mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
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| f1950348d4 | |||
| 5603477787 | |||
| 6a9e77cde0 | |||
| 4943d3e5f4 |
@@ -18,6 +18,19 @@ body:
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game were you playing
|
||||
description: Pick every version you saw the bug in.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: dropdown
|
||||
id: os
|
||||
attributes:
|
||||
@@ -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
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 626 KiB |
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|
After Width: | Height: | Size: 582 KiB |
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|
After Width: | Height: | Size: 472 KiB |
Binary file not shown.
|
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 +22,91 @@ 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$|\.github/workflows/(ci|release)\.yml$)'; 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
|
||||
|
||||
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
|
||||
@@ -47,7 +124,7 @@ 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 +166,7 @@ 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 +214,7 @@ 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 +1,61 @@
|
||||
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"
|
||||
- name: Delete existing comment
|
||||
if: steps.artifact.outputs.pr_number != ''
|
||||
uses: izhangzhihao/delete-comment@master
|
||||
with:
|
||||
github_token: ${{ github.token }}
|
||||
delete_user_name: github-actions[bot]
|
||||
issue_number: ${{ steps.artifact.outputs.pr_number }}
|
||||
- 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 }}
|
||||
+165
-19
@@ -1,8 +1,8 @@
|
||||
name: Release
|
||||
|
||||
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, and the
|
||||
# Anbernic RG34XXSP (Stock OS 64-bit MOD / PortMaster) port on the self-hosted
|
||||
# Mac runner, and publishes them as a GitHub Release.
|
||||
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
|
||||
# IPA, and the Anbernic RG34XXSP (Stock OS 64-bit MOD / PortMaster) port on
|
||||
# the self-hosted Mac runner, and publishes them as a GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -24,6 +24,7 @@ on:
|
||||
paths-ignore:
|
||||
- '.github/**'
|
||||
- '**.md'
|
||||
- 'mobile/ios/app-repo.json'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
@@ -42,11 +43,17 @@ concurrency:
|
||||
|
||||
jobs:
|
||||
release:
|
||||
runs-on: [self-hosted, macOS]
|
||||
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@v4
|
||||
uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
fetch-tags: true
|
||||
@@ -121,6 +128,7 @@ jobs:
|
||||
echo "tag=$tag" >> "$GITHUB_OUTPUT"
|
||||
|
||||
- name: Import signing certificate into a temporary keychain
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
KEYCHAIN_PATH="$RUNNER_TEMP/pokemon-signing.keychain-db"
|
||||
@@ -170,6 +178,24 @@ jobs:
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ steps.ver.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 "${{ steps.ver.outputs.version }}"
|
||||
else
|
||||
scripts/build_ios.sh --fetch --release \
|
||||
--version "${{ steps.ver.outputs.version }}"
|
||||
fi
|
||||
|
||||
- name: Build Anbernic RG34XXSP port
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -178,6 +204,7 @@ jobs:
|
||||
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
|
||||
@@ -212,6 +239,7 @@ jobs:
|
||||
echo "Notarized + stapled ✓"
|
||||
|
||||
- name: Stage release assets
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
id: assets
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -226,6 +254,10 @@ jobs:
|
||||
[ -n "$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"
|
||||
|
||||
# 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"
|
||||
@@ -247,6 +279,7 @@ jobs:
|
||||
cat "$outdir/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
@@ -254,19 +287,37 @@ jobs:
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
tag="${{ steps.ver.outputs.tag }}"
|
||||
|
||||
# Issues this release closes, per GitHub's own "closing issues" links
|
||||
# (works for squash, rebase, and merge commits alike). Scans every
|
||||
# commit since the previous tag so a skipped release run doesn't drop
|
||||
# issues on the floor.
|
||||
# Issues this release closes. Three sources, deduped by number:
|
||||
# 1. GitHub's own "closing issues" links on every PR whose
|
||||
# commits are in the range (works for squash, rebase, and
|
||||
# merge commits alike) -- including PRs that were merged
|
||||
# into a branch this release PR is itself merging in.
|
||||
# 2. CLOSES/fixes/resolves text in those PRs' titles + bodies
|
||||
# that GitHub didn't turn into a closing link (a PR into a
|
||||
# non-default branch never gets one).
|
||||
# 3. The same text in raw commit messages, so a direct push
|
||||
# with "CLOSES #N #M" still lands in the notes.
|
||||
# Scans every commit since the previous tag so a skipped release
|
||||
# run doesn't drop issues on the floor.
|
||||
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
|
||||
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
|
||||
|
||||
closed=""
|
||||
for pr in $(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true); do
|
||||
closed+="$(gh api graphql \
|
||||
# every #N on a line that carries a closing keyword (handles the
|
||||
# multi-issue "CLOSES #1 #2 #3" form the tracker uses)
|
||||
scan_closes() {
|
||||
grep -iE '\b(close[sd]?|fix(es|ed)?|resolve[sd]?)\b' \
|
||||
| grep -oE '#[0-9]+' | tr -d '#' || true
|
||||
}
|
||||
|
||||
nums=""
|
||||
nums+=" $(git log --pretty=%B "$range" | scan_closes | tr '\n' ' ')"
|
||||
|
||||
prs="$(git log --pretty=%H "$range" \
|
||||
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
|
||||
--jq '.[].number' 2>/dev/null \
|
||||
| sort -un || true)"
|
||||
for pr in $prs; do
|
||||
nums+=" $(gh api graphql \
|
||||
-f owner="${GITHUB_REPOSITORY%/*}" \
|
||||
-f name="${GITHUB_REPOSITORY#*/}" \
|
||||
-F pr="$pr" \
|
||||
@@ -274,19 +325,48 @@ jobs:
|
||||
query($owner:String!, $name:String!, $pr:Int!) {
|
||||
repository(owner:$owner, name:$name) {
|
||||
pullRequest(number:$pr) {
|
||||
closingIssuesReferences(first:50) { nodes { number title } }
|
||||
closingIssuesReferences(first:50) { nodes { number } }
|
||||
}
|
||||
}
|
||||
}' \
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[]
|
||||
| "- #\(.number) \(.title)"' 2>/dev/null || true)"$'\n'
|
||||
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[].number' \
|
||||
2>/dev/null | grep -E '^[0-9]+$' | tr '\n' ' ' || true)"
|
||||
nums+=" $(gh api "repos/$GITHUB_REPOSITORY/pulls/$pr" \
|
||||
--jq '.title + " " + (.body // "")' 2>/dev/null \
|
||||
| scan_closes | tr '\n' ' ' || true)"
|
||||
done
|
||||
|
||||
# dedupe, drop anything that is a PR or does not exist, keep
|
||||
# titles (gh api prints the response body to stdout on an HTTP
|
||||
# error, so only a zero exit counts)
|
||||
closed=""
|
||||
for n in $(printf '%s' "$nums" | tr ' ' '\n' | grep -E '^[0-9]+$' | sort -un); do
|
||||
if title="$(gh api "repos/$GITHUB_REPOSITORY/issues/$n" \
|
||||
--jq 'if .pull_request then empty else .title end' \
|
||||
2>/dev/null)"; then
|
||||
[ -n "$title" ] && closed+="- #$n $title"$'\n'
|
||||
fi
|
||||
done
|
||||
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
|
||||
|
||||
# Everyone whose commits are in the range: GitHub login when the
|
||||
# commit is linked to an account, the raw git author name when not;
|
||||
# CI bots filtered out.
|
||||
base="${prev_tag:-$(git rev-list --max-parents=0 "$GITHUB_SHA" | tail -1)}"
|
||||
contributors="$(gh api --paginate \
|
||||
"repos/$GITHUB_REPOSITORY/compare/${base}...${GITHUB_SHA}" \
|
||||
--jq '.commits[] | if .author and .author.login
|
||||
then "@" + .author.login
|
||||
else .commit.author.name end' 2>/dev/null \
|
||||
| grep -viE '\[bot\]$' | sort -uf | sed 's/^/- /' || true)"
|
||||
|
||||
notes="Download the correct version for your computer below."
|
||||
if [ -n "$closed" ]; then
|
||||
notes+=$'\n\n## Issues closed\n\n'"$closed"
|
||||
fi
|
||||
if [ -n "$contributors" ]; then
|
||||
notes+=$'\n\n## Contributors\n\n'"$contributors"
|
||||
fi
|
||||
printf 'Release notes:\n%s\n' "$notes"
|
||||
|
||||
gh release create "$tag" \
|
||||
@@ -297,13 +377,79 @@ jobs:
|
||||
"dist/release/gen1recomp-${v}-windows.zip" \
|
||||
"dist/release/gen1recomp-${v}-linux.zip" \
|
||||
"dist/release/gen1recomp-${v}-android.apk" \
|
||||
"dist/release/gen1recomp-${v}-ios.ipa" \
|
||||
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip" \
|
||||
"dist/release/gen1recomp-${v}.love" \
|
||||
"dist/release/sha256sums.txt"
|
||||
|
||||
echo "Published release $tag"
|
||||
|
||||
- name: Update iOS app repository
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.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"
|
||||
|
||||
@@ -16,6 +16,7 @@ __pycache__/
|
||||
.*
|
||||
!.github/
|
||||
!.gitignore
|
||||
!.luacheckrc
|
||||
|
||||
# Android build outputs / local SDK path / packaged payload (keep love-android sources)
|
||||
mobile/android/app/build/
|
||||
@@ -35,3 +36,10 @@ mobile/ios/build/
|
||||
|
||||
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
||||
mobile/dist/
|
||||
|
||||
# Tiled map-editing workspace (tools/tiled_export.py). Derived from the imported
|
||||
# ROM cache exactly like data/generated/, so it is never committable.
|
||||
/build/tiled/
|
||||
|
||||
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
|
||||
mobile/ios/bundle_id.local
|
||||
|
||||
+43
@@ -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.
|
||||
@@ -1,36 +1,96 @@
|
||||
# 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.
|
||||
|
||||
### A note on Windows Defender warnings
|
||||
|
||||
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
|
||||
|
||||
|
||||
@@ -64,6 +124,17 @@ supported out of the box.
|
||||
COLORS, TILT, ZOOM, GBC FX, 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
|
||||
|
||||
**OPTIONS → RULESET** picks which set of Gen 1 battle behaviors to run.
|
||||
@@ -98,11 +169,11 @@ 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
|
||||
```
|
||||
|
||||
@@ -133,6 +204,23 @@ 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.
|
||||
|
||||
## 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>
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
@@ -150,6 +238,11 @@ 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
|
||||
@@ -180,4 +273,6 @@ 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>
|
||||
|
||||
@@ -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
|
||||
@@ -54,7 +67,10 @@ 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.
|
||||
-- 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 +86,14 @@ 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
|
||||
|
||||
+165
-151
@@ -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,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -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!",
|
||||
}),
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
}
|
||||
@@ -60,6 +60,7 @@ 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",
|
||||
}
|
||||
|
||||
|
||||
+21
-1
@@ -12,11 +12,18 @@
|
||||
-- different files can each add NPCs to the same map), and mod
|
||||
-- contributions from the map_scripts registry compose on top of it.
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local MapScripts = require("src.script.MapScripts")
|
||||
|
||||
-- OaksLab is a full Yellow rewrite (one Eevee ball + forced Pikachu);
|
||||
-- Red/Blue keep the three-starter choose flow.
|
||||
local oaksLab = GameVersion.isYellow()
|
||||
and "data.scripts.oaks_lab_yellow"
|
||||
or "data.scripts.oaks_lab"
|
||||
|
||||
for _, mapEntry in ipairs({
|
||||
{ "PALLET_TOWN", "data.scripts.pallet_town" },
|
||||
{ "OAKS_LAB", "data.scripts.oaks_lab" },
|
||||
{ "OAKS_LAB", oaksLab },
|
||||
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
|
||||
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
|
||||
}) do
|
||||
@@ -36,6 +43,19 @@ 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)
|
||||
|
||||
+62
-18
@@ -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
|
||||
@@ -285,6 +327,8 @@ return {
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
-- restore the lab theme once he's walked out, same as the Yellow port
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
|
||||
@@ -0,0 +1,308 @@
|
||||
-- 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, walk out past the
|
||||
-- player, restore the lab theme
|
||||
table.insert(rows, { "wait", 20 })
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
|
||||
-- The overworld follower itself is still an open port
|
||||
-- (docs/yellow-version.md runtime backlog); the story beat plays.
|
||||
table.insert(rows, { "play_cry", "PIKACHU" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
}
|
||||
+122
-34
@@ -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 +23,45 @@ 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
|
||||
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
|
||||
+138
-22
@@ -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 +724,48 @@ 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
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
|
||||
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
|
||||
@@ -692,13 +792,11 @@ M.SILPH_CO_11F = {
|
||||
ow:scriptMove(gio, "down", 3, function()
|
||||
gio:facePlayer(ow.player)
|
||||
ow:engageTrainer(gio, function()
|
||||
-- SilphCo11FTeamRocketLeavesScript: Giovanni leaves the floor
|
||||
-- SilphCo11FTeamRocketLeavesScript: every Silph rocket leaves
|
||||
-- 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")
|
||||
silphRocketsLeave(game, ow)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
@@ -706,28 +804,46 @@ M.SILPH_CO_11F = {
|
||||
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
|
||||
|
||||
+234
-101
@@ -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,
|
||||
},
|
||||
}
|
||||
|
||||
+180
-127
@@ -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)
|
||||
@@ -182,17 +194,16 @@ 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 +216,6 @@ 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 +243,9 @@ 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 +259,68 @@ 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 +360,38 @@ 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.
|
||||
@@ -538,45 +541,56 @@ M.GAME_CORNER = {
|
||||
end))
|
||||
end)
|
||||
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 t = game.data.text
|
||||
local function line(suffix, fallback)
|
||||
return t["_GameCornerClerk1" .. suffix]
|
||||
or t["_GameCornerClerk" .. suffix]
|
||||
or fallback
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._GameCornerClerk1DoYouNeedSomeGameCoinsText
|
||||
or "Do you need some\ngame coins?\f¥1000 for 50."), function()
|
||||
line("DoYouNeedSomeGameCoinsText",
|
||||
"Do you need some\ngame coins?\f¥1000 for 50."), function()
|
||||
game.stack:push(ChoiceBox.new(game, 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!"), done))
|
||||
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!"), done))
|
||||
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."), done))
|
||||
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!"), done))
|
||||
return
|
||||
end
|
||||
game.save.money = game.save.money - 1000
|
||||
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._GameCornerClerk1ThanksHereAre50CoinsText
|
||||
or "Thanks! Here are\nyour 50 coins!")
|
||||
line("ThanksHereAre50CoinsText",
|
||||
"Thanks! Here are\nyour 50 coins!")
|
||||
.. ("\fCOINS: %d"):format(game.save.coins), done))
|
||||
end))
|
||||
end))
|
||||
@@ -584,6 +598,13 @@ M.GAME_CORNER = {
|
||||
},
|
||||
}
|
||||
|
||||
-- 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.
|
||||
@@ -695,6 +716,16 @@ 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 +760,39 @@ 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)
|
||||
|
||||
+32
-7
@@ -37,16 +37,15 @@ local function countOwned(save)
|
||||
return n
|
||||
end
|
||||
|
||||
local function oaksAide(threshold, itemId)
|
||||
local function oaksAide(threshold, itemId, repeatText)
|
||||
return function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
local flags = game.save.flags
|
||||
local itemName = game.data.items[itemId].name
|
||||
local flag = "EVENT_GOT_" .. itemId
|
||||
if flags[flag] then
|
||||
push(game, fill(t._OaksAideComeBackText or
|
||||
"I already gave\nyou the {RAM:}!",
|
||||
{ num = threshold, ram = itemName }), done)
|
||||
push(game, t[repeatText] or
|
||||
fill("I already gave\nyou the {RAM:}!", { ram = itemName }), done)
|
||||
return
|
||||
end
|
||||
ask(game, fill(t._OaksAideHiText or
|
||||
@@ -83,13 +82,16 @@ local function oaksAide(threshold, itemId)
|
||||
end
|
||||
|
||||
M.ROUTE_2_GATE = {
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH") },
|
||||
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH",
|
||||
"_Route2GateOaksAideFlashExplanationText") },
|
||||
}
|
||||
M.ROUTE_11_GATE_2F = {
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER") },
|
||||
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER",
|
||||
"_Route11Gate2FOaksAideItemfinderDescriptionText") },
|
||||
}
|
||||
M.ROUTE_15_GATE_2F = {
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL") },
|
||||
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL",
|
||||
"_Route15Gate2FOaksAideExpAllText") },
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -169,6 +171,28 @@ local function dojoBall(species, ownBall, otherBall, askKey)
|
||||
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 +219,7 @@ M.FIGHTING_DOJO = {
|
||||
end
|
||||
return false
|
||||
end,
|
||||
onStep = dojoMasterGate,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
+32
-4
@@ -135,6 +135,9 @@ 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",
|
||||
@@ -787,8 +790,19 @@ 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 +850,19 @@ 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 +875,12 @@ 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,
|
||||
}
|
||||
|
||||
@@ -173,7 +173,46 @@ local function syncGymGatesAfterBattle(game, ow)
|
||||
applyGymGates(game, ow)
|
||||
end
|
||||
|
||||
-- Yellow's quiz-first rule (scripts/CinnabarGym.asm SuperNerd2..7): a
|
||||
-- gate guardian refuses to battle until his quiz was attempted -- a
|
||||
-- wrong answer sics him on you (the onInteract path below), a right one
|
||||
-- opens his gate; walking up and talking first just gets the room's
|
||||
-- CinnabarGymText_N lecture (Func_f2150's pointer table).
|
||||
local function yellowQuizTalk(machineIndex)
|
||||
return function(game, ow, npc, done)
|
||||
local yellow = require("src.core.GameVersion").isYellow()
|
||||
local defeated = ow:trainerDefeated(npc)
|
||||
local gateOpen = game.save.flags[gymGateFlag(machineIndex)]
|
||||
if yellow and not defeated and not gateOpen then
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t["_CinnabarGymText_" .. machineIndex]
|
||||
or "You have to take\nthe quiz first!", done))
|
||||
return
|
||||
end
|
||||
-- gate open (or Red/Blue): the ordinary trainer engagement /
|
||||
-- after-battle line, mirroring talkTo's generic trainer branch
|
||||
npc:facePlayer(ow.player)
|
||||
if not defeated then
|
||||
ow:engageTrainer(npc, done)
|
||||
return
|
||||
end
|
||||
local header = game.data:trainerHeader(ow.map.def.label, npc.def.index)
|
||||
local after = header and header.after and game.data.text[header.after]
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, after or "...", done))
|
||||
end
|
||||
end
|
||||
|
||||
M.CINNABAR_GYM = {
|
||||
talk = (function()
|
||||
local talk = {}
|
||||
for i = 1, 6 do
|
||||
talk["TEXT_CINNABARGYM_SUPER_NERD" .. (i + 1)] = yellowQuizTalk(i)
|
||||
end
|
||||
return talk
|
||||
end)(),
|
||||
onEnter = applyGymGates,
|
||||
onVictory = syncGymGatesAfterBattle,
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
|
||||
@@ -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 +1,275 @@
|
||||
-- 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" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_MtMoonJessieJamesText3" },
|
||||
{ "show_text", "_MtMoonJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "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 steps one. A loss
|
||||
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
||||
-- trigger re-arms clean.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.ROCKET_HIDEOUT_B4F = {
|
||||
talk = {
|
||||
TEXT_ROCKETHIDEOUTB4F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
TEXT_ROCKETHIDEOUTB4F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 14 or (x ~= 24 and x ~= 25) then return false end
|
||||
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
||||
-- ON_LEFT: player under James's column (25); movement data pairs
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
||||
-- column-mate walks 3, the other 1.
|
||||
local onLeft = (x == 25)
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "face_object", 3, onLeft and "right" or "down" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "lost" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText3" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "lost" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Pokemon Tower 7F (PokemonTower7FScript_60d2a..Script10): same beat
|
||||
-- one floor below Fuji, except the duo pops in BEFORE the motto and
|
||||
-- Jessie ($a=10 column) leads the walk-down; ON_LEFT ($b=11) hands the
|
||||
-- three-tile walk to James instead. On a loss vanilla only resets the
|
||||
-- script counter (the blackout warp reloads the map anyway).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_TOWER_7F = {
|
||||
talk = {
|
||||
TEXT_POKEMONTOWER7F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
TEXT_POKEMONTOWER7F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
local f = game.save.flags
|
||||
if y ~= 12 or (x ~= 10 and x ~= 11) then return false end
|
||||
if f.EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES then return false end
|
||||
local onLeft = (x == 11) -- EVENT_POKEMONTOWER_7_JESSIE_JAMES_ON_LEFT
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order
|
||||
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "face_object", 1, onLeft and "right" or "down" },
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText3" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
|
||||
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- Silph Co 11F (SilphCo11FScript_6229c..Script14): the only site where
|
||||
-- the duo starts VISIBLE (toggleable_objects.asm keeps SILPHCO11F_JAMES
|
||||
-- / _JESSIE ON), flanking Giovanni at (2,8)/(3,8), so they are talkable
|
||||
-- before the ambush (SilphCo11FJessieJamesText = the full motto). The
|
||||
-- trigger is the top row (y=3, x<4); EVENT_780/EVENT_781 pick one of
|
||||
-- three approach paths (SilphCo11FMovementData_622f5..62311, $5=up
|
||||
-- $6=left) that route James then Jessie up to the player without ever
|
||||
-- crossing the player's tile. Their duo text lives in
|
||||
-- text/SilphCo10F.asm (_SilphCoJessieJamesText*).
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.SILPH_CO_11F = {
|
||||
talk = {
|
||||
TEXT_SILPHCO11F_JESSIE = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
TEXT_SILPHCO11F_JAMES = {
|
||||
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
|
||||
},
|
||||
},
|
||||
|
||||
onStep = function(game, ow, x, y)
|
||||
if baseSilph11Step and baseSilph11Step(game, ow, x, y) then
|
||||
return true
|
||||
end
|
||||
local f = game.save.flags
|
||||
if y ~= 3 or x > 3 then return false end
|
||||
if f.EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES then return false end
|
||||
-- x==3 -> base path, x==2 -> EVENT_780 variant, x<=1 -> EVENT_781
|
||||
local jamesDirs, jamesFace, jessieDirs, jessieFace
|
||||
if x == 3 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up", "up" }, "right"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up" }, "up"
|
||||
elseif x == 2 then
|
||||
jamesDirs, jamesFace = { "up", "up", "up", "up" }, "up"
|
||||
jessieDirs, jessieFace = { "up", "up", "up", "up", "up" }, "left"
|
||||
else
|
||||
jamesDirs = { "up", "up", "left", "up", "up" }
|
||||
jamesFace = "up"
|
||||
jessieDirs = { "up", "up", "up", "left", "up", "up" }
|
||||
jessieFace = "left"
|
||||
end
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "show_text", "_SilphCoJessieJamesText1" },
|
||||
{ "face_player_dir", "down" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- James (object 4) then Jessie (object 6), Script5..Script10 order
|
||||
{ "walk_npc", 4, jamesDirs },
|
||||
{ "face_object", 4, jamesFace },
|
||||
{ "walk_npc", 6, jessieDirs },
|
||||
{ "face_object", 6, jessieFace },
|
||||
{ "show_text", "_SilphCoJessieJamesText2" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_SilphCoJessieJamesText3" },
|
||||
{ "show_text", "_SilphCoJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
{ "fade", "out" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JAMES" },
|
||||
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JESSIE" },
|
||||
{ "fade", "in" },
|
||||
{ "play_default_music" },
|
||||
{ "set_flag", "EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES" },
|
||||
}, {})
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
return M
|
||||
@@ -0,0 +1,145 @@
|
||||
-- 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). 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" },
|
||||
{ "old_man_demo" },
|
||||
{ "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
|
||||
@@ -65,6 +65,13 @@ 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
|
||||
|
||||
@@ -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).
|
||||
@@ -202,3 +202,64 @@ column, slot card below Play, when the window is too narrow for both
|
||||
(wheel, or drag on touch/desktop) clamped to their own content extent,
|
||||
recomputed every draw. The tab bar labels only the active chip so it stays
|
||||
narrow-safe, and content caps out at `~1440 * s` wide, centered.
|
||||
|
||||
The desktop window has a floor of 480x360 (`conf.lua` `minwidth`/`minheight`),
|
||||
under which the cards stop being readable at all. Mobile ignores it: those
|
||||
windows are fullscreen.
|
||||
|
||||
### Page scroll
|
||||
|
||||
Two columns fit any window the launcher is likely to open in; one stacked
|
||||
column does not. On a phone-shaped window the ROM card, SAVE FILES, Play and
|
||||
SAVE SLOT together run past the bottom, and a footer pinned to the window
|
||||
bottom painted over them with the overflow unreachable.
|
||||
|
||||
So the whole column under the tab bar -- panel, updater banner, footer --
|
||||
scrolls as one page whenever it is taller than the room below the tab bar:
|
||||
|
||||
- The strip, logo and tab bar stay pinned, so navigation is always on screen.
|
||||
Everything else draws at `contentTop - pageScroll` inside a scissor, and the
|
||||
footer is laid out downward from `footerTop` right after the content instead
|
||||
of upward from the window bottom.
|
||||
- `RomImporter.pageScrollFor(naturalH, viewportH, scroll)` is the whole
|
||||
decision, pure and pinned by `tests/engine/launcher_page_scroll.lua`. A
|
||||
window that grows back drags the offset down with it, so the page can never
|
||||
stay parked past its own end.
|
||||
- The panels report their natural height as they draw (`_drawGamePanel` and
|
||||
`_drawModsPanel` return it), so the decision reads the previous frame's
|
||||
measurement -- the same one-frame settle the two lists already rely on.
|
||||
- **One scroll axis at a time.** While the page scrolls, the panels draw
|
||||
`paged`: the slot and mod lists take their natural height, keep no inner
|
||||
scroll region and report a max of 0, so the wheel, the right stick and a drag
|
||||
all move the page and never fight a list for the same gesture. Two-column
|
||||
layouts do not overflow, `paged` stays false, and every one of these behaves
|
||||
exactly as it did before.
|
||||
- Hit testing follows the clip: `inside` (clicks) and `_ptIn` (hover) reject a
|
||||
rect that scrolled out of the viewport, so a control that slid under the tab
|
||||
bar cannot be clicked through it. Tab chips carry `pinned = true` and are
|
||||
exempt. `pageScroll` resets on a tab change, each tab being a different
|
||||
length.
|
||||
- A press on empty background pans the page, resolved in `_updateSlotDrag` like
|
||||
every other drag here.
|
||||
|
||||
### Dragging on Android
|
||||
|
||||
The launcher is handed no move events on any platform: `main.lua` forwards
|
||||
neither `touchmoved` nor `mousemoved` while it is up, which is why every drag
|
||||
here is resolved by polling inside `draw` instead. Desktop polls the mouse;
|
||||
Android used to poll nothing at all ("no reliable pointer polling" meant its
|
||||
mouse emulation), so it had no scroll gesture whatsoever -- fine while every
|
||||
scroll region was an inner list with a wheel alternative, useless the moment
|
||||
the page itself became the thing that scrolls, since a phone is exactly where
|
||||
it overflows.
|
||||
|
||||
`love.touch` is pollable, so `_pointerHold` reads the first active touch there
|
||||
and hands `_updateSlotDrag` the same (held, y) pair the mouse gives on desktop.
|
||||
Consequences:
|
||||
|
||||
- Slot rows and mod toggles ARM on press and commit on release on Android too,
|
||||
matching desktop, so a swipe that starts on a card scrolls instead of
|
||||
selecting the row it started on.
|
||||
- `touchPollable` (set once in `new`) gates all of it. Where `love.touch` is
|
||||
missing, every Android path is exactly what it was: act on press, never arm,
|
||||
no drag.
|
||||
|
||||
@@ -18,6 +18,23 @@ 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.
|
||||
|
||||
## Rendering pipelines
|
||||
|
||||
Most registries hand the engine *content*. `render_pipelines` hands it
|
||||
@@ -150,5 +167,38 @@ 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)`.
|
||||
|
||||
`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)` / `setEnabled`)
|
||||
for driving a second physical display. 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.
|
||||
|
||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||
that reach outside their permission set.
|
||||
|
||||
+182
-12
@@ -86,14 +86,20 @@ Game Boy equivalent:
|
||||
## 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**.
|
||||
through **OG RED → SGB → ADVANCED → OG → OG INV → SGB INV → CLASSIC → OG RED**
|
||||
(on Blue the first slot labels **OG BLUE**; on Yellow, **OG YELLOW**).
|
||||
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`).
|
||||
- **OG RED** / **OG BLUE**: the Game Boy Color boot-ROM look for that cart --
|
||||
one global BG palette + one OBJ palette, every map, no per-map variation
|
||||
(Red/Blue ship no CGB code, so on a GBC the boot ROM colors them globally).
|
||||
The player/NPCs keep the boot-ROM OBJ color over the terrain via the OBP
|
||||
bake + post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`, or Blue's blue/pink
|
||||
pair).
|
||||
- **OG YELLOW** (Yellow playthrough, same `ogred` save id): Pokemon Yellow's
|
||||
authentic GBC look from `CGBBasePalettes` (`data/palettes_yellow.lua`,
|
||||
sourced from pret/pokeyellow). Per-map / per-species colors, not a single
|
||||
boot-ROM ramp -- Yellow was CGB-enhanced.
|
||||
- **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".)
|
||||
@@ -137,6 +143,41 @@ effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
|
||||
its launcher because the device reports `"Linux"` while its GPU is in the
|
||||
phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
|
||||
|
||||
## Performance tier (low-end devices)
|
||||
|
||||
The Options **PERFORMANCE** row scales the port's optional presentation
|
||||
extras down for weaker hardware. The extras it governs are the three
|
||||
heaviest things the port adds on top of the original -- the whole-screen 3D
|
||||
**TILT** (transforms the entire map as a ground plane), the **GBC FX**
|
||||
post-process shader (a fullscreen pass), and survey **ZOOM** (zooming out
|
||||
renders the connected neighbor maps, a lot of extra overdraw) -- plus a hard
|
||||
FPS ceiling. None of this touches game logic, which is fixed-step off `dt`
|
||||
(`src/core/FixedStep.lua`), so every tier plays identically; they differ
|
||||
only in how much eye-candy the renderer is allowed to do.
|
||||
|
||||
| Tier | TILT | GBC FX | Survey ZOOM | Extra FPS ceiling |
|
||||
| ------------ | ---- | ------ | ----------- | ----------------- |
|
||||
| **HIGH** | on | on | on | none |
|
||||
| **BALANCED** | off | off | on | none |
|
||||
| **LOW** | off | off | off | 60 |
|
||||
| **AUTO** | picks a default from the device (below) |||
|
||||
|
||||
- **AUTO** (the default) reads the device once at boot: ARM Linux handhelds
|
||||
(e.g. the RG34XXSP) resolve to **LOW**, phones/tablets and very-low-core
|
||||
desktops to **BALANCED**, and everything else -- a normal desktop, and
|
||||
every existing `options.lua` that predates this option -- to **HIGH**,
|
||||
so the common case is unchanged. See `src/core/Performance.detect`.
|
||||
- AUTO only chooses the *default*; all four tiers are selectable, so a
|
||||
wrong guess is one row away from being overridden.
|
||||
- The clamps are applied **live** against your stored options and never
|
||||
rewrite them (`Game:applyOptions`), so a lower tier hides your TILT / GBC
|
||||
FX / ZOOM without forgetting them -- raising the tier restores exactly
|
||||
what you had. (This is why the TILT / GBC FX / ZOOM rows still show your
|
||||
saved choice on a clamped tier: it's your preference, waiting for a tier
|
||||
that can afford it.)
|
||||
- Persisted as `save.options.performance` (`auto` | `high` | `balanced` |
|
||||
`low`); unit-tested in `tests/engine/performance_tiers.lua`.
|
||||
|
||||
## Peer-to-peer link play (lua-enet)
|
||||
|
||||
Trades and link battles connect two copies of the game directly over
|
||||
@@ -151,6 +192,13 @@ 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.
|
||||
|
||||
Red, Blue, and Yellow copies link with each other, as the real cable
|
||||
does. The compatibility fingerprint hashes only data a link mode can
|
||||
actually read, so Yellow's Dragonair/Dragonite catch-rate retunes (the
|
||||
only R/B/Y link-surface difference) no longer read as different games
|
||||
(issue #511). Moving the fingerprint is a link parity change: builds
|
||||
from before this fix will refuse to pair with builds after it.
|
||||
|
||||
## Fair play in link and online matches
|
||||
|
||||
A link session is decided by the battle and nothing else, so for its
|
||||
@@ -161,10 +209,15 @@ duration:
|
||||
closes, and apply again after. Fast-forward otherwise runs one peer's
|
||||
queue faster than the peer it is locked to and drains a tournament shot
|
||||
clock faster than the opponent racing it.
|
||||
- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
|
||||
mods enabled offers to switch them all off and relaunch (mods merge at
|
||||
boot, so a restart is the only way). The restart is confirmed, not
|
||||
silent. They stay listed as disabled, ready to switch back on.
|
||||
- **Online play runs vanilla, except for your language.** Picking ONLINE
|
||||
MATCH or TOURNAMENT with mods enabled offers to switch the gameplay ones
|
||||
off and relaunch (mods merge at boot, so a restart is the only way). The
|
||||
restart is confirmed, not silent. They stay listed as disabled, ready to
|
||||
switch back on. A mod that declares itself a translation and provably
|
||||
writes nothing but text stays on: the two games hash the same link
|
||||
surface, so a Spanish install and an English one can battle and trade,
|
||||
each reading the game in its own language and naming the other player's
|
||||
party out of its own text.
|
||||
- **Only a meaningful split ends a match.** The per-turn state signature
|
||||
both peers exchange is split three ways: `actives` and `bench` carry
|
||||
species, HP, status, stat stages, PP and the rest of the party, and a
|
||||
@@ -193,6 +246,11 @@ flushes the live options. Old saves that still embed an `options` table are
|
||||
migrated once into `options.lua` on load.
|
||||
|
||||
- Music / SFX volume
|
||||
- PIKACHU VOL (0-7, Yellow only): trims Pikachu's PCM voice clips under the
|
||||
SFX level, so the follower's constant chatter, the title-screen cry and
|
||||
every in-battle "Pika!" can be pulled down (or muted at 0) without
|
||||
quieting the rest of the sound effects. The row is hidden on Red/Blue,
|
||||
which have no voice clips.
|
||||
- Music Filter
|
||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
||||
- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
|
||||
@@ -259,6 +317,21 @@ stick push hides it, the next screen touch brings it back, and unplugging
|
||||
the last controller restores it immediately. Layout re-derives from the
|
||||
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
|
||||
the overlay on and lets the mouse act as a finger (`=0` forces it off).
|
||||
|
||||
The launcher's **Touch Controls** button opens a drag editor: move each
|
||||
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
|
||||
to hide the overlay permanently (for controllers / emulation handhelds --
|
||||
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
|
||||
**Done** to save into `options.lua` as normalized window fractions so a
|
||||
different screen keeps the relative placement.
|
||||
|
||||
Portrait and landscape are edited and saved separately (#633): the editor
|
||||
follows whichever orientation is on screen, and **Reset** only clears that
|
||||
one, so a layout that works held upright does not have to double as the
|
||||
one used sideways. An `options.lua` from before this split keeps its single
|
||||
layout in both orientations until one of them is edited. In-game, Options →
|
||||
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
|
||||
|
||||
## Translation support
|
||||
|
||||
Every string the player can read is now reachable from a mod, so a
|
||||
@@ -318,8 +391,11 @@ semantics - so the two windows read as one app. Six tabs:
|
||||
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.
|
||||
cycled one id at a time through ~250 items), the configurable bag (20 slots
|
||||
by default), PC storage
|
||||
with no slot cap, and the eight badges as toggle chips. The picker, the bag
|
||||
and PC storage all scroll under the mouse wheel, so the whole catalog is
|
||||
reachable one-handed without typing a query.
|
||||
- **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,
|
||||
@@ -338,3 +414,97 @@ second, relabelling itself to `Confirm?` in between.
|
||||
|
||||
A validation pill in the tab rail mirrors what the running game would
|
||||
quarantine on load; clicking it jumps to the tab holding the first problem.
|
||||
|
||||
## Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a Tiled workspace,
|
||||
so maps can be edited in a real map editor and exported back out as a mod.
|
||||
It has its own document: docs/tiled-map-editing.md.
|
||||
|
||||
## Pokédex diploma (both versions)
|
||||
|
||||
The Celadon Mansion 3F game designer shows the dex-completion diploma
|
||||
once 150 species are owned. On Yellow, the graphic artist next to him
|
||||
then offers to print it, saving the certificate as a PNG under `prints/`
|
||||
in the save directory, and Bill's PC gains Yellow's PRINT BOX item which
|
||||
exports the current box list the same way.
|
||||
|
||||
## Pokédex printing (Yellow)
|
||||
|
||||
Yellow's Game Boy Printer PRNT option in the Pokédex side menu is stood in
|
||||
for by an image export: choosing PRNT renders the mon's entry page (sprite,
|
||||
kind, number, height/weight, dex text) to a PNG at 4x scale under
|
||||
`prints/` in the save directory, then reports the filename in a dialog.
|
||||
No printer hardware or link cable emulation involved; the file is the
|
||||
printout.
|
||||
|
||||
## Find Mods (community mod indexes)
|
||||
|
||||
A FIND MODS tab sits beside MODS in the launcher and browses a published
|
||||
mod index: a metadata-only feed listing mods that live in their authors'
|
||||
own repositories. No index ships with the launcher and none is ever added
|
||||
automatically, so the tab opens on an "Add an index" prompt until you name
|
||||
one; paste an index URL or its `owner/repo` and it is remembered in
|
||||
`options.lua`. More than one index can be added, and the listings merge.
|
||||
|
||||
## Soft reset (all versions)
|
||||
|
||||
Holding A, B, START and SELECT together restarts the game the way flicking
|
||||
a Game Boy's power switch did, dropping straight back to the title screen.
|
||||
It works from anywhere, including mid-battle, which the QUIT entry on the
|
||||
start menu cannot do: the original combo is how stationary and gift
|
||||
Pokemon get their stats rerolled without sitting through a full relaunch.
|
||||
Unsaved progress is discarded, exactly as on hardware.
|
||||
|
||||
As on the original, the four buttons have to stay held for 16 straight
|
||||
polls (better than a quarter of a second) and any direction in the mix
|
||||
cancels it, so it is hard to hit by accident -- including on the on-screen
|
||||
touch controls, where it would take four fingers held on four separate
|
||||
controls.
|
||||
|
||||
## Controls rebinding (CONTROLS screen)
|
||||
|
||||
OPTIONS -> CONTROLS lists every Game Boy button with its current keyboard
|
||||
key and controller button side by side (Z/A). Press A on a row, then press
|
||||
and release the key or pad button you want; the rebind commits on the
|
||||
release. If that input already belongs to another row, the two rows swap,
|
||||
so no button is ever stranded without an input and no input ever serves
|
||||
two buttons. Holding a second key or pad button while the first is still
|
||||
down backs out of the capture without touching a keyboard; Escape still
|
||||
cancels too. SELECT clears one row back to its default, and START resets
|
||||
every binding after a confirmation.
|
||||
|
||||
Controllers a system has no mapping for (common on Linux handhelds and
|
||||
off-brand pads) report bare button numbers rather than names. Those are
|
||||
rebindable on the same screen and show up as JOY1, JOY2 and so on in the
|
||||
controller column. Recognized controllers are read only through their
|
||||
named buttons, so a rebind on those is never shadowed by the factory
|
||||
layout underneath it.
|
||||
|
||||
## Mod profiles (#593)
|
||||
|
||||
The mod manager's PROFILES tab holds named setups. A profile remembers which
|
||||
mods are on, every mod's own options, and which save slot each game version
|
||||
plays, so swapping profiles swaps the whole playthrough and not just the mod
|
||||
list. The setup that existed before profiles shipped becomes PROFILE 1 the
|
||||
first time the manager opens.
|
||||
|
||||
EXPORT.. writes the selected profile to `profiles/<NAME>.g1rmodlist` in the
|
||||
save directory; drop a `.g1rmodlist` someone shared into that folder and
|
||||
IMPORT.. adds it. Imported profiles never overwrite an existing one (a name
|
||||
clash gets a number). Mods the shared profile names but that are not installed
|
||||
are reported when the profile is applied; installing them is still a manual
|
||||
trip through the mods list or Find Mods.
|
||||
|
||||
## Windows: no console windows on launcher actions
|
||||
|
||||
Checking for updates, browsing a mod index, adding a mod repo, installing a
|
||||
mod and picking a ROM all run a host tool (curl, PowerShell) in a child
|
||||
process. On Windows those children used to each open their own console
|
||||
window, so a session could end up buried under half a dozen of them. The
|
||||
game now claims one console for itself at boot and hides it; the children
|
||||
inherit that invisible console and nothing pops up. Nothing else changes:
|
||||
file pickers are ordinary desktop dialogs and still appear normally, and a
|
||||
run started from a terminal (`lovec.exe`, what `scripts\run.ps1` prefers)
|
||||
keeps its terminal and its printed output. Set `POKEPORT_CONSOLE=1` to opt
|
||||
out.
|
||||
|
||||
@@ -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 +1,65 @@
|
||||
# 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.
|
||||
@@ -10,7 +10,7 @@
|
||||
|
||||
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
|
||||
|
||||
local Game, EditorApp, Importer
|
||||
local Game, EditorApp, Importer, TouchEditor
|
||||
|
||||
local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
|
||||
local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
|
||||
@@ -134,11 +134,31 @@ function closeEditor()
|
||||
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
|
||||
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
|
||||
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())
|
||||
@@ -164,6 +184,11 @@ 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()
|
||||
|
||||
-- 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).
|
||||
@@ -231,19 +256,25 @@ 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).
|
||||
-- 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)
|
||||
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
|
||||
@@ -283,6 +314,7 @@ 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 +335,61 @@ 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
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:gamepadpressed(joystick, button) end
|
||||
Game:gamepadpressed(joystick, button)
|
||||
end
|
||||
|
||||
function love.gamepadreleased(joystick, button)
|
||||
if editorMode then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:gamepadreleased(joystick, button) end
|
||||
Game:gamepadreleased(joystick, button)
|
||||
end
|
||||
|
||||
function love.gamepadaxis(joystick, axis, value)
|
||||
if editorMode then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
|
||||
Game:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function love.joystickpressed(joystick, button)
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:joystickpressed(joystick, button) end
|
||||
Game:joystickpressed(joystick, button)
|
||||
end
|
||||
|
||||
function love.joystickreleased(joystick, button)
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:joystickreleased(joystick, button) end
|
||||
Game:joystickreleased(joystick, button)
|
||||
end
|
||||
|
||||
function love.joystickaxis(joystick, axis, value)
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:joystickaxis(joystick, axis, value) end
|
||||
Game:joystickaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function love.joystickhat(joystick, hat, direction)
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return Importer:joystickhat(joystick, hat, direction) end
|
||||
Game:joystickhat(joystick, hat, direction)
|
||||
end
|
||||
|
||||
function love.joystickremoved(joystick)
|
||||
if editorMode then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return end
|
||||
Game:joystickremoved(joystick)
|
||||
end
|
||||
@@ -341,7 +398,7 @@ 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
|
||||
if Importer.focus then Importer:focus(f) end
|
||||
return
|
||||
@@ -351,25 +408,50 @@ end
|
||||
|
||||
-- v is true when the window becomes visible again, false on minimize.
|
||||
function love.visible(v)
|
||||
if editorMode then return end
|
||||
if editorMode or TouchEditor then return end
|
||||
if Importer then return end
|
||||
Game:visible(v)
|
||||
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
|
||||
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
|
||||
-- iOS: LÖVE already synthesizes a mousepressed for the primary touch,
|
||||
-- and love.mousepressed below forwards that to the Importer, so
|
||||
-- forwarding here too fires every launcher button twice per tap. The
|
||||
-- resulting double-present was fatal for the document picker: the
|
||||
-- second sheet stole the first one's weakly-held delegate, so picking
|
||||
-- a file silently did nothing. Android keeps the forward for upstream
|
||||
-- parity (its SAF picker is a separate activity and tolerates the
|
||||
-- re-launch).
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
return Importer:mousepressed(x, y, 1)
|
||||
end
|
||||
Game:touchpressed(id, x, y)
|
||||
end
|
||||
|
||||
function love.touchmoved(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if TouchEditor then
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
return TouchEditor.touchmoved(id, x, y)
|
||||
end
|
||||
if Importer then return end
|
||||
Game:touchmoved(id, x, y)
|
||||
end
|
||||
|
||||
function love.touchreleased(id, x, y, dx, dy, pressure)
|
||||
if editorMode then return end
|
||||
if TouchEditor then
|
||||
if love.system.getOS() == "iOS" then return end
|
||||
return TouchEditor.touchreleased(id, x, y)
|
||||
end
|
||||
if Importer then return end
|
||||
Game:touchreleased(id, x, y)
|
||||
end
|
||||
@@ -379,12 +461,36 @@ 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
|
||||
function love.mousepressed(x, y, button, istouch)
|
||||
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
|
||||
-- The same double-fire TouchEditor guards against, which the launcher was
|
||||
-- missing: love.touchpressed above forwards the primary touch to the
|
||||
-- Importer on Android, and LÖVE ALSO synthesizes a mouse press for that
|
||||
-- same touch, so one tap ran every launcher button twice. On Import that
|
||||
-- meant two choose() calls and two stacked SAF picker activities: the
|
||||
-- player picked their ROM, the top picker closed, and the second was still
|
||||
-- underneath asking for it again, which is the "import the file twice"
|
||||
-- in #553. Filtering on istouch keeps a real mouse (DeX, a Chromebook, a
|
||||
-- USB mouse) working, which an Android-wide return would have broken.
|
||||
--
|
||||
-- ANDROID ONLY, and the OS test is load bearing: love.touchpressed above
|
||||
-- returns early on iOS and never forwards, so there the synthesized mouse
|
||||
-- press is the ONLY event the launcher gets. Filtering istouch on both
|
||||
-- killed every tap on iOS outright.
|
||||
if istouch and love.system.getOS() == "Android" then return end
|
||||
return Importer:mousepressed(x, y, button)
|
||||
end
|
||||
if editorMode and EditorApp.mousepressed then
|
||||
return EditorApp.mousepressed(x, y, button)
|
||||
end
|
||||
@@ -394,6 +500,10 @@ function love.mousepressed(x, y, button)
|
||||
end
|
||||
|
||||
function love.mousereleased(x, y, button)
|
||||
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)
|
||||
@@ -404,6 +514,10 @@ function love.mousereleased(x, y, button)
|
||||
end
|
||||
|
||||
function love.mousemoved(x, y)
|
||||
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 and Game and love.mouse.isDown(1) then
|
||||
Game:touchmoved("mouse", x, y)
|
||||
@@ -411,6 +525,7 @@ function love.mousemoved(x, y)
|
||||
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)
|
||||
@@ -424,6 +539,16 @@ function love.quit()
|
||||
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
|
||||
end
|
||||
|
||||
function love.filedropped(file)
|
||||
@@ -461,6 +586,13 @@ 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
|
||||
|
||||
+44
-3
@@ -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 +108,10 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
|
||||
### Payload path
|
||||
|
||||
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
|
||||
`data/`, `assets/`, and `tools/rom_manifest.json`. Generated game data,
|
||||
`data/`, `assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
|
||||
packer verifies the Yellow manifest before it packages; if a partial source
|
||||
export omitted it, it restores the file from this checkout's Git data and then
|
||||
falls back to the project's GitHub copy. Generated game data,
|
||||
scripts, tests, and mobile build sources are excluded.
|
||||
|
||||
## Branding (applied by the build script)
|
||||
@@ -79,9 +120,9 @@ 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 -->
|
||||
|
||||
@@ -219,6 +219,75 @@ bool showCreateDocument(const char *suggestedName)
|
||||
return result;
|
||||
}
|
||||
|
||||
bool syncHealthSteps()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "syncHealthSteps", "()Z");
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool restartApp()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
// Old APK / new liblove skew: fail soft so HostShell.restart can fall
|
||||
// back to a clean quit instead of aborting on a missing method (#575).
|
||||
jmethodID method = env->GetStaticMethodID(activity, "restartApp", "()Z");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Does not return on success: the Java side exits the process.
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept)
|
||||
{
|
||||
if (url == nullptr || destPath == nullptr)
|
||||
return false;
|
||||
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
// Old APK / new liblove skew: report "no transport" the same way a
|
||||
// missing curl does, instead of aborting on a missing method (#597).
|
||||
jmethodID method = env->GetStaticMethodID(activity, "httpDownload",
|
||||
"(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return false;
|
||||
}
|
||||
|
||||
jstring jurl = env->NewStringUTF(url);
|
||||
jstring jdest = env->NewStringUTF(destPath);
|
||||
jstring jua = env->NewStringUTF(userAgent != nullptr ? userAgent : "gen1recomp");
|
||||
jstring jaccept = accept != nullptr ? env->NewStringUTF(accept) : nullptr;
|
||||
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jurl, jdest, jua, jaccept);
|
||||
|
||||
env->DeleteLocalRef(jurl);
|
||||
env->DeleteLocalRef(jdest);
|
||||
env->DeleteLocalRef(jua);
|
||||
if (jaccept != nullptr)
|
||||
env->DeleteLocalRef(jaccept);
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
@@ -851,4 +920,51 @@ const char *getArg0()
|
||||
} // android
|
||||
} // love
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
int love_android_secondary_ready()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID m = env->GetStaticMethodID(activity, "hasSecondaryDisplay", "()Z");
|
||||
jboolean ready = JNI_FALSE;
|
||||
if (m)
|
||||
ready = env->CallStaticBooleanMethod(activity, m);
|
||||
else
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return ready ? 1 : 0;
|
||||
}
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
void love_android_push_secondary(const void *rgba, int w, int h)
|
||||
{
|
||||
if (!rgba || w <= 0 || h <= 0)
|
||||
return;
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID m = env->GetStaticMethodID(activity, "updateSecondaryFrame", "(Ljava/nio/ByteBuffer;II)V");
|
||||
if (m)
|
||||
{
|
||||
jobject buf = env->NewDirectByteBuffer((void*) rgba, (jlong) w * (jlong) h * 4);
|
||||
env->CallStaticVoidMethod(activity, m, buf, w, h);
|
||||
env->DeleteLocalRef(buf);
|
||||
}
|
||||
else
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
void love_android_secondary_enable(int on)
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID m = env->GetStaticMethodID(activity, "setSecondaryEnabled", "(Z)V");
|
||||
if (m)
|
||||
env->CallStaticVoidMethod(activity, m, on ? JNI_TRUE : JNI_FALSE);
|
||||
else
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
#endif // LOVE_ANDROID
|
||||
|
||||
@@ -74,6 +74,30 @@ bool showFilePicker(const char *destFilename = nullptr);
|
||||
**/
|
||||
bool showCreateDocument(const char *suggestedName = nullptr);
|
||||
|
||||
/**
|
||||
* Pokéwalker step bridge: asks GameActivity to read the hardware step
|
||||
* counter and stage steps_pending.json in the save identity dir (see
|
||||
* GameActivity.syncHealthSteps). Returns whether a sync could start.
|
||||
*/
|
||||
bool syncHealthSteps();
|
||||
|
||||
/**
|
||||
* Full process relaunch (GameActivity.restartApp): schedules the app's
|
||||
* launch intent and kills the process, because the in-process
|
||||
* quit("restart") loop double-inits physfs and crashes (#575). On success
|
||||
* the process dies inside the Java call and this never returns; false
|
||||
* means the relaunch could not be scheduled.
|
||||
**/
|
||||
bool restartApp();
|
||||
|
||||
/**
|
||||
* Blocking HTTPS GET into destPath (GameActivity.httpDownload). Android has
|
||||
* no curl binary, so this is the transport src/core/HostShell.lua uses there
|
||||
* for the mod index and mod updates (#597). userAgent / accept may be null.
|
||||
* Returns whether a complete file was written.
|
||||
**/
|
||||
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -212,6 +212,38 @@ bool System::createFile(const char *suggestedName) const
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::syncHealthSteps() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::syncHealthSteps();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::restartApp() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::restartApp();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::httpDownload(const char *url, const char *destPath,
|
||||
const char *userAgent, const char *accept) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::httpDownload(url, destPath, userAgent, accept);
|
||||
#else
|
||||
LOVE_UNUSED(url);
|
||||
LOVE_UNUSED(destPath);
|
||||
LOVE_UNUSED(userAgent);
|
||||
LOVE_UNUSED(accept);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -127,6 +127,28 @@ public:
|
||||
**/
|
||||
virtual bool createFile(const char *suggestedName = nullptr) const;
|
||||
|
||||
/**
|
||||
* Pokéwalker: stage pending real-world steps (steps_pending.json in the
|
||||
* save dir) from the platform step source. Android-only; false elsewhere.
|
||||
*/
|
||||
virtual bool syncHealthSteps() const;
|
||||
|
||||
/**
|
||||
* Relaunches the whole app with a fresh process (Android only; false
|
||||
* elsewhere). The in-process love.event.quit("restart") double-inits
|
||||
* physfs on Android and crashes, so src/core/HostShell.lua calls this
|
||||
* instead (#575). Does not return on success -- the process exits.
|
||||
**/
|
||||
virtual bool restartApp() const;
|
||||
|
||||
/**
|
||||
* Blocking HTTPS GET into an absolute host path (Android only; false
|
||||
* elsewhere). Android has no curl, which is what every other platform
|
||||
* fetches the mod index with (#597).
|
||||
**/
|
||||
virtual bool httpDownload(const char *url, const char *destPath,
|
||||
const char *userAgent = nullptr, const char *accept = nullptr) const;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -109,6 +109,30 @@ int w_createFile(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_syncHealthSteps(lua_State *L)
|
||||
{
|
||||
luax_pushboolean(L, instance()->syncHealthSteps());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_restartApp(lua_State *L)
|
||||
{
|
||||
// Does not return on success: GameActivity.restartApp exits the process
|
||||
// after scheduling the relaunch (#575).
|
||||
luax_pushboolean(L, instance()->restartApp());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_httpDownload(lua_State *L)
|
||||
{
|
||||
const char *url = luaL_checkstring(L, 1);
|
||||
const char *dest = luaL_checkstring(L, 2);
|
||||
const char *ua = luaL_optstring(L, 3, nullptr);
|
||||
const char *accept = luaL_optstring(L, 4, nullptr);
|
||||
luax_pushboolean(L, instance()->httpDownload(url, dest, ua, accept));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_hasBackgroundMusic(lua_State *L)
|
||||
{
|
||||
lua_pushboolean(L, instance()->hasBackgroundMusic());
|
||||
@@ -126,6 +150,9 @@ static const luaL_Reg functions[] =
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "createFile", w_createFile },
|
||||
{ "syncHealthSteps", w_syncHealthSteps },
|
||||
{ "restartApp", w_restartApp },
|
||||
{ "httpDownload", w_httpDownload },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -31,22 +31,34 @@ import java.io.FileOutputStream;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.io.OutputStream;
|
||||
import java.net.HttpURLConnection;
|
||||
import java.net.URL;
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
import android.Manifest;
|
||||
import android.app.AlarmManager;
|
||||
import android.app.AlertDialog;
|
||||
import android.app.PendingIntent;
|
||||
import android.content.Context;
|
||||
import android.content.DialogInterface;
|
||||
import android.content.Intent;
|
||||
import android.content.SharedPreferences;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.content.pm.ApplicationInfo;
|
||||
import android.content.res.AssetManager;
|
||||
import android.hardware.Sensor;
|
||||
import android.hardware.SensorEvent;
|
||||
import android.hardware.SensorEventListener;
|
||||
import android.hardware.SensorManager;
|
||||
import android.media.AudioManager;
|
||||
import android.net.Uri;
|
||||
import android.os.Bundle;
|
||||
import android.os.Environment;
|
||||
import android.os.Handler;
|
||||
import android.os.Looper;
|
||||
import android.os.Vibrator;
|
||||
import android.util.Log;
|
||||
import android.util.DisplayMetrics;
|
||||
@@ -66,6 +78,8 @@ public class GameActivity extends SDLActivity {
|
||||
public static final int RECORD_AUDIO_REQUEST_CODE = 3;
|
||||
public static final int FILE_PICKER_REQUEST_CODE = 4;
|
||||
public static final int FILE_CREATE_REQUEST_CODE = 5;
|
||||
public static final int STEP_PERMISSION_REQUEST_CODE = 6;
|
||||
public static final int RESTART_REQUEST_CODE = 7;
|
||||
/** @deprecated Prefer FILE_PICKER_REQUEST_CODE; kept for older call sites. */
|
||||
public static final int ROM_PICKER_REQUEST_CODE = FILE_PICKER_REQUEST_CODE;
|
||||
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked file
|
||||
@@ -78,8 +92,31 @@ public class GameActivity extends SDLActivity {
|
||||
private static final String PICKED_SAVE_FILENAME = "picked_save.sav";
|
||||
private static final String PENDING_EXPORT_FILENAME = "pending_export.sav";
|
||||
private static final String EXPORT_DONE_FILENAME = "export_done.flag";
|
||||
// Written when a SAF pick cannot be read at all, with the destination
|
||||
// basename as its body, so RomImporter:focus can say so in the launcher
|
||||
// instead of leaving the player on "No ROM imported" (issue #442).
|
||||
private static final String PICK_ERROR_FILENAME = "pick_error.flag";
|
||||
// Step bridge (love.system.syncHealthSteps): pending-steps delivery
|
||||
// consumed by the Pokéwalker mod, same contract as the iOS
|
||||
// GRHealthBridge. Steps come from the hardware TYPE_STEP_COUNTER
|
||||
// (cumulative since boot, counted by the OS whether or not any app is
|
||||
// running), anchored in SharedPreferences so a walk is never credited
|
||||
// twice.
|
||||
private static final String PENDING_STEPS_FILENAME = "steps_pending.json";
|
||||
private static final String STEP_PREFS = "pokewalker_steps";
|
||||
private static final String STEP_PREF_ANCHOR = "anchor";
|
||||
private static final String STEP_PREF_ANCHOR_WALLTIME = "anchor_walltime";
|
||||
private static final long STEP_MAX_PER_SYNC = 50000;
|
||||
// Destination basename for the in-flight SAF pick (set by showFilePicker).
|
||||
// Saved/restored across instance state: the picker is a separate activity
|
||||
// and Android may destroy this one while it is up (memory pressure, or
|
||||
// "Don't keep activities"). A recreated instance still receives
|
||||
// onActivityResult, so without this a mod or save pick came back with the
|
||||
// field reset and was filed as picked_rom.gb, which Lua then rejected as a
|
||||
// bad ROM instead of installing it (#553).
|
||||
private String pendingPickFilename = PICKED_ROM_FILENAME;
|
||||
private static final String STATE_PENDING_PICK = "pendingPickFilename";
|
||||
private static final String STATE_PENDING_CREATE = "pendingCreateSuggestedName";
|
||||
// Suggested download name for the in-flight SAF create (set by showCreateDocument).
|
||||
private String pendingCreateSuggestedName = "export.sav";
|
||||
private static boolean immersiveActive = false;
|
||||
@@ -144,6 +181,14 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
|
||||
super.onCreate(savedInstanceState);
|
||||
if (savedInstanceState != null) {
|
||||
// Restore the in-flight SAF destinations, so a pick that returns to
|
||||
// a recreated activity still lands under the basename it asked for.
|
||||
String pick = savedInstanceState.getString(STATE_PENDING_PICK);
|
||||
if (pick != null) pendingPickFilename = pick;
|
||||
String create = savedInstanceState.getString(STATE_PENDING_CREATE);
|
||||
if (create != null) pendingCreateSuggestedName = create;
|
||||
}
|
||||
metrics = getResources().getDisplayMetrics();
|
||||
|
||||
// Set low-latency audio values
|
||||
@@ -291,12 +336,62 @@ public class GameActivity extends SDLActivity {
|
||||
Log.d("GameActivity", "Cancelling vibration");
|
||||
vibrator.cancel();
|
||||
}
|
||||
teardownSecondaryDisplay();
|
||||
super.onPause();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onResume() {
|
||||
super.onResume();
|
||||
setupSecondaryDisplay();
|
||||
}
|
||||
|
||||
/**
|
||||
* SDL decides the activity's requested orientation at window creation
|
||||
* (SDLActivity.setOrientationBis). With a resizable window and no
|
||||
* SDL_HINT_ORIENTATIONS -- exactly what conf.lua produces on Android --
|
||||
* it asks for SCREEN_ORIENTATION_FULL_SENSOR, and that request overrides
|
||||
* the android:screenOrientation="fullUser" set in the manifest. The
|
||||
* *_SENSOR constants follow the accelerometer even when the player has
|
||||
* turned auto-rotate off, so the game kept rotating on a device whose
|
||||
* rotation was locked.
|
||||
*
|
||||
* Remap SDL's choice onto the matching *_USER constant, which allows the
|
||||
* same orientations but defers to the system rotation setting. Applied
|
||||
* after super so SDL keeps deciding *which* orientations the window may
|
||||
* take; this only changes who breaks the tie, the sensor or the player.
|
||||
*/
|
||||
@Override
|
||||
public void setOrientationBis(int w, int h, boolean resizable, String hint) {
|
||||
super.setOrientationBis(w, h, resizable, hint);
|
||||
|
||||
// The *_USER constants only exist from API 18; below that the sensor
|
||||
// ones are all there is, so leave SDL's request alone.
|
||||
if (android.os.Build.VERSION.SDK_INT < 18) {
|
||||
return;
|
||||
}
|
||||
|
||||
int requested = getRequestedOrientation();
|
||||
int userRequested;
|
||||
switch (requested) {
|
||||
case ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR:
|
||||
userRequested = ActivityInfo.SCREEN_ORIENTATION_FULL_USER;
|
||||
break;
|
||||
case ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE:
|
||||
userRequested = ActivityInfo.SCREEN_ORIENTATION_USER_LANDSCAPE;
|
||||
break;
|
||||
case ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT:
|
||||
userRequested = ActivityInfo.SCREEN_ORIENTATION_USER_PORTRAIT;
|
||||
break;
|
||||
default:
|
||||
// SENSOR / plain LANDSCAPE / PORTRAIT etc: either already
|
||||
// explicit or never produced by setOrientationBis.
|
||||
return;
|
||||
}
|
||||
|
||||
Log.d("GameActivity", "requestedOrientation " + requested + " -> " + userRequested
|
||||
+ " (honour the device rotation lock)");
|
||||
setRequestedOrientation(userRequested);
|
||||
}
|
||||
|
||||
@Keep
|
||||
@@ -357,15 +452,23 @@ public class GameActivity extends SDLActivity {
|
||||
* Shows the system document picker (Storage Access Framework) so the
|
||||
* player can pick a ROM / mod / save from anywhere (Downloads, Drive,
|
||||
* etc.) without needing to know where the app's external files folder
|
||||
* is. Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
|
||||
* arrives later in onActivityResult, not synchronously here.
|
||||
* is. The picked file (if any) arrives later in onActivityResult, not
|
||||
* synchronously here.
|
||||
*
|
||||
* API 21+ uses ACTION_OPEN_DOCUMENT; API 16-20 uses an ACTION_GET_CONTENT
|
||||
* chooser instead. Below 19 OPEN_DOCUMENT does not exist, and on 19/20
|
||||
* the stock DocumentsUI is unreliable -- it launches and then hands back
|
||||
* RESULT_CANCELED with no data, which onActivityResult cannot tell apart
|
||||
* from the player cancelling (#584). GET_CONTENT lets any installed file
|
||||
* manager serve the pick, and both intents return the same content:// or
|
||||
* file:// URI shapes, so the result path in onActivityResult stays
|
||||
* picker-agnostic and unchanged.
|
||||
*
|
||||
* @param destFilename basename under the app save identity (e.g.
|
||||
* picked_rom.gb, picked_mod.zip, picked_save.sav)
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showFilePicker(String destFilename) {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (destFilename == null || destFilename.length() == 0) {
|
||||
@@ -379,11 +482,26 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
|
||||
self.pendingPickFilename = destFilename;
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
if (android.os.Build.VERSION.SDK_INT >= 21) {
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
// Some OEM / TV builds ship without DocumentsUI; fall through
|
||||
// to the GET_CONTENT chooser below instead of giving up (#584).
|
||||
Log.d("GameActivity", "could not open document picker: " + e.getMessage());
|
||||
}
|
||||
}
|
||||
Intent intent = new Intent(Intent.ACTION_GET_CONTENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
|
||||
self.startActivityForResult(
|
||||
Intent.createChooser(intent, "Choose a file"),
|
||||
FILE_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open file picker: " + e.getMessage());
|
||||
@@ -409,14 +527,127 @@ public class GameActivity extends SDLActivity {
|
||||
return showFilePicker(PICKED_SAVE_FILENAME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Relaunches the whole app for love.system.restartApp, used by
|
||||
* src/core/HostShell.lua when a mod toggle needs a cold boot (#575).
|
||||
* love.event.quit("restart") re-runs LOVE's boot inside the same
|
||||
* process, and the second love.filesystem.init throws once physfs
|
||||
* failed to deinit ("already initialized"), killing the app. Instead
|
||||
* we hand our launch intent to AlarmManager and then exit the process:
|
||||
* the alarm lives in system_server, so it survives our death and
|
||||
* cannot race the exit the way a plain startActivity right before
|
||||
* Runtime.exit can on some OEMs, and the dead process guarantees no
|
||||
* native (physfs / SDL / JNI) state leaks into the fresh run.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean restartApp() {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
try {
|
||||
Context context = self.getApplicationContext();
|
||||
Intent intent = context.getPackageManager()
|
||||
.getLaunchIntentForPackage(context.getPackageName());
|
||||
if (intent == null) return false;
|
||||
intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP | Intent.FLAG_ACTIVITY_NEW_TASK);
|
||||
int pendingFlags = PendingIntent.FLAG_CANCEL_CURRENT;
|
||||
if (android.os.Build.VERSION.SDK_INT >= 23) {
|
||||
// Mandatory mutability flag on API 31+; harmless from 23 up.
|
||||
pendingFlags |= PendingIntent.FLAG_IMMUTABLE;
|
||||
}
|
||||
PendingIntent pending = PendingIntent.getActivity(
|
||||
context, RESTART_REQUEST_CODE, intent, pendingFlags);
|
||||
AlarmManager alarm = (AlarmManager) context.getSystemService(Context.ALARM_SERVICE);
|
||||
if (alarm == null) return false;
|
||||
alarm.set(AlarmManager.RTC, System.currentTimeMillis() + 250, pending);
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not schedule restart: " + e.getMessage());
|
||||
return false;
|
||||
}
|
||||
Runtime.getRuntime().exit(0);
|
||||
return true; // unreachable, but keeps the JNI signature honest
|
||||
}
|
||||
|
||||
/**
|
||||
* Blocking HTTPS GET into destPath, exposed as love.system.httpDownload
|
||||
* and used by src/core/HostShell.lua. Android ships no curl binary, so
|
||||
* every remote fetch the desktop builds do with curl (mod index feeds,
|
||||
* mod release lists, mod zips, thumbnails) comes through here (#597).
|
||||
* Runs on LOVE's Lua thread, never the UI thread, so the platform's
|
||||
* network-on-main-thread rule is not in play and a blocking call matches
|
||||
* the curl semantics the Lua callers already expect.
|
||||
*
|
||||
* Redirects are followed by hand because HttpURLConnection silently drops
|
||||
* a redirect that changes protocol, and only https is accepted: the feeds
|
||||
* live on GitHub Pages / raw and a downgrade to http must fail, not fetch.
|
||||
* The body lands in a .part file and is renamed only once complete, so a
|
||||
* dropped connection can never leave a half file the caller trusts.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
|
||||
if (url == null || destPath == null) return false;
|
||||
HttpURLConnection conn = null;
|
||||
File tmp = new File(destPath + ".part");
|
||||
try {
|
||||
String current = url;
|
||||
for (int hop = 0; hop < 5; hop++) {
|
||||
URL parsed = new URL(current);
|
||||
if (!"https".equalsIgnoreCase(parsed.getProtocol())) return false;
|
||||
conn = (HttpURLConnection) parsed.openConnection();
|
||||
conn.setInstanceFollowRedirects(false);
|
||||
conn.setConnectTimeout(15000);
|
||||
conn.setReadTimeout(60000);
|
||||
conn.setRequestProperty("User-Agent",
|
||||
userAgent == null ? "gen1recomp" : userAgent);
|
||||
if (accept != null) conn.setRequestProperty("Accept", accept);
|
||||
int code = conn.getResponseCode();
|
||||
if (code == 301 || code == 302 || code == 303 || code == 307 || code == 308) {
|
||||
String next = conn.getHeaderField("Location");
|
||||
conn.disconnect();
|
||||
conn = null;
|
||||
if (next == null) return false;
|
||||
current = new URL(parsed, next).toString();
|
||||
continue;
|
||||
}
|
||||
if (code < 200 || code > 299) return false;
|
||||
InputStream in = new BufferedInputStream(conn.getInputStream());
|
||||
OutputStream out = new BufferedOutputStream(new FileOutputStream(tmp));
|
||||
try {
|
||||
byte[] buf = new byte[16384];
|
||||
int n;
|
||||
while ((n = in.read(buf)) > 0) out.write(buf, 0, n);
|
||||
} finally {
|
||||
try { out.close(); } catch (IOException ignored) {}
|
||||
try { in.close(); } catch (IOException ignored) {}
|
||||
}
|
||||
File dest = new File(destPath);
|
||||
dest.delete();
|
||||
if (!tmp.renameTo(dest)) return false;
|
||||
return dest.length() > 0;
|
||||
}
|
||||
return false;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "httpDownload failed: " + e.getMessage());
|
||||
return false;
|
||||
} finally {
|
||||
if (conn != null) conn.disconnect();
|
||||
if (tmp.exists()) tmp.delete();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows ACTION_CREATE_DOCUMENT so the player can save a staged export
|
||||
* (pending_export.sav in the app save identity) to Downloads / Drive /
|
||||
* etc. Suggested name is the dialog's default filename.
|
||||
*
|
||||
* CREATE_DOCUMENT does not exist below API 19 and has no pre-SAF
|
||||
* equivalent, so unlike showFilePicker this stays 19+ (#584); the false
|
||||
* return degrades on the Lua side (RomImporter export) to "Exported
|
||||
* inside the app folder", which is the correct pre-KitKat behavior.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showCreateDocument(String suggestedName) {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
// (see showFilePicker for why the import side got a pre-19 path)
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (suggestedName == null || suggestedName.length() == 0) {
|
||||
@@ -452,6 +683,171 @@ public class GameActivity extends SDLActivity {
|
||||
return new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
|
||||
}
|
||||
|
||||
/** Drops a small flag file in the save identity for Lua to consume on focus. */
|
||||
private void writeSaveDirFlag(String name, String body) {
|
||||
try {
|
||||
FileOutputStream fos = new FileOutputStream(new File(saveIdentityDir(), name), false);
|
||||
fos.write(body.getBytes());
|
||||
fos.close();
|
||||
} catch (IOException e) {
|
||||
Log.d("GameActivity", "could not write " + name + ": " + e.getMessage());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Step sync, called from Lua as love.system.syncHealthSteps()
|
||||
* (see modules/system/wrap_System.cpp). Asynchronous like the picker:
|
||||
* returns whether a sync could be started; the result lands later as
|
||||
* steps_pending.json in the save identity dir, where the Pokéwalker
|
||||
* mod's poll consumes it.
|
||||
*
|
||||
* Android 10+ gates the step counter behind the ACTIVITY_RECOGNITION
|
||||
* runtime permission; the first call shows the system prompt and a later
|
||||
* sync (the mod retries on save load / option change) delivers.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean syncHealthSteps() {
|
||||
final GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (android.os.Build.VERSION.SDK_INT >= 29
|
||||
&& ActivityCompat.checkSelfPermission(self,
|
||||
Manifest.permission.ACTIVITY_RECOGNITION)
|
||||
!= PackageManager.PERMISSION_GRANTED) {
|
||||
self.runOnUiThread(new Runnable() {
|
||||
@Override
|
||||
public void run() {
|
||||
ActivityCompat.requestPermissions(self,
|
||||
new String[]{Manifest.permission.ACTIVITY_RECOGNITION},
|
||||
STEP_PERMISSION_REQUEST_CODE);
|
||||
}
|
||||
});
|
||||
return true;
|
||||
}
|
||||
self.startStepSensorRead();
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* One-shot read of the cumulative hardware step counter. The sensor
|
||||
* usually reports its cached value moments after registration; some
|
||||
* devices hold the event until the next physical step, so the listener
|
||||
* is given 20 seconds before being torn down (the next sync retries).
|
||||
*/
|
||||
private void startStepSensorRead() {
|
||||
final SensorManager manager =
|
||||
(SensorManager) getSystemService(Context.SENSOR_SERVICE);
|
||||
if (manager == null) return;
|
||||
Sensor counter = manager.getDefaultSensor(Sensor.TYPE_STEP_COUNTER);
|
||||
if (counter == null) {
|
||||
Log.d("GameActivity", "no step counter sensor on this device");
|
||||
return;
|
||||
}
|
||||
final SensorEventListener listener = new SensorEventListener() {
|
||||
private boolean delivered = false;
|
||||
|
||||
@Override
|
||||
public void onSensorChanged(SensorEvent event) {
|
||||
if (delivered || event.values.length == 0) return;
|
||||
delivered = true;
|
||||
manager.unregisterListener(this);
|
||||
deliverSteps((long) event.values[0]);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onAccuracyChanged(Sensor sensor, int accuracy) {
|
||||
}
|
||||
};
|
||||
if (!manager.registerListener(listener, counter,
|
||||
SensorManager.SENSOR_DELAY_NORMAL)) {
|
||||
Log.d("GameActivity", "step counter listener registration failed");
|
||||
return;
|
||||
}
|
||||
new Handler(Looper.getMainLooper()).postDelayed(new Runnable() {
|
||||
@Override
|
||||
public void run() {
|
||||
// No-op if the listener already delivered and unregistered.
|
||||
manager.unregisterListener(listener);
|
||||
}
|
||||
}, 20000);
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a cumulative counter reading into pending steps. The counter
|
||||
* resets to zero on reboot: a reading below the stored anchor re-anchors
|
||||
* without crediting (steps walked between the reboot and this sync are
|
||||
* lost, which errs on the honest side).
|
||||
*/
|
||||
private void deliverSteps(long counterNow) {
|
||||
SharedPreferences prefs = getSharedPreferences(STEP_PREFS, MODE_PRIVATE);
|
||||
long anchor = prefs.getLong(STEP_PREF_ANCHOR, -1);
|
||||
long now = System.currentTimeMillis();
|
||||
if (anchor < 0 || counterNow < anchor) {
|
||||
prefs.edit()
|
||||
.putLong(STEP_PREF_ANCHOR, counterNow)
|
||||
.putLong(STEP_PREF_ANCHOR_WALLTIME, now)
|
||||
.apply();
|
||||
Log.d("GameActivity", "step anchor set at " + counterNow);
|
||||
return;
|
||||
}
|
||||
long steps = Math.min(counterNow - anchor, STEP_MAX_PER_SYNC);
|
||||
long fromWalltime = prefs.getLong(STEP_PREF_ANCHOR_WALLTIME, now);
|
||||
if (steps <= 0) return;
|
||||
prefs.edit()
|
||||
.putLong(STEP_PREF_ANCHOR, counterNow)
|
||||
.putLong(STEP_PREF_ANCHOR_WALLTIME, now)
|
||||
.apply();
|
||||
|
||||
File dir = saveIdentityDir();
|
||||
if (!dir.isDirectory() && !dir.mkdirs()) {
|
||||
Log.d("GameActivity", "cannot create save dir for steps: " + dir);
|
||||
return;
|
||||
}
|
||||
File pending = new File(dir, PENDING_STEPS_FILENAME);
|
||||
long total = steps;
|
||||
// Merge with an unconsumed earlier delivery so steps are never lost
|
||||
// (same contract as the iOS bridge).
|
||||
if (pending.isFile()) {
|
||||
try {
|
||||
byte[] raw = new byte[(int) Math.min(pending.length(), 4096)];
|
||||
FileInputStream in = new FileInputStream(pending);
|
||||
int read = in.read(raw);
|
||||
in.close();
|
||||
if (read > 0) {
|
||||
org.json.JSONObject old =
|
||||
new org.json.JSONObject(new String(raw, 0, read, "UTF-8"));
|
||||
total += Math.max(0, old.optLong("steps", 0));
|
||||
}
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "ignoring unreadable pending steps: " + e);
|
||||
}
|
||||
}
|
||||
try {
|
||||
org.json.JSONObject payload = new org.json.JSONObject();
|
||||
payload.put("steps", total);
|
||||
payload.put("from", isoTime(fromWalltime));
|
||||
payload.put("to", isoTime(now));
|
||||
File tmp = new File(dir, PENDING_STEPS_FILENAME + ".tmp");
|
||||
FileOutputStream out = new FileOutputStream(tmp);
|
||||
out.write(payload.toString().getBytes("UTF-8"));
|
||||
out.close();
|
||||
if (!tmp.renameTo(pending)) {
|
||||
tmp.delete();
|
||||
Log.d("GameActivity", "could not publish pending steps");
|
||||
return;
|
||||
}
|
||||
Log.d("GameActivity", total + " steps pending for the Pokewalker mod");
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not write pending steps: " + e);
|
||||
}
|
||||
}
|
||||
|
||||
private static String isoTime(long millis) {
|
||||
java.text.SimpleDateFormat format =
|
||||
new java.text.SimpleDateFormat("yyyy-MM-dd'T'HH:mm:ss'Z'", java.util.Locale.US);
|
||||
format.setTimeZone(java.util.TimeZone.getTimeZone("UTC"));
|
||||
return format.format(new java.util.Date(millis));
|
||||
}
|
||||
|
||||
private boolean copyFileToUri(File source, Uri destUri) {
|
||||
InputStream in = null;
|
||||
OutputStream out = null;
|
||||
@@ -475,6 +871,13 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onSaveInstanceState(Bundle outState) {
|
||||
super.onSaveInstanceState(outState);
|
||||
outState.putString(STATE_PENDING_PICK, pendingPickFilename);
|
||||
outState.putString(STATE_PENDING_CREATE, pendingCreateSuggestedName);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
|
||||
super.onActivityResult(requestCode, resultCode, data);
|
||||
@@ -491,14 +894,7 @@ public class GameActivity extends SDLActivity {
|
||||
Uri uri = data.getData();
|
||||
if (copyFileToUri(source, uri)) {
|
||||
// Signal Lua on next focus that the SAF export finished.
|
||||
File flag = new File(saveIdentityDir(), EXPORT_DONE_FILENAME);
|
||||
try {
|
||||
FileOutputStream fos = new FileOutputStream(flag, false);
|
||||
fos.write("ok".getBytes());
|
||||
fos.close();
|
||||
} catch (IOException e) {
|
||||
Log.d("GameActivity", "could not write export_done flag: " + e.getMessage());
|
||||
}
|
||||
writeSaveDirFlag(EXPORT_DONE_FILENAME, "ok");
|
||||
// Keep pending_export.sav so a retry still works; Lua may remove it.
|
||||
} else {
|
||||
Log.d("GameActivity", "could not write export to " + uri);
|
||||
@@ -521,19 +917,36 @@ public class GameActivity extends SDLActivity {
|
||||
? pendingPickFilename : PICKED_ROM_FILENAME;
|
||||
File destFile = new File(destDir, destName);
|
||||
|
||||
InputStream source;
|
||||
// ACTION_OPEN_DOCUMENT is meant to land in the system documents UI, but
|
||||
// some OEM shells (ColorOS) offer third-party file managers in a
|
||||
// chooser, and those hand back either a provider URI this app has no
|
||||
// grant for (SecurityException / FileNotFoundException) or a bare
|
||||
// file:// path (unreadable without storage permission on targetSdk 34).
|
||||
// Try the resolver, then the path, then tell Lua why nothing imported.
|
||||
InputStream source = null;
|
||||
try {
|
||||
source = getContentResolver().openInputStream(uri);
|
||||
} catch (FileNotFoundException e) {
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open picked file: " + e.getMessage());
|
||||
return;
|
||||
}
|
||||
if (source == null && "file".equals(uri.getScheme()) && uri.getPath() != null) {
|
||||
try {
|
||||
source = new FileInputStream(uri.getPath());
|
||||
} catch (FileNotFoundException e) {
|
||||
Log.d("GameActivity", "could not open picked path: " + e.getMessage());
|
||||
}
|
||||
}
|
||||
if (source == null) {
|
||||
Log.d("GameActivity", "ContentResolver returned no stream for picked file");
|
||||
Log.d("GameActivity", "no readable stream for picked file " + uri);
|
||||
writeSaveDirFlag(PICK_ERROR_FILENAME, destName);
|
||||
return;
|
||||
}
|
||||
if (!copyAssetFile(source, destFile.getPath())) {
|
||||
Log.d("GameActivity", "could not copy picked file to " + destFile);
|
||||
// A truncated pick would only fail verification later, so drop it
|
||||
// and report instead.
|
||||
destFile.delete();
|
||||
writeSaveDirFlag(PICK_ERROR_FILENAME, destName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -665,6 +1078,17 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
break;
|
||||
}
|
||||
case STEP_PERMISSION_REQUEST_CODE: {
|
||||
if (grantResults[0] == PackageManager.PERMISSION_GRANTED) {
|
||||
Log.d("GameActivity", "Step permission granted");
|
||||
// Deliver right away so the sync the player just
|
||||
// opted into doesn't wait for the next launch.
|
||||
startStepSensorRead();
|
||||
} else {
|
||||
Log.d("GameActivity", "Did not get step permission.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
super.onRequestPermissionsResult(requestCode, permissions, grantResults);
|
||||
}
|
||||
@@ -847,4 +1271,182 @@ public class GameActivity extends SDLActivity {
|
||||
return applicationInfo.sourceDir + "!/lib/" + abi + "/?.so";
|
||||
}
|
||||
}
|
||||
|
||||
// Dual-screen: mirror the engine's bottom-screen canvas onto a secondary
|
||||
// physical display. Driven from the engine through love_android_secondary_*
|
||||
// in src/jni/love/src/common/android.cpp.
|
||||
private static volatile SecondaryPresentation secondaryPresentation;
|
||||
private static volatile boolean secondaryEnabled = false;
|
||||
|
||||
@Keep
|
||||
public static void setSecondaryEnabled(final boolean on) {
|
||||
secondaryEnabled = on;
|
||||
final GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return;
|
||||
self.runOnUiThread(new Runnable() {
|
||||
@Override public void run() {
|
||||
if (on) setupSecondaryDisplay(); else teardownSecondaryDisplay();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private static void setupSecondaryDisplay() {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null || !secondaryEnabled || secondaryPresentation != null) return;
|
||||
try {
|
||||
android.hardware.display.DisplayManager dm =
|
||||
(android.hardware.display.DisplayManager) self.getSystemService(Context.DISPLAY_SERVICE);
|
||||
if (dm == null) return;
|
||||
Display chosen = null;
|
||||
for (Display d : dm.getDisplays()) {
|
||||
android.graphics.Point size = new android.graphics.Point();
|
||||
d.getRealSize(size);
|
||||
Log.d("GameActivity", "display id=" + d.getDisplayId() + " name=" + d.getName()
|
||||
+ " size=" + size.x + "x" + size.y);
|
||||
if (chosen == null && d.getDisplayId() != Display.DEFAULT_DISPLAY) {
|
||||
chosen = d;
|
||||
}
|
||||
}
|
||||
if (chosen == null) {
|
||||
Display[] pres =
|
||||
dm.getDisplays(android.hardware.display.DisplayManager.DISPLAY_CATEGORY_PRESENTATION);
|
||||
if (pres != null && pres.length > 0) chosen = pres[0];
|
||||
}
|
||||
if (chosen == null) {
|
||||
Log.d("GameActivity", "no secondary display found");
|
||||
return;
|
||||
}
|
||||
SecondaryPresentation p = new SecondaryPresentation(self, chosen);
|
||||
p.show();
|
||||
secondaryPresentation = p;
|
||||
Log.d("GameActivity", "secondary display presentation started on id=" + chosen.getDisplayId());
|
||||
} catch (Throwable t) {
|
||||
Log.d("GameActivity", "secondary display setup failed: " + t);
|
||||
secondaryPresentation = null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void teardownSecondaryDisplay() {
|
||||
SecondaryPresentation p = secondaryPresentation;
|
||||
secondaryPresentation = null;
|
||||
if (p != null) {
|
||||
try { p.dismiss(); } catch (Throwable t) {}
|
||||
}
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static boolean hasSecondaryDisplay() {
|
||||
return secondaryPresentation != null;
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static void updateSecondaryFrame(java.nio.ByteBuffer buf, int w, int h) {
|
||||
SecondaryPresentation p = secondaryPresentation;
|
||||
if (p != null && buf != null && w > 0 && h > 0) {
|
||||
p.updateFrame(buf, w, h);
|
||||
}
|
||||
}
|
||||
|
||||
private static class SecondaryPresentation extends android.app.Presentation {
|
||||
private final FrameView frameView;
|
||||
|
||||
SecondaryPresentation(Context context, Display display) {
|
||||
super(context, display);
|
||||
frameView = new FrameView(context);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
android.view.Window w = getWindow();
|
||||
if (w != null) {
|
||||
w.setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN
|
||||
| WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN
|
||||
| WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS);
|
||||
w.setLayout(WindowManager.LayoutParams.MATCH_PARENT,
|
||||
WindowManager.LayoutParams.MATCH_PARENT);
|
||||
}
|
||||
setContentView(frameView);
|
||||
applyImmersive();
|
||||
frameView.post(new Runnable() {
|
||||
@Override public void run() { applyImmersive(); }
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onWindowFocusChanged(boolean hasFocus) {
|
||||
super.onWindowFocusChanged(hasFocus);
|
||||
if (hasFocus) applyImmersive();
|
||||
}
|
||||
|
||||
private void applyImmersive() {
|
||||
android.view.Window w = getWindow();
|
||||
if (w == null) return;
|
||||
if (android.os.Build.VERSION.SDK_INT >= 30) {
|
||||
w.setDecorFitsSystemWindows(false);
|
||||
android.view.WindowInsetsController c = w.getInsetsController();
|
||||
if (c != null) {
|
||||
c.hide(android.view.WindowInsets.Type.systemBars());
|
||||
c.setSystemBarsBehavior(
|
||||
android.view.WindowInsetsController.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE);
|
||||
}
|
||||
} else {
|
||||
w.getDecorView().setSystemUiVisibility(
|
||||
android.view.View.SYSTEM_UI_FLAG_LAYOUT_STABLE
|
||||
| android.view.View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
|
||||
| android.view.View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
|
||||
| android.view.View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
|
||||
| android.view.View.SYSTEM_UI_FLAG_FULLSCREEN
|
||||
| android.view.View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);
|
||||
}
|
||||
}
|
||||
|
||||
void updateFrame(java.nio.ByteBuffer buf, int w, int h) {
|
||||
frameView.updateFrame(buf, w, h);
|
||||
}
|
||||
}
|
||||
|
||||
private static class FrameView extends View {
|
||||
private android.graphics.Bitmap bitmap;
|
||||
private final android.graphics.Rect dst = new android.graphics.Rect();
|
||||
private final android.graphics.Paint paint = new android.graphics.Paint();
|
||||
private final Object lock = new Object();
|
||||
private int fw, fh;
|
||||
|
||||
FrameView(Context context) {
|
||||
super(context);
|
||||
paint.setFilterBitmap(false);
|
||||
paint.setAntiAlias(false);
|
||||
setBackgroundColor(0xFF000000);
|
||||
}
|
||||
|
||||
void updateFrame(java.nio.ByteBuffer buf, int w, int h) {
|
||||
synchronized (lock) {
|
||||
if (bitmap == null || fw != w || fh != h) {
|
||||
if (bitmap != null) bitmap.recycle();
|
||||
bitmap = android.graphics.Bitmap.createBitmap(w, h, android.graphics.Bitmap.Config.ARGB_8888);
|
||||
fw = w; fh = h;
|
||||
}
|
||||
buf.rewind();
|
||||
bitmap.copyPixelsFromBuffer(buf);
|
||||
}
|
||||
postInvalidate();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onDraw(android.graphics.Canvas canvas) {
|
||||
synchronized (lock) {
|
||||
if (bitmap == null || fw == 0 || fh == 0) return;
|
||||
int vw = getWidth(), vh = getHeight();
|
||||
int s = Math.min(vw / fw, vh / fh);
|
||||
if (s < 1) s = 1;
|
||||
int dw = fw * s, dh = fh * s;
|
||||
int dx = (vw - dw) / 2, dy = (vh - dh) / 2;
|
||||
dst.set(dx, dy, dx + dw, dy + dh);
|
||||
canvas.drawColor(0xFF000000);
|
||||
canvas.drawBitmap(bitmap, null, dst, paint);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1 +1 @@
|
||||
11.5
|
||||
12.0
|
||||
|
||||
+36
-37
@@ -1,19 +1,36 @@
|
||||
# iOS build (LÖVE 11.5)
|
||||
# iOS build (LÖVE 12.0)
|
||||
|
||||
macOS + Xcode only. Pins the official **LÖVE 11.5** iOS Xcode tree
|
||||
(`love-11.5-ios-source.zip` from [love2d/love releases](https://github.com/love2d/love/releases/tag/11.5)),
|
||||
matching `conf.lua`'s `t.version = "11.5"`.
|
||||
> **Native ROM/mod/save import.** The iOS build ships a Swift
|
||||
> document-picker bridge (`native/GRPickerBridge.swift` + `GRBootstrap.m`)
|
||||
> that `patch_love_src.py` wires into the LÖVE tree on every build:
|
||||
>
|
||||
> - `love.system.pickFile("rom"|"mod"|"sav")` and `love.system.createFile`
|
||||
> are exposed to Lua on iOS (same contract as love-android's SAF picker:
|
||||
> picks land in the save dir as `picked_rom.gb` / `picked_mod.zip` /
|
||||
> `picked_save.sav`; exports signal via `export_done.flag`).
|
||||
> - The Info.plist overlay enables `UIFileSharingEnabled` +
|
||||
> `LSSupportsOpeningDocumentsInPlace`, and `GRBootstrap.m` sweeps
|
||||
> `.gb/.gbc/.zip/.sav` files dropped in Documents (Files app / Finder)
|
||||
> into the LÖVE save dir on every activation — drop a ROM, open the app,
|
||||
> and it imports with no taps.
|
||||
> - `src/import/RomImporter.lua` treats iOS as a mobile platform and polls
|
||||
> for picker results (iOS pickers are in-process modals, so Android's
|
||||
> refocus rescan never fires).
|
||||
>
|
||||
> The note below about a missing "UIDocumentPicker handoff" is
|
||||
> resolved by this bridge.
|
||||
|
||||
There is no separate `love2d/love-ios` GitHub repo for 11.5; the release zip
|
||||
**is** the vendored iOS project (Xcode project under
|
||||
`love-src/platform/xcode/love.xcodeproj`, target `love-ios`).
|
||||
macOS + Xcode only. Fetches the **LÖVE 12.0** source tree and matching Apple
|
||||
dependencies from the official [LÖVE source](https://github.com/love2d/love)
|
||||
and [Apple dependencies](https://github.com/love2d/love-apple-dependencies)
|
||||
repositories. `conf.lua` declares LÖVE 12.0 on iOS and 11.5 elsewhere.
|
||||
|
||||
Pin file: [`LOVE_VERSION`](./LOVE_VERSION) → `11.5`.
|
||||
Pin file: [`LOVE_VERSION`](./LOVE_VERSION) → `12.0`.
|
||||
|
||||
## Quick start (simulator)
|
||||
|
||||
```bash
|
||||
# Fetch LÖVE 11.5 iOS sources (once) + build for Simulator
|
||||
# Fetch LÖVE 12.0 iOS sources and dependencies (once) + build for Simulator
|
||||
scripts/build_ios.sh --fetch
|
||||
```
|
||||
|
||||
@@ -60,10 +77,10 @@ Manual out-of-band steps:
|
||||
|
||||
| Path | Role |
|
||||
|------|------|
|
||||
| `LOVE_VERSION` | Engine pin (`11.5`) |
|
||||
| `LOVE_VERSION` | Engine pin (`12.0`) |
|
||||
| `overlays/love-ios.plist` | Portrait-only Info.plist + display name **Pokemon Red** (copied over the upstream plist every build) |
|
||||
| `love-src/` | Downloaded `love-11.5-ios-source` tree (**gitignored**, do not commit) |
|
||||
| `cache/` | Downloaded zips (**gitignored**) |
|
||||
| `love-src/` | Downloaded LÖVE 12.0 source tree (**gitignored**, do not commit) |
|
||||
| `cache/` | Temporary source and dependency checkout data (**gitignored**) |
|
||||
| `build/` | `xcodebuild` derived data (**gitignored**) |
|
||||
|
||||
Game payload lands at:
|
||||
@@ -74,28 +91,10 @@ and is fused into the built `.app` (LÖVE auto-runs any bundled `*.love`).
|
||||
|
||||
## Apple libraries dependency
|
||||
|
||||
The official `love-11.5-ios-source.zip` already ships prebuilt iOS
|
||||
xcframeworks under `platform/xcode/ios/libraries/` (SDL2, LuaJIT, freetype,
|
||||
ogg, vorbis, theora, modplug).
|
||||
|
||||
If that folder is missing or incomplete (e.g. you cloned sources without
|
||||
libs), download the matching prebuilts and install them:
|
||||
|
||||
```bash
|
||||
curl -fL -o mobile/ios/cache/love-11.5-apple-libraries.zip \
|
||||
https://github.com/love2d/love/releases/download/11.5/love-11.5-apple-libraries.zip
|
||||
unzip -q mobile/ios/cache/love-11.5-apple-libraries.zip -d mobile/ios/cache
|
||||
rm -rf mobile/ios/love-src/platform/xcode/ios/libraries
|
||||
cp -R mobile/ios/cache/love-apple-dependencies/iOS/libraries \
|
||||
mobile/ios/love-src/platform/xcode/ios/libraries
|
||||
```
|
||||
|
||||
`scripts/build_ios.sh` checks for `libraries/SDL2.xcframework` and fails with
|
||||
these instructions if it is absent.
|
||||
|
||||
Upstream also documents
|
||||
[love-apple-dependencies](https://github.com/love2d/love-apple-dependencies)
|
||||
as an alternate source of the same libraries.
|
||||
`scripts/build_ios.sh --fetch` retrieves the matching iOS libraries and the
|
||||
SDL3 framework from
|
||||
[love-apple-dependencies](https://github.com/love2d/love-apple-dependencies).
|
||||
Re-run it if either dependency directory is absent.
|
||||
|
||||
## App identity
|
||||
|
||||
@@ -114,7 +113,7 @@ so refreshing `love-src/` does not lose branding.
|
||||
| Flag | Meaning |
|
||||
|------|---------|
|
||||
| *(default)* | Simulator, Debug, no signing |
|
||||
| `--fetch` | Download/extract `love-11.5-ios-source.zip` if `love-src/` is missing |
|
||||
| `--fetch` | Fetch the LÖVE 12.0 source tree and Apple dependencies if `love-src/` is missing |
|
||||
| `--device` | Build against `iphoneos` instead of `iphonesimulator` |
|
||||
| `--release` | `Release` configuration instead of `Debug` |
|
||||
| `--package-only` | Zip `game.love` + apply plist overlay; skip `xcodebuild` |
|
||||
@@ -127,5 +126,5 @@ Also: `scripts/build.sh ios` delegates here (`--release` is forwarded).
|
||||
- iOS platform installed in Xcode (Settings → Platforms). `xcodebuild -showsdks`
|
||||
should list `iphonesimulator` / `iphoneos`. A partial install can fail IB/xib
|
||||
compiles with `iOS … Platform Not Installed` even when the SDK name appears.
|
||||
- `love-src/` present (`--fetch` or manual unzip of `love-11.5-ios-source.zip`)
|
||||
- iOS libraries under `love-src/platform/xcode/ios/libraries/` (see above)
|
||||
- `love-src/` present (`--fetch`)
|
||||
- iOS libraries under `love-src/platform/xcode/ios/libraries/` and SDL3 under `love-src/platform/xcode/shared/Frameworks/`
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"name": "gen1recomp App Repo",
|
||||
"identifier": "com.theboisclub.gen1recomp.repo",
|
||||
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/logo.png",
|
||||
"apps": [
|
||||
{
|
||||
"name": "gen1recomp",
|
||||
"bundleIdentifier": "com.theboisclub.gen1recomp",
|
||||
"developerName": "bryanthaboi",
|
||||
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/logo.png",
|
||||
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
|
||||
"tintColor": "3b5ca8",
|
||||
"category": "games",
|
||||
"versions": [
|
||||
{
|
||||
"version": "0.1.58",
|
||||
"date": "2026-08-02",
|
||||
"size": 8331163,
|
||||
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.58/gen1recomp-0.1.58-ios.ipa",
|
||||
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
// gen1recomp iOS native bridge bootstrap.
|
||||
//
|
||||
// Runs the Files-app inbox sweep (GRPickerBridge.sweepInbox) every time the
|
||||
// app becomes active, so ROMs/mods/saves dropped into the app's Documents
|
||||
// folder land in the LÖVE save directory before the Lua importer rescans.
|
||||
// Registered from a constructor so no LÖVE/SDL source needs to know about it.
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
|
||||
__attribute__((constructor))
|
||||
static void GRBootstrapInstall(void)
|
||||
{
|
||||
[[NSNotificationCenter defaultCenter]
|
||||
addObserverForName:UIApplicationDidBecomeActiveNotification
|
||||
object:nil
|
||||
queue:[NSOperationQueue mainQueue]
|
||||
usingBlock:^(NSNotification *note) {
|
||||
Class bridge = NSClassFromString(@"GRPickerBridge");
|
||||
if ([bridge respondsToSelector:@selector(sweepInbox)]) {
|
||||
[bridge performSelector:@selector(sweepInbox)];
|
||||
}
|
||||
}];
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
// gen1recomp iOS native bridge: Apple Health step sync (Pokéwalker mode).
|
||||
//
|
||||
// Reached from liblove's wrap_System.cpp through the Objective-C runtime as
|
||||
// love.system.syncHealthSteps() — see mobile/ios/patch_love_src.py. The Lua
|
||||
// side (mods/pokewalker) opts in, calls sync, and later consumes
|
||||
// steps_pending.json from the LÖVE save directory:
|
||||
//
|
||||
// { "steps": 4312, "from": "<ISO8601>", "to": "<ISO8601>" }
|
||||
//
|
||||
// Steps are counted from a persisted anchor (last successful sync; first
|
||||
// run starts at midnight today) so the same walk is never credited twice.
|
||||
// An unconsumed pending file is merged, not overwritten, so steps survive
|
||||
// the player quitting before entering the overworld.
|
||||
|
||||
import Foundation
|
||||
import HealthKit
|
||||
|
||||
@objc(GRHealthBridge)
|
||||
public final class GRHealthBridge: NSObject {
|
||||
|
||||
private static let store = HKHealthStore()
|
||||
private static let anchorKey = "GRHealthLastSyncDate"
|
||||
private static let pendingName = "steps_pending.json"
|
||||
// Sanity clamp per sync: guards against absurd backlogs (device clock
|
||||
// changes, months-old anchors) turning into instant level-100 parties.
|
||||
private static let maxStepsPerSync = 50_000
|
||||
|
||||
/// love.system.syncHealthSteps() -> bool ("sync started").
|
||||
/// Requests read authorization on first use (system sheet appears over
|
||||
/// the game), then asynchronously writes the pending-steps file.
|
||||
@objc(syncStepsWithCommand:saveDir:)
|
||||
public static func syncSteps(command: UnsafePointer<CChar>?,
|
||||
saveDir: UnsafePointer<CChar>?) -> Bool {
|
||||
guard HKHealthStore.isHealthDataAvailable(),
|
||||
let stepType = HKQuantityType.quantityType(forIdentifier: .stepCount)
|
||||
else { return false }
|
||||
let dir = saveDir.map { String(cString: $0) } ?? ""
|
||||
guard !dir.isEmpty else { return false }
|
||||
|
||||
store.requestAuthorization(toShare: nil, read: [stepType]) { _, error in
|
||||
if let error = error {
|
||||
NSLog("GRHealthBridge: authorization error: \(error)")
|
||||
return
|
||||
}
|
||||
// Read authorization is intentionally opaque (a denied query
|
||||
// just returns no samples), so always run the query.
|
||||
runQuery(stepType: stepType, dir: dir)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// MARK: - Query
|
||||
|
||||
private static func runQuery(stepType: HKQuantityType, dir: String) {
|
||||
let defaults = UserDefaults.standard
|
||||
let now = Date()
|
||||
let anchor = (defaults.object(forKey: anchorKey) as? Date)
|
||||
?? Calendar.current.startOfDay(for: now)
|
||||
guard anchor < now else { return }
|
||||
|
||||
let predicate = HKQuery.predicateForSamples(withStart: anchor, end: now,
|
||||
options: .strictStartDate)
|
||||
let query = HKStatisticsQuery(quantityType: stepType,
|
||||
quantitySamplePredicate: predicate,
|
||||
options: .cumulativeSum) { _, stats, error in
|
||||
if let error = error {
|
||||
// Typical on first run before the user answers the sheet,
|
||||
// or when access is denied; the anchor is left untouched so
|
||||
// the next sync retries the same window.
|
||||
NSLog("GRHealthBridge: step query error: \(error)")
|
||||
return
|
||||
}
|
||||
let steps = Int(stats?.sumQuantity()?.doubleValue(for: .count()) ?? 0)
|
||||
defaults.set(now, forKey: anchorKey)
|
||||
deliver(steps: min(steps, maxStepsPerSync),
|
||||
from: anchor, to: now, dir: dir)
|
||||
}
|
||||
store.execute(query)
|
||||
}
|
||||
|
||||
// MARK: - Pending file
|
||||
|
||||
private static func deliver(steps: Int, from: Date, to: Date, dir: String) {
|
||||
let url = URL(fileURLWithPath: dir).appendingPathComponent(pendingName)
|
||||
|
||||
// Merge with an unconsumed earlier delivery so steps are never lost.
|
||||
var total = steps
|
||||
var fromDate = from
|
||||
if let data = try? Data(contentsOf: url),
|
||||
let old = (try? JSONSerialization.jsonObject(with: data)) as? [String: Any] {
|
||||
total += (old["steps"] as? Int) ?? 0
|
||||
if let oldFrom = old["from"] as? String,
|
||||
let parsed = isoFormatter.date(from: oldFrom), parsed < fromDate {
|
||||
fromDate = parsed
|
||||
}
|
||||
}
|
||||
guard total > 0 else { return }
|
||||
|
||||
let payload: [String: Any] = [
|
||||
"steps": total,
|
||||
"from": isoFormatter.string(from: fromDate),
|
||||
"to": isoFormatter.string(from: to),
|
||||
]
|
||||
do {
|
||||
try FileManager.default.createDirectory(
|
||||
at: URL(fileURLWithPath: dir, isDirectory: true),
|
||||
withIntermediateDirectories: true)
|
||||
let data = try JSONSerialization.data(withJSONObject: payload)
|
||||
try data.write(to: url, options: .atomic)
|
||||
NSLog("GRHealthBridge: %d steps pending", total)
|
||||
} catch {
|
||||
NSLog("GRHealthBridge: could not write pending steps: \(error)")
|
||||
}
|
||||
}
|
||||
|
||||
private static let isoFormatter: ISO8601DateFormatter = {
|
||||
let f = ISO8601DateFormatter()
|
||||
f.formatOptions = [.withInternetDateTime]
|
||||
return f
|
||||
}()
|
||||
}
|
||||
@@ -0,0 +1,218 @@
|
||||
// gen1recomp iOS native bridge: document picker + Files-app inbox sweep.
|
||||
//
|
||||
// liblove's wrap_System.cpp calls into this class through the Objective-C
|
||||
// runtime (objc_getClass / objc_msgSend), so nothing here may be renamed
|
||||
// without updating that patch (see mobile/ios/patch_love_src.py).
|
||||
//
|
||||
// Contract (mirrors love-android's GameActivity.showFilePicker):
|
||||
// love.system.pickFile("rom"|"mod"|"sav") -> copies the user's pick into
|
||||
// the LÖVE save directory as picked_rom.gb / picked_mod.zip /
|
||||
// picked_save.sav; RomImporter's pending-file scan consumes it.
|
||||
// love.system.createFile(name) -> exports save dir's pending_export.sav
|
||||
// through the system picker, then writes export_done.flag.
|
||||
|
||||
import UIKit
|
||||
import UniformTypeIdentifiers
|
||||
|
||||
@objc(GRPickerBridge)
|
||||
public final class GRPickerBridge: NSObject {
|
||||
|
||||
// Every live picker keeps its own delegate here
|
||||
// (UIDocumentPickerViewController holds its delegate weakly). A single
|
||||
// "current delegate" slot would break under double activation: the
|
||||
// engine's touch handling can fire a button twice (touch + synthesized
|
||||
// mouse), the second present would replace the first picker's delegate,
|
||||
// and the sheet the user actually sees would then pick into nil —
|
||||
// silently doing nothing.
|
||||
private static var liveDelegates: [PickerDelegate] = []
|
||||
|
||||
// conf.lua t.identity — where LÖVE puts the fused save directory on iOS
|
||||
// (<sandbox>/Library/Application Support/<identity>).
|
||||
private static let loveIdentity = "pokemon-love2d"
|
||||
|
||||
// MARK: - Entry points called from liblove (C strings on purpose)
|
||||
|
||||
@objc(presentPickerWithKind:saveDir:)
|
||||
public static func presentPicker(kind: UnsafePointer<CChar>?,
|
||||
saveDir: UnsafePointer<CChar>?) -> Bool {
|
||||
let kindStr = kind.map { String(cString: $0) } ?? "rom"
|
||||
guard let dir = resolvedSaveDir(saveDir) else { return false }
|
||||
|
||||
let destName: String
|
||||
var types: [UTType] = []
|
||||
switch kindStr {
|
||||
case "mod":
|
||||
destName = "picked_mod.zip"
|
||||
types = [.zip]
|
||||
case "sav":
|
||||
destName = "picked_save.sav"
|
||||
default:
|
||||
destName = "picked_rom.gb"
|
||||
for ext in ["gb", "gbc"] {
|
||||
if let t = UTType(filenameExtension: ext) { types.append(t) }
|
||||
}
|
||||
}
|
||||
// .gb/.gbc/.sav resolve to dynamic UTTypes on most devices; offering
|
||||
// .data as well keeps every real file selectable. The importer
|
||||
// validates by size + SHA-1, so a wrong pick is rejected safely.
|
||||
types.append(.data)
|
||||
if !types.contains(.item) { types.append(.item) }
|
||||
|
||||
let picker = UIDocumentPickerViewController(forOpeningContentTypes: types,
|
||||
asCopy: true)
|
||||
picker.allowsMultipleSelection = false
|
||||
let delegate = PickerDelegate { urls in
|
||||
guard let src = urls.first else { return }
|
||||
copyItem(at: src, into: dir, named: destName)
|
||||
}
|
||||
return present(picker, with: delegate)
|
||||
}
|
||||
|
||||
@objc(presentExportWithName:saveDir:)
|
||||
public static func presentExport(name: UnsafePointer<CChar>?,
|
||||
saveDir: UnsafePointer<CChar>?) -> Bool {
|
||||
let suggested = name.map { String(cString: $0) } ?? "export.sav"
|
||||
guard let dir = resolvedSaveDir(saveDir) else { return false }
|
||||
let staged = dir.appendingPathComponent("pending_export.sav")
|
||||
guard FileManager.default.fileExists(atPath: staged.path) else { return false }
|
||||
|
||||
// Stage under the suggested name so the picker's filename field is
|
||||
// prefilled; forExporting moves/copies it to the user's destination.
|
||||
let tmp = FileManager.default.temporaryDirectory
|
||||
.appendingPathComponent(suggested)
|
||||
try? FileManager.default.removeItem(at: tmp)
|
||||
do {
|
||||
try FileManager.default.copyItem(at: staged, to: tmp)
|
||||
} catch {
|
||||
NSLog("GRPickerBridge: staging export failed: \(error)")
|
||||
return false
|
||||
}
|
||||
|
||||
let picker = UIDocumentPickerViewController(forExporting: [tmp], asCopy: true)
|
||||
let delegate = PickerDelegate { urls in
|
||||
guard !urls.isEmpty else { return }
|
||||
// Same completion signal love-android's GameActivity writes;
|
||||
// RomImporter:focus consumes it and clears pending_export.sav.
|
||||
let flag = dir.appendingPathComponent("export_done.flag")
|
||||
try? "ok".data(using: .utf8)?.write(to: flag)
|
||||
}
|
||||
return present(picker, with: delegate)
|
||||
}
|
||||
|
||||
// Moves ROM/mod/save files the user dropped into the app's Documents
|
||||
// folder (Files app / Finder file sharing) into the LÖVE save directory,
|
||||
// where the importer's pending-file scan looks. Called on every
|
||||
// UIApplicationDidBecomeActive (see GRBootstrap.m).
|
||||
@objc public static func sweepInbox() {
|
||||
let fm = FileManager.default
|
||||
guard let docs = fm.urls(for: .documentDirectory, in: .userDomainMask).first,
|
||||
let appSupport = fm.urls(for: .applicationSupportDirectory,
|
||||
in: .userDomainMask).first else { return }
|
||||
let saveDir = appSupport.appendingPathComponent(loveIdentity, isDirectory: true)
|
||||
let wanted: Set<String> = ["gb", "gbc", "zip", "sav"]
|
||||
guard let items = try? fm.contentsOfDirectory(at: docs,
|
||||
includingPropertiesForKeys: nil) else { return }
|
||||
for url in items where wanted.contains(url.pathExtension.lowercased()) {
|
||||
ensureDirectory(saveDir)
|
||||
let dest = saveDir.appendingPathComponent(url.lastPathComponent)
|
||||
try? fm.removeItem(at: dest)
|
||||
do {
|
||||
try fm.moveItem(at: url, to: dest)
|
||||
NSLog("GRPickerBridge: swept %@ into save dir", url.lastPathComponent)
|
||||
} catch {
|
||||
NSLog("GRPickerBridge: sweep failed for \(url.lastPathComponent): \(error)")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Helpers
|
||||
|
||||
private static func resolvedSaveDir(_ cstr: UnsafePointer<CChar>?) -> URL? {
|
||||
var dir = cstr.map { String(cString: $0) } ?? ""
|
||||
if dir.isEmpty {
|
||||
guard let appSupport = FileManager.default
|
||||
.urls(for: .applicationSupportDirectory, in: .userDomainMask).first
|
||||
else { return nil }
|
||||
dir = appSupport.appendingPathComponent(loveIdentity).path
|
||||
}
|
||||
let url = URL(fileURLWithPath: dir, isDirectory: true)
|
||||
ensureDirectory(url)
|
||||
return url
|
||||
}
|
||||
|
||||
private static func ensureDirectory(_ url: URL) {
|
||||
try? FileManager.default.createDirectory(at: url,
|
||||
withIntermediateDirectories: true)
|
||||
}
|
||||
|
||||
private static func copyItem(at src: URL, into dir: URL, named name: String) {
|
||||
let scoped = src.startAccessingSecurityScopedResource()
|
||||
defer { if scoped { src.stopAccessingSecurityScopedResource() } }
|
||||
ensureDirectory(dir)
|
||||
let dest = dir.appendingPathComponent(name)
|
||||
try? FileManager.default.removeItem(at: dest)
|
||||
do {
|
||||
try FileManager.default.copyItem(at: src, to: dest)
|
||||
NSLog("GRPickerBridge: delivered %@", name)
|
||||
} catch {
|
||||
NSLog("GRPickerBridge: copy failed: \(error)")
|
||||
// Surface the failure in-game: the Lua pick poll turns this
|
||||
// into an on-screen notice instead of a silent no-op.
|
||||
let report = "Could not copy \(src.lastPathComponent): " +
|
||||
error.localizedDescription
|
||||
try? report.data(using: .utf8)?
|
||||
.write(to: dir.appendingPathComponent("pick_error.txt"))
|
||||
}
|
||||
}
|
||||
|
||||
private static func present(_ picker: UIDocumentPickerViewController,
|
||||
with delegate: PickerDelegate) -> Bool {
|
||||
let doPresent = { () -> Bool in
|
||||
// Double activation (touch + synthesized mouse) arrives within
|
||||
// one frame — before UIKit even exposes the first sheet via
|
||||
// presentedViewController — so gate on our own delegate list.
|
||||
// Without this the stacked present makes the picker auto-dismiss
|
||||
// with zero documents (observed as didPickDocumentsAt 0 urls)
|
||||
// and the user's pick silently does nothing.
|
||||
guard liveDelegates.isEmpty else {
|
||||
NSLog("GRPickerBridge: picker already active; ignoring re-present")
|
||||
return true
|
||||
}
|
||||
guard var top = UIApplication.shared.windows
|
||||
.first(where: { $0.isKeyWindow })?.rootViewController
|
||||
else { return false }
|
||||
while let presented = top.presentedViewController { top = presented }
|
||||
picker.delegate = delegate
|
||||
liveDelegates.append(delegate)
|
||||
delegate.onFinish = { [weak delegate] in
|
||||
liveDelegates.removeAll { $0 === delegate }
|
||||
}
|
||||
top.present(picker, animated: true)
|
||||
return true
|
||||
}
|
||||
if Thread.isMainThread { return doPresent() }
|
||||
var ok = false
|
||||
DispatchQueue.main.sync { ok = doPresent() }
|
||||
return ok
|
||||
}
|
||||
}
|
||||
|
||||
private final class PickerDelegate: NSObject, UIDocumentPickerDelegate {
|
||||
private let onPick: ([URL]) -> Void
|
||||
var onFinish: (() -> Void)?
|
||||
init(onPick: @escaping ([URL]) -> Void) { self.onPick = onPick }
|
||||
|
||||
func documentPicker(_ controller: UIDocumentPickerViewController,
|
||||
didPickDocumentsAt urls: [URL]) {
|
||||
NSLog("GRPickerBridge: didPickDocumentsAt %d url(s)", urls.count)
|
||||
onPick(urls)
|
||||
onFinish?()
|
||||
}
|
||||
|
||||
func documentPickerWasCancelled(_ controller: UIDocumentPickerViewController) {
|
||||
// No file was written; the Lua side's pending-file poll simply
|
||||
// never finds anything.
|
||||
NSLog("GRPickerBridge: picker cancelled")
|
||||
onFinish?()
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<!-- gen1recomp iOS: read-only step counts for the Pokéwalker mod
|
||||
(GRHealthBridge.swift / mods/pokewalker). -->
|
||||
<key>com.apple.developer.healthkit</key>
|
||||
<true/>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -5,7 +5,7 @@
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>Pokemon Red</string>
|
||||
<string>gen1recomp</string>
|
||||
<key>CFBundleDocumentTypes</key>
|
||||
<array>
|
||||
<dict>
|
||||
@@ -40,7 +40,7 @@
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1.0</string>
|
||||
<string>$(CURRENT_PROJECT_VERSION)</string>
|
||||
<key>LSRequiresIPhoneOS</key>
|
||||
<true/>
|
||||
<key>LSSupportsOpeningDocumentsInPlace</key>
|
||||
@@ -49,10 +49,6 @@
|
||||
<false/>
|
||||
<key>UILaunchStoryboardName</key>
|
||||
<string>Launch Screen</string>
|
||||
<key>UIRequiredDeviceCapabilities</key>
|
||||
<array>
|
||||
<string>opengles-2</string>
|
||||
</array>
|
||||
<key>UIStatusBarHidden</key>
|
||||
<true/>
|
||||
<key>UIViewControllerBasedStatusBarAppearance</key>
|
||||
@@ -100,5 +96,16 @@
|
||||
</dict>
|
||||
</dict>
|
||||
</array>
|
||||
<!-- gen1recomp iOS: expose the app's Documents folder in the Files app /
|
||||
Finder so ROMs, mod .zips, and .sav files can be dropped in without
|
||||
the picker; GRBootstrap sweeps them into the LÖVE save dir. -->
|
||||
<key>UIFileSharingEnabled</key>
|
||||
<true/>
|
||||
<key>LSSupportsOpeningDocumentsInPlace</key>
|
||||
<true/>
|
||||
<!-- gen1recomp iOS: Pokéwalker mod reads step counts (opt-in, in the
|
||||
in-game mod manager) and converts them to Pokémon EXP. -->
|
||||
<key>NSHealthShareUsageDescription</key>
|
||||
<string>The Pokéwalker mod reads your step count to give your Pokémon party experience points for real-world walking.</string>
|
||||
</dict>
|
||||
</plist>
|
||||
|
||||
@@ -0,0 +1,255 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Applies gen1recomp's iOS native-bridge patches to the fetched LÖVE 12.0
|
||||
source tree (mobile/ios/love-src/). Idempotent AND re-appliable: the first
|
||||
run stashes a pristine `.orig` copy of every file it rewrites, and later
|
||||
runs always start over from that copy — so editing the patch content here
|
||||
just works on the next build, no manual restore needed.
|
||||
|
||||
What it does:
|
||||
1. Copies mobile/ios/native/ (GRPickerBridge.swift, GRHealthBridge.swift,
|
||||
GRBootstrap.m) and the HealthKit entitlements into the LÖVE tree.
|
||||
2. Patches liblove's wrap_System.cpp to expose love.system.pickFile,
|
||||
love.system.createFile, and love.system.syncHealthSteps on iOS (each
|
||||
calls a GR*Bridge Swift class through the Objective-C runtime, so
|
||||
liblove never links against Swift directly).
|
||||
3. Patches love.xcodeproj so the love-ios app target compiles the native
|
||||
files (Swift 5, iOS 14 deployment for UTType/forExporting APIs).
|
||||
"""
|
||||
|
||||
import re
|
||||
import shutil
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
IOS_DIR = Path(__file__).resolve().parent
|
||||
LOVE_SRC = IOS_DIR / "love-src"
|
||||
NATIVE_SRC = IOS_DIR / "native"
|
||||
NATIVE_DST = LOVE_SRC / "platform" / "xcode" / "ios" / "native"
|
||||
WRAP_SYSTEM = LOVE_SRC / "src" / "modules" / "system" / "wrap_System.cpp"
|
||||
PBXPROJ = LOVE_SRC / "platform" / "xcode" / "love.xcodeproj" / "project.pbxproj"
|
||||
ENTITLEMENTS_SRC = IOS_DIR / "overlays" / "love-ios.entitlements"
|
||||
|
||||
NATIVE_FILES = ("GRPickerBridge.swift", "GRHealthBridge.swift", "GRBootstrap.m")
|
||||
|
||||
MARKER = "gen1recomp iOS picker bridge"
|
||||
|
||||
# Headers must land outside `namespace love { namespace system {`.
|
||||
WRAP_INCLUDES = """
|
||||
// %s: headers for the native-bridge functions below.
|
||||
#ifdef LOVE_IOS
|
||||
#include <objc/runtime.h>
|
||||
#include <objc/message.h>
|
||||
#include <string>
|
||||
#include "filesystem/Filesystem.h"
|
||||
#endif
|
||||
""" % MARKER
|
||||
|
||||
WRAP_FUNCS = """
|
||||
// --- %s -------------------------------------------------
|
||||
// love.system.pickFile / createFile / syncHealthSteps for iOS. pickFile and
|
||||
// createFile mirror the love-android extension this project's importer
|
||||
// already targets; syncHealthSteps feeds the Pokéwalker mod. Implemented in
|
||||
// Swift (GR*Bridge classes, love-ios app target); reached via the ObjC
|
||||
// runtime so liblove itself needs no Swift interop.
|
||||
#ifdef LOVE_IOS
|
||||
static const char *gr_saveDirectory()
|
||||
{
|
||||
static std::string saveDirectory;
|
||||
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
|
||||
if (fs == nullptr)
|
||||
return "";
|
||||
saveDirectory = fs->getSaveDirectory();
|
||||
return saveDirectory.c_str();
|
||||
}
|
||||
|
||||
static int gr_callBridge(lua_State *L, const char *className,
|
||||
const char *selector, const char *arg)
|
||||
{
|
||||
Class cls = objc_getClass(className);
|
||||
if (cls == nullptr)
|
||||
{
|
||||
lua_pushboolean(L, 0);
|
||||
return 1;
|
||||
}
|
||||
typedef signed char (*GRMsg)(Class, SEL, const char *, const char *);
|
||||
signed char ok = ((GRMsg)objc_msgSend)(cls, sel_registerName(selector),
|
||||
arg, gr_saveDirectory());
|
||||
lua_pushboolean(L, ok != 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_pickFile(lua_State *L)
|
||||
{
|
||||
const char *kind = luaL_optstring(L, 1, "rom");
|
||||
return gr_callBridge(L, "GRPickerBridge", "presentPickerWithKind:saveDir:", kind);
|
||||
}
|
||||
|
||||
int w_createFile(lua_State *L)
|
||||
{
|
||||
const char *name = luaL_optstring(L, 1, "export.sav");
|
||||
return gr_callBridge(L, "GRPickerBridge", "presentExportWithName:saveDir:", name);
|
||||
}
|
||||
|
||||
int w_syncHealthSteps(lua_State *L)
|
||||
{
|
||||
return gr_callBridge(L, "GRHealthBridge", "syncStepsWithCommand:saveDir:", "sync");
|
||||
}
|
||||
#endif // LOVE_IOS
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
""" % MARKER
|
||||
|
||||
WRAP_REGISTRATION = """#ifdef LOVE_IOS
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "createFile", w_createFile },
|
||||
{ "syncHealthSteps", w_syncHealthSteps },
|
||||
#endif
|
||||
"""
|
||||
|
||||
# Deterministic 24-hex-digit object IDs, chosen not to collide with the
|
||||
# upstream project (grep-verified against love-11.5's pbxproj).
|
||||
ID_FILE_PICKER = "6E1AC0DE0001000000000001"
|
||||
ID_FILE_OBJC = "6E1AC0DE0001000000000002"
|
||||
ID_FILE_HEALTH = "6E1AC0DE0001000000000003"
|
||||
ID_BUILD_PICKER = "6E1AC0DE0002000000000001"
|
||||
ID_BUILD_OBJC = "6E1AC0DE0002000000000002"
|
||||
ID_BUILD_HEALTH = "6E1AC0DE0002000000000003"
|
||||
SOURCES_PHASE_ID = "FA0B7F021A95AAF3000E1D17" # love-ios Sources phase
|
||||
IOS_APP_CONFIG_IDS = (
|
||||
"FA0B7F261A95AAF4000E1D17", # Debug
|
||||
"FA0B7F271A95AAF4000E1D17", # Release
|
||||
"FA0B7F281A95AAF4000E1D17", # Distribution
|
||||
)
|
||||
|
||||
PBX_SOURCES = (
|
||||
("GRPickerBridge.swift", ID_FILE_PICKER, ID_BUILD_PICKER, "sourcecode.swift"),
|
||||
("GRHealthBridge.swift", ID_FILE_HEALTH, ID_BUILD_HEALTH, "sourcecode.swift"),
|
||||
("GRBootstrap.m", ID_FILE_OBJC, ID_BUILD_OBJC, "sourcecode.c.objc"),
|
||||
)
|
||||
|
||||
|
||||
def fail(msg):
|
||||
print(f"patch_love_src: error: {msg}", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
def pristine(path: Path) -> str:
|
||||
"""Text of `path` before any of our patching: backed by a `.orig` stash.
|
||||
|
||||
The stash is only trusted if it is itself unpatched; that protects
|
||||
against a stash accidentally taken after an earlier patch run.
|
||||
"""
|
||||
orig = path.with_suffix(path.suffix + ".orig")
|
||||
if orig.is_file():
|
||||
text = orig.read_text()
|
||||
if MARKER not in text and ID_FILE_PICKER not in text:
|
||||
return text
|
||||
text = path.read_text()
|
||||
if MARKER in text or ID_FILE_PICKER in text:
|
||||
fail(f"{path} is already patched and no pristine .orig stash exists;\n"
|
||||
f" delete {LOVE_SRC} and re-run scripts/build_ios.sh --fetch")
|
||||
orig.write_text(text)
|
||||
return text
|
||||
|
||||
|
||||
def copy_native_files():
|
||||
NATIVE_DST.mkdir(parents=True, exist_ok=True)
|
||||
for name in NATIVE_FILES:
|
||||
src = NATIVE_SRC / name
|
||||
if not src.is_file():
|
||||
fail(f"missing {src}")
|
||||
shutil.copy2(src, NATIVE_DST / name)
|
||||
if not ENTITLEMENTS_SRC.is_file():
|
||||
fail(f"missing {ENTITLEMENTS_SRC}")
|
||||
shutil.copy2(ENTITLEMENTS_SRC, NATIVE_DST / "love-ios.entitlements")
|
||||
print(f"patch_love_src: native files -> {NATIVE_DST}")
|
||||
|
||||
|
||||
def patch_wrap_system():
|
||||
text = pristine(WRAP_SYSTEM)
|
||||
include_anchor = '#include "sdl/System.h"\n'
|
||||
if include_anchor not in text:
|
||||
fail(f"include anchor not found in {WRAP_SYSTEM}")
|
||||
text = text.replace(include_anchor, include_anchor + WRAP_INCLUDES, 1)
|
||||
anchor = "static const luaL_Reg functions[] ="
|
||||
if anchor not in text:
|
||||
fail(f"anchor not found in {WRAP_SYSTEM}")
|
||||
text = text.replace(anchor, WRAP_FUNCS + anchor, 1)
|
||||
reg_anchor = '\t{ "vibrate", w_vibrate },\n'
|
||||
if reg_anchor not in text:
|
||||
fail(f"registration anchor not found in {WRAP_SYSTEM}")
|
||||
text = text.replace(reg_anchor, reg_anchor + WRAP_REGISTRATION, 1)
|
||||
WRAP_SYSTEM.write_text(text)
|
||||
print("patch_love_src: wrap_System.cpp patched "
|
||||
"(pickFile/createFile/syncHealthSteps)")
|
||||
|
||||
|
||||
def patch_pbxproj():
|
||||
text = pristine(PBXPROJ)
|
||||
|
||||
build_files = "".join(
|
||||
f"\t\t{build_id} /* {name} in Sources */ = "
|
||||
f"{{isa = PBXBuildFile; fileRef = {file_id} /* {name} */; }};\n"
|
||||
for name, file_id, build_id, _ in PBX_SOURCES
|
||||
)
|
||||
anchor = "/* Begin PBXBuildFile section */\n"
|
||||
if anchor not in text:
|
||||
fail("PBXBuildFile section not found")
|
||||
text = text.replace(anchor, anchor + build_files, 1)
|
||||
|
||||
file_refs = "".join(
|
||||
f"\t\t{file_id} /* {name} */ = "
|
||||
f"{{isa = PBXFileReference; lastKnownFileType = {ftype}; "
|
||||
f"name = {name}; path = ios/native/{name}; "
|
||||
f"sourceTree = SOURCE_ROOT; }};\n"
|
||||
for name, file_id, _, ftype in PBX_SOURCES
|
||||
)
|
||||
anchor = "/* Begin PBXFileReference section */\n"
|
||||
if anchor not in text:
|
||||
fail("PBXFileReference section not found")
|
||||
text = text.replace(anchor, anchor + file_refs, 1)
|
||||
|
||||
# Add the files to the love-ios Sources phase.
|
||||
phase_re = re.compile(
|
||||
re.escape(SOURCES_PHASE_ID)
|
||||
+ r" /\* Sources \*/ = \{.*?files = \(\n", re.S)
|
||||
m = phase_re.search(text)
|
||||
if not m:
|
||||
fail("love-ios Sources phase not found")
|
||||
insertion = "".join(
|
||||
f"\t\t\t\t{build_id} /* {name} in Sources */,\n"
|
||||
for name, _, build_id, _ in PBX_SOURCES
|
||||
)
|
||||
text = text[: m.end()] + insertion + text[m.end():]
|
||||
|
||||
# Swift + modern deployment target + HealthKit entitlements on the
|
||||
# love-ios app target only (UTType and forExporting need iOS 14;
|
||||
# liblove stays as upstream).
|
||||
for config_id in IOS_APP_CONFIG_IDS:
|
||||
cfg_re = re.compile(
|
||||
re.escape(config_id) + r" /\* \w+ \*/ = \{.*?buildSettings = \{\n",
|
||||
re.S)
|
||||
m = cfg_re.search(text)
|
||||
if not m:
|
||||
fail(f"build configuration {config_id} not found")
|
||||
settings = (
|
||||
"\t\t\t\tSWIFT_VERSION = 5.0;\n"
|
||||
"\t\t\t\tIPHONEOS_DEPLOYMENT_TARGET = 14.0;\n"
|
||||
'\t\t\t\tCODE_SIGN_ENTITLEMENTS = "ios/native/love-ios.entitlements";\n'
|
||||
)
|
||||
text = text[: m.end()] + settings + text[m.end():]
|
||||
|
||||
PBXPROJ.write_text(text)
|
||||
print("patch_love_src: love.xcodeproj patched (native sources + Swift + entitlements)")
|
||||
|
||||
|
||||
def main():
|
||||
if not LOVE_SRC.is_dir():
|
||||
fail("love-src/ missing; run scripts/build_ios.sh --fetch first")
|
||||
copy_native_files()
|
||||
patch_wrap_system()
|
||||
patch_pbxproj()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,13 @@
|
||||
# Nuzlocke
|
||||
|
||||
An enforced Gen 1 Nuzlocke.
|
||||
|
||||
Oak configures Slow Start, whether duplicate evolutionary families are skipped
|
||||
or consume an area's encounter, and whether Safari maps are separate areas.
|
||||
|
||||
After Slow Start, the mod enforces mandatory nicknames for starters, gifts,
|
||||
and catches; one capture per area; no duplicate evolutionary families; and
|
||||
permanent death. A party Pokémon says that it died and is removed immediately.
|
||||
If the final party member dies, the game runs the credits to THE END and then
|
||||
deletes the active save.
|
||||
|
||||
@@ -0,0 +1,224 @@
|
||||
-- Nuzlocke rules. Uses the current engine's internal seams while the
|
||||
-- equivalent public API hooks are being added.
|
||||
return function(mod)
|
||||
mod.hooks:wrap("intro.oak_speech.build", function(next, steps, speech)
|
||||
steps = next(steps, speech)
|
||||
mod.ui.insertStepAfter(steps, "oak_welcome", {
|
||||
id = "nuzlocke_intro", kind = "say", pic = "oak",
|
||||
text = "A Nuzlocke is a\npromise.\fEvery loss is\npermanent.",
|
||||
})
|
||||
mod.ui.insertStepAfter(steps, "nuzlocke_intro", {
|
||||
id = "nuzlocke_slow_start", kind = "yesno", pic = "oak",
|
||||
saveKey = "slow_start", defaultNo = true,
|
||||
text = "Use SLOW START?\nRules start with\nPOKé BALLS.",
|
||||
})
|
||||
mod.ui.insertStepAfter(steps, "nuzlocke_slow_start", {
|
||||
id = "nuzlocke_dupes", kind = "choice", pic = "oak",
|
||||
saveKey = "dupes_mode", text = "When you meet a\nknown family?",
|
||||
choices = { "SKIP", "LOSE" }, values = { "skip", "strict" },
|
||||
})
|
||||
mod.ui.insertStepAfter(steps, "nuzlocke_dupes", {
|
||||
id = "nuzlocke_safari", kind = "yesno", pic = "oak",
|
||||
saveKey = "safari_sectors", text = "Separate SAFARI\nsectors?",
|
||||
})
|
||||
mod.ui.insertStepAfter(steps, "nuzlocke_safari", {
|
||||
id = "nuzlocke_close", kind = "say", pic = "oak",
|
||||
text = "Give every friend\na name. Keep them\nsafe. Good luck!",
|
||||
})
|
||||
return steps
|
||||
end)
|
||||
|
||||
mod.events:on("intro.oak_speech.answered", function(ev)
|
||||
if ev.saveKey then mod.save:set(ev.saveKey, ev.value) end
|
||||
end)
|
||||
|
||||
local function active(game, battle)
|
||||
if not (game and game.save) or (battle and (battle.demo or battle.ghost)) then return false end
|
||||
if not mod.save:get("slow_start", false) then return true end
|
||||
if mod.save:get("balls_unlocked", false) then return true end
|
||||
for id, count in pairs(game.save.inventory or {}) do
|
||||
if count > 0 and game.data.items[id] and game.data.items[id].ball then
|
||||
mod.save:set("balls_unlocked", true)
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function areaKey(game, battle)
|
||||
if battle and battle.safari and not mod.save:get("safari_sectors", false) then
|
||||
return "SAFARI_ZONE"
|
||||
end
|
||||
return (game.overworld and game.overworld.map and game.overworld.map.id)
|
||||
or (game.save.player and game.save.player.map) or "UNKNOWN"
|
||||
end
|
||||
|
||||
local function family(data, species)
|
||||
local found, pending = {}, { species }
|
||||
while #pending > 0 do
|
||||
local id = table.remove(pending)
|
||||
if not found[id] then
|
||||
found[id] = true
|
||||
for _, evo in ipairs((data.pokemon[id] or {}).evolutions or {}) do pending[#pending + 1] = evo.species end
|
||||
for parent, def in pairs(data.pokemon or {}) do
|
||||
for _, evo in ipairs(def.evolutions or {}) do
|
||||
if evo.species == id then pending[#pending + 1] = parent end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return found
|
||||
end
|
||||
|
||||
local function ownsFamily(game, species)
|
||||
local members = family(game.data, species)
|
||||
local function owns(mon) return mon and members[mon.species] end
|
||||
for _, mon in ipairs(game.save.party or {}) do if owns(mon) then return true end end
|
||||
for _, box in ipairs(game.save.boxes or {}) do
|
||||
for _, mon in ipairs(box) do if owns(mon) then return true end end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function caughtAreas()
|
||||
local areas = mod.save:get("caught_areas")
|
||||
if type(areas) ~= "table" then areas = {}; mod.save:set("caught_areas", areas) end
|
||||
return areas
|
||||
end
|
||||
|
||||
local function denied(game, battle, species)
|
||||
if not active(game, battle) then return nil end
|
||||
if caughtAreas()[areaKey(game, battle)] then return "area" end
|
||||
if ownsFamily(game, species) then return "dupes" end
|
||||
end
|
||||
|
||||
mod.events:on("pokemon.caught", function(ev)
|
||||
-- A successful capture proves that Slow Start has ended even when it was
|
||||
-- the last ball in the bag.
|
||||
if mod.save:get("slow_start", false) then mod.save:set("balls_unlocked", true) end
|
||||
if active(ev.game, ev.battle) then
|
||||
caughtAreas()[areaKey(ev.game, ev.battle)] = ev.species
|
||||
mod.save:set("caught_areas", caughtAreas())
|
||||
end
|
||||
end)
|
||||
|
||||
mod.events:on("game.ready", function()
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local Commands = require("src.script.Commands")
|
||||
local Party = require("src.pokemon.Party")
|
||||
local Boxes = require("src.pokemon.Boxes")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Screens = require("src.ui.Screens")
|
||||
local Strings = require("src.core.Strings")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local Bag = require("src.inventory.Bag")
|
||||
|
||||
BattleState.askNicknameUI = function(self, mon)
|
||||
self.lockedBall, self.blankForAskName = nil, false
|
||||
return self:buildScreen("NamingScreen", {
|
||||
title = Strings("NICKNAME?"), maxLen = 10,
|
||||
onDone = function(name) mon.nickname = name or "A" end,
|
||||
})
|
||||
end
|
||||
|
||||
-- Gifts and starters use the same mandatory naming screen.
|
||||
Commands.give_pokemon = function(ctx, species, level)
|
||||
local gift = { ctx = ctx, species = species, level = level }
|
||||
if ctx.game.mods then ctx.game.mods.events:emit("pokemon.before_give", gift) end
|
||||
local mon = Pokemon.new(ctx.game.data, gift.species, gift.level)
|
||||
ctx.game.stringBuffer, ctx.pendingPokemonName = ctx.game.data.pokemon[gift.species].name or gift.species, gift.species
|
||||
BattleState.stampOT(ctx.save, mon)
|
||||
local inParty = Party.add(ctx.save.party, mon)
|
||||
local boxNum = inParty and nil or Boxes.deposit(ctx.save, mon)
|
||||
if not inParty and not boxNum then ctx.lastCheck = false; return end
|
||||
if ctx.save.pokedex then ctx.save.pokedex.seen[gift.species], ctx.save.pokedex.owned[gift.species] = true, true end
|
||||
ctx.lastCheck, ctx.addedToParty, ctx.boxNum = true, inParty, boxNum
|
||||
if ctx.runner then
|
||||
Screens.push(ctx.game, "NamingScreen", {
|
||||
title = Strings("NICKNAME?"), maxLen = 10,
|
||||
onDone = function(name) mon.nickname = name or "A"; ctx.runner:resume() end,
|
||||
})
|
||||
ctx.runner:yield()
|
||||
else mon.nickname = "A" end
|
||||
if boxNum then
|
||||
ctx.game.boxMonNicks, ctx.game.stringBuffer = mon.nickname, tostring(boxNum)
|
||||
if ctx.runner then Commands.show_text(ctx, "_SentToBoxText") end
|
||||
end
|
||||
end
|
||||
|
||||
local vanillaThrowBall = BattleState.throwBall
|
||||
BattleState.throwBall = function(self, ball)
|
||||
local reason = denied(self.game, self, self.enemy and self.enemy.mon.species)
|
||||
if reason then
|
||||
if reason == "dupes" and mod.save:get("dupes_mode", "skip") == "strict" then
|
||||
caughtAreas()[areaKey(self.game, self)] = "DUPES_LOST"
|
||||
mod.save:set("caught_areas", caughtAreas())
|
||||
end
|
||||
Bag.add(self.game.save, ball, 1, self.game.data)
|
||||
self:say(reason == "area" and "This area already\nhas a captured POKéMON!"
|
||||
or "You already have\nthis POKéMON family!")
|
||||
return
|
||||
end
|
||||
return vanillaThrowBall(self, ball)
|
||||
end
|
||||
|
||||
local vanillaOnFaint = BattleState.onFaint
|
||||
BattleState.onFaint = function(self, battler)
|
||||
if not (battler.isPlayer and active(self.game, self)) then return vanillaOnFaint(self, battler) end
|
||||
if battler.faintQueued then return end
|
||||
battler.faintQueued = true
|
||||
if self.participants then self.participants[battler.mon] = nil end
|
||||
Runtime.emit("battle.fainted", { battle = self, battler = battler })
|
||||
for i, mon in ipairs(self.game.save.party) do
|
||||
if mon == battler.mon then table.remove(self.game.save.party, i); break end
|
||||
end
|
||||
self:actNext(function()
|
||||
battler.fainted = true
|
||||
require("src.core.Sound").playCry(self.data, battler.mon.species)
|
||||
require("src.core.Sound").play(self.data, "Faint_Fall")
|
||||
self.fx = self.fx or {}; self.fx.faint = { battler = battler, frames = 30 }
|
||||
end)
|
||||
self.nextInsert = (self.nextInsert or 0) + 1
|
||||
table.insert(self.queue, self.nextInsert, { wait = 30 })
|
||||
self:sayNext(Strings("%s\ndied!", battler.name))
|
||||
self:act(function() self:playerMonFainted() end)
|
||||
end
|
||||
|
||||
local vanillaPlayerFainted = BattleState.playerMonFainted
|
||||
BattleState.playerMonFainted = function(self)
|
||||
if active(self.game, self) and not Party.firstHealthy(self.game.save.party) then
|
||||
self.nuzlockeGameOver, self.result, self.afterQueue = true, "nuzlocke_game_over", "finish"
|
||||
self:sayNext(Strings("All of your\nPOKéMON are dead..."))
|
||||
return
|
||||
end
|
||||
return vanillaPlayerFainted(self)
|
||||
end
|
||||
|
||||
local vanillaFinish = BattleState.finish
|
||||
BattleState.finish = function(self)
|
||||
if not self.nuzlockeGameOver then return vanillaFinish(self) end
|
||||
self.nuzlockeGameOver = nil
|
||||
self.game.stack:pop()
|
||||
Runtime.emit("battle.ended", { battle = self, result = "nuzlocke_game_over" })
|
||||
-- Game over has no victory lap: delete the slot, then use Credits only
|
||||
-- as its existing THE END renderer / A-or-B wait screen.
|
||||
local version = GameVersion.get()
|
||||
local slot = SaveData.activeSlot(version)
|
||||
if slot then SaveData.deleteSlot(version, slot)
|
||||
elseif love and love.filesystem then
|
||||
local main = SaveData.saveFilename(version)
|
||||
love.filesystem.remove(main); love.filesystem.remove(main .. ".bak"); love.filesystem.remove(main .. ".tmp")
|
||||
end
|
||||
local ending = Screens.push(self.game, "Credits", function()
|
||||
require("src.core.Music").stop()
|
||||
while self.game.stack:top() do self.game.stack:pop() end
|
||||
Screens.push(self.game, "IntroMovie", function()
|
||||
if self.game.makeTitleState then self.game.stack:push(self.game:makeTitleState()) end
|
||||
end)
|
||||
end)
|
||||
ending.phase, ending.timer = "end_wait", 0
|
||||
end
|
||||
end)
|
||||
end
|
||||
@@ -0,0 +1,19 @@
|
||||
{
|
||||
"id": "nuzlocke",
|
||||
"name": "Nuzlocke",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "GAMEPLAY",
|
||||
"game_version": ">=0.0.0-dev <1.0.0",
|
||||
"priority": 100,
|
||||
"permissions": [
|
||||
"engine_internals"
|
||||
],
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "A configurable Gen 1 Nuzlocke with permanent death and area catches.",
|
||||
"github": "bryanthaboi/nuzlocke"
|
||||
}
|
||||
+17
-3
@@ -35,6 +35,7 @@ TARGET="all"
|
||||
NOTARY_PROFILE="notary-profile"
|
||||
NOTARIZE=true
|
||||
IOS_RELEASE=false
|
||||
IOS_IPA=false
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
|
||||
@@ -48,6 +49,7 @@ while [ $# -gt 0 ]; do
|
||||
--notary-profile) NOTARY_PROFILE="$2"; shift ;;
|
||||
--no-notarize) NOTARIZE=false ;;
|
||||
--release) IOS_RELEASE=true ;;
|
||||
--ipa) IOS_IPA=true ;;
|
||||
*) fail "unknown argument: $1" ;;
|
||||
esac
|
||||
shift
|
||||
@@ -66,17 +68,23 @@ rm -f "$LOVE_FILE"
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
tools/rom_manifest_yellow.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
# The editor is only reachable if its entry point and both module directories
|
||||
# made it in; a silent miss would ship a launcher whose Edit button crashes.
|
||||
# made it in, and every version's import manifest has to ship or that game's
|
||||
# ROM import fails in the built app (dev reads them off the source tree, so
|
||||
# the miss only ever shows up in a build -- the Yellow manifest shipped this
|
||||
# way once).
|
||||
for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
|
||||
tools/save-editor/panels/Party.lua; do
|
||||
tools/save-editor/panels/Party.lua \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
tools/rom_manifest_yellow.json; do
|
||||
unzip -Z1 "$LOVE_FILE" | grep -qx "$required" \
|
||||
|| fail "game.love is missing $required (save editor would not load)"
|
||||
|| fail "game.love is missing $required"
|
||||
done
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
|
||||
|
||||
@@ -292,6 +300,9 @@ build_android() {
|
||||
if [ "$VERSION_EXPLICIT" = true ]; then
|
||||
args+=(--version "$VERSION")
|
||||
fi
|
||||
if [ "$IOS_IPA" = true ]; then
|
||||
args+=(--ipa)
|
||||
fi
|
||||
"$ROOT/scripts/build_android.sh" ${args[@]+"${args[@]}"}
|
||||
}
|
||||
|
||||
@@ -302,6 +313,9 @@ build_ios() {
|
||||
if [ "$IOS_RELEASE" = true ]; then
|
||||
args+=(--release)
|
||||
fi
|
||||
if [ "$VERSION_EXPLICIT" = true ]; then
|
||||
args+=(--version "$VERSION")
|
||||
fi
|
||||
"$ROOT/scripts/build_ios.sh" ${args[@]+"${args[@]}"}
|
||||
}
|
||||
|
||||
|
||||
@@ -26,6 +26,11 @@ APP_NAME="gen1recomp"
|
||||
APPLICATION_ID="com.theboisclub.pokemonred"
|
||||
LOVE_ANDROID_VERSION="11.5a"
|
||||
NDK_VERSION="25.2.9519653"
|
||||
YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json"
|
||||
# A fresh source checkout normally supplies this through Git. This URL is
|
||||
# deliberately only a last resort for incomplete source exports: the manifest
|
||||
# contains extraction metadata, never a ROM or extracted game data.
|
||||
YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}"
|
||||
|
||||
VERSION=""
|
||||
PACKAGE_ONLY=false
|
||||
@@ -72,6 +77,59 @@ if [ ! -d "$ANDROID_DIR/love/src/jni/love/src" ]; then
|
||||
Re-clone or 'git checkout -- mobile/android'. See mobile/ANDROID.md."
|
||||
fi
|
||||
|
||||
# ------------------------------------------------------- Yellow import metadata
|
||||
# Android packages game.love itself rather than reusing scripts/build.sh's
|
||||
# archive. Keep a partial source export from silently shipping an APK that can
|
||||
# list Yellow but cannot import it. Prefer the exact manifest from this
|
||||
# checkout's Git object database; only then fall back to the public repository.
|
||||
yellow_manifest_is_valid() {
|
||||
local path="$1"
|
||||
python3 - "$path" <<'PY'
|
||||
import json, pathlib, sys
|
||||
|
||||
try:
|
||||
manifest = json.loads(pathlib.Path(sys.argv[1]).read_text())
|
||||
except (OSError, ValueError):
|
||||
raise SystemExit(1)
|
||||
|
||||
raise SystemExit(0 if manifest.get("romSha1") ==
|
||||
"cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1" else 1)
|
||||
PY
|
||||
}
|
||||
|
||||
ensure_yellow_manifest() {
|
||||
local manifest="$ROOT/$YELLOW_MANIFEST_RELATIVE"
|
||||
local staged
|
||||
staged="$(mktemp)"
|
||||
|
||||
if yellow_manifest_is_valid "$manifest"; then
|
||||
rm -f "$staged"
|
||||
return
|
||||
fi
|
||||
|
||||
warn "Yellow import manifest is missing or invalid; recovering it before packaging"
|
||||
if git -C "$ROOT" show "HEAD:$YELLOW_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \
|
||||
&& yellow_manifest_is_valid "$staged"; then
|
||||
mkdir -p "$(dirname "$manifest")"
|
||||
mv "$staged" "$manifest"
|
||||
say "restored Yellow import manifest from this checkout's Git data"
|
||||
return
|
||||
fi
|
||||
|
||||
if command -v curl >/dev/null 2>&1 \
|
||||
&& curl --fail --location --retry 2 --connect-timeout 15 \
|
||||
--output "$staged" "$YELLOW_MANIFEST_URL" \
|
||||
&& yellow_manifest_is_valid "$staged"; then
|
||||
mkdir -p "$(dirname "$manifest")"
|
||||
mv "$staged" "$manifest"
|
||||
say "downloaded Yellow import manifest from the project repository"
|
||||
return
|
||||
fi
|
||||
|
||||
rm -f "$staged"
|
||||
fail "Yellow import manifest is unavailable. Git recovery failed and could not download $YELLOW_MANIFEST_URL"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- branding
|
||||
# love-android 11.5+ reads app id / name / orientation from gradle.properties.
|
||||
# Manifest still gets permission trims. Re-applied every build so refreshing
|
||||
@@ -135,21 +193,33 @@ PY
|
||||
# --------------------------------------------------------------- game.love
|
||||
pack_game_love() {
|
||||
say "packing game.love for love-android embed flavor"
|
||||
ensure_yellow_manifest
|
||||
mkdir -p "$EMBED_ASSETS"
|
||||
rm -f "$LOVE_FILE"
|
||||
# tools/save-editor ships with the app: the launcher's Edit button on a save
|
||||
# row opens it in-process, so it must be inside the archive (see build.sh).
|
||||
# Deliberately NO fused mods: a mod inside game.love sits in the read-only
|
||||
# APK, so the mod manager's Delete can't remove it and it reappears every
|
||||
# launch. Pokewalker ships as an importable .zip instead, which gives it
|
||||
# a real install/upgrade/delete lifecycle.
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
tools/rom_manifest_yellow.json \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -Z1 "$LOVE_FILE" | grep -qx 'tools/save-editor/App.lua' \
|
||||
# Do not pipe unzip straight into grep here: on a large archive grep can
|
||||
# finish early and make unzip report SIGPIPE under `set -o pipefail`.
|
||||
local archive_entries
|
||||
archive_entries="$(unzip -Z1 "$LOVE_FILE")"
|
||||
grep -qx 'tools/save-editor/App.lua' <<< "$archive_entries" \
|
||||
|| fail "game.love is missing the save editor (Edit on a save row would crash)"
|
||||
grep -qx "$YELLOW_MANIFEST_RELATIVE" <<< "$archive_entries" \
|
||||
|| fail "game.love is missing the Yellow ROM import manifest"
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
|
||||
|
||||
# This script packs its own game.love (it does not reuse build.sh's), so it
|
||||
@@ -224,10 +294,32 @@ require_android_sdk() {
|
||||
# --------------------------------------------------------------- gradle
|
||||
run_gradle() {
|
||||
local task="assembleEmbedNoRecordDebug"
|
||||
say "building APK ($task)"
|
||||
local build_dir="$ANDROID_DIR"
|
||||
|
||||
# ndk-build is GNU make underneath and cannot cope with spaces anywhere in
|
||||
# the project path ("Your APP_BUILD_SCRIPT points to an unknown file").
|
||||
# When this checkout lives at a spaced path (e.g. "~/xCode Projects/..."),
|
||||
# shadow the android tree to a space-free location and build there; the
|
||||
# shadow persists across runs so gradle/ndk builds stay incremental.
|
||||
case "$ANDROID_DIR" in
|
||||
*" "*)
|
||||
build_dir="${TMPDIR:-/tmp}/gen1recomp-android-shadow"
|
||||
say "path contains spaces (ndk-build cannot handle them);"
|
||||
say "shadow-building in: $build_dir"
|
||||
mkdir -p "$build_dir"
|
||||
rsync -a --delete \
|
||||
--exclude=".gradle" --exclude="app/build" --exclude="love/build" \
|
||||
--exclude="local.properties" \
|
||||
"$ANDROID_DIR/" "$build_dir/"
|
||||
if [ -f "$ANDROID_DIR/local.properties" ]; then
|
||||
cp "$ANDROID_DIR/local.properties" "$build_dir/local.properties"
|
||||
fi
|
||||
;;
|
||||
esac
|
||||
|
||||
say "building APK ($task)"
|
||||
if ! (
|
||||
cd "$ANDROID_DIR"
|
||||
cd "$build_dir"
|
||||
./gradlew --no-daemon "$task"
|
||||
); then
|
||||
fail "gradle $task failed.
|
||||
@@ -236,7 +328,7 @@ run_gradle() {
|
||||
You can still iterate on the .love payload with: scripts/build_android.sh --package-only"
|
||||
fi
|
||||
|
||||
local out_dir="$ANDROID_DIR/app/build/outputs/apk/embedNoRecord/debug"
|
||||
local out_dir="$build_dir/app/build/outputs/apk/embedNoRecord/debug"
|
||||
if [ -d "$out_dir" ]; then
|
||||
say "APK output:"
|
||||
find "$out_dir" -name '*.apk' -exec ls -lh {} \;
|
||||
|
||||
+463
-70
@@ -1,21 +1,27 @@
|
||||
#!/usr/bin/env bash
|
||||
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 11.5's
|
||||
# official iOS Xcode project (love-11.5-ios-source.zip).
|
||||
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 12.0's
|
||||
# iOS Xcode project.
|
||||
#
|
||||
# Usage: scripts/build_ios.sh [--fetch] [--device] [--release] [--package-only]
|
||||
# Usage: scripts/build_ios.sh [--fetch] [--device] [--release] [--install]
|
||||
# [--version X.Y.Z] [--package-only]
|
||||
#
|
||||
# (default) Simulator Debug (CODE_SIGNING_ALLOWED=NO)
|
||||
# --device iphoneos SDK (needs signing / DEVELOPMENT_TEAM)
|
||||
# (default) Simulator Debug (ad-hoc signed)
|
||||
# --device iphoneos SDK; signing team auto-detected from the
|
||||
# keychain when DEVELOPMENT_TEAM is not set
|
||||
# --install after a --device build, install the app onto the
|
||||
# first connected iPhone/iPad (unlock it first)
|
||||
# --release Release configuration
|
||||
# --fetch Download love-11.5-ios-source.zip into mobile/ios/love-src/
|
||||
# --version X.Y.Z stamp the engine version into game.love plus
|
||||
# MARKETING_VERSION / CURRENT_PROJECT_VERSION
|
||||
# --fetch Fetch LÖVE 12.0 sources and Apple dependencies into mobile/ios/love-src/
|
||||
# --package-only Zip game.love + apply plist overlay; skip xcodebuild
|
||||
#
|
||||
# Prerequisites:
|
||||
# - macOS + Xcode (xcodebuild)
|
||||
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
|
||||
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
|
||||
#
|
||||
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
|
||||
# dist/ios/gen1recomp.ipa (device builds only)
|
||||
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
|
||||
|
||||
set -euo pipefail
|
||||
@@ -35,17 +41,36 @@ LIBS_DIR="$XCODE_DIR/ios/libraries"
|
||||
|
||||
APP_NAME="gen1recomp"
|
||||
DISPLAY_NAME="gen1recomp"
|
||||
BUNDLE_ID="com.theboisclub.pokemonred"
|
||||
LOVE_VERSION="$(tr -d '[:space:]' < "$IOS_DIR/LOVE_VERSION" 2>/dev/null || echo 11.5)"
|
||||
IOS_SOURCE_ZIP="love-${LOVE_VERSION}-ios-source.zip"
|
||||
APPLE_LIBS_ZIP="love-${LOVE_VERSION}-apple-libraries.zip"
|
||||
IOS_SOURCE_URL="https://github.com/love2d/love/releases/download/${LOVE_VERSION}/${IOS_SOURCE_ZIP}"
|
||||
APPLE_LIBS_URL="https://github.com/love2d/love/releases/download/${LOVE_VERSION}/${APPLE_LIBS_ZIP}"
|
||||
# Bundle ID resolution, most specific wins:
|
||||
# 1. GEN1_BUNDLE_ID env var
|
||||
# 2. mobile/ios/bundle_id.local (one line, gitignored — pins YOUR install
|
||||
# so rebuilds keep updating the same app on your phone)
|
||||
# 3. device builds: com.gen1recomp.t<your team id> — explicit App IDs are
|
||||
# globally unique across ALL Apple accounts (and required once
|
||||
# capabilities like HealthKit are involved), so a per-team default
|
||||
# lets anyone build without colliding with someone else's app
|
||||
# 4. simulator: the project default (no App ID registration involved)
|
||||
BUNDLE_ID="${GEN1_BUNDLE_ID:-com.theboisclub.gen1recomp}"
|
||||
if [ -z "$BUNDLE_ID" ] && [ -f "$IOS_DIR/bundle_id.local" ]; then
|
||||
BUNDLE_ID="$(tr -d '[:space:]' < "$IOS_DIR/bundle_id.local")"
|
||||
fi
|
||||
LOVE_VERSION="$(tr -d '[:space:]' < "$IOS_DIR/LOVE_VERSION" 2>/dev/null || echo 12.0)"
|
||||
LOVE_SOURCE_REF="${LOVE_SOURCE_REF:-main}"
|
||||
APPLE_DEPENDENCIES_REF="${APPLE_DEPENDENCIES_REF:-main}"
|
||||
LOVE_SOURCE_REPO="https://github.com/love2d/love.git"
|
||||
APPLE_DEPENDENCIES_REPO="https://github.com/love2d/love-apple-dependencies.git"
|
||||
|
||||
FETCH=false
|
||||
DEVICE=false
|
||||
RELEASE=false
|
||||
PACKAGE_ONLY=false
|
||||
INSTALL=false
|
||||
CREATE_IPA=false
|
||||
# Last resort for an incomplete source export, mirroring build_android.sh.
|
||||
MANIFEST_BASE_URL="${MANIFEST_BASE_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main}"
|
||||
MANIFESTS=""
|
||||
|
||||
VERSION=""
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
|
||||
@@ -57,15 +82,69 @@ while [ $# -gt 0 ]; do
|
||||
--device) DEVICE=true ;;
|
||||
--release) RELEASE=true ;;
|
||||
--package-only) PACKAGE_ONLY=true ;;
|
||||
--install) INSTALL=true ;;
|
||||
--ipa) CREATE_IPA=true ;;
|
||||
--version) VERSION="$2"; shift ;;
|
||||
-h|--help)
|
||||
sed -n '2,22p' "$0"
|
||||
sed -n '2,24p' "$0"
|
||||
exit 0
|
||||
;;
|
||||
*) fail "unknown argument: $1 (try --fetch, --device, --release, or --package-only)" ;;
|
||||
*) fail "unknown argument: $1 (try --fetch, --device, --release, --version, --install, or --package-only)" ;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
||||
if $CREATE_IPA; then
|
||||
DEVICE=true
|
||||
fi
|
||||
|
||||
VERSION_CODE=""
|
||||
if [ -n "$VERSION" ]; then
|
||||
if ! printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
fail "invalid --version '$VERSION' (expected X.Y.Z)"
|
||||
fi
|
||||
major="${VERSION%%.*}"
|
||||
rest="${VERSION#*.}"
|
||||
minor="${rest%%.*}"
|
||||
patch="${rest##*.}"
|
||||
VERSION_CODE=$((major * 10000 + minor * 100 + patch))
|
||||
fi
|
||||
|
||||
# ---------------------------------------------------------- signing identity
|
||||
# Auto-detect the Apple Development team when the caller didn't set one.
|
||||
# Prefer a *valid* identity from `find-identity` (the parenthetical there is
|
||||
# the cert id, not the team), then read that cert's OU. Scanning every
|
||||
# "Apple Development" certificate picks expired personal/work certs first.
|
||||
detect_team() {
|
||||
local cn
|
||||
cn="$(security find-identity -v -p codesigning 2>/dev/null \
|
||||
| sed -n -E 's/.*"Apple Development: ([^"]+)".*/\1/p' \
|
||||
| head -1)"
|
||||
[ -n "$cn" ] || return 1
|
||||
security find-certificate -c "Apple Development: $cn" -p 2>/dev/null \
|
||||
| openssl x509 -noout -subject 2>/dev/null \
|
||||
| sed -n 's/.*OU *= *\([A-Z0-9]*\).*/\1/p' \
|
||||
| head -1
|
||||
}
|
||||
if $DEVICE && [ -z "${DEVELOPMENT_TEAM:-}" ]; then
|
||||
DEVELOPMENT_TEAM="$(detect_team || true)"
|
||||
if [ -n "$DEVELOPMENT_TEAM" ]; then
|
||||
say "signing team auto-detected from keychain: $DEVELOPMENT_TEAM"
|
||||
else
|
||||
fail "no Apple signing identity found.
|
||||
Open Xcode -> Settings -> Accounts, press +, and sign in with your
|
||||
Apple ID (a free account works). That creates the certificate this
|
||||
script signs with. Then re-run this command."
|
||||
fi
|
||||
fi
|
||||
if [ -z "$BUNDLE_ID" ]; then
|
||||
if $DEVICE; then
|
||||
BUNDLE_ID="com.gen1recomp.t$(printf '%s' "$DEVELOPMENT_TEAM" | tr '[:upper:]' '[:lower:]')"
|
||||
else
|
||||
BUNDLE_ID="com.theboisclub.pokemonred"
|
||||
fi
|
||||
fi
|
||||
|
||||
# --------------------------------------------------------------- host checks
|
||||
if [ "$(uname -s)" != "Darwin" ]; then
|
||||
fail "iOS builds require macOS (Darwin). This host is $(uname -s).
|
||||
@@ -81,25 +160,19 @@ fi
|
||||
# --------------------------------------------------------------- fetch love-src
|
||||
fetch_love_ios() {
|
||||
mkdir -p "$CACHE"
|
||||
local zip_path="$CACHE/$IOS_SOURCE_ZIP"
|
||||
if [ ! -f "$zip_path" ]; then
|
||||
say "downloading $IOS_SOURCE_ZIP (LÖVE $LOVE_VERSION iOS sources)"
|
||||
curl -fL --progress-bar "$IOS_SOURCE_URL" -o "$zip_path" \
|
||||
|| fail "download failed: $IOS_SOURCE_URL"
|
||||
else
|
||||
say "using cached $zip_path"
|
||||
fi
|
||||
|
||||
say "extracting into $LOVE_SRC"
|
||||
rm -rf "$LOVE_SRC"
|
||||
local tmp
|
||||
tmp="$(mktemp -d "$CACHE/extract.XXXXXX")"
|
||||
unzip -q "$zip_path" -d "$tmp"
|
||||
# Zip root is love-<version>-ios-source/
|
||||
local extracted
|
||||
extracted="$(find "$tmp" -maxdepth 1 -mindepth 1 -type d ! -name '__MACOSX' | head -1)"
|
||||
[ -n "$extracted" ] || fail "unexpected layout inside $IOS_SOURCE_ZIP"
|
||||
mv "$extracted" "$LOVE_SRC"
|
||||
say "fetching LÖVE $LOVE_VERSION sources ($LOVE_SOURCE_REF)"
|
||||
git clone --depth 1 --branch "$LOVE_SOURCE_REF" "$LOVE_SOURCE_REPO" "$tmp/love" \
|
||||
|| fail "failed to fetch LÖVE sources from $LOVE_SOURCE_REPO"
|
||||
say "fetching Apple dependencies ($APPLE_DEPENDENCIES_REF)"
|
||||
git clone --depth 1 --branch "$APPLE_DEPENDENCIES_REF" "$APPLE_DEPENDENCIES_REPO" "$tmp/dependencies" \
|
||||
|| fail "failed to fetch Apple dependencies from $APPLE_DEPENDENCIES_REPO"
|
||||
rm -rf "$LOVE_SRC"
|
||||
mv "$tmp/love" "$LOVE_SRC"
|
||||
mkdir -p "$LIBS_DIR" "$XCODE_DIR/shared"
|
||||
cp -R "$tmp/dependencies/iOS/libraries/." "$LIBS_DIR"
|
||||
cp -R "$tmp/dependencies/shared/." "$XCODE_DIR/shared"
|
||||
rm -rf "$tmp"
|
||||
say "love-src ready (LÖVE $LOVE_VERSION)"
|
||||
}
|
||||
@@ -109,18 +182,12 @@ if [ ! -d "$XCODE_DIR/love.xcodeproj" ]; then
|
||||
fetch_love_ios
|
||||
else
|
||||
fail "LÖVE $LOVE_VERSION iOS sources not found at mobile/ios/love-src/.
|
||||
Fetch them (documented download of love-${LOVE_VERSION}-ios-source.zip):
|
||||
Fetch them:
|
||||
scripts/build_ios.sh --fetch
|
||||
Or manually:
|
||||
mkdir -p mobile/ios/cache
|
||||
curl -fL -o mobile/ios/cache/$IOS_SOURCE_ZIP \\
|
||||
$IOS_SOURCE_URL
|
||||
unzip -q mobile/ios/cache/$IOS_SOURCE_ZIP -d mobile/ios/cache
|
||||
mv mobile/ios/cache/love-${LOVE_VERSION}-ios-source mobile/ios/love-src
|
||||
See mobile/ios/README.md."
|
||||
fi
|
||||
elif $FETCH; then
|
||||
say "love-src already present; skipping download (delete mobile/ios/love-src to refresh)"
|
||||
say "love-src already present; skipping fetch (delete mobile/ios/love-src to refresh)"
|
||||
fi
|
||||
|
||||
[ -d "$XCODE_DIR/love.xcodeproj" ] \
|
||||
@@ -128,25 +195,16 @@ fi
|
||||
|
||||
# --------------------------------------------------------------- apple libraries
|
||||
require_ios_libraries() {
|
||||
if [ -d "$LIBS_DIR/SDL2.xcframework" ]; then
|
||||
if [ -d "$LIBS_DIR/SDL2.xcframework" ] && [ -d "$XCODE_DIR/shared/Frameworks/SDL3.xcframework" ]; then
|
||||
return 0
|
||||
fi
|
||||
fail "prebuilt iOS libraries missing at:
|
||||
$LIBS_DIR
|
||||
love-ios expects SDL2.xcframework (and friends) there.
|
||||
and shared/Frameworks.
|
||||
|
||||
The official love-${LOVE_VERSION}-ios-source.zip normally includes them.
|
||||
If they are absent, install love-${LOVE_VERSION}-apple-libraries.zip:
|
||||
Re-fetch the LÖVE $LOVE_VERSION source tree and its Apple dependencies:
|
||||
|
||||
mkdir -p mobile/ios/cache
|
||||
curl -fL -o mobile/ios/cache/$APPLE_LIBS_ZIP \\
|
||||
$APPLE_LIBS_URL
|
||||
unzip -q mobile/ios/cache/$APPLE_LIBS_ZIP -d mobile/ios/cache
|
||||
rm -rf mobile/ios/love-src/platform/xcode/ios/libraries
|
||||
cp -R mobile/ios/cache/love-apple-dependencies/iOS/libraries \\
|
||||
mobile/ios/love-src/platform/xcode/ios/libraries
|
||||
|
||||
See mobile/ios/README.md (Apple libraries dependency)."
|
||||
scripts/build_ios.sh --fetch"
|
||||
}
|
||||
|
||||
require_ios_libraries
|
||||
@@ -159,25 +217,150 @@ apply_ios_branding() {
|
||||
cp "$OVERLAY_PLIST" "$dest"
|
||||
}
|
||||
|
||||
apply_ios_icon() {
|
||||
local source="$ROOT/assets/logo/logo.png"
|
||||
local target="$XCODE_DIR/Images.xcassets/iOS AppIcon.appiconset"
|
||||
[ -f "$source" ] || fail "missing iOS icon source: $source"
|
||||
[ -d "$target" ] || fail "missing iOS app icon set: $target"
|
||||
local entry name size
|
||||
while IFS=: read -r name size; do
|
||||
sips -z "$size" "$size" "$source" --out "$target/$name" >/dev/null
|
||||
done <<'EOF'
|
||||
icon-1024pt@1x.png:1024
|
||||
icon-29pt@1x.png:29
|
||||
icon-29pt@2x.png:58
|
||||
icon-29pt@3x.png:87
|
||||
icon-40pt@1x.png:40
|
||||
icon-40pt@2x.png:80
|
||||
icon-40pt@3x.png:120
|
||||
icon-60pt@2x.png:120
|
||||
icon-60pt@3x.png:180
|
||||
icon-76pt@1x.png:76
|
||||
icon-76pt@2x.png:152
|
||||
icon-83.5pt@2x.png:167
|
||||
EOF
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- game.love
|
||||
# Every version's import manifest has to ship or that game's ROM import fails in
|
||||
# the built app: decodeManifest (src/import/RomImporter.lua) errors outright when
|
||||
# one is absent, and dev reads them off the source tree, so the miss only ever
|
||||
# shows up in a build. iOS shipped without the Yellow one in 0.1.45 to 0.1.47
|
||||
# for exactly that reason.
|
||||
#
|
||||
# The list is READ OUT OF src/core/GameVersion.lua rather than hand-kept here, so
|
||||
# a fourth version cannot silently ship without its manifest, and a missing file
|
||||
# is recovered from Git or the project repo the same way build_android.sh already
|
||||
# recovers Yellow's. Recovery is a last resort for an incomplete source export:
|
||||
# a manifest carries extraction metadata only, never a ROM or game data.
|
||||
manifest_paths() {
|
||||
python3 - "$ROOT/src/core/GameVersion.lua" <<'PY'
|
||||
import re, sys
|
||||
src = open(sys.argv[1]).read()
|
||||
print(" ".join(dict.fromkeys(re.findall(r'manifest\s*=\s*"([^"]+)"', src))))
|
||||
PY
|
||||
}
|
||||
|
||||
manifest_is_valid() {
|
||||
python3 - "$1" <<'PY'
|
||||
import json, pathlib, sys
|
||||
try:
|
||||
m = json.loads(pathlib.Path(sys.argv[1]).read_text())
|
||||
except (OSError, ValueError):
|
||||
raise SystemExit(1)
|
||||
sha = m.get("romSha1")
|
||||
raise SystemExit(0 if isinstance(sha, str) and len(sha) == 40 else 1)
|
||||
PY
|
||||
}
|
||||
|
||||
ensure_manifests() {
|
||||
MANIFESTS="$(manifest_paths)"
|
||||
[ -n "$MANIFESTS" ] \
|
||||
|| fail "could not read any manifest path out of src/core/GameVersion.lua"
|
||||
local rel staged
|
||||
for rel in $MANIFESTS; do
|
||||
if manifest_is_valid "$ROOT/$rel"; then continue; fi
|
||||
warn "$rel is missing or invalid; recovering it before packaging"
|
||||
staged="$(mktemp)"
|
||||
if git -C "$ROOT" show "HEAD:$rel" > "$staged" 2>/dev/null \
|
||||
&& manifest_is_valid "$staged"; then
|
||||
mkdir -p "$ROOT/$(dirname "$rel")"
|
||||
mv "$staged" "$ROOT/$rel"
|
||||
say "restored $rel from this checkout's Git data"
|
||||
continue
|
||||
fi
|
||||
if command -v curl >/dev/null 2>&1 \
|
||||
&& curl --fail --location --retry 2 --connect-timeout 15 \
|
||||
--output "$staged" "$MANIFEST_BASE_URL/$rel" \
|
||||
&& manifest_is_valid "$staged"; then
|
||||
mkdir -p "$ROOT/$(dirname "$rel")"
|
||||
mv "$staged" "$ROOT/$rel"
|
||||
say "downloaded $rel from the project repository"
|
||||
continue
|
||||
fi
|
||||
rm -f "$staged"
|
||||
fail "$rel is unavailable: Git recovery failed and $MANIFEST_BASE_URL/$rel could not be downloaded"
|
||||
done
|
||||
say "import manifests: $MANIFESTS"
|
||||
}
|
||||
|
||||
pack_game_love() {
|
||||
say "packing game.love for love-ios resources"
|
||||
mkdir -p "$RESOURCES_DIR"
|
||||
rm -f "$LOVE_FILE"
|
||||
# Same payload as scripts/build.sh / build_android.sh: game sources plus
|
||||
# tools/save-editor, which the launcher's Edit button opens in-process.
|
||||
# Deliberately NO fused mods: a mod inside game.love sits in the
|
||||
# read-only app bundle, so the mod manager's Delete can't remove it and
|
||||
# it reappears every launch. Mods install as .zips at runtime instead
|
||||
# (launcher -> MODS -> Import mod .zip), the same lifecycle as every
|
||||
# other platform.
|
||||
# shellcheck disable=SC2086 # MANIFESTS is a deliberate word list
|
||||
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
$MANIFESTS \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
# NOTE: grep -q here would race pipefail — it exits on first match, unzip
|
||||
# dies of SIGPIPE (141), and the pipeline "fails" nondeterministically.
|
||||
# >/dev/null keeps grep reading the whole stream instead.
|
||||
if unzip -Z1 "$LOVE_FILE" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
| grep -E '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' >/dev/null; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -Z1 "$LOVE_FILE" | grep -qx 'tools/save-editor/App.lua' \
|
||||
|| fail "game.love is missing the save editor (Edit on a save row would crash)"
|
||||
# Same required-file gate as scripts/build.sh and scripts/build_android.sh.
|
||||
# iOS only checked App.lua, which is why the Yellow manifest shipped missing
|
||||
# in 0.1.45 through 0.1.47: decodeManifest (src/import/RomImporter.lua) errors
|
||||
# outright when a version's manifest is absent, so Import ROM on Yellow died
|
||||
# in the built app while dev, which reads the source tree, stayed green.
|
||||
archive_entries="$(unzip -Z1 "$LOVE_FILE")"
|
||||
# shellcheck disable=SC2086 # MANIFESTS is a deliberate word list
|
||||
for required in src/update/Boot.lua tools/save-editor/App.lua \
|
||||
tools/save-editor/Kit.lua tools/save-editor/panels/Party.lua \
|
||||
$MANIFESTS; do
|
||||
printf '%s\n' "$archive_entries" | grep -qx "$required" \
|
||||
|| fail "game.love is missing $required"
|
||||
done
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
|
||||
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION into game.love"
|
||||
local stamp_dir
|
||||
stamp_dir="$(mktemp -d)"
|
||||
mkdir -p "$stamp_dir/src/core"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")([^\"]*)(\")/\1$VERSION\3/" \
|
||||
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
|
||||
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
|
||||
local version_re
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
unzip -p "$LOVE_FILE" src/core/Version.lua \
|
||||
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
|| fail "version stamp failed: game.love does not report engine $VERSION"
|
||||
rm -rf "$stamp_dir"
|
||||
say "stamped engine version: $VERSION"
|
||||
else
|
||||
say "no X.Y.Z --version, shipping default engine (no stamp)"
|
||||
fi
|
||||
}
|
||||
|
||||
# Ensure game.love is in the love-ios Copy Bundle Resources phase (idempotent).
|
||||
@@ -270,7 +453,124 @@ print("patched project.pbxproj")
|
||||
PY
|
||||
}
|
||||
|
||||
suppress_love_dependency_warnings() {
|
||||
local liblove_pbx="$XCODE_DIR/liblove.xcodeproj/project.pbxproj"
|
||||
local love_pbx="$XCODE_DIR/love.xcodeproj/project.pbxproj"
|
||||
[ -f "$liblove_pbx" ] || fail "missing $liblove_pbx"
|
||||
[ -f "$love_pbx" ] || fail "missing $love_pbx"
|
||||
|
||||
python3 - "$liblove_pbx" "$love_pbx" <<'PY'
|
||||
import pathlib
|
||||
import sys
|
||||
|
||||
def patch_configs(path, config_ids, settings):
|
||||
text = path.read_text()
|
||||
for config_id in config_ids:
|
||||
marker = f"\t\t{config_id}"
|
||||
start = text.find(marker)
|
||||
if start < 0:
|
||||
raise SystemExit(f"missing configuration {config_id}")
|
||||
settings_start = text.find("\t\t\tbuildSettings = {\n", start)
|
||||
block_end = text.find("\n\t\t};", settings_start)
|
||||
if settings_start < 0 or block_end < 0:
|
||||
raise SystemExit(f"invalid configuration {config_id}")
|
||||
block = text[settings_start:block_end]
|
||||
lines = block.splitlines(keepends=True)
|
||||
for setting in settings:
|
||||
key = setting.split(" = ", 1)[0].strip()
|
||||
prefix = f"{key} ="
|
||||
replaced = False
|
||||
normalized = []
|
||||
for line in lines:
|
||||
if line.startswith(f"\t\t\t\t{prefix}"):
|
||||
if not replaced:
|
||||
normalized.append(setting)
|
||||
replaced = True
|
||||
else:
|
||||
normalized.append(line)
|
||||
if not replaced:
|
||||
normalized.insert(1, setting)
|
||||
lines = normalized
|
||||
normalized_block = "".join(lines)
|
||||
if normalized_block != block:
|
||||
text = text[:settings_start] + normalized_block + text[block_end:]
|
||||
path.write_text(text)
|
||||
|
||||
patch_configs(
|
||||
pathlib.Path(sys.argv[1]),
|
||||
(
|
||||
"FA0B78EF1A958B90000E1D17",
|
||||
"FA0B78F01A958B90000E1D17",
|
||||
"FA0B78F11A958B90000E1D17",
|
||||
),
|
||||
(
|
||||
"\t\t\t\tCLANG_WARN_UNINITIALIZED_AUTOS = NO;\n",
|
||||
"\t\t\t\tCLANG_WARN_UNREACHABLE_CODE = NO;\n",
|
||||
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_CHECK_SWITCH_STATEMENTS = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_SIGN_COMPARE = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNINITIALIZED_AUTOS = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNUSED_FUNCTION = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNUSED_PARAMETER = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNUSED_VARIABLE = NO;\n",
|
||||
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-sign-compare -Wno-strict-prototypes -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-variable\";\n",
|
||||
"\t\t\t\tOTHER_CPLUSPLUSFLAGS = \"$(inherited) -Wno-deprecated-declarations -Wno-non-c-typedef-for-linkage -Wno-sign-compare -Wno-switch -Wno-unguarded-availability-new -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-private-field -Wno-unused-variable\";\n",
|
||||
),
|
||||
)
|
||||
patch_configs(
|
||||
pathlib.Path(sys.argv[2]),
|
||||
(
|
||||
"FA0B7F261A95AAF4000E1D17",
|
||||
"FA0B7F271A95AAF4000E1D17",
|
||||
"FA0B7F281A95AAF4000E1D17",
|
||||
),
|
||||
(
|
||||
"\t\t\t\tCLANG_WARN_UNDECLARED_SELECTOR = NO;\n",
|
||||
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
|
||||
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-undeclared-selector -Wno-unused-parameter\";\n",
|
||||
),
|
||||
)
|
||||
PY
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- xcodebuild
|
||||
# love.system.pickFile and createFile are a native bridge compiled in by
|
||||
# mobile/ios/patch_love_src.py, not part of LÖVE. A build that skipped the
|
||||
# patch still links and still runs, then finds the field nil the moment anyone
|
||||
# taps Import ROM (#482). #539 made that degrade to the copy-into-Files flow
|
||||
# rather than crash, which is the right floor, but a build with no picker at all
|
||||
# is a silent downgrade, so fail here instead of shipping one.
|
||||
#
|
||||
# Checked against the built binary rather than the source, because patching
|
||||
# love-src proves nothing about what Xcode actually compiled: the shipped
|
||||
# 0.1.45/0.1.46/0.1.47 IPAs all DO carry the bridge, so the reports that blamed
|
||||
# a missing patch step were self-built IPAs, exactly the case this catches.
|
||||
verify_native_bridge() {
|
||||
local app="$1"
|
||||
local exe bin missing=""
|
||||
exe="$(/usr/libexec/PlistBuddy -c 'Print :CFBundleExecutable' \
|
||||
"$app/Info.plist" 2>/dev/null || true)"
|
||||
bin="$app/${exe:-love}"
|
||||
[ -f "$bin" ] || bin="$app/love"
|
||||
if [ ! -f "$bin" ]; then
|
||||
warn "no executable inside $(basename "$app"); skipping native bridge check"
|
||||
return 0
|
||||
fi
|
||||
# grep -q here would race pipefail the same way pack_game_love documents:
|
||||
# it exits on first match, strings dies of SIGPIPE, the pipeline "fails"
|
||||
# nondeterministically. >/dev/null keeps grep reading the whole stream.
|
||||
for sym in pickFile createFile; do
|
||||
strings -a "$bin" | grep -x "$sym" >/dev/null || missing="$missing $sym"
|
||||
done
|
||||
if [ -n "$missing" ]; then
|
||||
fail "built app has no native bridge (missing:$missing).
|
||||
Import ROM would fall back to copy-into-Files instead of opening the picker.
|
||||
mobile/ios/patch_love_src.py did not take. Re-run:
|
||||
scripts/build_ios.sh --fetch && scripts/build_ios.sh"
|
||||
fi
|
||||
say "native bridge present (pickFile, createFile)"
|
||||
}
|
||||
|
||||
run_xcodebuild() {
|
||||
local config sdk destination
|
||||
if $RELEASE; then
|
||||
@@ -291,6 +591,15 @@ run_xcodebuild() {
|
||||
|
||||
# Prefer -target + SYMROOT over -derivedDataPath: modern Xcode requires
|
||||
# -scheme whenever -derivedDataPath is set, and love-ios ships no shared schemes.
|
||||
# Always stamp both: the overlay plist expands $(MARKETING_VERSION) /
|
||||
# $(CURRENT_PROJECT_VERSION), and love-ios has no project-level defaults.
|
||||
local marketing_version="$LOVE_VERSION"
|
||||
local project_version="1"
|
||||
if [ -n "$VERSION" ]; then
|
||||
marketing_version="$VERSION"
|
||||
project_version="$VERSION_CODE"
|
||||
fi
|
||||
|
||||
local args=(
|
||||
-project "$PROJECT"
|
||||
-target love-ios
|
||||
@@ -300,18 +609,27 @@ run_xcodebuild() {
|
||||
SYMROOT="$BUILD_DIR/Build/Products"
|
||||
OBJROOT="$BUILD_DIR/Build/Intermediates"
|
||||
PRODUCT_BUNDLE_IDENTIFIER="$BUNDLE_ID"
|
||||
PRODUCT_NAME="$APP_NAME"
|
||||
MARKETING_VERSION="$LOVE_VERSION"
|
||||
MARKETING_VERSION="$marketing_version"
|
||||
CURRENT_PROJECT_VERSION="$project_version"
|
||||
ONLY_ACTIVE_ARCH=NO
|
||||
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
|
||||
)
|
||||
|
||||
if ! $DEVICE; then
|
||||
# Simulator: no signing required
|
||||
args+=(CODE_SIGNING_ALLOWED=NO CODE_SIGNING_REQUIRED=NO CODE_SIGN_IDENTITY=)
|
||||
# Simulator: ad-hoc signing (no certificate needed). A plain unsigned
|
||||
# build would drop the entitlements file, and HealthKit refuses to run
|
||||
# without the com.apple.developer.healthkit entitlement even in the
|
||||
# simulator.
|
||||
args+=(CODE_SIGNING_ALLOWED=YES CODE_SIGNING_REQUIRED=NO CODE_SIGN_IDENTITY=-)
|
||||
else
|
||||
warn "device build: configure signing in Xcode or set DEVELOPMENT_TEAM / CODE_SIGN_IDENTITY"
|
||||
if [ -n "${DEVELOPMENT_TEAM:-}" ]; then
|
||||
args+=(DEVELOPMENT_TEAM="$DEVELOPMENT_TEAM")
|
||||
# Automatic signing + provisioning updates lets xcodebuild register the
|
||||
# bundle ID / create a development profile from the CLI, so a device
|
||||
# build works without ever opening the project in Xcode.
|
||||
args+=(DEVELOPMENT_TEAM="$DEVELOPMENT_TEAM"
|
||||
CODE_SIGN_STYLE=Automatic
|
||||
-allowProvisioningUpdates)
|
||||
fi
|
||||
if [ -n "${CODE_SIGN_IDENTITY:-}" ]; then
|
||||
args+=(CODE_SIGN_IDENTITY="$CODE_SIGN_IDENTITY")
|
||||
@@ -326,11 +644,27 @@ run_xcodebuild() {
|
||||
|
||||
say "xcodebuild love-ios ($config / $sdk)"
|
||||
set +e
|
||||
(
|
||||
cd "$XCODE_DIR"
|
||||
xcodebuild "${args[@]}"
|
||||
)
|
||||
local xc_status=$?
|
||||
local xc_status
|
||||
if command -v xcbeautify >/dev/null 2>&1; then
|
||||
(
|
||||
cd "$XCODE_DIR"
|
||||
xcodebuild "${args[@]}"
|
||||
) 2>&1 | xcbeautify
|
||||
local pipeline_status=("${PIPESTATUS[@]}")
|
||||
local xcode_status=${pipeline_status[0]}
|
||||
local beautify_status=${pipeline_status[1]}
|
||||
if [ "$xcode_status" -ne 0 ]; then
|
||||
xc_status=$xcode_status
|
||||
else
|
||||
xc_status=$beautify_status
|
||||
fi
|
||||
else
|
||||
(
|
||||
cd "$XCODE_DIR"
|
||||
xcodebuild "${args[@]}"
|
||||
)
|
||||
xc_status=$?
|
||||
fi
|
||||
set -e
|
||||
if [ "$xc_status" -ne 0 ]; then
|
||||
fail "xcodebuild failed (exit $xc_status).
|
||||
@@ -361,25 +695,84 @@ run_xcodebuild() {
|
||||
cp "$LOVE_FILE" "$app/game.love"
|
||||
fi
|
||||
|
||||
verify_native_bridge "$app"
|
||||
|
||||
local dist_dir="$DIST/${config}-${sdk}"
|
||||
rm -rf "$dist_dir"
|
||||
mkdir -p "$dist_dir"
|
||||
cp -R "$app" "$dist_dir/"
|
||||
say "copied to $dist_dir/$(basename "$app")"
|
||||
cp -R "$app" "$dist_dir/$APP_NAME.app"
|
||||
say "copied to $dist_dir/$APP_NAME.app"
|
||||
|
||||
if $DEVICE; then
|
||||
package_ipa "$dist_dir/$APP_NAME.app"
|
||||
fi
|
||||
|
||||
say "iOS app: $app"
|
||||
say "bundle id: $BUNDLE_ID display: $DISPLAY_NAME"
|
||||
if $DEVICE; then
|
||||
warn "signing/provisioning is manual, see mobile/ios/README.md"
|
||||
if $INSTALL; then
|
||||
install_to_device "$app"
|
||||
else
|
||||
say "install with: scripts/build_ios.sh --device --install (iPhone plugged in + unlocked)"
|
||||
fi
|
||||
else
|
||||
say "simulator tip: xcrun simctl install booted \"$app\""
|
||||
fi
|
||||
}
|
||||
|
||||
# Pack Payload/<app>.app into dist/ios/gen1recomp.ipa for release / sideload tools.
|
||||
package_ipa() {
|
||||
local app="$1"
|
||||
local ipa="$DIST/$APP_NAME.ipa"
|
||||
local tmp
|
||||
tmp="$(mktemp -d "$DIST/ipa.XXXXXX")"
|
||||
mkdir -p "$tmp/Payload"
|
||||
cp -R "$app" "$tmp/Payload/$(basename "$app")"
|
||||
rm -f "$ipa"
|
||||
(cd "$tmp" && zip -q -r "$ipa" Payload)
|
||||
rm -rf "$tmp"
|
||||
say "ipa: $ipa ($(du -h "$ipa" | cut -f1))"
|
||||
}
|
||||
|
||||
# ------------------------------------------------------------ device install
|
||||
# Installs the freshly built .app onto the first connected iPhone/iPad via
|
||||
# devicectl. The phone must be paired (plugged in at least once + "Trust
|
||||
# This Computer") and UNLOCKED during the install.
|
||||
install_to_device() {
|
||||
local app="$1"
|
||||
local line udid
|
||||
line="$(xcrun devicectl list devices 2>/dev/null \
|
||||
| grep -E 'iPhone|iPad' | grep -v 'Watch' | head -1 || true)"
|
||||
udid="$(printf '%s' "$line" \
|
||||
| grep -Eo '[0-9A-Fa-f]{8}-[0-9A-Fa-f]{4}-[0-9A-Fa-f]{4}-[0-9A-Fa-f]{4}-[0-9A-Fa-f]{12}' \
|
||||
| head -1 || true)"
|
||||
if [ -z "$udid" ]; then
|
||||
fail "no iPhone/iPad found.
|
||||
Plug the phone in with a cable, unlock it, tap 'Trust This Computer'
|
||||
if asked, then re-run: scripts/build_ios.sh --device --install"
|
||||
fi
|
||||
say "installing onto: $(printf '%s' "$line" | sed 's/ .*//') ($udid)"
|
||||
if xcrun devicectl device install app --device "$udid" "$app"; then
|
||||
say "installed. On the phone: tap the new app on your Home Screen."
|
||||
say "first launch may ask you to enable Developer Mode (Settings ->"
|
||||
say "Privacy & Security -> Developer Mode) and to trust the developer"
|
||||
say "(Settings -> General -> VPN & Device Management)."
|
||||
else
|
||||
fail "install failed. Most common cause: the phone was locked.
|
||||
Unlock it, keep it plugged in, and re-run:
|
||||
scripts/build_ios.sh --device --install"
|
||||
fi
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- main
|
||||
apply_ios_branding
|
||||
apply_ios_icon
|
||||
say "applying iOS native bridge patches (picker/Files support)"
|
||||
python3 "$IOS_DIR/patch_love_src.py" || fail "patch_love_src.py failed"
|
||||
ensure_manifests
|
||||
pack_game_love
|
||||
ensure_game_love_in_xcode
|
||||
suppress_love_dependency_warnings
|
||||
|
||||
if $PACKAGE_ONLY; then
|
||||
say "package-only: skipping xcodebuild (game.love + plist ready under mobile/ios/love-src/)"
|
||||
|
||||
Executable
+23
@@ -0,0 +1,23 @@
|
||||
#!/usr/bin/env bash
|
||||
# Static analysis for the engine Lua (config: .luacheckrc).
|
||||
#
|
||||
# Complements scripts/test.sh: the tests prove behavior, luacheck catches the
|
||||
# defects that never run in a green test -- undefined globals/locals (the
|
||||
# class that hid a music.volume crash: a hook read a `state` that was still
|
||||
# the nil global), unused values, unreachable code. The .luacheckrc mutes the
|
||||
# cosmetic categories the codebase lives with, so what prints is worth a look.
|
||||
#
|
||||
# scripts/lint.sh lint src/
|
||||
# scripts/lint.sh src tools lint specific paths
|
||||
#
|
||||
# Install once with: luarocks install luacheck
|
||||
|
||||
set -uo pipefail
|
||||
cd "$(dirname "$0")/.."
|
||||
|
||||
if ! command -v luacheck >/dev/null 2>&1; then
|
||||
echo "luacheck not found on PATH (install: luarocks install luacheck)" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
luacheck "${@:-src}"
|
||||
+7
-4
@@ -1,11 +1,12 @@
|
||||
#!/usr/bin/env bash
|
||||
# Build game data from a user-provided Pokemon Red ROM and install LÖVE.
|
||||
# Build game data from a user-provided Pokemon Red/Blue/Yellow ROM and install LÖVE.
|
||||
#
|
||||
# Usage:
|
||||
# scripts/setup.sh --rom /path/to/pokemon-red.gb
|
||||
# scripts/setup.sh --rom /path/to/pokemon-yellow.gbc
|
||||
# ROM_PATH=/path/to/pokemon-red.gb scripts/setup.sh
|
||||
#
|
||||
# With no explicit path, the first *.gb file in the project root is used.
|
||||
# With no explicit path, the first *.gb / *.gbc file in the project root is used.
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
@@ -34,15 +35,17 @@ command -v python3 >/dev/null 2>&1 \
|
||||
|| fail "Python 3 is required to decode the ROM"
|
||||
|
||||
if [ -z "$ROM" ]; then
|
||||
for candidate in "$ROOT"/*.gb; do
|
||||
shopt -s nullglob
|
||||
for candidate in "$ROOT"/*.gb "$ROOT"/*.gbc; do
|
||||
if [ -f "$candidate" ]; then
|
||||
ROM="$candidate"
|
||||
break
|
||||
fi
|
||||
done
|
||||
shopt -u nullglob
|
||||
fi
|
||||
[ -n "$ROM" ] && [ -f "$ROM" ] \
|
||||
|| fail "Pokemon Red ROM not found. Put your .gb file in $ROOT or pass --rom /path/to/file.gb"
|
||||
|| fail "Pokemon ROM not found. Put a .gb or .gbc in $ROOT or pass --rom /path/to/file"
|
||||
|
||||
if [ ! -x "$VENV/bin/python3" ]; then
|
||||
say "creating Python environment"
|
||||
|
||||
@@ -123,6 +123,7 @@ if [ -f data/generated/maps.lua ]; then
|
||||
run_tier "T3 save editor: events + dex" "$LUA" tests/save_editor_task7_tests.lua
|
||||
run_tier "T3 save editor: map browser" "$LUA" tests/save_editor_task8_tests.lua
|
||||
run_tier "T3 save editor: mod awareness" "$LUA" tests/save_editor_mod_tests.lua
|
||||
run_tier "T3 save editor: wheel scrolling" "$LUA" tests/save_editor_wheel_bug595_test.lua
|
||||
run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
|
||||
fi
|
||||
else
|
||||
|
||||
@@ -22,7 +22,7 @@ local NOTES = {
|
||||
-- mirrors ChipAudio's snapTicks so authored drums land on the same sample
|
||||
-- grid as the ROM's own drum tables
|
||||
local function snapTicks(ticks)
|
||||
return math.floor((ticks * 735 + 256) / 512)
|
||||
return math.floor((ticks * 1470 + 256) / 512)
|
||||
end
|
||||
|
||||
-- ------- validation
|
||||
|
||||
+820
-177
File diff suppressed because it is too large
Load Diff
@@ -9,9 +9,22 @@ local MoveEffects = require("src.battle.MoveEffects")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local StatusRegistry = require("src.battle.StatusRegistry")
|
||||
local Strings = require("src.core.Strings")
|
||||
local Timing = require("src.core.Timing")
|
||||
|
||||
local EffectRegistry = {}
|
||||
|
||||
-- A move that misses -- or that registers as missed, which in Gen 1 includes
|
||||
-- a type immunity and damage floored to zero -- skips its animation and
|
||||
-- falls into PlayerCheckIfFlyOrChargeEffect's `ld c, 30 / call DelayFrames`
|
||||
-- (engine/battle/core.asm:3155-3158 and :3185; enemy twin at :5588) before
|
||||
-- anything is printed. EXPLODE_EFFECT is the exception: core.asm:3157
|
||||
-- branches it to PlayPlayerMoveAnimation instead, so it pays the animation
|
||||
-- rather than the hold -- the same condition that gates cancelMoveAnim.
|
||||
local function missBeat(battle, record)
|
||||
if record and record.explode then return end
|
||||
battle:waitNext(Timing.MOVE_STATUS_OR_MISS)
|
||||
end
|
||||
|
||||
-- pokered's <USER>/<TARGET> text macros print "Enemy " before the enemy
|
||||
-- mon's nickname (home/text.asm PlaceMoveUsersName)
|
||||
local function displayName(b)
|
||||
@@ -92,7 +105,14 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
if target.invulnerable and not neverMiss then
|
||||
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
missBeat(battle, record)
|
||||
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
|
||||
-- MoveHitTest's INVULNERABLE branch sets the same wMoveMissed as a
|
||||
-- failed accuracy roll (core.asm:5260), and the miss handler still
|
||||
-- runs the explode effect ("even if Explosion or Selfdestruct
|
||||
-- missed, its effect still needs to be activated", core.asm:3223),
|
||||
-- so the user faints against a mid-Fly/Dig target too (#528)
|
||||
if record and record.onMiss then record.onMiss(ctx, "invulnerable") end
|
||||
return
|
||||
end
|
||||
|
||||
@@ -114,6 +134,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
if not battle:accuracyRoll(move, user, target) then
|
||||
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
missBeat(battle, record)
|
||||
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
|
||||
-- Jump Kick crash, Explode self-destruct
|
||||
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
|
||||
@@ -141,6 +162,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
end
|
||||
if not counterable or (battle.lastDamage or 0) == 0 then
|
||||
battle:cancelMoveAnim()
|
||||
missBeat(battle, record)
|
||||
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
|
||||
return
|
||||
end
|
||||
@@ -164,6 +186,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
if info.typeMult == 0 then
|
||||
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
missBeat(battle, record)
|
||||
battle:sayNext(Strings("It doesn't affect\n%s!", displayName(target)))
|
||||
if record and record.onMiss then record.onMiss(ctx, "immune") end
|
||||
return
|
||||
@@ -171,6 +194,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
if info.missed then
|
||||
-- 0.25x floored the damage to zero: the original registers a miss
|
||||
if not (record and record.explode) then battle:cancelMoveAnim() end
|
||||
missBeat(battle, record)
|
||||
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
|
||||
if record and record.onMiss then record.onMiss(ctx, "floored") end
|
||||
return
|
||||
@@ -186,7 +210,15 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
-- hitRow carries the blink instead.
|
||||
local hitSfx = info.typeMult > 10 and "Super_Effective"
|
||||
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
|
||||
-- GetPlayerAnimationType / GetEnemyAnimationType (engine/battle/core.asm
|
||||
-- :3159 / :5555): wAnimationType is 4 (blink the enemy pic) or 1 (shake
|
||||
-- the screen vertically) for a damaging move with no added effect, and
|
||||
-- 5 / 2 (a horizontal shake) as soon as the move HAS one -- which is why
|
||||
-- Bubblebeam and Confusion shake instead of blinking (#354)
|
||||
local added = move.effect ~= nil and move.effect ~= "NO_ADDITIONAL_EFFECT"
|
||||
local hitFx = { sfx = hitSfx,
|
||||
animType = user.isPlayer and (added and 5 or 4)
|
||||
or (added and 2 or 1),
|
||||
blink = battle:animationsOn() and target or nil }
|
||||
|
||||
local totalDealt = 0
|
||||
@@ -217,6 +249,13 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
-- every strike -- damage was only rolled once
|
||||
if info.crit then battle:sayNext(Strings("Critical hit!")) end
|
||||
if info.ohko then battle:sayNext(Strings("One-hit KO!")) end
|
||||
-- PrintCriticalOHKOText closes with `ld c, 20 / jp DelayFrames` at its
|
||||
-- .done label (core.asm:3812-3814) -- and the no-crit path jumps to that
|
||||
-- same label (:3799), so this hold is paid on EVERY landed hit, not just
|
||||
-- critical ones. It sits between the crit text and DisplayEffectiveness
|
||||
-- (:3228-3229), which is where the beat before "It's super effective!"
|
||||
-- comes from.
|
||||
battle:waitNext(Timing.CRIT_OHKO_TEXT)
|
||||
if info.typeMult > 10 then
|
||||
battle:sayNext(Strings("It's super\neffective!"))
|
||||
elseif info.typeMult < 10 then
|
||||
|
||||
@@ -435,8 +435,18 @@ local function drainHalf(text)
|
||||
end
|
||||
end
|
||||
|
||||
-- fixed damage still respects type immunity (AdjustDamageForMoveType
|
||||
-- flags the miss before the special-damage override)
|
||||
-- OHKO is the only "damage but not through normal calculations" family
|
||||
-- that still runs the type chart. CalculateDamage hands OHKO_EFFECT to
|
||||
-- JumpToOHKOMoveEffect (engine/battle/core.asm:4329) and, when the effect
|
||||
-- did not set wMoveMissed, execution falls through to
|
||||
-- AdjustDamageForMoveType (core.asm:3147), which multiplies the 65535 by
|
||||
-- the 0 matchup and flags the miss. Fixed damage and Super Fang do not:
|
||||
-- they are the SetDamageEffects table (data/battle/set_damage_effects.asm)
|
||||
-- and core.asm:3139 jumps straight to MoveHitTest, skipping
|
||||
-- CalculateDamage, AdjustDamageForMoveType and RandomizeDamage, while
|
||||
-- ApplyAttackToEnemyPokemon (core.asm:4612) writes wDamage with no
|
||||
-- effectiveness step. So in Gen 1 NIGHT_SHADE hits Normal-types and
|
||||
-- SUPER_FANG hits Ghosts, and only OHKO_EFFECT calls this (#616).
|
||||
local function immuneMsg(ctx)
|
||||
if TypeChart.effectiveness(ctx.move.type, ctx.target.curTypes) == 0 then
|
||||
return Strings("It doesn't affect\n%s!", displayName(ctx.target))
|
||||
@@ -466,8 +476,7 @@ MoveEffects.full = {
|
||||
|
||||
SPECIAL_DAMAGE_EFFECT = {
|
||||
chooseDamage = function(ctx)
|
||||
local blocked = immuneMsg(ctx)
|
||||
if blocked then return nil, blocked end
|
||||
-- no immunity check: SetDamageEffects skips AdjustDamageForMoveType (#616)
|
||||
local dmg = fixedDamageFor(ctx)
|
||||
if not dmg then return nil, "But, it failed!" end
|
||||
return dmg, plainInfo()
|
||||
@@ -475,8 +484,7 @@ MoveEffects.full = {
|
||||
},
|
||||
SUPER_FANG_EFFECT = {
|
||||
chooseDamage = function(ctx)
|
||||
local blocked = immuneMsg(ctx)
|
||||
if blocked then return nil, blocked end
|
||||
-- also SetDamageEffects: halves a Ghost's HP in Gen 1 (#616)
|
||||
return math.max(1, math.floor(ctx.target.mon.hp / 2)), plainInfo()
|
||||
end,
|
||||
},
|
||||
@@ -609,10 +617,16 @@ MoveEffects.full = {
|
||||
},
|
||||
|
||||
BIDE_EFFECT = {
|
||||
-- BideEffect (effects.asm:764-789) is a ResidualEffects2 entry: the
|
||||
-- storing turn plays XSTATITEM_ANIM (XSTATITEM_DUPLICATE_ANIM on the
|
||||
-- enemy side) and never BIDE's own animation, which belongs to the
|
||||
-- release turn in .UnleashEnergy (#375)
|
||||
perform = function(ctx)
|
||||
local user = ctx.user
|
||||
user.bideTurns = ctx.rng(2, 3)
|
||||
user.bideDamage = 0
|
||||
ctx.battle:cancelMoveAnim()
|
||||
ctx.anim(user.isPlayer and "XSTATITEM_ANIM" or "XSTATITEM_DUPLICATE_ANIM")
|
||||
ctx.say(Strings("%s\nis storing energy!", displayName(user)))
|
||||
end,
|
||||
},
|
||||
|
||||
+51
-12
@@ -134,12 +134,13 @@ local function drawHUDs(battle, slide)
|
||||
drawStatusPanel(battle, battle.enemy, 0, 0, false)
|
||||
end
|
||||
|
||||
if battle.safari then
|
||||
Font.drawBox(23, 7, 15, 4)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(("BALLx%2d"):format(battle.safari.balls), 200, 72)
|
||||
elseif battle.player and not battle.demo and not battle.showPlayerBack
|
||||
and slide == 0 then
|
||||
-- No player status panel in a safari / old-man battle: no mon of the
|
||||
-- player's is out. Nothing replaces it either -- the ball count is a menu
|
||||
-- item, not a HUD element (DisplayBattleMenu prints wNumSafariBalls inside
|
||||
-- the battle menu box, engine/battle/core.asm:2074-2079), so it rides in
|
||||
-- drawCommandMenu below like the classic layout's (#540).
|
||||
if not battle.safari and battle.player and not battle.demo
|
||||
and not battle.showPlayerBack and slide == 0 then
|
||||
drawStatusPanel(battle, battle.player, 184, 56, true)
|
||||
end
|
||||
drawIntroBalls(battle)
|
||||
@@ -172,6 +173,9 @@ local function drawCommandMenu(battle)
|
||||
Font.drawBox(0, 13, 38, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("BALLx"), 16, 112)
|
||||
-- wNumSafariBalls immediately after the label, as at hlcoord 7,14
|
||||
-- (engine/battle/core.asm:2074-2079) (#540)
|
||||
Font.draw(("%2d"):format(battle.safari.balls), 56, 112)
|
||||
Font.draw(Strings("BAIT"), 168, 112)
|
||||
Font.draw(Strings("THROW ROCK"), 16, 128)
|
||||
Font.draw(Strings("RUN"), 168, 128)
|
||||
@@ -183,6 +187,21 @@ local function drawCommandMenu(battle)
|
||||
Font.drawBox(0, 13, 20, 5)
|
||||
Font.drawBox(20, 13, 18, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
-- The old-man / PROF.OAK catch demo has no party, so makeOldManDemo parks
|
||||
-- the WILD mon in battle.player as a placeholder (BattleState:1209). The
|
||||
-- classic layout's demo branch never names anyone (DisplayBattleMenu,
|
||||
-- core.asm:2038-2049, just draws the menu), so naming it here printed
|
||||
-- "What will PIKACHU do?" over Oak's scripted throw (#557). Leave the
|
||||
-- prompt side blank and run the same scripted hand the classic does.
|
||||
if battle.demo then
|
||||
Font.draw(Strings("FIGHT"), 176, 112)
|
||||
Font.drawCode(0xE1, 240, 112); Font.drawCode(0xE2, 248, 112)
|
||||
Font.draw(Strings("ITEM"), 176, 128)
|
||||
Font.draw(Strings("RUN"), 240, 128)
|
||||
-- next to FIGHT for the first 80 frames, then ITEM
|
||||
Font.drawCode(0xED, 168, (battle.demoTimer or 0) <= 80 and 112 or 128)
|
||||
return
|
||||
end
|
||||
Font.draw(Strings("What will"), 8, 112)
|
||||
local who = battle.player and battle.player.name or ""
|
||||
Font.draw(fitName(who, 112) .. Strings(" do?"), 8, 128)
|
||||
@@ -305,22 +324,42 @@ function WideBattle.draw(battle)
|
||||
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
|
||||
sx = battle.frame % 4 < 2 and 2 or -2
|
||||
end
|
||||
local slide = (battle.introSlide or 0) * 4
|
||||
-- same 2 px/frame silhouette slide the 160px layout uses
|
||||
local slide = (battle.introSlide or 0)
|
||||
* require("src.core.Timing").BATTLE_SLIDE_PX_PER_FRAME
|
||||
|
||||
-- Each side keeps its original sprite pixels and placement math: the two
|
||||
-- 160x144 OAM regions are translated apart and clipped into the wider
|
||||
-- battlefield rather than either monster being scaled. wideRegion tells
|
||||
-- drawBattlerPic its own side window is already the clip.
|
||||
-- drawBattlerPic its own side window is already the clip. A shake moves
|
||||
-- each region's clip with its contents, so a pic pushed toward a region
|
||||
-- edge is not sheared off it (a vertical shake used to clip the player's
|
||||
-- feet at FIELD_BOTTOM).
|
||||
battle.wideRegion = true
|
||||
inRegion(0, 32, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
inRegion(sx, 32 + sy, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "player", true) end)
|
||||
inRegion(160, 0, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
inRegion(160 + sx, sy, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "enemy", true) end)
|
||||
battle.wideRegion = nil
|
||||
|
||||
drawHUDs(battle, slide)
|
||||
-- A battle sets rWY to 0 (engine/battle/core.asm), so the window the
|
||||
-- shakes move IS the whole screen: PredefShakeScreenHorizontally,
|
||||
-- PredefShakeScreenVertically and AnimationShakeScreenHorizontallySlow
|
||||
-- displace the HUDs and the message window along with the pics, exactly as
|
||||
-- drawClassic offsets its whole BG canvas. Shaking only the two pic
|
||||
-- regions left the foe gliding sideways across a nailed-down screen on
|
||||
-- every applying-attack shake -- TAIL WHIP and every other status move
|
||||
-- (#562). The OAM anim layer stays put, as it does in drawClassic.
|
||||
local function shaken(fn)
|
||||
if sx == 0 and sy == 0 then return fn() end
|
||||
g.push()
|
||||
g.translate(sx, sy)
|
||||
fn()
|
||||
g.pop()
|
||||
end
|
||||
shaken(function() drawHUDs(battle, slide) end)
|
||||
drawAnimationLayer(battle)
|
||||
drawTextArea(battle)
|
||||
shaken(function() drawTextArea(battle) end)
|
||||
|
||||
if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
|
||||
g.setColor(1, 1, 1, 0.85)
|
||||
|
||||
+126
-6
@@ -25,6 +25,32 @@ local SAMPLE_RATE = ChipSynth.SAMPLE_RATE
|
||||
local MUSIC_BUFFER_SAMPLES = ChipSynth.MUSIC_BUFFER_SAMPLES
|
||||
local MUSIC_BUFFER_COUNT = ChipSynth.MUSIC_BUFFER_COUNT
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- Per-channel mix (edit these)
|
||||
-- Applied on load and whenever this file hot-reloads.
|
||||
-- Runtime: ChipAudio.setChannelVolume / setChannelPitch.
|
||||
-- [1] pulse 1 [2] pulse 2 [3] wave [4] noise / drums
|
||||
-- Volume: 1 = authentic, 0 = mute, >1 boosts
|
||||
-- Pitch: 1 = authentic, 2 = +1 octave, 0.5 = -1 octave
|
||||
-- The shipped values stay at 1: 0.25 / 0.5 on the wave channel buried the Ch3
|
||||
-- countermelodies an octave low (#429), and ChipSynth already applies the
|
||||
-- wave channel's own hardware octave (frequency * 0.5).
|
||||
-- ---------------------------------------------------------------------------
|
||||
local CHANNEL_VOLUME = {
|
||||
[1] = 1, -- pulse 1
|
||||
[2] = 1, -- pulse 2
|
||||
[3] = 1, -- wave
|
||||
[4] = 1, -- noise / drums
|
||||
}
|
||||
local CHANNEL_PITCH = {
|
||||
[1] = 1, -- pulse 1
|
||||
[2] = 1, -- pulse 2
|
||||
[3] = 1, -- wave
|
||||
[4] = 1, -- noise / drums
|
||||
}
|
||||
ChipSynth.setChannelVolumes(CHANNEL_VOLUME)
|
||||
ChipSynth.setChannelPitches(CHANNEL_PITCH)
|
||||
|
||||
-- currentMusic: { source, gen, threaded, started, finished, engine }
|
||||
-- threaded songs stream from the worker (engine is nil here);
|
||||
-- the fallback path owns a local engine and fills the source itself.
|
||||
@@ -32,6 +58,14 @@ local currentMusic
|
||||
local pendingBuf -- a current-gen buffer popped from the worker but not yet
|
||||
-- queued because the Source was momentarily full
|
||||
|
||||
-- Music holds playback while a fanfare owns the music channels (#398).
|
||||
-- Pausing the Source is not enough on its own: this module is what starts a
|
||||
-- chip song (immediately on the sync path, on the first worker buffer on the
|
||||
-- threaded one), so a song that begins during a jingle would come up
|
||||
-- underneath it. Music.duckForFanfare sets the hold, Music releases it when
|
||||
-- the jingle ends.
|
||||
local musicHeld = false
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- worker management
|
||||
-- ---------------------------------------------------------------------------
|
||||
@@ -125,7 +159,7 @@ local function playMusicSync(data, header, allowLoops)
|
||||
currentMusic = { source = source, engine = engine, threaded = false,
|
||||
started = true, finished = false }
|
||||
fillSync(MUSIC_FILL_INITIAL)
|
||||
source:play()
|
||||
if not musicHeld then source:play() end
|
||||
return source
|
||||
end
|
||||
|
||||
@@ -152,13 +186,23 @@ function ChipAudio.playMusic(data, header, allowLoops)
|
||||
musicGen = musicGen + 1
|
||||
local gen = musicGen
|
||||
cmdCh:push({ cmd = "play", gen = gen, header = header,
|
||||
allowLoops = allowLoops, audio = slimAudio(data) })
|
||||
allowLoops = allowLoops, audio = slimAudio(data),
|
||||
channelVolumes = ChipSynth.getChannelVolumes(),
|
||||
channelPitches = ChipSynth.getChannelPitches() })
|
||||
currentMusic = { source = source, gen = gen, threaded = true,
|
||||
started = false, finished = false }
|
||||
-- playback starts in update() once the first buffer arrives (~1 frame)
|
||||
return source
|
||||
end
|
||||
|
||||
local function pushChannelMix()
|
||||
if workerReady and cmdCh then
|
||||
cmdCh:push({ cmd = "channelMix",
|
||||
volumes = ChipSynth.getChannelVolumes(),
|
||||
pitches = ChipSynth.getChannelPitches() })
|
||||
end
|
||||
end
|
||||
|
||||
-- move finished buffers from the worker into the Source; start playback once
|
||||
-- the first one lands
|
||||
local function updateThreaded()
|
||||
@@ -189,7 +233,7 @@ local function updateThreaded()
|
||||
end
|
||||
end
|
||||
end
|
||||
if not m.started then
|
||||
if not m.started and not musicHeld then
|
||||
if (MUSIC_BUFFER_COUNT - m.source:getFreeBufferCount()) > 0 then
|
||||
pcall(function() m.source:play() end)
|
||||
m.started = true
|
||||
@@ -212,7 +256,7 @@ end
|
||||
-- pause/resume behavior.
|
||||
function ChipAudio.ensureMusicPlaying()
|
||||
local m = currentMusic
|
||||
if not m or m.finished then return end
|
||||
if not m or m.finished or musicHeld then return end
|
||||
if m.threaded then
|
||||
if not m.started then return end
|
||||
local ok, playing = pcall(function() return m.source:isPlaying() end)
|
||||
@@ -230,6 +274,18 @@ function ChipAudio.ensureMusicPlaying()
|
||||
end
|
||||
end
|
||||
|
||||
-- Silence the song for the length of a fanfare and start whatever was held
|
||||
-- back once it ends. Held state outlives a song change: Music.play may swap
|
||||
-- songs while the jingle is still sounding.
|
||||
function ChipAudio.holdMusic(held)
|
||||
held = not not held
|
||||
if held == musicHeld then return end
|
||||
musicHeld = held
|
||||
if held then return end
|
||||
ChipAudio.update()
|
||||
ChipAudio.ensureMusicPlaying()
|
||||
end
|
||||
|
||||
-- Threaded playMusic returns an empty QueueableSource and only calls
|
||||
-- Source:play once the first worker buffer lands (~1 frame later). Until
|
||||
-- then Source:isPlaying is false -- callers that treat that as "song over"
|
||||
@@ -270,6 +326,64 @@ function ChipAudio.invalidate()
|
||||
if workerReady and cmdCh then cmdCh:push({ cmd = "invalidate" }) end
|
||||
end
|
||||
|
||||
-- End the worker thread. LOVE waits for every live love.thread before the
|
||||
-- process exits and the worker's command loop only returns on "quit", so
|
||||
-- skipping this leaves the process running after the window is gone (#339).
|
||||
function ChipAudio.shutdown()
|
||||
ChipAudio.stopMusic()
|
||||
if workerReady and cmdCh then cmdCh:push({ cmd = "quit" }) end
|
||||
if worker then pcall(function() worker:wait() end) end
|
||||
worker, cmdCh, outCh = nil, nil, nil
|
||||
workerReady = false
|
||||
end
|
||||
|
||||
-- Runtime mix for one hardware channel (1..4). Takes effect on the next
|
||||
-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
|
||||
function ChipAudio.setChannelVolume(hw, scale)
|
||||
ChipSynth.setChannelVolume(hw, scale)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelVolume(hw)
|
||||
return ChipSynth.getChannelVolume(hw)
|
||||
end
|
||||
|
||||
function ChipAudio.setChannelVolumes(volumes)
|
||||
ChipSynth.setChannelVolumes(volumes)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelVolumes()
|
||||
return ChipSynth.getChannelVolumes()
|
||||
end
|
||||
|
||||
function ChipAudio.setChannelPitch(hw, scale)
|
||||
ChipSynth.setChannelPitch(hw, scale)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelPitch(hw)
|
||||
return ChipSynth.getChannelPitch(hw)
|
||||
end
|
||||
|
||||
function ChipAudio.setChannelPitches(pitches)
|
||||
ChipSynth.setChannelPitches(pitches)
|
||||
pushChannelMix()
|
||||
end
|
||||
|
||||
function ChipAudio.getChannelPitches()
|
||||
return ChipSynth.getChannelPitches()
|
||||
end
|
||||
|
||||
-- aliases for channel 4 (noise / drums)
|
||||
function ChipAudio.setNoiseVolume(scale)
|
||||
ChipAudio.setChannelVolume(4, scale)
|
||||
end
|
||||
|
||||
function ChipAudio.getNoiseVolume()
|
||||
return ChipAudio.getChannelVolume(4)
|
||||
end
|
||||
|
||||
-- a stale song must not keep sounding past the flush that replaced its
|
||||
-- program (20 §2 cache contract, chip music row)
|
||||
Assets.register(ChipAudio.invalidate)
|
||||
@@ -304,16 +418,22 @@ function ChipAudio.newCry(data, species, resolved)
|
||||
})
|
||||
end
|
||||
|
||||
-- Two channels for the same reason ChipSynth.renderEffectData renders stereo:
|
||||
-- a mono Source is spatialized by OpenAL at the listener position and spreads
|
||||
-- over every output an interface has (#626). The siren itself is unchanged,
|
||||
-- both channels carry the same sample.
|
||||
function ChipAudio.newLowHealthAlarm()
|
||||
local samples = math.floor(SAMPLE_RATE * 62 / 60)
|
||||
local data = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 1)
|
||||
local data = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 2)
|
||||
local phase = 0
|
||||
for index = 0, samples - 1 do
|
||||
local frame = math.floor(index * 60 / SAMPLE_RATE) % 31
|
||||
local register = frame < 11 and 0x750 or 0x6EE
|
||||
local frequency = 131072 / (2048 - register)
|
||||
phase = (phase + frequency / SAMPLE_RATE) % 1
|
||||
data:setSample(index, (phase < 0.5 and 1 or -1) * 0.25)
|
||||
local value = (phase < 0.5 and 1 or -1) * 0.25
|
||||
data:setSample(index, 1, value)
|
||||
data:setSample(index, 2, value)
|
||||
end
|
||||
return love.audio.newSource(data, "static")
|
||||
end
|
||||
|
||||
+146
-52
@@ -14,26 +14,97 @@ local bit = require("bit")
|
||||
|
||||
local ChipSynth = {}
|
||||
|
||||
local SAMPLE_RATE = 22050
|
||||
local SAMPLE_RATE = 44100
|
||||
local TICKS_PER_SECOND = 15360
|
||||
local FRAME_TICKS = 256
|
||||
local GB_CLOCK = 4194304
|
||||
|
||||
-- one 4096-sample stereo SoundData is the unit both the worker hands off and
|
||||
-- one 8192-sample stereo SoundData is the unit both the worker hands off and
|
||||
-- the synchronous fallback queues; the source keeps MUSIC_BUFFER_COUNT of them
|
||||
-- (~6s) for stall tolerance (window resize, a long GC pause)
|
||||
local MUSIC_BUFFER_SAMPLES = 4096
|
||||
-- (~6s at 44100) for stall tolerance (window resize, a long GC pause)
|
||||
local MUSIC_BUFFER_SAMPLES = 8192
|
||||
local MUSIC_BUFFER_COUNT = 32
|
||||
|
||||
ChipSynth.SAMPLE_RATE = SAMPLE_RATE
|
||||
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
|
||||
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
|
||||
|
||||
-- Runtime mix per hardware channel (1 pulse, 2 pulse, 3 wave, 4 noise).
|
||||
-- Volume: 1 = authentic GB, 0 = mute. Pitch: 1 = authentic, 2 = +1 octave,
|
||||
-- 0.5 = -1 octave. Applied at sample time so a live change reaches the next
|
||||
-- buffer on both the sync path and the worker (via ChipAudio).
|
||||
local channelVolume = { 1, 1, 1, 1 }
|
||||
local channelPitch = { 1, 1, 1, 1 }
|
||||
|
||||
local function clampScale(scale)
|
||||
return math.max(0, tonumber(scale) or 0)
|
||||
end
|
||||
|
||||
local function setChannelTable(table, hw, scale)
|
||||
hw = tonumber(hw)
|
||||
if not hw or hw < 1 or hw > 4 then return end
|
||||
table[hw] = clampScale(scale)
|
||||
end
|
||||
|
||||
local function setChannelTables(table, values)
|
||||
if type(values) ~= "table" then return end
|
||||
for hw = 1, 4 do
|
||||
if values[hw] ~= nil then table[hw] = clampScale(values[hw]) end
|
||||
end
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelVolume(hw, scale)
|
||||
setChannelTable(channelVolume, hw, scale)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelVolume(hw)
|
||||
return channelVolume[tonumber(hw) or 0] or 1
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelVolumes(volumes)
|
||||
setChannelTables(channelVolume, volumes)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelVolumes()
|
||||
return { channelVolume[1], channelVolume[2], channelVolume[3], channelVolume[4] }
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelPitch(hw, scale)
|
||||
setChannelTable(channelPitch, hw, scale)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelPitch(hw)
|
||||
return channelPitch[tonumber(hw) or 0] or 1
|
||||
end
|
||||
|
||||
function ChipSynth.setChannelPitches(pitches)
|
||||
setChannelTables(channelPitch, pitches)
|
||||
end
|
||||
|
||||
function ChipSynth.getChannelPitches()
|
||||
return { channelPitch[1], channelPitch[2], channelPitch[3], channelPitch[4] }
|
||||
end
|
||||
|
||||
-- aliases for the noise/drum layer
|
||||
function ChipSynth.setNoiseVolume(scale)
|
||||
ChipSynth.setChannelVolume(4, scale)
|
||||
end
|
||||
|
||||
function ChipSynth.getNoiseVolume()
|
||||
return ChipSynth.getChannelVolume(4)
|
||||
end
|
||||
|
||||
local PITCHES = {
|
||||
0xF82C, 0xF89D, 0xF907, 0xF96B, 0xF9CA, 0xFA23,
|
||||
0xFA77, 0xFAC7, 0xFB12, 0xFB58, 0xFB9B, 0xFBDA,
|
||||
}
|
||||
local DUTY = { [0] = 0.125, [1] = 0.25, [2] = 0.5, [3] = 0.75 }
|
||||
-- LuaGB / DMG 8-step duty tables (index 0-3); stored on channels as that index
|
||||
local WAVE_PATTERN_TABLES = {
|
||||
[0] = {0, 0, 0, 0, 0, 0, 0, 1},
|
||||
[1] = {1, 0, 0, 0, 0, 0, 0, 1},
|
||||
[2] = {1, 0, 0, 0, 0, 1, 1, 1},
|
||||
[3] = {0, 1, 1, 1, 1, 1, 1, 0},
|
||||
}
|
||||
local WAVE_LEVEL = { [0] = 0, [1] = 1, [2] = 0.5, [3] = 0.25 }
|
||||
local NOISE_DIVISORS = {
|
||||
[0] = 8, [1] = 16, [2] = 32, [3] = 48,
|
||||
@@ -41,7 +112,7 @@ local NOISE_DIVISORS = {
|
||||
}
|
||||
|
||||
local function snapTicks(ticks)
|
||||
return math.floor((ticks * 735 + 256) / 512)
|
||||
return math.floor((ticks * 1470 + 256) / 512)
|
||||
end
|
||||
|
||||
local cachedProgramFile
|
||||
@@ -143,7 +214,7 @@ function Channel.new(engine, spec, options)
|
||||
speed = 12,
|
||||
volume = 12,
|
||||
fade = 0,
|
||||
duty = 0.5,
|
||||
duty = 2,
|
||||
octave = 4,
|
||||
waveInstrument = 0,
|
||||
waveLevel = 1,
|
||||
@@ -317,7 +388,7 @@ function Channel:nextEvent()
|
||||
target = self:frequency(bit.band(packed, 0x0F), octave),
|
||||
}
|
||||
elseif command == 0xEC then
|
||||
self.duty = DUTY[bit.band(self:byte(), 3)] or 0.5
|
||||
self.duty = bit.band(self:byte(), 3)
|
||||
elseif command == 0xED then
|
||||
self.engine.tempo = self:byte() * 0x100 + self:byte()
|
||||
elseif command == 0xEE then
|
||||
@@ -329,10 +400,10 @@ function Channel:nextEvent()
|
||||
elseif command == 0xFC then
|
||||
local packed = self:byte()
|
||||
self.duty = {
|
||||
DUTY[bit.band(bit.rshift(packed, 6), 3)],
|
||||
DUTY[bit.band(bit.rshift(packed, 4), 3)],
|
||||
DUTY[bit.band(bit.rshift(packed, 2), 3)],
|
||||
DUTY[bit.band(packed, 3)],
|
||||
bit.band(bit.rshift(packed, 6), 3),
|
||||
bit.band(bit.rshift(packed, 4), 3),
|
||||
bit.band(bit.rshift(packed, 2), 3),
|
||||
bit.band(packed, 3),
|
||||
}
|
||||
elseif command == 0xFD then
|
||||
self.callStack[#self.callStack + 1] = self.address + 2
|
||||
@@ -423,27 +494,24 @@ function Channel:sampleNoise(parameter)
|
||||
parameter = parameter or 0
|
||||
local divisor = NOISE_DIVISORS[bit.band(parameter, 7)]
|
||||
local shift = bit.rshift(parameter, 4)
|
||||
local output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
if shift >= 14 then return output end
|
||||
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE
|
||||
local width7 = bit.band(parameter, 8) ~= 0
|
||||
local remaining = cycles
|
||||
local area = 0
|
||||
|
||||
while remaining > 0 do
|
||||
local untilClock = 1 - self.noiseClock
|
||||
local span = math.min(remaining, untilClock)
|
||||
output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
area = area + output * span
|
||||
self.noiseClock = self.noiseClock + span
|
||||
remaining = remaining - span
|
||||
if self.noiseClock >= 1 - 1e-12 then
|
||||
self.noiseClock = 0
|
||||
self:clockNoise(width7)
|
||||
if shift < 14 then
|
||||
local pitch = channelPitch[self.hardware] or 1
|
||||
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE * pitch
|
||||
local width7 = bit.band(parameter, 8) ~= 0
|
||||
local remaining = cycles
|
||||
while remaining > 0 do
|
||||
local untilClock = 1 - self.noiseClock
|
||||
local span = math.min(remaining, untilClock)
|
||||
self.noiseClock = self.noiseClock + span
|
||||
remaining = remaining - span
|
||||
if self.noiseClock >= 1 - 1e-12 then
|
||||
self.noiseClock = 0
|
||||
self:clockNoise(width7)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return area / cycles
|
||||
-- LuaGB: instantaneous inverted LFSR LSB (high when bit0 == 0)
|
||||
return bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
|
||||
end
|
||||
|
||||
local function sweepCalculation(register, sweep)
|
||||
@@ -481,7 +549,7 @@ function Channel:sampleDrum(event, sampleIndex)
|
||||
end
|
||||
local elapsed = (sampleIndex - segment.startSample) / SAMPLE_RATE
|
||||
local volume = envelopeVolume(segment.volume, segment.fade, elapsed)
|
||||
return self:sampleNoise(segment.parameter) * volume / 15 * 0.35
|
||||
return self:sampleNoise(segment.parameter) * volume / 15
|
||||
end
|
||||
|
||||
function Channel:sample()
|
||||
@@ -498,11 +566,14 @@ function Channel:sample()
|
||||
event.sample = sampleIndex + 1
|
||||
if event.silence then return 0 end
|
||||
|
||||
if event.drum then return self:sampleDrum(event, sampleIndex) end
|
||||
local gain = channelVolume[self.hardware] or 1
|
||||
if event.drum then
|
||||
return self:sampleDrum(event, sampleIndex) * gain
|
||||
end
|
||||
local volume = envelopeVolume(
|
||||
event.volume or 0, event.fade or 0, event.elapsed)
|
||||
if event.noise then
|
||||
return self:sampleNoise(event.noiseParameter) * volume / 15 * 0.35
|
||||
return self:sampleNoise(event.noiseParameter) * volume / 15 * gain
|
||||
end
|
||||
|
||||
local register = event.register
|
||||
@@ -527,7 +598,8 @@ function Channel:sample()
|
||||
end
|
||||
end
|
||||
end
|
||||
local frequency = 131072 / (2048 - math.min(register, 2047))
|
||||
local pitch = channelPitch[self.hardware] or 1
|
||||
local frequency = 131072 / (2048 - math.min(register, 2047)) * pitch
|
||||
if event.wave then frequency = frequency * 0.5 end
|
||||
local phase = self.phase
|
||||
self.phase = (phase + frequency / SAMPLE_RATE) % 1
|
||||
@@ -537,13 +609,18 @@ function Channel:sample()
|
||||
-- a def-local program may omit its wave table entirely
|
||||
if not wave then return 0 end
|
||||
local index = math.min(32, math.floor(phase * 32) + 1)
|
||||
return wave[index] * event.waveLevel * 0.55
|
||||
return wave[index] * event.waveLevel * gain
|
||||
end
|
||||
local duty = event.duty
|
||||
if type(duty) == "table" then
|
||||
duty = duty[frame % 4 + 1]
|
||||
end
|
||||
return (phase < duty and 1 or -1) * volume / 15 * 0.5
|
||||
local pattern = WAVE_PATTERN_TABLES[duty or 2] or WAVE_PATTERN_TABLES[2]
|
||||
local step = math.floor(phase * 8) % 8
|
||||
if pattern[step + 1] == 0 then
|
||||
return -volume / 15 * gain
|
||||
end
|
||||
return volume / 15 * gain
|
||||
end
|
||||
|
||||
local Engine = {}
|
||||
@@ -597,8 +674,8 @@ local function readWaves(banks, audio, engineNumber)
|
||||
for byteIndex = 0, 15 do
|
||||
local packed = romByte(
|
||||
banks, spec.bank, spec.address + wave * 16 + byteIndex)
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 8) / 8
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 8) / 8
|
||||
end
|
||||
waves[#waves + 1] = values
|
||||
end
|
||||
@@ -606,8 +683,8 @@ local function readWaves(banks, audio, engineNumber)
|
||||
for byteIndex = 0, 15 do
|
||||
local packed = romByte(
|
||||
banks, spec.bank, spec.address + 5 * 16 + byteIndex)
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
|
||||
values[#values + 1] = (bit.rshift(packed, 4) - 8) / 8
|
||||
values[#values + 1] = (bit.band(packed, 0x0F) - 8) / 8
|
||||
end
|
||||
for _ = 1, 4 do waves[#waves + 1] = values end
|
||||
return waves
|
||||
@@ -615,7 +692,7 @@ end
|
||||
|
||||
-- def-local waves are authored either as raw 0-15 nibbles (the ROM's own
|
||||
-- units) or as the -1..1 samples readWaves produces; the synth wants the
|
||||
-- latter
|
||||
-- latter (LuaGB: (nibble - 8) / 8)
|
||||
local function normalizeWaves(source)
|
||||
local waves = {}
|
||||
for index, values in ipairs(source) do
|
||||
@@ -625,7 +702,7 @@ local function normalizeWaves(source)
|
||||
end
|
||||
local wave = {}
|
||||
for position, value in ipairs(values) do
|
||||
wave[position] = nibbles and (value - 7.5) / 7.5 or value
|
||||
wave[position] = nibbles and (value - 8) / 8 or value
|
||||
end
|
||||
waves[index] = wave
|
||||
end
|
||||
@@ -690,7 +767,7 @@ end
|
||||
function Engine:sample()
|
||||
local value = 0
|
||||
for _, channel in ipairs(self.channels) do value = value + channel:sample() end
|
||||
return math.max(-1, math.min(1, value * 0.5))
|
||||
return math.max(-1, math.min(1, value / 4))
|
||||
end
|
||||
|
||||
function Engine:sampleStereo()
|
||||
@@ -701,8 +778,8 @@ function Engine:sampleStereo()
|
||||
if not event or event.panLeft ~= false then left = left + value end
|
||||
if not event or event.panRight ~= false then right = right + value end
|
||||
end
|
||||
return math.max(-1, math.min(1, left * 0.5)),
|
||||
math.max(-1, math.min(1, right * 0.5))
|
||||
return math.max(-1, math.min(1, left / 4)),
|
||||
math.max(-1, math.min(1, right / 4))
|
||||
end
|
||||
|
||||
function Engine:sampleChannel(number)
|
||||
@@ -711,7 +788,7 @@ function Engine:sampleChannel(number)
|
||||
local value = channel:sample()
|
||||
if channel.number == number then selected = value end
|
||||
end
|
||||
return math.max(-1, math.min(1, selected * 0.5))
|
||||
return math.max(-1, math.min(1, selected / 4))
|
||||
end
|
||||
|
||||
-- render `samples` frames into a fresh SoundData (mono or stereo). love.sound
|
||||
@@ -731,9 +808,22 @@ local function soundData(engine, samples, channels)
|
||||
return result
|
||||
end
|
||||
|
||||
-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
|
||||
-- too short to be audible. The caller wraps it in a static love.audio.Source
|
||||
-- (a playback concern, hence not done here).
|
||||
-- Render a one-shot effect (SFX/cry) to a two-channel SoundData, or nil when
|
||||
-- it is too short to be audible. The caller wraps it in a static
|
||||
-- love.audio.Source (a playback concern, hence not done here).
|
||||
--
|
||||
-- The synthesis is mono (one summed value per frame, unlike the music path's
|
||||
-- sampleStereo), but the buffer is written stereo on purpose: OpenAL only
|
||||
-- spatializes 1-channel Sources, and a Source left at the default (0,0,0)
|
||||
-- position, exactly where the listener sits, is rendered as an ambient sound
|
||||
-- spread over EVERY output channel the device exposes at gains that differ
|
||||
-- from the front pair. On an interface with more than two outputs that put
|
||||
-- the SFX on outputs 5+6 as well, while the 2-channel music source
|
||||
-- (ChipAudio.playMusic) stayed on 1+2 (#626). Multi-channel buffers skip
|
||||
-- spatialization entirely and map onto the front pair, so duplicating the
|
||||
-- sample costs one buffer's memory and makes effects route exactly like
|
||||
-- music. Deliberately not sampleStereo: that honors the NR51 panning byte
|
||||
-- and would newly hard-pan any effect whose header issues command 0xEE.
|
||||
local function renderEffectData(data, header, options)
|
||||
if not header then return nil end
|
||||
options = options or {}
|
||||
@@ -748,8 +838,12 @@ local function renderEffectData(data, header, options)
|
||||
values[count] = engine:sample()
|
||||
end
|
||||
if count < math.floor(SAMPLE_RATE / 100) then return nil end
|
||||
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
|
||||
for index = 1, count do result:setSample(index - 1, values[index]) end
|
||||
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 2)
|
||||
for index = 1, count do
|
||||
local value = values[index]
|
||||
result:setSample(index - 1, 1, value)
|
||||
result:setSample(index - 1, 2, value)
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
|
||||
+45
-8
@@ -14,12 +14,12 @@ local MODULES = {
|
||||
-- Optional for compatibility with developer and stale caches.
|
||||
local OPTIONAL = { "audio", "palettes", "icons" }
|
||||
|
||||
-- The rules the engine still carries as literals. The constants registry
|
||||
-- deep-merges over these, so a value has to exist before a mod can patch
|
||||
-- it; each one is the number the engine hard-codes today, so seeding them
|
||||
-- changes nothing on a mod-free boot.
|
||||
-- Vanilla defaults for rules exposed through the constants registry. A
|
||||
-- value has to exist before a mod can patch it; each one matches the
|
||||
-- engine's no-mod behavior, so seeding them changes nothing on a vanilla
|
||||
-- boot.
|
||||
local CONSTANT_DEFAULTS = {
|
||||
bagSize = 20, -- BAG_ITEM_CAPACITY (src/inventory/Bag.lua)
|
||||
bagSize = 20, -- BAG_ITEM_CAPACITY (Bag.capacity fallback)
|
||||
partyMax = 6, -- PARTY_LENGTH (src/pokemon/Party.lua)
|
||||
boxCount = 12, boxSize = 20, -- Bill's PC (src/pokemon/Boxes.lua)
|
||||
moveMax = 4,
|
||||
@@ -38,6 +38,22 @@ local CONSTANT_DEFAULTS = {
|
||||
},
|
||||
}
|
||||
|
||||
-- data/events/trades.asm in Pokemon Yellow has its own TradeMons table.
|
||||
-- Old Yellow imports were built from the Red manifest, so correct that
|
||||
-- table after loading as well as in the fixed import manifest below.
|
||||
local YELLOW_TRADES = {
|
||||
{ give = "LICKITUNG", get = "DUGTRIO", dialogset = 1, nickname = "GURIO" },
|
||||
{ give = "CLEFAIRY", get = "MR_MIME", dialogset = 1, nickname = "MILES" },
|
||||
{ give = "BUTTERFREE", get = "BEEDRILL", dialogset = 3, nickname = "STINGER" },
|
||||
{ give = "KANGASKHAN", get = "MUK", dialogset = 1, nickname = "STICKY" },
|
||||
{ give = "MEW", get = "MEW", dialogset = 3, nickname = "BART" },
|
||||
{ give = "TANGELA", get = "PARASECT", dialogset = 1, nickname = "SPIKE" },
|
||||
{ give = "PIDGEOT", get = "PIDGEOT", dialogset = 2, nickname = "MARTY" },
|
||||
{ give = "GOLDUCK", get = "RHYDON", dialogset = 2, nickname = "BUFFY" },
|
||||
{ give = "GROWLITHE", get = "DEWGONG", dialogset = 3, nickname = "CEZANNE" },
|
||||
{ give = "CUBONE", get = "MACHOKE", dialogset = 3, nickname = "RICKY" },
|
||||
}
|
||||
|
||||
-- field.boot is the total-conversion override point for the new game; the
|
||||
-- values match what SaveData.newGame and the Oak speech used to inline.
|
||||
local BOOT_DEFAULTS = {
|
||||
@@ -58,6 +74,19 @@ local function copy(value)
|
||||
return out
|
||||
end
|
||||
|
||||
function Data:applyVersionedFieldData()
|
||||
if require("src.core.GameVersion").isYellow() then
|
||||
self.field.trades = copy(YELLOW_TRADES)
|
||||
-- The old man's catch demo is a RATTATA in Yellow
|
||||
-- (scripts/ViridianCity.asm ViridianCityOldManStartCatchTrainingScript
|
||||
-- .SetupBattle: ld a, RATTATA / ld [wCurOpponent], a) but the Yellow
|
||||
-- manifest inherited Red's WEEDLE field.oldManBattle (#617), so old
|
||||
-- Yellow caches carry the wrong demo species too. The fixed import
|
||||
-- manifest below stamps RATTATA for fresh imports.
|
||||
self.field.oldManBattle = { species = "RATTATA", level = 5 }
|
||||
end
|
||||
end
|
||||
|
||||
-- Fills only what the cache is missing, so an importer that learns to
|
||||
-- stamp one of these keys silently takes over from the engine.
|
||||
function Data:seedDefaults()
|
||||
@@ -77,6 +106,7 @@ function Data:seedDefaults()
|
||||
if constants.dexDigits == nil then
|
||||
constants.dexDigits = math.max(3, #tostring(constants.dexSize))
|
||||
end
|
||||
self:applyVersionedFieldData()
|
||||
local boot = self.field.boot
|
||||
if boot == nil then
|
||||
boot = {}
|
||||
@@ -85,6 +115,13 @@ function Data:seedDefaults()
|
||||
for key, value in pairs(BOOT_DEFAULTS) do
|
||||
if boot[key] == nil then boot[key] = copy(value) end
|
||||
end
|
||||
-- Yellow boots its own attract movie (engine/movie/intro_yellow.asm);
|
||||
-- only the un-overridden default flips, so a total conversion that set
|
||||
-- field.boot.screens.splash keeps its choice on any version.
|
||||
if boot.screens.splash == BOOT_DEFAULTS.screens.splash
|
||||
and require("src.core.GameVersion").isYellow() then
|
||||
boot.screens.splash = "YellowIntro"
|
||||
end
|
||||
-- the naming screen presets the importer already extracts but nothing
|
||||
-- ever read (field.presetNames)
|
||||
if boot.namePresets == nil then
|
||||
@@ -114,8 +151,8 @@ end
|
||||
-- no def_trainers row (DisplayTextID routes to his ASM script), so the
|
||||
-- extractor emits headers only for the four blackbelts ([2]..[5]). Seed
|
||||
-- object index [1] so he behaves like the real leader:
|
||||
-- * range 4 (matches the strongest blackbelt) -> CheckFightingMapTrainers
|
||||
-- spots the player in his DOWN line and he challenges on sight (#197),
|
||||
-- * range 0: FightingDojoDefaultScript, not trainer sight, starts his
|
||||
-- battle from the single tile to his left (#495),
|
||||
-- * battle = his pre-battle challenge, won = "Hwa! Arrgh! Beaten!",
|
||||
-- * after = the "Stay and train at Karate with us!" re-talk line.
|
||||
-- Deliberately NO `event`: EVENT_BEAT_KARATE_MASTER is owned by
|
||||
@@ -130,7 +167,7 @@ function Data:seedFightingDojoKarateMaster()
|
||||
headers.FightingDojo = headers.FightingDojo or {}
|
||||
if headers.FightingDojo[1] then return end
|
||||
headers.FightingDojo[1] = {
|
||||
range = 4,
|
||||
range = 0,
|
||||
battle = "_FightingDojoKarateMasterText",
|
||||
won = "_FightingDojoKarateMasterDefeatedText",
|
||||
after = "_FightingDojoKarateMasterStayAndTrainWithUsText",
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
-- Faithful resolution: lock the window to an exact integer multiple of the
|
||||
-- Game Boy's 160x144 screen, 1X through 4X.
|
||||
--
|
||||
-- At any other window size the renderer picks the largest integer scale that
|
||||
-- fits and letterboxes the remainder (Renderer:fitScale), so the game is
|
||||
-- already crisp -- what it is not is *exact*: there are bars, and at a wide
|
||||
-- window a lot of them. Locking the window to 160*N x 144*N removes the
|
||||
-- letterbox entirely, so the surface is the Game Boy screen and nothing else.
|
||||
--
|
||||
-- Persisted as save.options.faithfulRes (0 = OFF). Applied from OptionsMenu
|
||||
-- and on boot via Game:applyOptions. No-ops on mobile and in headless stubs
|
||||
-- that lack love.window.
|
||||
|
||||
local FaithfulRes = {}
|
||||
|
||||
FaithfulRes.WIDTH, FaithfulRes.HEIGHT = 160, 144
|
||||
FaithfulRes.LEVELS = { 0, 1, 2, 3, 4 }
|
||||
FaithfulRes.DEFAULT = 0
|
||||
|
||||
-- conf.lua's floor for the resizable desktop window, restored when the lock
|
||||
-- is released. 1X and 2X are BELOW it, so the lock has to lower the minimum
|
||||
-- as well as set the size or LOVE clamps the window back up.
|
||||
FaithfulRes.MIN_W, FaithfulRes.MIN_H = 480, 360
|
||||
|
||||
-- whether this module currently owns the window size
|
||||
FaithfulRes.locked = false
|
||||
|
||||
function FaithfulRes.normalize(v)
|
||||
v = math.floor(tonumber(v) or FaithfulRes.DEFAULT)
|
||||
if v < 0 then return 0 end
|
||||
if v > 4 then return 4 end
|
||||
return v
|
||||
end
|
||||
|
||||
function FaithfulRes.label(v)
|
||||
v = FaithfulRes.normalize(v)
|
||||
if v == 0 then return "OFF" end
|
||||
return tostring(v) .. "X"
|
||||
end
|
||||
|
||||
function FaithfulRes.cycle(v, dir)
|
||||
local levels = FaithfulRes.LEVELS
|
||||
local cur = 1
|
||||
for i, level in ipairs(levels) do
|
||||
if level == FaithfulRes.normalize(v) then cur = i break end
|
||||
end
|
||||
return levels[(cur - 1 + (dir or 1)) % #levels + 1]
|
||||
end
|
||||
|
||||
function FaithfulRes.isMobile()
|
||||
if not love or not love.system or not love.system.getOS then return false end
|
||||
local osName = love.system.getOS()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
-- Physical pixels per LOVE unit for the CURRENT window.
|
||||
--
|
||||
-- Deliberately NOT love.window.getDPIScale: that reports the display's
|
||||
-- scaling factor even when the window is not high-DPI aware, and conf.lua
|
||||
-- only sets t.window.highdpi on mobile. On a plain desktop window a unit IS
|
||||
-- a pixel, so dividing by the display scale just shrinks the window -- at
|
||||
-- 125% scaling a 2X request became 256x230 pixels, which Renderer:fitScale
|
||||
-- floors to 1, and 4X became 512x461, which floors to 3. That is exactly
|
||||
-- the "2X renders at 1X, 4X renders at 3X" this shipped with.
|
||||
--
|
||||
-- Measuring the ratio the window actually reports is correct in both worlds:
|
||||
-- 1 on a plain desktop window, the real scale on a high-DPI one.
|
||||
local function pixelsPerUnit()
|
||||
local g = love and love.graphics
|
||||
if not (g and g.getDimensions and g.getPixelDimensions) then return 1 end
|
||||
local uw = tonumber((g.getDimensions()))
|
||||
local pw = tonumber((g.getPixelDimensions()))
|
||||
if not uw or not pw or uw <= 0 or pw <= 0 then return 1 end
|
||||
return pw / uw
|
||||
end
|
||||
|
||||
-- The window size in LOVE UNITS that puts 160*v x 144*v PHYSICAL pixels on
|
||||
-- screen.
|
||||
function FaithfulRes.size(v)
|
||||
v = FaithfulRes.normalize(v)
|
||||
if v == 0 then return nil end
|
||||
local ratio = pixelsPerUnit()
|
||||
return math.floor(FaithfulRes.WIDTH * v / ratio + 0.5),
|
||||
math.floor(FaithfulRes.HEIGHT * v / ratio + 0.5)
|
||||
end
|
||||
|
||||
-- Push the lock into the live window. Returns true when the window is
|
||||
-- locked afterwards.
|
||||
function FaithfulRes.apply(v)
|
||||
if FaithfulRes.isMobile() then return false end
|
||||
if not love or not love.window or not love.window.setMode
|
||||
or not love.window.getMode then
|
||||
return false
|
||||
end
|
||||
v = FaithfulRes.normalize(v)
|
||||
local curW, curH, flags = love.window.getMode()
|
||||
flags = flags or {}
|
||||
|
||||
if v == 0 then
|
||||
-- only touch the window if we were the one holding it: an OFF setting on
|
||||
-- boot must not resize a window the player sized themselves
|
||||
if not FaithfulRes.locked then return false end
|
||||
flags.resizable = true
|
||||
flags.minwidth, flags.minheight = FaithfulRes.MIN_W, FaithfulRes.MIN_H
|
||||
love.window.setMode(curW, curH, flags)
|
||||
FaithfulRes.locked = false
|
||||
return false
|
||||
end
|
||||
|
||||
local w, h = FaithfulRes.size(v)
|
||||
-- An exact size and a desktop-fullscreen mode cannot both hold. The lock
|
||||
-- is the more specific request, so it wins and drops fullscreen; VIDEO MODE
|
||||
-- reads BORDERLESS until the player changes it, which then releases this.
|
||||
flags.fullscreen = false
|
||||
-- resizing by hand would silently break the lock, and nothing re-applies it
|
||||
-- (there is no love.resize handler -- the renderer re-reads the size every
|
||||
-- frame), so the window is fixed while locked rather than left draggable.
|
||||
flags.resizable = false
|
||||
flags.minwidth, flags.minheight = w, h
|
||||
love.window.setMode(w, h, flags)
|
||||
FaithfulRes.locked = true
|
||||
return true
|
||||
end
|
||||
|
||||
function FaithfulRes.applyOptions(opts)
|
||||
return FaithfulRes.apply(opts and opts.faithfulRes)
|
||||
end
|
||||
|
||||
return FaithfulRes
|
||||
+29
-4
@@ -7,9 +7,22 @@ local FixedStep = {}
|
||||
FixedStep.STEP = 1 / 60
|
||||
local MAX_ACCUM = 0.25 -- avoid spiral of death after a stall
|
||||
|
||||
-- Phase the accumulator is re-seeded with once an absorbed hitch frame has
|
||||
-- been paid for. Half a step is the balanced point: a frame has to come in
|
||||
-- ~8ms short before it drops a step and ~8ms long before it doubles one up.
|
||||
-- Zero -- what this used to leave behind -- has no margin at all on the long
|
||||
-- side, so the accumulator settles a hair BELOW one step and parks there, and
|
||||
-- ordinary sub-millisecond vsync wobble then flips it between 0 and 2 steps
|
||||
-- every few frames for the rest of the session. That is why pacing stayed
|
||||
-- visibly broken after a route/city seam and nowhere else: crossConnection in
|
||||
-- src/world/OverworldController.lua is the only caller of discardCatchup, and
|
||||
-- warps go through Transition instead (issue #487).
|
||||
local RESEED_PHASE = 0.5
|
||||
|
||||
function FixedStep:init(callback)
|
||||
self.accum = 0
|
||||
self.callback = callback
|
||||
self.suppressCatchup = false
|
||||
end
|
||||
|
||||
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
|
||||
@@ -20,6 +33,16 @@ end
|
||||
FixedStep.maxAccum = MAX_ACCUM
|
||||
|
||||
function FixedStep:update(dt)
|
||||
-- A hitch's oversized dt lands on the frame AFTER discardCatchup was
|
||||
-- called (the hitch itself already ran inside the current step); absorb
|
||||
-- that one frame as a single step instead of the normal accumulator so
|
||||
-- the burst it would otherwise release doesn't play out as a slide.
|
||||
if self.suppressCatchup then
|
||||
self.suppressCatchup = false
|
||||
self.accum = self.STEP * RESEED_PHASE
|
||||
self.callback(self.STEP)
|
||||
return
|
||||
end
|
||||
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
|
||||
while self.accum >= self.STEP do
|
||||
self.accum = self.accum - self.STEP
|
||||
@@ -27,12 +50,14 @@ function FixedStep:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
-- Drop any pending catch-up steps. A hitch inside one logic step (map
|
||||
-- seam setMap / song start) makes the next real-time dt huge; without this
|
||||
-- the while-loop above would advance many walk frames before the next
|
||||
-- draw, which looks like a slide with no leg animation (issue #93).
|
||||
-- Drop any pending catch-up steps and arm the one-frame clamp above. A
|
||||
-- hitch inside one logic step (map seam setMap / song start) makes the
|
||||
-- next real-time dt huge; without this the while-loop above would advance
|
||||
-- many walk frames before the next draw, which looks like a slide with no
|
||||
-- leg animation (issue #93).
|
||||
function FixedStep:discardCatchup()
|
||||
self.accum = 0
|
||||
self.suppressCatchup = true
|
||||
end
|
||||
|
||||
return FixedStep
|
||||
|
||||
+316
-17
@@ -90,10 +90,13 @@ function Game:load()
|
||||
self.save.player.x, self.save.player.y, self.save.player.facing)
|
||||
else
|
||||
local titleState = self:makeTitleState()
|
||||
-- the copyright splash + Nidorino-vs-Gengar attract movie plays
|
||||
-- before the title (engine/movie/splash.asm + intro.asm); the ids come
|
||||
-- from field.boot.screens so a total conversion owns the whole boot
|
||||
Screens.push(self, bootScreens(self).splash or "IntroMovie", function()
|
||||
-- the copyright splash + attract movie plays before the title
|
||||
-- (engine/movie/splash.asm + intro.asm; Yellow swaps in its own
|
||||
-- 18-scene movie, engine/movie/intro_yellow.asm); the ids come from
|
||||
-- field.boot.screens so a total conversion owns the whole boot
|
||||
local splash = require("src.core.GameVersion").isYellow()
|
||||
and "YellowIntro" or "IntroMovie"
|
||||
Screens.push(self, bootScreens(self).splash or splash, function()
|
||||
StateStack:push(titleState)
|
||||
end)
|
||||
end
|
||||
@@ -169,7 +172,28 @@ function Game:returnToTitle()
|
||||
end
|
||||
|
||||
function Game:step(dt)
|
||||
-- Tool mods (autoplay, accessibility drivers, input visualizers) act on
|
||||
-- the same fixed-step boundary as a physical controller. Run them before
|
||||
-- Input:step promotes queued edges so a button chosen here is visible to
|
||||
-- this logic tick, not one tick later. With no wrapper this is a no-op.
|
||||
ModRuntime.call("input.step", function() end, self, dt)
|
||||
self.input:step()
|
||||
-- A+B+SELECT+START held for 16 steps: SoftReset (home/init.asm) stops the
|
||||
-- audio, whites the palettes out and falls through into Init, i.e. the
|
||||
-- power-on boot, so everything unsaved is gone and the title sequence
|
||||
-- comes back -- exactly what returnToTitle does for the START menu's QUIT.
|
||||
-- The check lives here, above stack:update, so it fires from any state:
|
||||
-- overworld, battle, a menu or a cutscene, the way _Joypad's does (#563).
|
||||
-- Input:reset clears the four still-physically-held buttons so the title
|
||||
-- screen does not read A as a menu choice on its first frame.
|
||||
-- a tool mod (or a harness) may hand Game a stand-in input with no
|
||||
-- chord bookkeeping; those simply never soft reset
|
||||
if self.input.softResetStep and self.input:softResetStep() then
|
||||
Input:reset()
|
||||
TouchControls:reset()
|
||||
self:returnToTitle()
|
||||
return
|
||||
end
|
||||
-- serviced unconditionally: a link battle's ENet transport must not
|
||||
-- stall just because PartyMenu/ChoiceBox/NamingScreen is temporarily
|
||||
-- on top of BattleState (see LinkBattle.new)
|
||||
@@ -241,44 +265,227 @@ end
|
||||
-- exactly as the owning state computed it
|
||||
local function sameZones(_, zones) return zones end
|
||||
|
||||
-- Dim alpha for a BATTLE BG "world" battle anywhere in the stack, or nil.
|
||||
-- Same whole-stack rule as fillScaleInStack: a party menu or text box opened
|
||||
-- during the battle must not drop the dim for a frame.
|
||||
function Game.worldBgBattleDim(stack)
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local state = stack.states[i]
|
||||
if state and state.bgMode and state:bgMode() == "world" then
|
||||
return state.BG_WORLD_DIM or 0.55
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Does anything on the stack want the surface scaled to FILL the window
|
||||
-- (aspect preserved, bars on the long axis) rather than sit at the fixed
|
||||
-- integer scale?
|
||||
--
|
||||
-- Asked of the WHOLE stack, not just the top. For BATTLE SIZE "fill" that is
|
||||
-- because the party menu, bag and text boxes a battle opens must not snap the
|
||||
-- surface back to the fixed scale for a frame; the title screen and intro want
|
||||
-- it unconditionally, since neither has a world behind it and neither has any
|
||||
-- reason to sit in a small box in the middle of a large window.
|
||||
function Game.fillScaleInStack(stack)
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local state = stack.states[i]
|
||||
if state and state.wantsFillScale and state:wantsFillScale() then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- A wide battle owns the surface until it leaves the stack. The party,
|
||||
-- bag, choice and text states it opens still draw their original 160px UI,
|
||||
-- but the canvas must not snap to 160px between those states.
|
||||
function Game.wideBattleInStack(stack)
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local state = stack.states[i]
|
||||
if state and state.isWideBattleLayout and state:isWideBattleLayout() then
|
||||
return state
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Whether a state on the stack composes its own screen and so wants the
|
||||
-- edge anchors held off (BattleState.holdsUIAnchors). Whole-stack, like
|
||||
-- everything else here: the text box and YES/NO a battle puts up are states
|
||||
-- of their own sitting above it, and they are exactly the elements that must
|
||||
-- stay inside the battle's composition rather than dock to the window.
|
||||
-- UI LAYOUT: is edge docking switched on? Only the explicit "dynamic" turns
|
||||
-- it on, so a save written before the option existed -- and any caller with no
|
||||
-- save at all, which is most of the headless suites -- gets CENTERED, the
|
||||
-- behaviour the port shipped with.
|
||||
function Game.dynamicUI(save)
|
||||
local options = save and save.options
|
||||
return options ~= nil and options.uiLayout == "dynamic"
|
||||
end
|
||||
|
||||
function Game.uiAnchorsHeldInStack(stack)
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local state = stack.states[i]
|
||||
if state and state.holdsUIAnchors then return true end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Where Game:draw starts drawing this frame. Normally the topmost opaque
|
||||
-- state (StateStack:visibleBase) -- but BATTLE BG "world" composes the battle
|
||||
-- over the LIVE map, and an opaque state pushed on top of it (the party menu,
|
||||
-- the bag) becomes that base, cutting the overworld -- and with it the world
|
||||
-- pass -- out of the frame entirely. The backdrop the battle established
|
||||
-- then collapses to endFrame's flat black clear for as long as the menu is
|
||||
-- up. So a world-bg battle keeps the frame starting from underneath itself
|
||||
-- until it leaves the stack, the same hold uiFill and the dim already use.
|
||||
--
|
||||
-- Only the START of the draw moves. The clear stays keyed to the real
|
||||
-- visibleBase, so the menu still gets its opaque canvas and draws exactly as
|
||||
-- before; what changes is the window AROUND its letterbox, which keeps
|
||||
-- showing the map instead of going black. Both menus fill their own
|
||||
-- 160x144 field first, so nothing beneath them shows through it.
|
||||
function Game.drawBaseInStack(stack, visibleBase)
|
||||
local states = stack and stack.states or {}
|
||||
for i = visibleBase - 1, 1, -1 do
|
||||
local state = states[i]
|
||||
if state and state.bgMode and state:bgMode() == "world" then
|
||||
-- restart the search from under the battle: the highest opaque state at
|
||||
-- or below it (the overworld), not the menu sitting over it
|
||||
for j = i, 1, -1 do
|
||||
if states[j].isOpaque then return j end
|
||||
end
|
||||
return 1
|
||||
end
|
||||
end
|
||||
return visibleBase
|
||||
end
|
||||
|
||||
-- Shift classic SGB zones to the centred UI. A full-width base zone extends
|
||||
-- into both margins, keeping the canvas' paper color continuous; narrower
|
||||
-- sprite and status zones move with the classic UI content.
|
||||
local function centerClassicZones(zones, offset)
|
||||
if not zones or offset == 0 then return zones end
|
||||
local shifted = {}
|
||||
for i, zone in ipairs(zones) do
|
||||
local copy = {}
|
||||
for key, value in pairs(zone) do copy[key] = value end
|
||||
if copy.x == 0 and copy.w == Renderer.WIDTH then
|
||||
copy.w = copy.w + offset * 2
|
||||
else
|
||||
copy.x = (copy.x or 0) + offset
|
||||
end
|
||||
shifted[i] = copy
|
||||
end
|
||||
return shifted
|
||||
end
|
||||
|
||||
function Game:draw()
|
||||
-- the UI canvas clears transparent when the overworld's world pass
|
||||
-- shows through beneath it; opaque full-screen states get the classic
|
||||
-- white clear
|
||||
local base = self.stack:visibleBase()
|
||||
local worldBelow = self.stack.states[base] == self.overworld
|
||||
-- The UI surface is resolved once, before any state draws: the top state
|
||||
-- may want more than the Game Boy's 160x144 (the widescreen battle layout
|
||||
-- asks for 304x144). Anything else keeps the classic surface, so a menu
|
||||
-- pushed over a wide battle brings the screen straight back to 160x144.
|
||||
-- a world-bg battle keeps the map drawing under whatever it opened, so the
|
||||
-- world pass can run for a frame whose CLEAR is still an opaque menu's
|
||||
local drawFrom = Game.drawBaseInStack(self.stack, base)
|
||||
local worldDrawn = self.stack.states[drawFrom] == self.overworld
|
||||
-- A wide battle holds its 304px surface through every menu or prompt it
|
||||
-- opens. States that do not draw the wide battle composition are centred
|
||||
-- in that surface below, so their classic coordinates and hit testing stay
|
||||
-- unchanged. Outside a battle, including the title screen, the option is
|
||||
-- intentionally inactive because it is a battle-layout setting.
|
||||
local top = self.stack:top()
|
||||
if top and top.uiSize then
|
||||
local wideBattle = Game.wideBattleInStack(self.stack)
|
||||
local classicOffset = 0
|
||||
if wideBattle and wideBattle.uiSize then
|
||||
Renderer:setUISize(wideBattle:uiSize())
|
||||
classicOffset = math.floor((select(1, Renderer:uiSize()) - Renderer.WIDTH) / 2)
|
||||
elseif top and top.uiSize then
|
||||
Renderer:setUISize(top:uiSize())
|
||||
else
|
||||
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
|
||||
end
|
||||
-- BATTLE SIZE: scale the battle surface to the window instead of the
|
||||
-- classic integer letterbox. Read from the whole stack, not just the top,
|
||||
-- so a party menu or text box opened mid-battle keeps the same surface.
|
||||
Renderer.uiFill = Game.fillScaleInStack(self.stack)
|
||||
-- BATTLE BG "world": dim the overworld the battle is drawn over. Read off
|
||||
-- the stack for the same reason as uiFill above -- a prompt opened during
|
||||
-- the battle must not drop the dim for a frame.
|
||||
Renderer.battleDim = Game.worldBgBattleDim(self.stack)
|
||||
-- ...and for the same reason the UI's own scale has to know the world is
|
||||
-- still the backdrop while an opaque menu covers it. Renderer:uiScale
|
||||
-- steps the UI down with the survey zoom only while a world is behind it,
|
||||
-- gated on this frame's world pass -- which the party menu and the bag end
|
||||
-- by being opaque. Without this hold they lose the step-down and blit at
|
||||
-- full fit scale over a battle drawn at the zoomed-out one.
|
||||
Renderer.uiWorldHold = Renderer.battleDim ~= nil
|
||||
-- ...and a battle keeps its dialogue box and YES/NO inside its own screen
|
||||
-- instead of letting them dock to the window edge.
|
||||
-- UI LAYOUT: CENTERED (the default) is a fixed letterbox -- every element
|
||||
-- stays inside the 160x144 canvas and the UI does not follow the survey
|
||||
-- zoom, so the screen furniture never moves or resizes under the player.
|
||||
-- That is the composition the port shipped with. DYNAMIC opts into both
|
||||
-- halves: the dialogue box docks to the window's bottom edge, the START
|
||||
-- menu to its top right, and the whole UI steps down with the zoom.
|
||||
Renderer.uiCentered = not Game.dynamicUI(self.save)
|
||||
Renderer.uiAnchorHold = Game.uiAnchorsHeldInStack(self.stack)
|
||||
Renderer:beginFrame(worldBelow)
|
||||
self.stack:draw()
|
||||
for i = drawFrom, #self.stack.states do
|
||||
local state = self.stack.states[i]
|
||||
local wideState = state and state.isWideBattleLayout
|
||||
and state:isWideBattleLayout()
|
||||
if state and state.draw then
|
||||
if classicOffset ~= 0 and not wideState then
|
||||
love.graphics.push()
|
||||
love.graphics.translate(classicOffset, 0)
|
||||
state:draw()
|
||||
love.graphics.pop()
|
||||
else
|
||||
state:draw()
|
||||
end
|
||||
end
|
||||
end
|
||||
-- SGB colorization: the topmost state that knows its palette owns the
|
||||
-- screen (overlays like text boxes inherit from what's beneath them);
|
||||
-- the overworld's world pass colors each visible map area separately
|
||||
local zones, worldZones
|
||||
local zones, worldZones, zoneOwner
|
||||
for i = #self.stack.states, 1, -1 do
|
||||
local s = self.stack.states[i]
|
||||
if s.sgbPalettes then
|
||||
zones = s:sgbPalettes(self)
|
||||
zoneOwner = s
|
||||
break
|
||||
end
|
||||
end
|
||||
if classicOffset ~= 0 and zoneOwner
|
||||
and not (zoneOwner.isWideBattleLayout
|
||||
and zoneOwner:isWideBattleLayout()) then
|
||||
zones = centerClassicZones(zones, classicOffset)
|
||||
end
|
||||
-- 14's render.zones: weather/lighting overlays and custom colorization
|
||||
-- recolor or add zones before the blit
|
||||
if ModRuntime.wantsHook("render.zones") then
|
||||
zones = ModRuntime.call("render.zones", sameZones, self, zones)
|
||||
end
|
||||
if worldBelow and self.overworld.sgbWorldZones then
|
||||
-- Keyed to whether the map actually DREW, not to whether it is the clear's
|
||||
-- base: an opaque menu over a world-bg battle still renders the world pass
|
||||
-- (drawBaseInStack), and leaving worldZones nil there drops endFrame's
|
||||
-- world blit onto the UI zone list instead -- the party menu's own HP-bar
|
||||
-- palettes, in 160x144 space, smeared across a world-canvas-sized image.
|
||||
-- That is the offset, red-for-green map behind the menu.
|
||||
if worldDrawn and self.overworld.sgbWorldZones then
|
||||
worldZones = self.overworld:sgbWorldZones()
|
||||
end
|
||||
Renderer:endFrame(zones, worldZones)
|
||||
local viewport = Renderer:endFrame(zones, worldZones)
|
||||
-- Persistent tool status is screen-space UI: draw it over the completed
|
||||
-- render pipeline with exact playfield/margin geometry, but below mobile
|
||||
-- controls. It never becomes an updating game state.
|
||||
if ModRuntime.wantsHook("render.hud") then
|
||||
ModRuntime.call("render.hud", function() end, self, viewport)
|
||||
end
|
||||
-- on-screen mobile controls: pure screen-space, over the finished frame
|
||||
TouchControls:draw()
|
||||
end
|
||||
@@ -400,13 +607,19 @@ end
|
||||
-- LÖVE process ensures scripts, registries, and assets are all rebuilt from
|
||||
-- the newly selected mod state.
|
||||
function Game:restartWithMods()
|
||||
if love.event and love.event.quit then
|
||||
love.event.quit("restart")
|
||||
end
|
||||
require("src.core.HostShell").restart()
|
||||
end
|
||||
|
||||
-- Releases reach Input even while a top state captures raw input: a
|
||||
-- swallowed key-up would strand a held-state flag for a key Input saw go
|
||||
-- down before the capture armed (the stuck-flag hazard Input:reset
|
||||
-- exists for). The top state only OBSERVES the release afterwards,
|
||||
-- unlike onKeyPressed above which owns the press, so BindingsMenu can
|
||||
-- commit a capture on the key-up (#589).
|
||||
function Game:keyreleased(key)
|
||||
Input:keyreleased(key)
|
||||
local top = self.stack and self.stack:top()
|
||||
if top and top.onKeyReleased then top:onKeyReleased(key) end
|
||||
end
|
||||
|
||||
function Game:gamepadpressed(joystick, button)
|
||||
@@ -423,7 +636,10 @@ function Game:gamepadpressed(joystick, button)
|
||||
end
|
||||
|
||||
function Game:gamepadreleased(joystick, button)
|
||||
-- same observe-after-Input contract as Game:keyreleased (#589)
|
||||
Input:gamepadreleased(joystick, button)
|
||||
local top = self.stack and self.stack:top()
|
||||
if top and top.onGamepadReleased then top:onGamepadReleased(button) end
|
||||
end
|
||||
|
||||
function Game:gamepadaxis(joystick, axis, value)
|
||||
@@ -432,6 +648,63 @@ function Game:gamepadaxis(joystick, axis, value)
|
||||
Input:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
-- conf.lua turns the mobile accelerometer-joystick off (#468), but guard the
|
||||
-- generic joystick path anyway: any sensor-style device that still reaches us
|
||||
-- has gravity pinning an axis past the deadzone, which would hide the touch
|
||||
-- overlay every instant and steer the player by tilt through the axis-1/2
|
||||
-- mapping (#459). Real controllers arrive as SDL gamepads or named sticks,
|
||||
-- never as "* Accelerometer".
|
||||
local function isAccelerometer(joystick)
|
||||
local name = joystick and joystick.getName and joystick:getName()
|
||||
return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
|
||||
end
|
||||
|
||||
-- BindingsMenu's raw-stick capture rides the same top-state routing as the
|
||||
-- keyboard and gamepad paths (#632). Only a stick SDL does not recognize
|
||||
-- as a gamepad reaches the capture: a recognized pad raises BOTH
|
||||
-- joystickpressed and gamepadpressed for one press, and the joystick half
|
||||
-- would otherwise beat its own gamepadpressed to the armed row and record
|
||||
-- "JOY1" for a button the player can plainly see is A. Same predicate as
|
||||
-- Input's, kept local here so Game never reaches into Input's internals.
|
||||
local function isRawStick(joystick)
|
||||
return not (joystick and joystick.isGamepad and joystick:isGamepad())
|
||||
end
|
||||
|
||||
function Game:joystickpressed(joystick, button)
|
||||
if isAccelerometer(joystick) then return end
|
||||
TouchControls:noteGamepad()
|
||||
local top = self.stack and self.stack:top()
|
||||
if isRawStick(joystick) and top and top.onJoystickPressed then
|
||||
top:onJoystickPressed(button)
|
||||
return
|
||||
end
|
||||
Input:joystickpressed(joystick, button)
|
||||
end
|
||||
|
||||
function Game:joystickreleased(joystick, button)
|
||||
if isAccelerometer(joystick) then return end
|
||||
-- same observe-after-Input contract as Game:keyreleased (#589): the
|
||||
-- capture watches the release, it never owns it, so a held-state flag
|
||||
-- Input saw go down before the capture armed cannot be stranded
|
||||
Input:joystickreleased(joystick, button)
|
||||
local top = self.stack and self.stack:top()
|
||||
if isRawStick(joystick) and top and top.onJoystickReleased then
|
||||
top:onJoystickReleased(button)
|
||||
end
|
||||
end
|
||||
|
||||
function Game:joystickaxis(joystick, axis, value)
|
||||
if isAccelerometer(joystick) then return end
|
||||
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
|
||||
Input:joystickaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function Game:joystickhat(joystick, hat, direction)
|
||||
if isAccelerometer(joystick) then return end
|
||||
if direction ~= "c" then TouchControls:noteGamepad() end
|
||||
Input:joystickhat(joystick, hat, direction)
|
||||
end
|
||||
|
||||
-- Window focus/visibility flips: a release due while unfocused/hidden can
|
||||
-- be swallowed by the OS. Reset on both edges -- gaining focus with a
|
||||
-- physically held key won't re-fire keypressed, so trusting leftover
|
||||
@@ -485,6 +758,11 @@ end
|
||||
-- Capture the live world state into the save table and persist it.
|
||||
-- Options are flushed to options.lua as part of SaveData.save.
|
||||
function Game:writeSave()
|
||||
-- Tool sessions can be deliberately ephemeral. Give them one narrow veto
|
||||
-- before captureSave mutates the snapshot or any progress bytes reach disk.
|
||||
if ModRuntime.call("save.write", function() return true end, self) == false then
|
||||
return false
|
||||
end
|
||||
if self.overworld and self.overworld.captureSave then
|
||||
self.overworld:captureSave(self.save)
|
||||
end
|
||||
@@ -495,7 +773,7 @@ function Game:writeSave()
|
||||
if ModRuntime.wants("save.writing") then
|
||||
ModRuntime.emit("save.writing", { save = self.save, meta = self.save.meta })
|
||||
end
|
||||
SaveData.save(self.save)
|
||||
return SaveData.save(self.save)
|
||||
end
|
||||
|
||||
-- Persist options.lua only (Options menu / hotkeys 2-5). Keeps settings
|
||||
@@ -522,10 +800,31 @@ function Game:applyOptions(opts)
|
||||
-- returns true when a persisted GBC FX level was cleared on mobile
|
||||
local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
|
||||
require("src.core.VideoMode").applyOptions(opts)
|
||||
-- after VideoMode: a faithful-resolution lock is an exact window size, so
|
||||
-- it has to be the last word on the window (it drops fullscreen to hold)
|
||||
require("src.core.FaithfulRes").applyOptions(opts)
|
||||
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
|
||||
-- fpsCap key pace at the standard rate (issue #88)
|
||||
require("src.core.FrameCap").applyOptions(opts)
|
||||
-- Scale the optional presentation extras to the device's performance
|
||||
-- tier. Every heavy feature was just applied from the stored options
|
||||
-- above; here we clamp the *live* state down for a weaker device without
|
||||
-- rewriting what the player saved, so raising the tier later restores
|
||||
-- their exact TILT / GBC FX / ZOOM / MAX FPS choices. A HIGH tier (the
|
||||
-- default on a normal desktop, and every options.lua predating this
|
||||
-- option) clamps nothing, so it is a no-op for the common case.
|
||||
local caps = require("src.core.Performance").applyOptions(opts)
|
||||
if not caps.tilt then require("src.render.Tilt").setLevel(0) end
|
||||
if not caps.gbcfx then require("src.render.GBCFX").setLevel(0) end
|
||||
local Zoom = require("src.render.Zoom")
|
||||
Zoom.allowSurvey = caps.survey
|
||||
if not caps.survey and Zoom.offset < 0 then Zoom.offset = 0 end
|
||||
if caps.fpsMax then
|
||||
local FrameCap = require("src.core.FrameCap")
|
||||
if FrameCap.current > caps.fpsMax then FrameCap.apply(caps.fpsMax) end
|
||||
end
|
||||
Input:applyBindings(opts.bindings)
|
||||
TouchControls:applyOptions(opts)
|
||||
-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
|
||||
if gbcCleared then self:writeOptions() end
|
||||
end
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
-- Which Gen-1 game this process is running: Red (the historical default) or
|
||||
-- Blue. One source of truth for everything that differs by version -- the
|
||||
-- accepted ROM hash, the import manifest, where the extracted cache lives,
|
||||
-- and the save-file suffix -- so the importer, cache mount, SaveData, title
|
||||
-- screen and palette all agree.
|
||||
-- Which Gen-1 game this process is running: Red (the historical default),
|
||||
-- Blue, or Yellow. One source of truth for everything that differs by
|
||||
-- version -- the accepted ROM hash, the import manifest, where the
|
||||
-- extracted cache lives, and the save-file suffix -- so the importer,
|
||||
-- cache mount, SaveData, title screen and palette all agree.
|
||||
--
|
||||
-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
|
||||
-- so existing installs are untouched; Blue is namespaced under blue/ and
|
||||
-- _blue so both can be imported and played side by side.
|
||||
-- _blue, Yellow under yellow/ and _yellow, so all three can be imported and
|
||||
-- played side by side.
|
||||
--
|
||||
-- Zero requires, so it loads during love.conf and under plain Lua for tools
|
||||
-- and tests. The active version is a process-global set once at boot from
|
||||
@@ -19,6 +20,7 @@ GameVersion.VERSIONS = {
|
||||
id = "red",
|
||||
label = "Red",
|
||||
displayName = "Pokemon Red",
|
||||
launcherName = "Red", -- game-panel header in the launcher
|
||||
sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
|
||||
manifest = "tools/rom_manifest.json",
|
||||
cachePrefix = "", -- Red owns the cache root (backwards compatible)
|
||||
@@ -28,15 +30,26 @@ GameVersion.VERSIONS = {
|
||||
id = "blue",
|
||||
label = "Blue",
|
||||
displayName = "Pokemon Blue",
|
||||
launcherName = "Blue",
|
||||
sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
|
||||
manifest = "tools/rom_manifest_blue.json",
|
||||
cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
|
||||
saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
|
||||
},
|
||||
yellow = {
|
||||
id = "yellow",
|
||||
label = "Yellow",
|
||||
displayName = "Pokemon Yellow",
|
||||
launcherName = "Yellow (alpha)",
|
||||
sha1 = "cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1",
|
||||
manifest = "tools/rom_manifest_yellow.json",
|
||||
cachePrefix = "yellow/", -- yellow/data/generated, yellow/assets/generated
|
||||
saveSuffix = "_yellow", -- save_yellow.lua / .bak / .tmp
|
||||
},
|
||||
}
|
||||
|
||||
-- Launcher column order (Yellow is still a placeholder, handled by the UI).
|
||||
GameVersion.ORDER = { "red", "blue" }
|
||||
-- Launcher column order.
|
||||
GameVersion.ORDER = { "red", "blue", "yellow" }
|
||||
|
||||
GameVersion.current = "red"
|
||||
|
||||
@@ -53,6 +66,10 @@ function GameVersion.isBlue()
|
||||
return GameVersion.current == "blue"
|
||||
end
|
||||
|
||||
function GameVersion.isYellow()
|
||||
return GameVersion.current == "yellow"
|
||||
end
|
||||
|
||||
-- Metadata for a version id, defaulting to the active one.
|
||||
function GameVersion.info(id)
|
||||
return GameVersion.VERSIONS[id or GameVersion.current]
|
||||
|
||||
@@ -0,0 +1,238 @@
|
||||
-- Helpers for calling host tools (curl, zenity/kdialog, ...).
|
||||
|
||||
local HostShell = {}
|
||||
|
||||
-- Our AppRun exports LD_LIBRARY_PATH="$APPDIR/lib:..." so every subprocess we
|
||||
-- spawn tries to link against the libraries we're shipping instead of the
|
||||
-- system ones. We want to unset the var so that any system tools can find
|
||||
-- their proper libraries. Only needed when running in an AppImage.
|
||||
function HostShell.envPrefix()
|
||||
if os.getenv("APPIMAGE") then
|
||||
return "env -u LD_LIBRARY_PATH "
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
-- Windows: every host tool we shell out to (curl for the update and mod-index
|
||||
-- fetches, the PowerShell ROM picker, the update downloader's `start /b`) is
|
||||
-- spawned through io.popen / os.execute, which run it under cmd.exe. A
|
||||
-- GUI-subsystem process owns no console, so each of those children allocates
|
||||
-- its own -- one console window flashing per call, several stacking up during
|
||||
-- a mod install or an update (#606). #74 fixed the same storm for the
|
||||
-- per-file cache mkdir by dropping the shell entirely (src/import/CacheFs.lua);
|
||||
-- the callers above genuinely need one, so we do the other half: allocate a
|
||||
-- single console for ourselves, once, and hide it. A child inherits the
|
||||
-- parent's console when the parent has one, so every later spawn attaches to
|
||||
-- that invisible console and pops up nothing. GUI dialogs the children raise
|
||||
-- (the PowerShell OpenFileDialog) are desktop windows and still appear.
|
||||
--
|
||||
-- Skipped when a console already exists, which is the developer case
|
||||
-- (lovec.exe, what scripts/run.ps1 prefers, or t.console), so printed output
|
||||
-- keeps landing in the terminal the game was launched from. POKEPORT_CONSOLE=1
|
||||
-- opts out entirely and restores the old behaviour. Memoized; non-Windows and
|
||||
-- FFI-less builds no-op. Called once from love.load before anything shells
|
||||
-- out (main.lua).
|
||||
local consoleHidden = nil
|
||||
|
||||
function HostShell.hideHostConsole()
|
||||
if consoleHidden ~= nil then return consoleHidden end
|
||||
consoleHidden = false
|
||||
if os.getenv("POKEPORT_CONSOLE") == "1" then return consoleHidden end
|
||||
|
||||
local okFfi, ffi = pcall(require, "ffi")
|
||||
if not okFfi or ffi.os ~= "Windows" then return consoleHidden end
|
||||
|
||||
-- kernel32 (AllocConsole/GetConsoleWindow) and user32 (ShowWindow) are
|
||||
-- already loaded in any LOVE process, so ffi.C resolves both -- the same
|
||||
-- assumption CacheFs makes for CreateDirectoryA.
|
||||
pcall(ffi.cdef, [[
|
||||
void *GetConsoleWindow(void);
|
||||
int AllocConsole(void);
|
||||
int ShowWindow(void *hWnd, int nCmdShow);
|
||||
]])
|
||||
local ok, hidden = pcall(function()
|
||||
if ffi.C.GetConsoleWindow() ~= nil then return false end
|
||||
if ffi.C.AllocConsole() == 0 then return false end
|
||||
local hwnd = ffi.C.GetConsoleWindow()
|
||||
if hwnd == nil then return false end
|
||||
ffi.C.ShowWindow(hwnd, 0) -- SW_HIDE
|
||||
return true
|
||||
end)
|
||||
consoleHidden = (ok and hidden) or false
|
||||
return consoleHidden
|
||||
end
|
||||
|
||||
-- Wraps io.popen with the AppImage env fix applied and lua errors swallowed
|
||||
function HostShell.popen(command, mode)
|
||||
local ok, pipe = pcall(io.popen, HostShell.envPrefix() .. command, mode or "r")
|
||||
if not ok or not pipe then return nil end
|
||||
return pipe
|
||||
end
|
||||
|
||||
-- Restart the whole app. The obvious love.event.quit("restart") re-runs LÖVE's
|
||||
-- boot in-process, which calls love.filesystem.init a second time -- and inside
|
||||
-- an AppImage physfs is already initialized, so that second init throws
|
||||
-- ("Failed to initialize filesystem: already initialized") and the relaunch
|
||||
-- crashes. So on an AppImage we relaunch the executable; the fresh process's
|
||||
-- Boot step mounts any downloaded update exactly as a manual relaunch would.
|
||||
-- Android hits the same wall (#575): the vendored love.cpp loops runlove()
|
||||
-- in-process on "restart", and PHYSFS_deinit in the old Filesystem module's
|
||||
-- destructor fails ("files still open") whenever any physfs handle survives
|
||||
-- lua_close, so the second PHYSFS_init throws the same "already initialized"
|
||||
-- and the app dies. There we relaunch through the GameActivity.restartApp
|
||||
-- JNI bridge (love.system.restartApp), which schedules our launch intent
|
||||
-- and kills the process so no native state can leak into the fresh run.
|
||||
-- On every other platform the in-process restart works, so keep it.
|
||||
function HostShell.restart()
|
||||
if not (love and love.event and love.event.quit) then return end
|
||||
|
||||
local osName = love.system and love.system.getOS and love.system.getOS()
|
||||
if osName == "Android" then
|
||||
-- restartApp kills the process on success, so a true return is never
|
||||
-- observed; false means the bridge could not schedule the relaunch.
|
||||
-- An older APK whose liblove predates the bridge (love.system.restartApp
|
||||
-- is nil) has no crash-free in-process restart, so quit to the OS
|
||||
-- cleanly and let the player relaunch by hand -- worse than restarting,
|
||||
-- but better than the guaranteed crash of quit("restart") (#575).
|
||||
if love.system.restartApp and love.system.restartApp() then return end
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
|
||||
local appimage = os.getenv("APPIMAGE")
|
||||
if not appimage then
|
||||
love.event.quit("restart")
|
||||
return
|
||||
end
|
||||
|
||||
-- We have to restart the process with this cursed execv call to prevent the
|
||||
-- PID from changing, which might cause SteamOS and other Linux launchers to
|
||||
-- think the app has crashed.
|
||||
local ffi = require("ffi")
|
||||
pcall(ffi.cdef, [[
|
||||
int execv(const char *path, char *const argv[]);
|
||||
int unsetenv(const char *name);
|
||||
]])
|
||||
ffi.C.unsetenv("LD_LIBRARY_PATH")
|
||||
local argv = ffi.new("const char *[2]", appimage, nil)
|
||||
ffi.C.execv(appimage, ffi.cast("char *const *", argv))
|
||||
end
|
||||
|
||||
-- ------- HTTP transport ----------------------------------------------------
|
||||
--
|
||||
-- Every remote fetch (mod index, mod releases, thumbnails) used to shell out
|
||||
-- to curl, which macOS / Windows 10+ / desktop Linux all ship and Android does
|
||||
-- not: adding a mod index on Android died with "curl is not available on this
|
||||
-- platform" (#597). Android goes through the GameActivity.httpDownload JNI
|
||||
-- bridge instead (HttpsURLConnection, using the INTERNET permission link play
|
||||
-- already needs), surfaced by our vendored liblove as
|
||||
-- love.system.httpDownload(url, absPath, userAgent, accept). Both transports
|
||||
-- block the calling thread and deal in whole files, so callers keep exactly
|
||||
-- the contract they had with curl.
|
||||
|
||||
-- Shell quoting for one curl argument; cmd.exe has no single-quote form.
|
||||
function HostShell.quote(s)
|
||||
s = tostring(s)
|
||||
if love and love.system and love.system.getOS
|
||||
and love.system.getOS() == "Windows" then
|
||||
return '"' .. s:gsub('"', '') .. '"'
|
||||
end
|
||||
return "'" .. s:gsub("'", "'\\''") .. "'"
|
||||
end
|
||||
|
||||
function HostShell.haveCurl()
|
||||
local pipe = HostShell.popen("curl --version")
|
||||
if not pipe then return false end
|
||||
local readOk, out = pcall(function() return pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
return readOk and out ~= nil and out:find("curl", 1, true) ~= nil
|
||||
end
|
||||
|
||||
-- The bridge only exists in our Android liblove. An older APK reports nil
|
||||
-- here and falls back to the "no transport" error the callers already show;
|
||||
-- the iOS build compiles the same wrapper but always returns false, so gate
|
||||
-- on the OS as well and keep its error message honest.
|
||||
local function haveBridge()
|
||||
if not (love and love.system and type(love.system.httpDownload) == "function") then
|
||||
return false
|
||||
end
|
||||
return love.system.getOS and love.system.getOS() == "Android"
|
||||
end
|
||||
|
||||
-- Is any transport available at all? Callers gate on this, never on curl.
|
||||
function HostShell.canFetch()
|
||||
return HostShell.haveCurl() or haveBridge()
|
||||
end
|
||||
|
||||
-- Download url to an absolute host path. Returns true, or nil plus an error.
|
||||
-- The curl branch deliberately ignores curl's exit code, as the download paths
|
||||
-- always did: callers judge the result by the file they got.
|
||||
function HostShell.httpDownload(url, absPath, userAgent, accept)
|
||||
if type(url) ~= "string" or url == "" then return nil, "missing url" end
|
||||
if type(absPath) ~= "string" or absPath == "" then return nil, "missing path" end
|
||||
userAgent = userAgent or "gen1recomp"
|
||||
if HostShell.haveCurl() then
|
||||
local cmd = "curl -fsSL --connect-timeout 15 --max-time 300 "
|
||||
.. "-H " .. HostShell.quote("User-Agent: " .. userAgent) .. " "
|
||||
if accept then
|
||||
cmd = cmd .. "-H " .. HostShell.quote("Accept: " .. accept) .. " "
|
||||
end
|
||||
cmd = cmd .. "-o " .. HostShell.quote(absPath) .. " " .. HostShell.quote(url)
|
||||
local pipe = HostShell.popen(cmd)
|
||||
if not pipe then return nil, "could not start download" end
|
||||
pcall(function() pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
return true
|
||||
end
|
||||
if not haveBridge() then
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
local ok, done = pcall(love.system.httpDownload, url, absPath, userAgent, accept)
|
||||
if ok and done then return true end
|
||||
return nil, "download failed"
|
||||
end
|
||||
|
||||
-- GET returning the body. curl streams it through a pipe; the Android bridge
|
||||
-- can only write a file, so there we fetch into the save directory (the only
|
||||
-- writable root on Android) and read it back.
|
||||
function HostShell.httpGet(url, userAgent, accept)
|
||||
if type(url) ~= "string" or url == "" then return nil, "missing url" end
|
||||
userAgent = userAgent or "gen1recomp"
|
||||
if HostShell.haveCurl() then
|
||||
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
|
||||
.. "-H " .. HostShell.quote("User-Agent: " .. userAgent) .. " "
|
||||
if accept then
|
||||
cmd = cmd .. "-H " .. HostShell.quote("Accept: " .. accept) .. " "
|
||||
end
|
||||
cmd = cmd .. HostShell.quote(url)
|
||||
local pipe = HostShell.popen(cmd)
|
||||
if not pipe then return nil, "could not run curl" end
|
||||
local readOk, out = pcall(function() return pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
if not readOk then return nil, "fetch failed: " .. tostring(out) end
|
||||
if not out or out == "" then return nil, "empty response from " .. url end
|
||||
return out
|
||||
end
|
||||
if not haveBridge() then
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
if not (love.filesystem and love.filesystem.getSaveDirectory) then
|
||||
return nil, "fetch needs LOVE"
|
||||
end
|
||||
local dirOk, saveDir = pcall(love.filesystem.getSaveDirectory)
|
||||
if not dirOk or not saveDir or saveDir == "" then
|
||||
return nil, "no save directory"
|
||||
end
|
||||
local name = "http_fetch.tmp"
|
||||
pcall(love.filesystem.remove, name)
|
||||
local ok, err = HostShell.httpDownload(url, saveDir .. "/" .. name, userAgent, accept)
|
||||
if not ok then return nil, err end
|
||||
local readOk, body = pcall(love.filesystem.read, name)
|
||||
pcall(love.filesystem.remove, name)
|
||||
if not readOk or type(body) ~= "string" or body == "" then
|
||||
return nil, "empty response from " .. url
|
||||
end
|
||||
return body
|
||||
end
|
||||
|
||||
return HostShell
|
||||
+137
-1
@@ -39,6 +39,27 @@ local DEFAULT_GAMEPAD_BINDINGS = {
|
||||
local STICK_ON = 0.5
|
||||
local STICK_OFF = 0.3
|
||||
|
||||
-- Generic SDL joysticks expose the left stick as the first two numbered
|
||||
-- axes and the D-pad as a hat. This is common on Linux handhelds whose
|
||||
-- controller has no game-controller database entry. The indices below are
|
||||
-- the desktop XInput order and are only meaningful for such pads: raw
|
||||
-- numbering is per-driver, and SDL's iOS/MFi driver packs only the buttons
|
||||
-- a pad actually reports, which slides the D-pad down onto 7..10 (#620).
|
||||
-- These are the raw DEFAULTS only: applyBindings layers the player's
|
||||
-- "joyN" pad bindings over them (#632), and only a stick SDL does NOT
|
||||
-- recognize as a gamepad is ever served out of this table -- see
|
||||
-- joystickpressed below.
|
||||
local RAW_BUTTON_BINDINGS = {
|
||||
[1] = "a", [2] = "b",
|
||||
[7] = "select", [8] = "start", [9] = "select", [10] = "start",
|
||||
}
|
||||
|
||||
local HAT_DIRECTIONS = {
|
||||
u = { "up" }, d = { "down" }, l = { "left" }, r = { "right" },
|
||||
lu = { "left", "up" }, ru = { "right", "up" },
|
||||
ld = { "left", "down" }, rd = { "right", "down" },
|
||||
}
|
||||
|
||||
function Input:init()
|
||||
self:applyBindings(nil)
|
||||
self:reset()
|
||||
@@ -52,9 +73,10 @@ end
|
||||
-- BindingsMenu:storeBinding) -- without this the menu records a choice
|
||||
-- that never actually reaches gameplay.
|
||||
function Input:applyBindings(overlay)
|
||||
local keys, pads = {}, {}
|
||||
local keys, pads, joys = {}, {}, {}
|
||||
for key, action in pairs(DEFAULT_BINDINGS) do keys[key] = action end
|
||||
for button, action in pairs(DEFAULT_GAMEPAD_BINDINGS) do pads[button] = action end
|
||||
for index, action in pairs(RAW_BUTTON_BINDINGS) do joys[index] = action end
|
||||
for actionId, binding in pairs(overlay or {}) do
|
||||
if type(binding) == "table" then
|
||||
if binding.key then keys[binding.key] = actionId end
|
||||
@@ -63,8 +85,20 @@ function Input:applyBindings(overlay)
|
||||
keys[binding] = actionId
|
||||
end
|
||||
end
|
||||
-- A pad binding named "joyN" is the Nth button of a stick SDL has no
|
||||
-- game-controller-database entry for, captured on the joystick path by
|
||||
-- src/ui/BindingsMenu.lua (#632). It deliberately rides the existing
|
||||
-- pad slot: the CONTROLS row, the swap in BindingsMenu:storeBinding and
|
||||
-- START's reset-all then all stay one code path, and this loop is the
|
||||
-- only place that has to know what the name means. Laid over the raw
|
||||
-- defaults AFTER them, so a rebind wins the button it claims.
|
||||
for padName, action in pairs(pads) do
|
||||
local n = tonumber(padName:match("^joy(%d+)$"))
|
||||
if n then joys[n] = action end
|
||||
end
|
||||
self.keyBindings = keys
|
||||
self.padBindings = pads
|
||||
self.joyBindings = joys
|
||||
end
|
||||
|
||||
-- Purely event-driven state (press sets true, release sets false) has no
|
||||
@@ -79,6 +113,7 @@ function Input:reset()
|
||||
self.sources = {}
|
||||
self.stickAxis = { x = 0, y = 0 }
|
||||
self.stickDir = nil
|
||||
self.hatDirs = {}
|
||||
end
|
||||
|
||||
-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
|
||||
@@ -179,6 +214,33 @@ function Input:gamepadreleased(joystick, button)
|
||||
end
|
||||
end
|
||||
|
||||
-- LOVE raises love.joystickpressed for EVERY stick, including ones SDL
|
||||
-- recognizes as gamepads, which raise love.gamepadpressed for the same
|
||||
-- physical press as well. Answering both meant the fixed raw table
|
||||
-- re-asserted the factory A/B/START/SELECT map underneath the player's
|
||||
-- rebinds, so swapping A and B in CONTROLS pressed both at once and any
|
||||
-- controller rebind of those four looked ignored; on iOS the MFi driver's
|
||||
-- packing put the D-pad on 7..10, so a D-pad press also fired SELECT or
|
||||
-- START (#620, #632). A recognized pad is served by the gamepad path
|
||||
-- alone; the raw path exists for sticks with no game-controller-database
|
||||
-- entry. A nil joystick is a raw stick: that is how
|
||||
-- tests/input_hold_test.lua and the drivers drive this path.
|
||||
local function isRawStick(joystick)
|
||||
return not (joystick and joystick.isGamepad and joystick:isGamepad())
|
||||
end
|
||||
|
||||
function Input:joystickpressed(joystick, button)
|
||||
if not isRawStick(joystick) then return end
|
||||
local btn = self.joyBindings[button]
|
||||
if btn then press(self, btn, "joy:" .. button) end
|
||||
end
|
||||
|
||||
function Input:joystickreleased(joystick, button)
|
||||
if not isRawStick(joystick) then return end
|
||||
local btn = self.joyBindings[button]
|
||||
if btn then release(self, btn, "joy:" .. button) end
|
||||
end
|
||||
|
||||
-- left stick treated as a continuous held direction, same 4-way rule as
|
||||
-- the touch swipe d-pad: whichever axis has the larger magnitude wins.
|
||||
function Input:gamepadaxis(joystick, axis, value)
|
||||
@@ -214,12 +276,86 @@ function Input:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
end
|
||||
|
||||
function Input:joystickaxis(joystick, axis, value)
|
||||
if not isRawStick(joystick) then return end
|
||||
if axis == 1 then
|
||||
self:gamepadaxis(joystick, "leftx", value)
|
||||
elseif axis == 2 then
|
||||
self:gamepadaxis(joystick, "lefty", value)
|
||||
end
|
||||
end
|
||||
|
||||
-- Same duplicate-event rule as joystickpressed (#620, #632): a recognized
|
||||
-- pad's D-pad already arrived as dpup/dpdown/dpleft/dpright through the
|
||||
-- gamepad map, so letting the hat answer too would re-assert the factory
|
||||
-- directions on top of a direction rebind.
|
||||
function Input:joystickhat(joystick, hat, direction)
|
||||
if not isRawStick(joystick) then return end
|
||||
local source = "hat:" .. hat
|
||||
for _, btn in ipairs(self.hatDirs[hat] or {}) do
|
||||
release(self, btn, source)
|
||||
end
|
||||
local dirs = HAT_DIRECTIONS[direction] or {}
|
||||
for _, btn in ipairs(dirs) do
|
||||
press(self, btn, source)
|
||||
end
|
||||
self.hatDirs[hat] = dirs
|
||||
end
|
||||
|
||||
function Input:isDown(btn)
|
||||
return self.state[btn] or false
|
||||
end
|
||||
|
||||
-- True when the on-screen overlay is one of the live sources holding this
|
||||
-- button (see overlayPressed above). Player:turnWindow widens the
|
||||
-- turn-in-place tap window on touch, where a press and release can never be
|
||||
-- as short as a physical d-pad's (#415).
|
||||
function Input:isTouchDown(btn)
|
||||
local sources = self.sources[btn]
|
||||
return (sources and sources["touch:" .. btn]) and true or false
|
||||
end
|
||||
|
||||
function Input:wasPressed(btn)
|
||||
return self.pressed[btn] or false
|
||||
end
|
||||
|
||||
-- Soft reset (#563). _Joypad (engine/joypad.asm) tests the RAW joypad read
|
||||
-- with `cp PAD_BUTTONS` -- an equality, not a mask -- so the combo counts
|
||||
-- only while A, B, SELECT and START are the only buttons down; any d-pad
|
||||
-- direction in the mix cancels it. That test sits ahead of the wJoyIgnore
|
||||
-- and BIT_DISABLE_JOYPAD masking below it, which is why the reset still
|
||||
-- works mid-battle and mid-cutscene where ordinary input is thrown away.
|
||||
-- TrySoftReset then burns one DelayFrame per pass and decrements hSoftReset,
|
||||
-- seeded with 16 by Init (home/init.asm), so the combo has to survive 16
|
||||
-- consecutive polls. That hold is also what keeps the on-screen overlay
|
||||
-- safe: it already takes four separate fingers on four separate controls,
|
||||
-- and they all have to stay put for better than a quarter of a second.
|
||||
local SOFT_RESET_FRAMES = 16
|
||||
|
||||
function Input:softResetHeld()
|
||||
if not (self.state.a and self.state.b
|
||||
and self.state.start and self.state.select) then
|
||||
return false
|
||||
end
|
||||
return not (self.state.up or self.state.down
|
||||
or self.state.left or self.state.right)
|
||||
end
|
||||
|
||||
-- Ticked once per fixed step by Game:step; true on the step the countdown
|
||||
-- runs out. hSoftReset is never re-seeded on release in the original, so
|
||||
-- its count leaks across a whole session; a port that copied that would
|
||||
-- eventually reset on a stray four-button press, so the counter re-arms as
|
||||
-- soon as the combo drops.
|
||||
function Input:softResetStep()
|
||||
if not self:softResetHeld() then
|
||||
self.softResetFrames = nil
|
||||
return false
|
||||
end
|
||||
local left = (self.softResetFrames or SOFT_RESET_FRAMES) - 1
|
||||
self.softResetFrames = left
|
||||
if left > 0 then return false end
|
||||
self.softResetFrames = nil
|
||||
return true
|
||||
end
|
||||
|
||||
return Input
|
||||
|
||||
+12
-1
@@ -23,6 +23,13 @@ local volumeScale = 1
|
||||
local FILTER_HIGHGAIN = { 0.4, 0.16, 0.064 }
|
||||
local filterLevel = 0
|
||||
|
||||
-- Forward-declared here so applyVolume (below) closes over the real playback
|
||||
-- state rather than a nil global: the table literal is assigned further down,
|
||||
-- but a `local state = {}` there would leave every reference above it bound
|
||||
-- to the global `state`. Before this, registering the `music.volume` mod
|
||||
-- hook crashed applyVolume on `state.current` (a nil index).
|
||||
local state
|
||||
|
||||
local function applyVolume(src)
|
||||
if not src then return end
|
||||
local vol = VOLUME * volumeScale
|
||||
@@ -63,7 +70,7 @@ local function applyFilter(src)
|
||||
end
|
||||
end
|
||||
|
||||
local state = {
|
||||
state = {
|
||||
current = nil, -- song label
|
||||
chip = false, -- the playing song is a synthesized channel program
|
||||
source = nil, -- currently playing source
|
||||
@@ -85,6 +92,7 @@ local function fanfareActive()
|
||||
local ok, playing = pcall(src.isPlaying, src)
|
||||
if ok and playing then return true end
|
||||
state.fanfare = nil
|
||||
require("src.core.ChipAudio").holdMusic(false)
|
||||
return false
|
||||
end
|
||||
|
||||
@@ -94,6 +102,9 @@ end
|
||||
function Music.duckForFanfare(src)
|
||||
if not src then return end
|
||||
state.fanfare = src
|
||||
-- ChipAudio is what starts a chip song, so the pause below cannot hold one
|
||||
-- that has not started yet (nor one Music.play swaps in mid-jingle) (#398)
|
||||
require("src.core.ChipAudio").holdMusic(true)
|
||||
if state.source then
|
||||
local ok, playing = pcall(state.source.isPlaying, state.source)
|
||||
if ok and playing then
|
||||
|
||||
@@ -0,0 +1,156 @@
|
||||
-- Graphics performance tier: one knob that scales the port's optional,
|
||||
-- non-faithful presentation extras down for weaker hardware.
|
||||
--
|
||||
-- The heavy extras are all things the Game Boy never had and this port
|
||||
-- adds on top: the whole-screen 3D TILT (transforms the entire map as a
|
||||
-- ground plane), the GBC FX post-process shader (a fullscreen pass), and
|
||||
-- survey ZOOM (zooming out renders the connected neighbor maps -- a lot of
|
||||
-- extra overdraw). A hard FPS ceiling caps present cost on top of that.
|
||||
-- None of this touches game logic, which is fixed-step off dt
|
||||
-- (src/core/FixedStep.lua), so every tier plays identically; they differ
|
||||
-- only in how much optional eye-candy the renderer is allowed to do.
|
||||
--
|
||||
-- The tier is persisted as save.options.performance:
|
||||
-- auto pick a default from the device (see detect())
|
||||
-- high everything on -- the historical behavior
|
||||
-- balanced no TILT, no GBC FX (kept: survey zoom, colors, uncapped FPS)
|
||||
-- low no TILT, no GBC FX, no survey zoom, FPS capped
|
||||
--
|
||||
-- AUTO only chooses the *default* for the current device; every tier is
|
||||
-- selectable in OPTIONS, so a heuristic that guesses wrong is one row away
|
||||
-- from being overridden. The clamps are applied live in Game:applyOptions
|
||||
-- against the stored options without rewriting them, so raising the tier
|
||||
-- restores exactly the TILT / GBC FX / ZOOM / FPS the player had.
|
||||
--
|
||||
-- Zero requires: loads during love.conf and under plain Lua for tools and
|
||||
-- tests, the same way src/core/GameVersion.lua does.
|
||||
|
||||
local Performance = {}
|
||||
|
||||
-- Option-row order (auto first, then most to least capable).
|
||||
Performance.TIERS = { "auto", "high", "balanced", "low" }
|
||||
|
||||
Performance.LABELS = {
|
||||
auto = "AUTO",
|
||||
high = "HIGH",
|
||||
balanced = "BALANCED",
|
||||
low = "LOW",
|
||||
}
|
||||
|
||||
-- What each concrete tier permits. `auto` is resolved to one of these
|
||||
-- before caps are read, so it has no row here. fpsMax = false means no
|
||||
-- extra ceiling (the player's own MAX FPS still applies).
|
||||
Performance.CAPS = {
|
||||
high = { tilt = true, gbcfx = true, survey = true, fpsMax = false },
|
||||
balanced = { tilt = false, gbcfx = false, survey = true, fpsMax = false },
|
||||
low = { tilt = false, gbcfx = false, survey = false, fpsMax = 60 },
|
||||
}
|
||||
|
||||
-- Live resolved tier (never "auto"); Game:applyOptions sets it and the
|
||||
-- renderer / options row read it back. Defaults to the unclamped tier so
|
||||
-- a pre-boot launcher behaves exactly as it always did.
|
||||
Performance.tier = "high"
|
||||
|
||||
local function loveOS()
|
||||
if love and love.system and love.system.getOS then
|
||||
return love.system.getOS()
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function processorCount()
|
||||
if love and love.system and love.system.getProcessorCount then
|
||||
return love.system.getProcessorCount()
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- CPU architecture via LuaJIT's jit.arch when present: "arm"/"arm64" on
|
||||
-- phones and PortMaster handhelds, "x86"/"x64" on desktops. nil under a
|
||||
-- plain-Lua tool or test with no jit table, which resolves to HIGH (no
|
||||
-- clamping) so tooling is never surprised.
|
||||
local function cpuArch()
|
||||
return (jit and jit.arch) or nil
|
||||
end
|
||||
|
||||
-- Default tier for the current device. Deliberately conservative: only
|
||||
-- the platforms that are reliably weak drop below HIGH, and AUTO is always
|
||||
-- overridable, so a wrong guess costs one OPTIONS row. A normal
|
||||
-- multi-core desktop -- the common case, and every existing install whose
|
||||
-- options.lua predates this option -- resolves to HIGH and behaves exactly
|
||||
-- as before.
|
||||
function Performance.detect()
|
||||
local os = loveOS()
|
||||
local arch = cpuArch()
|
||||
local isArm = arch == "arm" or arch == "arm64"
|
||||
local cores = processorCount()
|
||||
|
||||
-- PortMaster-style ARM Linux handhelds (e.g. the RG34XXSP the project
|
||||
-- already ships a build for): the weakest target here.
|
||||
if isArm and os ~= "Android" and os ~= "iOS" then
|
||||
return "low"
|
||||
end
|
||||
-- Phones and tablets: GBC FX is already force-disabled here (issue #136);
|
||||
-- balanced additionally drops the 3D tilt, the heaviest remaining extra.
|
||||
if os == "Android" or os == "iOS" then
|
||||
return "balanced"
|
||||
end
|
||||
-- Desktop: a dual-core (or single-core) box is the low-end line.
|
||||
if cores and cores <= 2 then
|
||||
return "balanced"
|
||||
end
|
||||
return "high"
|
||||
end
|
||||
|
||||
-- Fold a stored option value to a concrete tier, resolving "auto" (and any
|
||||
-- hand-edited garbage) through detect().
|
||||
function Performance.resolve(value)
|
||||
if value == "high" or value == "balanced" or value == "low" then
|
||||
return value
|
||||
end
|
||||
return Performance.detect()
|
||||
end
|
||||
|
||||
-- Normalize a stored value to a valid option id (keeps "auto"); a bad value
|
||||
-- degrades to auto so a corrupt options.lua still lands on something sane.
|
||||
function Performance.normalize(value)
|
||||
for _, id in ipairs(Performance.TIERS) do
|
||||
if value == id then return id end
|
||||
end
|
||||
return "auto"
|
||||
end
|
||||
|
||||
-- Row label for a stored value: the tier's own name (AUTO / HIGH / ...).
|
||||
function Performance.label(value)
|
||||
return Performance.LABELS[Performance.normalize(value)]
|
||||
end
|
||||
|
||||
-- Concrete caps for a stored option value (resolving auto).
|
||||
function Performance.caps(value)
|
||||
return Performance.CAPS[Performance.resolve(value)]
|
||||
end
|
||||
|
||||
-- Resolve the tier for these options, record it live, and return its caps.
|
||||
-- Called from Game:applyOptions, which clamps the live presentation modules
|
||||
-- against the returned caps.
|
||||
function Performance.applyOptions(opts)
|
||||
local tier = Performance.resolve(opts and opts.performance)
|
||||
Performance.tier = tier
|
||||
return Performance.CAPS[tier]
|
||||
end
|
||||
|
||||
-- Cycle the OPTIONS row: auto -> high -> balanced -> low -> auto (dir -1
|
||||
-- reverses). Lua's `%` is non-negative for a positive modulus, so a
|
||||
-- negative dir wraps correctly.
|
||||
function Performance.cycle(value, dir)
|
||||
value = Performance.normalize(value)
|
||||
local i = 1
|
||||
for idx, id in ipairs(Performance.TIERS) do
|
||||
if id == value then i = idx break end
|
||||
end
|
||||
local n = #Performance.TIERS
|
||||
local nextIdx = (i - 1 + (dir or 1)) % n + 1
|
||||
return Performance.TIERS[nextIdx]
|
||||
end
|
||||
|
||||
return Performance
|
||||
@@ -0,0 +1,44 @@
|
||||
-- Game Boy Printer stand-in. Yellow's printer jobs
|
||||
-- (engine/printer/printer.asm: PrintPokedexEntry and friends) drove a
|
||||
-- serial thermal printer; this port renders the same printout into a PNG
|
||||
-- under prints/ in the save directory instead, and the caller shows a
|
||||
-- dialog with where it landed. Scaled up 4x so the "print" is legible
|
||||
-- on a modern screen.
|
||||
|
||||
local Logger = require("src.core.Logger")
|
||||
|
||||
local Printer = {}
|
||||
|
||||
local SCALE = 4
|
||||
|
||||
-- Render drawFn (which draws a w x h GB-pixel image at 0,0) into
|
||||
-- prints/<name>_<stamp>.png. Returns the save-dir-relative path, or nil
|
||||
-- and an error string (headless / no canvas support degrades gracefully).
|
||||
function Printer.save(name, w, h, drawFn)
|
||||
if not (love.graphics and love.graphics.newCanvas) then
|
||||
return nil, "no graphics"
|
||||
end
|
||||
local ok, canvas = pcall(love.graphics.newCanvas, w * SCALE, h * SCALE)
|
||||
if not ok then return nil, tostring(canvas) end
|
||||
love.graphics.push("all")
|
||||
love.graphics.setCanvas(canvas)
|
||||
love.graphics.origin()
|
||||
love.graphics.scale(SCALE, SCALE)
|
||||
love.graphics.clear(1, 1, 1, 1)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
local drawOk, drawErr = pcall(drawFn)
|
||||
love.graphics.pop()
|
||||
if not drawOk then return nil, tostring(drawErr) end
|
||||
local data
|
||||
ok, data = pcall(canvas.newImageData, canvas)
|
||||
if not ok then return nil, tostring(data) end
|
||||
love.filesystem.createDirectory("prints")
|
||||
local path = ("prints/%s_%s.png"):format(name, os.date("%Y-%m-%d_%H%M%S"))
|
||||
local encOk, err = pcall(data.encode, data, "png", path)
|
||||
if not encOk then return nil, tostring(err) end
|
||||
Logger.info("printed %s -> %s/%s",
|
||||
name, love.filesystem.getSaveDirectory(), path)
|
||||
return path
|
||||
end
|
||||
|
||||
return Printer
|
||||
@@ -0,0 +1,40 @@
|
||||
-- Usable window rect for mobile chrome (notch / Dynamic Island / home
|
||||
-- indicator / Android display cutouts). Wraps love.window.getSafeArea when
|
||||
-- the engine provides it; otherwise the full graphics window.
|
||||
--
|
||||
-- Desktop and headless stubs return the full window, so callers can always
|
||||
-- layout against this rect without platform branches. Interactive chrome
|
||||
-- (touch overlay, launcher) should prefer this over getDimensions; the game
|
||||
-- canvas may still letterbox into the full framebuffer for immersion.
|
||||
|
||||
local SafeArea = {}
|
||||
|
||||
function SafeArea.rect()
|
||||
local ww, wh = 0, 0
|
||||
if love and love.graphics and love.graphics.getDimensions then
|
||||
ww, wh = love.graphics.getDimensions()
|
||||
end
|
||||
if ww <= 0 then ww = 1 end
|
||||
if wh <= 0 then wh = 1 end
|
||||
|
||||
if not (love and love.window and love.window.getSafeArea) then
|
||||
return 0, 0, ww, wh
|
||||
end
|
||||
|
||||
local x, y, w, h = love.window.getSafeArea()
|
||||
if type(x) ~= "number" or type(y) ~= "number"
|
||||
or type(w) ~= "number" or type(h) ~= "number"
|
||||
or w <= 0 or h <= 0 then
|
||||
return 0, 0, ww, wh
|
||||
end
|
||||
|
||||
-- Clamp to the drawable window so a bad / mid-rotation backend cannot
|
||||
-- push layout outside the surface.
|
||||
x = math.max(0, math.min(x, ww))
|
||||
y = math.max(0, math.min(y, wh))
|
||||
w = math.max(1, math.min(w, ww - x))
|
||||
h = math.max(1, math.min(h, wh - y))
|
||||
return x, y, w, h
|
||||
end
|
||||
|
||||
return SafeArea
|
||||
+99
-25
@@ -24,10 +24,11 @@ local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local SaveData = {}
|
||||
|
||||
-- Progress files carry the game-version suffix so Red and Blue saves coexist:
|
||||
-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
|
||||
-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
|
||||
-- global preferences and the mod enable-state, not per-playthrough data).
|
||||
-- Progress files carry the game-version suffix so Red / Blue / Yellow saves
|
||||
-- coexist: Red keeps save.lua / .bak / .tmp exactly as before; Blue is
|
||||
-- save_blue.lua and Yellow is save_yellow.lua (+ .bak/.tmp). options.lua is
|
||||
-- deliberately shared across versions (it holds global preferences and the
|
||||
-- mod enable-state, not per-playthrough data).
|
||||
local OPTIONS_FILENAME = "options.lua"
|
||||
|
||||
-- Main / backup / staged-witness names for a version (defaults to the active
|
||||
@@ -109,11 +110,14 @@ local function makePortableFs(dir)
|
||||
}
|
||||
end
|
||||
|
||||
local function detectPortable()
|
||||
if portableChecked then return portableBase end
|
||||
portableChecked = true
|
||||
portableBase = false
|
||||
if not (love and love.filesystem) then return false end
|
||||
-- Every folder a player might reasonably call "the game folder", best first:
|
||||
-- the packaged-app container, the folder holding the executable, then the
|
||||
-- source itself. Portable mode is the case where one of these holds the
|
||||
-- marker; the list itself is just locations, marker or not, which is also
|
||||
-- what the mods panel needs to notice a mod dropped beside the game by hand
|
||||
-- (LauncherMods.strays). Empty on Android/iOS and outside LOVE.
|
||||
function SaveData.gameFolders()
|
||||
if not (love and love.filesystem) then return {} end
|
||||
-- Desktop only: portable mode carries the save (and, since issue #74, the
|
||||
-- ROM cache) in the game folder next to the executable/source. On
|
||||
-- Android/iOS the source is a read-only package with no such folder, so
|
||||
@@ -121,7 +125,7 @@ local function detectPortable()
|
||||
if love.system and love.system.getOS then
|
||||
local osName = love.system.getOS()
|
||||
if osName ~= "Windows" and osName ~= "Linux" and osName ~= "OS X" then
|
||||
return false
|
||||
return {}
|
||||
end
|
||||
end
|
||||
local src = love.filesystem.getSource and love.filesystem.getSource()
|
||||
@@ -149,15 +153,24 @@ local function detectPortable()
|
||||
-- Order: the packaged-app containing folder (macOS .app / Linux AppImage),
|
||||
-- then the source-base directory (next to a packaged .exe), then the source
|
||||
-- itself (a `love <gamedir>` run drops portable.txt in the game folder).
|
||||
-- First one holding the marker wins. Built by appending so a nil (e.g. no
|
||||
-- .app in the path) never truncates the ipairs scan.
|
||||
-- Built by appending so a nil (e.g. no .app in the path) never truncates
|
||||
-- the ipairs scan.
|
||||
local candidates = {}
|
||||
local appDir = appContainer(src) or appContainer(sbd) or appImageContainer()
|
||||
if appDir then candidates[#candidates + 1] = appDir end
|
||||
if sbd then candidates[#candidates + 1] = sbd end
|
||||
if src then candidates[#candidates + 1] = src end
|
||||
for _, base in ipairs(candidates) do
|
||||
if base ~= "" and pathExists(base .. SEP .. PORTABLE_MARKER) then
|
||||
if sbd and sbd ~= "" then candidates[#candidates + 1] = sbd end
|
||||
if src and src ~= "" then candidates[#candidates + 1] = src end
|
||||
return candidates
|
||||
end
|
||||
|
||||
-- The game folder carrying portable.txt, or false. First candidate holding
|
||||
-- the marker wins.
|
||||
local function detectPortable()
|
||||
if portableChecked then return portableBase end
|
||||
portableChecked = true
|
||||
portableBase = false
|
||||
for _, base in ipairs(SaveData.gameFolders()) do
|
||||
if pathExists(base .. SEP .. PORTABLE_MARKER) then
|
||||
portableBase = base
|
||||
break
|
||||
end
|
||||
@@ -206,10 +219,31 @@ function SaveData.defaultOptions()
|
||||
-- battle screen composition: og (the 160x144 original) | wide
|
||||
-- (304x144, src/battle/WideBattle.lua)
|
||||
battleLayout = "og",
|
||||
-- BATTLE SIZE: "fixed" = the classic integer-scaled letterbox; "fill" =
|
||||
-- scale the battle surface to the window so it fills vertically. See
|
||||
-- BattleState:wantsFillScale.
|
||||
battleFit = "fixed",
|
||||
-- BATTLE BG: what fills the screen behind and around the battle.
|
||||
-- "white" = the display mode's paper shade (the classic look),
|
||||
-- "black" = plain black bars, "world" = the frozen overworld showing
|
||||
-- through, dimmed. See BattleState:bgMode.
|
||||
battleBg = "white",
|
||||
-- UI LAYOUT: "centered" = a fixed letterbox. Every element sits where it
|
||||
-- was drawn in the 160x144 canvas and the UI does not follow the survey
|
||||
-- zoom, so nothing moves or resizes under the player. The original
|
||||
-- composition. "dynamic" = the dialogue box docks to the window's bottom
|
||||
-- edge, the START menu to its top right, and the UI steps down with the
|
||||
-- zoom. Centered is the default: dynamic reads better zoomed out, but it
|
||||
-- moves the screen furniture, so it is opt-in.
|
||||
-- See Game.dynamicUI, Renderer:setUIAnchor and Renderer:uiScale.
|
||||
uiLayout = "centered",
|
||||
ruleset = "gen1_faithful",
|
||||
-- 0-7 like the GB's NR50 master volume
|
||||
musicVol = 7,
|
||||
sfxVol = 7,
|
||||
-- Yellow only: 0-7 trim for Pikachu's PCM voice clips on top of sfxVol
|
||||
-- (the PIKACHU VOL row appears only on Yellow; see Sound.lua)
|
||||
pikaVol = 7,
|
||||
musicFilter = 0,
|
||||
-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
|
||||
speed = 1,
|
||||
@@ -223,8 +257,16 @@ function SaveData.defaultOptions()
|
||||
voidFill = "trees",
|
||||
-- windowed | borderless (desktop fullscreen); ignored on mobile
|
||||
videoMode = "windowed",
|
||||
-- lock the window to an exact 160x144 multiple, 1..4 (0 = OFF); see
|
||||
-- src/core/FaithfulRes.lua. Ignored on mobile.
|
||||
faithfulRes = 0,
|
||||
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
|
||||
fpsCap = 60,
|
||||
-- graphics performance tier: auto | high | balanced | low. "auto"
|
||||
-- picks a default from the device (ARM handhelds/phones drop the heavy
|
||||
-- extras); scales TILT / GBC FX / survey ZOOM / FPS but never game
|
||||
-- logic. See src/core/Performance.lua.
|
||||
performance = "auto",
|
||||
-- Per-pipeline display levels, keyed by render_pipelines id (see
|
||||
-- src/render/Pipelines.lua). A level for a mod that is not installed
|
||||
-- is kept rather than pruned, so re-enabling the mod restores the mode
|
||||
@@ -233,6 +275,36 @@ function SaveData.defaultOptions()
|
||||
-- Native mod enablement is an installation option, not save-slot data.
|
||||
-- Missing entries mean enabled so newly installed mods work by default.
|
||||
mods = {},
|
||||
-- Named setups the player can switch between (#593; src/mods/ModProfile.lua
|
||||
-- owns the shape, src/mods/ManagerState.lua the UI): each row is
|
||||
-- { name, enabled = {id=bool}, options = {id={k=v}}, slots = {version=slotId} }.
|
||||
-- activeProfile names the row the live set currently matches (nil for
|
||||
-- ad-hoc, so it has no default entry here; mergeOptions preserves it).
|
||||
-- modProfilesSeeded records that the pre-profiles setup was already
|
||||
-- migrated into PROFILE 1, so deleting every profile does not re-seed one.
|
||||
modProfiles = {},
|
||||
modProfilesSeeded = false,
|
||||
-- GitHub release checks for mods with a manifest "github" field
|
||||
-- (src/mods/ModUpdate.lua). Keyed by owner/repo; TTL is six hours.
|
||||
modUpdateCache = {},
|
||||
-- Community mod indexes the player has chosen to browse
|
||||
-- (src/mods/ModIndex.lua), in the order they added them. Empty by
|
||||
-- default and never populated automatically: adding an index is how a
|
||||
-- player says they trust whoever publishes it, so the launcher asks
|
||||
-- rather than shipping one. Rows are { url, feed, base, fallback,
|
||||
-- label }.
|
||||
modIndexes = {},
|
||||
-- Parsed index listings keyed by feed URL; TTL is 24 hours, matching how
|
||||
-- often the feeds themselves rebuild.
|
||||
modIndexCache = {},
|
||||
-- On-screen touch overlay (Android/iOS; see src/core/TouchControls.lua).
|
||||
-- enabled=false hides it permanently (distinct from auto-hide-on-gamepad).
|
||||
-- layouts.portrait / layouts.landscape each hold optional normalized
|
||||
-- centers {x=0..1, y=0..1} per control (dpad/a/b/start/select) plus a
|
||||
-- size scale; nil positions mean that orientation draws the default
|
||||
-- layout (#633). Pre-#633 files stored one top-level positions table;
|
||||
-- TouchControls.normalizeConfig folds it into both orientations on load.
|
||||
touchControls = { enabled = true },
|
||||
}
|
||||
end
|
||||
|
||||
@@ -323,8 +395,9 @@ end
|
||||
-- under options.saveSlots[version]; the active slot is also cached
|
||||
-- process-wide (like GameVersion.current) so the hot saveNames path does
|
||||
-- not re-read options every call. A false cache entry means "no slot in
|
||||
-- use" and the flat legacy path (save.lua / save_blue.lua) is used, which
|
||||
-- keeps a brand-new install and every pre-slots caller working unchanged.
|
||||
-- use" and the flat legacy path (save.lua / save_blue.lua / save_yellow.lua)
|
||||
-- is used, which keeps a brand-new install and every pre-slots caller
|
||||
-- working unchanged.
|
||||
local activeSlotCache = {} -- version -> slotId in use, or false when none
|
||||
local slotsChecked = {} -- version -> true once resolved this process
|
||||
|
||||
@@ -336,17 +409,18 @@ local function slotNames(version, id)
|
||||
end
|
||||
|
||||
-- the pre-slots flat names a version always used (save.lua for Red,
|
||||
-- save_blue.lua for Blue); still the destination before any slot exists
|
||||
-- save_blue.lua / save_yellow.lua for the others); still the destination
|
||||
-- before any slot exists
|
||||
local function legacyNames(version)
|
||||
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
|
||||
return main, main .. ".bak", main .. ".tmp"
|
||||
end
|
||||
|
||||
-- Slot resolution is only meaningful for versions GameVersion actually knows
|
||||
-- (red/blue). The launcher also renders a locked placeholder tab ("yellow")
|
||||
-- that has no info entry and therefore no saveSuffix; resolving its legacy
|
||||
-- names would index a nil info table and crash. Treat any unknown version as
|
||||
-- having no slots so the slot APIs degrade to empty/no-op instead.
|
||||
-- (red / blue / yellow). An unknown id has no info entry and therefore no
|
||||
-- saveSuffix; resolving its legacy names would index a nil info table and
|
||||
-- crash. Treat any unknown version as having no slots so the slot APIs
|
||||
-- degrade to empty/no-op instead.
|
||||
local function knownVersion(version)
|
||||
return GameVersion.info(version) ~= nil
|
||||
end
|
||||
@@ -892,7 +966,7 @@ end)
|
||||
-- a .tmp witness before the swap, so a crash mid-write is recoverable.
|
||||
function SaveData.save(data, mods)
|
||||
-- write to the file matching this save's own version, not just the active
|
||||
-- one, so a Blue playthrough always lands in save_blue.lua
|
||||
-- one, so Blue/Yellow playthroughs land in save_blue.lua / save_yellow.lua
|
||||
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
|
||||
if data.options then
|
||||
SaveData.saveOptions(data.options)
|
||||
@@ -1017,7 +1091,7 @@ local function reclaim(save, data, report)
|
||||
if type(entry) == "table" and known(data.items, entry.id) then
|
||||
table.remove(orphaned.items, i)
|
||||
if entry.from == "pcItems" or type(save.inventory) ~= "table"
|
||||
or not Bag.add(save, entry.id, entry.count or 1) then
|
||||
or not Bag.add(save, entry.id, entry.count or 1, data) then
|
||||
save.pcItems = save.pcItems or {}
|
||||
save.pcItems[entry.id] = (save.pcItems[entry.id] or 0) + (entry.count or 1)
|
||||
end
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user