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8 Commits
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| b9a89c1fd2 | |||
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| 7aa06942be | |||
| 5c0a7d1456 | |||
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| 0b7b0b48d1 | |||
| 2ff459e2c4 |
@@ -1,6 +1,6 @@
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# Gen1Recomp
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A native LÖVE2D recreation of Poke Red and Blue. The engine and map
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A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
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behavior are hand-written Lua; game data and graphics are decoded from a ROM
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supplied by the player.
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@@ -9,6 +9,9 @@ supplied by the player.
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**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
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<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>
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<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>
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### Watch the latest update video
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+4
-1
@@ -70,7 +70,10 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
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### Payload path
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`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
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`data/`, `assets/`, and `tools/rom_manifest.json`. Generated game data,
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`data/`, `assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
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packer verifies the Yellow manifest before it packages; if a partial source
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export omitted it, it restores the file from this checkout's Git data and then
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falls back to the project's GitHub copy. Generated game data,
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scripts, tests, and mobile build sources are excluded.
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## Branding (applied by the build script)
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@@ -26,6 +26,11 @@ APP_NAME="gen1recomp"
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APPLICATION_ID="com.theboisclub.pokemonred"
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LOVE_ANDROID_VERSION="11.5a"
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NDK_VERSION="25.2.9519653"
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YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json"
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# A fresh source checkout normally supplies this through Git. This URL is
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# deliberately only a last resort for incomplete source exports: the manifest
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# contains extraction metadata, never a ROM or extracted game data.
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YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}"
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VERSION=""
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PACKAGE_ONLY=false
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@@ -72,6 +77,59 @@ if [ ! -d "$ANDROID_DIR/love/src/jni/love/src" ]; then
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Re-clone or 'git checkout -- mobile/android'. See mobile/ANDROID.md."
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fi
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# ------------------------------------------------------- Yellow import metadata
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# Android packages game.love itself rather than reusing scripts/build.sh's
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# archive. Keep a partial source export from silently shipping an APK that can
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# list Yellow but cannot import it. Prefer the exact manifest from this
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# checkout's Git object database; only then fall back to the public repository.
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yellow_manifest_is_valid() {
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local path="$1"
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python3 - "$path" <<'PY'
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import json, pathlib, sys
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try:
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manifest = json.loads(pathlib.Path(sys.argv[1]).read_text())
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except (OSError, ValueError):
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raise SystemExit(1)
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raise SystemExit(0 if manifest.get("romSha1") ==
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"cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1" else 1)
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PY
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}
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ensure_yellow_manifest() {
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local manifest="$ROOT/$YELLOW_MANIFEST_RELATIVE"
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local staged
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staged="$(mktemp)"
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if yellow_manifest_is_valid "$manifest"; then
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rm -f "$staged"
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return
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fi
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warn "Yellow import manifest is missing or invalid; recovering it before packaging"
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if git -C "$ROOT" show "HEAD:$YELLOW_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \
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&& yellow_manifest_is_valid "$staged"; then
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mkdir -p "$(dirname "$manifest")"
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mv "$staged" "$manifest"
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say "restored Yellow import manifest from this checkout's Git data"
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return
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fi
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if command -v curl >/dev/null 2>&1 \
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&& curl --fail --location --retry 2 --connect-timeout 15 \
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--output "$staged" "$YELLOW_MANIFEST_URL" \
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&& yellow_manifest_is_valid "$staged"; then
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mkdir -p "$(dirname "$manifest")"
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mv "$staged" "$manifest"
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say "downloaded Yellow import manifest from the project repository"
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return
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fi
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rm -f "$staged"
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fail "Yellow import manifest is unavailable. Git recovery failed and could not download $YELLOW_MANIFEST_URL"
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}
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# --------------------------------------------------------------- branding
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# love-android 11.5+ reads app id / name / orientation from gradle.properties.
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# Manifest still gets permission trims. Re-applied every build so refreshing
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@@ -135,6 +193,7 @@ PY
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# --------------------------------------------------------------- game.love
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pack_game_love() {
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say "packing game.love for love-android embed flavor"
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ensure_yellow_manifest
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mkdir -p "$EMBED_ASSETS"
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rm -f "$LOVE_FILE"
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# tools/save-editor ships with the app: the launcher's Edit button on a save
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@@ -142,14 +201,21 @@ pack_game_love() {
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(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
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main.lua conf.lua src data assets tools/save-editor \
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tools/rom_manifest.json tools/rom_manifest_blue.json \
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tools/rom_manifest_yellow.json \
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-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
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-x 'data/generated/*' -x 'assets/generated/*')
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if unzip -Z1 "$LOVE_FILE" \
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| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
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fail "game.love unexpectedly contains generated ROM data"
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fi
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unzip -Z1 "$LOVE_FILE" | grep -qx 'tools/save-editor/App.lua' \
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# Do not pipe unzip straight into grep here: on a large archive grep can
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# finish early and make unzip report SIGPIPE under `set -o pipefail`.
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local archive_entries
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archive_entries="$(unzip -Z1 "$LOVE_FILE")"
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grep -qx 'tools/save-editor/App.lua' <<< "$archive_entries" \
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|| fail "game.love is missing the save editor (Edit on a save row would crash)"
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grep -qx "$YELLOW_MANIFEST_RELATIVE" <<< "$archive_entries" \
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|| fail "game.love is missing the Yellow ROM import manifest"
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say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
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# This script packs its own game.love (it does not reuse build.sh's), so it
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@@ -188,6 +188,27 @@ local function namedPalette(data, name)
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return { name = key, colors = colors }
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end
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-- Custom trainer portraits can opt into the same Advanced OBJ palette source
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-- as their overworld walker. Vanilla trainers preserve the hardware-faithful
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-- MEWMON fallback used during the battle introduction.
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function BattleState.trainerPalette(data, trainer)
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local source = trainer and trainer.paletteSource
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if source then
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local PaletteFX = require("src.render.PaletteFX")
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local colors, group = PaletteFX.spriteObp({ paletteSource = source }, trainer.id)
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if colors then
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return { name = "trainer:" .. source .. ":" .. tostring(group), colors = colors }
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end
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end
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return namedPalette(data, "MEWMON")
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end
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function BattleState.trainerPicPath(data, trainer)
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if trainer and trainer.pic then return trainer.pic end
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local base = trainer and trainer.basePic and data.trainers[trainer.basePic]
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return base and base.pic or nil
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end
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-- The battle-BGP fade variant of a pic (AnimationFlashScreen and the
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-- SetAnimationBGPalette effects remap the four BG shades; on the SGB
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-- the colorizer then colors the REMAPPED shade, so a faded pic shows
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@@ -608,7 +629,8 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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-- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes
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-- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE
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-- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle)
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self.trainerPic = getImage(self.trainer.pic, namedPalette(game.data, "MEWMON"))
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self.trainerPic = getImage(BattleState.trainerPicPath(game.data, self.trainer),
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BattleState.trainerPalette(game.data, self.trainer))
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self.introText = Strings("%s wants\nto fight!", self.trainer.name)
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return self
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end
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@@ -561,6 +561,11 @@ R.trainers = {
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index = f.opt(f.int(0, 255)),
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-- unused vanilla classes ship without a pic, so it cannot be required
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pic = f.opt(f.path),
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-- Optional Advanced-mode OBJ palette source for a custom trainer portrait.
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-- It follows the same ROM crosswalk form as sprites.paletteSource.
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paletteSource = f.opt(f.str),
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-- Reuse a base trainer class's portrait without redistributing its asset.
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basePic = f.opt(f.id("trainers")),
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baseMoney = f.opt(f.int(0)),
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parties = f.list(f.list(f.rec{ level = f.int(1),
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species = f.id("pokemon") })),
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@@ -580,6 +585,10 @@ R.sprites = {
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frames = f.int(1),
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walker = f.opt(f.bool),
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trueColor = f.opt(f.bool),
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-- Mod art can opt into an existing ROM sprite's Advanced-mode OBJ
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-- palette assignment without claiming that the image itself came from
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-- the ROM (which is what `source` documents on imported records).
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paletteSource = f.opt(f.str),
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},
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example = 'mod.content.sprites:register("SPRITE_HERO", { image = "...", frames = 6 })',
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}
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@@ -537,7 +537,7 @@ end
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function PaletteFX.spriteObp(spriteDef, seed)
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local pack = PaletteFX.gbcPack()
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local w = pack and pack.world
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local src = spriteDef and spriteDef.source
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local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
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if not (w and src) then return nil end
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local idx = tonumber(src:match("%[(%d+)%]"))
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-- RedBikeSprite loads outside SpriteSheetPointerTable
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@@ -11,6 +11,7 @@ local Font = require("src.render.Font")
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Font.load(Data)
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local BattleState = require("src.battle.BattleState")
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local PaletteFX = require("src.render.PaletteFX")
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local Catching = require("src.battle.Catching")
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local Damage = require("src.battle.Damage")
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local Events = require("src.mods.Events")
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@@ -327,6 +328,25 @@ end
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-- ------- ai_classes: brains and layer records
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-- ------- custom trainer portraits: palette sources and base portraits
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do
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local oldMode = PaletteFX.mode
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PaletteFX.mode = "redpp"
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local custom = { id = "TEST_TRAINER",
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paletteSource = "ROM:SpriteSheetPointerTable[21]" }
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local pal = BattleState.trainerPalette(Data, custom)
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local expected = PaletteFX.spriteObp({ paletteSource = custom.paletteSource }, custom.id)
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PaletteFX.mode = oldMode
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check(pal and expected and pal.colors[3][1] == expected[3][1]
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and pal.colors[3][2] == expected[3][2]
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and pal.colors[3][3] == expected[3][3],
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"a custom trainer portrait resolves its Advanced OBJ palette source")
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check(BattleState.trainerPicPath(Data, { basePic = "OPP_ENGINEER" })
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== Data.trainers.OPP_ENGINEER.pic,
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"a custom trainer can reuse a base trainer portrait by id")
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end
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do
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Data.ai_classes = { OPP_YOUNGSTER = { brain = function(battle)
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return { id = "SPLASH", pp = 1, brained = true }
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