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Author SHA1 Message Date
bryanthaboi 4bd28390ea Merge pull request #680 from bryanthaboi/dev 2026-08-02 13:13:50 -04:00
bryanthaboi fa886899fc Merge pull request #653 from jherediagu/fix/oak-intro-name-confirmation 2026-08-02 13:11:51 -04:00
bryanthaboi a81126a03a Merge pull request #667 from castdrian/metal 2026-08-02 13:11:27 -04:00
bryanthaboi 164c555bb4 Merge pull request #669 from jherediagu/fix/battle-messages-use-rom-text 2026-08-02 13:10:15 -04:00
bryanthaboi e5926893a9 Merge pull request #670 from ShaneMcGovernIE/fix/oak-starter-jingle-668 2026-08-02 13:07:38 -04:00
bryanthaboi dbcaf705c2 Merge pull request #672 from ShaneMcGovernIE/fix/faint-animation-671 2026-08-02 13:05:23 -04:00
bryanthaboi f6809be81d Merge pull request #678 from spiritsnails/feat/ui-layout-option 2026-08-02 13:03:29 -04:00
spiritsnails 3ddf70888e test: ui_layout_option runs ROM-free
The row assertions called Data:load(), which needs data/generated/. The
T1/T2 tier runs without a ROM in CI, so the suite died on the import
rather than failing an assertion. Use T.fixtures.load() like the other
engine suites do.

Verified by moving data/generated aside and re-running: 20/20 with no
imported data present.
2026-08-02 10:54:04 -06:00
spiritsnails fe7dcf33ec feat: UI LAYOUT option, centered by default
Edge docking and zoom-linked UI scaling shipped as unconditional
behaviour. Both are departures from how the port composed the screen, so
they become a setting instead: UI LAYOUT = CENTERED (the default) or
DYNAMIC.

CENTERED is a fixed letterbox. Elements stay where they were drawn in the
160x144 canvas, and the UI does not follow the survey zoom, so screen
furniture neither moves nor resizes under the player. That is what the
pre-anchoring builds did. DYNAMIC is the current behaviour, unchanged.

Both halves matter together: gating only the anchoring would stop the
dialogue box moving but leave it resizing with the zoom, which is the same
complaint in a different form.

Gated at Renderer:setUIAnchor and Renderer:uiScale rather than at each
caller, so one switch covers the dialogue box, its YES/NO, the START menu
and anything anchored later, and no caller knows the option exists.
Game.dynamicUI answers true only for an explicit "dynamic", so a save
written before this keeps the layout it already had.

Independent of it, deliberately: BATTLE SIZE still works under either mode
(uiFill overrides the scale later, in endFrame), and a battle still holds
its own prompts inside its screen under DYNAMIC.

Also includes the Oak intro fix (previously #674): the speech fills white
over the UI canvas while its dialogue box docks to the window edge, so
under DYNAMIC black showed between the two. letterboxWhite closes it, and
the shrink beat's replica box rides the same anchor as the real box it
stands in for.
2026-08-02 10:47:27 -06:00
Shane McGovern 733450bf86 Fix faint slide starting partway down (#671)
The faint slide was shortened from 30 to Timing.FAINT_SLIDE (14) frames
in the timing-parity pass, but fxFaintOffset still computed the offset
with a stale (30 - frames) * 2.  With frames starting at 14 the sprite
teleported 32px down on the first frame and only slid the remaining
28px, cutting the animation short.

SlideDownFaintedMonPic drops the pic one 8px row per 2-frame step, so
the offset advances Timing.FAINT_SLIDE_STEP (4px) per frame at 1x and
covers the full 56px PIC_HEIGHT over the 14-frame budget.
2026-08-02 16:34:02 +01:00
Shane McGovern 1dae9622e1 Play the jingle when Oak hands over the starter (#668)
The starter balls' scripts showed the received-mon text but never played
the sound_get_key_item fanfare that the text carries in the original
(scripts/OaksLab.asm OaksLabReceivedMonText / OaksLabRivalReceivedMonText).
Add play_sound Get_Key_Item before each received text, mirroring the
Yellow starter port.
2026-08-02 16:21:49 +01:00
Juan Heredia da0fa5c9ad Use the ROM's own battle text instead of paraphrasing it 2026-08-02 17:09:08 +02:00
Adrian Castro e576dea676 fix(ios): silence remaining build warnings and refresh artifact comments 2026-08-02 17:07:13 +02:00
github-actions 4cac51a831 chore(ios): update app-repo.json [skip ci] 2026-08-02 08:55:51 -04:00
bryanthaboi fef844e220 Merge pull request #663 from bryanthaboi/dev 2026-08-02 08:49:26 -04:00
bryanthaboi 0f45bb5792 ci: push iOS app-repo.json to main via release deploy key
The release workflow's direct commit of mobile/ios/app-repo.json was
rejected once main went PR-only (GH006). main's protection now lives in
a ruleset whose only bypass actor is deploy keys, so the step commits
with git and pushes over SSH using the RELEASE_DEPLOY_KEY secret
instead of EndBug/add-and-commit with GITHUB_TOKEN.

Also syncs the iOS app repo steps and app-repo.json into dev; they
previously existed only on main.
2026-08-02 08:45:35 -04:00
bryanthaboi c195c5da7d Merge pull request #662 from bryanthaboi/dev 2026-08-02 08:28:57 -04:00
bryanthaboi cb26367f46 Merge pull request #655 from spiritsnails/fix/warden-yesno-645 2026-08-02 08:26:05 -04:00
bryanthaboi 31dc89c0d7 Merge pull request #652 from spiritsnails/fix/enemy-sendout-early-sprite 2026-08-02 08:24:32 -04:00
bryanthaboi c95c3003f7 Merge pull request #661 from castdrian/metal 2026-08-02 08:24:10 -04:00
bryanthaboi 35b3fa6d9c CLOSES #455, CLOSES #487, CLOSES #501, CLOSES #540, CLOSES #585, CLOSES #591, CLOSES #593, CLOSES #595, CLOSES #597, CLOSES #599, CLOSES #600, CLOSES #606, CLOSES #607, CLOSES #610, CLOSES #613, CLOSES #616, CLOSES #620, CLOSES #626, CLOSES #632, CLOSES #633, CLOSES #647 2026-08-02 08:19:28 -04:00
Adrian Castro e217d62f42 chore(ci): add iOS build metadata to artifact comment 2026-08-02 13:44:59 +02:00
Adrian Castro e62801caaf chore: remove legacy install badge filenames 2026-08-02 13:42:16 +02:00
Adrian Castro e6008bb299 chore: simplify install badge filenames 2026-08-02 13:41:51 +02:00
Adrian Castro 9a49646d8a feat(ios): add app repository and install badges 2026-08-02 13:34:26 +02:00
spiritsnails 9934e4d765 fix: Warden's House gibberish line offers YES/NO
WardensHouseWardenText prints Gibberish1, calls YesNoChoice, and answers
with Gibberish2 on yes / Gibberish3 on no (scripts/WardensHouse.asm). The
port printed the question and ended the script. Both reply strings were
already extracted and unused, so this is script wiring only.

The branch targets become labels: they were hand-numbered absolute rows,
already mis-pointed once (#535), and any insert meant renumbering jumps
that had no way to announce they were stale.

Also fixes the parity suite's show_text instrumentation, which stopped
forwarding arguments at `subs` and so dropped the extraOpts carrying
Commands.ask's choice callback -- silently turning every ask under test
back into a plain show_text.
2026-08-02 00:34:46 -06:00
Juan Heredia b6a397460e fix: Play Oak's name confirmation lines 2026-08-02 08:18:33 +02:00
spiritsnails 2b75c07571 fix: enemy mon appears before its send-out animation
The trainer intro was the only enemy send-out path that never set
enemySendingOut, so the front sprite drew at full size the moment the
trainer pic walked off, held through "X sent out Y!", and the grow-in
then played over a mon that had already arrived. Set it with the pic
teardown and clear it with startGrowIn, matching the mid-battle
replacement and the player's own send-out.

Also repairs two parity suites that could not load at all: their game
stubs lacked input.isDown, which battle text has read every frame since
typing started honouring PrintLetterDelay. intro_chrome additionally
pressed A inside PromptText's ProtectedDelay3 hold, which ignores the
button for TEXT_PRE_ADVANCE frames.
2026-08-01 23:55:23 -06:00
bryanthaboi ebbc55c4d0 Merge pull request #586 from andimiller/surfing-pikachu-fix
feat(yellow): port SurfingPikachu behaviour
2026-08-02 00:58:32 -04:00
bryanthaboi 4e6ee3629f Merge pull request #649 from spiritsnails/fix/battle-fixed-ui-scale
fix: battle screens keep their composition when they open a menu or prompt
2026-08-02 00:58:14 -04:00
spiritsnails 46bd0f6709 fix: battle screens keep their composition when they open a menu or prompt
BATTLE SIZE "fixed" draws the battle as a discrete letterbox rather than
filling the window, and BATTLE BG "world" composes it over the live map.
Everything the battle then opens broke out of that composition, because
each piece of the frame's geometry was read off a fact about THIS FRAME
instead of about the battle:

* Renderer:uiScale follows the survey zoom only while a world is behind
  the UI, gated on worldActive -- this frame's world pass.  PartyMenu and
  ListMenu are opaque, so pushing one makes StateStack:visibleBase skip
  the map, no world pass runs, and the menu loses the step-down and blits
  a whole integer scale larger than the battle it just covered.  Held
  with uiWorldHold, the same whole-stack rule uiFill and the battle dim
  already use.  ("fill" hid this: it overrides the scale outright.)

* Game:draw started the frame at visibleBase, so that same opaque menu
  cut the overworld -- and the world pass with it -- out of the frame
  entirely, collapsing a "world" backdrop to endFrame's flat black clear.
  A world-bg battle now keeps the frame starting from underneath itself
  (drawBaseInStack).  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.

* worldZones was keyed to that same clear base, so it came out nil for a
  frame whose world pass HAD run -- dropping endFrame's world blit onto
  the UI zone list instead, smearing the party menu's own HP-bar palettes
  across a world-canvas-sized image.  Keyed to whether the map drew.

* endFrame's letterbox clear read letterboxWhite off visibleBase alone,
  so an opaque menu over a BG "white" battle flipped its surround to
  black the same way.  Same whole-stack hold.

* ChoiceBox bottom-anchored unconditionally, docking it to the WINDOW
  edge.  That is only right when it rides the dialogue box beneath it,
  which is anchored there too; TextBox now passes the anchor and nothing
  else does, so the battle's switch offer and the shop/PC confirms stay
  over the screen that pushed them.

* TextBox anchors likewise: a battle is a self-contained SCREEN, not the
  window, and pokered prints its text box in the same 160x144 tilemap as
  the HUD.  The caught-mon nickname prompt was landing a whole letterbox
  below the blanked battle field it is printed on.  BattleState.holdsUI-
  Anchors holds setUIAnchor off while a battle is in the stack; the
  overworld's own dialogue box still docks to the screen edge.
2026-08-01 22:55:58 -06:00
bryanthaboi e6c1ed8753 Merge pull request #643 from spiritsnails/fix/yesno-box-overlap
fix: yes/no box popping up after the question text closes, not over it
2026-08-02 00:14:47 -04:00
spiritsnails 2b92562538 fix: yes/no box popping up after the question text closes, not over it
several places (Commands.ask, the give-a-nickname prompt, PC box release/
change confirms, start menu save/quit) pushed a bare ChoiceBox after the
preceding text box already popped on an A press, instead of riding
TextBox's opts.choice like the rest of the engine. the YES/NO box now
comes up while the question is still on screen, matching the original.
2026-08-01 21:36:30 -06:00
bryanthaboi 078bb1ade6 Merge pull request #634 from bryanthaboi/dev 2026-08-01 21:19:29 -04:00
bryanthaboi f205464aa4 Merge pull request #627 from spiritsnails/parity-fixes 2026-08-01 21:18:52 -04:00
spiritsnails b820d3917c fixing failed tests/harnesses 2026-08-01 19:13:03 -06:00
bryanthaboi fea81f03fc Merge branch 'dev' 2026-08-01 21:10:08 -04:00
bryanthaboi 75aa71a886 Merge pull request #629 from bryanthaboi/dependabot/github_actions/actions/upload-artifact-7
build(deps): bump actions/upload-artifact from 4 to 7
2026-08-01 20:54:55 -04:00
bryanthaboi 398eefc380 Merge pull request #630 from bryanthaboi/dependabot/github_actions/actions/checkout-7
build(deps): bump actions/checkout from 4 to 7
2026-08-01 20:54:41 -04:00
bryanthaboi b549e319c2 Update README.md 2026-08-01 20:54:08 -04:00
dependabot[bot] 1a57b67e14 build(deps): bump actions/checkout from 4 to 7
Bumps [actions/checkout](https://github.com/actions/checkout) from 4 to 7.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v4...v7)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-version: '7'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2026-08-01 23:57:13 +00:00
bryanthaboi 378246728b Merge pull request #628 from spiritsnails/fix/oaks-lab-rival-music 2026-08-01 19:57:10 -04:00
dependabot[bot] 41e326f376 build(deps): bump actions/upload-artifact from 4 to 7
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4 to 7.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4...v7)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-version: '7'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2026-08-01 23:57:09 +00:00
bryanthaboi f9adeca5ca Merge pull request #618 from castdrian/metal 2026-08-01 19:56:29 -04:00
bryanthaboi 838f87c224 Merge pull request #619 from ShaneMcGovernIE/fix/viridian-old-man-yellow-617 2026-08-01 19:55:49 -04:00
spiritsnails 5b519165fc Fix #596: missing rival battle music in Oak's Lab
The Yellow port (oaks_lab_yellow.lua) already swaps in Music_MeetRival
for the "Hey wait! Let's check out our Pokemon!" challenge and restores
Music_OaksLab once the rival walks out, but the Red/Blue script never
did, leaving the lab battle silent before and after the fight.
2026-08-01 17:41:35 -06:00
spiritsnails 6b012a31ce Guarantee the post-battle fade-in by moving it into BattleState:finish()
pushBattle wrapped onFinish to push Transition.battleReturn on any
non-lose result, but that only fires for callers that route through
pushBattle correctly. Moving the same push into BattleState:finish()
instead -- the one choke point every battle (wild, trainer, walk-up,
scripted, link) already passes through on exit -- makes the fade
unconditional rather than dependent on each call site's wiring.
2026-08-01 16:41:51 -06:00
Adrian Castro 1a2b23a066 ci: configure dependabot for actions 2026-08-02 00:26:48 +02:00
spiritsnails f109530c5f Route scripted battles through pushBattle so the entry wipe actually plays
Commands.lua's start_battle and old-man-demo battle commands pushed
BattleState straight onto the stack, bypassing pushBattle (and therefore
BattleTransition) entirely. Every script-triggered battle -- gym leaders,
the rival, Giovanni, the catch tutorial -- cut straight to the battle
screen with no transition wipe. Only the walk-up trainer-sight path
(OverworldState:engageTrainer) went through pushBattle already.
2026-08-01 16:12:29 -06:00
spiritsnails 4cb132199c Fix ADVANCED palette pack using Gen 2 per-species palettes instead of Gen 1's
pokered-gbc's palettes.asm carries two species->palette tables gated on
GEN_2_GRAPHICS; data/palettes_gbc.lua had imported the per-species Gen 2
table, shaded for Gen 2 sprite art this port doesn't use, instead of Gen
1's own assignments. Bulbasaur wore PAL_BULBASAUR's red-orange, Squirtle
wore PAL_SQUIRTLE's shell brown on his head. Palette values are unchanged;
only which palette each species points at is corrected.
2026-08-01 16:04:22 -06:00
Adrian Castro fe16b3259c ci(ios): comment artifacts after pull request builds 2026-08-02 00:01:53 +02:00
Adrian Castro 2e46954fe0 ci(ios): use release signing in verification 2026-08-01 23:56:04 +02:00
spiritsnails aedc63c40d Port timing/parity fixes, seamless battle transitions, faithful-res lock, and zoom-aware UI anchoring
Ports from a downstream fork, hand-surgered hunk-by-hunk to exclude the
fork's randomizer/pokescript work and to skip a FixedStep jitter-tolerance
attempt that never fixed the stutter it targeted.

- src/core/Timing.lua: hardware-accurate frame-delay catalog ported from
  pret/pokered, feeding BattleState:waitNext, EffectRegistry's miss/crit
  beats, TextBox/ChoiceBox scroll and prompt holds, and the battle
  silhouette slide/shake/blink/faint timings.
- Seamless battle transitions: Renderer:drawBattleWipe replaces the old
  160x144-only cascade with one wipe drawn over the whole surface at any
  zoom or window size; BattleTransition's per-style frame lengths are
  corrected against pokered-c's derivation; Transition.battleReturn adds
  the post-battle GBFadeInFromWhite the port never had.
- BATTLE SIZE / BATTLE BG options (BattleState:wantsFillScale/bgMode,
  Game.fillScaleInStack/worldBgBattleDim): battle surface can fill the
  window instead of the fixed integer letterbox, and the area around it
  can show white/black/the dimmed overworld instead of only white.
- src/core/FaithfulRes.lua: locks the window to an exact 160x144 multiple.
- Zoom-aware UI anchoring: Renderer:uiScale steps the UI down with survey
  zoom (gated to worldActive so the title/intro never shrink);
  Renderer:setUIAnchor lets TextBox, ChoiceBox, and an opted-in Menu
  (the START menu) pin themselves to a screen edge instead of the
  zoomed-out letterbox.
2026-08-01 15:52:34 -06:00
Adrian Castro 00d13d3c35 ci(ios): comment release artifacts on pull requests 2026-08-01 23:43:12 +02:00
Adrian Castro 1b8b3ad538 ci(ios): build device release on canonical repo 2026-08-01 23:43:11 +02:00
Adrian Castro 5f75cfd691 ci: verify release builds on fork runners 2026-08-01 23:43:11 +02:00
Adrian Castro 5f89def2ce ci: select hosted runners for forks 2026-08-01 23:43:08 +02:00
Adrian Castro 7c26eb9a24 ci(ios): gate hosted build on iOS changes 2026-08-01 23:43:07 +02:00
Shane McGovern d951fe8fc5 Fix Viridian old man tutorial dialog in Yellow (#617) 2026-08-01 22:38:09 +01:00
bryanthaboi ac01135ca8 Merge pull request #615 from bryanthaboi/dev 2026-08-01 16:53:54 -04:00
bryanthaboi 5e89e35e02 Merge pull request #614 from castdrian/metal 2026-08-01 16:52:41 -04:00
bryanthaboi 7e7afeaf82 Mask the self-hosted runner's home path in release logs 2026-08-01 16:45:37 -04:00
Adrian Castro c6fa6d294b fix(ios): support LÖVE 12 file bridge 2026-08-01 22:22:49 +02:00
bryanthaboi fc2d17fc78 Merge pull request #612 from bryanthaboi/dev 2026-08-01 16:03:28 -04:00
Andi Miller 6fb5aa08ff Merge branch 'dev' into surfing-pikachu-fix 2026-08-01 21:02:06 +01:00
bryanthaboi 9f072285a6 Merge pull request #611 from ShaneMcGovernIE/fix/oak-last-ball-601 2026-08-01 16:00:52 -04:00
bryanthaboi c58ebe4b9b Merge pull request #609 from castdrian/metal 2026-08-01 15:59:33 -04:00
Shane McGovern 0dd187fe30 Fix wrong dialogue on Prof. Oak's leftover ball (#601)
After the player picks a starter and the rival takes his, every ball on
the lab table fell through to 'Those are POKé BALLs' instead of the
leftover-mon line.  Port the pokered OaksLabSelectedPokeBallScript ->
OaksLabLastMonScript beat: with EVENT_GOT_STARTER set, Oak turns to face
the player and reads 'That's PROF.OAK's last Pokémon!'.  The ROM's
'#MON' ligature is spelled out as Pokémon.

The renumbering also drops the table's nine out-of-range 'jump 21'
rows (run-time 'end' idioms) for explicit "end" targets, so the
script now validates cleanly.

Tests: T2 suite drives the ball talk table through a ScriptRunner-
compatible executor (leftover text, pre-escort text, pre-pick offer)
plus a T3 driver that talks to the leftover ball in a real game.
2026-08-01 20:55:31 +01:00
Adrian Castro ea78792c03 fix(ios): build releases with LÖVE 12 2026-08-01 21:45:23 +02:00
bryanthaboi 9954225701 Merge pull request #603 from bryanthaboi/dev 2026-08-01 14:32:23 -04:00
bryanthaboi 6bb2e078c0 Scrub mod manifest strings to valid UTF-8
A manifest whose name, version, description, or category carries invalid
UTF-8 (a BOM, Latin-1 bytes) crashed the launcher's MODS panel, since
love.graphics.printf raises on invalid UTF-8. Manifest.validate now drops
invalid bytes and a leading BOM from those strings, in place so the
badge's raw.category read agrees.
2026-08-01 14:22:30 -04:00
bryanthaboi 323c59e54f Merge pull request #594 from bryanthaboi/dev 2026-08-01 13:03:22 -04:00
bryanthaboi d26d63ed38 Merge pull request #588 from techmore/fix/prof-oaks-pc-flow 2026-08-01 12:58:03 -04:00
bryanthaboi 2009df3dd1 CLOSES #575, CLOSES #578, CLOSES #584, CLOSES #589 2026-08-01 12:56:13 -04:00
techmore f0f3e9634b fix: restore PROF. OAK's PC intro, jingle timing and closing link
CLOSES #576

The launcher skipped oaks_pc.asm's whole session -- the access text and
the 'Want to get your #DEX rated?' YES/NO -- and played the Pokedex_Rating
jingle the moment the entry was picked, before any text printed.  Now the
access text types out, the YES/NO pops, and only once the completion line
and the rating tier have printed does the jingle sound (DisplayDexRating
-> PlayPokedexRatingSfx, auto.wait hands the box to the A/B path), then
the 'Closed link to PROF.OAK's PC.' tail closes the session.
2026-08-01 11:01:19 -04:00
Andi Miller 1fe35335a5 feat(yellow): port SurfingPikachu behaviour
Yellow's IsSurfingPikachuInParty swaps the player's overworld sheet to
a Pikachu-on-a-surfboard when the party mon that knows SURF is a
Pikachu. The recomp was missing both halves of this: the sheet was
never extracted, and the engine had no seam for the swap.

Extraction: SurfingPikachuSprite (gfx/sprites/surfing_pikachu.2bpp)
loads outside SpriteSheetPointerTable via
LoadSurfingPlayerSpriteGraphics2, the same bypass RedBikeSprite uses.
Added the symbol to the Yellow manifest and a parallel extract in
RomExtractor / build_rom_data / extract/sprites, minting
SPRITE_SURFING_PIKACHU. PaletteFX colors it (player OBP palette, same
as the bike).

Engine: new field.playerSprites.surfPikachu (default
SPRITE_SURFING_PIKACHU, guarded so before extraction the ride keeps
the Seel). Player.new caches surfPikachuSprite; pose() picks it when
surfing and the SURF-mon is a Pikachu. New
OverworldState:syncSurfingPikachu derives the flag from partyKnows at
every surf-state toggle (mount, dismount, fly, teleport, blackout,
forced-surf tile, boot-restore). Runtime-only, re-derived at load so a
party change between save and load is honored.

Lane B: RFC at docs/rfcs/0001-surfing-pikachu-sprite.md.
Backward-compatible — existing mods see no change (surf still defaults
to SPRITE_SEEL; surfPikachu only resolves on a Yellow import after
regeneration). Parity tests in tests/parity_surfing_pikachu_sprite.lua
(12/12) and tests/mod_world_tests.lua (19229/19229 with the new
boot-seed checks). tests/parity_cinnabar_east_surf.lua (24/24)
unchanged.

Regeneration required: re-run make_yellow_manifest.py against a
pret/pokeyellow checkout, then re-import the Yellow ROM.
2026-08-01 15:50:22 +01:00
bryanthaboi ca1beaefe7 Merge pull request #582 from castdrian/metal 2026-08-01 10:41:40 -04:00
bryanthaboi 24cf1b3317 Merge pull request #583 from BartInTheField/fix-encounter-slide-577 2026-08-01 10:41:25 -04:00
Bart in 't Veld 88e2ec2042 Fix encounter silhouette slide speed and blackout (#577)
The battle intro slide ran at 4px/frame over 40 frames -- twice the
original speed -- and drew the pics in their normal palette instead of
as black silhouettes.

SlidePlayerAndEnemySilhouettesOnScreen scrolls SCX from $90 to 0 at
2px/frame (~72 frames) under the %11100100 silhouette palette, only
running SET_PAL_BATTLE once the pics land. Match that: introSlide starts
at 80 with a 2px/frame offset (80 frames over the full 160px width), and
picImage bakes both pics through PAL_BLACK while introSlide > 0, exactly
like the evolution movie (#279).

parity_battle_intro_chrome waited a hardcoded 45 frames for the slide to
land; bumped to 85 to cover the slower slide.
2026-08-01 15:25:54 +02:00
Adrian Castro be60c7c1d5 fix(ios): present voxel pipeline canvases 2026-08-01 14:37:18 +02:00
bryanthaboi 9be21380c7 Merge pull request #581 from bryanthaboi/dev
bug smashing on a saturday
2026-08-01 08:14:38 -04:00
bryanthaboi 22fd196045 Merge pull request #579 from castdrian/metal
feat: metal support and make ios usable
2026-08-01 08:13:34 -04:00
bryanthaboi d5293dffb8 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-01 08:10:22 -04:00
bryanthaboi 9326b07583 CLOSES #415, CLOSES #484, CLOSES #488, CLOSES #492, CLOSES #497, CLOSES #541, CLOSES #559, CLOSES #562, CLOSES #563, CLOSES #564, CLOSES #565, CLOSES #566, CLOSES #567, CLOSES #568, CLOSES #569, CLOSES #570, CLOSES #571, CLOSES #572 2026-08-01 08:10:20 -04:00
Adrian Castro 90437a5d8d fix(ios): export saves from Love directory 2026-08-01 13:07:36 +02:00
Adrian Castro c4ec5dc1c5 test(ios): cover save export picker 2026-08-01 12:58:42 +02:00
bryanthaboi 3b19826f1e Merge pull request #543 from BartInTheField/render-second-screen-seam 2026-08-01 06:56:38 -04:00
Adrian Castro 95e4715bc3 fix(ios): declare Love 12 compatibility 2026-08-01 12:54:05 +02:00
Adrian Castro 81edc97d86 fix(ios): package updater boot module 2026-08-01 12:44:26 +02:00
Adrian Castro 92c8bac714 fix(ios): support direct picker results 2026-08-01 12:36:18 +02:00
Adrian Castro 1df04aa18d fix(ios): route native picker results 2026-08-01 12:32:22 +02:00
Bart in 't Veld 218b9249a2 render: add render.compose seam + second-screen bridge
Expose a generic seam so a mod can drive a second screen without the
engine owning any dual-screen layout policy:

- render.compose hook in Renderer:endFrame hands a mod the finished
  world + UI canvases, their SGB zones, the frame metrics,
  Renderer:blitCanvas (lifted from the internal blit closure) and the
  SecondScreen bridge. Return true to take over the window; no wrap (or
  calling next) runs the normal single-window composite byte-for-byte.
- SecondScreen.lua + the Android Presentation bridge (love_android_
  secondary_* in common/android.cpp, GameActivity secondary display)
  as the optional physical-second-display transport.

No battle-render changes: a mod lays out the two screens (including any
battle split) itself. Ships with a unit test, no-mod parity via
gate_hooks, and docs/modding.md (D14).
2026-08-01 09:35:24 +02:00
bryanthaboi 50947eec2a Merge pull request #489 from mresnick67/android-step-bridge 2026-08-01 00:21:40 -04:00
bryanthaboi 2624bb0210 Merge pull request #537 from sirj0k3r/hook/exp 2026-08-01 00:21:20 -04:00
bryanthaboi 6e9685f302 Merge pull request #538 from sirj0k3r/hook/low-health 2026-08-01 00:21:10 -04:00
bryanthaboi 898bf0c71e Merge pull request #560 from bryanthaboi/dev 2026-07-31 23:55:26 -04:00
bryanthaboi 5a7add8eaa Merge pull request #554 from andrewqsantos/feature/mobile-safe-area 2026-07-31 23:54:11 -04:00
bryanthaboi 66334dfacd Merge pull request #558 from erereck/fix/mod-configurable-bag-capacity 2026-07-31 23:53:54 -04:00
bryanthaboi a33f3b1ceb mobile fixes 2026-07-31 23:47:28 -04:00
erereck 6e724cedf7 Honor modded bag capacity 2026-08-01 00:32:00 -03:00
Andrew Quenehen fccb122c59 Respect iOS/Android safe areas in launcher and touch chrome.
Layout interactive UI against love.window.getSafeArea so notch, Dynamic Island, and home-indicator insets no longer clip controls, while keeping the game framebuffer edge-to-edge.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-31 23:53:26 -03:00
sirj0k3r 33899c237e + Implemented tests for battle.low_health_alarm hook 2026-07-31 22:17:19 +01:00
sirj0k3r 0fad222569 + Implemented tests for battle.catch_exp and battle.exp_award hooks 2026-07-31 22:10:26 +01:00
sirj0k3r ddcce5b95a + Implemented Exp hook 2026-07-31 21:14:23 +01:00
sirj0k3r 6fd9741fab + Implemented Low Health Alert hook for modding 2026-07-31 21:12:21 +01:00
Myles Resnick caa65182dc Android: hardware step-counter bridge for step-sync mods
love.system.syncHealthSteps() now exists on Android, matching the iOS
Health bridge merged in #452 and using the same JNI route as the SAF
picker (wrap_System.cpp -> System.cpp -> common/android.cpp ->
GameActivity over JNI):

- GameActivity.syncHealthSteps: one-shot read of the hardware
  TYPE_STEP_COUNTER sensor (cumulative since boot, counted by the OS
  whether or not any app runs). The reading is anchored in
  SharedPreferences so a walk is never credited twice; a reading below
  the anchor means the phone rebooted, which re-anchors without
  crediting. Deltas (50k clamp) merge into steps_pending.json in the
  save identity dir - the same contract as the iOS GRHealthBridge, so
  the Pokewalker mod works unchanged on both platforms.
- ACTIVITY_RECOGNITION declared in the app manifest (Android 10+
  runtime prompt on first sync; granted -> the sensor read runs
  immediately via onRequestPermissionsResult). The build script's
  permission trim leaves it alone.
- Nothing in the base game calls the new seam; without a consumer mod
  the only cost is one dormant manifest permission.
- build_android.sh: shadow-build from a space-free temp dir when the
  checkout path contains spaces - ndk-build is GNU make underneath and
  cannot cope with paths like "xCode Projects".
- mobile/ANDROID.md: step-bridge dev notes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:11:54 -04:00
226 changed files with 21167 additions and 1266 deletions
+6
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@@ -0,0 +1,6 @@
version: 2
updates:
- package-ecosystem: github-actions
directory: /
schedule:
interval: weekly
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+83 -6
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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 }}
+94 -9
View File
@@ -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"
+10
View File
@@ -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,
+26
View File
@@ -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>
&nbsp;
<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>
&nbsp;
<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>
&nbsp;
<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
+1 -1
View File
@@ -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
View File
@@ -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 = {
+9 -7
View File
@@ -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()
+41
View File
@@ -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!",
}),
},
},
}
+99 -19
View File
@@ -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):
+2 -1
View File
@@ -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
View File
@@ -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
+21 -9
View File
@@ -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
View File
@@ -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,
}
+42 -1
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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.
+145
View File
@@ -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
+5 -1
View File
@@ -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.
+13
View File
@@ -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
View File
@@ -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.
+96
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@@ -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.
+382
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@@ -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.
+13 -4
View File
@@ -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
View File
@@ -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
View File
@@ -1 +1 @@
11.5
12.0
+17 -38
View File
@@ -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/`
+25
View File
@@ -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"
}
]
}
]
}
+1 -5
View File
@@ -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>
+7 -2
View File
@@ -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,
+1 -1
View File
@@ -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
+5
View File
@@ -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[@]}"}
}
+29 -3
View File
@@ -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 "$out_dir" -name '*.apk' -exec ls -lh {} \;
+184 -56
View File
@@ -1,6 +1,6 @@
#!/usr/bin/env bash
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 11.5's
# official iOS Xcode project (love-11.5-ios-source.zip).
# Packages the LÖVE2D Pokémon Red port into an iOS app via LÖVE 12.0's
# iOS Xcode project.
#
# Usage: scripts/build_ios.sh [--fetch] [--device] [--release] [--install]
# [--version X.Y.Z] [--package-only]
@@ -11,14 +11,14 @@
# --install after a --device build, install the app onto the
# first connected iPhone/iPad (unlock it first)
# --release Release configuration
# --version X.Y.Z stamp MARKETING_VERSION / CURRENT_PROJECT_VERSION
# --fetch Download love-11.5-ios-source.zip into mobile/ios/love-src/
# --version X.Y.Z stamp the engine version into game.love plus
# MARKETING_VERSION / CURRENT_PROJECT_VERSION
# --fetch Fetch LÖVE 12.0 sources and Apple dependencies into mobile/ios/love-src/
# --package-only Zip game.love + apply plist overlay; skip xcodebuild
#
# Prerequisites:
# - macOS + Xcode (xcodebuild)
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
# - prebuilt iOS libraries under love-src/platform/xcode/ios/libraries/
#
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
# dist/ios/gen1recomp.ipa (device builds only)
@@ -50,21 +50,22 @@ DISPLAY_NAME="gen1recomp"
# capabilities like HealthKit are involved), so a per-team default
# lets anyone build without colliding with someone else's app
# 4. simulator: the project default (no App ID registration involved)
BUNDLE_ID="${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 $PACKAGE_ONLY; then
say "package-only: skipping xcodebuild (game.love + plist ready under mobile/ios/love-src/)"
+1
View File
@@ -123,6 +123,7 @@ if [ -f data/generated/maps.lua ]; then
run_tier "T3 save editor: events + dex" "$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
View File
File diff suppressed because it is too large Load Diff
+25
View File
@@ -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
+14 -6
View File
@@ -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
View File
@@ -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)
+8 -2
View File
@@ -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
View File
@@ -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
View File
@@ -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
+129
View File
@@ -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
View File
@@ -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
View File
@@ -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)
+187
View File
@@ -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
View File
@@ -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
+40
View File
@@ -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
View File
@@ -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
View File
@@ -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
+198
View File
@@ -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
View File
@@ -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
View File
@@ -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")
+55
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
+9 -7
View File
@@ -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
+15
View File
@@ -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
+76 -8
View File
@@ -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
View File
@@ -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
View File
@@ -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
+206
View File
@@ -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
View File
@@ -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)
+6 -4
View File
@@ -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
View File
@@ -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
View File
@@ -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
+7 -4
View File
@@ -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
+1 -1
View File
@@ -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
View File
@@ -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()
+59
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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)
+4
View File
@@ -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)
+18
View File
@@ -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
View File
@@ -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
+35
View File
@@ -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
+77
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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

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