mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
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| aab980b05a |
@@ -40,6 +40,7 @@ body:
|
||||
- Windows
|
||||
- Linux
|
||||
- Android
|
||||
- iOS
|
||||
- Multiple platforms
|
||||
validations:
|
||||
required: true
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: github-actions
|
||||
directory: /
|
||||
schedule:
|
||||
interval: weekly
|
||||
@@ -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 +1,43 @@
|
||||
name: iOS artifact comment
|
||||
|
||||
on:
|
||||
workflow_run:
|
||||
workflows: [ci]
|
||||
types: [completed]
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
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" >> "$GITHUB_OUTPUT"
|
||||
- name: comment iOS artifact
|
||||
if: steps.artifact.outputs.pr_number != ''
|
||||
uses: thollander/actions-comment-pull-request@v3
|
||||
with:
|
||||
message: |
|
||||
#### iOS Release IPA
|
||||
|
||||
- [Download gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
|
||||
|
||||
<sub>Automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
|
||||
pr-number: ${{ steps.artifact.outputs.pr_number }}
|
||||
comment-tag: ios-build-result
|
||||
github-token: ${{ github.token }}
|
||||
@@ -1,8 +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.
|
||||
@@ -42,11 +42,17 @@ 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 +127,7 @@ 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="$RUNNER_TEMP/pokemon-signing.keychain-db"
|
||||
@@ -170,6 +177,24 @@ jobs:
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ 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 +203,7 @@ 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:-$HOME/.config/pokemon-ci}"
|
||||
@@ -212,6 +238,7 @@ jobs:
|
||||
echo "Notarized + stapled ✓"
|
||||
|
||||
- name: Stage release assets
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
id: assets
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -226,6 +253,10 @@ jobs:
|
||||
[ -n "$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 +278,7 @@ jobs:
|
||||
cat "$outdir/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
@@ -344,6 +376,7 @@ jobs:
|
||||
"dist/release/gen1recomp-${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"
|
||||
@@ -351,6 +384,6 @@ jobs:
|
||||
echo "Published release $tag"
|
||||
|
||||
- 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
|
||||
|
||||
@@ -16,6 +16,7 @@ __pycache__/
|
||||
.*
|
||||
!.github/
|
||||
!.gitignore
|
||||
!.luacheckrc
|
||||
|
||||
# Android build outputs / local SDK path / packaged payload (keep love-android sources)
|
||||
mobile/android/app/build/
|
||||
|
||||
+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
|
||||
}
|
||||
@@ -4,6 +4,9 @@ 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.
|
||||
|
||||
> [!WARNING]
|
||||
> **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)
|
||||
@@ -50,30 +53,44 @@ supplied by the player.
|
||||
|
||||
|
||||
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
|
||||
|
||||
|
||||
@@ -107,6 +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.
|
||||
@@ -141,11 +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
|
||||
```
|
||||
|
||||
@@ -176,6 +204,13 @@ 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).
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
|
||||
@@ -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
|
||||
@@ -44,7 +49,7 @@ function love.conf(t)
|
||||
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
|
||||
@@ -62,7 +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
|
||||
|
||||
+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",
|
||||
}
|
||||
@@ -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
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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!",
|
||||
}),
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -0,0 +1,95 @@
|
||||
-- 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 Menu = require("src.ui.Menu")
|
||||
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" },
|
||||
}
|
||||
|
||||
local function blackboard(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 = 12, th = 8, rowStep = 1 }))
|
||||
end
|
||||
-- ViridianSchoolBlackboardText2 is reprinted on every .blackboardLoop
|
||||
-- pass, immediately before HandleMenuInput
|
||||
function askHeading()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
|
||||
showMenu))
|
||||
end
|
||||
items = {}
|
||||
for i, row in ipairs(STATUS_LABELS) do
|
||||
local label, key = row[1], row[2]
|
||||
items[i] = { label = label, onSelect = function()
|
||||
game.stack:push(TextBox.new(game, text[key] or label, askHeading))
|
||||
end }
|
||||
end
|
||||
-- no onSelect: Menu's own pop closes the box, matching .exitBlackboard
|
||||
items[#items + 1] = { label = " QUIT" }
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._ViridianSchoolBlackboardText1
|
||||
or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
|
||||
askHeading))
|
||||
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",
|
||||
}
|
||||
|
||||
|
||||
@@ -48,7 +48,8 @@ end
|
||||
if GameVersion.isYellow() then
|
||||
for _, file in ipairs({ "data.scripts.yellow_gifts",
|
||||
"data.scripts.yellow_jessie_james",
|
||||
"data.scripts.yellow_beach_house" }) do
|
||||
"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
|
||||
|
||||
@@ -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
|
||||
@@ -23,7 +25,7 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
{ "jump_if_true", 20 }, -- 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", 22 }, -- 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;
|
||||
@@ -31,7 +33,7 @@ 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.
|
||||
@@ -52,9 +54,16 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
{ 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
|
||||
{ "jump", "end" }, -- 18
|
||||
{ "jump", "end" }, -- 19 (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" }, -- 20
|
||||
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 21
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 22
|
||||
}
|
||||
end
|
||||
|
||||
@@ -245,7 +254,12 @@ 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 +299,8 @@ 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
|
||||
|
||||
@@ -71,8 +71,12 @@ return {
|
||||
{ "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_MAN" },
|
||||
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN2" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "move_npc_to", RIVAL, 4, 7 },
|
||||
@@ -143,17 +147,25 @@ return {
|
||||
-- OaksLabRivalExclamationScript: "!" over the rival
|
||||
{ "emote", RIVAL, "shock" },
|
||||
}
|
||||
-- .RivalPushesPlayerAwayFromEeveeBall + the PAD_RIGHT x2 shove:
|
||||
-- the rival cuts across to the ball WHILE the player standing
|
||||
-- below it is bumped two tiles right (both movements run in the
|
||||
-- same beat, so the walk overlaps the shove like the original)
|
||||
-- .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", "right" }, { wait = false } }
|
||||
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 }
|
||||
-- let the rival finish the last stretch to (7,4)
|
||||
rows[#rows + 1] = { "wait", 40 }
|
||||
-- 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
|
||||
|
||||
+14
-3
@@ -647,7 +647,12 @@ M.WARDENS_HOUSE = {
|
||||
TEXT_WARDENSHOUSE_WARDEN = {
|
||||
{ "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 (row 13), so the warden said nothing
|
||||
-- on every visit after the trade. pokered's .got_item branch
|
||||
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText,
|
||||
-- so route here to the new row 17 that does the same.
|
||||
{ "jump_if_true", 17 }, -- 3
|
||||
{ "check_item", "GOLD_TEETH" }, -- 4
|
||||
{ "jump_if_false", 15 }, -- 5
|
||||
{ "show_text", "_WardensHouseWardenGaveTheGoldTeethText" }, -- 6
|
||||
@@ -658,9 +663,15 @@ 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)
|
||||
{ "jump", 18 }, -- 13 (already got it this convo; jp .done)
|
||||
{ "jump", 18 }, -- 14 (unused)
|
||||
{ "show_text", "_WardensHouseWardenGibberish1Text" }, -- 15
|
||||
{ "jump", 18 }, -- 16 (#535: skip the new explanation row below)
|
||||
-- #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.
|
||||
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 17
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
+130
-11
@@ -413,22 +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,
|
||||
},
|
||||
}
|
||||
|
||||
+72
-15
@@ -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).
|
||||
@@ -133,7 +134,13 @@ M.POKEMON_TOWER_6F = {
|
||||
-- or not the scope revealed it, so the "can't be caught" state rides
|
||||
-- the battle instead of IsGhostBattle alone (#444)
|
||||
battle.noCatch = true
|
||||
if not game.save.inventory.SILPH_SCOPE then
|
||||
-- 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)
|
||||
@@ -353,6 +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.
|
||||
@@ -502,45 +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))
|
||||
@@ -548,6 +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.
|
||||
|
||||
@@ -171,6 +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 =
|
||||
@@ -197,6 +219,7 @@ M.FIGHTING_DOJO = {
|
||||
end
|
||||
return false
|
||||
end,
|
||||
onStep = dojoMasterGate,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
+12
-1
@@ -790,8 +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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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.
|
||||
|
||||
+3
-3
@@ -1,5 +1,8 @@
|
||||
# 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).
|
||||
@@ -93,9 +96,6 @@ ZIP**, then double-click the zip to unpack it.
|
||||
|
||||
## Optional goodies
|
||||
|
||||
- **Pokéwalker mode** (real steps → EXP): in-game **mod manager →
|
||||
POKEWALKER → SYNC STEPS on**, allow step access when iOS asks, and go
|
||||
for a walk.
|
||||
- **Mods**: launcher → **MODS** tab → **Import mod .zip**.
|
||||
- **Save import/export**: buttons on each game's tab, using the normal
|
||||
iOS file picker.
|
||||
|
||||
@@ -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).
|
||||
@@ -167,5 +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.
|
||||
|
||||
+100
-7
@@ -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
|
||||
@@ -265,6 +313,14 @@ 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, **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 rotation keeps the
|
||||
relative placement. 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
|
||||
@@ -324,7 +380,8 @@ 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
|
||||
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.
|
||||
- **Events**: flags, defeated trainers, taken items and per-map object
|
||||
toggles, with a real filter field and a two-column paged grid.
|
||||
@@ -367,3 +424,39 @@ 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.
|
||||
|
||||
@@ -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
|
||||
@@ -134,6 +134,26 @@ 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 / Yellow); scripted and
|
||||
-- headless runs fall back to POKEPORT_VERSION, then Red. Set the active
|
||||
@@ -239,11 +259,17 @@ function love.load(args)
|
||||
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 +309,7 @@ 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()
|
||||
@@ -303,60 +330,61 @@ 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 then return end
|
||||
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 then return end
|
||||
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 then return end
|
||||
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 then return end
|
||||
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
|
||||
@@ -365,7 +393,7 @@ 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
|
||||
@@ -375,13 +403,19 @@ 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 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
|
||||
@@ -399,12 +433,20 @@ 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
|
||||
@@ -414,12 +456,36 @@ 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
|
||||
@@ -429,6 +495,10 @@ 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)
|
||||
@@ -439,6 +509,10 @@ 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)
|
||||
@@ -446,6 +520,7 @@ 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)
|
||||
|
||||
+24
-1
@@ -50,6 +50,29 @@ 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`).
|
||||
|
||||
### SDK / NDK
|
||||
|
||||
love-android 11.5a expects:
|
||||
@@ -82,7 +105,7 @@ 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 |
|
||||
|
||||
|
||||
@@ -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 +219,40 @@ 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;
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
@@ -851,4 +885,51 @@ 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 +74,22 @@ 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();
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -212,6 +212,24 @@ 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::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -127,6 +127,20 @@ 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;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -109,6 +109,20 @@ 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_hasBackgroundMusic(lua_State *L)
|
||||
{
|
||||
lua_pushboolean(L, instance()->hasBackgroundMusic());
|
||||
@@ -126,6 +140,8 @@ static const luaL_Reg functions[] =
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "createFile", w_createFile },
|
||||
{ "syncHealthSteps", w_syncHealthSteps },
|
||||
{ "restartApp", w_restartApp },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -37,16 +37,26 @@ 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 +76,8 @@ 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
|
||||
@@ -82,8 +94,27 @@ public class GameActivity extends SDLActivity {
|
||||
// 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;
|
||||
@@ -148,6 +179,14 @@ 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
|
||||
@@ -295,12 +334,62 @@ 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
|
||||
@@ -361,15 +450,23 @@ 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) {
|
||||
@@ -383,11 +480,26 @@ 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());
|
||||
@@ -413,14 +525,60 @@ 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
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
@@ -467,6 +625,160 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
@@ -490,6 +802,13 @@ 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);
|
||||
@@ -690,6 +1009,17 @@ 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);
|
||||
}
|
||||
@@ -872,4 +1202,182 @@ 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
|
||||
|
||||
+17
-38
@@ -1,4 +1,4 @@
|
||||
# iOS build (LÖVE 11.5)
|
||||
# iOS build (LÖVE 12.0)
|
||||
|
||||
> **Native ROM/mod/save import.** The iOS build ships a Swift
|
||||
> document-picker bridge (`native/GRPickerBridge.swift` + `GRBootstrap.m`)
|
||||
@@ -20,20 +20,17 @@
|
||||
> The note below about a missing "UIDocumentPicker handoff" is
|
||||
> resolved by this bridge.
|
||||
|
||||
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"`.
|
||||
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.
|
||||
|
||||
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`).
|
||||
|
||||
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
|
||||
```
|
||||
|
||||
@@ -80,10 +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:
|
||||
@@ -94,28 +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
|
||||
|
||||
@@ -134,7 +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` |
|
||||
@@ -147,5 +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/`
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Applies gen1recomp's iOS native-bridge patches to the fetched LÖVE 11.5
|
||||
"""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
|
||||
@@ -39,6 +39,7 @@ WRAP_INCLUDES = """
|
||||
#ifdef LOVE_IOS
|
||||
#include <objc/runtime.h>
|
||||
#include <objc/message.h>
|
||||
#include <string>
|
||||
#include "filesystem/Filesystem.h"
|
||||
#endif
|
||||
""" % MARKER
|
||||
@@ -53,8 +54,12 @@ WRAP_FUNCS = """
|
||||
#ifdef LOVE_IOS
|
||||
static const char *gr_saveDirectory()
|
||||
{
|
||||
static std::string saveDirectory;
|
||||
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
|
||||
return fs != nullptr ? fs->getSaveDirectory() : "";
|
||||
if (fs == nullptr)
|
||||
return "";
|
||||
saveDirectory = fs->getSaveDirectory();
|
||||
return saveDirectory.c_str();
|
||||
}
|
||||
|
||||
static int gr_callBridge(lua_State *L, const char *className,
|
||||
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
# Changelog
|
||||
|
||||
All notable changes to this mod are documented here. Format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/).
|
||||
|
||||
## [1.0.0] - 2026-07-30
|
||||
|
||||
### Added
|
||||
|
||||
- Opt-in SYNC STEPS option: Apple Health step counts (delivered by the iOS
|
||||
build's native bridge as `steps_pending.json`) convert to EXP.
|
||||
- STEPS PER EXP option (10 / 20 / 50, default 20).
|
||||
- GIVE EXP TO option: lead mon (default) or whole party split.
|
||||
- Level-ups applied with the engine's growth curves and rare-candy stat
|
||||
math; walk-report textbox at quiet moments.
|
||||
- Guardrails: steps anchored to the last sync (never credited twice),
|
||||
50,000-step clamp per sync, engine `levelCap` respected.
|
||||
@@ -1,92 +0,0 @@
|
||||
# Pokéwalker (Apple Health) — a Gen1Recomp mod
|
||||
|
||||
Your real-world steps become EXP for your Pokémon party — the HeartGold/
|
||||
SoulSilver Pokéwalker, except it's the iPhone already in your pocket.
|
||||
|
||||
A mod for [gen1recomp](https://github.com/bryanthaboi/gen1recomp)
|
||||
(the Gen 1 Recompilation Project). Opt-in, data-safe, and dormant on any
|
||||
platform that doesn't provide the native step source (see
|
||||
[Requirements](#requirements)).
|
||||
|
||||
## Install
|
||||
|
||||
Grab `pokewalker-<version>.modpkg` from
|
||||
[Releases](https://github.com/mresnick67/Gen1ReComp-Pokewalker/releases)
|
||||
(or use GitHub's *Code → Download ZIP* — the importer handles both), then:
|
||||
|
||||
- **In the launcher:** MODS tab → **Import mod .zip** → pick the file, or
|
||||
drag it onto the window on desktop.
|
||||
- **iOS:** you can also drop the zip into the app's folder in the Files
|
||||
app; it installs on next launch.
|
||||
|
||||
Then, in the **mod manager → POKEWALKER → options**, turn on **SYNC
|
||||
STEPS**. iOS asks for read-only access to your step count the first time.
|
||||
|
||||
## Options
|
||||
|
||||
| Option | Values | Default |
|
||||
|---|---|---|
|
||||
| SYNC STEPS | on / off | **off** |
|
||||
| STEPS PER EXP | 10 / 20 / 50 | 20 |
|
||||
| GIVE EXP TO | lead mon / whole party (split) | lead mon |
|
||||
|
||||
## Mechanics & guardrails
|
||||
|
||||
- EXP applies through the engine's own growth curves and rare-candy stat
|
||||
math, so levels, stats, and HP top-ups are exact.
|
||||
- Steps are anchored to the last sync — the same walk is never credited
|
||||
twice — and any single sync is clamped to 50,000 steps.
|
||||
- The engine `levelCap` constant is respected.
|
||||
- Credits land at quiet moments (save load, map change, battle end) with a
|
||||
walk-report textbox.
|
||||
|
||||
## Requirements
|
||||
|
||||
The Lua mod is platform-neutral, but it feeds on a **native step bridge**
|
||||
that currently ships in an iOS build of gen1recomp. Without the bridge the
|
||||
mod loads and stays dormant — safe to install anywhere.
|
||||
|
||||
### The bridge contract (for porters)
|
||||
|
||||
Any platform can light this mod up by providing:
|
||||
|
||||
- `love.system.syncHealthSteps()` → `boolean` — kick off an async step
|
||||
query (requesting OS permission on first use). On completion, write
|
||||
**`steps_pending.json`** to the LÖVE save directory:
|
||||
|
||||
```json
|
||||
{ "steps": 4312, "from": "2026-07-30T08:00:00Z", "to": "2026-07-30T17:00:00Z" }
|
||||
```
|
||||
|
||||
Count steps from a persisted anchor (last successful sync) so a walk is
|
||||
never delivered twice, and **merge** with an unconsumed pending file
|
||||
rather than overwriting it. The mod consumes and deletes the file.
|
||||
|
||||
The reference iOS implementation is a small Swift class (HealthKit
|
||||
`HKStatisticsQuery` over `stepCount`) exposed to Lua through a one-line
|
||||
`wrap_System.cpp` addition. Open an issue here if you're porting the
|
||||
bridge (Android: Health Connect / Google Fit would slot straight in).
|
||||
|
||||
## Known limitations (v1)
|
||||
|
||||
- Level-ups granted while walking don't prompt for new moves, and level
|
||||
evolutions wait for the next in-battle level — same behavior as
|
||||
over-leveling with rare candies.
|
||||
- Steps sync on launch/activation; no background delivery yet.
|
||||
|
||||
## Developing
|
||||
|
||||
From a gen1recomp checkout with this mod at `mods/pokewalker` and an
|
||||
imported data cache:
|
||||
|
||||
```sh
|
||||
luajit mods/pokewalker/tests/pokewalker_test.lua
|
||||
python3 tools/modkit.py validate mods/pokewalker --base imported
|
||||
python3 tools/modkit.py pack mods/pokewalker
|
||||
```
|
||||
|
||||
## License
|
||||
|
||||
MIT — see [LICENSE](LICENSE). Not affiliated with Nintendo, Game Freak,
|
||||
or The Pokémon Company. This mod contains no ROM-derived content
|
||||
(`modkit lint` clean).
|
||||
@@ -1,144 +0,0 @@
|
||||
-- Pokéwalker: Apple Health steps become party EXP (iOS builds).
|
||||
--
|
||||
-- The Swift side (mobile/ios/native/GRHealthBridge.swift) owns HealthKit:
|
||||
-- love.system.syncHealthSteps() requests read access on first use, counts
|
||||
-- steps since the last sync anchor, and drops steps_pending.json in the
|
||||
-- save dir. This mod consumes that file at quiet moments (save loaded, map
|
||||
-- transitions, battle end), converts steps to EXP, and applies level-ups
|
||||
-- with the same stat math the engine uses.
|
||||
--
|
||||
-- Opt-in: everything is inert until SYNC STEPS is enabled in this mod's
|
||||
-- options (the HealthKit permission sheet appears on first enable). On
|
||||
-- non-iOS platforms love.system.syncHealthSteps does not exist and the mod
|
||||
-- stays dormant.
|
||||
--
|
||||
-- Known v1 limits (documented in README.md): level-ups applied here do not
|
||||
-- prompt for new moves (like over-leveling past a learnset entry with rare
|
||||
-- candies) and do not trigger level evolutions until the next battle candy
|
||||
-- or level gained in battle.
|
||||
|
||||
local PENDING = "steps_pending.json"
|
||||
|
||||
return function(mod)
|
||||
mod.options:define({
|
||||
{ key = "enabled", label = "SYNC STEPS", type = "toggle", default = false },
|
||||
{ key = "rate", label = "STEPS PER EXP", type = "choice", default = "20",
|
||||
choices = { { "10", "10" }, { "20", "20" }, { "50", "50" } } },
|
||||
{ key = "target", label = "GIVE EXP TO", type = "choice", default = "lead",
|
||||
choices = { { "LEAD MON", "lead" }, { "WHOLE PARTY", "party" } } },
|
||||
})
|
||||
|
||||
local Json = require("src.link.Json")
|
||||
local Growth = require("src.pokemon.Growth")
|
||||
local Stats = require("src.pokemon.Stats")
|
||||
local game
|
||||
|
||||
local function active()
|
||||
return love.system.syncHealthSteps ~= nil and mod.options:get("enabled")
|
||||
end
|
||||
|
||||
-- Ask the native side to refresh steps_pending.json. Async: results are
|
||||
-- picked up by a later consume() (next map change / battle end).
|
||||
local function requestSync()
|
||||
if active() then love.system.syncHealthSteps() end
|
||||
end
|
||||
|
||||
-- Add EXP to one mon, bumping levels with the engine's own stat math
|
||||
-- (mirrors the rare-candy path in src/inventory/ItemEffects.lua).
|
||||
-- Returns the EXP actually absorbed and any levels gained.
|
||||
local function applyToMon(mon, xp, data)
|
||||
local def = data.pokemon[mon.species]
|
||||
if not def or not mon.level then return 0, {} end
|
||||
local cap = (data.constants and data.constants.levelCap) or 100
|
||||
if mon.level >= cap then return 0, {} end
|
||||
local maxExp = Growth.expForLevel(def.growthRate, cap, data.growth_rates)
|
||||
local before = mon.exp or 0
|
||||
mon.exp = math.min(maxExp, before + xp)
|
||||
local absorbed = mon.exp - before
|
||||
if absorbed <= 0 then return 0, {} end
|
||||
local levels = {}
|
||||
local newLevel = Growth.levelForExp(def.growthRate, mon.exp, cap,
|
||||
data.growth_rates)
|
||||
while mon.level < newLevel do
|
||||
mon.level = mon.level + 1
|
||||
local old = mon.stats
|
||||
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
|
||||
mon.hp = math.min(mon.stats.hp,
|
||||
(mon.hp or 0) + (mon.stats.hp - (old and old.hp or 0)))
|
||||
levels[#levels + 1] = mon.level
|
||||
end
|
||||
return absorbed, levels
|
||||
end
|
||||
|
||||
-- A short walk-report textbox, shown only when the overworld is idle;
|
||||
-- when a script is already running the report is silently skipped (the
|
||||
-- EXP is applied regardless, and the log has the numbers).
|
||||
local function report(steps, total, leveled)
|
||||
local msg = ("You walked %d steps!\nYour party gained %d EXP."):format(steps, total)
|
||||
if #leveled > 0 then
|
||||
msg = msg .. ("\n%s grew to L%d!"):format(leveled[1].name, leveled[1].level)
|
||||
end
|
||||
-- The report is decoration: it must never break the credit. mod.world
|
||||
-- materializes lazily (and can itself error in headless contexts), so
|
||||
-- the access lives inside the pcall too.
|
||||
pcall(function()
|
||||
local world = mod.world
|
||||
if world then world:queueScript({ { "show_text", msg } }) end
|
||||
end)
|
||||
end
|
||||
|
||||
local function consume()
|
||||
if not (game and active()) then return end
|
||||
local raw = love.filesystem.read(PENDING)
|
||||
if not raw then return end
|
||||
local decoded = Json.decode(raw)
|
||||
local steps = decoded and tonumber(decoded.steps) or 0
|
||||
love.filesystem.remove(PENDING)
|
||||
if steps <= 0 then return end
|
||||
|
||||
local party = game.save and game.save.party
|
||||
if not party or #party == 0 then return end
|
||||
local rate = tonumber(mod.options:get("rate")) or 20
|
||||
local xp = math.floor(steps / rate)
|
||||
if xp <= 0 then return end
|
||||
|
||||
local total, leveled = 0, {}
|
||||
local targets = {}
|
||||
if mod.options:get("target") == "party" then
|
||||
for _, mon in ipairs(party) do targets[#targets + 1] = mon end
|
||||
else
|
||||
targets[1] = party[1]
|
||||
end
|
||||
local share = math.max(1, math.floor(xp / #targets))
|
||||
for _, mon in ipairs(targets) do
|
||||
local absorbed, levels = applyToMon(mon, share, game.data)
|
||||
total = total + absorbed
|
||||
for _, level in ipairs(levels) do
|
||||
leveled[#leveled + 1] =
|
||||
{ name = mon.nickname or mon.species, level = level }
|
||||
end
|
||||
end
|
||||
if total <= 0 then return end
|
||||
mod.log:info("credited %d steps -> %d EXP (%d level-ups)",
|
||||
steps, total, #leveled)
|
||||
report(steps, total, leveled)
|
||||
end
|
||||
|
||||
-- game.ready is the sanctioned way to obtain the Game object; the party
|
||||
-- only exists once a save is loaded or created.
|
||||
mod.events:on("game.ready", function(payload)
|
||||
game = payload.game
|
||||
requestSync()
|
||||
end)
|
||||
mod.events:on("save.loaded", function()
|
||||
requestSync()
|
||||
consume()
|
||||
end)
|
||||
mod.events:on("save.created", function() requestSync() end)
|
||||
-- Quiet moments where a walk report can safely appear.
|
||||
mod.events:on("map.entered", function() consume() end)
|
||||
mod.events:on("battle.ended", function() consume() end)
|
||||
-- Flipping SYNC STEPS on triggers the HealthKit permission sheet
|
||||
-- immediately rather than on the next boot.
|
||||
mod.events:on("mod.options_changed", function() requestSync() end)
|
||||
end
|
||||
@@ -1,16 +0,0 @@
|
||||
{
|
||||
"id": "pokewalker",
|
||||
"name": "Pokewalker (Apple Health)",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "MECHANIC",
|
||||
"game_version": ">=0.0.0-0 <2.0.0",
|
||||
"permissions": ["network", "engine_internals"],
|
||||
"priority": 100,
|
||||
"dependencies": [],
|
||||
"optional_dependencies": [],
|
||||
"conflicts": [],
|
||||
"description": "Your real-world steps (Apple Health) become EXP for your party. Opt-in: enable SYNC STEPS in this mod's options. Needs an iOS build with the Health bridge; dormant elsewhere."
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
|
||||
-- and the manager detail pane; never by the loader's merge.
|
||||
return {
|
||||
summary = "Real-world steps from Apple Health become EXP for your party.",
|
||||
author = "mresnick67",
|
||||
contact = "https://github.com/mresnick67/Gen1ReComp-Pokewalker",
|
||||
tags = { "mechanic", "ios", "health", "opt-in", "field" },
|
||||
differences = {
|
||||
changed = {},
|
||||
added = {
|
||||
"an opt-in SYNC STEPS option: Apple Health step counts convert to "
|
||||
.. "EXP at a configurable rate (10/20/50 steps per EXP)",
|
||||
"EXP lands on the lead mon or splits across the party, applied with "
|
||||
.. "the engine's own growth curves and rare-candy stat math",
|
||||
"a walk-report textbox at quiet moments (save load, map change, "
|
||||
.. "battle end)",
|
||||
},
|
||||
known = {
|
||||
"needs an iOS build that ships the native Health bridge "
|
||||
.. "(love.system.syncHealthSteps); on every other platform the mod "
|
||||
.. "loads but stays dormant",
|
||||
"level-ups granted while walking do not prompt for new moves and do "
|
||||
.. "not trigger level evolutions until the next in-battle level "
|
||||
.. "(same as over-leveling with rare candies)",
|
||||
"steps sync on launch/activation; no background delivery yet",
|
||||
},
|
||||
},
|
||||
credits = {
|
||||
{ who = "Nintendo's Pokewalker (HGSS)", for_ = "the idea this recreates" },
|
||||
{ who = "bryanthaboi/gen1recomp", for_ = "the engine and mod platform" },
|
||||
},
|
||||
compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 },
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
-- Standalone: luajit mods/pokewalker/tests/pokewalker_test.lua
|
||||
-- Exercises the stated effect: opt-in gating, the native-bridge seam, and
|
||||
-- steps converting to EXP through the engine's own growth math.
|
||||
--
|
||||
-- Shipped-mod suites are auto-run by the ROM-free T4 tier, so this runs
|
||||
-- against the committed fixture dataset (T.fixtures), never data/generated.
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local Data = T.fixtures.fresh()
|
||||
|
||||
-- The native step bridge only exists inside the iOS/Android apps; stand it
|
||||
-- in so the mod sees the same surface it does on device.
|
||||
local syncCalls = 0
|
||||
love.system = love.system or {}
|
||||
love.system.syncHealthSteps = function()
|
||||
syncCalls = syncCalls + 1
|
||||
return true
|
||||
end
|
||||
|
||||
local run = T.sdk.loadMod("mods/pokewalker", { data = Data })
|
||||
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
|
||||
|
||||
local events = run.loader.events
|
||||
local Growth = require("src.pokemon.Growth")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local mon = Pokemon.new(Data, "FIXMON_A", 5)
|
||||
local game = { data = Data, save = { party = { mon } } }
|
||||
|
||||
-- Dormant until opted in: seeded steps survive every event untouched and
|
||||
-- the native bridge is never poked (no permission prompt without consent).
|
||||
love.filesystem.write("steps_pending.json", '{"steps": 20000}')
|
||||
events:emit("game.ready", { game = game })
|
||||
events:emit("map.entered", {})
|
||||
T.check(love.filesystem.read("steps_pending.json") ~= nil,
|
||||
"opt-out leaves pending steps untouched")
|
||||
T.eq(syncCalls, 0, "opt-out never calls the native bridge")
|
||||
|
||||
-- Opted in: 20000 steps at the default 20 steps/EXP credit the lead mon.
|
||||
run.loader.modOptions.pokewalker = { enabled = true }
|
||||
local def = Data.pokemon[mon.species]
|
||||
local expBefore = mon.exp
|
||||
events:emit("save.loaded", {})
|
||||
T.eq(mon.exp, expBefore + 1000, "20000 steps at 20 steps/EXP = +1000 EXP")
|
||||
local expectedLevel = Growth.levelForExp(def.growthRate, mon.exp, 100,
|
||||
Data.growth_rates)
|
||||
T.check(mon.level > 5, "enough EXP to actually level (fixture curve)")
|
||||
T.eq(mon.level, expectedLevel, "level matches the engine growth curve")
|
||||
T.check(mon.stats.hp > 0 and mon.hp <= mon.stats.hp,
|
||||
"stat recalc keeps HP within the new maximum")
|
||||
T.check(love.filesystem.read("steps_pending.json") == nil,
|
||||
"pending file is consumed exactly once")
|
||||
T.check(syncCalls > 0, "opt-in requests a native sync")
|
||||
|
||||
-- A consumed file plus more events must not double-credit.
|
||||
local expAfter = mon.exp
|
||||
events:emit("map.entered", {})
|
||||
T.eq(mon.exp, expAfter, "no pending file, no phantom EXP")
|
||||
|
||||
run.release()
|
||||
T.finish("pokewalker")
|
||||
@@ -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: $1" ;;
|
||||
esac
|
||||
shift
|
||||
@@ -298,6 +300,9 @@ build_android() {
|
||||
if [ "$VERSION_EXPLICIT" = true ]; then
|
||||
args+=(--version "$VERSION")
|
||||
fi
|
||||
if [ "$IOS_IPA" = true ]; then
|
||||
args+=(--ipa)
|
||||
fi
|
||||
"$ROOT/scripts/build_android.sh" ${args[@]+"${args[@]}"}
|
||||
}
|
||||
|
||||
@@ -308,6 +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[@]}"}
|
||||
}
|
||||
|
||||
|
||||
@@ -198,6 +198,10 @@ pack_game_love() {
|
||||
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 "$LOVE_FILE" \
|
||||
main.lua conf.lua src data assets tools/save-editor \
|
||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||
@@ -290,10 +294,32 @@ require_android_sdk() {
|
||||
# --------------------------------------------------------------- gradle
|
||||
run_gradle() {
|
||||
local task="assembleEmbedNoRecordDebug"
|
||||
say "building APK ($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 $task failed.
|
||||
@@ -302,7 +328,7 @@ run_gradle() {
|
||||
You can still iterate on the .love payload with: scripts/build_android.sh --package-only"
|
||||
fi
|
||||
|
||||
local out_dir="$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 "$out_dir" -name '*.apk' -exec ls -lh {} \;
|
||||
|
||||
+265
-69
@@ -1,8 +1,9 @@
|
||||
#!/usr/bin/env bash
|
||||
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 11.5's
|
||||
# official iOS Xcode project (love-11.5-ios-source.zip).
|
||||
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 12.0's
|
||||
# iOS Xcode project.
|
||||
#
|
||||
# Usage: scripts/build_ios.sh [--fetch] [--device] [--release] [--package-only]
|
||||
# Usage: scripts/build_ios.sh [--fetch] [--device] [--release] [--install]
|
||||
# [--version X.Y.Z] [--package-only]
|
||||
#
|
||||
# (default) Simulator Debug (ad-hoc signed)
|
||||
# --device iphoneos SDK; signing team auto-detected from the
|
||||
@@ -10,15 +11,16 @@
|
||||
# --install after a --device build, install the app onto the
|
||||
# first connected iPhone/iPad (unlock it first)
|
||||
# --release Release configuration
|
||||
# --fetch Download love-11.5-ios-source.zip into mobile/ios/love-src/
|
||||
# --version X.Y.Z stamp MARKETING_VERSION / CURRENT_PROJECT_VERSION
|
||||
# --fetch Fetch LÖVE 12.0 sources and Apple dependencies into mobile/ios/love-src/
|
||||
# --package-only Zip game.love + apply plist overlay; skip xcodebuild
|
||||
#
|
||||
# Prerequisites:
|
||||
# - macOS + Xcode (xcodebuild)
|
||||
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
|
||||
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
|
||||
#
|
||||
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
|
||||
# dist/ios/gen1recomp.ipa (device builds only)
|
||||
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
|
||||
|
||||
set -euo pipefail
|
||||
@@ -47,21 +49,27 @@ DISPLAY_NAME="gen1recomp"
|
||||
# capabilities like HealthKit are involved), so a per-team default
|
||||
# lets anyone build without colliding with someone else's app
|
||||
# 4. simulator: the project default (no App ID registration involved)
|
||||
BUNDLE_ID="${GEN1_BUNDLE_ID:-}"
|
||||
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:]' < "$IOS_DIR/LOVE_VERSION" 2>/dev/null || echo 11.5)"
|
||||
IOS_SOURCE_ZIP="love-${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}/${APPLE_LIBS_ZIP}"
|
||||
LOVE_VERSION="$(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; }
|
||||
@@ -74,23 +82,48 @@ while [ $# -gt 0 ]; do
|
||||
--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, --install, 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: the
|
||||
# OU field of the first Apple Development certificate in the keychain (Xcode
|
||||
# creates that certificate when you sign into Settings -> Accounts).
|
||||
# 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() {
|
||||
security find-certificate -c "Apple Development" -p 2>/dev/null \
|
||||
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
|
||||
| sed -n 's/.*OU *= *\([A-Z0-9]*\).*/\1/p' \
|
||||
| head -1
|
||||
}
|
||||
if $DEVICE && [ -z "${DEVELOPMENT_TEAM:-}" ]; then
|
||||
DEVELOPMENT_TEAM="$(detect_team || true)"
|
||||
@@ -126,25 +159,19 @@ fi
|
||||
# --------------------------------------------------------------- fetch love-src
|
||||
fetch_love_ios() {
|
||||
mkdir -p "$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 $LOVE_VERSION)"
|
||||
}
|
||||
@@ -154,18 +181,12 @@ if [ ! -d "$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" ] \
|
||||
@@ -173,25 +194,16 @@ 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
|
||||
@@ -204,20 +216,108 @@ 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 "$LOVE_FILE"
|
||||
# Same payload as scripts/build.sh / build_android.sh: game sources plus
|
||||
# tools/save-editor, which the launcher's Edit button opens in-process.
|
||||
# mods/pokewalker rides inside game.love on iOS only: physfs merges the
|
||||
# fused archive with the save dir, so the loader discovers it like any
|
||||
# installed mod, and its Apple Health sync is a no-op everywhere else.
|
||||
# Deliberately NO fused mods: a mod inside game.love sits in the
|
||||
# read-only app bundle, so the mod manager's Delete can't remove it and
|
||||
# it reappears every launch. Mods install as .zips at runtime instead
|
||||
# (launcher -> MODS -> Import mod .zip), the same lifecycle as every
|
||||
# other platform.
|
||||
# shellcheck disable=SC2086 # MANIFESTS is a deliberate word list
|
||||
(cd "$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 \
|
||||
mods/pokewalker \
|
||||
$MANIFESTS \
|
||||
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
|
||||
-x 'data/generated/*' -x 'assets/generated/*')
|
||||
# NOTE: grep -q here would race pipefail — it exits on first match, unzip
|
||||
@@ -227,8 +327,19 @@ pack_game_love() {
|
||||
| grep -E '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' >/dev/null; then
|
||||
fail "game.love unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -Z1 "$LOVE_FILE" | grep -x 'tools/save-editor/App.lua' >/dev/null \
|
||||
|| 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"
|
||||
}
|
||||
|
||||
@@ -323,6 +434,43 @@ 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
|
||||
@@ -343,6 +491,15 @@ 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
|
||||
@@ -352,7 +509,8 @@ run_xcodebuild() {
|
||||
SYMROOT="$BUILD_DIR/Build/Products"
|
||||
OBJROOT="$BUILD_DIR/Build/Intermediates"
|
||||
PRODUCT_BUNDLE_IDENTIFIER="$BUNDLE_ID"
|
||||
MARKETING_VERSION="$LOVE_VERSION"
|
||||
MARKETING_VERSION="$marketing_version"
|
||||
CURRENT_PROJECT_VERSION="$project_version"
|
||||
ONLY_ACTIVE_ARCH=NO
|
||||
)
|
||||
|
||||
@@ -385,11 +543,27 @@ 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 $xc_status).
|
||||
@@ -420,12 +594,18 @@ run_xcodebuild() {
|
||||
cp "$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" "$dist_dir/$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
|
||||
@@ -439,6 +619,20 @@ run_xcodebuild() {
|
||||
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 "$ipa" | cut -f1))"
|
||||
}
|
||||
|
||||
# ------------------------------------------------------------ device install
|
||||
# Installs the freshly built .app onto the first connected iPhone/iPad via
|
||||
# devicectl. The phone must be paired (plugged in at least once + "Trust
|
||||
@@ -471,8 +665,10 @@ install_to_device() {
|
||||
|
||||
# --------------------------------------------------------------- main
|
||||
apply_ios_branding
|
||||
apply_ios_icon
|
||||
say "applying iOS native bridge patches (picker/Files support)"
|
||||
python3 "$IOS_DIR/patch_love_src.py" || fail "patch_love_src.py failed"
|
||||
ensure_manifests
|
||||
pack_game_love
|
||||
ensure_game_love_in_xcode
|
||||
|
||||
|
||||
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}"
|
||||
+430
-77
@@ -23,6 +23,7 @@ local Pokemon = require("src.pokemon.Pokemon")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Screens = require("src.ui.Screens")
|
||||
local Status = require("src.battle.Status")
|
||||
local Timing = require("src.core.Timing")
|
||||
local TrainerAI = require("src.battle.TrainerAI")
|
||||
local TurnOrder = require("src.battle.TurnOrder")
|
||||
local TypeChart = require("src.battle.TypeChart")
|
||||
@@ -50,6 +51,41 @@ function BattleState:wideLayout()
|
||||
return self:isWideBattleLayout()
|
||||
end
|
||||
|
||||
-- BATTLE SIZE: "fixed" keeps the classic integer-scaled letterbox (a GB pixel
|
||||
-- is a whole number of screen pixels, and the battle is the same size at any
|
||||
-- zoom); "fill" scales the battle surface to the window instead, so it fills
|
||||
-- vertically. Filling means a fractional scale, so pixels stop being evenly
|
||||
-- sized -- that is the trade, which is why it is a setting rather than a
|
||||
-- change. Only the battle surface is affected; the overworld is unchanged.
|
||||
function BattleState:wantsFillScale()
|
||||
local options = self.game and self.game.save and self.game.save.options
|
||||
return options and options.battleFit == "fill" or false
|
||||
end
|
||||
|
||||
-- BATTLE BG: what fills the screen AROUND the battle -- the letterbox voids
|
||||
-- that grow as the window gets bigger or the view is zoomed out. The battle
|
||||
-- screen itself is untouched: it keeps its white paper field in every mode.
|
||||
--
|
||||
-- "white" the display mode's paper shade (the classic look)
|
||||
-- "black" plain black bars
|
||||
-- "world" the frozen overworld, dimmed
|
||||
--
|
||||
-- "world" works by making the battle NON-opaque: StateStack:visibleBase then
|
||||
-- finds the overworld below it and Game:draw keeps drawing the map, so the
|
||||
-- voids show it instead of a flat clear. The battle still paints its own
|
||||
-- opaque 160x144 field over the top, so only the surround changes.
|
||||
function BattleState:bgMode()
|
||||
local options = self.game and self.game.save and self.game.save.options
|
||||
local mode = options and options.battleBg
|
||||
if mode == "black" or mode == "world" then return mode end
|
||||
return "white"
|
||||
end
|
||||
|
||||
-- How far to dim the overworld behind a "world" background, 0..1. Enough
|
||||
-- that the battle reads as the foreground rather than competing with a fully
|
||||
-- lit map behind it.
|
||||
BattleState.BG_WORLD_DIM = 0.55
|
||||
|
||||
-- Renderer:setUISize asks the top state for its surface before anything draws
|
||||
function BattleState:uiSize()
|
||||
if self:wideLayout() then return WideBattle.WIDTH, WideBattle.HEIGHT end
|
||||
@@ -291,10 +327,17 @@ function BattleState:picImage(img)
|
||||
or PaletteFX.mode == "classic"
|
||||
if self.grayPics or mono then return grayImage(img) end
|
||||
-- SET_PAL_BATTLE_BLACK covers every battle palette slot, so the pics go
|
||||
-- dark with the HP bars while the blackout text is up (#292). Below the
|
||||
-- mono check on purpose: the forced-mono modes re-threshold the whole
|
||||
-- frame downstream, and the DMG had no SGB darkening to begin with.
|
||||
if self.blackedOut then return blackImage(self.data, img) end
|
||||
-- dark with the HP bars while the blackout text is up (#292). The intro
|
||||
-- silhouette slide (SlidePlayerAndEnemySilhouettesOnScreen) darkens the
|
||||
-- same way: the original slides both pics in under the %11100100
|
||||
-- silhouette palette and only runs SET_PAL_BATTLE once they have landed,
|
||||
-- so a still-sliding pic reads as a black silhouette, exactly like the
|
||||
-- evolution movie's PAL_BLACK (#577). Below the mono check on purpose:
|
||||
-- the forced-mono modes re-threshold the whole frame downstream, and the
|
||||
-- DMG had no SGB darkening to begin with.
|
||||
if self.blackedOut or (self.introSlide or 0) > 0 then
|
||||
return blackImage(self.data, img)
|
||||
end
|
||||
return fadeImage(img, self:activeBgp())
|
||||
end
|
||||
|
||||
@@ -645,17 +688,63 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
|
||||
return self
|
||||
end
|
||||
|
||||
-- The disguise itself. InitWildBattle .isGhost (engine/battle/core.asm)
|
||||
-- swaps only the pic and the nick -- wEnemyMonSpecies2 still holds the real
|
||||
-- species, so the SGB palette stays the disguised mon's. ghostReal keeps
|
||||
-- what LoadEnemyMonData puts back when the scope unveils.
|
||||
local function disguiseAsGhost(self)
|
||||
self.ghostReal = { name = self.enemy.name, sprite = self.enemy.sprite }
|
||||
self.enemy.name = "GHOST"
|
||||
self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png",
|
||||
monPalette(self.data, self.enemy.mon.species))
|
||||
self.introText = Strings("The GHOST\nappeared!")
|
||||
end
|
||||
|
||||
-- Pokémon Tower ghosts (engine/battle/core.asm): without the Silph Scope
|
||||
-- the enemy is "GHOST", you're too scared to attack, and balls fail.
|
||||
function BattleState:makeGhost()
|
||||
self.ghost = true
|
||||
self.enemy.name = "GHOST"
|
||||
-- the ghost keeps the disguised mon's SGB palette: InitWildBattle
|
||||
-- swaps only the pic, wEnemyMonSpecies2 still holds the real species
|
||||
-- (engine/battle/core.asm InitWildBattle .isGhost)
|
||||
self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png",
|
||||
monPalette(self.data, self.enemy.mon.species))
|
||||
self.introText = Strings("The GHOST\nappeared!")
|
||||
disguiseAsGhost(self)
|
||||
end
|
||||
|
||||
-- The RESTLESS SOUL with the SILPH SCOPE in the bag. Mechanically this is
|
||||
-- not a ghost battle at all -- IsGhostBattle (core.asm) returns false the
|
||||
-- moment the scope is in the bag, so the mon attacks, is attacked and rolls
|
||||
-- for flight normally -- but InitWildBattle still enters disguised: its
|
||||
-- .isGhost branch fires on wCurOpponent == RESTLESS_SOUL as well. Taking
|
||||
-- the disguise off is PrintBeginningBattleText .isMarowak's job
|
||||
-- (engine/battle/common_text.asm), which enter() queues through
|
||||
-- queueScopeReveal (#492).
|
||||
function BattleState:makeUnveiledGhost()
|
||||
self.scopeReveal = true
|
||||
disguiseAsGhost(self)
|
||||
end
|
||||
|
||||
-- MarowakAnim (engine/battle/ghost_marowak_anim.asm) counted in frames: the
|
||||
-- ghost pic is copied into OAM and flashed 8 times by xor-ing rOBP1 with
|
||||
-- $80 (10 frames a side), the BG pic underneath is swapped to the RESTLESS
|
||||
-- SOUL, rOBP1 is shifted left two bits every 10 frames until the ghost has
|
||||
-- faded into the paper (3 shifts), and the Marowak copy fades back in the
|
||||
-- same way (4 shifts). Alpha over the paper is what those OBP shifts look
|
||||
-- like on screen.
|
||||
BattleState.GHOST_FLASH_FRAMES = 80
|
||||
BattleState.GHOST_FADE_OUT_FRAMES = 30
|
||||
BattleState.GHOST_FADE_IN_FRAMES = 40
|
||||
BattleState.GHOST_REVEAL_FRAMES = 150
|
||||
|
||||
-- The rows .isMarowak prints over the disguise, after the "GHOST appeared!"
|
||||
-- box enter() has already queued: the unveil line, MarowakAnim, then "Wild
|
||||
-- MAROWAK appeared!" under the restored name. The fall-through into
|
||||
-- .playSFX at the end is the same SFX_TRAINER_APPEARED the port does not
|
||||
-- play for trainer intros either, so it is left out here too.
|
||||
function BattleState:queueScopeReveal()
|
||||
local unveiled = self.data.text and self.data.text._UnveiledGhostText
|
||||
self:say(unveiled
|
||||
or Strings("SILPH SCOPE\nunveiled the\vGHOST's identity!"))
|
||||
self:act(function() self.ghostReveal = { t = 0 } end)
|
||||
table.insert(self.queue, { wait = BattleState.GHOST_REVEAL_FRAMES })
|
||||
self:say(Strings("Wild %s\nappeared!",
|
||||
self.ghostReal and self.ghostReal.name or self.enemy.name))
|
||||
end
|
||||
|
||||
-- The old man's catch tutorial (BATTLE_TYPE_OLD_MAN,
|
||||
@@ -669,6 +758,12 @@ end
|
||||
function BattleState:makeOldManDemo(name)
|
||||
self.demo = true
|
||||
self.demoName = name or "OLD MAN"
|
||||
-- LoadPlayerBackPic and DisplayBattleMenu split on the same wBattleType:
|
||||
-- BATTLE_TYPE_OLD_MAN gets .oldManName + OldManPicBack, BATTLE_TYPE_PIKACHU
|
||||
-- gets .profOakName + ProfOakPicBack (pokeyellow core.asm). The thrower
|
||||
-- name the caller passes IS that distinction here, so it picks the pic too
|
||||
-- -- data/scripts/story2.lua is the only site that names PROF.OAK (#557).
|
||||
self.oakDemo = name == "PROF.OAK"
|
||||
-- Yellow's Pallet intro runs this before the player owns any mon
|
||||
-- (BATTLE_TYPE_PIKACHU precedes the lab gift), so newWild flagged the
|
||||
-- battle dead for lack of a party. The demo never sends out, draws, or
|
||||
@@ -785,9 +880,30 @@ function BattleState:drainNext(battler, stopAt)
|
||||
{ drain = true, battler = battler, stopAt = stopAt })
|
||||
end
|
||||
|
||||
-- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar):
|
||||
-- the bar animates a pixel per two frames, so displayed HP moves at
|
||||
-- maxHP/96 per frame (48-pixel bar). Returns true while animating.
|
||||
-- Queue a pure frame hold at the current insert point, the way the original
|
||||
-- spends DelayFrames between the beats of a turn. Mirrors sayNext/drainNext
|
||||
-- so a caller can interleave holds with messages in source order.
|
||||
function BattleState:waitNext(frames)
|
||||
if not frames or frames <= 0 then return end
|
||||
self.nextInsert = (self.nextInsert or 0) + 1
|
||||
table.insert(self.queue, self.nextInsert, { wait = frames })
|
||||
end
|
||||
|
||||
-- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar).
|
||||
--
|
||||
-- The original walks the bar ONE HP POINT per loop iteration (:81-120), and
|
||||
-- what each iteration costs depends on the side:
|
||||
-- * UpdateHPBar_PrintHPNumber spends a DelayFrame (:234) reprinting the
|
||||
-- number, but only when wHPBarType is nonzero (:207-209) -- the player's
|
||||
-- own HUD and the party menu, never the enemy's;
|
||||
-- * UpdateHPBar_AnimateHPBar spends 2 frames for each pixel the bar
|
||||
-- actually moved (:147-148), and most single-HP steps move none.
|
||||
-- So the player's bar drains at 1 HP per frame plus 2 frames per pixel,
|
||||
-- while the enemy's costs nothing until it crosses a pixel boundary. The
|
||||
-- old flat maxHP/96 rate was the enemy-side formula applied to both, which
|
||||
-- ran a 150 HP mon's full drain in 96 frames against hardware's 249.
|
||||
--
|
||||
-- Returns true while animating.
|
||||
function BattleState:stepHPDrain()
|
||||
local busy = false
|
||||
for _, b in ipairs({ self.player, self.enemy }) do
|
||||
@@ -798,14 +914,30 @@ function BattleState:stepHPDrain()
|
||||
and b.shownHP >= b.drainFloor then
|
||||
goal = b.drainFloor
|
||||
end
|
||||
if b.shownHP ~= goal then
|
||||
local step = math.max(1, b.mon.stats.hp) / 96
|
||||
if b.shownHP > goal then
|
||||
b.shownHP = math.max(goal, b.shownHP - step)
|
||||
else
|
||||
b.shownHP = math.min(goal, b.shownHP + step)
|
||||
if (b.drainHold or 0) > 0 then
|
||||
b.drainHold = b.drainHold - 1
|
||||
busy = true
|
||||
elseif b.shownHP ~= goal then
|
||||
local maxHP = math.max(1, b.mon.stats.hp)
|
||||
local playerSide = (b == self.player)
|
||||
local cost = 0
|
||||
-- consume whole HP steps until this frame's budget is spent; on the
|
||||
-- enemy HUD several free steps can land in the same frame
|
||||
while b.shownHP ~= goal and cost < 1 do
|
||||
local nextHP = b.shownHP + ((b.shownHP > goal) and -1 or 1)
|
||||
cost = cost + Timing.hpDrainStepFrames(b.shownHP, nextHP,
|
||||
maxHP, playerSide)
|
||||
b.shownHP = nextHP
|
||||
end
|
||||
busy = busy or b.shownHP ~= goal
|
||||
b.drainHold = math.max(0, cost - 1)
|
||||
b.draining = true
|
||||
busy = true
|
||||
elseif b.draining then
|
||||
-- .animateHPBarDone's final number print, one more pixel step and
|
||||
-- Delay3 (hp_bar.asm:132-135); this frame is the first of them
|
||||
b.draining = nil
|
||||
b.drainHold = Timing.hpDrainClosingFrames(b == self.player) - 1
|
||||
busy = true
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -880,6 +1012,14 @@ function BattleState:updateQueue()
|
||||
self.waitFrames = self.waitFrames - 1
|
||||
return true
|
||||
end
|
||||
-- WaitForSoundToFinish (home/delay.asm:15-20) blocks until the sfx has
|
||||
-- actually stopped sounding, which is how the original gives a sound its
|
||||
-- own clear window instead of letting the next beat play over it
|
||||
if self.waitingSound then
|
||||
local src = self.waitingSound
|
||||
if src and src.isPlaying and src:isPlaying() then return true end
|
||||
self.waitingSound = nil
|
||||
end
|
||||
-- an HP-bar drain holds the queue until the bar catches up
|
||||
if self.draining then
|
||||
if self:stepHPDrain() then return true end
|
||||
@@ -931,6 +1071,12 @@ function BattleState:updateQueue()
|
||||
self.waitFrames = item.wait
|
||||
return true
|
||||
end
|
||||
if item.waitSound then
|
||||
-- the source is fetched now, not when the row was queued, so the
|
||||
-- act() that started the sound has already run
|
||||
self.waitingSound = item.waitSound()
|
||||
return true
|
||||
end
|
||||
if item.mimicSelect then
|
||||
-- pause the queue on Mimic's copy menu (MoveSelectionMenu with
|
||||
-- wMoveMenuType = 1 lists the enemy's moves; cursor starts on 1)
|
||||
@@ -951,6 +1097,16 @@ function BattleState:updateQueue()
|
||||
-- the animation ends (hitRow rows carry a hit with no animation --
|
||||
-- thrash/rage continuation turns that skip the announcement).
|
||||
if item.anim or item.hitRow then
|
||||
-- PlayMoveAnimation writes wAnimationID, calls Delay3, and only then
|
||||
-- jumps to MoveAnimation (core.asm:6635-6640), so three frames pass
|
||||
-- between the move's announcement and the first frame of its
|
||||
-- animation. Put the row back and pay that first.
|
||||
if item.anim and not item.animDelayed then
|
||||
item.animDelayed = true
|
||||
table.insert(self.queue, 1, item)
|
||||
self.waitFrames = Timing.MOVE_ANIM_PRE
|
||||
return true
|
||||
end
|
||||
local mdef = item.anim and self.data.moves[item.anim]
|
||||
local anim = mdef and mdef.anim
|
||||
if item.anim == "POOF_ANIM" then
|
||||
@@ -1022,17 +1178,38 @@ function BattleState:updateQueue()
|
||||
-- a \v CONT wait holds the box until A/B, then scrolls the next line in
|
||||
-- (home/text.asm ContText); this keeps a 3rd line on-screen (#216)
|
||||
if self.msgWaiting then
|
||||
-- _ContText prints the â–¼ and runs ProtectedDelay3 BEFORE ManualTextScroll
|
||||
-- starts watching the joypad (home/text.asm:263-267), so three frames
|
||||
-- pass with the arrow up and the button ignored
|
||||
if (self.msgPreWait or 0) > 0 then
|
||||
self.msgPreWait = self.msgPreWait - 1
|
||||
return true
|
||||
end
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
self.msgWaiting = nil
|
||||
self:beginMsgLine()
|
||||
-- then the two ScrollTextUpOneLine calls block for 5 frames each
|
||||
-- (home/text.asm:280-305) before the next line starts typing
|
||||
self.waitFrames = Timing.TEXT_SCROLL_PAIR
|
||||
end
|
||||
return true
|
||||
end
|
||||
local cur = self.shown[#self.shown]
|
||||
if #cur < #self.codes then
|
||||
-- battle typewriter cadence: two glyphs per fixed step (as before)
|
||||
for _ = 1, 2 do
|
||||
if #cur >= #self.codes then break end
|
||||
-- Battle text prints through the same PrintText path as everything
|
||||
-- else, so it pays PrintLetterDelay per character (home/print_text.asm:
|
||||
-- 4-45): hFrameCounter is loaded from wOptions & $f -- the OPTION text
|
||||
-- speed, 1/3/5, default 3 -- and the loop spins until it drains, unless
|
||||
-- A or B is held, which collapses the wait to a single DelayFrame.
|
||||
-- This used to run two glyphs per frame flat, six times hardware speed
|
||||
-- at the default setting, and ignored the text-speed option entirely.
|
||||
local delay = (self.game.save.options and self.game.save.options.textSpeed)
|
||||
or 3
|
||||
if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end
|
||||
if input:isDown("a") or input:isDown("b") then delay = 1 end
|
||||
self.charTimer = (self.charTimer or 0) + 1
|
||||
while self.charTimer >= delay and #cur < #self.codes do
|
||||
self.charTimer = self.charTimer - delay
|
||||
cur[#cur + 1] = self.codes[#cur + 1]
|
||||
self.charIndex = self.charIndex + 1
|
||||
end
|
||||
@@ -1041,6 +1218,7 @@ function BattleState:updateQueue()
|
||||
-- scrolling, \n advances now (beginMsgLine scrolls if the box is full)
|
||||
if self.lines[self.lineIndex + 1].cont then
|
||||
self.msgWaiting = true
|
||||
self.msgPreWait = Timing.TEXT_PRE_ADVANCE
|
||||
else
|
||||
self:beginMsgLine()
|
||||
end
|
||||
@@ -1067,8 +1245,18 @@ function BattleState:updateQueue()
|
||||
-- only on a \v CONT hold (#317). A flag of its own, not msgWaiting:
|
||||
-- that branch above scrolls the NEXT line in, which this page has not
|
||||
-- got, so reusing it would call beginMsgLine on a drained message.
|
||||
self.msgPrompt = true
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
if not self.msgPrompt then
|
||||
self.msgPrompt = true
|
||||
-- PromptText runs ProtectedDelay3 between writing the arrow and
|
||||
-- ManualTextScroll (home/text.asm:213-217), so the page holds for
|
||||
-- three frames with the button ignored before it can be dismissed.
|
||||
-- Without it a queued A press could clear a page the same frame its
|
||||
-- last glyph landed, which is most of "it doesn't hold sometimes".
|
||||
self.msgPromptWait = Timing.TEXT_PRE_ADVANCE
|
||||
end
|
||||
if (self.msgPromptWait or 0) > 0 then
|
||||
self.msgPromptWait = self.msgPromptWait - 1
|
||||
elseif input:wasPressed("a") or input:wasPressed("b") then
|
||||
self.msgPrompt = nil
|
||||
self.current = nil
|
||||
end
|
||||
@@ -1190,7 +1378,11 @@ function BattleState:enter()
|
||||
Music.playBattle(self.data, self.musicKind)
|
||||
-- intro presentation (SlidePlayerAndEnemySilhouettesOnScreen): both
|
||||
-- sides slide in; the trainer pics stay up until the send-outs
|
||||
self.introSlide = 40
|
||||
-- BATTLE BG "world" drops this battle's opacity so StateStack keeps drawing
|
||||
-- the overworld underneath it (see bgMode). Per instance, so the class
|
||||
-- default stays opaque for every other battle and for older saves.
|
||||
self.isOpaque = self:bgMode() ~= "world"
|
||||
self.introSlide = Timing.BATTLE_SLIDE_IN_FRAMES
|
||||
self.showEnemyTrainer = self.kind == "trainer" and self.trainerPic ~= nil
|
||||
-- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the
|
||||
-- HUD corner/underline tiles under them (PlacePlayerHUDTiles /
|
||||
@@ -1214,7 +1406,8 @@ function BattleState:enter()
|
||||
-- fade, the ground-padding measurement and battle_sprite_scales.
|
||||
local backPath, backTrueColor =
|
||||
require("src.pokemon.Sprites").playerPath(self.data, "back",
|
||||
{ kind = "battle", demo = self.demo, battle = self })
|
||||
{ kind = "battle", demo = self.demo, oakDemo = self.oakDemo,
|
||||
battle = self })
|
||||
self.playerBackPic = getImage(backPath,
|
||||
namedPalette(self.data, "MEWMON"), backTrueColor)
|
||||
self.showPlayerBack = self.playerBackPic ~= nil
|
||||
@@ -1229,11 +1422,35 @@ function BattleState:enter()
|
||||
-- battle calls PlayCry BEFORE PrintText WildMonAppearedText, so the cry
|
||||
-- sounds with the "Wild X appeared!" box instead of waiting on the A
|
||||
-- press that clears its `prompt` (#303). The Silph-Scope-less tower
|
||||
-- ghost gets no cry at all (common_text.asm:43-48).
|
||||
if self.kind ~= "trainer" and self.kind ~= "link" and not self.ghost then
|
||||
-- ghost gets no cry at all (common_text.asm:43-48), and neither does the
|
||||
-- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492).
|
||||
if self.kind ~= "trainer" and self.kind ~= "link"
|
||||
and not self.ghost and not self.scopeReveal then
|
||||
queueEnemyCry()
|
||||
end
|
||||
-- PrintBeginningBattleText .trainerBattle (common_text.asm): a trainer
|
||||
-- battle gives SFX_SILPH_SCOPE a clear window -- PlaySound, then
|
||||
-- WaitForSoundToFinish, which blocks -- and only after `ld c, 20 /
|
||||
-- DelayFrames` do DrawAllPokeballs and the "wants to fight!" text run.
|
||||
-- The balls and the text used to appear on the same frame the silhouettes
|
||||
-- landed, so the sound had to share its whole duration with the ball draw
|
||||
-- and the text scroll instead of landing on its own.
|
||||
--
|
||||
-- The sfx is extracted as "Trainer_Appeared" (tools/rom_manifest.json
|
||||
-- sfxHeaders, bank 8 / $42bb -- the same header pokered names
|
||||
-- SFX_Silph_Scope); nothing had ever played it.
|
||||
if self.kind == "trainer" then
|
||||
self:act(function()
|
||||
self.introSfx = require("src.core.Sound").play(self.data,
|
||||
"Trainer_Appeared")
|
||||
end)
|
||||
table.insert(self.queue, { waitSound = function() return self.introSfx end })
|
||||
table.insert(self.queue, { wait = Timing.TRAINER_INTRO_SFX_GAP })
|
||||
end
|
||||
self:say(self.introText)
|
||||
-- the unveil rides on that same box, before _InitBattleCommon clears the
|
||||
-- intro chrome below (#492)
|
||||
if self.scopeReveal then self:queueScopeReveal() end
|
||||
-- _InitBattleCommon (core.asm:6755-6762): the instant the intro text is
|
||||
-- dismissed both HUD blocks are cleared and ClearSprites drops the
|
||||
-- pokeball OAM, so the intro chrome never returns for the rest of the
|
||||
@@ -1271,6 +1488,14 @@ function BattleState:enter()
|
||||
end)
|
||||
queueEnemyCry()
|
||||
end
|
||||
-- StartBattle .foundFirstAliveEnemyMon (core.asm:152-156): the `call nz`
|
||||
-- gates only EnemySendOutFirstMon -- the `ld c, 40 / call DelayFrames`
|
||||
-- after it is unconditional, so a wild battle pays it too, between
|
||||
-- "Wild X appeared!" and "Go! Y!". It lands before .playerSendOutFirstMon
|
||||
-- (:166), not at the end of the intro. Appended, not waitNext'd: the
|
||||
-- intro is built linearly, and waitNext's insert point is for rows added
|
||||
-- while the queue is already running.
|
||||
table.insert(self.queue, { wait = Timing.BATTLE_START_SENDOUT })
|
||||
if not self.safari and not self.demo then
|
||||
-- StartBattle .playerSendOutFirstMon (core.asm:236-240): the back pic
|
||||
-- walks off the LEFT edge (SlideTrainerPicOffScreen, hlcoord 1,5,
|
||||
@@ -1507,10 +1732,14 @@ function BattleState:update(dt)
|
||||
end
|
||||
local col = (self.menuIndex - 1) % 2
|
||||
local row = math.floor((self.menuIndex - 1) / 2)
|
||||
if input:wasPressed("left") or input:wasPressed("right") then
|
||||
col = 1 - col
|
||||
elseif input:wasPressed("up") or input:wasPressed("down") then
|
||||
row = 1 - row
|
||||
if input:wasPressed("left") then
|
||||
col = math.max(0, col - 1)
|
||||
elseif input:wasPressed("right") then
|
||||
col = math.min(1, col + 1)
|
||||
elseif input:wasPressed("up") then
|
||||
row = math.max(0, row - 1)
|
||||
elseif input:wasPressed("down") then
|
||||
row = math.min(1, row + 1)
|
||||
end
|
||||
self.menuIndex = row * 2 + col + 1
|
||||
if input:wasPressed("a") then
|
||||
@@ -1539,10 +1768,14 @@ function BattleState:update(dt)
|
||||
end
|
||||
local col = (self.menuIndex - 1) % 2
|
||||
local row = math.floor((self.menuIndex - 1) / 2)
|
||||
if input:wasPressed("left") or input:wasPressed("right") then
|
||||
col = 1 - col
|
||||
elseif input:wasPressed("up") or input:wasPressed("down") then
|
||||
row = 1 - row
|
||||
if input:wasPressed("left") then
|
||||
col = math.max(0, col - 1)
|
||||
elseif input:wasPressed("right") then
|
||||
col = math.min(1, col + 1)
|
||||
elseif input:wasPressed("up") then
|
||||
row = math.max(0, row - 1)
|
||||
elseif input:wasPressed("down") then
|
||||
row = math.min(1, row + 1)
|
||||
end
|
||||
self.menuIndex = row * 2 + col + 1
|
||||
if input:wasPressed("a") then
|
||||
@@ -2434,24 +2667,27 @@ function BattleState:applyHitFx(hit)
|
||||
prog[#prog + 1] = { dy = 0, frames = 3 }
|
||||
end
|
||||
self.fx.shakeProg = prog
|
||||
self.waitFrames = 48 -- the predef blocks until the shake settles
|
||||
self.waitFrames = Timing.SHAKE_VERTICAL -- the predef blocks until it settles
|
||||
elseif t == 2 then
|
||||
self.fx.shakeProg = fastShakeProg(8)
|
||||
self.waitFrames = 72
|
||||
self.waitFrames = Timing.SHAKE_HORIZ_HEAVY
|
||||
elseif t == 3 then
|
||||
self.fx.shakeProg = slowShakeProg(6, 2)
|
||||
self.waitFrames = 48
|
||||
self.waitFrames = Timing.SHAKE_HORIZ_SLOW
|
||||
elseif t == 4 then
|
||||
if hit.blink then
|
||||
self.fx.blink = { target = hit.blink, frames = 20 }
|
||||
self.waitFrames = 20
|
||||
-- AnimationBlinkMon: 6 iterations of hide/5 frames/show/5 frames.
|
||||
-- This is the animation for every plain damaging move the player
|
||||
-- uses, and it ran at a third of its length.
|
||||
self.fx.blink = { target = hit.blink, frames = Timing.BLINK_MON }
|
||||
self.waitFrames = Timing.BLINK_MON
|
||||
end
|
||||
elseif t == 5 then
|
||||
self.fx.shakeProg = fastShakeProg(2)
|
||||
self.waitFrames = 18
|
||||
self.waitFrames = Timing.SHAKE_HORIZ_LIGHT
|
||||
elseif t == 6 then
|
||||
self.fx.shakeProg = slowShakeProg(3, 2)
|
||||
self.waitFrames = 24
|
||||
self.waitFrames = Timing.SHAKE_HORIZ_SLOW2
|
||||
end
|
||||
end
|
||||
|
||||
@@ -2655,6 +2891,35 @@ function BattleState:updateFx()
|
||||
end
|
||||
end
|
||||
end
|
||||
-- The Silph Scope unveil (MarowakAnim; queueScopeReveal parks a wait row
|
||||
-- of GHOST_REVEAL_FRAMES over it): the ghost flashes, fades out, the pic
|
||||
-- and the nick swap back the way LoadEnemyMonData restores them, and the
|
||||
-- real mon fades in (#492).
|
||||
local gr = self.ghostReveal
|
||||
if gr and self.enemy then
|
||||
gr.t = gr.t + 1
|
||||
local pf = self:picFxFor(self.enemy)
|
||||
local flashEnd = BattleState.GHOST_FLASH_FRAMES
|
||||
local outEnd = flashEnd + BattleState.GHOST_FADE_OUT_FRAMES
|
||||
if gr.t <= flashEnd then
|
||||
pf.fade = (math.floor((gr.t - 1) / 10) % 2 == 1) and 0.5 or 1
|
||||
elseif gr.t <= outEnd then
|
||||
pf.fade = 1 - math.ceil((gr.t - flashEnd) / 10) / 3
|
||||
else
|
||||
if not gr.swapped then
|
||||
gr.swapped = true
|
||||
local real = self.ghostReal
|
||||
if real then
|
||||
self.enemy.name = real.name or self.enemy.name
|
||||
self.enemy.sprite = real.sprite or self.enemy.sprite
|
||||
end
|
||||
end
|
||||
pf.fade = math.min(1, math.ceil((gr.t - outEnd) / 10) / 4)
|
||||
end
|
||||
if gr.t >= BattleState.GHOST_REVEAL_FRAMES then
|
||||
self.ghostReveal, self.scopeReveal, pf.fade = nil, nil, nil
|
||||
end
|
||||
end
|
||||
-- the send-out grow-in (AnimateSendingOutMon): 3+4+5 frames, then
|
||||
-- the pic draws at full size again
|
||||
if self.growIn then
|
||||
@@ -2669,10 +2934,24 @@ function BattleState:updateFx()
|
||||
-- so a sounding siren rides out the next hit's HP drain instead of
|
||||
-- dropping out mid-announcement (#293)
|
||||
self.lowHealthAlarmOn = self:lowHealthAlarmActive()
|
||||
if self.lowHealthAlarmOn then
|
||||
Sound.startLoop(self.data, "Low_Health_Alarm")
|
||||
-- battle.low_health_alarm: on/off toggle for the siren loop, ctx.on
|
||||
-- mirrors self.lowHealthAlarmOn. Vanilla just starts/stops the loop
|
||||
-- each frame; a mod can wrap this to reshape the toggle (e.g. force
|
||||
-- ctx.on false after some budget) before letting vanilla act on it.
|
||||
if Runtime.wantsHook("battle.low_health_alarm") then
|
||||
Runtime.call("battle.low_health_alarm", function(ctx)
|
||||
if ctx.on then
|
||||
Sound.startLoop(ctx.battle.data, "Low_Health_Alarm")
|
||||
else
|
||||
Sound.stopLoop("Low_Health_Alarm")
|
||||
end
|
||||
end, { on = self.lowHealthAlarmOn, battle = self })
|
||||
else
|
||||
Sound.stopLoop("Low_Health_Alarm")
|
||||
if self.lowHealthAlarmOn then
|
||||
Sound.startLoop(self.data, "Low_Health_Alarm")
|
||||
else
|
||||
Sound.stopLoop("Low_Health_Alarm")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -3186,10 +3465,13 @@ function BattleState:onFaint(battler)
|
||||
Sound.playCry(self.data, battler.mon.species)
|
||||
Sound.play(self.data, "Faint_Fall")
|
||||
self.fx = self.fx or {}
|
||||
self.fx.faint = { battler = battler, frames = 30 }
|
||||
-- SlideDownFaintedMonPic: PIC_HEIGHT (7) slide steps, each closing with
|
||||
-- DelayFrames 2 (core.asm:1186-1222). The port held this one twice as
|
||||
-- long as hardware.
|
||||
self.fx.faint = { battler = battler, frames = Timing.FAINT_SLIDE }
|
||||
end)
|
||||
self.nextInsert = (self.nextInsert or 0) + 1
|
||||
table.insert(self.queue, self.nextInsert, { wait = 30 })
|
||||
table.insert(self.queue, self.nextInsert, { wait = Timing.FAINT_SLIDE })
|
||||
if not battler.isPlayer and self.kind == "wild" then
|
||||
-- FaintEnemyPokemon .wild_win (core.asm:792-795): beating a wild
|
||||
-- mon calls EndLowHealthAlarm and starts MUSIC_DEFEATED_WILD_MON
|
||||
@@ -3208,7 +3490,10 @@ function BattleState:onFaint(battler)
|
||||
end
|
||||
end
|
||||
|
||||
function BattleState:enemyMonFainted()
|
||||
-- Exp for the defeated enemy, shared by the faint path (enemyMonFainted)
|
||||
-- and, when a mod's battle.catch_exp hook says so, the catch path
|
||||
-- (storeCaughtMon).
|
||||
function BattleState:awardExp()
|
||||
-- exp is split among the mons that fought this enemy
|
||||
-- (engine/battle/experience.asm); traded mons earn x1.5; each
|
||||
-- participant gets the full stat exp
|
||||
@@ -3286,27 +3571,44 @@ function BattleState:enemyMonFainted()
|
||||
end
|
||||
end
|
||||
end
|
||||
-- with EXP.ALL, participants split half the exp and the other half
|
||||
-- is divided among the whole party (engine/battle/experience.asm)
|
||||
local expAll = (self.game.save.inventory.EXP_ALL or 0) > 0
|
||||
for _, mon in ipairs(alive) do
|
||||
applyShare(mon, participants * (expAll and 2 or 1), true)
|
||||
end
|
||||
if expAll then
|
||||
-- the second GainExperience pass sets the gain flags for the WHOLE
|
||||
-- party, so DivideExpDataByNumMonsGainingExp divides the already
|
||||
-- halved-and-participant-divided exp again by the party count, and
|
||||
-- .partyMonLoop still skips fainted mons (core.asm:818-858 +
|
||||
-- experience.asm:9-13); each mon gets its own GainedText with the
|
||||
-- "with EXP.ALL," tail (wBoostExpByExpAll) -- pokered prints no
|
||||
-- summary line
|
||||
for _, mon in ipairs(self.game.save.party) do
|
||||
if mon.hp > 0 then
|
||||
applyShare(mon, math.max(1, participants) * #self.game.save.party * 2, "expAll")
|
||||
-- battle.exp_award: the participant/EXP.ALL split, factored out so a
|
||||
-- mod can replace it wholesale (e.g. a flat undivided share to every
|
||||
-- non-fainted party mon) without re-deriving participants/alive.
|
||||
-- ctx.applyShare(mon, split, announce) is the same helper vanilla uses.
|
||||
local function vanillaExpAward(ctx)
|
||||
-- with EXP.ALL, participants split half the exp and the other half
|
||||
-- is divided among the whole party (engine/battle/experience.asm)
|
||||
local expAll = (self.game.save.inventory.EXP_ALL or 0) > 0
|
||||
for _, mon in ipairs(ctx.alive) do
|
||||
ctx.applyShare(mon, ctx.participants * (expAll and 2 or 1), true)
|
||||
end
|
||||
if expAll then
|
||||
-- the second GainExperience pass sets the gain flags for the WHOLE
|
||||
-- party, so DivideExpDataByNumMonsGainingExp divides the already
|
||||
-- halved-and-participant-divided exp again by the party count, and
|
||||
-- .partyMonLoop still skips fainted mons (core.asm:818-858 +
|
||||
-- experience.asm:9-13); each mon gets its own GainedText with the
|
||||
-- "with EXP.ALL," tail (wBoostExpByExpAll) -- pokered prints no
|
||||
-- summary line
|
||||
for _, mon in ipairs(self.game.save.party) do
|
||||
if mon.hp > 0 then
|
||||
ctx.applyShare(mon, math.max(1, ctx.participants) * #self.game.save.party * 2, "expAll")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local awardCtx = { battle = self, participants = participants, alive = alive,
|
||||
applyShare = applyShare }
|
||||
if Runtime.wantsHook("battle.exp_award") then
|
||||
Runtime.call("battle.exp_award", vanillaExpAward, awardCtx)
|
||||
else
|
||||
vanillaExpAward(awardCtx)
|
||||
end
|
||||
self.participants = {}
|
||||
end
|
||||
|
||||
function BattleState:enemyMonFainted()
|
||||
self:awardExp()
|
||||
|
||||
if self.kind == "trainer" then
|
||||
-- EnemySendOutFirstMon / AnyEnemyPokemonAliveCheck (core.asm): scan
|
||||
@@ -3345,10 +3647,12 @@ function BattleState:enemyMonFainted()
|
||||
-- SwitchPlayerMon runs AFTER TrainerSentOutText (core.asm:1436-1443)
|
||||
local shiftSwitchMon = nil
|
||||
if style ~= "set" and partyCount > 1 and self.player.mon.hp > 0 then
|
||||
-- _TrainerAboutToUseText: "X is" / "about to use" then cont nick,
|
||||
-- then para "Will PLAYER" / "change POKéMON?" with YES/NO.
|
||||
self:say(Strings("%s is\nabout to use", self.trainer.name))
|
||||
self:say(Strings("%s!", nextName))
|
||||
-- _TrainerAboutToUseText (data/text/text_2.asm): "X is" / "about to
|
||||
-- use" then a CONT to the nick, not a fresh box -- the box scrolls
|
||||
-- "X is" off so "about to use" stays above the name, instead of the
|
||||
-- page ending on a bare nick (#565). Then para "Will PLAYER" /
|
||||
-- "change POKéMON?" with YES/NO.
|
||||
self:say(Strings("%s is\nabout to use\v%s!", self.trainer.name, nextName))
|
||||
self:sayChoice(
|
||||
Strings("Will %s\nchange POKéMON?", self.game.save.player.name),
|
||||
function(yes)
|
||||
@@ -3466,8 +3770,18 @@ function BattleState:enemyMonFainted()
|
||||
-- PrintEndBattleText prints one text box; a `para` (\f) inside it
|
||||
-- starts a fresh page, which is a message row of its own here (five
|
||||
-- EndBattleTexts carry one, e.g. _Route9Youngster1EndBattleText)
|
||||
-- TrainerEndBattleText (home/trainers.asm) prints _TrainerNameText
|
||||
-- (wNameBuffer then ": ", data/text/text_1.asm) and only then the
|
||||
-- saved pointer, so the loss line opens with the trainer class tag on
|
||||
-- its first line (RIVAL1/2/3 tag with the rival's name:
|
||||
-- TrainerNamePointers aims those entries at wTrainerName). The tag
|
||||
-- prints once, so a `para` page carries no second copy (#566).
|
||||
local tag = self.trainer and self.trainer.name
|
||||
for page in (self.endBattleText .. "\f"):gmatch("(.-)\f") do
|
||||
if page ~= "" then self:sayNext(page) end
|
||||
if page ~= "" then
|
||||
self:sayNext(tag and (tag .. ": " .. page) or page)
|
||||
tag = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
self:sayNext(Strings("%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
|
||||
@@ -3867,6 +4181,12 @@ function BattleState:storeCaughtMon()
|
||||
-- (item_effects.asm:472-501), regenerating its move list from the
|
||||
-- base data -- a Mimic'd slot never leaves the battle with it
|
||||
self:restoreMimicked(self.enemy)
|
||||
-- battle.catch_exp: vanilla catches never grant exp; a mod can flip
|
||||
-- this to true to pay out the same award a faint would have.
|
||||
if Runtime.wantsHook("battle.catch_exp")
|
||||
and Runtime.call("battle.catch_exp", function() return false end, { battle = self }) then
|
||||
self:awardExp()
|
||||
end
|
||||
local game = self.game
|
||||
local dex = game.save.pokedex
|
||||
local species = self.enemy.mon.species
|
||||
@@ -4110,7 +4430,21 @@ function BattleState:finish()
|
||||
require("src.core.Music").restoreMap(self.data)
|
||||
self.game.stack:pop()
|
||||
Runtime.emit("battle.ended", { battle = self, result = self.result or "run" })
|
||||
if self.onFinish then self.onFinish(self.result or "run") end
|
||||
-- Coming back from the battle screen is a fade, not a cut: EnterMap sees
|
||||
-- BIT_BATTLE_OVER_OR_BLACKOUT set and runs MapEntryAfterBattle
|
||||
-- (home/overworld.asm:22, :749-753) = GBFadeInFromWhite. This is the one
|
||||
-- choke point every battle -- wild, trainer, walk-up, scripted, link --
|
||||
-- passes through on its way out, so the fade is guaranteed here rather
|
||||
-- than depending on each caller having wrapped onFinish correctly.
|
||||
local result = self.result or "run"
|
||||
local onFinish = self.onFinish
|
||||
if result == "lose" then
|
||||
-- the blackout path warps to the heal point with its own transition
|
||||
if onFinish then onFinish(result) end
|
||||
return
|
||||
end
|
||||
self.game.stack:push(require("src.render.Transition").battleReturn(self.game,
|
||||
function() if onFinish then onFinish(result) end end))
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
@@ -4166,10 +4500,14 @@ function BattleState:growInScale(battler)
|
||||
end
|
||||
|
||||
-- battler hidden this frame? (damage blink)
|
||||
--
|
||||
-- AnimationBlinkMon hides the pic, waits DelayFrames 5, shows it, waits
|
||||
-- DelayFrames 5, six times over (animations.asm:1360-1376) -- a 10-frame
|
||||
-- period, not 8. With Timing.BLINK_MON that is exactly six blinks.
|
||||
function BattleState:fxHidden(battler)
|
||||
local fx = self.fx
|
||||
if fx and fx.blink and fx.blink.target == battler and fx.blink.frames > 0 then
|
||||
return self.frame % 8 < 4
|
||||
return self.frame % 10 < 5
|
||||
end
|
||||
return false
|
||||
end
|
||||
@@ -4296,6 +4634,18 @@ function BattleState:drawBattlerPic(battler, x, y, scale)
|
||||
end
|
||||
if battler.fainted then return end
|
||||
|
||||
-- MarowakAnim's rOBP1 fades (updateFx): alpha over the paper is what those
|
||||
-- palette shifts look like, and the test has to sit ahead of the plain
|
||||
-- fast path below (#492)
|
||||
local fadePf = self.picFx and self.picFx[battler]
|
||||
if fadePf and fadePf.fade then
|
||||
local cr, cg, cb, ca = love.graphics.getColor()
|
||||
love.graphics.setColor(cr, cg, cb, ca * fadePf.fade)
|
||||
love.graphics.draw(img, x, y, 0, scale, scale)
|
||||
love.graphics.setColor(cr, cg, cb, ca)
|
||||
return
|
||||
end
|
||||
|
||||
local pf = self.picFx and self.picFx[battler]
|
||||
if not pf or (not pf.kind and not pf.hidden and not pf.minimized
|
||||
and (pf.ox or 0) == 0 and (pf.oy or 0) == 0) then
|
||||
@@ -4483,7 +4833,9 @@ function BattleState:sgbBattlePals()
|
||||
-- true white, which is what drew a white box around each pic on the pink
|
||||
-- field. Snap every zone's color 0/3 to the global GBC white/black; the
|
||||
-- mid shades (and the green bar the user prefers) stay untouched.
|
||||
if PaletteFX.mode == "ogred" then
|
||||
-- Boot-ROM OG only (Red/Blue): snap zone paper to the global GBC white/black.
|
||||
-- OG YELLOW keeps each CGBBasePalettes endpoint (already near-white / near-black).
|
||||
if PaletteFX.mode == "ogred" and not require("src.core.GameVersion").isYellow() then
|
||||
local white, black = PaletteFX.GBC_BG[1], PaletteFX.GBC_BG[4]
|
||||
for i = 0, 3 do
|
||||
local c = out[i]
|
||||
@@ -5059,7 +5411,8 @@ function BattleState:drawClassic()
|
||||
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
|
||||
sx = self.frame % 4 < 2 and 2 or -2
|
||||
end
|
||||
local slide = (self.introSlide or 0) * 4 -- intro slide-in offset
|
||||
-- intro slide-in offset: 2 px per frame, so 144 px over 72 frames
|
||||
local slide = (self.introSlide or 0) * Timing.BATTLE_SLIDE_PX_PER_FRAME
|
||||
|
||||
if self:colorMode() then
|
||||
-- SGB pipeline: gray BG canvas -> (wavy) -> zone recolor with the
|
||||
|
||||
@@ -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
|
||||
@@ -225,6 +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
|
||||
|
||||
@@ -183,6 +183,21 @@ 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 +320,42 @@ 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)
|
||||
|
||||
+15
-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,
|
||||
@@ -77,6 +77,13 @@ 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
|
||||
|
||||
@@ -144,8 +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
|
||||
@@ -160,7 +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
|
||||
+17
-4
@@ -10,6 +10,7 @@ local MAX_ACCUM = 0.25 -- avoid spiral of death after a stall
|
||||
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 +21,16 @@ 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 = 0
|
||||
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 +38,14 @@ 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
|
||||
|
||||
+106
-2
@@ -172,7 +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)
|
||||
@@ -244,6 +265,38 @@ 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.
|
||||
@@ -298,6 +351,14 @@ function Game:draw()
|
||||
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)
|
||||
Renderer:beginFrame(worldBelow)
|
||||
for i = self.stack:visibleBase(), #self.stack.states do
|
||||
local state = self.stack.states[i]
|
||||
@@ -339,7 +400,13 @@ function Game:draw()
|
||||
if worldBelow 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
|
||||
@@ -464,8 +531,16 @@ function Game:restartWithMods()
|
||||
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)
|
||||
@@ -482,7 +557,10 @@ 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)
|
||||
@@ -578,6 +656,11 @@ 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
|
||||
@@ -588,7 +671,7 @@ 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
|
||||
@@ -615,10 +698,31 @@ 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
|
||||
|
||||
@@ -26,9 +26,30 @@ end
|
||||
-- ("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")
|
||||
|
||||
@@ -263,8 +263,56 @@ 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
|
||||
|
||||
+8
-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
|
||||
|
||||
@@ -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 +1,40 @@
|
||||
-- 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
|
||||
+36
-1
@@ -219,6 +219,15 @@ 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",
|
||||
ruleset = "gen1_faithful",
|
||||
-- 0-7 like the GB's NR50 master volume
|
||||
musicVol = 7,
|
||||
@@ -239,8 +248,16 @@ 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
|
||||
@@ -249,6 +266,24 @@ 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 = {},
|
||||
-- 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).
|
||||
-- positions are optional normalized centers {x=0..1, y=0..1} per control
|
||||
-- (dpad/a/b/start/select); nil means the default layout.
|
||||
touchControls = { enabled = true },
|
||||
}
|
||||
end
|
||||
|
||||
@@ -1035,7 +1070,7 @@ 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
|
||||
|
||||
@@ -0,0 +1,197 @@
|
||||
-- Hardware frame budgets, in fixed 60Hz logic steps.
|
||||
--
|
||||
-- The original spends a large share 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 one-HP-at-a-time drain of an HP
|
||||
-- bar. Porting the visible half of a sequence and dropping the wait is what
|
||||
-- makes a port read as snappier than hardware, so every one of those waits
|
||||
-- lives here with its asm citation instead of as a file-local constant.
|
||||
--
|
||||
-- See docs/timing-parity.md for the full catalog and the measurement method;
|
||||
-- tools/scan_pokered_delays.ps1 regenerates the hardware side from a
|
||||
-- disassembly checkout.
|
||||
|
||||
local Timing = {}
|
||||
|
||||
-- home/palettes.asm:14 -- three frames to let the bg map fully update
|
||||
Timing.DELAY3 = 3
|
||||
|
||||
-- home/fade.asm: each fade is a loop of `ld c, 8 / call DelayFrames`
|
||||
Timing.FADE_IN_FROM_BLACK = 32 -- fade.asm:21, b = 4
|
||||
Timing.FADE_OUT_TO_BLACK = 32 -- fade.asm:43, b = 4
|
||||
Timing.FADE_OUT_TO_WHITE = 24 -- fade.asm:26, b = 3
|
||||
Timing.FADE_IN_FROM_WHITE = 24 -- fade.asm:48, b = 3
|
||||
|
||||
-- Overworld -----------------------------------------------------------------
|
||||
|
||||
-- home/overworld.asm:703 PlayMapChangeSound tail-calls GBFadeOutToBlack on
|
||||
-- every map change. There is no matching fade in: the new map is drawn while
|
||||
-- the palettes are still blacked out and LoadGBPal restores them in one write,
|
||||
-- so the map appears instantly.
|
||||
Timing.WARP_FADE_OUT = Timing.FADE_OUT_TO_BLACK
|
||||
Timing.WARP_FADE_IN = 0
|
||||
|
||||
-- home/overworld.asm:351-352 -- after a battle, before EnterMap
|
||||
Timing.POST_BATTLE_RETURN = 10
|
||||
|
||||
-- engine/overworld/player_animations.asm:5-7 -- EnterMapAnim, the fly /
|
||||
-- teleport / dungeon-warp arrival: Delay3 then GBFadeInFromWhite
|
||||
Timing.SPECIAL_WARP_ENTRY = Timing.DELAY3 + Timing.FADE_IN_FROM_WHITE
|
||||
-- player_animations.asm:43 -- dungeon warp holds before handing back control
|
||||
Timing.DUNGEON_WARP_ARRIVAL = 50
|
||||
|
||||
-- Text ----------------------------------------------------------------------
|
||||
|
||||
-- home/text.asm:283-307 ScrollTextUpOneLine is `ld b, 5` of DelayFrame, and
|
||||
-- its own comment notes it is "always called twice in a row"
|
||||
Timing.TEXT_SCROLL_LINE = 5
|
||||
Timing.TEXT_SCROLL_PAIR = Timing.TEXT_SCROLL_LINE * 2
|
||||
|
||||
-- Both _ContText (home/text.asm:262-277) and Paragraph (:230-243) print the
|
||||
-- â–¼ and call ProtectedDelay3 *before* ManualTextScroll starts watching the
|
||||
-- joypad, so three frames pass with the arrow up and the button ignored.
|
||||
Timing.TEXT_PRE_ADVANCE = Timing.DELAY3
|
||||
|
||||
-- Paragraph / PageChar clear the box and then hold (home/text.asm:239-240,
|
||||
-- :254-255) before the next page starts typing.
|
||||
Timing.TEXT_PAGE_CLEAR = 20
|
||||
|
||||
-- Totals, for the catalog and the parity tests.
|
||||
Timing.TEXT_CONT = Timing.TEXT_PRE_ADVANCE + Timing.TEXT_SCROLL_PAIR
|
||||
Timing.TEXT_PARAGRAPH = Timing.TEXT_PRE_ADVANCE + Timing.TEXT_PAGE_CLEAR
|
||||
Timing.TEXT_PAGE = Timing.TEXT_PARAGRAPH
|
||||
|
||||
Timing.TEXT_PAUSE = 30 -- home/text.asm:500 TextCommand_PAUSE
|
||||
Timing.TEXT_DOT = 10 -- home/text.asm:576 TextCommand_DOTS, per dot
|
||||
|
||||
-- Menus ---------------------------------------------------------------------
|
||||
|
||||
-- engine/menus/text_box.asm:322-323 / :333-334 -- both branches of a
|
||||
-- two-option (yes/no) menu hold before restoring the screen tiles
|
||||
Timing.YES_NO_ANSWER = 15
|
||||
|
||||
Timing.LIST_MENU_OPEN = 10 -- home/list_menu.asm:55-56
|
||||
Timing.LIST_MENU_REDRAW = Timing.DELAY3 -- home/list_menu.asm:64
|
||||
|
||||
-- engine/menus/start_sub_menus.asm:224-225
|
||||
Timing.FIELD_TELEPORT = 60 + Timing.DELAY3
|
||||
|
||||
-- Battle --------------------------------------------------------------------
|
||||
|
||||
-- SlidePlayerAndEnemySilhouettesOnScreen (engine/battle/core.asm:9-49):
|
||||
-- the enemy comes in on BG SCX $90 -> $00 and the player's back pic on
|
||||
-- decrementing OAM x, both 2 px per frame -- so 144 px over 72 frames. The
|
||||
-- port ran 160 px at 4 px/frame (40 frames), a little under twice too fast.
|
||||
Timing.BATTLE_SLIDE_IN_FRAMES = 72
|
||||
Timing.BATTLE_SLIDE_PX_PER_FRAME = 2
|
||||
|
||||
-- PrintBeginningBattleText .trainerBattle (engine/battle/common_text.asm):
|
||||
-- SFX_SILPH_SCOPE plays into a clear window (PlaySound then
|
||||
-- WaitForSoundToFinish, which blocks), and only after `ld c, 20 /
|
||||
-- DelayFrames` do DrawAllPokeballs and the "wants to fight!" text run.
|
||||
Timing.TRAINER_INTRO_SFX_GAP = 20
|
||||
|
||||
Timing.BATTLE_START_SENDOUT = 40 -- engine/battle/core.asm:155-156
|
||||
Timing.MOVE_ANIM_PRE = Timing.DELAY3 -- core.asm:6638 PlayMoveAnimation
|
||||
|
||||
-- core.asm:3185-3186 (player) / :5587-5588 (enemy). Reached when the move
|
||||
-- has 0 BP (core.asm:3145 -- every status move) or missed (:3158), so this
|
||||
-- beat is paid on a large fraction of all turns.
|
||||
Timing.MOVE_STATUS_OR_MISS = 30
|
||||
|
||||
-- PlayApplyingAttackAnimation's six types (AnimationTypePointerTable,
|
||||
-- engine/battle/animations.asm:490-524). The two shake families are
|
||||
-- `AnimationShakeScreenHorizontallySlow`, whose double push/pop makes each
|
||||
-- outer pass cost 4b frames and run c times -- so c * 4b.
|
||||
Timing.SHAKE_VERTICAL = 48 -- type 1, b=8: 8 x 6
|
||||
Timing.SHAKE_HORIZ_HEAVY = 72 -- type 2, b=8: 8 x 9
|
||||
Timing.SHAKE_HORIZ_SLOW = 48 -- type 3, lb bc, 6, 2: 2 x 4x6
|
||||
Timing.SHAKE_HORIZ_LIGHT = 18 -- type 5, b=2: 2 x 9
|
||||
Timing.SHAKE_HORIZ_SLOW2 = 24 -- type 6, lb bc, 3, 2: 2 x 4x3
|
||||
|
||||
-- Type 4 -- the player's damaging move with no added effect, and so the
|
||||
-- single most common animation in the game -- is AnimationBlinkMon
|
||||
-- (animations.asm:1360-1376): `ld c, 6` iterations of hide + DelayFrames 5
|
||||
-- + show + DelayFrames 5. The asm's own comment calls it "a second or
|
||||
-- two"; the port ran it in 20 frames, three times too fast, which is a
|
||||
-- large part of why trading blows felt hurried.
|
||||
Timing.BLINK_MON = 60
|
||||
|
||||
-- SlideDownFaintedMonPic (engine/battle/core.asm:1181-1222): b = PIC_HEIGHT
|
||||
-- (7) outer iterations, each closing with `ld c, 2 / call DelayFrames`.
|
||||
-- This one the port ran SLOWER than hardware, at 30.
|
||||
Timing.FAINT_SLIDE = 14
|
||||
|
||||
Timing.RESIDUAL_TICK = 20 -- core.asm:529-530 poison/burn/leech seed
|
||||
Timing.CRIT_OHKO_TEXT = 20 -- core.asm:3813-3814
|
||||
Timing.SWITCH_PLAYER_MON = 50 -- core.asm:2421-2422
|
||||
Timing.NO_MOVES_LEFT = 60 -- core.asm:2753-2754
|
||||
Timing.TRAINER_VICTORY = 40 -- core.asm:940-941
|
||||
Timing.PLAYER_BLACKOUT = 40 -- core.asm:1143-1144
|
||||
Timing.FAINT_SLIDE_ROW = 2 -- core.asm:1216-1217, per row
|
||||
Timing.TRAINER_SLIDE_COL = 2 -- core.asm:1267-1268, per column
|
||||
|
||||
-- HP bar (engine/gfx/hp_bar.asm) ---------------------------------------------
|
||||
--
|
||||
-- UpdateHPBar steps ONE HP point per loop iteration (:81-120). Each
|
||||
-- iteration pays:
|
||||
-- * 1 frame in UpdateHPBar_PrintHPNumber's DelayFrame (:234) -- but only
|
||||
-- when wHPBarType is nonzero (:207-209), i.e. the player's own HUD and
|
||||
-- the party menu, never the enemy HUD; and
|
||||
-- * 2 frames per pixel the bar actually moved, from
|
||||
-- UpdateHPBar_AnimateHPBar's `ld c, 2 / call DelayFrames` (:147-148).
|
||||
-- The drain closes with one more pixel step and a Delay3 (:133-135).
|
||||
--
|
||||
-- So a player-side drain of D HP across P pixels costs D + 2P + 6 frames,
|
||||
-- while the same drain on the enemy HUD costs only 2P + 5. A 150 HP mon
|
||||
-- losing everything takes 150 + 96 + 6 = 252 frames on hardware.
|
||||
|
||||
Timing.HP_BAR_PIXELS = 48 -- the bar is 48 px wide (GetHPBarLength)
|
||||
Timing.HP_BAR_PIXEL_STEP = 2 -- frames per pixel of bar movement
|
||||
Timing.HP_BAR_HP_STEP = 1 -- frames per HP point, player-side HUD only
|
||||
|
||||
-- Pixels the bar shows for `hp` out of `maxHP`. GetHPBarLength floors the
|
||||
-- 48ths and clamps the result to at least 1 for any nonzero HP
|
||||
-- (engine/gfx/hp_bar.asm:42-45); an empty bar is 0.
|
||||
function Timing.hpBarPixels(hp, maxHP)
|
||||
if not maxHP or maxHP <= 0 then return 0 end
|
||||
if hp <= 0 then return 0 end
|
||||
local px = math.floor(hp * Timing.HP_BAR_PIXELS / maxHP)
|
||||
if px < 1 then px = 1 end
|
||||
return px
|
||||
end
|
||||
|
||||
-- Frames one single-HP step of the drain costs: the per-HP number print
|
||||
-- (player side only) plus two frames for every pixel that step moved.
|
||||
function Timing.hpDrainStepFrames(fromHP, toHP, maxHP, playerSide)
|
||||
local pixels = math.abs(Timing.hpBarPixels(toHP, maxHP)
|
||||
- Timing.hpBarPixels(fromHP, maxHP))
|
||||
local frames = pixels * Timing.HP_BAR_PIXEL_STEP
|
||||
if playerSide then frames = frames + Timing.HP_BAR_HP_STEP end
|
||||
return frames
|
||||
end
|
||||
|
||||
-- After the loop, .animateHPBarDone prints the number one last time, runs
|
||||
-- AnimateHPBar for a single pixel and falls into Delay3 (hp_bar.asm:132-135)
|
||||
-- -- so the tail costs 6 frames on the player's HUD and 5 on the enemy's.
|
||||
function Timing.hpDrainClosingFrames(playerSide)
|
||||
local frames = Timing.HP_BAR_PIXEL_STEP + Timing.DELAY3
|
||||
if playerSide then frames = frames + Timing.HP_BAR_HP_STEP end
|
||||
return frames
|
||||
end
|
||||
|
||||
-- Total cost of draining `fromHP` to `toHP`, for tests and for anything that
|
||||
-- needs to budget the whole animation up front.
|
||||
function Timing.hpDrainFrames(fromHP, toHP, maxHP, playerSide)
|
||||
local total = 0
|
||||
local hp = fromHP
|
||||
local dir = (toHP < fromHP) and -1 or 1
|
||||
while hp ~= toHP do
|
||||
local nextHP = hp + dir
|
||||
total = total + Timing.hpDrainStepFrames(hp, nextHP, maxHP, playerSide)
|
||||
hp = nextHP
|
||||
end
|
||||
return total + Timing.hpDrainClosingFrames(playerSide)
|
||||
end
|
||||
|
||||
return Timing
|
||||
+213
-50
@@ -12,12 +12,18 @@
|
||||
-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
|
||||
-- off everywhere.
|
||||
--
|
||||
-- Player preferences (options.touchControls) can permanently disable the
|
||||
-- overlay and/or override per-control positions as normalized window
|
||||
-- fractions. The launcher editor (src/ui/TouchControlsEditor.lua) writes
|
||||
-- those; applyOptions reads them at boot and whenever options change.
|
||||
--
|
||||
-- Controls press GB buttons through Input:overlayPressed/Released -- their
|
||||
-- own input source, not a keyboard alias -- so a held overlay direction
|
||||
-- merges cleanly with a keyboard key or stick holding the same button,
|
||||
-- and a player rebind can never detach the overlay.
|
||||
|
||||
local Input = require("src.core.Input")
|
||||
local SafeArea = require("src.core.SafeArea")
|
||||
|
||||
local TouchControls = {}
|
||||
|
||||
@@ -39,6 +45,7 @@ local DPAD_DEAD = 0.16
|
||||
local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
|
||||
|
||||
local BUTTONS = { "a", "b", "start", "select" }
|
||||
local CONTROLS = { "dpad", "a", "b", "start", "select" }
|
||||
|
||||
local IMAGES = {
|
||||
dpad = "assets/touch/dpad.png",
|
||||
@@ -52,6 +59,12 @@ local IMAGES = {
|
||||
select = "assets/touch/select.png",
|
||||
}
|
||||
|
||||
local function clamp01(v)
|
||||
if v < 0 then return 0 end
|
||||
if v > 1 then return 1 end
|
||||
return v
|
||||
end
|
||||
|
||||
local function wantsOverlay()
|
||||
local env = os.getenv("POKEPORT_TOUCH")
|
||||
if env == "1" then return true end
|
||||
@@ -60,8 +73,62 @@ local function wantsOverlay()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
-- Normalize a persisted touchControls table into {enabled, positions}.
|
||||
-- Unknown / garbage keys are dropped so a bad options.lua cannot brick
|
||||
-- the overlay.
|
||||
function TouchControls.normalizeConfig(tc)
|
||||
local out = { enabled = true, positions = nil }
|
||||
if type(tc) ~= "table" then return out end
|
||||
if tc.enabled == false then out.enabled = false end
|
||||
if type(tc.positions) == "table" then
|
||||
local pos = {}
|
||||
for _, name in ipairs(CONTROLS) do
|
||||
local p = tc.positions[name]
|
||||
if type(p) == "table" and type(p.x) == "number" and type(p.y) == "number" then
|
||||
pos[name] = { x = clamp01(p.x), y = clamp01(p.y) }
|
||||
end
|
||||
end
|
||||
if next(pos) then out.positions = pos end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Pure default layout in LOVE units for a usable rect of size ww x wh at
|
||||
-- origin (ox, oy). Shared by layout() and the editor's Reset path so
|
||||
-- defaults stay in one place. ox/oy default to 0 for the headless tests
|
||||
-- and for callers that already pass a full-window size.
|
||||
function TouchControls.defaultLayout(ww, wh, ox, oy)
|
||||
ox, oy = ox or 0, oy or 0
|
||||
local short = math.min(ww, wh)
|
||||
local dpadW = math.min(180, short * 0.34)
|
||||
local abW = dpadW * 0.46
|
||||
local ssW = dpadW * 0.30
|
||||
local margin = dpadW * 0.12
|
||||
return {
|
||||
dpad = { cx = ox + margin + dpadW / 2, cy = oy + wh - margin - dpadW / 2, w = dpadW },
|
||||
a = { cx = ox + ww - margin - abW * 0.55, cy = oy + wh - margin - abW * 1.75, w = abW },
|
||||
b = { cx = ox + ww - margin - abW * 1.60, cy = oy + wh - margin - abW * 0.55, w = abW },
|
||||
start = { cx = ox + ww / 2 + ssW * 0.60, cy = oy + wh - margin - ssW * 0.95, w = ssW },
|
||||
select = { cx = ox + ww / 2 - ssW * 0.60, cy = oy + wh - margin - ssW * 0.95, w = ssW },
|
||||
}
|
||||
end
|
||||
|
||||
local function loadImages()
|
||||
local img = {}
|
||||
for name, path in pairs(IMAGES) do
|
||||
local ok, im = pcall(love.graphics.newImage, path)
|
||||
if not ok then return nil end
|
||||
im:setFilter("linear", "linear")
|
||||
img[name] = im
|
||||
end
|
||||
return img
|
||||
end
|
||||
|
||||
function TouchControls:init()
|
||||
self.active = wantsOverlay()
|
||||
self.enabled = true
|
||||
self.positions = nil
|
||||
self.preview = false
|
||||
self.controllerHidden = false
|
||||
self.touches = {}
|
||||
-- per-GB-button owner count: two fingers on A must not double-press it,
|
||||
@@ -70,51 +137,94 @@ function TouchControls:init()
|
||||
self.dpadTouch = nil
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.img = nil
|
||||
if not self.active then return end
|
||||
-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
|
||||
-- stays off and keyboard/controller play still works
|
||||
local img = {}
|
||||
for name, path in pairs(IMAGES) do
|
||||
local ok, im = pcall(love.graphics.newImage, path)
|
||||
if not ok then
|
||||
img = nil
|
||||
break
|
||||
end
|
||||
-- smooth UI icons; the global default filter is nearest for GB pixels
|
||||
im:setFilter("linear", "linear")
|
||||
img[name] = im
|
||||
-- Images load whenever the platform wants the overlay OR the launcher
|
||||
-- editor forces a preview (desktop testing of the editor).
|
||||
if self.active then
|
||||
self.img = loadImages()
|
||||
end
|
||||
end
|
||||
|
||||
-- Ensure art is loaded for the launcher editor even when wantsOverlay()
|
||||
-- is false (desktop without POKEPORT_TOUCH).
|
||||
function TouchControls:ensureImages()
|
||||
if self.img then return true end
|
||||
self.img = loadImages()
|
||||
return self.img ~= nil
|
||||
end
|
||||
|
||||
-- Apply options.touchControls. Called from Game:applyOptions and from
|
||||
-- the launcher editor after a save.
|
||||
function TouchControls:applyOptions(opts)
|
||||
local cfg = TouchControls.normalizeConfig(opts and opts.touchControls)
|
||||
self.enabled = cfg.enabled
|
||||
self.positions = cfg.positions
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.layoutOx, self.layoutOy = nil, nil
|
||||
if not self.enabled then
|
||||
self.controllerHidden = false
|
||||
self:reset()
|
||||
end
|
||||
end
|
||||
|
||||
function TouchControls:config()
|
||||
return {
|
||||
enabled = self.enabled ~= false,
|
||||
positions = self.positions,
|
||||
}
|
||||
end
|
||||
|
||||
-- Preview mode: force-draw the overlay for the layout editor, ignoring
|
||||
-- platform / enabled / gamepad gates. Gameplay input still respects
|
||||
-- enabled via touchpressed.
|
||||
function TouchControls:setPreview(on)
|
||||
self.preview = on and true or false
|
||||
if on then
|
||||
self:ensureImages()
|
||||
self.controllerHidden = false
|
||||
end
|
||||
self.img = img
|
||||
end
|
||||
|
||||
function TouchControls:visible()
|
||||
return self.active and self.img ~= nil and not self.controllerHidden
|
||||
if self.preview then return self.img ~= nil end
|
||||
return self.active and self.enabled ~= false and self.img ~= nil
|
||||
and not self.controllerHidden
|
||||
end
|
||||
|
||||
-- Keep a control fully inside the usable rect [x0,y0]..[x1,y1].
|
||||
local function clampZone(zone, x0, y0, x1, y1)
|
||||
local half = zone.w * 0.5
|
||||
zone.cx = math.max(x0 + half, math.min(x1 - half, zone.cx))
|
||||
zone.cy = math.max(y0 + half, math.min(y1 - half, zone.cy))
|
||||
end
|
||||
|
||||
-- Layout in LOVE units (density-independent on mobile), recomputed when
|
||||
-- the window size changes (rotation, resize). D-pad bottom-left, B/A
|
||||
-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
|
||||
-- flanking the bottom center.
|
||||
-- the window or safe area changes (rotation, resize, notch insets).
|
||||
-- Default: d-pad bottom-left, B/A bottom-right with A above B (the Game Boy
|
||||
-- diagonal), START/SELECT flanking the bottom center -- all inside the
|
||||
-- device safe area so thumbs clear the home indicator / cutouts.
|
||||
-- Custom positions (normalized 0..1 within the safe rect) override centers
|
||||
-- while sizes stay derived from the short edge.
|
||||
function TouchControls:layout()
|
||||
local ww, wh = love.graphics.getDimensions()
|
||||
if self.layoutW == ww and self.layoutH == wh then return self.L end
|
||||
self.layoutW, self.layoutH = ww, wh
|
||||
local short = math.min(ww, wh)
|
||||
-- ~a third of the short edge, capped so tablets don't get a dinner plate
|
||||
local dpadW = math.min(180, short * 0.34)
|
||||
local abW = dpadW * 0.46
|
||||
local ssW = dpadW * 0.30
|
||||
local margin = dpadW * 0.12
|
||||
-- START/SELECT hug the bottom center: on a narrow portrait phone the
|
||||
-- d-pad and B leave little room, so a tight pair is what keeps them off
|
||||
-- the neighboring controls
|
||||
self.L = {
|
||||
dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
|
||||
a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
|
||||
b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
|
||||
start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
|
||||
select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
|
||||
}
|
||||
local ox, oy, sw, sh = SafeArea.rect()
|
||||
if self.layoutW == sw and self.layoutH == sh
|
||||
and self.layoutOx == ox and self.layoutOy == oy and self.L then
|
||||
return self.L
|
||||
end
|
||||
self.layoutW, self.layoutH = sw, sh
|
||||
self.layoutOx, self.layoutOy = ox, oy
|
||||
self.L = TouchControls.defaultLayout(sw, sh, ox, oy)
|
||||
if self.positions then
|
||||
for _, name in ipairs(CONTROLS) do
|
||||
local p = self.positions[name]
|
||||
local zone = self.L[name]
|
||||
if p and zone then
|
||||
zone.cx = ox + p.x * sw
|
||||
zone.cy = oy + p.y * sh
|
||||
clampZone(zone, ox, oy, ox + sw, oy + sh)
|
||||
end
|
||||
end
|
||||
end
|
||||
local ssW = self.L.start.w
|
||||
local fontSize = math.max(8, math.floor(ssW * 0.26))
|
||||
if not self.labelFont or self.fontSize ~= fontSize then
|
||||
self.fontSize = fontSize
|
||||
@@ -123,12 +233,49 @@ function TouchControls:layout()
|
||||
return self.L
|
||||
end
|
||||
|
||||
-- Move one control to a screen-space point and persist its normalized
|
||||
-- position within the safe rect. Used by the layout editor while dragging.
|
||||
function TouchControls:setControlCenter(name, cx, cy)
|
||||
local ox, oy, sw, sh = SafeArea.rect()
|
||||
local L = self:layout()
|
||||
local zone = L[name]
|
||||
if not zone then return end
|
||||
zone.cx, zone.cy = cx, cy
|
||||
clampZone(zone, ox, oy, ox + sw, oy + sh)
|
||||
self.positions = self.positions or {}
|
||||
self.positions[name] = {
|
||||
x = sw > 0 and (zone.cx - ox) / sw or 0,
|
||||
y = sh > 0 and (zone.cy - oy) / sh or 0,
|
||||
}
|
||||
end
|
||||
|
||||
function TouchControls:clearPositions()
|
||||
self.positions = nil
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.layoutOx, self.layoutOy = nil, nil
|
||||
end
|
||||
|
||||
local function inCircle(zone, x, y, slop)
|
||||
local r = zone.w * 0.5 * slop
|
||||
local dx, dy = x - zone.cx, y - zone.cy
|
||||
return dx * dx + dy * dy <= r * r
|
||||
end
|
||||
|
||||
-- Which control (if any) contains (x, y). Prefer face buttons over the
|
||||
-- d-pad when they overlap, matching touchpressed's order.
|
||||
function TouchControls:hitTest(x, y)
|
||||
local L = self:layout()
|
||||
for _, btn in ipairs(BUTTONS) do
|
||||
if inCircle(L[btn], x, y, SLOP[btn]) then return btn end
|
||||
end
|
||||
local dz = L.dpad
|
||||
local half = dz.w * 0.65
|
||||
if math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
|
||||
return "dpad"
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function dpadDir(zone, x, y)
|
||||
local dx, dy = x - zone.cx, y - zone.cy
|
||||
local dead = zone.w * DPAD_DEAD
|
||||
@@ -165,7 +312,9 @@ local function setDpad(self, touch, dir)
|
||||
end
|
||||
|
||||
function TouchControls:touchpressed(id, x, y)
|
||||
if not (self.active and self.img) then return end
|
||||
-- preview mode is layout-edit only: never press GB buttons
|
||||
if self.preview then return end
|
||||
if not (self.active and self.enabled ~= false and self.img) then return end
|
||||
-- a controller hid the overlay; the first touch only brings it back
|
||||
if self.controllerHidden then
|
||||
self.controllerHidden = false
|
||||
@@ -192,6 +341,7 @@ function TouchControls:touchpressed(id, x, y)
|
||||
end
|
||||
|
||||
function TouchControls:touchmoved(id, x, y)
|
||||
if self.preview then return end
|
||||
local touch = self.touches[id]
|
||||
-- only the d-pad tracks movement (slide between directions without
|
||||
-- lifting); buttons hold until release wherever the finger wanders
|
||||
@@ -200,6 +350,7 @@ function TouchControls:touchmoved(id, x, y)
|
||||
end
|
||||
|
||||
function TouchControls:touchreleased(id, x, y)
|
||||
if self.preview then return end
|
||||
local touch = self.touches[id]
|
||||
if not touch then return end
|
||||
self.touches[id] = nil
|
||||
@@ -216,7 +367,7 @@ end
|
||||
-- touchreleased and would strand its button held forever. Called from
|
||||
-- Game alongside Input:reset() on focus/visibility loss.
|
||||
function TouchControls:reset()
|
||||
for btn in pairs(self.held) do
|
||||
for btn in pairs(self.held or {}) do
|
||||
Input:overlayReleased(btn)
|
||||
end
|
||||
self.held = {}
|
||||
@@ -225,9 +376,13 @@ function TouchControls:reset()
|
||||
end
|
||||
|
||||
-- a gamepad is being used: hide the overlay (dropping anything it held)
|
||||
-- until the next screen touch asks for it back
|
||||
-- until the next screen touch asks for it back. No-op when the player
|
||||
-- permanently disabled the overlay -- there is nothing to hide, and a
|
||||
-- later accidental touch must not resurrect it.
|
||||
function TouchControls:noteGamepad()
|
||||
if not self.active or self.controllerHidden then return end
|
||||
if not self.active or self.enabled == false or self.controllerHidden then
|
||||
return
|
||||
end
|
||||
self.controllerHidden = true
|
||||
self:reset()
|
||||
end
|
||||
@@ -242,40 +397,46 @@ function TouchControls:joystickremoved()
|
||||
end
|
||||
end
|
||||
|
||||
local function drawIcon(img, zone, pressed)
|
||||
love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
|
||||
local function drawIcon(img, zone, pressed, alphaMul)
|
||||
alphaMul = alphaMul or 1
|
||||
love.graphics.setColor(1, 1, 1, (pressed and BACK_PRESSED or BACK) * alphaMul)
|
||||
love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
|
||||
local scale = zone.w / img:getWidth()
|
||||
love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
|
||||
love.graphics.setColor(1, 1, 1, (pressed and ALPHA_PRESSED or ALPHA) * alphaMul)
|
||||
love.graphics.draw(img, zone.cx - zone.w / 2,
|
||||
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
|
||||
end
|
||||
|
||||
-- Screen-space, called by Game:draw after Renderer:endFrame so the
|
||||
-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
|
||||
-- Also used by the launcher layout editor under preview mode.
|
||||
function TouchControls:draw()
|
||||
if not self:visible() then return end
|
||||
local L = self:layout()
|
||||
-- when the player disabled the overlay but the editor is previewing,
|
||||
-- draw dimmed so the layout is still editable
|
||||
local alphaMul = (self.preview and self.enabled == false) and 0.45 or 1
|
||||
love.graphics.push("all")
|
||||
love.graphics.origin()
|
||||
|
||||
local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
|
||||
local dir = dpadTouch and dpadTouch.dir
|
||||
drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
|
||||
dir ~= nil)
|
||||
dir ~= nil, alphaMul)
|
||||
for _, btn in ipairs(BUTTONS) do
|
||||
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
|
||||
drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil, alphaMul)
|
||||
end
|
||||
|
||||
-- the +/- glyphs alone don't say which is which; shadowed so the text
|
||||
-- reads on both the black letterbox and battle's white one
|
||||
-- reads on both the black letterbox and battle's white one. Each label
|
||||
-- tracks its own control's cy/w so dragging START cannot move SELECT.
|
||||
love.graphics.setFont(self.labelFont)
|
||||
local ly = L.start.cy + L.start.w * 0.66
|
||||
local function label(text, zone)
|
||||
local ly = zone.cy + zone.w * 0.66
|
||||
local w = self.labelFont:getWidth(text)
|
||||
love.graphics.setColor(0, 0, 0, 0.6)
|
||||
love.graphics.setColor(0, 0, 0, 0.6 * alphaMul)
|
||||
love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
|
||||
love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
|
||||
love.graphics.setColor(1, 1, 1, (ALPHA + 0.2) * alphaMul)
|
||||
love.graphics.print(text, zone.cx - w / 2, ly)
|
||||
end
|
||||
label("START", L.start)
|
||||
@@ -284,4 +445,6 @@ function TouchControls:draw()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
TouchControls.CONTROLS = CONTROLS
|
||||
|
||||
return TouchControls
|
||||
|
||||
+1
-1
@@ -214,7 +214,7 @@ function VERBS.give(self, rest)
|
||||
end
|
||||
elseif game.data.items and game.data.items[id] then
|
||||
local n = tonumber(count) or 1
|
||||
if require("src.inventory.Bag").add(save, id, n) then
|
||||
if require("src.inventory.Bag").add(save, id, n, game.data) then
|
||||
self:print(("%s x%d added"):format(id, n))
|
||||
else
|
||||
self:print("bag full")
|
||||
|
||||
@@ -1179,6 +1179,13 @@ function RomExtractor:extractPokemon()
|
||||
completed = completed + 1
|
||||
self:tick("Pokemon", completed, #self.manifest.dexOrder + 10)
|
||||
end
|
||||
-- Yellow-only third back pic: LoadPlayerBackPic (engine/battle/core.asm)
|
||||
-- picks OldManPicBack for BATTLE_TYPE_OLD_MAN but ProfOakPicBack for
|
||||
-- BATTLE_TYPE_PIKACHU, the Pallet Town catch scene (#557). Outside the
|
||||
-- ticked loop so the progress denominator stays as it was.
|
||||
if self.symbols["ProfOakPicBack"] then
|
||||
self:writeCompressedPic("ProfOakPicBack", "battle/profoakb.png")
|
||||
end
|
||||
local balls = self:symbol("PokeballTileGraphics")
|
||||
self:write2bpp(self.rom:bytes(balls.bank, balls.address, 64),
|
||||
32, 8, "battle/balls.png", true)
|
||||
@@ -1826,6 +1833,35 @@ function RomExtractor:extractField()
|
||||
end
|
||||
end
|
||||
|
||||
-- Yellow-only: TalkToPikachu's framed portrait, one 5x5 base frame per
|
||||
-- PikaPicAnimScript -- each script's FIRST pikapic_loadgfx in
|
||||
-- data/pikachu/pikachu_pic_animation.asm, the pic PikaPicAnimBGFrames_4
|
||||
-- (PikaAnimTilemap_1, column order) paints. Scripts 18/22/23/24 have no
|
||||
-- compressed base and take PikaPicAnimBGFrames_5 -> PikaAnimTilemap_9,
|
||||
-- which is ROW order over a raw 25-tile sheet, hence no columns flag.
|
||||
-- Script 26 shares script 11's base. The pikaframe overlays each script
|
||||
-- draws ON TOP of the base are a second full pose out of the same blob and
|
||||
-- stay unripped: PikachuFollower.picLift stands in for their motion
|
||||
-- (#561, still on #407's stand-in).
|
||||
local PIKAPIC_BASE = {
|
||||
"Pic_e4000", "Pic_e411c", "Pic_e4272", "Pic_e4383", "Pic_e458b",
|
||||
"Pic_e467b", "Pic_e476e", "Pic_e49d1", "Pic_e4b39", "Pic_e4c3e",
|
||||
"Pic_e5000", "Pic_e523f", "Pic_e548e", "Pic_e56d1", "Pic_e5924",
|
||||
"Pic_e5b7d", "Pic_e5ddd", "GFX_e6020", "Pic_e6340", "Pic_e6587",
|
||||
"Pic_e67d6", "GFX_e6e6f", "GFX_e718f", "GFX_e74af", "Pic_e77cf",
|
||||
"Pic_e5000", "Pic_f0abf", "Pic_f0cf4",
|
||||
}
|
||||
if self.symbols[PIKAPIC_BASE[1]] then
|
||||
for script, label in ipairs(PIKAPIC_BASE) do
|
||||
local path = "pikachu/pikapic_" .. script .. ".png"
|
||||
if label:sub(1, 4) == "GFX_" then
|
||||
self:raw2bpp(label, 40, 40, path, { matte = true })
|
||||
else
|
||||
self:writeCompressedPic(label, path)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:raw1bpp("LedgeHoppingShadow", 8, 8,
|
||||
"fx/shadow.png", true); tick()
|
||||
for _, spec in ipairs({
|
||||
|
||||
+1856
-130
File diff suppressed because it is too large
Load Diff
+23
-7
@@ -1,11 +1,26 @@
|
||||
-- The 20-slot bag (BAG_ITEM_CAPACITY, constants/menu_constants.asm):
|
||||
-- a distinct item id occupies one slot regardless of quantity; badges
|
||||
-- live in the inventory table but are not bag items. save.bagOrder
|
||||
-- keeps acquisition order like wBagItems (SELECT can reorder it).
|
||||
-- The bag defaults to 20 slots (BAG_ITEM_CAPACITY,
|
||||
-- constants/menu_constants.asm), but mods may replace that limit through
|
||||
-- Data.constants.bagSize. A distinct item id occupies one slot regardless
|
||||
-- of quantity; badges live in the inventory table but are not bag items.
|
||||
-- save.bagOrder keeps acquisition order like wBagItems (SELECT can reorder
|
||||
-- it).
|
||||
|
||||
local Bag = {}
|
||||
|
||||
Bag.CAPACITY = 20
|
||||
local DEFAULT_CAPACITY = 20
|
||||
|
||||
-- `data` is injectable for the save editor and headless mod tests. Normal
|
||||
-- gameplay may omit it because the loader merges mods into the Data
|
||||
-- singleton before any item can be added. The fallback keeps old/stale
|
||||
-- generated caches and isolated callers at the vanilla limit.
|
||||
function Bag.capacity(data)
|
||||
data = data or require("src.core.Data")
|
||||
local configured = data and data.constants and data.constants.bagSize
|
||||
if type(configured) == "number" and configured >= 1 then
|
||||
return math.floor(configured)
|
||||
end
|
||||
return DEFAULT_CAPACITY
|
||||
end
|
||||
|
||||
local function isBadge(id)
|
||||
return id:find("BADGE", 1, true) ~= nil
|
||||
@@ -55,9 +70,10 @@ end
|
||||
-- Add qty of an item; returns false (and adds nothing) when a new slot
|
||||
-- is needed and the bag is full, or when the stack would pass 99
|
||||
-- (AddItemToInventory's per-slot quantity cap).
|
||||
function Bag.add(save, id, qty)
|
||||
function Bag.add(save, id, qty, data)
|
||||
local inv = save.inventory
|
||||
if not inv[id] and not isBadge(id) and Bag.slots(save) >= Bag.CAPACITY then
|
||||
if not inv[id] and not isBadge(id)
|
||||
and Bag.slots(save) >= Bag.capacity(data) then
|
||||
return false
|
||||
end
|
||||
if not isBadge(id) and (inv[id] or 0) + (qty or 1) > 99 then
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
-- "ball" caller must throw it (battle only)
|
||||
-- "learn", moveId caller must run the learn-move flow
|
||||
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local Flags = require("src.script.Flags")
|
||||
local Strings = require("src.core.Strings")
|
||||
|
||||
@@ -433,6 +432,13 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
|
||||
if battle then
|
||||
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
||||
end
|
||||
-- FishingInit (engine/items/item_effects.asm): cp wWalkBikeSurfState, 2
|
||||
-- (surfing) sets carry, and every ItemUseXRod does jp c, ItemUseNotTime
|
||||
-- on that carry -- surfing refuses the rod with the same OAK text as
|
||||
-- the mid-battle case above, no rod-specific message (#533)
|
||||
if ow and ow.player and ow.player.surfing then
|
||||
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
||||
end
|
||||
return "fish", itemId
|
||||
end
|
||||
|
||||
|
||||
@@ -128,7 +128,14 @@ end
|
||||
|
||||
-- ------- the link surface
|
||||
|
||||
local SPECIES_FIELDS = { "baseStats", "types", "catchRate", "baseExp",
|
||||
-- catchRate stays out (#511): no link mode ever reads it -- a ball thrown
|
||||
-- in a link battle is a trainer-battle throw and always refused (pokered
|
||||
-- engine/items/item_effects.asm ItemUseBall), and the trade rebuild never
|
||||
-- touches it. Hashing it split Red/Blue from Yellow, whose only link
|
||||
-- surface delta is the Dragonair/Dragonite catch-rate bytes
|
||||
-- (data/pokemon/base_stats/dragonair.asm db 45 vs 27, dragonite.asm 45
|
||||
-- vs 9), when the real cable links R/B/Y freely.
|
||||
local SPECIES_FIELDS = { "baseStats", "types", "baseExp",
|
||||
"growthRate", "evolutions" }
|
||||
local MOVE_FIELDS = { "power", "type", "accuracy", "pp", "effect", "category",
|
||||
"priority", "highCrit", "fixedDamage", "multiHit",
|
||||
|
||||
+9
-12
@@ -178,19 +178,16 @@ end
|
||||
|
||||
-- ------- subset negotiation
|
||||
|
||||
-- the species and moves this party actually references, so the exchange
|
||||
-- stays small (six mons) instead of shipping the whole catalog
|
||||
-- every record hash, not just this party's slice: the receiver filters
|
||||
-- its OWN party against these (eligibleParty), so a message limited to the
|
||||
-- sender's party read "not on the other game" for every species the two
|
||||
-- parties did not happen to share, and a subset trade between different
|
||||
-- games showed neither side (#511). The full catalog is ~300 short hash
|
||||
-- strings -- still one message.
|
||||
function Protocol.recordsMessage(data, party)
|
||||
local species = Fingerprint.records(data, "pokemon")
|
||||
local moves = Fingerprint.records(data, "moves")
|
||||
local outSpecies, outMoves = {}, {}
|
||||
for _, mon in ipairs(party or {}) do
|
||||
if species[mon.species] then outSpecies[mon.species] = species[mon.species] end
|
||||
for _, mv in ipairs(mon.moves or {}) do
|
||||
if moves[mv.id] then outMoves[mv.id] = moves[mv.id] end
|
||||
end
|
||||
end
|
||||
return { type = "records", pokemon = outSpecies, moves = outMoves }
|
||||
return { type = "records",
|
||||
pokemon = Fingerprint.records(data, "pokemon"),
|
||||
moves = Fingerprint.records(data, "moves") }
|
||||
end
|
||||
|
||||
-- a mon may cross the wire only if both peers rebuild it identically: the
|
||||
|
||||
+10
-3
@@ -384,9 +384,16 @@ function Tournament:update(dt)
|
||||
else
|
||||
self.pendingBattleOpts.seed = msg.seed
|
||||
end
|
||||
local battle, why = self.isHost
|
||||
and LinkBattle.newHost(self.game, self.net, self.pendingBattleOpts)
|
||||
or LinkBattle.newGuest(self.game, self.net, self.pendingBattleOpts)
|
||||
-- Split rather than `cond and newHost() or newGuest()`: the and/or
|
||||
-- idiom truncates a call to its first result, so the second return
|
||||
-- (the specific reason) was always dropped and every failure showed
|
||||
-- the generic fallback instead of "same mods on both games" etc.
|
||||
local battle, why
|
||||
if self.isHost then
|
||||
battle, why = LinkBattle.newHost(self.game, self.net, self.pendingBattleOpts)
|
||||
else
|
||||
battle, why = LinkBattle.newGuest(self.game, self.net, self.pendingBattleOpts)
|
||||
end
|
||||
if not battle then
|
||||
self:exitWith(why or Strings("Link battle\ncan't start."))
|
||||
return
|
||||
|
||||
+102
-12
@@ -95,8 +95,15 @@ function LauncherMods.deriveList(manifests, options)
|
||||
local byId, enabledSet = {}, {}
|
||||
for _, m in ipairs(ordered) do
|
||||
byId[m.id] = m
|
||||
-- missing entry means enabled, matching the loader's default
|
||||
if mods[m.id] ~= false then enabledSet[m.id] = true end
|
||||
-- missing entry means enabled, matching the loader -- except experimental
|
||||
-- mods, which stay off until the player opts in
|
||||
if mods[m.id] == false then
|
||||
-- stay off
|
||||
elseif mods[m.id] == true then
|
||||
enabledSet[m.id] = true
|
||||
elseif not m.experimental then
|
||||
enabledSet[m.id] = true
|
||||
end
|
||||
end
|
||||
|
||||
local out = {}
|
||||
@@ -104,16 +111,19 @@ function LauncherMods.deriveList(manifests, options)
|
||||
local enabled = enabledSet[m.id] == true
|
||||
local status, detail = statusFor(byId, m.id, enabledSet, enabled)
|
||||
local raw = m.raw or {}
|
||||
local badge = tostring(raw.category or m.profile or "MOD"):upper()
|
||||
if m.experimental then badge = "EXPERIMENTAL" end
|
||||
out[#out + 1] = {
|
||||
id = m.id,
|
||||
name = m.name or m.id,
|
||||
version = m.version,
|
||||
-- category, then profile, then a generic fallback -- uppercased
|
||||
badge = tostring(raw.category or m.profile or "MOD"):upper(),
|
||||
badge = badge,
|
||||
description = m.description or "",
|
||||
enabled = enabled,
|
||||
status = status,
|
||||
statusDetail = detail,
|
||||
github = m.github,
|
||||
experimental = m.experimental == true,
|
||||
}
|
||||
end
|
||||
return out
|
||||
@@ -213,7 +223,9 @@ local function discover()
|
||||
for _, name in ipairs(fs.getDirectoryItems("mods")) do
|
||||
local path = "mods/" .. name
|
||||
local info = fs.getInfo(path)
|
||||
if info and info.type == "directory" then
|
||||
-- a dev-linked mod dir (ln -s) reports type "symlink" even with
|
||||
-- setSymlinksEnabled(true); see the matching note in Loader:_discover.
|
||||
if info and (info.type == "directory" or info.type == "symlink") then
|
||||
local raw = fs.read(path .. "/manifest.json")
|
||||
if raw then
|
||||
local manifest = decodeManifest(raw, path)
|
||||
@@ -231,8 +243,15 @@ end
|
||||
-- options.mods enable-state the loader persists, so a toggle here is what the
|
||||
-- game sees on its next boot.
|
||||
function LauncherMods.list()
|
||||
local options = SaveData.loadOptions()
|
||||
return LauncherMods.deriveList(discover(), options)
|
||||
local ok, result = pcall(function()
|
||||
local options = SaveData.loadOptions()
|
||||
return LauncherMods.deriveList(discover(), options)
|
||||
end)
|
||||
if not ok then
|
||||
-- a single bad options/mod file must not blank the launcher
|
||||
return {}
|
||||
end
|
||||
return result or {}
|
||||
end
|
||||
|
||||
-- setEnabled(id, enabled): persist options.mods[id] in the exact shape
|
||||
@@ -454,13 +473,22 @@ function LauncherMods.strays() return scanStrays(false) end
|
||||
-- on the player's behalf is not this function's call to make.
|
||||
function LauncherMods.adoptStrays() return scanStrays(true) end
|
||||
|
||||
-- installZip(source) -> true, id | nil, errString
|
||||
-- installZip(source [, opts]) -> true, id | nil, errString
|
||||
-- source is an external path or a love DroppedFile. The archive is validated
|
||||
-- BEFORE anything is copied; every path unmounts and clears the staged temp
|
||||
-- file, and a failed copy rolls its partial tree back. A dropped file outside
|
||||
-- the save dir is staged into a save-dir temp first, because
|
||||
-- love.filesystem.mount only reaches a save-directory-relative path.
|
||||
function LauncherMods.installZip(source)
|
||||
-- opts.replace = true uninstalls an existing same-id mod first (updates /
|
||||
-- rollbacks). opts.expectId, when set, refuses a zip whose manifest id differs.
|
||||
function LauncherMods.installZip(source, opts)
|
||||
local ok, result, err = pcall(LauncherMods._installZipInner, source, opts)
|
||||
if not ok then return nil, "import failed: " .. tostring(result) end
|
||||
return result, err
|
||||
end
|
||||
|
||||
function LauncherMods._installZipInner(source, opts)
|
||||
opts = opts or {}
|
||||
if not (love and love.filesystem) then
|
||||
return nil, "mod install needs LOVE"
|
||||
end
|
||||
@@ -501,12 +529,24 @@ function LauncherMods.installZip(source)
|
||||
cleanup()
|
||||
return nil, "invalid mod manifest: " .. tostring(manifestErr)
|
||||
end
|
||||
if opts.expectId and manifest.id ~= opts.expectId then
|
||||
cleanup()
|
||||
return nil, ("zip is for '%s', expected '%s'")
|
||||
:format(manifest.id, opts.expectId)
|
||||
end
|
||||
|
||||
-- reject a duplicate before touching the mods tree
|
||||
local dest = "mods/" .. manifest.id
|
||||
if fs.getInfo(dest) then
|
||||
cleanup()
|
||||
return nil, "a mod named '" .. manifest.id .. "' is already installed"
|
||||
if not opts.replace then
|
||||
cleanup()
|
||||
return nil, "a mod named '" .. manifest.id .. "' is already installed"
|
||||
end
|
||||
-- drop the old tree before copy; enable-flag is preserved (uninstall
|
||||
-- would clear it, which would surprise an update)
|
||||
local savedPrefix = CacheFs.prefix
|
||||
CacheFs.prefix = ""
|
||||
removeTree(dest)
|
||||
CacheFs.prefix = savedPrefix
|
||||
end
|
||||
|
||||
-- CacheFs.prefix steers ROM-cache writes into a version subtree (blue/...);
|
||||
@@ -529,6 +569,56 @@ function LauncherMods.installZip(source)
|
||||
return true, manifest.id
|
||||
end
|
||||
|
||||
-- Install (or replace) a mod from a GitHub release zip URL.
|
||||
-- Returns true, version | nil, errString. Soft-fails: download / install /
|
||||
-- cleanup errors never throw into the launcher UI.
|
||||
function LauncherMods.installFromRelease(modId, release)
|
||||
local ok, result, err = pcall(function()
|
||||
if type(modId) ~= "string" or modId == "" then
|
||||
return nil, "missing mod id"
|
||||
end
|
||||
if type(release) ~= "table" or not release.zip or not release.zip.url then
|
||||
return nil, "release has no downloadable .zip"
|
||||
end
|
||||
local ModUpdate = require("src.mods.ModUpdate")
|
||||
local tmpName = ("mod_update_%s_%s.zip"):format(
|
||||
tostring(modId), tostring(release.version or os.time()))
|
||||
local localPath, dlErr = ModUpdate.downloadZip(release.zip.url, tmpName)
|
||||
if not localPath then return nil, dlErr end
|
||||
local installed, res = LauncherMods.installZip(localPath, {
|
||||
replace = true, expectId = modId,
|
||||
})
|
||||
pcall(love.filesystem.remove, localPath)
|
||||
if not installed then return nil, res end
|
||||
return true, release.version or res
|
||||
end)
|
||||
if not ok then return nil, "install failed: " .. tostring(result) end
|
||||
return result, err
|
||||
end
|
||||
|
||||
-- Install a mod listed in a community index (src/mods/ModIndex.lua).
|
||||
-- The index only ever tells us WHERE the zip is; resolving that URL is
|
||||
-- ModIndex's job and installing it is installFromRelease's, so this is the
|
||||
-- seam between them and nothing about the archive is special-cased. expectId
|
||||
-- comes from the listing, so a feed that points an entry at somebody else's
|
||||
-- zip fails the manifest check instead of installing the wrong mod.
|
||||
-- Returns true, version | nil, errString.
|
||||
function LauncherMods.installFromIndex(entry)
|
||||
local ok, result, err = pcall(function()
|
||||
if type(entry) ~= "table" or type(entry.id) ~= "string" then
|
||||
return nil, "index entry has no mod id"
|
||||
end
|
||||
local ModIndex = require("src.mods.ModIndex")
|
||||
local release, why = ModIndex.releaseFor(entry)
|
||||
if not release then
|
||||
return nil, why or "this mod cannot be installed from the index"
|
||||
end
|
||||
return LauncherMods.installFromRelease(entry.id, release)
|
||||
end)
|
||||
if not ok then return nil, "install failed: " .. tostring(result) end
|
||||
return result, err
|
||||
end
|
||||
|
||||
-- uninstall(id) -> true | nil, errString
|
||||
-- Removes mods/<id>/ from wherever it was installed (the portable game folder
|
||||
-- or the save directory, CacheFs decides -- #330) and clears options.mods[id]
|
||||
|
||||
+17
-1
@@ -206,7 +206,11 @@ function Loader:_discover()
|
||||
for _, name in ipairs(self.fs.getDirectoryItems(root)) do
|
||||
local path = root .. "/" .. name
|
||||
local info = self.fs.getInfo(path)
|
||||
if info and info.type == "directory" then
|
||||
-- a dev-linked mod dir (ln -s) reports type "symlink" even with
|
||||
-- setSymlinksEnabled(true) -- PhysFS never resolves the symlink's
|
||||
-- own getInfo, only traversal into it. readManifest below still
|
||||
-- correctly no-ops on a symlink that isn't a directory.
|
||||
if info and (info.type == "directory" or info.type == "symlink") then
|
||||
local manifest, err = readManifest(self.fs, path)
|
||||
if manifest then
|
||||
if self.mods[manifest.id] then
|
||||
@@ -834,6 +838,18 @@ function Loader:load(data)
|
||||
require("src.mods.Builtins").install(self.content, data)
|
||||
self:_loadState()
|
||||
self:_discover()
|
||||
-- Experimental mods stay off until the player opts in: a missing
|
||||
-- options.mods entry normally means enabled, but experimental flips that.
|
||||
do
|
||||
local options = SaveData.loadOptions(self.fs)
|
||||
local modsOpt = options.mods or {}
|
||||
for id, mod in pairs(self.mods) do
|
||||
if not self.disabled[id] and modsOpt[id] == nil
|
||||
and mod.manifest.experimental then
|
||||
self.disabled[id] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
for id, mod in pairs(self.mods) do
|
||||
mod.enabled = not self.disabled[id]
|
||||
mod.state = mod.enabled and "pending" or "disabled"
|
||||
|
||||
@@ -324,6 +324,12 @@ function ManagerState:detailRows(m)
|
||||
rows[#rows + 1] = { label = Strings("PERMISSIONS.."),
|
||||
action = function() self:goTo("permissions") end }
|
||||
end
|
||||
if m.github then
|
||||
rows[#rows + 1] = { inert = true, label = "GH " .. m.github }
|
||||
end
|
||||
if m.experimental then
|
||||
rows[#rows + 1] = { inert = true, label = "EXPERIMENTAL" }
|
||||
end
|
||||
if m.error then
|
||||
rows[#rows + 1] = { label = Strings("VIEW ERROR.."),
|
||||
action = function() self:goTo("errors") end }
|
||||
@@ -607,13 +613,26 @@ function ManagerState:beginToggle(m)
|
||||
r = ManagerState.resolveToggle(self:manifestMap(), m.id, want,
|
||||
self:enabledSet())
|
||||
end
|
||||
if #r.missing > 0 or #r.conflicts > 0 or #r.badVersion > 0 then
|
||||
self:openBlocked(r)
|
||||
elseif #r.alsoEnable > 0 or #r.alsoDisable > 0 then
|
||||
self:openCascade(r, m, want)
|
||||
else
|
||||
self:commitToggle(r.apply)
|
||||
local function proceed()
|
||||
if #r.missing > 0 or #r.conflicts > 0 or #r.badVersion > 0 then
|
||||
self:openBlocked(r)
|
||||
elseif #r.alsoEnable > 0 or #r.alsoDisable > 0 then
|
||||
self:openCascade(r, m, want)
|
||||
else
|
||||
self:commitToggle(r.apply)
|
||||
end
|
||||
end
|
||||
-- Experimental mods ask once on enable; disable is silent.
|
||||
if want and m.experimental then
|
||||
self:openConfirm({
|
||||
"EXPERIMENTAL MOD",
|
||||
"THIS MOD IS MARKED",
|
||||
"EXPERIMENTAL.",
|
||||
"ENABLE ANYWAY?",
|
||||
}, proceed)
|
||||
return
|
||||
end
|
||||
proceed()
|
||||
end
|
||||
|
||||
function ManagerState:commitToggle(apply)
|
||||
|
||||
+99
-2
@@ -50,8 +50,94 @@ local function parseSpecs(list, field)
|
||||
return specs
|
||||
end
|
||||
|
||||
-- Optional GitHub repo for launcher auto-update / other-versions.
|
||||
-- Accepts "owner/repo" or a github.com URL; empty/absent means no updates.
|
||||
function Manifest.parseGithub(value)
|
||||
if value == nil or value == "" then return nil end
|
||||
assert(type(value) == "string", "github must be a string")
|
||||
local trimmed = value:match("^%s*(.-)%s*$") or value
|
||||
if trimmed == "" then return nil end
|
||||
local owner, repo = trimmed:match(
|
||||
"^https?://github%.com/([%w%._%-]+)/([%w%._%-]+)/?$")
|
||||
if not owner then
|
||||
owner, repo = trimmed:match(
|
||||
"^https?://github%.com/([%w%._%-]+)/([%w%._%-]+)%.git/?$")
|
||||
end
|
||||
if not owner then
|
||||
owner, repo = trimmed:match("^([%w%._%-]+)/([%w%._%-]+)$")
|
||||
end
|
||||
assert(owner and repo and owner ~= "" and repo ~= "",
|
||||
"github must be owner/repo or a github.com URL")
|
||||
repo = repo:gsub("%.git$", "")
|
||||
return owner .. "/" .. repo
|
||||
end
|
||||
|
||||
-- conflicts + incompatible (alias) merged, first-wins on duplicate ids
|
||||
local function mergeConflictLists(conflicts, incompatible)
|
||||
local seen, out = {}, {}
|
||||
for _, list in ipairs({ array(conflicts), array(incompatible) }) do
|
||||
for _, entry in ipairs(list) do
|
||||
if not seen[entry] then
|
||||
seen[entry] = true
|
||||
out[#out + 1] = entry
|
||||
end
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Drop bytes that are not valid UTF-8 (malformed sequences, overlongs,
|
||||
-- surrogates, > U+10FFFF) and a leading BOM. LÖVE's text renderer raises
|
||||
-- "Invalid UTF-8" from love.graphics.print/printf, so any manifest string a
|
||||
-- panel may draw must be scrubbed here -- the one place every mod manifest
|
||||
-- passes through -- or a single mangled description crashes the whole MODS
|
||||
-- panel instead of misrendering one card.
|
||||
local function scrubUtf8(s)
|
||||
if type(s) ~= "string" then return s end
|
||||
s = s:gsub("^\239\187\191", "")
|
||||
local out, i, n = {}, 1, #s
|
||||
while i <= n do
|
||||
local b = s:byte(i)
|
||||
local len
|
||||
if b < 0x80 then len = 1
|
||||
elseif b >= 0xC2 and b <= 0xDF then len = 2
|
||||
elseif b >= 0xE0 and b <= 0xEF then len = 3
|
||||
elseif b >= 0xF0 and b <= 0xF4 then len = 4
|
||||
end
|
||||
local ok = len ~= nil and i + len - 1 <= n
|
||||
if ok and len > 1 then
|
||||
for j = i + 1, i + len - 1 do
|
||||
local c = s:byte(j)
|
||||
if c < 0x80 or c > 0xBF then ok = false; break end
|
||||
end
|
||||
if ok then
|
||||
-- boundary lead bytes narrow their second byte: no overlongs
|
||||
-- (E0/F0), no surrogates (ED), nothing past U+10FFFF (F4)
|
||||
local b2 = s:byte(i + 1)
|
||||
if (b == 0xE0 and b2 < 0xA0) or (b == 0xED and b2 > 0x9F)
|
||||
or (b == 0xF0 and b2 < 0x90) or (b == 0xF4 and b2 > 0x8F) then
|
||||
ok = false
|
||||
end
|
||||
end
|
||||
end
|
||||
if ok then
|
||||
out[#out + 1] = s:sub(i, i + len - 1)
|
||||
i = i + len
|
||||
else
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
return table.concat(out)
|
||||
end
|
||||
|
||||
function Manifest.validate(raw, path)
|
||||
assert(type(raw) == "table", "manifest must be an object")
|
||||
-- scrubbed in place so every later reader agrees, including the launcher's
|
||||
-- badge derivation, which reads raw.category rather than the validated copy
|
||||
raw.name = scrubUtf8(raw.name)
|
||||
raw.version = scrubUtf8(raw.version)
|
||||
raw.description = scrubUtf8(raw.description)
|
||||
raw.category = scrubUtf8(raw.category)
|
||||
assert(type(raw.id) == "string" and raw.id:match("^[%w_%-]+$"),
|
||||
"manifest id must contain only letters, numbers, _ or -")
|
||||
assert(type(raw.name) == "string" and raw.name ~= "", "manifest name is required")
|
||||
@@ -86,6 +172,12 @@ function Manifest.validate(raw, path)
|
||||
assert(gameVersionOk, ("malformed game_version %q: %s")
|
||||
:format(tostring(raw.game_version), tostring(gameVersionErr)))
|
||||
|
||||
local github = Manifest.parseGithub(raw.github)
|
||||
|
||||
assert(raw.experimental == nil or type(raw.experimental) == "boolean",
|
||||
"experimental must be a boolean")
|
||||
local experimental = raw.experimental == true
|
||||
|
||||
-- overhauls and total conversions are assumed to move the link
|
||||
-- fingerprint unless the manifest says otherwise; content packs are not
|
||||
local affectsLink = profile ~= "content"
|
||||
@@ -97,6 +189,8 @@ function Manifest.validate(raw, path)
|
||||
return value
|
||||
end
|
||||
|
||||
local conflicts = mergeConflictLists(raw.conflicts, raw.incompatible)
|
||||
|
||||
return {
|
||||
id = raw.id,
|
||||
name = raw.name,
|
||||
@@ -106,13 +200,16 @@ function Manifest.validate(raw, path)
|
||||
priority = tonumber(raw.priority) or 0,
|
||||
dependencies = array(raw.dependencies),
|
||||
optional_dependencies = array(raw.optional_dependencies),
|
||||
conflicts = array(raw.conflicts),
|
||||
conflicts = conflicts,
|
||||
incompatible = array(raw.incompatible),
|
||||
dependencySpecs = parseSpecs(array(raw.dependencies), "dependencies"),
|
||||
optionalSpecs = parseSpecs(array(raw.optional_dependencies), "optional_dependencies"),
|
||||
conflictSpecs = parseSpecs(array(raw.conflicts), "conflicts"),
|
||||
conflictSpecs = parseSpecs(conflicts, "conflicts"),
|
||||
category = raw.category or "OTHER",
|
||||
game_version = raw.game_version,
|
||||
description = raw.description or "",
|
||||
github = github,
|
||||
experimental = experimental,
|
||||
profile = profile,
|
||||
affects_link = affectsLink,
|
||||
permissions = permissions,
|
||||
|
||||
@@ -0,0 +1,623 @@
|
||||
-- Community mod index consumer (the "Find mods" launcher tab).
|
||||
--
|
||||
-- An index is metadata only: a published index.json feed listing mods that
|
||||
-- live in their authors' own repos. Nothing here clones or vendors the index
|
||||
-- repo -- the feed is the whole contract, and every install still goes through
|
||||
-- the same LauncherMods.installZip path an "Import mod .zip" does, so a listing
|
||||
-- buys a mod no trust it would not otherwise have.
|
||||
--
|
||||
-- Shape of the split mirrors src/mods/ModUpdate.lua, which this borrows its
|
||||
-- host I/O from: everything above "host I/O" is pure (no love, no filesystem,
|
||||
-- no network) so the engine tier can table-drive it, and the fetch/cache half
|
||||
-- reaches for curl and options.lua.
|
||||
--
|
||||
-- Sources are never added automatically. options.modIndexes is a player-built
|
||||
-- list -- adding an index is a deliberate act of trusting whoever publishes it,
|
||||
-- so the launcher ships with none and asks.
|
||||
--
|
||||
-- schema_version is a hard gate, not a hint: a bumped feed may reuse a field
|
||||
-- name for something else, so an unknown version is refused outright rather
|
||||
-- than parsed hopefully.
|
||||
|
||||
local ModIndex = {}
|
||||
|
||||
-- The feed is rebuilt on every push and refreshed nightly, so a day-old copy
|
||||
-- is the worst a cached listing can be. ModUpdate's six hours is tuned for a
|
||||
-- single repo's releases; a whole index is heavier and changes more slowly.
|
||||
ModIndex.CACHE_TTL = 24 * 60 * 60
|
||||
ModIndex.SCHEMA_VERSION = 1
|
||||
|
||||
-- ------- pure: source resolution
|
||||
|
||||
local function trim(s)
|
||||
return (tostring(s):gsub("^%s+", ""):gsub("%s+$", ""))
|
||||
end
|
||||
|
||||
-- Split "owner/repo" out of the several ways a player can name a GitHub repo.
|
||||
local function githubSlug(url)
|
||||
local owner, repo = url:match("^https?://github%.com/([%w%-%.]+)/([%w%-%.]+)")
|
||||
if not owner then
|
||||
owner, repo = url:match("^([%w%-%.]+)/([%w%-%.]+)$")
|
||||
end
|
||||
if not owner then return nil end
|
||||
repo = repo:gsub("%.git$", "")
|
||||
return owner, repo
|
||||
end
|
||||
|
||||
-- resolveSource(input) -> { feed, base, fallback, label } | nil, err
|
||||
--
|
||||
-- Players paste whichever URL they happened to have, so all four shapes of the
|
||||
-- same index resolve to one source: the Pages root, the feed file itself, the
|
||||
-- GitHub repo page, or a bare "owner/repo". `base` is what relative thumbnail
|
||||
-- and description_url paths resolve against, and it always keeps its trailing
|
||||
-- slash so joinUrl can stay a concatenation.
|
||||
--
|
||||
-- The raw.githubusercontent fallback exists because Pages deploys lag a push
|
||||
-- by a minute or two; it is only ever consulted when the feed fetch fails.
|
||||
function ModIndex.resolveSource(input)
|
||||
if type(input) ~= "string" then return nil, "missing index URL" end
|
||||
local url = trim(input)
|
||||
if url == "" then return nil, "missing index URL" end
|
||||
|
||||
local owner, repo = githubSlug(url)
|
||||
if owner then
|
||||
return {
|
||||
feed = ("https://%s.github.io/%s/data/index.json"):format(owner, repo),
|
||||
base = ("https://%s.github.io/%s/"):format(owner, repo),
|
||||
fallback = ("https://raw.githubusercontent.com/%s/%s/main/site/data/index.json")
|
||||
:format(owner, repo),
|
||||
label = owner .. "/" .. repo,
|
||||
}
|
||||
end
|
||||
|
||||
if not url:match("^https?://") then
|
||||
return nil, "index must be an http(s) URL or owner/repo"
|
||||
end
|
||||
|
||||
-- A feed URL names the file; the Pages root is what is left once the
|
||||
-- "data/index.json" tail comes off (any other .json keeps only its folder).
|
||||
if url:match("%.json$") then
|
||||
local base = url:match("^(.*/)data/index%.json$") or url:match("^(.*/)")
|
||||
return { feed = url, base = base or url, label = ModIndex.labelFor(base or url) }
|
||||
end
|
||||
|
||||
local base = url:match("/$") and url or (url .. "/")
|
||||
return {
|
||||
feed = base .. "data/index.json",
|
||||
base = base,
|
||||
label = ModIndex.labelFor(base),
|
||||
}
|
||||
end
|
||||
|
||||
-- A short human name for a source row: "owner/repo" for a Pages host, else the
|
||||
-- host plus first path segment. Only ever cosmetic.
|
||||
function ModIndex.labelFor(url)
|
||||
url = tostring(url or "")
|
||||
local owner, repo = url:match("^https?://([%w%-%.]+)%.github%.io/([%w%-%.]+)/")
|
||||
if owner then return owner .. "/" .. repo end
|
||||
local host, first = url:match("^https?://([^/]+)/([^/]*)")
|
||||
if host and first and first ~= "" then return host .. "/" .. first end
|
||||
return host or url
|
||||
end
|
||||
|
||||
-- joinUrl(base, rel) -> absolute URL | nil
|
||||
-- Relative feed paths resolve against the Pages root; an already-absolute one
|
||||
-- is handed back untouched (the schema allows either), and anything else --
|
||||
-- nil, "", a non-string -- is simply absent rather than an error, because a
|
||||
-- missing thumbnail is not a broken index.
|
||||
function ModIndex.joinUrl(base, rel)
|
||||
if type(rel) ~= "string" or rel == "" then return nil end
|
||||
if rel:match("^https?://") then return rel end
|
||||
if type(base) ~= "string" or base == "" then return nil end
|
||||
if not base:match("/$") then base = base .. "/" end
|
||||
return base .. (rel:gsub("^/", ""))
|
||||
end
|
||||
|
||||
-- ------- pure: feed parsing
|
||||
|
||||
local function str(v)
|
||||
return type(v) == "string" and v or nil
|
||||
end
|
||||
|
||||
local function strArray(v)
|
||||
local out = {}
|
||||
if type(v) == "table" then
|
||||
for _, entry in ipairs(v) do
|
||||
if type(entry) == "string" then out[#out + 1] = entry end
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Decode one release blob from the feed's `latest` field into the same shape
|
||||
-- ModUpdate.parseRelease produces, so LauncherMods.installFromRelease takes it
|
||||
-- without a translation layer.
|
||||
local function parseLatest(raw)
|
||||
if type(raw) ~= "table" then return nil end
|
||||
local zip = nil
|
||||
if type(raw.zip) == "table" and str(raw.zip.url) then
|
||||
zip = { name = str(raw.zip.name), url = raw.zip.url,
|
||||
size = tonumber(raw.zip.size) }
|
||||
end
|
||||
return {
|
||||
version = str(raw.version),
|
||||
tag = str(raw.tag),
|
||||
name = str(raw.name),
|
||||
prerelease = raw.prerelease == true,
|
||||
published_at = str(raw.published_at),
|
||||
zip = zip,
|
||||
}
|
||||
end
|
||||
|
||||
local function parseEntry(raw)
|
||||
if type(raw) ~= "table" or not str(raw.id) then return nil end
|
||||
return {
|
||||
folder = str(raw.folder),
|
||||
id = raw.id,
|
||||
title = str(raw.title) or raw.id,
|
||||
author = str(raw.author),
|
||||
version = str(raw.version),
|
||||
summary = str(raw.summary) or "",
|
||||
categories = strArray(raw.categories),
|
||||
tags = strArray(raw.tags),
|
||||
license = str(raw.license),
|
||||
repo = str(raw.repo),
|
||||
github = str(raw.github),
|
||||
downloadURL = str(raw.downloadURL),
|
||||
api = tonumber(raw.api),
|
||||
game_version = str(raw.game_version),
|
||||
profile = str(raw.profile),
|
||||
affects_link = raw.affects_link == true,
|
||||
experimental = raw.experimental == true,
|
||||
permissions = strArray(raw.permissions),
|
||||
dependencies = raw.dependencies,
|
||||
conflicts = raw.conflicts,
|
||||
thumbnail = str(raw.thumbnail),
|
||||
description_url = str(raw.description_url),
|
||||
latest = parseLatest(raw.latest),
|
||||
update_check = str(raw.update_check) or "pending",
|
||||
}
|
||||
end
|
||||
|
||||
-- parse(jsonText [, Json]) -> { schemaVersion, generatedAt, categories, mods }
|
||||
-- | nil, err
|
||||
-- Never throws: a truncated download, an HTML error page, or a feed from a
|
||||
-- future schema all come back as a message the panel can print.
|
||||
function ModIndex.parse(jsonText, Json)
|
||||
local ok, result, err = pcall(function()
|
||||
Json = Json or require("src.link.Json")
|
||||
local doc, decodeErr = Json.decode(jsonText)
|
||||
if type(doc) ~= "table" then
|
||||
return nil, decodeErr or "index.json is not an object"
|
||||
end
|
||||
local schema = tonumber(doc.schema_version)
|
||||
if schema == nil then
|
||||
return nil, "index.json has no schema_version"
|
||||
end
|
||||
if schema ~= ModIndex.SCHEMA_VERSION then
|
||||
return nil, ("index schema %d is not supported (this build reads %d)")
|
||||
:format(schema, ModIndex.SCHEMA_VERSION)
|
||||
end
|
||||
if type(doc.mods) ~= "table" then
|
||||
return nil, "index.json has no mods array"
|
||||
end
|
||||
local mods = {}
|
||||
for _, raw in ipairs(doc.mods) do
|
||||
local entry = parseEntry(raw)
|
||||
if entry then mods[#mods + 1] = entry end
|
||||
end
|
||||
return {
|
||||
schemaVersion = schema,
|
||||
generatedAt = str(doc.generated_at),
|
||||
categories = strArray(doc.categories),
|
||||
mods = mods,
|
||||
}
|
||||
end)
|
||||
if not ok then return nil, "could not read the index: " .. tostring(result) end
|
||||
return result, err
|
||||
end
|
||||
|
||||
-- ------- pure: install resolution
|
||||
|
||||
-- installUrl(entry) -> url, kind | nil, reason
|
||||
--
|
||||
-- The same order the engine's zip import already implies: a verified release
|
||||
-- asset first, then the author's fixed downloadURL. A GitHub source-archive
|
||||
-- URL is never invented -- codeload gives you the repo, not the built mod, and
|
||||
-- the folder layout would be wrong even when the download succeeds.
|
||||
function ModIndex.installUrl(entry)
|
||||
if type(entry) ~= "table" then return nil, "no entry" end
|
||||
if entry.update_check == "ok" and entry.latest and entry.latest.zip
|
||||
and entry.latest.zip.url then
|
||||
return entry.latest.zip.url, "release"
|
||||
end
|
||||
if entry.downloadURL and entry.downloadURL ~= "" then
|
||||
return entry.downloadURL, "download"
|
||||
end
|
||||
if entry.update_check == "off" then
|
||||
return nil, "the author does not publish installable releases"
|
||||
end
|
||||
if entry.update_check == "no installable release" then
|
||||
return nil, "no release with a .zip asset yet"
|
||||
end
|
||||
if type(entry.update_check) == "string"
|
||||
and entry.update_check:match("^error") then
|
||||
return nil, entry.update_check
|
||||
end
|
||||
return nil, "nothing installable listed"
|
||||
end
|
||||
|
||||
function ModIndex.canInstall(entry)
|
||||
return ModIndex.installUrl(entry) ~= nil
|
||||
end
|
||||
|
||||
-- The version to show on a card: the release the index resolved when it could
|
||||
-- reach GitHub, else whatever meta.json declared.
|
||||
function ModIndex.displayVersion(entry)
|
||||
if type(entry) ~= "table" then return "?" end
|
||||
if entry.update_check == "ok" and entry.latest and entry.latest.version then
|
||||
return entry.latest.version
|
||||
end
|
||||
return entry.version or "?"
|
||||
end
|
||||
|
||||
-- The release table LauncherMods.installFromRelease wants. A downloadURL
|
||||
-- entry has no release behind it, so one is synthesised around the URL; the
|
||||
-- installer still validates the manifest inside and still refuses a zip whose
|
||||
-- id is not the one being installed.
|
||||
function ModIndex.releaseFor(entry)
|
||||
local url, kind = ModIndex.installUrl(entry)
|
||||
if not url then return nil, kind end
|
||||
if kind == "release" then return entry.latest end
|
||||
return {
|
||||
version = ModIndex.displayVersion(entry),
|
||||
zip = { url = url, name = entry.id .. ".zip" },
|
||||
}
|
||||
end
|
||||
|
||||
-- ------- pure: compatibility
|
||||
|
||||
-- compatIssues(entry, ctx) -> array of { level, text }
|
||||
--
|
||||
-- Soft gate by design: an index entry is metadata an author wrote, possibly
|
||||
-- months ago, and hiding a mod because a range looks wrong is how a working
|
||||
-- mod becomes invisible. Everything here warns; the confirm dialog shows the
|
||||
-- list and the player decides. ctx carries { modApi, engineVersion,
|
||||
-- installed = { id -> version }, enabled = { id -> true } }.
|
||||
function ModIndex.compatIssues(entry, ctx)
|
||||
local out = {}
|
||||
if type(entry) ~= "table" then return out end
|
||||
ctx = ctx or {}
|
||||
local function warn(text) out[#out + 1] = { level = "warn", text = text } end
|
||||
|
||||
local modApi = tonumber(ctx.modApi)
|
||||
if entry.api and modApi and entry.api > modApi then
|
||||
warn(("Needs mod API %d; this build provides %d")
|
||||
:format(entry.api, modApi))
|
||||
end
|
||||
|
||||
if entry.game_version and ctx.engineVersion then
|
||||
local okSemver, Semver = pcall(require, "src.mods.Semver")
|
||||
if okSemver and not Semver.satisfies(ctx.engineVersion, entry.game_version) then
|
||||
warn(("Needs engine %s (have %s)")
|
||||
:format(entry.game_version, ctx.engineVersion))
|
||||
end
|
||||
end
|
||||
|
||||
if entry.profile and entry.profile ~= "content" then
|
||||
warn(("Profile '%s' changes engine behaviour beyond content")
|
||||
:format(entry.profile))
|
||||
end
|
||||
if entry.affects_link then
|
||||
warn("Changes link play; both sides need the same mods")
|
||||
end
|
||||
if entry.experimental then
|
||||
warn("Marked experimental by its author")
|
||||
end
|
||||
|
||||
for _, name in ipairs(entry.permissions or {}) do
|
||||
warn("Requests permission: " .. name)
|
||||
end
|
||||
|
||||
-- dependencies / conflicts arrive as the manifest's own vocabulary: either
|
||||
-- an array of "id" / "id@<range>" strings or an id -> range map.
|
||||
local installed = ctx.installed or {}
|
||||
local function eachSpec(spec, fn)
|
||||
if type(spec) ~= "table" then return end
|
||||
for k, v in pairs(spec) do
|
||||
if type(k) == "number" and type(v) == "string" then
|
||||
local id, range = v:match("^([^@]+)@(.+)$")
|
||||
fn(id or v, range)
|
||||
elseif type(k) == "string" then
|
||||
fn(k, type(v) == "string" and v or nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
eachSpec(entry.dependencies, function(id, range)
|
||||
if installed[id] == nil then
|
||||
warn("Needs " .. id .. (range and (" " .. range) or "") .. " (not installed)")
|
||||
end
|
||||
end)
|
||||
eachSpec(entry.conflicts, function(id)
|
||||
if installed[id] ~= nil then
|
||||
warn("Conflicts with installed " .. id)
|
||||
end
|
||||
end)
|
||||
|
||||
return out
|
||||
end
|
||||
|
||||
-- ------- pure: search / filter
|
||||
|
||||
local function haystack(entry)
|
||||
return (tostring(entry.title or "") .. " " .. tostring(entry.author or "")
|
||||
.. " " .. tostring(entry.summary or "") .. " " .. tostring(entry.id or ""))
|
||||
:lower()
|
||||
end
|
||||
|
||||
-- matches(entry, query) -> bool. Every whitespace-separated term must appear
|
||||
-- somewhere in title / author / summary / id, so typing more narrows.
|
||||
function ModIndex.matches(entry, query)
|
||||
if type(query) ~= "string" or trim(query) == "" then return true end
|
||||
local hay = haystack(entry)
|
||||
for term in trim(query):lower():gmatch("%S+") do
|
||||
if not hay:find(term, 1, true) then return false end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- filter(mods, opts) -> a new array. opts = { query, category, tag }.
|
||||
-- Category and tag compare case-insensitively; feed order (already sorted by
|
||||
-- title) is preserved.
|
||||
function ModIndex.filter(mods, opts)
|
||||
opts = opts or {}
|
||||
local want = opts.category and tostring(opts.category):lower() or nil
|
||||
local wantTag = opts.tag and tostring(opts.tag):lower() or nil
|
||||
local out = {}
|
||||
for _, entry in ipairs(mods or {}) do
|
||||
local keep = ModIndex.matches(entry, opts.query)
|
||||
if keep and want then
|
||||
keep = false
|
||||
for _, c in ipairs(entry.categories or {}) do
|
||||
if tostring(c):lower() == want then keep = true; break end
|
||||
end
|
||||
end
|
||||
if keep and wantTag then
|
||||
keep = false
|
||||
for _, t in ipairs(entry.tags or {}) do
|
||||
if tostring(t):lower() == wantTag then keep = true; break end
|
||||
end
|
||||
end
|
||||
if keep then out[#out + 1] = entry end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Every category actually used by a feed, in the feed's declared order, with
|
||||
-- anything an entry names that the header forgot appended. Drives the filter
|
||||
-- row without hard-coding the vocabulary.
|
||||
function ModIndex.categoriesIn(index)
|
||||
local out, seen = {}, {}
|
||||
if type(index) ~= "table" then return out end
|
||||
local used = {}
|
||||
for _, entry in ipairs(index.mods or {}) do
|
||||
for _, c in ipairs(entry.categories or {}) do used[c] = true end
|
||||
end
|
||||
for _, c in ipairs(index.categories or {}) do
|
||||
if used[c] and not seen[c] then seen[c] = true; out[#out + 1] = c end
|
||||
end
|
||||
for _, entry in ipairs(index.mods or {}) do
|
||||
for _, c in ipairs(entry.categories or {}) do
|
||||
if not seen[c] then seen[c] = true; out[#out + 1] = c end
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- ------- sources (options.modIndexes)
|
||||
|
||||
local function loadOptions()
|
||||
return require("src.core.SaveData").loadOptions()
|
||||
end
|
||||
|
||||
-- The player's index list, normalised. Rows are { url, feed, base, fallback,
|
||||
-- label }; `url` is what they typed, kept so the row reads back the way they
|
||||
-- entered it.
|
||||
function ModIndex.sources()
|
||||
local ok, opts = pcall(loadOptions)
|
||||
if not ok or type(opts) ~= "table" then return {} end
|
||||
local out = {}
|
||||
for _, row in ipairs(opts.modIndexes or {}) do
|
||||
if type(row) == "table" and type(row.feed) == "string" then
|
||||
out[#out + 1] = row
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- addSource(input) -> row | nil, err. Idempotent on the resolved feed URL, so
|
||||
-- pasting the repo page and the Pages root in either order adds one source.
|
||||
function ModIndex.addSource(input)
|
||||
local source, err = ModIndex.resolveSource(input)
|
||||
if not source then return nil, err end
|
||||
local ok, result, addErr = pcall(function()
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local opts = loadOptions()
|
||||
opts.modIndexes = opts.modIndexes or {}
|
||||
for _, row in ipairs(opts.modIndexes) do
|
||||
if row.feed == source.feed then
|
||||
return nil, "that index is already added"
|
||||
end
|
||||
end
|
||||
source.url = trim(input)
|
||||
opts.modIndexes[#opts.modIndexes + 1] = source
|
||||
SaveData.saveOptions(opts)
|
||||
return source
|
||||
end)
|
||||
if not ok then return nil, "could not save the index: " .. tostring(result) end
|
||||
return result, addErr
|
||||
end
|
||||
|
||||
-- removeSource(feed) -> true | nil, err. Drops the cached listing with it:
|
||||
-- keeping a feed's mods around after its source is gone is how a stale card
|
||||
-- outlives the index it came from.
|
||||
function ModIndex.removeSource(feed)
|
||||
if type(feed) ~= "string" or feed == "" then return nil, "missing index" end
|
||||
local ok, result = pcall(function()
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local opts = loadOptions()
|
||||
local kept, found = {}, false
|
||||
for _, row in ipairs(opts.modIndexes or {}) do
|
||||
if row.feed == feed then found = true else kept[#kept + 1] = row end
|
||||
end
|
||||
if not found then return nil end
|
||||
opts.modIndexes = kept
|
||||
if type(opts.modIndexCache) == "table" then opts.modIndexCache[feed] = nil end
|
||||
SaveData.saveOptions(opts)
|
||||
return true
|
||||
end)
|
||||
if not ok then return nil, tostring(result) end
|
||||
if not result then return nil, "that index is not in the list" end
|
||||
return true
|
||||
end
|
||||
|
||||
-- ------- cache (options.modIndexCache[feed])
|
||||
|
||||
function ModIndex.readCache(feed)
|
||||
if type(feed) ~= "string" or feed == "" then return nil end
|
||||
local ok, opts = pcall(loadOptions)
|
||||
if not ok or type(opts) ~= "table" then return nil end
|
||||
local entry = opts.modIndexCache and opts.modIndexCache[feed]
|
||||
if type(entry) ~= "table" or type(entry.checkedAt) ~= "number" then
|
||||
return nil
|
||||
end
|
||||
if type(entry.mods) ~= "table" then return nil end
|
||||
return entry
|
||||
end
|
||||
|
||||
function ModIndex.cacheFresh(entry, now, ttl)
|
||||
now = now or os.time()
|
||||
ttl = ttl or ModIndex.CACHE_TTL
|
||||
return entry ~= nil and type(entry.checkedAt) == "number"
|
||||
and (now - entry.checkedAt) < ttl
|
||||
end
|
||||
|
||||
function ModIndex.writeCache(feed, index)
|
||||
if type(feed) ~= "string" or feed == "" then return false end
|
||||
local ok = pcall(function()
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local opts = loadOptions()
|
||||
opts.modIndexCache = opts.modIndexCache or {}
|
||||
opts.modIndexCache[feed] = {
|
||||
checkedAt = os.time(),
|
||||
generatedAt = index.generatedAt,
|
||||
categories = index.categories,
|
||||
mods = index.mods,
|
||||
}
|
||||
SaveData.saveOptions(opts)
|
||||
end)
|
||||
return ok
|
||||
end
|
||||
|
||||
-- ------- host I/O (curl, via ModUpdate's shell plumbing)
|
||||
|
||||
local function shq(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
|
||||
|
||||
-- Plain GET returning the body. No GitHub Accept header: the feed and the
|
||||
-- description markdown are static files on Pages, and the public feed is
|
||||
-- explicitly unauthenticated.
|
||||
function ModIndex.httpGet(url)
|
||||
local ModUpdate = require("src.mods.ModUpdate")
|
||||
if not ModUpdate.haveCurl() then
|
||||
return nil, "curl is not available on this platform"
|
||||
end
|
||||
local HostShell = require("src.core.HostShell")
|
||||
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
|
||||
.. "-H " .. shq("User-Agent: gen1recomp-mod-index") .. " "
|
||||
.. shq(url)
|
||||
local pipeOk, pipe = pcall(HostShell.popen, cmd)
|
||||
if not pipeOk or 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
|
||||
|
||||
-- fetch(source, opts) -> index, err, meta
|
||||
-- index is the parse() table; meta is { fromCache, stale }. opts.force skips
|
||||
-- the 24h cache. A failed live fetch falls back to whatever is cached, marked
|
||||
-- stale, so going offline degrades the listing rather than emptying it.
|
||||
function ModIndex.fetch(source, opts)
|
||||
opts = opts or {}
|
||||
if type(source) ~= "table" or type(source.feed) ~= "string" then
|
||||
return nil, "missing index source"
|
||||
end
|
||||
local feed = source.feed
|
||||
|
||||
local function cached(stale)
|
||||
local entry = ModIndex.readCache(feed)
|
||||
if not entry then return nil end
|
||||
return {
|
||||
schemaVersion = ModIndex.SCHEMA_VERSION,
|
||||
generatedAt = entry.generatedAt,
|
||||
categories = entry.categories or {},
|
||||
mods = entry.mods or {},
|
||||
}, nil, { fromCache = true, stale = stale, checkedAt = entry.checkedAt }
|
||||
end
|
||||
|
||||
if not opts.force then
|
||||
local entry = ModIndex.readCache(feed)
|
||||
if ModIndex.cacheFresh(entry) then return cached(false) end
|
||||
end
|
||||
|
||||
local body, err = ModIndex.httpGet(feed)
|
||||
-- Pages deploys trail a push; the raw mirror is the same file, so a feed
|
||||
-- that 404s right after a release is worth one retry elsewhere before it
|
||||
-- counts as an outage.
|
||||
if not body and source.fallback then
|
||||
body = ModIndex.httpGet(source.fallback)
|
||||
end
|
||||
if not body then
|
||||
local index, _, meta = cached(true)
|
||||
if index then return index, nil, meta end
|
||||
return nil, err
|
||||
end
|
||||
|
||||
local index, parseErr = ModIndex.parse(body)
|
||||
if not index then
|
||||
local stale, _, meta = cached(true)
|
||||
if stale then return stale, parseErr, meta end
|
||||
return nil, parseErr
|
||||
end
|
||||
ModIndex.writeCache(feed, index)
|
||||
return index, nil, { fromCache = false, checkedAt = os.time() }
|
||||
end
|
||||
|
||||
-- Fetch a description_url / any index-relative text file. Returns the raw
|
||||
-- markdown; callers run it through ModUpdate.cleanBody for display.
|
||||
function ModIndex.fetchText(url)
|
||||
if type(url) ~= "string" or url == "" then return nil, "no description" end
|
||||
return ModIndex.httpGet(url)
|
||||
end
|
||||
|
||||
-- Download a thumbnail into the save directory and return the love.filesystem
|
||||
-- relative path. Reuses ModUpdate.downloadZip, which is a plain curl -o with
|
||||
-- a non-empty-file check -- nothing in it is zip-specific.
|
||||
function ModIndex.downloadThumbnail(url, modId)
|
||||
if type(url) ~= "string" or url == "" then return nil, "no thumbnail" end
|
||||
local ModUpdate = require("src.mods.ModUpdate")
|
||||
local ext = url:match("%.(%a%a%a?%a?)$") or "png"
|
||||
local name = ("mod_thumb_%s.%s"):format(tostring(modId):gsub("[^%w%-_]", "_"), ext)
|
||||
return ModUpdate.downloadZip(url, name)
|
||||
end
|
||||
|
||||
return ModIndex
|
||||
@@ -0,0 +1,361 @@
|
||||
-- GitHub release helpers for mod auto-update / other-versions.
|
||||
-- Pure parsing is love-free; fetch/download use HostShell + curl when available.
|
||||
-- Release lists are cached in options.modUpdateCache for CACHE_TTL seconds
|
||||
-- (default 6 hours). The launcher owns UI and install.
|
||||
|
||||
local ModUpdate = {}
|
||||
|
||||
ModUpdate.CACHE_TTL = 6 * 60 * 60 -- six hours
|
||||
|
||||
local function stripV(tag)
|
||||
return (tostring(tag):gsub("^[vV]", ""))
|
||||
end
|
||||
|
||||
-- Prefer "<id>-<version>.zip", then any "<id>*.zip", then the first .zip.
|
||||
function ModUpdate.pickZipAsset(assets, modId, version)
|
||||
if type(assets) ~= "table" then return nil end
|
||||
local prefer = nil
|
||||
if modId and version then
|
||||
prefer = tostring(modId) .. "-" .. tostring(version) .. ".zip"
|
||||
end
|
||||
local idPrefix, idPrefixZip, anyZip = nil, nil, nil
|
||||
if modId then idPrefix = tostring(modId):lower() end
|
||||
for _, a in ipairs(assets) do
|
||||
if type(a) == "table" and type(a.name) == "string" then
|
||||
local name = a.name
|
||||
if name:lower():match("%.zip$") then
|
||||
local row = {
|
||||
name = name,
|
||||
url = a.browser_download_url,
|
||||
size = tonumber(a.size),
|
||||
}
|
||||
if prefer and name == prefer then return row end
|
||||
if idPrefix and not idPrefixZip
|
||||
and name:lower():find(idPrefix, 1, true) == 1 then
|
||||
idPrefixZip = row
|
||||
end
|
||||
if not anyZip then anyZip = row end
|
||||
end
|
||||
end
|
||||
end
|
||||
return idPrefixZip or anyZip
|
||||
end
|
||||
|
||||
-- Byte-length cut that never lands mid UTF-8 codepoint.
|
||||
local function utf8Cut(s, maxBytes)
|
||||
if type(s) ~= "string" or maxBytes <= 0 then return "" end
|
||||
if #s <= maxBytes then return s end
|
||||
s = s:sub(1, maxBytes)
|
||||
-- Drop trailing continuation bytes (10xxxxxx).
|
||||
while #s > 0 do
|
||||
local b = s:byte(#s)
|
||||
if b < 0x80 or b >= 0xC0 then break end
|
||||
s = s:sub(1, #s - 1)
|
||||
end
|
||||
-- Drop a lead byte whose continuation was truncated away.
|
||||
if #s > 0 then
|
||||
local b = s:byte(#s)
|
||||
if b >= 0xC0 then
|
||||
s = s:sub(1, #s - 1)
|
||||
end
|
||||
end
|
||||
return s
|
||||
end
|
||||
|
||||
-- Strip common markdown / HTML noise for the launcher changelog preview.
|
||||
function ModUpdate.cleanBody(text, maxChars)
|
||||
if type(text) ~= "string" or text == "" then return "" end
|
||||
local s = text
|
||||
s = s:gsub("\r\n", "\n"):gsub("\r", "\n")
|
||||
s = s:gsub("<!%-%-.-%-%->", "")
|
||||
s = s:gsub("<[^>]+>", "")
|
||||
s = s:gsub("%[%!%[[^%]]*%]%([^%)]*%)%]", "") -- images 
|
||||
s = s:gsub("%[([^%]]+)%]%([^%)]+%)", "%1") -- links [text](url) -> text
|
||||
s = s:gsub("```[^\n]*\n(.-)```", "%1")
|
||||
s = s:gsub("`([^`]+)`", "%1")
|
||||
s = s:gsub("^#+%s*", "", 1)
|
||||
s = s:gsub("\n#+%s*", "\n")
|
||||
s = s:gsub("%*%*([^*]+)%*%*", "%1")
|
||||
s = s:gsub("%*([^*]+)%*", "%1")
|
||||
s = s:gsub("__([^_]+)__", "%1")
|
||||
s = s:gsub("_([^_]+)_", "%1")
|
||||
s = s:gsub("^\n+", ""):gsub("\n+$", "")
|
||||
s = s:gsub("\n\n\n+", "\n\n")
|
||||
maxChars = tonumber(maxChars) or 0
|
||||
if maxChars > 0 and #s > maxChars then
|
||||
-- ASCII "..." (not U+2026) so later pixel ellipsize stays byte-safe.
|
||||
s = utf8Cut(s, maxChars):gsub("%s+%S*$", "") .. "..."
|
||||
end
|
||||
return s
|
||||
end
|
||||
|
||||
-- One-line preview for tight UI rows: cleaned, newlines collapsed, ellipsized.
|
||||
function ModUpdate.previewLine(text, maxChars)
|
||||
local s = ModUpdate.cleanBody(text, 0)
|
||||
if s == "" then return "" end
|
||||
s = s:gsub("\n+", " "):gsub("%s+", " ")
|
||||
s = s:match("^%s*(.-)%s*$") or s
|
||||
maxChars = tonumber(maxChars) or 80
|
||||
if #s > maxChars then
|
||||
s = utf8Cut(s, maxChars):gsub("%s+%S*$", "") .. "..."
|
||||
end
|
||||
return s
|
||||
end
|
||||
|
||||
-- Decode one GitHub release object into { version, tag, zip, prerelease, body }.
|
||||
function ModUpdate.parseRelease(doc, modId)
|
||||
if type(doc) ~= "table" or not doc.tag_name then
|
||||
return nil, "no tag_name in release"
|
||||
end
|
||||
local version = stripV(doc.tag_name)
|
||||
if not version:match("^%d+%.%d+%.%d+") then
|
||||
return nil, "release tag is not semver-like: " .. tostring(doc.tag_name)
|
||||
end
|
||||
local triple = version:match("^(%d+%.%d+%.%d+)")
|
||||
local zip = ModUpdate.pickZipAsset(doc.assets, modId, triple)
|
||||
local body = type(doc.body) == "string" and doc.body or ""
|
||||
return {
|
||||
version = triple,
|
||||
tag = tostring(doc.tag_name),
|
||||
zip = zip,
|
||||
prerelease = doc.prerelease == true,
|
||||
name = type(doc.name) == "string" and doc.name or triple,
|
||||
body = body,
|
||||
}
|
||||
end
|
||||
|
||||
-- Decode a releases array (GET /repos/.../releases) into a sorted list
|
||||
-- (newest first). Releases without a .zip asset are dropped. Never throws.
|
||||
function ModUpdate.parseReleases(jsonText, modId, Json)
|
||||
local ok, result, err = pcall(function()
|
||||
Json = Json or require("src.link.Json")
|
||||
local doc, decodeErr = Json.decode(jsonText)
|
||||
if type(doc) ~= "table" then
|
||||
return nil, decodeErr or "releases json is not an array"
|
||||
end
|
||||
if type(doc.message) == "string" and not doc.tag_name and not doc[1] then
|
||||
return nil, "GitHub: " .. doc.message
|
||||
end
|
||||
if doc.tag_name then
|
||||
local one, oneErr = ModUpdate.parseRelease(doc, modId)
|
||||
if not one then return nil, oneErr end
|
||||
if not one.zip then return nil, "latest release has no .zip asset" end
|
||||
return { one }
|
||||
end
|
||||
local out = {}
|
||||
for _, entry in ipairs(doc) do
|
||||
local rel = ModUpdate.parseRelease(entry, modId)
|
||||
if rel and rel.zip then out[#out + 1] = rel end
|
||||
end
|
||||
return out
|
||||
end)
|
||||
if not ok then return nil, "could not parse releases: " .. tostring(result) end
|
||||
return result, err
|
||||
end
|
||||
|
||||
function ModUpdate.apiReleasesUrl(repo)
|
||||
return "https://api.github.com/repos/" .. repo .. "/releases?per_page=30"
|
||||
end
|
||||
|
||||
function ModUpdate.apiLatestUrl(repo)
|
||||
return "https://api.github.com/repos/" .. repo .. "/releases/latest"
|
||||
end
|
||||
|
||||
function ModUpdate.isNewer(installed, candidate)
|
||||
local Semver = require("src.mods.Semver")
|
||||
if type(installed) ~= "string" or type(candidate) ~= "string" then
|
||||
return false
|
||||
end
|
||||
local a, b = Semver.parse(installed), Semver.parse(candidate)
|
||||
if not a or not b then return false end
|
||||
return Semver.compare(candidate, installed) > 0
|
||||
end
|
||||
|
||||
-- Newest non-prerelease, else newest overall.
|
||||
function ModUpdate.pickBest(releases)
|
||||
if type(releases) ~= "table" or #releases == 0 then return nil end
|
||||
for _, rel in ipairs(releases) do
|
||||
if not rel.prerelease then return rel end
|
||||
end
|
||||
return releases[1]
|
||||
end
|
||||
|
||||
-- ------- cache (options.modUpdateCache[repo])
|
||||
|
||||
local function cacheStore()
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local opts = SaveData.loadOptions()
|
||||
opts.modUpdateCache = opts.modUpdateCache or {}
|
||||
return opts
|
||||
end
|
||||
|
||||
function ModUpdate.readCache(repo)
|
||||
if type(repo) ~= "string" or repo == "" then return nil end
|
||||
local ok, opts = pcall(function()
|
||||
return require("src.core.SaveData").loadOptions()
|
||||
end)
|
||||
if not ok or type(opts) ~= "table" then return nil end
|
||||
local entry = opts.modUpdateCache and opts.modUpdateCache[repo]
|
||||
if type(entry) ~= "table" or type(entry.checkedAt) ~= "number" then
|
||||
return nil
|
||||
end
|
||||
if type(entry.releases) ~= "table" then return nil end
|
||||
return entry
|
||||
end
|
||||
|
||||
function ModUpdate.cacheFresh(entry, now, ttl)
|
||||
now = now or os.time()
|
||||
ttl = ttl or ModUpdate.CACHE_TTL
|
||||
return entry and type(entry.checkedAt) == "number"
|
||||
and (now - entry.checkedAt) < ttl
|
||||
end
|
||||
|
||||
function ModUpdate.writeCache(repo, releases)
|
||||
if type(repo) ~= "string" or repo == "" then return false end
|
||||
local ok = pcall(function()
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local opts = cacheStore()
|
||||
local best = ModUpdate.pickBest(releases)
|
||||
-- Persist a lean copy: enough to paint the UI and reinstall without
|
||||
-- re-fetching within the TTL.
|
||||
local lean = {}
|
||||
for i, rel in ipairs(releases or {}) do
|
||||
lean[i] = {
|
||||
version = rel.version,
|
||||
tag = rel.tag,
|
||||
name = rel.name,
|
||||
prerelease = rel.prerelease == true,
|
||||
body = type(rel.body) == "string" and rel.body or "",
|
||||
zip = rel.zip and {
|
||||
name = rel.zip.name,
|
||||
url = rel.zip.url,
|
||||
size = rel.zip.size,
|
||||
} or nil,
|
||||
}
|
||||
end
|
||||
opts.modUpdateCache[repo] = {
|
||||
checkedAt = os.time(),
|
||||
latest = best and best.version or nil,
|
||||
releases = lean,
|
||||
}
|
||||
SaveData.saveOptions(opts)
|
||||
end)
|
||||
return ok
|
||||
end
|
||||
|
||||
-- Status vs an installed version using a cache entry / release list.
|
||||
-- Returns "available" | "current" | "unknown".
|
||||
function ModUpdate.statusFor(installedVersion, releases)
|
||||
local best = ModUpdate.pickBest(releases)
|
||||
if not best then return "unknown", nil end
|
||||
if ModUpdate.isNewer(installedVersion, best.version) then
|
||||
return "available", best
|
||||
end
|
||||
return "current", best
|
||||
end
|
||||
|
||||
-- ------- host I/O (curl)
|
||||
|
||||
local function shq(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
|
||||
|
||||
local function curlCapture(url)
|
||||
local HostShell = require("src.core.HostShell")
|
||||
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
|
||||
.. "-H " .. shq("User-Agent: gen1recomp-mod-updater") .. " "
|
||||
.. "-H " .. shq("Accept: application/vnd.github+json") .. " "
|
||||
.. shq(url)
|
||||
local pipeOk, pipe = pcall(HostShell.popen, cmd)
|
||||
if not pipeOk or 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, "curl read failed: " .. tostring(out) end
|
||||
if not out or out == "" then return nil, "empty response from GitHub" end
|
||||
return out
|
||||
end
|
||||
|
||||
function ModUpdate.haveCurl()
|
||||
local HostShell = require("src.core.HostShell")
|
||||
local pipeOk, pipe = pcall(HostShell.popen, "curl --version")
|
||||
if not pipeOk or 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
|
||||
|
||||
-- Fetch release list. opts.force bypasses the 6h cache.
|
||||
-- Returns releases, err, meta where meta = { fromCache = bool }.
|
||||
function ModUpdate.fetchReleases(repo, modId, opts)
|
||||
opts = opts or {}
|
||||
if type(repo) ~= "string" or repo == "" then
|
||||
return nil, "missing github repo"
|
||||
end
|
||||
if not opts.force then
|
||||
local cached = ModUpdate.readCache(repo)
|
||||
if ModUpdate.cacheFresh(cached) then
|
||||
return cached.releases, nil, { fromCache = true }
|
||||
end
|
||||
end
|
||||
if not ModUpdate.haveCurl() then
|
||||
-- Stale cache is better than nothing when offline
|
||||
local cached = ModUpdate.readCache(repo)
|
||||
if cached and cached.releases then
|
||||
return cached.releases, nil, { fromCache = true, stale = true }
|
||||
end
|
||||
return nil, "curl is not available on this platform"
|
||||
end
|
||||
local body, curlErr = curlCapture(ModUpdate.apiReleasesUrl(repo))
|
||||
if not body then
|
||||
local cached = ModUpdate.readCache(repo)
|
||||
if cached and cached.releases then
|
||||
return cached.releases, nil, { fromCache = true, stale = true }
|
||||
end
|
||||
return nil, curlErr
|
||||
end
|
||||
local list, parseErr = ModUpdate.parseReleases(body, modId)
|
||||
if not list then return nil, parseErr end
|
||||
ModUpdate.writeCache(repo, list)
|
||||
return list, nil, { fromCache = false }
|
||||
end
|
||||
|
||||
function ModUpdate.downloadZip(url, destName)
|
||||
if type(url) ~= "string" or url == "" then
|
||||
return nil, "missing download url"
|
||||
end
|
||||
if not (love and love.filesystem) then
|
||||
return nil, "download needs LOVE"
|
||||
end
|
||||
if not ModUpdate.haveCurl() then
|
||||
return nil, "curl is not available on this platform"
|
||||
end
|
||||
local HostShell = require("src.core.HostShell")
|
||||
local name = destName or ("mod_update_" .. tostring(os.time()) .. ".zip")
|
||||
name = tostring(name):gsub("[/\\]", "_")
|
||||
local saveOk, saveDir = pcall(function()
|
||||
return love.filesystem.getSaveDirectory()
|
||||
end)
|
||||
if not saveOk or not saveDir or saveDir == "" then
|
||||
return nil, "no save directory"
|
||||
end
|
||||
local abs = saveDir .. "/" .. name
|
||||
local cmd = "curl -fsSL --connect-timeout 15 --max-time 300 -o "
|
||||
.. shq(abs) .. " " .. shq(url)
|
||||
local pipeOk, pipe = pcall(HostShell.popen, cmd)
|
||||
if not pipeOk or not pipe then return nil, "could not start download" end
|
||||
pcall(function() pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
local infoOk, info = pcall(love.filesystem.getInfo, name)
|
||||
if not infoOk or not info or (info.size or 0) == 0 then
|
||||
pcall(love.filesystem.remove, name)
|
||||
return nil, "download failed"
|
||||
end
|
||||
return name
|
||||
end
|
||||
|
||||
return ModUpdate
|
||||
@@ -1186,11 +1186,13 @@ R.field = {
|
||||
nest = f.opt(f.any) },
|
||||
flyOrder = f.list(f.str),
|
||||
-- the player's own trainer art (FieldDefaults.PLAYER_PICS): the battle
|
||||
-- back pic, the catch tutorial's old man, and the front pic the intro,
|
||||
-- trainer card and Hall of Fame share. Every key is optional so a
|
||||
-- conversion can replace one pic and inherit the rest.
|
||||
-- back pic, the catch tutorial's old man, Yellow's PROF.OAK variant of
|
||||
-- it (#557), and the front pic the intro, trainer card and Hall of Fame
|
||||
-- share. Every key is optional so a conversion can replace one pic and
|
||||
-- inherit the rest.
|
||||
playerPics = f.rec{
|
||||
back = f.opt(f.str), demoBack = f.opt(f.str), front = f.opt(f.str) },
|
||||
back = f.opt(f.str), demoBack = f.opt(f.str),
|
||||
oakBack = f.opt(f.str), front = f.opt(f.str) },
|
||||
-- the new-game and boot config a total conversion replaces
|
||||
boot = f.rec{
|
||||
startMap = f.opt(f.str), startX = f.opt(f.int(0)), startY = f.opt(f.int(0)),
|
||||
|
||||
+13
-1
@@ -46,20 +46,32 @@ end
|
||||
-- opts.kind: "battle" | "intro" | "trainer_card" | "hof"
|
||||
-- opts.demo: the catch tutorial, where the old man fights in the player's
|
||||
-- place and stands in for the back pic
|
||||
-- opts.oakDemo: the Yellow variant of that demo (BATTLE_TYPE_PIKACHU), where
|
||||
-- PROF.OAK fights in the player's place behind his own back pic
|
||||
-- opts.battle: the live battle, for kind == "battle"
|
||||
-- Returns path, trueColor.
|
||||
function Sprites.playerPath(data, side, opts)
|
||||
opts = opts or {}
|
||||
side = side == "back" and "back" or "front"
|
||||
-- one key per pic, so a conversion can replace the back and inherit the
|
||||
-- rest; fieldValue folds data.field over FieldDefaults per key
|
||||
-- rest; fieldValue folds data.field over FieldDefaults per key. The two
|
||||
-- demo keys mirror LoadPlayerBackPic's wBattleType branch (#557).
|
||||
local key = side == "front" and "front"
|
||||
or (opts.oakDemo and "oakBack")
|
||||
or (opts.demo and "demoBack" or "back")
|
||||
local path = FieldDefaults.fieldValue(data, "playerPics", key)
|
||||
-- ProfOakPicBack is a Yellow-only rip, so a cache imported before it
|
||||
-- existed has no file there; fall back to the old man rather than hand a
|
||||
-- missing path to getImage (#557)
|
||||
if key == "oakBack" and path
|
||||
and not require("src.render.Assets").exists(path) then
|
||||
path = FieldDefaults.fieldValue(data, "playerPics", "demoBack")
|
||||
end
|
||||
local ctx = {
|
||||
side = side,
|
||||
kind = opts.kind or "battle",
|
||||
demo = opts.demo and true or false,
|
||||
oakDemo = opts.oakDemo and true or false,
|
||||
battle = opts.battle,
|
||||
trueColor = false,
|
||||
data = data,
|
||||
|
||||
+158
-24
@@ -32,10 +32,23 @@ local FLASH_CYCLES = 3
|
||||
-- InitBattleCommon decompresses the front pic (core.asm:6694-6730), and
|
||||
-- SlidePlayerAndEnemySilhouettesOnScreen rebuilds the whole tilemap between
|
||||
-- DisableLCD and EnableLCD (core.asm:9-49) before anything moves. This port
|
||||
-- has no load to hide behind, so the hold has to be explicit (#315). 30 is a
|
||||
-- frame budget for that work, not a number pokered states; retune this one
|
||||
-- constant against a reference recording if it reads long or short.
|
||||
local BLACK_HOLD = 30
|
||||
-- has no load to hide behind, so the hold has to be explicit (#315). This is
|
||||
-- a frame budget for that work, not a number pokered states.
|
||||
--
|
||||
-- 60 comes from pokered-c (BTRANS_BLACK_HOLD_FRAMES), which itemized the
|
||||
-- derivable floor at ~13 frames -- LoadHpBarAndStatusTilePatterns 4,
|
||||
-- LoadHudTilePatterns 2, ClearScreen's Delay3 3, the DisableLCD LY wait 1,
|
||||
-- Delay3 after EnableLCD 3 -- and then noted that the two sprite
|
||||
-- decompressors (UncompressSpriteFromDE for the 7x7 front pic,
|
||||
-- LoadPlayerBackPic's uncompress + ScaleSpriteByTwo) are bit-level RLE/delta
|
||||
-- decoders whose cost cannot be cycle-counted from the asm at all. So the
|
||||
-- derivation bottoms out around 25-30 with an unbounded remainder, and 60
|
||||
-- was set by ear against the real ROM ("a solid second") and confirmed as
|
||||
-- ~95% right rather than frame-matched. The credible range is 30-60; do NOT
|
||||
-- "correct" this down toward the floor on the strength of the derivation,
|
||||
-- because the omitted decompressors are exactly the unbounded part. It
|
||||
-- wants a frame-by-frame capture against hardware to pin exactly.
|
||||
local BLACK_HOLD = 60
|
||||
|
||||
local TILE = 8
|
||||
local COLS, ROWS = 160 / TILE, 144 / TILE -- 20 x 18 tiles
|
||||
@@ -106,11 +119,12 @@ end
|
||||
-- HalfCircle2 continues (1,11) down under the bottom back to (18,11)).
|
||||
-- arms = 1 (Circle, halves in sequence) or 2 (DoubleCircle, both halves
|
||||
-- at once, so opposite arms)
|
||||
local function sweepOrder(arms)
|
||||
local cx, cy = COLS / 2, ROWS / 2
|
||||
local function sweepOrder(arms, cols, rows)
|
||||
cols, rows = cols or COLS, rows or ROWS
|
||||
local cx, cy = cols / 2, rows / 2
|
||||
local tiles = {}
|
||||
for y = 0, ROWS - 1 do
|
||||
for x = 0, COLS - 1 do
|
||||
for y = 0, rows - 1 do
|
||||
for x = 0, cols - 1 do
|
||||
local a = math.atan2(cy - (y + 0.5), x + 0.5 - cx)
|
||||
if a < 0 then a = a + 2 * math.pi end
|
||||
if arms == 2 then a = a % math.pi end
|
||||
@@ -121,18 +135,116 @@ local function sweepOrder(arms)
|
||||
return tiles
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
-- Arbitrary-grid wipes, for the surface OUTSIDE the classic letterbox
|
||||
-- ---------------------------------------------------------------------
|
||||
--
|
||||
-- The builders above reproduce the ROM's exact walks on its 20x18 tilemap,
|
||||
-- overrun and all, and stay the authority inside the 160x144 box. A zoomed
|
||||
-- or windowed surface has more grid than the Game Boy ever had, and no
|
||||
-- hardware behaviour to be faithful to out there -- but filling it with a
|
||||
-- generic square cascade made a spiral read as "a spiral in a box, with
|
||||
-- something else happening around it". These generalise the same shapes to
|
||||
-- whatever grid the window works out to so the whole surface wipes as one
|
||||
-- figure.
|
||||
|
||||
-- perimeter inward, counterclockwise, starting down the left edge -- the
|
||||
-- direction BattleTransition_InwardSpiral walks
|
||||
local function spiralInGrid(cols, rows)
|
||||
local order = {}
|
||||
local x0, y0, x1, y1 = 0, 0, cols - 1, rows - 1
|
||||
while x0 <= x1 and y0 <= y1 do
|
||||
for y = y0, y1 do order[#order + 1] = { x0, y } end
|
||||
x0 = x0 + 1
|
||||
if x0 > x1 then break end
|
||||
for x = x0, x1 do order[#order + 1] = { x, y1 } end
|
||||
y1 = y1 - 1
|
||||
if y0 > y1 then break end
|
||||
for y = y1, y0, -1 do order[#order + 1] = { x1, y } end
|
||||
x1 = x1 - 1
|
||||
if x0 > x1 then break end
|
||||
for x = x1, x0, -1 do order[#order + 1] = { x, y0 } end
|
||||
y0 = y0 + 1
|
||||
end
|
||||
return order
|
||||
end
|
||||
|
||||
-- the outward spiral is the same walk read from the middle out
|
||||
local function spiralOutGrid(cols, rows)
|
||||
local inward = spiralInGrid(cols, rows)
|
||||
local order = {}
|
||||
for i = #inward, 1, -1 do order[#order + 1] = inward[i] end
|
||||
return order
|
||||
end
|
||||
|
||||
local GRID_BUILDERS = {
|
||||
spiralin = spiralInGrid,
|
||||
spiralout = spiralOutGrid,
|
||||
circle = function(c, r) return sweepOrder(1, c, r) end,
|
||||
doublecircle = function(c, r) return sweepOrder(2, c, r) end,
|
||||
}
|
||||
|
||||
-- Tile order for `style` on an arbitrary cols x rows grid, or nil for the
|
||||
-- styles whose shape is plain geometry (stripes / shrink / split) and which
|
||||
-- the caller extends with rectangles instead. Cached per style+size: the
|
||||
-- window grid only changes on a resize or a zoom step.
|
||||
local orderFor -- defined below; the authentic 20x18 builders
|
||||
|
||||
local gridCache = {}
|
||||
function BattleTransition.gridOrder(style, cols, rows)
|
||||
local build = GRID_BUILDERS[style]
|
||||
if not build or cols < 1 or rows < 1 then return nil end
|
||||
-- At exactly the Game Boy's grid the ROM's own walk is the answer, overrun
|
||||
-- and all -- so an unzoomed window is the classic wipe, not a lookalike.
|
||||
if cols == COLS and rows == ROWS then return orderFor(style, nil) end
|
||||
local key = style .. ":" .. cols .. "x" .. rows
|
||||
local hit = gridCache[key]
|
||||
if hit == nil then
|
||||
hit = build(cols, rows) or false
|
||||
gridCache[key] = hit
|
||||
end
|
||||
return hit or nil
|
||||
end
|
||||
|
||||
-- Wipe lengths, taken from pokered-c's battle_transition.c frame budget --
|
||||
-- derived from battle_transitions.asm and then checked on a live
|
||||
-- side-by-side against the ROM. Each wipe is `steps x frames-per-step`:
|
||||
--
|
||||
-- DoubleCircle 10 x 3 = 30 SpiralOut 360 fills / 3 per frame = 120
|
||||
-- Circle 20 x 3 = 60 HStripes 20 x 3 = 60
|
||||
-- Shrink 9 x 6 = 54 VStripes 18 x 3 = 54
|
||||
-- Split 9 x 6 = 54 (asm:386-392 and :418-424)
|
||||
--
|
||||
-- The port used a flat 40/24 for all eight, which ran every wipe between
|
||||
-- 1.5x and 3x too fast -- the single biggest reason a battle used to open
|
||||
-- so much more abruptly here than on hardware.
|
||||
--
|
||||
-- The inward spiral is the one that bites. It writes one tile per
|
||||
-- iteration and calls BattleTransition_TransferDelay3 every seventh tile
|
||||
-- (wInwardSpiralUpdateScreenCounter counts 7 down to 0), and that helper is
|
||||
-- `ld a,1 / ldh [hAutoBGTransferEnabled] / call Delay3 / xor a / ldh [...]`
|
||||
-- (battle_transitions.asm:619) -- THREE frames, not a one-frame transfer.
|
||||
-- Reading it as one frame runs the whole spiral 3x too fast; pokered-c
|
||||
-- caught that against the real ROM. Deriving the length from the path we
|
||||
-- actually walk keeps the cadence right if the order ever changes.
|
||||
local SPIRAL_IN_TILES_PER_STEP = 7
|
||||
local SPIRAL_IN_STEP_FRAMES = 3 -- TransferDelay3
|
||||
local SPIRAL_IN_FRAMES = math.ceil(#inwardSpiralOrder()
|
||||
/ SPIRAL_IN_TILES_PER_STEP)
|
||||
* SPIRAL_IN_STEP_FRAMES
|
||||
|
||||
-- The eight wipes as records: frames is the wipe length, flash marks the
|
||||
-- two circle wipes that call BattleTransition_FlashScreen first. new()
|
||||
-- reads them, and the transitions registry serves the same table.
|
||||
BattleTransition.STYLES = {
|
||||
doublecircle = { kind = "wipe", frames = 40, flash = true },
|
||||
spiralin = { kind = "wipe", frames = 40 },
|
||||
circle = { kind = "wipe", frames = 40, flash = true },
|
||||
spiralout = { kind = "wipe", frames = 40 },
|
||||
hstripes = { kind = "wipe", frames = 24 },
|
||||
shrink = { kind = "wipe", frames = 24 },
|
||||
vstripes = { kind = "wipe", frames = 24 },
|
||||
split = { kind = "wipe", frames = 24 },
|
||||
doublecircle = { kind = "wipe", frames = 30, flash = true },
|
||||
spiralin = { kind = "wipe", frames = SPIRAL_IN_FRAMES },
|
||||
circle = { kind = "wipe", frames = 60, flash = true },
|
||||
spiralout = { kind = "wipe", frames = 120 },
|
||||
hstripes = { kind = "wipe", frames = 60 },
|
||||
shrink = { kind = "wipe", frames = 54 },
|
||||
vstripes = { kind = "wipe", frames = 54 },
|
||||
split = { kind = "wipe", frames = 54 },
|
||||
}
|
||||
|
||||
-- the eight wipes plus Transition's two warp fades: one registrant owns
|
||||
@@ -164,7 +276,7 @@ local BUILTIN_ORDERS = {
|
||||
-- A registered style may bring its own tile order (a list of {x, y}, or a
|
||||
-- function returning one); the four built-in orders are the defaults for
|
||||
-- the styles that have always had them.
|
||||
local function orderFor(style, def)
|
||||
function orderFor(style, def)
|
||||
if ORDERS[style] == nil then
|
||||
local order = def and def.order
|
||||
if type(order) == "function" then
|
||||
@@ -235,6 +347,15 @@ function BattleTransition:draw()
|
||||
local v = FLASH_STEPS[step]
|
||||
if v ~= 0 then
|
||||
local shade = v > 0 and 0 or 1
|
||||
-- The flash is a palette write (rBGP), so on hardware it tints every
|
||||
-- pixel the LCD shows. Hand it to the renderer as a screen-space veil
|
||||
-- so it covers the whole surface at any zoom; only the headless and
|
||||
-- no-renderer paths fall back to filling the 160x144 box.
|
||||
local r = self.game and self.game.renderer
|
||||
if r then
|
||||
r.screenVeil = { shade, math.abs(v) }
|
||||
return
|
||||
end
|
||||
love.graphics.setColor(shade, shade, shade, math.abs(v))
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 144)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
@@ -242,22 +363,35 @@ function BattleTransition:draw()
|
||||
return
|
||||
end
|
||||
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
local prog = math.min(1, self.t / self.wipeLen)
|
||||
-- Cascade black 8x8 blocks across the window area *outside* the classic
|
||||
-- 160x144 wipe square, in lockstep with the OG wipe progress. Renderer
|
||||
-- paints them in screen space after the world blit (see endFrame).
|
||||
local renderer = self.game and self.game.renderer
|
||||
if renderer then renderer.battleCascadeProg = prog end
|
||||
local style = self.style
|
||||
|
||||
-- a registered style may draw itself; the eight built-ins do not
|
||||
-- a registered style may draw itself; the eight built-ins do not. A custom
|
||||
-- draw owns the 160x144 UI canvas as it always has.
|
||||
if self.def and self.def.draw then
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
self.def.draw(self, prog)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
return
|
||||
end
|
||||
|
||||
-- With a renderer the wipe is drawn ONCE over the whole surface in screen
|
||||
-- space (Renderer:drawBattleWipe), on a tile grid anchored to the letterbox
|
||||
-- and extended outward at the same tile size. That makes it a single
|
||||
-- continuous figure: the spiral starts at the outermost edge of the window
|
||||
-- and works inward, instead of one spiral inside the letterbox running
|
||||
-- alongside a second one outside it. Nothing is stretched -- the pattern is
|
||||
-- continued with more tiles, not scaled-up pixels -- so at 1x the grid works
|
||||
-- out to exactly 20x18 and this is the classic wipe unchanged.
|
||||
local renderer = self.game and self.game.renderer
|
||||
if renderer then
|
||||
renderer.battleWipe = { style = style, prog = prog }
|
||||
return
|
||||
end
|
||||
|
||||
-- headless / no renderer: the classic 160x144 path
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
|
||||
local order = orderFor(style, self.def)
|
||||
if order then
|
||||
-- tile-order wipes: spiral / circle sweeps
|
||||
|
||||
+97
-39
@@ -5,11 +5,13 @@
|
||||
-- then drawn once per zone through a shader that remaps the four DMG
|
||||
-- shades to that zone's palette.
|
||||
--
|
||||
-- Port display option: COLORS (OG RED / SGB / ADVANCED / OG / OG INV /
|
||||
-- SGB INV / CLASSIC) transforms every zone's palette at send time via
|
||||
-- effectiveColors. ADVANCED (the `redpp` id below) swaps the named-palette
|
||||
-- pack for pokered-gbc SuperPalettes (data/palettes_gbc.lua), including
|
||||
-- per-species mon colors.
|
||||
-- Port display option: COLORS (OG RED / OG BLUE / OG YELLOW / SGB /
|
||||
-- ADVANCED / OG / OG INV / SGB INV / CLASSIC) transforms every zone's
|
||||
-- palette at send time via effectiveColors. ADVANCED (the `redpp` id
|
||||
-- below) swaps the named-palette pack for pokered-gbc SuperPalettes
|
||||
-- (data/palettes_gbc.lua), including per-species mon colors. OG YELLOW
|
||||
-- (Yellow playthrough + `ogred` id) uses pokeyellow CGBBasePalettes
|
||||
-- (data/palettes_yellow.lua / ROM cgbBase).
|
||||
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
@@ -17,10 +19,11 @@ local PaletteFX = {}
|
||||
|
||||
local shader -- false = unavailable (headless / no shader support)
|
||||
local gbcPack -- false = missing; nil = not loaded yet
|
||||
local yellowPack -- false = missing; nil = not loaded yet
|
||||
|
||||
-- Cycle order matches OptionsMenu / hotkey 2. The three real colorizations
|
||||
-- come first (OG RED = GBC hardware, SGB = per-map Super Game Boy, ADVANCED =
|
||||
-- pokered-gbc per-tile), then the DMG-shade novelty modes.
|
||||
-- come first (OG RED/BLUE/YELLOW = GBC hardware, SGB = per-map Super Game Boy,
|
||||
-- ADVANCED = pokered-gbc per-tile), then the DMG-shade novelty modes.
|
||||
PaletteFX.MODES = { "ogred", "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
|
||||
-- `gbc`/`gbc_inv`/`redpp` keep their save-value ids for back-compat while
|
||||
-- their LABELS say what the mode actually is: "SGB"/"SGB INV" because the old
|
||||
@@ -117,14 +120,19 @@ PaletteFX.GBC_OBJ_BLUE = {
|
||||
}
|
||||
|
||||
-- The active game's OG boot-ROM background palette: blue for a Blue
|
||||
-- playthrough, red otherwise. White (index 1) and black (index 4) are
|
||||
-- identical across versions, so callers that only touch the endpoints
|
||||
-- (e.g. BattleState's zone white/black snap) need no version branch.
|
||||
-- Yellow is CGB-enhanced (pokeyellow CGBBasePalettes) and has no extracted
|
||||
-- boot-ROM auto-palette here; keep the Red ramp -- never Blue's GBC_BG_BLUE.
|
||||
-- playthrough, red for Red. White (index 1) and black (index 4) are
|
||||
-- identical across Red/Blue, so callers that only touch the endpoints
|
||||
-- (e.g. BattleState's zone white/black snap) need no version branch there.
|
||||
-- Yellow is CGB-enhanced (pokeyellow CGBBasePalettes): named zones go through
|
||||
-- pal() / usesYellowCgb(), and ogBg() falls back to CGBBase PAL_ROUTE for any
|
||||
-- remaining whole-screen callers -- never Blue's GBC_BG_BLUE.
|
||||
function PaletteFX.ogBg()
|
||||
if GameVersion.isBlue() then return PaletteFX.GBC_BG_BLUE end
|
||||
if GameVersion.isYellow() then return PaletteFX.GBC_BG end
|
||||
if GameVersion.isYellow() then
|
||||
local y = PaletteFX.yellowPack()
|
||||
local route = y and y.cgbBase and y.cgbBase.ROUTE
|
||||
if route then return route end
|
||||
end
|
||||
return PaletteFX.GBC_BG
|
||||
end
|
||||
|
||||
@@ -133,14 +141,12 @@ end
|
||||
-- version-distinct cache-group string, because SpriteRenderer.getObpImage keys
|
||||
-- its baked-image cache by (image path, group): a shared group would collide a
|
||||
-- Red bake with a Blue one and one version would show the other's colors.
|
||||
-- Yellow: same Red OBJ green as above until Yellow-specific tables land.
|
||||
-- Yellow OG does not bake a boot-ROM OBJ (usesSpriteObp is false); this path
|
||||
-- is unused there and kept as Red green only as a safe leftover.
|
||||
function PaletteFX.ogObj()
|
||||
if GameVersion.isBlue() then
|
||||
return PaletteFX.darkObp(PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue")
|
||||
end
|
||||
if GameVersion.isYellow() then
|
||||
return PaletteFX.darkObp(PaletteFX.GBC_OBJ, "gbcobj")
|
||||
end
|
||||
return PaletteFX.darkObp(PaletteFX.GBC_OBJ, "gbcobj")
|
||||
end
|
||||
|
||||
@@ -271,13 +277,31 @@ function PaletteFX.gbcPack()
|
||||
return gbcPack or nil
|
||||
end
|
||||
|
||||
-- pokeyellow SuperPalettes + CGBBasePalettes (committed; not wiped by import).
|
||||
-- ROM import may also stamp palettes.cgbBase; yellowCgbNamedPal prefers that.
|
||||
function PaletteFX.yellowPack()
|
||||
if yellowPack == nil then
|
||||
local ok, pack = pcall(require, "data.palettes_yellow")
|
||||
yellowPack = ok and pack or false
|
||||
end
|
||||
return yellowPack or nil
|
||||
end
|
||||
|
||||
function PaletteFX.usesGbcPack(mode)
|
||||
mode = mode or PaletteFX.mode
|
||||
return mode == "redpp"
|
||||
end
|
||||
|
||||
-- Yellow's authentic GBC look is CGBBasePalettes (per-map), not a boot-ROM
|
||||
-- auto-palette. The shared `ogred` save id wears that table on a Yellow
|
||||
-- playthrough and labels itself "OG YELLOW".
|
||||
function PaletteFX.usesYellowCgb(mode)
|
||||
mode = mode or PaletteFX.mode
|
||||
return GameVersion.isYellow() and mode == "ogred"
|
||||
end
|
||||
|
||||
-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
|
||||
-- (the OBP bake + post-zone redraw path). OG RED alone does: the Game Boy
|
||||
-- (the OBP bake + post-zone redraw path). OG RED / OG BLUE do: the Game Boy
|
||||
-- Color boot ROM hands the game one global object palette (PaletteFX.ogObj --
|
||||
-- green over Red's red background, pink over Blue's blue background), so on
|
||||
-- that machine the player and NPCs carry a fixed object color instead of
|
||||
@@ -288,6 +312,10 @@ end
|
||||
-- regression. Terrain is unaffected -- pal() below still hands SGB its per-map
|
||||
-- BG palette; only OG RED short-circuits BG to the one global red palette.
|
||||
--
|
||||
-- OG YELLOW does NOT. Yellow ships CGB code and colors regions via
|
||||
-- CGBBasePalettes the same way SGB mode colors SuperPalettes, so sprites tint
|
||||
-- with the map zone (usesSpriteObp stays off).
|
||||
--
|
||||
-- SGB does NOT. The Super Game Boy colorizes the composited DMG picture it is
|
||||
-- handed and cannot tell an OBJ pixel from a BG one; pokered never sends the
|
||||
-- OBJ_TRN packet that would enable SGB sprite mode (data/sgb/sgb_packets.asm
|
||||
@@ -306,7 +334,7 @@ end
|
||||
-- usesGbcPack() path in SpriteRenderer instead.
|
||||
function PaletteFX.usesSpriteObp(mode)
|
||||
mode = mode or PaletteFX.mode
|
||||
return mode == "ogred"
|
||||
return mode == "ogred" and not GameVersion.isYellow()
|
||||
end
|
||||
|
||||
-- ------- post-zone sprite redraw (OG RED)
|
||||
@@ -363,8 +391,8 @@ end
|
||||
-- read these from the ROM-imported table or the title ribbon stays red
|
||||
-- and the Game Corner reels keep Red's pink (issue #128).
|
||||
-- Yellow is intentionally NOT in BLUE_VERSIONED: skip Blue LOGO1/SLOTS*
|
||||
-- recolors. When CGBBasePalettes were imported (palettes.cgbBase), Yellow
|
||||
-- prefers those over SGB SuperPalettes for named zones.
|
||||
-- recolors. OG YELLOW (usesYellowCgb) reads CGBBasePalettes; SGB mode on
|
||||
-- Yellow keeps SuperPalettes.
|
||||
local BLUE_VERSIONED = {
|
||||
LOGO1 = true, SLOTS2 = true, SLOTS3 = true, SLOTS4 = true,
|
||||
}
|
||||
@@ -376,31 +404,42 @@ end
|
||||
|
||||
local function yellowCgbNamedPal(data, name)
|
||||
local p = data and data.palettes
|
||||
return p and p.cgbBase and p.cgbBase[name]
|
||||
local fromRom = p and p.cgbBase and p.cgbBase[name]
|
||||
if fromRom then return fromRom end
|
||||
local y = PaletteFX.yellowPack()
|
||||
return y and y.cgbBase and y.cgbBase[name] or nil
|
||||
end
|
||||
|
||||
-- named palette from the active pack (nil on stale builds / missing name).
|
||||
-- RED++ falls back to the ROM pack for names the gbc table omits (rare).
|
||||
-- OG RED short-circuits EVERY name to the one global GBC boot-ROM BG palette
|
||||
-- (the hardware had a single BGP for the whole game), so terrain zones,
|
||||
-- battle HP bars / text, and menu boxes all come out red -- everything a
|
||||
-- background tile drew. Objects do not come through here (they bake
|
||||
-- GBC_OBJ green), so this stays a BG-only hook.
|
||||
-- OG RED / OG BLUE short-circuit EVERY name to the one global GBC boot-ROM
|
||||
-- BG palette (the hardware had a single BGP for the whole game), so terrain
|
||||
-- zones, battle HP bars / text, and menu boxes all come out red/blue --
|
||||
-- everything a background tile drew. Objects do not come through here
|
||||
-- (they bake GBC_OBJ), so this stays a BG-only hook.
|
||||
-- OG YELLOW instead resolves each name through CGBBasePalettes.
|
||||
function PaletteFX.pal(data, name)
|
||||
if PaletteFX.mode == "ogred" then return PaletteFX.ogBg() end
|
||||
if PaletteFX.mode == "ogred" and not GameVersion.isYellow() then
|
||||
return PaletteFX.ogBg()
|
||||
end
|
||||
-- Blue-only ROM override for versioned SuperPals. Yellow (isYellow) and
|
||||
-- Red keep the active pack / Red-like path -- do not apply Blue recolors.
|
||||
if GameVersion.isBlue() and BLUE_VERSIONED[name] then
|
||||
local fromRom = romNamedPal(data, name)
|
||||
if fromRom then return fromRom end
|
||||
end
|
||||
if GameVersion.isYellow() then
|
||||
if PaletteFX.usesYellowCgb() then
|
||||
local fromCgb = yellowCgbNamedPal(data, name)
|
||||
if fromCgb then return fromCgb end
|
||||
end
|
||||
local p = PaletteFX.pack(data)
|
||||
local c = p and p.palettes[name]
|
||||
if c then return c end
|
||||
if GameVersion.isYellow() then
|
||||
local y = PaletteFX.yellowPack()
|
||||
local yc = y and y.palettes and y.palettes[name]
|
||||
if yc then return yc end
|
||||
end
|
||||
if PaletteFX.usesGbcPack() then
|
||||
return romNamedPal(data, name)
|
||||
end
|
||||
@@ -413,14 +452,20 @@ end
|
||||
-- Transformed mon's pic is tinted gray, not the copied species' own
|
||||
-- SGB color). RED++ uses per-species pals from mon_palettes.asm.
|
||||
function PaletteFX.monPal(data, species, transformed)
|
||||
-- OG RED: a battle mon pic is a BG tile on the Game Boy Color (drawn into
|
||||
-- the tilemap, colored by BGP), so it wears the global red BG palette, not
|
||||
-- a per-species one -- matching the hardware capture where both mons are
|
||||
-- red/pink on the white field.
|
||||
if PaletteFX.mode == "ogred" then return PaletteFX.ogBg() end
|
||||
-- OG RED / OG BLUE: a battle mon pic is a BG tile on the Game Boy Color
|
||||
-- (drawn into the tilemap, colored by BGP), so it wears the global boot-ROM
|
||||
-- BG palette, not a per-species one -- matching the hardware capture where
|
||||
-- both mons are red/pink (or blue/pink) on the white field.
|
||||
-- OG YELLOW keeps per-species CGBBasePalettes (Yellow had real CGB code).
|
||||
if PaletteFX.mode == "ogred" and not GameVersion.isYellow() then
|
||||
return PaletteFX.ogBg()
|
||||
end
|
||||
local p = PaletteFX.pack(data)
|
||||
if not p then return nil end
|
||||
if transformed then
|
||||
if PaletteFX.usesYellowCgb() then
|
||||
return PaletteFX.pal(data, "GRAYMON")
|
||||
end
|
||||
return p.palettes.GRAYMON
|
||||
or (data and data.palettes and data.palettes.palettes.GRAYMON)
|
||||
end
|
||||
@@ -430,17 +475,32 @@ function PaletteFX.monPal(data, species, transformed)
|
||||
-- so fall back to it when the pack itself doesn't carry the name.
|
||||
local def = data and data.pokemon and data.pokemon[species]
|
||||
if def and def.palette then
|
||||
if PaletteFX.usesYellowCgb() then
|
||||
local yc = PaletteFX.pal(data, def.palette)
|
||||
if yc then return yc end
|
||||
end
|
||||
local pal = p.palettes[def.palette]
|
||||
or (data and data.palettes and data.palettes.palettes[def.palette])
|
||||
if pal then return pal end
|
||||
end
|
||||
local name = p.pokemon[species] or "MEWMON"
|
||||
if PaletteFX.usesYellowCgb() then
|
||||
local yc = PaletteFX.pal(data, name)
|
||||
if yc then return yc end
|
||||
end
|
||||
local c = p.palettes[name]
|
||||
if c then return c end
|
||||
if PaletteFX.usesGbcPack() and data and data.palettes then
|
||||
name = data.palettes.pokemon[species] or "MEWMON"
|
||||
return data.palettes.palettes[name]
|
||||
end
|
||||
if GameVersion.isYellow() then
|
||||
local y = PaletteFX.yellowPack()
|
||||
if y and y.pokemon then
|
||||
name = y.pokemon[species] or "MEWMON"
|
||||
return y.palettes and y.palettes[name]
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
@@ -707,12 +767,10 @@ end
|
||||
|
||||
function PaletteFX.modeLabel(mode)
|
||||
mode = mode or PaletteFX.mode
|
||||
-- The GBC boot-ROM mode wears the running game's name: it is red for Red and
|
||||
-- blue for Blue (see ogBg), so a Blue playthrough shows "OG BLUE".
|
||||
-- Yellow still uses the Red boot-ROM ramp (no Yellow table yet), so keep
|
||||
-- the "OG RED" label rather than inventing an "OG YELLOW" without colors.
|
||||
-- The GBC hardware mode wears the running game's name: OG RED / OG BLUE
|
||||
-- (boot-ROM auto-palette) or OG YELLOW (pokeyellow CGBBasePalettes).
|
||||
if mode == "ogred" and GameVersion.isBlue() then return "OG BLUE" end
|
||||
if mode == "ogred" and GameVersion.isYellow() then return "OG RED" end
|
||||
if mode == "ogred" and GameVersion.isYellow() then return "OG YELLOW" end
|
||||
return PaletteFX.MODE_LABELS[mode] or "GBC"
|
||||
end
|
||||
|
||||
|
||||
@@ -120,7 +120,7 @@ end
|
||||
-- shape (love.graphics.newCanvas), so accept either and nothing else.
|
||||
local function isCanvas(v)
|
||||
if type(v) == "userdata" then
|
||||
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
end
|
||||
if type(v) == "table" then
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
|
||||
+332
-78
@@ -32,7 +32,7 @@ Renderer.MAX_UI_HEIGHT = 576
|
||||
-- would otherwise take the frame down with it.
|
||||
local function isCanvas(v)
|
||||
if type(v) == "userdata" then
|
||||
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
end
|
||||
if type(v) == "table" then
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
@@ -127,6 +127,35 @@ function Renderer:fitScale()
|
||||
return math.max(1, math.floor(math.min(pw / w, ph / h)))
|
||||
end
|
||||
|
||||
-- Integer framebuffer pixels per GB pixel for the UI pass.
|
||||
--
|
||||
-- Survey zoom only ever scaled the world: the UI kept blitting at fitScale,
|
||||
-- so zooming out left a full-size dialogue box over a shrunken world, which
|
||||
-- reads as the UI growing. Stepping the UI down with the zoom keeps the two
|
||||
-- in proportion. Whole integers only, so a UI pixel stays a whole number of
|
||||
-- screen pixels and the font does not resample; and never below half of
|
||||
-- fitScale, because past that the text stops being readable.
|
||||
--
|
||||
-- Zooming IN does not scale the UI up -- a dialogue box larger than the
|
||||
-- classic one has no reference to be faithful to, and the letterbox it sits
|
||||
-- in does not grow either.
|
||||
function Renderer:uiScale()
|
||||
local S = self:fitScale()
|
||||
local off = Zoom.offset or 0
|
||||
-- Only follow the zoom when a world is actually on screen. Survey zoom is
|
||||
-- an OVERWORLD control; the title screen, the intro and the credits show no
|
||||
-- world at all, and shrinking them to match a zoom level the player set for
|
||||
-- the map is meaningless. worldActive is this frame's answer -- beginFrame
|
||||
-- clears it and beginWorldPass sets it -- so a state that draws no world
|
||||
-- keeps the full fit scale.
|
||||
if not self.worldActive then return S end
|
||||
if off >= 0 then return S end
|
||||
local floorS = math.ceil(S / 2) -- at most a 50% reduction
|
||||
local s = S + off -- one integer step per zoom-out step
|
||||
if s < floorS then s = floorS end
|
||||
return math.max(1, s)
|
||||
end
|
||||
|
||||
-- the native-pixel UI surface in use right now
|
||||
function Renderer:uiSize()
|
||||
return self.uiWidth or self.WIDTH, self.uiHeight or self.HEIGHT
|
||||
@@ -200,8 +229,14 @@ function Renderer:beginFrame(transparent)
|
||||
-- warp-fade overlay from Transition (issue #121); cleared each frame so
|
||||
-- a popped transition cannot leave a sticky black veil
|
||||
self.worldFadeAlpha = nil
|
||||
-- battle-transition cascade outside the 160x144 wipe (BattleTransition)
|
||||
self.battleCascadeProg = nil
|
||||
-- battle-transition wipe, drawn over the whole surface (BattleTransition)
|
||||
self.battleWipe = nil
|
||||
-- whole-surface veil in screen space (battle-transition flash, the
|
||||
-- fade in from white after a battle) -- covers the window, not just the
|
||||
-- 160x144 letterbox
|
||||
self.screenVeil = nil
|
||||
-- edge-anchored UI regions, re-declared by their elements each frame
|
||||
self.uiAnchors = nil
|
||||
-- last frame's trueColor rects and sprite redraws go before anything
|
||||
-- draws this one
|
||||
PaletteFX.clearTrueColor()
|
||||
@@ -218,44 +253,94 @@ function Renderer:beginFrame(transparent)
|
||||
end
|
||||
end
|
||||
|
||||
-- Black 8x8 (scaled) blocks cascading outward from the classic GB letterbox
|
||||
-- into the surrounding window, matching BattleTransition wipe progress.
|
||||
-- Tiles that sit entirely inside the 160x144 square are left to the OG wipe.
|
||||
-- The battle-transition wipe, drawn once over the WHOLE surface in screen
|
||||
-- space rather than as a 160x144 wipe plus a separate fill around it.
|
||||
--
|
||||
-- The tile grid is anchored on the letterbox and extended outward at the same
|
||||
-- tile size, so the figure is continuous: a spiral begins at the outermost
|
||||
-- edge of the window and works inward through the letterbox to the middle.
|
||||
-- Nothing is stretched -- the pattern is continued with more tiles, not
|
||||
-- scaled-up pixels -- and at 1x the grid works out to exactly 20x18, where
|
||||
-- BattleTransition.gridOrder hands back the ROM's own walk, so an unzoomed
|
||||
-- window is the classic wipe unchanged.
|
||||
--
|
||||
-- Sx/Sy are LOVE-unit scales (Sy defaults to Sx on uniform surfaces).
|
||||
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, Sx, Sy)
|
||||
if not prog or prog <= 0 then return end
|
||||
function Renderer:drawBattleWipe(wipe, ww, wh, ox, oy, vpw, vph, Sx, Sy)
|
||||
if not wipe or not wipe.prog or wipe.prog <= 0 then return end
|
||||
Sy = Sy or Sx
|
||||
local TILE_W, TILE_H = 8 * Sx, 8 * Sy
|
||||
if TILE_W < 1 then TILE_W = 1 end
|
||||
if TILE_H < 1 then TILE_H = 1 end
|
||||
local cols = math.ceil(ww / TILE_W)
|
||||
local rows = math.ceil(wh / TILE_H)
|
||||
local cx, cy = ox + vpw / 2, oy + vph / 2
|
||||
local order = {}
|
||||
for row = 0, rows - 1 do
|
||||
for col = 0, cols - 1 do
|
||||
local x, y = col * TILE_W, row * TILE_H
|
||||
-- any tile with area outside the letterbox participates
|
||||
if x < ox or y < oy or x + TILE_W > ox + vpw or y + TILE_H > oy + vph then
|
||||
local dist = math.max(math.abs(x + TILE_W / 2 - cx),
|
||||
math.abs(y + TILE_H / 2 - cy))
|
||||
order[#order + 1] = { x, y, dist }
|
||||
end
|
||||
end
|
||||
end
|
||||
if #order == 0 then return end
|
||||
table.sort(order, function(a, b)
|
||||
if a[3] ~= b[3] then return a[3] < b[3] end
|
||||
if a[2] ~= b[2] then return a[2] < b[2] end
|
||||
return a[1] < b[1]
|
||||
end)
|
||||
local n = math.floor(#order * math.min(1, prog) + 1e-6)
|
||||
if prog >= 1 then n = #order end
|
||||
local TW, TH = 8 * Sx, 8 * Sy
|
||||
if TW < 1 then TW = 1 end
|
||||
if TH < 1 then TH = 1 end
|
||||
local prog = math.min(1, wipe.prog)
|
||||
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.setScissor(0, 0, ww, wh)
|
||||
for i = 1, n do
|
||||
local t = order[i]
|
||||
love.graphics.rectangle("fill", t[1], t[2], TILE_W, TILE_H)
|
||||
|
||||
if prog >= 1 then
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
return
|
||||
end
|
||||
|
||||
-- whole-tile padding out to each window edge, keeping the grid in phase
|
||||
-- with the letterbox's tiles
|
||||
local padL = math.max(0, math.ceil(ox / TW))
|
||||
local padT = math.max(0, math.ceil(oy / TH))
|
||||
local padR = math.max(0, math.ceil((ww - ox - vpw) / TW))
|
||||
local padB = math.max(0, math.ceil((wh - oy - vph) / TH))
|
||||
local lbCols = math.max(1, math.floor(vpw / TW + 0.5))
|
||||
local lbRows = math.max(1, math.floor(vph / TH + 0.5))
|
||||
local cols, rows = padL + lbCols + padR, padT + lbRows + padB
|
||||
local x0, y0 = ox - padL * TW, oy - padT * TH
|
||||
|
||||
-- required here rather than at the top: BattleTransition reaches the
|
||||
-- renderer through game.renderer at draw time, and a module-level require
|
||||
-- would put the two files in a load cycle
|
||||
local BattleTransition = require("src.render.BattleTransition")
|
||||
local order = BattleTransition.gridOrder(wipe.style, cols, rows)
|
||||
|
||||
if order then
|
||||
local n = math.floor(#order * prog + 1e-6)
|
||||
for i = 1, n do
|
||||
local t = order[i]
|
||||
love.graphics.rectangle("fill", x0 + t[1] * TW, y0 + t[2] * TH, TW, TH)
|
||||
end
|
||||
else
|
||||
-- shrink / split / the stripes are geometry, not a walk: the same shapes
|
||||
-- measured against the window instead of the letterbox
|
||||
local style = wipe.style
|
||||
if style == "hstripes" then
|
||||
local w = ww * prog
|
||||
for row = 0, rows - 1 do
|
||||
local y = y0 + row * TH
|
||||
if row % 2 == 0 then
|
||||
love.graphics.rectangle("fill", 0, y, w, TH)
|
||||
else
|
||||
love.graphics.rectangle("fill", ww - w, y, w, TH)
|
||||
end
|
||||
end
|
||||
elseif style == "vstripes" then
|
||||
local h = wh * prog
|
||||
for col = 0, cols - 1 do
|
||||
local x = x0 + col * TW
|
||||
if col % 2 == 0 then
|
||||
love.graphics.rectangle("fill", x, 0, TW, h)
|
||||
else
|
||||
love.graphics.rectangle("fill", x, wh - h, TW, h)
|
||||
end
|
||||
end
|
||||
elseif style == "shrink" then
|
||||
local h, w = wh / 2 * prog, ww / 2 * prog
|
||||
love.graphics.rectangle("fill", 0, 0, ww, h)
|
||||
love.graphics.rectangle("fill", 0, wh - h, ww, h)
|
||||
love.graphics.rectangle("fill", 0, 0, w, wh)
|
||||
love.graphics.rectangle("fill", ww - w, 0, w, wh)
|
||||
else -- split: a black cross growing out of the centre in both axes
|
||||
local h, w = wh / 2 * prog, ww / 2 * prog
|
||||
love.graphics.rectangle("fill", 0, wh / 2 - h, ww, h * 2)
|
||||
love.graphics.rectangle("fill", ww / 2 - w, 0, w * 2, wh)
|
||||
end
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
@@ -474,6 +559,73 @@ local function withTrueColor(zoneList, pass)
|
||||
return merged
|
||||
end
|
||||
|
||||
-- Palette-correct blit of `canvas` at (sx, sy) LOVE-unit scales into origin
|
||||
-- (bx, by), scissored to the (boxX, boxY, boxW, boxH) screen rect. zoneSx/
|
||||
-- zoneSy convert zone coords (canvas-space) into screen units. Public so a
|
||||
-- render.compose mod can composite the world/UI canvases into its own layout.
|
||||
function Renderer:blitCanvas(canvas, sx, sy, zoneList, zoneSx, zoneSy,
|
||||
bx, by, boxX, boxY, boxW, boxH, dpiX, dpiY)
|
||||
local shader = zoneList and zoneList[1] and PaletteFX.shader() or nil
|
||||
if not shader then
|
||||
love.graphics.setScissor(boxX, boxY, boxW, boxH)
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
love.graphics.setScissor()
|
||||
return
|
||||
end
|
||||
love.graphics.setShader(shader)
|
||||
-- a colors == false zone is the trueColor opt-out: its rect draws with
|
||||
-- no shader at all. Nothing sets one without a mod, so a vanilla zone
|
||||
-- list never toggles and issues exactly the calls it always did.
|
||||
local bare = false
|
||||
for _, z in ipairs(zoneList) do
|
||||
local plain = z.colors == false
|
||||
if plain ~= bare then
|
||||
bare = plain
|
||||
love.graphics.setShader(not plain and shader or nil)
|
||||
end
|
||||
if not plain then PaletteFX.sendColors(shader, z.colors) end
|
||||
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
|
||||
z.w * zoneSx, z.h * zoneSy,
|
||||
boxX, boxY, boxW, boxH, dpiX, dpiY) then
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
end
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setShader()
|
||||
end
|
||||
|
||||
-- Take a rect out of a list of rects, splitting each overlapped one into up
|
||||
-- to four pieces. Used to vacate an anchored UI region from the letterbox
|
||||
-- blit, so the element is drawn at its anchor and not also in place.
|
||||
local function subtractRect(list, x, y, w, h)
|
||||
local out = {}
|
||||
local x2, y2 = x + w, y + h
|
||||
for _, r in ipairs(list) do
|
||||
local rx, ry, rw, rh = r[1], r[2], r[3], r[4]
|
||||
local rx2, ry2 = rx + rw, ry + rh
|
||||
if x2 <= rx or x >= rx2 or y2 <= ry or y >= ry2 then
|
||||
out[#out + 1] = r -- disjoint
|
||||
else
|
||||
if ry < y then out[#out + 1] = { rx, ry, rw, y - ry } end
|
||||
if y2 < ry2 then out[#out + 1] = { rx, y2, rw, ry2 - y2 } end
|
||||
local ty, ty2 = math.max(ry, y), math.min(ry2, y2)
|
||||
if rx < x then out[#out + 1] = { rx, ty, x - rx, ty2 - ty } end
|
||||
if x2 < rx2 then out[#out + 1] = { x2, ty, rx2 - x2, ty2 - ty } end
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- A UI element that should sit against a screen edge rather than inside the
|
||||
-- centred letterbox. Declared during the element's own draw, in UI-canvas
|
||||
-- pixels, and consumed by endFrame this frame only.
|
||||
-- anchor: "bottom" | "topright" | "topleft" | "bottomright"
|
||||
function Renderer:setUIAnchor(x, y, w, h, anchor)
|
||||
self.uiAnchors = self.uiAnchors or {}
|
||||
self.uiAnchors[#self.uiAnchors + 1] =
|
||||
{ x = x, y = y, w = w, h = h, anchor = anchor }
|
||||
end
|
||||
|
||||
-- zones: optional list of SGB palette regions (see PaletteFX) in
|
||||
-- 160x144 UI space, applied to the UI pass. worldZones: optional
|
||||
-- regions in world-canvas pixels (overworld survey zoom colors each
|
||||
@@ -494,6 +646,23 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- Snap the letterbox origin to a framebuffer pixel, then convert to units.
|
||||
local ox = math.floor((pw - uiw * Sp) / 2) / dpiX
|
||||
local oy = math.floor((ph - uih * Sp) / 2) / dpiY
|
||||
-- The UI has its own scale: it steps down as the survey zoom goes out (see
|
||||
-- uiScale), so it can be smaller than the world letterbox. Un-zoomed these
|
||||
-- are identical to Sp/ox/oy and every rect below is what it always was.
|
||||
local Up = self:uiScale()
|
||||
-- BATTLE SIZE "fill" (Renderer.uiFill, set per frame by Game:draw): scale
|
||||
-- the surface to the window rather than to whole GB pixels, so the battle
|
||||
-- fills vertically at any zoom or window size. Fractional by nature -- a
|
||||
-- GB pixel stops being a whole number of screen pixels, which is the trade
|
||||
-- the setting exists to offer. Clamped on the horizontal too, so a narrow
|
||||
-- window scales to fit instead of overflowing off both sides.
|
||||
if self.uiFill then
|
||||
Up = math.min(ph / uih, pw / uiw)
|
||||
end
|
||||
local Ux, Uy = Up / dpiX, Up / dpiY
|
||||
local uvpw, uvph = uiw * Ux, uih * Uy
|
||||
local uox = math.floor((pw - uiw * Up) / 2) / dpiX
|
||||
local uoy = math.floor((ph - uih * Up) / 2) / dpiY
|
||||
local GBCFX = require("src.render.GBCFX")
|
||||
-- Forced mono/Classic modes still need a whole-screen zone when a state
|
||||
-- exposes no SGB packets (raw DMG canvas), so sendColors can remap.
|
||||
@@ -506,6 +675,36 @@ function Renderer:endFrame(zones, worldZones)
|
||||
zones = withTrueColor(zones, "ui")
|
||||
worldZones = withTrueColor(worldZones, "world")
|
||||
|
||||
-- render.compose: hand a mod the finished world + UI canvases (and their
|
||||
-- SGB zones), the frame metrics, Renderer:blitCanvas and the SecondScreen
|
||||
-- bridge, letting it lay the two passes out however it likes -- e.g. as two
|
||||
-- stacked Game Boy screens, or driving one onto a second physical display.
|
||||
-- The mod returns true to take over the whole window; anything else (or no
|
||||
-- mod wrapping the hook) falls through to the normal composite below.
|
||||
if Runtime.wantsHook("render.compose") then
|
||||
local ctx = {
|
||||
renderer = self,
|
||||
worldCanvas = self.worldCanvas, uiCanvas = self.canvas,
|
||||
worldOverride = self.worldOverride,
|
||||
worldActive = self.worldActive and true or false,
|
||||
zones = zones, worldZones = worldZones,
|
||||
ww = ww, wh = wh, pw = pw, ph = ph, ox = ox, oy = oy,
|
||||
vpw = vpw, vph = vph, uiw = uiw, uih = uih,
|
||||
scale = Sp, Sx = Sx, Sy = Sy, dpiX = dpiX, dpiY = dpiY,
|
||||
secondScreen = require("src.render.SecondScreen"),
|
||||
}
|
||||
if Runtime.call("render.compose", function() return false end, self, ctx) == true then
|
||||
self.worldActive = false
|
||||
self.uprightActive = false
|
||||
self.worldOverride = nil
|
||||
PaletteFX.setPass(nil)
|
||||
return {
|
||||
width = ww, height = wh, gameX = ox, gameY = oy,
|
||||
gameWidth = vpw, gameHeight = vph, scale = Sp, dpiX = dpiX, dpiY = dpiY,
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
-- A post-process pipeline needs the whole composite in a canvas for the
|
||||
-- same reason GBC FX does, so either one alone is enough to take the
|
||||
-- present path; with neither, the frame draws straight to the screen
|
||||
@@ -541,7 +740,12 @@ function Renderer:endFrame(zones, worldZones)
|
||||
local stack = ok and Game and Game.stack
|
||||
local base = stack and stack.visibleBase and stack:visibleBase()
|
||||
local state = base and stack.states and stack.states[base]
|
||||
if state and state.letterboxWhite then
|
||||
-- BATTLE BG "black" keeps the default black clear; "white" (and any
|
||||
-- non-battle state that opts in) uses the paper shade. "world" never
|
||||
-- reaches here -- it makes the battle non-opaque, so the world pass is
|
||||
-- active and this whole branch is skipped.
|
||||
if state and state.letterboxWhite
|
||||
and not (state.bgMode and state:bgMode() == "black") then
|
||||
clearR, clearG, clearB = PaletteFX.paperShade(Game and Game.data)
|
||||
end
|
||||
end
|
||||
@@ -560,38 +764,12 @@ function Renderer:endFrame(zones, worldZones)
|
||||
})
|
||||
end
|
||||
|
||||
-- blit `canvas` at (sx, sy) LOVE-unit scales into origin (bx, by),
|
||||
-- scissored to the (boxX, boxY, boxW, boxH) screen rect. zoneSx/zoneSy
|
||||
-- convert zone coords (canvas-space) into screen units.
|
||||
-- see Renderer:blitCanvas; bound here to the frame's dpi so the composite
|
||||
-- call sites below stay unchanged.
|
||||
local function blit(canvas, sx, sy, zoneList, zoneSx, zoneSy,
|
||||
bx, by, boxX, boxY, boxW, boxH)
|
||||
local shader = zoneList and zoneList[1] and PaletteFX.shader() or nil
|
||||
if not shader then
|
||||
love.graphics.setScissor(boxX, boxY, boxW, boxH)
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
love.graphics.setScissor()
|
||||
return
|
||||
end
|
||||
love.graphics.setShader(shader)
|
||||
-- a colors == false zone is the trueColor opt-out: its rect draws with
|
||||
-- no shader at all. Nothing sets one without a mod, so a vanilla zone
|
||||
-- list never toggles and issues exactly the calls it always did.
|
||||
local bare = false
|
||||
for _, z in ipairs(zoneList) do
|
||||
local plain = z.colors == false
|
||||
if plain ~= bare then
|
||||
bare = plain
|
||||
love.graphics.setShader(not plain and shader or nil)
|
||||
end
|
||||
if not plain then PaletteFX.sendColors(shader, z.colors) end
|
||||
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
|
||||
z.w * zoneSx, z.h * zoneSy,
|
||||
boxX, boxY, boxW, boxH, dpiX, dpiY) then
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
end
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setShader()
|
||||
return self:blitCanvas(canvas, sx, sy, zoneList, zoneSx, zoneSy,
|
||||
bx, by, boxX, boxY, boxW, boxH, dpiX, dpiY)
|
||||
end
|
||||
|
||||
if self.worldOverride then
|
||||
@@ -602,7 +780,12 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- runs, so dialogs, menus and the HUD sit on top as usual.
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setScissor(0, 0, ww, wh)
|
||||
love.graphics.draw(self.worldOverride, 0, 0, 0, 1 / dpiX, 1 / dpiY)
|
||||
local loveMajor = love.getVersion()
|
||||
if love.system and love.system.getOS and love.system.getOS() == "iOS" and loveMajor >= 12 then
|
||||
love.graphics.draw(self.worldOverride, 0, wh, 0, 1 / dpiX, -1 / dpiY)
|
||||
else
|
||||
love.graphics.draw(self.worldOverride, 0, 0, 0, 1 / dpiX, 1 / dpiY)
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
-- the screen-space overlays the flat path draws over its composite
|
||||
local fade = self.worldFadeAlpha
|
||||
@@ -611,9 +794,6 @@ function Renderer:endFrame(zones, worldZones)
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
if self.battleCascadeProg then
|
||||
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
|
||||
end
|
||||
elseif self.worldActive then
|
||||
local sp = Zoom.scale(Sp)
|
||||
local sx, sy = sp / dpiX, sp / dpiY
|
||||
@@ -688,14 +868,81 @@ function Renderer:endFrame(zones, worldZones)
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
-- Battle transition: cascade black blocks into the area outside the
|
||||
-- classic 160x144 wipe square (world still shows through until filled).
|
||||
if self.battleCascadeProg then
|
||||
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
|
||||
end
|
||||
-- BATTLE BG "world": the frozen overworld has just been composited and the
|
||||
-- battle is about to blit over it. Dim the world first, so the battle
|
||||
-- reads as the foreground instead of competing with a fully lit map. Goes
|
||||
-- here rather than in the letterbox clear because with the world pass
|
||||
-- active there is no clear -- the world already covers the surface.
|
||||
if self.battleDim and self.battleDim > 0 then
|
||||
love.graphics.setColor(0, 0, 0, self.battleDim)
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
-- UI: anchored regions against their screen edges, the rest in the classic
|
||||
-- centred letterbox. With nothing anchored this is the single blit it has
|
||||
-- always been.
|
||||
local anchors = self.uiAnchors
|
||||
if not anchors or #anchors == 0 then
|
||||
blit(self.canvas, Ux, Uy, zones, Ux, Uy, uox, uoy, uox, uoy, uvpw, uvph)
|
||||
else
|
||||
local rest = { { uox, uoy, uvpw, uvph } }
|
||||
local placed = {}
|
||||
for _, a in ipairs(anchors) do
|
||||
local dw, dh = a.w * Ux, a.h * Uy
|
||||
-- Anchors are edge-RELATIVE: an element keeps its distance from the
|
||||
-- canvas edge, measured against the screen edge instead. That is what
|
||||
-- keeps a stack together -- the yes/no box sits 48px above the canvas
|
||||
-- bottom, so bottom-anchoring lands it 48px above the screen bottom,
|
||||
-- still directly over the dialogue box, rather than on top of it.
|
||||
local gapR = (uiw - (a.x + a.w)) * Ux
|
||||
local gapB = (uih - (a.y + a.h)) * Uy
|
||||
local dx, dy
|
||||
if a.anchor == "bottom" then
|
||||
dx = uox + a.x * Ux -- horizontally it stays with the letterbox
|
||||
dy = wh - gapB - dh
|
||||
elseif a.anchor == "topright" then
|
||||
dx = ww - gapR - dw
|
||||
dy = a.y * Uy
|
||||
else -- unknown anchor: leave it where it is
|
||||
dx, dy = uox + a.x * Ux, uoy + a.y * Uy
|
||||
end
|
||||
placed[#placed + 1] = { a = a, dx = dx, dy = dy, dw = dw, dh = dh }
|
||||
rest = subtractRect(rest, uox + a.x * Ux, uoy + a.y * Uy, dw, dh)
|
||||
end
|
||||
for _, r in ipairs(rest) do
|
||||
blit(self.canvas, Ux, Uy, zones, Ux, Uy, uox, uoy, r[1], r[2], r[3], r[4])
|
||||
end
|
||||
for _, p in ipairs(placed) do
|
||||
-- shift the draw origin so canvas pixel (a.x, a.y) lands on (dx, dy).
|
||||
-- The zone scissors are computed from the same origin, so an SGB
|
||||
-- region travels with the element instead of staying in the letterbox.
|
||||
blit(self.canvas, Ux, Uy, zones, Ux, Uy,
|
||||
p.dx - p.a.x * Ux, p.dy - p.a.y * Uy, p.dx, p.dy, p.dw, p.dh)
|
||||
end
|
||||
end
|
||||
-- UI stays in the classic centered GB letterbox
|
||||
blit(self.canvas, Sx, Sy, zones, Sx, Sy, ox, oy, ox, oy, vpw, vph)
|
||||
|
||||
-- The battle wipe covers the whole surface, letterbox included, so it goes
|
||||
-- over the finished composite rather than under the UI blit. On hardware
|
||||
-- it is the tilemap being overwritten -- there is nothing it does not cover.
|
||||
if self.battleWipe then
|
||||
self:drawBattleWipe(self.battleWipe, ww, wh, ox, oy, vpw, vph, Sx, Sy)
|
||||
end
|
||||
|
||||
-- Palette-register effects (BattleTransition_FlashScreen's rBGP writes, the
|
||||
-- GBFadeInFromWhite after a battle) tint every pixel the LCD shows -- there
|
||||
-- is no "outside the screen" on hardware for them to miss. So they are
|
||||
-- painted here, over the finished composite, rather than into the 160x144
|
||||
-- UI canvas: at any zoom above 1x a letterbox-only veil left the
|
||||
-- surrounding window untouched, which read as the effect happening inside
|
||||
-- a window rather than to the whole screen. { shade, alpha }.
|
||||
local veil = self.screenVeil
|
||||
if veil and veil[2] > 0 then
|
||||
love.graphics.setColor(veil[1], veil[1], veil[1], veil[2])
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
if present then
|
||||
love.graphics.setCanvas()
|
||||
@@ -720,6 +967,13 @@ function Renderer:endFrame(zones, worldZones)
|
||||
self.uprightActive = false
|
||||
self.worldOverride = nil
|
||||
PaletteFX.setPass(nil)
|
||||
return {
|
||||
width = ww, height = wh,
|
||||
gameX = ox, gameY = oy,
|
||||
gameWidth = vpw, gameHeight = vph,
|
||||
scale = Sp,
|
||||
dpiX = dpiX, dpiY = dpiY,
|
||||
}
|
||||
end
|
||||
|
||||
return Renderer
|
||||
|
||||
@@ -0,0 +1,59 @@
|
||||
-- Bridge to native secondary-display output (Android Presentation). The C
|
||||
-- functions live in mobile/android/love/src/jni/love/src/common/android.cpp.
|
||||
-- Everything is guarded: off Android, or if the symbols cannot be resolved,
|
||||
-- this stays inert and the renderer keeps the in-window stacked layout.
|
||||
|
||||
local SecondScreen = {}
|
||||
local C = nil
|
||||
|
||||
local function log(msg)
|
||||
pcall(function() require("src.core.Logger").info("SecondScreen: %s", msg) end)
|
||||
end
|
||||
|
||||
do
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not (ok and ffi) then
|
||||
log("ffi unavailable (not LuaJIT); second display disabled")
|
||||
else
|
||||
pcall(ffi.cdef, [[
|
||||
int love_android_secondary_ready();
|
||||
void love_android_push_secondary(const void *rgba, int w, int h);
|
||||
void love_android_secondary_enable(int on);
|
||||
]])
|
||||
local okLib, lib = pcall(ffi.load, "love")
|
||||
if okLib and lib and pcall(function() return lib.love_android_secondary_ready end) then
|
||||
C = lib
|
||||
log("bridge linked via ffi.load('love')")
|
||||
elseif pcall(function() return ffi.C.love_android_secondary_ready end) then
|
||||
C = ffi.C
|
||||
log("bridge linked via default namespace")
|
||||
else
|
||||
log(("bridge symbols not found (ffi.load ok=%s); second display disabled")
|
||||
:format(tostring(okLib)))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SecondScreen.usable()
|
||||
return C ~= nil
|
||||
end
|
||||
|
||||
function SecondScreen.available()
|
||||
if not C then return false end
|
||||
local ok, r = pcall(C.love_android_secondary_ready)
|
||||
return ok and r ~= 0
|
||||
end
|
||||
|
||||
function SecondScreen.push(imageData, w, h)
|
||||
if not C or not imageData then return false end
|
||||
return pcall(function()
|
||||
C.love_android_push_secondary(imageData:getFFIPointer(), w, h)
|
||||
end)
|
||||
end
|
||||
|
||||
function SecondScreen.setEnabled(on)
|
||||
if not C then return end
|
||||
pcall(function() C.love_android_secondary_enable(on and 1 or 0) end)
|
||||
end
|
||||
|
||||
return SecondScreen
|
||||
@@ -8,6 +8,7 @@
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
local Theme = require("src.ui.Theme")
|
||||
local Timing = require("src.core.Timing")
|
||||
|
||||
local TextBox = {}
|
||||
TextBox.__index = TextBox
|
||||
@@ -177,6 +178,13 @@ end
|
||||
function TextBox:update(dt)
|
||||
local input = self.game.input
|
||||
self.blink = (self.blink + 1) % 60
|
||||
-- A page or CONT advance blocks the whole box while the original's scroll
|
||||
-- and clear run (src/core/Timing.lua TEXT_SCROLL_PAIR / TEXT_PAGE_CLEAR).
|
||||
-- Nothing types and no input is read until it drains.
|
||||
if (self.holdFrames or 0) > 0 then
|
||||
self.holdFrames = self.holdFrames - 1
|
||||
return
|
||||
end
|
||||
if self.done then
|
||||
if self.auto then
|
||||
if not self.autoStarted then
|
||||
@@ -244,6 +252,13 @@ function TextBox:update(dt)
|
||||
return
|
||||
end
|
||||
if self.waiting then
|
||||
-- _ContText and Paragraph both print the â–¼ and run ProtectedDelay3
|
||||
-- before ManualTextScroll starts watching the joypad (home/text.asm:265,
|
||||
-- :234), so the arrow is up for three frames that swallow the button.
|
||||
if (self.preWait or 0) > 0 then
|
||||
self.preWait = self.preWait - 1
|
||||
return
|
||||
end
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
self.waiting = false
|
||||
@@ -252,11 +267,17 @@ function TextBox:update(dt)
|
||||
self.contAdvance = false
|
||||
self.lineIndex = self.lineIndex + 1
|
||||
self:beginLine()
|
||||
-- ScrollTextUpOneLine is 5 blocking frames and, as its own comment
|
||||
-- says, is "always called twice in a row" (home/text.asm:280-305)
|
||||
self.holdFrames = Timing.TEXT_SCROLL_PAIR
|
||||
else
|
||||
self.shown = {}
|
||||
self.pageIndex = self.pageIndex + 1
|
||||
self.lineIndex = 1
|
||||
self:beginLine()
|
||||
-- ClearScreenArea then DelayFrames 20: the box sits empty before the
|
||||
-- next page starts typing (home/text.asm:236-240)
|
||||
self.holdFrames = Timing.TEXT_PAGE_CLEAR
|
||||
end
|
||||
end
|
||||
return
|
||||
@@ -283,6 +304,7 @@ function TextBox:update(dt)
|
||||
if conts and conts[nextIdx] then
|
||||
-- pokered <CONT>: ▼ + WaitForTextScrollButtonPress before scroll
|
||||
self.waiting = true
|
||||
self.preWait = Timing.TEXT_PRE_ADVANCE
|
||||
self.contAdvance = true
|
||||
else
|
||||
self.lineIndex = nextIdx
|
||||
@@ -290,6 +312,7 @@ function TextBox:update(dt)
|
||||
end
|
||||
elseif self.pageIndex < #self.pages then
|
||||
self.waiting = true
|
||||
self.preWait = Timing.TEXT_PRE_ADVANCE
|
||||
self.contAdvance = false
|
||||
else
|
||||
self.done = true
|
||||
@@ -300,6 +323,15 @@ function TextBox:update(dt)
|
||||
end
|
||||
|
||||
function TextBox:draw()
|
||||
-- The dialogue box belongs against the bottom of the screen, not floating
|
||||
-- in the middle of a zoomed-out letterbox. Declared per frame; the
|
||||
-- renderer blits this region to the screen edge and the rest of the UI
|
||||
-- where it always was (Renderer:setUIAnchor).
|
||||
local r = self.game and self.game.renderer
|
||||
if r and r.setUIAnchor then
|
||||
r:setUIAnchor(self.boxTx * 8, self.boxTy * 8,
|
||||
self.boxTw * 8, self.boxTh * 8, "bottom")
|
||||
end
|
||||
Font.drawBox(self.boxTx, self.boxTy, self.boxTw, self.boxTh)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
if self.scrollPx and self.scrollPx > 0 then
|
||||
|
||||
@@ -1,17 +1,27 @@
|
||||
-- Screen fade used for warps: fade out, run a callback (map switch), fade in.
|
||||
-- Pushed on the state stack above the overworld.
|
||||
|
||||
local Timing = require("src.core.Timing")
|
||||
|
||||
local Transition = {}
|
||||
Transition.__index = Transition
|
||||
|
||||
local FRAMES = 12
|
||||
-- PlayMapChangeSound tail-calls GBFadeOutToBlack on every map change
|
||||
-- (home/overworld.asm:703), which is four palette steps of DelayFrames 8 --
|
||||
-- 32 frames. There is no matching fade in: the new map is built while the
|
||||
-- palettes are still blacked out and OverworldLoop's LoadGBPal
|
||||
-- (home/overworld.asm:45) restores them in a single write, so the map pops
|
||||
-- in. The old symmetric 12/12 fade was both too fast and a shape the
|
||||
-- hardware never had.
|
||||
local FRAMES = Timing.WARP_FADE_OUT
|
||||
local FRAMES_IN = Timing.WARP_FADE_IN
|
||||
local FLASH_FRAMES = 7
|
||||
|
||||
-- The two fades as transitions records, so a mod retimes a warp fade the
|
||||
-- same way it retimes a battle wipe. BattleTransition.registerInto pulls
|
||||
-- these in with its eight wipes -- one registrant owns the registry.
|
||||
Transition.STYLES = {
|
||||
warp_fade = { kind = "fade", frames = FRAMES },
|
||||
warp_fade = { kind = "fade", frames = FRAMES, framesIn = FRAMES_IN },
|
||||
white_flash = { kind = "fade", frames = FLASH_FRAMES },
|
||||
}
|
||||
|
||||
@@ -36,26 +46,39 @@ function Transition.new(game, onMidpoint, onDone)
|
||||
self.onDone = onDone
|
||||
self.t = 0
|
||||
self.phase = "out"
|
||||
self.frames = styleOf(game, "warp_fade").frames or FRAMES
|
||||
local style = styleOf(game, "warp_fade")
|
||||
self.frames = style.frames or FRAMES
|
||||
-- a style may still ask for a fade in (mods, and the record is data-driven);
|
||||
-- the built-in warp is 0, matching hardware
|
||||
self.framesIn = style.framesIn or FRAMES_IN
|
||||
return self
|
||||
end
|
||||
|
||||
function Transition:finish()
|
||||
self.game.stack:pop()
|
||||
if self.onDone then self.onDone() end
|
||||
end
|
||||
|
||||
function Transition:update(dt)
|
||||
self.t = self.t + 1
|
||||
if self.t >= self.frames then
|
||||
local len = (self.phase == "out") and self.frames or self.framesIn
|
||||
if self.t >= len then
|
||||
self.t = 0
|
||||
if self.phase == "out" then
|
||||
self.phase = "in"
|
||||
if self.onMidpoint then self.onMidpoint() end
|
||||
-- LoadGBPal restores the palettes in one write, so with no fade in the
|
||||
-- map is simply there on the next frame
|
||||
if (self.framesIn or 0) <= 0 then self:finish() end
|
||||
else
|
||||
self.game.stack:pop()
|
||||
if self.onDone then self.onDone() end
|
||||
self:finish()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Transition:draw()
|
||||
local alpha = self.t / self.frames
|
||||
local len = (self.phase == "out") and self.frames or self.framesIn
|
||||
local alpha = (len and len > 0) and (self.t / len) or 1
|
||||
if self.phase == "in" then alpha = 1 - alpha end
|
||||
-- Survey zoom draws the overworld into a window-filling world canvas
|
||||
-- while the UI pass stays the classic 160x144 letterbox. A rect on the
|
||||
@@ -101,4 +124,66 @@ function WhiteFlash:draw()
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 144)
|
||||
end
|
||||
|
||||
-- Coming back to the overworld after a battle.
|
||||
--
|
||||
-- The battle screen is torn down with the palettes still whited out, the
|
||||
-- caller spends `ld c, 10 / call DelayFrames` (home/overworld.asm:351-352),
|
||||
-- and then EnterMap sees BIT_BATTLE_OVER_OR_BLACKOUT set and runs
|
||||
-- MapEntryAfterBattle (:22, :749-753), which is GBFadeInFromWhite -- three
|
||||
-- palette steps of DelayFrames 8, so 24 frames. The port had none of it and
|
||||
-- simply cut from the battle to the map.
|
||||
--
|
||||
-- A dark map takes the other branch: wMapPalOffset is nonzero there, so
|
||||
-- MapEntryAfterBattle does a plain LoadGBPal and the map is just there. Pass
|
||||
-- opts.instant for that case.
|
||||
local BattleReturn = {}
|
||||
BattleReturn.__index = BattleReturn
|
||||
BattleReturn.isOpaque = false -- the overworld draws underneath
|
||||
|
||||
function Transition.battleReturn(game, onDone, opts)
|
||||
opts = opts or {}
|
||||
return setmetatable({
|
||||
game = game, onDone = onDone, t = 0,
|
||||
hold = opts.hold or Timing.POST_BATTLE_RETURN,
|
||||
frames = opts.instant and 0 or (opts.frames or Timing.FADE_IN_FROM_WHITE),
|
||||
}, BattleReturn)
|
||||
end
|
||||
|
||||
function BattleReturn:update(dt)
|
||||
self.t = self.t + 1
|
||||
if self.t >= self.hold + self.frames then
|
||||
self.game.stack:pop()
|
||||
if self.onDone then self.onDone() end
|
||||
end
|
||||
end
|
||||
|
||||
-- GBFadeInFromWhite is a palette staircase, not a smooth ramp: GBFadeIncCommon
|
||||
-- writes one palette then holds it with `ld c, 8 / call DelayFrames`
|
||||
-- (home/fade.asm:30-41), three times over. Stepping the veil the same way
|
||||
-- keeps the fade reading like a Game Boy palette fade rather than a tween.
|
||||
local FADE_STEP_FRAMES = 8
|
||||
|
||||
function BattleReturn:alpha()
|
||||
if self.t < self.hold then return 1 end
|
||||
if self.frames <= 0 then return 0 end
|
||||
local steps = math.max(1, math.floor(self.frames / FADE_STEP_FRAMES))
|
||||
local step = math.floor((self.t - self.hold) / FADE_STEP_FRAMES)
|
||||
if step >= steps then return 0 end
|
||||
return (steps - step - 1) / steps
|
||||
end
|
||||
|
||||
function BattleReturn:draw()
|
||||
local a = self:alpha()
|
||||
-- the fade is a palette write, so it covers the whole surface; the
|
||||
-- renderer paints it in screen space (see Renderer.screenVeil)
|
||||
local r = self.game and self.game.renderer
|
||||
if r then
|
||||
r.screenVeil = { 1, a }
|
||||
return
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, a)
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 144)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
return Transition
|
||||
|
||||
@@ -10,6 +10,13 @@ local Zoom = {}
|
||||
|
||||
Zoom.offset = 0
|
||||
|
||||
-- Survey zoom (zooming out past FIT, which renders connected neighbor maps)
|
||||
-- is the port's most expensive optional extra. The performance tier sets
|
||||
-- this false on LOW hardware (Game:applyOptions); offsetRange then floors
|
||||
-- the range at FIT so the option row, hotkey, and mouse wheel all stop at
|
||||
-- close-up. Nil/true keeps the historical full range.
|
||||
Zoom.allowSurvey = true
|
||||
|
||||
-- legal offset range for a given fit scale (vanilla: survey at 1 px/world
|
||||
-- through 2× fit). zoom.range may widen or shrink the window.
|
||||
function Zoom.offsetRange(S)
|
||||
@@ -21,6 +28,9 @@ function Zoom.offsetRange(S)
|
||||
hi = math.floor(tonumber(hi) or S)
|
||||
if lo > hi then lo, hi = hi, lo end
|
||||
end
|
||||
-- LOW performance tier: no survey (negative offsets), even if a mod's
|
||||
-- zoom.range widened it. == false so nil/true stays permissive.
|
||||
if Zoom.allowSurvey == false and lo < 0 then lo = 0 end
|
||||
return lo, hi
|
||||
end
|
||||
|
||||
|
||||
+43
-7
@@ -210,11 +210,12 @@ end
|
||||
-- text (label or literal; {RAM:wStringBuffer} becomes the item name);
|
||||
-- pass false when the script shows its own received-text row.
|
||||
function Commands.give_item(ctx, itemId, count, gotText)
|
||||
-- the 20-slot bag can refuse (BAG_ITEM_CAPACITY): say so and halt
|
||||
-- the bag can refuse at its configured capacity (20 in vanilla): halt
|
||||
-- the script, so later set_flag rows don't burn the gift -- make
|
||||
-- room and talk again, like the original (pokered's `jr nc, .bag_full`
|
||||
-- skips the received text entirely when AddItemToInventory refuses)
|
||||
if not require("src.inventory.Bag").add(ctx.save, itemId, count or 1) then
|
||||
if not require("src.inventory.Bag").add(
|
||||
ctx.save, itemId, count or 1, ctx.game.data) then
|
||||
Commands.show_text(ctx, ctx.game.data.text
|
||||
and ctx.game.data.text._BagFullText or Strings("You can't carry\nany more items!"))
|
||||
return math.huge
|
||||
@@ -265,11 +266,34 @@ function Commands.start_battle(ctx, kind, a, b)
|
||||
ctx.lastBattleResult = result
|
||||
ctx.lastCheck = result == "win"
|
||||
if ctx.overworld then
|
||||
ctx.overworld:afterBattle(result, battle)
|
||||
-- A map script often follows a trainer battle with its own text.
|
||||
-- Keep a level evolution behind that text: otherwise afterBattle
|
||||
-- pushes the evolution screen, then this runner resumes and pushes
|
||||
-- the trainer's text on top of it.
|
||||
if result == "win" then
|
||||
ctx.afterScript = ctx.afterScript or {}
|
||||
table.insert(ctx.afterScript, function()
|
||||
ctx.overworld:afterBattle(result, battle)
|
||||
end)
|
||||
else
|
||||
ctx.overworld:afterBattle(result, battle)
|
||||
end
|
||||
end
|
||||
runner:resume()
|
||||
end
|
||||
ctx.game.stack:push(battle)
|
||||
-- Every battle enters through the transition wipe, script-driven ones
|
||||
-- included: BattleTransition (engine/battle/battle_transitions.asm:1) runs
|
||||
-- from DoBattleTransitionAndInitBattleVariables for all of them, and
|
||||
-- GetBattleTransitionID_WildOrTrainer picks the style from the battle kind.
|
||||
-- Pushing the BattleState straight onto the stack skipped the wipe
|
||||
-- entirely, so every scripted trainer -- gym leaders, the rival, Giovanni --
|
||||
-- and every scripted wild battle simply cut to the battle screen. The
|
||||
-- trainer-sight path already went through pushBattle; this one did not.
|
||||
if ctx.overworld and ctx.overworld.pushBattle then
|
||||
ctx.overworld:pushBattle(battle)
|
||||
else
|
||||
ctx.game.stack:push(battle)
|
||||
end
|
||||
runner:yield()
|
||||
end
|
||||
|
||||
@@ -723,11 +747,15 @@ function Commands.record_hall_of_fame(ctx)
|
||||
if game.overworld then
|
||||
game.overworld.lastOutdoor = ctx.save.lastOutdoor
|
||||
end
|
||||
if game.writeSave then game:writeSave() end
|
||||
local saveAllowed = true
|
||||
if game.writeSave then saveAllowed = game:writeSave() ~= false end
|
||||
-- writeSave's captureSave re-stamps the live HALL_OF_FAME coords;
|
||||
-- re-apply home and persist so CONTINUE resumes in the bedroom.
|
||||
SaveData.applyPostGameHome(ctx.save, boot)
|
||||
SaveData.save(ctx.save)
|
||||
-- A tool session may veto Game:writeSave to keep its in-memory run
|
||||
-- isolated from the player's real save. The relocation write is part
|
||||
-- of that same save operation and must honor the same decision.
|
||||
if saveAllowed then SaveData.save(ctx.save) end
|
||||
end)
|
||||
end)
|
||||
runner:yield()
|
||||
@@ -754,7 +782,15 @@ function Commands.old_man_demo(ctx)
|
||||
local battle = BattleState.newWild(ctx.game, om.species, om.level)
|
||||
battle:makeOldManDemo()
|
||||
battle.onFinish = function() runner:resume() end
|
||||
ctx.game.stack:push(battle)
|
||||
-- InitWildBattle calls DoBattleTransitionAndInitBattleVariables
|
||||
-- unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN
|
||||
-- special case -- so the catch tutorial gets the wipe like any other
|
||||
-- wild battle
|
||||
if ctx.overworld and ctx.overworld.pushBattle then
|
||||
ctx.overworld:pushBattle(battle)
|
||||
else
|
||||
ctx.game.stack:push(battle)
|
||||
end
|
||||
runner:yield()
|
||||
end
|
||||
|
||||
|
||||
@@ -125,6 +125,10 @@ function ScriptRunner:run(script, extra)
|
||||
end
|
||||
self.co = coroutine.create(function()
|
||||
self:exec(script, ctx)
|
||||
-- Commands can defer a game action until the script's own dialogue is
|
||||
-- done. start_battle uses this for win-path evolutions, which must not
|
||||
-- be covered by post-battle trainer text.
|
||||
for _, callback in ipairs(ctx.afterScript or {}) do callback() end
|
||||
if ctx.onDone then ctx.onDone() end
|
||||
if Runtime.wants("script.ended") then
|
||||
Runtime.emit("script.ended", { ctx = ctx, completed = true })
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user