Threads open a fresh Lua state with a full standard library, so they
stayed blocked wholesale. PotatoVoxel's prebuilder wants to run its
pure geometry phase on worker threads; the mod declares the new
"compute" permission and the sandbox hands out love.thread only
then. The worker runs the mod's own source (source-only, like every
mod file) and receives data only through channels.
Android ships no curl and the JNI bridge was GET-only, so mod.postLog
failed there with 'no POST transport on this platform' (HostShell.lua).
Add the mirror of httpDownload: GameActivity.httpPost (https-only,
hand-followed redirects re-POSTing the body, one-way), the JNI bridge
with the same old-APK-skew tolerance, the love.system.httpPost binding,
and the HostShell arm that rides it when curl is absent. The body
crosses the JNI as raw bytes (jbyteArray) so a log ring with arbitrary
UTF-8 cannot corrupt through modified-UTF-8 jstring conversion.
Font.drawBox leaves the caller's color at white; every other screen
resets to black right after calling it, but ManagerState.lua's draw()
and drawOverlay() never did. That's invisible on the vanilla tile font
(tile glyphs are black-on-transparent regardless of color) but renders
fully invisible white-on-white text once a mod's TTF font is active.
The targeted test only covered the RBY side (ItemEffects.lua,
TrainerAI.lua); src/battle/gen2/Battle.lua's EFFECT_LIGHT_SCREEN/
EFFECT_REFLECT fix had no test at all, spotted when asked whether the
Gold changes were covered.
Adds a minimal MACHOP/TACKLE gen2 fixture (same shape as
tests/gen2_move_effects_test.lua's), calls both MOVE_EFFECTS directly,
and checks a loaded catalog reaches the whole message template (Gold
wraps the full sentence, not just the stat name). Confirmed it catches
the regression: reverting Battle.lua to its pre-fix state fails 2 of
the suite's now 8 checks.
No existing test could tell a translated stat name apart from a raw
stat:upper() that never went through Strings() at all: every rose!
message assertion in the suite runs with no catalog loaded, where
Strings() is an identity function either way.
Loads a real catalog (Strings.load) that translates one stat name at a
time and checks it actually reaches the X-item, vitamin, and AI-trainer
X-item messages -- ROM-free, over tests/fixture_data. Confirmed this
catches the regression: reverting src/inventory/ItemEffects.lua and
src/battle/TrainerAI.lua to their pre-fix state fails 5 of 6 checks.
Strings(stat:upper()) is a dynamic argument -- tools/modkit.py's
STRINGS_CALL harvester only matches a literal string right after
Strings(/Strings.source(, so it can't discover "ATTACK"/"DEFENSE"/etc.
from these call sites. Translation coverage happened to still work
only because the same literals are independently harvested from
unrelated call sites (MoveEffects.lua's STAT_LABEL, BattleState.lua's
literal Strings("ATTACK") calls) -- real but fragile, found in review.
Reuse the codebase's existing pattern for exactly this situation
(MoveEffects.lua's STAT_LABEL): a local table built at require time
with Strings.source(...), which the harvester can see, resolved to a
translated label at use time with Strings(TABLE[key]). Adds one such
table to ItemEffects.lua (covering its X-item and vitamin call sites,
including "hp") and one to TrainerAI.lua.
Same theme as the RBY fix, found while checking whether Gold had the
same gap: EFFECT_LIGHT_SCREEN and EFFECT_REFLECT built their "'s
SPCL.DEF/DEFENSE rose!" message by raw string concatenation, bypassing
Strings() entirely -- unlike most other messages in this file (e.g.
"%s\nused %s!" a few lines up), which already go through it.
Wrap the whole message template in Strings(), matching that existing
pattern; the substituted name still comes from monName() as before.
Gold's gen2/Battle.lua has many more messages built the same
unwrapped way (fainted!, learned..., missed!, and so on) -- that is
the much larger "Battle messages" gap already tracked separately and
deliberately left out of this change.
Both the player-side and AI-trainer stat-rise messages (X ATTACK/
DEFENSE/etc. and the vitamins) passed the raised stat's name as a raw
uppercase Lua string (stat:upper()), bypassing Strings() entirely, so
it always rendered in English regardless of the active language even
though the surrounding sentence template was already translated.
Wrap the substituted stat name in Strings() at every call site
(src/inventory/ItemEffects.lua's two player-side messages and
src/battle/TrainerAI.lua's AI-trainer X-item message, found in
review), reusing the same "ATTACK"/"DEFENSE"/"SPEED"/"SPECIAL"/"HP"
keys SummaryMenu.lua's stat labels already look up the same way.
syncIdentity unconditionally recomputed mon.shiny from the mon's DVs,
overwriting whatever was there. It is wired into refreshStats, which
SummaryMenu.new calls on every menu open, so a forced shiny -- Mon.new's
opts.shiny path, DVs that do not themselves read as shiny -- got
un-shinied the moment the summary screen opened, even though opts.shiny
already wins over shiny.roll at construction for exactly this case (a
scripted shiny is the cart overriding the roll, not a roll to be
hooked).
mon.shiny now only ever gets PROMOTED by the DV check, never demoted:
`mon.shiny or Mon.isShiny(...)`. A naturally shiny mon and a plain one
are unaffected -- the DV check still runs and still decides the first
time -- and a mon whose DVs are edited to justify shininess later still
promotes normally; only an already-true shiny stops being able to flip
back to false on a later refresh.
Both call sites -- Game2:usePartyItem (the field pack) and
BattleState:useItem (the battle pack) -- asked ItemEffects.partyAction
for an item's family with no `data` argument, even though every other
call in the same functions (useOnMon, usePpItem, applyPartyItem) passed
it through correctly. partyAction resolves through recordFor, which
reads data.gen2ItemEffects when given a dataset and falls back to the
module's own built-in RECORDS table when not -- so with no data, a
mod's own item_effects record was invisible and every mod-defined Gen 2
field or battle item resolved to a nil action, falling straight through
to "isn't going to help here" / "isn't going to help here" without ever
opening the party picker.
Both now pass the live dataset (self.data on Game2, self.game.data on
the battle screen) the same way their sibling calls already did.
bindGoldData points gen2Palettes, gen2Icons, gen2Pokedex, gen2Landmarks,
gen2Roofs and gen2Sprites at the extractor's own Gold tables through
loadGen, but never gen2Constants -- despite Schemas.GEN2 routing
`constants` to that same namespaced-and-differently-shaped category
palettes and icons are in. A save editor boot left data.gen2Constants
unset, so mod.content.constants:get(...) read an empty table instead
of the cart's ordered name lists, misreading the generation and
rejecting every record a mod shaped off it.
data.gen2Constants now goes through the same loadGen("constants") path
the other five already use, falling back the same way they do when no
ROM cache is active.
R.maps.objects was f.opt(f.list(f.any)): a static wild encounter's
species (OverworldController.lua's d.pokemon, handed straight to
BattleState.newWild) went completely unchecked at load time, unlike an
encounter slot's species. A typo'd or removed id sat in a loaded mod
and only surfaced as a crash the moment a player reached that object.
Objects share one array across every kind -- NPCs, signs, warps and
static encounters all coexist with no field the loader could use to
tell them apart ahead of time -- so a strict f.rec covering the whole
shape would reject every kind this schema does not enumerate. Added
f.partial, an open counterpart to f.rec: it type-checks (and, through
collectRefs, cross-reference-checks) only the fields it is given and
leaves everything else on the value alone, the same extensibility
f.rec already grants at a record's top level but nowhere further in.
R.maps.objects now types just `pokemon` through it, so a bad species
id is a load-time "unresolved reference" error instead of a runtime
crash, while an NPC object's sprite/movement/range/... fields -- never
named in this schema -- still pass through untouched.
ItemEffects.use walked speciesDef.tmhm with a bare ipairs() to check
whether the species could learn the machine's move. A record with no
tmhm field at all -- a mod species that never set one, or any record
missing it for whatever reason -- hit ipairs(nil) and took the whole
game down on the first TM/HM use, rather than reaching the ordinary
"can't learn that move" refusal a species whose list simply omits the
move already gets.
An absent list now reads the same as an empty one: nothing to learn,
same refusal, same sound, same text.
useOn was a plain Lua local: every result ItemEffects.use returned fell
through to one unconditional showMessages with no seam a mod could
reach, unlike menu.lua/boxmark.lua/formview.lua's screens, which wrap
their own default behavior as a table field or a Runtime hook. A mod
could not suppress a message, delay it behind a screen of its own, or
substitute a different outcome for one item id -- exactly the gap noted
against Ultra Burst's item-driven fusion, which had nowhere left to
attach a bespoke animation once TextBox.new turned out to be the only
other reachable seam.
This wraps the whole dispatch in a Runtime.call("item.use", ...) hook,
the same mechanism "battle.overlay", "ui.party.submenu" and the rest of
src/ui already use, rather than exporting BagMenu.useOn as a table
field. A hook is the smaller commitment: it is additive (a fresh
Runtime.call site needs no schema or manifest change and costs nothing
unsubscribed -- see tests/engine/gate_hooks.lua's null-object case) and
a mod can still run the vanilla flow unchanged by calling the handed-in
vanilla function, whereas a table field would fix useOn's exact
signature as public API the moment it shipped. If the maintainer would
rather match the sibling screens' convention directly, exporting
BagMenu.useOn is the alternative and does not conflict with this hook
existing alongside it.
vanillaUseOn keeps the original function body; useOn is now the thin
wrapper mods observe through, and every internal caller in this file
still goes through useOn so the hook fires on every path into it.
The comment above the gatedFor skip in Schemas.crossValidate still
described growth_rates and evolution_methods as unconfirmable Gen 2
namespaces, the way they were before each got a real Gen 2 id space:
growth_rates keeps its Gen 1 target and is seeded from the extractor's
data.pokemon.growthRates (src/battle/gen2/Mon.lua), and
evolution_methods routes to gen2EvolutionMethods, a fixed literal set
(src/core/gen2/Evolution.lua) that exists with or without a ROM
import. Schemas.GEN2 does not gate either name -- gate_gen2_mod_api.lua
pins that directly, including a case that a bad evolution method on a
Gold species is still caught -- so the two are validated like any other
reference today, not skipped. Nothing here changes that behavior;
only the comment, which was describing an earlier state of the code,
is corrected.
DENIED_PREFIX blocked love.* and ffi.* submodule requires but had no
entry for jit, so require("jit.util") walked straight through to the
real module. jit.util is LuaJIT's own equivalent of the debug library
this file already denies by name: funcbc, funck and the rest read the
bytecode and constants of any function a chunk can reach, which is
enough to recover upvalues -- the real _G, love, io -- that the sandbox
exists to keep out of a mod's hands.
Adding "jit" to DENIED_PREFIX blocks jit.* submodule requires the same
way love.* and ffi.* already are, while leaving the bare jit global
(env.jit, handed over directly for jit.on/off/flush) and a bare
require("jit") untouched -- jit.util is not a field of that table
without its own require, so neither route was ever a way to reach it.
stepHPDrain counts drainHold down to 0 as the last step of every phase
(pixel slide, HP-number step, closing frames) but never let go of the
field afterward, so it sat at 0 -- not nil -- for the rest of the
battle. BattleSafety.inspect uses drainHold ~= nil as its
settled-presentation gate for checkpoint capture, so the very first HP
change in a battle permanently refused every checkpoint after it with
battle_phase_busy, even once the bar had long since caught up.
Only nil the field when the whole drain is actually over (bar pixel,
HP number and the closing-frame hold all settled), not on every
mid-sequence 0 -- a fresh HP change still needs drainHold to read as
busy so BattleSafety keeps refusing captures until that one settles
too.
and updated the behavior of the patch notes
also fixed manual update checking
added test to make sure no prs or build tasks are able to pass if the luajit limits ar exceeded.
DAYS (SUNDAY..SATURDAY), the MORN/DAY/NITE word PrintHour prints, and the
"o'clock"/"min." suffixes bypassed src/core/Strings.lua entirely -- they
were plain Lua literals with no lookup, so a translation mod's `strings`
registry had nothing to catch and Oak's clock screens, the day-of-week
wheel, the main menu clock box and the Pokegear's clock card kept printing
English regardless of the loaded language (reported from a real Spanish
Gold build).
Both live in src/core/gen2/Clock.lua, which already owns weekday/hour
arithmetic and is already required by InitClock.lua, MainMenu.lua and
Pokegear.lua: Clock.DAY_NAMES + Clock.weekdayName(day) is the one place the
three screens read a weekday's name from, so a fix to it cannot land on one
screen and silently miss the other two. Clock.daytimeLabel(hour) is the
translated counterpart to Palettes.clockDaytime, which keeps answering the
untranslated MORN/DAY/NITE key every FORCED_DAYTIME lookup in Palettes.lua
compares against -- src/world/gen2/Palettes.lua itself is untouched, so
that module stays pure table/color math with no Strings coupling.
A diagnostic ring (boot evidence + recent lines + status) routinely exceeds 64 KiB on a long session: a 651-line evidence ring measured ~90 KB and was rejected with "log body too large" (mod.postLog returned nil and the send was dropped).
The transport stages the body to a file and streams it via curl, so the ceiling is a budget, not a memory spike. 512 KiB is generous for real support logs while staying far under the 5 MiB the reference loghook endpoint accepts.
tmpnam() on the Windows CRT returns a bare, CWD-relative name (e.g. \sb4c.2), and io.open on it fails with Permission denied when the game's working directory is not writable -- a Program Files (or otherwise protected) install. postLog then dies before curl runs: the mod reports a send failure and no bytes leave the machine (confirmed on a Windows install: "could not create request body: \sb4c.2: Permission denied").
Stage the request body under the OS temp contract instead: TEMP/TMP on Windows (always set, always per-user writable), TMPDIR with a /tmp fallback on POSIX. The transport stays on plain io/os -- no love.filesystem dependency.
Tests updated to mock os.getenv and assert the staged path sits under the temp dir; 10/10 checks pass.
We already ship the DLL, but mods can't ffi-load it under the sandbox, and
the compat love.system shim wasn't passing tls* through either. So wss://
still died on stock builds. Engine loads the dialer at boot; compat forwards
those keys; clipboard/openURL stay stubbed.
Co-authored-by: Cursor <cursoragent@cursor.com>
- Auto-recover save slots: Scan saves/<version>/ on boot to re-index orphaned slot files if options.lua is reset or loses its slot registry.
- Fix Gen 2 field moves: Make PartyMenu field actions (Strength, Surf, Cut, Flash) generation-aware so they execute safely in Gold.
- Fortify platform stability: Guard native controller/hidapi init against Android 14 receiver exceptions and ensure safe Windows file replacement.
- Add unit test coverage for slot auto-recovery in save_editor_gen2_tests.lua.
The save editor now routes Gold vs RBY through a generation adapter so boxes, items, events, and maps write the right fields. The launcher layout is shuffled a bit, and patch notes can come from the updater, a packed file, or the iOS sidecar.
TLS source landed earlier, but release CI never packaged the dialer, so
hosted archipelago.gg rooms (wss://) failed on stock Windows builds.
Build the Native AOT DLL on windows-2022 and bundle it from build.sh.
Co-authored-by: Cursor <cursoragent@cursor.com>
The launcher's SHORT-WINDOW SCROLL engages correctly on a 480px-tall
panel, but _pageScroll has only three inputs -- mouse wheel, touch drag,
and the right analog stick -- and a device with none of them cannot
reach anything below the fold. On an RG35XXSP (muOS, 640x480)
/proc/bus/input/devices lists one gpio-keys-polled device reporting the
D-pad as a hat: no analog axes exist. There is also no scroll-to-focus
anywhere, so moving the pad cursor never touches _pageScroll.
The pad cursor already computes the motion: it is clamped to the safe
area and discarded. Spend that overshoot on the existing wheel path
instead -- the same one the right stick feeds a few lines below.
Only the overshoot scrolls, so parking the cursor at the edge does
nothing; it has to be actively pushed. The enclosing block runs only on
non-zero pad input, so a real mouse never reaches it and desktop
behaviour is unchanged.
Tested on an RG35XXSP at stock Kit.lua scale (0.9): the pager and footer
become reachable, pushing up at the top scrolls back, and parking at the
edge does nothing. Refs #1142.
Selecting a TM in the mart's SELL pack (and the item PC's DEPOSIT pack) opened the teach-party screen: PackMenu:useSelected taught any item carrying `teaches`, even when the pack was built as a chooser (DepositSellPack, world = {}). On the cart that chooser's jumptable is four ScrollingMenus and never reaches tmhm.asm, so the row must hand back to the caller instead.
Gate the teach and field-NOUSE branches behind world.useFieldItem so only the real field PACK teaches; choosers now hand TMs to onChoose. Selling then prices a TM at half its ItemAttributes price -- exactly half of what the Goldenrod/Celadon TM shelves charge, and half of the hidden price for the rest, the way SelectQuantityToSell -> GetItemPrice -> Sell_HalvePrice does on the cart.
Closes#1243
- Added dedicated profile control in the MODS panel for easier profile management.
- Implemented dependency checking during mod installation and updates to ensure compatibility.
- Improved manifest parsing to support GitHub repository hints for dependencies.
- Enhanced UI interactions for saving and renaming profiles.
- Updated tests to cover new functionality and ensure stability.
The sandbox blocks love.system and love.filesystem, which orphans the
native step bridge (#452, #489): its one consumer can no longer call
syncHealthSteps or read steps_pending.json (#1186).
Adds a "steps" manifest permission (shown to the player like the
others) gating a mod.steps facade: available() probes the bridge
quietly, sync() forwards the async refresh, poll() hands the mod its
copy of a delivery. The engine owns the pending file -- mods never name
a path and receive only { steps, from, to }. Without the permission the
acting calls name it, following the network gate. No new events, hooks
or registries; nothing removed.
RFC 0009. Tests: tests/modkit/cases/steps_bridge.lua (no-mod cold
bridge, permissioned sync/poll, per-mod copies, contract-field
filtering, malformed-delivery drop, unpermissioned refusal, bridgeless
build).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Always supply Gen 2 battle random (BattleRandom) and Gen 1 / love-style rng.
- Add EFFECT_STATIC_DAMAGE for Sonic Boom and Dragon Rage (move power; Ghost
immunity via resettypematchup for static damage only).
- Keep Magnitude rolling via BattleRandom instead of collapsing to Magnitude 4.
- Cover RNG, static damage, and Magnitude in gen2 battle tests.
Continue dropped the player into the overworld with the title
screen's song still cross-fading into the map theme over ~1.2s
(Music.MAP_FADE), audibly wrong since the player already has control.
New Game never showed this because OakSpeech's own unfaded
Music.play/playMap masks it before the player is ever placed in the
overworld. The same bug was also reachable through F2 quickload
(pressed at the title screen, or mid-session -- F2 always jumps
straight to the loaded save's map/position with no walking
transition, so it needs the same instant swap as Continue rather than
an ordinary warp's crossfade either way) and through the
checkpoint-resume mod API (RFC 0006's mod.checkpoint:resume).
OverworldState:setMap now takes an opts.freshBoot flag: when set, the
map's music swaps in at once instead of cross-fading, like every
other map's PlayDefaultMusic. It is set by every real hard state
teleport -- TitleState's onContinue, New Game's push, F2 quickload,
and Game:restoreCheckpointSave (whose only caller is itself
title-gated) -- and deliberately kept separate from the pre-existing
opts.via == "boot" default, which dev tooling (the console's `warp`
verb, hot reload's map rebuild) also reuses for unrelated reasons and
must keep its ordinary crossfade.
Regression coverage for the four Yellow Pallet Town fixes on this
branch:
- tests/parity_J.lua: the old-man-style demo bag shows x1 in Yellow
(SimulatedInputBattleItemList), not just the pre-existing x50
(pokered's OldManItemList) case.
- tests/engine/push_battle_transition.lua: Commands.pushBattle calls
ctx.overworld:pushBattle when available and falls back with a
logged warning otherwise. Logger.warn is spied (pcall-safe, always
restored) rather than read off the shared Logger.history ring
buffer, so the fallback checks don't leave noise behind for
whatever else runs in the same process.
- tests/parity_yellow_pallet_pikachu.lua: drives the real onStep
closure through the real StateStack/OverworldState, with no mocked
battle -- Red never plays Music_MuseumGuy for this escort (Blue
shares the same code path: onStep only branches on
GameVersion.isYellow(), never isBlue(), so a separate Blue run
would exercise nothing new), and Yellow's hold before the Pikachu
battle is armed for exactly 2 frames before handing off to
BattleTransition rather than a bare stack push. Stops there rather
than also driving the demo battle to completion just to assert
Music_MuseumGuy fires in Yellow (that fix's own coverage): the
extra coupling to unrelated battle menu/bag/throw frame budgets
wasn't worth it for one more assertion. That side stays manually
verified. scenario() restores Game/GameVersion and re-inits
StateStack on the way out.
All three pass standalone (luajit tests/<path>). The Yellow E2E test
hits the same pre-existing "Music.playMap is nil" gap three other
map-warping parity tests already hit inside the aggregated
tests/run_tests.lua run (missing data/generated/audio.lua in this dev
environment) -- confirmed by diffing the identical error text against
parity_warp_after_warp_step.lua, which also passes clean standalone.
story2.lua pushed the demo battle straight onto the stack, skipping
the flash + wipe that every other wild battle gets.
InitWildBattle calls DoBattleTransitionAndInitBattleVariables
unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN or
BATTLE_TYPE_PIKACHU special case -- so the old-man tutorial and Oak's
Pikachu catch get the wipe like any other wild battle, same as every
scripted trainer. Commands.old_man_demo already routed the Viridian
old man's tutorial catch through OverworldState:pushBattle for
exactly this reason; the fallback it used for a pushBattle-less
overworld (ctx.overworld and ctx.overworld.pushBattle then ... else
game.stack:push(battle)) was duplicated verbatim in Commands
.start_battle and would have been a third copy in story2.lua, so it's
pulled into one Commands.pushBattle(ctx, battle) helper instead, used
by all three call sites; the fallback branch now logs a warning
rather than silently dropping the transition and battle-theme start.
Confirmed against pokeyellow's engine/battle/core.asm: the Viridian
old man's demo and Oak's Pikachu catch share the same canned
one-item bag (SimulatedInputBattleItemList), quantity 1 -- pokered's
equivalent (OldManItemList, old man only, no Pikachu battle type) is
quantity 50. The port hardcoded x50 for both versions.
oak.facing was set and the battle pushed in the same synchronous
callback, so the overworld never rendered a frame of Oak already
turned toward the grass before the screen cut to battle.
Traced home/overworld.asm: PalletTownOakGreetsPlayerScript (the turn)
and PalletTownPikachuBattleScript (arming wCurOpponent) are separate
script ticks, one main-loop iteration apart. OverworldLoopLessDelay
burns two DelayFrame calls per iteration, calls RunMapScript (via
JoypadOverworld) first, and only then checks wCurOpponent to jump
into the battle -- so the turn from iteration A is on screen for the
two DelayFrame calls that open iteration B, before that same
iteration's RunMapScript arms wCurOpponent and falls straight into
the battle check. hold(2, ...) restores exactly that beat.
Yellow's Pallet Town intro (professor catches the wild Pikachu, then
walks the player to the lab) played the map's default Pallet Town
theme the whole time instead of the dedicated escort cue. Per
pokeyellow's actual scripts: PlayDefaultMusicFadeOutCurrent (run on
every battle exit) legitimately restores Pallet Town's theme after
the Pikachu demo battle for the Whew.../Come with me lines; the
escort cue (MUSIC_MUSEUM_GUY, the same "led by an NPC" theme Pewter's
museum guide uses) only starts in PalletMovementScript_OakMoveLeft,
the first function of the escort script -- but only in pokeyellow's
copy. pokered's copy of that same shared Red/Yellow function only
sets BIT_NO_MAP_MUSIC and leaves whatever was already playing
(MUSIC_MEET_PROF_OAK) running uninterrupted into the lab.
Start Music_MuseumGuy at the top of escortToLab, gated on Yellow so
Red/Blue keeps its unchanged behavior, and fix the Oak-escort warp's
keepMusic comment to say which song rides the warp in each version.
Resolve conflicts with the dev rewrite:
- LauncherView.lua / RomImporter.lua / ModUpdate.lua /
docs/new-features.md: dev already carries the Find Mods stats &
sort work (in evolved async form), so take dev's versions. The
auto-merge's duplicate blocking _findStats is dropped.
- release.yml: keep dev's split version/love-payload/linux-arm64/
xbox-uwp job structure and re-wire the Linux ARM SBC PortMaster
step to needs.version.outputs.version (steps.ver no longer exists).
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
Expose a non-blocking TLS socket API to mods (WSS clients) without bundling
any game-specific multiworld content.
Co-authored-by: Cursor <cursoragent@cursor.com>
GameSpeed is a single fast-forward multiplier applied uniformly to the
whole logic clock -- overworld walking, menu navigation and battle turns
all scale together. A player who wants 4X battles but 1X overworld (so a
cutscene or NPC dialogue doesn't blur past) has no way to get both.
Splits save.options.speed into speedOverworld/speedBattle/speedMenu, each
cycling independently, with an automatic migration so an existing save's
speed choice carries over. Game.speedCategoryInStack resolves which
category is active by walking the state stack (the same idiom
wideBattleInStack/fillScaleInStack already use), so a menu opened mid-
battle inherits battle speed rather than resetting to whatever "menu"
defaults to. Adds a new core.logic_speed hook so a mod can read or
override the resolved multiplier for the current frame regardless of
which category produced it, sitting after the link-play and run-argument
overrides so neither is a seam a mod can defeat.
RFC 0007 status: Proposed.
A platform-specific launcher wrapper (a native shell embedding this engine,
owning its own UI around the game window) needs to pause the simulation
while its own UI is on top, live-reload options it wrote outside any Lua
UI, and veto main.lua's "closing the window returns to the Lua launcher"
behavior when it owns that job itself. Implementing this by hand-patching
main.lua's love.update/love.quit directly ties every such integration to
editing the one file every other engine change also touches, guaranteeing
merge conflicts. No existing hook covers "should the per-frame simulation
step run" or "should closing the window return to the Lua launcher."
Adds two generic, additive hooks (src/core/PlatformHooks.lua): core.update
and core.quit_to_launcher, replacing what would otherwise be inline
main.lua special-casing. Also adds Manifest.force_enable_env, letting a
mod that cannot function disabled on the one build where its env var is
set (a platform-bridge mod bundled only with that build) re-enable itself
regardless of a saved disable.
RFC 0006 status: Proposed.
StartupWMClass matches what SDL reports: AppRun execs bin/love, so the
window's WM_CLASS / Wayland app_id is "love" and without this the taskbar
entry never resolves back to this desktop file (no name, no icon).
subprocess.run(..., capture_output=True, text=True) with no explicit
encoding falls back to locale.getpreferredencoding(False) -- the OS
default codepage. On Windows that's a legacy single-byte codepage
(e.g. cp1252), never UTF-8. When the LuaJIT dump contains a byte with
no mapping in that codepage, subprocess's internal _readerthread
crashes with an uncaught UnicodeDecodeError in a background thread; the
thread dies silently and the caller gets back stdout=None instead of a
string, crashing one line later with
AttributeError: 'NoneType' object has no attribute 'splitlines'.
Concretely, the Yellow-side imported dataset contains:
"_ColosseumHeightText" -> "...6’8” tall!"
The right double quotation mark (U+201D) encodes in UTF-8 as E2 80 9D;
0x9D has no defined character in cp1252, so decoding as cp1252 fails
outright. Verified against the real imported dataset: the Red/Blue-only
dump has zero bytes outside cp1252's defined range; the Yellow dump has
exactly one, at this row.
UTF-8 is the actual encoding these dumps are produced in -- the driver
Lua sources are read/written as UTF-8 throughout this file, and LuaJIT
writes those source strings' bytes back out verbatim -- so passing
encoding="utf-8" explicitly at the three affected call sites
(run_loader, check_data_dump, dump_dataset) is a no-op on platforms
whose default codepage is already UTF-8 (Linux/macOS) and a correctness
fix on Windows.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
mod_world_tests is already the mod.world suite and already the T3 tier,
with the same off-the-world refusal pattern the standalone file was
duplicating. Reuses its liveWorld fixture instead of standing up a
second one.
overworld() resolves the world from under the stack, so a call from a
battle hook stacked a second battle over the live one -- on a loss its
afterBattle blacked out and warped with the outer battle still up.
newWild marks the species SEEN before it reports an empty party, so a
refused call still wrote the Pokedex; test the party before building it.
tonumber accepts 5.5, which Pokemon.new writes straight into the stat
calc and the exp curve.
Starting a wild encounter had no supported entry point, so mods built a
BattleState and pushed it themselves -- silently losing onFinish (and
with it evolutions and blackout-on-loss) and pushBattle (entry wipe,
battle theme). Neither failure raises.
Also covers awardExp -> leveledUp -> afterBattle -> checkParty, which
parity_trainer_evolution_order stubs BattleState out of.
A LANGUAGE-profile mod filling the `strings` registry -- the seam #791 opened
up, used for the thing it was opened for. 566 keys: the launcher, OPTIONS,
the save-slot and profile screens, the mod manager, the naming screen, and
the battle menu.
WHAT IT DOES NOT TOUCH is the cartridge. Dialogue, species, items, moves and
places all come out of the player's ROM and stay exactly as they are, so an
English cartridge is still an English adventure with Spanish menus around
it. The lang/ tables for those ship empty on purpose rather than absent:
they are where a full translation would go, and an empty value falls through
to English, so anyone continuing this can fill one row at a time and the
game stays playable throughout.
THE FONT IS THE CONSTRAINT, and it decided the wording. The 8x8 charmap has
no N-tilde, no accented vowels and no inverted punctuation -- the sole
exception in the whole atlas is the small e-acute of POKeMON. So every value
on an 8x8 surface is plain A-Z: DISENO COMBATE, MESETA ANIL, SEGURO? OTRA
VEZ. Not a spelling preference; a glyph that is missing renders as a hole,
which is how the first cut of this shipped "ESPA OL" to a phone. The
launcher draws with a real font and keeps proper Spanish, inverted marks and
all -- the split is by surface, not by taste.
Adding the glyphs to the atlas would let the 8x8 side read properly too, and
lang/font.lua and lang/charmap.lua are already the place that would hook
into. I have not done it here: it is a separate change with its own taste
questions, and it should not ride in on a catalog.
Tested end to end on iOS and macOS.
CANCEL is appended after the `ui.options.rows` hook, deliberately -- that is
what stops a mod from orphaning the exit. But it also means no translation
mod can ever see it: there is no row for one to rewrite, and the hook has
already run by the time it is added.
The result is that a fully translated OPTIONS menu has exactly one English
word left on it, and it is the way out. I hit this with a Spanish catalog
where every row translated and the exit did not.
One call, matching how every other label on this screen is already built.
Nothing changes without a catalog loaded: Strings is an identity function
until a mod supplies one.
Follows the same reasoning as #791.
Two things, the second of which is the reason the first is safe.
A NEW KIND. pickFile("stadium") opens the document picker for a Nintendo 64
cartridge and lands it as picked_stadium.z64. The caller I wrote it for is
the Dramatic Shape voxel mod, which builds Pokemon Stadium battle models out
of the player's own cartridge -- on desktop it opens a dialog for that, and
on iOS it could only print a sandbox path to a screen and ask the player to
put a file somewhere they cannot reach from a phone.
Its own filename, not picked_rom.gb, because that is the name the Game Boy
importer watches: a 32 MB N64 ROM landing there is deleted and then reported
to the player as a broken cartridge.
WHICH IS ALSO WHAT AN UNKNOWN KIND USED TO DO. The switch's default case
treated anything it did not recognise as a Game Boy ROM, so a caller asking
for a kind the build predates lost the player's file -- the worst available
answer to "I have not heard of that one". Unknown kinds are refused now.
That refusal is invisible on its own: pickFile returns false, which is also
what "the picker would not open" returns, and a mod cannot tell them apart.
So the host says what it knows -- love.system.pickFileKinds() returns
"rom,mod,sav,stadium", or nil where there is no bridge. A caller asks first
and keeps whatever fallback it had; the voxel mod shows its folder note
again, which is what it did before any picker existed.
Tested on an iPhone 17 Pro: a Stadium cartridge imports from the picker and
the models build.
options.lua is a whole-file rewrite, so a caller handing saveOptions a
partial table (only the keys it changed) silently dropped every key it did
not mention: launcher-only keys like lastVersion, and keys the launcher set
(battleBg, tilt) all fell back to defaults.
saveOptions now reads the on-disk file first and folds caller-absent
values underneath before mergeOptions backfills defaults. A table holding
every defaultOptions key is a full snapshot and stays authoritative, so the
fold is inert for all in-repo writers (every one passes loadOptions-ed
tables) and cannot resurrect the bindings/activeProfile deletions the
RESET REBINDS and mod-manager paths make on full tables.
Adds a regression suite (options_partial_write_bug932.lua) pinning the
merge, and updates the #828 suite's partial-write assertion, which now
expects lastVersion to survive a delta write.
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
Wrap the battle stat box, the PC quantity footer and the dex metric
labels in Strings() (SummaryMenu -- and MoveEffects since #811 --
already do this); give the battle menu a 'battle' lookup context so a
translation can shorten FIGHT/ITEM/RUN independently of the pause menu;
align the metric dex rows with the imperial ones and make the No.
prefix translatable; make the title menu's recolor zone follow Menu's
auto-grown width; honor the declared-but-unread boot.title seam,
drawing an explicit versionRibbon as one centered piece. With an empty
catalog every path is pixel-identical to vanilla.
After the Fly departure animation finished (bird off-screen) and during
Dig/teleport, the trainer sprite popped back in standing at the old cell
for the whole 32-frame black fade-out before the transition. The
player-hide guard only held while a departure animation was live:
flyAnim went nil the instant path2 completed and the teleportOut
countdown cleared the spin fields at 0, but startWarpTo's Transition
(not isOpaque) keeps the overworld drawing beneath the veil, and the
arrival animation is not armed until setMap's midpoint.
Add a playerHidden flag on OverworldState that bridges the gap:
- set when each departure completes (flyAnim path2 / teleportOut hit 0),
immediately before the warp starts;
- cleared in startWarpTo's Transition enter callback, synchronously
after setMap and before the arrival arms flyArrive / spinDrop, so the
player is never drawable mid-fade and never bare on the landing frame;
- folded into both player-draw guards.
ROM-free regression test (tests/engine/warp_sprite_hidden_bug916.lua)
drives the REAL Transition + setMap headlessly for Dig and Fly and
asserts zero fade frames leave the player drawable bare (would have
observed 31/32 gap frames before the fix). Runs in the CI headless T2
tier.
Dig spin timing/lift and the black fade color are left as-is (fade is
intentional per #607).
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
trainers.battleTheme validated and merged onto the trainer record but was
never read: battle music came solely from data.audio.battle[kind] where
kind is computeMusicKind()'s final/gym/trainer/wild. Route both battle-
theme start sites through a single choke point:
- BattleState:playBattleTheme() cues Music.playBattle with the override
(self.trainer.battleTheme via battleTheme()), defaulting to the kind
when unset, so vanilla fights and #782's non-gym Giovanni are unchanged.
- BattleState:enter() and OverworldController:pushBattle() both call it.
- Music.playBattle gains an optional 4th song arg that overrides the kind
default, and real call sites now populate the music.select trainerId.
- Victory jingles stay kind-based: a custom battle theme has no derivable
win-variant.
New ROM-free T2 suite tests/engine/trainer_battle_theme_bug945.lua covers
mod load, override resolution, the choke point, and the nil-override
parity gate.
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
Yellow's field.oakSpeech manifest carried only shrink frames, so
OakSpeech.lua's `oakGfx.demoSpecies or "NIDORINO"` fallback fired and
the opening speech showed Nidorino's sprite and cry instead of the
player's Pikachu.
- Stamp demoSpecies "PIKACHU" in the Yellow import manifest (source of
truth for fresh ROM imports and developer builds).
- Stamp it in make_yellow_manifest.py so regeneration keeps the value.
- Repair stale Yellow caches in Data:applyVersionedFieldData() with a
fill-if-absent block, matching the #617 oldManBattle RATTATA pattern.
- Add parity test (manifest carries PIKACHU; stale cache filled;
pre-stamped value left alone).
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
The mod update and Find Mods feeds feed the raw HTTP body straight to
Json.decode. When the endpoint hands back something that is not JSON
(an HTML error page, a proxy/captive prompt, or a plain-text outage
message like "Exceeded secondary rate limit" -- usually still HTTP 200),
the decoder's "unexpected character 'E'" assert escaped through the
pcall and became the error message, blaming the parser instead of the
response.
Add Json.describeUnexpected() as a pre-decode content-type guard: it
returns nil for body shapes the endpoints actually publish (JSON object
or array) and otherwise a short message naming what the server sent
(HTML page / plain text / empty, with a preview). Wire it into
ModUpdate.parseReleases and ModIndex.parse, so both the sync and async
update-check paths surface the real answer instead of the parse error.
HTTP status was already checked upstream by HostShell.httpGet (non-2xx
becomes "HTTP <code> from <url> (...)"); this closes the remaining
"2xx but not JSON" gap everywhere, including bridge platforms that
expose no status or headers.
Add regression tests for plain-text, HTML, and empty bodies; strengthen
the ModIndex HTML soft-fail test.
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
The mon inspector now has a NICKNAME section: a text field with Set / Clear, commit-on-Enter and discard-on-Escape.
Input is gated at the field instead of refused at commit. Only glyphs the game
font can actually draw AND that round-trip through a .sav are accepted, capped
at the naming screen's 10 glyphs, so a bad keystroke or paste never appears and
Set always succeeds. Chars like "@" (the Gen1 string terminator), "#" and the
dakuten kana have codec entries but no font tile so they are blocked rather than silently mangled.
Importing Red unpacked data/generated, assets/generated and
rom-cache.complete straight into the save-dir root, while Blue and
Yellow land under blue/ and yellow/. Red now uses cachePrefix red/
like the others.
CacheFs.migrateLegacyRedCache moves a pre-existing root cache into
red/ on first boot, from RomImporter.new before the readiness loop
and from mountVersion, so existing installs keep their import instead
of being asked for the ROM again. The move only runs when the root
marker resolves to the save directory, so a dev checkout's source
tree is never touched, and the portable game folder is skipped when
it is the physfs source.
Closes#899
A running launcher cannot replace its own NRO on sdmc/FAT; stage the new
binary and chainload a tiny helper from romfs to swap it in before loading
the game.
The super-effective / not-very-effective hit sounds were only covered by
the manual ears-only driver (tests/drivers/hit_sfx_bug826_test.lua), so
the wFrequencyModifier wiring that fixed#826 (and that #902 reports as
a swap had no CI guard. This suite pins the polynomial-counter bytes
for all three hit sounds against the real audio/sfx programs: bare they
read swapped (super effective ends duller), and pitched they read
correct (super effective 4 shift 1 crack, not very effective
shift 10 thud). A port that drops the modifier fails 11 of 24 checks.
CLOSES#902
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
EOF
)
ota_net_init() now mounts romfs and initializes curl before the GitHub check runs, fixing silent update-check failures after TLS verification was enabled.
Enable HTTPS peer checks via a romfs CA bundle, remove existing NROs before rename on sdmc, and surface launcher replace failures before writing version.txt.
CI on a headless ubuntu-24.04-arm runner caught what a desktop Pi could not:
the AppImage only started on a machine that already had a full desktop stack
installed. Three distinct causes, all from bundling Debian's builds of
libraries that Debian builds for a co-versioned system, which is the opposite
of an AppImage's situation.
1. Hard-linked backends. Debian's libSDL2 lists libpulse, libasound, libX11
and libwayland-client as DT_NEEDED rather than dlopening them, so the
loader demanded all four at startup; the CI job failed with
"libpulse.so.0 => not found". Debian's OpenAL does the same through
libsndio, which itself hard-links libasound. Built from source with
--enable-*-shared and ALSOFT_DLOPEN, both dlopen their backends, so the
image now runs on a Wayland-only session, a KMSDRM handheld with no X
server, or a box with ALSA and no PulseAudio.
2. A stray link. Debian's libtheoradec is linked against libcairo, which
drags in X11, xcb, fontconfig and freetype for a video decoder.
--disable-examples leaves it needing only libogg.
3. SONAME collision with the host. OpenAL dlopens ALSA, ALSA's config loads
its PulseAudio hook plugin, and that plugin pulls the host's libsndfile
into the process. libsndfile links libogg, libvorbis and libmpg123 -- the
same three we bundle -- and since the loader resolves a SONAME once per
process it bound to our bullseye copies. A bullseye libmpg123 has no
mpg123_info2 (added in 1.32), so the plugin failed to relocate, ALSA
config collapsed, and the game ran with no audio device at all. Building
them current means our copies satisfy the host's libsndfile instead of
starving it.
The general rule, now stated as an assertion instead of a comment: never
bundle a library the host's own stack may also load unless ours is at least
as new as theirs. build_appimage.sh fails if any shipped object hard-requires
anything beyond glibc, libstdc++ and the font stack, and CI re-checks it on
the extracted artifact.
Host requirements drop from "a working desktop" to glibc 2.29+, libstdc++,
libfreetype6 and zlib. Bundled libraries drop from 13 to 10: libcairo,
libpixman and libsndio are gone entirely.
Verified on a Raspberry Pi 5 (trixie, Wayland): boots, imports, plays, and
audio works -- SDL 2.30 now picks the native Wayland backend rather than
falling back to XWayland as bullseye's 2.0.14 did.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Scan asset objects by brace bounds instead of an 800-byte window so
browser_download_url survives fat uploader blocks; mirror logic in Lua
and add realistic API fixtures.
scripts/build.sh's `linux` target only ever produces x86_64: it unpacks
LOVE's official love-11.5-x86_64.AppImage and re-fuses game.love into it.
There is no aarch64 equivalent to unpack -- LOVE 11.5 publishes win32,
win64, macOS, Android, iOS and exactly one x86_64 AppImage -- so arm64
desktop Linux (Raspberry Pi 4/5, Armbian, arm64 VMs on Apple Silicon) had
no artifact at all.
Compile LOVE 11.5 from the official linux-src tarball instead, inside a
Debian bullseye arm64 container, and assemble the AppImage from scratch.
Both pinned inputs (the LOVE source tarball and the AppImage type-2
runtime, on a dated tag rather than `continuous`) are SHA-256 verified on
the host, so the container runs with no network access.
Bullseye is the compile environment, not a claim about where the artifact
runs: glibc is backward but not forward compatible, so linking against the
oldest supported glibc is the only thing that makes one artifact work
everywhere. The binaries come out needing only glibc 2.29 / GLIBCXX_3.4.21,
covering Raspberry Pi OS bullseye through trixie and Ubuntu 20.04 onward.
The dependency walker copies in LOVE's own libraries and leaves the
driver-coupled, loader-coupled and font-stack libraries to the host. That
last category is not cosmetic: Debian's libtheoradec is linked against
libcairo, so a host cairo gets loaded into the process, and because the
loader resolves one SONAME once per process it then binds to whatever
libfreetype we bundled -- bullseye's 2.10.4 has no FT_Get_Transform, which
cairo 1.18 needs, and the game died at startup with a symbol lookup error.
Excluding the whole font stack makes the process self-consistent.
CI gets three path-gated jobs: an offline selftest on ubuntu-latest (pins,
the host-arch guard, the exclude list, the AppRun fusion contract), a real
build on ubuntu-24.04-arm that asserts the layout, that every bundled
object resolves under AppRun's LD_LIBRARY_PATH, and that the glibc floor is
still <= 2.31, and a release job that reuses the shared game.love payload.
None of it needs secrets or self-hosted hardware, so it runs on fork PRs.
Verified end to end on a Raspberry Pi 5 (Debian trixie, Wayland): the
launcher boots from the AppImage and renders correctly.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This fixes the nil value returned when running validate or pack on Fedora 43. Since Love isn't running, luajit calls on an empty table. Providing a stub table resolves the nil error.
The modkit validate and pack drivers run the real loader under plain
luajit, with no love global. With --base imported, Data:load falls
back to CacheFs.readActive for a generated module require cannot find
(an optional module like data/generated/audio.lua is legitimately
absent from developer and stale caches), and CacheFs.read indexed
love.filesystem once there was no portable root, so validate and pack
died with MK100 before the mod was even looked at. Headless there is
no save directory to read from, so return nil like any other cache
miss.
Refs #850
Ships a dual-NRO native launcher that checks GitHub Releases, updates both NROs from gen1recomp-*-switch.zip with matching NACP versions, and stays silent unless an update needs confirm.
The SAVE FILES card only accepted saves of exactly 32768 bytes and
refused anything else. importToSlot now classifies a non-32768 file by
the integrity of its main-data checksum instead:
- Oversize + valid checksum -> an emulator RTC footer, so the launcher
asks for confirmation, then truncates to 32768 on force.
- Oversize + invalid checksum -> rejected.
- Undersize + valid checksum -> imports zero-padded; otherwise refused.
Adds the "Oversized save file" confirm modal, a new vendor-oracle test
built by gen1lib (PKHeX-derived) run as its own Lua 5.4 tier, oversize/
truncated policy tests, and the LUA54 wiring in test.sh.
# Conflicts:
# src/import/LauncherView.lua
The DEX grid now defaults to Pokedex-number order with an A-Z view, set
from two chips in the header. Sorting is view-only: it never dirties the
save, resets the scroll, and no-ops on a re-click. Ops.dexList builds the
order deterministically and sorts partial mod records last. Tests pin the
orderings against the real generated data.
The launcher spent ~9ms per frame building and drawing, and the Find Mods
tab could hang the window for minutes. Both had the same root cause: a
retained UI tree rebuilt every frame, and blocking curl calls made from the
draw path.
Replace the vendored FlexLove engine (28.5k lines) with src/ui/kit/ (Kit,
Theme, Layout, Loader). The kit caches Text objects and all measurement,
allocates nothing in the steady state, and draws flat. Build+draw is now
under 1ms at every window size and on every tab (POKEPORT_LAUNCHER_PROF).
Move every network call off the render thread onto a love.thread pool
(src/net/Fetch.lua): mod index fetches, per-mod release checks, find-tab
stats, thumbnails and mod installs. Mod indexes prewarm at boot so the
Find Mods tab is populated before it is opened.
Paginate every list -- mods, find, save slots, settings, release notes,
versions -- with the page size derived from the real viewport height, so a
500-mod index costs what a 10-mod one does. Scrolling is gone.
Anything that waits now raises a non-dismissable loader; per-row background
work shows an inline spinner instead. The in-app updater moves to the top
right beside the settings gear and pulses when an update is waiting.
Theme is black with white outlines, no gradients or glows, and solid
colour-coded embossed buttons with bold labels. The game tabs keep their
cartridge colours. Everything is 1.3x larger. The save editor shares the
theme, and adding an item there is now a searchable pop-up like adding a
Pokemon.
Also:
- Reset rebinds, in Settings and under Touch Controls. Rebinds are additive
(Input:applyBindings layers them over the defaults), so there was no
in-game way to undo one.
- Launch options: --game red [--slot N] / POKEPORT_GAME boots straight into
a game for shortcuts and frontends, falling back to that game's tab when
its ROM is not imported.
Fixes found while porting:
- Ellipsis and letterspacing truncated bytes, not codepoints, so a
multi-byte mod name crashed the first frame on a Japanese index.
Measurement no longer throws on malformed input either.
- The new font set missed UiFont's kana fallback, rendering translated
builds as tofu.
- Fetch workers idle in Channel:demand() and LOVE waits for live threads at
exit, so the process outlived the window; quitting mid-download also
waited on curl's 300s ceiling. Shut the pool down in love.quit and bound
its transfer timeouts.
- In one column the save-slot card drew below the fold, over the footer,
with no scrollbar left to reach it.
The two FlexLove engine tests guarded a scroll manager and an auto-height
propagation bug that no longer exist; replace them with a kit suite covering
page bounds, viewport sizing and UTF-8 truncation, and retarget the NX test
to assert the dependency is gone rather than that its perf guards are set.
A focus flip, visibility flip, joystick add/remove, or resume reset all
held input, and a still-held direction never re-fires keypressed, so any
spurious reset (macOS Bluetooth re-enumeration fires joystickadded with
no hotplug) parked the player until every direction was re-pressed.
Reconcile from device ground truth after each reset; only what is
physically down comes back, so swallowed releases still clear.
The originals run GiveItem before printing the received texts, and when
the bag can't hold the TM they print a make-room line instead and leave
EVENT_GOT_TM* unset, so talking to the leader again retries the give.
The victory reward path added the TM straight into the inventory, so a
full bag went to 21/20.
Route the gym TM give through Bag.add, split the TM lines out of the
victory dialogue table into tmPre/tmDialogue/noRoom, and port the
beaten-leader middle branch that re-runs the ReceiveTM script. Saves
that already hold the TM without the flag count as received so they
don't collect a second copy.
Refs #797
In pokered, MainInBattleLoop calls HandlePoisonBurnLeechSeed right
after every Execute*Move (core.asm:426-464), so a seeded, poisoned or
burned mon takes its residual before the slower side acts. The port
ran the whole sweep in endOfTurn, which made leech seed behave like
Gen 3+ and never showed the drain animation (#784).
The residual sweep now runs per action under the gen1_faithful
ruleset, gated by a new residualAfterMove flag; modern_clean keeps
the end of round sweep. The leech seed drain plays the ABSORB
animation from the healing side, the way the original flips
hWhoseTurn before PlayMoveAnimation. Item, ball, failed run and
ghost-fear turns still tick the player's residual, matching
ExecutePlayerMoveDone.
* Resolve Find Mods stats from each mod's GitHub repo when the feed lacks them
A FIND MODS row now shows download/date stats even when its feed publishes
none: the row fetches the mod's own GitHub releases through the same
cached ModUpdate.fetchReleases the MODS tab uses (six-hour options cache,
so an installed mod's repo is instant). Feed-published stats still win
when present; otherwise one repo is fetched per frame -- the thumbnail
budget pattern -- so opening the tab never stalls for the whole listing.
ModUpdate.statsForReleases is the shared resolver.
* Fix crash opening the Find Mods tab: rename the stats cache field
The resolver stored results in self._findStats, which collides with the
method of the same name: self._findStats resolves through the metatable to
the function, so the or {} guard never fired and indexing it crashed the
launcher the moment the panel built. State now lives in _findStatsCache.
* Fix Find Mods crash: require ModUpdate in the find panel
buildFindPanel called ModUpdate.statsLine without a local require --
only buildModsPanel had one -- so opening the tab indexed a nil global.
* Retry Find Mods stats after failed repo fetches
A failed repo fetch (hourly GitHub API rate limit, transient network error)
was memoized as resolved, so a rate-limited first visit left those rows
empty for the whole session. Failures now schedule a 60s retry; a 404 is
still permanent so a renamed or vanished repo is fetched once.
* Add the MODS tab sort options to the Find Mods tab
the launcher runs before Game:load, so #767's Strings hooks had nothing
filling the catalog and a restart could not help - the ordering is the same
every launch. reads lang/strings.lua from enabled mods only, data not the
entry chunk, sandboxed.
plus a plain pixel fallback on the ui faces, or the kana draw as tofu.
finishes what #767 started (thanks @hernan0078). most of that pr landed
already when the launcher panels moved to LauncherView; these six sites were
what was left, and they sit next to siblings that already call Strings.
also pins the delete chip to the wider of Delete/Sure? instead of to Delete.
english happens to have the longer word first, a translation need not.
drawBox left the color white, which tiles ignore but ttf text does not, so
every label after a box drew white on white.
typechart only loaded on entering a battle, so the summary screen got raw
type ids back instead of display names.
lets a translation keep chosen characters on the rom tiles instead of the ttf.
needed for japanese: sizing the font for kana makes latin narrower, which
knocks the party menu numbers out of line.
A failed repo fetch (hourly GitHub API rate limit, transient network error)
was memoized as resolved, so a rate-limited first visit left those rows
empty for the whole session. Failures now schedule a 60s retry; a 404 is
still permanent so a renamed or vanished repo is fetched once.
The resolver stored results in self._findStats, which collides with the
method of the same name: self._findStats resolves through the metatable to
the function, so the or {} guard never fired and indexing it crashed the
launcher the moment the panel built. State now lives in _findStatsCache.
A FIND MODS row now shows download/date stats even when its feed publishes
none: the row fetches the mod's own GitHub releases through the same
cached ModUpdate.fetchReleases the MODS tab uses (six-hour options cache,
so an installed mod's repo is instant). Feed-published stats still win
when present; otherwise one repo is fetched per frame -- the thumbnail
budget pattern -- so opening the tab never stalls for the whole listing.
ModUpdate.statsForReleases is the shared resolver.
A mod index can now publish three optional per-entry fields -- downloads
(total across every release), first_release and last_release (ISO days) --
which the FIND MODS listing shows in the same gold line the MODS tab uses.
The fields are additive by design: feeds that carry them stay readable by
every build that predates them (schema_version stays 1), and feeds that do
not render exactly as before. ModUpdate.statsLine builds the shared line;
the MODS tab reuses it. Parser, formatting, and parse coverage are tested.
The MODS tab now shows each installed mod's total GitHub downloads
(summed asset download_count across all releases), its first and latest
release dates, and a Sort row (Name / Popularity / Release date /
Last updated) persisted in options.modSort.
The launcher already fetched per-repo release lists for update checks, so
the data rides the same cached fetch: parseRelease keeps download_count
and published_at, writeCache persists them, and a cache entry written
before the fields existed is treated as stale and refetched once instead
of hiding the line behind an old cache.
Opening Touch Controls dropped the launcher virtual cursor and swallowed
gamepad input while touch still worked. Share PadCursor with the save
editor, forward pad events, and centralize overlay handoff/resume so both
hosts park and re-arm the pointer cleanly.
Co-authored-by: Cursor <cursoragent@cursor.com>
Source:getChannelCount could skip the #626 widen on love-nx, and keeping
8-bit depth into a stereo buffer still sounded wrong on audren. Decode the
file via newSoundData, always emit 16-bit stereo like ChipSynth, and write
fresh pika-cry WAVs as stereo at extract time so re-imports skip the hop.
Co-authored-by: Cursor <cursoragent@cursor.com>
The Yellow boot suite only recorded newSource, so a missing sound.newSoundData
wrap (the silent hole that motivated the full-surface overlay) could still go
green. Force mono on the Source stub, record newSoundData, and assert the cry
re-read lands on yellow/. Also pin the three NX suites in scripts/test.sh T0
and fix the seed_chunk global leak in the fallback suite.
Co-authored-by: Cursor <cursoragent@cursor.com>
The overlay only wrapped the five loaders the boot path needed, leaving a
silent-failure hole: any future state (or current code like Sound.lua's
widenMono, which re-reads the pika-cry WAV via love.sound.newSoundData
with the caller's bare path) could load a generated asset through an
unwrapped API and silently degrade on hardware.
NxAssetOverlay now wraps every read-side love function that accepts a
filesystem path (filesystem.read/load/lines/newFileData/getInfo,
graphics.newImage/newFont, image.newImageData, audio.newSource,
sound.newSoundData, font.newFontData), so new states and mods fall inside
the Blue/Yellow fallback with zero per-call-site work. Write-side
functions stay stock, proven by identity assertions in the fallback
suite. The static guard's forbidden-literal list covers the same APIs.
Co-authored-by: Cursor <cursoragent@cursor.com>
checkBoulderPush had an isWarpTileCell escape hatch that let a boulder
be pushed onto any door/warp tile, walkable or not. In pokered,
CheckForCollisionWhenPushingBoulder walks the same wTilesetCollisionPtr
list as player movement (CheckTilePassable) -- there is no hole/warp
exception, so a boulder can never land on a cell the player cannot walk
onto.
The known push targets (CAVERN holes, Victory Road switches) are
walkable tiles in their tileset's coll list already, so removing the
escape hatch only stops pushing boulders into walls.
Fixes#754
Three layers, all running without a ROM:
- nx_yellow_boot_test.lua: drives the real Yellow and Blue boot states
(TitleState, YellowIntro + IntroMovie pre-roll for Yellow, IntroMovie
direct for Blue, Sound.playPikaCry) against a broken-mount filesystem
where generated art exists only under yellow|blue/, and asserts no bare
assets/generated path ever reaches the raw love loaders. This is the
runtime complement to the static literal guard: data-driven manifest
paths and formatted paths (cry_%02d.wav) are exactly what a source scan
cannot see. love_stub gains Image:setFilter/getFilter so IntroMovie
constructs headless.
- CI path gate: switch-changes now also triggers on the NX runtime
(NxAssetOverlay, Platform, GameVersion, CacheFs) and the NX engine
suites, so src-side NX regressions rebuild the fused NRO instead of
slipping through with green headless-only checks.
- switch-selftest runs the three NX engine suites headlessly on the
fork-safe ubuntu runner, giving PR feedback before the self-hosted Mac
build. The content gate and switch-build.md docs were updated in sync.
Co-authored-by: Cursor <cursoragent@cursor.com>
The scattered per-call-site prefix rewrites were a parallel track that any
future newImage("assets/generated/...") would silently bypass. Replace
them with NxAssetOverlay: installed once from love.load on NX only, it
wraps newImage / newImageData / newSource / filesystem.read / getInfo so a
missing assets/generated path falls back to the active version's
blue|yellow copy. Call sites return to plain love loader calls, and
Assets.resolve goes back to being the platform-free mod-override point.
Two deliberate exceptions remain: the chip-audio worker (separate Lua
state) keeps receiving the prefix explicitly via audio.programPrefix, and
data/generated module loads keep using CacheFs.readActive.
A new guard test (tests/engine/nx_generated_guard_test.lua) fails CI on
any direct love loader call with a literal assets/generated path, so the
class of bug cannot regress by accident. scripts/test.sh --quick is
green across all tiers.
Co-authored-by: Cursor <cursoragent@cursor.com>
Five more places called love.graphics.newImage directly on
assets/generated paths, bypassing the NX prefix rewrite:
- TradeAnim: cable/ball/bubble art
- TownMap: Kanto background, cursor, nest icon
- SurfingMinigame: surf bg/ob sheets
- BattleState: party ball row, substitute doll
All now resolve through Assets.resolve, which maps to the versioned
blue/ or yellow/ save-dir prefix on NX only. Desktop and Android keep
the mountVersion overlay behavior unchanged.
Co-authored-by: Cursor <cursoragent@cursor.com>
Yellow music was still silent because the background worker thread loads
ChipSynth.lua in a fresh Lua state with no GameVersion/Platform context.
The main thread's prefix never reached it.
ChipAudio.slimAudio now resolves the versioned cache prefix on the main
thread and includes it in the audio payload as `programPrefix`.
ChipSynth.loadBanks prefers `audio.programPrefix` when present, falling
back to its own NX detection for the sync path. Blue and Yellow are
handled the same way.
Tests cover the worker prefix hand-off and Blue's programs.bin path.
Co-authored-by: Cursor <cursoragent@cursor.com>
The previous NX gate only rewrote image paths that go through Assets.resolve.
Pokemon Yellow still had no sound and a blank title screen because:
- ChipSynth reads programs.bin directly via love.filesystem.read, bypassing
Assets. On NX the unprefixed path is missing when the mount overlay fails,
so the engine never built and every song/SFX was silent.
- Sound.playPikaCry loads pika_cries WAVs with love.audio.newSource, also
bypassing Assets.resolve.
- TitleState, YellowIntro, and IntroMovie call love.graphics.newImage
directly on unprefixed assets/generated paths, so the Pikachu title and
intro atlases failed to load.
Fix: apply the same NX-only prefix rewrite in those four places.
Desktop/Android keep the existing mountVersion overlay behavior.
Also add ChipSynth._loadBanksForTest and tests covering the new paths.
Co-authored-by: Cursor <cursoragent@cursor.com>
Capture resolve paths and newImage open results for Yellow/Blue art
triage without enabling switch-debug.txt.
Co-authored-by: Cursor <cursoragent@cursor.com>
Desktop and Android keep mountVersion as the overlay; only love-nx
resolves assets/generated to yellow|blue/ save-dir paths.
Co-authored-by: Cursor <cursoragent@cursor.com>
NX fused mount often cannot expose assets/generated; open the real
yellow|blue/assets/generated file with newImage instead of FileData.
Co-authored-by: Cursor <cursoragent@cursor.com>
Probe generated canaries after mountVersion and always readActive for
prefixed caches so sprites are not blanked by empty PhysFS stubs.
Co-authored-by: Cursor <cursoragent@cursor.com>
Disable mouse-yield on NX where stick/touch moves the system pointer between sparse axis events, clamp pad dt, pixel-snap the overlay, and soften FlexLove GC so the launcher cursor stays steady.
Co-authored-by: Cursor <cursoragent@cursor.com>
Only resize when width/height change; love-nx flag mismatches were
recreating the EGL surface every frame.
Co-authored-by: Cursor <cursoragent@cursor.com>
Mirror Data:load's versioned CacheFs read in Assets so Yellow-only NX
Play survives intro without needing a Red root cache mask.
Co-authored-by: Cursor <cursoragent@cursor.com>
Unlock love-nx SDL dock/undock resizing and sync via NxDisplay so
booting docked is not stuck on the conf 720p hint.
Co-authored-by: Cursor <cursoragent@cursor.com>
Skip per-frame mouse warps and FlexLove perf sampling on Switch, feed pad coords through a getPosition bridge, and park that shim before the save editor so desktop paths stay unchanged.
Co-authored-by: Cursor <cursoragent@cursor.com>
A shared imports/ inbox with Red+Yellow was starting Red from the Yellow tab; match by GameVersion.forSha1 for the selected game and document the tab-scoped rescan.
Co-authored-by: Cursor <cursoragent@cursor.com>
Bring FlexLove launcher UI ("big ui moment"), iOS picker dismiss, and Metal updates into the Switch NX branch. Keep pack_love (with libs/), NX inbox/rescan paths, SwitchDiagnostics, and Save Editor PadInput; port Scan again labels into LauncherView.
Co-authored-by: Cursor <cursoragent@cursor.com>
scanInbox never consulted ready, and mobileFileBridge already mirrors
android on Android/iOS, so the dual guard was a no-op.
Co-authored-by: Cursor <cursoragent@cursor.com>
Wire tests/switch_transfer_docs_test.lua into switch-changes detection,
switch-selftest, and the ROM-free T0 lane so docs drift fails CI.
Co-authored-by: Cursor <cursoragent@cursor.com>
Ship stock engine chords only; community mods own their rebinds, and keys
2/3/5 are claimed by the engine before pipeline hotkeys run.
Co-authored-by: Cursor <cursoragent@cursor.com>
platform_nx_* and rom_importer_nx_* run with the love stub and must execute
in CI's ROM-free lane via tests/run_engine.lua, not only T3.
Co-authored-by: Cursor <cursoragent@cursor.com>
Local planning artifacts belong under gitignore (.*) and must not ship in
the PR; useful Switch decisions already live in docs/switch-*.md.
Co-authored-by: Cursor <cursoragent@cursor.com>
UIDocumentPickerViewController reports an interactive dismissal only through
UIAdaptivePresentationControllerDelegate. PickerDelegate implemented
didPickDocumentsAt and documentPickerWasCancelled, so a sheet swiped away
reached neither, onFinish never ran, and the delegate stayed in
liveDelegates -- after which the re-present guard refused every later picker
while still answering true.
Implements the dismissal callback, and self-heals when UIKit is presenting
nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Players extract one zip at the microSD root for install and update; saves under pokemon-love2d/ survive merge. Drop the bare .nro from GitHub Release assets.
Co-authored-by: Cursor <cursoragent@cursor.com>
Write the imported-sha1 newline with string.char(10) so gate_strings_coverage
does not treat the filesystem ledger separator as player-visible text.
Co-authored-by: Cursor <cursoragent@cursor.com>
Split Import/Export paths into imports/saves/{red,blue,yellow}/ and
exports/{red,blue,yellow}/ so MTP destinations match each launcher tab.
Co-authored-by: Cursor <cursoragent@cursor.com>
Retire successful imports to *.sav.imported and record content hashes so
re-pressing Import save (or the same bytes under a new name) cannot clone
slots. Surface multi-import counts and the active game tab in the notice.
Co-authored-by: Cursor <cursoragent@cursor.com>
Route gamepad/touch into the editor instead of dropping them in editorMode,
and hit-test clicks at event coords so a finger tap is not lost under the
Joy-Con virtual cursor.
Co-authored-by: Cursor <cursoragent@cursor.com>
Drop WIP status language, document Joy-Con controls and shortcuts,
credit the port and V1 testing help, and record community V1 boot evidence.
Co-authored-by: Cursor <cursoragent@cursor.com>
pokered plays no 'pitched-down faint cry': the player mon's faint is its
ordinary species cry (RemoveFaintedPlayerMon -> PlayCry) with no
Faint_Fall, and the enemy faint plays no species cry at all -- trainer
battles get SFX_FAINT_FALL then SFX_FAINT_THUD, wild battles go straight
to the victory music (FaintEnemyPokemon core.asm:732-796).
The port played the species cry AND Faint_Fall on every faint, so a
fainted enemy sounded its full battle cry and a fainted player mon got
the fall whistle the hardware never plays.
BattleState.onFaint now:
- player: Sound.playCry only
- enemy trainer: Faint_Fall then Faint_Thud (after the slide)
- enemy wild: no faint sfx (victory music already queued)
Adds tests/parity_faint_cry_bug709.lua asserting the per-side sequence.
Fixes#709
Bring feat/switch-nx up to date with origin/dev (72 commits). Resolve
Input/RomImporter conflicts by keeping GamepadMap (NX face remap + dual-path
gate) while adopting upstream joyBindings rebinds (#632) and Enable-all mods
(#647). Gate shoulder GAME SPEED hotkeys when Select is held so Select+L
display chords still work.
Co-authored-by: Cursor <cursoragent@cursor.com>
Issue #665: the Windows ROM and save pickers returned the raw chosen
path. io.open on Windows needs ANSI bytes, so a path with accented
characters (Pokemon -> Pok\x82mon, or a folder like 'Pokemon Gen1')
could never be opened -- the same bug #325 already fixed for mod zips
by copying to a plain-ASCII temp name.
Apply that fix to the ROM and .sav pickers: each copies its pick to an
ASCII temp name (pokeport_rom_pick.gb / pokeport_sav_pick.sav) before
answering, exactly like chooseZip does.
Also sanitize the prompt strings interpolated into the picker shell
commands: '%' would be eaten as a string.format directive, and quotes
would break the AppleScript/zenity argument or the surrounding shell
string.
Fixes#665
The Elite Four champion script showed the rival's intro text and then
jumped straight into the battle; the wipe-time playBattle('final')
started Music_FinalBattle only when the battle began. The original
(ChampionsRoomRivalReadyToBattleScript) plays MUSIC_FINAL_BATTLE right
after the dialogue ends, before the battle.
Add a play_music Music_FinalBattle row between the intro text and the
battle, and bump the two past-the-end jump targets 25 -> 26 for the new
row count. pushBattle's wipe-time playBattle('final') no-ops on the
already-playing song, so the theme stays continuous into the fight.
Fixes#706
Maintainer review on #699 asked to document the hotkeys. Added key 1
(cycle speed up) and controller R2/L2 to the README Hotkeys table, and
GAME SPEED to the Options-menu note.
When a Pokemon faints in battle, onFaint() clears it from the battle
participant set. The revive item restored HP but never re-added the
mon to self.participants, so at awardExp() time the revived mon passed
the HP check but failed the participant gate -- getting no exp.
Fix: re-add the revived mon to battle.participants in the revive item
effect, so it's counted as a participant and receives its share of
experience at battle end.
Fixes#648
The SummaryMenu (pause menu stats screen and in-battle stats screen)
displayed the base PP from the move definition as the max value,
ignoring PP Up bonuses. After using a PP UP, the screen would show
e.g. 6/5 instead of 6/6.
Fix: calculate maxPP with the PP Up bonus (basePP + ppUps * basePP/5),
matching the formula used everywhere else -- battle fight menus,
ETHER restore, Pokemon Center heal, link protocol, and save editor.
Fixes#641
Add 3X as a speed option between 2X and 4X in GameSpeed.LEVELS (#677).
Add controller hotkeys: rightshoulder (R2) cycles speed up through the
level list, leftshoulder (L2) cycles speed down. Keyboard equivalent
is hotkey 1 (cycles up). All hotkeys are gated during transitions,
scripted cutscenes, and link play (same guards as the color hotkey
at key 2).
The _cycleSpeed helper wraps the save-options update with the same
busy/overworld guard used by the existing color-cycle hotkey.
Fixes#677
Issue #695: Pressing B in PC submenus (BoxMenu, PlayerPC) was exiting
the entire PC session instead of returning to the main PC menu. The
three main-menu items (Bill's PC, player's PC, Prof. Oak's PC) were
missing keepOpen=true, so selecting one popped the main menu off the
stack. Added keepOpen to all three, matching the pattern already used
by BoxMenu and PlayerPC's own rows.
Issue #694: Falling through boulder holes in Seafoam Islands, Victory
Road, and Pokemon Mansion played no sound effect. Added Faint_Fall sfx
before every hole warp -- the scripted onStep holes in seafoam.lua,
story.lua, and story6.lua, plus the warp-tile-based hole detection in
OverworldController takeWarp. Faint_Fall is the companion to Faint_Thud
(already played when boulders fall into holes).
Fixes#695Fixes#694
The parcel scene in Oak's Lab plays Music_MeetRival on both the rival's
arrival and departure (lines 144-146 in oaks_lab.lua), but the post-battle
onStep exit sequence only played the fanfare when the rival approached
(fixed in #596). It was missing when the rival walks out after the battle.
Add stop_music + play_music Music_MeetRival before the rival's exit
walk-out in both oaks_lab.lua and oaks_lab_yellow.lua, matching the
parcel scene's double-fanfare pattern from the original ROM.
Fixes#683
The Celadon Diner uses three LOBBY table blocks that share tile 0x37 on
their flat surfaces. Only block 29 had the 0x37->0x5a BROWN alias; blocks
45 and 49 showed raw tile 0x37 in ROOF (blue-gray), creating a blue
square on the second/third tables with the Advanced Colors preset.
Add alias entries for blocks 45 (cells 13/14) and 49 (cells 1/2).
Fixes#689
apply() returned false on its first line for mobile, so the option did
nothing there. A phone has no window to resize, so the lock caps the
render scale instead: the largest whole multiple of 160x144 the display
holds, centred, black around it.
Two parts beyond that. The scale is read off the display rather than from
the desktop's 1X-4X ladder, which named a different fraction of every
device and left the useful levels off the list; mobile shows ON or OFF.
And the world pass, which expands to cover the whole display so letterbox
becomes more map, is now sized against the locked viewport, so the lock
reaches the overworld instead of showing more of it.
Pixel perfect throughout, whole multiples only. Desktop and OFF are
unchanged. Renames the row to FAITHFUL RATIO on both platforms; the saved
key stays faithfulRes so existing settings carry over.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Status lines from pack_love polluted the path and broke version stamping, which would fail the desktop release step.
Co-authored-by: Cursor <cursoragent@cursor.com>
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.
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.
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.
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.
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.
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.
Operator confirmed scripts/build_switch.sh --fetch --fused --version
0.0.0-test produced gen1recomp-0.0.0-test-switch.nro (9147a64) and
copied it to sdmc:/switch/gen1recomp/ per switch-install.md.
Co-authored-by: Cursor <cursoragent@cursor.com>
SWBLD-05: on download failure print URL, curl/wget exit and HTTP status,
and an explicit retry: scripts/build_switch.sh --fetch line. Extend the
offline selftest to cover that path without a live network asset.
Co-authored-by: Cursor <cursoragent@cursor.com>
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.
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.
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.
Clarify that Mac+OpenMTP is contributor tooling (not the final product
contract), record Dusklight method references, and surface how/what we
tested so reviewers and the community can help finish the Switch port.
Co-authored-by: Cursor <cursoragent@cursor.com>
Ignore hidden ._*.gb in the ROM inbox like zips, keep mixed-rescan success notices while appending sibling errors, and cover FileData mount / PK rejection in unit tests.
Co-authored-by: Cursor <cursoragent@cursor.com>
Mac OpenMTP leaves ._*.zip sidecars that fail PhysFS mount and hide a good install; prefer FileData mount on Horizon and keep success notices when a sibling fails.
Co-authored-by: Cursor <cursoragent@cursor.com>
T24 closed: fused boot/import, Red+Blue Play after Blue mount fix,
and NRO-only replace keeps saves on OLED.
Co-authored-by: Cursor <cursoragent@cursor.com>
NX Play for Blue failed because mountVersion relied on absolute
PHYSFS_mount first. Prefer love.filesystem.mount of blue|yellow, overlay
generated trees by version prefix, and align CacheFs.prefix in bootGame.
Co-authored-by: Cursor <cursoragent@cursor.com>
PhysFS does not merge archive data/ with save-dir data/generated, so
fused NX Play crashed after import. Prepend-mount generated trees,
fall back to CacheFs.read in Data:load, keep multiline lua-error logs,
and skip Boot.run when network is unvalidated. T24 stays open.
Co-authored-by: Cursor <cursoragent@cursor.com>
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).
Under pipefail, unzip|grep -q exits 141 when grep closes early on a
match and aborts mac pack. List once to a file, then grep the listing.
Co-authored-by: Cursor <cursoragent@cursor.com>
OLED pass at 2699c9a: physical A confirms, B cancels; game.love
a208b21e… recorded. T19 suspend×10 still open.
Co-authored-by: Cursor <cursoragent@cursor.com>
SDL labels south as a and east as b; on Switch remap so physical A
confirms and physical B cancels in launcher and NamingScreen.
Co-authored-by: Cursor <cursoragent@cursor.com>
love-nx emits gamepad+raw on one press; NamingScreen saw a+b and always
erased. Skip raw when isGamepad(); align NX Y→a/X→b; prefer A if both.
Co-authored-by: Cursor <cursoragent@cursor.com>
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>
Pressing Import ROM on iOS takes the whole app down:
src/import/RomImporter.lua: attempt to call field 'pickFile' (a nil value)
love.system.pickFile is a NATIVE BRIDGE, not part of LOVE. It exists only on
builds that compiled one -- Android, and iOS builds patched by
mobile/ios/patch_love_src.py -- so on a build without it the field is simply
nil. RomImporter:546 routes iOS down the same path as Android
(`mobileOS == "Android" or mobileOS == "iOS"`), and all three mobile pick
sites called the field unguarded.
That is why the reports say "any version": nothing about it is version
specific. Red, Blue and Yellow all reach the same call.
Every one of those call sites already handles a device with no document
picker -- Choose falls back to "No picker available, copy your ROM into:"
plus the save directory, and the mod / save rows have their own notices --
and love.system.createFile at its single call site was already guarded this
way. These three were not, so the fallback that was written for exactly this
case could never be reached.
Route them through one small helper that answers false when the bridge is
absent. A build without a picker now degrades to the copy-into-the-save-folder
flow, which on iOS is a working path: the Files app exposes the app's
Documents folder and GRBootstrap sweeps what lands there into the save dir.
tests/rom_importer_no_picker_test.lua covers Import ROM, Import mod and
Import save with the bridge missing, and asserts the picker is still used
when it is present. Reverting the fix reproduces the reported error exactly.
Reported in #482 (confirmed by three people) and #512.
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>
Introduce a tuned .luacheckrc and scripts/lint.sh so the engine has a
standing static-analysis baseline -- the tool that would have caught both
bugs in the previous commit before they shipped.
The config is high-signal by design: it keeps the categories that catch
real defects (undefined globals/locals, unused values, unreachable code)
and mutes the cosmetic ones the codebase deliberately lives with (a self/dt
an interface requires but a method ignores, documented empty fall-through
branches, long lines). It marks `love` mutable (games assign callbacks onto
it) and teaches it LuaJIT's table.unpack.
.luacheckrc is tracked via a .gitignore exception, matching how .github and
.gitignore opt out of the blanket dotfile ignore.
`luacheck src` now reports 7 benign warnings and 0 errors, down from 185.
Also drop one dead `require` (ItemEffects loaded src.pokemon.Pokemon and
never used it).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
Both are code paths that never run in a green test today but crash or
misbehave the moment a mod or a link failure exercises them.
1. Music.lua: applyVolume built its `music.volume` hook context from the
private `state` table, but was defined *above* `local state = {...}`, so
those reads bound to the nil global `state`. Any mod registering the
music.volume hook crashed with "attempt to index a nil value (global
'state')" the first time a volume was applied. Forward-declare `state`
above applyVolume. Regression test drives a file-backed song through the
hook and asserts the context resolves.
2. Tournament.lua: `local battle, why = isHost and newHost() or newGuest()`
had two defects. The and/or idiom truncates a call to its first result,
so `why` (the specific failure reason) was always dropped and every link
failure showed the generic "Link battle can't start" instead of e.g.
"same mods on both games". Worse, when a host's newHost() returned nil,
the `or` fell through and wrongly called newGuest() as the host. Split
into an explicit if/else so the reason is preserved and each role calls
its own constructor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
Introduce an OPTIONS -> PERFORMANCE setting that scales the port's
optional presentation extras down for weaker hardware, so older/lower-end
devices can run the game smoothly.
The tier governs the three heaviest non-faithful extras -- the 3D TILT,
the GBC FX post-process shader, and survey ZOOM (which renders connected
neighbor maps) -- plus a hard FPS ceiling. It never touches game logic,
which is fixed-step off dt, so every tier plays identically.
- src/core/Performance.lua: tiers (auto/high/balanced/low), a conservative
device auto-detect (ARM handhelds -> low, phones -> balanced, normal
desktops -> high), per-tier caps, and the option-row cycle. Zero
requires, like GameVersion.
- Game:applyOptions clamps the *live* presentation state against the tier
without rewriting stored options, so a lower tier hides the player's
TILT/GBC FX/ZOOM/FPS choices and a higher tier restores them exactly.
- Zoom.offsetRange floors the range at FIT when survey is disallowed, so
the option row, hotkey, and mouse wheel all stop at close-up on LOW.
- New save.options.performance default "auto"; OPTIONS row heads the
display group and re-applies live.
- Tests: tests/engine/performance_tiers.lua (ROM-free); mod_ui_tests row
golden updated for the spliced row.
AUTO resolves to HIGH on a normal desktop and on every options.lua that
predates the option, so the common case is unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
Battle commands toggled directly between rows and columns. An outward press therefore moved the cursor to the opposite command instead of leaving it at the edge.
The selected badge list stayed on the stack while its description opened. Cancelling the next list only closed that newer menu, leaving the NPC conversation open.
On compact Android viewports the item picker can end up with no list
space. Passing its negative height to setScissor crashes LÖVE.
Use an empty clip region instead.
Follow-up to #452, from dogfooding the merged build on a real iPhone.
A mod fused into game.love sits in the read-only app bundle: the mod
manager's Delete can't remove it and it reappears every launch, and an
imported newer version can never fully replace it. iOS now packs no
mods, matching every other platform - mods install as .zips at runtime
with a real install/upgrade/delete lifecycle.
With nothing fusing it, mods/pokewalker moves out of this tree to its
canonical home, https://github.com/mresnick67/Gen1ReComp-Pokewalker
(already at 0.2.0 there with move learning and a paged credit dialog;
in-tree 0.1.0 was stale). docs/ios-install.md points at it. The
event:save.loaded coverage-debt entry returns to gate_meta_coverage:
its coverage came from the mod's test suite and leaves with it.
Local reproduction of the ci workflow on this branch: all tiers, mod
lint, fingerprint + meta-coverage gates green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
T4 auto-runs shipped-mod suites ROM-free: the test now uses
T.fixtures.fresh() (FIXMON_A) with the level assertion derived from the
growth curve, and the now-covered event:save.loaded DEBT entry is
removed as gate_meta_coverage instructs. All four CI jobs reproduced
green on a ROM-free checkout.
The name-entry keyboard drew each cell literally, so the case-switch labels
("lower case" / "UPPER CASE") and the "ED" confirm cell could not be
localized. Wrapping the draw in Strings() makes them translatable; the grid
data keeps the original strings, so the case-switch detection is unaffected.
Behavior-neutral for the base game (Strings identity without a catalog).
Makes the iOS build a first-class citizen: ROM/mod/save import through
the system document picker (the README's missing "UIDocumentPicker
handoff"), Files-app drop-in support, and an opt-in Apple Health
step-sync seam consumed by a new gallery mod (Pokewalker).
Native layer (mobile/ios/native/, wired by mobile/ios/patch_love_src.py
on every build, so the fetched love-src tree stays pristine + re-patchable):
- GRPickerBridge.swift: love.system.pickFile("rom"|"mod"|"sav") and
love.system.createFile on iOS with the same contract as love-android's
SAF picker (picked_rom.gb / picked_mod.zip / picked_save.sav /
export_done.flag in the save dir). Reached from wrap_System.cpp via the
ObjC runtime, so liblove needs no Swift interop.
- GRBootstrap.m: sweeps .gb/.gbc/.zip/.sav dropped in Documents (Files
app / Finder sharing) into the save dir on every activation;
UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace in the plist
overlay. Drop a ROM, open the app, it imports with zero taps.
- GRHealthBridge.swift: love.system.syncHealthSteps() -> read-only
HealthKit step query anchored to the last sync, delivered as
steps_pending.json (merge-not-overwrite). HealthKit entitlement +
usage description included.
Lua:
- RomImporter: iOS rides the Android mobile flows; a 0.5s poll consumes
picker deliveries (iOS pickers are in-process modals, so the Android
refocus rescan never fires); failed pick copies surface as an
on-screen notice via pick_error.txt.
- main.lua: on iOS, stop forwarding touchpressed to the Importer - LOVE
already synthesizes a mousepressed for the primary touch, and the
resulting same-frame double-present made the document picker
auto-dismiss with zero documents (silent import failure).
- mods/pokewalker: opt-in Pokewalker mod (manifest v2, MECHANIC,
permissions declared, mod.card, CHANGELOG, headless test suite 9/9,
modkit validate --base imported + lint clean). Fused into iOS
game.love only; loads dormant anywhere without the bridge.
Build (scripts/build_ios.sh):
- Fix Xcode 26: the global PRODUCT_NAME override also renamed liblove.a
and broke the app link; the app bundle is renamed after the build
instead.
- Fix nondeterministic pack failures: grep -q + pipefail races SIGPIPE
on the game.love content checks.
- Simulator builds sign ad-hoc so entitlements embed (HealthKit works in
the simulator).
- Device builds: signing team auto-detected from the keychain,
CODE_SIGN_STYLE=Automatic + -allowProvisioningUpdates for CLI-only
provisioning, per-team derived bundle ID (explicit App IDs are
globally unique, so third parties can't sign the project default),
gitignored mobile/ios/bundle_id.local pin, and --install to push to a
connected iPhone.
- docs/ios-install.md: a zero-knowledge walkthrough from bare Mac to
playing on an iPhone.
Backward compatibility: no behavior change on desktop or Android. The
new love.system functions exist only under LOVE_IOS; RomImporter's
mobile flag simply includes iOS alongside Android; the main.lua change
is iOS-gated; the Pokewalker mod is packed only by the iOS build script
and its option defaults off.
Verified on an iPhone 17 Pro simulator and an iPhone 16 Pro device:
scripted ROM import to title screen, Files-drop zero-tap import,
picker-driven mod install and save import/export, HealthKit permission
sheet + step credit (4000 steps -> +200 EXP at the default rate through
the engine growth curve).
The ATTACK/DEFENSE/SPEED/SPECIAL labels on the status screen were drawn
literally; wrap them like the other UI so a language mod can translate them.
Behavior-neutral for the base game (Strings identity without a catalog).
Makes several UI spots reachable for translation mods without forking the
engine. All behavior-neutral for the base game: Strings(x) is the identity
function when no catalog is loaded, and the metric dex fields are opt-in.
- ListMenu: draw the title via Strings() (covers bag/PC/box/fly/move lists)
- Menu / (see follow-up ChoiceBox): grow the box to the widest label so longer
localized labels don't overflow the frame
- OptionsMenu: wrap toggle values (ON/OFF, SET/SHIFT, WIDE/OG, text speed) and
the ruleset display name in Strings()
- Schemas: add optional dexEntry.heightM / weightKg
- DexEntryMenu: render metric height/weight when those fields are present,
otherwise unchanged (ft/in + lb)
fix true color UI Pokemon sprites
Two conflicts against dev, both structural rather than behavioural:
DexEntryMenu.render became a static function on dev so the printer could
share the entry page; the branch still marked true color from the method
form. Threaded the flag through as a render() parameter. The printer
caller leaves it nil on purpose -- it renders to its own PNG canvas, and a
mark left there would bleed into the next real frame.
TitleState moved the cycling mon and Red's OAM into the non-Yellow branch
on dev (title_yellow.asm has neither); the branch still drew them at top
level. Kept dev's structure and folded the true color marking into it.
On a window too short for the stacked single-column layout -- a phone, or a
narrow desktop window -- the ROM / SAVE FILES / Play / SAVE SLOT stack ran
past the bottom of the window while the footer stayed pinned there and drew
over it. Nothing clipped the panel and nothing scrolled it, so the overflow
was unreachable.
Everything under the tab bar (panel, updater banner, footer) is now one
scrolling column, used only when it is taller than the room below the tab
bar. The strip, logo and tab bar stay pinned, so navigation is always on
screen, and the footer is laid out downward from footerTop right after the
content instead of upward from the window bottom.
- RomImporter.pageScrollFor is the whole decision, pure and covered by
tests/engine/launcher_page_scroll.lua. A window that grows back drags the
offset down with it, so the page never stays parked past its own end.
- The panels return their natural height as they draw, so the measurement is
the previous frame's: the same one-frame settle the slot and mod lists
already rely on.
- One scroll axis at a time. While the page scrolls, the panels draw paged:
the slot and mod lists take their natural height, keep no inner scroll
region and report a max of 0, so wheel, right stick and drag all move the
page. Two-column layouts do not overflow, paged stays false, and every one
of these behaves exactly as before.
- inside() and _ptIn() reject a rect that scrolled out of the viewport, so a
control that slid under the tab bar cannot be clicked through it. Tab chips
are pinned and exempt. pageScroll resets on a tab change.
Android had no scroll gesture at all: the launcher is handed no move events
(main.lua forwards neither touchmoved nor mousemoved while it is up) and its
mouse emulation was never trusted, which is what "no reliable pointer
polling" referred to. That was survivable while every scroll region was an
inner list, and useless once the page itself scrolls, since a phone is
exactly where it overflows. love.touch is pollable, so _pointerHold reads the
first active touch there and hands _updateSlotDrag the same (held, y) pair
the mouse gives on desktop. Slot rows and mod toggles consequently arm on
press and commit on release on Android too, matching desktop, so a swipe that
starts on a card scrolls instead of selecting it. All of it is gated on
touchPollable: without love.touch every Android path is exactly what it was.
conf.lua also grows minwidth/minheight (480x360) for the desktop window,
under which the cards stop being readable. Mobile is fullscreen and ignores
it.
Verified on the Android emulator (1080x2400) against a build of the parent
commit: before, the footer painted over the SAVE SLOT card with no way to
reach it; after, the page pans by touch and the footer is reachable and
intact.
The manifest asks for android:screenOrientation="fullUser", but SDL
overrides it at window creation: SDLActivity.setOrientationBis, given a
resizable window and no SDL_HINT_ORIENTATIONS -- which is what conf.lua
produces on Android -- requests SCREEN_ORIENTATION_FULL_SENSOR. The
*_SENSOR constants follow the accelerometer even when the player has
turned auto-rotate off, so the game rotated anyway on a locked device.
Override setOrientationBis in GameActivity to remap SDL's request onto
the matching *_USER constant after super has run. The same orientations
stay allowed and SDL keeps deciding which ones those are; only the
tie-break changes, from the sensor to the system rotation setting.
love.filesystem looks for "mods/" in two places: the save directory, and
-- portable installs only -- the game folder, which CacheFs mounts. So a
player who unzips a mod next to the executable of an ordinary install,
which is where very nearly every other game would want it, gets no error
and no mod. The panel just comes up empty, with nothing on screen to
suggest the files are sitting in the wrong folder twenty centimetres away.
That is a hard failure to self-diagnose, and it is worse behind a
launcher: the install lives somewhere the player never opens, so "the
game's mods folder" is a guess to begin with.
The mods panel now looks in those folders before its first listing and
copies what it finds into the tree the game really reads, reporting what
it took in the notice line. It happens on open rather than behind a
button because the failure being fixed is one where nothing suggests
there is anything to press.
Looking is scoped: CacheFs.withMounted puts the folder on the read path
at its own mount point, runs the scan, and takes it straight back off.
Nothing a stray folder contains can shadow a game file or change what the
running game resolves, which is what makes it safe to point at a folder
whose contents nobody has validated. Adoption skips ids the game can
already see, so it is idempotent and never nags twice, and it leaves the
loose folder alone -- deleting files outside the save directory on the
player's behalf is not this code's call to make.
Which strays are worth taking is pure (LauncherMods.pickStrays), matching
how deriveList and locateRoot are already split out, so the engine tier
covers the rules without needing love. SaveData.gameFolders is the old
detectPortable candidate list lifted out unchanged -- portable mode is
just the case where one of those folders holds the marker.
Claude-Session: https://claude.ai/code/session_01JvEthuoNBPfxpvHUD9Pd4N
The reporter labels runs by abusing the in-game player name; give slots
a real label instead. SaveData.renameSlot persists a trimmed label in
the options registry (options.saveSlots[version].names) -- never in the
save file, so renaming needs no save rewrite and an empty slot can be
labeled too -- listSlots rows carry it as `label`, and deleteSlot
drops it with the slot.
In the launcher, right-clicking a slot row opens an inline rename modal
(Enter commits, Esc cancels, empty clears; 24 whole-codepoint cap via
local UTF-8 helpers, since plain luajit has no utf8 library). The row
title shows the label over the player name; badges/time/caught stay on
the meta line. Desktop-only: touch has no secondary button. main.lua
now forwards love.textinput to the importer while it is up.
Backend covered by a new renameSlot block in tests/engine/save_slots.lua
(78/78); docs/launcher.md's registry section documents the label.
Auditing the reporter's PKHeX screenshots against the emitted bytes
turned up three fidelity bugs in the .sav export:
- Name fields on a templateless export stayed zero-filled after the
$50 terminator; every real save the naming screen wrote $50-pads
the tail, and the zero tail is what PKHeX rendered as "JOHN{}".
encodeName now pads zero tail bytes with $50 (nonzero template
bytes still survive untouched).
- wOptions was never written, dropping text speed / battle style /
battle effects on export. Templateless exports now pack it from
save.options (the recomp's textSpeed 1/3/5 are pokered's exact
values); with a template the cartridge's own byte still wins.
- The party/box catch-rate byte was always re-derived from the
current species, but Gen1 freezes it at catch time (evolution does
not update it), which is why PKHeX demanded "a preevolution catch
rate". Pokemon.new now stamps the as-caught catchRate and
Evolution.apply's in-place mutation preserves it.
The reported emulator crash itself is not addressed here: the encoder
is byte-identical to the reporter's version, and a byte-level audit
(offsets vs Bulbapedia's save map, all three checksums, a real
gameplay save round-trip, pokered's LoadMapData regenerating every
zeroed cache) shows the current export is structurally valid.
OverworldLoop (home/overworld.asm) jumps straight to .moveAhead while
wWalkCounter is nonzero: JoypadOverworld -- the START check, the A
check, and direction initiation -- only ever runs while the player
stands on a tile, and a button pressed mid-step is simply never seen.
The port ran handleInput() every frame regardless, so a mid-step
A/START pushed its TextBox/StartMenu right there and froze Red between
tiles, mid-animation (the Nurse Joy run-up in the report).
Gate handleInput on player.moving like the original. The port-invented
wall-bonk SFX cooldown is hoisted above the gate so it keeps ticking on
held-direction frames mid-step exactly as before.
Adds tests/parity_midstep_buttons.lua: mid-step and last-frame A/START
presses are swallowed and the step completes, and both buttons work
again once the player stands on the tile.
HoFDisplayPlayerStats prints its three dex texts (seen/owned, the
POKéDEX Rating: header, the tier line) through HoFPrintTextAndDelay ->
PrintText, the standard two-row bottom box, each followed by 120
DelayFrames. The port hand-drew a 6-row box and flattened the tier
text's cont (\v) rows into plain newlines, so a 3+ row rating painted
its third row over the box's bottom border and dropped the rest.
Push the three texts as a chain of auto-advancing TextBox states
instead: the cont rows scroll inside the two-row box with the original's
A/B wait (_ContText -> ManualTextScroll), and each box closes itself
after the 120-frame hold.
Adds tests/parity_hof_rating.lua: box order/content and the auto-close
hold are asserted over a full headless induction.
The vanilla surf/strength flow closed the menu, showed the overworld,
then fired a solid-white blink on the empty map, and set the surfing
sprite while the player was still on land. pokered's
GBPalWhiteOutWithDelay3 runs while the text is still up, so the blink
reads as a text flash.
The blink now sits under the textbox on the stack (only the top state
updates, so it holds its frames until the text closes), and surfing
applies only when the step onto the water happens. Same reorder for
the party-menu STRENGTH texts. The parity surf tests now dismiss the
got-on text before asserting the mount, matching the new order.
The Windows pickers shell out to PowerShell, which writes the chosen
path in the console's OEM codepage (CP437 on en-US): a file named
"Pokémon ...zip" came back as Pok\x82mon. The import then failed and
the error notice carrying those bytes hard-crashed the mods panel's
UTF-8-validating text draw.
- All three Windows picker scripts (ROM, mod, save) now force
[Console]::OutputEncoding to UTF-8, so returned paths and any notice
built from them are valid.
- The mod picker also copies the pick to a plain-ASCII temp name and
returns that, so a non-ASCII filename actually imports instead of
failing the io.open (Windows io.open needs ANSI bytes).
The intro API upgrade left six player-visible literals in OakSpeech's
FALLBACKS table outside the Strings routing, so the strings-coverage
gate failed on dev. Mark them with Strings.source, the catalog idiom
for declaration-site literals, and the gate is green again.
The zone pass composited two copies of the baked canvas on shake
frames: a base copy and the offset copy. The canvas holds window-layer
content (HUD names, the text box), so the vacated strip showed a full
second copy of the enemy name. Draw only the shifted copy and fill the
strip blank, like the hardware revealing empty BG.
main carried #299 (api upgrades, windows dev tools, android fixes) as a
single squash, while the same work reached dev through #297/#298/#269 and
was refined afterwards. Every conflicting hunk is dev already being ahead
of that squash:
- src/import/RomImporter.lua, src/ui/OakSpeech.lua: dev routes the launcher
and intro literals through src/core/Strings.lua, main still inlines them.
- src/pokemon/Sprites.lua: dev adds the Sprites.playerPath seam over
field.playerPics; OakSpeech's player pic resolves through it instead of
hardcoding trainer_card/red.png.
- tests/fs_io.lua: dev adds FsIo.globPrefix.
- tests/mod_qol_hooks_tests.lua, tests/mod_ui_tests.lua: dev adds the
player.sprite, #270 submenu-cancel and #308 finish-once coverage.
Resolved to dev on all six; the merged tree is byte-identical to dev, so
this only records the ancestry. T1/T2/T4 pass.
The shrink timeline called finish() every frame once past its end.
finish() emits finished and then pops the stack, so a listener that
pushes a screen (a warp, a menu) had that screen popped in the speech's
place: the speech stayed alive and re-fired the event every frame,
repeating the listener's side effects each time. Clear the shrink
state before finishing so the timeline cannot run finish() twice.
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
Mods that widen field-move rules (use an HM without teaching it, a
rental mon) had to monkey-patch partyKnows, the one function every
field-move path funnels through. Wrap the vanilla check in a hook
instead: next_ is the whole badge-and-knows-move check, so a wrapper
that calls it first keeps vanilla answers winning and only fills the
cases vanilla denies. No hook, no behavior change.
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
The battle textbox redraws its text every frame, but only while a
message was current. Once the player dismissed "Enemy X used GUST!"
and the move animation started, nothing drew the text, so the box sat
empty for the whole animation. The original game's animations never
touch the textbox, so the text stays up. Draw the held lines while an
animation is playing; everything else is unchanged.
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
Selecting a start-menu row pops the start menu before the submenu is
pushed (Menu's generic A handler), so B in a submenu had no parent to
return to and dropped straight to the overworld. pokered redisplays
the start menu instead (RedisplayStartMenu from the party/item/
trainer-card/option handlers), so give each vanilla submenu an
onCancel that re-opens the start menu; the saved cursor row
(wBattleAndStartSavedMenuItem) restores on re-entry.
- PokedexMenu/BagMenu forward opts.onCancel into their ListMenu
- TrainerCard dismisses back via onCancel on A or B
(WaitForTextScrollButtonPress then RedisplayStartMenu)
- OptionsMenu fires onCancel from both B/START and the CANCEL row
- PlayerPC rows are keepOpen so B in WITHDRAW/DEPOSIT/TOSS returns to
the PC root menu (players_pc.asm), matching the BoxMenu pattern
The SAVE flow is untouched: StartMenu_SaveReset falls through to
HoldTextDisplayOpen and never redisplays the menu. Battle-opened
party/bag screens get no onCancel, so mid-battle cancel behavior is
unchanged.
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
* Make ROM-free test tiers actually run on Windows
Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.
Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.
Fixes#266
* Make the T3 content tier run on Windows
The content tier had the same Unix-shell assumptions as the tier
discovery fixed in #267, one level down:
- run_tests.lua redirected to /dev/null when chaining tier runners
- mod_runtime_tests.lua called ffi setenv/unsetenv, which msvcrt lacks
(_putenv with an empty value unsets)
- modkit_tests.lua captured exit codes with POSIX '; echo 0' (cmd
needs /v:on and !errorlevel!), called python3 (python on Windows),
and used mkdir -p / rm -rf; cmd mkdir makes parents on its own and
read -p as a directory name
- the save-editor suites globbed save backups with ls
- tools/save-editor/Catalog.lua scraped mod flags with ls; this one
affects the real editor on Windows, not just tests
With a ROM imported, run_tests.lua goes from 12 failures to the 3 that
track the missing audio.lua generation (#268), which fails on any OS
and needs a maintainer decision.
---------
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
* pop up a fake save
* add CI to dev branch
* Make ROM-free test tiers actually run on Windows (#267)
Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.
Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.
Fixes#266
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
* intro api upgrade (#294)
* intro api upgrade
* api updates
* fix tests
* updated templates
* android fixes for mods and saves (#297)
* Android SCALING fixes (#298)
* android fixes for mods and saves
* perhaps this is the true scaling android issue fix
---------
Co-authored-by: johnjohto <johtoboy@atomicmail.io>
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.
Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.
Fixes#266
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
* main menu scrollable when over 8 items
* buggies
* more buggies
* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
* more and more bugs
CLOSES#28: PC in the beginning of the game isn't interactable (The one in your house)
CLOSES#34: Bug when calculating exp after one or many fainted team members.
CLOSES#37: No Grass Cutting
CLOSES#38: Blind TMs
CLOSES#53: Portable Mode
CLOSES#55: changing palletes with hot key
CLOSES#62: Poison status damage issue.
# Closed issues
CLOSES#17: Incorrect Character Visuals (Only with GBC filter)
CLOSES#23: Could you allow the player to change the order of the moves
CLOSES#24: Evolution music not playing during evolution
CLOSES#26: Standing on door glitch
CLOSES#27: Battle Intro text automatically continues
CLOSES#29: Visual bug when zoomed out
CLOSES#32: Team Rocket recruiter doesn't battle with you unless you speak with him first
CLOSES#33: Developer/Debug Console
CLOSES#35: Professor Oak's introduction Inaccuracies
CLOSES#36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues
CLOSES#39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock
CLOSES#40: Bill cutscene is broken
CLOSES#41: Ticket guy failing to be a Ticket guy
CLOSES#42: S.S. anne odd behavior + Missing sailing away animation
CLOSES#43: Dig Attack animation appears to be glitched
CLOSES#44: Pokeball flashing doesn't appear to be accurate
CLOSES#45: Inaccurate Cut Animation
CLOSES#46: Dugtrio i caught in diglett cave has two of the same move
CLOSES#47: Rival ignores player in Lavender Tower
CLOSES#48: Healing pad in lavender tower does not function
CLOSES#49: Incorrect dialogue with parched security guard
CLOSES#50: (Game Breaking!) Rocket grunt guarding poster refuses to move
CLOSES#51: Badges showing up as items I can deposit in PC
CLOSES#52: Visual bug on Celadon Department Store roof (Red Filter)
CLOSES#54: Visual issue on route 15 + Fuchsia City
CLOSES#56: Running animation missing
CLOSES#57: Safari Zone does not display steps while you are inside of it
CLOSES#58: (Game Breaking!) Softlock at cycling road gate
CLOSES#59: Bike visual issues
CLOSES#60: Cycling road not forcing you to get on your bike
CLOSES#61: No keycard doors in Silph Co.
CLOSES#63: Missing teleporter animation
CLOSES#64: Inaccurate spinning
CLOSES#65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles
This is a disclosure of the use of AI in this project.
## AI Use
Anyone who demands the dislosure of how AI was used in an engineering project,
has no idea what AI is, or how it works.
AI was used in this project as a tool. Several contributors used AI in their
commits, and so you will see like 7 commits by Claude or Codex or Cursor.
However those commits were reviewed by human beings, and it was declared that
the exact same fix would have been done by a human, so they were accepted.
AI was not used to make decisions, or to create the project.
If you would like to read more, well then continue reading:
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Duis gravida velit ac euismod suscipit. Proin sed ligula erat. Nullam eu ornare massa, non fringilla felis. Curabitur eu erat ex. Quisque sit amet dolor id arcu mattis scelerisque at at eros. In arcu nulla, fermentum non maximus eget, rhoncus in lacus. Nulla sit amet augue eu tortor vulputate congue. Vivamus laoreet condimentum tempus. Maecenas tempor, diam sed laoreet venenatis, mauris arcu lacinia enim, quis facilisis nunc turpis a ligula. Pellentesque quis placerat nisi, sit amet ullamcorper diam. Suspendisse a elementum elit, vel tristique dolor. Nam pretium ante tortor, vel tristique ipsum ultricies ut. Quisque non lectus imperdiet, placerat erat ac, pharetra tellus. In condimentum at magna a posuere. Aliquam et fringilla ipsum. Sed facilisis, nulla a finibus gravida, elit elit vulputate velit, dictum ornare est sapien a nisl.
Mauris eleifend vulputate felis sed mattis. Praesent id velit vitae ex porta pretium. Cras mollis malesuada justo, ut ornare quam placerat ac. Donec lobortis arcu tellus, luctus tempor mi malesuada quis. Maecenas condimentum libero vitae finibus malesuada. Vestibulum sollicitudin fringilla diam eget egestas. Sed vulputate urna nec ipsum maximus hendrerit. Maecenas blandit ex ut massa sodales, vitae tincidunt lorem ullamcorper. Phasellus vitae nisl ornare, cursus sem a, pulvinar arcu. Vestibulum faucibus risus nec tincidunt pellentesque. Pellentesque vel porttitor ex. Vivamus sollicitudin gravida lacus in suscipit. Aliquam urna neque, sodales quis quam ac, suscipit condimentum ante.
Morbi id arcu sit amet sapien ornare gravida eget quis sapien. In hac habitasse platea dictumst. In quis interdum ligula. Donec sed mi vulputate, scelerisque turpis vitae, interdum odio. Proin tristique condimentum arcu, et malesuada tellus convallis in. Fusce egestas maximus magna, sit amet convallis velit porttitor ut. Curabitur venenatis lacus ut blandit convallis. Phasellus scelerisque congue turpis eget vehicula. Nam venenatis mi sit amet rhoncus pretium. Nulla sed odio purus. Phasellus cursus id sapien ut feugiat. Duis et ipsum vel dui tempus porta. Curabitur non tortor consectetur, sollicitudin tellus mollis, sollicitudin lorem.
Ut quis ornare justo. Nunc aliquam, leo sit amet placerat placerat, dui nulla luctus dui, ac iaculis nisl orci id metus. Vestibulum nunc nunc, porta nec dictum id, feugiat et ante. Quisque lobortis, lacus tristique vestibulum rhoncus, massa nulla dignissim massa, at scelerisque massa nunc at velit. Donec eu ipsum nec dui luctus pulvinar et et turpis. Quisque eu neque erat. Donec varius egestas nunc, ut pretium libero tempor ac. Vestibulum pellentesque mi erat, et semper dolor semper vitae. Morbi enim dui, laoreet non venenatis sit amet, dignissim a orci. Sed id odio turpis. Phasellus non rutrum magna. Maecenas placerat arcu ultricies ultrices congue. Nulla quis neque ligula. Etiam in diam commodo, pharetra mauris ac, pretium nisi. Praesent sed nibh nec odio condimentum commodo vel vel lacus.
Pellentesque id libero vitae ex egestas pharetra placerat nec augue. Ut eget lobortis lorem, at vehicula sapien. Aliquam eu tincidunt ligula. Aenean et vestibulum dui, quis porttitor dui. Nullam quis dolor libero. Sed accumsan eros vitae nisi ornare congue. Aliquam nisi sapien, sollicitudin quis odio vel, pharetra maximus urna.
Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi accumsan felis id urna malesuada, non vulputate velit maximus. Proin urna velit, viverra a metus vel, sollicitudin faucibus nulla. Vivamus ipsum lectus, pharetra sit amet varius vel, ullamcorper nec neque. Suspendisse potenti. Vivamus sit amet justo ac augue placerat hendrerit in eu felis. Integer luctus ex quam, in pellentesque eros interdum sed. Fusce finibus quis neque vitae efficitur. Pellentesque vulputate consectetur egestas. Integer a neque fermentum, tincidunt ligula id, gravida urna. Pellentesque ultrices, leo et suscipit accumsan, lorem nunc porta dui, non congue ligula leo ut urna. Duis vehicula risus in mi eleifend luctus. Duis convallis, mi faucibus pellentesque cursus, libero mauris varius sem, sit amet fermentum massa metus nec tellus. In tortor ligula, faucibus eu nibh id, lobortis viverra erat. Morbi non nisi suscipit, mollis enim at, convallis velit.
Pellentesque consequat imperdiet felis quis scelerisque. Duis aliquam mollis nibh quis tincidunt. Vivamus elit odio, blandit quis volutpat at, blandit nec tortor. Cras maximus ex at odio maximus, dapibus condimentum risus malesuada. Pellentesque viverra orci at ante commodo, quis posuere sapien efficitur. Nunc tristique imperdiet diam elementum lobortis. Fusce velit dui, ultrices id ante pharetra, fermentum egestas augue. Curabitur ante augue, vestibulum non magna quis, feugiat pulvinar diam. Suspendisse sagittis dui a tellus scelerisque, ut tincidunt neque accumsan. Cras pharetra metus vel eros tincidunt, vel tincidunt lacus egestas. Donec eget pellentesque sapien. Cras condimentum in justo pulvinar feugiat. Quisque malesuada ac odio eget rhoncus. Fusce posuere justo sed finibus ornare.
Duis a auctor tortor. Pellentesque lobortis auctor risus, ultrices varius mi cursus quis. Sed dui nulla, mattis sit amet justo mattis, condimentum commodo justo. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque hendrerit diam vel lacinia volutpat. Sed et luctus nunc, vitae congue arcu. Aenean placerat tincidunt ipsum. Ut molestie orci eu dapibus viverra. Cras sodales ullamcorper augue, at aliquam ex. Sed et justo augue.
Nullam feugiat risus et turpis faucibus, vel tincidunt nulla consequat. Aliquam libero erat, pellentesque sit amet tellus in, tempor ornare nisl. Donec viverra eget magna non pharetra. Cras sollicitudin, justo ut porttitor venenatis, risus nulla auctor est, at commodo sem urna in mi. Vestibulum mattis sapien vel nibh pulvinar, vel dignissim lacus cursus. Maecenas vel dictum tortor, ac ultricies justo. Praesent quis venenatis nisl. Morbi a diam fringilla, auctor lectus sed, varius est. Praesent faucibus auctor dolor, a commodo nisi mattis id. Fusce porta molestie ultrices. Sed pulvinar, leo ac consectetur hendrerit, erat velit gravida enim, eu blandit ligula justo sit amet neque.
Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean libero risus, porttitor in congue vel, consequat sed felis. Vivamus eget blandit ante. Vivamus vitae mattis massa. In ut dolor sit amet tellus sollicitudin mattis. Mauris iaculis nisl neque, in gravida lectus ultricies nec. Fusce vehicula vehicula lacinia. Fusce viverra sed nisl id rhoncus. Donec sed porta mi. Nam tempus purus non massa tincidunt iaculis. Morbi viverra massa ut gravida vestibulum.
Proin dapibus mi a libero sagittis, id vehicula nulla iaculis. Proin a enim in tortor tincidunt egestas. Integer finibus neque eu nibh pretium, et pellentesque urna finibus. Integer a sollicitudin mauris, at convallis erat. Nullam sit amet lectus sed turpis commodo efficitur. Nulla nec turpis dapibus, suscipit diam quis, vulputate urna. Aenean sed posuere justo.
Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Sed luctus purus nibh, id imperdiet risus pulvinar in. Quisque auctor sem lacinia turpis mollis, nec pretium ipsum suscipit. Aliquam sed metus sagittis, mollis nisi eget, hendrerit libero. Nulla sodales erat semper nisl condimentum, ultricies rhoncus lacus commodo. Ut suscipit libero augue, non vulputate dui tristique vel. Praesent convallis efficitur est, sed tincidunt mauris aliquet in. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos.
Etiam a vehicula purus. Curabitur lacus erat, ultrices et dictum id, posuere ut risus. Etiam at auctor leo. Pellentesque eleifend est a metus lacinia rutrum. Nullam justo ligula, tempor non facilisis vel, volutpat sed nulla. Integer non dolor consequat, dapibus lectus eu, luctus turpis. Aenean enim erat, sagittis vitae ornare bibendum, faucibus sit amet magna. Phasellus suscipit ultrices faucibus. Sed at risus molestie, viverra ipsum vel, bibendum lectus. Pellentesque molestie vitae risus non viverra. Phasellus eleifend massa id odio sagittis mattis. Nullam velit mauris, viverra quis fermentum sit amet, vestibulum ut ex. Suspendisse imperdiet, sapien sed sagittis pharetra, nisi nibh vulputate metus, quis mattis dolor nisi ut lorem. Praesent vestibulum nibh vulputate lacus pulvinar tempor. Vestibulum vulputate diam ligula, vitae efficitur enim dapibus non. Etiam at ornare enim.
Curabitur aliquet velit enim, euismod faucibus urna euismod sit amet. Vivamus viverra vulputate nulla, ut gravida neque rutrum in. Suspendisse potenti. Nulla vitae neque felis. Etiam eu erat ac nulla ornare volutpat. Quisque ut diam dui. Sed ut massa quis dolor volutpat eleifend. Duis posuere dolor sit amet varius auctor. Donec mollis malesuada erat, eu luctus libero viverra feugiat. Curabitur fermentum velit eu purus fringilla, consequat tincidunt diam rutrum. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc volutpat vel est in vehicula. Morbi euismod, tortor ut posuere ullamcorper, velit justo ultricies lorem, vitae tincidunt erat ante vitae sem. Praesent semper, quam eget condimentum finibus, metus leo imperdiet augue, nec fringilla sem nunc id sapien.
Aliquam vestibulum ante porta sem finibus, ut rhoncus elit sodales. Phasellus a lacus congue, sagittis nulla eget, cursus libero. Duis laoreet fringilla faucibus. Aenean gravida lorem sed fringilla facilisis. Pellentesque sodales urna lorem, non rutrum tortor vulputate eget. Duis a enim semper, iaculis sem ac, facilisis urna. Donec iaculis nulla sit amet dignissim volutpat. Mauris cursus dui id feugiat suscipit. Fusce tempor placerat nulla vitae vestibulum. Vivamus imperdiet blandit nulla, in aliquet justo viverra in. Cras malesuada molestie ligula sit amet volutpat. Praesent ornare orci sit amet rutrum eleifend. Ut placerat metus felis, id malesuada justo mollis eget. Etiam mi turpis, pulvinar in pulvinar in, tincidunt in neque.
In venenatis euismod neque, eu convallis diam semper ac. Mauris auctor mi non massa vestibulum viverra. Aenean non turpis sapien. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Praesent gravida feugiat interdum. Vivamus sit amet consequat ligula. Praesent dictum nunc ac sapien ullamcorper consectetur. Ut malesuada blandit neque.
Duis tincidunt mauris sit amet odio dictum accumsan. Suspendisse efficitur nibh magna, ac dapibus augue vulputate nec. Etiam lectus neque, sollicitudin quis sapien vitae, aliquet fermentum mi. Aenean interdum interdum rhoncus. Donec eu libero urna. Donec semper lacus eu nunc scelerisque, vitae viverra quam consectetur. Integer sagittis, nulla congue venenatis auctor, purus justo mollis metus, at rutrum magna arcu nec est. Maecenas felis lorem, consequat non cursus vitae, lobortis vitae nisi. Cras eget magna justo. Nullam sagittis tellus id luctus ultricies. Etiam a arcu efficitur, consectetur libero non, imperdiet turpis. Donec ac velit et nisl semper semper. Duis iaculis interdum nunc sed tempor.
Sed diam odio, sagittis non dignissim nec, accumsan ac diam. Fusce sit amet dui sit amet justo ultrices viverra. Sed vel massa suscipit nibh porttitor laoreet in id nunc. Nam quis libero vitae nunc blandit sollicitudin et a lorem. Duis urna arcu, accumsan sed dignissim sit amet, vulputate at ex. Mauris porttitor libero mauris, vel fringilla diam euismod quis. Sed varius placerat tellus vel efficitur. Phasellus pulvinar gravida magna. Nulla dignissim consectetur finibus.
Nunc quis aliquet nisi. Cras luctus bibendum eros ac dignissim. Aenean suscipit felis vitae elementum eleifend. Proin commodo nunc non diam dignissim, in tincidunt nulla ultrices. Vivamus faucibus quam scelerisque interdum finibus. Sed porttitor vehicula urna, in laoreet arcu condimentum non. Praesent ac lacus diam. Vivamus aliquam euismod risus, luctus dictum lectus sodales et. Proin quis velit ac massa tristique scelerisque.
Sed non dolor efficitur, tincidunt mi eget, sagittis tortor. Quisque at varius felis, at finibus sem. Vestibulum vel lectus tincidunt, pharetra diam sit amet, interdum nulla. Sed ut elit tortor. Nam tincidunt tempus aliquam. Vivamus rhoncus faucibus sapien eget facilisis. Aliquam erat volutpat. Phasellus placerat aliquam lacus, eget ultrices orci pretium hendrerit. Fusce vitae dolor sit amet ante condimentum placerat. Nunc varius risus id tellus mollis, euismod luctus sapien viverra. Donec sodales est vel massa suscipit, eu sollicitudin ante convallis. Curabitur eu condimentum velit. Sed pharetra euismod tincidunt.
Nam at libero eros. Quisque bibendum, ligula quis sagittis ullamcorper, eros leo consectetur ex, quis elementum dolor justo vitae mi. Maecenas et elementum erat, et auctor enim. Nunc at nibh fermentum, ullamcorper mi elementum, facilisis erat. Vestibulum vestibulum leo ut pellentesque placerat. Suspendisse imperdiet nisl vitae justo sodales pellentesque. Interdum et malesuada fames ac ante ipsum primis in faucibus. In faucibus pretium nunc, sed interdum lectus vestibulum quis. Vestibulum luctus viverra ex at efficitur. Etiam ac est lorem. Maecenas mollis, orci at rhoncus congue, nulla leo rutrum dui, et pellentesque orci ligula eget ipsum. Suspendisse fermentum nisi turpis, ut sollicitudin purus imperdiet non. Maecenas vitae quam ornare, porta sem quis, rhoncus neque. Donec mattis purus a erat tristique, ac mollis est convallis. Duis vitae ipsum viverra, condimentum ante vel, sagittis ex. Maecenas placerat odio libero, id interdum turpis fermentum at.
Praesent faucibus nulla eget vehicula accumsan. Nulla elementum ante a nibh venenatis hendrerit. Proin nec nunc mattis, imperdiet nisl rutrum, sollicitudin libero. Nullam bibendum dignissim faucibus. Sed eget tortor vitae sapien cursus faucibus nec et lectus. Duis pharetra non odio id consectetur. Suspendisse at est sem. Nunc mauris ligula, ultrices id ante non, venenatis mattis erat. Vivamus sit amet viverra nisl.
Sed cursus vel nisi in mattis. Nunc porttitor dictum leo ac euismod. Sed blandit ornare nunc id lobortis. Aenean convallis ligula at volutpat commodo. Vestibulum sit amet laoreet urna. Donec et pellentesque orci, ac egestas nulla. In accumsan venenatis porta. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Donec scelerisque, metus nec viverra pharetra, dolor libero dictum velit, id ullamcorper enim nisi eu nibh. Aliquam nec dapibus quam. Curabitur vulputate, libero sit amet tempor ullamcorper, libero purus congue quam, nec sollicitudin orci erat non massa. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Aenean faucibus mollis placerat. Praesent lacinia venenatis turpis eu scelerisque. Nam tempus tortor a varius posuere. Cras ut viverra tortor. Cras facilisis mauris ut ante imperdiet, a malesuada justo luctus. Ut eu enim sit amet arcu porttitor pulvinar ac ac odio. Ut odio neque, molestie vitae ligula quis, dignissim viverra erat. In ullamcorper erat sed elementum varius. Sed in lacus maximus, euismod nisi vitae, tempus mi. Nunc tellus justo, auctor at luctus ac, feugiat sit amet dui.
Donec imperdiet purus lorem, sed venenatis dolor finibus non. Aenean lacus nunc, elementum nec arcu eget, faucibus elementum turpis. Aliquam lacinia massa ac quam efficitur, et tincidunt eros pretium. Fusce condimentum mi vel pharetra egestas. Quisque consectetur nibh vel leo dignissim sollicitudin. Duis ultrices felis ipsum, sed maximus arcu ornare vitae. Curabitur porttitor ligula in turpis facilisis, id venenatis augue ultricies. Phasellus vel dolor id tellus finibus sodales ut quis nisi. Integer id orci cursus erat tincidunt sagittis non in nunc. Pellentesque ligula lacus, vestibulum eu ante vel, facilisis viverra massa. Sed ut tincidunt metus, vel tristique est. Ut et cursus justo. Ut ac porttitor eros, at dictum felis. Phasellus ornare nisi sit amet risus varius, sed sollicitudin nulla ornare. Donec aliquam ipsum urna. Aliquam id bibendum magna, quis venenatis diam.
Duis tempor odio id iaculis egestas. Cras consequat neque ac posuere iaculis. Nulla tempus et nisi eu auctor. Vestibulum metus massa, dignissim ut metus eget, ullamcorper consectetur turpis. Integer vel est tellus. Ut ac vestibulum massa. Pellentesque nec venenatis erat. Nam vel pellentesque lectus.
Morbi a placerat est. Ut eleifend ante ut placerat porta. Donec sagittis semper leo, ut scelerisque nisi imperdiet feugiat. Mauris purus turpis, consequat ut fringilla ac, cursus eget augue. Fusce arcu dolor, sagittis et facilisis ut, scelerisque non lacus. Aliquam sit amet eleifend tellus. Mauris id est luctus, iaculis tortor eget, gravida justo. Suspendisse at tellus nisl. Nullam felis erat, vehicula eu porttitor bibendum, pulvinar et dui. Sed molestie lacus nec sagittis rutrum. Aliquam erat volutpat. Nullam ut aliquet eros. Sed feugiat, massa id pharetra auctor, leo turpis condimentum purus, sit amet volutpat sem nunc sed nisi.
Pellentesque feugiat ipsum at accumsan iaculis. Morbi et dui in lorem commodo hendrerit. Mauris tempor ex mollis mollis blandit. Cras eu turpis feugiat, suscipit velit quis, volutpat magna. Vestibulum varius ligula ut quam mollis, a volutpat nibh lobortis. Sed sodales euismod leo non suscipit. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Nullam ultricies sagittis justo, sit amet lacinia eros tincidunt tristique. Etiam faucibus turpis in lacus efficitur, vitae rutrum magna porttitor. Cras finibus eros vel ante semper, facilisis vestibulum erat accumsan. Ut mollis dui ut commodo varius. In et sem malesuada erat egestas pellentesque. Maecenas pulvinar sodales risus, at euismod ligula aliquet in. Quisque fringilla malesuada dui vel cursus. Curabitur eu ex vulputate, pretium elit non, sodales sapien. Integer egestas facilisis odio et pretium.
Integer eleifend, felis vitae faucibus tempus, tellus lectus placerat nunc, eu efficitur lacus mi vel nisl. Mauris commodo pretium feugiat. In aliquet nibh diam, ac egestas mauris consequat ut. Integer cursus, tortor pharetra pellentesque pulvinar, neque risus ultricies felis, et consequat felis eros at eros. Pellentesque fermentum velit ac sodales facilisis. Suspendisse vestibulum metus quis convallis lacinia. Donec in pharetra magna. Proin gravida dolor eget ligula lobortis sagittis.
Nullam consectetur ut massa id ultrices. Fusce consectetur at eros at mollis. Donec nec nibh fringilla, porttitor ipsum eget, aliquam neque. Quisque suscipit tortor in dui commodo, sed venenatis augue cursus. Etiam feugiat purus id justo elementum placerat. Sed interdum dictum nibh at sodales. Maecenas lobortis, metus ac sagittis lacinia, elit arcu varius felis, quis facilisis magna elit in leo. Proin condimentum orci sit amet dignissim imperdiet. Fusce sed iaculis felis. Maecenas sodales non magna vitae rutrum.
Nulla id ex massa. Sed vehicula sed quam non elementum. Aliquam luctus, enim vel molestie posuere, sem arcu laoreet justo, quis finibus nisl justo et magna. Vivamus malesuada elit in aliquam dignissim. Sed at tellus in orci vulputate ullamcorper. Integer magna sem, mattis id hendrerit non, tincidunt in est. Praesent posuere aliquet lobortis. Quisque euismod leo ut nisl pellentesque, et imperdiet dui dapibus.
Sed a erat nec risus pulvinar venenatis. Integer ultrices eros at aliquet efficitur. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque ac maximus ante. Sed sodales, nisi et sagittis accumsan, diam odio consequat elit, et mollis dolor turpis tincidunt metus. Proin justo quam, tincidunt id convallis a, molestie hendrerit massa. Etiam pharetra turpis eu ultrices mollis.
Proin fermentum libero in purus cursus molestie. In varius magna eu ante maximus, eget rutrum felis iaculis. Maecenas hendrerit, diam eget vestibulum vehicula, est quam porta magna, a dictum urna mi ut libero. Vestibulum dictum quis lacus vitae eleifend. Integer sapien libero, pretium vitae euismod eget, semper eget ante. Vivamus mollis elementum odio vel hendrerit. Phasellus tristique, metus eget luctus tincidunt, ex enim faucibus ipsum, at dictum eros urna ac mi. Aenean imperdiet felis eu ultricies egestas. Vivamus fermentum convallis nisi, non sollicitudin felis posuere nec. Ut commodo sit amet felis semper dictum. Aenean accumsan, tellus id blandit aliquet, lorem nibh pellentesque mi, sit amet volutpat erat ligula ut est. Vivamus non posuere velit. Sed vel rutrum diam, non pulvinar nulla. Suspendisse quis gravida lectus, ac accumsan justo. Sed lobortis neque ante, a imperdiet nisl iaculis nec.
and `src.battle.BattleState`. `src/mods/Gen2Compat.lua` is the full table and
publishes what it covers through `Gen2Compat.coverage(name)`, whose members are
`backed`, `warned` or `absent`. A name with no adapter (`src.script.Commands`,
`src.ui.OptionRows`) is reported against the mod that required it, and a member
an adapter cannot back is absent or logs once rather than answering wrongly.
Things no adapter can fix, all mod-side: a hardcoded version allow-list
(`GameVersion.get() == "red" or ...`) excludes you from Gold by construction;
Gold's builtin screen ids carry a `Gen2` prefix, so a string match on
`"BoxMenu"` matches nothing there; a write to a field on a live Gen 2 menu
instance is inert; and `map.warpAt` is a table on Gen 1 and a method on Gold,
so indexing it raises. Each has a route that works on both generations, in
`docs/preparing-your-mod-for-gen2.md`.
Check it statically, then load it headless:
```sh
python3 tools/modkit.py gen2check mods/my_mod
```
```lua
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
T.eq(run.mod and run.mod.state, "loaded",
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
T.eq(#run.errors, 0, "and loads with no boot errors")
```
Assert the state, not only the error count: a gate skip is deliberately not an
error, so `#run.errors == 0` passes for a mod that never ran a line.
`gen2check` answers `will load`, `will load but degrade` or `will not work`,
with a `MK4xx` finding per site and an `unresolved:` note, with a file and a
line, for every reach a static scan could not follow. Neither substitutes for a
real Gold boot.
### 5. What a mod's code can reach
Your code runs in a sandbox (`src/mods/Sandbox.lua`), not against the
engine's globals. Every chunk you author gets it: `main.lua`, your
`options_schema`, and anything you `load()` yourself.
The globals the sandbox took away are still *reachable*, as compat
stand-ins (`src/mods/LegacyCompat.lua`) that answer with the new API
underneath. A mod written before the sandbox keeps working; it logs one
warning per call it should migrate, and the mod manager lists them. What
each stand-in actually does:
| Pre-sandbox call | What it does now | Migrate to |
| --- | --- | --- |
| `io.open`, `io.lines`, `love.filesystem.read`/`lines`/`newFile` | reads your own shipped files, then your overlay, then `mod.storage` | `mod:read`, `mod.storage` |
| `love.filesystem.write`/`append`, `io.open(…, "w")`, `os.remove`, `os.rename` | writes to a private per-mod overlay under `mod_compat/<your id>/` | `mod.storage` |
| `love.filesystem.getDirectoryItems`/`getInfo` | your own directory plus your overlay | `mod:list`, `mod:info` |
| `love.filesystem.getSaveDirectory` and friends | a virtual root; anything joined to it lands in your overlay | `mod.storage` |
| `os.getenv` | `nil`, except home-like names, which answer with that same virtual root | nothing |
| `love.filesystem.load`, `dofile`, `loadfile` | compiles the chunk into your sandbox | `require`, `mod:read` plus `load` |
| `love.system` | `getOS`/`getPowerInfo`/`getProcessorCount` read through; clipboard and `openURL` do nothing | `mod.device:powerInfo()`, `mod.steps` |
| `love.event` | passes through, except `quit`, which does nothing | `mod.events`, `mod.hooks` |
| `love.mousemoved = fn` and the other callbacks | installs on the real `love` table, the way it always did | `mod.hooks`, `mod.events` |
| `package` | an inert stub, so `package.path = …` does not crash | `require` |
What has no stand-in, because there is nothing honest to reroute it to:
| Still refused | Why |
| --- | --- |
| `love.thread` | a LÖVE thread is a fresh Lua state with the full standard library, which no environment-based sandbox in this state can reach. Use `mod.fetch` for background HTTP (`network`) or `mod.job` for background compute (`background`) — both run your code inside the sandbox instead of outside it |
| `require("ffi")` | arbitrary C |
| `debug`, `getfenv`, `setfenv` | each one undoes the sandbox from inside |
| `io.popen`, `os.execute` | spawning a process |
| `love.run`, `love.errorhandler` | the engine's own loop and its crash path |
| replacing a `love` module table (`love.filesystem = {}`) | the engine reads those tables too |
The rest of `love` passes through unchanged, so graphics, audio, timers and
input work as they always have.
Three consequences worth knowing before you write against it:
- **Your globals are yours.** `_G` inside a mod is that mod's own table. Two
mods no longer share a namespace, and neither can reach the engine's. To
publish something to another mod, put it on `mod.exports` and let them
`mod.find("your_id").exports` — the channel that was always the intended
one. The same goes for the standard library: `string`, `table` and `math`
are per-mod copies, so patching one is a local decision.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
A native LÖVE2D recreation of Pokemon Red. The engine and map behavior are
hand-written Lua; game data and graphics are decoded from a ROM supplied by
the player.
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.
And before you say, "that's not a recomp", you're wrong. Recomp is an acronym. ***Reverse Engineering Causes Obsessive Mental Problems***
[Click Here for the AI Use Disclosure!](AIDisclosure.md)
> [!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"> <a href="https://www.polygon.com/pokemon-red-blue-3d-voxel-mod-battle-pixels-gameplay-footage-remake/"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-POLYGON-ea2e49?style=for-the-badge" alt="As seen on Polygon"> </a>
<a href="https://kotaku.com/pokemon-red-blue-recompilation-project-voxel-3d-mod-2000720281"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-KOTAKU-ea2e49?style=for-the-badge" alt="As seen on KOTAKU"> </a>
By default the game keeps your save, options, and the private ROM-derived
data cache in your OS's normal per-user app data folder. To keep everything
next to the game instead (handy for a USB stick or portable drive you carry
between computers), drop an empty file named `portable.txt` next to the app
(next to `gen1recomp.app`/`.exe`, or next to `main.lua`/`conf.lua` when
running from source), then launch the game. Portable mode is desktop-only
(Windows, Linux, macOS); it has no effect on Android or iOS, where the app
runs from a read-only package.
With `portable.txt` present:
-`save.lua`, `save.lua.bak`, and `options.lua` are read from and written to
that same folder instead of the OS save directory.
- A ROM import writes the generated `data/generated` and `assets/generated`
cache straight into that folder too (nothing is left in the OS save
directory), so a later launch reuses it without asking for the ROM again
even on a different computer, as long as the same folder comes along.
- Deleting `portable.txt` switches back to the normal OS save directory; nothing
already written to either location is touched automatically, so copy files
over yourself if you want to carry existing progress across the switch.
## Launch Options
By default the app opens the launcher so you can pick a game. Launch options
skip it and start one game directly, which is what you want for a one-click
entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
| Option | Effect |
| --- | --- |
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
| `--slot=2` | load that save slot; takes a slot number or a slot id |
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
## Linux on arm64 (Raspberry Pi)
Alongside the x86_64 `gen1recomp-*-linux.zip`, every release ships
`gen1recomp-*-linux-arm64.AppImage` for 64-bit ARM desktop Linux — Raspberry
Pi 4/5, Armbian and other SBC distros, and arm64 VMs on Apple Silicon:
```sh
chmod +x gen1recomp-*-linux-arm64.AppImage
./gen1recomp-*-linux-arm64.AppImage
```
LÖVE publishes no aarch64 binary of any kind, so this artifact compiles the
engine — and SDL2, OpenAL and the codecs — from source inside a Debian
bullseye arm64 container. It needs only glibc 2.29+, libstdc++, freetype and
zlib on the host; OpenGL, X11, Wayland, KMSDRM, ALSA and PulseAudio are all
dlopened, so the same image runs on a full desktop, a Wayland-only session or
a KMSDRM handheld with no X server. Build instructions and the reasoning are
in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
## iOS
Every release ships `gen1recomp++-*-ios.ipa`. Sideload it with AltStore
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
build and install from source on a Mac instead, see
[docs/ios-install.md](docs/ios-install.md).
<div>
<a href="https://intradeus.github.io/http-protocol-redirector?r=sidestore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/sidestore-badge.png" alt="Add to SideStore" height="60"></a>
<a href="https://intradeus.github.io/http-protocol-redirector?r=feather://source/https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/feather-badge.png" alt="Add to Feather" height="60"></a>
<a href="https://intradeus.github.io/http-protocol-redirector?r=altstore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/altstore-badge.png" alt="Add to AltStore" height="60"></a>
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
</div>
## Xbox Dev Mode
Every release ships `gen1recomp-*-xbox-uwp.zip` for Xbox One and Xbox Series
consoles in Developer Mode. It cannot be installed in retail mode.
Extract the archive, then use Xbox Device Portal to install the `.msix` and
the x64 package under `Dependencies`.
### External setup
1. Put your legally obtained Red, Blue, or Yellow ROMs on an external drive.
Mod ZIPs can go on the same drive.
2. Connect the drive to the Xbox and open Gen1Recomp.
3. Select **Import ROM** or **Import Mod**, then choose the file with the Xbox
file picker.
4. Repeat the ROM import for each version you want to use.
### Internal setup
1. Create a folder named `baseroms` on your PC and place your legally obtained
Red, Blue, or Yellow ROMs inside it.
2. ZIP the folder, keeping `baseroms` at the top level of the archive.
3. Launch Gen1Recomp once, then close it.
4. Open Xbox Device Portal and upload the ZIP to
`Gen1Recomp/LocalState/pokemon-love2d/`.
5. Choose **Yes** when Device Portal asks whether to extract the archive.
6. Open Gen1Recomp. The launcher checks baseroms once at startup. When it finds a compatible ROM, that game’s tab shows ROM FOUND and an Import detected ROM button.
ROMs, generated game data, saves, and mods remain in LocalState and are not
included in the app.
Source builds and package details are covered in
[the Xbox UWP build notes](ports/uwp/BUILD.md).
## Handhelds
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
Install steps, controls, and troubleshooting live in
"inst": "Requires a 64-bit Linux ARM handheld with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp-sbc/lovegame/, then launch and press Choose ROM.",
"genres": ["adventure", "rpg"],
"porter": ["gen1recomp-sbc"],
"image": {},
"rtr": true,
"runtime": null,
"reqs": [],
"arch": ["aarch64"]
}
}
EOF
cat > "$PORT_ROOT/gameinfo.xml"<<EOF
<?xml version="1.0" encoding="utf-8"?>
<gameList>
<game>
<path>./$LAUNCHER_NAME</path>
<name>gen1recomp-sbc</name>
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
<releasedate>20250101T000000</releasedate>
<developer>the bois club</developer>
<publisher>the bois club</publisher>
<genre>RPG</genre>
</game>
</gameList>
EOF
cat > "$PORT_ROOT/README.md"<<'EOF'
## gen1recomp-sbc (Linux ARM SBC / PortMaster)
Native LÖVE 11.5 aarch64 PortMaster port of gen1recomp for compatible Linux ARM SBC handhelds, including H700-class devices. This pack was built from source release **__SOURCE_TAG__**.
### Install
1. Install PortMaster for your handheld firmware.
2. Unzip so `gen1recomp-sbc.sh` and the `gen1recomp-sbc/` folder are siblings in the device's PortMaster ports directory.
3. Copy a legal US Pokémon Red or Blue `.gb` into `gen1recomp-sbc/lovegame/`.
4. Refresh the launcher and launch **gen1recomp-sbc** from Ports.
### Controls
| Input | Action |
|--|--|
| D-pad | Move cursor |
| A | Click |
| L1 / R1 | Switch tabs |
| Start / Select | Play or choose ROM |
Controls use the normal PortMaster / SDL pad map. Device-specific power/suspend behavior is supplied by the firmware and PortMaster runtime.
### First run
Put the `.gb` in `lovegame/`, then press **Choose ROM**. After import, the ROM-derived cache and saves stay beside the game (`portable.txt`).
### Thanks
LÖVE runtime binaries from [PortMaster](https://portmaster.games/). PortMaster device support and runtime integration are maintained by the PortMaster team.
EOF
sed -i.bak "s/__SOURCE_TAG__/$SOURCE_TAG/g""$PORT_ROOT/README.md"
rm -f "$PORT_ROOT/README.md.bak"
# --------------------------------------------------------------- zip
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
"inst": "Requires Anbernic RG34XXSP Stock OS 64-bit MOD with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp/lovegame/, then launch and press Choose ROM.",
"genres": ["adventure", "rpg"],
"porter": ["gen1recomp"],
"image": {},
"rtr": true,
"runtime": null,
"reqs": [],
"arch": ["aarch64"]
}
}
EOF
cat > "$PORT_ROOT/gameinfo.xml"<<EOF
<?xml version="1.0" encoding="utf-8"?>
<gameList>
<game>
<path>./$LAUNCHER_NAME</path>
<name>gen1recomp</name>
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
<releasedate>20250101T000000</releasedate>
<developer>the bois club</developer>
<publisher>the bois club</publisher>
<genre>RPG</genre>
</game>
</gameList>
EOF
cat > "$PORT_ROOT/README.md"<<'EOF'
## gen1recomp (RG34XXSP / Stock OS 64-bit MOD)
Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
**Stock OS 64-bit MOD** (H700, PortMaster).
### Install
1. Use **Stock OS 64-bit MOD** with PortMaster installed (TF1).
2. Unzip so `Gen1recomp.sh` and the `gen1recomp/` folder sit in `roms/PORTS/`.
3. Copy a legal US Pokemon Red or Blue `.gb` into `gen1recomp/lovegame/`.
4. Refresh Ports / restart EmulationStation and launch **Gen1recomp**.
### Controls (launcher)
| Input | Action |
|--|--|
| D-pad / left stick | Move cursor |
| A | Click |
| L1 / R1 | Switch tabs |
| Right stick | Scroll lists |
| Start / Select | Play or Choose ROM |
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
### Display options
GBC FX is disabled on this device (the H700's Mali GPU compiles that present
pass and then shows a black frame), so the OPTIONS row is hidden. COLORS,
TILT, ZOOM, VOID FILL and MAX FPS all work. To try it anyway, launch with
`POKEPORT_GBCFX=1`.
### First run
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
**Choose ROM** — the game scans that folder. After import, the ROM-derived
cache and saves stay beside the game (`portable.txt`).
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