mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
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@@ -0,0 +1,6 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: github-actions
|
||||
directory: /
|
||||
schedule:
|
||||
interval: weekly
|
||||
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@@ -10,8 +10,6 @@ name: ci
|
||||
# The T3 content tier asserts Pokemon Red facts; scripts/test.sh detects
|
||||
# data/generated/ is absent and skips it rather than failing.
|
||||
#
|
||||
# Runs alongside release.yml, which is untouched by this file.
|
||||
|
||||
on:
|
||||
push:
|
||||
# Integration branch + release branch. PRs already run via pull_request
|
||||
@@ -24,12 +22,91 @@ concurrency:
|
||||
group: ci-${{ github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
ios-changes:
|
||||
name: detect iOS changes
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
changed: ${{ steps.paths.outputs.changed }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: paths
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||
HEAD_SHA: ${{ github.sha }}
|
||||
run: |
|
||||
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$|\.github/workflows/(ci|release)\.yml$)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
ios-build:
|
||||
name: iOS build
|
||||
needs: ios-changes
|
||||
if: needs.ios-changes.outputs.changed == 'true'
|
||||
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
||||
outputs:
|
||||
ipa_url: ${{ steps.upload-ipa.outputs.artifact-url }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: import signing certificate
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
keychain_path="$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db"
|
||||
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
|
||||
p12="$ci_dir/signing.p12"
|
||||
passfile="$ci_dir/signing.pass"
|
||||
[ -f "$p12" ] && [ -f "$passfile" ] || exit 1
|
||||
p12pw="$(cat "$passfile")"
|
||||
kcpw="$(openssl rand -base64 24)"
|
||||
echo "::add-mask::$kcpw"
|
||||
security delete-keychain "$keychain_path" 2>/dev/null || true
|
||||
security create-keychain -p "$kcpw" "$keychain_path"
|
||||
security set-keychain-settings "$keychain_path"
|
||||
security unlock-keychain -p "$kcpw" "$keychain_path"
|
||||
security import "$p12" -P "$p12pw" -k "$keychain_path" -T /usr/bin/codesign -T /usr/bin/security
|
||||
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$kcpw" "$keychain_path" >/dev/null
|
||||
existing="$(security list-keychains -d user | sed -e 's/^[[:space:]]*//' -e 's/"//g')"
|
||||
security list-keychains -d user -s "$keychain_path" $existing
|
||||
- name: install xcbeautify
|
||||
run: brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
|
||||
- name: build iOS release
|
||||
env:
|
||||
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: |
|
||||
if [ "$CANONICAL_REPOSITORY" = true ]; then
|
||||
scripts/build_ios.sh --fetch --device --release
|
||||
else
|
||||
scripts/build_ios.sh --fetch --release
|
||||
fi
|
||||
- name: upload iOS release artifact
|
||||
id: upload-ipa
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-ios-ipa
|
||||
path: dist/ios/gen1recomp.ipa
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
- name: clean up signing keychain
|
||||
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
|
||||
|
||||
headless:
|
||||
name: headless suites (no ROM)
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
# LuaJIT, not lua5.4: LOVE 11.x embeds LuaJIT 2.1 and the engine is
|
||||
# written to Lua 5.1 semantics, so CI must run the interpreter the
|
||||
@@ -47,7 +124,7 @@ jobs:
|
||||
name: fixture dataset integrity
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
- run: sudo apt-get update && sudo apt-get install -y luajit
|
||||
- run: python3 -m pip install --upgrade pillow
|
||||
|
||||
@@ -89,7 +166,7 @@ jobs:
|
||||
name: screenshot differ (capture not yet wired)
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
- run: python3 -m pip install --upgrade pillow
|
||||
|
||||
# 21-testing-and-ci §"Testing & acceptance criteria": compare_shots
|
||||
@@ -137,7 +214,7 @@ jobs:
|
||||
name: mod lint (no ROM-derived content)
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
# the MK305 dump check key-diffs shipped tables through luajit, and
|
||||
# modkit treats a missing interpreter as a fatal MK100 -- without
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
name: iOS artifact comment
|
||||
|
||||
on:
|
||||
workflow_run:
|
||||
workflows: [ci]
|
||||
types: [completed]
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
issues: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
comment:
|
||||
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- id: artifact
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
RUN_ID: ${{ github.event.workflow_run.id }}
|
||||
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
|
||||
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
|
||||
run: |
|
||||
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-ios-ipa") | .id')"
|
||||
[ -n "$artifact_id" ] || exit 0
|
||||
head_owner="${HEAD_REPOSITORY%%/*}"
|
||||
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
|
||||
[ -n "$pr_number" ] || exit 0
|
||||
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
|
||||
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
|
||||
- name: Delete existing comment
|
||||
if: steps.artifact.outputs.pr_number != ''
|
||||
uses: izhangzhihao/delete-comment@master
|
||||
with:
|
||||
github_token: ${{ github.token }}
|
||||
delete_user_name: github-actions[bot]
|
||||
issue_number: ${{ steps.artifact.outputs.pr_number }}
|
||||
- name: Get build info
|
||||
id: build-info
|
||||
env:
|
||||
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
|
||||
run: |
|
||||
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
|
||||
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
|
||||
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
|
||||
echo "time=$build_time" >> "$GITHUB_OUTPUT"
|
||||
- name: comment iOS artifact
|
||||
if: steps.artifact.outputs.pr_number != ''
|
||||
uses: thollander/actions-comment-pull-request@v3
|
||||
with:
|
||||
message: |
|
||||
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
|
||||
|
||||
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
|
||||
**Build Time**: `${{ steps.build-info.outputs.time }}`
|
||||
|
||||
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
|
||||
pr-number: ${{ steps.artifact.outputs.pr_number }}
|
||||
comment-tag: ios-build-result
|
||||
github-token: ${{ github.token }}
|
||||
@@ -24,6 +24,7 @@ on:
|
||||
paths-ignore:
|
||||
- '.github/**'
|
||||
- '**.md'
|
||||
- 'mobile/ios/app-repo.json'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
@@ -42,11 +43,17 @@ concurrency:
|
||||
|
||||
jobs:
|
||||
release:
|
||||
runs-on: [self-hosted, macOS]
|
||||
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
||||
|
||||
steps:
|
||||
# The self-hosted runner lives under the machine owner's home
|
||||
# directory; mask it first so absolute paths in every later step's
|
||||
# output show up as *** in the public workflow logs.
|
||||
- name: Mask runner paths
|
||||
run: echo "::add-mask::$HOME"
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
fetch-tags: true
|
||||
@@ -121,6 +128,7 @@ jobs:
|
||||
echo "tag=$tag" >> "$GITHUB_OUTPUT"
|
||||
|
||||
- name: Import signing certificate into a temporary keychain
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
KEYCHAIN_PATH="$RUNNER_TEMP/pokemon-signing.keychain-db"
|
||||
@@ -170,14 +178,23 @@ jobs:
|
||||
set -euo pipefail
|
||||
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Build iOS
|
||||
- name: Install xcbeautify
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Device Release IPA; signs with the Apple Development identity on
|
||||
# the runner (auto team detection). Users on other Apple IDs still
|
||||
# re-sign or build via docs/ios-install.md.
|
||||
scripts/build_ios.sh --fetch --device --release \
|
||||
--version "${{ steps.ver.outputs.version }}"
|
||||
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: |
|
||||
@@ -187,6 +204,7 @@ jobs:
|
||||
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
|
||||
@@ -221,6 +239,7 @@ jobs:
|
||||
echo "Notarized + stapled ✓"
|
||||
|
||||
- name: Stage release assets
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
id: assets
|
||||
run: |
|
||||
set -euo pipefail
|
||||
@@ -260,6 +279,7 @@ jobs:
|
||||
cat "$outdir/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
@@ -364,7 +384,72 @@ jobs:
|
||||
|
||||
echo "Published release $tag"
|
||||
|
||||
- name: Update iOS app repository
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
ipa="dist/release/gen1recomp-${v}-ios.ipa"
|
||||
app_repo="mobile/ios/app-repo.json"
|
||||
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
|
||||
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
|
||||
|
||||
date="$(date -u +"%Y-%m-%d")"
|
||||
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
|
||||
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
|
||||
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
|
||||
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
|
||||
if [ -n "$release_notes" ]; then
|
||||
localized_description="$release_notes"
|
||||
fi
|
||||
entry="$(jq -n \
|
||||
--arg version "$v" \
|
||||
--arg date "$date" \
|
||||
--arg download_url "$download_url" \
|
||||
--arg localized_description "$localized_description" \
|
||||
--argjson size "$size" \
|
||||
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
|
||||
|
||||
if jq -e --arg version "$v" \
|
||||
'any(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions[]?; .version == $version)' \
|
||||
"$app_repo" >/dev/null; then
|
||||
jq --arg version "$v" --argjson entry "$entry" \
|
||||
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= map(if .version == $version then $entry else . end)' \
|
||||
"$app_repo" > "$app_repo.tmp"
|
||||
else
|
||||
jq --argjson entry "$entry" \
|
||||
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= [$entry] + .' \
|
||||
"$app_repo" > "$app_repo.tmp"
|
||||
fi
|
||||
mv "$app_repo.tmp" "$app_repo"
|
||||
|
||||
# main is PR-only for everyone except deploy keys (the "main protection"
|
||||
# ruleset's bypass actor), so this push must authenticate with the
|
||||
# RELEASE_DEPLOY_KEY deploy key over SSH; the workflow's GITHUB_TOKEN
|
||||
# would be rejected by the branch protection.
|
||||
- name: Commit iOS app repository
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
env:
|
||||
DEPLOY_KEY: ${{ secrets.RELEASE_DEPLOY_KEY }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
git add mobile/ios/app-repo.json
|
||||
if git diff --cached --quiet; then
|
||||
echo "app-repo.json unchanged; nothing to push"
|
||||
exit 0
|
||||
fi
|
||||
key="$RUNNER_TEMP/release-deploy-key"
|
||||
printf '%s\n' "$DEPLOY_KEY" > "$key"
|
||||
chmod 600 "$key"
|
||||
git config user.name "github-actions[bot]"
|
||||
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
|
||||
git commit -m "chore(ios): update app-repo.json [skip ci]"
|
||||
git -c core.sshCommand="ssh -i $key -o IdentitiesOnly=yes -o StrictHostKeyChecking=accept-new" \
|
||||
push "git@github.com:${GITHUB_REPOSITORY}.git" "HEAD:${GITHUB_REF_NAME}"
|
||||
rm -f "$key"
|
||||
|
||||
- name: Clean up signing keychain
|
||||
if: always()
|
||||
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
|
||||
run: |
|
||||
security delete-keychain "$RUNNER_TEMP/pokemon-signing.keychain-db" 2>/dev/null || true
|
||||
rm -f "$RUNNER_TEMP/release-deploy-key"
|
||||
|
||||
@@ -118,6 +118,7 @@ not a hard error, so the list can grow without breaking old mods.
|
||||
| `QUEST` | New story, NPCs, dialogue, cutscenes | content |
|
||||
| `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul |
|
||||
| `GRAPHICS` | Sprite / tileset / palette / font changes | content |
|
||||
| `LANGUAGE` | A translation: `text`, `strings` and the glyphs it needs | content |
|
||||
| `AUDIO` | Music, sfx, cries | content |
|
||||
| `UI` | New or modified screens, menus, overlays | content / overhaul |
|
||||
| `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content |
|
||||
@@ -128,6 +129,15 @@ not a hard error, so the list can grow without breaking old mods.
|
||||
keeps validating with the value it has shipped since before the taxonomy
|
||||
existed.
|
||||
|
||||
A translation may also set `"language": true` in the manifest. That is the
|
||||
one claim online play acts on: an install running nothing but verified
|
||||
translations may take an ONLINE MATCH or a TOURNAMENT instead of being
|
||||
asked to restart vanilla. The claim is checked, not taken -- the mod
|
||||
qualifies only if every record it writes lands in `text`, `strings` or
|
||||
`font`, it wraps no hook, subscribes to no event and requests no
|
||||
permission. Anything else and it is an ordinary content mod that happens to
|
||||
ship text.
|
||||
|
||||
### 4. `mod.card`
|
||||
|
||||
The manifest is the *engine's* contract: identity, load order, dependencies,
|
||||
|
||||
@@ -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.
|
||||
|
||||
> [!CAUTION]
|
||||
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
|
||||
|
||||
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
|
||||
|
||||
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
|
||||
@@ -75,6 +78,19 @@ 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
|
||||
|
||||
|
||||
@@ -195,6 +211,16 @@ Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
|
||||
build and install from source on a Mac instead, see
|
||||
[docs/ios-install.md](docs/ios-install.md).
|
||||
|
||||
<div>
|
||||
<a href="https://intradeus.github.io/http-protocol-redirector?r=sidestore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/sidestore-badge.png" alt="Add to SideStore" height="60"></a>
|
||||
|
||||
<a href="https://intradeus.github.io/http-protocol-redirector?r=feather://source/https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/feather-badge.png" alt="Add to Feather" height="60"></a>
|
||||
|
||||
<a href="https://intradeus.github.io/http-protocol-redirector?r=altstore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/altstore-badge.png" alt="Add to AltStore" height="60"></a>
|
||||
|
||||
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
|
||||
</div>
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
|
||||
@@ -49,7 +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
|
||||
|
||||
+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 = {
|
||||
|
||||
@@ -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
|
||||
},
|
||||
},
|
||||
|
||||
@@ -35,14 +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()
|
||||
|
||||
@@ -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!",
|
||||
}),
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -9,7 +9,8 @@
|
||||
-- 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 Font = require("src.render.Font")
|
||||
local Theme = require("src.ui.Theme")
|
||||
local TextBox = require("src.render.TextBox")
|
||||
|
||||
-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
|
||||
@@ -25,33 +26,112 @@ local STATUS_LABELS = {
|
||||
{ " FRZ", "_ViridianBlackboardFrozenText" },
|
||||
}
|
||||
|
||||
-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
|
||||
-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
|
||||
-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
|
||||
-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
|
||||
-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
|
||||
-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
|
||||
-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
|
||||
-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
|
||||
local BOARD_LABELS = {}
|
||||
for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
|
||||
BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
|
||||
local BOARD_COL_X = { 1, 6 }
|
||||
local BOARD_ROW_Y = 2
|
||||
local BOARD_ROWS = 3
|
||||
|
||||
local StatusBoard = {}
|
||||
StatusBoard.__index = StatusBoard
|
||||
|
||||
function StatusBoard.new(game, onPick, onQuit)
|
||||
return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
|
||||
onPick = onPick, onQuit = onQuit }, StatusBoard)
|
||||
end
|
||||
|
||||
-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
|
||||
-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
|
||||
-- is QUIT
|
||||
function StatusBoard:selection()
|
||||
return (self.col - 1) * BOARD_ROWS + self.row
|
||||
end
|
||||
|
||||
function StatusBoard:update()
|
||||
local input = self.game.input
|
||||
if input:wasPressed("up") then
|
||||
-- wMenuWrappingEnabled is never set here, so both ends are hard stops
|
||||
if self.row > 1 then self.row = self.row - 1 end
|
||||
elseif input:wasPressed("down") then
|
||||
if self.row < BOARD_ROWS then self.row = self.row + 1 end
|
||||
elseif input:wasPressed("left") then
|
||||
self.col = 1
|
||||
elseif input:wasPressed("right") then
|
||||
self.col = 2
|
||||
elseif input:wasPressed("a") or input:wasPressed("b") then
|
||||
-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
|
||||
-- and B and QUIT share .exitBlackboard
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
local sel = self:selection()
|
||||
if input:wasPressed("b") or sel > #STATUS_LABELS then
|
||||
self.onQuit()
|
||||
else
|
||||
self.onPick(sel)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StatusBoard:draw()
|
||||
Font.drawBox(0, 0, 12, 8)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
for i, label in ipairs(BOARD_LABELS) do
|
||||
local col = i <= BOARD_ROWS and 1 or 2
|
||||
local row = i - (col - 1) * BOARD_ROWS
|
||||
Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
|
||||
end
|
||||
-- wTopMenuItemX equals the column PlaceString started at, so the cursor
|
||||
-- covers the blank each label leads with
|
||||
Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
|
||||
(BOARD_ROW_Y + self.row - 1) * 8)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
local function blackboard(game)
|
||||
local text = game.data.text or {}
|
||||
local items, showMenu, askHeading
|
||||
function showMenu()
|
||||
game.stack:push(Menu.new(game, items,
|
||||
{ tx = 0, ty = 0, tw = 12, th = 8, rowStep = 1 }))
|
||||
local openBoard
|
||||
-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
|
||||
-- and nothing inside the loop clears them again: after a status blurb
|
||||
-- `jp .blackboardLoop` comes back with the cursor still on the row and
|
||||
-- column the player just picked. One StatusBoard lives for the whole
|
||||
-- reading and is re-pushed each pass, so only entering the blackboard
|
||||
-- resets to the left column / top row (#591).
|
||||
local board
|
||||
-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
|
||||
-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
|
||||
-- the headings list is. That text ends in `done`, not `prompt`
|
||||
-- (data/text/text_2.asm:646), so PrintText returns with the box still up
|
||||
-- and never waits for a button: TextBox opts.stay holds it open under the
|
||||
-- list and these callbacks pop the pair together (#591).
|
||||
local function closeBoard()
|
||||
game.stack:pop() -- the headings list
|
||||
game.stack:pop() -- the held "Which heading" box under it
|
||||
end
|
||||
-- ViridianSchoolBlackboardText2 is reprinted on every .blackboardLoop
|
||||
-- pass, immediately before HandleMenuInput
|
||||
function askHeading()
|
||||
local function pick(i)
|
||||
closeBoard()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
|
||||
end
|
||||
function openBoard()
|
||||
game.stack:push(TextBox.new(game,
|
||||
text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
|
||||
showMenu))
|
||||
nil, { stay = { onShown = function()
|
||||
board = board or StatusBoard.new(game, pick, closeBoard)
|
||||
game.stack:push(board)
|
||||
end } }))
|
||||
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))
|
||||
openBoard))
|
||||
end
|
||||
|
||||
-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
|
||||
|
||||
@@ -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
|
||||
|
||||
+62
-18
@@ -6,6 +6,8 @@
|
||||
-- takes it ("I'll take this one, then!") and both balls disappear.
|
||||
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
|
||||
-- OaksLabRivalTakePokeBallScript.
|
||||
-- * Leftover ball (after the pick): Oak turns and reads the last-mon
|
||||
-- line instead of re-offering the starter (OaksLabLastMonScript, #601).
|
||||
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
|
||||
-- has walked you in, else "gramps isn't around" (#218); with
|
||||
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
|
||||
@@ -20,10 +22,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
rivalBallX, rivalBall)
|
||||
return {
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
|
||||
{ "jump_if_true", 20 }, -- 2
|
||||
{ "jump_if_true", 22 }, -- 2
|
||||
-- no picking until Oak has walked you in (OaksLabScript gating)
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
||||
{ "jump_if_false", 20 }, -- 4
|
||||
{ "jump_if_false", 25 }, -- 4
|
||||
-- the Pokédex "new species" entry shows before the ask (predef
|
||||
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
|
||||
-- sets the owned bits so ShowPokedexData prints height/weight/text;
|
||||
@@ -31,30 +33,45 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
{ "push_screen", "DexEntryMenu",
|
||||
{ species = species, forceOwned = true } }, -- 5
|
||||
{ "ask", askText }, -- 6
|
||||
{ "jump_if_false", 21 }, -- 7
|
||||
{ "jump_if_false", "end" }, -- 7
|
||||
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
|
||||
-- inside give_pokemon). Show the received text first so the
|
||||
-- nickname prompt follows "you got X", matching Gen1.
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
|
||||
{ "give_pokemon", species, 5 }, -- 9
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
|
||||
{ "set_flag", choseFlag }, -- 11
|
||||
-- The received text carries sound_get_key_item (OaksLab.asm
|
||||
-- OaksLabReceivedMonText); the jingle plays as the box opens
|
||||
-- (same beat as the Yellow port's starter, #668).
|
||||
{ "play_sound", "Get_Key_Item" }, -- 8
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
|
||||
{ "give_pokemon", species, 5 }, -- 10
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
|
||||
{ "set_flag", choseFlag }, -- 12
|
||||
-- POKé BALLs are not handed out here in the original -- Oak gives
|
||||
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
|
||||
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 13
|
||||
-- the rival walks to the countering ball (around the furniture)
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
|
||||
{ "face_object", 1, "up" }, -- 14
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
|
||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 14
|
||||
{ "face_object", 1, "up" }, -- 15
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
|
||||
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
|
||||
{ "show_text", "_OaksLabRivalReceivedMonText",
|
||||
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
|
||||
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
|
||||
or "BULBASAUR" } }, -- 17
|
||||
{ "jump", 21 }, -- 18
|
||||
{ "jump", 21 }, -- 19 (spacer)
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
|
||||
or "BULBASAUR" } }, -- 19
|
||||
{ "jump", "end" }, -- 20
|
||||
{ "jump", "end" }, -- 21 (spacer)
|
||||
-- a leftover ball after the player's pick: Oak turns to face the
|
||||
-- player and reads the last-mon line instead of re-offering the
|
||||
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
|
||||
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
|
||||
-- out as Pokémon here.
|
||||
{ "face_object", 5, "down" }, -- 22
|
||||
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 23
|
||||
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
|
||||
-- through into the pre-pick line below (#601 remnant, reported on #600)
|
||||
{ "jump", "end" }, -- 24
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 25
|
||||
}
|
||||
end
|
||||
|
||||
@@ -62,10 +79,22 @@ return {
|
||||
talk = {
|
||||
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
|
||||
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
|
||||
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
|
||||
-- (DisplayDexRating) is still skipped.
|
||||
-- in, full Pokédex speech, rival exit, Route 22 arm).
|
||||
TEXT_OAKSLAB_OAK1 = {
|
||||
{ "face_player" },
|
||||
-- OaksLabOak1Text leads with the dex-rating branch (#600): with
|
||||
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS set (converted saves), or
|
||||
-- 2+ species owned once the Pokédex is in hand, Oak asks how it is
|
||||
-- coming and rates it (predef DisplayDexRating). Red keeps the
|
||||
-- GOT_POKEDEX gate that Yellow's copy of this text drops
|
||||
-- (data/scripts/oaks_lab_yellow.lua).
|
||||
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "check_dex_owned", 2 },
|
||||
{ "jump_if_false", "no_rating" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_true", "dex_rating" },
|
||||
{ "label", "no_rating" },
|
||||
{ "check_item", "POKE_BALL" },
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
|
||||
@@ -151,6 +180,14 @@ return {
|
||||
|
||||
{ "label", "come_see" },
|
||||
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
-- .HowIsYourPokedexComingText ends on `prompt` and OaksLabOak1Text
|
||||
-- sets wDoNotWaitForButtonPressAfterDisplayingText, so the seen/owned
|
||||
-- tally follows with no button wait (engine/events/pokedex_rating.asm)
|
||||
{ "label", "dex_rating" },
|
||||
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
|
||||
{ "dex_rating" },
|
||||
},
|
||||
|
||||
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
|
||||
@@ -245,7 +282,12 @@ return {
|
||||
and y >= 6 then
|
||||
local rival = ow:npcByIndex(1)
|
||||
if not rival then return false end
|
||||
-- OaksLabRivalChallengesPlayerScript swaps in the rival encounter
|
||||
-- fanfare for the taunt/challenge exchange, same as the Yellow port
|
||||
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
|
||||
local rows = {
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
|
||||
}
|
||||
-- the rival routes to a free cell beside the player
|
||||
@@ -285,6 +327,8 @@ return {
|
||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
-- restore the lab theme once he's walked out, same as the Yellow port
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
end
|
||||
|
||||
@@ -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
|
||||
|
||||
+71
-29
@@ -4,9 +4,11 @@
|
||||
-- (.PlayerNextToSafariZoneWorker1CoordsArray). Paying ¥500 hands over
|
||||
-- 30 SAFARI BALLs and starts the 502-step game
|
||||
-- (SafariZoneGateWouldYouLikeToJoinScript: wSafariSteps = 502,
|
||||
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED). Declining walks you back
|
||||
-- so you can't slip past. Returning to the gate ends the game and the
|
||||
-- worker takes the leftover balls back.
|
||||
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED), then auto-walks the player
|
||||
-- up through the north warp into the zone. Declining walks you back
|
||||
-- so you can't slip past. Returning to the gate ends the game, the
|
||||
-- worker takes the leftover balls back and the auto-walk drops you 3
|
||||
-- cells below the warp you came in by (#540).
|
||||
--
|
||||
-- Step/ball bookkeeping lives in src/world/OverworldController.lua
|
||||
-- (safariStep/safariGameOver, from
|
||||
@@ -19,7 +21,33 @@ local FEE = 500
|
||||
local BALLS = 30
|
||||
local STEPS = 502
|
||||
|
||||
local function startGame(game, t, done, balls, introText)
|
||||
-- SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText .success closes with
|
||||
-- `ld a, PAD_UP / ld c, 3 / SafariZoneEntranceAutoWalk`: paying walks the
|
||||
-- player up out of the gate and through the north warp, it is never left to
|
||||
-- the player. EVENT_IN_SAFARI_ZONE is already set when that walk runs, so
|
||||
-- the two gate steps taken before the warp fires are charged against
|
||||
-- wSafariSteps (home/overworld.asm:307-310) -- which is why the counter
|
||||
-- reads 500/500 on arrival even though the script wrote 502 (#540). The
|
||||
-- port's counter only runs on the nine interior maps (FieldDefaults
|
||||
-- safari.stepMaps, OverworldState:inSafariStepZone), so charge those two
|
||||
-- steps here instead.
|
||||
local function walkIntoZone(game, ow)
|
||||
local p = ow.player
|
||||
-- only from the two trigger cells in front of the worker, which are the
|
||||
-- columns the north warps sit on; a player who paid after TALKING to him
|
||||
-- from somewhere else walks in on their own, as they do today
|
||||
local w = p.cellY == 2 and ow.map:warpAtCell(p.cellX, 0) or nil
|
||||
if not w then return end
|
||||
ow:scriptMove(p, "up", 2, function()
|
||||
local st = game.save.safari
|
||||
if st then st.steps = st.steps - 2 end
|
||||
-- scripted steps skip onStepComplete (and with it CheckWarpsNoCollision),
|
||||
-- so take that warp explicitly once the walk lands on it
|
||||
ow:takeWarp(w.def)
|
||||
end)
|
||||
end
|
||||
|
||||
local function startGame(game, ow, t, done, balls, introText)
|
||||
game.save.safari = { balls = balls or BALLS, steps = STEPS }
|
||||
game.save.safariNags = nil
|
||||
local TextBox = require("src.render.TextBox")
|
||||
@@ -31,7 +59,10 @@ local function startGame(game, t, done, balls, introText)
|
||||
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
|
||||
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
|
||||
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
|
||||
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
|
||||
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, function()
|
||||
if done then done() end
|
||||
walkIntoZone(game, ow)
|
||||
end))
|
||||
end
|
||||
|
||||
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
|
||||
@@ -52,7 +83,7 @@ local function yellowLowCost(game, ow, t, done, back)
|
||||
or "\fOh, all right, pay\nme what you have.")
|
||||
.. "\f" .. (t._SafariZoneLowCostText2
|
||||
or "But, I can't give\nyou all 30 BALLs.")
|
||||
startGame(game, t, done, balls, intro)
|
||||
startGame(game, ow, t, done, balls, intro)
|
||||
return
|
||||
end
|
||||
local nag = game.save.safariNags or 0
|
||||
@@ -62,7 +93,7 @@ local function yellowLowCost(game, ow, t, done, back)
|
||||
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
|
||||
.. (t._SafariZoneLowCostText3
|
||||
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
|
||||
startGame(game, t, done, 1, intro)
|
||||
startGame(game, ow, t, done, 1, intro)
|
||||
return
|
||||
end
|
||||
local nags = {
|
||||
@@ -100,7 +131,7 @@ local function joinPrompt(game, ow, done)
|
||||
end
|
||||
else
|
||||
game.save.money = game.save.money - FEE
|
||||
startGame(game, t, done)
|
||||
startGame(game, ow, t, done)
|
||||
end
|
||||
end))
|
||||
end))
|
||||
@@ -135,27 +166,38 @@ M.SAFARI_ZONE_GATE = {
|
||||
-- no walks you back into the zone
|
||||
onEnter = function(game, ow)
|
||||
if not game.save.safari or ow.player.cellY > 1 then return end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local t = game.data.text
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SafariZoneGateSafariZoneWorker1LeavingEarlyText or "Leaving early?",
|
||||
function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
if not yes then
|
||||
-- back into the zone through the entrance warp
|
||||
local w = game.data.maps.SAFARI_ZONE_CENTER.warps[1]
|
||||
ow:startWarpTo("SAFARI_ZONE_CENTER", w.x, w.y, "up")
|
||||
return
|
||||
end
|
||||
game.save.safari = nil
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SafariZoneGateSafariZoneWorker1ReturnSafariBallsText
|
||||
or "Please return any\nSAFARI BALLs you\nhave left.")
|
||||
.. "\f" .. (t._SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText
|
||||
or "Did you get a\ngood haul?\fCome again!")))
|
||||
end))
|
||||
end))
|
||||
-- QUEUED, never pushed: onEnter runs inside the arriving warp's
|
||||
-- Transition midpoint, and Transition:finish pops whatever is on top
|
||||
-- the same frame (Timing.WARP_FADE_IN is 0) -- so a box pushed here is
|
||||
-- swallowed, and on a build where it survived it drew over a screen
|
||||
-- still faded to black (#540). Same contract as M.HALL_OF_FAME in
|
||||
-- data/scripts/story.lua.
|
||||
--
|
||||
-- SafariZoneGateLeavingSafariScript .leaving_early: YES prints the
|
||||
-- return-balls text, faces the player down and runs
|
||||
-- SafariZoneEntranceAutoWalk with `PAD_DOWN, c = 3`, landing on the
|
||||
-- counter row 3 cells below the warp you came in by; NO prints
|
||||
-- "Good Luck!" and walks one step back up through that same warp.
|
||||
local rightSide = ow.player.cellX ~= 3
|
||||
local dest = game.data.maps.SAFARI_ZONE_CENTER.warps[rightSide and 2 or 1]
|
||||
ow:queueScript({
|
||||
{ "ask", "_SafariZoneGateSafariZoneWorker1LeavingEarlyText" },
|
||||
{ "jump_if_false", "stay" },
|
||||
-- the port never reaches SafariZoneGateLeavingSafariScript's own
|
||||
-- GOOD_HAUL_COME_AGAIN branch (safariGameOver warps straight to the
|
||||
-- counter), so the sign-off rides on this path
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText" },
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText" },
|
||||
-- no value: set_field assigns nil, which is how save.safari is cleared
|
||||
{ "set_field", "safari" },
|
||||
-- move_player runs through scriptMove, which skips onStepComplete, so
|
||||
-- walking back down past (x,2) cannot re-fire the join trigger
|
||||
{ "move_player", "down", 3 },
|
||||
{ "jump", "end" },
|
||||
{ "label", "stay" },
|
||||
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodLuckText" },
|
||||
{ "warp", "SAFARI_ZONE_CENTER", dest.x, dest.y, "up" },
|
||||
})
|
||||
end,
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
-- field.seafoam (SEAFOAM_ISLANDS_1F/B1F/B3F holes+holeDestination and
|
||||
-- B3F's pluggedByHolesOn) plus the generic
|
||||
-- OverworldState:boulderIntoHole in src/world/OverworldController.lua;
|
||||
-- no per-map onEnter hook is needed here.
|
||||
-- no per-map onEnter hook is needed for the boulders.
|
||||
|
||||
local M = {}
|
||||
|
||||
@@ -23,4 +23,45 @@ M.VERMILION_GYM = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- The PLAYER falling down those same holes (#599). field.seafoam's holes
|
||||
-- carry only the BOULDER's object cell on the floor below (landsAt), not
|
||||
-- the player's landing, so the player's landing is spelled out here: it
|
||||
-- comes from data/maps/special_warps.asm DungeonWarpList/DungeonWarpData,
|
||||
-- which the importer does not extract. Same shape as MANSION_HOLES in
|
||||
-- data/scripts/story6.lua and VICTORY_ROAD_3F.onStep in
|
||||
-- data/scripts/story.lua; CAVERN $22 is a walkable tile, so the fall has
|
||||
-- to be an onStep, not a collision block.
|
||||
--
|
||||
-- Sources: scripts/SeafoamIslands1F.asm Seafoam1HolesCoords (17,6)/(24,6),
|
||||
-- B1F.asm Seafoam2HolesCoords (18,6)/(23,6), B2F.asm Seafoam3HolesCoords
|
||||
-- (19,6)/(22,6), B3F.asm Seafoam4HolesCoords (3,16)/(6,16). Each floor
|
||||
-- sets wDungeonWarpDestinationMap and calls IsPlayerOnDungeonWarp, and
|
||||
-- wCoordIndex picks that floor's DungeonWarpData row. Unconditional in
|
||||
-- the original: a plugged hole still drops the player. The B3F and B4F
|
||||
-- landings are water; setMap's CheckForceBikeOrSurf pass
|
||||
-- (OverworldState:checkForcedMovement) mounts SURF on arrival.
|
||||
local HOLE_FALLS = {
|
||||
SEAFOAM_ISLANDS_1F = { { 17, 6, "SEAFOAM_ISLANDS_B1F", 18, 7 },
|
||||
{ 24, 6, "SEAFOAM_ISLANDS_B1F", 23, 7 } },
|
||||
SEAFOAM_ISLANDS_B1F = { { 18, 6, "SEAFOAM_ISLANDS_B2F", 19, 7 },
|
||||
{ 23, 6, "SEAFOAM_ISLANDS_B2F", 22, 7 } },
|
||||
SEAFOAM_ISLANDS_B2F = { { 19, 6, "SEAFOAM_ISLANDS_B3F", 18, 7 },
|
||||
{ 22, 6, "SEAFOAM_ISLANDS_B3F", 19, 7 } },
|
||||
SEAFOAM_ISLANDS_B3F = { { 3, 16, "SEAFOAM_ISLANDS_B4F", 4, 14 },
|
||||
{ 6, 16, "SEAFOAM_ISLANDS_B4F", 5, 14 } },
|
||||
}
|
||||
|
||||
for mapId, holes in pairs(HOLE_FALLS) do
|
||||
M[mapId] = M[mapId] or {}
|
||||
M[mapId].onStep = function(game, ow, x, y)
|
||||
for _, h in ipairs(holes) do
|
||||
if x == h[1] and y == h[2] then
|
||||
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
|
||||
+55
-12
@@ -188,7 +188,12 @@ M.BILLS_HOUSE = {
|
||||
end
|
||||
if ow.player.facing == "down" then
|
||||
-- the player is standing on his straight path: walk around
|
||||
-- (.PokemonWalkAroundPlayerMovement)
|
||||
-- (.PokemonWalkAroundPlayerMovement). BillsHouseScript2 runs
|
||||
-- BillsHousePikachuWatchPlayer first on this branch, so a
|
||||
-- Pikachu that is still following steps clear of Bill's detour
|
||||
-- and turns to watch the player (#455).
|
||||
require("src.world.PikachuFollower")
|
||||
.onBillWalksAroundPlayer(game, ow)
|
||||
ow:scriptMove(npc, "right", 1, function()
|
||||
ow:scriptMove(npc, "up", 2, function()
|
||||
ow:scriptMove(npc, "left", 1, function()
|
||||
@@ -600,12 +605,34 @@ local function snorlaxWake(mapId, objName, beatFlag, wokeUpText, calmedText)
|
||||
}
|
||||
end
|
||||
|
||||
-- A beaten Snorlax is gone for good: Route12/Route16DefaultScript run
|
||||
-- HideObject in the same breath as the battle that sets
|
||||
-- EVENT_BEAT_ROUTEnn_SNORLAX, so "event set, object still on the map" is a
|
||||
-- state the asm cannot produce. Here it can (a mod's world:toggleObject, a
|
||||
-- save edited or migrated from a build older than the flag), and it is a
|
||||
-- dead end: ItemEffects' adjacentSleepingSnorlax refuses to wake a Snorlax
|
||||
-- whose beat flag is set (ItemUsePokeFlute's CheckEvent, engine/items/
|
||||
-- item_effects.asm), so the sleeper sits in the road forever and Cycling
|
||||
-- Road is unreachable (#585). Reconcile the toggle from the flag on every
|
||||
-- entry -- the mirror of SaveData.lua's toggle -> flag backfill, and the
|
||||
-- same repair shape the Silph Co. floors use below.
|
||||
local function hideBeatenSnorlax(mapId, objName, beatFlag)
|
||||
return function(game, ow)
|
||||
if not game.save.flags[beatFlag] then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save, overworld = ow },
|
||||
mapId, objName)
|
||||
end
|
||||
end
|
||||
|
||||
-- snorlaxWake is looked up by ItemEffects.lua/BagMenu.lua (via
|
||||
-- data/scripts/init.lua's M.get) and run when the flute wakes Snorlax;
|
||||
-- objName/beatFlag let ItemEffects find the NPC and check whether it's
|
||||
-- already been beaten before allowing the wake.
|
||||
M.ROUTE_12 = {
|
||||
talk = { TEXT_ROUTE12_SNORLAX = { { "show_text", "_Route12SnorlaxText" } } },
|
||||
onEnter = hideBeatenSnorlax("ROUTE_12", "ROUTE12_SNORLAX",
|
||||
"EVENT_BEAT_ROUTE12_SNORLAX"),
|
||||
snorlaxWake = {
|
||||
objName = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX",
|
||||
script = snorlaxWake("ROUTE_12", "ROUTE12_SNORLAX", "EVENT_BEAT_ROUTE12_SNORLAX",
|
||||
@@ -614,6 +641,8 @@ M.ROUTE_12 = {
|
||||
}
|
||||
M.ROUTE_16 = {
|
||||
talk = { TEXT_ROUTE16_SNORLAX = { { "show_text", "_Route16Text7" } } },
|
||||
onEnter = hideBeatenSnorlax("ROUTE_16", "ROUTE16_SNORLAX",
|
||||
"EVENT_BEAT_ROUTE16_SNORLAX"),
|
||||
snorlaxWake = {
|
||||
objName = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX",
|
||||
script = snorlaxWake("ROUTE_16", "ROUTE16_SNORLAX", "EVENT_BEAT_ROUTE16_SNORLAX",
|
||||
@@ -645,16 +674,18 @@ M.SAFARI_ZONE_SECRET_HOUSE = {
|
||||
M.WARDENS_HOUSE = {
|
||||
talk = {
|
||||
TEXT_WARDENSHOUSE_WARDEN = {
|
||||
-- Labelled rather than hand-numbered: the branches here have been
|
||||
-- re-pointed twice now (#535, #645), and every insert used to mean
|
||||
-- renumbering three jumps that had no way of announcing they were stale.
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_HM04" }, -- 2
|
||||
-- #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
|
||||
-- give-then-thank fallthrough, so the warden said nothing on every
|
||||
-- visit after the trade. pokered's .got_item branch
|
||||
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText.
|
||||
{ "jump_if_true", "got_hm04" }, -- 3
|
||||
{ "check_item", "GOLD_TEETH" }, -- 4
|
||||
{ "jump_if_false", 15 }, -- 5
|
||||
{ "jump_if_false", "no_teeth" }, -- 5
|
||||
{ "show_text", "_WardensHouseWardenGaveTheGoldTeethText" }, -- 6
|
||||
{ "take_item", "GOLD_TEETH", 1 }, -- 7
|
||||
{ "set_flag", "EVENT_GAVE_GOLD_TEETH" }, -- 8
|
||||
@@ -663,15 +694,27 @@ M.WARDENS_HOUSE = {
|
||||
{ "give_item", "HM_STRENGTH", 1, false }, -- 10
|
||||
{ "show_text", "_WardensHouseWardenReceivedHM04Text" }, -- 11
|
||||
{ "set_flag", "EVENT_GOT_HM04" }, -- 12
|
||||
{ "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)
|
||||
{ "jump", "end" }, -- 13 (jp .done)
|
||||
|
||||
-- #645: WardensHouseWardenText prints Gibberish1, then YesNoChoice,
|
||||
-- and the warden answers the same gibberish either way -- Gibberish2
|
||||
-- on yes, Gibberish3 on no (scripts/WardensHouse.asm). The port
|
||||
-- printed the question and walked off before the answer.
|
||||
{ "label", "no_teeth" }, -- 14
|
||||
{ "ask", "_WardensHouseWardenGibberish1Text" }, -- 15
|
||||
{ "jump_if_true", "gibberish_yes" }, -- 16
|
||||
{ "show_text", "_WardensHouseWardenGibberish3Text" }, -- 17
|
||||
{ "jump", "end" }, -- 18
|
||||
{ "label", "gibberish_yes" }, -- 19
|
||||
{ "show_text", "_WardensHouseWardenGibberish2Text" }, -- 20
|
||||
{ "jump", "end" }, -- 21
|
||||
|
||||
-- #535: pokered .got_item branch (scripts/WardensHouse.asm) --
|
||||
-- printed on every subsequent talk once EVENT_GOT_HM04 is set.
|
||||
-- Text is _WardensHouseWardenHM04ExplanationText (text/WardensHouse.asm):
|
||||
-- HM04 teaches Strength, and hints at the Safari Zone secret house.
|
||||
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 17
|
||||
{ "label", "got_hm04" }, -- 22
|
||||
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 23
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
+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.
|
||||
|
||||
@@ -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
|
||||
@@ -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.
|
||||
|
||||
@@ -187,5 +187,18 @@ composited and before touch controls draw. The window-space viewport contains
|
||||
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.
|
||||
|
||||
+88
-12
@@ -209,10 +209,15 @@ duration:
|
||||
closes, and apply again after. Fast-forward otherwise runs one peer's
|
||||
queue faster than the peer it is locked to and drains a tournament shot
|
||||
clock faster than the opponent racing it.
|
||||
- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
|
||||
mods enabled offers to switch them all off and relaunch (mods merge at
|
||||
boot, so a restart is the only way). The restart is confirmed, not
|
||||
silent. They stay listed as disabled, ready to switch back on.
|
||||
- **Online play runs vanilla, except for your language.** Picking ONLINE
|
||||
MATCH or TOURNAMENT with mods enabled offers to switch the gameplay ones
|
||||
off and relaunch (mods merge at boot, so a restart is the only way). The
|
||||
restart is confirmed, not silent. They stay listed as disabled, ready to
|
||||
switch back on. A mod that declares itself a translation and provably
|
||||
writes nothing but text stays on: the two games hash the same link
|
||||
surface, so a Spanish install and an English one can battle and trade,
|
||||
each reading the game in its own language and naming the other player's
|
||||
party out of its own text.
|
||||
- **Only a meaningful split ends a match.** The per-turn state signature
|
||||
both peers exchange is split three ways: `actives` and `bench` carry
|
||||
species, HP, status, stat stages, PP and the rest of the party, and a
|
||||
@@ -314,12 +319,18 @@ 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.
|
||||
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
|
||||
to hide the overlay permanently (for controllers / emulation handhelds --
|
||||
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
|
||||
**Done** to save into `options.lua` as normalized window fractions so a
|
||||
different screen keeps the relative placement.
|
||||
|
||||
Portrait and landscape are edited and saved separately (#633): the editor
|
||||
follows whichever orientation is on screen, and **Reset** only clears that
|
||||
one, so a layout that works held upright does not have to double as the
|
||||
one used sideways. An `options.lua` from before this split keeps its single
|
||||
layout in both orientations until one of them is edited. In-game, Options →
|
||||
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
|
||||
|
||||
## Translation support
|
||||
|
||||
@@ -380,8 +391,11 @@ semantics - so the two windows read as one app. Six tabs:
|
||||
party dock, so deposit and withdraw live in one place. Empty slots are
|
||||
clickable and create a mon there.
|
||||
- **Items**: money, a searchable item picker (replacing the arrows that
|
||||
cycled one id at a time through ~250 items), the 20-slot bag, PC storage
|
||||
with no slot cap, and the eight badges as toggle chips.
|
||||
cycled one id at a time through ~250 items), the configurable bag (20 slots
|
||||
by default), PC storage
|
||||
with no slot cap, and the eight badges as toggle chips. The picker, the bag
|
||||
and PC storage all scroll under the mouse wheel, so the whole catalog is
|
||||
reachable one-handed without typing a query.
|
||||
- **Events**: flags, defeated trainers, taken items and per-map object
|
||||
toggles, with a real filter field and a two-column paged grid.
|
||||
- **Map**: any map rendered with the game's own renderer, warps followable,
|
||||
@@ -432,3 +446,65 @@ own repositories. No index ships with the launcher and none is ever added
|
||||
automatically, so the tab opens on an "Add an index" prompt until you name
|
||||
one; paste an index URL or its `owner/repo` and it is remembered in
|
||||
`options.lua`. More than one index can be added, and the listings merge.
|
||||
|
||||
## Soft reset (all versions)
|
||||
|
||||
Holding A, B, START and SELECT together restarts the game the way flicking
|
||||
a Game Boy's power switch did, dropping straight back to the title screen.
|
||||
It works from anywhere, including mid-battle, which the QUIT entry on the
|
||||
start menu cannot do: the original combo is how stationary and gift
|
||||
Pokemon get their stats rerolled without sitting through a full relaunch.
|
||||
Unsaved progress is discarded, exactly as on hardware.
|
||||
|
||||
As on the original, the four buttons have to stay held for 16 straight
|
||||
polls (better than a quarter of a second) and any direction in the mix
|
||||
cancels it, so it is hard to hit by accident -- including on the on-screen
|
||||
touch controls, where it would take four fingers held on four separate
|
||||
controls.
|
||||
|
||||
## Controls rebinding (CONTROLS screen)
|
||||
|
||||
OPTIONS -> CONTROLS lists every Game Boy button with its current keyboard
|
||||
key and controller button side by side (Z/A). Press A on a row, then press
|
||||
and release the key or pad button you want; the rebind commits on the
|
||||
release. If that input already belongs to another row, the two rows swap,
|
||||
so no button is ever stranded without an input and no input ever serves
|
||||
two buttons. Holding a second key or pad button while the first is still
|
||||
down backs out of the capture without touching a keyboard; Escape still
|
||||
cancels too. SELECT clears one row back to its default, and START resets
|
||||
every binding after a confirmation.
|
||||
|
||||
Controllers a system has no mapping for (common on Linux handhelds and
|
||||
off-brand pads) report bare button numbers rather than names. Those are
|
||||
rebindable on the same screen and show up as JOY1, JOY2 and so on in the
|
||||
controller column. Recognized controllers are read only through their
|
||||
named buttons, so a rebind on those is never shadowed by the factory
|
||||
layout underneath it.
|
||||
|
||||
## Mod profiles (#593)
|
||||
|
||||
The mod manager's PROFILES tab holds named setups. A profile remembers which
|
||||
mods are on, every mod's own options, and which save slot each game version
|
||||
plays, so swapping profiles swaps the whole playthrough and not just the mod
|
||||
list. The setup that existed before profiles shipped becomes PROFILE 1 the
|
||||
first time the manager opens.
|
||||
|
||||
EXPORT.. writes the selected profile to `profiles/<NAME>.g1rmodlist` in the
|
||||
save directory; drop a `.g1rmodlist` someone shared into that folder and
|
||||
IMPORT.. adds it. Imported profiles never overwrite an existing one (a name
|
||||
clash gets a number). Mods the shared profile names but that are not installed
|
||||
are reported when the profile is applied; installing them is still a manual
|
||||
trip through the mods list or Find Mods.
|
||||
|
||||
## Windows: no console windows on launcher actions
|
||||
|
||||
Checking for updates, browsing a mod index, adding a mod repo, installing a
|
||||
mod and picking a ROM all run a host tool (curl, PowerShell) in a child
|
||||
process. On Windows those children used to each open their own console
|
||||
window, so a session could end up buried under half a dozen of them. The
|
||||
game now claims one console for itself at boot and hides it; the children
|
||||
inherit that invisible console and nothing pops up. Nothing else changes:
|
||||
file pickers are ordinary desktop dialogs and still appear normally, and a
|
||||
run started from a terminal (`lovec.exe`, what `scripts\run.ps1` prefers)
|
||||
keeps its terminal and its printed output. Set `POKEPORT_CONSOLE=1` to opt
|
||||
out.
|
||||
|
||||
@@ -0,0 +1,96 @@
|
||||
# RFC 0001 — Port Yellow's `IsSurfingPikachuInParty` surf sprite
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `Player.lua`, `FieldDefaults.lua`,
|
||||
`OverworldController.lua`, `RomExtractor.lua`, `PaletteFX.lua`. Tools:
|
||||
`build_rom_data.py`, `extract/sprites.py`, `make_rom_manifest.py`,
|
||||
`make_yellow_manifest.py`. Tests: `parity_surfing_pikachu_sprite.lua`,
|
||||
`mod_world_tests.lua`.
|
||||
|
||||
**Regeneration required.** The manifest and sprite sheet update by
|
||||
re-running `make_yellow_manifest.py` against a `pret/pokeyellow`
|
||||
checkout, then re-importing the Yellow ROM.
|
||||
|
||||
## Motivation
|
||||
|
||||
Yellow's `IsSurfingPikachuInParty` + `LoadSurfingPlayerSpriteGraphics2`
|
||||
(`home/map_objects.asm`, `home/overworld.asm`) swap the player's
|
||||
overworld sheet to `SurfingPikachuSprite` (`gfx/sprites/
|
||||
surfing_pikachu.2bpp`, a 16×96 walk sheet — not the minigame sheets)
|
||||
when the party mon that knows SURF is a Pikachu. The recomp misses this
|
||||
in two places:
|
||||
|
||||
1. **Extraction.** `SurfingPikachuSprite` is not in
|
||||
`SpriteSheetPointerTable` — loaded by its own `ld de,` like
|
||||
`RedBikeSprite`. The extractor never sees it, and the symbol is not
|
||||
in the Yellow manifest.
|
||||
2. **Engine rule.** `field.playerSprites.surf` is one static
|
||||
(`SPRITE_SEEL`), cached at boot. No seam for "swap when the SURF-mon
|
||||
is a Pikachu."
|
||||
|
||||
## The decision it extends
|
||||
|
||||
No prior D-number. Extends the surf-field-move port in
|
||||
`docs/behavior-porting-notes.md` (the `IsSurfingAllowed` exact port)
|
||||
with the player-sprite swap vanilla runs alongside it.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only.
|
||||
|
||||
### `field.playerSprites.surfPikachu`
|
||||
|
||||
New optional key alongside `walk`/`surf`/`bike`/`fly`, defaults to
|
||||
`SPRITE_SURFING_PIKACHU`. Guarded in `Player.new` so before extraction
|
||||
lands the ride keeps the Seel — no plain on-water Pikachu.
|
||||
|
||||
### `Player.surfPikachuSprite`
|
||||
|
||||
`Player.new` builds a second `SpriteRenderer` when the field resolves.
|
||||
`pose()` picks it when `surfing and surfingPikachu`.
|
||||
|
||||
### `Player.surfingPikachu` (runtime)
|
||||
|
||||
Runtime-only boolean (not persisted); re-derived so a party change
|
||||
between save and load is honored.
|
||||
|
||||
### `OverworldState:syncSurfingPikachu()`
|
||||
|
||||
Sets `player.surfingPikachu` from `partyKnows("SURF")`. Called at every
|
||||
surf-state toggle: trySurf, dismount, flyTo, beginTeleportOut,
|
||||
warpToHealPoint, forced-surf tile, setMap boot-restore.
|
||||
|
||||
### Importer — `SPRITE_SURFING_PIKACHU`
|
||||
|
||||
`make_yellow_manifest.py` adds `SurfingPikachuSprite` to
|
||||
`YELLOW_EXTRA_SYMBOLS`. `make_rom_manifest.py`'s `sprite_metadata()`
|
||||
gains a `surfPikachu` entry (guarded, so Red/Blue unchanged).
|
||||
`RomExtractor.extractSprites` + `build_rom_data.py` + `extract/sprites.py`
|
||||
each gain a parallel extract mirroring `RedBikeSprite`.
|
||||
|
||||
### `PaletteFX.spriteObp`
|
||||
|
||||
`SurfingPikachuSprite` joins `RedBikeSprite` in the no-bracket-index
|
||||
special case, wearing the player's OBP palette so it colors in GBC mode.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing.** `surf` still defaults to `SPRITE_SEEL`; `surfPikachu`
|
||||
only resolves on a Yellow import after regeneration. No manifest or
|
||||
`mod.save` shape changes. An eligibility hook that swaps a rental
|
||||
SURF-mon still drives the sprite pick via `partyKnows`.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod** (`mod_world_tests.lua`): `surf == "SPRITE_SEEL"`,
|
||||
`surfPikachu == "SPRITE_SURFING_PIKACHU"` seeded at boot. The 19229-check
|
||||
`world & maps v2` suite stays green.
|
||||
- **Mod-API** (`parity_surfing_pikachu_sprite.lua`): `syncSurfingPikachu`
|
||||
+ `Player:pose` across four party shapes (12/12). The existing
|
||||
`parity_cinnabar_east_surf.lua` (24/24) stays green.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. Additive: a new `field.playerSprites` key, a new
|
||||
runtime flag, a new engine method, a new sprite id.
|
||||
@@ -0,0 +1,382 @@
|
||||
# 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.
|
||||
@@ -184,6 +184,11 @@ local function bootGame(version)
|
||||
end
|
||||
|
||||
function love.load(args)
|
||||
-- Before anything can shell out (update check, mod index, ROM picker),
|
||||
-- claim one hidden console on Windows so those children inherit it instead
|
||||
-- of each flashing their own cmd.exe window (#606). No-op elsewhere.
|
||||
require("src.core.HostShell").hideHostConsole()
|
||||
|
||||
-- Self-updater boot shell: a fused build may mount and chainload a newer
|
||||
-- downloaded payload here. True means it took over, so we must stop. A
|
||||
-- dev / source checkout no-ops (see src/update/Boot.lua).
|
||||
@@ -476,10 +481,14 @@ function love.mousepressed(x, y, button, istouch)
|
||||
-- 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 rather than on the OS keeps a real mouse
|
||||
-- (DeX, a Chromebook, a USB mouse) working, which an Android-wide return
|
||||
-- would have broken.
|
||||
if istouch then return end
|
||||
-- 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
|
||||
|
||||
+39
-1
@@ -50,6 +50,44 @@ chosen file under the app save directory as `picked_rom.gb`,
|
||||
from that folder on Choose / refocus; see `docs/launcher.md`. The APK payload
|
||||
itself remains data-free (no embedded ROM or generated cache).
|
||||
|
||||
### Step bridge (Pokéwalker mod)
|
||||
|
||||
`love.system.syncHealthSteps()` → `GameActivity.syncHealthSteps` (same
|
||||
JNI route as the picker: `common/android.cpp` →
|
||||
`modules/system/System.cpp` → `wrap_System.cpp`). The Java side does a
|
||||
one-shot read of the hardware `TYPE_STEP_COUNTER` sensor (cumulative
|
||||
since boot, counted by the OS whether or not any app runs), anchors the
|
||||
reading in `SharedPreferences` so a walk is never credited twice
|
||||
(a reading below the anchor means the phone rebooted → re-anchor without
|
||||
crediting), and stages the delta as `steps_pending.json` in the save
|
||||
identity dir — the same contract as the iOS `GRHealthBridge`. Nothing in
|
||||
the base game calls it; the consumer is the
|
||||
[Pokéwalker mod](https://github.com/mresnick67/Gen1ReComp-Pokewalker),
|
||||
installed as a mod `.zip` at runtime (its SYNC STEPS option defaults
|
||||
off).
|
||||
|
||||
Android 10+ gates the sensor behind the `ACTIVITY_RECOGNITION` runtime
|
||||
permission (declared in `app/src/main/AndroidManifest.xml`; keep it out
|
||||
of the build script's permission trim). The first
|
||||
`syncHealthSteps()` call shows the system prompt; on grant the sensor
|
||||
read runs immediately (`onRequestPermissionsResult`,
|
||||
`STEP_PERMISSION_REQUEST_CODE`).
|
||||
|
||||
### Network transport (mod index / mod updates)
|
||||
|
||||
`love.system.httpDownload(url, absPath [, userAgent [, accept]])` ->
|
||||
`GameActivity.httpDownload` (same JNI route as the picker and the step
|
||||
bridge: `common/android.cpp` -> `modules/system/System.cpp` ->
|
||||
`wrap_System.cpp`). Android ships no `curl`, which is what the desktop
|
||||
builds fetch the mod index, mod release lists and mod zips with, so the
|
||||
"Find mods" tab used to fail with "curl is not available on this
|
||||
platform" (#597). The Java side is a blocking `HttpsURLConnection` GET
|
||||
(https only, redirects followed by hand, body renamed into place only
|
||||
once complete) and runs on LOVE's Lua thread, never the UI thread.
|
||||
`src/core/HostShell.lua` picks the transport: curl when present,
|
||||
otherwise this bridge; an APK older than the bridge simply reports no
|
||||
transport, exactly as a missing curl does.
|
||||
|
||||
### SDK / NDK
|
||||
|
||||
love-android 11.5a expects:
|
||||
@@ -84,7 +122,7 @@ scripts, tests, and mobile build sources are excluded.
|
||||
| `app.name` | Pokemon Red |
|
||||
| `app.orientation` | `fullUser`. This is only the manifest default: SDL requests FULL_SENSOR at window creation (resizable window, no `SDL_HINT_ORIENTATIONS`), and `GameActivity.setOrientationBis` remaps that to FULL_USER so the device's rotation lock is honoured. |
|
||||
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
|
||||
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
|
||||
| Permissions | RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH + INTERNET (link play, mod index) + ACTIVITY_RECOGNITION (step bridge) kept |
|
||||
|
||||
## Releases
|
||||
|
||||
|
||||
@@ -8,6 +8,11 @@
|
||||
the link screen shows as "(Operation not permitted)" (issue #287).
|
||||
scripts/build_android.sh must not strip this again. -->
|
||||
<uses-permission android:name="android.permission.INTERNET" />
|
||||
<!-- Step bridge: love.system.syncHealthSteps reads the hardware step
|
||||
counter, which Android 10+ gates behind this runtime permission.
|
||||
Requested only on the first sync call (the Pokéwalker mod's SYNC
|
||||
STEPS option); scripts/build_android.sh must not strip it. -->
|
||||
<uses-permission android:name="android.permission.ACTIVITY_RECOGNITION" />
|
||||
<!-- OpenGL ES 2.0 -->
|
||||
<uses-feature android:glEsVersion="0x00020000" />
|
||||
<!-- Touchscreen support -->
|
||||
|
||||
@@ -219,6 +219,75 @@ bool showCreateDocument(const char *suggestedName)
|
||||
return result;
|
||||
}
|
||||
|
||||
bool syncHealthSteps()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "syncHealthSteps", "()Z");
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool restartApp()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
// Old APK / new liblove skew: fail soft so HostShell.restart can fall
|
||||
// back to a clean quit instead of aborting on a missing method (#575).
|
||||
jmethodID method = env->GetStaticMethodID(activity, "restartApp", "()Z");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Does not return on success: the Java side exits the process.
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept)
|
||||
{
|
||||
if (url == nullptr || destPath == nullptr)
|
||||
return false;
|
||||
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
// Old APK / new liblove skew: report "no transport" the same way a
|
||||
// missing curl does, instead of aborting on a missing method (#597).
|
||||
jmethodID method = env->GetStaticMethodID(activity, "httpDownload",
|
||||
"(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return false;
|
||||
}
|
||||
|
||||
jstring jurl = env->NewStringUTF(url);
|
||||
jstring jdest = env->NewStringUTF(destPath);
|
||||
jstring jua = env->NewStringUTF(userAgent != nullptr ? userAgent : "gen1recomp");
|
||||
jstring jaccept = accept != nullptr ? env->NewStringUTF(accept) : nullptr;
|
||||
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jurl, jdest, jua, jaccept);
|
||||
|
||||
env->DeleteLocalRef(jurl);
|
||||
env->DeleteLocalRef(jdest);
|
||||
env->DeleteLocalRef(jua);
|
||||
if (jaccept != nullptr)
|
||||
env->DeleteLocalRef(jaccept);
|
||||
env->DeleteLocalRef(activity);
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
@@ -851,4 +920,51 @@ const char *getArg0()
|
||||
} // android
|
||||
} // love
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
int love_android_secondary_ready()
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID m = env->GetStaticMethodID(activity, "hasSecondaryDisplay", "()Z");
|
||||
jboolean ready = JNI_FALSE;
|
||||
if (m)
|
||||
ready = env->CallStaticBooleanMethod(activity, m);
|
||||
else
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return ready ? 1 : 0;
|
||||
}
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
void love_android_push_secondary(const void *rgba, int w, int h)
|
||||
{
|
||||
if (!rgba || w <= 0 || h <= 0)
|
||||
return;
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID m = env->GetStaticMethodID(activity, "updateSecondaryFrame", "(Ljava/nio/ByteBuffer;II)V");
|
||||
if (m)
|
||||
{
|
||||
jobject buf = env->NewDirectByteBuffer((void*) rgba, (jlong) w * (jlong) h * 4);
|
||||
env->CallStaticVoidMethod(activity, m, buf, w, h);
|
||||
env->DeleteLocalRef(buf);
|
||||
}
|
||||
else
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
void love_android_secondary_enable(int on)
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID m = env->GetStaticMethodID(activity, "setSecondaryEnabled", "(Z)V");
|
||||
if (m)
|
||||
env->CallStaticVoidMethod(activity, m, on ? JNI_TRUE : JNI_FALSE);
|
||||
else
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
#endif // LOVE_ANDROID
|
||||
|
||||
@@ -74,6 +74,30 @@ bool showFilePicker(const char *destFilename = nullptr);
|
||||
**/
|
||||
bool showCreateDocument(const char *suggestedName = nullptr);
|
||||
|
||||
/**
|
||||
* Pokéwalker step bridge: asks GameActivity to read the hardware step
|
||||
* counter and stage steps_pending.json in the save identity dir (see
|
||||
* GameActivity.syncHealthSteps). Returns whether a sync could start.
|
||||
*/
|
||||
bool syncHealthSteps();
|
||||
|
||||
/**
|
||||
* Full process relaunch (GameActivity.restartApp): schedules the app's
|
||||
* launch intent and kills the process, because the in-process
|
||||
* quit("restart") loop double-inits physfs and crashes (#575). On success
|
||||
* the process dies inside the Java call and this never returns; false
|
||||
* means the relaunch could not be scheduled.
|
||||
**/
|
||||
bool restartApp();
|
||||
|
||||
/**
|
||||
* Blocking HTTPS GET into destPath (GameActivity.httpDownload). Android has
|
||||
* no curl binary, so this is the transport src/core/HostShell.lua uses there
|
||||
* for the mod index and mod updates (#597). userAgent / accept may be null.
|
||||
* Returns whether a complete file was written.
|
||||
**/
|
||||
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -212,6 +212,38 @@ bool System::createFile(const char *suggestedName) const
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::syncHealthSteps() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::syncHealthSteps();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::restartApp() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::restartApp();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::httpDownload(const char *url, const char *destPath,
|
||||
const char *userAgent, const char *accept) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::httpDownload(url, destPath, userAgent, accept);
|
||||
#else
|
||||
LOVE_UNUSED(url);
|
||||
LOVE_UNUSED(destPath);
|
||||
LOVE_UNUSED(userAgent);
|
||||
LOVE_UNUSED(accept);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -127,6 +127,28 @@ public:
|
||||
**/
|
||||
virtual bool createFile(const char *suggestedName = nullptr) const;
|
||||
|
||||
/**
|
||||
* Pokéwalker: stage pending real-world steps (steps_pending.json in the
|
||||
* save dir) from the platform step source. Android-only; false elsewhere.
|
||||
*/
|
||||
virtual bool syncHealthSteps() const;
|
||||
|
||||
/**
|
||||
* Relaunches the whole app with a fresh process (Android only; false
|
||||
* elsewhere). The in-process love.event.quit("restart") double-inits
|
||||
* physfs on Android and crashes, so src/core/HostShell.lua calls this
|
||||
* instead (#575). Does not return on success -- the process exits.
|
||||
**/
|
||||
virtual bool restartApp() const;
|
||||
|
||||
/**
|
||||
* Blocking HTTPS GET into an absolute host path (Android only; false
|
||||
* elsewhere). Android has no curl, which is what every other platform
|
||||
* fetches the mod index with (#597).
|
||||
**/
|
||||
virtual bool httpDownload(const char *url, const char *destPath,
|
||||
const char *userAgent = nullptr, const char *accept = nullptr) const;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -109,6 +109,30 @@ int w_createFile(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_syncHealthSteps(lua_State *L)
|
||||
{
|
||||
luax_pushboolean(L, instance()->syncHealthSteps());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_restartApp(lua_State *L)
|
||||
{
|
||||
// Does not return on success: GameActivity.restartApp exits the process
|
||||
// after scheduling the relaunch (#575).
|
||||
luax_pushboolean(L, instance()->restartApp());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_httpDownload(lua_State *L)
|
||||
{
|
||||
const char *url = luaL_checkstring(L, 1);
|
||||
const char *dest = luaL_checkstring(L, 2);
|
||||
const char *ua = luaL_optstring(L, 3, nullptr);
|
||||
const char *accept = luaL_optstring(L, 4, nullptr);
|
||||
luax_pushboolean(L, instance()->httpDownload(url, dest, ua, accept));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_hasBackgroundMusic(lua_State *L)
|
||||
{
|
||||
lua_pushboolean(L, instance()->hasBackgroundMusic());
|
||||
@@ -126,6 +150,9 @@ static const luaL_Reg functions[] =
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "createFile", w_createFile },
|
||||
{ "syncHealthSteps", w_syncHealthSteps },
|
||||
{ "restartApp", w_restartApp },
|
||||
{ "httpDownload", w_httpDownload },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -31,23 +31,34 @@ import java.io.FileOutputStream;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.io.OutputStream;
|
||||
import java.net.HttpURLConnection;
|
||||
import java.net.URL;
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
import android.Manifest;
|
||||
import android.app.AlarmManager;
|
||||
import android.app.AlertDialog;
|
||||
import android.app.PendingIntent;
|
||||
import android.content.Context;
|
||||
import android.content.DialogInterface;
|
||||
import android.content.Intent;
|
||||
import android.content.SharedPreferences;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.content.pm.ApplicationInfo;
|
||||
import android.content.res.AssetManager;
|
||||
import android.hardware.Sensor;
|
||||
import android.hardware.SensorEvent;
|
||||
import android.hardware.SensorEventListener;
|
||||
import android.hardware.SensorManager;
|
||||
import android.media.AudioManager;
|
||||
import android.net.Uri;
|
||||
import android.os.Bundle;
|
||||
import android.os.Environment;
|
||||
import android.os.Handler;
|
||||
import android.os.Looper;
|
||||
import android.os.Vibrator;
|
||||
import android.util.Log;
|
||||
import android.util.DisplayMetrics;
|
||||
@@ -67,6 +78,8 @@ public class GameActivity extends SDLActivity {
|
||||
public static final int RECORD_AUDIO_REQUEST_CODE = 3;
|
||||
public static final int FILE_PICKER_REQUEST_CODE = 4;
|
||||
public static final int FILE_CREATE_REQUEST_CODE = 5;
|
||||
public static final int STEP_PERMISSION_REQUEST_CODE = 6;
|
||||
public static final int RESTART_REQUEST_CODE = 7;
|
||||
/** @deprecated Prefer FILE_PICKER_REQUEST_CODE; kept for older call sites. */
|
||||
public static final int ROM_PICKER_REQUEST_CODE = FILE_PICKER_REQUEST_CODE;
|
||||
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked file
|
||||
@@ -83,6 +96,17 @@ 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
|
||||
@@ -312,12 +336,14 @@ public class GameActivity extends SDLActivity {
|
||||
Log.d("GameActivity", "Cancelling vibration");
|
||||
vibrator.cancel();
|
||||
}
|
||||
teardownSecondaryDisplay();
|
||||
super.onPause();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onResume() {
|
||||
super.onResume();
|
||||
setupSecondaryDisplay();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -426,15 +452,23 @@ public class GameActivity extends SDLActivity {
|
||||
* Shows the system document picker (Storage Access Framework) so the
|
||||
* player can pick a ROM / mod / save from anywhere (Downloads, Drive,
|
||||
* etc.) without needing to know where the app's external files folder
|
||||
* is. Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
|
||||
* arrives later in onActivityResult, not synchronously here.
|
||||
* is. The picked file (if any) arrives later in onActivityResult, not
|
||||
* synchronously here.
|
||||
*
|
||||
* API 21+ uses ACTION_OPEN_DOCUMENT; API 16-20 uses an ACTION_GET_CONTENT
|
||||
* chooser instead. Below 19 OPEN_DOCUMENT does not exist, and on 19/20
|
||||
* the stock DocumentsUI is unreliable -- it launches and then hands back
|
||||
* RESULT_CANCELED with no data, which onActivityResult cannot tell apart
|
||||
* from the player cancelling (#584). GET_CONTENT lets any installed file
|
||||
* manager serve the pick, and both intents return the same content:// or
|
||||
* file:// URI shapes, so the result path in onActivityResult stays
|
||||
* picker-agnostic and unchanged.
|
||||
*
|
||||
* @param destFilename basename under the app save identity (e.g.
|
||||
* picked_rom.gb, picked_mod.zip, picked_save.sav)
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showFilePicker(String destFilename) {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (destFilename == null || destFilename.length() == 0) {
|
||||
@@ -448,11 +482,26 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
|
||||
self.pendingPickFilename = destFilename;
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
if (android.os.Build.VERSION.SDK_INT >= 21) {
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
// Some OEM / TV builds ship without DocumentsUI; fall through
|
||||
// to the GET_CONTENT chooser below instead of giving up (#584).
|
||||
Log.d("GameActivity", "could not open document picker: " + e.getMessage());
|
||||
}
|
||||
}
|
||||
Intent intent = new Intent(Intent.ACTION_GET_CONTENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
|
||||
self.startActivityForResult(
|
||||
Intent.createChooser(intent, "Choose a file"),
|
||||
FILE_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not open file picker: " + e.getMessage());
|
||||
@@ -478,14 +527,127 @@ public class GameActivity extends SDLActivity {
|
||||
return showFilePicker(PICKED_SAVE_FILENAME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Relaunches the whole app for love.system.restartApp, used by
|
||||
* src/core/HostShell.lua when a mod toggle needs a cold boot (#575).
|
||||
* love.event.quit("restart") re-runs LOVE's boot inside the same
|
||||
* process, and the second love.filesystem.init throws once physfs
|
||||
* failed to deinit ("already initialized"), killing the app. Instead
|
||||
* we hand our launch intent to AlarmManager and then exit the process:
|
||||
* the alarm lives in system_server, so it survives our death and
|
||||
* cannot race the exit the way a plain startActivity right before
|
||||
* Runtime.exit can on some OEMs, and the dead process guarantees no
|
||||
* native (physfs / SDL / JNI) state leaks into the fresh run.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean restartApp() {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
try {
|
||||
Context context = self.getApplicationContext();
|
||||
Intent intent = context.getPackageManager()
|
||||
.getLaunchIntentForPackage(context.getPackageName());
|
||||
if (intent == null) return false;
|
||||
intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP | Intent.FLAG_ACTIVITY_NEW_TASK);
|
||||
int pendingFlags = PendingIntent.FLAG_CANCEL_CURRENT;
|
||||
if (android.os.Build.VERSION.SDK_INT >= 23) {
|
||||
// Mandatory mutability flag on API 31+; harmless from 23 up.
|
||||
pendingFlags |= PendingIntent.FLAG_IMMUTABLE;
|
||||
}
|
||||
PendingIntent pending = PendingIntent.getActivity(
|
||||
context, RESTART_REQUEST_CODE, intent, pendingFlags);
|
||||
AlarmManager alarm = (AlarmManager) context.getSystemService(Context.ALARM_SERVICE);
|
||||
if (alarm == null) return false;
|
||||
alarm.set(AlarmManager.RTC, System.currentTimeMillis() + 250, pending);
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "could not schedule restart: " + e.getMessage());
|
||||
return false;
|
||||
}
|
||||
Runtime.getRuntime().exit(0);
|
||||
return true; // unreachable, but keeps the JNI signature honest
|
||||
}
|
||||
|
||||
/**
|
||||
* Blocking HTTPS GET into destPath, exposed as love.system.httpDownload
|
||||
* and used by src/core/HostShell.lua. Android ships no curl binary, so
|
||||
* every remote fetch the desktop builds do with curl (mod index feeds,
|
||||
* mod release lists, mod zips, thumbnails) comes through here (#597).
|
||||
* Runs on LOVE's Lua thread, never the UI thread, so the platform's
|
||||
* network-on-main-thread rule is not in play and a blocking call matches
|
||||
* the curl semantics the Lua callers already expect.
|
||||
*
|
||||
* Redirects are followed by hand because HttpURLConnection silently drops
|
||||
* a redirect that changes protocol, and only https is accepted: the feeds
|
||||
* live on GitHub Pages / raw and a downgrade to http must fail, not fetch.
|
||||
* The body lands in a .part file and is renamed only once complete, so a
|
||||
* dropped connection can never leave a half file the caller trusts.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
|
||||
if (url == null || destPath == null) return false;
|
||||
HttpURLConnection conn = null;
|
||||
File tmp = new File(destPath + ".part");
|
||||
try {
|
||||
String current = url;
|
||||
for (int hop = 0; hop < 5; hop++) {
|
||||
URL parsed = new URL(current);
|
||||
if (!"https".equalsIgnoreCase(parsed.getProtocol())) return false;
|
||||
conn = (HttpURLConnection) parsed.openConnection();
|
||||
conn.setInstanceFollowRedirects(false);
|
||||
conn.setConnectTimeout(15000);
|
||||
conn.setReadTimeout(60000);
|
||||
conn.setRequestProperty("User-Agent",
|
||||
userAgent == null ? "gen1recomp" : userAgent);
|
||||
if (accept != null) conn.setRequestProperty("Accept", accept);
|
||||
int code = conn.getResponseCode();
|
||||
if (code == 301 || code == 302 || code == 303 || code == 307 || code == 308) {
|
||||
String next = conn.getHeaderField("Location");
|
||||
conn.disconnect();
|
||||
conn = null;
|
||||
if (next == null) return false;
|
||||
current = new URL(parsed, next).toString();
|
||||
continue;
|
||||
}
|
||||
if (code < 200 || code > 299) return false;
|
||||
InputStream in = new BufferedInputStream(conn.getInputStream());
|
||||
OutputStream out = new BufferedOutputStream(new FileOutputStream(tmp));
|
||||
try {
|
||||
byte[] buf = new byte[16384];
|
||||
int n;
|
||||
while ((n = in.read(buf)) > 0) out.write(buf, 0, n);
|
||||
} finally {
|
||||
try { out.close(); } catch (IOException ignored) {}
|
||||
try { in.close(); } catch (IOException ignored) {}
|
||||
}
|
||||
File dest = new File(destPath);
|
||||
dest.delete();
|
||||
if (!tmp.renameTo(dest)) return false;
|
||||
return dest.length() > 0;
|
||||
}
|
||||
return false;
|
||||
} catch (Exception e) {
|
||||
Log.d("GameActivity", "httpDownload failed: " + e.getMessage());
|
||||
return false;
|
||||
} finally {
|
||||
if (conn != null) conn.disconnect();
|
||||
if (tmp.exists()) tmp.delete();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows ACTION_CREATE_DOCUMENT so the player can save a staged export
|
||||
* (pending_export.sav in the app save identity) to Downloads / Drive /
|
||||
* etc. Suggested name is the dialog's default filename.
|
||||
*
|
||||
* CREATE_DOCUMENT does not exist below API 19 and has no pre-SAF
|
||||
* equivalent, so unlike showFilePicker this stays 19+ (#584); the false
|
||||
* return degrades on the Lua side (RomImporter export) to "Exported
|
||||
* inside the app folder", which is the correct pre-KitKat behavior.
|
||||
*/
|
||||
@Keep
|
||||
public static boolean showCreateDocument(String suggestedName) {
|
||||
if (android.os.Build.VERSION.SDK_INT < 19) return false;
|
||||
// (see showFilePicker for why the import side got a pre-19 path)
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (suggestedName == null || suggestedName.length() == 0) {
|
||||
@@ -532,6 +694,160 @@ 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;
|
||||
@@ -762,6 +1078,17 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
break;
|
||||
}
|
||||
case STEP_PERMISSION_REQUEST_CODE: {
|
||||
if (grantResults[0] == PackageManager.PERMISSION_GRANTED) {
|
||||
Log.d("GameActivity", "Step permission granted");
|
||||
// Deliver right away so the sync the player just
|
||||
// opted into doesn't wait for the next launch.
|
||||
startStepSensorRead();
|
||||
} else {
|
||||
Log.d("GameActivity", "Did not get step permission.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
super.onRequestPermissionsResult(requestCode, permissions, grantResults);
|
||||
}
|
||||
@@ -944,4 +1271,182 @@ public class GameActivity extends SDLActivity {
|
||||
return applicationInfo.sourceDir + "!/lib/" + abi + "/?.so";
|
||||
}
|
||||
}
|
||||
|
||||
// Dual-screen: mirror the engine's bottom-screen canvas onto a secondary
|
||||
// physical display. Driven from the engine through love_android_secondary_*
|
||||
// in src/jni/love/src/common/android.cpp.
|
||||
private static volatile SecondaryPresentation secondaryPresentation;
|
||||
private static volatile boolean secondaryEnabled = false;
|
||||
|
||||
@Keep
|
||||
public static void setSecondaryEnabled(final boolean on) {
|
||||
secondaryEnabled = on;
|
||||
final GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return;
|
||||
self.runOnUiThread(new Runnable() {
|
||||
@Override public void run() {
|
||||
if (on) setupSecondaryDisplay(); else teardownSecondaryDisplay();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private static void setupSecondaryDisplay() {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null || !secondaryEnabled || secondaryPresentation != null) return;
|
||||
try {
|
||||
android.hardware.display.DisplayManager dm =
|
||||
(android.hardware.display.DisplayManager) self.getSystemService(Context.DISPLAY_SERVICE);
|
||||
if (dm == null) return;
|
||||
Display chosen = null;
|
||||
for (Display d : dm.getDisplays()) {
|
||||
android.graphics.Point size = new android.graphics.Point();
|
||||
d.getRealSize(size);
|
||||
Log.d("GameActivity", "display id=" + d.getDisplayId() + " name=" + d.getName()
|
||||
+ " size=" + size.x + "x" + size.y);
|
||||
if (chosen == null && d.getDisplayId() != Display.DEFAULT_DISPLAY) {
|
||||
chosen = d;
|
||||
}
|
||||
}
|
||||
if (chosen == null) {
|
||||
Display[] pres =
|
||||
dm.getDisplays(android.hardware.display.DisplayManager.DISPLAY_CATEGORY_PRESENTATION);
|
||||
if (pres != null && pres.length > 0) chosen = pres[0];
|
||||
}
|
||||
if (chosen == null) {
|
||||
Log.d("GameActivity", "no secondary display found");
|
||||
return;
|
||||
}
|
||||
SecondaryPresentation p = new SecondaryPresentation(self, chosen);
|
||||
p.show();
|
||||
secondaryPresentation = p;
|
||||
Log.d("GameActivity", "secondary display presentation started on id=" + chosen.getDisplayId());
|
||||
} catch (Throwable t) {
|
||||
Log.d("GameActivity", "secondary display setup failed: " + t);
|
||||
secondaryPresentation = null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void teardownSecondaryDisplay() {
|
||||
SecondaryPresentation p = secondaryPresentation;
|
||||
secondaryPresentation = null;
|
||||
if (p != null) {
|
||||
try { p.dismiss(); } catch (Throwable t) {}
|
||||
}
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static boolean hasSecondaryDisplay() {
|
||||
return secondaryPresentation != null;
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static void updateSecondaryFrame(java.nio.ByteBuffer buf, int w, int h) {
|
||||
SecondaryPresentation p = secondaryPresentation;
|
||||
if (p != null && buf != null && w > 0 && h > 0) {
|
||||
p.updateFrame(buf, w, h);
|
||||
}
|
||||
}
|
||||
|
||||
private static class SecondaryPresentation extends android.app.Presentation {
|
||||
private final FrameView frameView;
|
||||
|
||||
SecondaryPresentation(Context context, Display display) {
|
||||
super(context, display);
|
||||
frameView = new FrameView(context);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
android.view.Window w = getWindow();
|
||||
if (w != null) {
|
||||
w.setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN
|
||||
| WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN
|
||||
| WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS);
|
||||
w.setLayout(WindowManager.LayoutParams.MATCH_PARENT,
|
||||
WindowManager.LayoutParams.MATCH_PARENT);
|
||||
}
|
||||
setContentView(frameView);
|
||||
applyImmersive();
|
||||
frameView.post(new Runnable() {
|
||||
@Override public void run() { applyImmersive(); }
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onWindowFocusChanged(boolean hasFocus) {
|
||||
super.onWindowFocusChanged(hasFocus);
|
||||
if (hasFocus) applyImmersive();
|
||||
}
|
||||
|
||||
private void applyImmersive() {
|
||||
android.view.Window w = getWindow();
|
||||
if (w == null) return;
|
||||
if (android.os.Build.VERSION.SDK_INT >= 30) {
|
||||
w.setDecorFitsSystemWindows(false);
|
||||
android.view.WindowInsetsController c = w.getInsetsController();
|
||||
if (c != null) {
|
||||
c.hide(android.view.WindowInsets.Type.systemBars());
|
||||
c.setSystemBarsBehavior(
|
||||
android.view.WindowInsetsController.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE);
|
||||
}
|
||||
} else {
|
||||
w.getDecorView().setSystemUiVisibility(
|
||||
android.view.View.SYSTEM_UI_FLAG_LAYOUT_STABLE
|
||||
| android.view.View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
|
||||
| android.view.View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
|
||||
| android.view.View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
|
||||
| android.view.View.SYSTEM_UI_FLAG_FULLSCREEN
|
||||
| android.view.View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);
|
||||
}
|
||||
}
|
||||
|
||||
void updateFrame(java.nio.ByteBuffer buf, int w, int h) {
|
||||
frameView.updateFrame(buf, w, h);
|
||||
}
|
||||
}
|
||||
|
||||
private static class FrameView extends View {
|
||||
private android.graphics.Bitmap bitmap;
|
||||
private final android.graphics.Rect dst = new android.graphics.Rect();
|
||||
private final android.graphics.Paint paint = new android.graphics.Paint();
|
||||
private final Object lock = new Object();
|
||||
private int fw, fh;
|
||||
|
||||
FrameView(Context context) {
|
||||
super(context);
|
||||
paint.setFilterBitmap(false);
|
||||
paint.setAntiAlias(false);
|
||||
setBackgroundColor(0xFF000000);
|
||||
}
|
||||
|
||||
void updateFrame(java.nio.ByteBuffer buf, int w, int h) {
|
||||
synchronized (lock) {
|
||||
if (bitmap == null || fw != w || fh != h) {
|
||||
if (bitmap != null) bitmap.recycle();
|
||||
bitmap = android.graphics.Bitmap.createBitmap(w, h, android.graphics.Bitmap.Config.ARGB_8888);
|
||||
fw = w; fh = h;
|
||||
}
|
||||
buf.rewind();
|
||||
bitmap.copyPixelsFromBuffer(buf);
|
||||
}
|
||||
postInvalidate();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onDraw(android.graphics.Canvas canvas) {
|
||||
synchronized (lock) {
|
||||
if (bitmap == null || fw == 0 || fh == 0) return;
|
||||
int vw = getWidth(), vh = getHeight();
|
||||
int s = Math.min(vw / fw, vh / fh);
|
||||
if (s < 1) s = 1;
|
||||
int dw = fw * s, dh = fh * s;
|
||||
int dx = (vw - dw) / 2, dy = (vh - dh) / 2;
|
||||
dst.set(dx, dy, dx + dw, dy + dh);
|
||||
canvas.drawColor(0xFF000000);
|
||||
canvas.drawBitmap(bitmap, null, dst, paint);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1 +1 @@
|
||||
11.5
|
||||
12.0
|
||||
|
||||
+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/`
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"name": "gen1recomp App Repo",
|
||||
"identifier": "com.theboisclub.gen1recomp.repo",
|
||||
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/logo.png",
|
||||
"apps": [
|
||||
{
|
||||
"name": "gen1recomp",
|
||||
"bundleIdentifier": "com.theboisclub.gen1recomp",
|
||||
"developerName": "bryanthaboi",
|
||||
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/logo.png",
|
||||
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
|
||||
"tintColor": "3b5ca8",
|
||||
"category": "games",
|
||||
"versions": [
|
||||
{
|
||||
"version": "0.1.58",
|
||||
"date": "2026-08-02",
|
||||
"size": 8331163,
|
||||
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.58/gen1recomp-0.1.58-ios.ipa",
|
||||
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -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>
|
||||
@@ -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,
|
||||
|
||||
@@ -156,7 +156,7 @@ return function(mod)
|
||||
caughtAreas()[areaKey(self.game, self)] = "DUPES_LOST"
|
||||
mod.save:set("caught_areas", caughtAreas())
|
||||
end
|
||||
Bag.add(self.game.save, ball, 1)
|
||||
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
|
||||
|
||||
@@ -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[@]}"}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 "$out_dir" -name '*.apk' -exec ls -lh {} \;
|
||||
|
||||
+184
-56
@@ -1,6 +1,6 @@
|
||||
#!/usr/bin/env bash
|
||||
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 11.5's
|
||||
# official iOS Xcode project (love-11.5-ios-source.zip).
|
||||
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 12.0's
|
||||
# iOS Xcode project.
|
||||
#
|
||||
# Usage: scripts/build_ios.sh [--fetch] [--device] [--release] [--install]
|
||||
# [--version X.Y.Z] [--package-only]
|
||||
@@ -11,14 +11,14 @@
|
||||
# --install after a --device build, install the app onto the
|
||||
# first connected iPhone/iPad (unlock it first)
|
||||
# --release Release configuration
|
||||
# --version X.Y.Z stamp MARKETING_VERSION / CURRENT_PROJECT_VERSION
|
||||
# --fetch Download love-11.5-ios-source.zip into mobile/ios/love-src/
|
||||
# --version X.Y.Z stamp the engine version into game.love plus
|
||||
# MARKETING_VERSION / CURRENT_PROJECT_VERSION
|
||||
# --fetch Fetch LÖVE 12.0 sources and Apple dependencies into mobile/ios/love-src/
|
||||
# --package-only Zip game.love + apply plist overlay; skip xcodebuild
|
||||
#
|
||||
# Prerequisites:
|
||||
# - macOS + Xcode (xcodebuild)
|
||||
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
|
||||
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
|
||||
#
|
||||
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
|
||||
# dist/ios/gen1recomp.ipa (device builds only)
|
||||
@@ -50,21 +50,22 @@ DISPLAY_NAME="gen1recomp"
|
||||
# capabilities like HealthKit are involved), so a per-team default
|
||||
# lets anyone build without colliding with someone else's app
|
||||
# 4. simulator: the project default (no App ID registration involved)
|
||||
BUNDLE_ID="${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=""
|
||||
@@ -82,6 +83,7 @@ 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 '2,24p' "$0"
|
||||
@@ -92,6 +94,10 @@ while [ $# -gt 0 ]; do
|
||||
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
|
||||
@@ -154,25 +160,19 @@ fi
|
||||
# --------------------------------------------------------------- fetch love-src
|
||||
fetch_love_ios() {
|
||||
mkdir -p "$CACHE"
|
||||
local zip_path="$CACHE/$IOS_SOURCE_ZIP"
|
||||
if [ ! -f "$zip_path" ]; then
|
||||
say "downloading $IOS_SOURCE_ZIP (LÖVE $LOVE_VERSION iOS sources)"
|
||||
curl -fL --progress-bar "$IOS_SOURCE_URL" -o "$zip_path" \
|
||||
|| fail "download failed: $IOS_SOURCE_URL"
|
||||
else
|
||||
say "using cached $zip_path"
|
||||
fi
|
||||
|
||||
say "extracting into $LOVE_SRC"
|
||||
rm -rf "$LOVE_SRC"
|
||||
local tmp
|
||||
tmp="$(mktemp -d "$CACHE/extract.XXXXXX")"
|
||||
unzip -q "$zip_path" -d "$tmp"
|
||||
# Zip root is love-<version>-ios-source/
|
||||
local extracted
|
||||
extracted="$(find "$tmp" -maxdepth 1 -mindepth 1 -type d ! -name '__MACOSX' | head -1)"
|
||||
[ -n "$extracted" ] || fail "unexpected layout inside $IOS_SOURCE_ZIP"
|
||||
mv "$extracted" "$LOVE_SRC"
|
||||
say "fetching LÖVE $LOVE_VERSION sources ($LOVE_SOURCE_REF)"
|
||||
git clone --depth 1 --branch "$LOVE_SOURCE_REF" "$LOVE_SOURCE_REPO" "$tmp/love" \
|
||||
|| fail "failed to fetch LÖVE sources from $LOVE_SOURCE_REPO"
|
||||
say "fetching Apple dependencies ($APPLE_DEPENDENCIES_REF)"
|
||||
git clone --depth 1 --branch "$APPLE_DEPENDENCIES_REF" "$APPLE_DEPENDENCIES_REPO" "$tmp/dependencies" \
|
||||
|| fail "failed to fetch Apple dependencies from $APPLE_DEPENDENCIES_REPO"
|
||||
rm -rf "$LOVE_SRC"
|
||||
mv "$tmp/love" "$LOVE_SRC"
|
||||
mkdir -p "$LIBS_DIR" "$XCODE_DIR/shared"
|
||||
cp -R "$tmp/dependencies/iOS/libraries/." "$LIBS_DIR"
|
||||
cp -R "$tmp/dependencies/shared/." "$XCODE_DIR/shared"
|
||||
rm -rf "$tmp"
|
||||
say "love-src ready (LÖVE $LOVE_VERSION)"
|
||||
}
|
||||
@@ -182,18 +182,12 @@ if [ ! -d "$XCODE_DIR/love.xcodeproj" ]; then
|
||||
fetch_love_ios
|
||||
else
|
||||
fail "LÖVE $LOVE_VERSION iOS sources not found at mobile/ios/love-src/.
|
||||
Fetch them (documented download of love-${LOVE_VERSION}-ios-source.zip):
|
||||
Fetch them:
|
||||
scripts/build_ios.sh --fetch
|
||||
Or manually:
|
||||
mkdir -p mobile/ios/cache
|
||||
curl -fL -o mobile/ios/cache/$IOS_SOURCE_ZIP \\
|
||||
$IOS_SOURCE_URL
|
||||
unzip -q mobile/ios/cache/$IOS_SOURCE_ZIP -d mobile/ios/cache
|
||||
mv mobile/ios/cache/love-${LOVE_VERSION}-ios-source mobile/ios/love-src
|
||||
See mobile/ios/README.md."
|
||||
fi
|
||||
elif $FETCH; then
|
||||
say "love-src already present; skipping download (delete mobile/ios/love-src to refresh)"
|
||||
say "love-src already present; skipping fetch (delete mobile/ios/love-src to refresh)"
|
||||
fi
|
||||
|
||||
[ -d "$XCODE_DIR/love.xcodeproj" ] \
|
||||
@@ -201,25 +195,16 @@ fi
|
||||
|
||||
# --------------------------------------------------------------- apple libraries
|
||||
require_ios_libraries() {
|
||||
if [ -d "$LIBS_DIR/SDL2.xcframework" ]; then
|
||||
if [ -d "$LIBS_DIR/SDL2.xcframework" ] && [ -d "$XCODE_DIR/shared/Frameworks/SDL3.xcframework" ]; then
|
||||
return 0
|
||||
fi
|
||||
fail "prebuilt iOS libraries missing at:
|
||||
$LIBS_DIR
|
||||
love-ios expects SDL2.xcframework (and friends) there.
|
||||
and shared/Frameworks.
|
||||
|
||||
The official love-${LOVE_VERSION}-ios-source.zip normally includes them.
|
||||
If they are absent, install love-${LOVE_VERSION}-apple-libraries.zip:
|
||||
Re-fetch the LÖVE $LOVE_VERSION source tree and its Apple dependencies:
|
||||
|
||||
mkdir -p mobile/ios/cache
|
||||
curl -fL -o mobile/ios/cache/$APPLE_LIBS_ZIP \\
|
||||
$APPLE_LIBS_URL
|
||||
unzip -q mobile/ios/cache/$APPLE_LIBS_ZIP -d mobile/ios/cache
|
||||
rm -rf mobile/ios/love-src/platform/xcode/ios/libraries
|
||||
cp -R mobile/ios/cache/love-apple-dependencies/iOS/libraries \\
|
||||
mobile/ios/love-src/platform/xcode/ios/libraries
|
||||
|
||||
See mobile/ios/README.md (Apple libraries dependency)."
|
||||
scripts/build_ios.sh --fetch"
|
||||
}
|
||||
|
||||
require_ios_libraries
|
||||
@@ -232,6 +217,30 @@ 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
|
||||
@@ -326,12 +335,32 @@ pack_game_love() {
|
||||
# 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 tools/save-editor/App.lua tools/save-editor/Kit.lua \
|
||||
tools/save-editor/panels/Party.lua $MANIFESTS; do
|
||||
for required in src/update/Boot.lua tools/save-editor/App.lua \
|
||||
tools/save-editor/Kit.lua tools/save-editor/panels/Party.lua \
|
||||
$MANIFESTS; do
|
||||
printf '%s\n' "$archive_entries" | grep -qx "$required" \
|
||||
|| fail "game.love is missing $required"
|
||||
done
|
||||
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
|
||||
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION into game.love"
|
||||
local stamp_dir
|
||||
stamp_dir="$(mktemp -d)"
|
||||
mkdir -p "$stamp_dir/src/core"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")([^\"]*)(\")/\1$VERSION\3/" \
|
||||
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
|
||||
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
|
||||
local version_re
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
unzip -p "$LOVE_FILE" src/core/Version.lua \
|
||||
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
|| fail "version stamp failed: game.love does not report engine $VERSION"
|
||||
rm -rf "$stamp_dir"
|
||||
say "stamped engine version: $VERSION"
|
||||
else
|
||||
say "no X.Y.Z --version, shipping default engine (no stamp)"
|
||||
fi
|
||||
}
|
||||
|
||||
# Ensure game.love is in the love-ios Copy Bundle Resources phase (idempotent).
|
||||
@@ -424,6 +453,86 @@ print("patched project.pbxproj")
|
||||
PY
|
||||
}
|
||||
|
||||
suppress_love_dependency_warnings() {
|
||||
local liblove_pbx="$XCODE_DIR/liblove.xcodeproj/project.pbxproj"
|
||||
local love_pbx="$XCODE_DIR/love.xcodeproj/project.pbxproj"
|
||||
[ -f "$liblove_pbx" ] || fail "missing $liblove_pbx"
|
||||
[ -f "$love_pbx" ] || fail "missing $love_pbx"
|
||||
|
||||
python3 - "$liblove_pbx" "$love_pbx" <<'PY'
|
||||
import pathlib
|
||||
import sys
|
||||
|
||||
def patch_configs(path, config_ids, settings):
|
||||
text = path.read_text()
|
||||
for config_id in config_ids:
|
||||
marker = f"\t\t{config_id}"
|
||||
start = text.find(marker)
|
||||
if start < 0:
|
||||
raise SystemExit(f"missing configuration {config_id}")
|
||||
settings_start = text.find("\t\t\tbuildSettings = {\n", start)
|
||||
block_end = text.find("\n\t\t};", settings_start)
|
||||
if settings_start < 0 or block_end < 0:
|
||||
raise SystemExit(f"invalid configuration {config_id}")
|
||||
block = text[settings_start:block_end]
|
||||
lines = block.splitlines(keepends=True)
|
||||
for setting in settings:
|
||||
key = setting.split(" = ", 1)[0].strip()
|
||||
prefix = f"{key} ="
|
||||
replaced = False
|
||||
normalized = []
|
||||
for line in lines:
|
||||
if line.startswith(f"\t\t\t\t{prefix}"):
|
||||
if not replaced:
|
||||
normalized.append(setting)
|
||||
replaced = True
|
||||
else:
|
||||
normalized.append(line)
|
||||
if not replaced:
|
||||
normalized.insert(1, setting)
|
||||
lines = normalized
|
||||
normalized_block = "".join(lines)
|
||||
if normalized_block != block:
|
||||
text = text[:settings_start] + normalized_block + text[block_end:]
|
||||
path.write_text(text)
|
||||
|
||||
patch_configs(
|
||||
pathlib.Path(sys.argv[1]),
|
||||
(
|
||||
"FA0B78EF1A958B90000E1D17",
|
||||
"FA0B78F01A958B90000E1D17",
|
||||
"FA0B78F11A958B90000E1D17",
|
||||
),
|
||||
(
|
||||
"\t\t\t\tCLANG_WARN_UNINITIALIZED_AUTOS = NO;\n",
|
||||
"\t\t\t\tCLANG_WARN_UNREACHABLE_CODE = NO;\n",
|
||||
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_CHECK_SWITCH_STATEMENTS = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_SIGN_COMPARE = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNINITIALIZED_AUTOS = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNUSED_FUNCTION = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNUSED_PARAMETER = NO;\n",
|
||||
"\t\t\t\tGCC_WARN_UNUSED_VARIABLE = NO;\n",
|
||||
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-sign-compare -Wno-strict-prototypes -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-variable\";\n",
|
||||
"\t\t\t\tOTHER_CPLUSPLUSFLAGS = \"$(inherited) -Wno-deprecated-declarations -Wno-non-c-typedef-for-linkage -Wno-sign-compare -Wno-switch -Wno-unguarded-availability-new -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-private-field -Wno-unused-variable\";\n",
|
||||
),
|
||||
)
|
||||
patch_configs(
|
||||
pathlib.Path(sys.argv[2]),
|
||||
(
|
||||
"FA0B7F261A95AAF4000E1D17",
|
||||
"FA0B7F271A95AAF4000E1D17",
|
||||
"FA0B7F281A95AAF4000E1D17",
|
||||
),
|
||||
(
|
||||
"\t\t\t\tCLANG_WARN_UNDECLARED_SELECTOR = NO;\n",
|
||||
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
|
||||
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-undeclared-selector -Wno-unused-parameter\";\n",
|
||||
),
|
||||
)
|
||||
PY
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- xcodebuild
|
||||
# love.system.pickFile and createFile are a native bridge compiled in by
|
||||
# mobile/ios/patch_love_src.py, not part of LÖVE. A build that skipped the
|
||||
@@ -503,6 +612,7 @@ run_xcodebuild() {
|
||||
MARKETING_VERSION="$marketing_version"
|
||||
CURRENT_PROJECT_VERSION="$project_version"
|
||||
ONLY_ACTIVE_ARCH=NO
|
||||
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
|
||||
)
|
||||
|
||||
if ! $DEVICE; then
|
||||
@@ -534,11 +644,27 @@ run_xcodebuild() {
|
||||
|
||||
say "xcodebuild love-ios ($config / $sdk)"
|
||||
set +e
|
||||
(
|
||||
cd "$XCODE_DIR"
|
||||
xcodebuild "${args[@]}"
|
||||
)
|
||||
local xc_status=$?
|
||||
local xc_status
|
||||
if command -v xcbeautify >/dev/null 2>&1; then
|
||||
(
|
||||
cd "$XCODE_DIR"
|
||||
xcodebuild "${args[@]}"
|
||||
) 2>&1 | xcbeautify
|
||||
local pipeline_status=("${PIPESTATUS[@]}")
|
||||
local xcode_status=${pipeline_status[0]}
|
||||
local beautify_status=${pipeline_status[1]}
|
||||
if [ "$xcode_status" -ne 0 ]; then
|
||||
xc_status=$xcode_status
|
||||
else
|
||||
xc_status=$beautify_status
|
||||
fi
|
||||
else
|
||||
(
|
||||
cd "$XCODE_DIR"
|
||||
xcodebuild "${args[@]}"
|
||||
)
|
||||
xc_status=$?
|
||||
fi
|
||||
set -e
|
||||
if [ "$xc_status" -ne 0 ]; then
|
||||
fail "xcodebuild failed (exit $xc_status).
|
||||
@@ -640,11 +766,13 @@ install_to_device() {
|
||||
|
||||
# --------------------------------------------------------------- main
|
||||
apply_ios_branding
|
||||
apply_ios_icon
|
||||
say "applying iOS native bridge patches (picker/Files support)"
|
||||
python3 "$IOS_DIR/patch_love_src.py" || fail "patch_love_src.py failed"
|
||||
ensure_manifests
|
||||
pack_game_love
|
||||
ensure_game_love_in_xcode
|
||||
suppress_love_dependency_warnings
|
||||
|
||||
if $PACKAGE_ONLY; then
|
||||
say "package-only: skipping xcodebuild (game.love + plist ready under mobile/ios/love-src/)"
|
||||
|
||||
@@ -123,6 +123,7 @@ if [ -f data/generated/maps.lua ]; then
|
||||
run_tier "T3 save editor: events + dex" "$LUA" tests/save_editor_task7_tests.lua
|
||||
run_tier "T3 save editor: map browser" "$LUA" tests/save_editor_task8_tests.lua
|
||||
run_tier "T3 save editor: mod awareness" "$LUA" tests/save_editor_mod_tests.lua
|
||||
run_tier "T3 save editor: wheel scrolling" "$LUA" tests/save_editor_wheel_bug595_test.lua
|
||||
run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
|
||||
fi
|
||||
else
|
||||
|
||||
+552
-121
File diff suppressed because it is too large
Load Diff
@@ -9,9 +9,22 @@ local MoveEffects = require("src.battle.MoveEffects")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local StatusRegistry = require("src.battle.StatusRegistry")
|
||||
local Strings = require("src.core.Strings")
|
||||
local Timing = require("src.core.Timing")
|
||||
|
||||
local EffectRegistry = {}
|
||||
|
||||
-- A move that misses -- or that registers as missed, which in Gen 1 includes
|
||||
-- a type immunity and damage floored to zero -- skips its animation and
|
||||
-- falls into PlayerCheckIfFlyOrChargeEffect's `ld c, 30 / call DelayFrames`
|
||||
-- (engine/battle/core.asm:3155-3158 and :3185; enemy twin at :5588) before
|
||||
-- anything is printed. EXPLODE_EFFECT is the exception: core.asm:3157
|
||||
-- branches it to PlayPlayerMoveAnimation instead, so it pays the animation
|
||||
-- rather than the hold -- the same condition that gates cancelMoveAnim.
|
||||
local function missBeat(battle, record)
|
||||
if record and record.explode then return end
|
||||
battle:waitNext(Timing.MOVE_STATUS_OR_MISS)
|
||||
end
|
||||
|
||||
-- pokered's <USER>/<TARGET> text macros print "Enemy " before the enemy
|
||||
-- mon's nickname (home/text.asm PlaceMoveUsersName)
|
||||
local function displayName(b)
|
||||
@@ -92,6 +105,7 @@ 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
|
||||
@@ -120,6 +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
|
||||
@@ -147,6 +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
|
||||
@@ -170,6 +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
|
||||
@@ -177,6 +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
|
||||
@@ -231,6 +249,13 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
-- every strike -- damage was only rolled once
|
||||
if info.crit then battle:sayNext(Strings("Critical hit!")) end
|
||||
if info.ohko then battle:sayNext(Strings("One-hit KO!")) end
|
||||
-- PrintCriticalOHKOText closes with `ld c, 20 / jp DelayFrames` at its
|
||||
-- .done label (core.asm:3812-3814) -- and the no-crit path jumps to that
|
||||
-- same label (:3799), so this hold is paid on EVERY landed hit, not just
|
||||
-- critical ones. It sits between the crit text and DisplayEffectiveness
|
||||
-- (:3228-3229), which is where the beat before "It's super effective!"
|
||||
-- comes from.
|
||||
battle:waitNext(Timing.CRIT_OHKO_TEXT)
|
||||
if info.typeMult > 10 then
|
||||
battle:sayNext(Strings("It's super\neffective!"))
|
||||
elseif info.typeMult < 10 then
|
||||
|
||||
@@ -435,8 +435,18 @@ local function drainHalf(text)
|
||||
end
|
||||
end
|
||||
|
||||
-- fixed damage still respects type immunity (AdjustDamageForMoveType
|
||||
-- flags the miss before the special-damage override)
|
||||
-- OHKO is the only "damage but not through normal calculations" family
|
||||
-- that still runs the type chart. CalculateDamage hands OHKO_EFFECT to
|
||||
-- JumpToOHKOMoveEffect (engine/battle/core.asm:4329) and, when the effect
|
||||
-- did not set wMoveMissed, execution falls through to
|
||||
-- AdjustDamageForMoveType (core.asm:3147), which multiplies the 65535 by
|
||||
-- the 0 matchup and flags the miss. Fixed damage and Super Fang do not:
|
||||
-- they are the SetDamageEffects table (data/battle/set_damage_effects.asm)
|
||||
-- and core.asm:3139 jumps straight to MoveHitTest, skipping
|
||||
-- CalculateDamage, AdjustDamageForMoveType and RandomizeDamage, while
|
||||
-- ApplyAttackToEnemyPokemon (core.asm:4612) writes wDamage with no
|
||||
-- effectiveness step. So in Gen 1 NIGHT_SHADE hits Normal-types and
|
||||
-- SUPER_FANG hits Ghosts, and only OHKO_EFFECT calls this (#616).
|
||||
local function immuneMsg(ctx)
|
||||
if TypeChart.effectiveness(ctx.move.type, ctx.target.curTypes) == 0 then
|
||||
return Strings("It doesn't affect\n%s!", displayName(ctx.target))
|
||||
@@ -466,8 +476,7 @@ MoveEffects.full = {
|
||||
|
||||
SPECIAL_DAMAGE_EFFECT = {
|
||||
chooseDamage = function(ctx)
|
||||
local blocked = immuneMsg(ctx)
|
||||
if blocked then return nil, blocked end
|
||||
-- no immunity check: SetDamageEffects skips AdjustDamageForMoveType (#616)
|
||||
local dmg = fixedDamageFor(ctx)
|
||||
if not dmg then return nil, "But, it failed!" end
|
||||
return dmg, plainInfo()
|
||||
@@ -475,8 +484,7 @@ MoveEffects.full = {
|
||||
},
|
||||
SUPER_FANG_EFFECT = {
|
||||
chooseDamage = function(ctx)
|
||||
local blocked = immuneMsg(ctx)
|
||||
if blocked then return nil, blocked end
|
||||
-- also SetDamageEffects: halves a Ghost's HP in Gen 1 (#616)
|
||||
return math.max(1, math.floor(ctx.target.mon.hp / 2)), plainInfo()
|
||||
end,
|
||||
},
|
||||
|
||||
+51
-12
@@ -134,12 +134,13 @@ local function drawHUDs(battle, slide)
|
||||
drawStatusPanel(battle, battle.enemy, 0, 0, false)
|
||||
end
|
||||
|
||||
if battle.safari then
|
||||
Font.drawBox(23, 7, 15, 4)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(("BALLx%2d"):format(battle.safari.balls), 200, 72)
|
||||
elseif battle.player and not battle.demo and not battle.showPlayerBack
|
||||
and slide == 0 then
|
||||
-- No player status panel in a safari / old-man battle: no mon of the
|
||||
-- player's is out. Nothing replaces it either -- the ball count is a menu
|
||||
-- item, not a HUD element (DisplayBattleMenu prints wNumSafariBalls inside
|
||||
-- the battle menu box, engine/battle/core.asm:2074-2079), so it rides in
|
||||
-- drawCommandMenu below like the classic layout's (#540).
|
||||
if not battle.safari and battle.player and not battle.demo
|
||||
and not battle.showPlayerBack and slide == 0 then
|
||||
drawStatusPanel(battle, battle.player, 184, 56, true)
|
||||
end
|
||||
drawIntroBalls(battle)
|
||||
@@ -172,6 +173,9 @@ local function drawCommandMenu(battle)
|
||||
Font.drawBox(0, 13, 38, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("BALLx"), 16, 112)
|
||||
-- wNumSafariBalls immediately after the label, as at hlcoord 7,14
|
||||
-- (engine/battle/core.asm:2074-2079) (#540)
|
||||
Font.draw(("%2d"):format(battle.safari.balls), 56, 112)
|
||||
Font.draw(Strings("BAIT"), 168, 112)
|
||||
Font.draw(Strings("THROW ROCK"), 16, 128)
|
||||
Font.draw(Strings("RUN"), 168, 128)
|
||||
@@ -183,6 +187,21 @@ local function drawCommandMenu(battle)
|
||||
Font.drawBox(0, 13, 20, 5)
|
||||
Font.drawBox(20, 13, 18, 5)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
-- The old-man / PROF.OAK catch demo has no party, so makeOldManDemo parks
|
||||
-- the WILD mon in battle.player as a placeholder (BattleState:1209). The
|
||||
-- classic layout's demo branch never names anyone (DisplayBattleMenu,
|
||||
-- core.asm:2038-2049, just draws the menu), so naming it here printed
|
||||
-- "What will PIKACHU do?" over Oak's scripted throw (#557). Leave the
|
||||
-- prompt side blank and run the same scripted hand the classic does.
|
||||
if battle.demo then
|
||||
Font.draw(Strings("FIGHT"), 176, 112)
|
||||
Font.drawCode(0xE1, 240, 112); Font.drawCode(0xE2, 248, 112)
|
||||
Font.draw(Strings("ITEM"), 176, 128)
|
||||
Font.draw(Strings("RUN"), 240, 128)
|
||||
-- next to FIGHT for the first 80 frames, then ITEM
|
||||
Font.drawCode(0xED, 168, (battle.demoTimer or 0) <= 80 and 112 or 128)
|
||||
return
|
||||
end
|
||||
Font.draw(Strings("What will"), 8, 112)
|
||||
local who = battle.player and battle.player.name or ""
|
||||
Font.draw(fitName(who, 112) .. Strings(" do?"), 8, 128)
|
||||
@@ -305,22 +324,42 @@ function WideBattle.draw(battle)
|
||||
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
|
||||
sx = battle.frame % 4 < 2 and 2 or -2
|
||||
end
|
||||
local slide = (battle.introSlide or 0) * 4
|
||||
-- same 2 px/frame silhouette slide the 160px layout uses
|
||||
local slide = (battle.introSlide or 0)
|
||||
* require("src.core.Timing").BATTLE_SLIDE_PX_PER_FRAME
|
||||
|
||||
-- Each side keeps its original sprite pixels and placement math: the two
|
||||
-- 160x144 OAM regions are translated apart and clipped into the wider
|
||||
-- battlefield rather than either monster being scaled. wideRegion tells
|
||||
-- drawBattlerPic its own side window is already the clip.
|
||||
-- drawBattlerPic its own side window is already the clip. A shake moves
|
||||
-- each region's clip with its contents, so a pic pushed toward a region
|
||||
-- edge is not sheared off it (a vertical shake used to clip the player's
|
||||
-- feet at FIELD_BOTTOM).
|
||||
battle.wideRegion = true
|
||||
inRegion(0, 32, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
inRegion(sx, 32 + sy, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "player", true) end)
|
||||
inRegion(160, 0, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
inRegion(160 + sx, sy, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "enemy", true) end)
|
||||
battle.wideRegion = nil
|
||||
|
||||
drawHUDs(battle, slide)
|
||||
-- A battle sets rWY to 0 (engine/battle/core.asm), so the window the
|
||||
-- shakes move IS the whole screen: PredefShakeScreenHorizontally,
|
||||
-- PredefShakeScreenVertically and AnimationShakeScreenHorizontallySlow
|
||||
-- displace the HUDs and the message window along with the pics, exactly as
|
||||
-- drawClassic offsets its whole BG canvas. Shaking only the two pic
|
||||
-- regions left the foe gliding sideways across a nailed-down screen on
|
||||
-- every applying-attack shake -- TAIL WHIP and every other status move
|
||||
-- (#562). The OAM anim layer stays put, as it does in drawClassic.
|
||||
local function shaken(fn)
|
||||
if sx == 0 and sy == 0 then return fn() end
|
||||
g.push()
|
||||
g.translate(sx, sy)
|
||||
fn()
|
||||
g.pop()
|
||||
end
|
||||
shaken(function() drawHUDs(battle, slide) end)
|
||||
drawAnimationLayer(battle)
|
||||
drawTextArea(battle)
|
||||
shaken(function() drawTextArea(battle) end)
|
||||
|
||||
if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
|
||||
g.setColor(1, 1, 1, 0.85)
|
||||
|
||||
@@ -418,16 +418,22 @@ function ChipAudio.newCry(data, species, resolved)
|
||||
})
|
||||
end
|
||||
|
||||
-- Two channels for the same reason ChipSynth.renderEffectData renders stereo:
|
||||
-- a mono Source is spatialized by OpenAL at the listener position and spreads
|
||||
-- over every output an interface has (#626). The siren itself is unchanged,
|
||||
-- both channels carry the same sample.
|
||||
function ChipAudio.newLowHealthAlarm()
|
||||
local samples = math.floor(SAMPLE_RATE * 62 / 60)
|
||||
local data = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 1)
|
||||
local data = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 2)
|
||||
local phase = 0
|
||||
for index = 0, samples - 1 do
|
||||
local frame = math.floor(index * 60 / SAMPLE_RATE) % 31
|
||||
local register = frame < 11 and 0x750 or 0x6EE
|
||||
local frequency = 131072 / (2048 - register)
|
||||
phase = (phase + frequency / SAMPLE_RATE) % 1
|
||||
data:setSample(index, (phase < 0.5 and 1 or -1) * 0.25)
|
||||
local value = (phase < 0.5 and 1 or -1) * 0.25
|
||||
data:setSample(index, 1, value)
|
||||
data:setSample(index, 2, value)
|
||||
end
|
||||
return love.audio.newSource(data, "static")
|
||||
end
|
||||
|
||||
+22
-5
@@ -808,9 +808,22 @@ local function soundData(engine, samples, channels)
|
||||
return result
|
||||
end
|
||||
|
||||
-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
|
||||
-- too short to be audible. The caller wraps it in a static love.audio.Source
|
||||
-- (a playback concern, hence not done here).
|
||||
-- Render a one-shot effect (SFX/cry) to a two-channel SoundData, or nil when
|
||||
-- it is too short to be audible. The caller wraps it in a static
|
||||
-- love.audio.Source (a playback concern, hence not done here).
|
||||
--
|
||||
-- The synthesis is mono (one summed value per frame, unlike the music path's
|
||||
-- sampleStereo), but the buffer is written stereo on purpose: OpenAL only
|
||||
-- spatializes 1-channel Sources, and a Source left at the default (0,0,0)
|
||||
-- position, exactly where the listener sits, is rendered as an ambient sound
|
||||
-- spread over EVERY output channel the device exposes at gains that differ
|
||||
-- from the front pair. On an interface with more than two outputs that put
|
||||
-- the SFX on outputs 5+6 as well, while the 2-channel music source
|
||||
-- (ChipAudio.playMusic) stayed on 1+2 (#626). Multi-channel buffers skip
|
||||
-- spatialization entirely and map onto the front pair, so duplicating the
|
||||
-- sample costs one buffer's memory and makes effects route exactly like
|
||||
-- music. Deliberately not sampleStereo: that honors the NR51 panning byte
|
||||
-- and would newly hard-pan any effect whose header issues command 0xEE.
|
||||
local function renderEffectData(data, header, options)
|
||||
if not header then return nil end
|
||||
options = options or {}
|
||||
@@ -825,8 +838,12 @@ local function renderEffectData(data, header, options)
|
||||
values[count] = engine:sample()
|
||||
end
|
||||
if count < math.floor(SAMPLE_RATE / 100) then return nil end
|
||||
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
|
||||
for index = 1, count do result:setSample(index - 1, values[index]) end
|
||||
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 2)
|
||||
for index = 1, count do
|
||||
local value = values[index]
|
||||
result:setSample(index - 1, 1, value)
|
||||
result:setSample(index - 1, 2, value)
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
|
||||
+12
-5
@@ -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
|
||||
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
-- Faithful resolution: lock the window to an exact integer multiple of the
|
||||
-- Game Boy's 160x144 screen, 1X through 4X.
|
||||
--
|
||||
-- At any other window size the renderer picks the largest integer scale that
|
||||
-- fits and letterboxes the remainder (Renderer:fitScale), so the game is
|
||||
-- already crisp -- what it is not is *exact*: there are bars, and at a wide
|
||||
-- window a lot of them. Locking the window to 160*N x 144*N removes the
|
||||
-- letterbox entirely, so the surface is the Game Boy screen and nothing else.
|
||||
--
|
||||
-- Persisted as save.options.faithfulRes (0 = OFF). Applied from OptionsMenu
|
||||
-- and on boot via Game:applyOptions. No-ops on mobile and in headless stubs
|
||||
-- that lack love.window.
|
||||
|
||||
local FaithfulRes = {}
|
||||
|
||||
FaithfulRes.WIDTH, FaithfulRes.HEIGHT = 160, 144
|
||||
FaithfulRes.LEVELS = { 0, 1, 2, 3, 4 }
|
||||
FaithfulRes.DEFAULT = 0
|
||||
|
||||
-- conf.lua's floor for the resizable desktop window, restored when the lock
|
||||
-- is released. 1X and 2X are BELOW it, so the lock has to lower the minimum
|
||||
-- as well as set the size or LOVE clamps the window back up.
|
||||
FaithfulRes.MIN_W, FaithfulRes.MIN_H = 480, 360
|
||||
|
||||
-- whether this module currently owns the window size
|
||||
FaithfulRes.locked = false
|
||||
|
||||
function FaithfulRes.normalize(v)
|
||||
v = math.floor(tonumber(v) or FaithfulRes.DEFAULT)
|
||||
if v < 0 then return 0 end
|
||||
if v > 4 then return 4 end
|
||||
return v
|
||||
end
|
||||
|
||||
function FaithfulRes.label(v)
|
||||
v = FaithfulRes.normalize(v)
|
||||
if v == 0 then return "OFF" end
|
||||
return tostring(v) .. "X"
|
||||
end
|
||||
|
||||
function FaithfulRes.cycle(v, dir)
|
||||
local levels = FaithfulRes.LEVELS
|
||||
local cur = 1
|
||||
for i, level in ipairs(levels) do
|
||||
if level == FaithfulRes.normalize(v) then cur = i break end
|
||||
end
|
||||
return levels[(cur - 1 + (dir or 1)) % #levels + 1]
|
||||
end
|
||||
|
||||
function FaithfulRes.isMobile()
|
||||
if not love or not love.system or not love.system.getOS then return false end
|
||||
local osName = love.system.getOS()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
-- Physical pixels per LOVE unit for the CURRENT window.
|
||||
--
|
||||
-- Deliberately NOT love.window.getDPIScale: that reports the display's
|
||||
-- scaling factor even when the window is not high-DPI aware, and conf.lua
|
||||
-- only sets t.window.highdpi on mobile. On a plain desktop window a unit IS
|
||||
-- a pixel, so dividing by the display scale just shrinks the window -- at
|
||||
-- 125% scaling a 2X request became 256x230 pixels, which Renderer:fitScale
|
||||
-- floors to 1, and 4X became 512x461, which floors to 3. That is exactly
|
||||
-- the "2X renders at 1X, 4X renders at 3X" this shipped with.
|
||||
--
|
||||
-- Measuring the ratio the window actually reports is correct in both worlds:
|
||||
-- 1 on a plain desktop window, the real scale on a high-DPI one.
|
||||
local function pixelsPerUnit()
|
||||
local g = love and love.graphics
|
||||
if not (g and g.getDimensions and g.getPixelDimensions) then return 1 end
|
||||
local uw = tonumber((g.getDimensions()))
|
||||
local pw = tonumber((g.getPixelDimensions()))
|
||||
if not uw or not pw or uw <= 0 or pw <= 0 then return 1 end
|
||||
return pw / uw
|
||||
end
|
||||
|
||||
-- The window size in LOVE UNITS that puts 160*v x 144*v PHYSICAL pixels on
|
||||
-- screen.
|
||||
function FaithfulRes.size(v)
|
||||
v = FaithfulRes.normalize(v)
|
||||
if v == 0 then return nil end
|
||||
local ratio = pixelsPerUnit()
|
||||
return math.floor(FaithfulRes.WIDTH * v / ratio + 0.5),
|
||||
math.floor(FaithfulRes.HEIGHT * v / ratio + 0.5)
|
||||
end
|
||||
|
||||
-- Push the lock into the live window. Returns true when the window is
|
||||
-- locked afterwards.
|
||||
function FaithfulRes.apply(v)
|
||||
if FaithfulRes.isMobile() then return false end
|
||||
if not love or not love.window or not love.window.setMode
|
||||
or not love.window.getMode then
|
||||
return false
|
||||
end
|
||||
v = FaithfulRes.normalize(v)
|
||||
local curW, curH, flags = love.window.getMode()
|
||||
flags = flags or {}
|
||||
|
||||
if v == 0 then
|
||||
-- only touch the window if we were the one holding it: an OFF setting on
|
||||
-- boot must not resize a window the player sized themselves
|
||||
if not FaithfulRes.locked then return false end
|
||||
flags.resizable = true
|
||||
flags.minwidth, flags.minheight = FaithfulRes.MIN_W, FaithfulRes.MIN_H
|
||||
love.window.setMode(curW, curH, flags)
|
||||
FaithfulRes.locked = false
|
||||
return false
|
||||
end
|
||||
|
||||
local w, h = FaithfulRes.size(v)
|
||||
-- An exact size and a desktop-fullscreen mode cannot both hold. The lock
|
||||
-- is the more specific request, so it wins and drops fullscreen; VIDEO MODE
|
||||
-- reads BORDERLESS until the player changes it, which then releases this.
|
||||
flags.fullscreen = false
|
||||
-- resizing by hand would silently break the lock, and nothing re-applies it
|
||||
-- (there is no love.resize handler -- the renderer re-reads the size every
|
||||
-- frame), so the window is fixed while locked rather than left draggable.
|
||||
flags.resizable = false
|
||||
flags.minwidth, flags.minheight = w, h
|
||||
love.window.setMode(w, h, flags)
|
||||
FaithfulRes.locked = true
|
||||
return true
|
||||
end
|
||||
|
||||
function FaithfulRes.applyOptions(opts)
|
||||
return FaithfulRes.apply(opts and opts.faithfulRes)
|
||||
end
|
||||
|
||||
return FaithfulRes
|
||||
+29
-4
@@ -7,9 +7,22 @@ local FixedStep = {}
|
||||
FixedStep.STEP = 1 / 60
|
||||
local MAX_ACCUM = 0.25 -- avoid spiral of death after a stall
|
||||
|
||||
-- Phase the accumulator is re-seeded with once an absorbed hitch frame has
|
||||
-- been paid for. Half a step is the balanced point: a frame has to come in
|
||||
-- ~8ms short before it drops a step and ~8ms long before it doubles one up.
|
||||
-- Zero -- what this used to leave behind -- has no margin at all on the long
|
||||
-- side, so the accumulator settles a hair BELOW one step and parks there, and
|
||||
-- ordinary sub-millisecond vsync wobble then flips it between 0 and 2 steps
|
||||
-- every few frames for the rest of the session. That is why pacing stayed
|
||||
-- visibly broken after a route/city seam and nowhere else: crossConnection in
|
||||
-- src/world/OverworldController.lua is the only caller of discardCatchup, and
|
||||
-- warps go through Transition instead (issue #487).
|
||||
local RESEED_PHASE = 0.5
|
||||
|
||||
function FixedStep:init(callback)
|
||||
self.accum = 0
|
||||
self.callback = callback
|
||||
self.suppressCatchup = false
|
||||
end
|
||||
|
||||
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
|
||||
@@ -20,6 +33,16 @@ end
|
||||
FixedStep.maxAccum = MAX_ACCUM
|
||||
|
||||
function FixedStep:update(dt)
|
||||
-- A hitch's oversized dt lands on the frame AFTER discardCatchup was
|
||||
-- called (the hitch itself already ran inside the current step); absorb
|
||||
-- that one frame as a single step instead of the normal accumulator so
|
||||
-- the burst it would otherwise release doesn't play out as a slide.
|
||||
if self.suppressCatchup then
|
||||
self.suppressCatchup = false
|
||||
self.accum = self.STEP * RESEED_PHASE
|
||||
self.callback(self.STEP)
|
||||
return
|
||||
end
|
||||
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
|
||||
while self.accum >= self.STEP do
|
||||
self.accum = self.accum - self.STEP
|
||||
@@ -27,12 +50,14 @@ function FixedStep:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
-- Drop any pending catch-up steps. A hitch inside one logic step (map
|
||||
-- seam setMap / song start) makes the next real-time dt huge; without this
|
||||
-- the while-loop above would advance many walk frames before the next
|
||||
-- draw, which looks like a slide with no leg animation (issue #93).
|
||||
-- Drop any pending catch-up steps and arm the one-frame clamp above. A
|
||||
-- hitch inside one logic step (map seam setMap / song start) makes the
|
||||
-- next real-time dt huge; without this the while-loop above would advance
|
||||
-- many walk frames before the next draw, which looks like a slide with no
|
||||
-- leg animation (issue #93).
|
||||
function FixedStep:discardCatchup()
|
||||
self.accum = 0
|
||||
self.suppressCatchup = true
|
||||
end
|
||||
|
||||
return FixedStep
|
||||
|
||||
+174
-2
@@ -178,6 +178,22 @@ function Game:step(dt)
|
||||
-- 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)
|
||||
@@ -249,6 +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.
|
||||
@@ -262,6 +310,58 @@ function Game.wideBattleInStack(stack)
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Whether a state on the stack composes its own screen and so wants the
|
||||
-- edge anchors held off (BattleState.holdsUIAnchors). Whole-stack, like
|
||||
-- everything else here: the text box and YES/NO a battle puts up are states
|
||||
-- of their own sitting above it, and they are exactly the elements that must
|
||||
-- stay inside the battle's composition rather than dock to the window.
|
||||
-- UI LAYOUT: is edge docking switched on? Only the explicit "dynamic" turns
|
||||
-- it on, so a save written before the option existed -- and any caller with no
|
||||
-- save at all, which is most of the headless suites -- gets CENTERED, the
|
||||
-- behaviour the port shipped with.
|
||||
function Game.dynamicUI(save)
|
||||
local options = save and save.options
|
||||
return options ~= nil and options.uiLayout == "dynamic"
|
||||
end
|
||||
|
||||
function Game.uiAnchorsHeldInStack(stack)
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local state = stack.states[i]
|
||||
if state and state.holdsUIAnchors then return true end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Where Game:draw starts drawing this frame. Normally the topmost opaque
|
||||
-- state (StateStack:visibleBase) -- but BATTLE BG "world" composes the battle
|
||||
-- over the LIVE map, and an opaque state pushed on top of it (the party menu,
|
||||
-- the bag) becomes that base, cutting the overworld -- and with it the world
|
||||
-- pass -- out of the frame entirely. The backdrop the battle established
|
||||
-- then collapses to endFrame's flat black clear for as long as the menu is
|
||||
-- up. So a world-bg battle keeps the frame starting from underneath itself
|
||||
-- until it leaves the stack, the same hold uiFill and the dim already use.
|
||||
--
|
||||
-- Only the START of the draw moves. The clear stays keyed to the real
|
||||
-- visibleBase, so the menu still gets its opaque canvas and draws exactly as
|
||||
-- before; what changes is the window AROUND its letterbox, which keeps
|
||||
-- showing the map instead of going black. Both menus fill their own
|
||||
-- 160x144 field first, so nothing beneath them shows through it.
|
||||
function Game.drawBaseInStack(stack, visibleBase)
|
||||
local states = stack and stack.states or {}
|
||||
for i = visibleBase - 1, 1, -1 do
|
||||
local state = states[i]
|
||||
if state and state.bgMode and state:bgMode() == "world" then
|
||||
-- restart the search from under the battle: the highest opaque state at
|
||||
-- or below it (the overworld), not the menu sitting over it
|
||||
for j = i, 1, -1 do
|
||||
if states[j].isOpaque then return j end
|
||||
end
|
||||
return 1
|
||||
end
|
||||
end
|
||||
return visibleBase
|
||||
end
|
||||
|
||||
-- Shift classic SGB zones to the centred UI. A full-width base zone extends
|
||||
-- into both margins, keeping the canvas' paper color continuous; narrower
|
||||
-- sprite and status zones move with the classic UI content.
|
||||
@@ -287,6 +387,10 @@ function Game:draw()
|
||||
-- white clear
|
||||
local base = self.stack:visibleBase()
|
||||
local worldBelow = self.stack.states[base] == self.overworld
|
||||
-- a world-bg battle keeps the map drawing under whatever it opened, so the
|
||||
-- world pass can run for a frame whose CLEAR is still an opaque menu's
|
||||
local drawFrom = Game.drawBaseInStack(self.stack, base)
|
||||
local worldDrawn = self.stack.states[drawFrom] == self.overworld
|
||||
-- A wide battle holds its 304px surface through every menu or prompt it
|
||||
-- opens. States that do not draw the wide battle composition are centred
|
||||
-- in that surface below, so their classic coordinates and hit testing stay
|
||||
@@ -303,8 +407,33 @@ 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)
|
||||
-- ...and for the same reason the UI's own scale has to know the world is
|
||||
-- still the backdrop while an opaque menu covers it. Renderer:uiScale
|
||||
-- steps the UI down with the survey zoom only while a world is behind it,
|
||||
-- gated on this frame's world pass -- which the party menu and the bag end
|
||||
-- by being opaque. Without this hold they lose the step-down and blit at
|
||||
-- full fit scale over a battle drawn at the zoomed-out one.
|
||||
Renderer.uiWorldHold = Renderer.battleDim ~= nil
|
||||
-- ...and a battle keeps its dialogue box and YES/NO inside its own screen
|
||||
-- instead of letting them dock to the window edge.
|
||||
-- UI LAYOUT: CENTERED (the default) is a fixed letterbox -- every element
|
||||
-- stays inside the 160x144 canvas and the UI does not follow the survey
|
||||
-- zoom, so the screen furniture never moves or resizes under the player.
|
||||
-- That is the composition the port shipped with. DYNAMIC opts into both
|
||||
-- halves: the dialogue box docks to the window's bottom edge, the START
|
||||
-- menu to its top right, and the whole UI steps down with the zoom.
|
||||
Renderer.uiCentered = not Game.dynamicUI(self.save)
|
||||
Renderer.uiAnchorHold = Game.uiAnchorsHeldInStack(self.stack)
|
||||
Renderer:beginFrame(worldBelow)
|
||||
for i = self.stack:visibleBase(), #self.stack.states do
|
||||
for i = drawFrom, #self.stack.states do
|
||||
local state = self.stack.states[i]
|
||||
local wideState = state and state.isWideBattleLayout
|
||||
and state:isWideBattleLayout()
|
||||
@@ -341,7 +470,13 @@ function Game:draw()
|
||||
if ModRuntime.wantsHook("render.zones") then
|
||||
zones = ModRuntime.call("render.zones", sameZones, self, zones)
|
||||
end
|
||||
if worldBelow and self.overworld.sgbWorldZones then
|
||||
-- Keyed to whether the map actually DREW, not to whether it is the clear's
|
||||
-- base: an opaque menu over a world-bg battle still renders the world pass
|
||||
-- (drawBaseInStack), and leaving worldZones nil there drops endFrame's
|
||||
-- world blit onto the UI zone list instead -- the party menu's own HP-bar
|
||||
-- palettes, in 160x144 space, smeared across a world-canvas-sized image.
|
||||
-- That is the offset, red-for-green map behind the menu.
|
||||
if worldDrawn and self.overworld.sgbWorldZones then
|
||||
worldZones = self.overworld:sgbWorldZones()
|
||||
end
|
||||
local viewport = Renderer:endFrame(zones, worldZones)
|
||||
@@ -475,8 +610,16 @@ 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)
|
||||
@@ -493,7 +636,10 @@ function Game:gamepadpressed(joystick, button)
|
||||
end
|
||||
|
||||
function Game:gamepadreleased(joystick, button)
|
||||
-- same observe-after-Input contract as Game:keyreleased (#589)
|
||||
Input:gamepadreleased(joystick, button)
|
||||
local top = self.stack and self.stack:top()
|
||||
if top and top.onGamepadReleased then top:onGamepadReleased(button) end
|
||||
end
|
||||
|
||||
function Game:gamepadaxis(joystick, axis, value)
|
||||
@@ -513,15 +659,38 @@ local function isAccelerometer(joystick)
|
||||
return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
|
||||
end
|
||||
|
||||
-- BindingsMenu's raw-stick capture rides the same top-state routing as the
|
||||
-- keyboard and gamepad paths (#632). Only a stick SDL does not recognize
|
||||
-- as a gamepad reaches the capture: a recognized pad raises BOTH
|
||||
-- joystickpressed and gamepadpressed for one press, and the joystick half
|
||||
-- would otherwise beat its own gamepadpressed to the armed row and record
|
||||
-- "JOY1" for a button the player can plainly see is A. Same predicate as
|
||||
-- Input's, kept local here so Game never reaches into Input's internals.
|
||||
local function isRawStick(joystick)
|
||||
return not (joystick and joystick.isGamepad and joystick:isGamepad())
|
||||
end
|
||||
|
||||
function Game:joystickpressed(joystick, button)
|
||||
if isAccelerometer(joystick) then return end
|
||||
TouchControls:noteGamepad()
|
||||
local top = self.stack and self.stack:top()
|
||||
if isRawStick(joystick) and top and top.onJoystickPressed then
|
||||
top:onJoystickPressed(button)
|
||||
return
|
||||
end
|
||||
Input:joystickpressed(joystick, button)
|
||||
end
|
||||
|
||||
function Game:joystickreleased(joystick, button)
|
||||
if isAccelerometer(joystick) then return end
|
||||
-- same observe-after-Input contract as Game:keyreleased (#589): the
|
||||
-- capture watches the release, it never owns it, so a held-state flag
|
||||
-- Input saw go down before the capture armed cannot be stranded
|
||||
Input:joystickreleased(joystick, button)
|
||||
local top = self.stack and self.stack:top()
|
||||
if isRawStick(joystick) and top and top.onJoystickReleased then
|
||||
top:onJoystickReleased(button)
|
||||
end
|
||||
end
|
||||
|
||||
function Game:joystickaxis(joystick, axis, value)
|
||||
@@ -631,6 +800,9 @@ 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)
|
||||
|
||||
@@ -13,6 +13,55 @@ function HostShell.envPrefix()
|
||||
return ""
|
||||
end
|
||||
|
||||
-- Windows: every host tool we shell out to (curl for the update and mod-index
|
||||
-- fetches, the PowerShell ROM picker, the update downloader's `start /b`) is
|
||||
-- spawned through io.popen / os.execute, which run it under cmd.exe. A
|
||||
-- GUI-subsystem process owns no console, so each of those children allocates
|
||||
-- its own -- one console window flashing per call, several stacking up during
|
||||
-- a mod install or an update (#606). #74 fixed the same storm for the
|
||||
-- per-file cache mkdir by dropping the shell entirely (src/import/CacheFs.lua);
|
||||
-- the callers above genuinely need one, so we do the other half: allocate a
|
||||
-- single console for ourselves, once, and hide it. A child inherits the
|
||||
-- parent's console when the parent has one, so every later spawn attaches to
|
||||
-- that invisible console and pops up nothing. GUI dialogs the children raise
|
||||
-- (the PowerShell OpenFileDialog) are desktop windows and still appear.
|
||||
--
|
||||
-- Skipped when a console already exists, which is the developer case
|
||||
-- (lovec.exe, what scripts/run.ps1 prefers, or t.console), so printed output
|
||||
-- keeps landing in the terminal the game was launched from. POKEPORT_CONSOLE=1
|
||||
-- opts out entirely and restores the old behaviour. Memoized; non-Windows and
|
||||
-- FFI-less builds no-op. Called once from love.load before anything shells
|
||||
-- out (main.lua).
|
||||
local consoleHidden = nil
|
||||
|
||||
function HostShell.hideHostConsole()
|
||||
if consoleHidden ~= nil then return consoleHidden end
|
||||
consoleHidden = false
|
||||
if os.getenv("POKEPORT_CONSOLE") == "1" then return consoleHidden end
|
||||
|
||||
local okFfi, ffi = pcall(require, "ffi")
|
||||
if not okFfi or ffi.os ~= "Windows" then return consoleHidden end
|
||||
|
||||
-- kernel32 (AllocConsole/GetConsoleWindow) and user32 (ShowWindow) are
|
||||
-- already loaded in any LOVE process, so ffi.C resolves both -- the same
|
||||
-- assumption CacheFs makes for CreateDirectoryA.
|
||||
pcall(ffi.cdef, [[
|
||||
void *GetConsoleWindow(void);
|
||||
int AllocConsole(void);
|
||||
int ShowWindow(void *hWnd, int nCmdShow);
|
||||
]])
|
||||
local ok, hidden = pcall(function()
|
||||
if ffi.C.GetConsoleWindow() ~= nil then return false end
|
||||
if ffi.C.AllocConsole() == 0 then return false end
|
||||
local hwnd = ffi.C.GetConsoleWindow()
|
||||
if hwnd == nil then return false end
|
||||
ffi.C.ShowWindow(hwnd, 0) -- SW_HIDE
|
||||
return true
|
||||
end)
|
||||
consoleHidden = (ok and hidden) or false
|
||||
return consoleHidden
|
||||
end
|
||||
|
||||
-- Wraps io.popen with the AppImage env fix applied and lua errors swallowed
|
||||
function HostShell.popen(command, mode)
|
||||
local ok, pipe = pcall(io.popen, HostShell.envPrefix() .. command, mode or "r")
|
||||
@@ -26,9 +75,30 @@ 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")
|
||||
@@ -48,4 +118,121 @@ function HostShell.restart()
|
||||
ffi.C.execv(appimage, ffi.cast("char *const *", argv))
|
||||
end
|
||||
|
||||
-- ------- HTTP transport ----------------------------------------------------
|
||||
--
|
||||
-- Every remote fetch (mod index, mod releases, thumbnails) used to shell out
|
||||
-- to curl, which macOS / Windows 10+ / desktop Linux all ship and Android does
|
||||
-- not: adding a mod index on Android died with "curl is not available on this
|
||||
-- platform" (#597). Android goes through the GameActivity.httpDownload JNI
|
||||
-- bridge instead (HttpsURLConnection, using the INTERNET permission link play
|
||||
-- already needs), surfaced by our vendored liblove as
|
||||
-- love.system.httpDownload(url, absPath, userAgent, accept). Both transports
|
||||
-- block the calling thread and deal in whole files, so callers keep exactly
|
||||
-- the contract they had with curl.
|
||||
|
||||
-- Shell quoting for one curl argument; cmd.exe has no single-quote form.
|
||||
function HostShell.quote(s)
|
||||
s = tostring(s)
|
||||
if love and love.system and love.system.getOS
|
||||
and love.system.getOS() == "Windows" then
|
||||
return '"' .. s:gsub('"', '') .. '"'
|
||||
end
|
||||
return "'" .. s:gsub("'", "'\\''") .. "'"
|
||||
end
|
||||
|
||||
function HostShell.haveCurl()
|
||||
local pipe = HostShell.popen("curl --version")
|
||||
if not pipe then return false end
|
||||
local readOk, out = pcall(function() return pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
return readOk and out ~= nil and out:find("curl", 1, true) ~= nil
|
||||
end
|
||||
|
||||
-- The bridge only exists in our Android liblove. An older APK reports nil
|
||||
-- here and falls back to the "no transport" error the callers already show;
|
||||
-- the iOS build compiles the same wrapper but always returns false, so gate
|
||||
-- on the OS as well and keep its error message honest.
|
||||
local function haveBridge()
|
||||
if not (love and love.system and type(love.system.httpDownload) == "function") then
|
||||
return false
|
||||
end
|
||||
return love.system.getOS and love.system.getOS() == "Android"
|
||||
end
|
||||
|
||||
-- Is any transport available at all? Callers gate on this, never on curl.
|
||||
function HostShell.canFetch()
|
||||
return HostShell.haveCurl() or haveBridge()
|
||||
end
|
||||
|
||||
-- Download url to an absolute host path. Returns true, or nil plus an error.
|
||||
-- The curl branch deliberately ignores curl's exit code, as the download paths
|
||||
-- always did: callers judge the result by the file they got.
|
||||
function HostShell.httpDownload(url, absPath, userAgent, accept)
|
||||
if type(url) ~= "string" or url == "" then return nil, "missing url" end
|
||||
if type(absPath) ~= "string" or absPath == "" then return nil, "missing path" end
|
||||
userAgent = userAgent or "gen1recomp"
|
||||
if HostShell.haveCurl() then
|
||||
local cmd = "curl -fsSL --connect-timeout 15 --max-time 300 "
|
||||
.. "-H " .. HostShell.quote("User-Agent: " .. userAgent) .. " "
|
||||
if accept then
|
||||
cmd = cmd .. "-H " .. HostShell.quote("Accept: " .. accept) .. " "
|
||||
end
|
||||
cmd = cmd .. "-o " .. HostShell.quote(absPath) .. " " .. HostShell.quote(url)
|
||||
local pipe = HostShell.popen(cmd)
|
||||
if not pipe then return nil, "could not start download" end
|
||||
pcall(function() pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
return true
|
||||
end
|
||||
if not haveBridge() then
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
local ok, done = pcall(love.system.httpDownload, url, absPath, userAgent, accept)
|
||||
if ok and done then return true end
|
||||
return nil, "download failed"
|
||||
end
|
||||
|
||||
-- GET returning the body. curl streams it through a pipe; the Android bridge
|
||||
-- can only write a file, so there we fetch into the save directory (the only
|
||||
-- writable root on Android) and read it back.
|
||||
function HostShell.httpGet(url, userAgent, accept)
|
||||
if type(url) ~= "string" or url == "" then return nil, "missing url" end
|
||||
userAgent = userAgent or "gen1recomp"
|
||||
if HostShell.haveCurl() then
|
||||
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
|
||||
.. "-H " .. HostShell.quote("User-Agent: " .. userAgent) .. " "
|
||||
if accept then
|
||||
cmd = cmd .. "-H " .. HostShell.quote("Accept: " .. accept) .. " "
|
||||
end
|
||||
cmd = cmd .. HostShell.quote(url)
|
||||
local pipe = HostShell.popen(cmd)
|
||||
if not pipe then return nil, "could not run curl" end
|
||||
local readOk, out = pcall(function() return pipe:read("*a") end)
|
||||
pcall(function() pipe:close() end)
|
||||
if not readOk then return nil, "fetch failed: " .. tostring(out) end
|
||||
if not out or out == "" then return nil, "empty response from " .. url end
|
||||
return out
|
||||
end
|
||||
if not haveBridge() then
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
if not (love.filesystem and love.filesystem.getSaveDirectory) then
|
||||
return nil, "fetch needs LOVE"
|
||||
end
|
||||
local dirOk, saveDir = pcall(love.filesystem.getSaveDirectory)
|
||||
if not dirOk or not saveDir or saveDir == "" then
|
||||
return nil, "no save directory"
|
||||
end
|
||||
local name = "http_fetch.tmp"
|
||||
pcall(love.filesystem.remove, name)
|
||||
local ok, err = HostShell.httpDownload(url, saveDir .. "/" .. name, userAgent, accept)
|
||||
if not ok then return nil, err end
|
||||
local readOk, body = pcall(love.filesystem.read, name)
|
||||
pcall(love.filesystem.remove, name)
|
||||
if not readOk or type(body) ~= "string" or body == "" then
|
||||
return nil, "empty response from " .. url
|
||||
end
|
||||
return body
|
||||
end
|
||||
|
||||
return HostShell
|
||||
|
||||
+95
-4
@@ -41,7 +41,14 @@ local STICK_OFF = 0.3
|
||||
|
||||
-- Generic SDL joysticks expose the left stick as the first two numbered
|
||||
-- axes and the D-pad as a hat. This is common on Linux handhelds whose
|
||||
-- controller has no game-controller database entry.
|
||||
-- controller has no game-controller database entry. The indices below are
|
||||
-- the desktop XInput order and are only meaningful for such pads: raw
|
||||
-- numbering is per-driver, and SDL's iOS/MFi driver packs only the buttons
|
||||
-- a pad actually reports, which slides the D-pad down onto 7..10 (#620).
|
||||
-- These are the raw DEFAULTS only: applyBindings layers the player's
|
||||
-- "joyN" pad bindings over them (#632), and only a stick SDL does NOT
|
||||
-- recognize as a gamepad is ever served out of this table -- see
|
||||
-- joystickpressed below.
|
||||
local RAW_BUTTON_BINDINGS = {
|
||||
[1] = "a", [2] = "b",
|
||||
[7] = "select", [8] = "start", [9] = "select", [10] = "start",
|
||||
@@ -66,9 +73,10 @@ end
|
||||
-- BindingsMenu:storeBinding) -- without this the menu records a choice
|
||||
-- that never actually reaches gameplay.
|
||||
function Input:applyBindings(overlay)
|
||||
local keys, pads = {}, {}
|
||||
local keys, pads, joys = {}, {}, {}
|
||||
for key, action in pairs(DEFAULT_BINDINGS) do keys[key] = action end
|
||||
for button, action in pairs(DEFAULT_GAMEPAD_BINDINGS) do pads[button] = action end
|
||||
for index, action in pairs(RAW_BUTTON_BINDINGS) do joys[index] = action end
|
||||
for actionId, binding in pairs(overlay or {}) do
|
||||
if type(binding) == "table" then
|
||||
if binding.key then keys[binding.key] = actionId end
|
||||
@@ -77,8 +85,20 @@ function Input:applyBindings(overlay)
|
||||
keys[binding] = actionId
|
||||
end
|
||||
end
|
||||
-- A pad binding named "joyN" is the Nth button of a stick SDL has no
|
||||
-- game-controller-database entry for, captured on the joystick path by
|
||||
-- src/ui/BindingsMenu.lua (#632). It deliberately rides the existing
|
||||
-- pad slot: the CONTROLS row, the swap in BindingsMenu:storeBinding and
|
||||
-- START's reset-all then all stay one code path, and this loop is the
|
||||
-- only place that has to know what the name means. Laid over the raw
|
||||
-- defaults AFTER them, so a rebind wins the button it claims.
|
||||
for padName, action in pairs(pads) do
|
||||
local n = tonumber(padName:match("^joy(%d+)$"))
|
||||
if n then joys[n] = action end
|
||||
end
|
||||
self.keyBindings = keys
|
||||
self.padBindings = pads
|
||||
self.joyBindings = joys
|
||||
end
|
||||
|
||||
-- Purely event-driven state (press sets true, release sets false) has no
|
||||
@@ -194,13 +214,30 @@ function Input:gamepadreleased(joystick, button)
|
||||
end
|
||||
end
|
||||
|
||||
-- LOVE raises love.joystickpressed for EVERY stick, including ones SDL
|
||||
-- recognizes as gamepads, which raise love.gamepadpressed for the same
|
||||
-- physical press as well. Answering both meant the fixed raw table
|
||||
-- re-asserted the factory A/B/START/SELECT map underneath the player's
|
||||
-- rebinds, so swapping A and B in CONTROLS pressed both at once and any
|
||||
-- controller rebind of those four looked ignored; on iOS the MFi driver's
|
||||
-- packing put the D-pad on 7..10, so a D-pad press also fired SELECT or
|
||||
-- START (#620, #632). A recognized pad is served by the gamepad path
|
||||
-- alone; the raw path exists for sticks with no game-controller-database
|
||||
-- entry. A nil joystick is a raw stick: that is how
|
||||
-- tests/input_hold_test.lua and the drivers drive this path.
|
||||
local function isRawStick(joystick)
|
||||
return not (joystick and joystick.isGamepad and joystick:isGamepad())
|
||||
end
|
||||
|
||||
function Input:joystickpressed(joystick, button)
|
||||
local btn = RAW_BUTTON_BINDINGS[button]
|
||||
if not isRawStick(joystick) then return end
|
||||
local btn = self.joyBindings[button]
|
||||
if btn then press(self, btn, "joy:" .. button) end
|
||||
end
|
||||
|
||||
function Input:joystickreleased(joystick, button)
|
||||
local btn = RAW_BUTTON_BINDINGS[button]
|
||||
if not isRawStick(joystick) then return end
|
||||
local btn = self.joyBindings[button]
|
||||
if btn then release(self, btn, "joy:" .. button) end
|
||||
end
|
||||
|
||||
@@ -240,6 +277,7 @@ function Input:gamepadaxis(joystick, axis, value)
|
||||
end
|
||||
|
||||
function Input:joystickaxis(joystick, axis, value)
|
||||
if not isRawStick(joystick) then return end
|
||||
if axis == 1 then
|
||||
self:gamepadaxis(joystick, "leftx", value)
|
||||
elseif axis == 2 then
|
||||
@@ -247,7 +285,12 @@ function Input:joystickaxis(joystick, axis, value)
|
||||
end
|
||||
end
|
||||
|
||||
-- Same duplicate-event rule as joystickpressed (#620, #632): a recognized
|
||||
-- pad's D-pad already arrived as dpup/dpdown/dpleft/dpright through the
|
||||
-- gamepad map, so letting the hat answer too would re-assert the factory
|
||||
-- directions on top of a direction rebind.
|
||||
function Input:joystickhat(joystick, hat, direction)
|
||||
if not isRawStick(joystick) then return end
|
||||
local source = "hat:" .. hat
|
||||
for _, btn in ipairs(self.hatDirs[hat] or {}) do
|
||||
release(self, btn, source)
|
||||
@@ -263,8 +306,56 @@ 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
|
||||
|
||||
@@ -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
-3
@@ -219,6 +219,24 @@ function SaveData.defaultOptions()
|
||||
-- battle screen composition: og (the 160x144 original) | wide
|
||||
-- (304x144, src/battle/WideBattle.lua)
|
||||
battleLayout = "og",
|
||||
-- BATTLE SIZE: "fixed" = the classic integer-scaled letterbox; "fill" =
|
||||
-- scale the battle surface to the window so it fills vertically. See
|
||||
-- BattleState:wantsFillScale.
|
||||
battleFit = "fixed",
|
||||
-- BATTLE BG: what fills the screen behind and around the battle.
|
||||
-- "white" = the display mode's paper shade (the classic look),
|
||||
-- "black" = plain black bars, "world" = the frozen overworld showing
|
||||
-- through, dimmed. See BattleState:bgMode.
|
||||
battleBg = "white",
|
||||
-- UI LAYOUT: "centered" = a fixed letterbox. Every element sits where it
|
||||
-- was drawn in the 160x144 canvas and the UI does not follow the survey
|
||||
-- zoom, so nothing moves or resizes under the player. The original
|
||||
-- composition. "dynamic" = the dialogue box docks to the window's bottom
|
||||
-- edge, the START menu to its top right, and the UI steps down with the
|
||||
-- zoom. Centered is the default: dynamic reads better zoomed out, but it
|
||||
-- moves the screen furniture, so it is opt-in.
|
||||
-- See Game.dynamicUI, Renderer:setUIAnchor and Renderer:uiScale.
|
||||
uiLayout = "centered",
|
||||
ruleset = "gen1_faithful",
|
||||
-- 0-7 like the GB's NR50 master volume
|
||||
musicVol = 7,
|
||||
@@ -239,6 +257,9 @@ 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"
|
||||
@@ -254,6 +275,15 @@ function SaveData.defaultOptions()
|
||||
-- Native mod enablement is an installation option, not save-slot data.
|
||||
-- Missing entries mean enabled so newly installed mods work by default.
|
||||
mods = {},
|
||||
-- Named setups the player can switch between (#593; src/mods/ModProfile.lua
|
||||
-- owns the shape, src/mods/ManagerState.lua the UI): each row is
|
||||
-- { name, enabled = {id=bool}, options = {id={k=v}}, slots = {version=slotId} }.
|
||||
-- activeProfile names the row the live set currently matches (nil for
|
||||
-- ad-hoc, so it has no default entry here; mergeOptions preserves it).
|
||||
-- modProfilesSeeded records that the pre-profiles setup was already
|
||||
-- migrated into PROFILE 1, so deleting every profile does not re-seed one.
|
||||
modProfiles = {},
|
||||
modProfilesSeeded = false,
|
||||
-- GitHub release checks for mods with a manifest "github" field
|
||||
-- (src/mods/ModUpdate.lua). Keyed by owner/repo; TTL is six hours.
|
||||
modUpdateCache = {},
|
||||
@@ -269,8 +299,11 @@ function SaveData.defaultOptions()
|
||||
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.
|
||||
-- layouts.portrait / layouts.landscape each hold optional normalized
|
||||
-- centers {x=0..1, y=0..1} per control (dpad/a/b/start/select) plus a
|
||||
-- size scale; nil positions mean that orientation draws the default
|
||||
-- layout (#633). Pre-#633 files stored one top-level positions table;
|
||||
-- TouchControls.normalizeConfig folds it into both orientations on load.
|
||||
touchControls = { enabled = true },
|
||||
}
|
||||
end
|
||||
@@ -1058,7 +1091,7 @@ local function reclaim(save, data, report)
|
||||
if type(entry) == "table" and known(data.items, entry.id) then
|
||||
table.remove(orphaned.items, i)
|
||||
if entry.from == "pcItems" or type(save.inventory) ~= "table"
|
||||
or not Bag.add(save, entry.id, entry.count or 1) then
|
||||
or not Bag.add(save, entry.id, entry.count or 1, data) then
|
||||
save.pcItems = save.pcItems or {}
|
||||
save.pcItems[entry.id] = (save.pcItems[entry.id] or 0) + (entry.count or 1)
|
||||
end
|
||||
|
||||
+42
-3
@@ -82,6 +82,40 @@ local function isChipDef(def)
|
||||
return type(def) == "table" and (def.chip ~= nil or def.address ~= nil)
|
||||
end
|
||||
|
||||
-- OpenAL only spatializes 1-channel Sources, and one left at the default
|
||||
-- (0,0,0) position sits on top of the listener, which OpenAL renders as an
|
||||
-- ambient sound spread over every output channel the device has: on an
|
||||
-- interface with more than two outputs the SFX also came out of outputs 5+6
|
||||
-- while the 2-channel music stayed on 1+2 (#626). A Source cannot change its
|
||||
-- channel count after the fact, so a mono file def is re-decoded and its
|
||||
-- sample duplicated into a stereo buffer, which OpenAL never spatializes.
|
||||
-- Chip SFX and cries are already stereo at the source (ChipSynth
|
||||
-- renderEffectData); this covers file defs, i.e. Yellow's 8-bit mono PCM
|
||||
-- Pikachu clips (RomExtractor extractPikachuCries) and mod-supplied wav/ogg
|
||||
-- SFX. Every step is guarded: a headless love stub without love.sound, or a
|
||||
-- decoder that will not hand back SoundData, keeps the original Source.
|
||||
local function widenMono(source, file)
|
||||
if not (source and love.sound and love.sound.newSoundData) then
|
||||
return source
|
||||
end
|
||||
local ok, channels = pcall(function() return source:getChannelCount() end)
|
||||
if not ok or channels ~= 1 then return source end
|
||||
local built, widened = pcall(function()
|
||||
local mono = love.sound.newSoundData(file)
|
||||
local frames = mono:getSampleCount()
|
||||
local stereo = love.sound.newSoundData(frames, mono:getSampleRate(),
|
||||
mono:getBitDepth(), 2)
|
||||
for index = 0, frames - 1 do
|
||||
local value = mono:getSample(index)
|
||||
stereo:setSample(index, 1, value)
|
||||
stereo:setSample(index, 2, value)
|
||||
end
|
||||
return love.audio.newSource(stereo, "static")
|
||||
end)
|
||||
if built and widened then return widened end
|
||||
return source
|
||||
end
|
||||
|
||||
-- a file def carries an optional playback rate; a bare string is shorthand
|
||||
-- for { file = <string> }
|
||||
local function newFileSource(def)
|
||||
@@ -89,6 +123,7 @@ local function newFileSource(def)
|
||||
if type(file) ~= "string" then return nil, "no chip program and no file" end
|
||||
local ok, s = pcall(love.audio.newSource, file, "static")
|
||||
if not ok or not s then return nil, ok and "no source" or tostring(s) end
|
||||
s = widenMono(s, file) -- keep mono defs off the surround channels (#626)
|
||||
if type(def) == "table" and def.pitch then pcall(s.setPitch, s, def.pitch) end
|
||||
return s
|
||||
end
|
||||
@@ -233,12 +268,16 @@ function Sound.playPikaCry(data, n)
|
||||
local src = cache[key]
|
||||
if src == false then return nil end
|
||||
if not src then
|
||||
local ok, s = pcall(love.audio.newSource,
|
||||
("assets/generated/audio/pika_cries/cry_%02d.wav"):format(n), "static")
|
||||
if not ok then
|
||||
local path = ("assets/generated/audio/pika_cries/cry_%02d.wav"):format(n)
|
||||
local ok, s = pcall(love.audio.newSource, path, "static")
|
||||
if not ok or not s then
|
||||
cache[key] = false
|
||||
return nil
|
||||
end
|
||||
-- the importer writes these clips as 8-bit mono (RomExtractor
|
||||
-- extractPikachuCries), so they need the same widening as the chip
|
||||
-- effects to stay off a multi-output device's surround channels (#626)
|
||||
s = widenMono(s, path)
|
||||
s:setVolume(volumeFor(key))
|
||||
cache[key] = s
|
||||
src = s
|
||||
|
||||
@@ -0,0 +1,198 @@
|
||||
-- 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.FAINT_SLIDE_STEP = 8 / Timing.FAINT_SLIDE_ROW -- 4px per frame at 1x
|
||||
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
|
||||
+181
-50
@@ -14,8 +14,12 @@
|
||||
--
|
||||
-- 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.
|
||||
-- fractions. Positions and a size multiplier are stored per orientation
|
||||
-- (#633): options.touchControls.layouts.portrait / .landscape, picked from
|
||||
-- the safe rect's aspect, so laying the pad out in landscape never moves
|
||||
-- the portrait one. 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
|
||||
@@ -23,6 +27,7 @@
|
||||
-- and a player rebind can never detach the overlay.
|
||||
|
||||
local Input = require("src.core.Input")
|
||||
local SafeArea = require("src.core.SafeArea")
|
||||
|
||||
local TouchControls = {}
|
||||
|
||||
@@ -46,6 +51,15 @@ 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" }
|
||||
|
||||
-- Per-orientation layout buckets (#633). Orientation comes from the safe
|
||||
-- rect, not the device: sw > sh is landscape, so a resized desktop window
|
||||
-- under POKEPORT_TOUCH exercises the same path a phone rotation does.
|
||||
local ORIENTATIONS = { "portrait", "landscape" }
|
||||
|
||||
-- Control size multiplier bounds for the editor's -/+ (#633). 1.0 is the
|
||||
-- historical size, so an install that never touches it draws as before.
|
||||
local SCALE_MIN, SCALE_MAX, SCALE_STEP = 0.6, 1.6, 0.1
|
||||
|
||||
local IMAGES = {
|
||||
dpad = "assets/touch/dpad.png",
|
||||
dpad_up = "assets/touch/dpad_up.png",
|
||||
@@ -64,6 +78,33 @@ local function clamp01(v)
|
||||
return v
|
||||
end
|
||||
|
||||
local function clampScale(v)
|
||||
if type(v) ~= "number" or v ~= v then return 1 end
|
||||
if v < SCALE_MIN then return SCALE_MIN end
|
||||
if v > SCALE_MAX then return SCALE_MAX end
|
||||
return v
|
||||
end
|
||||
|
||||
-- Copy a persisted positions table, dropping unknown / non-numeric entries.
|
||||
-- Always a fresh table: two orientations seeded from the same pre-#633
|
||||
-- layout must not alias, or dragging one would still move the other.
|
||||
local function normalizePositions(src)
|
||||
if type(src) ~= "table" then return nil end
|
||||
local pos = {}
|
||||
for _, name in ipairs(CONTROLS) do
|
||||
local p = src[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 not next(pos) then return nil end
|
||||
return pos
|
||||
end
|
||||
|
||||
local function orientationFor(sw, sh)
|
||||
return (sw or 0) > (sh or 0) and "landscape" or "portrait"
|
||||
end
|
||||
|
||||
local function wantsOverlay()
|
||||
local env = os.getenv("POKEPORT_TOUCH")
|
||||
if env == "1" then return true end
|
||||
@@ -72,40 +113,50 @@ local function wantsOverlay()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
end
|
||||
|
||||
-- Normalize a persisted touchControls table into {enabled, positions}.
|
||||
-- Normalize a persisted touchControls table into
|
||||
-- {enabled, layouts = {portrait = {positions, scale}, landscape = {...}}}.
|
||||
-- Unknown / garbage keys are dropped so a bad options.lua cannot brick
|
||||
-- the overlay.
|
||||
-- the overlay. Pre-#633 files stored one top-level positions table and no
|
||||
-- scale; that layout seeds both orientations, so an upgrading player keeps
|
||||
-- what they had until they edit one of them.
|
||||
function TouchControls.normalizeConfig(tc)
|
||||
local out = { enabled = true, positions = nil }
|
||||
if type(tc) ~= "table" then return out end
|
||||
local out = { enabled = true, layouts = { portrait = {}, landscape = {} } }
|
||||
-- a nil / garbage table still yields full buckets (scale defaulted), so
|
||||
-- no caller ever has to nil-check a bucket's scale
|
||||
if type(tc) ~= "table" then tc = {} 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
|
||||
local saved = type(tc.layouts) == "table" and tc.layouts or nil
|
||||
for _, o in ipairs(ORIENTATIONS) do
|
||||
local b = saved and saved[o]
|
||||
if type(b) ~= "table" then b = { positions = tc.positions, scale = tc.scale } end
|
||||
out.layouts[o] = {
|
||||
positions = normalizePositions(b.positions),
|
||||
scale = clampScale(b.scale),
|
||||
}
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Pure default layout in LOVE units for a given window size. Shared by
|
||||
-- layout() and the editor's Reset path so defaults stay in one place.
|
||||
function TouchControls.defaultLayout(ww, wh)
|
||||
-- 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. scale (#633) is
|
||||
-- the orientation's size multiplier: every width and the margin derive
|
||||
-- from dpadW, so scaling it moves the default centers with the art
|
||||
-- instead of letting bigger buttons hang off the edge.
|
||||
function TouchControls.defaultLayout(ww, wh, ox, oy, scale)
|
||||
ox, oy = ox or 0, oy or 0
|
||||
local short = math.min(ww, wh)
|
||||
local dpadW = math.min(180, short * 0.34)
|
||||
local dpadW = math.min(180, short * 0.34) * clampScale(scale)
|
||||
local abW = dpadW * 0.46
|
||||
local ssW = dpadW * 0.30
|
||||
local margin = dpadW * 0.12
|
||||
return {
|
||||
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 },
|
||||
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
|
||||
|
||||
@@ -123,7 +174,13 @@ end
|
||||
function TouchControls:init()
|
||||
self.active = wantsOverlay()
|
||||
self.enabled = true
|
||||
-- per-orientation buckets (#633); self.positions / self.scale mirror the
|
||||
-- one currently on screen so layout(), the editor and the tests keep a
|
||||
-- single lookup
|
||||
self.layouts = { portrait = {}, landscape = {} }
|
||||
self.orientation = nil
|
||||
self.positions = nil
|
||||
self.scale = 1
|
||||
self.preview = false
|
||||
self.controllerHidden = false
|
||||
self.touches = {}
|
||||
@@ -153,19 +210,30 @@ end
|
||||
function TouchControls:applyOptions(opts)
|
||||
local cfg = TouchControls.normalizeConfig(opts and opts.touchControls)
|
||||
self.enabled = cfg.enabled
|
||||
self.positions = cfg.positions
|
||||
self.layouts = cfg.layouts
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.layoutOx, self.layoutOy = nil, nil
|
||||
-- prime positions/scale for the orientation on screen so callers that
|
||||
-- read them before the next layout() (editor chrome, tests) see the file
|
||||
self:currentBucket()
|
||||
if not self.enabled then
|
||||
self.controllerHidden = false
|
||||
self:reset()
|
||||
end
|
||||
end
|
||||
|
||||
-- Snapshot for the editor's save path: enabled plus both orientation
|
||||
-- buckets, matching what options.lua stores (#633).
|
||||
function TouchControls:config()
|
||||
return {
|
||||
enabled = self.enabled ~= false,
|
||||
positions = self.positions,
|
||||
}
|
||||
local out = { enabled = self.enabled ~= false, layouts = {} }
|
||||
for _, o in ipairs(ORIENTATIONS) do
|
||||
local b = self.layouts and self.layouts[o] or nil
|
||||
out.layouts[o] = {
|
||||
positions = b and b.positions or nil,
|
||||
scale = clampScale(b and b.scale),
|
||||
}
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Preview mode: force-draw the overlay for the layout editor, ignoring
|
||||
@@ -185,30 +253,60 @@ function TouchControls:visible()
|
||||
and not self.controllerHidden
|
||||
end
|
||||
|
||||
local function clampZone(zone, ww, wh)
|
||||
-- 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(half, math.min(ww - half, zone.cx))
|
||||
zone.cy = math.max(half, math.min(wh - half, zone.cy))
|
||||
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
|
||||
|
||||
-- The bucket for the orientation currently on screen (#633), created on
|
||||
-- demand. Mirrors it into self.orientation / self.positions / self.scale,
|
||||
-- which layout(), the editor chrome and the tests read.
|
||||
function TouchControls:currentBucket()
|
||||
local _, _, sw, sh = SafeArea.rect()
|
||||
local o = orientationFor(sw, sh)
|
||||
self.layouts = self.layouts or { portrait = {}, landscape = {} }
|
||||
local b = self.layouts[o]
|
||||
if type(b) ~= "table" then
|
||||
b = {}
|
||||
self.layouts[o] = b
|
||||
end
|
||||
b.scale = clampScale(b.scale)
|
||||
self.orientation = o
|
||||
self.positions = b.positions
|
||||
self.scale = b.scale
|
||||
return b
|
||||
end
|
||||
|
||||
-- Layout in LOVE units (density-independent on mobile), recomputed when
|
||||
-- the window size changes (rotation, resize). Default: d-pad bottom-left,
|
||||
-- B/A bottom-right with A above B (the Game Boy diagonal), START/SELECT
|
||||
-- flanking the bottom center. Custom positions (normalized 0..1) override
|
||||
-- centers while sizes stay derived from the short edge.
|
||||
-- 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, times the orientation's
|
||||
-- size setting (#633).
|
||||
function TouchControls:layout()
|
||||
local ww, wh = love.graphics.getDimensions()
|
||||
if self.layoutW == ww and self.layoutH == wh and self.L then return self.L end
|
||||
self.layoutW, self.layoutH = ww, wh
|
||||
self.L = TouchControls.defaultLayout(ww, wh)
|
||||
if self.positions then
|
||||
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
|
||||
-- orientation picks which saved layout applies; rotating swaps buckets
|
||||
-- because sw/sh swapped, which is already the cache key above (#633)
|
||||
local bucket = self:currentBucket()
|
||||
self.L = TouchControls.defaultLayout(sw, sh, ox, oy, bucket.scale)
|
||||
if bucket.positions then
|
||||
for _, name in ipairs(CONTROLS) do
|
||||
local p = self.positions[name]
|
||||
local p = bucket.positions[name]
|
||||
local zone = self.L[name]
|
||||
if p and zone then
|
||||
zone.cx = p.x * ww
|
||||
zone.cy = p.y * wh
|
||||
clampZone(zone, ww, wh)
|
||||
zone.cx = ox + p.x * sw
|
||||
zone.cy = oy + p.y * sh
|
||||
clampZone(zone, ox, oy, ox + sw, oy + sh)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -222,21 +320,51 @@ function TouchControls:layout()
|
||||
end
|
||||
|
||||
-- Move one control to a screen-space point and persist its normalized
|
||||
-- position. Used by the layout editor while dragging.
|
||||
-- position within the safe rect. Used by the layout editor while dragging.
|
||||
function TouchControls:setControlCenter(name, cx, cy)
|
||||
local ww, wh = love.graphics.getDimensions()
|
||||
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, ww, wh)
|
||||
self.positions = self.positions or {}
|
||||
self.positions[name] = { x = zone.cx / ww, y = zone.cy / wh }
|
||||
clampZone(zone, ox, oy, ox + sw, oy + sh)
|
||||
-- writes land in the orientation on screen only (#633)
|
||||
local bucket = self:currentBucket()
|
||||
bucket.positions = bucket.positions or {}
|
||||
self.positions = bucket.positions
|
||||
bucket.positions[name] = {
|
||||
x = sw > 0 and (zone.cx - ox) / sw or 0,
|
||||
y = sh > 0 and (zone.cy - oy) / sh or 0,
|
||||
}
|
||||
end
|
||||
|
||||
-- Editor Reset: defaults for the orientation on screen only (#633), so
|
||||
-- resetting landscape never throws away the portrait layout.
|
||||
function TouchControls:clearPositions()
|
||||
local bucket = self:currentBucket()
|
||||
bucket.positions = nil
|
||||
bucket.scale = 1
|
||||
self.positions = nil
|
||||
self.scale = 1
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.layoutOx, self.layoutOy = nil, nil
|
||||
end
|
||||
|
||||
-- Control size multiplier for the orientation on screen (#633). Widths and
|
||||
-- the default centers both derive from it in defaultLayout; custom centers
|
||||
-- keep their normalized spot and re-clamp inside the safe rect on the next
|
||||
-- layout().
|
||||
function TouchControls:setScale(scale)
|
||||
local bucket = self:currentBucket()
|
||||
bucket.scale = clampScale(scale)
|
||||
self.scale = bucket.scale
|
||||
self.layoutW, self.layoutH = nil, nil
|
||||
self.layoutOx, self.layoutOy = nil, nil
|
||||
return self.scale
|
||||
end
|
||||
|
||||
function TouchControls:nudgeScale(delta)
|
||||
return self:setScale((self.scale or 1) + delta)
|
||||
end
|
||||
|
||||
local function inCircle(zone, x, y, slop)
|
||||
@@ -430,5 +558,8 @@ function TouchControls:draw()
|
||||
end
|
||||
|
||||
TouchControls.CONTROLS = CONTROLS
|
||||
TouchControls.ORIENTATIONS = ORIENTATIONS
|
||||
TouchControls.SCALE_MIN, TouchControls.SCALE_MAX = SCALE_MIN, SCALE_MAX
|
||||
TouchControls.SCALE_STEP = SCALE_STEP
|
||||
|
||||
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")
|
||||
|
||||
@@ -495,6 +495,25 @@ function RomExtractor:extractSprites()
|
||||
image = "assets/generated/sprites/red_bike.png",
|
||||
frames = bikeFrames, walker = bikeFrames >= 6,
|
||||
}
|
||||
-- Yellow-only: the surfing-Pikachu overworld sheet, loaded outside
|
||||
-- SpriteSheetPointerTable (LoadSurfingPlayerSpriteGraphics2) -- same
|
||||
-- extra-extract shape as RedBikeSprite. (RFC 0001)
|
||||
local surfPika = self.manifest.sprites.surfPikachu
|
||||
if surfPika and self.symbols[surfPika.label] then
|
||||
local spSymbol = self:symbol(surfPika.label)
|
||||
self:write2bpp(
|
||||
self.rom:bytes(spSymbol.bank, spSymbol.address,
|
||||
surfPika.imageWidth * surfPika.imageHeight / 4),
|
||||
surfPika.imageWidth, surfPika.imageHeight,
|
||||
"sprites/" .. surfPika.imageBase .. ".png", true)
|
||||
local spFrames = surfPika.imageHeight / 16
|
||||
out.SPRITE_SURFING_PIKACHU = {
|
||||
id = "SPRITE_SURFING_PIKACHU",
|
||||
source = ("ROM:%s"):format(surfPika.label),
|
||||
image = "assets/generated/sprites/" .. surfPika.imageBase .. ".png",
|
||||
frames = spFrames, walker = spFrames >= 6,
|
||||
}
|
||||
end
|
||||
self:write("sprites", out)
|
||||
self:tick("Overworld sprites", #order + 1, #order + 1)
|
||||
return out
|
||||
@@ -1179,6 +1198,13 @@ 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 +1852,35 @@ 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({
|
||||
|
||||
+307
-69
@@ -1,6 +1,7 @@
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local Strings = require("src.core.Strings")
|
||||
local HostShell = require("src.core.HostShell")
|
||||
local SafeArea = require("src.core.SafeArea")
|
||||
|
||||
local RomImporter = {}
|
||||
RomImporter.__index = RomImporter
|
||||
@@ -60,11 +61,22 @@ local REQUIRED_FILES = {
|
||||
-- them re-imports on its own, without dragging the other versions through a
|
||||
-- CACHE_FORMAT bump.
|
||||
local VERSION_REQUIRED_FILES = {
|
||||
yellow = { "assets/generated/battle/trainers/jessie_james.png" }, -- #439
|
||||
yellow = {
|
||||
"assets/generated/battle/trainers/jessie_james.png", -- #439
|
||||
-- Oak's own back pic and the pikapic base frames only exist in caches
|
||||
-- built after their manifest symbols landed, so an older Yellow cache
|
||||
-- has to re-import to stop falling back to the old man's back pic and
|
||||
-- to the battle front pic (#557, #561). Both are gated on manifest
|
||||
-- symbols in RomExtractor, so these markers must only ever list files
|
||||
-- tools/rom_manifest_yellow.json can actually produce -- otherwise the
|
||||
-- cache reads as incomplete and re-importing cannot clear it.
|
||||
"assets/generated/battle/profoakb.png",
|
||||
"assets/generated/pikachu/pikapic_1.png",
|
||||
},
|
||||
}
|
||||
|
||||
-- "Split-screen ROM selector" first-run palette (matches FirstRun.dc.html from
|
||||
-- the Claude Design project): a dark neon arcade panel, one column per game.
|
||||
-- "Split-screen ROM selector" first-run palette (matches the FirstRun mockup):
|
||||
-- a dark neon arcade panel, one column per game.
|
||||
-- Red, Blue, and Yellow share the same importer flow once listed in
|
||||
-- GameVersion.VERSIONS. Values are 0-255 RGB; alpha is applied per draw.
|
||||
local PAL = {
|
||||
@@ -636,6 +648,8 @@ function RomImporter.new(onComplete, opts)
|
||||
-- Android SAF create-document: which game's SAVE FILES card should show
|
||||
-- "Save exported." when export_done.flag appears on focus.
|
||||
androidPendingExportVersion = nil,
|
||||
iosPendingKind = nil,
|
||||
iosPendingVersion = nil,
|
||||
-- Virtual pointer for handhelds / gamepads (Anbernic stock OS has no
|
||||
-- mouse). D-pad + left stick move it; A clicks; shoulders cycle tabs;
|
||||
-- right stick scrolls the save-slot / mods lists.
|
||||
@@ -817,7 +831,11 @@ local function resetPointerCursor(self)
|
||||
if not (love.mouse.isCursorSupported and love.mouse.isCursorSupported()) then
|
||||
return
|
||||
end
|
||||
self.arrowCursor = self.arrowCursor or love.mouse.getSystemCursor("arrow")
|
||||
if not self.arrowCursor then
|
||||
local ok, cursor = pcall(love.mouse.getSystemCursor, "arrow")
|
||||
if not ok then return end
|
||||
self.arrowCursor = cursor
|
||||
end
|
||||
love.mouse.setCursor(self.arrowCursor)
|
||||
end
|
||||
|
||||
@@ -1003,6 +1021,14 @@ end
|
||||
-- which focus/Choose consumes on return.
|
||||
function RomImporter:chooseMod()
|
||||
if self.workState == "working" then return end
|
||||
if self.ios and love.system.getPickedFile then
|
||||
self.iosPendingKind = "mod"
|
||||
if not pickFile("mod") then
|
||||
self.iosPendingKind = nil
|
||||
self.modNotice = { ok = false, text = "Could not open the file picker." }
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.android then
|
||||
local name = findPendingMod(true, self.pickSkip)
|
||||
if name then
|
||||
@@ -1017,7 +1043,6 @@ function RomImporter:chooseMod()
|
||||
else
|
||||
self.pickPending = true
|
||||
self.pickTimer = 0
|
||||
self.pickElapsed = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -1065,6 +1090,16 @@ end
|
||||
-- Android mirrors ROM / mod import via love.system.pickFile("sav").
|
||||
function RomImporter:chooseSaveImport(version)
|
||||
if self.workState == "working" then return end
|
||||
if self.ios and love.system.getPickedFile then
|
||||
self.iosPendingKind = "sav"
|
||||
self.iosPendingVersion = version
|
||||
if not pickFile("sav") then
|
||||
self.iosPendingKind = nil
|
||||
self.iosPendingVersion = nil
|
||||
self.saveNotice[version] = { ok = false, text = "Could not open the file picker." }
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.android then
|
||||
local name = findPendingSav(true, self.pickSkip)
|
||||
if name then
|
||||
@@ -1082,7 +1117,6 @@ function RomImporter:chooseSaveImport(version)
|
||||
else
|
||||
self.pickPending = true
|
||||
self.pickTimer = 0
|
||||
self.pickElapsed = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -1118,10 +1152,9 @@ function RomImporter:exportSave(version)
|
||||
return
|
||||
end
|
||||
self.androidPendingExportVersion = version
|
||||
if love.system.createFile and love.system.createFile(suggested) then
|
||||
if love.system.createFile and love.system.createFile(suggested, love.filesystem.getSaveDirectory()) then
|
||||
self.pickPending = true
|
||||
self.pickTimer = 0
|
||||
self.pickElapsed = 0
|
||||
self.saveNotice[version] = { ok = true,
|
||||
text = "Pick where to save " .. suggested .. "..." }
|
||||
else
|
||||
@@ -1156,6 +1189,14 @@ end
|
||||
function RomImporter:choose(version)
|
||||
if self.workState == "working" then return end
|
||||
self.chooseVersion = version or "red"
|
||||
if self.ios and love.system.getPickedFile then
|
||||
self.iosPendingKind = "rom"
|
||||
if not pickFile("rom") then
|
||||
self.iosPendingKind = nil
|
||||
self:setError("Could not open the file picker.")
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.android then
|
||||
-- Prefer a not-yet-imported .gb/.gbc already in the save dir (USB copy, or
|
||||
-- a fresh SAF pick). Never reuse an already-imported cart's file -- that
|
||||
@@ -1177,7 +1218,6 @@ function RomImporter:choose(version)
|
||||
else
|
||||
self.pickPending = true
|
||||
self.pickTimer = 0
|
||||
self.pickElapsed = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -1225,18 +1265,18 @@ end
|
||||
-- for the next tap to find, which is what made users import twice and
|
||||
-- what made it look random: it depends on memory pressure (#553).
|
||||
--
|
||||
-- Disarms after PICK_TIMEOUT so a cancelled picker (which delivers nothing,
|
||||
-- ever) does not leave this scanning the save directory for the whole session.
|
||||
local PICK_TIMEOUT = 120
|
||||
-- Deliberately NO timeout. A version of this disarmed the poll after 120s so a
|
||||
-- cancelled picker would stop scanning, which was wrong on iOS: the picker there
|
||||
-- is an in-process modal sheet, so update() keeps running while it is open and
|
||||
-- the window burned down while the player was still browsing Files. The pick
|
||||
-- then landed with nothing armed to consume it, and because every path here is
|
||||
-- silent on success the import just did not happen, with no error shown. A
|
||||
-- half-second directory listing on a menu screen is far cheaper than an import
|
||||
-- that vanishes, so the poll stays armed until something is actually consumed.
|
||||
|
||||
function RomImporter:_pollPickedFiles(dt)
|
||||
if not self.pickPending then return end
|
||||
if self.workState == "working" then return end
|
||||
self.pickElapsed = (self.pickElapsed or 0) + dt
|
||||
if self.pickElapsed > PICK_TIMEOUT then
|
||||
self.pickPending, self.pickElapsed = nil, nil
|
||||
return
|
||||
end
|
||||
self.pickTimer = (self.pickTimer or 0) + dt
|
||||
if self.pickTimer < 0.5 then return end
|
||||
self.pickTimer = 0
|
||||
@@ -1246,7 +1286,7 @@ function RomImporter:_pollPickedFiles(dt)
|
||||
local pickError = love.filesystem.read("pick_error.txt")
|
||||
if pickError then
|
||||
love.filesystem.remove("pick_error.txt")
|
||||
self.pickPending, self.pickElapsed = nil, nil
|
||||
self.pickPending = nil
|
||||
self.modNotice = { ok = false, text = pickError }
|
||||
self.notice = { version = self.chooseVersion or "red",
|
||||
status = "File import failed:", detail = pickError }
|
||||
@@ -1263,7 +1303,7 @@ function RomImporter:_pollPickedFiles(dt)
|
||||
end
|
||||
end
|
||||
if found then
|
||||
self.pickPending, self.pickElapsed = nil, nil
|
||||
self.pickPending = nil
|
||||
self:focus(true)
|
||||
end
|
||||
end
|
||||
@@ -1271,6 +1311,37 @@ end
|
||||
function RomImporter:update(dt)
|
||||
self.pulse = self.pulse + dt
|
||||
self:_updatePadCursor(dt)
|
||||
if self.ios and love.system.getPickedFile and self.workState ~= "working" then
|
||||
local path = love.system.getPickedFile()
|
||||
if path then
|
||||
local kind = self.iosPendingKind or "rom"
|
||||
local version = self.iosPendingVersion
|
||||
self.iosPendingKind = nil
|
||||
self.iosPendingVersion = nil
|
||||
if kind == "mod" then
|
||||
self:_installMod(path)
|
||||
elseif kind == "sav" then
|
||||
self:_importSave(version or self:_savedropTarget(), path)
|
||||
else
|
||||
self:startPath(path)
|
||||
end
|
||||
elseif love.system.getPickError then
|
||||
local errorText = love.system.getPickError()
|
||||
if errorText then
|
||||
local kind = self.iosPendingKind or "rom"
|
||||
local version = self.iosPendingVersion or self:_savedropTarget()
|
||||
self.iosPendingKind = nil
|
||||
self.iosPendingVersion = nil
|
||||
if kind == "mod" then
|
||||
self.modNotice = { ok = false, text = errorText }
|
||||
elseif kind == "sav" then
|
||||
self.saveNotice[version] = { ok = false, text = errorText }
|
||||
else
|
||||
self:setError(errorText)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self:_pollPickedFiles(dt)
|
||||
if self.workState ~= "working" or not self.worker then return end
|
||||
local started = love.timer.getTime()
|
||||
@@ -1295,10 +1366,10 @@ local PAD_DPAD_SPEED = 420
|
||||
|
||||
function RomImporter:_activatePadCursor()
|
||||
if self._padCursorActive then return end
|
||||
local w, h = love.graphics.getDimensions()
|
||||
local ox, oy, w, h = SafeArea.rect()
|
||||
if not self._padInited then
|
||||
self._padCursor.x = w * 0.5
|
||||
self._padCursor.y = h * 0.45
|
||||
self._padCursor.x = ox + w * 0.5
|
||||
self._padCursor.y = oy + h * 0.45
|
||||
self._padInited = true
|
||||
end
|
||||
self._padCursorActive = true
|
||||
@@ -1315,6 +1386,7 @@ function RomImporter:_cycleTab(delta)
|
||||
self._slotPress = nil
|
||||
self._modPress = nil
|
||||
self._findSearchFocus = false
|
||||
self:_disarmTextInput()
|
||||
end
|
||||
|
||||
function RomImporter:_updatePadCursor(dt)
|
||||
@@ -1344,11 +1416,11 @@ function RomImporter:_updatePadCursor(dt)
|
||||
if mag > 1 then dx, dy = dx / mag, dy / mag end
|
||||
local speed = (math.abs(ax) > PAD_DEAD or math.abs(ay) > PAD_DEAD)
|
||||
and PAD_SPEED or PAD_DPAD_SPEED
|
||||
local w, h = love.graphics.getDimensions()
|
||||
local ox, oy, w, h = SafeArea.rect()
|
||||
local nx = self._padCursor.x + dx * speed * dt
|
||||
local ny = self._padCursor.y + dy * speed * dt
|
||||
self._padCursor.x = math.max(0, math.min(w, nx))
|
||||
self._padCursor.y = math.max(0, math.min(h, ny))
|
||||
self._padCursor.x = math.max(ox, math.min(ox + w, nx))
|
||||
self._padCursor.y = math.max(oy, math.min(oy + h, ny))
|
||||
end
|
||||
|
||||
-- Right stick scrolls the active list (save slots or mods), or the whole page
|
||||
@@ -1418,15 +1490,25 @@ function RomImporter:gamepadaxis(_, axis, value)
|
||||
end
|
||||
end
|
||||
|
||||
-- Same gate as src/core/Input.lua's isMappedPad: a pad SDL can map already
|
||||
-- reached gamepadpressed this frame, so re-entering it from the raw event
|
||||
-- would fire the virtual cursor's click twice off one A press (#620).
|
||||
local function isMappedPad(joystick)
|
||||
return joystick ~= nil and joystick.isGamepad ~= nil and joystick:isGamepad()
|
||||
end
|
||||
|
||||
function RomImporter:joystickpressed(joystick, button)
|
||||
if isMappedPad(joystick) then return end
|
||||
if button == 1 then self:gamepadpressed(joystick, "a") end
|
||||
end
|
||||
|
||||
function RomImporter:joystickreleased(joystick, button)
|
||||
if isMappedPad(joystick) then return end
|
||||
if button == 1 then self:gamepadreleased(joystick, "a") end
|
||||
end
|
||||
|
||||
function RomImporter:joystickaxis(joystick, axis, value)
|
||||
if isMappedPad(joystick) then return end
|
||||
if axis == 1 then
|
||||
self:gamepadaxis(joystick, "leftx", value)
|
||||
elseif axis == 2 then
|
||||
@@ -1434,7 +1516,8 @@ function RomImporter:joystickaxis(joystick, axis, value)
|
||||
end
|
||||
end
|
||||
|
||||
function RomImporter:joystickhat(_, hat, direction)
|
||||
function RomImporter:joystickhat(joystick, hat, direction)
|
||||
if isMappedPad(joystick) then return end
|
||||
for _, dir in ipairs(self._rawHatDirs[hat] or {}) do
|
||||
self._padDir[dir] = nil
|
||||
end
|
||||
@@ -1700,6 +1783,11 @@ function RomImporter:_resetFrameRects()
|
||||
self.modRects = nil
|
||||
self.modDeleteRects = nil
|
||||
self.modImportRect = nil
|
||||
-- Enable all / Disable all share that header and the same rule (#647): they
|
||||
-- are only drawn when the row is wide enough, so a stale rect would otherwise
|
||||
-- stay clickable over whatever the next tab (or the next window size) draws.
|
||||
self.modEnableAllRect = nil
|
||||
self.modDisableAllRect = nil
|
||||
-- Same rule as the toggles above, and it started to bite once FIND MODS gave
|
||||
-- the mods tab a neighbour: these two were rebuilt by the mods panel but
|
||||
-- never cleared, so switching tabs left the last mod row's Update / Versions
|
||||
@@ -1726,7 +1814,10 @@ function RomImporter:_resetFrameRects()
|
||||
end
|
||||
|
||||
function RomImporter:draw()
|
||||
local width, height = love.graphics.getDimensions()
|
||||
-- Full window for immersive backdrop; safe rect for interactive chrome so
|
||||
-- notch / Dynamic Island / home indicator / Android cutouts are respected.
|
||||
local fullW, fullH = love.graphics.getDimensions()
|
||||
local ox, oy, width, height = SafeArea.rect()
|
||||
local s = clamp(height / 768, 0.7, 1.6)
|
||||
local pulse = self.pulse
|
||||
self._s = s
|
||||
@@ -1745,8 +1836,9 @@ function RomImporter:draw()
|
||||
self._anyHover = false
|
||||
self:_resetFrameRects()
|
||||
|
||||
-- Fonts + size-dependent scenery, rebuilt only when the window size changes.
|
||||
local fontKey = ("%dx%d"):format(width, height)
|
||||
-- Fonts + size-dependent scenery, rebuilt only when the window / safe
|
||||
-- area changes (rotation, resize, inset changes).
|
||||
local fontKey = ("%dx%d@%d,%d"):format(fullW, fullH, ox, oy)
|
||||
if self.fontKey ~= fontKey then
|
||||
self.fontKey = fontKey
|
||||
local function f(px) return love.graphics.newFont(math.max(8, math.floor(px + 0.5))) end
|
||||
@@ -1770,10 +1862,10 @@ function RomImporter:draw()
|
||||
-- Background: a radial gradient (bright navy at top-centre -> near black).
|
||||
-- A triangle fan from the top-centre gives the radial falloff; the screen
|
||||
-- is cleared to the outer colour first so the corners it does not reach
|
||||
-- match seamlessly.
|
||||
-- match seamlessly. Sized to the full window so unsafe edges stay filled.
|
||||
do
|
||||
local cx, cy = width / 2, 0
|
||||
local rx, ry = width * 1.3, height * 1.08
|
||||
local cx, cy = fullW / 2, 0
|
||||
local rx, ry = fullW * 1.3, fullH * 1.08
|
||||
local n = 72
|
||||
local verts = { { cx, cy, 0, 0,
|
||||
PAL.bgTop[1] / 255, PAL.bgTop[2] / 255, PAL.bgTop[3] / 255, 1 } }
|
||||
@@ -1787,8 +1879,8 @@ function RomImporter:draw()
|
||||
|
||||
-- CRT vignette: a gentle edge darkening, centred slightly above the middle.
|
||||
do
|
||||
local cx, cy = width / 2, height * 0.45
|
||||
local rx, ry = width * 0.78, height * 0.78
|
||||
local cx, cy = fullW / 2, fullH * 0.45
|
||||
local rx, ry = fullW * 0.78, fullH * 0.78
|
||||
local n = 72
|
||||
local verts = { { cx, cy, 0, 0, 0, 0, 0, 0 } }
|
||||
for i = 0, n do
|
||||
@@ -1810,7 +1902,7 @@ function RomImporter:draw()
|
||||
self.scanlineImage:setWrap("repeat", "repeat")
|
||||
self.scanlineImage:setFilter("nearest", "nearest")
|
||||
end
|
||||
self.scanlineQuad = love.graphics.newQuad(0, 0, width, height, 1, 3)
|
||||
self.scanlineQuad = love.graphics.newQuad(0, 0, fullW, fullH, 1, 3)
|
||||
end
|
||||
|
||||
-- Invert shader: the Boi's Club Games mark is dark ink; on this dark panel it
|
||||
@@ -1836,21 +1928,23 @@ function RomImporter:draw()
|
||||
}
|
||||
]])
|
||||
|
||||
-- background
|
||||
-- background (full window — unsafe edges stay painted)
|
||||
col(PAL.bgBot)
|
||||
love.graphics.rectangle("fill", 0, 0, width, height)
|
||||
love.graphics.rectangle("fill", 0, 0, fullW, fullH)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(self.bgMesh)
|
||||
|
||||
-- Centered content container (max ~1440 scaled units on very wide windows)
|
||||
-- with a responsive side gutter; every column below derives from these.
|
||||
-- Origin is the safe-area top-left so chrome clears device insets.
|
||||
local appW = math.min(width, 1440 * s)
|
||||
local appX = (width - appW) / 2
|
||||
local appX = ox + (width - appW) / 2
|
||||
local padH = clamp(appW * 0.03, 12 * s, 26 * s)
|
||||
local third = appW / 3
|
||||
|
||||
-- tricolor strip (Red | Blue | Yellow), 6px tall, with a soft downward bloom
|
||||
local stripH = math.max(4, 6 * s)
|
||||
local stripY = oy
|
||||
local segs = {
|
||||
{ PAL.red, appX, third },
|
||||
{ PAL.blue, appX + third, third },
|
||||
@@ -1858,11 +1952,11 @@ function RomImporter:draw()
|
||||
}
|
||||
love.graphics.setBlendMode("add")
|
||||
for _, seg in ipairs(segs) do
|
||||
fillGrad(seg[2], stripH, seg[3], stripH * 3.6, seg[1], seg[1], 0.30, 0.0)
|
||||
fillGrad(seg[2], stripY + stripH, seg[3], stripH * 3.6, seg[1], seg[1], 0.30, 0.0)
|
||||
end
|
||||
love.graphics.setBlendMode("alpha")
|
||||
for _, seg in ipairs(segs) do
|
||||
col(seg[1]); love.graphics.rectangle("fill", seg[2], 0, seg[3], stripH)
|
||||
col(seg[1]); love.graphics.rectangle("fill", seg[2], stripY, seg[3], stripH)
|
||||
end
|
||||
|
||||
-- Footer (Boi's Club Games logo + trust warning), measured first so the
|
||||
@@ -1884,7 +1978,7 @@ function RomImporter:draw()
|
||||
math.min(330 * s, appW - 32 * s))
|
||||
local logoScale = math.min(logoTargetW / logoW, height * 0.15 / logoH)
|
||||
local logoDW, logoDH = logoW * logoScale, logoH * logoScale
|
||||
local logoY = stripH + 14 * s
|
||||
local logoY = stripY + stripH + 14 * s
|
||||
|
||||
-- Tab bar: R/B/Y/divider/MODS chips (label + underline on the active one),
|
||||
-- with "N of 3 ready" right-aligned.
|
||||
@@ -1914,7 +2008,7 @@ function RomImporter:draw()
|
||||
local bannerBand = bannerActive and (bannerH + 20 * s) or 6 * s
|
||||
local cX = appX + padH
|
||||
local cW = appW - 2 * padH
|
||||
local contentBottom = height - footerH - bannerBand
|
||||
local contentBottom = oy + height - footerH - bannerBand
|
||||
local cH = math.max(0, contentBottom - contentTop)
|
||||
|
||||
-- Page scroll. Everything under the tab bar -- panel, updater banner and
|
||||
@@ -1925,14 +2019,14 @@ function RomImporter:draw()
|
||||
-- the previous frame's measurement, the same one-frame settle the slot and
|
||||
-- mod lists already rely on. While the page fits, `paged` is false and every
|
||||
-- measurement below is what it always was.
|
||||
local viewportH = math.max(0, height - contentTop)
|
||||
local viewportH = math.max(0, oy + height - contentTop)
|
||||
self._panelNaturalH = self._panelNaturalH or {}
|
||||
local naturalH = (self._panelNaturalH[self.tab] or 0) + bannerBand + footerH
|
||||
local paged, pageScroll, maxPage =
|
||||
RomImporter.pageScrollFor(naturalH, viewportH, self.pageScroll)
|
||||
self.pageScroll, self._pageMax = pageScroll, maxPage
|
||||
-- read by the hit tests; a scrolled control is live only inside the viewport
|
||||
pageBand = paged and { contentTop, height } or nil
|
||||
pageBand = paged and { contentTop, oy + height } or nil
|
||||
|
||||
-- tab bar (rebuilds self.tabRects). Pinned: it is the launcher's navigation,
|
||||
-- and it sits above the scrolling viewport.
|
||||
@@ -2103,10 +2197,10 @@ function RomImporter:draw()
|
||||
|
||||
-- logo, over the split, with a gentle bob + gold glow + sweeping shine
|
||||
local bob = math.sin(pulse * (2 * math.pi / 4)) * 6 * s
|
||||
local lx, ly = (width - logoDW) / 2, logoY + bob
|
||||
local lx, ly = ox + (width - logoDW) / 2, logoY + bob
|
||||
love.graphics.setBlendMode("add")
|
||||
love.graphics.setColor(1, 0.85, 0.2, 0.16 + 0.12 * (0.5 + 0.5 * math.sin(pulse * 1.6)))
|
||||
love.graphics.draw(self.logo, (width - logoDW * 1.05) / 2, ly - logoDH * 0.025, 0,
|
||||
love.graphics.draw(self.logo, ox + (width - logoDW * 1.05) / 2, ly - logoDH * 0.025, 0,
|
||||
logoScale * 1.05, logoScale * 1.05)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
local shineW = 0.16
|
||||
@@ -2139,11 +2233,11 @@ function RomImporter:draw()
|
||||
-- save-slot rename modal (#205), drawn over everything
|
||||
if self._rename then
|
||||
col(PAL.bgBot, 0.72)
|
||||
love.graphics.rectangle("fill", 0, 0, width, height)
|
||||
love.graphics.rectangle("fill", 0, 0, fullW, fullH)
|
||||
local dw = math.min(appW - 32 * s, 420 * s)
|
||||
local dh = 128 * s
|
||||
local dx = appX + (appW - dw) / 2
|
||||
local dy = (height - dh) / 2
|
||||
local dy = oy + (height - dh) / 2
|
||||
local rr = 12 * s
|
||||
neonGlow(dx, dy, dw, dh, rr, PAL.green, 0.4)
|
||||
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.85, 0.85)
|
||||
@@ -2185,11 +2279,11 @@ function RomImporter:draw()
|
||||
-- it is typed.
|
||||
if self._indexPrompt then
|
||||
col(PAL.bgBot, 0.72)
|
||||
love.graphics.rectangle("fill", 0, 0, width, height)
|
||||
love.graphics.rectangle("fill", 0, 0, fullW, fullH)
|
||||
local dw = math.min(appW - 32 * s, 520 * s)
|
||||
local dh = 168 * s
|
||||
local dh = 176 * s
|
||||
local dx = appX + (appW - dw) / 2
|
||||
local dy = (height - dh) / 2
|
||||
local dy = oy + (height - dh) / 2
|
||||
local rr = 12 * s
|
||||
neonGlow(dx, dy, dw, dh, rr, PAL.modDot, 0.4)
|
||||
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.9, 0.9)
|
||||
@@ -2231,6 +2325,14 @@ function RomImporter:draw()
|
||||
fy + 7 * s, math.max(1, 1.5 * s), fh - 14 * s)
|
||||
end
|
||||
|
||||
-- PASTE under the field: a touch screen has no ctrl+V, and an index URL
|
||||
-- is not something anyone retypes on a soft keyboard (#578). This rect
|
||||
-- is the one click mousepressed honors while the prompt is up; pinned so
|
||||
-- page-scroll banding never eats the tap.
|
||||
self._indexPasteRect = self:_chipButton(fx + fw - 84 * s, fy + fh + 8 * s,
|
||||
Strings("Paste"), { w = 84 * s, h = 28 * s, kind = "accent" })
|
||||
self._indexPasteRect.pinned = true
|
||||
|
||||
love.graphics.setFont(self.hintFont)
|
||||
col(PAL.warning)
|
||||
printfB(Strings("Enter to add - Esc to cancel"),
|
||||
@@ -2241,7 +2343,7 @@ function RomImporter:draw()
|
||||
if self._modConfirm or self._modVersions or self._modReleaseNotes
|
||||
or self._findDetails then
|
||||
col(PAL.bgBot, 0.72)
|
||||
love.graphics.rectangle("fill", 0, 0, width, height)
|
||||
love.graphics.rectangle("fill", 0, 0, fullW, fullH)
|
||||
end
|
||||
if self._modConfirm then
|
||||
local c = self._modConfirm
|
||||
@@ -2249,7 +2351,7 @@ function RomImporter:draw()
|
||||
local lineH = self.hintFont:getHeight() + 4 * s
|
||||
local dh = 36 * s + (#c.lines) * lineH + 56 * s
|
||||
local dx = appX + (appW - dw) / 2
|
||||
local dy = (height - dh) / 2
|
||||
local dy = oy + (height - dh) / 2
|
||||
local rr = 12 * s
|
||||
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.92, 0.92)
|
||||
love.graphics.setLineWidth(math.max(1, 1.2 * s))
|
||||
@@ -2291,7 +2393,7 @@ function RomImporter:draw()
|
||||
local dw = math.min(appW - 32 * s, 480 * s)
|
||||
local dh = math.min(height - 48 * s, 360 * s)
|
||||
local dx = appX + (appW - dw) / 2
|
||||
local dy = (height - dh) / 2
|
||||
local dy = oy + (height - dh) / 2
|
||||
local rr = 12 * s
|
||||
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.92, 0.92)
|
||||
love.graphics.setLineWidth(math.max(1, 1.2 * s))
|
||||
@@ -2336,7 +2438,7 @@ function RomImporter:draw()
|
||||
local dw = math.min(appW - 32 * s, 520 * s)
|
||||
local dh = math.min(height - 48 * s, 420 * s)
|
||||
local dx = appX + (appW - dw) / 2
|
||||
local dy = (height - dh) / 2
|
||||
local dy = oy + (height - dh) / 2
|
||||
local rr = 12 * s
|
||||
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.94, 0.94)
|
||||
love.graphics.setLineWidth(math.max(1, 1.2 * s))
|
||||
@@ -2393,7 +2495,7 @@ function RomImporter:draw()
|
||||
listH = listN * rowH
|
||||
dh = headerH + listH + footerH
|
||||
local dx = appX + (appW - dw) / 2
|
||||
local dy = (height - dh) / 2
|
||||
local dy = oy + (height - dh) / 2
|
||||
local rr = 12 * s
|
||||
fillGradRounded(dx, dy, dw, dh, rr, PAL.slotBg, PAL.slotBg, 0.96, 0.96)
|
||||
love.graphics.setLineWidth(math.max(1, 1.2 * s))
|
||||
@@ -2402,7 +2504,7 @@ function RomImporter:draw()
|
||||
|
||||
love.graphics.setFont(self.slotNameFont)
|
||||
col(PAL.white)
|
||||
love.graphics.printf("Other versions — " .. tostring(v.name),
|
||||
love.graphics.printf("Other versions: " .. tostring(v.name),
|
||||
dx + pad, dy + 10 * s, dw - pad * 2, "left")
|
||||
love.graphics.setFont(self.hintFont)
|
||||
local info = self:_modUpdateInfo(v.id)
|
||||
@@ -2509,8 +2611,11 @@ function RomImporter:draw()
|
||||
if self._hoverEnabled and not self._padCursorActive
|
||||
and love.mouse.isCursorSupported and love.mouse.isCursorSupported() then
|
||||
if self._anyHover then
|
||||
self.handCursor = self.handCursor or love.mouse.getSystemCursor("hand")
|
||||
love.mouse.setCursor(self.handCursor)
|
||||
if not self.handCursor then
|
||||
local ok, cursor = pcall(love.mouse.getSystemCursor, "hand")
|
||||
if ok then self.handCursor = cursor end
|
||||
end
|
||||
if self.handCursor then love.mouse.setCursor(self.handCursor) end
|
||||
else
|
||||
resetPointerCursor(self)
|
||||
end
|
||||
@@ -2569,7 +2674,14 @@ end
|
||||
|
||||
function RomImporter:mousepressed(x, y, button)
|
||||
if self._rename then return end -- the rename modal swallows all clicks
|
||||
if self._indexPrompt then return end -- and so does the add-index prompt
|
||||
-- The add-index prompt swallows clicks too, except its PASTE button: a
|
||||
-- touch screen has no ctrl+V, so the button is the only paste path (#578).
|
||||
if self._indexPrompt then
|
||||
if button == 1 and inside(self._indexPasteRect, x, y) then
|
||||
self:_pasteIndexUrl()
|
||||
end
|
||||
return
|
||||
end
|
||||
-- Mod confirm / versions / release-notes modals swallow clicks too.
|
||||
if self._modConfirm then
|
||||
if button ~= 1 then return end
|
||||
@@ -2583,6 +2695,8 @@ function RomImporter:mousepressed(x, y, button)
|
||||
self:_findInstall(c.indexEntry)
|
||||
elseif c.kind == "update" then
|
||||
self:_confirmModUpdate(c.id, c.release)
|
||||
elseif c.kind == "enableAll" then
|
||||
self:_setAllMods(true, true)
|
||||
else
|
||||
self:_toggleMod(c.id, true)
|
||||
end
|
||||
@@ -2676,6 +2790,7 @@ function RomImporter:mousepressed(x, y, button)
|
||||
self._modPress = nil -- and any half-started mod toggle press
|
||||
self._pagePress = nil -- and any half-started page pan
|
||||
self._findSearchFocus = false -- and the search caret, now off screen
|
||||
self:_disarmTextInput()
|
||||
-- Each tab is its own column of a different length; carrying one tab's
|
||||
-- offset into another lands somewhere arbitrary.
|
||||
self.pageScroll = 0
|
||||
@@ -2756,6 +2871,14 @@ function RomImporter:mousepressed(x, y, button)
|
||||
if inside(self.modImportRect, x, y) then
|
||||
self:chooseMod(); return
|
||||
end
|
||||
-- Enable all / Disable all sit in that same fixed header, so they dispatch on
|
||||
-- press like the import button rather than arming a drag (#647).
|
||||
if inside(self.modEnableAllRect, x, y) then
|
||||
self:_setAllMods(true); return
|
||||
end
|
||||
if inside(self.modDisableAllRect, x, y) then
|
||||
self:_setAllMods(false); return
|
||||
end
|
||||
for _, r in ipairs(self.modDeleteRects or {}) do
|
||||
if inside(r, x, y) then
|
||||
if armedDelete(armed, "mod", r.id, nil) then
|
||||
@@ -2797,11 +2920,14 @@ function RomImporter:mousepressed(x, y, button)
|
||||
end
|
||||
if inside(self.findRefreshRect, x, y) then
|
||||
self._findSearchFocus = false
|
||||
self:_disarmTextInput()
|
||||
self:_refreshFind(true)
|
||||
return
|
||||
end
|
||||
if inside(self.findSearchRect, x, y) then
|
||||
self._findSearchFocus = true; return
|
||||
self._findSearchFocus = true
|
||||
self:_armTextInput()
|
||||
return
|
||||
end
|
||||
for _, r in ipairs(self.findSourceRemoveRects or {}) do
|
||||
if inside(r, x, y) then self:_removeIndex(r.id); return end
|
||||
@@ -2829,7 +2955,10 @@ function RomImporter:mousepressed(x, y, button)
|
||||
end
|
||||
-- A press anywhere else on the tab drops the search caret, so the field does
|
||||
-- not silently keep eating keystrokes once the player has moved on.
|
||||
if self.tab == "find" then self._findSearchFocus = false end
|
||||
if self.tab == "find" and self._findSearchFocus then
|
||||
self._findSearchFocus = false
|
||||
self:_disarmTextInput()
|
||||
end
|
||||
-- Nothing was hit. On a scrolling page that is a press on empty background,
|
||||
-- which is the natural place to grab and pan from.
|
||||
if armDrag and (self._pageMax or 0) > 0 then
|
||||
@@ -2845,6 +2974,7 @@ function RomImporter:keypressed(key)
|
||||
self:_commitRename()
|
||||
elseif key == "escape" then
|
||||
self._rename = nil
|
||||
self:_disarmTextInput()
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -2855,13 +2985,11 @@ function RomImporter:keypressed(key)
|
||||
self:_commitAddIndex()
|
||||
elseif key == "escape" then
|
||||
self._indexPrompt = nil
|
||||
self:_disarmTextInput()
|
||||
elseif key == "v" and (love.keyboard.isDown("lctrl", "rctrl", "lgui", "rgui")) then
|
||||
-- an index URL is long and comes from a browser: typing it out by hand
|
||||
-- is the difference between adding one and giving up
|
||||
local ok, text = pcall(love.system.getClipboardText)
|
||||
if ok and type(text) == "string" then
|
||||
self._indexPrompt.text = self._indexPrompt.text .. text:gsub("%s", "")
|
||||
end
|
||||
self:_pasteIndexUrl()
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -2885,6 +3013,7 @@ function RomImporter:keypressed(key)
|
||||
self.findScroll = 0
|
||||
elseif key == "escape" or key == "return" or key == "kpenter" then
|
||||
self._findSearchFocus = false
|
||||
self:_disarmTextInput()
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -3438,6 +3567,27 @@ local MAX_SLOT_LABEL = 24
|
||||
local MAX_INDEX_URL = 200
|
||||
local MAX_FIND_QUERY = 48
|
||||
|
||||
-- Mobile LOVE only delivers love.textinput while setTextInput(true) is armed,
|
||||
-- and arming it is also what raises the soft keyboard, so a cabled USB
|
||||
-- keyboard is just as dead without it (#578). Every site that opens one of
|
||||
-- the launcher's three text fields (_rename, _indexPrompt, _findSearchFocus)
|
||||
-- arms through here, and every site that closes one disarms. Desktop has
|
||||
-- text input on by default and the save editor hosted from this launcher
|
||||
-- depends on it staying on (tools/save-editor/Kit.lua, #529), so disarm only
|
||||
-- lowers on mobile -- setTextInput is global SDL state, not per-widget.
|
||||
function RomImporter:_armTextInput()
|
||||
if love.keyboard and love.keyboard.setTextInput then
|
||||
pcall(love.keyboard.setTextInput, true)
|
||||
end
|
||||
end
|
||||
|
||||
function RomImporter:_disarmTextInput()
|
||||
if not self.android then return end
|
||||
if love.keyboard and love.keyboard.setTextInput then
|
||||
pcall(love.keyboard.setTextInput, false)
|
||||
end
|
||||
end
|
||||
|
||||
function RomImporter:_beginRename(version, id)
|
||||
local label
|
||||
for _, slot in ipairs(self.slots[version] or {}) do
|
||||
@@ -3445,12 +3595,14 @@ function RomImporter:_beginRename(version, id)
|
||||
end
|
||||
self._rename = { version = version, id = id, text = label or "" }
|
||||
self._slotPress = nil -- cancel any armed click/drag on the list
|
||||
self:_armTextInput()
|
||||
end
|
||||
|
||||
function RomImporter:_commitRename()
|
||||
local r = self._rename
|
||||
if not r then return end
|
||||
self._rename = nil
|
||||
self:_disarmTextInput()
|
||||
require("src.core.SaveData").renameSlot(r.version, r.id, r.text)
|
||||
self:_refreshSlots(r.version)
|
||||
end
|
||||
@@ -3472,6 +3624,19 @@ function RomImporter:textinput(text)
|
||||
self._rename.text = utf8Cap(self._rename.text .. text, MAX_SLOT_LABEL)
|
||||
end
|
||||
|
||||
-- Clipboard into the index prompt, shared by ctrl/cmd+V and the prompt's
|
||||
-- on-screen PASTE button (#578). Same rule as typed input: URLs never
|
||||
-- contain a literal space, and a pasted one usually arrives with a stray
|
||||
-- newline attached.
|
||||
function RomImporter:_pasteIndexUrl()
|
||||
if not self._indexPrompt then return end
|
||||
local ok, text = pcall(love.system.getClipboardText)
|
||||
if ok and type(text) == "string" then
|
||||
self._indexPrompt.text =
|
||||
utf8Cap(self._indexPrompt.text .. text:gsub("%s", ""), MAX_INDEX_URL)
|
||||
end
|
||||
end
|
||||
|
||||
-- "+ New save slot": register an empty slot, make it active, relist, and pin the
|
||||
-- scroll to the bottom (clamped next draw) so the new row is on screen.
|
||||
function RomImporter:_newSlot(version)
|
||||
@@ -3623,7 +3788,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h, paged)
|
||||
local metaH = self.labelFont:getHeight()
|
||||
local rowPadV = 10 * s
|
||||
local chipBtnH = self.hintFont:getHeight() + 10 * s
|
||||
-- LOADED sits top-right; Edit/Delete sit bottom-right — row must fit both
|
||||
-- LOADED sits top-right; Edit/Delete sit bottom-right -- row must fit both
|
||||
-- without stacking on the same y (chip buttons are taller than the old text).
|
||||
local loadedH = self.warningFont:getHeight() + 6 * s
|
||||
local rowH = math.max(rowPadV * 2 + nameH + 4 * s + metaH,
|
||||
@@ -3935,6 +4100,49 @@ function RomImporter:_toggleMod(id, confirmed)
|
||||
self:_refreshMods()
|
||||
end
|
||||
|
||||
-- Enable all / Disable all (#647). One options write for the whole list
|
||||
-- (LauncherMods.setAllEnabled) and one relist afterwards, so the count, the
|
||||
-- switches and every status chip resolve together instead of per mod.
|
||||
-- Enabling routes through the same experimental confirm _toggleMod arms: that
|
||||
-- opt-in is the only warning an experimental mod ever gets, and a bulk button
|
||||
-- must not be the way around it. Disabling needs no confirm -- it is the
|
||||
-- recovery action, and Delete is the only destructive one on this panel.
|
||||
function RomImporter:_setAllMods(want, confirmed)
|
||||
local LauncherMods = require("src.mods.LauncherMods")
|
||||
local ids, experimental = {}, false
|
||||
for _, m in ipairs(self.mods or {}) do
|
||||
if m.enabled ~= want then
|
||||
ids[#ids + 1] = m.id
|
||||
if want and m.experimental then experimental = true end
|
||||
end
|
||||
end
|
||||
if #ids == 0 then
|
||||
self.modNotice = { ok = true, text = want
|
||||
and Strings("Every mod is already enabled.")
|
||||
or Strings("Every mod is already disabled.") }
|
||||
return
|
||||
end
|
||||
if want and experimental and not confirmed then
|
||||
self._modConfirm = {
|
||||
kind = "enableAll",
|
||||
title = "Experimental mods",
|
||||
yesLabel = "Enable all",
|
||||
lines = {
|
||||
"Some of these mods are marked experimental.",
|
||||
"They may be unfinished or unstable.",
|
||||
"Enable everything anyway?",
|
||||
},
|
||||
}
|
||||
return
|
||||
end
|
||||
self._modConfirm = nil
|
||||
LauncherMods.setAllEnabled(ids, want)
|
||||
self:_refreshMods()
|
||||
self.modNotice = { ok = true, text = want
|
||||
and Strings("Enabled %d mods.", #ids)
|
||||
or Strings("Disabled %d mods.", #ids) }
|
||||
end
|
||||
|
||||
-- GitHub Update / Check for updates / Versions. Soft-fails into modNotice.
|
||||
-- Update button: when a newer release is known, confirm then install; when
|
||||
-- already current, force-refresh the 6h cache and report / offer update.
|
||||
@@ -4108,8 +4316,10 @@ function RomImporter:_drawModsPanel(x, y, w, h, paged)
|
||||
for _, m in ipairs(mods) do if m.enabled then enabledCount = enabledCount + 1 end end
|
||||
love.graphics.setFont(self.hintFont)
|
||||
col(PAL.warning)
|
||||
love.graphics.print(Strings("%d of %d enabled", enabledCount, #mods),
|
||||
x + nameW + 14 * s, y + (headerH - self.hintFont:getHeight()) / 2)
|
||||
local countText = Strings("%d of %d enabled", enabledCount, #mods)
|
||||
local countX = x + nameW + 14 * s
|
||||
love.graphics.print(countText, countX,
|
||||
y + (headerH - self.hintFont:getHeight()) / 2)
|
||||
|
||||
local btnLabel = "Import mod .zip"
|
||||
local btnH = math.max(38 * s, self.saveBtnFont:getHeight() + 20 * s)
|
||||
@@ -4119,6 +4329,32 @@ function RomImporter:_drawModsPanel(x, y, w, h, paged)
|
||||
self.modImportRect =
|
||||
self:_glassyButton(btnX, btnY, btnW, btnH, btnLabel, self.saveBtnFont, true)
|
||||
|
||||
-- Enable all / Disable all (#647): bulk switches beside Import mod .zip, so
|
||||
-- coming back from a cable-club session (which asks for a vanilla fingerprint,
|
||||
-- src/link/Fingerprint.lua) costs one click instead of one switch per mod.
|
||||
-- The header is a single row shared with the count, so the chips are dropped
|
||||
-- rather than overlapped when the column is too narrow to hold them (a
|
||||
-- phone-width layout); the per-mod switches below are always the full path.
|
||||
self.modEnableAllRect, self.modDisableAllRect = nil, nil
|
||||
if #mods > 0 then
|
||||
local enaLabel, disLabel = Strings("Enable all"), Strings("Disable all")
|
||||
love.graphics.setFont(self.hintFont)
|
||||
local bulkH = self.hintFont:getHeight() + 10 * s
|
||||
local bulkY = y + (headerH - bulkH) / 2
|
||||
local enaW = self.hintFont:getWidth(enaLabel) + 24 * s
|
||||
local disW = self.hintFont:getWidth(disLabel) + 24 * s
|
||||
local bulkGap = 8 * s
|
||||
local room = btnX - (countX + self.hintFont:getWidth(countText) + bulkGap)
|
||||
if room >= enaW + disW + 2 * bulkGap then
|
||||
local disX = btnX - bulkGap - disW
|
||||
local enaX = disX - bulkGap - enaW
|
||||
self.modEnableAllRect =
|
||||
self:_chipButton(enaX, bulkY, enaLabel, { w = enaW, h = bulkH })
|
||||
self.modDisableAllRect =
|
||||
self:_chipButton(disX, bulkY, disLabel, { w = disW, h = bulkH })
|
||||
end
|
||||
end
|
||||
|
||||
local top = y + headerH + 14 * s
|
||||
|
||||
-- notice line: the last install/delete result, else the platform hint
|
||||
@@ -4515,11 +4751,13 @@ end
|
||||
-- would make the launcher's choice look like an endorsement.
|
||||
function RomImporter:_promptAddIndex()
|
||||
self._indexPrompt = { text = "" }
|
||||
self:_armTextInput()
|
||||
end
|
||||
|
||||
function RomImporter:_commitAddIndex()
|
||||
local prompt = self._indexPrompt
|
||||
self._indexPrompt = nil
|
||||
self:_disarmTextInput()
|
||||
if not prompt then return end
|
||||
local ModIndex = require("src.mods.ModIndex")
|
||||
local row, err = ModIndex.addSource(prompt.text or "")
|
||||
|
||||
+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
|
||||
|
||||
+74
-6
@@ -40,7 +40,8 @@ function Handshake.mods(game)
|
||||
if not ok or not status then return mods end
|
||||
for _, manifest in ipairs(status.loaded or {}) do
|
||||
mods[#mods + 1] = { id = manifest.id, version = manifest.version,
|
||||
affectsLink = manifest.affects_link ~= false }
|
||||
affectsLink = manifest.affects_link ~= false,
|
||||
language = manifest.language == true }
|
||||
end
|
||||
table.sort(mods, function(a, b) return tostring(a.id) < tostring(b.id) end)
|
||||
return mods
|
||||
@@ -67,15 +68,82 @@ function Handshake.linkModified(game)
|
||||
return false
|
||||
end
|
||||
|
||||
-- #501: the registries a declared translation may write, and nothing else.
|
||||
-- `text` is the ROM's dialogue, `strings` the engine's own authored text
|
||||
-- (src/mods/Schemas.lua R.text / R.strings) and `font` the glyphs a
|
||||
-- language with accents needs. None of the three is hashed into the
|
||||
-- fingerprint (src/link/Fingerprint.lua header), so two peers reading the
|
||||
-- same game in different languages stay in lockstep -- which is also what
|
||||
-- the cable did: TradeCenter_PrintPartyListNames (pokered
|
||||
-- engine/link/cable_club.asm) names the peer's party out of the local
|
||||
-- ROM's table, only the trainer name and the party bytes travel.
|
||||
-- text_pointers is deliberately out: its rows carry mart inventories and
|
||||
-- nurse/pc flags, which are gameplay, not language.
|
||||
local LANGUAGE_REGISTRIES = { text = true, strings = true, font = true }
|
||||
|
||||
Handshake.LANGUAGE_REGISTRIES = LANGUAGE_REGISTRIES
|
||||
|
||||
-- The manifest's `language = true` is the author's claim; this is the
|
||||
-- check. A mod counts as a translation only if every op it appended
|
||||
-- landed in a language registry, it subscribed no code (a hook or listener
|
||||
-- runs inside the battle the two peers are lockstepping) and it asked for
|
||||
-- no permission. Online play meets strangers, so nothing here may rest on
|
||||
-- the manifest alone. A patched client can still lie about its own mods --
|
||||
-- the fingerprint, not this, is what keeps the shared simulation honest;
|
||||
-- this gate is what keeps an honest install from being told to turn its
|
||||
-- language off.
|
||||
local function translationOnly(mod, id)
|
||||
local record = mod.mods and mod.mods[id]
|
||||
local manifest = record and record.manifest
|
||||
if manifest and #(manifest.permissions or {}) > 0 then return false end
|
||||
for name, registry in pairs(mod.content or {}) do
|
||||
if not LANGUAGE_REGISTRIES[name] then
|
||||
for _, list in pairs(registry.ops or {}) do
|
||||
for _, entry in ipairs(list) do
|
||||
if entry.owner == id then return false end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for _, chain in pairs((mod.hooks and mod.hooks.chains) or {}) do
|
||||
for _, entry in ipairs(chain) do
|
||||
if entry.owner == id then return false end
|
||||
end
|
||||
end
|
||||
for _, list in pairs((mod.events and mod.events.listeners) or {}) do
|
||||
for _, entry in ipairs(list) do
|
||||
if entry.owner == id then return false end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- the enabled mods that keep this install out of online play, in the
|
||||
-- id order Handshake.mods sorts: everything except verified translations.
|
||||
-- LinkState:offerVanillaRestart names these and switches off exactly these.
|
||||
function Handshake.onlineBlockers(game)
|
||||
local mod = loader(game)
|
||||
local blockers = {}
|
||||
for _, entry in ipairs(Handshake.mods(game)) do
|
||||
local allowed = entry.language and not entry.affectsLink
|
||||
and mod ~= nil and translationOnly(mod, entry.id)
|
||||
if not allowed then blockers[#blockers + 1] = entry end
|
||||
end
|
||||
return blockers
|
||||
end
|
||||
|
||||
-- online play (the relay-based online match / tournament flows in
|
||||
-- LinkState/Tournament) meets strangers, not a coordinating friend, so it
|
||||
-- skips the LAN path's per-peer compatibility negotiation entirely and
|
||||
-- just requires vanilla on both ends: no mod-added Pokemon, no surprises.
|
||||
-- Mods only ever get baked in at boot (Loader:load), so this is a gate on
|
||||
-- attempting to go online, not a live mod toggle -- the player disables
|
||||
-- mods via the mod manager and relaunches.
|
||||
-- just requires a vanilla simulation on both ends: no mod-added Pokemon, no
|
||||
-- surprises. #501 carves out translations, because a language is not a
|
||||
-- simulation: a mod that only rewrites text is invisible to the wire and
|
||||
-- may stay on, so an English player and a Spanish one can meet the way two
|
||||
-- regional carts always could. Mods only ever get baked in at boot
|
||||
-- (Loader:load), so this is a gate on attempting to go online, not a live
|
||||
-- mod toggle -- the player disables mods via the mod manager and relaunches.
|
||||
function Handshake.onlineAllowed(game)
|
||||
return #Handshake.mods(game) == 0
|
||||
return #Handshake.onlineBlockers(game) == 0
|
||||
end
|
||||
|
||||
-- mode is nil on the guest: it pairs and announces itself before the host
|
||||
|
||||
@@ -110,17 +110,19 @@ function LinkState:exitWith(message, reason)
|
||||
end
|
||||
end
|
||||
|
||||
-- Online play meets strangers, so it requires vanilla on both ends
|
||||
-- (Handshake.onlineAllowed). Mods merge into the shared Data registries at
|
||||
-- boot and there is no unmerge, so switching them off has to go through a
|
||||
-- relaunch -- but the player should not have to go find the mod manager and
|
||||
-- work out which mods count. This turns every enabled mod off, records
|
||||
-- them so the mod manager can put them back, and relaunches. The restart
|
||||
-- Online play meets strangers, so it requires a vanilla simulation on both
|
||||
-- ends (Handshake.onlineAllowed). Mods merge into the shared Data
|
||||
-- registries at boot and there is no unmerge, so switching them off has to
|
||||
-- go through a relaunch -- but the player should not have to go find the
|
||||
-- mod manager and work out which mods count. This turns the blocking mods
|
||||
-- off, records them so the mod manager can put them back, and relaunches.
|
||||
-- Verified translations are not blockers (#501), so a player keeps their
|
||||
-- language across the restart and only the gameplay mods go. The restart
|
||||
-- is confirmed rather than silent: it drops unsaved progress.
|
||||
function LinkState:offerVanillaRestart()
|
||||
local game = self.game
|
||||
local loader = game.mods
|
||||
local mods = Handshake.mods(game)
|
||||
local mods = Handshake.onlineBlockers(game)
|
||||
local names = {}
|
||||
for i, mod in ipairs(mods) do
|
||||
if i > 2 then break end
|
||||
|
||||
@@ -265,6 +265,21 @@ function LauncherMods.setEnabled(id, enabled)
|
||||
return true
|
||||
end
|
||||
|
||||
-- setAllEnabled(ids, enabled): the launcher's Enable all / Disable all buttons
|
||||
-- (#647). Writes exactly the options.mods shape setEnabled does, but loads and
|
||||
-- saves once for the whole list: saveOptions rewrites the whole options file per
|
||||
-- call, so looping setEnabled over a big mods folder is one disk write per mod
|
||||
-- and leaves a half-applied state behind if one of them fails.
|
||||
function LauncherMods.setAllEnabled(ids, enabled)
|
||||
local options = SaveData.loadOptions()
|
||||
options.mods = options.mods or {}
|
||||
for _, id in ipairs(ids or {}) do
|
||||
options.mods[id] = enabled and true or false
|
||||
end
|
||||
SaveData.saveOptions(options)
|
||||
return true
|
||||
end
|
||||
|
||||
-- ------- install (love.filesystem)
|
||||
|
||||
-- Read a .zip source into bytes. A string is an external absolute path (like
|
||||
|
||||
@@ -11,6 +11,7 @@ local Version = require("src.core.Version")
|
||||
local Theme = require("src.ui.Theme")
|
||||
local OptionRows = require("src.ui.OptionRows")
|
||||
local Strings = require("src.core.Strings")
|
||||
local ModProfile = require("src.mods.ModProfile")
|
||||
|
||||
local ManagerState = {}
|
||||
ManagerState.__index = ManagerState
|
||||
@@ -180,6 +181,16 @@ end
|
||||
|
||||
function ManagerState:enter()
|
||||
self:refresh()
|
||||
-- #593: the setup that existed before profiles shipped becomes PROFILE 1
|
||||
-- the first time the manager opens, so switching away from it is always a
|
||||
-- round trip. Seeded here rather than at boot because profiles are only
|
||||
-- ever read on this screen.
|
||||
local seeded = ModProfile.ensureFirst(self:optionsTable(),
|
||||
self.status.available, self:modOptionsTable())
|
||||
if seeded then
|
||||
self:persistOptions()
|
||||
self:refresh()
|
||||
end
|
||||
if Runtime.safeMode then
|
||||
self.banner = "SAFE MODE - ALL MODS OFF"
|
||||
end
|
||||
@@ -213,6 +224,12 @@ function ManagerState:optionsTable()
|
||||
return (save and save.options) or {}
|
||||
end
|
||||
|
||||
-- Per-mod option values as persisted (options.modOptions; setOption below is
|
||||
-- the only writer). A profile captures this alongside the enable set.
|
||||
function ManagerState:modOptionsTable()
|
||||
return self:optionsTable().modOptions or {}
|
||||
end
|
||||
|
||||
function ManagerState:manifestMap()
|
||||
return self.byId or {}
|
||||
end
|
||||
@@ -283,6 +300,10 @@ function ManagerState:profileRows()
|
||||
glyph = opts.activeProfile == p.name and GLYPH.errored or " " }
|
||||
end
|
||||
rows[#rows + 1] = { saveAs = true, label = Strings("SAVE CURRENT AS..") }
|
||||
-- #593 sharing: EXPORT writes the focused profile to profiles/*.g1rmodlist
|
||||
-- in the save dir, IMPORT reads back every file dropped in that folder.
|
||||
rows[#rows + 1] = { exportProfile = true, label = Strings("EXPORT..") }
|
||||
rows[#rows + 1] = { importProfile = true, label = Strings("IMPORT..") }
|
||||
rows[#rows + 1] = { adhoc = true,
|
||||
label = opts.activeProfile and "[AD-HOC]" or "[AD-HOC] (LIVE)" }
|
||||
return rows
|
||||
@@ -478,6 +499,10 @@ function ManagerState:activate()
|
||||
self:applyProfile(row.profile)
|
||||
elseif row.saveAs then
|
||||
self:saveCurrentAs()
|
||||
elseif row.exportProfile then
|
||||
self:exportActiveProfile()
|
||||
elseif row.importProfile then
|
||||
self:importProfiles()
|
||||
elseif row.adhoc then
|
||||
self:optionsTable().activeProfile = nil
|
||||
self:notify("AD-HOC SET ACTIVE")
|
||||
@@ -712,9 +737,26 @@ function ManagerState:applyProfile(p)
|
||||
end
|
||||
end
|
||||
self:commitToggle(combined)
|
||||
-- #593: a profile is the whole setup, not just the enable set. Options go
|
||||
-- through setOption so loader.modOptions and mod.options_changed stay in
|
||||
-- step; save slots move only to slots that version already registered
|
||||
-- (SaveData.setActiveSlot would otherwise conjure one).
|
||||
for modId, bucket in pairs(p.options or {}) do
|
||||
if self.byId[modId] then
|
||||
for key, value in pairs(bucket) do self:setOption(modId, key, value) end
|
||||
end
|
||||
end
|
||||
for _, move in ipairs(ModProfile.slotMoves(p)) do
|
||||
require("src.core.SaveData").setActiveSlot(move[1], move[2])
|
||||
end
|
||||
self:optionsTable().activeProfile = p.name
|
||||
self:persistOptions()
|
||||
self:notify("PROFILE STAGED")
|
||||
local missing = ModProfile.missingIds(p, self.byId)
|
||||
if #missing > 0 then
|
||||
self:notify(#missing .. " MODS MISSING")
|
||||
else
|
||||
self:notify("PROFILE STAGED")
|
||||
end
|
||||
end
|
||||
|
||||
function ManagerState:saveCurrentAs()
|
||||
@@ -725,16 +767,15 @@ function ManagerState:saveCurrentAs()
|
||||
onDone = function(name)
|
||||
local opts = self:optionsTable()
|
||||
opts.modProfiles = opts.modProfiles or {}
|
||||
local enabled = {}
|
||||
for _, m in ipairs(self.status.available or {}) do
|
||||
enabled[m.id] = m.enabled and true or false
|
||||
end
|
||||
local snap = ModProfile.capture(self.status.available,
|
||||
self:modOptionsTable())
|
||||
local existing = self:findProfile(name)
|
||||
if existing then
|
||||
existing.enabled = enabled
|
||||
existing.enabled, existing.options, existing.slots =
|
||||
snap.enabled, snap.options, snap.slots
|
||||
else
|
||||
opts.modProfiles[#opts.modProfiles + 1] =
|
||||
{ name = name, enabled = enabled }
|
||||
snap.name = name
|
||||
opts.modProfiles[#opts.modProfiles + 1] = snap
|
||||
end
|
||||
opts.activeProfile = name
|
||||
self:persistOptions()
|
||||
@@ -743,6 +784,33 @@ function ManagerState:saveCurrentAs()
|
||||
}))
|
||||
end
|
||||
|
||||
-- #593 sharing. Export drops the active profile (or the focused one) in the
|
||||
-- save directory's profiles/ folder as <NAME>.g1rmodlist; import reads every
|
||||
-- file already there. Deliberately folder-based rather than a native file
|
||||
-- picker: the same shape SaveFileIO uses for exports/, and it works on the
|
||||
-- mobile builds where no picker exists.
|
||||
function ManagerState:exportActiveProfile()
|
||||
local row = self:focusedRow()
|
||||
local p = (row and row.profile)
|
||||
or self:findProfile(self:optionsTable().activeProfile)
|
||||
if not p then return self:notify("NO PROFILE") end
|
||||
local ok = ModProfile.export(p)
|
||||
self:notify(ok and ("SAVED " .. p.name) or "EXPORT FAILED")
|
||||
end
|
||||
|
||||
function ManagerState:importProfiles()
|
||||
local opts = self:optionsTable()
|
||||
opts.modProfiles = opts.modProfiles or {}
|
||||
local n = 0
|
||||
for _, path in ipairs(ModProfile.files()) do
|
||||
if ModProfile.import(path, opts.modProfiles) then n = n + 1 end
|
||||
end
|
||||
if n == 0 then return self:notify("NO MODLISTS") end
|
||||
self:persistOptions()
|
||||
self:snapCursor()
|
||||
self:notify(n .. " IMPORTED")
|
||||
end
|
||||
|
||||
function ManagerState:renameProfile(p)
|
||||
local NamingScreen = require("src.ui.NamingScreen")
|
||||
self.game.stack:push(NamingScreen.new(self.game, {
|
||||
|
||||
+65
-2
@@ -86,8 +86,58 @@ local function mergeConflictLists(conflicts, incompatible)
|
||||
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")
|
||||
@@ -128,9 +178,21 @@ function Manifest.validate(raw, path)
|
||||
"experimental must be a boolean")
|
||||
local experimental = raw.experimental == true
|
||||
|
||||
-- #501: a translation declares itself here. Neither the ROM's dialogue
|
||||
-- nor the engine's own strings are hashed into the link surface
|
||||
-- (src/link/Fingerprint.lua header), so an English install and a Spanish
|
||||
-- one run the same lockstep simulation, exactly as two regional carts on
|
||||
-- a real cable did. The flag is only the author's claim;
|
||||
-- Handshake.onlineBlockers checks it against the ops the mod actually
|
||||
-- appended before online play trusts it.
|
||||
assert(raw.language == nil or type(raw.language) == "boolean",
|
||||
"language must be a boolean")
|
||||
local language = raw.language == 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"
|
||||
-- fingerprint unless the manifest says otherwise; content packs and
|
||||
-- declared translations are not
|
||||
local affectsLink = profile ~= "content" and not language
|
||||
if type(raw.affects_link) == "boolean" then affectsLink = raw.affects_link end
|
||||
|
||||
local function optionalFile(value, field)
|
||||
@@ -161,6 +223,7 @@ function Manifest.validate(raw, path)
|
||||
github = github,
|
||||
experimental = experimental,
|
||||
profile = profile,
|
||||
language = language,
|
||||
affects_link = affectsLink,
|
||||
permissions = permissions,
|
||||
permissionSet = permissionSet,
|
||||
|
||||
+8
-25
@@ -520,36 +520,19 @@ function ModIndex.writeCache(feed, index)
|
||||
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
|
||||
-- ------- host I/O (HostShell's transport: curl, or the Android JNI bridge)
|
||||
|
||||
-- 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.
|
||||
-- explicitly unauthenticated. The transport itself lives in
|
||||
-- src/core/HostShell.lua because Android has no curl and has to fetch through
|
||||
-- love.system.httpDownload instead (#597).
|
||||
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
|
||||
if not HostShell.canFetch() then
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
return HostShell.httpGet(url, "gen1recomp-mod-index")
|
||||
end
|
||||
|
||||
-- fetch(source, opts) -> index, err, meta
|
||||
|
||||
@@ -0,0 +1,206 @@
|
||||
-- Mod profiles (#593): a named snapshot of one whole setup -- which mods are
|
||||
-- enabled, each mod's own options, and which save slot every game version
|
||||
-- plays -- plus the shareable .g1rmodlist file the manager writes and reads.
|
||||
-- Pure data and filesystem: src/mods/ManagerState.lua owns the UI and the
|
||||
-- staged toggles, and is the only caller.
|
||||
--
|
||||
-- Records live in options.modProfiles (src/core/SaveData.lua defaultOptions),
|
||||
-- so a profile survives New Game exactly like the mod enable-state does:
|
||||
-- { name = "PROFILE 1",
|
||||
-- enabled = { [modId] = true|false }, -- missing means enabled
|
||||
-- options = { [modId] = { key = value } },-- mirrors options.modOptions
|
||||
-- slots = { red = "slot1", blue = "slot2", yellow = nil } }
|
||||
-- Exports are SaveSerializer-encoded (data-only parse, an imported file can
|
||||
-- never execute code) under profiles/<NAME>.g1rmodlist in the save dir, the
|
||||
-- same shape SaveFileIO uses for exports/ (src/import/SaveFileIO.lua).
|
||||
|
||||
local SaveSerializer = require("src.core.SaveSerializer")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
local ModProfile = {}
|
||||
|
||||
ModProfile.EXT = ".g1rmodlist"
|
||||
ModProfile.DIR = "profiles"
|
||||
ModProfile.FORMAT = "g1rmodlist"
|
||||
ModProfile.FORMAT_VERSION = 1
|
||||
|
||||
-- deterministic order; GameVersion.VERSIONS is a map, and a profile file has
|
||||
-- to encode the same way twice for a diff to mean anything
|
||||
local VERSION_ORDER = { "red", "blue", "yellow" }
|
||||
|
||||
local function fsOr(fs)
|
||||
return fs or (love and love.filesystem) or nil
|
||||
end
|
||||
|
||||
-- Capture the live setup. `available` is ManagerState.status.available (the
|
||||
-- loader's status manifests, m.enabled = the desired set including staged
|
||||
-- flips); `modOptions` is options.modOptions.
|
||||
function ModProfile.capture(available, modOptions)
|
||||
local enabled, options = {}, {}
|
||||
for _, m in ipairs(available or {}) do
|
||||
enabled[m.id] = m.enabled and true or false
|
||||
local bucket = modOptions and modOptions[m.id]
|
||||
if type(bucket) == "table" then
|
||||
local copy = {}
|
||||
for k, v in pairs(bucket) do
|
||||
local t = type(v)
|
||||
if t == "string" or t == "number" or t == "boolean" then copy[k] = v end
|
||||
end
|
||||
options[m.id] = copy
|
||||
end
|
||||
end
|
||||
local slots = {}
|
||||
for _, id in ipairs(VERSION_ORDER) do
|
||||
local ok, slot = pcall(SaveData.activeSlot, id)
|
||||
if ok and slot then slots[id] = slot end
|
||||
end
|
||||
return { enabled = enabled, options = options, slots = slots }
|
||||
end
|
||||
|
||||
-- The slot moves a profile may actually make: a slot id has to be registered
|
||||
-- for that version already, because SaveData.setActiveSlot registers an
|
||||
-- unknown id and would conjure a phantom slot the player never made.
|
||||
function ModProfile.slotMoves(p)
|
||||
local moves = {}
|
||||
for _, version in ipairs(VERSION_ORDER) do
|
||||
local want = p.slots and p.slots[version]
|
||||
if want then
|
||||
local ok, list = pcall(SaveData.listSlots, version)
|
||||
if ok then
|
||||
for _, row in ipairs(list or {}) do
|
||||
if row.id == want then moves[#moves + 1] = { version, want } end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return moves
|
||||
end
|
||||
|
||||
-- ids the profile wants enabled that are not installed here. Import cannot
|
||||
-- fetch them (community-index install is deferred), so the manager reports
|
||||
-- them rather than silently playing a different setup than the sharer's.
|
||||
function ModProfile.missingIds(p, byId)
|
||||
local out = {}
|
||||
for id, on in pairs(p.enabled or {}) do
|
||||
if on and not (byId or {})[id] then out[#out + 1] = id end
|
||||
end
|
||||
table.sort(out)
|
||||
return out
|
||||
end
|
||||
|
||||
function ModProfile.encode(p)
|
||||
return SaveSerializer.encode({
|
||||
format = ModProfile.FORMAT,
|
||||
formatVersion = ModProfile.FORMAT_VERSION,
|
||||
profile = { name = p.name, enabled = p.enabled,
|
||||
options = p.options, slots = p.slots },
|
||||
})
|
||||
end
|
||||
|
||||
-- Shape-validate rather than trust: a shared file is untrusted input, and the
|
||||
-- manager indexes p.enabled/p.options straight into its row models.
|
||||
function ModProfile.decode(body)
|
||||
if type(body) ~= "string" then return nil, "EMPTY FILE" end
|
||||
local ok, data = pcall(SaveSerializer.decode, body)
|
||||
if not ok or type(data) ~= "table" then return nil, "BAD FILE" end
|
||||
if data.format ~= ModProfile.FORMAT then return nil, "NOT A MODLIST" end
|
||||
local raw = data.profile
|
||||
if type(raw) ~= "table" or type(raw.name) ~= "string" or raw.name == "" then
|
||||
return nil, "BAD FILE"
|
||||
end
|
||||
local p = { name = raw.name:sub(1, 10), enabled = {}, options = {}, slots = {} }
|
||||
for id, on in pairs(type(raw.enabled) == "table" and raw.enabled or {}) do
|
||||
if type(id) == "string" then p.enabled[id] = on and true or false end
|
||||
end
|
||||
for id, bucket in pairs(type(raw.options) == "table" and raw.options or {}) do
|
||||
if type(id) == "string" and type(bucket) == "table" then
|
||||
local copy = {}
|
||||
for k, v in pairs(bucket) do
|
||||
local t = type(v)
|
||||
if type(k) == "string" and (t == "string" or t == "number" or t == "boolean") then
|
||||
copy[k] = v
|
||||
end
|
||||
end
|
||||
p.options[id] = copy
|
||||
end
|
||||
end
|
||||
for version, slot in pairs(type(raw.slots) == "table" and raw.slots or {}) do
|
||||
if GameVersion.VERSIONS[version] and type(slot) == "string" then
|
||||
p.slots[version] = slot
|
||||
end
|
||||
end
|
||||
return p
|
||||
end
|
||||
|
||||
-- profiles/<NAME>.g1rmodlist; letters, digits and dashes only so a shared
|
||||
-- name can never escape the folder
|
||||
local function fileFor(name)
|
||||
return ModProfile.DIR .. "/" ..
|
||||
tostring(name):upper():gsub("[^%w%-]", "_") .. ModProfile.EXT
|
||||
end
|
||||
ModProfile.fileFor = fileFor
|
||||
|
||||
function ModProfile.export(p, fs)
|
||||
fs = fsOr(fs)
|
||||
if not (fs and fs.write) then return false, "NO FILESYSTEM" end
|
||||
if fs.createDirectory then fs.createDirectory(ModProfile.DIR) end
|
||||
local rel = fileFor(p.name)
|
||||
local ok, err = fs.write(rel, ModProfile.encode(p))
|
||||
if not ok then return false, tostring(err) end
|
||||
local base = fs.getSaveDirectory and fs.getSaveDirectory() or ""
|
||||
if base ~= "" then return true, base .. "/" .. rel end
|
||||
return true, rel
|
||||
end
|
||||
|
||||
-- every .g1rmodlist sitting in profiles/, sorted, as relative paths
|
||||
function ModProfile.files(fs)
|
||||
fs = fsOr(fs)
|
||||
local out = {}
|
||||
if not (fs and fs.getDirectoryItems) then return out end
|
||||
if fs.getInfo and not fs.getInfo(ModProfile.DIR) then return out end
|
||||
for _, name in ipairs(fs.getDirectoryItems(ModProfile.DIR) or {}) do
|
||||
if name:sub(-#ModProfile.EXT) == ModProfile.EXT then
|
||||
out[#out + 1] = ModProfile.DIR .. "/" .. name
|
||||
end
|
||||
end
|
||||
table.sort(out)
|
||||
return out
|
||||
end
|
||||
|
||||
-- Read one export and land it in `profiles` (options.modProfiles) under a
|
||||
-- non-colliding name, so importing twice never overwrites what the player
|
||||
-- already tuned. Returns the stored record, or nil + a short reason.
|
||||
function ModProfile.import(path, profiles, fs)
|
||||
fs = fsOr(fs)
|
||||
if not (fs and fs.read) then return nil, "NO FILESYSTEM" end
|
||||
local p, err = ModProfile.decode(fs.read(path))
|
||||
if not p then return nil, err end
|
||||
local taken = {}
|
||||
for _, existing in ipairs(profiles) do taken[existing.name] = true end
|
||||
local name, n = p.name, 1
|
||||
while taken[name] do
|
||||
n = n + 1
|
||||
name = (p.name:sub(1, 8) .. n)
|
||||
end
|
||||
p.name = name
|
||||
profiles[#profiles + 1] = p
|
||||
return p
|
||||
end
|
||||
|
||||
-- First run after this update: the setup the player already has becomes
|
||||
-- PROFILE 1, then they can add more (#593). Seeded once and remembered by
|
||||
-- options.modProfilesSeeded, so deleting every profile does not resurrect it.
|
||||
function ModProfile.ensureFirst(opts, available, modOptions)
|
||||
if opts.modProfilesSeeded then return nil end
|
||||
opts.modProfilesSeeded = true
|
||||
opts.modProfiles = opts.modProfiles or {}
|
||||
if #opts.modProfiles > 0 then return nil end
|
||||
local p = ModProfile.capture(available, modOptions)
|
||||
p.name = "PROFILE 1"
|
||||
opts.modProfiles[1] = p
|
||||
opts.activeProfile = p.name
|
||||
return p
|
||||
end
|
||||
|
||||
return ModProfile
|
||||
+19
-39
@@ -254,39 +254,21 @@ function ModUpdate.statusFor(installedVersion, releases)
|
||||
return "current", best
|
||||
end
|
||||
|
||||
-- ------- host I/O (curl)
|
||||
-- ------- host I/O (HostShell's transport: curl, or the Android JNI bridge)
|
||||
|
||||
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)
|
||||
-- GitHub's API wants a User-Agent and answers the versioned Accept.
|
||||
local function apiFetch(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
|
||||
return HostShell.httpGet(url, "gen1recomp-mod-updater",
|
||||
"application/vnd.github+json")
|
||||
end
|
||||
|
||||
-- Still just the curl probe it always was. "Can we fetch at all" is
|
||||
-- HostShell.canFetch, which also knows about the Android bridge (#597); every
|
||||
-- gate below asks that instead.
|
||||
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
|
||||
return HostShell.haveCurl()
|
||||
end
|
||||
|
||||
-- Fetch release list. opts.force bypasses the 6h cache.
|
||||
@@ -302,15 +284,16 @@ function ModUpdate.fetchReleases(repo, modId, opts)
|
||||
return cached.releases, nil, { fromCache = true }
|
||||
end
|
||||
end
|
||||
if not ModUpdate.haveCurl() then
|
||||
local HostShell = require("src.core.HostShell")
|
||||
if not HostShell.canFetch() 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"
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
local body, curlErr = curlCapture(ModUpdate.apiReleasesUrl(repo))
|
||||
local body, curlErr = apiFetch(ModUpdate.apiReleasesUrl(repo))
|
||||
if not body then
|
||||
local cached = ModUpdate.readCache(repo)
|
||||
if cached and cached.releases then
|
||||
@@ -331,10 +314,10 @@ function ModUpdate.downloadZip(url, destName)
|
||||
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")
|
||||
if not HostShell.canFetch() then
|
||||
return nil, "no network transport on this platform"
|
||||
end
|
||||
local name = destName or ("mod_update_" .. tostring(os.time()) .. ".zip")
|
||||
name = tostring(name):gsub("[/\\]", "_")
|
||||
local saveOk, saveDir = pcall(function()
|
||||
@@ -344,12 +327,9 @@ function ModUpdate.downloadZip(url, destName)
|
||||
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)
|
||||
-- Either transport can fail quietly; the getInfo size check below is what
|
||||
-- actually decides whether we got a file (#597).
|
||||
HostShell.httpDownload(url, abs, "gen1recomp-mod-updater")
|
||||
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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -646,10 +646,13 @@ function PaletteFX.spriteObp(spriteDef, seed)
|
||||
local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
|
||||
if not (w and src) then return nil end
|
||||
local idx = tonumber(src:match("%[(%d+)%]"))
|
||||
-- RedBikeSprite loads outside SpriteSheetPointerTable
|
||||
-- (LoadBikePlayerSpriteGraphics), so its source carries no bracketed
|
||||
-- index; it wears the player's own palette, same as SPRITE_RED
|
||||
if not idx and src:find("RedBikeSprite", 1, true) then idx = 0 end
|
||||
-- RedBikeSprite and SurfingPikachuSprite load outside
|
||||
-- SpriteSheetPointerTable, so their source has no bracketed index;
|
||||
-- they wear the player's OBP palette (spriteAssignment[0]).
|
||||
if not idx and (src:find("RedBikeSprite", 1, true)
|
||||
or src:find("SurfingPikachuSprite", 1, true)) then
|
||||
idx = 0
|
||||
end
|
||||
local group = idx and w.spriteAssignment[idx]
|
||||
if group == nil then return nil end
|
||||
if group == "random" then
|
||||
|
||||
@@ -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"
|
||||
|
||||
+366
-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 +127,51 @@ 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
|
||||
-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw): the UI is
|
||||
-- a fixed letterbox at the fit scale and does not follow the survey zoom at
|
||||
-- all, which is the whole point of the setting -- the screen furniture
|
||||
-- stays put instead of resizing under the player. DYNAMIC keeps the
|
||||
-- step-down below. BATTLE SIZE is unaffected either way: uiFill overrides
|
||||
-- the scale in endFrame, after this.
|
||||
if self.uiCentered then return S end
|
||||
-- Only follow the zoom when a world is actually behind the UI. 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.
|
||||
--
|
||||
-- uiWorldHold (Game:draw) is the case worldActive cannot answer: a BATTLE
|
||||
-- BG "world" battle stays the scene's backdrop while an OPAQUE state -- the
|
||||
-- party menu, the bag -- covers it, whether or not a world pass ran under
|
||||
-- that state. Reading worldActive alone drops the step-down there and
|
||||
-- blits those menus a whole scale larger than the battle they cover.
|
||||
-- Game.drawBaseInStack keeps the map drawing in the common case, so the two
|
||||
-- normally agree; this holds the scale even when it cannot (a battle with
|
||||
-- something other than the overworld beneath it).
|
||||
if not (self.worldActive or self.uiWorldHold) 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 +245,14 @@ 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 +269,94 @@ 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 +575,85 @@ 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)
|
||||
-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw from
|
||||
-- save.options.uiLayout): every element stays where it was drawn in the
|
||||
-- 160x144 canvas and the letterbox centres the lot, which is how the port
|
||||
-- behaved before edge docking existed. This is the DEFAULT; DYNAMIC opts
|
||||
-- back into docking. Gating here rather than at each caller means one
|
||||
-- switch covers the dialogue box, its YES/NO, the START menu and anything
|
||||
-- added later, and none of them has to know the option exists.
|
||||
if self.uiCentered then return end
|
||||
-- uiAnchorHold (Game:draw): a state that composes its own screen -- a
|
||||
-- battle -- keeps every element inside it, so the box blits where it was
|
||||
-- drawn in the canvas instead of being pulled to the window edge.
|
||||
if self.uiAnchorHold then return end
|
||||
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 +674,23 @@ 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 +703,36 @@ 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 +768,25 @@ 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
|
||||
-- A battle owns the surround it established until it leaves the stack.
|
||||
-- Reading it off visibleBase alone loses that the moment the battle opens
|
||||
-- an OPAQUE state -- the party menu, the bag -- because that state becomes
|
||||
-- the base and answers no to letterboxWhite, flipping a white battle
|
||||
-- surround to flat black for as long as the menu is up. Same whole-stack
|
||||
-- hold as uiFill and the dim.
|
||||
for i = #(stack and stack.states or {}), 1, -1 do
|
||||
local s = stack.states[i]
|
||||
if s and s.letterboxWhite then
|
||||
state = s
|
||||
break
|
||||
end
|
||||
end
|
||||
-- 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 +805,12 @@ 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 +821,12 @@ 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 +835,6 @@ 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 +909,81 @@ 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()
|
||||
|
||||
@@ -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
|
||||
+56
-2
@@ -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
|
||||
@@ -32,13 +33,22 @@ local MAX_COLS = 18
|
||||
-- up: StateStack updates the top state only, so the overworld and its
|
||||
-- ScriptRunner are frozen underneath (the Pewter JIGGLYPUFF dance drives
|
||||
-- its spin off it, data/scripts/story5.lua, #249).
|
||||
-- opts.stay: text that ends in `done` rather than `prompt` returns from
|
||||
-- PrintText with the box still on screen while the caller keeps running
|
||||
-- (_ViridianSchoolBlackboardText2, data/text/text_2.asm:646). Such a box
|
||||
-- waits for nothing, shows no blinking arrow, and never pops itself --
|
||||
-- whoever pushed it owns the pop. stay.onShown fires once, on the frame
|
||||
-- the last page finishes typing, which is where the caller pushes whatever
|
||||
-- goes on top of it (#591).
|
||||
function TextBox.new(game, text, onDone, opts)
|
||||
local self = setmetatable({}, TextBox)
|
||||
self.game = game
|
||||
self.onDone = onDone
|
||||
self.choice = opts and opts.choice
|
||||
self.defaultNo = opts and opts.defaultNo
|
||||
self.choiceNoSound = opts and opts.noSound
|
||||
self.auto = opts and opts.auto
|
||||
self.stay = opts and opts.stay
|
||||
local box = Theme.textBox or {}
|
||||
self.boxTx = box.tx or BOX_TX
|
||||
self.boxTy = box.ty or BOX_TY
|
||||
@@ -177,7 +187,24 @@ 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
|
||||
-- opts.stay: the box is finished but stays up under whatever the caller
|
||||
-- pushed over it; StateStack updates the top state only, so this runs
|
||||
-- exactly once (#591)
|
||||
if self.stay then
|
||||
if not self.stayShown then
|
||||
self.stayShown = true
|
||||
if self.stay.onShown then self.stay.onShown() end
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.auto then
|
||||
if not self.autoStarted then
|
||||
self.autoStarted = true
|
||||
@@ -232,7 +259,9 @@ function TextBox:update(dt)
|
||||
self.game.stack:push(ChoiceBox.new(self.game, function(yes)
|
||||
self.game.stack:pop() -- this text box, under the choice
|
||||
self.choice(yes)
|
||||
end, { defaultNo = self.defaultNo }))
|
||||
end, { defaultNo = self.defaultNo, noSound = self.choiceNoSound,
|
||||
-- this box is anchored below it; the pair moves together
|
||||
anchor = "bottom" }))
|
||||
end
|
||||
return
|
||||
end
|
||||
@@ -244,6 +273,13 @@ 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 +288,17 @@ 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 +325,7 @@ 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 +333,7 @@ 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 +344,15 @@ 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
|
||||
@@ -321,7 +374,8 @@ function TextBox:draw()
|
||||
Font.drawCode(code, self.textX + (j - 1) * 8, y)
|
||||
end
|
||||
end
|
||||
if (self.waiting or (self.done and not self.choice and not self.auto))
|
||||
if (self.waiting or (self.done and not self.choice and not self.auto
|
||||
and not self.stay))
|
||||
and self.blink < 30 then
|
||||
-- page-advance cursor: glyph $EE by default, the blinking down arrow
|
||||
-- the original prints via `ld a, "▼"` (home/text.asm)
|
||||
|
||||
+121
-8
@@ -1,17 +1,47 @@
|
||||
-- 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
|
||||
|
||||
-- Every fade in home/fade.asm holds each palette write with
|
||||
-- `ld c, 8 / call DelayFrames`, so eight frames is the step of all of them.
|
||||
local FADE_STEP_FRAMES = 8
|
||||
|
||||
-- Veil alpha `t` frames into a `len`-frame fade out. GBFadeOutToBlack
|
||||
-- (home/fade.asm:43-46) walks FadePal4 -> FadePal3 -> FadePal2 -> FadePal1
|
||||
-- with b = 4, and FadePal4 IS the normal palette while FadePal1 is solid
|
||||
-- black (:64-67) -- so the screen sits untouched through the first eight
|
||||
-- frames and then drops a whole shade per step, reaching black for the last
|
||||
-- hold. The port tweened the veil instead, which reads as a dissolve rather
|
||||
-- than a Game Boy fade (#607). A record retimed shorter than two steps
|
||||
-- (mods) keeps the old ramp so it still reaches black.
|
||||
local function fadeAlpha(t, len)
|
||||
if not len or len <= 0 then return 1 end
|
||||
local steps = math.floor(len / FADE_STEP_FRAMES)
|
||||
if steps < 2 then return t / len end
|
||||
local step = math.min(steps - 1, math.floor(t / (len / steps)))
|
||||
return step / (steps - 1)
|
||||
end
|
||||
|
||||
-- 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 },
|
||||
}
|
||||
|
||||
@@ -36,27 +66,47 @@ 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
|
||||
|
||||
-- The veil alpha for this frame, exposed the way BattleReturn:alpha is so
|
||||
-- the staircase can be asserted without stubbing love.graphics.
|
||||
function Transition:alpha()
|
||||
local len = (self.phase == "out") and self.frames or self.framesIn
|
||||
local a = fadeAlpha(self.t, len)
|
||||
if self.phase == "in" then a = 1 - a end
|
||||
return a
|
||||
end
|
||||
|
||||
function Transition:draw()
|
||||
local alpha = self.t / self.frames
|
||||
if self.phase == "in" then alpha = 1 - alpha end
|
||||
local alpha = self:alpha()
|
||||
-- Survey zoom draws the overworld into a window-filling world canvas
|
||||
-- while the UI pass stays the classic 160x144 letterbox. A rect on the
|
||||
-- UI canvas only darkens that center box (issue #121); when the world
|
||||
@@ -101,4 +151,67 @@ 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.
|
||||
-- The hold is the same eight frames the warp fade steps on, so both share
|
||||
-- FADE_STEP_FRAMES at the top of the file.
|
||||
|
||||
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
|
||||
|
||||
+48
-18
@@ -78,7 +78,7 @@ end
|
||||
-- play_cry's waitForButton form keeps that cry gate but hands the box back
|
||||
-- to the A/B path once the cry is over -- see TextBox's opts.auto.wait
|
||||
-- (#247, #251).
|
||||
function Commands.show_text(ctx, textId, subs)
|
||||
function Commands.show_text(ctx, textId, subs, extraOpts)
|
||||
local text = ctx.game.data.text[textId]
|
||||
if not text and ctx.overworld then
|
||||
text = ctx.game.data:resolveText(ctx.overworld.map.def.label, textId)
|
||||
@@ -128,6 +128,12 @@ function Commands.show_text(ctx, textId, subs)
|
||||
end
|
||||
end
|
||||
end
|
||||
if extraOpts then
|
||||
opts = opts or {}
|
||||
for k, v in pairs(extraOpts) do
|
||||
opts[k] = v
|
||||
end
|
||||
end
|
||||
ctx.game.stack:push(TextBox.new(ctx.game, text, function()
|
||||
runner:resume()
|
||||
end, opts))
|
||||
@@ -139,16 +145,18 @@ function Commands.jump(ctx, target)
|
||||
end
|
||||
|
||||
-- ask <textId> [subs]: show text, then a YES/NO box; result lands in
|
||||
-- ctx.lastCheck. subs are forwarded to show_text's {token} filling.
|
||||
-- ctx.lastCheck. The box rides opts.choice (TextBox.lua), so the YES/NO
|
||||
-- menu pops up over the still-visible text once it finishes typing, the
|
||||
-- same as every hand-written prompt (OverworldController, BattleState,
|
||||
-- OakSpeech) -- not a bare ChoiceBox after the text box has already been
|
||||
-- cleared with A (DisplayTextID's WaitForTextScrollButtonPress never fires
|
||||
-- ahead of a YES/NO box in the original; home/text.asm).
|
||||
function Commands.ask(ctx, textId, subs)
|
||||
Commands.show_text(ctx, textId, subs)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local runner = ctx.runner
|
||||
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
|
||||
Commands.show_text(ctx, textId, subs, { choice = function(yes)
|
||||
ctx.lastCheck = yes
|
||||
runner:resume()
|
||||
end))
|
||||
runner:yield()
|
||||
end })
|
||||
end
|
||||
|
||||
function Commands.face_player(ctx)
|
||||
@@ -210,11 +218,12 @@ 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
|
||||
@@ -280,7 +289,19 @@ function Commands.start_battle(ctx, kind, a, b)
|
||||
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
|
||||
|
||||
@@ -583,13 +604,16 @@ local function askNickname(ctx, mon)
|
||||
and ctx.game.data.pokemon[mon.species].name)
|
||||
or mon.species
|
||||
-- Prefer the real text label; fall back to the BattleState wording.
|
||||
local textId, subs
|
||||
if ctx.game.data.text and ctx.game.data.text._DoYouWantToNicknameText then
|
||||
Commands.show_text(ctx, "_DoYouWantToNicknameText", { RAM = name })
|
||||
textId, subs = "_DoYouWantToNicknameText", { RAM = name }
|
||||
else
|
||||
Commands.show_text(ctx, Strings("Do you want to\ngive a nickname\nto %s?", name))
|
||||
textId = Strings("Do you want to\ngive a nickname\nto %s?", name)
|
||||
end
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
|
||||
-- opts.choice (TextBox.lua): the YES/NO box rides over the still-visible
|
||||
-- question instead of a bare ChoiceBox popping up after an A press
|
||||
-- already cleared it (same fix as Commands.ask).
|
||||
Commands.show_text(ctx, textId, subs, { choice = function(yes)
|
||||
if not yes then
|
||||
ctx.lastCheck = success
|
||||
runner:resume()
|
||||
@@ -603,9 +627,7 @@ local function askNickname(ctx, mon)
|
||||
runner:resume()
|
||||
end,
|
||||
})
|
||||
end))
|
||||
runner:yield()
|
||||
ctx.lastCheck = success
|
||||
end })
|
||||
end
|
||||
|
||||
-- give_pokemon <species> <level>: _GivePokemon (engine/events/
|
||||
@@ -769,7 +791,15 @@ 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
|
||||
|
||||
|
||||
+176
-27
@@ -6,6 +6,7 @@
|
||||
|
||||
local Font = require("src.render.Font")
|
||||
local ListMenu = require("src.ui.ListMenu")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local Input = require("src.core.Input")
|
||||
local Strings = require("src.core.Strings")
|
||||
|
||||
@@ -13,16 +14,18 @@ local BindingsMenu = setmetatable({}, { __index = ListMenu })
|
||||
BindingsMenu.__index = BindingsMenu
|
||||
|
||||
-- Input.lua's map, primary key first where several keys share a button.
|
||||
-- `pad` is the default SDL gamecontroller button (see Input.lua); shown
|
||||
-- on the SELECT row so controller Back/View is discoverable (#73).
|
||||
-- `pad` mirrors DEFAULT_GAMEPAD_BINDINGS in src/core/Input.lua row for
|
||||
-- row; keep the two in sync. Every row shows its key and pad so the
|
||||
-- controller side is discoverable (#73, #589), and the swap in
|
||||
-- storeBinding leans on each row holding a value in both slots.
|
||||
local BUTTONS = {
|
||||
{ id = "up", label = "UP", key = "up" },
|
||||
{ id = "down", label = "DOWN", key = "down" },
|
||||
{ id = "left", label = "LEFT", key = "left" },
|
||||
{ id = "right", label = "RIGHT", key = "right" },
|
||||
{ id = "a", label = "A", key = "z" },
|
||||
{ id = "b", label = "B", key = "x" },
|
||||
{ id = "start", label = "START", key = "escape" },
|
||||
{ id = "up", label = "UP", key = "up", pad = "dpup" },
|
||||
{ id = "down", label = "DOWN", key = "down", pad = "dpdown" },
|
||||
{ id = "left", label = "LEFT", key = "left", pad = "dpleft" },
|
||||
{ id = "right", label = "RIGHT", key = "right", pad = "dpright" },
|
||||
{ id = "a", label = "A", key = "z", pad = "a" },
|
||||
{ id = "b", label = "B", key = "x", pad = "b" },
|
||||
{ id = "start", label = "START", key = "escape", pad = "start" },
|
||||
{ id = "select", label = "SELECT", key = "tab", pad = "back" },
|
||||
}
|
||||
|
||||
@@ -41,14 +44,33 @@ local function boundPad(overlay, def)
|
||||
return def.pad
|
||||
end
|
||||
|
||||
-- Key column for every row. SELECT also appends "/PAD" (default BACK)
|
||||
-- so controller Select/View is visible without opening a second legend.
|
||||
-- The right column is KEY/PAD (e.g. "Z/A"). The row is 20 tiles and the
|
||||
-- widest label ("SELECT") ends at x=64, so each half is clamped to 5
|
||||
-- glyphs: 5+1+5 right-aligned at x=152 starts no further left than x=64.
|
||||
-- SDL names longer than 5 get a fixed short form before the clamp.
|
||||
local KEY_SHORT = {
|
||||
escape = "ESC", backspace = "BKSP", ["return"] = "ENTER",
|
||||
kpenter = "ENTER", space = "SPACE",
|
||||
}
|
||||
local PAD_SHORT = {
|
||||
dpup = "D-UP", dpdown = "D-DN", dpleft = "D-LT", dpright = "D-RT",
|
||||
leftshoulder = "LB", rightshoulder = "RB",
|
||||
leftstick = "LS", rightstick = "RS", guide = "GUIDE",
|
||||
}
|
||||
local function shortName(name, shorts)
|
||||
local s = shorts[name]
|
||||
if s then return s end
|
||||
s = name:upper()
|
||||
return #s > 5 and s:sub(1, 5) or s
|
||||
end
|
||||
|
||||
-- Right column for every row: effective key and pad together, so a
|
||||
-- controller player can read the whole map without a second legend (#589).
|
||||
local function boundRight(overlay, def)
|
||||
local key = boundKey(overlay, def)
|
||||
if def.id ~= "select" then return key:upper() end
|
||||
local key = shortName(boundKey(overlay, def), KEY_SHORT)
|
||||
local pad = boundPad(overlay, def)
|
||||
if pad then return (key .. "/" .. pad):upper() end
|
||||
return key:upper()
|
||||
if pad then return key .. "/" .. shortName(pad, PAD_SHORT) end
|
||||
return key
|
||||
end
|
||||
|
||||
function BindingsMenu.new(game)
|
||||
@@ -61,9 +83,17 @@ function BindingsMenu.new(game)
|
||||
items[i] = { label = Strings(def.label),
|
||||
right = boundRight(overlay, def), button = def }
|
||||
end
|
||||
local self = setmetatable(ListMenu.new(game, "CONTROLS", items, {}),
|
||||
BindingsMenu)
|
||||
local self = setmetatable(ListMenu.new(game, "CONTROLS", items, {
|
||||
-- 6 rows leaves the bottom two lines free for the hint; a clear or
|
||||
-- reset nobody can see on screen may as well not exist (#589)
|
||||
rows = 6,
|
||||
footer = Strings("SELECT:CLEAR ROW\nSTART:RESET ALL"),
|
||||
}), BindingsMenu)
|
||||
self.onChoose = function(item) self:beginCapture(item) end
|
||||
-- SELECT deletes one row's rebind: dropping the overlay entry is enough
|
||||
-- because Input:applyBindings rebuilds the whole map from the defaults
|
||||
-- on every call (#589)
|
||||
self.onSelectKey = function(item) self:clearBinding(item) end
|
||||
-- A rebind reaches Input only when this screen closes (#510). The menu
|
||||
-- steers by the live map, so applying "B = Z" the instant it was captured
|
||||
-- turned the player's next confirm press into a cancel and shut the
|
||||
@@ -82,12 +112,32 @@ function BindingsMenu:commitBindings()
|
||||
if opts then Input:applyBindings(opts.bindings) end
|
||||
end
|
||||
|
||||
-- the capture handlers are per-instance slots, so Game's raw-input
|
||||
-- routing only ever sees this screen while a capture is armed
|
||||
-- The capture handlers are per-instance slots, so Game's raw-input
|
||||
-- routing only ever sees this screen while a capture is armed. A capture
|
||||
-- no longer commits on the press: it commits when that press is RELEASED,
|
||||
-- and a second key or pad button going down while the first is still held
|
||||
-- cancels instead. That gives a bare controller a way to back out of an
|
||||
-- armed row, where Escape cannot help (#589).
|
||||
function BindingsMenu:beginCapture(item)
|
||||
self.capture = item
|
||||
self.pending = nil
|
||||
self.onKeyPressed = BindingsMenu.captureKey
|
||||
self.onGamepadPressed = BindingsMenu.capturePad
|
||||
self.onJoystickPressed = BindingsMenu.captureJoy
|
||||
self.onKeyReleased = BindingsMenu.captureKeyRelease
|
||||
self.onGamepadReleased = BindingsMenu.capturePadRelease
|
||||
self.onJoystickReleased = BindingsMenu.captureJoyRelease
|
||||
end
|
||||
|
||||
function BindingsMenu:endCapture()
|
||||
self.capture = nil
|
||||
self.pending = nil
|
||||
self.onKeyPressed = nil
|
||||
self.onGamepadPressed = nil
|
||||
self.onJoystickPressed = nil
|
||||
self.onKeyReleased = nil
|
||||
self.onGamepadReleased = nil
|
||||
self.onJoystickReleased = nil
|
||||
end
|
||||
|
||||
-- Escape is the capture's way out, so it is never captured: every other
|
||||
@@ -95,23 +145,85 @@ end
|
||||
-- to bind something (#510). Escape stays START in Input's default map,
|
||||
-- which no rebind removes, so reserving it costs the player nothing.
|
||||
function BindingsMenu:captureKey(key)
|
||||
if key == "escape" then return self:storeBinding("key", nil) end
|
||||
self:storeBinding("key", key)
|
||||
if key == "escape" or self.pending then return self:endCapture() end
|
||||
self.pending = { slot = "key", value = key }
|
||||
end
|
||||
|
||||
function BindingsMenu:capturePad(button)
|
||||
self:storeBinding("pad", button)
|
||||
if self.pending then return self:endCapture() end
|
||||
self.pending = { slot = "pad", value = button }
|
||||
end
|
||||
|
||||
-- Game forwards every release to Input BEFORE these hooks (see
|
||||
-- Game:keyreleased): the capture observes releases, it never owns them,
|
||||
-- so Input's held-state stays honest for keys it saw go down before the
|
||||
-- capture armed. A release that does not match the pending input (the
|
||||
-- press that armed the row, a cancelled capture's stragglers) is noise.
|
||||
function BindingsMenu:captureKeyRelease(key)
|
||||
local p = self.pending
|
||||
if p and p.slot == "key" and p.value == key then
|
||||
self:storeBinding("key", key)
|
||||
end
|
||||
end
|
||||
|
||||
function BindingsMenu:capturePadRelease(button)
|
||||
local p = self.pending
|
||||
if p and p.slot == "pad" and p.value == button then
|
||||
self:storeBinding("pad", button)
|
||||
end
|
||||
end
|
||||
|
||||
-- A stick SDL has no game-controller-database entry for reports plain
|
||||
-- button numbers instead of names, so its capture stores "joyN" in the
|
||||
-- SAME pad slot every other controller uses (#632). The row's right
|
||||
-- column, storeBinding's swap and START's reset-all then need no special
|
||||
-- case, and src/core/Input.lua's applyBindings is the only place that has
|
||||
-- to decode the name. `raw` keeps the two release hooks apart: p.value is
|
||||
-- "joy3" here and an SDL button name there, so neither can claim the
|
||||
-- other's release. Game only routes a raw stick to these hooks, so a
|
||||
-- recognized pad still records its readable SDL name.
|
||||
function BindingsMenu:captureJoy(button)
|
||||
if self.pending then return self:endCapture() end
|
||||
self.pending = { slot = "pad", value = "joy" .. button, raw = true }
|
||||
end
|
||||
|
||||
function BindingsMenu:captureJoyRelease(button)
|
||||
local p = self.pending
|
||||
if p and p.raw and p.value == "joy" .. button then
|
||||
self:storeBinding("pad", p.value)
|
||||
end
|
||||
end
|
||||
|
||||
function BindingsMenu:storeBinding(slot, value)
|
||||
local item = self.capture
|
||||
self.capture = nil
|
||||
self.onKeyPressed = nil
|
||||
self.onGamepadPressed = nil
|
||||
self:endCapture()
|
||||
local game = self.game
|
||||
if not (item and value and game.save and game.save.options) then return end
|
||||
local opts = game.save.options
|
||||
opts.bindings = opts.bindings or {}
|
||||
-- Swap, never steal (#589): when the captured input is another row's
|
||||
-- effective binding in this slot, that row inherits this row's previous
|
||||
-- binding. Every BUTTONS row has a default in both slots, so `prev`
|
||||
-- always exists: no row goes empty and no input serves two rows.
|
||||
-- Default key ALIASES (W beside Up, Space beside Z; DEFAULT_BINDINGS in
|
||||
-- Input.lua) are not effective bindings, so capturing one costs the
|
||||
-- other row a spare alias, never its shown key.
|
||||
local effective = (slot == "key") and boundKey or boundPad
|
||||
local prev = effective(opts.bindings, item.button)
|
||||
if value ~= prev then
|
||||
for _, other in ipairs(self.items) do
|
||||
if other ~= item and effective(opts.bindings, other.button) == value then
|
||||
local ob = opts.bindings[other.button.id]
|
||||
if type(ob) ~= "table" then
|
||||
ob = { key = type(ob) == "string" and ob or nil }
|
||||
end
|
||||
ob[slot] = prev
|
||||
opts.bindings[other.button.id] = ob
|
||||
other.right = boundRight(opts.bindings, other.button)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
local b = opts.bindings[item.button.id]
|
||||
if type(b) ~= "table" then
|
||||
-- keep a direct-edited plain key string when only the pad changes
|
||||
@@ -123,18 +235,55 @@ function BindingsMenu:storeBinding(slot, value)
|
||||
if game.writeOptions then game:writeOptions() end
|
||||
end
|
||||
|
||||
-- SELECT: forget one row's rebind and fall back to the defaults. #510's
|
||||
-- deferral still holds: only options change here, the live map catches up
|
||||
-- in commitBindings on close.
|
||||
function BindingsMenu:clearBinding(item)
|
||||
local game = self.game
|
||||
local opts = game and game.save and game.save.options
|
||||
if not (opts and opts.bindings and opts.bindings[item.button.id]) then
|
||||
return
|
||||
end
|
||||
opts.bindings[item.button.id] = nil
|
||||
item.right = boundRight(opts.bindings, item.button)
|
||||
if game.writeOptions then game:writeOptions() end
|
||||
end
|
||||
|
||||
-- START: confirm, then drop the whole overlay (#589). The footer doubles
|
||||
-- as the prompt while the YES/NO box is up, the same bottom-line pattern
|
||||
-- the mart and PC screens use.
|
||||
function BindingsMenu:confirmReset()
|
||||
local game = self.game
|
||||
local hint = self.footer
|
||||
self.footer = Strings("RESET ALL BINDINGS?")
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
self.footer = hint
|
||||
if not yes then return end
|
||||
local opts = game.save and game.save.options
|
||||
if opts then opts.bindings = nil end
|
||||
for _, it in ipairs(self.items) do
|
||||
it.right = boundRight(nil, it.button)
|
||||
end
|
||||
if game.writeOptions then game:writeOptions() end
|
||||
end, { defaultNo = true }))
|
||||
end
|
||||
|
||||
function BindingsMenu:update(dt)
|
||||
if self.capture then return end -- the raw capture owns the input
|
||||
if self.game.input:wasPressed("start") then
|
||||
return self:confirmReset()
|
||||
end
|
||||
ListMenu.update(self, dt)
|
||||
end
|
||||
|
||||
function BindingsMenu:draw()
|
||||
ListMenu.draw(self)
|
||||
if self.capture then
|
||||
Font.drawBox(1, 6, 18, 5)
|
||||
Font.drawBox(1, 6, 18, 6)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("PRESS A BUTTON"), 24, 60)
|
||||
Font.draw(Strings("ESC TO CANCEL"), 24, 72)
|
||||
Font.draw(Strings("RELEASE TO SET"), 24, 72)
|
||||
Font.draw(Strings("ESC/2ND CANCELS"), 24, 84)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
end
|
||||
|
||||
+14
-10
@@ -66,6 +66,7 @@ local function withdraw(game)
|
||||
end
|
||||
game.stack:push(ListMenu.new(game,
|
||||
Strings("BOX %d (WITHDRAW)", game.save.currentBox), items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
local mon = box[item.value]
|
||||
if not mon then return end
|
||||
@@ -112,6 +113,7 @@ local function deposit(game)
|
||||
table.insert(items, { label = monLabel(game, mon), value = i })
|
||||
end
|
||||
game.stack:push(ListMenu.new(game, "PARTY (DEPOSIT)", items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
local mon = game.save.party[item.value]
|
||||
if not mon then return end
|
||||
@@ -157,22 +159,23 @@ local function release(game)
|
||||
end
|
||||
game.stack:push(ListMenu.new(game,
|
||||
Strings("BOX %d (RELEASE)", game.save.currentBox), items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(_, list)
|
||||
local mon = box[list.index]
|
||||
if not mon then return end
|
||||
local name = monName(game, mon)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
Strings("Once released,\n%s is\ngone forever. OK?", name), function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
Strings("Once released,\n%s is\ngone forever. OK?", name), nil, {
|
||||
defaultNo = true, noSound = true,
|
||||
choice = function(yes)
|
||||
if not yes then return end
|
||||
table.remove(box, list.index)
|
||||
require("src.core.Sound").playCry(game.data, mon.species)
|
||||
game.stack:push(TextBox.new(game,
|
||||
Strings("%s was\nreleased outside.\fBye %s!", name, name)))
|
||||
list:removeCurrent()
|
||||
end, { defaultNo = true, noSound = true }))
|
||||
end))
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
}))
|
||||
end
|
||||
@@ -189,19 +192,20 @@ local function changeBox(game)
|
||||
})
|
||||
end
|
||||
game.stack:push(ListMenu.new(game, "CHANGE BOX", items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
-- the original asks BEFORE switching ("When you change a #MON
|
||||
-- BOX, data will be saved. OK?"); declining aborts the change
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
Strings("When you change a\nPOKéMON BOX, data\nwill be saved. OK?"), function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
Strings("When you change a\nPOKéMON BOX, data\nwill be saved. OK?"), nil, {
|
||||
noSound = true,
|
||||
choice = function(yes)
|
||||
if not yes then return end
|
||||
game.save.currentBox = item.value
|
||||
if game.writeSave then game:writeSave() end
|
||||
list:close()
|
||||
end, { noSound = true }))
|
||||
end))
|
||||
end,
|
||||
}))
|
||||
end,
|
||||
}))
|
||||
end
|
||||
|
||||
+33
-4
@@ -3,6 +3,7 @@
|
||||
local Font = require("src.render.Font")
|
||||
local Theme = require("src.ui.Theme")
|
||||
local Strings = require("src.core.Strings")
|
||||
local Timing = require("src.core.Timing")
|
||||
|
||||
local ChoiceBox = {}
|
||||
ChoiceBox.__index = ChoiceBox
|
||||
@@ -15,6 +16,12 @@ function ChoiceBox.new(game, onChoose, opts)
|
||||
self.index = (opts and opts.defaultNo) and 2 or 1
|
||||
-- BIT_NO_MENU_BUTTON_SOUND: PC-session prompts stay silent
|
||||
self.noSound = (opts and opts.noSound) or false
|
||||
-- Only a choice box sitting on top of an ANCHORED dialogue box rides the
|
||||
-- anchor with it (TextBox passes it). A bare one -- the battle's switch
|
||||
-- offer, a shop or PC confirm -- belongs over the screen that pushed it,
|
||||
-- and docking it to the window edge instead tears it off that screen by
|
||||
-- however far the letterbox sits from the edge.
|
||||
self.anchor = opts and opts.anchor or nil
|
||||
local box = Theme.choiceBox
|
||||
self.tx = (opts and opts.tx) or box.tx
|
||||
self.ty = (opts and opts.ty) or box.ty
|
||||
@@ -25,6 +32,19 @@ end
|
||||
|
||||
function ChoiceBox:update(dt)
|
||||
local input = self.game.input
|
||||
-- Both branches of DisplayTwoOptionMenu hold 15 frames with the menu still
|
||||
-- on screen before TwoOptionMenu_RestoreScreenTiles hands control back
|
||||
-- (engine/menus/text_box.asm:322-323, :333-334).
|
||||
if self.pending ~= nil then
|
||||
self.holdFrames = self.holdFrames - 1
|
||||
if self.holdFrames <= 0 then
|
||||
local yes = self.pending
|
||||
self.pending = nil
|
||||
self.game.stack:pop()
|
||||
self.onChoose(yes)
|
||||
end
|
||||
return
|
||||
end
|
||||
if input:wasPressed("up") or input:wasPressed("down") then
|
||||
self.index = self.index == 1 and 2 or 1
|
||||
elseif input:wasPressed("a") then
|
||||
@@ -32,19 +52,28 @@ function ChoiceBox:update(dt)
|
||||
if not self.noSound then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
self.game.stack:pop()
|
||||
self.onChoose(self.index == 1)
|
||||
self.pending = (self.index == 1)
|
||||
self.holdFrames = Timing.YES_NO_ANSWER
|
||||
elseif input:wasPressed("b") then
|
||||
if not self.noSound then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
self.game.stack:pop()
|
||||
self.onChoose(false)
|
||||
-- .choseSecondMenuItem writes wCurrentMenuItem = 1 before the hold, so
|
||||
-- the cursor visibly snaps to NO for those 15 frames
|
||||
self.index = 2
|
||||
self.pending = false
|
||||
self.holdFrames = Timing.YES_NO_ANSWER
|
||||
end
|
||||
end
|
||||
|
||||
function ChoiceBox:draw()
|
||||
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
|
||||
-- rides the same bottom anchor as the dialogue box it sits above, so the
|
||||
-- pair travels together (the anchor keeps each element's gap from the edge)
|
||||
local r = self.anchor and self.game and self.game.renderer
|
||||
if r and r.setUIAnchor then
|
||||
r:setUIAnchor(tx * 8, ty * 8, tw * 8, th * 8, self.anchor)
|
||||
end
|
||||
Font.drawBox(tx, ty, tw, th)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
Font.draw(Strings("YES"), (tx + 2) * 8, (ty + 1) * 8)
|
||||
|
||||
@@ -33,6 +33,10 @@ local IntroMovie = {}
|
||||
IntroMovie.__index = IntroMovie
|
||||
IntroMovie.isOpaque = true
|
||||
|
||||
-- Same as the title screen: full-bleed art, no world behind it, no player zoom
|
||||
-- to respect, so fill the window rather than sit at the fixed integer scale.
|
||||
function IntroMovie:wantsFillScale() return true end
|
||||
|
||||
-- SGB intro palettes: the splash uses PalPacket_GameFreakIntro (logo
|
||||
-- GAMEFREAK, falling star columns RED/VIRIDIAN/BLUEMON), the attract
|
||||
-- fight PalPacket_NidorinoIntro (PURPLEMON letterbox, BLACK bars)
|
||||
|
||||
@@ -78,6 +78,10 @@ function ListMenu.new(game, title, items, opts)
|
||||
-- bottom text box -- same row budget as the mart, without the money box.
|
||||
self.messageBox = opts.messageBox
|
||||
self.money = opts.money -- () -> current money for the box
|
||||
-- BIT_NO_MENU_BUTTON_SOUND (wMiscFlags): both PC sessions hold the flag
|
||||
-- for their whole run (engine/menus/pc.asm, engine/menus/players_pc.asm),
|
||||
-- so their lists opt out of the A/B beep the same way Menu's noSound does
|
||||
self.noSound = opts.noSound or false
|
||||
self.rows = opts.rows or ((opts.dialogue or opts.messageBox) and 4 or ROWS)
|
||||
return self
|
||||
end
|
||||
@@ -101,6 +105,17 @@ local function syncScroll(self)
|
||||
if self.index - self.scroll < 1 then self.scroll = self.index - 1 end
|
||||
end
|
||||
|
||||
-- HandleMenuInput_ (home/window.asm) replays SFX_PRESS_AB for any watched
|
||||
-- A or B press; DisplayListMenuID's mask is PAD_A | PAD_B | PAD_SELECT
|
||||
-- (home/list_menu.asm), so the SELECT swap key stays silent (#570)
|
||||
local function beep(self)
|
||||
-- game.data is nil under the UI harnesses that drive a list with a stub
|
||||
-- game (tests/engine/rebind_capture_bug510.lua), where there is no audio
|
||||
-- cache to play out of
|
||||
if self.noSound or not (self.game and self.game.data) then return end
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
|
||||
-- edge press or key-repeat tick for a held direction
|
||||
local function navPressed(self, dir)
|
||||
if dir == "up" then
|
||||
@@ -126,6 +141,7 @@ function ListMenu:update(dt)
|
||||
local input = self.game.input
|
||||
if #self.items == 0 then
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
beep(self)
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
end
|
||||
@@ -148,10 +164,12 @@ function ListMenu:update(dt)
|
||||
elseif self.onSelectKey and input:wasPressed("select") then
|
||||
self.onSelectKey(self.items[self.index], self)
|
||||
elseif input:wasPressed("b") then
|
||||
beep(self)
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
return
|
||||
elseif input:wasPressed("a") then
|
||||
beep(self)
|
||||
local item = self.items[self.index]
|
||||
if self.onChoose then
|
||||
self.onChoose(item, self)
|
||||
|
||||
+29
-4
@@ -50,6 +50,9 @@ function Menu.new(game, items, opts)
|
||||
-- only menus whose real mask includes PAD_START -- the start menu
|
||||
-- (engine/menus/draw_start_menu.asm) -- opt in here.
|
||||
self.startCloses = opts.startCloses or false
|
||||
-- screen-edge anchor for this menu (see Menu:draw); nil keeps it in the
|
||||
-- classic centred letterbox
|
||||
self.anchor = opts.anchor
|
||||
self.onCancel = opts.onCancel
|
||||
-- BIT_NO_MENU_BUTTON_SOUND (wMiscFlags): the PC session runs its
|
||||
-- menus silent (home/window.asm HandleMenuInput_)
|
||||
@@ -104,24 +107,46 @@ function Menu:update(dt)
|
||||
end
|
||||
|
||||
function Menu:draw()
|
||||
-- opts.anchor opts a menu out of the centred letterbox and onto a screen
|
||||
-- edge (the START menu asks for "topright"). Only menus that ask for it
|
||||
-- move; every other menu is placed exactly as before.
|
||||
local r = self.anchor and self.game and self.game.renderer
|
||||
if r and r.setUIAnchor then
|
||||
r:setUIAnchor(self.tx * 8, self.ty * 8,
|
||||
self.tw * 8, self.th * 8, self.anchor)
|
||||
end
|
||||
Font.drawBox(self.tx, self.ty, self.tw, self.th)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
local visible = (self.maxVisible and math.min(self.maxVisible, #self.items))
|
||||
or #self.items
|
||||
-- Row Y: pokered's boxed menus anchor the choices to the BOTTOM interior
|
||||
-- row and let any slack fall as a blank row under the top edge --
|
||||
-- draw_start_menu.asm (TextBoxBorder 10,0, then hlcoord 12,2 /
|
||||
-- wTopMenuItemY 2), players_pc.asm and bills_pc.asm all do the same. The
|
||||
-- bottom border is ty + th - 1, so the last choice sits on ty + th - 2 and
|
||||
-- row r counts back up from there. Anchoring from the top instead only
|
||||
-- agrees when th is exactly visible * rowStep + 2, which is Menu.new's
|
||||
-- default but NOT what a caller sizing its own box passes: BagMenu's
|
||||
-- USE/TOSS is th = 5 for two choices (#284, matching text_boxes.asm's
|
||||
-- USE_TOSS_MENU_TEMPLATE rows 10..14), and a top anchor pushed TOSS onto
|
||||
-- the bottom border (#564, #572).
|
||||
for row = 1, visible do
|
||||
local item = self.items[self.scroll + row]
|
||||
if not item then break end
|
||||
Font.draw(item.label, (self.tx + 2) * 8,
|
||||
(self.ty + row * self.rowStep - (self.rowStep - 1)) * 8)
|
||||
(self.ty + self.th - 2 - (visible - row) * self.rowStep) * 8)
|
||||
end
|
||||
local cursorRow = self.index - self.scroll
|
||||
Font.drawCode(Theme.cursor, (self.tx + 1) * 8,
|
||||
(self.ty + cursorRow * self.rowStep - (self.rowStep - 1)) * 8)
|
||||
(self.ty + self.th - 2 - (visible - cursorRow) * self.rowStep) * 8)
|
||||
-- moreArrow ($EE): the same "more below" glyph OptionRows/ManagerState
|
||||
-- use, sat on the bottom border like TextBox's page-advance cursor
|
||||
-- use, sat on the bottom border like TextBox's page-advance cursor. It
|
||||
-- has to be the border row, not ty + th - 2: that is the last interior
|
||||
-- row, which the last choice now occupies, and Menu.new widens the box to
|
||||
-- widest + 3 so tx + tw - 2 is exactly that label's final glyph (#564).
|
||||
if self.maxVisible and self.scroll + self.maxVisible < #self.items then
|
||||
Font.drawCode(Theme.moreArrow, (self.tx + self.tw - 2) * 8,
|
||||
(self.ty + self.th - 2) * 8)
|
||||
(self.ty + self.th - 1) * 8)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
@@ -20,6 +20,16 @@ local OakSpeech = {}
|
||||
OakSpeech.__index = OakSpeech
|
||||
OakSpeech.isOpaque = true
|
||||
|
||||
-- The speech is a white field with a pic on it, and its dialogue box docks to
|
||||
-- the WINDOW's bottom edge (Renderer:setUIAnchor, via TextBox). The white it
|
||||
-- fills below is only the 160x144 UI canvas, so once the box moved to the
|
||||
-- window edge the two stopped touching: black letterbox showed between the
|
||||
-- bottom of Oak's white and the top of the box he is speaking from. Filling
|
||||
-- the voids with the paper shade -- the same opt-in a battle uses -- puts the
|
||||
-- box back on the field. Not a literal 1,1,1: the canvas is colorized, so
|
||||
-- endFrame matches it with PaletteFX.paperShade.
|
||||
OakSpeech.letterboxWhite = true
|
||||
|
||||
-- FadeInIntroPic runs a 6-step palette fade; MovePicLeft wipes the mon
|
||||
-- sprite in from the right. Both play out before the beat's text prints.
|
||||
local FADE_FRAMES = 24
|
||||
@@ -46,6 +56,8 @@ local FALLBACKS = {
|
||||
_OakSpeechText3 = Strings.source("{PLAYER}!\fYour very own\nPOKéMON legend is\vabout to unfold!\fA world of dreams\nand adventures\vwith POKéMON\vawaits! Let's go!"),
|
||||
_IntroducePlayerText = Strings.source("First, what is\nyour name?"),
|
||||
_IntroduceRivalText = Strings.source("This is my grand-\nson. He's been\vyour rival since\vyou were a baby.\f...Erm, what is\nhis name again?"),
|
||||
_YourNameIsText = Strings.source("Right! So your\nname is {PLAYER}!"),
|
||||
_HisNameIsText = Strings.source("That's right! I\nremember now! His\vname is {RIVAL}!"),
|
||||
}
|
||||
|
||||
local function textOr(game, key)
|
||||
@@ -152,6 +164,14 @@ function OakSpeech.defaultSteps(speech)
|
||||
presetsWho = "player",
|
||||
presetsFallback = { "RED", "ASH", "JACK" },
|
||||
},
|
||||
{
|
||||
-- oak_speech.asm prints YourNameIsText right after the naming screen
|
||||
-- returns ("Right! So your name is RED!"); the port went straight on
|
||||
-- to the rival and dropped it, in every language.
|
||||
id = "confirm_player_name",
|
||||
kind = "say",
|
||||
textKey = "_YourNameIsText",
|
||||
},
|
||||
{
|
||||
id = "ask_rival_name",
|
||||
kind = "say",
|
||||
@@ -166,6 +186,12 @@ function OakSpeech.defaultSteps(speech)
|
||||
presetsWho = "rival",
|
||||
presetsFallback = { "BLUE", "GARY", "JOHN" },
|
||||
},
|
||||
{
|
||||
-- HisNameIsText, the rival's counterpart to the confirmation above
|
||||
id = "confirm_rival_name",
|
||||
kind = "say",
|
||||
textKey = "_HisNameIsText",
|
||||
},
|
||||
{
|
||||
id = "legend",
|
||||
kind = "say",
|
||||
@@ -611,6 +637,15 @@ function OakSpeech:draw()
|
||||
love.graphics.draw(self.walkSheet, self.walkQuad, 64, 60)
|
||||
end
|
||||
if self.shrinkText then
|
||||
-- This is a REPLICA of the dialogue box that just closed, redrawn at
|
||||
-- TextBox's own rect (BOX_TX..BOX_TH = 0,12,20,6) so the last page holds
|
||||
-- while the pic shrinks. The real box rides the bottom anchor, so this
|
||||
-- one has to as well -- otherwise the text visibly jumps up a letterbox
|
||||
-- on the frame the real box is swapped for this copy.
|
||||
local r = self.game and self.game.renderer
|
||||
if r and r.setUIAnchor then
|
||||
r:setUIAnchor(0, 12 * 8, 20 * 8, 6 * 8, "bottom")
|
||||
end
|
||||
Font.drawBox(0, 12, 20, 6)
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
for i, line in ipairs(self.shrinkText) do
|
||||
|
||||
@@ -19,6 +19,7 @@ local TileRenderer = require("src.render.TileRenderer")
|
||||
local GameSpeed = require("src.core.GameSpeed")
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
local VideoMode = require("src.core.VideoMode")
|
||||
local FaithfulRes = require("src.core.FaithfulRes")
|
||||
local FrameCap = require("src.core.FrameCap")
|
||||
local Performance = require("src.core.Performance")
|
||||
local Logger = require("src.core.Logger")
|
||||
@@ -156,6 +157,57 @@ local function buildRows(game)
|
||||
o.battleLayout = o.battleLayout == "wide" and "og" or "wide"
|
||||
return true
|
||||
end },
|
||||
-- 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 so it fills
|
||||
-- vertically; that needs a fractional scale, so pixels stop being evenly
|
||||
-- sized. Battle only: the overworld is untouched either way.
|
||||
{ id = "battleFit", label = Strings("BATTLE SIZE"),
|
||||
value = function(g)
|
||||
return g.save.options.battleFit == "fill" and Strings("FILL")
|
||||
or Strings("FIXED")
|
||||
end,
|
||||
step = function(g)
|
||||
local o = g.save.options
|
||||
o.battleFit = o.battleFit == "fill" and "fixed" or "fill"
|
||||
return true
|
||||
end },
|
||||
-- What sits behind and around the battle. WHITE is the classic paper
|
||||
-- field; BLACK swaps it for black bars; WORLD leaves the frozen overworld
|
||||
-- visible underneath, dimmed (the battle stops being opaque, so the map
|
||||
-- shows through everywhere the battle does not paint).
|
||||
{ id = "battleBg", label = Strings("BATTLE BG"),
|
||||
value = function(g)
|
||||
local m = g.save.options.battleBg
|
||||
if m == "black" then return Strings("BLACK") end
|
||||
if m == "world" then return Strings("WORLD") end
|
||||
return Strings("WHITE")
|
||||
end,
|
||||
step = function(g, dir)
|
||||
local o = g.save.options
|
||||
local order = { "white", "black", "world" }
|
||||
local cur = 1
|
||||
for i, m in ipairs(order) do if o.battleBg == m then cur = i break end end
|
||||
o.battleBg = order[(cur - 1 + (dir or 1)) % #order + 1]
|
||||
return true
|
||||
end },
|
||||
-- CENTERED is a fixed letterbox: elements stay inside the 160x144 canvas
|
||||
-- and the UI does not follow the survey zoom, so nothing moves or resizes
|
||||
-- under the player. The composition the port shipped with. DYNAMIC docks
|
||||
-- the dialogue box to the window's bottom edge and the START menu to its
|
||||
-- top right, and steps the UI down with the zoom -- easier to read zoomed
|
||||
-- out, but it moves furniture the original never moved, so it is opt-in.
|
||||
-- BATTLE SIZE is independent of this and works under either.
|
||||
{ id = "uiLayout", label = Strings("UI LAYOUT"),
|
||||
value = function(g)
|
||||
return g.save.options.uiLayout == "dynamic" and Strings("DYNAMIC")
|
||||
or Strings("CENTERED")
|
||||
end,
|
||||
step = function(g)
|
||||
local o = g.save.options
|
||||
o.uiLayout = o.uiLayout == "dynamic" and "centered" or "dynamic"
|
||||
return true
|
||||
end },
|
||||
{ id = "ruleset", label = Strings("RULESET"),
|
||||
value = function(g) return rulesetName(g) end,
|
||||
step = function(g, dir)
|
||||
@@ -298,6 +350,20 @@ local function buildRows(game)
|
||||
VideoMode.apply(o.videoMode)
|
||||
return true
|
||||
end },
|
||||
-- Lock the window to an exact 160x144 multiple, so the surface IS the
|
||||
-- Game Boy screen with no letterbox at all. Sits next to VIDEO MODE
|
||||
-- because it overrides it: holding an exact size means dropping
|
||||
-- fullscreen.
|
||||
{ id = "faithfulRes", label = Strings("FAITHFUL RES"),
|
||||
value = function(g)
|
||||
return FaithfulRes.label(g.save.options.faithfulRes)
|
||||
end,
|
||||
step = function(g, dir)
|
||||
local o = g.save.options
|
||||
o.faithfulRes = FaithfulRes.cycle(o.faithfulRes, dir)
|
||||
FaithfulRes.apply(o.faithfulRes)
|
||||
return true
|
||||
end },
|
||||
-- hard render cap (issue #88): bounds the present rate so a
|
||||
-- driver-forced vsync-off run cannot spin at thousands of FPS. Logic
|
||||
-- is fixed-step off dt, so this touches presentation only.
|
||||
@@ -448,10 +514,21 @@ function OptionsMenu:update(dt)
|
||||
elseif row and row.step then
|
||||
changed = row.step(self.game, dir) and true or false
|
||||
elseif input:wasPressed("a") then -- CANCEL
|
||||
-- DisplayOptionMenu .exitMenu (engine/menus/main_menu.asm) is the
|
||||
-- only spot in this menu that plays SFX_PRESS_AB: A on a setting row
|
||||
-- and the Left/Right toggles stay silent (#570). game.data is nil
|
||||
-- under the stub games the UI harnesses drive.
|
||||
if self.game.data then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
end
|
||||
elseif input:wasPressed("b") or input:wasPressed("start") then
|
||||
-- .exitMenu again: B and START leave the same way, sound and all
|
||||
if self.game.data then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
end
|
||||
|
||||
+19
-3
@@ -310,6 +310,14 @@ function PartyMenu:update(dt)
|
||||
local input = self.game.input
|
||||
local party = self.party or self.game.save.party
|
||||
|
||||
-- HandlePartyMenuInput (home/pokemon.asm) and the field-move submenu
|
||||
-- (engine/menus/start_sub_menus.asm .chosePokemon) both run through
|
||||
-- HandleMenuInput_, which beeps SFX_PRESS_AB on any A or B press (#570).
|
||||
-- game.data is nil under the stub games the UI harnesses drive.
|
||||
if self.game.data and (input:wasPressed("a") or input:wasPressed("b")) then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
|
||||
if self.submenu then
|
||||
local n = #self.subItems
|
||||
if input:wasPressed("up") then
|
||||
@@ -365,9 +373,17 @@ function PartyMenu:update(dt)
|
||||
or Strings("A blinding FLASH\nlights the area!"), function()
|
||||
self:close()
|
||||
-- setDark, not a bare field write: ADVANCED carries the darkness
|
||||
-- in a baked atlas, so lighting the cave rebuilds it (#383)
|
||||
self.game.stack:push(Transition.whiteFlash(self.game, nil,
|
||||
function() ow:setDark(false) end))
|
||||
-- in a baked atlas, so lighting the cave drops every resident map
|
||||
-- and rebakes this one (#383). It runs HERE, before the blink,
|
||||
-- because start_sub_menus.asm .flash clears wMapPalOffset before
|
||||
-- PrintText and blinks last of all: the cave is already lit by the
|
||||
-- time GBPalWhiteOutWithDelay3 runs. Hanging the rebuild off the
|
||||
-- blink's completion instead left that rebuild's whole cost --
|
||||
-- seconds of per-pixel atlas baking on a phone -- on screen as a
|
||||
-- solid white frame with nothing under it, which reads as a
|
||||
-- lockup (#610).
|
||||
ow:setDark(false)
|
||||
self.game.stack:push(Transition.whiteFlash(self.game))
|
||||
end))
|
||||
return
|
||||
elseif action == "surf" then
|
||||
|
||||
+4
-1
@@ -73,10 +73,11 @@ local function withdraw(game)
|
||||
local pc = game.save.pcItems
|
||||
game.stack:push(ListMenu.new(game, "WITHDRAW ITEM", buildItems(game, pc), {
|
||||
messageBox = true,
|
||||
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
askQuantity(game, list, pc[item.value] or 1, item.value, function(qty)
|
||||
local Bag = require("src.inventory.Bag")
|
||||
if not Bag.add(game.save, item.value, qty) then
|
||||
if not Bag.add(game.save, item.value, qty, game.data) then
|
||||
list.footer = Strings("You can't carry\nany more items.")
|
||||
return
|
||||
end
|
||||
@@ -110,6 +111,7 @@ local function deposit(game)
|
||||
end
|
||||
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, depositable), {
|
||||
messageBox = true,
|
||||
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
askQuantity(game, list, inv[item.value] or 1, item.value, function(qty)
|
||||
if pcFull(game, pc, item.value) then
|
||||
@@ -130,6 +132,7 @@ local function toss(game)
|
||||
local pc = game.save.pcItems
|
||||
game.stack:push(ListMenu.new(game, "TOSS ITEM", buildItems(game, pc), {
|
||||
messageBox = true,
|
||||
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
local def = game.data.items[item.value]
|
||||
if (def and def.keyItem) or item.value:find("^HM_") then
|
||||
|
||||
+11
-3
@@ -50,11 +50,13 @@ function PokedexMenu.new(game, opts)
|
||||
footer = Strings("SEEN %d OWNED %d", seen, owned),
|
||||
pageJump = true, -- Left/Right page jumps like the original
|
||||
onCancel = opts.onCancel, -- B returns to the start menu when opened from it
|
||||
onChoose = function(item)
|
||||
onChoose = function(item, dexList)
|
||||
if not item.value then return end
|
||||
-- the DATA / CRY / AREA / QUIT choice (engine/menus/pokedex.asm
|
||||
-- PokedexMenuItemsText); CRY keeps the side menu open like the
|
||||
-- original, QUIT returns to the list
|
||||
-- original. B is what returns to the list: HandlePokedexSideMenu
|
||||
-- hands back b=2 for B and b=1 for QUIT, and ShowPokedexMenu sends
|
||||
-- b=1 to .exitPokedex, so QUIT closes the whole Pokédex (#571)
|
||||
local Menu = require("src.ui.Menu")
|
||||
local Screens = require("src.ui.Screens")
|
||||
local entries = {
|
||||
@@ -91,7 +93,13 @@ function PokedexMenu.new(game, opts)
|
||||
or Strings("Printer error!\n%s", tostring(err))))
|
||||
end }
|
||||
end
|
||||
entries[#entries + 1] = { label = Strings("QUIT") }
|
||||
entries[#entries + 1] = { label = Strings("QUIT"), onSelect = function()
|
||||
-- .exitPokedex: drop the dex list too and hand back to whoever
|
||||
-- opened it (the start menu, whose saved cursor is still on
|
||||
-- POKéDEX -- wBattleAndStartSavedMenuItem)
|
||||
dexList:close()
|
||||
if opts.onCancel then opts.onCancel() end
|
||||
end }
|
||||
game.stack:push(Menu.new(game, entries,
|
||||
{ tx = 12, ty = 8, tw = 8,
|
||||
th = #entries * 2 + 2 }))
|
||||
|
||||
+1
-1
@@ -67,7 +67,7 @@ local function buy(game, stock)
|
||||
list.footer = notEnough
|
||||
return
|
||||
end
|
||||
if not Bag.add(game.save, item.value, qty) then
|
||||
if not Bag.add(game.save, item.value, qty, game.data) then
|
||||
list.footer = txt(game, "_PokemartItemBagFullText",
|
||||
Strings("You can't carry\nany more items."))
|
||||
return
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user