 `gen1recomp-<version>-linux.zip`. It targets 64-bit ARM
|
||||
desktop Linux: Raspberry Pi 4/5 running Raspberry Pi OS, Armbian and other
|
||||
SBC distros, arm64 VMs on Apple Silicon, Ampere/Graviton desktops, and the
|
||||
aarch64 handhelds that run a full distro.
|
||||
|
||||
> The Anbernic RG34XXSP has its own PortMaster-style pack
|
||||
> (`gen1recomp-*-rg34xxsp-stockos64-mod.zip`, see
|
||||
> [anbernic-rg34xxsp.md](anbernic-rg34xxsp.md)). That one bundles PortMaster's
|
||||
> LÖVE runtime and expects the device's own SDL; this AppImage is the generic
|
||||
> desktop-Linux artifact and shares nothing with it but the `game.love`.
|
||||
|
||||
## For players
|
||||
|
||||
```sh
|
||||
chmod +x gen1recomp-*-linux-arm64.AppImage
|
||||
./gen1recomp-*-linux-arm64.AppImage
|
||||
```
|
||||
|
||||
Then use **Import ROM** in the launcher to point it at your own legal Red /
|
||||
Blue / Yellow cartridge dump, exactly as on every other platform.
|
||||
|
||||
If your system has no FUSE (`dlopen(): error loading libfuse.so.2`), either
|
||||
install it (`sudo apt install libfuse2`) or run without it:
|
||||
|
||||
```sh
|
||||
./gen1recomp-*-linux-arm64.AppImage --appimage-extract-and-run
|
||||
```
|
||||
|
||||
### What the host has to provide
|
||||
|
||||
Very little, and this is enforced by an assertion in the build rather than by
|
||||
good intentions. The only libraries the AppImage requires at startup are:
|
||||
|
||||
```
|
||||
glibc 2.29+ libstdc++ libfreetype6 zlib
|
||||
```
|
||||
|
||||
Everything else — OpenGL/Mesa, X11, Wayland, KMSDRM, ALSA, PulseAudio — is
|
||||
**dlopened**, so it is used when present and skipped when absent. That means
|
||||
one image runs on a full desktop, on a Wayland-only session, on a
|
||||
KMSDRM-only handheld with no X server, and on a box with ALSA but no
|
||||
PulseAudio, without a different build for each.
|
||||
|
||||
That property does not come for free from Debian's packages, and getting it
|
||||
is most of what the build below is doing; see
|
||||
[Why five libraries are built from source](#why-five-libraries-are-built-from-source).
|
||||
|
||||
## For builders
|
||||
|
||||
```sh
|
||||
scripts/build_linux_arm64.sh --version 0.1.0
|
||||
```
|
||||
|
||||
Output:
|
||||
|
||||
```
|
||||
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage
|
||||
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage.sha256
|
||||
```
|
||||
|
||||
Useful flags: `--game-love PATH` reuses an already-packed payload (CI does
|
||||
this so every platform ships identical bytes), `--rebuild-image` forces the
|
||||
builder container to rebuild, `--clean-cache` throws away the pinned
|
||||
downloads and the compiled LÖVE prefix.
|
||||
|
||||
### Requirements
|
||||
|
||||
An **aarch64 host** with **docker or podman**. A Raspberry Pi 5 is the
|
||||
reference machine (a cold build takes about 10 minutes on one — six libraries
|
||||
plus the engine; rebuilds reuse the cached prefix and take seconds). Apple Silicon with Docker
|
||||
Desktop and GitHub's `ubuntu-24.04-arm` runner both work too.
|
||||
|
||||
The script refuses to run on x86_64 rather than falling back to qemu-user
|
||||
emulation: that path takes hours and has produced miscompiled LuaJIT.
|
||||
|
||||
### Why this is not just another `scripts/build.sh` target
|
||||
|
||||
`scripts/build.sh linux` downloads LÖVE's official `love-11.5-x86_64.AppImage`,
|
||||
unpacks its squashfs, drops `game.love` in, and glues it back together. That
|
||||
trick is not available here — **LÖVE publishes no aarch64 binary at all.** The
|
||||
11.5 release has win32, win64, macOS, Android, iOS and one x86_64 AppImage,
|
||||
and that is the entire list.
|
||||
|
||||
So this build compiles LÖVE 11.5 from the official `linux-src` tarball and
|
||||
assembles the AppImage from scratch. Every pinned input — the LÖVE source, the
|
||||
five libraries built alongside it, and the AppImage type-2 runtime — is
|
||||
SHA-256 verified on the host before the container ever sees it, and the
|
||||
container itself runs with no network access.
|
||||
|
||||
### Why the build happens in a Debian bullseye container
|
||||
|
||||
glibc is backward compatible but not forward compatible: a binary linked
|
||||
against glibc 2.41 will not start on a system with 2.31, and there is no way
|
||||
to fix that after the fact. Compiling on the oldest base we support is
|
||||
therefore the only thing that makes one artifact work everywhere.
|
||||
|
||||
Bullseye (glibc 2.31) is that base. The resulting binaries actually come out
|
||||
needing only **glibc 2.29** and **GLIBCXX_3.4.21**, so the AppImage covers
|
||||
everything from Ubuntu 20.04 and Raspberry Pi OS bullseye through current
|
||||
trixie.
|
||||
|
||||
This is a statement about the *compile environment*, not about where the
|
||||
artifact runs — building on your own newer distro would silently raise that
|
||||
floor and strand every user on an older one, with no symptom until they
|
||||
download it. CI enforces the floor: `linux-arm64-build` fails if the highest
|
||||
required glibc symbol version climbs above 2.31.
|
||||
|
||||
### Why five libraries are built from source
|
||||
|
||||
SDL2, OpenAL, libtheora, libogg/libvorbis and libmpg123 are compiled rather
|
||||
than installed from bullseye. In every case the reason is *correctness*, not
|
||||
a newer version number — Debian builds these for a system where every
|
||||
dependency is installed and co-versioned, which is the opposite of an
|
||||
AppImage's situation. Each one broke the build in a different way, and all
|
||||
three failure modes are now assertions that fail the build instead of
|
||||
shipping.
|
||||
|
||||
**1. Hard-linked backends (SDL2, OpenAL).** Debian's `libSDL2` lists
|
||||
`libpulse`, `libasound`, `libX11` and `libwayland-client` as `DT_NEEDED` —
|
||||
resolved by the loader at startup, not dlopened. An AppImage bundling it
|
||||
refuses to start unless the host has *all four*. It appeared to work in
|
||||
testing only because a desktop Pi has all four; a headless CI runner is what
|
||||
exposed it. Debian's OpenAL does the same via `libsndio`, which itself
|
||||
hard-links `libasound`. Built from source with `--enable-*-shared` and
|
||||
`ALSOFT_DLOPEN`, both dlopen their backends instead.
|
||||
|
||||
**2. A stray link (libtheora).** Debian's `libtheoradec.so.1` is linked
|
||||
against `libcairo.so.2` — a packaging artifact, since a video decoder has no
|
||||
business drawing vector graphics — and cairo drags in X11, xcb, fontconfig
|
||||
and freetype. `--disable-examples` produces a `libtheoradec` needing only
|
||||
`libogg`.
|
||||
|
||||
**3. SONAME collision with the host (ogg, vorbis, mpg123).** The subtle one.
|
||||
OpenAL dlopens ALSA, ALSA's config loads its PulseAudio hook plugin, and that
|
||||
plugin pulls the *host's* `libsndfile` into our process. `libsndfile` links
|
||||
`libogg`, `libvorbis` and `libmpg123` — the same three we bundle. The loader
|
||||
resolves a SONAME exactly once per process, so the host's `libsndfile` binds
|
||||
to *our* copies:
|
||||
|
||||
```
|
||||
openal -> libasound -> libasound_module_conf_pulse -> libsndfile (host, new)
|
||||
`-> mpg123_info2 -> libmpg123 (ours, bullseye 1.26)
|
||||
```
|
||||
|
||||
`mpg123_info2` arrived in mpg123 1.32, so the plugin failed to relocate, ALSA
|
||||
config collapsed, and the game ran with **no audio device at all**. Not
|
||||
bundling these instead would make `libogg`/`libvorbis`/`libmpg123` mandatory
|
||||
host packages; building them current means our copies *satisfy* the host's
|
||||
`libsndfile` rather than starving it.
|
||||
|
||||
The same collision is why the font stack — freetype, fontconfig, libpng,
|
||||
brotli, zlib — is left to the host entirely. Bundling a bullseye freetype
|
||||
2.10.4 meant a host `libcairo` could not find `FT_Get_Transform` (added in
|
||||
2.11) and the game died at startup. Leaving the whole stack to the host keeps
|
||||
it self-consistent, while `liblove` — compiled against 2.10.4 — only ever
|
||||
asks for symbols every supported host already has.
|
||||
|
||||
The general rule this all reduces to: **never bundle a library the host's own
|
||||
stack may also load, unless yours is at least as new as theirs.**
|
||||
|
||||
### CI
|
||||
|
||||
Three jobs, path-gated on `scripts/build_linux_arm64.sh`,
|
||||
`scripts/linux-arm64/`, `scripts/pack_love.sh` and this document:
|
||||
|
||||
- **`linux-arm64-selftest`** (`ubuntu-latest`, x86_64) — offline gate. Checks
|
||||
the pins are real digests on a dated tag rather than the moving
|
||||
`continuous` one, that the Dockerfile still builds on bullseye, that the
|
||||
exclude list still classifies known sonames correctly, that AppRun still
|
||||
launches `game.love` with `--fused`, and that the host-arch guard actually
|
||||
fires. Needs no container and no arm64 machine.
|
||||
- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then extracts
|
||||
the artifact and asserts the layout, that every bundled object resolves
|
||||
under AppRun's `LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31.
|
||||
Uploads the AppImage for 7 days.
|
||||
- **release** — `linux-arm64` runs on `ubuntu-24.04-arm`, reuses the shared
|
||||
`game.love` from the `love-payload` job, and the AppImage is staged and
|
||||
published like every other release asset.
|
||||
|
||||
Unlike the Switch job, none of this needs secrets or self-hosted hardware, so
|
||||
it runs on fork PRs too.
|
||||
|
||||
### Updating the pins
|
||||
|
||||
Both pins live in `scripts/linux-arm64/common.sh`:
|
||||
|
||||
- `LOVE_VERSION` / `LOVE_SRC_SHA256` — bumping any version invalidates the
|
||||
cached prefix automatically (its name is keyed by every source version at
|
||||
once, so a partial rebuild cannot mix vintages). Check that bullseye still
|
||||
has `-dev` packages new enough for the new release; `build_appimage.sh`
|
||||
asserts every optional module actually linked, because LÖVE's `configure`
|
||||
exits 0 and silently drops a module when one is missing.
|
||||
- `SDL2_*`, `OPENAL_*`, `THEORA_*`, `OGG_*`, `VORBIS_*`, `MPG123_*` — the
|
||||
source-built libraries. Bumping these is usually safe and occasionally
|
||||
necessary: `libmpg123` in particular must stay at least as new as what a
|
||||
target host's `libsndfile` expects, which is asserted for `mpg123_info2`.
|
||||
- `APPIMAGE_RUNTIME_TAG` / `APPIMAGE_RUNTIME_SHA256` — always a dated tag
|
||||
from [AppImage/type2-runtime](https://github.com/AppImage/type2-runtime/releases).
|
||||
The selftest fails the build if this ever points at `continuous`.
|
||||
@@ -18,6 +18,33 @@ Regenerate the reference straight into a wiki checkout:
|
||||
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
|
||||
```
|
||||
|
||||
## Editing maps in Tiled
|
||||
|
||||
Maps are data, not assets, so they can be authored in a real map editor and
|
||||
exported as a mod. `tools/tiled_export.py` builds a
|
||||
[Tiled](https://www.mapeditor.org) workspace out of the imported ROM cache:
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Open `build/tiled/gen1.tiled-project`, edit any of the 222 maps (or
|
||||
`kanto.world` for the stitched overworld), and export with the
|
||||
`gen1-mod-export` extension — one map file, or a whole loadable mod folder.
|
||||
An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
|
||||
fields that moved; a new map becomes a `:register`. See
|
||||
`docs/new-features.md` and the extension's own README.
|
||||
|
||||
## Read-only map overviews
|
||||
|
||||
`mod.world:mapOverview()` returns collision `rows` at map-cell resolution,
|
||||
optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
|
||||
4x resolution. Visual rows contain Game Boy shades from `"0"` (lightest) to
|
||||
`"3"` (darkest); their matching width and height fields describe the grid.
|
||||
`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
|
||||
`warp`, visible `item`, and untaken `hidden` locations. All fields are
|
||||
read-only snapshots; mods choose which layers to render.
|
||||
|
||||
## Rendering pipelines
|
||||
|
||||
Most registries hand the engine *content*. `render_pipelines` hands it
|
||||
@@ -83,6 +110,44 @@ Three rules worth knowing:
|
||||
Returning `nil` from `drawWorld` is a normal answer meaning "not this
|
||||
frame"; the engine draws the vanilla world instead.
|
||||
|
||||
## Variable-size overworld sprites
|
||||
|
||||
The `sprites` registry keeps the vanilla 16x16 grounded walker as its default,
|
||||
but a mod can describe any frame rectangle and anchor for player characters,
|
||||
NPCs, followers, mounts, vehicles, bosses, or other field actors:
|
||||
|
||||
```lua
|
||||
mod.content.sprites:register("SPRITE_COMPANION", {
|
||||
image = "mods/example/companion.png", -- one frame per row
|
||||
frames = 6,
|
||||
walker = true,
|
||||
frameWidth = 32,
|
||||
frameHeight = 32,
|
||||
anchorX = 16, -- frame-relative bottom-center anchor
|
||||
anchorY = 32,
|
||||
})
|
||||
```
|
||||
|
||||
`frameWidth` and `frameHeight` are sheet pixels. `anchorX` and `anchorY` are
|
||||
measured from each frame's top-left; when omitted they default to the frame's
|
||||
horizontal center and bottom edge, so a larger sprite grows upward while its
|
||||
feet stay on the same world cell. Omitting all four fields is exactly the
|
||||
vanilla 16x16 placement. The normal player/NPC/follower draw paths consume
|
||||
these values automatically, including horizontal flips and the fishing pose.
|
||||
|
||||
Custom render pipelines can use the same geometry without reproducing the
|
||||
pose rules:
|
||||
|
||||
```lua
|
||||
local geometry = sprite:getPoseGeometry(facing, walkPhase, stepFlip)
|
||||
-- geometry.quad, .x/.y/.width/.height, .anchorX/.anchorY, .mirror
|
||||
local originX, originY = sprite:getScreenOrigin(px, py, camX, camY)
|
||||
```
|
||||
|
||||
`getFrameGeometry(frame)` is the corresponding accessor for a specific
|
||||
zero-based sheet frame. Both accessors return fresh tables and share the
|
||||
renderer’s frame selection and mirror conventions.
|
||||
|
||||
## Battle sprite scaling
|
||||
|
||||
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
|
||||
@@ -123,6 +188,90 @@ default** (1x front, 2x back).
|
||||
ball-to-pic grow multiplies your scale through each stage, so a rescaled
|
||||
mon still grows into place from the ball, grounded the whole way.
|
||||
|
||||
## Durable tool storage and runtime checkpoints
|
||||
|
||||
`mod.save` remains the right place for state that should travel with the next
|
||||
normal Pokémon SAVE. Tools that need independently written, larger data-only
|
||||
records can use `mod.storage`; the engine scopes every logical key by game
|
||||
version, opaque playthrough identity, and mod id, and routes it through the same
|
||||
standard or portable persistence backend as saves:
|
||||
|
||||
```lua
|
||||
local context, code, message = mod.storage:context(game)
|
||||
local ok, code, message = mod.storage:write(game, "history/quick/q0001", {
|
||||
format = 1, createdAt = os.time(), payload = { money = 3000 },
|
||||
})
|
||||
local value, code, message = mod.storage:read(game, "history/quick/q0001")
|
||||
local keys, code, message = mod.storage:list(game, "history/quick")
|
||||
local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
|
||||
```
|
||||
|
||||
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
|
||||
version is compatibility metadata; physical launcher-slot and path identity stays
|
||||
private.
|
||||
|
||||
Values must be tables containing serializable data only. Keys are conservative
|
||||
slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
|
||||
handles are never exposed. Writes are staged and decode-verified, reads recover
|
||||
from a valid staged/backup generation, and methods return structured errors for
|
||||
normal data or I/O failures. The playthrough identity is allocated lazily on the
|
||||
first storage/checkpoint call, so an unused API changes no save bytes.
|
||||
|
||||
`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state:
|
||||
|
||||
```lua
|
||||
local capability = mod.checkpoints:inspect(game)
|
||||
if capability.canCapture then
|
||||
local checkpoint, code, message = mod.checkpoints:capture(game)
|
||||
-- Store the detached data-only checkpoint through mod.storage.
|
||||
end
|
||||
|
||||
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
|
||||
```
|
||||
|
||||
Checkpoint format 1 supports settled overworld control and proven battle
|
||||
player-decision safe points. Battle checkpoints are limited to ordinary
|
||||
single-player wild/trainer origins with no suspended script; link, Safari,
|
||||
ghost, demo, scripted, animation, message, queue, and forced-action phases fail
|
||||
closed. New checkpoints preserve gameplay RNG, while legacy overworld records
|
||||
without RNG remain loadable. Capture excludes global options and runtime
|
||||
objects. Restore validates format, game/playthrough identity, content,
|
||||
coordinates, battle relationships, continuation, and RNG before mutation;
|
||||
preserves current options; suppresses normal map-entry/save-load/intro side
|
||||
effects; verifies a recapture; and rolls back runtime plus RNG in memory if
|
||||
reconstruction fails. Callers that need crash recovery should durably capture
|
||||
their own recovery checkpoint before restore.
|
||||
|
||||
Checkpoint ownership follows the persistence model rather than mod identity:
|
||||
|
||||
- canonical `game.save` progress, including every mod's `save.modData` /
|
||||
`mod.save` bucket and data-only fields added to saved Pokémon, rewinds;
|
||||
- global and per-mod options remain at their current values;
|
||||
- independently written `mod.storage` records do not rewind; and
|
||||
- mod-owned runtime objects, references, and caches are never serialized.
|
||||
|
||||
Successful restore emits `checkpoint.restored` only after reconstruction and
|
||||
differential recapture have committed. Mods that cache rewound progress or hold
|
||||
references to reconstructed runtime objects can re-read their own public state
|
||||
and rebuild at that point:
|
||||
|
||||
```lua
|
||||
mod.events:on("checkpoint.restored", function(ev)
|
||||
-- ev.kind is "overworld" or "battle"; ev.game is fully reconstructed.
|
||||
cachedQuestStage = mod.save:get("quest_stage", 0)
|
||||
rebuildRuntimeFor(ev.game, ev.kind)
|
||||
end)
|
||||
```
|
||||
|
||||
The event is not emitted for validation failure, failed reconstruction, or a
|
||||
successful rollback. Its payload contains no checkpoint data or other mod's
|
||||
private state. A mod that deliberately stores progress-coupled truth in
|
||||
`mod.storage` must version and reconcile that relationship itself; the engine
|
||||
cannot distinguish it safely from independent history, configuration, or cache
|
||||
data.
|
||||
|
||||
See RFC 0003, RFC 0004, and RFC 0005 for exact contracts and error codes.
|
||||
|
||||
## Developer console
|
||||
|
||||
Boot with developer mode on to unlock the in-game console and hot-reload
|
||||
@@ -150,5 +299,130 @@ The console understands these verbs (anything else is evaluated as Lua):
|
||||
- `trace PAT | trace off` — trace events/hooks matching a glob pattern.
|
||||
- `help` — list the verbs.
|
||||
|
||||
## Tool input and title-menu hooks
|
||||
|
||||
Tool mods that need to act once per game logic tick can wrap `input.step`.
|
||||
It runs immediately before queued button edges are promoted, so input added by
|
||||
the wrapper is visible during that same fixed step. The callback receives
|
||||
`(next, game, dt)` and must call `next(game, dt)`.
|
||||
|
||||
`input.pointer` delivers uncaptured gameplay pointer events -- touches and
|
||||
real mouse input alike. The callback receives `(next, game, ev)` where `ev`
|
||||
is `{ phase, source, id, x, y, dx, dy, pressure, button }`: `phase` is
|
||||
`"pressed"`, `"moved"`, `"released"` or `"cancelled"`; `source` is `"touch"`
|
||||
or `"mouse"`; `id` is the LÖVE touch id or `"mouse"`; and the coordinates
|
||||
are LOVE window units, the same space `render.hud`'s viewport and the touch
|
||||
overlay lay out in. The on-screen touch controls keep first refusal: a
|
||||
pointer that begins on a virtual control belongs to the pad for its whole
|
||||
lifecycle and never reaches the hook, while one that begins outside stays
|
||||
visible even if it later crosses a control. A real mouse reaches the hook
|
||||
without `POKEPORT_TOUCH` (synthesized `istouch` mouse twins are dropped, so
|
||||
a mobile touch fires once), and focus or visibility loss and input recovery
|
||||
deliver a `"cancelled"` for every pointer the hook saw pressed but not yet
|
||||
released. Return `true` without calling `next` to consume the event.
|
||||
|
||||
`mod.input` presses GB buttons source-safely. `mod.input:tap(game, btn)`
|
||||
queues exactly one `wasPressed` edge for the next fixed step and holds
|
||||
nothing; `local token = mod.input:press(game, btn)` holds the button until
|
||||
`mod.input:release(token)`. Buttons are `up`, `down`, `left`, `right`, `a`,
|
||||
`b`, `start` and `select`. Every press is its own input source inside the
|
||||
engine's multi-source bookkeeping, so releasing a token never clears a hold
|
||||
the keyboard, a controller, the touch overlay or another mod still owns;
|
||||
`release` is idempotent and refuses tokens taken by another mod.
|
||||
Outstanding tokens are released automatically on entry-chunk rollback, hot
|
||||
reload and input recovery.
|
||||
|
||||
`ui.title_menu.items` receives `(next, game, items)` and follows the same
|
||||
decorate-after-`next` convention as `ui.start_menu.items`. It is the safe place
|
||||
for a tool to offer a fresh-session action before gameplay begins.
|
||||
|
||||
Ephemeral tools can wrap `save.write(next, game)` and return `false` to veto a
|
||||
progress write before world state is captured or any bytes reach disk.
|
||||
|
||||
`render.hud` receives `(next, game, viewport)` after the finished game frame is
|
||||
composited and before touch controls draw. The window-space viewport contains
|
||||
`width`, `height`, `gameX`, `gameY`, `gameWidth`, `gameHeight`, `scale`, `dpiX`,
|
||||
and `dpiY`, so a tool can use the letterbox margins without drawing over the
|
||||
playfield or pushing an updating game state.
|
||||
|
||||
`render.compose` wraps the whole-window composite in `Renderer:endFrame`. It
|
||||
receives `(next, renderer, ctx)`; returning `true` without calling `next` hands
|
||||
the mod full control of the window, while calling `next` runs the engine's
|
||||
normal single-window composite so the mod can decorate around it. `ctx` carries
|
||||
the finished `worldCanvas` and `uiCanvas` with their SGB `zones` / `worldZones`,
|
||||
`worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`,
|
||||
`vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a
|
||||
palette-correct blit of either canvas into an arbitrary screen rect, and the
|
||||
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `pollTouch()` /
|
||||
`setEnabled`) for driving a second physical display. `pollTouch()` returns the
|
||||
oldest queued event as `"action,x,y"` in submitted-frame coordinates, or `nil`.
|
||||
This is what lets a mod lay the two passes out as two stacked Game Boy screens,
|
||||
or push one onto a second screen, without the engine knowing the layout.
|
||||
|
||||
`screen.render_visible` receives `(next, state)` while the main screen is being
|
||||
composed. Return `false` to omit that state from drawing, opacity selection and
|
||||
palette-zone ownership. The state remains on the stack and keeps its normal
|
||||
update and input ownership, so a mod can mirror a native menu on another
|
||||
display without reimplementing it. The default is `true`. Treat the wrapper as
|
||||
a pure predicate: the renderer may ask it more than once per frame.
|
||||
|
||||
Scrollable list states expose `state.kind` for use with this hook. Generic
|
||||
lists fall back to their title; PC lists use stable, localization-independent
|
||||
identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
|
||||
`pc_box_change`, `pc_item_withdraw`, `pc_item_deposit`, and `pc_item_toss`.
|
||||
|
||||
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
|
||||
control the battle text/menu layer and the HP/status panels. Both receive
|
||||
`(next, state)` and default to `true`, so vanilla rendering is unchanged.
|
||||
Pushed text boxes also pass through `battle.bottom_ui_visible`; a wrapper that
|
||||
only owns battle presentation should return `false` only for its active battle
|
||||
or text-box state.
|
||||
|
||||
`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
|
||||
(once per frame). Vanilla behavior resolves the per-category GAME SPEED
|
||||
option (`GameSpeed.CATEGORIES`: overworld/battle/menu) for whichever
|
||||
category `Game.speedCategoryInStack` says is active right now. A mod may
|
||||
call `next(game)` and return its result to pass that resolution through, or
|
||||
return a different number outright to override it for that frame (a bot mod
|
||||
forcing 1X for one route segment, say, regardless of the category or saved
|
||||
option). The result is clamped to the nearest valid `GameSpeed.LEVELS` entry
|
||||
regardless of what a subscriber returns, so a bad value (0, negative, `nil`)
|
||||
cannot destabilize the fixed-step accumulator. This hook runs *after* link
|
||||
play's 1X lock and the `--speed`/equivalent run-argument override, both of
|
||||
which stay unconditional and are never visible to a subscriber.
|
||||
|
||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||
that reach outside their permission set.
|
||||
|
||||
## Process-lifecycle hooks
|
||||
|
||||
These exist so a platform-specific launcher integration (a native shell
|
||||
that embeds this engine and wraps its window in platform UI) can live
|
||||
entirely in a mod instead of hand-patching `main.lua`, which every other
|
||||
engine change also touches.
|
||||
|
||||
`core.update` receives `(next, game, dt)` once per frame from
|
||||
`love.update`. Vanilla behavior is `game:update(dt)`, unconditionally. A
|
||||
mod may skip calling `next(game, dt)` to pause the simulation for that
|
||||
frame (e.g. while a native settings sheet is on top), and may run
|
||||
additional per-frame polling before or after that call regardless of
|
||||
whether it calls `next` -- useful for one-shot flags that must be observed
|
||||
every frame even while paused.
|
||||
|
||||
`core.quit_to_launcher` receives `(next)` once from `love.quit()`. `next()`
|
||||
returns the engine's own decision for whether closing the window should
|
||||
return to the Lua launcher instead of exiting; a mod may return `false`
|
||||
outright, without ever calling `next`, to veto that and let the process
|
||||
really quit -- for a platform host that owns its own "return to launcher"
|
||||
UI and would otherwise get looped straight back into the game it just
|
||||
quit.
|
||||
|
||||
A manifest may also declare `force_enable_env`, an environment variable
|
||||
name that re-enables the mod regardless of a saved disable in
|
||||
`options.mods` when that variable is set to `"1"`. This is for a mod that
|
||||
cannot function disabled on the one build where its env var is set (a
|
||||
platform-bridge mod bundled only with that build's launcher, for example).
|
||||
|
||||
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
|
||||
already falls straight through to the vanilla function when no mod has
|
||||
wrapped the name, at negligible cost.
|
||||
|
||||
@@ -1,308 +1,26 @@
|
||||
# New features (deliberate additions beyond the original)
|
||||
# New Features
|
||||
|
||||
Intentional enhancements this port adds on top of faithful Pokémon Red
|
||||
behavior. They have no Game Boy equivalent and are kept by design.
|
||||
Genuine divergences from the original (things still missing, wrong, or
|
||||
approximated) live in docs/known-differences.md; faithfully-ported
|
||||
behavior is in docs/behavior-porting-notes.md.
|
||||
Features intentionally added beyond the original Pokémon Red, Blue, and Yellow games:
|
||||
|
||||
## Survey zoom
|
||||
* **Survey zoom** with connected-map rendering and configurable void fill
|
||||
* **Perspective tilt mode** for an HD-2D-style overworld
|
||||
* **Multiple color modes**, including original, SGB, advanced GBC, monochrome, and classic green
|
||||
* **Optional GBC screen effects**, including pixel grids, shadows, glare, and transparency
|
||||
* **Performance presets** and configurable FPS limits
|
||||
* **Peer-to-peer link play** for trades and battles between Red, Blue, and Yellow
|
||||
* **Persistent custom options** stored separately from game saves
|
||||
* **Optional widescreen battle layout**
|
||||
* **Mobile touch controls** with editable layouts, vibration, and orientation settings
|
||||
* **Translation and custom font support**
|
||||
* **Built-in save editor** for parties, boxes, items, events, maps, and Pokédex data
|
||||
* **Tiled map editing tools** for mod authors
|
||||
* **Pokédex diploma and printer image exports**
|
||||
* **Community mod browser**
|
||||
* **Soft reset button combination**
|
||||
* **Keyboard and controller rebinding**
|
||||
* **Mod profiles** with separate mod settings and save slots
|
||||
* **Improved launcher and save editor UI**, including background downloads and update checks
|
||||
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
|
||||
* **Custom boot branding**
|
||||
|
||||
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
|
||||
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
|
||||
the window fit scale (close-up), in crisp integer steps. This has no Game
|
||||
Boy equivalent:
|
||||
|
||||
- Connected maps render their full bodies, and their NPCs appear as
|
||||
visual-only "ghosts", they wander but have no sight lines, triggers,
|
||||
dialogue, or collision until the map is actually entered.
|
||||
- Menus, text boxes, and battles draw at normal scale on top of the
|
||||
zoomed world. Zoom input is ignored while a script, menu, or battle is
|
||||
active; the zoom offset is persisted as `save.options.zoom` (default
|
||||
`0` = FIT) and survives New Game via `options.lua`.
|
||||
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
|
||||
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
|
||||
- Beyond the border ring the void fill repeats indefinitely (see VOID
|
||||
FILL below); interiors keep their own border block. Each visible map
|
||||
area is colorized with its own SGB palette (the original recolored the
|
||||
whole screen per map).
|
||||
- Neighbor maps load two connection hops out so corner-adjacent maps
|
||||
don't pop in and out, and ghost NPCs share instances with the real ones
|
||||
so their wander positions persist across seamless connection crossings
|
||||
(a warp or fresh map entry still respawns everything at its script
|
||||
position, like the original's per-entry sprite init).
|
||||
|
||||
## VOID FILL
|
||||
|
||||
The Options **VOID FILL** row picks what paints the infinite beyond-edge
|
||||
space on OVERWORLD-tileset maps during survey zoom:
|
||||
|
||||
- **TREES** (default): solid tree wall block `$0F`.
|
||||
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
|
||||
- **BLACK**: solid black.
|
||||
|
||||
Other tilesets are unchanged (house/cave borders stay as authored).
|
||||
Persisted as `save.options.voidFill`.
|
||||
|
||||
## Tilt mode
|
||||
|
||||
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
|
||||
tilt of the overworld through **OFF → 15° → 35° → 50° → OFF** for an HD-2D /
|
||||
diorama look. Like survey zoom this is purely presentational and has no
|
||||
Game Boy equivalent:
|
||||
|
||||
- The entire map tilts as one rigid ground plane, paths, grass, water,
|
||||
floors, and every background-tile structure (buildings, trees, fences,
|
||||
signs; in Gen 1 these are baked into the tile layer, not sprites), so
|
||||
rows above the player recede and rows below come toward the viewer. Only
|
||||
things that actually *stand* on the ground draw as upright billboards,
|
||||
unscaled and pixel-identical to flat mode: the player, NPCs, item balls,
|
||||
and the standing FX attached to them (emote bubbles, the fishing rod,
|
||||
the FLY bird). The Poké Center heal-machine overlay stays on the ground
|
||||
plane with the machine tiles (it is OAM glued to a BG graphic, not a
|
||||
standing sprite). An earlier revision tried
|
||||
billboarding buildings/trees/signs too (cutting them out of the ground
|
||||
per hand-curated per-tileset tables); that chased an endless tail of
|
||||
special cases, dense tree canopy, fences fused into grass, building
|
||||
facades with their own baked-in fake perspective, because Gen 1's art
|
||||
was never drawn with a clean seam between ground and standing scenery. It
|
||||
wasn't merged; tilting everything but the characters as one plane is the
|
||||
simpler, shipped tradeoff (buildings recede/foreshorten with the ground
|
||||
like a photo of a diorama, rather than standing fully upright next to
|
||||
a full-height character).
|
||||
- Cycling tweens the angle between levels over ~0.25s rather than snapping;
|
||||
with tilt fully off the world pass drops back onto the flat blit path, so
|
||||
flat rendering stays pixel-identical to tilt-off and off costs nothing.
|
||||
- Tilt input is gated exactly like survey zoom, honored only while
|
||||
free-roaming, ignored while a script, menu, or battle is active, and it
|
||||
composes with survey zoom (the zoom scale feeds the projection). The tilt
|
||||
level is persisted in `save.options.tilt` (default OFF).
|
||||
- It applies everywhere the overworld draws, interiors and caves included.
|
||||
Menus, text boxes, and battles render flat on top, unaffected, and the
|
||||
infinite beyond-the-border-ring fill stays flat by design.
|
||||
- Collision, movement, sight lines, triggers, encounters, and scripts are
|
||||
untouched; nothing about the tilt reaches gameplay.
|
||||
|
||||
## Colors mode
|
||||
|
||||
The `2` key (and the Options menu COLORS row) cycles the display mode
|
||||
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
|
||||
red BG palette + one green OBJ palette, every map, no per-map variation
|
||||
(Pokemon Red has no CGB code, so on a GBC the boot ROM colors it globally).
|
||||
The player/NPCs stay green over the red terrain via the OBP bake +
|
||||
post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`).
|
||||
- **SGB** (default): the per-map Super Game Boy region palettes
|
||||
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
|
||||
real SGB. (This is the mode formerly mislabeled "GBC".)
|
||||
- **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.
|
||||
- **CLASSIC**: original Game Boy pea-soup greens
|
||||
(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
|
||||
|
||||
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` / `redpp` save ids are kept for back-compat under the new
|
||||
labels.
|
||||
|
||||
## GBC FX
|
||||
|
||||
The `5` key (and the Options menu GBC FX row) cycles a "played on real
|
||||
unlit-GBC hardware" post-process through **OFF → 1 → 2 → 3 → 4**. The
|
||||
levels are a cumulative ladder:
|
||||
|
||||
- **1**: reflective-screen backing transparency.
|
||||
- **2**: + LCD pixel grid.
|
||||
- **3**: + pixel drop shadows.
|
||||
- **4**: + sunlight glare and rainbow shimmer with a drifting light.
|
||||
|
||||
It runs as a final present pass after world + UI composite in
|
||||
`Renderer:endFrame`, inspired by the Pixel Transparency RetroArch shader
|
||||
([github.com/mattakins/Pixel_Transparency](https://github.com/mattakins/Pixel_Transparency)).
|
||||
Default OFF; persisted as `save.options.gbcfx`.
|
||||
|
||||
## Peer-to-peer link play (lua-enet)
|
||||
|
||||
Trades and link battles connect two copies of the game directly over
|
||||
lua-enet (ENet ships inside LÖVE, nothing to install, no server to run)
|
||||
on a reliable-ordered channel, replacing the original standalone Python
|
||||
room-code relay (`tools/relay_server.py`, deleted). HOST A GAME shows the
|
||||
host's LAN address (UDP 7777; `POKEPORT_LINK_PORT` overrides); JOIN A
|
||||
GAME enters it. Closing performs a graceful ENet disconnect so the final
|
||||
confirm/bye always lands; a vanished peer exits with "The link was
|
||||
broken." Internet play needs a forwarded UDP port or a VPN (deliberate
|
||||
tradeoff vs. the relay). Headless tests drive the protocol over an
|
||||
in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
|
||||
also exercises real UDP pairing.
|
||||
|
||||
## Custom boot text
|
||||
|
||||
The boot sequence replaces the Nintendo / GAME FREAK identifiers with
|
||||
"bois club" / "bryanthaboi", a deliberate branding customization. The
|
||||
rest of the boot beats (copyright splash, "presents" shooting-star, the
|
||||
Nidorino-vs-Gengar attract scene) mirror the original.
|
||||
|
||||
|
||||
## Custom Options
|
||||
|
||||
Options persist in a standalone `options.lua` (separate from the game
|
||||
progress `save.lua`), so audio/display/battle preferences survive New Game
|
||||
and aren't wiped when a save slot is cleared. Changing a row in the Options
|
||||
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
|
||||
flushes the live options. Old saves that still embed an `options` table are
|
||||
migrated once into `options.lua` on load.
|
||||
|
||||
- Music / SFX volume
|
||||
- Music Filter
|
||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
||||
- 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
|
||||
`-`/`=` step one level and save
|
||||
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
|
||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
||||
|
||||
## Battle transition cascade + white battle letterbox
|
||||
|
||||
Into-battle wipes still run the original eight styles inside the classic
|
||||
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
|
||||
blocks cascade outward from that square into the surrounding world so the
|
||||
void outside the OG wipe fills in lockstep. Once the battle state is up,
|
||||
letterbox voids around the battle canvas fill **white** instead of black
|
||||
so the whole window reads as one continuous battle screen.
|
||||
|
||||
## 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
|
||||
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
|
||||
center) over the frame, using Xelu's CC0 controller prompts
|
||||
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
|
||||
finger does, sliding on the d-pad changes direction without lifting, and
|
||||
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
|
||||
appears while no controller is being used: the first gamepad button or
|
||||
stick push hides it, the next screen touch brings it back, and unplugging
|
||||
the last controller restores it immediately. Layout re-derives from the
|
||||
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
|
||||
the overlay on and lets the mouse act as a finger (`=0` forces it off).
|
||||
## Translation support
|
||||
|
||||
Every string the player can read is now reachable from a mod, so a
|
||||
translation is an ordinary content mod rather than a fork.
|
||||
|
||||
Two things had to change. Text layout stopped counting bytes: the dialogue
|
||||
box measures a line in glyphs (charmap sequences), so a 3-byte character
|
||||
costs one column, a cut never lands inside a character, and a page with a
|
||||
non-default `advance` re-measures instead of overflowing. That also fixed
|
||||
25 vanilla English lines that were wrapping early because `é` in POKéMON
|
||||
and POKéDEX costs two bytes ("I study POKéMON as" is 19 bytes and 18
|
||||
glyphs, and the box was breaking it).
|
||||
|
||||
Second, the text the engine writes itself - battle messages, item results,
|
||||
menu labels, the link-play screens - moved behind `src/core/Strings.lua`
|
||||
and the new `strings` registry. Extracted script text was already
|
||||
overridable through `text`; this covers the other half. Entries are keyed
|
||||
by the English source, so a translation that has not reached a string yet
|
||||
keeps rendering in English and a half-finished translation stays playable.
|
||||
|
||||
Authors generate the whole thing:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py translation francais --language "Francais"
|
||||
```
|
||||
|
||||
That scaffolds a mod with every translatable string as an empty catalog,
|
||||
plus a glyph-page and charmap stub, a naming-grid stub, and a
|
||||
`francais-worksheet/` directory holding the English to translate from
|
||||
(deliberately outside the mod: extracted text is ROM content and must not
|
||||
be packed). `--refresh` re-harvests after an engine update, keeping
|
||||
existing translations and parking orphaned keys rather than dropping them.
|
||||
|
||||
See the wiki's Translations guide.
|
||||
|
||||
## 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.
|
||||
Actual approximations, and missing original behavior are documented separately in `docs/known-differences.md`.
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
# What This Port Requires
|
||||
|
||||
The packaged desktop app requires one user-supplied input on first boot: a
|
||||
canonical 1 MiB US Pokemon Red ROM.
|
||||
canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM.
|
||||
|
||||
The importer verifies SHA-1
|
||||
`ea9bcae617fdf159b045185467ae58b2e4a48b9a`. Other revisions, Virtual
|
||||
Console releases, and Pokemon Blue are rejected rather than decoded with
|
||||
incorrect addresses.
|
||||
The importer verifies the SHA-1 for the game (see `src/core/GameVersion.lua`
|
||||
for specific hashes). Other revisions and Virtual Console releases are rejected
|
||||
rather than decoded with incorrect addresses.
|
||||
|
||||
After verification, the app generates its private cache in the LÖVE save
|
||||
directory. It does not keep a copy of the ROM. Later boots use the cache.
|
||||
@@ -15,9 +14,11 @@ Python and Pillow are not required by the packaged app.
|
||||
## Bundled Metadata
|
||||
|
||||
Assembly removes high-level names and some relationships that the Lua port
|
||||
needs. `tools/rom_manifest.json` therefore contains:
|
||||
needs. The version-specific files `tools/rom_manifest.json`,
|
||||
`tools/rom_manifest_blue.json`, and `tools/rom_manifest_yellow.json` therefore
|
||||
contain:
|
||||
|
||||
- the 3,268 ROM symbol addresses actually read by the extractor
|
||||
- the ROM symbol addresses actually read by the extractor
|
||||
- symbolic IDs and ordering for maps, species, moves, items, and trainers
|
||||
- source-erased dimensions, image names, and map object integration names
|
||||
- hand-ported field/script integration tables
|
||||
|
||||
@@ -0,0 +1,96 @@
|
||||
# RFC 0001 — Port Yellow's `IsSurfingPikachuInParty` surf sprite
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `Player.lua`, `FieldDefaults.lua`,
|
||||
`OverworldController.lua`, `RomExtractor.lua`, `PaletteFX.lua`. Tools:
|
||||
`build_rom_data.py`, `extract/sprites.py`, `make_rom_manifest.py`,
|
||||
`make_yellow_manifest.py`. Tests: `parity_surfing_pikachu_sprite.lua`,
|
||||
`mod_world_tests.lua`.
|
||||
|
||||
**Regeneration required.** The manifest and sprite sheet update by
|
||||
re-running `make_yellow_manifest.py` against a `pret/pokeyellow`
|
||||
checkout, then re-importing the Yellow ROM.
|
||||
|
||||
## Motivation
|
||||
|
||||
Yellow's `IsSurfingPikachuInParty` + `LoadSurfingPlayerSpriteGraphics2`
|
||||
(`home/map_objects.asm`, `home/overworld.asm`) swap the player's
|
||||
overworld sheet to `SurfingPikachuSprite` (`gfx/sprites/
|
||||
surfing_pikachu.2bpp`, a 16×96 walk sheet — not the minigame sheets)
|
||||
when the party mon that knows SURF is a Pikachu. The recomp misses this
|
||||
in two places:
|
||||
|
||||
1. **Extraction.** `SurfingPikachuSprite` is not in
|
||||
`SpriteSheetPointerTable` — loaded by its own `ld de,` like
|
||||
`RedBikeSprite`. The extractor never sees it, and the symbol is not
|
||||
in the Yellow manifest.
|
||||
2. **Engine rule.** `field.playerSprites.surf` is one static
|
||||
(`SPRITE_SEEL`), cached at boot. No seam for "swap when the SURF-mon
|
||||
is a Pikachu."
|
||||
|
||||
## The decision it extends
|
||||
|
||||
No prior D-number. Extends the surf-field-move port in
|
||||
`docs/behavior-porting-notes.md` (the `IsSurfingAllowed` exact port)
|
||||
with the player-sprite swap vanilla runs alongside it.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only.
|
||||
|
||||
### `field.playerSprites.surfPikachu`
|
||||
|
||||
New optional key alongside `walk`/`surf`/`bike`/`fly`, defaults to
|
||||
`SPRITE_SURFING_PIKACHU`. Guarded in `Player.new` so before extraction
|
||||
lands the ride keeps the Seel — no plain on-water Pikachu.
|
||||
|
||||
### `Player.surfPikachuSprite`
|
||||
|
||||
`Player.new` builds a second `SpriteRenderer` when the field resolves.
|
||||
`pose()` picks it when `surfing and surfingPikachu`.
|
||||
|
||||
### `Player.surfingPikachu` (runtime)
|
||||
|
||||
Runtime-only boolean (not persisted); re-derived so a party change
|
||||
between save and load is honored.
|
||||
|
||||
### `OverworldState:syncSurfingPikachu()`
|
||||
|
||||
Sets `player.surfingPikachu` from `partyKnows("SURF")`. Called at every
|
||||
surf-state toggle: trySurf, dismount, flyTo, beginTeleportOut,
|
||||
warpToHealPoint, forced-surf tile, setMap boot-restore.
|
||||
|
||||
### Importer — `SPRITE_SURFING_PIKACHU`
|
||||
|
||||
`make_yellow_manifest.py` adds `SurfingPikachuSprite` to
|
||||
`YELLOW_EXTRA_SYMBOLS`. `make_rom_manifest.py`'s `sprite_metadata()`
|
||||
gains a `surfPikachu` entry (guarded, so Red/Blue unchanged).
|
||||
`RomExtractor.extractSprites` + `build_rom_data.py` + `extract/sprites.py`
|
||||
each gain a parallel extract mirroring `RedBikeSprite`.
|
||||
|
||||
### `PaletteFX.spriteObp`
|
||||
|
||||
`SurfingPikachuSprite` joins `RedBikeSprite` in the no-bracket-index
|
||||
special case, wearing the player's OBP palette so it colors in GBC mode.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing.** `surf` still defaults to `SPRITE_SEEL`; `surfPikachu`
|
||||
only resolves on a Yellow import after regeneration. No manifest or
|
||||
`mod.save` shape changes. An eligibility hook that swaps a rental
|
||||
SURF-mon still drives the sprite pick via `partyKnows`.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod** (`mod_world_tests.lua`): `surf == "SPRITE_SEEL"`,
|
||||
`surfPikachu == "SPRITE_SURFING_PIKACHU"` seeded at boot. The 19229-check
|
||||
`world & maps v2` suite stays green.
|
||||
- **Mod-API** (`parity_surfing_pikachu_sprite.lua`): `syncSurfingPikachu`
|
||||
+ `Player:pose` across four party shapes (12/12). The existing
|
||||
`parity_cinnabar_east_surf.lua` (24/24) stays green.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. Additive: a new `field.playerSprites` key, a new
|
||||
runtime flag, a new engine method, a new sprite id.
|
||||
@@ -0,0 +1,54 @@
|
||||
# RFC 0002 — Let mods hide an active screen state from the main render
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `StateStack.lua`, `Game.lua`. Tests:
|
||||
`screen_render_visible.lua`.
|
||||
|
||||
## Motivation
|
||||
|
||||
A mod can render a native menu on a companion display through
|
||||
`render.compose`, but it cannot remove that menu from the main display without
|
||||
also popping it. Popping transfers update and input ownership and forces the
|
||||
mod to reimplement native menu behavior.
|
||||
|
||||
## The decision it extends
|
||||
|
||||
No prior D-number. Extends the render-hook plan in `docs/modding.md` and the
|
||||
state-stack rendering contract in `docs/architecture.md`.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only.
|
||||
|
||||
### `screen.render_visible`
|
||||
|
||||
New hook called with `(state) -> boolean` through the public wrapper signature
|
||||
`(next, state)`. Its vanilla result is `true`.
|
||||
|
||||
Returning `false` excludes the state from the main draw, from opaque-base
|
||||
selection and from palette-zone ownership. It does not remove the state or
|
||||
change update, input, push or pop behavior. The call sites are
|
||||
`StateStack:visibleBase`, `StateStack:draw` and the equivalent draw and palette
|
||||
walks in `Game:draw`.
|
||||
|
||||
The hook is guarded by `Runtime.wantsHook`, so the no-subscriber path allocates
|
||||
nothing. It is a pure render predicate and may be evaluated more than once per
|
||||
frame.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing.** With no subscriber every state remains visible, and the existing
|
||||
state-stack, event and hook behavior is unchanged.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod:** the topmost opaque state still owns drawing and palette zones,
|
||||
and `Runtime.wantsHook("screen.render_visible")` stays false.
|
||||
- **Mod-API:** a fixture mod registers through `mod.hooks:wrap`, hides one
|
||||
opaque state and proves the state beneath draws and owns the palette while
|
||||
the hidden state remains topmost and continues updating.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. This is one additive hook with a `true` vanilla default.
|
||||
@@ -0,0 +1,114 @@
|
||||
# RFC 0003 — Add a reusable multiplayer session layer
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `Session.lua`, `Net.lua`, `LinkState.lua`,
|
||||
`Tournament.lua`. Tests: `link_session.lua`.
|
||||
|
||||
## Motivation
|
||||
|
||||
Link play and tournaments currently own transport lifecycle details and
|
||||
temporarily remove and reinsert packets in `Net.inbox` when a handshake or
|
||||
battle starts. That makes packet ownership fragile and gives a future
|
||||
shared-world mode no stable host/guest-aware boundary to reuse.
|
||||
|
||||
The engine needs one small layer that preserves today's wire protocol while
|
||||
owning received-packet order and terminal cleanup. Pokémon, battle, tournament,
|
||||
save, and overworld rules remain outside that layer.
|
||||
|
||||
## The decision it extends
|
||||
|
||||
Extends the existing split between `Net` (backend setup, framing, and relay
|
||||
controls), `Handshake`/`Protocol` (mode payloads), and the states that
|
||||
interpret those payloads. It does not replace any of those components.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible and internal-only.
|
||||
|
||||
### `Session.new(transport, options)`
|
||||
|
||||
Wraps one successfully configured Net-compatible transport. `options.role`
|
||||
is exactly `"host"` or `"guest"`; `options.kind` is a non-empty
|
||||
local label such as `"link"` or `"tournament"`. Role and kind are
|
||||
immutable session metadata selected locally and are never inferred from peer
|
||||
packets.
|
||||
|
||||
The facade forwards the narrow fields current consumers need:
|
||||
`paired`, `code`, `address`, `target`,
|
||||
`error`, and `closed`.
|
||||
It forwards valid outbound tables unchanged through `send(message)`.
|
||||
|
||||
### Receive and lifecycle methods
|
||||
|
||||
- `update()` pumps the transport, validates decoded inbound values, and
|
||||
appends accepted messages to a private FIFO.
|
||||
- `pollOne()` removes the oldest queued message.
|
||||
- `poll()` removes every queued message in order.
|
||||
- `take(type)` removes the first queued message with that type without
|
||||
disturbing any other message.
|
||||
- `hasPending()` reports whether the FIFO is non-empty.
|
||||
- `getRole()`, `getKind()`, `getStatus()`, and
|
||||
`getFailure()` expose local metadata and lifecycle.
|
||||
- `close()` closes the underlying transport once and is safe to repeat.
|
||||
|
||||
Statuses are `connecting`, `paired`, `draining`, `closed`,
|
||||
and `failed`. A transport close or failure becomes `draining` while
|
||||
accepted packets remain queued. The terminal `closed`/`error`
|
||||
compatibility projection appears only after that FIFO drains, so a last packet
|
||||
travelling with a disconnect remains observable.
|
||||
|
||||
An inbound value is structurally valid only when it is a table with a string
|
||||
`type`. Invalid decoded values end the session with a protocol failure.
|
||||
Unknown but structurally valid types remain queued for the owning mode; the
|
||||
session does not contain a packet allowlist.
|
||||
|
||||
## Authority direction
|
||||
|
||||
A later `WorldSession` may compose this facade. In that mode the host
|
||||
will own the world snapshot, map state, NPC state, event results, and shared
|
||||
progression. A guest will bring a trainer identity plus their Pokémon party,
|
||||
inventory, and other explicitly selected profile snapshot.
|
||||
|
||||
Guest profile data and commands will be untrusted input. The host must validate
|
||||
them and must authorize every world mutation before rebroadcasting the result.
|
||||
The concrete snapshot schema, command vocabulary, conflict rules, and
|
||||
persistence policy require a separate RFC and are not introduced here.
|
||||
|
||||
## Compatibility and security
|
||||
|
||||
No packet envelope, message name, payload shape, framing rule, relay protocol,
|
||||
save schema, or engine protocol version changes. Existing valid outbound
|
||||
messages encode exactly as before, and existing link and tournament screens
|
||||
keep their current player-facing behavior.
|
||||
|
||||
The layer does not authenticate players or encrypt traffic. Existing LAN and
|
||||
relay access assumptions remain unchanged; knowledge of a join address or code
|
||||
still grants the same access it grants today. Authentication, reconnect
|
||||
identity, rate limits, and abuse controls remain future protocol decisions.
|
||||
|
||||
## Migration note for players, mods, and peers
|
||||
|
||||
**Nothing.** `LinkState` and `Tournament` adopt the facade
|
||||
internally. Existing peers receive the same messages, mods gain no new API, and
|
||||
players do not migrate saves or settings.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **ROM-free facade:** constructor validation, immutable role/kind, unchanged
|
||||
send shape, FIFO ordering, typed retrieval, unknown typed packets, draining,
|
||||
terminal failure latching, protected transport calls, and decoded-value
|
||||
rejection.
|
||||
- **Existing modes:** source guards prohibit direct inbox mutation; headless
|
||||
module loads and the complete engine tier cover both migrated states.
|
||||
- **ROM-backed link play:** run the existing link driver when generated ROM
|
||||
data is available; the normal quick suite remains the required baseline.
|
||||
|
||||
## Deprecation etiquette and non-goals
|
||||
|
||||
Nothing deprecated. This RFC adds an internal facade and removes no transport
|
||||
method.
|
||||
|
||||
It does not add shared-world packets, co-op screens, a remote actor, save
|
||||
transfer, server persistence, matchmaking, reconnect, or a protocol-version
|
||||
bump. Those changes require the world-specific layer and its own review.
|
||||
@@ -0,0 +1,124 @@
|
||||
# RFC 0003 — Playthrough-scoped mod storage
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `SaveData.lua`, `SaveSerializer.lua`, `Storage.lua`,
|
||||
`Loader.lua`. Tests: `playthrough_identity.lua`, `storage.lua`, the existing
|
||||
save-slot and mod-save suites.
|
||||
|
||||
## Motivation
|
||||
|
||||
`mod.save` intentionally lives inside the normal progress record. That is the
|
||||
right home for quest state, but not for independent tool data such as replay
|
||||
captures, checkpoint histories, or recovery records: writing it would require a
|
||||
normal Pokémon SAVE, and storing copies of progress beneath `save.modData` would
|
||||
recursively embed the save that contains them.
|
||||
|
||||
Mods also cannot safely infer which launcher slot or portable filesystem backs
|
||||
the active playthrough. Direct filesystem access would expose private paths and
|
||||
make isolation dependent on engine implementation details.
|
||||
|
||||
## The decision it extends
|
||||
|
||||
Extends the per-mod persistence contract documented in `docs/modding.md` and the
|
||||
wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage`
|
||||
facade to the calling mod id. Mods receive logical keys and decoded values, never
|
||||
filesystem handles or physical paths.
|
||||
|
||||
### Lazy opaque playthrough identity
|
||||
|
||||
`SaveData.ensurePlaythroughId(save[, fs]) -> id | nil` allocates an opaque
|
||||
32-hex-character identity without consuming gameplay RNG. It is called only when
|
||||
`mod.storage` or `mod.checkpoints` first needs a scope; New Game, ordinary SAVE,
|
||||
and ordinary load remain byte-compatible when no caller uses either API.
|
||||
|
||||
The id is stored in `save.meta.playthroughId` after allocation. Until the next
|
||||
ordinary SAVE writes it into progress, a mapping in `options.lua` keeps legacy
|
||||
saves stable by game version and active launcher slot (or the legacy flat-save
|
||||
scope). A newly created playthrough never adopts the previous playthrough's
|
||||
mapping for that slot.
|
||||
|
||||
`SaveData.persistenceFs([fs])` is engine-only routing used by the storage
|
||||
implementation. It follows the same standard/portable backend as progress and
|
||||
honors injected test filesystems; it is not exposed on the mod object.
|
||||
|
||||
### `mod.storage:context(game)`
|
||||
|
||||
Returns:
|
||||
|
||||
```lua
|
||||
{ engineVersion = "0.9.0", gameVersion = "red", playthroughId = "..." }
|
||||
```
|
||||
|
||||
or `nil, code, message`. `engineVersion` is warning-grade compatibility metadata;
|
||||
the context intentionally omits launcher slot ids and paths.
|
||||
|
||||
### `mod.storage:write(game, key, value)`
|
||||
|
||||
Accepts a data-only table and returns `true`, or
|
||||
`false, code, message`. Keys are nonempty slash-separated segments containing
|
||||
letters, digits, underscore, or dash. Empty segments, leading/trailing slash,
|
||||
`.`/`..`, and other characters are rejected.
|
||||
|
||||
The engine encodes deterministically, stages and decodes a `.tmp` witness,
|
||||
preserves the previous valid generation, writes and decodes the main record,
|
||||
then rolls the verified bytes to `.bak`. A failed stage or replacement leaves a
|
||||
verified prior generation readable.
|
||||
|
||||
### `mod.storage:read(game, key)`
|
||||
|
||||
Returns a freshly decoded table, or `nil, code, message`. It tries main, staged,
|
||||
then backup data. A valid staged/backup value is returned and promoted
|
||||
best-effort; corrupt bytes are never executed.
|
||||
|
||||
### `mod.storage:list(game[, prefix])`
|
||||
|
||||
Returns sorted logical keys beneath a valid prefix, an exact key when the prefix
|
||||
names one, or `nil, code, message`. Physical witness filenames are hidden.
|
||||
|
||||
### `mod.storage:delete(game, key)`
|
||||
|
||||
Deletes only that key's main, backup, and staged witnesses. Returns `true`, or
|
||||
`false, code, message`.
|
||||
|
||||
### Scope and errors
|
||||
|
||||
Physical records are scoped as:
|
||||
|
||||
`persistence root / mod_storage / game version / playthrough id / mod id`
|
||||
|
||||
Stable error codes are `not_in_playthrough`, `storage_unavailable`,
|
||||
`invalid_key`, `encode_failed`, `write_failed`, `verify_failed`, and
|
||||
`not_found`. Ordinary data and I/O failures are return values, not callback-
|
||||
terminating errors.
|
||||
|
||||
The restricted serializer's recursive writer runs outside LuaJIT traces. A
|
||||
1,000-process GC stress regression found compiled recursion could intermittently
|
||||
drop a newly inserted nested identity entry and produce undecodable bytes; save
|
||||
encoding is infrequent and I/O-bound, so interpreter execution is the safe
|
||||
boundary.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing.** No API is removed, no manifest field changes, and no storage path or
|
||||
playthrough id is created unless a mod invokes `mod.storage` or
|
||||
`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod:** New Game plus ordinary save/load creates no identity or storage
|
||||
file; the existing save-slot and mod-save suites remain green.
|
||||
- **Engine identity:** lazy allocation, save/load preservation, stable legacy
|
||||
mapping, fresh-playthrough replacement, and version/slot isolation.
|
||||
- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip,
|
||||
deterministic listing, key rejection, mod/game/playthrough isolation,
|
||||
corrupt-main recovery, failure retention, exact delete, and no-mod no-write.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. The additions are one bound public facade and engine-private
|
||||
persistence/identity helpers.
|
||||
@@ -0,0 +1,138 @@
|
||||
# RFC 0004 — Stable runtime checkpoints for mods
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `Checkpoint.lua`, `Game.lua`, `OverworldController.lua`,
|
||||
`Loader.lua`. Tests: `checkpoints.lua`, existing world and engine suites.
|
||||
|
||||
## Motivation
|
||||
|
||||
Mods can observe world events and request semantic actions, but no supported API
|
||||
can capture canonical progress at a proven-safe runtime boundary or reconstruct
|
||||
the overworld without replaying map-entry scripts. Reaching into the state stack,
|
||||
controller, ScriptRunner, or save restore internals would bind distributable mods
|
||||
to private objects and can duplicate story side effects.
|
||||
|
||||
The engine is the only component that can authoritatively decide whether the
|
||||
runtime is settled and rebuild its controller objects. A generic checkpoint seam
|
||||
lets tools store data-only records while keeping those responsibilities private.
|
||||
|
||||
## The decision it extends
|
||||
|
||||
Extends the public world/tool surfaces in `docs/modding.md`. It does not change
|
||||
`mod.world`, normal CONTINUE, vanilla SAVE, or save lifecycle hooks/events.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only. `Loader:_api` binds `mod.checkpoints`; mods
|
||||
never receive `Game`, StateStack, controller, coroutine, renderer, or filesystem
|
||||
internals inside a checkpoint.
|
||||
|
||||
### `mod.checkpoints:inspect(game)`
|
||||
|
||||
Returns a capability record. Stable overworld control returns:
|
||||
|
||||
```lua
|
||||
{ canCapture = true, canRestore = true, kind = "overworld" }
|
||||
```
|
||||
|
||||
A refusal returns the same booleans as `false` plus `kind`, `reason`, and a
|
||||
player-readable `message`. Format-1 supports only an overworld whose controller
|
||||
is topmost, player movement has settled on a tile, and no transition, foreground
|
||||
or parallel ScriptRunner, queued script, scripted move, engagement, emote,
|
||||
teleport, field animation, or similar partial controller mutation is active.
|
||||
|
||||
Refusal reasons are `not_in_playthrough`, `not_overworld`, `screen_busy`,
|
||||
`transition_busy`, `script_busy`, `animation_busy`, and `movement_busy`.
|
||||
Identity allocation is lazy and happens only after an active topmost overworld
|
||||
has been established.
|
||||
|
||||
### `mod.checkpoints:capture(game)`
|
||||
|
||||
Returns a detached data-only format-1 checkpoint, or
|
||||
`nil, code, message`:
|
||||
|
||||
```lua
|
||||
{
|
||||
format = 1,
|
||||
kind = "overworld",
|
||||
identity = {
|
||||
engineVersion = "...", gameVersion = "red", playthroughId = "...",
|
||||
},
|
||||
save = { -- canonical dynamic progress, excluding global options },
|
||||
runtime = { overworld = {
|
||||
map = "PALLET_TOWN", x = 5, y = 6,
|
||||
facing = "down", surfing = false,
|
||||
} },
|
||||
}
|
||||
```
|
||||
|
||||
`engineVersion` is metadata for caller compatibility warnings; the engine does
|
||||
not reject patch/minor mismatches on restore. Capture deep-copies through the restricted serializer before and after
|
||||
`OverworldController:captureSave` synchronizes live map, tile, facing, and surf
|
||||
state. It excludes `save.options`, functions, userdata, threads, metatables as
|
||||
behavior, controller instances, and static content registries. Failure code
|
||||
`capture_failed` covers non-data progress and synchronization errors.
|
||||
|
||||
### `mod.checkpoints:restore(game, checkpoint)`
|
||||
|
||||
Returns `true`, or `false, code, message`. Before mutation it requires the current
|
||||
runtime to be capturable and validates a detached copy of the complete record:
|
||||
format, kind, internal identity consistency, current game/playthrough identity,
|
||||
map availability, integral in-bounds tile, facing, surfing, and synchronized save
|
||||
position.
|
||||
|
||||
Validation codes are `invalid_checkpoint`, `invalid_content`, `unsupported_format`,
|
||||
`unsupported_runtime_kind`, `wrong_game`, `wrong_playthrough`, `invalid_map`, and
|
||||
`invalid_position`, in addition to the capability refusal reasons.
|
||||
|
||||
The canonical save validator runs against the detached record. Unlike ordinary
|
||||
CONTINUE, a checkpoint never accepts a quarantine, remap, reclaim, clamp, or
|
||||
repair: any such content change returns `invalid_content` before live mutation.
|
||||
|
||||
The engine captures an in-memory rollback checkpoint, preserves current global
|
||||
options, then reconstructs semantic overworld state through
|
||||
`Game:restoreCheckpointSave`. Checkpoint entry suppresses normal map exit/entry
|
||||
events, `onEnter` scripts, forced-movement/current checks, and last-map rewrites;
|
||||
it does not emit normal `save.loading`/`save.loaded` lifecycle events. After
|
||||
reconstruction, the engine recaptures and byte-compares normalized data. A failed
|
||||
apply rolls back and returns `restore_failed`; failure of that rollback returns
|
||||
`rollback_failed`. Only after a successful comparison does the engine emit
|
||||
`checkpoint.restored` with `{ game = game, kind = "overworld" }`. Validation
|
||||
failure, failed apply, and successful rollback emit nothing.
|
||||
|
||||
Durable recovery remains a caller responsibility: in-memory rollback handles a
|
||||
runtime exception, not process termination.
|
||||
|
||||
## Runtime boundary and future kinds
|
||||
|
||||
This RFC's original Level A contract intentionally rejects battles, menus,
|
||||
transitions, animations, and suspended/queued scripts. RFC 0005 subsequently
|
||||
adds a separately inventoried `battle` kind with deterministic RNG and
|
||||
differential reconstruction tests; it does not broaden script or arbitrary-frame
|
||||
support implied here.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing required.** No existing hook, save, controller, or world action changes
|
||||
when `mod.checkpoints` is unused. The reconstruction path is called only by a
|
||||
successful public restore after validation. Mods whose runtime caches derive from
|
||||
rewound `game.save` or `mod.save` state may optionally subscribe to
|
||||
`checkpoint.restored` and rebuild from their own public state.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod:** the complete ROM-free engine suite and existing world behavior stay
|
||||
green; ordinary New Game/save/load allocates no checkpoint identity.
|
||||
- **Public Mod API:** a real API-2 entry chunk proves stable inspection and every
|
||||
unsafe refusal, detached data-only capture, exact map/tile/facing/surf sync,
|
||||
`A -> mutate B -> restore A -> recapture A2` equality across representative
|
||||
progress, settings preservation, compatibility rejection without mutation,
|
||||
map-side-effect suppression, injected reconstruction rollback, mod-owned
|
||||
metadata and `mod.save` rewind, independent `mod.storage`/options preservation,
|
||||
and success-only runtime-cache reconciliation through `checkpoint.restored`.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. This adds one public facade and a checkpoint-only semantic
|
||||
reconstruction route.
|
||||
@@ -0,0 +1,140 @@
|
||||
# RFC 0005 — Persistent battle safe-point checkpoints
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Extends RFC 0004. Engine: `BattleCheckpoint.lua`, `Checkpoint.lua`,
|
||||
`Game.lua`, `BattleState.lua`, and `OverworldController.lua`. Tests:
|
||||
`battle_checkpoint_*.lua`, `checkpoints.lua`, and the existing no-mod suites.
|
||||
|
||||
## Motivation
|
||||
|
||||
RFC 0004 lets a tool capture and reconstruct settled overworld progress without
|
||||
private engine access. A battle is a different runtime: its queue can hold Lua
|
||||
functions and UI factories, its controller contains renderer objects and live
|
||||
references, completion is currently an `onFinish` closure, and scripted battles
|
||||
resume a suspended `ScriptRunner` coroutine. Copying the controller would create
|
||||
a record that is neither data-only nor process-independent.
|
||||
|
||||
The engine can instead expose a narrow semantic safe point. This gives all mods
|
||||
the strongest persistent battle checkpoint the current architecture can prove,
|
||||
without claiming mid-animation or suspended-script support.
|
||||
|
||||
## API delta
|
||||
|
||||
No new facade is added. The existing additive `mod.checkpoints` API gains a
|
||||
second format-1 runtime kind.
|
||||
|
||||
### Capability
|
||||
|
||||
`mod.checkpoints:inspect(game)` returns this only when an ordinary single-player
|
||||
wild or trainer battle is settled at the player command menu:
|
||||
|
||||
```lua
|
||||
{ canCapture = true, canRestore = true, kind = "battle" }
|
||||
```
|
||||
|
||||
The action/message queue, waits, UI, animations, HP/status presentation, and
|
||||
faint processing must be settled. The player must actually control the menu.
|
||||
The underlying overworld must have no running/queued script or scripted move,
|
||||
and the battle must carry an engine-owned semantic continuation descriptor.
|
||||
|
||||
Additional refusal codes are `battle_phase_busy`, `battle_origin_unsupported`,
|
||||
`battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari,
|
||||
ghost, old-man/demo, fishing, static-object, script-suspended, and mod-created
|
||||
closure continuations remain rejected.
|
||||
|
||||
### Capture
|
||||
|
||||
A battle checkpoint remains detached and data-only:
|
||||
|
||||
```lua
|
||||
{
|
||||
format = 1,
|
||||
kind = "battle",
|
||||
identity = { engineVersion = "...", gameVersion = "red",
|
||||
playthroughId = "..." },
|
||||
save = { -- canonical dynamic progress, excluding global options },
|
||||
runtime = {
|
||||
overworld = { map = "ROUTE_1", x = 7, y = 8,
|
||||
facing = "left", surfing = false },
|
||||
battle = { -- normalized semantic model and continuation },
|
||||
},
|
||||
rng = { love = "..." },
|
||||
}
|
||||
```
|
||||
|
||||
The model carries player/enemy roster indices, dynamic enemy Pokémon, turn and
|
||||
escape state, HP/PP/status/stages/volatiles, participants, level-up tracking,
|
||||
trainer AI state, battle ruleset identity, side/field extension data, and
|
||||
normalized pointer relationships such as multi-turn move slots and Mimic
|
||||
restoration entries. Definitions, sprites, canvases, queues, callbacks, and
|
||||
controller objects are reconstructed or excluded.
|
||||
|
||||
Callback-bearing battle extension tokens fail with `battle_extension_unsafe`;
|
||||
invalid live reference relationships fail with `battle_state_invalid`. Nothing
|
||||
is silently stripped.
|
||||
|
||||
New overworld checkpoints also carry the LÖVE gameplay RNG state. Legacy
|
||||
format-1 overworld checkpoints without `rng` remain loadable and leave the
|
||||
current stream untouched.
|
||||
|
||||
### Restore
|
||||
|
||||
Battle restore validates the detached save, map, content references, ruleset,
|
||||
roster indices, move references, continuation identity, and RNG before live
|
||||
mutation. The engine then:
|
||||
|
||||
1. reconstructs the saved overworld return point without entry side effects;
|
||||
2. creates a fresh `BattleState` from current content registries;
|
||||
3. applies the normalized battle model and rebuilds object-reference relations;
|
||||
4. binds an engine-owned wild/trainer completion continuation;
|
||||
5. installs the battle directly at the settled menu without replaying its intro;
|
||||
6. restores the RNG after reconstruction has finished; and
|
||||
7. recaptures and compares the complete checkpoint; and
|
||||
8. emits `checkpoint.restored` with `{ game = game, kind = "battle" }` after the
|
||||
comparison succeeds.
|
||||
|
||||
The pre-operation checkpoint is the transaction rollback. A failed post-install
|
||||
RNG restore is covered: both battle runtime and RNG are reconstructed back to
|
||||
their original values. Validation failure, failed reconstruction, and successful
|
||||
rollback emit no checkpoint lifecycle event.
|
||||
|
||||
## Continuation decision
|
||||
|
||||
Ordinary random wild battles resume through `OverworldState:afterBattle`.
|
||||
Ordinary trainer battles use a descriptor containing map id, stable NPC id,
|
||||
trainer class/party, and optional header event; a win reapplies the same defeated
|
||||
flag, event, reward, and `afterBattle` path. Reconstructed overworld input and
|
||||
NPC freeze state are normalized instead of reviving the old closure.
|
||||
|
||||
`Commands.start_battle` is deliberately unsupported: its completion closure
|
||||
mutates script context and resumes a coroutine whose program counter and Lua
|
||||
stack cannot be serialized. Existing script rejection remains the correct safe
|
||||
contract until a separate semantic ScriptRunner checkpoint RFC exists.
|
||||
|
||||
## Migration note
|
||||
|
||||
**Existing mods require no changes.** The facade and format number are unchanged;
|
||||
the new kind, RNG field, and success-only lifecycle event are additive.
|
||||
Overworld-only callers may continue to filter `capability.kind`. Mods with derived
|
||||
runtime caches may rebuild them from restored public state when the event fires.
|
||||
No-mod behavior is unchanged when checkpoints are unused.
|
||||
|
||||
## Verification
|
||||
|
||||
- settled/unsafe boundary and every variant refusal;
|
||||
- data-only wild and trainer capture, including callback-bearing extension
|
||||
rejection;
|
||||
- process-independent controller and continuation reconstruction;
|
||||
- exact differential recapture for wild and trainer states;
|
||||
- HP, PP, status/stages/volatiles, AI layer, participants, enemy roster,
|
||||
multi-turn move references, and Mimic restore pointers;
|
||||
- exact damage, critical, accuracy, random AI, escape, next encounter, and next
|
||||
raw RNG result after reload;
|
||||
- corrupt content/continuation rejection before mutation;
|
||||
- injected post-install failure with full runtime and RNG rollback;
|
||||
- mod-added Pokémon metadata and `mod.save` rewind while independent
|
||||
`mod.storage` and options remain current;
|
||||
- exactly one post-verification `checkpoint.restored` event and none on failure;
|
||||
- legacy overworld checkpoint compatibility;
|
||||
- complete ROM-free engine and public mod-API suites.
|
||||
@@ -0,0 +1,107 @@
|
||||
# RFC 0006 — Generic process-lifecycle hooks for platform launcher integrations
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `PlatformHooks.lua` (new), `main.lua`, `Manifest.lua`,
|
||||
`Loader.lua`. Tests: `tests/modkit/cases/platform_lifecycle_hooks.lua`,
|
||||
`tests/mod_loader_tests.lua`, `tests/mod_manifest_tests.lua`.
|
||||
|
||||
## Motivation
|
||||
|
||||
A platform-specific launcher wrapper -- a native shell that embeds this
|
||||
engine and owns its own UI around the game window (a mobile app shell,
|
||||
say, presenting its own settings/import/save screens and only handing
|
||||
control to the LÖVE window once play starts) needs three things no
|
||||
current hook covers:
|
||||
|
||||
1. Pause the simulation while its own UI is on top of the game window.
|
||||
2. Live-reload options it wrote from outside any Lua UI.
|
||||
3. Veto `main.lua`'s "closing the window returns to the Lua launcher"
|
||||
behavior when the platform shell owns that job itself -- without this,
|
||||
a shell that re-fronts its own launcher UI on quit gets looped straight
|
||||
back into `HostShell.restart()`'s in-process reboot instead.
|
||||
|
||||
Implementing this by hand-patching `main.lua`'s `love.update`/`love.quit`
|
||||
directly ties every such integration to editing the one file every other
|
||||
engine change also touches, guaranteeing merge conflicts for any second
|
||||
platform integration (or any unrelated engine PR landing around the same
|
||||
time). No existing hook covers "should the per-frame simulation step run"
|
||||
or "should closing the window return to the Lua launcher."
|
||||
|
||||
## The decision it extends
|
||||
|
||||
No prior D-number. Extends the hook-contract section of `docs/modding.md`
|
||||
alongside `input.step`, `render.hud`, `screen.render_visible`, etc.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only.
|
||||
|
||||
### `core.update`
|
||||
|
||||
New hook, `(game, dt) -> nil` through the public wrapper signature
|
||||
`(next, game, dt)`, called once per frame from `love.update` via
|
||||
`src/core/PlatformHooks.lua`'s `PlatformHooks.update(game, dt)`. Vanilla
|
||||
behavior (used when no mod claims the hook) is `game:update(dt)`,
|
||||
unconditionally -- identical to `love.update`'s behavior before this hook
|
||||
existed. A subscriber may skip calling `next(game, dt)` to pause the
|
||||
simulation for that frame, or do additional per-frame work before/after
|
||||
calling it regardless of whether it calls `next`.
|
||||
|
||||
### `core.quit_to_launcher`
|
||||
|
||||
New hook, `() -> boolean` through the public wrapper signature `(next)`,
|
||||
called once from `love.quit()` via
|
||||
`PlatformHooks.quitToLauncher(vanilla)`. `vanilla` is the pre-existing
|
||||
non-platform-specific decision (`Game and not Importer and not
|
||||
quitToLauncher and not scripted and not launchedIntoGame`). A subscriber
|
||||
may return `false` outright to veto returning to the Lua launcher (without
|
||||
ever calling `next`, so the vanilla condition is never evaluated), or call
|
||||
`next()` and return its result to pass the vanilla decision through
|
||||
unchanged.
|
||||
|
||||
Neither hook is guarded by `Runtime.wantsHook` -- both fire unconditionally
|
||||
every call, matching the existing `input.step` precedent
|
||||
(`src/core/Game.lua`), since `Hooks:call` already fast-paths to a bare
|
||||
`vanilla(...)` call when no mod has wrapped the name.
|
||||
|
||||
### `Manifest.force_enable_env`
|
||||
|
||||
New optional manifest field, a bare env-var name. `Loader:load` re-enables
|
||||
a mod carrying this field whenever that variable is set to `"1"`,
|
||||
regardless of a saved disable in `options.mods`. This exists for exactly
|
||||
the mod class this RFC is for: a platform-bridge mod that ships only with
|
||||
one build and cannot function disabled there, but must still behave like
|
||||
every other mod (a manifest opt-in, not an engine special case) on every
|
||||
build that doesn't set its variable.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing.** With no subscriber, `love.update` still calls `Game:update(dt)`
|
||||
unconditionally every frame and `love.quit()`'s restart-to-launcher
|
||||
decision is exactly the pre-existing condition -- bit-identical to today's
|
||||
behavior on every platform where no mod wraps either hook. A manifest with
|
||||
no `force_enable_env` field behaves exactly as before.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod:** `core.update`'s vanilla runs exactly once per call with the
|
||||
hook chain empty; `core.quit_to_launcher`'s vanilla return value passes
|
||||
through unchanged. Both hooks are picked up automatically by the
|
||||
catalog-driven no-mod gate (`tests/engine/gate_hooks.lua`, which scans
|
||||
for `Runtime.call("...")` call sites), so neither needs a dedicated
|
||||
no-mod test file.
|
||||
- **Mod-API:** `tests/modkit/cases/platform_lifecycle_hooks.lua` proves,
|
||||
through a fixture mod loaded via the public loader (not the engine's
|
||||
internals), that a subscriber can skip the vanilla update call (pause),
|
||||
run extra per-frame polling regardless of pause state, and veto the
|
||||
quit-to-launcher decision without the vanilla condition ever running.
|
||||
- `tests/mod_loader_tests.lua` and `tests/mod_manifest_tests.lua` cover
|
||||
`force_enable_env`: a matching env var re-enables a mod saved as
|
||||
disabled, and an unset one leaves the saved disable alone.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. These are two additive hooks and one additive manifest
|
||||
field; `main.lua`'s only footprint is one `require` and two call sites
|
||||
into `src/core/PlatformHooks.lua`.
|
||||
@@ -0,0 +1,212 @@
|
||||
# RFC 0007 — Per-category GAME SPEED and the `core.logic_speed` hook
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `GameSpeed.lua`, `Game.lua`, `BattleState.lua`,
|
||||
`OptionsMenu.lua`, `SaveData.lua`, `LauncherSettings.lua`. Tests:
|
||||
`tests/engine/game_speed_categories_test.lua`,
|
||||
`tests/engine/gate_hooks.lua` (structural, automatic), `tests/run_tests.lua`
|
||||
(OptionsMenu row walk), `tests/mod_ui_tests.lua` (row id/order).
|
||||
|
||||
## Motivation
|
||||
|
||||
`GameSpeed` (`src/core/GameSpeed.lua`) is a single fast-forward multiplier
|
||||
applied uniformly to the whole logic clock in `Game:logicSpeed()` /
|
||||
`Game:update()` -- overworld walking, menu navigation and battle turns all
|
||||
scale together. A player who wants 4X battles (grinding, a long gym fight)
|
||||
but 1X overworld (so a scripted cutscene or NPC dialogue doesn't blur past)
|
||||
has no way to get both; the one GAME SPEED row is a single ladder that
|
||||
applies everywhere at once.
|
||||
|
||||
This needs to be an engine change, not a mod: there is no per-frame seam a
|
||||
mod can use to swap the multiplier mid-step, and no public event granular
|
||||
enough to say "which category is active" (`screen.pushed`/`screen.popped`
|
||||
and `battle.started`/`battle.ended` are the closest and are not enough --
|
||||
see Decisions below). The engine's own speed resolution has to become
|
||||
category-aware.
|
||||
|
||||
A category-aware speed resolution is also the general seam a
|
||||
platform-launcher integration or automation tool needs to read or override
|
||||
the effective multiplier for a given frame without caring which category
|
||||
produced it -- this RFC's `core.logic_speed` hook is written for that case
|
||||
alongside the player-facing Options rows.
|
||||
|
||||
## The decision it extends
|
||||
|
||||
No prior D-number. Extends `GameSpeed.lua`'s multiplier ladder (unchanged)
|
||||
with per-category resolution.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible except for one save-data field rename, which ships with
|
||||
an automatic migration (see below) -- nothing in the public mod API (hooks,
|
||||
events, registries, `mod.*`) is renamed or removed.
|
||||
|
||||
### `save.options`: `speed` -> `speedOverworld` / `speedBattle` / `speedMenu`
|
||||
|
||||
`GameSpeed.CATEGORIES = { "overworld", "battle", "menu" }` is the new list
|
||||
of categories, and `GameSpeed.optionKey(category)` maps a category to its
|
||||
`save.options` field name (`"overworld"` -> `"speedOverworld"`, etc.).
|
||||
`GameSpeed.LEVELS`, `.DEFAULT`, `.levelLabel`, `.clamp` and `.cycle` are
|
||||
unchanged -- the ladder and its behavior are exactly what they were, just
|
||||
applied three times instead of once.
|
||||
|
||||
`SaveData.defaultOptions()` drops `speed = 1` and adds `speedOverworld = 1`,
|
||||
`speedBattle = 1`, `speedMenu = 1`. `SaveData.mergeOptions()` migrates: a
|
||||
loaded options table that still has `speed` and none of the three new
|
||||
fields seeds all three from it, so an existing player's fast-forward
|
||||
preference carries over instead of two of the three categories silently
|
||||
resetting to 1X. `speed` is dropped on the way out (not carried forward),
|
||||
so a re-save never re-triggers the migration.
|
||||
|
||||
### `Game.speedCategoryInStack(stack)`
|
||||
|
||||
New static helper, `(stack) -> "battle" | "overworld" | "menu"`. Walks the
|
||||
whole state stack top-down -- the same idiom `Game.wideBattleInStack` and
|
||||
`Game.fillScaleInStack` already use -- looking for `state.isBattle` (new
|
||||
marker, `BattleState.isBattle = true`, covering every battle: wild,
|
||||
trainer, link, safari, the old-man demo) or `state.isOverworld` (existing
|
||||
marker, `OverworldController`'s `OverworldState.isOverworld = true`). The
|
||||
first match wins; a state with neither marker (a menu, a text box, a
|
||||
naming screen, a cutscene) is transparent to the walk and falls through to
|
||||
whatever is under it. Nothing in the stack matching either falls back to
|
||||
`"menu"`.
|
||||
|
||||
### `Game:logicSpeed()` / `Game:_resolveLogicSpeed()`
|
||||
|
||||
`Game:_resolveLogicSpeed()` is new: it resolves `Game.speedCategoryInStack`
|
||||
against the live stack, maps the category to its `save.options` key via
|
||||
`GameSpeed.optionKey`, and returns `GameSpeed.clamp` of that option (or
|
||||
`GameSpeed.DEFAULT`). This is the exact category-resolution logic the new
|
||||
hook wraps.
|
||||
|
||||
`Game:logicSpeed()` keeps its existing early returns -- link play forces
|
||||
`1`, a run-argument speed override wins over the saved option -- unchanged,
|
||||
and in the same order, before ever calling the hook. Only once neither
|
||||
applies does it call the `core.logic_speed` hook.
|
||||
|
||||
### `Game:_cycleSpeed(dir)`
|
||||
|
||||
The keyboard hotkey and the gamepad shoulders/triggers that used to cycle
|
||||
the single `speed` option now cycle whichever category
|
||||
`Game.speedCategoryInStack` says is active: pressing the hotkey during a
|
||||
battle speeds up just the battle, on the overworld just the walk, in a menu
|
||||
just the menu. This is the natural per-category answer for a control that
|
||||
used to have one option to reach and now has three -- see Decisions below
|
||||
for why this reading was chosen over, say, always cycling `overworld`.
|
||||
|
||||
### `core.logic_speed`
|
||||
|
||||
New hook, `(game) -> number` through the public wrapper signature
|
||||
`(next, game)`, called once per `Game:logicSpeed()` (i.e. once per frame).
|
||||
Vanilla behavior (used when no mod claims the hook) is
|
||||
`Game:_resolveLogicSpeed()` -- exactly the category resolution above,
|
||||
nothing else. A subscriber may call `next(game)` and return its result to
|
||||
pass the vanilla multiplier through, or return a different number outright
|
||||
to override it for that frame (e.g. a bot mod forcing `1` during one route
|
||||
segment regardless of what category or option is active).
|
||||
|
||||
This intentionally sits *after* the link and speed-override checks in
|
||||
`Game:logicSpeed()`, not around them: link play staying locked to 1X "no
|
||||
matter what either player set this to" is exactly the invariant that would
|
||||
break if a mod's hook could override it, and the run-argument override
|
||||
exists so a bot/screenshot run's speed does not depend on a mod any more
|
||||
than on the player's saved option. Both stay unconditional early returns a
|
||||
mod never sees.
|
||||
|
||||
Not guarded by `Runtime.wantsHook`: `Hooks:call` already fast-paths to a
|
||||
bare `vanilla(...)` call when no mod has wrapped the name, and this hook
|
||||
fires every frame regardless.
|
||||
|
||||
## Decisions on the issue's open questions
|
||||
|
||||
**1. Overlays on top of another category's state (a party menu, a choice
|
||||
box, a naming screen opened mid-battle or mid-overworld).** Resolved by
|
||||
making the category a property of stack *position*, not of the overlay's
|
||||
own type: an overlay with no `isBattle`/`isOverworld` marker is transparent
|
||||
to `Game.speedCategoryInStack`'s walk and inherits whatever is under it. A
|
||||
party swap opened mid-battle reads as `"battle"`; a bag opened while
|
||||
walking reads as `"overworld"`. This was chosen over giving every UI state
|
||||
its own fixed category (which would make a fast-forwarded battle visibly
|
||||
stutter back to 1X every time its party menu opens) because it matches
|
||||
what the player is actually doing moment to moment, and it reuses a
|
||||
pattern the codebase already leans on for exactly this "menus opened over
|
||||
X should behave like X" class of problem (`Game.fillScaleInStack`,
|
||||
`Game.wideBattleInStack`).
|
||||
|
||||
**2. Cutscenes/scripts.** No fourth category. A scripted sequence runs
|
||||
through the owning state's own machinery -- the overworld's script runner
|
||||
or a battle's message queue -- rather than pushing a state of its own, so
|
||||
it is already covered by decision 1: it inherits whatever category the
|
||||
state driving it resolves to. A cutscene state that genuinely has nothing
|
||||
under it (a pre-game intro) falls to `"menu"`, the default for anything
|
||||
that is not battle or overworld gameplay -- consistent with those being
|
||||
pre-game presentation, not something a player is likely to want scaled
|
||||
differently from menu navigation.
|
||||
|
||||
**3. Category granularity (splitting "menu" further).** Deferred. Start
|
||||
with the three named here; `GameSpeed.CATEGORIES` and `GameSpeed.optionKey`
|
||||
are written so adding a fourth later (a Pokédex/Bag category, say) is one
|
||||
entry plus one new `save.options` field, not a resolution-logic rewrite.
|
||||
No current request motivates it.
|
||||
|
||||
**4. The GAME SPEED hotkey/shoulder buttons, once "the" speed is three
|
||||
things.** `Game:_cycleSpeed` now cycles whichever category is currently
|
||||
active (`Game.speedCategoryInStack`), rather than, say, always cycling
|
||||
`overworld` or requiring a modifier key to pick a category. A single
|
||||
physical control that means "speed up whatever I'm looking at right now"
|
||||
is the reading that needs no new UI and matches what a player pressing it
|
||||
mid-battle almost certainly wants.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing**, for the mod API surface: `content.X:register/override/get`,
|
||||
`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, manifest v1 fields are
|
||||
untouched, and `GameSpeed.LEVELS`/`.DEFAULT`/`.levelLabel`/`.clamp`/`.cycle`
|
||||
keep their exact signatures and behavior.
|
||||
|
||||
**One save-data field**, for anything that read `save.options.speed`
|
||||
directly (not a formal registry/hook surface, but worth naming): it is
|
||||
superseded by `speedOverworld`/`speedBattle`/`speedMenu`, migrated
|
||||
automatically on load (see above) so a save from before this RFC keeps its
|
||||
player's chosen speed. A mod reading `save.options.speed` after this change
|
||||
sees `nil` (the key is dropped on migration, not kept as a stale alias) and
|
||||
should read the per-category fields, or hook `core.logic_speed` to observe
|
||||
the resolved multiplier directly regardless of which category produced it.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod:** `core.logic_speed` needs no dedicated no-mod test file --
|
||||
`tests/engine/gate_hooks.lua` walks the live hook catalog (which scans
|
||||
`src` for `Runtime.call("...")` call sites), so the new
|
||||
`Runtime.call("core.logic_speed", ...)` site is picked up and gated
|
||||
automatically: vanilla runs exactly once with an empty hook chain, an
|
||||
unsubscribed-but-live bus passes values and multiple returns through
|
||||
unchanged, and `Runtime.wantsHook` reads `false`.
|
||||
- **Mod-API:** `tests/engine/game_speed_categories_test.lua` exercises the
|
||||
hook through the public API (`Hooks.new()` + `bus:wrap("core.logic_speed",
|
||||
...)` + `Runtime.call`, the same idiom other hooks' tests use) -- a
|
||||
subscriber can read the vanilla category resolution via `next(game)` and
|
||||
can override it outright -- plus direct coverage of
|
||||
`Game.speedCategoryInStack` (battle-on-top, overworld-on-top, an overlay
|
||||
inheriting each, an empty/unmatched stack falling to `"menu"`) and
|
||||
`Game:logicSpeed()`'s precedence (link forces 1X over all three
|
||||
categories and over a hook override; the run-argument override wins over
|
||||
the category resolution).
|
||||
- `tests/run_tests.lua`'s OptionsMenu walk exercises the three new rows
|
||||
(OVERWORLD SPEED / BATTLE SPEED / MENU SPEED) cycling and wrapping
|
||||
independently, in place of the old single GAME SPEED row.
|
||||
- `tests/mod_ui_tests.lua`'s row-id/order check and hardcoded row-index
|
||||
activations (MODS, CONTROLS) are updated for the two extra rows.
|
||||
- A link-play driver should set all three per-category speeds high before
|
||||
asserting `game:logicSpeed()` reads `1` during a real link session,
|
||||
proving the lock wins over every category at once, not just whichever
|
||||
one happens to be active.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated in the mod-facing hook/event/registry catalog -- this
|
||||
adds one hook, additive. The `save.options.speed` field is superseded with
|
||||
an automatic migration rather than a deprecation notice, since it was never
|
||||
a registered mod-API surface (no schema entry, no registry) -- the same
|
||||
treatment any other `save.options` field would get if it needed reshaping.
|
||||
@@ -0,0 +1,244 @@
|
||||
# Build Gen1Recomp for Nintendo Switch
|
||||
|
||||
Want to play a release build instead? Download the SD-ready zip and extract it
|
||||
at your microSD root. See [switch-install.md](switch-install.md).
|
||||
|
||||
This guide is for contributors who build Gen1Recomp for Switch from source.
|
||||
|
||||
> Releases ship `gen1recomp-*-switch.zip` (SD tree under `switch/gen1recomp/`).
|
||||
> Runtime target is pinned [love-nx](https://github.com/retronx-team/love-nx)
|
||||
> `11.5-nx1`. Player install and limitations: [switch-install.md](switch-install.md).
|
||||
|
||||
---
|
||||
|
||||
## Prerequisites by OS
|
||||
|
||||
All packaging entrypoints are **bash**. On Windows, use Git Bash, MSYS2, or
|
||||
WSL, not cmd.exe or PowerShell (AD-008).
|
||||
|
||||
### macOS / Linux
|
||||
|
||||
1. Install [devkitPro pacman](https://devkitpro.org/wiki/devkitPro_pacman).
|
||||
2. Install Switch tools (**required for `--fused`**):
|
||||
|
||||
```sh
|
||||
sudo dkp-pacman -S switch-dev
|
||||
```
|
||||
|
||||
3. OTA launcher toolchain, **native or Docker** (either is fine):
|
||||
|
||||
```sh
|
||||
bash scripts/switch/install_devkitpro_deps.sh # native
|
||||
# or install Docker (same pin as fused builds)
|
||||
```
|
||||
|
||||
4. Ensure `DEVKITPRO` is exported (typical macOS: `/opt/devkitpro`) and
|
||||
`nacptool` / `elf2nro` are on `PATH` (or under `$DEVKITPRO/tools/bin`).
|
||||
|
||||
Fused game builds can also use Docker when native `nacptool`/`elf2nro` are absent.
|
||||
|
||||
### Native OTA launcher (included in `--fused`)
|
||||
|
||||
In-console OTA uses a **separate DEVKITPRO NRO** (not LÖVE). The LÖVE
|
||||
self-updater (`Check.lua`) is disabled on NX. Source:
|
||||
`ports/switch/ota-launcher/`. Host protocol tests (no toolchain):
|
||||
|
||||
```sh
|
||||
make -C ports/switch/ota-launcher host-test
|
||||
# or
|
||||
scripts/switch/build_ota_launcher.sh # host-test first; NRO needs DEVKITPRO/Docker
|
||||
```
|
||||
|
||||
`--fused` always builds the fused game, native OTA launcher, and dual-NRO SD
|
||||
zip. The same `*-switch.zip` is the OTA download asset. **DEVKITPRO is
|
||||
required.** OTA launcher: native packages **or** Docker. Both are supported.
|
||||
|
||||
Release-like build from repo root:
|
||||
|
||||
```sh
|
||||
scripts/build_switch.sh --fetch --fused --version X.Y.Z
|
||||
```
|
||||
|
||||
See `ports/switch/ota-launcher/README.md` and
|
||||
`scripts/switch/ota_launcher.manifest`.
|
||||
|
||||
### Windows (Git Bash / MSYS2 / WSL)
|
||||
|
||||
1. Use a bash environment:
|
||||
- **MSYS2** with the [devkitPro](https://devkitpro.org/wiki/devkitPro_pacman)
|
||||
packages (preferred for native `nacptool`/`elf2nro`), or
|
||||
- **WSL** (Ubuntu/etc.) with the Linux pacman flow above, or
|
||||
- **Git Bash** for `--fetch` / `--loose`; for `--fused` prefer MSYS2 or
|
||||
WSL if Docker bind-mounts from Git Bash paths misbehave.
|
||||
2. Install `switch-dev` (or rely on Docker fallback; see below).
|
||||
3. Do **not** expect `scripts/build_switch.sh` to run under cmd/PowerShell.
|
||||
|
||||
### What you must install yourself
|
||||
|
||||
| You install | Script does **not** install |
|
||||
| ----------- | --------------------------- |
|
||||
| bash, git, zip tooling the repo already expects | (none) |
|
||||
| `dkp-pacman` + `switch-dev` + OTA packages **or** Docker | `dkp-pacman -S …` |
|
||||
| A legal `.gb` ROM (to play) | Any ROM or game data |
|
||||
|
||||
---
|
||||
|
||||
## Mode glossary
|
||||
|
||||
`scripts/build_switch.sh` supports three modes (combinable as noted):
|
||||
|
||||
| Mode | What it does |
|
||||
| ---- | ------------ |
|
||||
| `--fetch` | Downloads pinned **love.nro** + **love.elf** into `.bazinga/love-nx/11.5-nx1/` and verifies SHA-256 against `scripts/switch/love-nx-11.5-nx1.sha256`. |
|
||||
| `--loose` | Packs `game.love`, copies pinned `love.nro` → `dist/switch/loose/` as `gen1recomp.nro` + `game.love` side by side. Needs the pin. |
|
||||
| `--fused` | Builds fused game NRO, OTA launcher NRO, and dual-NRO SD zip. **Requires DEVKITPRO** + `switch-dev`. OTA launcher: native packages or Docker. GitHub Releases publish the **zip only**. |
|
||||
|
||||
Rules:
|
||||
|
||||
- `--fetch` alone is fine; combine as `--fetch --loose` or `--fetch --fused`.
|
||||
- `--loose` and `--fused` are **XOR**. Pick one packaging path per run.
|
||||
- `--version X.Y.Z` sets the NACP / filename version (defaults to short git SHA).
|
||||
|
||||
### What `--fetch` downloads
|
||||
|
||||
Only the two pinned love-nx release assets (`love.nro`, `love.elf`). It does
|
||||
**not** install:
|
||||
|
||||
- devkitPro / `dkp-pacman` / `switch-dev`
|
||||
- Docker
|
||||
- ROMs, saves, or mods
|
||||
|
||||
---
|
||||
|
||||
## Native tools, then Docker
|
||||
|
||||
Fused packaging (`scripts/switch/build_fused.sh`):
|
||||
|
||||
1. Prefer native `nacptool` + `elf2nro` on `PATH` (or `$DEVKITPRO/tools/bin`).
|
||||
2. Else fall back to Docker using:
|
||||
- `GEN1_DKP_IMAGE` if set, otherwise
|
||||
- the image named in `scripts/switch/dkp-docker.image` (default
|
||||
`devkitpro/devkita64:latest`).
|
||||
|
||||
If neither native tools nor Docker work, the script exits non-zero with
|
||||
macOS / Linux / Windows / Docker hints and a pointer to this doc.
|
||||
|
||||
---
|
||||
|
||||
## Example commands
|
||||
|
||||
From the repo root:
|
||||
|
||||
```sh
|
||||
# Download pinned love-nx only
|
||||
scripts/build_switch.sh --fetch
|
||||
|
||||
# Loose pair for iteration (fetch + assemble)
|
||||
scripts/build_switch.sh --fetch --loose
|
||||
|
||||
# Fused game + OTA launcher + dual-NRO SD zip for a release-like artifact
|
||||
scripts/build_switch.sh --fetch --fused --version 0.2.0
|
||||
```
|
||||
|
||||
Outputs land under `dist/switch/` (and `dist/switch/loose/` for loose mode).
|
||||
The fused path also writes `gen1recomp-<ver>-switch.nro` (game),
|
||||
`gen1recomp-<ver>-launcher.nro`, `gen1recomp-<ver>-game.nro`,
|
||||
`gen1recomp-<ver>-switch.nro.sha256`, and `gen1recomp-<ver>-switch.zip`
|
||||
(+ `.sha256` sidecar for the zip).
|
||||
|
||||
Offline packaging smoke (no network, no nacptool required):
|
||||
|
||||
```sh
|
||||
bash scripts/switch/selftest_build_switch.sh
|
||||
bash scripts/switch/verify_payload.sh --self-test
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## CI and release
|
||||
|
||||
Switch packaging has three automated surfaces (same policy as AD-010):
|
||||
|
||||
### Path-gated PR / push CI (`.github/workflows/ci.yml`)
|
||||
|
||||
When a change touches Switch packaging / Switch docs / NX runtime paths
|
||||
(`scripts/build_switch.sh`, `scripts/switch/**`, `docs/switch-*.md`,
|
||||
`tests/switch_ci_workflows_test.lua`, `tests/switch_transfer_docs_test.lua`,
|
||||
the NX runtime modules `src/core/NxAssetOverlay.lua`, `src/core/Platform.lua`,
|
||||
`src/core/GameVersion.lua`, `src/import/CacheFs.lua`, the NX engine suites
|
||||
`tests/engine/assets_version_fallback_test.lua`,
|
||||
`tests/engine/nx_generated_guard_test.lua`,
|
||||
`tests/engine/nx_yellow_boot_test.lua`,
|
||||
`tests/engine/switch_diagnostics_test.lua`, `tests/engine/platform_nx_*`,
|
||||
or the Switch-related workflow YAML), CI runs:
|
||||
|
||||
1. **Offline selftest** on `ubuntu-latest` (forks **and** the main repo):
|
||||
`scripts/switch/selftest_build_switch.sh`,
|
||||
`scripts/switch/verify_payload.sh --self-test`,
|
||||
`luajit tests/switch_ci_workflows_test.lua`,
|
||||
`luajit tests/switch_transfer_docs_test.lua`, and the NX engine suites
|
||||
headlessly (`luajit tests/engine/assets_version_fallback_test.lua`,
|
||||
`luajit tests/engine/nx_generated_guard_test.lua`,
|
||||
`luajit tests/engine/nx_yellow_boot_test.lua`).
|
||||
2. **Fused NRO build** only on the **main** repository
|
||||
(`bryanthaboi/gen1recomp`), on the self-hosted Mac runner
|
||||
(`scripts/build_switch.sh --fetch --fused`), and only when the workflow
|
||||
head is that repo (same-repo push/PR). Fork CI never runs fused. Fork PRs into the main repo also skip Switch fused (offline selftest still runs) so untrusted head code is not executed on the self-hosted Mac; iOS device build eligibility is unchanged. Fused also waits for a successful offline selftest before starting on the Mac runner.
|
||||
3. On successful PR fused builds, a follow-up workflow posts a PR comment
|
||||
linking the Actions artifact named `gen1recomp-switch-nro`
|
||||
(comment tag `switch-build-result`; see
|
||||
`.github/workflows/switch-artifact-comment.yml`).
|
||||
|
||||
Unrelated PRs do not burn the self-hosted Mac on Switch packaging.
|
||||
|
||||
### Release hard-fail (`.github/workflows/release.yml`)
|
||||
|
||||
GitHub Releases always build Switch on the same self-hosted Mac runner as the
|
||||
other platforms. This is a **hard gate** (no `continue-on-error`):
|
||||
|
||||
```sh
|
||||
scripts/build_switch.sh --fetch --fused --version "<release version>"
|
||||
```
|
||||
|
||||
A Switch packaging failure fails the entire release job. The release asset is
|
||||
`gen1recomp-<ver>-switch.zip` (SD-ready); the versioned `.nro` stays under
|
||||
`dist/switch/` for the packer and for PR CI artifacts.
|
||||
|
||||
### Runner provisioning
|
||||
|
||||
The self-hosted Mac runner **must** have **DEVKITPRO** installed and exported.
|
||||
`--fused` preflight fails early with setup steps if it is missing.
|
||||
|
||||
**One-time setup on the runner** (if not already present):
|
||||
|
||||
```sh
|
||||
# devkitPro pacman installer from https://devkitpro.org/wiki/devkitPro_pacman
|
||||
sudo dkp-pacman -S switch-dev
|
||||
export DEVKITPRO=/opt/devkitpro
|
||||
export PATH="$DEVKITPRO/tools/bin:$PATH"
|
||||
|
||||
# OTA launcher: pick one
|
||||
bash scripts/switch/install_devkitpro_deps.sh # native
|
||||
# or ensure Docker is installed (same pin as fused builds)
|
||||
```
|
||||
|
||||
CI and release still run `scripts/build_switch.sh --fetch --fused`. Preflight
|
||||
requires DEVKITPRO and either native OTA packages or Docker. Without all of
|
||||
that, the job fails with the setup steps above. Scripts never auto-run
|
||||
`dkp-pacman -S` during CI.
|
||||
|
||||
---
|
||||
|
||||
## Limitations / non-goals
|
||||
|
||||
These scripts and this guide do **not**:
|
||||
|
||||
- Push files to the console (no automated MTP / FTP / SD scripting)
|
||||
- Bundle or download any Pokémon ROM
|
||||
- Install `dkp-pacman` / `switch-dev` for you
|
||||
- Provide `nxlink` / netloader deploy (deferred; see [switch-transfer.md](switch-transfer.md))
|
||||
- Validate **Applet Mode**. Use title override (hold **R**) for full memory
|
||||
|
||||
Player install steps: [switch-install.md](switch-install.md).
|
||||
Manual transfer (MTP / SD / FTP, macOS / Linux / Windows):
|
||||
[switch-transfer.md](switch-transfer.md).
|
||||
@@ -0,0 +1,204 @@
|
||||
# Install Gen1Recomp on Nintendo Switch
|
||||
|
||||
Every GitHub Release that includes Switch support ships an SD-ready zip:
|
||||
`gen1recomp-*-switch.zip`. Extract it at the root of your microSD (install
|
||||
or update, same steps), launch with **title override**, then import your
|
||||
own legal `.gb` ROM.
|
||||
|
||||
> You need a console that can run Switch homebrew (custom firmware / hbmenu).
|
||||
> This project does not help you set that up.
|
||||
|
||||
Prefer building from source? See [switch-build.md](switch-build.md).
|
||||
|
||||
Port by [andrewqsantos](https://github.com/andrewqsantos). Community testing
|
||||
help from [booshankles](https://github.com/booshankles).
|
||||
|
||||
## 1. Download the zip
|
||||
|
||||
1. Open
|
||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
|
||||
2. Download `gen1recomp-*-switch.zip` for the version you want.
|
||||
(Optional: verify against `sha256sums.txt` in the same release.)
|
||||
|
||||
## 2. Extract onto the microSD
|
||||
|
||||
Extract the zip at the **root** of the microSD so you get:
|
||||
|
||||
```text
|
||||
sdmc:/switch/gen1recomp/gen1recomp.nro # native OTA launcher (hbmenu entry)
|
||||
sdmc:/switch/gen1recomp/gen1recomp-game.nro # fused LÖVE game
|
||||
sdmc:/switch/gen1recomp/version.txt
|
||||
sdmc:/switch/gen1recomp/pokemon-love2d/imports/
|
||||
sdmc:/switch/gen1recomp/pokemon-love2d/imports/mods/
|
||||
sdmc:/switch/gen1recomp/pokemon-love2d/imports/saves/...
|
||||
```
|
||||
|
||||
Older single-NRO zips only had `gen1recomp.nro` (the fused game). Current
|
||||
releases use the dual-NRO layout above. Open `gen1recomp` in hbmenu (the
|
||||
launcher).
|
||||
|
||||
Merge folders if your OS asks. Any method works: **MTP** (DBI → Run MTP
|
||||
responder + a client), **direct SD** (Hekate UMS or a card reader), or **FTP**.
|
||||
Exit MTP / unmount / stop FTP cleanly before launching. Step-by-step for
|
||||
macOS, Linux, and Windows: [switch-transfer.md](switch-transfer.md).
|
||||
|
||||
### Updating
|
||||
|
||||
#### Native OTA launcher (in-console)
|
||||
|
||||
Switch OTA runs in a separate **native launcher NRO** (libnx + curl), not the
|
||||
LÖVE self-updater (`src/update/Check.lua`). hbmenu opens `gen1recomp.nro`.
|
||||
|
||||
When a newer release exists, the launcher downloads the same install zip
|
||||
(`gen1recomp-*-switch.zip`), checks SHA-256 against `sha256sums.txt`, replaces
|
||||
both `gen1recomp-game.nro` and `gen1recomp.nro` (keeps NACP version in sync
|
||||
for hbmenu and Sphaira), then loads the game with `envSetNextLoad`.
|
||||
|
||||
If you are up to date or offline, it skips straight to the game with no
|
||||
prompt. If an update is available, you get a short prompt styled like the
|
||||
in-game launcher: black background, RGB rail, logo, A/B buttons. Saves under
|
||||
`pokemon-love2d/` are not touched. See `src/update/SwitchOta.lua` for the
|
||||
wire format.
|
||||
|
||||
The LÖVE self-updater stays **disabled** on NX (`networkValidated == false`).
|
||||
|
||||
**Sphaira forwarder (HOME shortcut):** Sphaira copies name/version/icon into
|
||||
the installed forwarder at creation time. After an OTA (or zip) update, the
|
||||
`.nro` on the microSD already has the new version, but the HOME shortcut
|
||||
keeps the old badge until you **reinstall the forwarder once** in Sphaira
|
||||
(Install Forwarder again on `gen1recomp.nro`). Browsing the NRO in Sphaira /
|
||||
hbmenu always shows the live file version.
|
||||
|
||||
#### Manual zip (fallback)
|
||||
|
||||
Use the **same** extract/merge of `gen1recomp-*-switch.zip`. It replaces the
|
||||
NROs (and the small help `README.txt` / `INSTALL.txt` files). Saves,
|
||||
imported ROMs, mods, and options live under `pokemon-love2d/`. **Do not
|
||||
delete that folder** when updating, or you will lose progress.
|
||||
|
||||
## 3. Launch with title override
|
||||
|
||||
**Applet Mode is not supported** for this game (not enough memory).
|
||||
|
||||
1. On the Switch HOME menu, highlight any installed title.
|
||||
2. Hold **R** and launch that title. This opens hbmenu with full memory
|
||||
(title override).
|
||||
3. From hbmenu, open `gen1recomp`.
|
||||
|
||||
Do **not** launch from the Album applet path for normal play.
|
||||
|
||||
## 4. Import your ROM
|
||||
|
||||
This project ships **no** game data. On first launch:
|
||||
|
||||
1. Put your own legally obtained Pokémon Red, Blue (`.gb`), or Yellow
|
||||
(`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
|
||||
launcher also shows the live save-dir path). All three can sit in the
|
||||
same folder.
|
||||
2. Use **Scan again** on that game's tab (Red / Blue / Yellow). Rescan
|
||||
matches by ROM SHA-1 for the open tab only. A Red dump never imports
|
||||
from the Yellow tab (and vice versa).
|
||||
|
||||
## 5. Import / Export a raw `.sav`
|
||||
|
||||
Continue a cart or PC battery save (or pull a slot off-console) via MTP /
|
||||
SD / FTP, same transfer methods as ROMs. Paths are **per game**:
|
||||
|
||||
| Game | Import inbox | Export folder |
|
||||
| ---- | ------------ | ------------- |
|
||||
| Red | `imports/saves/red/` | `exports/red/` |
|
||||
| Blue | `imports/saves/blue/` | `exports/blue/` |
|
||||
| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
|
||||
|
||||
(Under the save dir `pokemon-love2d/`. The zip already creates these folders.)
|
||||
|
||||
1. Copy a Gen1 `.sav` (32 KB) into that game's inbox under the save dir
|
||||
([switch-transfer.md](switch-transfer.md)).
|
||||
2. With the game's ROM already imported, open **that game's tab** →
|
||||
**SAVE FILES** → **Import save**. Only that folder is scanned.
|
||||
3. A successful import retires the file to `*.sav.imported` and records its
|
||||
content hash so pressing **Import save** again does not clone slots.
|
||||
Failed imports leave the original `.sav` in place.
|
||||
4. To pull a slot off the console, use **Export save**, then copy the file
|
||||
from that game's **`exports/<game>/`** folder via MTP / SD / FTP.
|
||||
|
||||
Do not put `.sav` files into git. Prefer clean copies. Some MTP clients
|
||||
create `._*.sav` AppleDouble sidecars that are not real saves.
|
||||
|
||||
## Controls
|
||||
|
||||
### Gameplay
|
||||
|
||||
| Control | Action |
|
||||
| ------- | ------ |
|
||||
| D-pad / left stick | Move |
|
||||
| **A** | Confirm |
|
||||
| **B** | Cancel |
|
||||
| **+** (Start) | Start |
|
||||
| **−** (Select) | Select |
|
||||
| **R** (no Select held) | Cycle game speed up |
|
||||
| **L** (no Select held) | Cycle game speed down |
|
||||
|
||||
### Launcher
|
||||
|
||||
| Control | Action |
|
||||
| ------- | ------ |
|
||||
| D-pad / left stick | Move virtual cursor |
|
||||
| **A** | Click at cursor |
|
||||
| **L** / **R** | Previous / next tab |
|
||||
| **Start** / **Select** | Play if a ROM is ready; otherwise Choose ROM |
|
||||
|
||||
### System
|
||||
|
||||
| Control | Action |
|
||||
| ------- | ------ |
|
||||
| Hold **R** on HOME, then open from hbmenu | Title override (full memory) |
|
||||
|
||||
## Community mods
|
||||
|
||||
Mods install from a zip inbox (same transfer methods as ROMs):
|
||||
|
||||
1. Copy a release `.zip` into the save-dir **`imports/mods/`** path the
|
||||
launcher shows (MTP / SD / FTP. See [switch-transfer.md](switch-transfer.md)).
|
||||
2. In the launcher, open **MODS** → **Scan again** → enable the mod →
|
||||
**Play**.
|
||||
|
||||
Remote **FIND MODS** / GitHub download stays **off** on Switch. Do not put
|
||||
mod zips into git. Community mods ship their own OPTIONS / rebinds. This port
|
||||
does not document third-party control tables.
|
||||
|
||||
### Joy-Con shortcuts (Select + face)
|
||||
|
||||
Hold **Select** (−) and press a face/shoulder button. Without Select, A/B stay
|
||||
normal gameplay confirm/cancel. These chords are the stock engine display
|
||||
hotkeys (`2`/`3`/`5` are claimed before any mod pipeline hotkey runs).
|
||||
|
||||
| Chord | Same as PC key | Stock engine effect |
|
||||
| ----- | -------------- | ------------------- |
|
||||
| Select + **A** | `2` | COLORS |
|
||||
| Select + **B** | `3` | TILT |
|
||||
| Select + **Y** | `5` | GBC FX |
|
||||
| Select + **X** | `6` | Mod pipeline hotkey (if a mod registers `6`) |
|
||||
| Select + **L** | `7` | Mod pipeline hotkey (if a mod registers `7`) |
|
||||
|
||||
If the handheld stutters with extras on, try **OPTIONS → PERFORMANCE** →
|
||||
`LOW` or `BALANCED`.
|
||||
|
||||
## Limitations
|
||||
|
||||
- You need homebrew (custom firmware, hbmenu). This project does not set that
|
||||
up.
|
||||
- Launch with title override (hold **R** on a title). Applet Mode (Album) is
|
||||
not supported. The game needs full memory.
|
||||
- ROMs, mods, and saves are copied manually via MTP, direct SD, or FTP. There
|
||||
is no automated deploy.
|
||||
- Updates use the native OTA launcher only. The LÖVE self-updater and remote
|
||||
**FIND MODS** stay off on Switch.
|
||||
- Tested on Switch OLED. Switch V1 / Erista boot confirmed by the community.
|
||||
Other models may work but are less tested.
|
||||
|
||||
## Prefer building it yourself?
|
||||
|
||||
Building the fused NRO (and SD-ready zip) from source is covered in
|
||||
[switch-build.md](switch-build.md). Copying artifacts and inbox files
|
||||
(MTP / SD / FTP on macOS, Linux, Windows): [switch-transfer.md](switch-transfer.md).
|
||||
@@ -0,0 +1,165 @@
|
||||
# Switch file transfer (MTP / SD / FTP)
|
||||
|
||||
Ways to put Gen1Recomp artifacts and inbox files onto a Nintendo Switch.
|
||||
**Any method is valid** if the bytes land in the destinations below.
|
||||
|
||||
This is the runbook for contributors on **macOS, Linux, and Windows**.
|
||||
Player install (what to download, title override) stays in
|
||||
[switch-install.md](switch-install.md). Packaging stays in
|
||||
[switch-build.md](switch-build.md).
|
||||
|
||||
> **Not supported yet:** `nxlink` / hbmenu netloader automation. Useful later
|
||||
> for a fast contrib rebuild loop; deferred (AD-009). Do not treat netloader as
|
||||
> the release or ROM/mod install path.
|
||||
|
||||
---
|
||||
|
||||
## Destinations (shared by every method)
|
||||
|
||||
| What | Where on the console |
|
||||
| ---- | -------------------- |
|
||||
| SD-ready release zip | Extract at microSD **root** → `sdmc:/switch/gen1recomp/gen1recomp.nro` plus `pokemon-love2d/` inbox folders. Install and update use the same merge; do **not** delete `pokemon-love2d/` |
|
||||
| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
|
||||
| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
|
||||
| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
|
||||
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that game's SAVE FILES → **Import save** |
|
||||
| Save exports | Same save dir → `exports/red\|blue\|yellow/` (pull after **Export save**; MTP / SD / FTP) |
|
||||
| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
|
||||
| Lua error log | `lua-error.log` in the save dir |
|
||||
|
||||
Saves persist across zip re-extract / NRO replacements as long as
|
||||
`pokemon-love2d/` is left in place. Never commit ROM dumps, `.sav`
|
||||
files, or third-party mod zips to git.
|
||||
|
||||
---
|
||||
|
||||
## Transfer methods
|
||||
|
||||
### 1. MTP (DBI responder + host client)
|
||||
|
||||
On the Switch: close Gen1Recomp → open **DBI** → **Run MTP responder** (often
|
||||
**X** on the main screen) → keep that screen up → USB-C data cable to the host.
|
||||
|
||||
On the host: open **one** MTP client, navigate to **`1: SD Card`**, then the
|
||||
paths above. Wait for the transfer queue; refresh; exit MTP on the Switch
|
||||
before launching.
|
||||
|
||||
#### macOS (example: OpenMTP)
|
||||
|
||||
[OpenMTP](https://github.com/ganeshrvel/openmtp) is a documented example for
|
||||
macOS, not a Mac-only requirement.
|
||||
|
||||
1. Quit other MTP clients.
|
||||
2. Open OpenMTP → select the DBI device → **`1: SD Card`**.
|
||||
3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
|
||||
(or copy NRO / `game.love` for loose).
|
||||
4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
|
||||
`imports/saves/<red|blue|yellow>/`, or `exports/<red|blue|yellow>/` path the
|
||||
launcher prints.
|
||||
5. Wait for the queue; refresh; exit MTP responder; title-override launch.
|
||||
|
||||
macOS clients often create AppleDouble sidecars (`._Something.zip`,
|
||||
`._cart.gb`, `._foo.sav`). Those are not real archives or saves. The
|
||||
launcher skips hidden `.*` names. Delete `._*` junk if a zip/ROM/`.sav`
|
||||
fails to open.
|
||||
|
||||
#### Linux
|
||||
|
||||
1. Install desktop MTP support if needed (e.g. `gvfs-mtp` on GNOME/GTK
|
||||
desktops, or your distro's KDE MTP stack).
|
||||
2. With DBI MTP active, open **Files** / **Dolphin** / **Thunar** and select
|
||||
the Switch / DBI device → **`1: SD Card`**.
|
||||
3. Extract the release zip at SD root (merge), or copy into `switch/gen1recomp/`
|
||||
and the save-dir inboxes as above.
|
||||
4. Use **only one** MTP accessor at a time. If `mtp-tools` / `mtpfs` reports
|
||||
"device is busy", close the file manager's MTP mount (or the CLI mount)
|
||||
and retry with a single client.
|
||||
5. Eject/unmount cleanly; exit MTP on the Switch; title-override launch.
|
||||
|
||||
If MTP is unavailable or flaky on Linux, use **direct SD** (Hekate UMS or a
|
||||
card reader) or **FTP** instead. Same destinations in the table above.
|
||||
|
||||
#### Windows
|
||||
|
||||
1. With DBI MTP active, open **This PC** / **File Explorer** and look under
|
||||
**Portable Devices** for the Switch / DBI MTP volume → **`1: SD Card`**.
|
||||
2. Copy / extract into `switch\gen1recomp\` and the save-dir inboxes.
|
||||
3. Optional: [OpenMTP](https://github.com/ganeshrvel/openmtp) on Windows if
|
||||
Explorer is flaky.
|
||||
4. If Windows does not show an MTP device: Device Manager → find DBI / Switch
|
||||
→ Update driver → **MTP USB Device** (or Standard MTP Device). Prefer a
|
||||
data-capable USB-C cable and a direct port.
|
||||
5. Safely disconnect; exit MTP on the Switch; title-override launch.
|
||||
|
||||
If MTP is unavailable or flaky on Windows, use **direct SD** (Hekate UMS or a
|
||||
card reader) or **FTP** instead. Same destinations in the table above.
|
||||
|
||||
### 2. Direct SD (Hekate UMS or card reader)
|
||||
|
||||
Same destinations; no MTP client required.
|
||||
|
||||
- **Hekate UMS** (preferred when available): expose the microSD to the host
|
||||
while the card stays in the console; mount the volume; copy files; **cleanly
|
||||
unmount** before leaving UMS.
|
||||
- **Physical reader**: power off / remove the microSD, copy on the host,
|
||||
**eject safely**, reinsert, boot CFW, title-override launch.
|
||||
|
||||
Do not yank the card or unplug UMS mid-write.
|
||||
|
||||
### 3. FTP (any SD-exposing Switch FTP)
|
||||
|
||||
Any homebrew FTP server that can write the microSD is fine. For example
|
||||
**DBI's own FTP**, **sys-ftpd-light**, or **Sphaira**. Names are illustrations
|
||||
only; pick what your CFW setup already uses.
|
||||
|
||||
1. Start the FTP server on the Switch; note IP/port/credentials from that app.
|
||||
2. From the host, connect with any FTP client and upload to the same
|
||||
`switch/gen1recomp/`, `imports/`, `imports/mods/`, `imports/saves/<game>/`,
|
||||
and `exports/<game>/` paths.
|
||||
3. Stop the FTP server cleanly before launching Gen1Recomp.
|
||||
|
||||
If credentials or chroots differ by app, trust the **destination paths**, not
|
||||
a single vendor tutorial.
|
||||
|
||||
---
|
||||
|
||||
## After every transfer
|
||||
|
||||
1. Exit MTP / unmount SD / stop FTP cleanly.
|
||||
2. Launch via **title override** (hold **R** on a title → hbmenu). **Applet
|
||||
Mode is not supported** (not enough memory).
|
||||
3. For ROMs: open the matching game tab → **Scan again** if the file was
|
||||
added after boot (SHA-1 must match that tab; other dumps in `imports/`
|
||||
stay for their own tabs). For mods: MODS → **Scan again** → enable →
|
||||
Play. For saves: SAVE FILES → **Import save** (rescans
|
||||
`imports/saves/<game>/`). Pull exported `.sav` files from
|
||||
`exports/<game>/`. Joy-Con display chords (stock engine):
|
||||
[switch-install.md](switch-install.md#joy-con-shortcuts-select--face).
|
||||
|
||||
### Optional NRO integrity check
|
||||
|
||||
For the first deploy of a given artifact (or after a flaky cable):
|
||||
|
||||
```bash
|
||||
shasum -a 256 path/to/gen1recomp.nro # or sha256sum
|
||||
```
|
||||
|
||||
Copy the file back from the SD and compare hashes. Round-trip must match.
|
||||
|
||||
---
|
||||
|
||||
## Failure modes (quick)
|
||||
|
||||
| Symptom | What to try |
|
||||
| ------- | ----------- |
|
||||
| Device busy / no MTP volume | One client only; different cable/port; Windows MTP USB Device driver; alternate method (SD or FTP) |
|
||||
| Zip/ROM/`.sav` "could not be opened" | Delete `._*` sidecars (including `._*.sav`); confirm real zip starts with `PK` |
|
||||
| Half-copied NRO / crash on boot | Re-copy; verify SHA-256; exit transfer mode before launch |
|
||||
| App opens in Applet Mode | Use title override (hold **R**), not Album |
|
||||
|
||||
---
|
||||
|
||||
## Related
|
||||
|
||||
- Players: [switch-install.md](switch-install.md)
|
||||
- Builders: [switch-build.md](switch-build.md)
|
||||
@@ -0,0 +1,65 @@
|
||||
# Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a
|
||||
[Tiled](https://www.mapeditor.org) workspace, so maps can be edited in a
|
||||
real map editor and exported back out as a mod. The original had no map
|
||||
editor at all; the port's own map data is plain Lua, which is what makes
|
||||
this a data path rather than an asset path.
|
||||
|
||||
Editing is done in our own Tiled build,
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
which ships the `gen1-mod-export` extension the workspace relies on. Grab it
|
||||
from that repo's releases; upstream Tiled opens the workspace but cannot
|
||||
export a mod out of it.
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Then open `build/tiled/gen1.tiled-project` in that build of Tiled.
|
||||
|
||||
- **The overworld is one surface.** All 222 maps become `maps/*.tmj`, and
|
||||
`kanto.world` places the 36 connected overworld maps at their real
|
||||
connection offsets. That world is pre-loaded (seeded into the workspace's
|
||||
Tiled session), so opening any one overworld map draws its neighbors around
|
||||
it and you scroll and edit straight across the seams. Everything else is a
|
||||
double-click away in Tiled's project panel.
|
||||
- **Extending Kanto wires both ends.** A connection lives on both maps, so
|
||||
hooking a new map onto a base map also emits the return connection as a
|
||||
patch on that base map, keeping its other directions intact. The return
|
||||
offset is derived, not guessed: all 78 vanilla reciprocal pairs satisfy
|
||||
`back.offset == -offset`.
|
||||
- **A Tiled tile is a gen1 block.** Each of the 24 tilesets becomes a Tiled
|
||||
tileset whose tiles are its 32x32 blocks, composited from the 8x8 sheet,
|
||||
so a tile layer *is* the map's `blocks` array. Warps, signs and objects
|
||||
sit on the 16px cell grid in object layers, which is the grid the engine
|
||||
addresses them on.
|
||||
- **Collision is visible.** View > Show Tile Collision Shapes draws the real
|
||||
walkability: a rectangle covers each cell whose feet tile is not in the
|
||||
tileset's `walkable` list, which is the rule `src/world/Map.lua` applies.
|
||||
- **Maps are shown in their real colors.** Each map is atlased in the SGB
|
||||
palette it renders with, so Cerulean is blue and Lavender is purple in the
|
||||
editor exactly as in game. Vanilla resolves that through a cascade with
|
||||
interiors inheriting the last outdoor map, so the workspace mirrors the
|
||||
cascade and walks the warp graph to colour interiors. Changing a map's
|
||||
`palette` exports `palette = "..."` on the record, which beats the cascade,
|
||||
and the editor offers the real palette names as a dropdown.
|
||||
- **New blocks and new tilesets.** `blocksets/*.tmj` show a tileset's blocks
|
||||
as raw 8x8 tiles, four by four, so new blocks can be composed there;
|
||||
per-tile flags on `tilesets/tiles_*.tsj` become `walkable`, `waterTiles`,
|
||||
`doorTiles` and the rest.
|
||||
- **Export is a diff, not a fork of the data.** The `gen1-mod-export`
|
||||
extension (shipped in `tiled_gen1recomp`) writes either one map file or a whole
|
||||
loadable mod folder. An edited vanilla map diffs against the imported data
|
||||
and emits `mod.content.maps:patch` carrying *only* the fields that moved, so
|
||||
a mod covers the parts it changes and leaves the rest to the base game; a
|
||||
new map gets `:register` at an index of 1000 or above. An unchanged map
|
||||
exports nothing at all. Exports pass `tools/modkit.py validate` and `lint`.
|
||||
- **Or the whole record, on request.** Ticking `exactExport` on a map switches
|
||||
it to `mod.content.maps:override`, pinning the map to exactly what the
|
||||
editor shows. It is off by default because an override wins outright over
|
||||
any other mod patching that map, where a patch composes.
|
||||
|
||||
No ROM-derived art travels into an exported mod: a tileset still drawing on
|
||||
the player's own imported sheet references that path rather than shipping the
|
||||
pixels, and only a sheet the author supplied is copied in.
|
||||
@@ -0,0 +1,382 @@
|
||||
# Timing parity with the Game Boy
|
||||
|
||||
The port's clock is faithful: `src/core/FixedStep.lua` advances game logic in
|
||||
whole 1/60 s steps off wall-clock `dt`, the default speed multiplier is 1x
|
||||
(`src/core/GameSpeed.lua:22`), and audio runs on its own real-time accumulator
|
||||
so fast-forward cannot pitch it. Almost nothing in `src/` is seconds-based.
|
||||
|
||||
What diverges is the **frame budget of composed sequences**. The original
|
||||
spends a large fraction of its running time inside `DelayFrames` calls that
|
||||
produce no visible change - the pause after a page break, the beat before a
|
||||
status move resolves, the drain of an HP bar one point at a time. Those are
|
||||
invisible in a screenshot and easy to drop when porting behavior rather than
|
||||
timing. Dropping them is why the port reads as faster and snappier than
|
||||
hardware even though every individual animation is correct.
|
||||
|
||||
This document is the specification: what each sequence costs on hardware, and
|
||||
where that number comes from.
|
||||
|
||||
## Method
|
||||
|
||||
`tools/scan_pokered_delays.ps1` walks the disassembly and reports every
|
||||
frame-consuming wait with its enclosing routine label:
|
||||
|
||||
| Kind | Meaning | Frames |
|
||||
| --- | --- | --- |
|
||||
| `DelayFrames` | `ld c, N` + `call DelayFrames` (`home/delay.asm:1`) | N |
|
||||
| `DelayFrame` | one vblank wait (`home/vblank.asm:92`) | 1 |
|
||||
| `Delay3` | `home/palettes.asm:14`, three frames for a full bg-map update | 3 |
|
||||
| `Fade` | the `GBFade*` helpers, expanded to their totals below | 24 or 32 |
|
||||
|
||||
Current inventory against `pokered-master`: **450 sites** - 181 `DelayFrames`,
|
||||
164 `Delay3`, 65 `DelayFrame`, 31 `GBFade*`, and 9 `DelayFrames` calls whose
|
||||
count is computed at runtime.
|
||||
|
||||
The four fades all live in `home/fade.asm` and are loops of
|
||||
`ld c, 8 / call DelayFrames`:
|
||||
|
||||
| Routine | Iterations | Frames | Source |
|
||||
| --- | --- | --- | --- |
|
||||
| `GBFadeInFromBlack` | 4 | **32** | `home/fade.asm:21` |
|
||||
| `GBFadeOutToBlack` | 4 | **32** | `home/fade.asm:43` |
|
||||
| `GBFadeOutToWhite` | 3 | **24** | `home/fade.asm:26` |
|
||||
| `GBFadeInFromWhite` | 3 | **24** | `home/fade.asm:48` |
|
||||
|
||||
## The metric
|
||||
|
||||
For each catalog entry, `delta = |port - truth| / truth`; the entry passes at
|
||||
`delta <= 0.05`. The headline number is the **exposure-weighted** pass rate,
|
||||
weighting each sequence by how often it occurs in ordinary play - a 30-frame
|
||||
error on every page of dialogue matters more than a 30-frame error in the Hall
|
||||
of Fame. Weights are in the tier column: T1 sequences recur constantly, T2 are
|
||||
frequent, T3 are set pieces seen once or twice per playthrough.
|
||||
|
||||
## Tier 1 - constant exposure
|
||||
|
||||
These recur every few seconds of play and dominate perceived pacing. Both
|
||||
sides are verified.
|
||||
|
||||
### Overworld and transitions
|
||||
|
||||
| Sequence | Hardware | Source | Port | Port source | Delta |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| Overworld loop iteration | 2 frames (two `DelayFrame`) | `home/overworld.asm:41-44` | 1 step | `src/core/Game.lua:174` | see note |
|
||||
| Warp / door: fade out | **32** | `home/overworld.asm:703` -> `GBFadeOutToBlack` | 32 | `src/render/Transition.lua` | **fixed** |
|
||||
| Warp / door: fade in | **0** (map is drawn under blacked palettes, no fade) | `home/overworld.asm:690-703` | 0 | `src/render/Transition.lua` | **fixed** |
|
||||
| Return to overworld after a battle | **10** hold, then `GBFadeInFromWhite` **24** | `home/overworld.asm:351-352`, `:22`, `:749-753` | 10 + 24 | `Transition.battleReturn` | **fixed** |
|
||||
| Special warp entry (fly / teleport / dungeon) | `Delay3` + `GBFadeInFromWhite` = **27** | `engine/overworld/player_animations.asm:5-7` | - | - | unmeasured |
|
||||
| Dungeon-warp arrival hold | **50** | `engine/overworld/player_animations.asm:43` | - | - | unmeasured |
|
||||
| Player step (walk) | 16 | 8 loop iterations x 2 frames | 16 | `src/world/Player.lua:14` | **ok** |
|
||||
| Turn in place | 2 | one extra loop pass | 2 | `src/world/Player.lua:18` | **ok** |
|
||||
|
||||
Note on the overworld loop: `OverworldLoop` calls `DelayFrame` and then falls
|
||||
through to `OverworldLoopLessDelay`, which calls it again - so a full pass
|
||||
costs 2 frames, and input is sampled every other frame. The port steps logic
|
||||
and samples input every frame. This does not change walking speed (the 2-frame
|
||||
loop moves 2 px, giving the same 16 frames per tile) but it does halve input
|
||||
latency versus hardware. Flagged rather than "wrong": matching it exactly would
|
||||
make the port feel less responsive than the original does on a modern display,
|
||||
and it is the one place where a deliberate divergence is defensible.
|
||||
|
||||
### Text
|
||||
|
||||
The typewriter cadence itself is already correct - 1/3/5 frames per character
|
||||
from `TextSpeedOptionData`, implemented at `src/render/TextBox.lua:267`. The
|
||||
gaps around it are missing.
|
||||
|
||||
| Sequence | Hardware | Source | Port | Port source | Delta |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| `<CONT>` line scroll (after the A press) | `ProtectedDelay3` 3 + 2x `ScrollTextUpOneLine` 5 = **13** | `home/text.asm:262-277`, `:283-307` | 13 | `src/render/TextBox.lua` | **fixed** |
|
||||
| `<PARA>` paragraph break | `ProtectedDelay3` 3 + clear + **20** = **23** | `home/text.asm:230-243` | 23 | `src/render/TextBox.lua` | **fixed** |
|
||||
| Page break (`PageChar`) | 3 + **20** = **23** | `home/text.asm:245-260` | 23 | `src/render/TextBox.lua` | **fixed** |
|
||||
| `TextCommand_PAUSE` | **30** | `home/text.asm:500` | - | - | unmeasured |
|
||||
| `TextCommand_DOTS` | **10** per dot | `home/text.asm:576` | - | - | unmeasured |
|
||||
|
||||
The three ProtectedDelay3 frames are a *pre*-input hold: the arrow is already
|
||||
up and the button is ignored, because `ManualTextScroll` only starts watching
|
||||
the joypad after the delay returns. Mashing A through a long conversation
|
||||
therefore cannot go faster than 3 frames per line on hardware, and now cannot
|
||||
here either. `PromptText` (`home/text.asm:209-217`) has the same shape, so a
|
||||
finished page holds three frames before it can be dismissed too.
|
||||
|
||||
**Battle text is a second, separate engine.** `BattleState` types its own
|
||||
messages rather than going through `src/render/TextBox.lua`, so none of the
|
||||
fixes above reached it and it had drifted further than the overworld box:
|
||||
|
||||
| Sequence | Hardware | Source | Was | Now |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| Per character | 1 glyph per `wOptions & $f` frames (1/3/5, default **3**) | `home/print_text.asm:4-45` | 2 glyphs **per frame**, option ignored | 3 |
|
||||
| Per character, A or B held | **1** frame | `print_text.asm:27-36` | 2 glyphs per frame | 1 |
|
||||
| `<CONT>` pre-input hold | **3** | `home/text.asm:263-267` | 0 | 3 |
|
||||
| `<CONT>` scroll after the press | **10** | `home/text.asm:280-305` | 0 | 10 |
|
||||
| Finished page, pre-input hold | **3** | `home/text.asm:213-217` | 0 | 3 |
|
||||
|
||||
At the default text speed the battle typewriter was running **six times**
|
||||
hardware speed, which is most of why battle text read as a blur, and it
|
||||
ignored the OPTION text-speed setting entirely.
|
||||
|
||||
`ScrollTextUpOneLine` is `ld b, 5` of `DelayFrame` (`home/text.asm:301-305`)
|
||||
and its own comment notes it is "always called twice in a row", so a CONT
|
||||
scroll blocks for 10 frames. The port's `scrollPx` slide at
|
||||
`src/render/TextBox.lua:305-307` is a cosmetic 8 px at 2 px/frame running in
|
||||
`draw()`, not on the logic step, and it does not gate the typewriter.
|
||||
|
||||
### Menus
|
||||
|
||||
| Sequence | Hardware | Source | Port | Port source | Delta |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| Yes/no answer (either option) | **15** | `engine/menus/text_box.asm:322-323`, `:333-334` | 15 | `src/ui/ChoiceBox.lua` | **fixed** |
|
||||
| List menu open (bag, PC, party-as-list) | **10** | `home/list_menu.asm:55-56` | 0 | `src/ui/ListMenu.lua` | **-100%, open** |
|
||||
| List menu redraw per input | `Delay3` = **3** | `home/list_menu.asm:64` | 0 | - | **-100%, open** |
|
||||
| Field move from the party menu | `Delay3` = **3** | `engine/menus/start_sub_menus.asm:4,27,175-203` | 7 (white flash) | `src/render/Transition.lua:8` | see note |
|
||||
| Teleport from the party menu | **60** + `Delay3` | `engine/menus/start_sub_menus.asm:224-225` | - | - | unmeasured |
|
||||
|
||||
The port's 7-frame `white_flash` models `GBPalWhiteOutWithDelay3` plus the
|
||||
screen-tile restore, which is a defensible reading of the same sequence; it is
|
||||
listed here to be reconciled against the exact path rather than treated as a
|
||||
bug.
|
||||
|
||||
### Battle entry
|
||||
|
||||
The wipe into a battle and the silhouette slide behind it. Numbers here come
|
||||
from **pokered-c** (`C:\Users\Anthony\pokered`), whose `battle_transition.c`
|
||||
derives each wipe from `battle_transitions.asm` and then corrects it against a
|
||||
live side-by-side with the ROM. Where that project's measured value and a
|
||||
naive reading of the asm disagree, the measured value wins - see the inward
|
||||
spiral below.
|
||||
|
||||
| Sequence | Hardware | Was | Now |
|
||||
| --- | --- | --- | --- |
|
||||
| DoubleCircle wipe (wild, weak) | 10 x 3 = **30** | 40 | 30 |
|
||||
| Circle wipe (wild, strong) | 20 x 3 = **60** | 40 | 60 |
|
||||
| Spiral outward (trainer, strong) | 360 fills / 3 per frame = **120** | 40 | 120 |
|
||||
| Spiral inward (trainer, weak) | 7 tiles per `Delay3` = **~150** | 40 | 156 |
|
||||
| HStripes (dungeon wild, weak) | 20 x 3 = **60** | 24 | 60 |
|
||||
| VStripes (dungeon wild, strong) | 18 x 3 = **54** | 24 | 54 |
|
||||
| Shrink (dungeon trainer, weak) | 9 x 6 = **54** | 24 | 54 |
|
||||
| Split (dungeon trainer, strong) | 9 x 6 = **54** | 24 | 54 |
|
||||
| Flash before the circle wipes | 12 x 2 x 3 = **72** | 72 | 72 |
|
||||
| Black hold before the battle draws | not stated by pokered; ~30 floor, calibrated **60** | 30 | 60 |
|
||||
| Silhouette slide in | 144 px at 2 px/frame = **72** | 40 (160 px at 4 px/frame) | 72 |
|
||||
| Trainer intro, before balls + text | `WaitForSoundToFinish` + `DelayFrames 20` | 0 | sfx wait + 20 |
|
||||
|
||||
The trainer intro's sound is `SFX_Silph_Scope`, extracted here as
|
||||
`Trainer_Appeared` (`tools/rom_manifest.json` `audio.sfxHeaders`, bank 8 /
|
||||
`$42bb`). It was being extracted and never played by anything. It now plays
|
||||
into a clear window: `PrintBeginningBattleText .trainerBattle` does
|
||||
`PlaySound` then `WaitForSoundToFinish`, which **blocks**, and only then
|
||||
`DelayFrames 20` before `DrawAllPokeballs` and the text. `BattleState`'s
|
||||
message queue grew a `waitSound` row for that, since `WaitForSoundToFinish`
|
||||
waits on the sound actually stopping rather than on a fixed frame count.
|
||||
|
||||
**Scripted battles were skipping the transition entirely.** `BattleTransition`
|
||||
runs from `DoBattleTransitionAndInitBattleVariables`, which both
|
||||
`InitBattleCommon` (`core.asm:6680`, trainers) and `InitWildBattle` (`:6699`)
|
||||
call unconditionally - every battle on hardware enters through a wipe. In the
|
||||
port only `OverworldState:pushBattle` built one, and `Commands.start_battle`
|
||||
pushed the `BattleState` straight onto the stack. The trainer-*sight* path
|
||||
went through `pushBattle`, but every **script-driven** battle did not: gym
|
||||
leaders, the rival, Giovanni, and every scripted wild encounter cut straight
|
||||
to the battle screen with no transition at all. The catch tutorial
|
||||
(`old_man_demo`) had the same gap; `InitWildBattle` has no
|
||||
`BATTLE_TYPE_OLD_MAN` special case, so it gets a wipe too.
|
||||
|
||||
**Beyond 160x144.** Both halves of the transition used to stop at the classic
|
||||
letterbox. The flash filled the 160x144 UI canvas, and the wipe handed the
|
||||
surrounding window a generic centre-out square cascade
|
||||
(`Renderer:drawBattleCascade`) regardless of which of the eight styles was
|
||||
running - so at any zoom a spiral read as "a spiral in a box, with something
|
||||
else happening around it".
|
||||
|
||||
- The flash is a palette write (`rBGP`), and a palette register tints every
|
||||
pixel the LCD shows; there is no "outside the screen" for it to miss. It is
|
||||
now published to the renderer as a screen-space veil and painted over the
|
||||
finished composite, so it covers the whole surface at any zoom.
|
||||
- The spiral and circle walks are now generated for whatever grid the window
|
||||
works out to (`BattleTransition.gridOrder`), and the area outside the
|
||||
letterbox is filled in that order instead of the square cascade. The
|
||||
authentic 20x18 builders still own the letterbox itself, overrun and all,
|
||||
so nothing changes at 1x. The generic builders are deliberately *not* the
|
||||
ROM's walk - out there the hardware has no behaviour to be faithful to,
|
||||
only a shape to continue.
|
||||
- `shrink`, `split` and the two stripe styles are plain geometry rather than
|
||||
a tile order, so they keep the cascade for now. Extending them is
|
||||
rectangles, not a walk, and has not been done.
|
||||
|
||||
Note that the **flash is wild-only**: `BattleTransition_FlashScreen` is called
|
||||
from `BattleTransition_Circle` (`:585`) and `BattleTransition_DoubleCircle`
|
||||
(`:628`) and nowhere else. A trainer battle's transition is the spiral -
|
||||
inward against a weaker foe, outward against a stronger one
|
||||
(`wBattleTransitionSpiralDirection`, `:119-126`) - with no flash in front of
|
||||
it. The port's `flash` mapping was already correct; the transition simply
|
||||
never ran for those battles.
|
||||
|
||||
Two of these deserve their reasoning recorded:
|
||||
|
||||
**The inward spiral** writes one tile per iteration and calls
|
||||
`BattleTransition_TransferDelay3` every seventh tile. That helper is not a
|
||||
one-frame transfer - it is `ld a,1 / ldh [hAutoBGTransferEnabled] / call
|
||||
Delay3 / xor a / ldh [...]` (`battle_transitions.asm:619`), so the cadence is
|
||||
7 tiles per **three** frames. Reading it as one frame runs the whole wipe 3x
|
||||
too fast, ~46 frames against the ROM's ~150. pokered-c hit that exact bug and
|
||||
caught it on a live comparison.
|
||||
|
||||
**The black hold** is not a number pokered states anywhere; it is incidental
|
||||
load cost that a modern port does not pay. The derivable floor is ~13 frames
|
||||
(`LoadHpBarAndStatusTilePatterns` 4, `LoadHudTilePatterns` 2, `ClearScreen`'s
|
||||
`Delay3` 3, the `DisableLCD` LY wait 1, `Delay3` after `EnableLCD` 3), but the
|
||||
two sprite decompressors (`UncompressSpriteFromDE` for the 7x7 front pic and
|
||||
`LoadPlayerBackPic`'s uncompress + `ScaleSpriteByTwo`) are bit-level RLE/delta
|
||||
decoders that cannot be cycle-counted from the asm at all. So the derivation
|
||||
bottoms out around 25-30 with an unbounded remainder. pokered-c set 60 by ear
|
||||
against the real ROM and marked it ~95% right rather than frame-matched. The
|
||||
credible range is 30-60; it should not be "corrected" down toward the floor on
|
||||
the strength of the derivation, because the omitted decompressors are exactly
|
||||
the unbounded part. Pinning it exactly wants a frame-by-frame capture.
|
||||
|
||||
### Battle turns
|
||||
|
||||
| Sequence | Hardware | Source | Port | Port source | Delta |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| Player HP bar drain of D HP over P pixels | **D + 2P + 6** | `engine/gfx/hp_bar.asm:81-135`, `:140-159`, `:234` | D + 2P + 6 | `src/battle/BattleState.lua` `stepHPDrain` | **fixed** |
|
||||
| Enemy HP bar drain over P pixels | **2P + 5** (no per-HP frame) | same, gated at `:207-209` | 2P + 5 | same | **fixed** |
|
||||
| Status move / missed move beat | **30** | `engine/battle/core.asm:3145,3158,3185-3186`; enemy `:5588` | 30 | `EffectRegistry` `missBeat`, `BattleState:performMove` | **fixed** |
|
||||
| Applying anim type 1, vertical shake b=8 | **48** | `animations.asm:500-503` | 48 | `BattleState:applyHitFx` | ok |
|
||||
| Applying anim type 2, fast horizontal b=8 | **72** | `animations.asm:505-508` | 72 | same | ok |
|
||||
| Applying anim type 3, slow horizontal 6,2 | **48** | `animations.asm:510-512,526-549` | 48 | same | ok |
|
||||
| Applying anim type 4, `AnimationBlinkMon` | **60** | `animations.asm:514-516`, `:1360-1376` | 60 | same | **fixed** |
|
||||
| Applying anim type 5, fast horizontal b=2 | **18** | `animations.asm:518-521` | 18 | same | ok |
|
||||
| Applying anim type 6, slow horizontal 3,2 | **24** | `animations.asm:523-525` | 24 | same | ok |
|
||||
| Faint slide-down | **14** (`PIC_HEIGHT` x `DelayFrames 2`) | `engine/battle/core.asm:1186-1222` | 14 | `BattleState:onFaint` | **fixed** |
|
||||
| Before every move animation | `Delay3` = **3** | `engine/battle/core.asm:6635-6640` | 3 | `BattleState:updateQueue` | **fixed** |
|
||||
| Battle start, after enemy send-out | **40** | `engine/battle/core.asm:152-156` | 40 | `BattleState:enter` | **fixed** |
|
||||
| Poison / burn / leech-seed tick | **20** | `engine/battle/core.asm:529-530` | 20 | `src/battle/BattleState.lua:1817` | **ok** |
|
||||
| Switch player mon | **50** | `engine/battle/core.asm:2421-2422` | 50 | `src/battle/BattleState.lua:1666-1668` | **ok** |
|
||||
| Post-hit hold (crit text or not) | **20** | `engine/battle/core.asm:3798-3814` | 20 | `EffectRegistry.runDamaging` | **fixed** |
|
||||
| Fainted mon slide-down | **2** per row | `engine/battle/core.asm:1216-1217` | - | - | unmeasured |
|
||||
| Trainer pic slide off | **2** per column | `engine/battle/core.asm:1267-1268` | - | - | unmeasured |
|
||||
| Trainer battle victory | **40** | `engine/battle/core.asm:940-941` | - | - | unmeasured |
|
||||
| Player blackout | **40** | `engine/battle/core.asm:1143-1144` | - | - | unmeasured |
|
||||
| No moves left (Struggle) | **60** | `engine/battle/core.asm:2753-2754` | - | - | unmeasured |
|
||||
| Send-out animation | `Delay3` + **4** + **5** | `engine/battle/core.asm:6814-6830` | - | - | unmeasured |
|
||||
|
||||
The HP bar was the single largest battle divergence. `UpdateHPBar` steps **one
|
||||
HP point per loop iteration**; each iteration pays 1 frame in
|
||||
`UpdateHPBar_PrintHPNumber` whenever `wHPBarType != 0` - the player's own HUD
|
||||
and the party menu, but not the enemy HUD - plus 2 frames for each pixel the
|
||||
bar actually moves. The tail (`.animateHPBarDone`, `:132-135`) prints the
|
||||
number once more, animates one last pixel and falls into `Delay3`, so it costs
|
||||
6 frames player-side and 5 enemy-side.
|
||||
|
||||
A 150 HP mon losing everything therefore costs 150 + 96 + 6 = **252 frames
|
||||
(4.2 s)** on the player's HUD, against 96 + 5 = 101 on the enemy's. The port
|
||||
used a flat `maxHP/96` - the enemy-side rate applied to both sides - and ran
|
||||
that same drain in 96 frames (1.6 s).
|
||||
|
||||
## Tier 2 - frequent
|
||||
|
||||
Status-effect failures (`engine/battle/effects.asm:161,1162,1205`) hold **50**
|
||||
frames each. `SwitchAndTeleportEffect` uses 50 and 20
|
||||
(`:834-901`). Evolution holds **50** then **40**
|
||||
(`engine/pokemon/evos_moves.asm:123,155`). The healing machine
|
||||
(`engine/overworld/healing_machine.asm`), item effects
|
||||
(`engine/items/item_effects.asm`, 259 frames across 8 sites), and the fishing
|
||||
animation (**10** then **100**, `engine/overworld/player_animations.asm:380,399`)
|
||||
are all in this tier.
|
||||
|
||||
## Tier 3 - set pieces
|
||||
|
||||
Highest total budgets in the scan, all seen rarely:
|
||||
`engine/movie/hall_of_fame.asm` (529 frames / 7 sites),
|
||||
`engine/link/cable_club.asm` (507 / 12), `engine/movie/credits.asm` (502 / 7),
|
||||
`engine/movie/trade.asm` (494 / 19), `engine/movie/intro.asm` (317 / 7),
|
||||
`engine/menus/main_menu.asm` (271 / 15), `engine/menus/save.asm` (250 / 3),
|
||||
`engine/battle/end_of_battle.asm` (200 / 1, the link-battle win/lose string).
|
||||
Several of these already have faithful implementations - see
|
||||
`src/ui/IntroMovie.lua`, `src/ui/Credits.lua`, `src/ui/HallOfFame.lua`, whose
|
||||
constants cite their asm sources directly.
|
||||
|
||||
## Status
|
||||
|
||||
Closed, and locked by `tests/engine/timing_parity.lua`:
|
||||
|
||||
1. **Text page and CONT breaks** - were 0 frames where hardware spends 13-23,
|
||||
on every page of every dialogue in the game. Now exact, including the
|
||||
three-frame pre-input hold that swallows a mashed A.
|
||||
2. **Player HP bar drain** - was ~2.5x too fast on a typical mon. Now steps
|
||||
one HP point at a time at the hardware rate, with the enemy HUD correctly
|
||||
cheaper than the player's.
|
||||
3. **Warp fade** - was a symmetric 12/12; now 32 out and no fade in, which is
|
||||
both the right duration and the right shape.
|
||||
4. **Yes/no answer** - was 0 frames where hardware spends 15, with the cursor
|
||||
snapping to NO on B for the duration as `.choseSecondMenuItem` does.
|
||||
|
||||
5. **Battle entry** - every wipe ran at a flat 40/24 against budgets of 30-156,
|
||||
the silhouette slide was 40 frames against 72, the black hold was half
|
||||
what pokered-c calibrated, and the trainer intro's 20-frame gap before the
|
||||
balls and text was missing entirely. This was the single most compressed
|
||||
stretch in the game.
|
||||
|
||||
6. **Battle turns** - the type-4 blink ran at 20 frames against 60. That is
|
||||
the applying animation for every plain damaging move the player uses, so
|
||||
it was the single most-repeated timing error in the game. The 30-frame
|
||||
beat that hardware spends on every status move and every miss was missing
|
||||
entirely. The faint slide, unusually, ran *slower* than hardware (30
|
||||
against 14).
|
||||
|
||||
Two things worth recording about that last batch, because both contradict a
|
||||
plausible reading:
|
||||
|
||||
- **`PrintCriticalOHKOText`'s 20-frame hold is not conditional.** The
|
||||
"no critical hit" early-out at `core.asm:3799` jumps to `.done`, and
|
||||
`.done` *is* the `ld c, 20 / jp DelayFrames`. Every landed hit pays it,
|
||||
which is where the beat before "It's super effective!" comes from.
|
||||
- **`StartBattle`'s 40-frame hold is not conditional either.** The `call nz`
|
||||
at `core.asm:154` gates only `EnemySendOutFirstMon`; the `DelayFrames 40`
|
||||
under it runs for wild battles too, and it lands *between* the enemy's
|
||||
send-out and `.playerSendOutFirstMon` (`:166`) rather than at the end of
|
||||
the intro.
|
||||
|
||||
Trainer victory (24-frame scroll-in + 40-frame hold) and the ball shake
|
||||
(`SFX_TINK` + `DelayFrames 40` per rock) were already correct -
|
||||
`BattleState.lua`'s `wait = 64` and `AnimPlayer.lua`'s `emit(40)`. Note that
|
||||
pokered-c's `BUI_TRAINER_VICTORY_SLIDE` comment calls the scroll-in 14
|
||||
frames; `_ScrollTrainerPicAfterBattle` is 6 loop passes of `DelayFrames 4`,
|
||||
so 24 is right and this port already had it.
|
||||
|
||||
**Leaving a battle was a cut, not a fade.** `EnterMap` checks
|
||||
`BIT_BATTLE_OVER_OR_BLACKOUT` and calls `MapEntryAfterBattle`
|
||||
(`home/overworld.asm:22`), which is `GBFadeInFromWhite` - so the map fades up
|
||||
from white over 24 frames, behind the 10-frame hold at `:351-352`. The port
|
||||
popped the battle and the overworld was simply there. `Transition.battleReturn`
|
||||
supplies both halves, and steps the veil in three palette stages of 8 frames
|
||||
rather than tweening it, because `GBFadeIncCommon` writes a palette and holds
|
||||
it with `ld c, 8 / call DelayFrames` (`home/fade.asm:30-41`) three times over.
|
||||
|
||||
It is wrapped around `battle.onFinish` in `OverworldState:pushBattle` - the
|
||||
one funnel every battle goes through - rather than living in `afterBattle`.
|
||||
That placement matters: a script-driven **win** defers `afterBattle` into
|
||||
`ctx.afterScript` so an evolution screen cannot be buried under the trainer's
|
||||
follow-up text (`Commands.start_battle`), and a fade inside `afterBattle`
|
||||
inherited that deferral. On a rival battle it fired after the post-battle
|
||||
dialogue *and* the rival's walk-off, rather than when the battle ended.
|
||||
|
||||
The rest of `onFinish` runs as the fade's `onDone`, which is also the hardware
|
||||
order: `MapEntryAfterBattle` fades the map back in and only then does the map
|
||||
script run. The overworld is frozen meanwhile - `StateStack` updates the top
|
||||
state only - so nothing moves under the white.
|
||||
|
||||
Hardware skips the fade on a dark map (`wMapPalOffset` nonzero takes the
|
||||
`LoadGBPal` branch at `:754`). This port has no `wMapPalOffset` equivalent -
|
||||
no map needs FLASH to be lit - so that branch is unreachable here;
|
||||
`battleReturn` accepts `opts.instant` for it if that ever changes.
|
||||
|
||||
Still open, hardware number confirmed but not yet wired:
|
||||
|
||||
- List menu open (10) and per-input redraw (`Delay3`).
|
||||
- Every battle-table row marked "unmeasured" above - the status/miss beat (30)
|
||||
is the highest-exposure of them, since it is paid on every status move and
|
||||
every miss.
|
||||
|
||||
Entries marked "unmeasured" have confirmed hardware numbers but the port side
|
||||
has not been traced; they are remaining work, not known-good.
|
||||
@@ -124,3 +124,8 @@ bundled game, in that case.
|
||||
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
|
||||
`"0.0.0-dev"` placeholder that always reports up to date, so a source
|
||||
checkout is always "the game" itself; updating it means pulling the repo.
|
||||
- **Nintendo Switch does not use this LÖVE self-updater.** On NX,
|
||||
`Platform.networkValidated()` is `false`, so `Boot.run` / `Check` never
|
||||
download `.love` payloads. In-console OTA uses the **native OTA launcher**
|
||||
(DEVKITPRO), documented in [switch-install.md](switch-install.md). Wire
|
||||
format: `src/update/SwitchOta.lua`. Manual zip install remains the fallback.
|
||||
|
||||
@@ -10,7 +10,41 @@
|
||||
|
||||
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
|
||||
|
||||
local Game, EditorApp, Importer
|
||||
local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
|
||||
local LaunchOptions = require("src.core.LaunchOptions")
|
||||
local NxDisplay = require("src.core.NxDisplay")
|
||||
local PlatformHooks = require("src.core.PlatformHooks")
|
||||
|
||||
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
|
||||
do
|
||||
local defaultErrorHandler = love.errorhandler
|
||||
function love.errorhandler(msg)
|
||||
local hint = SwitchDiagnostics.logLuaError(msg)
|
||||
if hint and type(msg) == "string" then
|
||||
msg = msg .. "\n\n" .. hint
|
||||
end
|
||||
if defaultErrorHandler then
|
||||
return defaultErrorHandler(msg)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local Game, EditorApp, Importer, TouchEditor
|
||||
|
||||
-- #887: quit-to-launcher state, shared by love.load and love.quit (both need
|
||||
-- it, so it is declared here rather than next to love.quit).
|
||||
-- * launchedIntoGame -- a --game / POKEPORT_GAME shortcut booted this
|
||||
-- session straight into a game, so there is no launcher behind it and a
|
||||
-- window close must exit. Restarting instead re-read the same shortcut
|
||||
-- and came right back into the game, and the next close did it again:
|
||||
-- the app could not be closed at all (macOS feels this worst, where the
|
||||
-- red X, Cmd+Q and the Dock's Quit are all the same quit event).
|
||||
-- * RELAUNCH_MARKER -- written in the save dir just before the #785
|
||||
-- restart, so the fresh boot ignores any boot-straight-into-a-game
|
||||
-- option exactly once and keeps #785's promise of landing in the
|
||||
-- launcher, whatever put the game on screen this time.
|
||||
local launchedIntoGame = false
|
||||
local RELAUNCH_MARKER = "relaunch_to_launcher.txt"
|
||||
|
||||
local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
|
||||
local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
|
||||
@@ -103,6 +137,11 @@ local function openEditor(version, slotId)
|
||||
require("src.import.CacheFs").mountVersion(version)
|
||||
editorVersion = version
|
||||
editorHost = Importer
|
||||
-- Drop launcher pad/FlexLove so the save editor owns input (NX shim +
|
||||
-- virtual cursor + system hand cursor). Desktop park is a light no-op.
|
||||
if Importer and Importer.prepareOverlayHandoff then
|
||||
Importer:prepareOverlayHandoff()
|
||||
end
|
||||
Importer = nil
|
||||
editorMode = true
|
||||
resizeForEditor()
|
||||
@@ -129,19 +168,57 @@ function closeEditor()
|
||||
restoreWindow()
|
||||
Importer = editorHost
|
||||
editorHost = nil
|
||||
if Importer and Importer.resumeAfterOverlay then
|
||||
Importer:resumeAfterOverlay()
|
||||
end
|
||||
if Importer and version and Importer.savesChanged then
|
||||
Importer:savesChanged(version)
|
||||
end
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------ touch controls editor
|
||||
-- Suspends the launcher while the player drags on-screen buttons / toggles
|
||||
-- the overlay off (#327). No ROM cache needed -- options.lua only.
|
||||
local touchEditorHost
|
||||
local closeTouchControlsEditor -- forward declaration
|
||||
|
||||
local function openTouchControlsEditor()
|
||||
touchEditorHost = Importer
|
||||
if Importer and Importer.prepareOverlayHandoff then
|
||||
Importer:prepareOverlayHandoff()
|
||||
end
|
||||
Importer = nil
|
||||
TouchEditor = require("src.ui.TouchControlsEditor")
|
||||
TouchEditor.load({ onClose = function() closeTouchControlsEditor() end })
|
||||
end
|
||||
|
||||
function closeTouchControlsEditor()
|
||||
if TouchEditor and TouchEditor.unload then TouchEditor.unload() end
|
||||
TouchEditor = nil
|
||||
Importer = touchEditorHost
|
||||
touchEditorHost = nil
|
||||
if Importer and Importer.resumeAfterOverlay then
|
||||
Importer:resumeAfterOverlay()
|
||||
end
|
||||
end
|
||||
|
||||
local function bootGame(version)
|
||||
-- The launcher hands us the chosen game (Red / Blue); scripted and headless
|
||||
-- runs fall back to POKEPORT_VERSION, then Red. Set the active version and
|
||||
-- overlay its extracted cache BEFORE anything requires generated data, so
|
||||
-- data/generated + assets/generated resolve to that version's files.
|
||||
-- The launcher hands us the chosen game (Red / Blue / Yellow); scripted and
|
||||
-- headless runs fall back to POKEPORT_VERSION, then Red. Set the active
|
||||
-- version and overlay its extracted cache BEFORE anything requires generated
|
||||
-- data, so data/generated + assets/generated resolve to that version's files.
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
|
||||
require("src.import.CacheFs").mountVersion(GameVersion.get())
|
||||
local CacheFs = require("src.import.CacheFs")
|
||||
-- Keep CacheFs.prefix aligned for any CacheFs.read fallback during Data:load
|
||||
-- (Blue/Yellow caches live under blue/ / yellow/).
|
||||
CacheFs.prefix = GameVersion.cachePrefix()
|
||||
CacheFs.mountVersion(GameVersion.get())
|
||||
-- NX: always write nx-asset-probe.log so Yellow/Blue art failures are
|
||||
-- diagnosable from the SD without enabling switch-debug.txt.
|
||||
pcall(function()
|
||||
require("src.debug.SwitchDiagnostics").probeAssets(GameVersion.get())
|
||||
end)
|
||||
if love.window and love.window.setTitle then
|
||||
local Version = require("src.core.Version")
|
||||
love.window.setTitle(Version.title(
|
||||
@@ -164,6 +241,18 @@ local function bootGame(version)
|
||||
end
|
||||
|
||||
function love.load(args)
|
||||
-- Before anything can shell out (update check, mod index, ROM picker),
|
||||
-- claim one hidden console on Windows so those children inherit it instead
|
||||
-- of each flashing their own cmd.exe window (#606). No-op elsewhere.
|
||||
require("src.core.HostShell").hideHostConsole()
|
||||
|
||||
-- NX fused mounts are unreliable for the blue|yellow cache overlay: wrap
|
||||
-- the love loaders once so every generated-asset read falls back to the
|
||||
-- versioned save-dir copy. Never installed on desktop/Android/iOS.
|
||||
if require("src.core.Platform").isNX() then
|
||||
require("src.core.NxAssetOverlay").install()
|
||||
end
|
||||
|
||||
-- Self-updater boot shell: a fused build may mount and chainload a newer
|
||||
-- downloaded payload here. True means it took over, so we must stop. A
|
||||
-- dev / source checkout no-ops (see src/update/Boot.lua).
|
||||
@@ -183,6 +272,16 @@ function love.load(args)
|
||||
end
|
||||
end
|
||||
love.graphics.setDefaultFilter("nearest", "nearest")
|
||||
-- NX: handheld 720p / docked 1080p. Runs for every boot path (launcher,
|
||||
-- editor, scripted); no-op on desktop/mobile.
|
||||
NxDisplay.sync()
|
||||
|
||||
-- Apply the persisted Android orientation lock (#592) before the launcher
|
||||
-- shows: SDL created the window with no orientation hint, so without this
|
||||
-- the launcher would rotate freely until Game:applyOptions runs at boot.
|
||||
-- No-op on desktop / iOS / when options.lua does not exist yet.
|
||||
require("src.core.Orientation").applyOptions(
|
||||
require("src.core.SaveData").loadOptions())
|
||||
|
||||
-- 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
|
||||
@@ -231,19 +330,69 @@ function love.load(args)
|
||||
return
|
||||
end
|
||||
|
||||
-- Interactive: the launcher always runs. Red and Blue are each live: a
|
||||
-- column shows Play when that game's ROM is already imported, or Choose ROM
|
||||
-- / drag-drop when it is not (Yellow is still a placeholder). Any dropped
|
||||
-- .gb is routed to Red or Blue by its SHA-1; pressing Play boots that game.
|
||||
-- Edit on a save row opens the bundled editor on that slot (openEditor).
|
||||
-- The launcher draws before any game boots, so the mod loader has not run
|
||||
-- and Strings has no catalog. Routing the launcher's text through Strings
|
||||
-- (#767) only pays off if something fills that catalog this early, and no
|
||||
-- restart could: the ordering is the same on every launch. Read the
|
||||
-- enabled mods' string catalogs -- data only, no entry chunk -- so a
|
||||
-- translation reaches the launcher too. Game:load replaces this with the
|
||||
-- real merged catalog once a version boots.
|
||||
do
|
||||
local preload = require("src.mods.LauncherMods").translationStrings()
|
||||
if preload then require("src.core.Strings").load({ strings = preload }) end
|
||||
end
|
||||
|
||||
-- LAUNCH OPTIONS: skip the launcher and boot a game directly.
|
||||
-- --game red|blue|yellow (or POKEPORT_GAME / POKEPORT_LAUNCH)
|
||||
-- --slot <id> optional; picks the save slot to load
|
||||
-- --launcher force the launcher even if a game is set
|
||||
-- This is what a desktop shortcut, a Steam entry, or a frontend like
|
||||
-- EmulationStation needs: one click into the game the player wants, with no
|
||||
-- menu in between. A game that is not imported falls through to the
|
||||
-- launcher on its tab rather than booting into nothing.
|
||||
-- A window close that restarted us into the launcher (#785) leaves the
|
||||
-- marker behind: consume it and stay on the launcher, or the shortcut below
|
||||
-- would boot the same game again and that close would restart again,
|
||||
-- forever (#887). Consumed on read, so the very next launch is normal.
|
||||
local relaunched = love.filesystem.getInfo(RELAUNCH_MARKER) ~= nil
|
||||
if relaunched then pcall(love.filesystem.remove, RELAUNCH_MARKER) end
|
||||
|
||||
local launchGame, launchSlot = LaunchOptions.resolve(arg)
|
||||
if launchGame and not relaunched and not LaunchOptions.forceLauncher(arg) then
|
||||
if RomImporter.isReady(launchGame) then
|
||||
if launchSlot then LaunchOptions.selectSlot(launchGame, launchSlot) end
|
||||
-- No launcher behind this session: love.quit must exit, not restart.
|
||||
launchedIntoGame = true
|
||||
bootGame(launchGame)
|
||||
return
|
||||
end
|
||||
-- Not importable yet: open the launcher already showing that game, so the
|
||||
-- shortcut still lands the player where they meant to go.
|
||||
LaunchOptions.pendingTab = launchGame
|
||||
end
|
||||
|
||||
-- Interactive: the launcher always runs. Red, Blue, and Yellow are each
|
||||
-- live: a column shows Play when that game's ROM is already imported, or
|
||||
-- Choose ROM / drag-drop when it is not. Any dropped .gb is routed by its
|
||||
-- SHA-1 (GameVersion.forSha1); pressing Play boots that game. Edit on a
|
||||
-- save row opens the bundled editor on that slot (openEditor).
|
||||
Importer = RomImporter.new(function(version)
|
||||
Importer = nil
|
||||
bootGame(version)
|
||||
end, { launcher = true, forceImport = forceImport, onEditSave = openEditor })
|
||||
end, {
|
||||
launcher = true,
|
||||
forceImport = forceImport,
|
||||
onEditSave = openEditor,
|
||||
onEditTouchControls = openTouchControlsEditor,
|
||||
})
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
SwitchDiagnostics.maybeFlush(false)
|
||||
-- NX only (no-op elsewhere): follow dock/undock without waiting for SDL.
|
||||
NxDisplay.sync()
|
||||
if editorMode then return EditorApp.update(dt) end
|
||||
if TouchEditor then return TouchEditor.update(dt) end
|
||||
if Importer then return Importer:update(dt) end
|
||||
|
||||
-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
|
||||
@@ -278,11 +427,16 @@ function love.update(dt)
|
||||
end
|
||||
return
|
||||
end
|
||||
Game:update(dt)
|
||||
-- Mods may wrap or veto the per-frame simulation step (pause it, react
|
||||
-- to external platform state, etc.) -- see docs/modding.md's core.update
|
||||
-- entry. Vanilla behavior (used when no mod claims the hook) is just
|
||||
-- Game:update(dt), unconditionally, exactly as before this hook existed.
|
||||
PlatformHooks.update(Game, dt)
|
||||
end
|
||||
|
||||
function love.draw()
|
||||
if editorMode then return EditorApp.draw() end
|
||||
if TouchEditor then return TouchEditor.draw() end
|
||||
if Importer then return Importer:draw() end
|
||||
|
||||
Game:draw()
|
||||
@@ -303,36 +457,153 @@ end
|
||||
|
||||
function love.keypressed(key, scancode, isrepeat)
|
||||
if editorMode then return EditorApp.keypressed(key) end
|
||||
if TouchEditor then return TouchEditor.keypressed(key) end
|
||||
if Importer then return Importer:keypressed(key) end
|
||||
Game:keypressed(key)
|
||||
end
|
||||
|
||||
function love.keyreleased(key)
|
||||
if editorMode then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return end
|
||||
Game:keyreleased(key)
|
||||
end
|
||||
|
||||
function love.gamepadpressed(joystick, button)
|
||||
if editorMode then return end
|
||||
SwitchDiagnostics.onJoystickEvent("gamepadpressed", joystick, button)
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.gamepadpressed then
|
||||
return EditorApp.gamepadpressed(joystick, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.gamepadpressed then
|
||||
return TouchEditor.gamepadpressed(joystick, button)
|
||||
end
|
||||
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
|
||||
SwitchDiagnostics.onJoystickEvent("gamepadreleased", joystick, button)
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.gamepadreleased then
|
||||
return EditorApp.gamepadreleased(joystick, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.gamepadreleased then
|
||||
return TouchEditor.gamepadreleased(joystick, button)
|
||||
end
|
||||
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
|
||||
SwitchDiagnostics.onJoystickEvent("gamepadaxis", joystick, axis, { value = value })
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.gamepadaxis then
|
||||
return EditorApp.gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.gamepadaxis then
|
||||
return TouchEditor.gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
return
|
||||
end
|
||||
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
|
||||
Game:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function love.joystickpressed(joystick, button)
|
||||
SwitchDiagnostics.onJoystickEvent("joystickpressed", joystick, button)
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.joystickpressed then
|
||||
return EditorApp.joystickpressed(joystick, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.joystickpressed then
|
||||
return TouchEditor.joystickpressed(joystick, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
if Importer then return Importer:joystickpressed(joystick, button) end
|
||||
Game:joystickpressed(joystick, button)
|
||||
end
|
||||
|
||||
function love.joystickreleased(joystick, button)
|
||||
SwitchDiagnostics.onJoystickEvent("joystickreleased", joystick, button)
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.joystickreleased then
|
||||
return EditorApp.joystickreleased(joystick, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.joystickreleased then
|
||||
return TouchEditor.joystickreleased(joystick, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
if Importer then return Importer:joystickreleased(joystick, button) end
|
||||
Game:joystickreleased(joystick, button)
|
||||
end
|
||||
|
||||
function love.joystickaxis(joystick, axis, value)
|
||||
SwitchDiagnostics.onJoystickEvent("joystickaxis", joystick, axis, { value = value })
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.joystickaxis then
|
||||
return EditorApp.joystickaxis(joystick, axis, value)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.joystickaxis then
|
||||
return TouchEditor.joystickaxis(joystick, axis, value)
|
||||
end
|
||||
return
|
||||
end
|
||||
if Importer then return Importer:joystickaxis(joystick, axis, value) end
|
||||
Game:joystickaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function love.joystickhat(joystick, hat, direction)
|
||||
SwitchDiagnostics.onJoystickEvent("joystickhat", joystick, hat, { direction = direction })
|
||||
if editorMode then
|
||||
if EditorApp and EditorApp.joystickhat then
|
||||
return EditorApp.joystickhat(joystick, hat, direction)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
if TouchEditor.joystickhat then
|
||||
return TouchEditor.joystickhat(joystick, hat, direction)
|
||||
end
|
||||
return
|
||||
end
|
||||
if Importer then return Importer:joystickhat(joystick, hat, direction) end
|
||||
Game:joystickhat(joystick, hat, direction)
|
||||
end
|
||||
|
||||
function love.joystickadded(joystick)
|
||||
SwitchDiagnostics.onJoystickEvent("joystickadded", joystick)
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return end
|
||||
Game:joystickadded(joystick)
|
||||
end
|
||||
|
||||
function love.joystickremoved(joystick)
|
||||
if editorMode then return end
|
||||
SwitchDiagnostics.onJoystickEvent("joystickremoved", joystick)
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return end
|
||||
Game:joystickremoved(joystick)
|
||||
end
|
||||
@@ -341,8 +612,9 @@ end
|
||||
-- direction's key-up can be delivered to the OS instead of the game while
|
||||
-- unfocused, so reset input on either transition rather than trust it.
|
||||
function love.focus(f)
|
||||
if editorMode then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then
|
||||
require("src.core.Input"):reset()
|
||||
if Importer.focus then Importer:focus(f) end
|
||||
return
|
||||
end
|
||||
@@ -351,27 +623,67 @@ end
|
||||
|
||||
-- v is true when the window becomes visible again, false on minimize.
|
||||
function love.visible(v)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then
|
||||
require("src.core.Input"):reset()
|
||||
return
|
||||
end
|
||||
Game:visible(v)
|
||||
end
|
||||
|
||||
function love.lowmemory()
|
||||
if editorMode or TouchEditor or Importer then return end
|
||||
if Game then Game:onResume() end
|
||||
end
|
||||
|
||||
function love.touchpressed(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if Importer then return Importer:mousepressed(x, y, 1) end
|
||||
Game:touchpressed(id, x, y)
|
||||
if editorMode then
|
||||
-- iOS synthesizes mousepressed for the primary touch; forwarding here
|
||||
-- would double-fire. Android / NX need the explicit touch → click path
|
||||
-- (love-nx does not synthesize mouse for the editor the way desktop does).
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
if EditorApp and EditorApp.mousepressed then
|
||||
return EditorApp.mousepressed(x, y, 1)
|
||||
end
|
||||
return
|
||||
end
|
||||
if TouchEditor then
|
||||
-- iOS synthesizes mousepressed for the primary touch (same as the
|
||||
-- launcher); Android drives the editor through love.touch directly.
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
return TouchEditor.touchpressed(id, x, y)
|
||||
end
|
||||
if Importer then
|
||||
-- Both mobiles: FlexLove scroll needs the real touch stream. Clicks are
|
||||
-- polled inside the view; the istouch filter on mousepressed still drops
|
||||
-- Android's synthesized mouse twin so Import cannot double-fire (#553).
|
||||
return Importer:touchpressed(id, x, y, dx, dy, pressure)
|
||||
end
|
||||
Game:touchpressed(id, x, y, dx, dy, pressure)
|
||||
end
|
||||
|
||||
function love.touchmoved(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
Game:touchmoved(id, x, y)
|
||||
if TouchEditor then
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
return TouchEditor.touchmoved(id, x, y)
|
||||
end
|
||||
if Importer then
|
||||
return Importer:touchmoved(id, x, y, dx, dy, pressure)
|
||||
end
|
||||
Game:touchmoved(id, x, y, dx, dy, pressure)
|
||||
end
|
||||
|
||||
function love.touchreleased(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if Importer then return end
|
||||
Game:touchreleased(id, x, y)
|
||||
if TouchEditor then
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
return TouchEditor.touchreleased(id, x, y)
|
||||
end
|
||||
if Importer then
|
||||
return Importer:touchreleased(id, x, y, dx, dy, pressure)
|
||||
end
|
||||
Game:touchreleased(id, x, y, dx, dy, pressure)
|
||||
end
|
||||
|
||||
function love.wheelmoved(x, y)
|
||||
@@ -379,51 +691,176 @@ function love.wheelmoved(x, y)
|
||||
if EditorApp.wheelmoved then return EditorApp.wheelmoved(x, y) end
|
||||
return
|
||||
end
|
||||
if TouchEditor then return end
|
||||
if Importer then return end
|
||||
Game:wheelmoved(x, y)
|
||||
end
|
||||
|
||||
function love.mousepressed(x, y, button)
|
||||
if Importer then return Importer:mousepressed(x, y, button) end
|
||||
if editorMode and EditorApp.mousepressed then
|
||||
return EditorApp.mousepressed(x, y, button)
|
||||
end
|
||||
if mouseTouch and Game and button == 1 then
|
||||
Game:touchpressed("mouse", x, y)
|
||||
-- #781: Linux X11 multi-monitor with the primary display away from desktop
|
||||
-- (0,0): SDL's polled mouse state can come back in desktop-virtual
|
||||
-- coordinates while the event stream stays window-relative, which strands
|
||||
-- every polled consumer (launcher Kit rising-edge clicks, the pad-cursor
|
||||
-- motion yield, PadCursor) on coordinates no hit test can match. Sanitize
|
||||
-- the poll once here: remember the last window-relative event coordinates
|
||||
-- and substitute them whenever the polled value falls outside the window.
|
||||
-- Linux only -- macOS / Windows / mobile keep the stock function, and the
|
||||
-- NX launcher shim still composes because it captures whatever
|
||||
-- love.mouse.getPosition is at bridge time (_ensureNxPointerBridge).
|
||||
local eventMouseX, eventMouseY
|
||||
if love.system and love.system.getOS() == "Linux"
|
||||
and love.mouse and love.mouse.getPosition then
|
||||
local polledGetPosition = love.mouse.getPosition
|
||||
love.mouse.getPosition = function()
|
||||
local x, y = polledGetPosition()
|
||||
local w, h = love.graphics.getDimensions()
|
||||
if x < 0 or y < 0 or x > w or y > h then
|
||||
if eventMouseX then return eventMouseX, eventMouseY end
|
||||
return math.max(0, math.min(x, w)), math.max(0, math.min(y, h))
|
||||
end
|
||||
return x, y
|
||||
end
|
||||
end
|
||||
|
||||
function love.mousereleased(x, y, button)
|
||||
function love.mousepressed(x, y, button, istouch)
|
||||
if not istouch then eventMouseX, eventMouseY = x, y end
|
||||
if TouchEditor then
|
||||
-- Android primary touch already arrived via love.touchpressed; a second
|
||||
-- mouse path would double-fire Done / begin a second drag.
|
||||
if love.system.getOS() == "Android" then return end
|
||||
return TouchEditor.mousepressed(x, y, button)
|
||||
end
|
||||
if Importer then
|
||||
-- love.touchpressed already forwards the primary touch into FlexLove for
|
||||
-- scroll. LÖVE ALSO synthesizes a mouse press for that same touch; if both
|
||||
-- reached a press handler, one tap ran every launcher button twice and
|
||||
-- stacked two SAF pickers (#553). Clicks are polled inside FlexLove from
|
||||
-- love.touch / mouse.isDown, so dropping the synthesized istouch press is
|
||||
-- safe. A real mouse (DeX, Chromebook, USB) still reaches mousepressed.
|
||||
if istouch and (love.system.getOS() == "Android"
|
||||
or love.system.getOS() == "iOS") then return end
|
||||
return Importer:mousepressed(x, y, button)
|
||||
end
|
||||
if editorMode and EditorApp.mousepressed then
|
||||
-- Same Android double-fire guard: touchpressed already clicked for the
|
||||
-- save editor; a synthesized mouse press must not fire again.
|
||||
if istouch and love.system.getOS() == "Android" then return end
|
||||
return EditorApp.mousepressed(x, y, button)
|
||||
end
|
||||
if mouseTouch then
|
||||
-- the mouse is standing in for a finger: the touch path owns it, and
|
||||
-- feeding the same press back in as a mouse pointer would double it
|
||||
if Game and button == 1 then Game:touchpressed("mouse", x, y) end
|
||||
return
|
||||
end
|
||||
-- #807: a real mouse reaches gameplay as a pointer event for mods; Game
|
||||
-- drops synthesized istouch twins so a mobile touch that already arrived
|
||||
-- through love.touchpressed cannot fire twice
|
||||
if Game then Game:mousepressed(x, y, button, istouch) end
|
||||
end
|
||||
|
||||
function love.mousereleased(x, y, button, istouch)
|
||||
if TouchEditor then
|
||||
if love.system.getOS() == "Android" then return end
|
||||
return TouchEditor.mousereleased(x, y, button)
|
||||
end
|
||||
if Importer then return end
|
||||
if editorMode and EditorApp.mousereleased then
|
||||
return EditorApp.mousereleased(x, y, button)
|
||||
end
|
||||
if mouseTouch and Game and button == 1 then
|
||||
Game:touchreleased("mouse", x, y)
|
||||
if mouseTouch then
|
||||
if Game and button == 1 then Game:touchreleased("mouse", x, y) end
|
||||
return
|
||||
end
|
||||
if Game then Game:mousereleased(x, y, button, istouch) end
|
||||
end
|
||||
|
||||
function love.mousemoved(x, y)
|
||||
if editorMode or Importer then return end
|
||||
if mouseTouch and Game and love.mouse.isDown(1) then
|
||||
Game:touchmoved("mouse", x, y)
|
||||
function love.mousemoved(x, y, dx, dy, istouch)
|
||||
if not istouch then eventMouseX, eventMouseY = x, y end
|
||||
if TouchEditor then
|
||||
if love.system.getOS() == "Android" then return end
|
||||
return TouchEditor.mousemoved(x, y)
|
||||
end
|
||||
if editorMode or Importer then return end
|
||||
if mouseTouch then
|
||||
if Game and love.mouse.isDown(1) then Game:touchmoved("mouse", x, y) end
|
||||
return
|
||||
end
|
||||
if Game then Game:mousemoved(x, y, dx, dy, istouch) end
|
||||
end
|
||||
|
||||
function love.textinput(text)
|
||||
if TouchEditor then return end
|
||||
if Importer then return Importer:textinput(text) end
|
||||
if editorMode and EditorApp.textinput then
|
||||
return EditorApp.textinput(text)
|
||||
end
|
||||
end
|
||||
|
||||
-- #785: set once love.quit has routed a window close into HostShell.restart,
|
||||
-- so the follow-up quit event the restart itself raises (quit("restart") on
|
||||
-- desktop; AppImage and Android relaunch the process instead, #575) falls
|
||||
-- through to the normal shutdown below instead of restarting forever.
|
||||
local quitToLauncher = false
|
||||
|
||||
function love.quit()
|
||||
if editorMode and EditorApp.quit then
|
||||
return EditorApp.quit() -- return true to abort quit
|
||||
-- true blocks the quit (unsaved-changes prompt). A quit that proceeds
|
||||
-- must fall through to the worker shutdowns below instead of returning:
|
||||
-- the bundled editor opens from a live launcher whose update-check and
|
||||
-- fetch-pool workers are still parked in Channel:demand(), and returning
|
||||
-- here skipped their "quit" push, so the process outlived the closed
|
||||
-- window and kept the install folder locked on Windows (#727).
|
||||
if EditorApp.quit() then return true end
|
||||
end
|
||||
-- Closing the window of a running game returns to the launcher instead of
|
||||
-- exiting the app, so testing a mod does not need a relaunch every time
|
||||
-- (#785). Game is only non-nil once bootGame ran; Importer non-nil means
|
||||
-- the launcher (or its import) owns the window and its close still quits.
|
||||
-- Scripted and headless runs (autopilot, frame driver, import-only, ROM
|
||||
-- path import) keep the plain exit so they terminate as before. Nothing
|
||||
-- is saved here on purpose: a window close never wrote the save, and the
|
||||
-- restart path must be no worse than that, not quietly better.
|
||||
local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
|
||||
or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or os.getenv("POKEPORT_IMPORT_ROM")
|
||||
-- #887: a shortcut session (--game / POKEPORT_GAME) has no launcher to go
|
||||
-- back to and the restart would re-read the shortcut, so it exits instead.
|
||||
--
|
||||
-- A platform launcher that owns "return to launcher" itself (see
|
||||
-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
|
||||
-- this Lua launcher via that hook. Vanilla behavior (used when no mod
|
||||
-- claims the hook) is exactly the condition below.
|
||||
local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
|
||||
return Game and not Importer and not quitToLauncher and not scripted
|
||||
and not launchedIntoGame
|
||||
end)
|
||||
if wouldReturnToLauncher then
|
||||
quitToLauncher = true
|
||||
-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
|
||||
-- once, so the restart really does land in the launcher (#887). A failed
|
||||
-- write only costs that suppression, so it must never block the restart.
|
||||
pcall(love.filesystem.write, RELAUNCH_MARKER, "1")
|
||||
require("src.core.HostShell").restart()
|
||||
return true -- abort this quit; the restart lands back in the launcher
|
||||
end
|
||||
pcall(function()
|
||||
require("src.core.DiscordPresence").shutdown()
|
||||
end)
|
||||
-- LOVE waits for every live love.thread before the process exits, and both
|
||||
-- background workers idle in a loop that only a "quit" command breaks, so
|
||||
-- without this the process outlived the window and the next launch re-entered
|
||||
-- the dead one instead of starting fresh (#339)
|
||||
if package.loaded["src.core.ChipAudio"] then
|
||||
pcall(package.loaded["src.core.ChipAudio"].shutdown)
|
||||
end
|
||||
if package.loaded["src.update.Check"] then
|
||||
pcall(package.loaded["src.update.Check"].shutdown)
|
||||
end
|
||||
-- The launcher's fetch pool is the same story: its workers idle in
|
||||
-- Channel:demand(), which never returns on its own, so a launcher that ever
|
||||
-- touched the network would hang the process on exit (#339's shape again).
|
||||
if package.loaded["src.net.Fetch"] then
|
||||
pcall(package.loaded["src.net.Fetch"].shutdown)
|
||||
end
|
||||
end
|
||||
|
||||
function love.filedropped(file)
|
||||
@@ -461,6 +898,13 @@ function love.run()
|
||||
for name, a, b, c, d, e, f in love.event.poll() do
|
||||
if name == "quit" then
|
||||
if not love.quit or not love.quit() then
|
||||
-- Android keeps the process and its task alive after LOVE's own
|
||||
-- teardown, so the relaunched task re-enters an activity whose
|
||||
-- native main already returned; end the process outright once the
|
||||
-- love.quit hook has run (#339)
|
||||
if love.system and love.system.getOS() == "Android" then
|
||||
os.exit(a or 0)
|
||||
end
|
||||
return a or 0
|
||||
end
|
||||
end
|
||||
|
||||
@@ -50,6 +50,44 @@ chosen file under the app save directory as `picked_rom.gb`,
|
||||
from that folder on Choose / refocus; see `docs/launcher.md`. The APK payload
|
||||
itself remains data-free (no embedded ROM or generated cache).
|
||||
|
||||
### Step bridge (Pokéwalker mod)
|
||||
|
||||
`love.system.syncHealthSteps()` → `GameActivity.syncHealthSteps` (same
|
||||
JNI route as the picker: `common/android.cpp` →
|
||||
`modules/system/System.cpp` → `wrap_System.cpp`). The Java side does a
|
||||
one-shot read of the hardware `TYPE_STEP_COUNTER` sensor (cumulative
|
||||
since boot, counted by the OS whether or not any app runs), anchors the
|
||||
reading in `SharedPreferences` so a walk is never credited twice
|
||||
(a reading below the anchor means the phone rebooted → re-anchor without
|
||||
crediting), and stages the delta as `steps_pending.json` in the save
|
||||
identity dir — the same contract as the iOS `GRHealthBridge`. Nothing in
|
||||
the base game calls it; the consumer is the
|
||||
[Pokéwalker mod](https://github.com/mresnick67/Gen1ReComp-Pokewalker),
|
||||
installed as a mod `.zip` at runtime (its SYNC STEPS option defaults
|
||||
off).
|
||||
|
||||
Android 10+ gates the sensor behind the `ACTIVITY_RECOGNITION` runtime
|
||||
permission (declared in `app/src/main/AndroidManifest.xml`; keep it out
|
||||
of the build script's permission trim). The first
|
||||
`syncHealthSteps()` call shows the system prompt; on grant the sensor
|
||||
read runs immediately (`onRequestPermissionsResult`,
|
||||
`STEP_PERMISSION_REQUEST_CODE`).
|
||||
|
||||
### Network transport (mod index / mod updates)
|
||||
|
||||
`love.system.httpDownload(url, absPath [, userAgent [, accept]])` ->
|
||||
`GameActivity.httpDownload` (same JNI route as the picker and the step
|
||||
bridge: `common/android.cpp` -> `modules/system/System.cpp` ->
|
||||
`wrap_System.cpp`). Android ships no `curl`, which is what the desktop
|
||||
builds fetch the mod index, mod release lists and mod zips with, so the
|
||||
"Find mods" tab used to fail with "curl is not available on this
|
||||
platform" (#597). The Java side is a blocking `HttpsURLConnection` GET
|
||||
(https only, redirects followed by hand, body renamed into place only
|
||||
once complete) and runs on LOVE's Lua thread, never the UI thread.
|
||||
`src/core/HostShell.lua` picks the transport: curl when present,
|
||||
otherwise this bridge; an APK older than the bridge simply reports no
|
||||
transport, exactly as a missing curl does.
|
||||
|
||||
### SDK / NDK
|
||||
|
||||
love-android 11.5a expects:
|
||||
@@ -70,7 +108,11 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
|
||||
### Payload path
|
||||
|
||||
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
|
||||
`data/`, `assets/`, and `tools/rom_manifest.json`. Generated game data,
|
||||
`libs/` (the vendored FlexLove toolkit the launcher UI needs), `data/`,
|
||||
`assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
|
||||
packer verifies the Yellow manifest before it packages; if a partial source
|
||||
export omitted it, it restores the file from this checkout's Git data and then
|
||||
falls back to the project's GitHub copy. Generated game data,
|
||||
scripts, tests, and mobile build sources are excluded.
|
||||
|
||||
## Branding (applied by the build script)
|
||||
@@ -79,9 +121,9 @@ scripts, tests, and mobile build sources are excluded.
|
||||
| --- | --- |
|
||||
| `app.application_id` | `com.theboisclub.pokemonred` |
|
||||
| `app.name` | Pokemon Red |
|
||||
| `app.orientation` | `portrait` |
|
||||
| `app.orientation` | `fullUser`. This is only the manifest default: SDL requests FULL_SENSOR at window creation (resizable window, no `SDL_HINT_ORIENTATIONS`), and `GameActivity.setOrientationBis` remaps that to FULL_USER so the device's rotation lock is honoured. |
|
||||
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
|
||||
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
|
||||
| Permissions | RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH + INTERNET (link play, mod index) + ACTIVITY_RECOGNITION (step bridge) kept |
|
||||
|
||||
## Releases
|
||||
|
||||
|
||||
@@ -8,6 +8,11 @@
|
||||
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" />
|
||||
<!-- Step bridge: love.system.syncHealthSteps reads the hardware step
|
||||
counter, which Android 10+ gates behind this runtime permission.
|
||||
Requested only on the first sync call (the Pokéwalker mod's SYNC
|
||||
STEPS option); scripts/build_android.sh must not strip it. -->
|
||||
<uses-permission android:name="android.permission.ACTIVITY_RECOGNITION" />
|
||||
<!-- OpenGL ES 2.0 -->
|
||||
<uses-feature android:glEsVersion="0x00020000" />
|
||||
<!-- Touchscreen support -->
|
||||
|
||||
|
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 8.9 KiB |
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 14 KiB |