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Author SHA1 Message Date
bryanthaboi b9a89c1fd2 Merge pull request #434 from johnjohto/fuchsia-swamp-trainer-support-upstream
Support custom trainer palettes and base portraits
2026-07-30 11:23:56 -04:00
johnjohto 17eee1ca0e Test custom trainer portrait support 2026-07-30 00:00:36 -04:00
johnjohto 7aa06942be Support custom trainer palettes and base portraits 2026-07-29 23:59:59 -04:00
bryanthaboi 5c0a7d1456 Merge pull request #422 from bryanthaboi/dev
big android energy
2026-07-29 16:07:31 -04:00
bryanthaboi e10f6e2032 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-07-29 16:01:06 -04:00
bryanthaboi c61643edaa big android energy 2026-07-29 16:01:04 -04:00
bryanthaboi 0b7b0b48d1 Add Kotaku badge to README 2026-07-29 15:33:43 -04:00
bryanthaboi 2ff459e2c4 Update README to include Poke Yellow 2026-07-29 15:17:24 -04:00
7 changed files with 128 additions and 5 deletions
+4 -1
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@@ -1,6 +1,6 @@
# 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.
@@ -9,6 +9,9 @@ supplied by the player.
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
<p align="center"> <a href="https://www.polygon.com/pokemon-red-blue-3d-voxel-mod-battle-pixels-gameplay-footage-remake/"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-POLYGON-ea2e49?style=for-the-badge" alt="As seen on Polygon"> </a> </p>
<p align="center"> <a href="https://kotaku.com/pokemon-red-blue-recompilation-project-voxel-3d-mod-2000720281"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-KOTAKU-ea2e49?style=for-the-badge" alt="As seen on KOTAKU"> </a> </p>
### Watch the latest update video
+4 -1
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@@ -70,7 +70,10 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
### Payload path
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
`data/`, `assets/`, and `tools/rom_manifest.json`. Generated game data,
`data/`, `assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
packer verifies the Yellow manifest before it packages; if a partial source
export omitted it, it restores the file from this checkout's Git data and then
falls back to the project's GitHub copy. Generated game data,
scripts, tests, and mobile build sources are excluded.
## Branding (applied by the build script)
+67 -1
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@@ -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 $YELLOW_MANIFEST_URL"
}
# --------------------------------------------------------------- branding
# love-android 11.5+ reads app id / name / orientation from gradle.properties.
# Manifest still gets permission trims. Re-applied every build so refreshing
@@ -135,6 +193,7 @@ PY
# --------------------------------------------------------------- game.love
pack_game_love() {
say "packing game.love for love-android embed flavor"
ensure_yellow_manifest
mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE"
# tools/save-editor ships with the app: the launcher's Edit button on a save
@@ -142,14 +201,21 @@ pack_game_love() {
(cd "$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
+23 -1
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@@ -188,6 +188,27 @@ local function namedPalette(data, name)
return { name = key, colors = colors }
end
-- Custom trainer portraits can opt into the same Advanced OBJ palette source
-- as their overworld walker. Vanilla trainers preserve the hardware-faithful
-- MEWMON fallback used during the battle introduction.
function BattleState.trainerPalette(data, trainer)
local source = trainer and trainer.paletteSource
if source then
local PaletteFX = require("src.render.PaletteFX")
local colors, group = PaletteFX.spriteObp({ paletteSource = source }, trainer.id)
if colors then
return { name = "trainer:" .. source .. ":" .. tostring(group), colors = colors }
end
end
return namedPalette(data, "MEWMON")
end
function BattleState.trainerPicPath(data, trainer)
if trainer and trainer.pic then return trainer.pic end
local base = trainer and trainer.basePic and data.trainers[trainer.basePic]
return base and base.pic or nil
end
-- The battle-BGP fade variant of a pic (AnimationFlashScreen and the
-- SetAnimationBGPalette effects remap the four BG shades; on the SGB
-- the colorizer then colors the REMAPPED shade, so a faded pic shows
@@ -608,7 +629,8 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
-- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes
-- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE
-- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle)
self.trainerPic = getImage(self.trainer.pic, namedPalette(game.data, "MEWMON"))
self.trainerPic = getImage(BattleState.trainerPicPath(game.data, self.trainer),
BattleState.trainerPalette(game.data, self.trainer))
self.introText = Strings("%s wants\nto fight!", self.trainer.name)
return self
end
+9
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@@ -561,6 +561,11 @@ R.trainers = {
index = f.opt(f.int(0, 255)),
-- unused vanilla classes ship without a pic, so it cannot be required
pic = f.opt(f.path),
-- Optional Advanced-mode OBJ palette source for a custom trainer portrait.
-- It follows the same ROM crosswalk form as sprites.paletteSource.
paletteSource = f.opt(f.str),
-- Reuse a base trainer class's portrait without redistributing its asset.
basePic = f.opt(f.id("trainers")),
baseMoney = f.opt(f.int(0)),
parties = f.list(f.list(f.rec{ level = f.int(1),
species = f.id("pokemon") })),
@@ -580,6 +585,10 @@ R.sprites = {
frames = f.int(1),
walker = f.opt(f.bool),
trueColor = f.opt(f.bool),
-- Mod art can opt into an existing ROM sprite's Advanced-mode OBJ
-- palette assignment without claiming that the image itself came from
-- the ROM (which is what `source` documents on imported records).
paletteSource = f.opt(f.str),
},
example = 'mod.content.sprites:register("SPRITE_HERO", { image = "...", frames = 6 })',
}
+1 -1
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@@ -537,7 +537,7 @@ end
function PaletteFX.spriteObp(spriteDef, seed)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local src = spriteDef and spriteDef.source
local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
if not (w and src) then return nil end
local idx = tonumber(src:match("%[(%d+)%]"))
-- RedBikeSprite loads outside SpriteSheetPointerTable
+20
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@@ -11,6 +11,7 @@ local Font = require("src.render.Font")
Font.load(Data)
local BattleState = require("src.battle.BattleState")
local PaletteFX = require("src.render.PaletteFX")
local Catching = require("src.battle.Catching")
local Damage = require("src.battle.Damage")
local Events = require("src.mods.Events")
@@ -327,6 +328,25 @@ end
-- ------- ai_classes: brains and layer records
-- ------- custom trainer portraits: palette sources and base portraits
do
local oldMode = PaletteFX.mode
PaletteFX.mode = "redpp"
local custom = { id = "TEST_TRAINER",
paletteSource = "ROM:SpriteSheetPointerTable[21]" }
local pal = BattleState.trainerPalette(Data, custom)
local expected = PaletteFX.spriteObp({ paletteSource = custom.paletteSource }, custom.id)
PaletteFX.mode = oldMode
check(pal and expected and pal.colors[3][1] == expected[3][1]
and pal.colors[3][2] == expected[3][2]
and pal.colors[3][3] == expected[3][3],
"a custom trainer portrait resolves its Advanced OBJ palette source")
check(BattleState.trainerPicPath(Data, { basePic = "OPP_ENGINEER" })
== Data.trainers.OPP_ENGINEER.pic,
"a custom trainer can reuse a base trainer portrait by id")
end
do
Data.ai_classes = { OPP_YOUNGSTER = { brain = function(battle)
return { id = "SPLASH", pp = 1, brained = true }