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Author SHA1 Message Date
bryanthaboi 12a04f4188 Merge pull request #827 from bryanthaboi/dev
bang bang
2026-08-04 16:48:50 -04:00
bryanthaboi 0fe7a96781 Merge pull request #818 from johnjohto/fix-rare-candy-menu-796
Keep the bag open after using a Rare Candy
2026-08-04 16:38:21 -04:00
bryanthaboi a06a49bfed Merge pull request #820 from johnjohto/fix-gym-bag-full-797
Gym leaders skip the TM hand-over when the bag is full
2026-08-04 16:38:11 -04:00
bryanthaboi 86b90fd4b8 Merge pull request #821 from johnjohto/fix-held-direction-799
Rebuild held input after lifecycle resets
2026-08-04 16:37:59 -04:00
bryanthaboi d18824cfae bang bang 2026-08-04 16:37:21 -04:00
bryanthaboi 12b4c93279 Merge branch 'dev' into performance-enhanced 2026-08-04 15:21:23 -04:00
bryanthaboi af47e19e1a Rebuild the launcher and save editor on a small immediate-mode UI kit
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.
2026-08-04 15:17:09 -04:00
bryanthaboi 4e666303d0 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-04 15:13:07 -04:00
bryanthaboi 0fa8206321 CLOSES #785, CLOSES #807, CLOSES #811, CLOSES #814 2026-08-04 15:13:06 -04:00
johnjohto 78ac154998 Rebuild held input after lifecycle resets
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.
2026-08-04 14:08:15 -04:00
johnjohto bbcaac7b71 Skip the gym leader TM hand-over when the bag is full
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
2026-08-04 13:44:46 -04:00
bryanthaboi 719ba49a85 Merge pull request #816 from johnjohto/fix-hm-menu-position-792 2026-08-04 13:18:38 -04:00
johnjohto 54ae20c69b Keep the bag open after using a Rare Candy (#796) 2026-08-04 13:18:32 -04:00
bryanthaboi f864837cbe Merge pull request #815 from johnjohto/fix-fly-menu-788-795 2026-08-04 13:18:25 -04:00
bryanthaboi 21191b8e80 Merge pull request #813 from johnjohto/fix-leech-seed-784 2026-08-04 13:18:08 -04:00
johnjohto 6426e913b6 Pin HM moves above STATS/SWITCH in the party submenu (#792) 2026-08-04 12:42:22 -04:00
johnjohto 3d3e42c6a3 Fix the fly map cursor start and cycle directions 2026-08-04 12:28:24 -04:00
johnjohto 6fe106f55c Stop offering the route Pokemon Centers as fly destinations 2026-08-04 12:28:08 -04:00
johnjohto ba8ac3d143 Tick residuals after each move in Gen 1 mode
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.
2026-08-04 12:06:21 -04:00
github-actions 1963a5453e chore(ios): update app-repo.json [skip ci] 2026-08-04 11:10:21 -04:00
bryanthaboi 59a383736c Merge pull request #804 from bryanthaboi/dev
NOW AVAILABLE ON XBOX LFG
2026-08-04 11:03:21 -04:00
bryanthaboi 1820f411ae Merge pull request #802 from caorthann-celt/dev
Add Xbox Dev Mode UWP support
2026-08-04 11:01:15 -04:00
Caorthann 8327942a9c Pin Xbox UWP builds to Visual Studio 2022 2026-08-04 15:51:55 +01:00
Caorthann aec7f6001a Fix love payload version stamping in CI 2026-08-04 15:48:48 +01:00
github-actions d377518632 chore(ios): update app-repo.json [skip ci] 2026-08-04 10:41:03 -04:00
Caorthann ad9b03fe56 Add Xbox UWP build workflow 2026-08-04 15:36:35 +01:00
Caorthann 3b490bc42f Make UWP dependencies self contained 2026-08-04 15:35:52 +01:00
Caorthann dacd9abe73 Add Xbox UWP port 2026-08-04 15:35:52 +01:00
bryanthaboi f74e21782b Merge pull request #798 from bryanthaboi/dev
perhaps a massive PR
2026-08-04 10:35:29 -04:00
bryanthaboi 8fbe819493 bingus dingus 2026-08-04 10:32:51 -04:00
Shane McGovern 626080d228 Show mod downloads and release dates in the launcher MODS and Find Mods panels (#793)
* 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
2026-08-04 10:16:44 -04:00
bryanthaboi f56e82de81 translate the launcher: load mod string catalogs before it draws (#794)
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.
2026-08-04 10:15:10 -04:00
bryanthaboi 7d3950658a launcher: route the last raw literals through strings (#791)
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.
2026-08-04 09:50:51 -04:00
bryanthaboi 3c1246ee06 Merge pull request #787 from luisgonzaleznf/fix/love12-scissor-bias
Fix LÖVE 12 anchored UI scissor seam
2026-08-04 09:45:17 -04:00
bryanthaboi d69965e3b1 Merge pull request #790 from bryanthaboi/ttf-box-color
fix ttf text erased after a box, and type names outside battle
2026-08-04 09:44:46 -04:00
bryanthaboi 30edac03a6 fix ttf text erased after a box, and type names outside battle
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.
2026-08-04 09:43:01 -04:00
bryanthaboi dd4aface93 test fixes 2026-08-04 09:41:44 -04:00
bryanthaboi b1350fdecd Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-04 09:25:30 -04:00
bryanthaboi f2d9b74490 CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782 2026-08-04 09:25:28 -04:00
luisgonzaleznf 84d09d0894 Fix LÖVE 12 scissor seam 2026-08-04 15:20:06 +02:00
bryanthaboi e61f231316 Merge pull request #789 from bryanthaboi/ttf-tiles
add ttf tiles option
2026-08-04 09:14:49 -04:00
bryanthaboi 33998aab5d add ttf tiles option
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.
2026-08-04 09:11:05 -04:00
bryanthaboi 9ce7379946 Merge pull request #786 from ShaneMcGovernIE/find-mods-release-stats
Show feed-published release stats on Find Mods rows
2026-08-04 08:00:46 -04:00
Shane McGovern b692474e24 Show feed-published release stats on Find Mods rows
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.
2026-08-04 12:37:28 +01:00
bryanthaboi 6cfc85ca83 icons update 2026-08-04 06:52:06 -04:00
github-actions 7b060c19f4 chore(ios): update app-repo.json [skip ci] 2026-08-04 06:50:19 -04:00
bryanthaboi 604b9338f9 Merge pull request #783 from bryanthaboi/dev
fixing some bugs and adding another tool to the translation toolbelt
2026-08-04 06:45:30 -04:00
bryanthaboi 3a6557ffe2 CLOSES #779 , CLOSES #743 + new font 2026-08-04 06:41:34 -04:00
bryanthaboi fe139ca7f4 CLOSES #691 maybe 2026-08-04 05:47:58 -04:00
bryanthaboi 5c617d3e32 Merge pull request #776 from vegerot/max/yellow-docs 2026-08-03 23:20:24 -04:00
Max 👨🏽‍💻 Coplan 8d11c04d43 fix(docs): add support for Blue and Yellow 2026-08-03 17:09:20 -07:00
github-actions 92f73d8bed chore(ios): update app-repo.json [skip ci] 2026-08-03 17:28:07 -04:00
bryanthaboi 8da51aa7ba Merge pull request #759 from jherediagu/fix/rom-text-statuses-items-evolve
Extend ROM-text messages to statuses, items and the learn/evolve flows
2026-08-03 17:23:34 -04:00
bryanthaboi 78f87111de Merge pull request #762 from ShaneMcGovernIE/launcher-mod-downloads
Show mod downloads and release dates in the launcher MODS panel
2026-08-03 17:23:26 -04:00
bryanthaboi e3fcdd0776 Merge pull request #761 from bryanthaboi/dev
bugs and switch
2026-08-03 17:22:17 -04:00
Shane McGovern 6ea59f1a79 Show mod downloads and release dates in the launcher MODS panel
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.
2026-08-03 22:17:56 +01:00
bryanthaboi 51fb4db82e Merge origin/main into dev; resolve Game.lua gamepad speed-hotkey conflict 2026-08-03 17:17:26 -04:00
bryanthaboi 7f78de8718 Merge pull request #574 from andrewqsantos/feat/switch-nx
Nintendo Switch / love-nx support (#531)
2026-08-03 17:08:54 -04:00
bryanthaboi 76aab74bf1 potentially CLOSES #758 2026-08-03 17:08:42 -04:00
Juan Heredia a2bf08c6ff Extend ROM-text messages to statuses, items and the learn/evolve flows 2026-08-03 23:04:29 +02:00
bryanthaboi b831076839 CLOSES #592 2026-08-03 16:38:07 -04:00
bryanthaboi 45575a1fd8 Merge pull request #757 from Bortlesboat/fix/launcher-save-slot-overlap
Fix launcher save-slot panel overlap
2026-08-03 16:21:47 -04:00
bryanthaboi 56d92246cb commit o 2026-08-03 16:19:39 -04:00
Andrew Barnes 4a00f2335c Fix launcher save-slot panel overlap 2026-08-03 16:18:35 -04:00
github-actions e9cb830d71 chore(ios): update app-repo.json [skip ci] 2026-08-03 16:18:21 -04:00
bryanthaboi c2666d2b43 Merge pull request #756 from ShaneMcGovernIE/fix/boulder-wall-push
Stop boulders being pushed through walls (#754)
2026-08-03 16:14:42 -04:00
bryanthaboi 9ceec3070d Merge pull request #742 from ShaneMcGovernIE/speed-triggers
Cycle game speed from the analog triggers too (L2/R2)
2026-08-03 16:13:27 -04:00
bryanthaboi f89977a8e7 Merge pull request #747 from johnjohto/fix-fly-animation-702
Play the full Fly departure and landing animation (#702)
2026-08-03 16:11:40 -04:00
bryanthaboi 8d512b95cb Merge pull request #755 from castdrian/ios
fix(ios): support mod index networking and text input dismissal
2026-08-03 16:11:27 -04:00
Andrew Barnes 0914387c16 Fix launcher save-slot panel overlap 2026-08-03 15:53:49 -04:00
Andrew Quenehen 105672c132 fix(switch): restore pad cursor in Touch Controls and launcher overlays
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>
2026-08-03 16:46:48 -03:00
Andrew Quenehen 0dd6ecc219 fix(switch): widen Pikachu PCM to 16-bit stereo without Source channel probe
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>
2026-08-03 16:35:18 -03:00
Andrew Quenehen 9ef5c8dead test(switch): cover widenMono newSoundData hop and run NX suites in T0
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>
2026-08-03 16:20:45 -03:00
Andrew Quenehen 12ff4dba2e fix(switch): wrap the whole read-side love API surface in the NX overlay
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>
2026-08-03 16:14:33 -03:00
Shane McGovern ff9992dff8 Stop boulders being pushed through walls (#754)
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
2026-08-03 20:09:29 +01:00
Andrew Quenehen 98c08e4b22 test(switch): close the silent-regression gaps the Yellow NX bug exposed
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>
2026-08-03 16:07:41 -03:00
Andrew Quenehen 0bd3b26acc Merge branch 'dev' into feat/switch-nx
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:47:28 -03:00
Adrian Castro 59b55a8f37 fix(ios): support mod index networking and text input dismissal 2026-08-03 20:43:27 +02:00
Andrew Quenehen 67e6b1fb04 fix(switch): centralize the NX asset fallback in a boot-time loader overlay
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>
2026-08-03 15:42:55 -03:00
Andrew Quenehen 17243a7d8b fix(switch): route remaining generated-art loads through Assets.resolve
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>
2026-08-03 15:31:58 -03:00
Andrew Quenehen 16b6b98ede fix(switch): pass NX cache prefix to the chip-audio worker
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>
2026-08-03 15:26:37 -03:00
Andrew Quenehen e4ce1063a1 fix(switch): extend NX-only asset prefix to audio and title/intro art
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>
2026-08-03 15:19:15 -03:00
Andrew Quenehen f099593136 fix(switch): write nx-asset-probe.log on every NX Play
Capture resolve paths and newImage open results for Yellow/Blue art
triage without enabling switch-debug.txt.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:01:58 -03:00
Andrew Quenehen f944507520 fix(switch): gate Blue/Yellow asset path rewrite to NX only
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>
2026-08-03 14:59:44 -03:00
Andrew Quenehen 6824949247 fix(switch): resolve Blue/Yellow art to prefixed save-dir paths
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>
2026-08-03 14:56:19 -03:00
Andrew Quenehen 4f54255518 fix(switch): prefer Yellow/Blue asset bytes when mount overlay lies
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>
2026-08-03 14:50:28 -03:00
Andrew Quenehen cfe482e1fc fix(switch): stop pad cursor flicker from SDL mouse drift
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>
2026-08-03 14:31:05 -03:00
Andrew Quenehen 0e5ea26e36 fix(switch): stop NxDisplay setMode flicker on the launcher
Only resize when width/height change; love-nx flag mismatches were
recreating the EGL surface every frame.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:28:13 -03:00
Andrew Quenehen d5886e69aa fix(switch): load Yellow/Blue assets when PhysFS mount hides them
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>
2026-08-03 14:20:53 -03:00
github-actions 32fa215243 chore(ios): update app-repo.json [skip ci] 2026-08-03 13:15:01 -04:00
Andrew Quenehen dd5d8afd82 feat(switch): switch handheld 720p / docked 1080p at runtime
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>
2026-08-03 14:12:51 -03:00
johnjohto f19f4e9341 Play the full Fly departure and landing animation (#702) 2026-08-03 13:11:40 -04:00
bryanthaboi 3aec2ca89b Merge pull request #746 from bryanthaboi/dev
scrolling and bugs
2026-08-03 13:08:44 -04:00
bryanthaboi 0f7261dd92 CLOSES #623, CLOSES #624, CLOSES #636, CLOSES #637, CLOSES #639, CLOSES #650, CLOSES #697, CLOSES #704, CLOSES #722 2026-08-03 13:05:57 -04:00
Andrew Quenehen 0886573d34 fix(switch): cut launcher pad-cursor lag on NX
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>
2026-08-03 14:00:06 -03:00
bryanthaboi 5c041ea857 snip for scroll 2026-08-03 12:39:36 -04:00
Andrew Quenehen 30cd9afc92 fix(build): keep desktop packer aligned with upstream dev
Leave pack_love.sh for Switch-only packaging so merge conflicts follow origin/dev.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 13:37:56 -03:00
Andrew Quenehen cceb74a025 Merge branch 'dev' into feat/switch-nx
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 13:35:35 -03:00
Andrew Quenehen 42540076c1 Fix NX Scan again to import only the open tab's ROM SHA-1.
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>
2026-08-03 13:33:07 -03:00
github-actions a528868656 chore(ios): update app-repo.json [skip ci] 2026-08-03 12:30:20 -04:00
bryanthaboi c82af28fd4 Merge pull request #744 from bryanthaboi/dev
fix builds
2026-08-03 12:26:05 -04:00
bryanthaboi d72e5db0a5 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-03 12:21:46 -04:00
bryanthaboi 9907cfb0a0 fix builds 2026-08-03 12:21:32 -04:00
Shane McGovern a3cd5a132e Cycle game speed from the analog triggers too (L2/R2) 2026-08-03 17:19:53 +01:00
github-actions 0971b47bec chore(ios): update app-repo.json [skip ci] 2026-08-03 12:09:08 -04:00
bryanthaboi f2ea250364 Merge pull request #739 from bryanthaboi/dev
ui updates and responsiveness - and bug fixes
2026-08-03 12:04:47 -04:00
Andrew Quenehen d86ac70d9e Merge branch 'dev' into feat/switch-nx 2026-08-03 13:03:25 -03:00
Andrew Quenehen be8023a994 Merge branch 'dev' into feat/switch-nx
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>
2026-08-03 13:02:08 -03:00
bryanthaboi a0ab949399 Merge pull request #738 from johnjohto/fix-yellow-route18-gate-trade
Wire up Yellow's Route 18 gate trade cook (#651)
2026-08-03 12:00:09 -04:00
bryanthaboi 30ed68ae22 Merge pull request #736 from johnjohto/fix-flavor-talk-double-text
Show only one branch of the gated flavor talks (#719)
2026-08-03 11:59:36 -04:00
bryanthaboi f2aa376304 Merge pull request #733 from johnjohto/fix-fuchsia-exhibit-pokedex
Show the exhibited species' Pokédex entries in Fuchsia City (#646)
2026-08-03 11:58:43 -04:00
bryanthaboi 1b48862923 Merge pull request #732 from jherediagu/fix/rom-text-move-effects
Extend ROM-text messages to move effects and the overworld
2026-08-03 11:58:26 -04:00
bryanthaboi 25417ffac8 Update IntroMovie.lua 2026-08-03 11:56:56 -04:00
johnjohto 4dfbc5a828 Wire up Yellow's Route 18 gate trade cook (#651) 2026-08-03 11:52:48 -04:00
bryanthaboi f0f5bc7551 big ui moment 2026-08-03 11:50:49 -04:00
johnjohto f002db2929 Show only one branch of the gated flavor talks (#719) 2026-08-03 11:22:40 -04:00
johnjohto c5791574f5 Show the exhibited species' Pokédex entries in Fuchsia City (#646) 2026-08-03 11:01:39 -04:00
Juan Heredia 8c1fbfb429 Extend ROM-text messages to move effects and the overworld 2026-08-03 16:18:44 +02:00
bryanthaboi 8e5501a23b Merge pull request #728 from hernan0078/ios-picker-dismiss
iOS: a file picker dismissed by swiping locks out every later picker
2026-08-03 09:43:02 -04:00
Andrew Quenehen 50fd0e9c7d refactor(import): drop redundant mobileFileBridge or and unused ready
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>
2026-08-03 10:02:17 -03:00
Andrew Quenehen 17843c2f7a ci(nx): run switch transfer docs gate on Switch path changes
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>
2026-08-03 10:01:47 -03:00
Andrew Quenehen 54c8d2706b docs(nx): drop VoxelMod from Switch chord and install docs
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>
2026-08-03 10:00:59 -03:00
Andrew Quenehen 44bfb1b93f test(nx): move ROM-free NX suites into the engine tier
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>
2026-08-03 09:58:53 -03:00
Andrew Quenehen 7a78992881 chore: drop tracked .specs from the tree
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>
2026-08-03 09:58:26 -03:00
bryanthaboi 6ed41c3b87 Merge pull request #725 from castdrian/metal 2026-08-03 08:57:49 -04:00
hernan 7414c176d9 ios: a picker dismissed by swiping locks out every later picker
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>
2026-08-03 08:34:35 -04:00
Andrew Quenehen d7581dbece Ship Switch releases as an SD-ready zip only.
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>
2026-08-03 09:04:25 -03:00
Andrew Quenehen eeb8c89d3d fix(nx): avoid Strings gate false positive on hash ledger
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>
2026-08-03 08:46:17 -03:00
Andrew Quenehen 2591fde764 feat(nx): per-game save inbox and export folders
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>
2026-08-03 08:34:13 -03:00
Andrew Quenehen a8f3a3155c fix(nx): harden save inbox against slot clones
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>
2026-08-03 08:26:56 -03:00
Andrew Quenehen 2a927651c5 docs(specs): mark switch-save-sav-inbox Execute complete
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:13:38 -03:00
Andrew Quenehen 62ef647811 docs(specs): re-validate NX save .sav inbox
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:12:57 -03:00
Andrew Quenehen fe4491a87b test(nx): strengthen saves inbox RES-01 and edge coverage
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:11:05 -03:00
Andrew Quenehen 105bf65e02 docs(specs): validation report for NX save .sav inbox
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:09:15 -03:00
Andrew Quenehen 8120f113af test(nx): wire saves inbox suite into run_tests
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:06:35 -03:00
Andrew Quenehen 7e0c64cb78 docs(specs): AD-012 NX save .sav inbox
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:06:16 -03:00
Andrew Quenehen 4afb54c54f docs(nx): save .sav inbox and exports paths
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:05:53 -03:00
Andrew Quenehen 74f6b68034 feat(nx): Export save shows MTP exports path
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:02:38 -03:00
Andrew Quenehen 5d1e7ff3c1 feat(nx): Import save uses imports/saves inbox
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:02:04 -03:00
Andrew Quenehen 3c628140f7 feat(nx): saves inbox scan with AppleDouble/retain guards
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:01:14 -03:00
Adrian Castro 01f68d4038 fix(ios): consolidate mobile integration changes 2026-08-03 11:09:30 +02:00
Andrew Quenehen 8bf99c3318 fix(switch): restore Save Editor pad and touch input on NX
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>
2026-08-02 23:04:37 -03:00
Andrew Quenehen f0829ed54f Merge branch 'dev' into feat/switch-nx
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:30:18 -03:00
bryanthaboi 21276e20d1 Merge pull request #707 from ShaneMcGovernIE/fix/champion-theme-timing 2026-08-02 21:26:03 -04:00
bryanthaboi 9fb9648e4c Merge pull request #708 from ShaneMcGovernIE/fix/picker-path-sanitizing 2026-08-02 21:25:43 -04:00
bryanthaboi af7689a1bc Merge pull request #710 from ShaneMcGovernIE/fix/faint-cry-parity 2026-08-02 21:25:20 -04:00
Andrew Quenehen 59dba325b9 docs(switch): finalize Switch docs for PR review
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>
2026-08-02 22:23:29 -03:00
Andrew Quenehen d13064ee64 ci(switch): run fused build only after offline selftest
Avoid burning the self-hosted Mac when the ubuntu packaging gate fails.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:08:49 -03:00
Andrew Quenehen 669c9f4d8b ci(switch): skip fused build on fork pull requests
Keep ubuntu selftest for fork→canonical PRs; leave iOS build policy alone.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:08:36 -03:00
Andrew Quenehen 228306f883 ci(switch): run workflow content gate in headless suite
Path-gate the Lua gate file and invoke it from scripts/test.sh T0.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:08:15 -03:00
Andrew Quenehen 0a2ef854e6 test(switch): harden CI workflow content gate
Forbid soft-fail on Switch jobs and require the sha256 sidecar path.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:07:58 -03:00
Andrew Quenehen 61c471343a ci: stop artifact commenters from deleting each other
Upsert via comment-tag only so iOS and Switch PR comments coexist.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:07:50 -03:00
Shane McGovern 175bff4b29 Match the original faint sound sequence per side (#709)
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
2026-08-03 01:55:52 +01:00
Andrew Quenehen 95eb1c3a35 ci(release): clarify Switch hard-fail vs path-gated PR CI
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 21:53:19 -03:00
Andrew Quenehen cf50976d65 docs(switch): document CI selftest, fused PR builds, release hard-fail
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 21:52:58 -03:00
Andrew Quenehen 3fcee7f951 ci(switch): comment NRO artifacts on pull requests
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 21:52:36 -03:00
Andrew Quenehen 17a4c83970 ci(switch): add canonical fused NRO artifact job
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 21:52:24 -03:00
Andrew Quenehen 9712fb1e9b ci(switch): path-gate offline selftest like iOS
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 21:52:01 -03:00
Andrew Quenehen cbf622f4aa Merge branch 'dev' into feat/switch-nx
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>
2026-08-02 21:36:56 -03:00
Shane McGovern 7c1cdea2eb Sanitize picker file paths (spaces / non-ANSI) and shell prompts
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
2026-08-03 01:04:59 +01:00
Shane McGovern 2bfa491b6a Start champion theme when rival dialogue ends, not at battle
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
2026-08-03 00:52:46 +01:00
github-actions 41fbfc9ba6 chore(ios): update app-repo.json [skip ci] 2026-08-02 19:15:43 -04:00
bryanthaboi 1fa7c0eb43 Merge pull request #705 from bryanthaboi/dev 2026-08-02 19:11:23 -04:00
bryanthaboi 839b238e74 Merge pull request #699 from ShaneMcGovernIE/feature/3x-speed-and-shoulder-hotkeys 2026-08-02 19:08:25 -04:00
Shane McGovern ec22d57cd1 Document GAME SPEED hotkeys in README
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.
2026-08-03 00:07:31 +01:00
bryanthaboi 23ef283272 Merge pull request #701 from ShaneMcGovernIE/fix/revive-exp-participants 2026-08-02 19:02:16 -04:00
bryanthaboi 327579f9b6 Merge pull request #700 from ShaneMcGovernIE/fix/pp-up-stats-display 2026-08-02 19:02:06 -04:00
Shane McGovern e5f9d2903d Fix revived Pokemon not receiving experience share
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
2026-08-02 23:22:34 +01:00
Shane McGovern 1f3aa4e111 Fix PP UP max PP not shown on stats/summary screen
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
2026-08-02 23:16:10 +01:00
Shane McGovern 3f88d1c49a Add 3X game speed and R2/L2 shoulder button speed hotkeys
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
2026-08-02 23:10:06 +01:00
bryanthaboi 5348ba1c65 Merge pull request #690 from spiritsnails/fix/faithful-ratio-mobile 2026-08-02 17:58:41 -04:00
bryanthaboi 2f35fd44a1 Merge pull request #693 from ShaneMcGovernIE/fix/celadon-diner-table-alias 2026-08-02 17:58:17 -04:00
bryanthaboi 470fe70f07 Merge pull request #696 from ShaneMcGovernIE/fix/oaks-lab-rival-exit-music 2026-08-02 17:57:58 -04:00
bryanthaboi 399bf557f3 Merge pull request #698 from ShaneMcGovernIE/fix/pc-back-and-hole-sfx 2026-08-02 17:57:44 -04:00
Shane McGovern fc2ca6cc26 Fix PC B-button navigation and hole-fall sound effect
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 #695
Fixes #694
2026-08-02 22:11:15 +01:00
Shane McGovern d9d42ec956 Play rival encounter music when rival leaves Oak's Lab after battle
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
2026-08-02 21:49:56 +01:00
Shane McGovern 5e41c74682 Add tile aliases for LOBBY table blocks 45 and 49
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
2026-08-02 21:20:28 +01:00
spiritsnails 02ad846dfa fix: FAITHFUL RATIO works on Android and iOS
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.
2026-08-02 12:44:38 -06:00
bryanthaboi 4e7eda65ed Merge pull request #685 from castdrian/metal 2026-08-02 14:34:08 -04:00
Adrian Castro 3fabe4f591 fix(ios): use square mobile icon in AltSource 2026-08-02 19:27:55 +02:00
github-actions 81234ef2ab chore(ios): update app-repo.json [skip ci] 2026-08-02 13:21:15 -04:00
bryanthaboi 4bd28390ea Merge pull request #680 from bryanthaboi/dev 2026-08-02 13:13:50 -04:00
bryanthaboi fa886899fc Merge pull request #653 from jherediagu/fix/oak-intro-name-confirmation 2026-08-02 13:11:51 -04:00
bryanthaboi a81126a03a Merge pull request #667 from castdrian/metal 2026-08-02 13:11:27 -04:00
bryanthaboi 164c555bb4 Merge pull request #669 from jherediagu/fix/battle-messages-use-rom-text 2026-08-02 13:10:15 -04:00
bryanthaboi e5926893a9 Merge pull request #670 from ShaneMcGovernIE/fix/oak-starter-jingle-668 2026-08-02 13:07:38 -04:00
bryanthaboi dbcaf705c2 Merge pull request #672 from ShaneMcGovernIE/fix/faint-animation-671 2026-08-02 13:05:23 -04:00
bryanthaboi f6809be81d Merge pull request #678 from spiritsnails/feat/ui-layout-option 2026-08-02 13:03:29 -04:00
spiritsnails 3ddf70888e test: ui_layout_option runs ROM-free
The row assertions called Data:load(), which needs data/generated/. The
T1/T2 tier runs without a ROM in CI, so the suite died on the import
rather than failing an assertion. Use T.fixtures.load() like the other
engine suites do.

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

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

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

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

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

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

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

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

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

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

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

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

* Game:draw started the frame at visibleBase, so that same opaque menu
  cut the overworld -- and the world pass with it -- out of the frame
  entirely, collapsing a "world" backdrop to endFrame's flat black clear.
  A world-bg battle now keeps the frame starting from underneath itself
  (drawBaseInStack).  Only the START of the draw moves; the clear stays
  keyed to the real visibleBase, so the menu still gets its opaque canvas
  and draws exactly as before.

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

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

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

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

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

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

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

Signed-off-by: dependabot[bot] <support@github.com>
2026-08-01 23:57:09 +00:00
bryanthaboi f9adeca5ca Merge pull request #618 from castdrian/metal 2026-08-01 19:56:29 -04:00
bryanthaboi 838f87c224 Merge pull request #619 from ShaneMcGovernIE/fix/viridian-old-man-yellow-617 2026-08-01 19:55:49 -04:00
spiritsnails 5b519165fc Fix #596: missing rival battle music in Oak's Lab
The Yellow port (oaks_lab_yellow.lua) already swaps in Music_MeetRival
for the "Hey wait! Let's check out our Pokemon!" challenge and restores
Music_OaksLab once the rival walks out, but the Red/Blue script never
did, leaving the lab battle silent before and after the fight.
2026-08-01 17:41:35 -06:00
Andrew Quenehen 0bb0518093 Merge branch 'dev' into feat/switch-nx
Bring Switch WIP up to date with current prod/dev (v0.1.54 / main tree).
2026-08-01 20:25:52 -03:00
Andrew Quenehen 41f549b271 fix(build): stop capturing pack_love stdout into LOVE_FILE
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>
2026-08-01 20:24:30 -03:00
spiritsnails 6b012a31ce Guarantee the post-battle fade-in by moving it into BattleState:finish()
pushBattle wrapped onFinish to push Transition.battleReturn on any
non-lose result, but that only fires for callers that route through
pushBattle correctly. Moving the same push into BattleState:finish()
instead -- the one choke point every battle (wild, trainer, walk-up,
scripted, link) already passes through on exit -- makes the fade
unconditional rather than dependent on each call site's wiring.
2026-08-01 16:41:51 -06:00
Adrian Castro 1a2b23a066 ci: configure dependabot for actions 2026-08-02 00:26:48 +02:00
spiritsnails f109530c5f Route scripted battles through pushBattle so the entry wipe actually plays
Commands.lua's start_battle and old-man-demo battle commands pushed
BattleState straight onto the stack, bypassing pushBattle (and therefore
BattleTransition) entirely. Every script-triggered battle -- gym leaders,
the rival, Giovanni, the catch tutorial -- cut straight to the battle
screen with no transition wipe. Only the walk-up trainer-sight path
(OverworldState:engageTrainer) went through pushBattle already.
2026-08-01 16:12:29 -06:00
spiritsnails 4cb132199c Fix ADVANCED palette pack using Gen 2 per-species palettes instead of Gen 1's
pokered-gbc's palettes.asm carries two species->palette tables gated on
GEN_2_GRAPHICS; data/palettes_gbc.lua had imported the per-species Gen 2
table, shaded for Gen 2 sprite art this port doesn't use, instead of Gen
1's own assignments. Bulbasaur wore PAL_BULBASAUR's red-orange, Squirtle
wore PAL_SQUIRTLE's shell brown on his head. Palette values are unchanged;
only which palette each species points at is corrected.
2026-08-01 16:04:22 -06:00
Adrian Castro fe16b3259c ci(ios): comment artifacts after pull request builds 2026-08-02 00:01:53 +02:00
Adrian Castro 2e46954fe0 ci(ios): use release signing in verification 2026-08-01 23:56:04 +02:00
spiritsnails aedc63c40d Port timing/parity fixes, seamless battle transitions, faithful-res lock, and zoom-aware UI anchoring
Ports from a downstream fork, hand-surgered hunk-by-hunk to exclude the
fork's randomizer/pokescript work and to skip a FixedStep jitter-tolerance
attempt that never fixed the stutter it targeted.

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

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

Tests: T2 suite drives the ball talk table through a ScriptRunner-
compatible executor (leftover text, pre-escort text, pre-pick offer)
plus a T3 driver that talks to the leftover ball in a real game.
2026-08-01 20:55:31 +01:00
Adrian Castro ea78792c03 fix(ios): build releases with LÖVE 12 2026-08-01 21:45:23 +02:00
Andrew Quenehen ba8aa7b263 fix(switch): use English Scan again for NX inbox rescan
Match the project English default instead of a hardcoded Portuguese label.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 16:21:19 -03:00
Andrew Quenehen 243cb6a477 Merge branch 'dev' into feat/switch-nx
Sync upstream v0.1.52/v0.1.53 fixes: Oak PC flow, bindings, Android host restart, UTF-8 mod manifests.
2026-08-01 15:48:00 -03:00
Andrew Quenehen c987fefede docs(switch): document VoxelMod chords and Switch performance tips
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 15:46:35 -03:00
bryanthaboi 9954225701 Merge pull request #603 from bryanthaboi/dev 2026-08-01 14:32:23 -04:00
Andrew Quenehen 2a038f7112 fix(switch): send build progress to stderr during love packing
Keep pack_game_love command-substitution returning only the archive path.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 15:27:24 -03:00
bryanthaboi 6bb2e078c0 Scrub mod manifest strings to valid UTF-8
A manifest whose name, version, description, or category carries invalid
UTF-8 (a BOM, Latin-1 bytes) crashed the launcher's MODS panel, since
love.graphics.printf raises on invalid UTF-8. Manifest.validate now drops
invalid bytes and a leading BOM from those strings, in place so the
badge's raw.category read agrees.
2026-08-01 14:22:30 -04:00
bryanthaboi 323c59e54f Merge pull request #594 from bryanthaboi/dev 2026-08-01 13:03:22 -04:00
bryanthaboi d26d63ed38 Merge pull request #588 from techmore/fix/prof-oaks-pc-flow 2026-08-01 12:58:03 -04:00
bryanthaboi 2009df3dd1 CLOSES #575, CLOSES #578, CLOSES #584, CLOSES #589 2026-08-01 12:56:13 -04:00
Andrew Quenehen 548e75a15e fix(switch): harden transfer docs gate and per-OS SD/FTP fallbacks
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:43:43 -03:00
Andrew Quenehen 339c85b590 docs(switch): close NXMOD-12 VoxelMod OLED smoke as pass
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:41:39 -03:00
Andrew Quenehen 0f0420314b docs(switch): point development guide at multi-method transfer docs
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:41:15 -03:00
Andrew Quenehen a08b5e65f7 docs(switch): link install and build guides to transfer runbook
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:40:54 -03:00
Andrew Quenehen 99b89c4e5e docs(switch): add multi-OS transfer runbook and content gate
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:40:46 -03:00
Andrew Quenehen 20586e0c48 fix(switch): show creator and porter in fused NRO author
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:19:16 -03:00
Andrew Quenehen b54d0c605a fix(switch): stamp Version.lua, gate resume music, keep NX import hint
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 13:13:09 -03:00
Andrew Quenehen 2f75af902c docs(switch): record SWBLD fetch-fused Mac smoke and SD install
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>
2026-08-01 13:06:45 -03:00
Andrew Quenehen 9147a6413e fix(switch): detail love-nx fetch failures with retry hint
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>
2026-08-01 12:53:06 -03:00
Andrew Quenehen 9a467d4bf1 docs(switch): link install and build guides from README
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:50:17 -03:00
Andrew Quenehen e40f9337b6 docs(switch): add switch-install player guide
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:49:57 -03:00
Andrew Quenehen 1f0712d2d5 docs(switch): add switch-build contributor guide
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:49:45 -03:00
Andrew Quenehen 345bc9519a ci(release): publish fused Switch NRO on GitHub Releases
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:49:25 -03:00
Andrew Quenehen 0b30bb2eff test(switch): add offline build_switch packaging selftest
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:48:31 -03:00
Andrew Quenehen f0e88aa581 feat(switch): native-or-Docker fused NRO packaging with clear errors
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:48:04 -03:00
Andrew Quenehen 317893bd61 feat(switch): add --fetch and mode glossary to build_switch.sh
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:47:39 -03:00
Andrew Quenehen bd181271d9 fix(switch): tell users to run --fetch when love-nx pin missing
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:47:26 -03:00
Andrew Quenehen 4df09010a8 feat(switch): fetch pinned love-nx with checksum verify
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:47:09 -03:00
Andrew Quenehen 1a5b2b96dc chore(switch): pin devkitPro Docker image for fused fallback
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:46:57 -03:00
Andrew Quenehen 43d89813fc feat(switch): add shared packaging helpers in common.sh
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:46:51 -03:00
Andrew Quenehen 5bc76ce6fe Merge branch 'dev' into feat/switch-nx
Bring latest upstream fixes (Metal/iOS, encounter slide, second-screen seam) into the Switch NX feature branch.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 12:12:07 -03:00
techmore f0f3e9634b fix: restore PROF. OAK's PC intro, jingle timing and closing link
CLOSES #576

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

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

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

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

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

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

parity_battle_intro_chrome waited a hardcoded 45 frames for the slide to
land; bumped to 85 to cover the slower slide.
2026-08-01 15:25:54 +02:00
Adrian Castro be60c7c1d5 fix(ios): present voxel pipeline canvases 2026-08-01 14:37:18 +02:00
Andrew Quenehen 8654444d1a docs(switch): document WIP status, OLED-only limits, and manual deploy
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>
2026-08-01 06:07:18 -03:00
Andrew Quenehen 772c39edb8 feat(switch): use gen1recomp cover art for NRO icon
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 06:00:19 -03:00
Andrew Quenehen 74e7474349 fix(nx-mods): skip ROM AppleDouble sidecars and surface mixed failures
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>
2026-08-01 05:58:17 -03:00
Andrew Quenehen 3aefe41ea1 fix(nx-mods): skip MTP AppleDouble zips and mount archives in memory
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>
2026-08-01 05:53:48 -03:00
Andrew Quenehen 2223c31e93 docs(switch): add VoxelMod OLED smoke evidence scaffold
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:27:50 -03:00
Andrew Quenehen 568f0fa9eb docs(switch): document mod zip inbox and Joy-Con display chords
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:27:34 -03:00
Andrew Quenehen e91cf0f0c2 test(nx-mods): lock zip and chord edge regressions
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:27:07 -03:00
Andrew Quenehen 8a1f583d88 feat(nx-mods): fire display hotkeys from Select+face chords
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:26:20 -03:00
Andrew Quenehen 7518319c80 feat(nx-mods): map Select+face chords to display hotkeys
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:25:26 -03:00
Andrew Quenehen 304df44742 feat(nx-mods): show Procurar novamente and MTP hint on MODS
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:23:19 -03:00
Andrew Quenehen e92bab6f4f feat(nx-mods): route chooseMod to inbox rescan on NX
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:22:08 -03:00
Andrew Quenehen 43755c5457 feat(nx-mods): rescan installs zips and retains failures
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:21:01 -03:00
Andrew Quenehen d4455c508f feat(nx-mods): scan imports/mods for zip candidates
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:19:59 -03:00
Andrew Quenehen 7d01242cd1 feat(nx-mods): add imports/mods inbox dir and MTP hint
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:19:26 -03:00
Andrew Quenehen 9d77189cec docs(switch): sync P0 fused matrix with T24 hardware pass
Verifier flagged stale deferred rows for P0-12/14/15 after fused
deploy evidence closed T24.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 05:05:43 -03:00
Andrew Quenehen c8adbdcc64 docs(switch): record fused NRO deploy evidence
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>
2026-08-01 05:03:31 -03:00
Andrew Quenehen ac6dfe7134 fix(import): mount Blue/Yellow save-dir cache without FFI
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>
2026-08-01 04:57:17 -03:00
Andrew Quenehen b1ad7c7254 fix(switch): unhide fused save-dir generated cache on Play
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>
2026-08-01 04:55:08 -03:00
Andrew Quenehen 6fb5602cb0 docs(switch): outline upstream PR split
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:33:23 -03:00
Andrew Quenehen b942d37944 docs(switch): complete P0/P1 hardware matrix
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:33:19 -03:00
Andrew Quenehen b7ee191b6c feat(debug): log Lua errors and document NX crash triage
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:33:14 -03:00
Andrew Quenehen 4ea24a0a6f feat(switch): build fused gen1recomp NRO
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:32:01 -03:00
Andrew Quenehen 6ad8c8d73d feat(switch): embed build-info metadata in artifacts
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:31:57 -03:00
Andrew Quenehen 8982952fa4 feat(switch): reject private content in love payload
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:31:37 -03:00
Andrew Quenehen b135878824 refactor(build): extract shared pack_love.sh helper
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:31:06 -03:00
Andrew Quenehen e9463d39aa docs(switch): record suspend and save persistence evidence
T19 closed: quit/reopen, suspend×10, and reboot persistence all pass
on OLED (operator report 2026-08-01).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:29:26 -03:00
Andrew Quenehen dcee7ca8e4 fix(build): avoid SIGPIPE from grep -q on love zip listing
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>
2026-08-01 04:28:31 -03:00
Andrew Quenehen 1653aa0a5d docs(switch): close T16 naming re-verify with Nintendo UX
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>
2026-08-01 04:28:31 -03:00
Andrew Quenehen 2699c9a2f9 fix(input): Nintendo A/B face map on NX
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>
2026-08-01 04:24:57 -03:00
Andrew Quenehen efd81d8e34 fix(input): ignore raw face presses when Joy-Con is gamepad
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>
2026-08-01 04:15:47 -03:00
Andrew Quenehen 925b224eda docs(switch): record Joy-Con input evidence
T16 launcher/overworld pass; naming fail with dual-path diagnosis.
T19 quit/reopen save pass; suspend×10 still pending.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 04:15:47 -03:00
Andrew Quenehen 7504753ea8 fix(input): recover cleanly on joystick reconnect
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:53:43 -03:00
Andrew Quenehen da60f40dfc fix(input): reset controls on focus loss
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:53:37 -03:00
Andrew Quenehen 560ebc5997 fix(input): apply Switch-measured controller fallback
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:53:27 -03:00
Andrew Quenehen 361d4b81df feat(debug): add opt-in Switch input diagnostics
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:53:20 -03:00
Andrew Quenehen 83cf1fdb00 refactor(input): share gamepad map between launcher and gameplay
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:53:13 -03:00
Andrew Quenehen 228a0baf81 docs(switch): record OLED ROM import evidence
Phase 0 probe confirmed getOS NX and Joy-Con events; Red inbox
import reached Play. Naming-screen confirm flake deferred to input tasks.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:48:57 -03:00
Andrew Quenehen df7cea4387 feat(import): scan NX inbox and import by canonical SHA-1
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:20:16 -03:00
Andrew Quenehen 13b55a797e feat(import): show NX inbox path and rescan action
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:20:12 -03:00
Andrew Quenehen 1ec33b1374 refactor(import): separate NX capabilities from Android flags
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:20:09 -03:00
Andrew Quenehen c06991e03d fix(switch): disable unvalidated network features on NX
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:15:31 -03:00
Andrew Quenehen 2fcd7abbfd fix(platform): skip host shell spawn on NX
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:15:13 -03:00
Andrew Quenehen 5ca17cfc99 feat(conf): configure LÖVE window hints for NX
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:14:45 -03:00
Andrew Quenehen 05f1e3852c feat(platform): add NX capability detection module
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:14:38 -03:00
Andrew Quenehen 3b22a45a23 docs(switch): add MTP and Phase 0 hardware runbook
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:14:25 -03:00
Andrew Quenehen f172d3129f feat(switch): assemble loose nro + game.love dist
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:14:11 -03:00
Andrew Quenehen a7a84b6fab chore(switch): add minimal love-nx hardware probe
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:13:57 -03:00
Andrew Quenehen d4afa09e03 docs(switch): pin love-nx 11.5-nx1 manifest layout
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-01 03:13:46 -03:00
541 changed files with 98560 additions and 6013 deletions
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@@ -0,0 +1,6 @@
version: 2
updates:
- package-ecosystem: github-actions
directory: /
schedule:
interval: weekly
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+241 -6
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@@ -10,8 +10,6 @@ name: ci
# The T3 content tier asserts Pokemon Red facts; scripts/test.sh detects
# data/generated/ is absent and skips it rather than failing.
#
# Runs alongside release.yml, which is untouched by this file.
on:
push:
# Integration branch + release branch. PRs already run via pull_request
@@ -24,12 +22,249 @@ concurrency:
group: ci-${{ github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
ios-changes:
name: detect iOS changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
ios-build:
name: iOS build
needs: ios-changes
if: needs.ios-changes.outputs.changed == 'true'
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
outputs:
ipa_url: ${{ steps.upload-ipa.outputs.artifact-url }}
steps:
- uses: actions/checkout@v7
- name: import signing certificate
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
keychain_path="$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db"
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
p12="$ci_dir/signing.p12"
passfile="$ci_dir/signing.pass"
[ -f "$p12" ] && [ -f "$passfile" ] || exit 1
p12pw="$(cat "$passfile")"
kcpw="$(openssl rand -base64 24)"
echo "::add-mask::$kcpw"
security delete-keychain "$keychain_path" 2>/dev/null || true
security create-keychain -p "$kcpw" "$keychain_path"
security set-keychain-settings "$keychain_path"
security unlock-keychain -p "$kcpw" "$keychain_path"
security import "$p12" -P "$p12pw" -k "$keychain_path" -T /usr/bin/codesign -T /usr/bin/security
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$kcpw" "$keychain_path" >/dev/null
existing="$(security list-keychains -d user | sed -e 's/^[[:space:]]*//' -e 's/"//g')"
security list-keychains -d user -s "$keychain_path" $existing
- name: install xcbeautify
run: brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
- name: build iOS release
env:
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release
else
scripts/build_ios.sh --fetch --release
fi
- name: upload iOS release artifact
id: upload-ipa
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/upload-artifact@v7
with:
name: gen1recomp-ios-ipa
path: dist/ios/gen1recomp.ipa
if-no-files-found: error
retention-days: 7
- name: clean up signing keychain
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
switch-changes:
name: detect Switch changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_switch\.sh$|scripts/switch/|docs/switch-.*\.md$|tests/switch_ci_workflows_test\.lua$|tests/switch_transfer_docs_test\.lua$|\.github/workflows/(ci|release|switch-artifact-comment)\.yml$|src/core/(NxAssetOverlay|Platform|GameVersion)\.lua$|src/import/CacheFs\.lua$|tests/engine/(assets_version_fallback|nx_generated_guard|nx_yellow_boot|switch_diagnostics)_test\.lua$|tests/engine/platform_nx)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
switch-selftest:
name: Switch offline selftest
needs: switch-changes
if: needs.switch-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: install luajit
run: sudo apt-get update && sudo apt-get install -y luajit
- name: Switch offline selftest
run: bash scripts/switch/selftest_build_switch.sh
- name: verify_payload self-test
run: bash scripts/switch/verify_payload.sh --self-test
- name: Switch CI workflow content gate
run: luajit tests/switch_ci_workflows_test.lua
- name: Switch transfer docs content gate
run: luajit tests/switch_transfer_docs_test.lua
# NX runtime regressions gate this job via switch-changes; run the NX
# engine suites here too so a PR touching them gets feedback on the
# fork-safe ubuntu runner before the self-hosted Mac build.
- name: NX engine suites (headless)
run: |
luajit tests/engine/assets_version_fallback_test.lua
luajit tests/engine/nx_generated_guard_test.lua
luajit tests/engine/nx_yellow_boot_test.lua
switch-build:
name: Switch fused build
needs: [switch-changes, switch-selftest]
if: |
always()
&& needs.switch-changes.outputs.changed == 'true'
&& needs.switch-selftest.result == 'success'
&& github.repository == 'bryanthaboi/gen1recomp'
&& (github.event_name != 'pull_request'
|| github.event.pull_request.head.repo.full_name == github.repository)
runs-on: ["self-hosted", "macOS"]
steps:
- uses: actions/checkout@v7
- name: Build Switch fused NRO
run: |
set -euo pipefail
VER="$(printf '%s' "$GITHUB_SHA" | cut -c1-7)"
scripts/build_switch.sh --fetch --fused --version "$VER"
echo "SWITCH_VER=$VER" >> "$GITHUB_ENV"
- name: upload Switch NRO artifact
uses: actions/upload-artifact@v7
with:
name: gen1recomp-switch-nro
path: |
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro.sha256
if-no-files-found: error
retention-days: 7
xbox-uwp-changes:
name: detect Xbox UWP changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(ports/uwp/|scripts/build_xbox_uwp\.sh$|scripts/xbox-uwp/|scripts/pack_love\.sh$|\.github/workflows/(ci|release)\.yml$|src/core/Platform\.lua$|src/import/(CacheFs|RomImporter)\.lua$|src/update/Check\.lua$|tests/engine/(platform_nx|uwp_native_picker)_test\.lua$|tests/rom_importer_double_pick_test\.lua$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
xbox-uwp-selftest:
name: Xbox UWP offline selftest
needs: xbox-uwp-changes
if: needs.xbox-uwp-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: Xbox UWP offline selftest
run: bash scripts/xbox-uwp/selftest_build_xbox_uwp.sh
- name: Build shared payload
run: |
scripts/pack_love.sh \
--output .bazinga/work/ci-game.love \
--listing .bazinga/work/ci-love-listing.txt \
--version 0.0.0
- name: Upload shared payload
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp-payload
path: .bazinga/work/ci-game.love
if-no-files-found: error
retention-days: 1
xbox-uwp-build:
name: Xbox UWP build
needs: [xbox-uwp-changes, xbox-uwp-selftest]
if: |
always()
&& needs.xbox-uwp-changes.outputs.changed == 'true'
&& needs.xbox-uwp-selftest.result == 'success'
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-xbox-uwp-payload
path: .bazinga/work
- name: Build Xbox UWP package
shell: bash
run: |
bash scripts/build_xbox_uwp.sh \
--release \
--version 0.0.0 \
--game-love .bazinga/work/ci-game.love
- name: Upload Xbox UWP package
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp
path: |
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip.sha256
if-no-files-found: error
retention-days: 7
headless:
name: headless suites (no ROM)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
# LuaJIT, not lua5.4: LOVE 11.x embeds LuaJIT 2.1 and the engine is
# written to Lua 5.1 semantics, so CI must run the interpreter the
@@ -47,7 +282,7 @@ jobs:
name: fixture dataset integrity
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
@@ -89,7 +324,7 @@ jobs:
name: screenshot differ (capture not yet wired)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- run: python3 -m pip install --upgrade pillow
# 21-testing-and-ci §"Testing & acceptance criteria": compare_shots
@@ -137,7 +372,7 @@ jobs:
name: mod lint (no ROM-derived content)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
# the MK305 dump check key-diffs shipped tables through luajit, and
# modkit treats a missing interpreter as a fatal MK100 -- without
@@ -0,0 +1,55 @@
name: iOS artifact comment
on:
workflow_run:
workflows: [ci]
types: [completed]
permissions:
contents: read
issues: write
pull-requests: write
jobs:
comment:
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
steps:
- id: artifact
env:
GH_TOKEN: ${{ github.token }}
RUN_ID: ${{ github.event.workflow_run.id }}
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
run: |
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-ios-ipa") | .id')"
[ -n "$artifact_id" ] || exit 0
head_owner="${HEAD_REPOSITORY%%/*}"
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
[ -n "$pr_number" ] || exit 0
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
# Upsert via comment-tag only — do not delete-all bot comments (clobbers Switch).
- name: Get build info
id: build-info
env:
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
run: |
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
echo "time=$build_time" >> "$GITHUB_OUTPUT"
- name: comment iOS artifact
if: steps.artifact.outputs.pr_number != ''
uses: thollander/actions-comment-pull-request@v3
with:
message: |
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
**Build Time**: `${{ steps.build-info.outputs.time }}`
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
pr-number: ${{ steps.artifact.outputs.pr_number }}
comment-tag: ios-build-result
github-token: ${{ github.token }}
+262 -32
View File
@@ -1,8 +1,9 @@
name: Release
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
# IPA, and the Anbernic RG34XXSP (Stock OS 64-bit MOD / PortMaster) port on
# the self-hosted Mac runner, and publishes them as a GitHub Release.
# IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, and the Anbernic
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) port, then publishes them as a
# GitHub Release.
#
# Versioning:
# - First ever release is 0.1.0.
@@ -24,6 +25,7 @@ on:
paths-ignore:
- '.github/**'
- '**.md'
- 'mobile/ios/app-repo.json'
workflow_dispatch:
inputs:
version:
@@ -41,16 +43,17 @@ concurrency:
cancel-in-progress: false
jobs:
release:
runs-on: [self-hosted, macOS]
version:
name: determine release version
runs-on: ubuntu-latest
outputs:
version: ${{ steps.ver.outputs.version }}
tag: ${{ steps.ver.outputs.tag }}
steps:
- name: Checkout
uses: actions/checkout@v4
- uses: actions/checkout@v7
with:
fetch-depth: 0
fetch-tags: true
- name: Determine version
id: ver
env:
@@ -58,7 +61,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
# 1) Explicit override from a manual run.
@@ -88,7 +90,6 @@ jobs:
| grep -E "$semver_re" \
| sort -t. -k1,1n -k2,2n -k3,3n \
| tail -1 || true)"
if [ -z "$latest" ]; then
version="0.1.0"
echo "No existing release tag; starting at $version"
@@ -116,11 +117,129 @@ jobs:
echo "::error::Release $tag already exists. Pick a different version."
exit 1
fi
echo "version=$version" >> "$GITHUB_OUTPUT"
echo "tag=$tag" >> "$GITHUB_OUTPUT"
love-payload:
name: build release game.love
needs: version
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: Build shared payload
run: |
scripts/pack_love.sh \
--output dist/payload/game.love \
--listing dist/payload/love-listing.txt \
--version "${{ needs.version.outputs.version }}"
- name: Upload shared payload
uses: actions/upload-artifact@v7
with:
name: gen1recomp-release-love
path: dist/payload/game.love
if-no-files-found: error
retention-days: 1
xbox-uwp:
name: build Xbox UWP release
needs: [version, love-payload]
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-release-love
path: .bazinga/work
- name: Prepare signing certificate
shell: pwsh
env:
CERTIFICATE_BASE64: ${{ secrets.XBOX_UWP_SIGNING_CERTIFICATE }}
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
if ($env:CANONICAL_REPOSITORY -eq 'true' -and
[string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
throw 'XBOX_UWP_SIGNING_CERTIFICATE is not configured.'
}
if ([string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
"UWP_PUBLISHER=CN=Gen1Recomp" | Out-File $env:GITHUB_ENV -Append
exit 0
}
$pfx = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.pfx'
[IO.File]::WriteAllBytes($pfx, [Convert]::FromBase64String($env:CERTIFICATE_BASE64))
$flags = [Security.Cryptography.X509Certificates.X509KeyStorageFlags]::EphemeralKeySet
$cert = [Security.Cryptography.X509Certificates.X509Certificate2]::new(
$pfx, $env:CERTIFICATE_PASSWORD, $flags)
$cer = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.cer'
[IO.File]::WriteAllBytes(
$cer,
$cert.Export([Security.Cryptography.X509Certificates.X509ContentType]::Cert))
Import-Certificate -FilePath $cer -CertStoreLocation Cert:\LocalMachine\TrustedPeople | Out-Null
"UWP_PFX=$pfx" | Out-File $env:GITHUB_ENV -Append
"UWP_CERT_THUMBPRINT=$($cert.Thumbprint)" | Out-File $env:GITHUB_ENV -Append
"UWP_PUBLISHER=$($cert.Subject)" | Out-File $env:GITHUB_ENV -Append
- name: Build Xbox UWP package
shell: bash
run: |
bash scripts/build_xbox_uwp.sh \
--release \
--version "${{ needs.version.outputs.version }}" \
--publisher "$UWP_PUBLISHER" \
--game-love .bazinga/work/game.love
- name: Sign and stage Xbox UWP release
shell: pwsh
env:
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
run: |
if (-not $env:UWP_PFX) {
exit 0
}
scripts/xbox-uwp/stage_release.ps1 `
-Version '${{ needs.version.outputs.version }}' `
-Configuration Release `
-BuildInfo .bazinga/work/xbox-uwp-build-info.json `
-CertificatePath $env:UWP_PFX `
-CertificatePassword $env:CERTIFICATE_PASSWORD
- name: Upload Xbox UWP release
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp-release
path: |
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip.sha256
if-no-files-found: error
retention-days: 1
- name: Remove signing certificate
if: always()
shell: pwsh
run: |
if ($env:UWP_CERT_THUMBPRINT) {
Remove-Item "Cert:\LocalMachine\TrustedPeople\$env:UWP_CERT_THUMBPRINT" -ErrorAction SilentlyContinue
}
if ($env:UWP_PFX) {
Remove-Item $env:UWP_PFX -Force -ErrorAction SilentlyContinue
}
release:
needs: [version, xbox-uwp]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps:
# The self-hosted runner lives under the machine owner's home
# directory; mask it first so absolute paths in every later step's
# output show up as *** in the public workflow logs.
- name: Mask runner paths
run: echo "::add-mask::$HOME"
- name: Checkout
uses: actions/checkout@v7
with:
fetch-depth: 0
fetch-tags: true
- name: Import signing certificate into a temporary keychain
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
KEYCHAIN_PATH="$RUNNER_TEMP/pokemon-signing.keychain-db"
@@ -163,30 +282,51 @@ jobs:
# notarize separately below so it uses secret credentials, not a
# login-keychain profile. "all" also builds the Linux AppImage,
# which needs no signing/notarization.
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
- name: Build Android
run: |
set -euo pipefail
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
scripts/build_android.sh --version "${{ needs.version.outputs.version }}"
- name: Build iOS
- name: Install xcbeautify
run: |
set -euo pipefail
# Device Release IPA; signs with the Apple Development identity on
# the runner (auto team detection). Users on other Apple IDs still
# re-sign or build via docs/ios-install.md.
scripts/build_ios.sh --fetch --device --release \
--version "${{ steps.ver.outputs.version }}"
brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
- name: Build iOS
env:
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
set -euo pipefail
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release \
--version "${{ needs.version.outputs.version }}"
else
scripts/build_ios.sh --fetch --release \
--version "${{ needs.version.outputs.version }}"
fi
- name: Build Switch
run: |
set -euo pipefail
# Hard-fail gate: Switch ships with every release (never soft-fail).
# PR CI is path-gated (ubuntu selftest + canonical fused); release
# always builds Switch regardless of which files changed.
# Needs native switch-tools (nacptool/elf2nro) and/or Docker on the
# Mac self-hosted runner; see docs/switch-build.md.
scripts/build_switch.sh --fetch --fused \
--version "${{ needs.version.outputs.version }}"
- name: Build Anbernic RG34XXSP port
run: |
set -euo pipefail
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
# runtime from PortMaster-GUI, so it needs no signing/notarization.
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
./build-rg34xxsp.sh --version "${{ needs.version.outputs.version }}"
- name: Notarize & staple macOS app
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
@@ -220,11 +360,19 @@ jobs:
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
echo "Notarized + stapled ✓"
- name: Download Xbox UWP release
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/download-artifact@v8
with:
name: gen1recomp-xbox-uwp-release
path: dist/xbox-uwp
- name: Stage release assets
if: github.repository == 'bryanthaboi/gen1recomp'
id: assets
run: |
set -euo pipefail
v="${{ steps.ver.outputs.version }}"
v="${{ needs.version.outputs.version }}"
outdir="dist/release"
rm -rf "$outdir"
mkdir -p "$outdir"
@@ -239,6 +387,16 @@ jobs:
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
cp "$ipa" "$outdir/gen1recomp-${v}-ios.ipa"
swzip="dist/switch/gen1recomp-${v}-switch.zip"
[ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
cp "$swzip" "$outdir/gen1recomp-${v}-switch.zip"
# Local fused .nro stays under dist/switch/ for PR CI / debug; release
# publishes the SD-ready zip only.
uwp="dist/xbox-uwp/gen1recomp-${v}-xbox-uwp.zip"
[ -f "$uwp" ] || { echo "::error::$uwp not found (expected from the Xbox UWP job)"; exit 1; }
cp "$uwp" "$outdir/gen1recomp-${v}-xbox-uwp.zip"
# Anbernic handheld port (suffix names the CFW it targets, so a
# future RG35XX/other-CFW pack can ship alongside it).
rg34="dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip"
@@ -260,12 +418,13 @@ jobs:
cat "$outdir/sha256sums.txt"
- name: Publish GitHub Release
if: github.repository == 'bryanthaboi/gen1recomp'
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
v="${{ steps.ver.outputs.version }}"
tag="${{ steps.ver.outputs.tag }}"
v="${{ needs.version.outputs.version }}"
tag="${{ needs.version.outputs.tag }}"
# Issues this release closes. Three sources, deduped by number:
# 1. GitHub's own "closing issues" links on every PR whose
@@ -349,22 +508,93 @@ jobs:
fi
printf 'Release notes:\n%s\n' "$notes"
release_files=(
"dist/release/gen1recomp-${v}-macos.zip"
"dist/release/gen1recomp-${v}-windows.zip"
"dist/release/gen1recomp-${v}-linux.zip"
"dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp-${v}-ios.ipa"
"dist/release/gen1recomp-${v}-switch.zip"
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
"dist/release/gen1recomp-${v}.love"
"dist/release/sha256sums.txt"
)
gh release create "$tag" \
--target "$GITHUB_SHA" \
--title "$v" \
--notes "$notes" \
"dist/release/gen1recomp-${v}-macos.zip" \
"dist/release/gen1recomp-${v}-windows.zip" \
"dist/release/gen1recomp-${v}-linux.zip" \
"dist/release/gen1recomp-${v}-android.apk" \
"dist/release/gen1recomp-${v}-ios.ipa" \
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip" \
"dist/release/gen1recomp-${v}.love" \
"dist/release/sha256sums.txt"
"${release_files[@]}"
echo "Published release $tag"
- name: Update iOS app repository
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
v="${{ needs.version.outputs.version }}"
ipa="dist/release/gen1recomp-${v}-ios.ipa"
app_repo="mobile/ios/app-repo.json"
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
date="$(date -u +"%Y-%m-%d")"
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
if [ -n "$release_notes" ]; then
localized_description="$release_notes"
fi
entry="$(jq -n \
--arg version "$v" \
--arg date "$date" \
--arg download_url "$download_url" \
--arg localized_description "$localized_description" \
--argjson size "$size" \
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
if jq -e --arg version "$v" \
'any(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions[]?; .version == $version)' \
"$app_repo" >/dev/null; then
jq --arg version "$v" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= map(if .version == $version then $entry else . end)' \
"$app_repo" > "$app_repo.tmp"
else
jq --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= [$entry] + .' \
"$app_repo" > "$app_repo.tmp"
fi
mv "$app_repo.tmp" "$app_repo"
# main is PR-only for everyone except deploy keys (the "main protection"
# ruleset's bypass actor), so this push must authenticate with the
# RELEASE_DEPLOY_KEY deploy key over SSH; the workflow's GITHUB_TOKEN
# would be rejected by the branch protection.
- name: Commit iOS app repository
if: github.repository == 'bryanthaboi/gen1recomp'
env:
DEPLOY_KEY: ${{ secrets.RELEASE_DEPLOY_KEY }}
run: |
set -euo pipefail
git add mobile/ios/app-repo.json
if git diff --cached --quiet; then
echo "app-repo.json unchanged; nothing to push"
exit 0
fi
key="$RUNNER_TEMP/release-deploy-key"
printf '%s\n' "$DEPLOY_KEY" > "$key"
chmod 600 "$key"
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git commit -m "chore(ios): update app-repo.json [skip ci]"
git -c core.sshCommand="ssh -i $key -o IdentitiesOnly=yes -o StrictHostKeyChecking=accept-new" \
push "git@github.com:${GITHUB_REPOSITORY}.git" "HEAD:${GITHUB_REF_NAME}"
rm -f "$key"
- name: Clean up signing keychain
if: always()
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
run: |
security delete-keychain "$RUNNER_TEMP/pokemon-signing.keychain-db" 2>/dev/null || true
rm -f "$RUNNER_TEMP/release-deploy-key"
@@ -0,0 +1,55 @@
name: Switch artifact comment
on:
workflow_run:
workflows: [ci]
types: [completed]
permissions:
contents: read
issues: write
pull-requests: write
jobs:
comment:
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
steps:
- id: artifact
env:
GH_TOKEN: ${{ github.token }}
RUN_ID: ${{ github.event.workflow_run.id }}
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
run: |
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-switch-nro") | .id')"
[ -n "$artifact_id" ] || exit 0
head_owner="${HEAD_REPOSITORY%%/*}"
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
[ -n "$pr_number" ] || exit 0
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
# Upsert via comment-tag only — do not delete-all bot comments (clobbers iOS).
- name: Get build info
id: build-info
env:
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
run: |
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
echo "time=$build_time" >> "$GITHUB_OUTPUT"
- name: comment Switch artifact
if: steps.artifact.outputs.pr_number != ''
uses: thollander/actions-comment-pull-request@v3
with:
message: |
[gen1recomp-switch.nro](${{ steps.artifact.outputs.artifact_url }})
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
**Build Time**: `${{ steps.build-info.outputs.time }}`
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
pr-number: ${{ steps.artifact.outputs.pr_number }}
comment-tag: switch-build-result
github-token: ${{ github.token }}
+9 -1
View File
@@ -31,7 +31,10 @@ mobile/ios/love-src/
mobile/ios/cache/
mobile/ios/build/
# Final packaged build artifacts (mac/win/web/android/ios) — see scripts/build.sh
# love-nx vendor binaries (fetch per docs/switch-development.md; also covered by .*)
.bazinga/love-nx/
# Final packaged build artifacts (mac/win/web/android/ios/switch) — see scripts/build.sh
/dist/
# Legacy manual convenience-copy location (superseded by /dist/android/)
@@ -43,3 +46,8 @@ mobile/dist/
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
mobile/ios/bundle_id.local
# Xbox UWP build output
/ports/uwp/build/
/ports/uwp/third_party/*/source/
/ports/uwp/third_party/angle/depot_tools/
+10
View File
@@ -118,6 +118,7 @@ not a hard error, so the list can grow without breaking old mods.
| `QUEST` | New story, NPCs, dialogue, cutscenes | content |
| `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul |
| `GRAPHICS` | Sprite / tileset / palette / font changes | content |
| `LANGUAGE` | A translation: `text`, `strings` and the glyphs it needs | content |
| `AUDIO` | Music, sfx, cries | content |
| `UI` | New or modified screens, menus, overlays | content / overhaul |
| `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content |
@@ -128,6 +129,15 @@ not a hard error, so the list can grow without breaking old mods.
keeps validating with the value it has shipped since before the taxonomy
existed.
A translation may also set `"language": true` in the manifest. That is the
one claim online play acts on: an install running nothing but verified
translations may take an ONLINE MATCH or a TOURNAMENT instead of being
asked to restart vanilla. The claim is checked, not taken -- the mod
qualifies only if every record it writes lands in `text`, `strings` or
`font`, it wraps no hook, subscribes to no event and requests no
permission. Anything else and it is an ordinary content mod that happens to
ship text.
### 4. `mod.card`
The manifest is the *engine's* contract: identity, load order, dependencies,
+53 -2
View File
@@ -4,6 +4,9 @@ A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
behavior are hand-written Lua; game data and graphics are decoded from a ROM
supplied by the player.
> [!CAUTION]
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
@@ -75,6 +78,19 @@ The packaged app contains neither a ROM nor pre-extracted game data. Music,
sound effects, and cries are synthesized while the game runs from compact
audio channel programs copied out of the verified ROM.
### A note on Windows Defender warnings
Windows Defender sometimes flags the Windows build with a generic
machine-learning detection such as `Trojan:Win32/Wacatac!ml` (#621). This is
a known false positive: the exe is the official LÖVE runtime with the game
archive appended (the standard way LÖVE games ship), and Defender's
heuristics distrust unsigned executables with appended data. Every release
publishes SHA-256 checksums (`sha256sums.txt`) so you can verify your
download, and you can confirm a flagged file yourself on
[VirusTotal](https://www.virustotal.com), where these builds come back clean
on every engine except Defender's heuristic. False positives are reported to
Microsoft as they come up.
## Controls
@@ -96,6 +112,7 @@ supported out of the box.
| Key | What it does |
| --------- | ---------------------------------------------------- |
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
| `1` | Cycle GAME SPEED up (controller: R2 faster, L2 slower) |
| `2` | Cycle COLORS |
| `3` | Cycle TILT (free-roam overworld) |
| `4` | Cycle ZOOM through every level (free-roam overworld) |
@@ -105,8 +122,8 @@ supported out of the box.
| `F10` | Open / close the mod manager |
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
and persist in `options.lua`.
COLORS, TILT, ZOOM, GBC FX, GAME SPEED, and VOID FILL are also in the
Options menu and persist in `options.lua`.
### Low-end devices
@@ -195,6 +212,16 @@ Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
build and install from source on a Mac instead, see
[docs/ios-install.md](docs/ios-install.md).
<div>
<a href="https://intradeus.github.io/http-protocol-redirector?r=sidestore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/sidestore-badge.png" alt="Add to SideStore" height="60"></a>
&nbsp;
<a href="https://intradeus.github.io/http-protocol-redirector?r=feather://source/https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/feather-badge.png" alt="Add to Feather" height="60"></a>
&nbsp;
<a href="https://intradeus.github.io/http-protocol-redirector?r=altstore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/altstore-badge.png" alt="Add to AltStore" height="60"></a>
&nbsp;
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
</div>
## Handhelds
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
@@ -202,6 +229,27 @@ ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
Install steps, controls, and troubleshooting live in
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
## Nintendo Switch
Releases ship an SD-ready `gen1recomp-*-switch.zip` (issue
[#531](https://github.com/bryanthaboi/gen1recomp/issues/531)). Runtime target
is pinned [love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`.
Requires a console that can run Switch homebrew. Hardware evidence: **OLED**
(author) and **V1 / Erista** boot (community).
- Players: [docs/switch-install.md](docs/switch-install.md) — download the
zip, extract at the microSD root (install or update), title-override
launch, import your own legal ROM, Joy-Con controls and shortcuts.
- Builders: [docs/switch-build.md](docs/switch-build.md) — `--fetch` /
`--loose` / `--fused`, toolchain, Docker fallback, and **CI vs release**
(path-gated ubuntu selftest, canonical fused PR artifact, release hard-fail).
Limitations, Dusklight-derived method, and how we tested:
[docs/switch-development.md](docs/switch-development.md) and
[docs/switch-hardware-evidence.md](docs/switch-hardware-evidence.md). Community
help — especially HOS / love-nx packaging and broader hardware coverage — is
welcome.
## Modding
The game ships a native mod platform: content registries, events and hooks,
@@ -249,4 +297,7 @@ This project would not be possible without [pret](https://github.com/pret) >
the pret band of decompiling maniacs > and their
[pokered](https://github.com/pret/pokered) disassembly.
Nintendo Switch port: [andrewqsantos](https://github.com/andrewqsantos).
Switch hardware testing (V1 boot): [booshankles](https://github.com/booshankles).
<p align="center"><a href="https://boisclub.games"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/bcg.png"></a></p>
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@@ -0,0 +1,13 @@
# Plain Pixel font
"Plain Pixel Font" by Douglas Vautour (Burpy Fresh) is licensed under
CC-BY 4.0: https://burpyfresh.itch.io
Version 0.009 (CJK character additions), unmodified. Characters for most
languages have a 5x11 base but can extend vertically; double-width
characters such as Hiragana and Katakana are 11x11.
Bundled so a translation mod can opt into TTF text rendering
(`mod.content.font:register("ttf", {})`; see the Translation support
section of docs/new-features.md) instead of drawing hundreds of glyph-page
tiles. The tile font extracted from the player's ROM stays the default.
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+1 -1
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@@ -89,7 +89,7 @@ mkdir -p "$GAME_SRC"
# tools/save-editor is part of that payload: the launcher's Edit button on a
# save row opens it in-process (main.lua).
(cd "$ROOT" && zip -q -9 -r "$WORK/game-payload.zip" \
main.lua conf.lua src data assets tools/save-editor \
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$WORK/game-payload.zip" \
+15 -1
View File
@@ -58,7 +58,17 @@ function love.conf(t)
-- engine before conf runs (LÖVE 11.x / 11.5).
local osName = love._os
local mobile = osName == "Android" or osName == "iOS"
if mobile then
local nx = osName == "NX"
if nx then
-- Switch (love-nx): hint handheld 720p. SDL auto-switches portable↔dock
-- (720p↔1080p) only when the window is resizable and not exclusive
-- fullscreen; NxDisplay.sync also applies the size on boot and dock change.
t.window.width = 1280
t.window.height = 720
t.window.fullscreen = false
t.window.resizable = true
t.window.highdpi = false
elseif mobile then
-- resizable is what unlocks orientation. SDL's Android backend, given no
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
@@ -70,6 +80,10 @@ function love.conf(t)
-- just work. FULL_SENSOR ignores the device's rotation lock, so
-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
-- run: same orientations allowed, but auto-rotate being off now wins.
-- A persisted ORIENTATION lock (#592) overrides all of this after boot:
-- src/core/Orientation.lua sets SDL_HINT_ORIENTATIONS over the FFI and
-- re-triggers the request, from main.lua for the launcher and from
-- Game:applyOptions in game.
-- iOS follows the Info.plist orientations
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
t.window.resizable = true
+165 -151
View File
@@ -1683,158 +1683,172 @@ return {
{ 0, 0, 0 },
},
},
-- Species -> palette NAME, taken from pokered-gbc data/pokemon/palettes.asm
-- ELSE branch -- the one that is NOT gated on GEN_2_GRAPHICS.
--
-- That file has two tables. The IF GEN_2_GRAPHICS branch assigns a
-- PER-SPECIES palette (PAL_BULBASAUR, PAL_SQUIRTLE, ...) authored for Gen 2
-- sprite art; the ELSE branch keeps Gen 1's own assignments (GREENMON,
-- CYANMON, ...). This port extracts Gen 1 pics from the ROM, so the Gen 1
-- branch is the matching one. The per-species table was imported here by
-- mistake, which pointed every mon at colours shaded for different art:
-- Bulbasaur wore PAL_BULBASAUR's red-orange over a sprite that has no red
-- on it, and Squirtle wore PAL_SQUIRTLE's shell brown on his head.
--
-- The palette VALUES below are still pokered-gbc's, so ADVANCED keeps its
-- richer colours -- only which palette each species points at changed.
pokemon = {
ABRA = "ABRA",
AERODACTYL = "AERODACTYL",
ALAKAZAM = "ALAKAZAM",
ARBOK = "ARBOK",
ARCANINE = "ARCANINE",
ARTICUNO = "ARTICUNO",
BEEDRILL = "BEEDRILL",
BELLSPROUT = "BELLSPROUT",
BLASTOISE = "BLASTOISE",
BULBASAUR = "BULBASAUR",
BUTTERFREE = "BUTTERFREE",
CATERPIE = "CATERPIE",
CHANSEY = "CHANSEY",
CHARIZARD = "CHARIZARD",
CHARMANDER = "CHARMANDER",
CHARMELEON = "CHARMELEON",
CLEFABLE = "CLEFABLE",
CLEFAIRY = "CLEFAIRY",
CLOYSTER = "CLOYSTER",
CUBONE = "CUBONE",
DEWGONG = "DEWGONG",
DIGLETT = "DIGLETT",
DITTO = "DITTO",
DODRIO = "DODRIO",
DODUO = "DODUO",
DRAGONAIR = "DRAGONAIR",
DRAGONITE = "DRAGONITE",
DRATINI = "DRATINI",
DROWZEE = "DROWZEE",
DUGTRIO = "DUGTRIO",
EEVEE = "EEVEE",
EKANS = "EKANS",
ELECTABUZZ = "ELECTABUZZ",
ELECTRODE = "ELECTRODE",
EXEGGCUTE = "EXEGGCUTE",
EXEGGUTOR = "EXEGGUTOR",
FARFETCHD = "FARFETCH_D",
FEAROW = "FEAROW",
FLAREON = "FLAREON",
GASTLY = "GASTLY",
GENGAR = "GENGAR",
GEODUDE = "GEODUDE",
GLOOM = "GLOOM",
GOLBAT = "GOLBAT",
GOLDEEN = "GOLDEEN",
GOLDUCK = "GOLDUCK",
GOLEM = "GOLEM",
GRAVELER = "GRAVELER",
GRIMER = "GRIMER",
GROWLITHE = "GROWLITHE",
GYARADOS = "GYARADOS",
HAUNTER = "HAUNTER",
HITMONCHAN = "HITMONCHAN",
HITMONLEE = "HITMONLEE",
HORSEA = "HORSEA",
HYPNO = "HYPNO",
IVYSAUR = "IVYSAUR",
JIGGLYPUFF = "JIGGLYPUFF",
JOLTEON = "JOLTEON",
JYNX = "JYNX",
KABUTO = "KABUTO",
KABUTOPS = "KABUTOPS",
KADABRA = "KADABRA",
KAKUNA = "KAKUNA",
KANGASKHAN = "KANGASKHAN",
KINGLER = "KINGLER",
KOFFING = "KOFFING",
KRABBY = "KRABBY",
LAPRAS = "LAPRAS",
LICKITUNG = "LICKITUNG",
MACHAMP = "MACHAMP",
MACHOKE = "MACHOKE",
MACHOP = "MACHOP",
MAGIKARP = "MAGIKARP",
MAGMAR = "MAGMAR",
MAGNEMITE = "MAGNEMITE",
MAGNETON = "MAGNETON",
MANKEY = "MANKEY",
MAROWAK = "MAROWAK",
MEOWTH = "MEOWTH",
METAPOD = "METAPOD",
MEW = "MEW",
MEWTWO = "MEWTWO",
MOLTRES = "MOLTRES",
MR_MIME = "MR_MIME",
MUK = "MUK",
NIDOKING = "NIDOKING",
NIDOQUEEN = "NIDOQUEEN",
NIDORAN_F = "NIDORAN_F",
NIDORAN_M = "NIDORAN_M",
NIDORINA = "NIDORINA",
NIDORINO = "NIDORINO",
NINETALES = "NINETALES",
ODDISH = "ODDISH",
OMANYTE = "OMANYTE",
OMASTAR = "OMASTAR",
ONIX = "ONIX",
PARAS = "PARAS",
PARASECT = "PARASECT",
PERSIAN = "PERSIAN",
PIDGEOT = "PIDGEOT",
PIDGEOTTO = "PIDGEOTTO",
PIDGEY = "PIDGEY",
PIKACHU = "PIKACHU",
PINSIR = "PINSIR",
POLIWAG = "POLIWAG",
POLIWHIRL = "POLIWHIRL",
POLIWRATH = "POLIWRATH",
PONYTA = "PONYTA",
PORYGON = "PORYGON",
PRIMEAPE = "PRIMEAPE",
PSYDUCK = "PSYDUCK",
RAICHU = "RAICHU",
RAPIDASH = "RAPIDASH",
RATICATE = "RATICATE",
RATTATA = "RATTATA",
RHYDON = "RHYDON",
RHYHORN = "RHYHORN",
SANDSHREW = "SANDSHREW",
SANDSLASH = "SANDSLASH",
SCYTHER = "SCYTHER",
SEADRA = "SEADRA",
SEAKING = "SEAKING",
SEEL = "SEEL",
SHELLDER = "SHELLDER",
SLOWBRO = "SLOWBRO",
SLOWPOKE = "SLOWPOKE",
SNORLAX = "SNORLAX",
SPEAROW = "SPEAROW",
SQUIRTLE = "SQUIRTLE",
STARMIE = "STARMIE",
STARYU = "STARYU",
TANGELA = "TANGELA",
TAUROS = "TAUROS",
TENTACOOL = "TENTACOOL",
TENTACRUEL = "TENTACRUEL",
VAPOREON = "VAPOREON",
VENOMOTH = "VENOMOTH",
VENONAT = "VENONAT",
VENUSAUR = "VENUSAUR",
VICTREEBEL = "VICTREEBEL",
VILEPLUME = "VILEPLUME",
VOLTORB = "VOLTORB",
VULPIX = "VULPIX",
WARTORTLE = "WARTORTLE",
WEEDLE = "WEEDLE",
WEEPINBELL = "WEEPINBELL",
WEEZING = "WEEZING",
WIGGLYTUFF = "WIGGLYTUFF",
ZAPDOS = "ZAPDOS",
ZUBAT = "ZUBAT",
ABRA = "YELLOWMON",
AERODACTYL = "GRAYMON",
ALAKAZAM = "YELLOWMON",
ARBOK = "PURPLEMON",
ARCANINE = "REDMON",
ARTICUNO = "BLUEMON",
BEEDRILL = "YELLOWMON",
BELLSPROUT = "GREENMON",
BLASTOISE = "CYANMON",
BULBASAUR = "GREENMON",
BUTTERFREE = "CYANMON",
CATERPIE = "GREENMON",
CHANSEY = "PINKMON",
CHARIZARD = "REDMON",
CHARMANDER = "REDMON",
CHARMELEON = "REDMON",
CLEFABLE = "PINKMON",
CLEFAIRY = "PINKMON",
CLOYSTER = "GRAYMON",
CUBONE = "GRAYMON",
DEWGONG = "BLUEMON",
DIGLETT = "BROWNMON",
DITTO = "GRAYMON",
DODRIO = "BROWNMON",
DODUO = "BROWNMON",
DRAGONAIR = "BLUEMON",
DRAGONITE = "BROWNMON",
DRATINI = "GRAYMON",
DROWZEE = "YELLOWMON",
DUGTRIO = "BROWNMON",
EEVEE = "GRAYMON",
EKANS = "PURPLEMON",
ELECTABUZZ = "YELLOWMON",
ELECTRODE = "YELLOWMON",
EXEGGCUTE = "PINKMON",
EXEGGUTOR = "GREENMON",
FARFETCHD = "BROWNMON",
FEAROW = "BROWNMON",
FLAREON = "REDMON",
GASTLY = "PURPLEMON",
GENGAR = "PURPLEMON",
GEODUDE = "GRAYMON",
GLOOM = "REDMON",
GOLBAT = "BLUEMON",
GOLDEEN = "REDMON",
GOLDUCK = "CYANMON",
GOLEM = "GRAYMON",
GRAVELER = "GRAYMON",
GRIMER = "PURPLEMON",
GROWLITHE = "BROWNMON",
GYARADOS = "BLUEMON",
HAUNTER = "PURPLEMON",
HITMONCHAN = "BROWNMON",
HITMONLEE = "BROWNMON",
HORSEA = "CYANMON",
HYPNO = "YELLOWMON",
IVYSAUR = "GREENMON",
JIGGLYPUFF = "PINKMON",
JOLTEON = "YELLOWMON",
JYNX = "MEWMON",
KABUTO = "BROWNMON",
KABUTOPS = "BROWNMON",
KADABRA = "YELLOWMON",
KAKUNA = "YELLOWMON",
KANGASKHAN = "BROWNMON",
KINGLER = "REDMON",
KOFFING = "PURPLEMON",
KRABBY = "REDMON",
LAPRAS = "CYANMON",
LICKITUNG = "PINKMON",
MACHAMP = "GRAYMON",
MACHOKE = "GRAYMON",
MACHOP = "GRAYMON",
MAGIKARP = "REDMON",
MAGMAR = "REDMON",
MAGNEMITE = "GRAYMON",
MAGNETON = "GRAYMON",
MANKEY = "BROWNMON",
MAROWAK = "GRAYMON",
MEOWTH = "YELLOWMON",
METAPOD = "GREENMON",
MEW = "MEWMON",
MEWTWO = "MEWMON",
MOLTRES = "REDMON",
MR_MIME = "PINKMON",
MUK = "PURPLEMON",
NIDOKING = "PURPLEMON",
NIDOQUEEN = "BLUEMON",
NIDORAN_F = "BLUEMON",
NIDORAN_M = "PURPLEMON",
NIDORINA = "BLUEMON",
NIDORINO = "PURPLEMON",
NINETALES = "YELLOWMON",
ODDISH = "GREENMON",
OMANYTE = "BLUEMON",
OMASTAR = "BLUEMON",
ONIX = "GRAYMON",
PARAS = "REDMON",
PARASECT = "REDMON",
PERSIAN = "YELLOWMON",
PIDGEOT = "BROWNMON",
PIDGEOTTO = "BROWNMON",
PIDGEY = "BROWNMON",
PIKACHU = "YELLOWMON",
PINSIR = "BROWNMON",
POLIWAG = "BLUEMON",
POLIWHIRL = "BLUEMON",
POLIWRATH = "BLUEMON",
PONYTA = "REDMON",
PORYGON = "GRAYMON",
PRIMEAPE = "BROWNMON",
PSYDUCK = "YELLOWMON",
RAICHU = "YELLOWMON",
RAPIDASH = "REDMON",
RATICATE = "GRAYMON",
RATTATA = "GRAYMON",
RHYDON = "GRAYMON",
RHYHORN = "GRAYMON",
SANDSHREW = "BROWNMON",
SANDSLASH = "BROWNMON",
SCYTHER = "GREENMON",
SEADRA = "CYANMON",
SEAKING = "REDMON",
SEEL = "BLUEMON",
SHELLDER = "GRAYMON",
SLOWBRO = "PINKMON",
SLOWPOKE = "PINKMON",
SNORLAX = "PINKMON",
SPEAROW = "BROWNMON",
SQUIRTLE = "CYANMON",
STARMIE = "GRAYMON",
STARYU = "REDMON",
TANGELA = "BLUEMON",
TAUROS = "GRAYMON",
TENTACOOL = "CYANMON",
TENTACRUEL = "CYANMON",
VAPOREON = "CYANMON",
VENOMOTH = "PURPLEMON",
VENONAT = "PURPLEMON",
VENUSAUR = "GREENMON",
VICTREEBEL = "GREENMON",
VILEPLUME = "REDMON",
VOLTORB = "YELLOWMON",
VULPIX = "REDMON",
WARTORTLE = "CYANMON",
WEEDLE = "YELLOWMON",
WEEPINBELL = "GREENMON",
WEEZING = "PURPLEMON",
WIGGLYTUFF = "PINKMON",
ZAPDOS = "YELLOWMON",
ZUBAT = "BLUEMON",
},
source = "pokered-gbc data/super_palettes.asm + data/mon_palettes.asm + color/**",
world = {
@@ -14,9 +14,9 @@ return {
-- else -> .WhatsLostIsLostText (player has TM_DIG)
TEXT_CERULEANTRASHEDHOUSE_FISHING_GURU = {
{ "check_item", "TM_DIG" },
{ "jump_if_true", 4 },
{ "jump_if_true", 5 },
{ "show_text", "_CeruleanTrashedHouseFishingGuruTheyStoleATMText" },
{ "jump", 5 },
{ "jump", "end" },
{ "show_text", "_CeruleanTrashedHouseFishingGuruWhatsLostIsLostText" },
},
},
+80
View File
@@ -0,0 +1,80 @@
-- Fuchsia City (pokered/scripts/FuchsiaCity.asm)
--
-- The exhibit signs are text_asm bodies: PrintText of a single text_far,
-- then DisplayPokedex for the exhibited species. The preview marks the
-- species seen but not owned, same as the S.S. Anne passenger's Snorlax.
--
-- The fossil sign branches on the Mt. Moon fossil events. The exhibit
-- holds the fossil the player did NOT take: taking the Dome Fossil puts
-- Omanyte on display, taking the Helix Fossil puts Kabuto. With neither
-- event set the sign only prints its undetermined line and no dex entry
-- opens.
--
-- The other text pointers (city sign, Safari Game signs, mart/center/gym
-- and warden signs, the four NPCs, the exhibited-mon FuchsiaCityPokemonText
-- rows) are plain text_far wrappers that resolve through Data:resolveText,
-- so they are not ported here.
return {
FUCHSIA_CITY = {
talk = {
-- FuchsiaCityChanseySignText: PrintText(_FuchsiaCityChanseySignText),
-- then DisplayPokedex CHANSEY.
TEXT_FUCHSIACITY_CHANSEY_SIGN = {
{ "show_text", "_FuchsiaCityChanseySignText" },
{ "mark_seen", "CHANSEY" },
{ "push_screen", "DexEntryMenu", "CHANSEY" },
},
-- FuchsiaCityVoltorbSignText: PrintText(_FuchsiaCityVoltorbSignText),
-- then DisplayPokedex VOLTORB.
TEXT_FUCHSIACITY_VOLTORB_SIGN = {
{ "show_text", "_FuchsiaCityVoltorbSignText" },
{ "mark_seen", "VOLTORB" },
{ "push_screen", "DexEntryMenu", "VOLTORB" },
},
-- FuchsiaCityKangaskhanSignText: PrintText(_FuchsiaCityKangaskhanSignText),
-- then DisplayPokedex KANGASKHAN.
TEXT_FUCHSIACITY_KANGASKHAN_SIGN = {
{ "show_text", "_FuchsiaCityKangaskhanSignText" },
{ "mark_seen", "KANGASKHAN" },
{ "push_screen", "DexEntryMenu", "KANGASKHAN" },
},
-- FuchsiaCitySlowpokeSignText: PrintText(_FuchsiaCitySlowpokeSignText),
-- then DisplayPokedex SLOWPOKE.
TEXT_FUCHSIACITY_SLOWPOKE_SIGN = {
{ "show_text", "_FuchsiaCitySlowpokeSignText" },
{ "mark_seen", "SLOWPOKE" },
{ "push_screen", "DexEntryMenu", "SLOWPOKE" },
},
-- FuchsiaCityLaprasSignText: PrintText(_FuchsiaCityLaprasSignText),
-- then DisplayPokedex LAPRAS.
TEXT_FUCHSIACITY_LAPRAS_SIGN = {
{ "show_text", "_FuchsiaCityLaprasSignText" },
{ "mark_seen", "LAPRAS" },
{ "push_screen", "DexEntryMenu", "LAPRAS" },
},
-- FuchsiaCityFossilSignText: CheckEvent EVENT_GOT_DOME_FOSSIL /
-- CheckEventReuseA EVENT_GOT_HELIX_FOSSIL pick the text and the
-- displayed entry; with neither set only the undetermined line prints.
TEXT_FUCHSIACITY_FOSSIL_SIGN = {
{ "check_flag", "EVENT_GOT_DOME_FOSSIL" }, -- 1
{ "jump_if_true", 7 }, -- 2
{ "check_flag", "EVENT_GOT_HELIX_FOSSIL" }, -- 3
{ "jump_if_true", 11 }, -- 4
{ "show_text", "_FuchsiaCityFossilSignUndeterminedText" }, -- 5
{ "jump", "end" }, -- 6
{ "show_text", "_FuchsiaCityFossilSignOmanyteText" }, -- 7
{ "mark_seen", "OMANYTE" }, -- 8
{ "push_screen", "DexEntryMenu", "OMANYTE" }, -- 9
{ "jump", "end" }, -- 10
{ "show_text", "_FuchsiaCityFossilSignKabutoText" }, -- 11
{ "mark_seen", "KABUTO" }, -- 12
{ "push_screen", "DexEntryMenu", "KABUTO" }, -- 13
},
},
},
}
+2 -2
View File
@@ -8,9 +8,9 @@ return {
TEXT_LAVENDERMART_COOLTRAINER_M = {
{ "face_player" },
{ "check_flag", "EVENT_RESCUED_MR_FUJI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_LavenderMartCooltrainerMReviveText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_LavenderMartCooltrainerMNuggetText" },
},
},
+4 -4
View File
@@ -13,9 +13,9 @@ M.MR_FUJIS_HOUSE = {
TEXT_MRFUJISHOUSE_SUPER_NERD = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_RESCUED_MR_FUJI" }, -- 2
{ "jump_if_true", 5 }, -- 3
{ "jump_if_true", 6 }, -- 3
{ "show_text", "_MrFujisHouseSuperNerdMrFujiIsntHereText" }, -- 4
{ "jump", 6 }, -- 5
{ "jump", "end" }, -- 5
{ "show_text", "_MrFujisHouseSuperNerdMrFujiHadBeenPrayingText" }, -- 6
},
@@ -25,9 +25,9 @@ M.MR_FUJIS_HOUSE = {
TEXT_MRFUJISHOUSE_LITTLE_GIRL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_RESCUED_MR_FUJI" }, -- 2
{ "jump_if_true", 5 }, -- 3
{ "jump_if_true", 6 }, -- 3
{ "show_text", "_MrFujisHouseLittleGirlThisIsMrFujisHouseText" }, -- 4
{ "jump", 6 }, -- 5
{ "jump", "end" }, -- 5
{ "show_text", "_MrFujisHouseLittleGirlPokemonAreNiceToHugText" }, -- 6
},
+2 -2
View File
@@ -12,9 +12,9 @@ return {
TEXT_ROUTE16GATE1F_GUARD = {
{ "face_player" },
{ "check_item", "BICYCLE" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_Route16Gate1FGuardNoPedestriansAllowedText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_Route16Gate1FGuardCyclingRoadExplanationText" },
},
},
+2 -2
View File
@@ -14,9 +14,9 @@ return {
TEXT_ROUTE18GATE1F_GUARD = {
{ "face_player" },
{ "check_item", "BICYCLE" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_Route18Gate1FGuardYouNeedABicycleText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_Route18Gate1FGuardCyclingRoadUphillText" },
},
},
+2 -2
View File
@@ -12,9 +12,9 @@ return {
TEXT_SILPHCO10F_SILPH_WORKER_F = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_SilphCo10FSilphWorkerFImScaredText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_SilphCo10FSilphWorkerFQuietAboutMyCryingText" },
},
},
+2 -2
View File
@@ -10,9 +10,9 @@ return {
-- not set: _SilphCo3FSilphWorkerMWhatShouldIDoText
TEXT_SILPHCO3F_SILPH_WORKER_M = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 4 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo3FSilphWorkerMWhatShouldIDoText" },
{ "jump", 5 },
{ "jump", "end" },
{ "show_text", "_SilphCo3FSilphWorkerMYouSavedUsText" },
},
},
+2 -2
View File
@@ -7,9 +7,9 @@ return {
TEXT_SILPHCO4F_SILPH_WORKER_M = {
{"face_player"},
{"check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI"},
{"jump_if_true", 5},
{"jump_if_true", 6},
{"show_text", "_SilphCo4FSilphWorkerMImHidingText"},
{"jump", 6},
{"jump", "end"},
{"show_text", "_SilphCo4FSilphWorkerMTeamRocketIsGoneText"},
},
},
+2 -2
View File
@@ -7,9 +7,9 @@ return {
TEXT_SILPHCO5F_SILPH_WORKER_M = {
{"face_player"},
{"check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI"},
{"jump_if_true", 5},
{"jump_if_true", 6},
{"show_text", "_SilphCo5FSilphWorkerMThatsYouRightText"},
{"jump", 6},
{"jump", "end"},
{"show_text", "_SilphCo5FSilphWorkerMYoureOurHeroText"},
},
},
+10 -10
View File
@@ -11,9 +11,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_M1 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_SilphCo6FSilphWorkerM1TookOverTheBuildingText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_SilphCo6FSilphWorkerM1BackToWorkText" },
},
@@ -21,9 +21,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_M2 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_SilphCo6FSilphWorkerMHelpMePleaseText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_SilphCo6FSilphWorkerMWeGotEngagedText" },
},
@@ -31,9 +31,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_F1 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_SilphCo6FSilphWorkerF1SuchACowardText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_SilphCo6FSilphWorkerF1HaveToMarryHimText" },
},
@@ -41,9 +41,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_F2 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_SilphCo6FSilphWorkerF2TeamRocketConquerWorldText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_SilphCo6FSilphWorkerF2TeamRocketRanText" },
},
@@ -51,9 +51,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_M3 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 6 },
{ "show_text", "_SilphCo6FSilphWorkerM3TargetedSilphText" },
{ "jump", 6 },
{ "jump", "end" },
{ "show_text", "_SilphCo6FSilphWorkerM3WorkForSilphText" },
},
},
+6 -6
View File
@@ -10,9 +10,9 @@ return {
-- set: _SilphCo7FSilphWorkerM2CancelledMasterBallText
TEXT_SILPHCO7F_SILPH_WORKER_M2 = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 4 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo7FSilphWorkerM2AfterTheMasterBallText" },
{ "jump", 5 },
{ "jump", "end" },
{ "show_text", "_SilphCo7FSilphWorkerM2CancelledMasterBallText" },
},
@@ -22,9 +22,9 @@ return {
-- set: _SilphCo7FSilphWorkerM3YouChasedOffTeamRocketText
TEXT_SILPHCO7F_SILPH_WORKER_M3 = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 4 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo7FSilphWorkerM3ItWouldBeBadText" },
{ "jump", 5 },
{ "jump", "end" },
{ "show_text", "_SilphCo7FSilphWorkerM3YouChasedOffTeamRocketText" },
},
@@ -34,9 +34,9 @@ return {
-- set: _SilphCo7FSilphWorkerM4SafeAtLastText
TEXT_SILPHCO7F_SILPH_WORKER_M4 = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 4 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo7FSilphWorkerM4ItsReallyDangerousHereText" },
{ "jump", 5 },
{ "jump", "end" },
{ "show_text", "_SilphCo7FSilphWorkerM4SafeAtLastText" },
},
},
+2 -2
View File
@@ -10,9 +10,9 @@ return {
-- set: _SilphCo8FSilphWorkerMThanksForSavingUsText
TEXT_SILPHCO8F_SILPH_WORKER_M = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 4 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo8FSilphWorkerMSilphIsFinishedText" },
{ "jump", 5 },
{ "jump", "end" },
{ "show_text", "_SilphCo8FSilphWorkerMThanksForSavingUsText" },
},
},
+99 -19
View File
@@ -9,7 +9,8 @@
-- hidden_text_predef spends the facing byte on the tx_pre id, so neither
-- tile gates on facing.
local Menu = require("src.ui.Menu")
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local TextBox = require("src.render.TextBox")
-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
@@ -25,33 +26,112 @@ local STATUS_LABELS = {
{ " FRZ", "_ViridianBlackboardFrozenText" },
}
-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
local BOARD_LABELS = {}
for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
local BOARD_COL_X = { 1, 6 }
local BOARD_ROW_Y = 2
local BOARD_ROWS = 3
local StatusBoard = {}
StatusBoard.__index = StatusBoard
function StatusBoard.new(game, onPick, onQuit)
return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
onPick = onPick, onQuit = onQuit }, StatusBoard)
end
-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
-- is QUIT
function StatusBoard:selection()
return (self.col - 1) * BOARD_ROWS + self.row
end
function StatusBoard:update()
local input = self.game.input
if input:wasPressed("up") then
-- wMenuWrappingEnabled is never set here, so both ends are hard stops
if self.row > 1 then self.row = self.row - 1 end
elseif input:wasPressed("down") then
if self.row < BOARD_ROWS then self.row = self.row + 1 end
elseif input:wasPressed("left") then
self.col = 1
elseif input:wasPressed("right") then
self.col = 2
elseif input:wasPressed("a") or input:wasPressed("b") then
-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
-- and B and QUIT share .exitBlackboard
require("src.core.Sound").play(self.game.data, "Press_AB")
local sel = self:selection()
if input:wasPressed("b") or sel > #STATUS_LABELS then
self.onQuit()
else
self.onPick(sel)
end
end
end
function StatusBoard:draw()
Font.drawBox(0, 0, 12, 8)
love.graphics.setColor(0, 0, 0, 1)
for i, label in ipairs(BOARD_LABELS) do
local col = i <= BOARD_ROWS and 1 or 2
local row = i - (col - 1) * BOARD_ROWS
Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
end
-- wTopMenuItemX equals the column PlaceString started at, so the cursor
-- covers the blank each label leads with
Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
(BOARD_ROW_Y + self.row - 1) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
local function blackboard(game)
local text = game.data.text or {}
local items, showMenu, askHeading
function showMenu()
game.stack:push(Menu.new(game, items,
{ tx = 0, ty = 0, tw = 12, th = 8, rowStep = 1 }))
local openBoard
-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
-- and nothing inside the loop clears them again: after a status blurb
-- `jp .blackboardLoop` comes back with the cursor still on the row and
-- column the player just picked. One StatusBoard lives for the whole
-- reading and is re-pushed each pass, so only entering the blackboard
-- resets to the left column / top row (#591).
local board
-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
-- the headings list is. That text ends in `done`, not `prompt`
-- (data/text/text_2.asm:646), so PrintText returns with the box still up
-- and never waits for a button: TextBox opts.stay holds it open under the
-- list and these callbacks pop the pair together (#591).
local function closeBoard()
game.stack:pop() -- the headings list
game.stack:pop() -- the held "Which heading" box under it
end
-- ViridianSchoolBlackboardText2 is reprinted on every .blackboardLoop
-- pass, immediately before HandleMenuInput
function askHeading()
local function pick(i)
closeBoard()
game.stack:push(TextBox.new(game,
text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
end
function openBoard()
game.stack:push(TextBox.new(game,
text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
showMenu))
nil, { stay = { onShown = function()
board = board or StatusBoard.new(game, pick, closeBoard)
game.stack:push(board)
end } }))
end
items = {}
for i, row in ipairs(STATUS_LABELS) do
local label, key = row[1], row[2]
items[i] = { label = label, onSelect = function()
game.stack:push(TextBox.new(game, text[key] or label, askHeading))
end }
end
-- no onSelect: Menu's own pop closes the box, matching .exitBlackboard
items[#items + 1] = { label = " QUIT" }
game.stack:push(TextBox.new(game,
text._ViridianSchoolBlackboardText1
or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
askHeading))
openBoard))
end
-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
+1
View File
@@ -15,6 +15,7 @@ local files = {
"data.scripts.flavor.cerulean_trashed_house",
"data.scripts.flavor.copycats_house_1f",
"data.scripts.flavor.copycats_house_2f",
"data.scripts.flavor.fuchsia_city",
"data.scripts.flavor.game_corner",
"data.scripts.flavor.lavender_cubone_house",
"data.scripts.flavor.lavender_mart",
+37 -14
View File
@@ -18,6 +18,26 @@ local M = {
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
}
-- The originals' middle branch shared by every leader's text_asm: beaten
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
-- Returns true when the retry took over the talk. A save from before
-- #797 already holds the TM without the flag; treat the owned TM as
-- received so those saves fall through to the advice text instead of
-- collecting a second copy.
local function retryTmGive(game, ow, victoryKey, done)
local reward = require("data.scripts.victories")[victoryKey]
if not (reward and reward.gotFlag) then return false end
if game.save.flags[reward.gotFlag] then return false end
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
if owned > 0 then
game.save.flags[reward.gotFlag] = true
return false
end
ow:offerGymTm(reward, done)
return true
end
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
-- _PewterGymBrockPreBattleText and engages the leader battle
@@ -25,12 +45,14 @@ local M = {
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
-- the GYM in CERULEAN..."). The original's middle branch (beat but
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
-- unreachable in the port: the TM is granted with the victory.
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
-- at the victory (#797).
M.PEWTER_GYM.talk = {
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
if game.save.flags.EVENT_BEAT_BROCK then
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._PewterGymBrockPostBattleAdviceText
@@ -48,16 +70,17 @@ M.PEWTER_GYM.talk = {
-- (engageTrainer shows that same pre-battle text via resolveText; the
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
-- -- and once beaten print the post-battle advice text. As with Brock,
-- the originals' middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
-- granted with the victory.
-- the middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
-- full at the victory.
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
-- done) and must call done() itself once whatever it's doing (e.g. a fade
-- around a HideObject) finishes, rather than having it invoked
-- automatically. Only Giovanni's farewell uses this.
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
return function(game, ow, npc, done)
if game.save.flags[beatFlag] then
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
local TextBox = require("src.render.TextBox")
local finish = done
if afterAdvice then
@@ -79,42 +102,42 @@ end
M.CERULEAN_GYM.talk = {
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
"_CeruleanGymMistyTM11ExplanationText",
"TM11 teaches\nBUBBLEBEAM!"),
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
}
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
M.VERMILION_GYM.talk = {
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
"_VermilionGymLTSurgePostBattleAdviceText",
"A little word of\nadvice, kid!"),
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
}
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
M.CELADON_GYM.talk = {
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
"_CeladonGymErikaPostBattleAdviceText",
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
}
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
M.FUCHSIA_GYM.talk = {
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
"_FuchsiaGymKogaPostBattleAdviceText",
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
}
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
M.SAFFRON_GYM.talk = {
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
"_SaffronGymSabrinaPostBattleAdviceText",
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
}
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
M.CINNABAR_GYM.talk = {
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
"_CinnabarGymBlainePostBattleAdviceText",
"FIRE BLAST is the\nultimate fire\ntechnique!"),
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
}
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
@@ -142,7 +165,7 @@ M.VIRIDIAN_GYM.talk = {
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
end
end, done))
end),
end, "OPP_GIOVANNI#3"),
}
return M
+2 -1
View File
@@ -48,7 +48,8 @@ end
if GameVersion.isYellow() then
for _, file in ipairs({ "data.scripts.yellow_gifts",
"data.scripts.yellow_jessie_james",
"data.scripts.yellow_beach_house" }) do
"data.scripts.yellow_beach_house",
"data.scripts.yellow_viridian_old_man" }) do
for mapId, mod in pairs(require(file)) do
MapScripts.attachBase(mapId, mod)
end
+67 -18
View File
@@ -6,6 +6,8 @@
-- takes it ("I'll take this one, then!") and both balls disappear.
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
-- OaksLabRivalTakePokeBallScript.
-- * Leftover ball (after the pick): Oak turns and reads the last-mon
-- line instead of re-offering the starter (OaksLabLastMonScript, #601).
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
-- has walked you in, else "gramps isn't around" (#218); with
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
@@ -20,10 +22,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
rivalBallX, rivalBall)
return {
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
{ "jump_if_true", 20 }, -- 2
{ "jump_if_true", 22 }, -- 2
-- no picking until Oak has walked you in (OaksLabScript gating)
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
{ "jump_if_false", 20 }, -- 4
{ "jump_if_false", 25 }, -- 4
-- the Pokédex "new species" entry shows before the ask (predef
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
-- sets the owned bits so ShowPokedexData prints height/weight/text;
@@ -31,30 +33,45 @@ local function starterBall(askText, species, choseFlag, ownBall,
{ "push_screen", "DexEntryMenu",
{ species = species, forceOwned = true } }, -- 5
{ "ask", askText }, -- 6
{ "jump_if_false", 21 }, -- 7
{ "jump_if_false", "end" }, -- 7
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
-- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1.
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
{ "give_pokemon", species, 5 }, -- 9
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
{ "set_flag", choseFlag }, -- 11
-- The received text carries sound_get_key_item (OaksLab.asm
-- OaksLabReceivedMonText); the jingle plays as the box opens
-- (same beat as the Yellow port's starter, #668).
{ "play_sound", "Get_Key_Item" }, -- 8
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
{ "give_pokemon", species, 5 }, -- 10
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
{ "set_flag", choseFlag }, -- 12
-- POKé BALLs are not handed out here in the original -- Oak gives
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
{ "hide_object", "OAKS_LAB", ownBall }, -- 13
-- the rival walks to the countering ball (around the furniture)
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
{ "face_object", 1, "up" }, -- 14
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
{ "move_npc_to", 1, rivalBallX, 4 }, -- 14
{ "face_object", 1, "up" }, -- 15
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
{ "show_text", "_OaksLabRivalReceivedMonText",
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
or "BULBASAUR" } }, -- 17
{ "jump", 21 }, -- 18
{ "jump", 21 }, -- 19 (spacer)
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
or "BULBASAUR" } }, -- 19
{ "jump", "end" }, -- 20
{ "jump", "end" }, -- 21 (spacer)
-- a leftover ball after the player's pick: Oak turns to face the
-- player and reads the last-mon line instead of re-offering the
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
-- out as Pokémon here.
{ "face_object", 5, "down" }, -- 22
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 23
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
-- through into the pre-pick line below (#601 remnant, reported on #600)
{ "jump", "end" }, -- 24
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 25
}
end
@@ -62,10 +79,22 @@ return {
talk = {
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
-- (DisplayDexRating) is still skipped.
-- in, full Pokédex speech, rival exit, Route 22 arm).
TEXT_OAKSLAB_OAK1 = {
{ "face_player" },
-- OaksLabOak1Text leads with the dex-rating branch (#600): with
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS set (converted saves), or
-- 2+ species owned once the Pokédex is in hand, Oak asks how it is
-- coming and rates it (predef DisplayDexRating). Red keeps the
-- GOT_POKEDEX gate that Yellow's copy of this text drops
-- (data/scripts/oaks_lab_yellow.lua).
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
{ "jump_if_true", "dex_rating" },
{ "check_dex_owned", 2 },
{ "jump_if_false", "no_rating" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "dex_rating" },
{ "label", "no_rating" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
@@ -151,6 +180,14 @@ return {
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
{ "jump", "end" },
-- .HowIsYourPokedexComingText ends on `prompt` and OaksLabOak1Text
-- sets wDoNotWaitForButtonPressAfterDisplayingText, so the seen/owned
-- tally follows with no button wait (engine/events/pokedex_rating.asm)
{ "label", "dex_rating" },
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
{ "dex_rating" },
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -245,7 +282,12 @@ return {
and y >= 6 then
local rival = ow:npcByIndex(1)
if not rival then return false end
-- OaksLabRivalChallengesPlayerScript swaps in the rival encounter
-- fanfare for the taunt/challenge exchange, same as the Yellow port
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
local rows = {
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
}
-- the rival routes to a free cell beside the player
@@ -283,8 +325,15 @@ return {
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player. The fanfare was dropped here (#683) -- the
-- parcel scene above already plays Music_MeetRival on both arrival and
-- departure (lines 144-146), and this exit should match (#596).
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
ow.runner:run(rows, { npc = rival })
return true
end
+9 -3
View File
@@ -71,8 +71,12 @@ return {
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
-- OaksLabOakGivesPokedexScript: HideObject TOGGLE_LYING_OLD_MAN /
-- ShowObject TOGGLE_OLD_MAN_2 -- Yellow's tutorial old man stands
-- on the sleeper's cell (18,9); the Red/Blue walker OLD_MAN at
-- (17,5) never appears in Yellow (#617)
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN2" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", RIVAL, 4, 7 },
@@ -283,10 +287,12 @@ return {
table.insert(rows, { "label", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 3 })
table.insert(rows, { "label", "exit" })
-- OaksLabRivalStartsExitScript: parting shot, walk out past the
-- player, restore the lab theme
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player (#683).
table.insert(rows, { "wait", 20 })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
+71 -29
View File
@@ -4,9 +4,11 @@
-- (.PlayerNextToSafariZoneWorker1CoordsArray). Paying ¥500 hands over
-- 30 SAFARI BALLs and starts the 502-step game
-- (SafariZoneGateWouldYouLikeToJoinScript: wSafariSteps = 502,
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED). Declining walks you back
-- so you can't slip past. Returning to the gate ends the game and the
-- worker takes the leftover balls back.
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED), then auto-walks the player
-- up through the north warp into the zone. Declining walks you back
-- so you can't slip past. Returning to the gate ends the game, the
-- worker takes the leftover balls back and the auto-walk drops you 3
-- cells below the warp you came in by (#540).
--
-- Step/ball bookkeeping lives in src/world/OverworldController.lua
-- (safariStep/safariGameOver, from
@@ -19,7 +21,33 @@ local FEE = 500
local BALLS = 30
local STEPS = 502
local function startGame(game, t, done, balls, introText)
-- SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText .success closes with
-- `ld a, PAD_UP / ld c, 3 / SafariZoneEntranceAutoWalk`: paying walks the
-- player up out of the gate and through the north warp, it is never left to
-- the player. EVENT_IN_SAFARI_ZONE is already set when that walk runs, so
-- the two gate steps taken before the warp fires are charged against
-- wSafariSteps (home/overworld.asm:307-310) -- which is why the counter
-- reads 500/500 on arrival even though the script wrote 502 (#540). The
-- port's counter only runs on the nine interior maps (FieldDefaults
-- safari.stepMaps, OverworldState:inSafariStepZone), so charge those two
-- steps here instead.
local function walkIntoZone(game, ow)
local p = ow.player
-- only from the two trigger cells in front of the worker, which are the
-- columns the north warps sit on; a player who paid after TALKING to him
-- from somewhere else walks in on their own, as they do today
local w = p.cellY == 2 and ow.map:warpAtCell(p.cellX, 0) or nil
if not w then return end
ow:scriptMove(p, "up", 2, function()
local st = game.save.safari
if st then st.steps = st.steps - 2 end
-- scripted steps skip onStepComplete (and with it CheckWarpsNoCollision),
-- so take that warp explicitly once the walk lands on it
ow:takeWarp(w.def)
end)
end
local function startGame(game, ow, t, done, balls, introText)
game.save.safari = { balls = balls or BALLS, steps = STEPS }
game.save.safariNags = nil
local TextBox = require("src.render.TextBox")
@@ -31,7 +59,10 @@ local function startGame(game, t, done, balls, introText)
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, function()
if done then done() end
walkIntoZone(game, ow)
end))
end
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
@@ -52,7 +83,7 @@ local function yellowLowCost(game, ow, t, done, back)
or "\fOh, all right, pay\nme what you have.")
.. "\f" .. (t._SafariZoneLowCostText2
or "But, I can't give\nyou all 30 BALLs.")
startGame(game, t, done, balls, intro)
startGame(game, ow, t, done, balls, intro)
return
end
local nag = game.save.safariNags or 0
@@ -62,7 +93,7 @@ local function yellowLowCost(game, ow, t, done, back)
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
.. (t._SafariZoneLowCostText3
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
startGame(game, t, done, 1, intro)
startGame(game, ow, t, done, 1, intro)
return
end
local nags = {
@@ -100,7 +131,7 @@ local function joinPrompt(game, ow, done)
end
else
game.save.money = game.save.money - FEE
startGame(game, t, done)
startGame(game, ow, t, done)
end
end))
end))
@@ -135,27 +166,38 @@ M.SAFARI_ZONE_GATE = {
-- no walks you back into the zone
onEnter = function(game, ow)
if not game.save.safari or ow.player.cellY > 1 then return end
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
t._SafariZoneGateSafariZoneWorker1LeavingEarlyText or "Leaving early?",
function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
-- back into the zone through the entrance warp
local w = game.data.maps.SAFARI_ZONE_CENTER.warps[1]
ow:startWarpTo("SAFARI_ZONE_CENTER", w.x, w.y, "up")
return
end
game.save.safari = nil
game.stack:push(TextBox.new(game,
(t._SafariZoneGateSafariZoneWorker1ReturnSafariBallsText
or "Please return any\nSAFARI BALLs you\nhave left.")
.. "\f" .. (t._SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText
or "Did you get a\ngood haul?\fCome again!")))
end))
end))
-- QUEUED, never pushed: onEnter runs inside the arriving warp's
-- Transition midpoint, and Transition:finish pops whatever is on top
-- the same frame (Timing.WARP_FADE_IN is 0) -- so a box pushed here is
-- swallowed, and on a build where it survived it drew over a screen
-- still faded to black (#540). Same contract as M.HALL_OF_FAME in
-- data/scripts/story.lua.
--
-- SafariZoneGateLeavingSafariScript .leaving_early: YES prints the
-- return-balls text, faces the player down and runs
-- SafariZoneEntranceAutoWalk with `PAD_DOWN, c = 3`, landing on the
-- counter row 3 cells below the warp you came in by; NO prints
-- "Good Luck!" and walks one step back up through that same warp.
local rightSide = ow.player.cellX ~= 3
local dest = game.data.maps.SAFARI_ZONE_CENTER.warps[rightSide and 2 or 1]
ow:queueScript({
{ "ask", "_SafariZoneGateSafariZoneWorker1LeavingEarlyText" },
{ "jump_if_false", "stay" },
-- the port never reaches SafariZoneGateLeavingSafariScript's own
-- GOOD_HAUL_COME_AGAIN branch (safariGameOver warps straight to the
-- counter), so the sign-off rides on this path
{ "show_text", "_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText" },
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText" },
-- no value: set_field assigns nil, which is how save.safari is cleared
{ "set_field", "safari" },
-- move_player runs through scriptMove, which skips onStepComplete, so
-- walking back down past (x,2) cannot re-fire the join trigger
{ "move_player", "down", 3 },
{ "jump", "end" },
{ "label", "stay" },
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodLuckText" },
{ "warp", "SAFARI_ZONE_CENTER", dest.x, dest.y, "up" },
})
end,
}
+43 -1
View File
@@ -11,7 +11,7 @@
-- field.seafoam (SEAFOAM_ISLANDS_1F/B1F/B3F holes+holeDestination and
-- B3F's pluggedByHolesOn) plus the generic
-- OverworldState:boulderIntoHole in src/world/OverworldController.lua;
-- no per-map onEnter hook is needed here.
-- no per-map onEnter hook is needed for the boulders.
local M = {}
@@ -23,4 +23,46 @@ M.VERMILION_GYM = {
end,
}
-- The PLAYER falling down those same holes (#599). field.seafoam's holes
-- carry only the BOULDER's object cell on the floor below (landsAt), not
-- the player's landing, so the player's landing is spelled out here: it
-- comes from data/maps/special_warps.asm DungeonWarpList/DungeonWarpData,
-- which the importer does not extract. Same shape as MANSION_HOLES in
-- data/scripts/story6.lua and VICTORY_ROAD_3F.onStep in
-- data/scripts/story.lua; CAVERN $22 is a walkable tile, so the fall has
-- to be an onStep, not a collision block.
--
-- Sources: scripts/SeafoamIslands1F.asm Seafoam1HolesCoords (17,6)/(24,6),
-- B1F.asm Seafoam2HolesCoords (18,6)/(23,6), B2F.asm Seafoam3HolesCoords
-- (19,6)/(22,6), B3F.asm Seafoam4HolesCoords (3,16)/(6,16). Each floor
-- sets wDungeonWarpDestinationMap and calls IsPlayerOnDungeonWarp, and
-- wCoordIndex picks that floor's DungeonWarpData row. Unconditional in
-- the original: a plugged hole still drops the player. The B3F and B4F
-- landings are water; setMap's CheckForceBikeOrSurf pass
-- (OverworldState:checkForcedMovement) mounts SURF on arrival.
local HOLE_FALLS = {
SEAFOAM_ISLANDS_1F = { { 17, 6, "SEAFOAM_ISLANDS_B1F", 18, 7 },
{ 24, 6, "SEAFOAM_ISLANDS_B1F", 23, 7 } },
SEAFOAM_ISLANDS_B1F = { { 18, 6, "SEAFOAM_ISLANDS_B2F", 19, 7 },
{ 23, 6, "SEAFOAM_ISLANDS_B2F", 22, 7 } },
SEAFOAM_ISLANDS_B2F = { { 19, 6, "SEAFOAM_ISLANDS_B3F", 18, 7 },
{ 22, 6, "SEAFOAM_ISLANDS_B3F", 19, 7 } },
SEAFOAM_ISLANDS_B3F = { { 3, 16, "SEAFOAM_ISLANDS_B4F", 4, 14 },
{ 6, 16, "SEAFOAM_ISLANDS_B4F", 5, 14 } },
}
for mapId, holes in pairs(HOLE_FALLS) do
M[mapId] = M[mapId] or {}
M[mapId].onStep = function(game, ow, x, y)
for _, h in ipairs(holes) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
end
return false
end
end
return M
+129 -37
View File
@@ -188,7 +188,12 @@ M.BILLS_HOUSE = {
end
if ow.player.facing == "down" then
-- the player is standing on his straight path: walk around
-- (.PokemonWalkAroundPlayerMovement)
-- (.PokemonWalkAroundPlayerMovement). BillsHouseScript2 runs
-- BillsHousePikachuWatchPlayer first on this branch, so a
-- Pikachu that is still following steps clear of Bill's detour
-- and turns to watch the player (#455).
require("src.world.PikachuFollower")
.onBillWalksAroundPlayer(game, ow)
ow:scriptMove(npc, "right", 1, function()
ow:scriptMove(npc, "up", 2, function()
ow:scriptMove(npc, "left", 1, function()
@@ -600,12 +605,34 @@ local function snorlaxWake(mapId, objName, beatFlag, wokeUpText, calmedText)
}
end
-- A beaten Snorlax is gone for good: Route12/Route16DefaultScript run
-- HideObject in the same breath as the battle that sets
-- EVENT_BEAT_ROUTEnn_SNORLAX, so "event set, object still on the map" is a
-- state the asm cannot produce. Here it can (a mod's world:toggleObject, a
-- save edited or migrated from a build older than the flag), and it is a
-- dead end: ItemEffects' adjacentSleepingSnorlax refuses to wake a Snorlax
-- whose beat flag is set (ItemUsePokeFlute's CheckEvent, engine/items/
-- item_effects.asm), so the sleeper sits in the road forever and Cycling
-- Road is unreachable (#585). Reconcile the toggle from the flag on every
-- entry -- the mirror of SaveData.lua's toggle -> flag backfill, and the
-- same repair shape the Silph Co. floors use below.
local function hideBeatenSnorlax(mapId, objName, beatFlag)
return function(game, ow)
if not game.save.flags[beatFlag] then return end
local Commands = require("src.script.Commands")
Commands.hide_object({ game = game, save = game.save, overworld = ow },
mapId, objName)
end
end
-- snorlaxWake is looked up by ItemEffects.lua/BagMenu.lua (via
-- data/scripts/init.lua's M.get) and run when the flute wakes Snorlax;
-- objName/beatFlag let ItemEffects find the NPC and check whether it's
-- already been beaten before allowing the wake.
M.ROUTE_12 = {
talk = { TEXT_ROUTE12_SNORLAX = { { "show_text", "_Route12SnorlaxText" } } },
onEnter = hideBeatenSnorlax("ROUTE_12", "ROUTE12_SNORLAX",
"EVENT_BEAT_ROUTE12_SNORLAX"),
snorlaxWake = {
objName = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX",
script = snorlaxWake("ROUTE_12", "ROUTE12_SNORLAX", "EVENT_BEAT_ROUTE12_SNORLAX",
@@ -614,6 +641,8 @@ M.ROUTE_12 = {
}
M.ROUTE_16 = {
talk = { TEXT_ROUTE16_SNORLAX = { { "show_text", "_Route16Text7" } } },
onEnter = hideBeatenSnorlax("ROUTE_16", "ROUTE16_SNORLAX",
"EVENT_BEAT_ROUTE16_SNORLAX"),
snorlaxWake = {
objName = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX",
script = snorlaxWake("ROUTE_16", "ROUTE16_SNORLAX", "EVENT_BEAT_ROUTE16_SNORLAX",
@@ -645,16 +674,18 @@ M.SAFARI_ZONE_SECRET_HOUSE = {
M.WARDENS_HOUSE = {
talk = {
TEXT_WARDENSHOUSE_WARDEN = {
-- Labelled rather than hand-numbered: the branches here have been
-- re-pointed twice now (#535, #645), and every insert used to mean
-- renumbering three jumps that had no way of announcing they were stale.
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_HM04" }, -- 2
-- #535: previously jumped to the same silent-end target as the
-- give-then-thank fallthrough (row 13), so the warden said nothing
-- on every visit after the trade. pokered's .got_item branch
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText,
-- so route here to the new row 17 that does the same.
{ "jump_if_true", 17 }, -- 3
-- give-then-thank fallthrough, so the warden said nothing on every
-- visit after the trade. pokered's .got_item branch
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText.
{ "jump_if_true", "got_hm04" }, -- 3
{ "check_item", "GOLD_TEETH" }, -- 4
{ "jump_if_false", 15 }, -- 5
{ "jump_if_false", "no_teeth" }, -- 5
{ "show_text", "_WardensHouseWardenGaveTheGoldTeethText" }, -- 6
{ "take_item", "GOLD_TEETH", 1 }, -- 7
{ "set_flag", "EVENT_GAVE_GOLD_TEETH" }, -- 8
@@ -663,15 +694,27 @@ M.WARDENS_HOUSE = {
{ "give_item", "HM_STRENGTH", 1, false }, -- 10
{ "show_text", "_WardensHouseWardenReceivedHM04Text" }, -- 11
{ "set_flag", "EVENT_GOT_HM04" }, -- 12
{ "jump", 18 }, -- 13 (already got it this convo; jp .done)
{ "jump", 18 }, -- 14 (unused)
{ "show_text", "_WardensHouseWardenGibberish1Text" }, -- 15
{ "jump", 18 }, -- 16 (#535: skip the new explanation row below)
{ "jump", "end" }, -- 13 (jp .done)
-- #645: WardensHouseWardenText prints Gibberish1, then YesNoChoice,
-- and the warden answers the same gibberish either way -- Gibberish2
-- on yes, Gibberish3 on no (scripts/WardensHouse.asm). The port
-- printed the question and walked off before the answer.
{ "label", "no_teeth" }, -- 14
{ "ask", "_WardensHouseWardenGibberish1Text" }, -- 15
{ "jump_if_true", "gibberish_yes" }, -- 16
{ "show_text", "_WardensHouseWardenGibberish3Text" }, -- 17
{ "jump", "end" }, -- 18
{ "label", "gibberish_yes" }, -- 19
{ "show_text", "_WardensHouseWardenGibberish2Text" }, -- 20
{ "jump", "end" }, -- 21
-- #535: pokered .got_item branch (scripts/WardensHouse.asm) --
-- printed on every subsequent talk once EVENT_GOT_HM04 is set.
-- Text is _WardensHouseWardenHM04ExplanationText (text/WardensHouse.asm):
-- HM04 teaches Strength, and hints at the Safari Zone secret house.
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 17
{ "label", "got_hm04" }, -- 22
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 23
},
},
}
@@ -723,6 +766,28 @@ local function silphRocketsLeave(game, ow, onlyMap)
end
end
-- SilphCo11FGiovanniAfterBattleScript (scripts/SilphCo11F.asm) is the whole
-- aftermath: DisplayTextID TEXT_SILPHCO11F_GIOVANNI_YOU_RUINED_OUR_PLANS,
-- GBFadeOutToBlack, SilphCo11FTeamRocketLeavesScript, Delay3,
-- GBFadeInFromBlack, then SetEvent. The port had only the hide pass, so the
-- speech never played and every rocket blinked out in front of the player
-- (#722). Same hide list as silphRocketsLeave, spelled as script rows so the
-- fade can hold over it.
local function silphAftermathRows()
local rows = {
{ "show_text", "_SilphCo11FGiovanniYouRuinedOurPlansText" },
{ "fade", "out" },
}
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
for _, name in ipairs(floor[2]) do
rows[#rows + 1] = { "hide_object", floor[1], name }
end
end
rows[#rows + 1] = { "wait", 3 } -- Delay3
rows[#rows + 1] = { "fade", "in" }
return rows
end
M.SILPH_CO_11F = {
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
@@ -749,11 +814,15 @@ M.SILPH_CO_11F = {
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FTeamRocketLeavesScript: every Silph rocket leaves
-- after the loss (the street rockets are handled by
-- M.SAFFRON_CITY.onEnter in story4.lua).
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!" speech,
-- then SilphCo11FTeamRocketLeavesScript behind a fade so every Silph
-- rocket leaves off-screen (the street rockets are handled by
-- M.SAFFRON_CITY.onEnter in story4.lua). Queued, not run here: the
-- battle's own callbacks are still unwinding, so queueScript starts
-- it on the first idle overworld frame -- after the end-battle
-- "Arrgh!!" box victories.lua OPP_GIOVANNI#2 pushes (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
silphRocketsLeave(game, ow)
ow:queueScript(silphAftermathRows())
end
end)
end)
@@ -899,6 +968,7 @@ M.VICTORY_ROAD_3F = {
-- fall is onStep, not a collision block.
onStep = function(game, ow, x, y)
if x == 23 and y == 15 then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo("VICTORY_ROAD_2F", 22, 16, ow.player.facing)
return true
end
@@ -937,40 +1007,62 @@ M.VICTORY_ROAD_3F = {
local championsRoomRivalScript = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
{ "jump_if_true", 25 }, -- 3 past end
-- "end" rather than a row number past the tail: this script grew by a row
-- when the follow-Oak walk landed (#704), which silently turned the old
-- numeric 26 into a jump ONTO the closing HALL_OF_FAME warp instead of past
-- it, so a returning champion warped straight into the induction.
{ "jump_if_true", "end" }, -- 3
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
{ "jump_if_false", 25 }, -- 6 past end
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
-- the intro text, before the battle itself (#706); pushBattle's wipe-time
-- playBattle("final") then no-ops on the same song, so the theme stays
-- continuous into the fight
{ "play_music", "Music_FinalBattle" }, -- 5
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
-- losing halts here; the numeric target this replaced pointed at the
-- closing warp, which inducted a player who had just lost the fight (#704)
{ "jump_if_false", "end" }, -- 7
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 8
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
{ "play_music", "Music_Cities1", { keep = true } }, -- 10
{ "show_text", "_ChampionsRoomOakText" }, -- 11
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
{ "play_music", "Music_Cities1", { keep = true } }, -- 11
{ "show_text", "_ChampionsRoomOakText" }, -- 12
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 13
{ "move_npc", 2, "up", 5 }, -- 14 OakEntranceAfterVictoryMovement
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
{ "face_object", 1, "left" }, -- 14
{ "face_object", 2, "down" }, -- 15
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
{ "face_object", 1, "left" }, -- 15
{ "face_object", 2, "down" }, -- 16
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 17
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 17
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
{ "face_object", 2, "right" }, -- 18
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 19
-- OakComeWithMeScript: Oak faces down again, then exits up
{ "face_object", 2, "down" }, -- 19
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
{ "face_object", 2, "down" }, -- 20
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 21
{ "move_npc", 2, "up", 2 }, -- 22 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 23
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement
-- (PAD_UP 4, PAD_LEFT 1): the player walks out after Oak instead of the
-- screen just fading on the spot (#704). The entrance walk leaves the
-- player at (4,3) and both north-wall warps sit on row 0, so the original
-- only ever spends three of those simulated steps -- CheckWarpsNoCollision
-- takes the HALL_OF_FAME warp the moment the walk lands on (4,0) and the
-- trailing UP/LEFT are dropped. Scripted steps ignore collision here just
-- as they do in the original (CollisionCheckOnLand skips its checks while
-- wSimulatedJoypadStatesIndex is non-zero), so stepping through the
-- rival's cell at (4,2) is the ported behavior, not a clip.
{ "move_player", "up", 3 }, -- 24
-- hand the induction off to the HALL_OF_FAME room (consumed by its
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
{ "set_field", "pendingHallOfFame", true }, -- 23
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
{ "set_field", "pendingHallOfFame", true }, -- 25
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 26
}
M.CHAMPIONS_ROOM = {
+206 -80
View File
@@ -549,21 +549,57 @@ M.GAME_CORNER = {
-- handler is bound to both text ids just below (#552).
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local t = game.data.text
local function line(suffix, fallback)
return t["_GameCornerClerk1" .. suffix]
or t["_GameCornerClerk" .. suffix]
or fallback
end
-- GameCornerDrawCoinBox (scripts/GameCorner.asm; pokeyellow's copy is
-- identical): TextBoxBorder at hlcoord 11,0 with b=5 c=7, a 9x7-tile
-- window in the top right holding MONEY at (12,2) over the amount on
-- row 3 and COIN at (12,4) over the count on row 5. Both
-- PrintBCDNumber calls pass LEADING_ZEROES, whose bit 7 SUPPRESSES
-- leading zeroes (home/print_bcd.asm), and neither passes LEFT_ALIGN,
-- so both numbers read plain and right-aligned against the inner edge
-- at column 18. The asm draws the box before the offer and redraws it
-- after the purchase, so it stands for the whole exchange: a draw-only
-- state under the dialogue gets that lifetime, since StateStack draws
-- every state above the last opaque one and updates only the top
-- (src/core/StateStack.lua), and reading save each frame is the
-- redraw (#624).
local coinBox = { draw = function()
Font.drawBox(11, 0, 9, 7)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("MONEY"), 96, 16)
local money = ("¥%d"):format(game.save.money or 0)
Font.draw(money, 152 - Font.width(money), 24)
Font.draw(Strings("COIN"), 96, 32)
local coins = ("%d"):format(game.save.coins or 0)
Font.draw(coins, 152 - Font.width(coins), 40)
love.graphics.setColor(1, 1, 1, 1)
end }
game.stack:push(coinBox)
-- Every branch below finishes here. A TextBox pops itself before its
-- onDone runs, so the coin box is top of the stack again by then and
-- this pop takes it down, never someone else's state.
local function finish()
game.stack:pop()
done()
end
-- YesNoChoice is called with the offer still printed, so the prompt
-- has to ride the open text box (opts.choice) instead of being pushed
-- after it closes, which is what made the question vanish (#624).
game.stack:push(TextBox.new(game,
line("DoYouNeedSomeGameCoinsText",
"Do you need some\ngame coins?\f¥1000 for 50."), function()
game.stack:push(ChoiceBox.new(game, function(yes)
"Do you need some\ngame coins?\f¥1000 for 50."),
nil, { choice = function(yes)
if not yes then
game.stack:push(TextBox.new(game,
line("PleaseComePlaySometimeText",
"No? Please come\nplay sometime!"), done))
"No? Please come\nplay sometime!"), finish))
return
end
-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
@@ -571,29 +607,30 @@ M.GAME_CORNER = {
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
line("DontHaveCoinCaseText",
"You don't have a\nCOIN CASE!"), done))
"You don't have a\nCOIN CASE!"), finish))
return
end
if (game.save.coins or 0) >= 9990 then
game.stack:push(TextBox.new(game,
line("CoinCaseIsFullText",
"Oops! Your COIN\nCASE is full."), done))
"Oops! Your COIN\nCASE is full."), finish))
return
end
if game.save.money < 1000 then
game.stack:push(TextBox.new(game,
line("CantAffordTheCoinsText",
"You can't afford\nthe coins!"), done))
"You can't afford\nthe coins!"), finish))
return
end
game.save.money = game.save.money - 1000
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
-- the thanks text is the plain _GameCornerClerk1ThanksHereAre50-
-- CoinsText; the new count belongs in the coin box the asm
-- redraws here, not appended to the line (#624)
game.stack:push(TextBox.new(game,
line("ThanksHereAre50CoinsText",
"Thanks! Here are\nyour 50 coins!")
.. ("\fCOINS: %d"):format(game.save.coins), done))
end))
end))
"Thanks! Here are\nyour 50 coins!"), finish))
end }))
end,
},
}
@@ -606,99 +643,188 @@ M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK =
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK1
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
-- The six mon prizes differ between Red and Blue; the three TM prizes are
-- identical, so they are shared and appended to each version's mon list.
-- Each counter owns ONE window of three prizes, not the whole catalogue:
-- GetPrizeMenuId (engine/events/prize_menu.asm) subtracts
-- TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 from hTextID and indexes
-- PrizeDifferentMenuPtrs with the result, so vendor 1 sells
-- PrizeMenuMon1Entries, vendor 2 PrizeMenuMon2Entries and vendor 3
-- PrizeMenuTMsEntries (#623). The mon windows and their levels differ per
-- version; the TM window is identical in all three, so it is shared.
local PRIZE_TMS = {
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
}
local RED_PRIZES = {
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
local RED_PRIZE_WINDOWS = {
{
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
},
{
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
},
PRIZE_TMS,
}
local BLUE_PRIZES = {
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
local BLUE_PRIZE_WINDOWS = {
{
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
},
{
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
},
PRIZE_TMS,
}
-- Yellow keeps the three windows but restocks both mon counters
-- (pokeyellow/data/events/prizes.asm, prize_mon_levels.asm)
local YELLOW_PRIZE_WINDOWS = {
{
{ kind = "mon", species = "ABRA", level = 15, cost = 230 },
{ kind = "mon", species = "VULPIX", level = 18, cost = 1000 },
{ kind = "mon", species = "WIGGLYTUFF", level = 22, cost = 2680 },
},
{
{ kind = "mon", species = "SCYTHER", level = 30, cost = 6500 },
{ kind = "mon", species = "PINSIR", level = 30, cost = 6500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
},
PRIZE_TMS,
}
local function activePrizes()
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
local function prizeWindow(n)
local GameVersion = require("src.core.GameVersion")
local windows = RED_PRIZE_WINDOWS
if GameVersion.isBlue() then
windows = BLUE_PRIZE_WINDOWS
elseif GameVersion.isYellow() then
windows = YELLOW_PRIZE_WINDOWS
end
return windows[n]
end
-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
-- Prize counters (engine/events/prize_menu.asm CeladonPrizeMenu; the prize
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
-- with no case prints RequireCoinCaseText and returns without ever opening a
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
-- show the prizes. #194: the port used to open the window unconditionally and
-- skip both text boxes.
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- IsItemInBag COIN_CASE: without the case, deny and open no window
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
if not game.save.inventory.COIN_CASE then
-- skip both text boxes. wMaxMenuItem is 3, i.e. this window's three prizes
-- plus the NO THANKS row, and HandlePrizeChoice confirms the pick with
-- SoYouWantPrizeText + YesNoChoice before any coins move; every branch then
-- rets out of CeladonPrizeMenu, so one transaction ends the conversation and
-- buying again means talking to the counter again (#623).
local function prizeCounter(window)
return function(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- IsItemInBag COIN_CASE: without the case, deny and open no window
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
return
end
-- ExchangeCoinsForPrizesText plays before the prize window opens.
game.stack:push(TextBox.new(game,
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
return
end
-- ExchangeCoinsForPrizesText plays before the prize window opens.
game.stack:push(TextBox.new(game,
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
function()
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
function()
local items = {}
for _, p in ipairs(prizeWindow(window)) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items,
{ label = label, right = tostring(p.cost), value = p })
end
table.insert(items,
{ label = label, right = tostring(p.cost), value = p })
end
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
-- NoThanksText (data/events/prizes.asm) sits under the three prizes
table.insert(items, { label = "NO THANKS" })
local list
-- close the window first: every ending in HandlePrizeChoice leaves
-- the menu for good, and the closing line belongs over the map
local function finish(msg)
list:close()
game.stack:push(TextBox.new(game, msg, done))
end
local function buy(p)
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
finish(t._SorryNeedMoreCoinsText or "Sorry, you need\nmore coins.")
return
end
-- HasEnoughCoins passed, so hand the prize over first and only
-- subtract once it landed: the asm rets before .subtractCoins when
-- the bag is full, or when both the party and every box are full
local roomless = t._OopsYouDontHaveEnoughRoomText
or "Oops! You don't\nhave enough room."
if p.kind == "mon" then
-- no runner here, so give_pokemon reports through ctx.lastCheck
-- and skips the AskName prompt (Commands.give_pokemon)
local ctx = { save = game.save, game = game }
Commands.give_pokemon(ctx, p.species, p.level)
if not ctx.lastCheck then
finish(roomless)
return
end
elseif not require("src.inventory.Bag").add(
game.save, p.item, 1, game.data) then
finish(roomless)
return
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
end))
-- no thank-you line: HereYouGoText is unreferenced in the asm,
-- which just redraws the coin box (PrintPrizePrice) and returns
list:close()
done()
end
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if not p then -- NO THANKS is the B exit (cp 3 -> .noChoice)
list:close()
done()
return
end
local name = (p.kind == "mon")
and game.data.pokemon[p.species].name
or game.data.items[p.item].name
-- SoYouWantPrizeText names the prize out of wNameBuffer, which
-- is not one of TextBox's RAM tokens, so fill it in here
local ask = (t._SoYouWantPrizeText
or "So, you want\n{RAM:wNameBuffer}?")
:gsub("{RAM:wNameBuffer}", name)
game.stack:push(TextBox.new(game, ask, nil, {
choice = function(yes)
if not yes then
finish(t._OhFineThenText or "Oh, fine then.")
return
end
buy(p)
end,
}))
end,
onCancel = done,
})
game.stack:push(list)
end))
end
end
M.GAME_CORNER_PRIZE_ROOM = {
talk = { -- the three prize counters are bg events
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
talk = { -- the three prize counters are bg events, one window each
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter(1),
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter(2),
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter(3),
},
}
+26 -2
View File
@@ -49,7 +49,7 @@ local function gift(opts)
end
end)
end
if opts.pre then say(opts.pre, "", give) else give() end
if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
end
end
@@ -118,11 +118,21 @@ M.CINNABAR_LAB_METRONOME_ROOM = {
},
}
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher; no pre text)
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher). The fisher's
-- YouCanHaveThisText prints before GiveItem, so this gift needs a pre
-- text (#775). Like the SilphCo2F worker (#393) that label carries no
-- leading underscore, and on Red it sits outside the extractor's symbol
-- set, so the literal from text/ViridianCity.asm rides along as the
-- fallback; Yellow resolves the ROM string instead.
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_FISHER = gift({
flag = "EVENT_GOT_TM42", item = "TM_DREAM_EATER",
pre = "ViridianCityFisherYouCanHaveThisText",
preFallback = "Yawn!\nI must have dozed\voff in the sun."
.. "\fI had this dream\nabout a DROWZEE\veating my dream."
.. "\vWhat's this?\vWhere did this TM\vcome from?"
.. "\fThis is spooky!\nHere, you can\vhave this TM.",
received = "_ViridianCityFisherReceivedTM42Text",
explain = "_ViridianCityFisherTM42ExplanationText",
noRoom = "_ViridianCityFisherTM42NoRoomText",
@@ -176,6 +186,20 @@ M.ROUTE_18_GATE_2F = {
{ "face_player" },
{ "trade", 6, "EVENT_TRADED_SLOWBRO_FOR_LICKITUNG" }, -- MARC
},
-- Yellow replaces the youngster with a cook trading SPIKE
-- (TANGELA -> PARASECT): pokeyellow/scripts/Route18Gate2F.asm
-- Route18Gate2FCookText runs TRADE_FOR_SPIKE, index 6 in the Yellow
-- TradeMons table that Data:applyVersionedFieldData swaps in. Red
-- maps have no COOK object here and Yellow maps have no YOUNGSTER,
-- so each version only ever fires its own row (#651). Both rows
-- share the Red-flavoured done flag on purpose: a .sav tracks
-- "trade slot 6 completed" in one wCompletedInGameTradeFlags bit
-- either version reads, and the save codec maps that bit to this
-- flag name (src/save_convert/GenSave.lua EXTRA_FLAG_BITS).
TEXT_ROUTE18GATE2F_COOK = {
{ "face_player" },
{ "trade", 6, "EVENT_TRADED_SLOWBRO_FOR_LICKITUNG" }, -- SPIKE (Yellow)
},
},
}
+1
View File
@@ -118,6 +118,7 @@ local MANSION_HOLES = {
M.POKEMON_MANSION_3F.onStep = function(game, ow, x, y)
for _, h in ipairs(MANSION_HOLES) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
+60 -10
View File
@@ -18,6 +18,16 @@
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won -- checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
--
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
-- this!"), shown at the victory and again when a beaten leader retries
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
-- the bag; `noRoom` is the "make room" line shown instead when the bag
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
-- successful give, which is what makes the leader's talk script retry
-- later (gyms.lua).
local function range(prefix, first, last)
local t = {}
@@ -33,6 +43,8 @@ return {
-- escort NPC and the first Route 22 rival stay gone after the badge.
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
item = "TM_BIDE",
gotFlag = "EVENT_GOT_TM34",
noRoom = "_PewterGymTM34NoRoomText",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
@@ -41,75 +53,113 @@ return {
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
},
tmPre = { "_PewterGymBrockWaitTakeThisText" },
tmDialogue = {
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
},
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
tmDialogue = {
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
},
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
tmDialogue = {
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
},
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
tmDialogue = {
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
},
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
tmDialogue = {
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
},
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
tmDialogue = {
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
},
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
tmDialogue = {
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
gotFlag = "EVENT_GOT_TM27",
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
},
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
tmDialogue = {
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the
-- battle SilphCo10FGiovanniILostAgainText through SaveEndBattleTextPointers,
-- but he has no def_trainers header on 11F, so engageTrainer finds no
-- header.won to give it -- this chain is the port's stand-in for that loss
-- line (#722). The "Blast it all!" speech, the fade and the rockets
-- leaving are SilphCo11FGiovanniAfterBattleScript, ported in M.SILPH_CO_11F
-- (data/scripts/story.lua).
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI",
dialogue = { "_SilphCo10FGiovanniILostAgainText" } },
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
+151
View File
@@ -0,0 +1,151 @@
-- The Viridian City old-man catch tutorial, Yellow's way
-- (pokeyellow scripts/ViridianCity.asm, scripts/ViridianCity_2.asm,
-- scripts/OaksLab.asm). Registered on top of the shared tables by
-- data/scripts/init.lua on a Yellow boot.
--
-- Yellow has TWO gambler objects where Red/Blue have one:
-- * VIRIDIANCITY_OLD_MAN at (17,5) -- a Red/Blue leftover; its
-- toggle stays OFF forever in Yellow, no script ever shows it.
-- * VIRIDIANCITY_OLD_MAN2 at (18,9) -- replaces the sleeper the
-- moment the Pokédex is given (OaksLabOakGivesPokedexScript:
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN_2).
--
-- This is the tutorial old man. The Red/Blue "Are you in a hurry?"
-- yes/no script must NOT run against him: Yellow's
-- _ViridianCityOldManHadMyCoffeeNowText is the apology speech ("I've had
-- my coffee now ... I'll show you how to catch POKéMON as my apology"),
-- and the shared story.lua TEXT_VIRIDIANCITY_OLD_MAN rows hang an
-- invented yes/no over it -- YES printed the TimeIsMoney alias
-- (_ViridianCityOldManLosingMyTouchText) and NO ran the demo, every
-- talk, forever (#617).
--
-- The real flow (ViridianCityCheckWaitingOldMan + ViridianCityOldMan2Text
-- + ViridianCityOldManInitialCatchTrainingScript + ...EndInitial... +
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
-- east of the sleeper's cell -- faces the old man right and the player
-- left, prints the apology, and without any choice runs the demo battle
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5), which he FAILS -- the ball shakes
-- three times and breaks open. After it, the same text pointer
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
-- I must be losing my touch."), the old man walks off (down 6 with the
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
-- first) and TOGGLE_OLD_MAN_2 hides. A direct talk does the same.
local M = {}
local OLD_MAN2 = "VIRIDIANCITY_OLD_MAN2"
-- Capture the FUNCTION, not the table: attachBase stores the module
-- table itself, so once this file's onStep is attached the table's slot
-- points back here -- delegating through the table would self-recurse.
-- story5's VIRIDIAN_CITY.onStep chains story.lua's sleeping-old-man
-- gate and its own gym-lock step (same pattern as yellow_jessie_james).
local baseViridianStep = require("data.scripts.story5").VIRIDIAN_CITY.onStep
-- pokeyellow text/ViridianCity.asm, _ViridianCityOldManHadMyCoffeeNowText
-- and _ViridianCityOldManLosingMyTouchText, spelled with the extractor's
-- markers (line -> \n, cont -> \v, para -> \f)
local function text(game)
return {
apology = game.data.text._ViridianCityOldManHadMyCoffeeNowText
or "Ahh, I've had my\ncoffee now and I\vfeel great!\fSure, you can go\n"
.. "through!\fI'm sorry I was\nso rude to you!\fI see you're using\n"
.. "a POKéDEX.\fI'll show you how\nto catch POKéMON\vas my apology.",
losingMyTouch = game.data.text._ViridianCityOldManLosingMyTouchText
or "That didn't work!\nI must be losing\vmy touch.\fI've run out of\n"
.. "POKé BALLs too.\fI have to get some\nat POKéMON MART.",
}
end
-- The row list for the initial-tutorial branch, keyed by where the
-- player stands when the battle ends (ViridianCityPostInitialCatchTraining
-- reads wXCoord: (19,9) walks the old man down the corridor, anywhere
-- else walks him right 1 after moving the follower Pikachu aside).
local function oldMan2Rows(game, ow, npc)
local rows = {
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
-- ViridianCityOldManInitialCatchTrainingScript sets
-- EVENT_INITIAL_CATCH_TRAINING before the battle runs, and
-- ItemUseBall's .oldManBattle branch turns that event into anim data
-- $63: three shakes, then the ball breaks open. The losing-my-touch
-- line below only follows a throw that failed (#636).
{ "old_man_demo", "fail" },
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
}
if ow.player and ow.player.cellX == 19 then
rows[#rows + 1] =
{ "walk_npc", npc.def.index,
{ "down", "down", "down", "down", "down", "down" } }
else
-- ViridianCityMovePikachu (scripts/ViridianCity_2.asm): Pikachu
-- steps out of the old man's way before he turns right
local PikachuFollower = require("src.world.PikachuFollower")
local pika = ow and PikachuFollower.current(ow)
if pika then
rows[#rows + 1] = { "walk_npc", pika.def.index, { "right" } }
end
rows[#rows + 1] = { "walk_npc", npc.def.index, { "right" } }
end
rows[#rows + 1] =
{ "hide_object", "VIRIDIAN_CITY", OLD_MAN2 }
return rows
end
-- The shared talk handler: TEXT_VIRIDIANCITY_OLD_MAN2's text_asm branch
-- (ViridianCityOldMan2Text) on EVENT_COMPLETED_CATCH_TRAINING.
local function oldMan2Talk(game, ow, npc, done)
if game.save.flags and game.save.flags.EVENT_COMPLETED_CATCH_TRAINING then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
return
end
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
end
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_OLD_MAN2 = oldMan2Talk,
},
-- Re-apply the Pokédex swap for a save that already holds the flag but
-- was never standing here when it fired (converted .sav imports, same
-- shape as story.lua's VIRIDIAN_CITY.onEnter). Yellow shows OLD_MAN2,
-- not the Red/Blue OLD_MAN at (17,5), and also puts away a stray
-- OLD_MAN a save made by the pre-#617 build left standing.
onEnter = function(game, ow)
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
end
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY")
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
Commands.show_object(ctx, "VIRIDIAN_CITY", OLD_MAN2)
end,
-- ViridianCityCheckWaitingOldMan: with the Pokédex held and the
-- tutorial undone, (19,9) -- the gap east of the old man, the same
-- cell the sleeper used to gate -- faces him right, turns the player
-- left and starts the OLD_MAN2 flow with no choice.
onStep = function(game, ow, x, y)
if baseViridianStep and baseViridianStep(game, ow, x, y) then
return true
end
local flags = game.save.flags
if not flags.EVENT_GOT_POKEDEX then return false end
if flags.EVENT_COMPLETED_CATCH_TRAINING then return false end
if x ~= 19 or y ~= 9 then return false end
local man
for _, npc in ipairs(ow.npcs) do
if npc.def and npc.def.name == OLD_MAN2 then man = npc break end
end
if not man then return false end
man.facing = "right"
ow.player.facing = "left"
oldMan2Talk(game, ow, man, nil)
return true
end,
}
return M
+6 -2
View File
@@ -234,8 +234,12 @@ What was ported from pokered's engine code and where it came from.
pre-battle text and engages the leader battle (badge/TM via
data/scripts/victories.lua); post-badge talk prints the leader's
post-battle advice text (Misty's is her TM11 explanation). The
originals' middle branch (beaten but TM not handed over) is
unreachable since the TM is granted with the victory. Giovanni's
originals' middle branch (beaten but TM not handed over,
CheckEventReuseA EVENT_GOT_TM*) is ported too: the victory's GiveItem
goes through the bag's capacity check, a full bag shows the leader's
"make room" text instead of the received lines and leaves
EVENT_GOT_TM* unset, and talking to the leader re-runs the ReceiveTM
script until the TM goes in (#797). Giovanni's
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
fade-to-black/fade-in Transition matching ViridianGym.asm's
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
+37 -8
View File
@@ -45,6 +45,9 @@ same system picker and install the chosen archive on return.
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
On **NX**, **Scan again** is stricter: it only starts an import whose SHA-1
matches the open game tab, so a shared `imports/` folder with Red+Yellow
cannot jump Yellow → Red.
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
Play button, and the SAVE SLOT card in a responsive two-column grid (see
@@ -150,6 +153,17 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
`options.mods[id]` so a later reinstall starts from the loader's default
(enabled). The mods panel Delete control calls this and re-derives the list.
- A mod that declares `github` shows its total GitHub downloads (every
release's summed asset `download_count`, from the same cached release
fetch the update check uses) as a highlighted body line like "12,345
downloads across all releases - Released 2024-05-31 - Updated 2026-07-01"
(first and latest `published_at`). Old cache entries written before the
counts existed show no line rather than a wrong zero; a manual check
refreshes them.
- The MODS panel sorts its rows by Name, Popularity (downloads),
Release date (first release), or Last updated, chosen by chips under the
header and persisted in `options.modSort`. Mods without release data
(no `github` field, or a stale cache) sink to the bottom of data sorts.
## Import / Export save
@@ -157,9 +171,14 @@ The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
through `src/import/SaveFileIO.lua`, which sits on top of
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
- **Import save** is live once the game's ROM is imported (playable). It opens
a native `.sav` picker (`chooseSav` on desktop; on Android,
`love.system.pickFile("sav")``picked_save.sav`, same SAF path as ROMs).
- **Import save** is live once the game's ROM is imported (playable).
On desktop it opens a native `.sav` picker (`chooseSav`); on Android,
`love.system.pickFile("sav")``picked_save.sav`, same SAF path as ROMs.
On **NX (Switch)** there is no picker: copy a `.sav` into
`getSaveDirectory()/imports/saves/<red|blue|yellow>/` via MTP / SD / FTP
(one folder per game), then press **Import save** on that games tab to
ensure the inbox and rescan (same pattern as the ROM `imports/` and mod
`imports/mods/` inboxes). Hidden `._*.sav` AppleDouble sidecars are skipped.
`SaveFileIO.importToSlot` reads the bytes (an absolute path, a save-dir
relative name, a dropped LOVE file, or raw bytes),
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
@@ -167,19 +186,29 @@ through `src/import/SaveFileIO.lua`, which sits on top of
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
The meta stamp is re-stamped off `gen1_import` to the current numeric format
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
panel is refreshed with the new slot selected.
panel is refreshed with the new slot selected. On **NX**, a successful inbox
import retires the file to `*.sav.imported` and records a content hash in
`imports/saves/<game>/.imported-sha1` so a second **Import save** (or the same
bytes under a new name) does not clone slots; failures leave the original
`.sav`. Only that games folder is scanned.
- **Export save** is live only when the active slot actually holds a save
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
(`love.filesystem.createDirectory("exports")`). On desktop it returns the
absolute path (`love.filesystem.getSaveDirectory()`), which the notice line
shows with an "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
writes `exports/<version>/gen1recomp-<version>-<slotId>.sav` under the same
root `persistFs` writes slots to: the portable game folder when `portable.txt`
marks the install, otherwise the save directory (`exports/` and
`exports/<version>/` are created as needed; #752). On desktop it returns the
absolute path (`SaveData.portableBaseDir()` when portable, else
`love.filesystem.getSaveDirectory()`), which the notice line shows with an
"Open folder" affordance (`love.system.openURL("file://" .. dir)`).
On Android the bytes are also staged as `pending_export.sav` and
`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
player can save to Downloads / Drive / etc.; on return `export_done.flag`
makes focus show "Save exported."
On **NX**, export success sets a notice with the `exports/<game>/` path and an
MTP-oriented hint — no `openURL` / Open folder (pull the file via MTP /
SD / FTP instead).
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
currently active game tab; when a non-game tab (mods, or the locked yellow
placeholder) is showing it defaults to red, the always-present first game
+26
View File
@@ -174,6 +174,32 @@ It runs immediately before queued button edges are promoted, so input added by
the wrapper is visible during that same fixed step. The callback receives
`(next, game, dt)` and must call `next(game, dt)`.
`input.pointer` delivers uncaptured gameplay pointer events -- touches and
real mouse input alike. The callback receives `(next, game, ev)` where `ev`
is `{ phase, source, id, x, y, dx, dy, pressure, button }`: `phase` is
`"pressed"`, `"moved"`, `"released"` or `"cancelled"`; `source` is `"touch"`
or `"mouse"`; `id` is the LÖVE touch id or `"mouse"`; and the coordinates
are LOVE window units, the same space `render.hud`'s viewport and the touch
overlay lay out in. The on-screen touch controls keep first refusal: a
pointer that begins on a virtual control belongs to the pad for its whole
lifecycle and never reaches the hook, while one that begins outside stays
visible even if it later crosses a control. A real mouse reaches the hook
without `POKEPORT_TOUCH` (synthesized `istouch` mouse twins are dropped, so
a mobile touch fires once), and focus or visibility loss and input recovery
deliver a `"cancelled"` for every pointer the hook saw pressed but not yet
released. Return `true` without calling `next` to consume the event.
`mod.input` presses GB buttons source-safely. `mod.input:tap(game, btn)`
queues exactly one `wasPressed` edge for the next fixed step and holds
nothing; `local token = mod.input:press(game, btn)` holds the button until
`mod.input:release(token)`. Buttons are `up`, `down`, `left`, `right`, `a`,
`b`, `start` and `select`. Every press is its own input source inside the
engine's multi-source bookkeeping, so releasing a token never clears a hold
the keyboard, a controller, the touch overlay or another mod still owns;
`release` is idempotent and refuses tokens taken by another mod.
Outstanding tokens are released automatically on entry-chunk rollback, hot
reload and input recovery.
`ui.title_menu.items` receives `(next, game, items)` and follows the same
decorate-after-`next` convention as `ui.start_menu.items`. It is the safe place
for a tool to offer a fresh-session action before gameplay begins.
+174 -15
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@@ -1,10 +1,10 @@
# New features (deliberate additions beyond the original)
Intentional enhancements this port adds on top of faithful Pokémon Red
behavior. They have no Game Boy equivalent and are kept by design.
Intentional enhancements this port adds on top of faithful Pokémon Red, Blue,
and Yellow behavior. They have no Game Boy equivalent and are kept by design.
Genuine divergences from the original (things still missing, wrong, or
approximated) live in docs/known-differences.md; faithfully-ported
behavior is in docs/behavior-porting-notes.md.
approximated) live in docs/known-differences.md; faithfully-ported behavior is
in docs/behavior-porting-notes.md.
## Survey zoom
@@ -209,10 +209,15 @@ duration:
closes, and apply again after. Fast-forward otherwise runs one peer's
queue faster than the peer it is locked to and drains a tournament shot
clock faster than the opponent racing it.
- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
mods enabled offers to switch them all off and relaunch (mods merge at
boot, so a restart is the only way). The restart is confirmed, not
silent. They stay listed as disabled, ready to switch back on.
- **Online play runs vanilla, except for your language.** Picking ONLINE
MATCH or TOURNAMENT with mods enabled offers to switch the gameplay ones
off and relaunch (mods merge at boot, so a restart is the only way). The
restart is confirmed, not silent. They stay listed as disabled, ready to
switch back on. A mod that declares itself a translation and provably
writes nothing but text stays on: the two games hash the same link
surface, so a Spanish install and an English one can battle and trade,
each reading the game in its own language and naming the other player's
party out of its own text.
- **Only a meaningful split ends a match.** The per-turn state signature
both peers exchange is split three ways: `actives` and `bench` carry
species, HP, status, stat stages, PP and the rest of the party, and a
@@ -314,12 +319,29 @@ window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
the overlay on and lets the mouse act as a finger (`=0` forces it off).
The launcher's **Touch Controls** button opens a drag editor: move each
button freely, **Disable** to hide the overlay permanently (for
controllers / emulation handhelds -- distinct from the temporary
gamepad auto-hide), **Reset** for defaults, **Done** to save into
`options.lua` as normalized window fractions so rotation keeps the
relative placement. In-game, Options → **TOUCH PAD** toggles the same
on/off flag without leaving a play session.
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
to hide the overlay permanently (for controllers / emulation handhelds --
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
**Done** to save into `options.lua` as normalized window fractions so a
different screen keeps the relative placement.
Portrait and landscape are edited and saved separately (#633): the editor
follows whichever orientation is on screen, and **Reset** only clears that
one, so a layout that works held upright does not have to double as the
one used sideways. An `options.lua` from before this split keeps its single
layout in both orientations until one of them is edited. In-game, Options →
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
## Screen orientation lock (Android)
Options → **ORIENTATION** (also in the launcher's gear menu) locks the
screen to **PORTRAIT**, **LANDSCAPE** (either landscape, following the
device), or **REVERSE LANDSCAPE**, or leaves it on **AUTO** (#592). AUTO
allows every orientation but defers to the system: with auto-rotate turned
off in Android's quick settings, the game stays put instead of following
the sensor (#716). Changes apply immediately -- the screen rotates as the
row is stepped -- and persist in `options.lua`. Android only: iOS follows
the app's fixed orientation list, and desktop windows rotate nothing.
## Translation support
@@ -354,6 +376,28 @@ plus a glyph-page and charmap stub, a naming-grid stub, and a
be packed). `--refresh` re-harvests after an engine update, keeping
existing translations and parking orphaned keys rather than dropping them.
A translation can also skip glyph pages entirely: scaffolding with
`--pixel-font` (or registering `mod.content.font:register("ttf", {})` in
an existing mod) renders text through a bundled TTF covering Latin with
diacritics, Cyrillic, kana and CJK, while box borders and `<PK>`-style
macro glyphs keep their tiles. The font is "Plain Pixel Font" by Douglas
Vautour (Burpy Fresh), licensed under CC-BY 4.0 (5x11 base characters,
11x11 double-width; see `assets/fonts/plainpixel/README.md`). Options on
the registry entry: `file` for a mod-shipped TTF, `size` (the font's
design em; Plain Pixel rasterizes cleanly only at multiples of 15),
`spacing` added to every advance, `yOffset` for vertical alignment
against the 8px cell grid, `bold`, which double-prints at a 1px
offset for fonts whose strokes read too light, and `tiles`, the
characters that keep their ROM tile instead of coming from the TTF.
`tiles` matters for a CJK translation. Sizing the font so a kana fills
the 8px cell leaves Latin narrower than the tile font it replaces, which
pulls the numeric columns out of line: the party menu's `:L12` stops
sitting over `34/ 34`. Naming `"0123456789/:"` keeps those on the
vanilla tiles, so numbers render exactly as they do in English while
kana still come from the font. It takes a string of characters, or a
list when a multi-character charmap sequence is meant.
See the wiki's Translations guide.
## Save editor (bundled, reachable from the launcher)
@@ -382,7 +426,9 @@ semantics - so the two windows read as one app. Six tabs:
- **Items**: money, a searchable item picker (replacing the arrows that
cycled one id at a time through ~250 items), the configurable bag (20 slots
by default), PC storage
with no slot cap, and the eight badges as toggle chips.
with no slot cap, and the eight badges as toggle chips. The picker, the bag
and PC storage all scroll under the mouse wheel, so the whole catalog is
reachable one-handed without typing a query.
- **Events**: flags, defeated trainers, taken items and per-map object
toggles, with a real filter field and a two-column paged grid.
- **Map**: any map rendered with the game's own renderer, warps followable,
@@ -434,6 +480,16 @@ automatically, so the tab opens on an "Add an index" prompt until you name
one; paste an index URL or its `owner/repo` and it is remembered in
`options.lua`. More than one index can be added, and the listings merge.
A feed author can publish per-mod release stats by adding three optional
fields to an entry -- `downloads` (total across every release), and
`first_release` / `last_release` (ISO days) -- which the listing shows in
the same gold line the MODS tab uses. When a feed does not carry them,
the row fetches the mod's own GitHub releases instead -- the same cached
`ModUpdate` fetch the MODS tab uses, one entry per frame -- so the stats
appear for any mod with a `github` field regardless of feed maintenance.
The fields are additive: feeds that carry them stay readable by every
build that predates them, and feeds that do not render exactly as before.
## Soft reset (all versions)
Holding A, B, START and SELECT together restarts the game the way flicking
@@ -448,3 +504,106 @@ polls (better than a quarter of a second) and any direction in the mix
cancels it, so it is hard to hit by accident -- including on the on-screen
touch controls, where it would take four fingers held on four separate
controls.
## Controls rebinding (CONTROLS screen)
OPTIONS -> CONTROLS lists every Game Boy button with its current keyboard
key and controller button side by side (Z/A). Press A on a row, then press
and release the key or pad button you want; the rebind commits on the
release. If that input already belongs to another row, the two rows swap,
so no button is ever stranded without an input and no input ever serves
two buttons. Holding a second key or pad button while the first is still
down backs out of the capture without touching a keyboard; Escape still
cancels too. SELECT clears one row back to its default, and START resets
every binding after a confirmation.
Controllers a system has no mapping for (common on Linux handhelds and
off-brand pads) report bare button numbers rather than names. Those are
rebindable on the same screen and show up as JOY1, JOY2 and so on in the
controller column. Recognized controllers are read only through their
named buttons, so a rebind on those is never shadowed by the factory
layout underneath it.
## Mod profiles (#593)
The mod manager's PROFILES tab holds named setups. A profile remembers which
mods are on, every mod's own options, and which save slot each game version
plays, so swapping profiles swaps the whole playthrough and not just the mod
list. The setup that existed before profiles shipped becomes PROFILE 1 the
first time the manager opens.
EXPORT.. writes the selected profile to `profiles/<NAME>.g1rmodlist` in the
save directory; drop a `.g1rmodlist` someone shared into that folder and
IMPORT.. adds it. Imported profiles never overwrite an existing one (a name
clash gets a number). Mods the shared profile names but that are not installed
are reported when the profile is applied; installing them is still a manual
trip through the mods list or Find Mods.
## Windows: no console windows on launcher actions
Checking for updates, browsing a mod index, adding a mod repo, installing a
mod and picking a ROM all run a host tool (curl, PowerShell) in a child
process. On Windows those children used to each open their own console
window, so a session could end up buried under half a dozen of them. The
game now claims one console for itself at boot and hides it; the children
inherit that invisible console and nothing pops up. Nothing else changes:
file pickers are ordinary desktop dialogs and still appear normally, and a
run started from a terminal (`lovec.exe`, what `scripts\run.ps1` prefers)
keeps its terminal and its printed output. Set `POKEPORT_CONSOLE=1` to opt
out.
## A faster, higher-contrast launcher
The launcher and the save editor were rebuilt on one small immediate-mode UI
kit (`src/ui/kit/`), replacing the vendored FlexLove layout engine. The
visible result is that the launcher is quick: building and drawing a frame
went from about 9 ms to under 1 ms on the same machine and the same data, at
every window size, so the window keeps up with the pointer instead of
trailing it. Measure it yourself with `POKEPORT_LAUNCHER_PROF=200 love .`.
**Nothing blocks the window any more.** Fetching a mod index, checking a mod
for updates, listing versions, downloading an install and pulling thumbnails
all run on background threads. Opening FIND MODS on a cold cache used to
freeze the launcher for as long as the server took -- often minutes, with no
indication anything was happening. Mod indexes are now also fetched at boot,
so the tab is usually already populated by the time you reach it.
**Anything you wait on says so.** Every operation that takes time raises a
loading panel with a spinner or a progress bar that cannot be clicked around
or dismissed, so a half-finished install can never be interrupted by a stray
click. Work that only affects one row (a mod's update check) shows a small
spinner on that row instead and leaves the rest of the list usable.
**Lists page instead of scrolling.** Mods, Find Mods, save slots, settings,
release notes and the version list all show a fixed number of rows with a
pager underneath, and the number of rows comes from the window height -- a
tall window shows more, a phone shows fewer. A long list costs exactly what a
short one does. The mouse wheel turns pages.
**Updates live in the top right.** The in-app updater moved next to the
settings gear and pulses when an update is waiting, instead of sitting in a
banner at the bottom of the page that you had to scroll to notice. Checking
for updates from there shows a loader like everything else.
**The look.** Black background, white outlines, no gradients or glows, and
buttons that are solid colour-coded keys: green commits, blue navigates, red
destroys, yellow wants attention. The three game tabs keep their red, blue
and gold cartridge colours. Everything is about a third larger than before.
The save editor follows the same theme, and adding an item there is now a
searchable pop-up like adding a Pokemon, rather than a cramped list wedged
into the tab.
**Reset rebinds.** Input rebinds are additive, so there was no in-game way to
undo one. A RESET REBINDS row in Settings, and a matching button under Touch
Controls on each game tab, restore the stock keyboard, gamepad and touch
layout. Both ask twice.
## Launch options: boot straight into a game
`love . --game red` skips the launcher and starts that game; `--slot <id or
number>` picks the save slot to load, and `--launcher` forces the launcher
anyway. `POKEPORT_GAME` / `POKEPORT_SLOT` do the same for shortcuts that can
only pass environment variables. This is for one-click entries: a desktop
shortcut per game, a Steam entry, or a handheld frontend. Asking for a game
whose ROM has not been imported opens the launcher on that game's tab rather
than failing.
+8 -7
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@@ -1,12 +1,11 @@
# What This Port Requires
The packaged desktop app requires one user-supplied input on first boot: a
canonical 1 MiB US Pokemon Red ROM.
canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM.
The importer verifies SHA-1
`ea9bcae617fdf159b045185467ae58b2e4a48b9a`. Other revisions, Virtual
Console releases, and Pokemon Blue are rejected rather than decoded with
incorrect addresses.
The importer verifies the SHA-1 for the game (see `src/core/GameVersion.lua`
for specific hashes). Other revisions and Virtual Console releases are rejected
rather than decoded with incorrect addresses.
After verification, the app generates its private cache in the LÖVE save
directory. It does not keep a copy of the ROM. Later boots use the cache.
@@ -15,9 +14,11 @@ Python and Pillow are not required by the packaged app.
## Bundled Metadata
Assembly removes high-level names and some relationships that the Lua port
needs. `tools/rom_manifest.json` therefore contains:
needs. The version-specific files `tools/rom_manifest.json`,
`tools/rom_manifest_blue.json`, and `tools/rom_manifest_yellow.json` therefore
contain:
- the 3,268 ROM symbol addresses actually read by the extractor
- the ROM symbol addresses actually read by the extractor
- symbolic IDs and ordering for maps, species, moves, items, and trainers
- source-erased dimensions, image names, and map object integration names
- hand-ported field/script integration tables
+96
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@@ -0,0 +1,96 @@
# RFC 0001 — Port Yellow's `IsSurfingPikachuInParty` surf sprite
## Status
Proposed. Engine: `Player.lua`, `FieldDefaults.lua`,
`OverworldController.lua`, `RomExtractor.lua`, `PaletteFX.lua`. Tools:
`build_rom_data.py`, `extract/sprites.py`, `make_rom_manifest.py`,
`make_yellow_manifest.py`. Tests: `parity_surfing_pikachu_sprite.lua`,
`mod_world_tests.lua`.
**Regeneration required.** The manifest and sprite sheet update by
re-running `make_yellow_manifest.py` against a `pret/pokeyellow`
checkout, then re-importing the Yellow ROM.
## Motivation
Yellow's `IsSurfingPikachuInParty` + `LoadSurfingPlayerSpriteGraphics2`
(`home/map_objects.asm`, `home/overworld.asm`) swap the player's
overworld sheet to `SurfingPikachuSprite` (`gfx/sprites/
surfing_pikachu.2bpp`, a 16×96 walk sheet — not the minigame sheets)
when the party mon that knows SURF is a Pikachu. The recomp misses this
in two places:
1. **Extraction.** `SurfingPikachuSprite` is not in
`SpriteSheetPointerTable` — loaded by its own `ld de,` like
`RedBikeSprite`. The extractor never sees it, and the symbol is not
in the Yellow manifest.
2. **Engine rule.** `field.playerSprites.surf` is one static
(`SPRITE_SEEL`), cached at boot. No seam for "swap when the SURF-mon
is a Pikachu."
## The decision it extends
No prior D-number. Extends the surf-field-move port in
`docs/behavior-porting-notes.md` (the `IsSurfingAllowed` exact port)
with the player-sprite swap vanilla runs alongside it.
## The exact API delta
Backward-compatible, additive-only.
### `field.playerSprites.surfPikachu`
New optional key alongside `walk`/`surf`/`bike`/`fly`, defaults to
`SPRITE_SURFING_PIKACHU`. Guarded in `Player.new` so before extraction
lands the ride keeps the Seel — no plain on-water Pikachu.
### `Player.surfPikachuSprite`
`Player.new` builds a second `SpriteRenderer` when the field resolves.
`pose()` picks it when `surfing and surfingPikachu`.
### `Player.surfingPikachu` (runtime)
Runtime-only boolean (not persisted); re-derived so a party change
between save and load is honored.
### `OverworldState:syncSurfingPikachu()`
Sets `player.surfingPikachu` from `partyKnows("SURF")`. Called at every
surf-state toggle: trySurf, dismount, flyTo, beginTeleportOut,
warpToHealPoint, forced-surf tile, setMap boot-restore.
### Importer — `SPRITE_SURFING_PIKACHU`
`make_yellow_manifest.py` adds `SurfingPikachuSprite` to
`YELLOW_EXTRA_SYMBOLS`. `make_rom_manifest.py`'s `sprite_metadata()`
gains a `surfPikachu` entry (guarded, so Red/Blue unchanged).
`RomExtractor.extractSprites` + `build_rom_data.py` + `extract/sprites.py`
each gain a parallel extract mirroring `RedBikeSprite`.
### `PaletteFX.spriteObp`
`SurfingPikachuSprite` joins `RedBikeSprite` in the no-bracket-index
special case, wearing the player's OBP palette so it colors in GBC mode.
## Migration note for existing mods
**Nothing.** `surf` still defaults to `SPRITE_SEEL`; `surfPikachu`
only resolves on a Yellow import after regeneration. No manifest or
`mod.save` shape changes. An eligibility hook that swaps a rental
SURF-mon still drives the sprite pick via `partyKnows`.
## Parity tests
- **No-mod** (`mod_world_tests.lua`): `surf == "SPRITE_SEEL"`,
`surfPikachu == "SPRITE_SURFING_PIKACHU"` seeded at boot. The 19229-check
`world & maps v2` suite stays green.
- **Mod-API** (`parity_surfing_pikachu_sprite.lua`): `syncSurfingPikachu`
+ `Player:pose` across four party shapes (12/12). The existing
`parity_cinnabar_east_surf.lua` (24/24) stays green.
## Deprecation etiquette
Nothing deprecated. Additive: a new `field.playerSprites` key, a new
runtime flag, a new engine method, a new sprite id.
+204
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@@ -0,0 +1,204 @@
# Build the Nintendo Switch NRO — contributor guide
Want to play a release build instead? Download the SD-ready zip and extract it
at your microSD root — see [switch-install.md](switch-install.md).
This guide is for contributors who build Gen1Recomp for Switch from source.
Hardware evidence, MTP operator loops, and deeper notes live in
[switch-development.md](switch-development.md).
> Releases ship `gen1recomp-*-switch.zip` (SD tree under `switch/gen1recomp/`;
> issue [#531](https://github.com/bryanthaboi/gen1recomp/issues/531)). Hardware
> evidence: **OLED** (author) and **V1 boot** (community). See
> [switch-development.md](switch-development.md) for known limitations.
---
## Prerequisites by OS
All packaging entrypoints are **bash**. On Windows, use Git Bash, MSYS2, or
WSL — not cmd.exe or PowerShell (AD-008).
### macOS / Linux
1. Install [devkitPro pacman](https://devkitpro.org/wiki/devkitPro_pacman).
2. Install Switch tools:
```sh
sudo dkp-pacman -S switch-dev
```
3. Ensure `nacptool` and `elf2nro` are on `PATH` (or under
`$DEVKITPRO/tools/bin` — the fused script prepends that when set).
**Optional:** Install [Docker](https://docs.docker.com/get-docker/) so fused
builds can fall back to the pinned image when native tools are missing.
### Windows (Git Bash / MSYS2 / WSL)
1. Use a bash environment:
- **MSYS2** with the [devkitPro](https://devkitpro.org/wiki/devkitPro_pacman)
packages (preferred for native `nacptool`/`elf2nro`), or
- **WSL** (Ubuntu/etc.) with the Linux pacman flow above, or
- **Git Bash** for `--fetch` / `--loose`; for `--fused` prefer MSYS2 or
WSL if Docker bind-mounts from Git Bash paths misbehave.
2. Install `switch-dev` (or rely on Docker fallback — see below).
3. Do **not** expect `scripts/build_switch.sh` to run under cmd/PowerShell.
### What you must install yourself
| You install | Script does **not** install |
| ----------- | --------------------------- |
| bash, git, zip tooling the repo already expects | — |
| `dkp-pacman` + `switch-dev` (native fused) | `dkp-pacman -S …` |
| Docker (optional fused fallback) | Docker Engine |
| A legal `.gb` ROM (to play) | Any ROM or game data |
---
## Mode glossary
`scripts/build_switch.sh` supports three modes (combinable as noted):
| Mode | What it does |
| ---- | ------------ |
| `--fetch` | Downloads pinned **love.nro** + **love.elf** into `.bazinga/love-nx/11.5-nx1/` and verifies SHA-256 against `scripts/switch/love-nx-11.5-nx1.sha256`. |
| `--loose` | Packs `game.love`, copies pinned `love.nro``dist/switch/loose/` as `gen1recomp.nro` + `game.love` side by side. Needs the pin. |
| `--fused` | Builds `dist/switch/gen1recomp-<ver>-switch.nro` (game in romfs) via `nacptool` + `elf2nro`, then packs `dist/switch/gen1recomp-<ver>-switch.zip` (SD-ready tree). Needs the pin + toolchain (native or Docker). GitHub Releases publish the **zip only**. |
Rules:
- `--fetch` alone is fine; combine as `--fetch --loose` or `--fetch --fused`.
- `--loose` and `--fused` are **XOR** — pick one packaging path per run.
- `--version X.Y.Z` sets the NACP / filename version (defaults to short git SHA).
### What `--fetch` downloads
Only the two pinned love-nx release assets (`love.nro`, `love.elf`). It does
**not** install:
- devkitPro / `dkp-pacman` / `switch-dev`
- Docker
- ROMs, saves, or mods
---
## Native tools, then Docker
Fused packaging (`scripts/switch/build_fused.sh`):
1. Prefer native `nacptool` + `elf2nro` on `PATH` (or `$DEVKITPRO/tools/bin`).
2. Else fall back to Docker using:
- `GEN1_DKP_IMAGE` if set, otherwise
- the image named in `scripts/switch/dkp-docker.image` (default
`devkitpro/devkita64:latest`).
If neither native tools nor Docker work, the script exits non-zero with
macOS / Linux / Windows / Docker hints and a pointer to this doc.
---
## Example commands
From the repo root:
```sh
# Download pinned love-nx only
scripts/build_switch.sh --fetch
# Loose pair for iteration (fetch + assemble)
scripts/build_switch.sh --fetch --loose
# Single fused NRO + SD-ready zip for a release-like artifact
scripts/build_switch.sh --fetch --fused --version 0.2.0
```
Outputs land under `dist/switch/` (and `dist/switch/loose/` for loose mode).
The fused path also writes `gen1recomp-<ver>-switch.nro.sha256` and
`gen1recomp-<ver>-switch.zip` (+ `.sha256` sidecar for the zip).
Offline packaging smoke (no network, no nacptool required):
```sh
bash scripts/switch/selftest_build_switch.sh
bash scripts/switch/verify_payload.sh --self-test
```
---
## CI and release
Switch packaging has three automated surfaces (same policy as AD-010):
### Path-gated PR / push CI (`.github/workflows/ci.yml`)
When a change touches Switch packaging / Switch docs / NX runtime paths
(`scripts/build_switch.sh`, `scripts/switch/**`, `docs/switch-*.md`,
`tests/switch_ci_workflows_test.lua`, `tests/switch_transfer_docs_test.lua`,
the NX runtime modules `src/core/NxAssetOverlay.lua`, `src/core/Platform.lua`,
`src/core/GameVersion.lua`, `src/import/CacheFs.lua`, the NX engine suites
`tests/engine/assets_version_fallback_test.lua`,
`tests/engine/nx_generated_guard_test.lua`,
`tests/engine/nx_yellow_boot_test.lua`,
`tests/engine/switch_diagnostics_test.lua`, `tests/engine/platform_nx_*`,
or the Switch-related workflow YAML), CI runs:
1. **Offline selftest** on `ubuntu-latest` (forks **and** the canonical repo):
`scripts/switch/selftest_build_switch.sh`,
`scripts/switch/verify_payload.sh --self-test`,
`luajit tests/switch_ci_workflows_test.lua`,
`luajit tests/switch_transfer_docs_test.lua`, and the NX engine suites
headlessly (`luajit tests/engine/assets_version_fallback_test.lua`,
`luajit tests/engine/nx_generated_guard_test.lua`,
`luajit tests/engine/nx_yellow_boot_test.lua`).
2. **Fused NRO build** only on the **canonical** repository
(`bryanthaboi/gen1recomp`), on the self-hosted Mac runner
(`scripts/build_switch.sh --fetch --fused`), and only when the workflow
head is that repo (same-repo push/PR). **Fork repository** CI never runs
fused. **Fork → canonical PRs** also skip Switch fused (offline selftest
still runs) so untrusted head code is not executed on the self-hosted Mac;
iOS device build eligibility is unchanged. Fused also waits for a successful
offline selftest before starting on the Mac runner.
3. On successful PR fused builds, a follow-up workflow posts a PR comment
linking the Actions artifact named `gen1recomp-switch-nro`
(comment tag `switch-build-result`; see
`.github/workflows/switch-artifact-comment.yml`).
Unrelated PRs do not burn the self-hosted Mac on Switch packaging.
### Release hard-fail (`.github/workflows/release.yml`)
GitHub Releases always build Switch on the same self-hosted Mac runner as the
other platforms — this is a **hard gate** (no `continue-on-error`):
```sh
scripts/build_switch.sh --fetch --fused --version "<release version>"
```
A Switch packaging failure fails the entire release job. The release asset is
`gen1recomp-<ver>-switch.zip` (SD-ready); the versioned `.nro` stays under
`dist/switch/` for the packer and for PR CI artifacts.
### Runner provisioning
The self-hosted Mac runner must have **native switch-tools** (`nacptool` /
`elf2nro`) **and/or Docker** available. CI and release do not silently run
`dkp-pacman -S`; keep the runner image/host provisioned per this guide.
---
## Limitations / non-goals
These scripts and this guide do **not**:
- Push files to the console (no automated MTP / FTP / SD scripting)
- Bundle or download any Pokémon ROM
- Install `dkp-pacman` / `switch-dev` for you
- Provide `nxlink` / netloader deploy (deferred — see [switch-transfer.md](switch-transfer.md))
- Validate **Applet Mode** — use title override (hold **R**) for full memory
Player install steps: [switch-install.md](switch-install.md).
Manual transfer (MTP / SD / FTP, macOS / Linux / Windows):
[switch-transfer.md](switch-transfer.md).
Hardware depth and evidence: [switch-development.md](switch-development.md),
[switch-hardware-evidence.md](switch-hardware-evidence.md).
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# Nintendo Switch development (love-nx)
> Fused NRO support for issue [#531](https://github.com/bryanthaboi/gen1recomp/issues/531).
> Releases ship `gen1recomp-*-switch.zip` (SD-ready tree). Console copy is
> extract/merge at microSD root; title override required. See
> [Known limitations](#known-limitations-read-before-reviewing).
**Canonical install / build / transfer docs** (start here unless you need hardware depth):
- Players → [switch-install.md](switch-install.md)
- Builders → [switch-build.md](switch-build.md) (`scripts/build_switch.sh --fetch` downloads the pinned love-nx pair)
- Transfer (MTP / SD / FTP on macOS, Linux, Windows) → [switch-transfer.md](switch-transfer.md)
This document covers what landed, known limitations, how hardware was tested,
vendor layout, build/deploy, and the contributor transfer loop (detail lives in
the transfer runbook).
## Acknowledgments
- **Port / love-nx packaging:** [andrewqsantos](https://github.com/andrewqsantos)
- **Community hardware testing** (Switch V1 / Erista boot): [booshankles](https://github.com/booshankles)
- **Method guidance:** [Dusklight Switch port](https://github.com/HayatoG/dusklight/tree/main/platforms/switch) / love-nx
- **Upstream project:** [bryanthaboi](https://github.com/bryanthaboi) / Gen1Recomp
## Status
| Area | State |
| ---- | ----- |
| Feature | **Available** — playable fused NRO path (issue #531) |
| Runtime | Pinned love-nx **`11.5-nx1`** |
| Product artifact | Releases: SD-ready `gen1recomp-*-switch.zip`; local/PR: fused `.nro`; loose `nro`+`game.love` for iteration |
| Hardware | **OLED** validated (author, title override); **V1 / Erista** boot confirmed (community). Lite, docked soak, and Pro Controller matrices welcome |
| Deploy / install | Releases publish SD-ready zip; **extract/merge at microSD root** (MTP / SD / FTP — [switch-transfer.md](switch-transfer.md)); no `nxlink` path yet |
| Contributor transfer | Documented for **macOS, Linux, and Windows**; OpenMTP on Mac is one example, not the only contract |
| Network features on NX | Self-update / remote mod download **disabled** (`networkValidated == false`) |
| Community help | Welcome — especially HOS / love-nx packaging and broader hardware coverage |
### What landed
- Detect `NX` via `src/core/Platform.lua` without reusing Android flags
- Writable ROM inbox under `getSaveDirectory()/imports/` + per-tab “Scan again” (SHA-1 match for the open game)
- Joy-Con / gamepad mapping shared by launcher and gameplay (Nintendo A/B UX on NX)
- Launcher L/R tab switch; gameplay L/R game-speed cycle; Select+face display chords
- Focus loss / joystick reconnect recovery; opt-in `switch-debug.txt` diagnostics
- Loose assemble + fused NRO build scripts (`scripts/build_switch.sh`, `scripts/switch/*`)
- Payload gates so ROM / generated cache / saves never enter `game.love`
- Community mod zip inbox at `imports/mods/` (rescan installs; FIND MODS stays network-gated)
- Raw `.sav` inbox at `imports/saves/{red,blue,yellow}/` (**Import save** rescan) + export pull path `exports/{red,blue,yellow}/` (MTP hint; no openURL)
- Hardware evidence for Phase 0 probe, ROM import, naming A/B, save/suspend, fused NRO — see `docs/switch-hardware-evidence.md`
- Path-gated CI selftest + canonical fused PR artifact; release Switch hard-fail
- Save editor pad/touch input (virtual cursor, A click, B close) — see `tools/save-editor/README.md`
- Dynamic display size on NX only: handheld **1280×720**, docked/TV **1920×1080** (`src/core/NxDisplay.lua` + resizable conf so love-nx SDL can follow dock/undock at runtime)
### Known gaps / welcome contributions
- Docked vs handheld soak (≥30 min) and Lite coverage — resolution switch is implemented; long soak still welcome
- Switch Lite and fuller Pro Controller / third-party pad matrices
- Applet Mode remains unsupported by design (title override required)
- `nxlink` / netloader contrib fast-loop (deferred — see [switch-transfer.md](switch-transfer.md))
Transfer runbooks for Linux/Windows (and SD/FTP alternatives) are in
[switch-transfer.md](switch-transfer.md). Community mod zip install OLED smoke
is **pass** — see NXMOD-12 in [switch-hardware-evidence.md](switch-hardware-evidence.md).
## Design references (Dusklight)
This work borrowed method — not the native stack — from the [Dusklight Switch port](https://github.com/HayatoG/dusklight/tree/main/platforms/switch), especially [`LESSONS_AND_REUSE.md`](https://github.com/HayatoG/dusklight/blob/main/platforms/switch/LESSONS_AND_REUSE.md):
| Dusklight lesson | How Gen1Recomp applied it |
| ---------------- | ------------------------- |
| Emulators hide Tegra failures | Gate milestones on **real OLED hardware**, not Ryujinx/Yuzu alone |
| Prove the lower layer first | `tools/switch-probe` before full launcher |
| Know which binary ran | Embedded `build-info.json` (commit / love-nx tag) |
| Cap continuous logs | Opt-in diagnostics, ≤1 Hz flush; Lua error log rotation |
| Crash symbolization needs the exact ELF | Keep pinned `love.elf` with the NRO under test |
| Full memory matters | Title override; Applet Mode is not the validation path |
| Do not treat SD FS like desktop POSIX | Lua stays on `love.filesystem`; inbox + MTP for user files |
| Isolate platform code | Capability module instead of Android flag overload |
| NVK / WSI / `audren` stacks | **Not** copied — love-nx already supplies video/audio/input/FS |
The packaging goal matches Dusklights **single self-contained `.nro`**; contributor transfer stays multi-host (not Mac-only).
## Known limitations (read before reviewing)
1. **Transfer is manual and multi-method.** Runtime only needs files under the LÖVE save directory / NRO install folder. Use MTP, direct SD, or FTP per [switch-transfer.md](switch-transfer.md). macOS + OpenMTP is a documented example for OLED evidence — not “Switch requires a Mac.”
2. **Deploy is manual.** There is no automated push to the console and no `nxlink` path yet. Operators build locally, transfer files, then title-override launch.
3. **Hardware coverage.** Author P0/P1 pass rows were recorded on one Switch OLED; Switch V1 boot was confirmed independently. Treat Lite, docked soak, and other hosts as unknown until someone re-runs the checklist.
4. **No ROM/save/mod zip bytes in git.** Legal dumps and third-party mods stay on the console (or local untracked folders).
5. **AppleDouble sidecars** (`._*`) from some MTP clients can break zip/ROM/`.sav` scans — the launcher skips hidden `.*` names (including `._*.sav`); still prefer clean copies.
## How we tested
| Layer | What | Where |
| ----- | ---- | ----- |
| Unit / headless | Platform NX flags, RomImporter inbox, dual-path input, mod zip inbox, save `.sav` inbox, display chords, payload/self-tests | `tests/*`, `scripts/test.sh` |
| Switch CI / packaging | Path-gated offline selftest (`selftest_build_switch.sh`, `verify_payload.sh --self-test`, `switch_ci_workflows_test.lua`); canonical fused PR artifact | `.github/workflows/ci.yml`, [switch-build.md](switch-build.md) § CI and release |
| Probe on hardware | `getOS()==NX`, 1280×720, save path, Joy-Con events | `tools/switch-probe` → OLED |
| Integration on hardware | MTP inbox ROM import, Play Red/Blue, naming A/B, quit/reopen save, suspend×10, reboot, fused NRO alone + NRO-only update | `docs/switch-hardware-evidence.md` |
| Community hardware | Switch V1 / Erista boot with prebuilt NRO | [booshankles](https://github.com/booshankles) — see evidence log |
| Known gaps | Docked soak, ≥30 min long-play, Lite, automated/`nxlink` deploy | Matrix deferred / absent rows |
Operator evidence must stay in `docs/switch-hardware-evidence.md`. **Do not invent passes** for hardware not run.
## love-nx 11.5-nx1 (pinned)
**Tag:** [11.5-nx1](https://github.com/retronx-team/love-nx/releases/tag/11.5-nx1)
**Local layout (not committed):**
```text
.bazinga/love-nx/11.5-nx1/
├── love.nro # homebrew launcher binary (loose mode: copied to gen1recomp.nro)
└── love.elf # required for fused NRO builds (devkitPro nacptool/elf2nro)
```
**Manifest:** `scripts/switch/love-nx-11.5-nx1.sha256` lists expected artifact names and SHA-256 checksums. Checksums are filled when binaries are fetched (`TBD_*` placeholders until then).
### Fetch instructions
Preferred (automated checksum verify):
```bash
scripts/build_switch.sh --fetch
```
That downloads pinned `love.nro` + `love.elf` into `.bazinga/love-nx/11.5-nx1/`
and checks them against `scripts/switch/love-nx-11.5-nx1.sha256`. See
[switch-build.md](switch-build.md) for the full mode glossary.
Manual fallback:
1. Open the [11.5-nx1 release](https://github.com/retronx-team/love-nx/releases/tag/11.5-nx1) and download `love.nro` and `love.elf`.
2. Create the directory: `mkdir -p .bazinga/love-nx/11.5-nx1`
3. Move both files into that directory.
4. Confirm checksums match the manifest:
```bash
shasum -a 256 .bazinga/love-nx/11.5-nx1/love.nro \
.bazinga/love-nx/11.5-nx1/love.elf
```
**Never commit** love-nx binaries, ROM dumps, or generated cache into git. The repo `.gitignore` excludes `.bazinga/` (vendor cache) and `/dist/` (build output).
## Loose-mode dist layout
Development builds place `gen1recomp.nro` and `game.love` side by side:
```text
dist/switch/loose/
├── gen1recomp.nro
└── game.love
```
Assemble with:
```bash
scripts/build_switch.sh --loose
```
(See `scripts/switch/assemble_loose.sh` for the underlying copy + checksum step.)
## Transfer & deploy (current contributor loop)
Detail for **macOS / Linux / Windows** and **MTP / SD / FTP** lives in
[switch-transfer.md](switch-transfer.md). Summary:
| Layer | Intent |
| ----- | ------ |
| **Runtime / players** | Extract the release zip at microSD root (`switch/gen1recomp/`) and land ROMs/mods under the save-dir inboxes. The game does not hard-depend on OpenMTP or macOS. |
| **Contributor loop** | Manual copy via MTP (DBI responder), direct SD (Hekate UMS / reader), or FTP. Fully manual — no CI deploy, no `nxlink` yet. |
The Mac + OpenMTP steps that remain below are the **OLED evidence reproduction** path; prefer the transfer runbook for day-to-day contrib on other hosts.
**Still avoided for routine evidence** (keeps SD handling honest):
- Treating `nxlink` / netloader as the release deploy story (deferred)
- DBI `MicroSD install` / `NAND install` / NSP-style virtual folders for the `.love`/`.nro` pair
If MTP fails: check cable, USB port, DBI state, and that only one MTP client holds the device — then retry or switch to SD/FTP. Do not silently rewrite evidence using an untested path and claim parity with recorded SHA-256 round-trips.
### Manual deploy checklist (today)
1. Build on the contributor host (`scripts/build_switch.sh --loose` or fused).
2. Close Gen1Recomp on the Switch; open DBI → `Run MTP responder`.
3. Copy artifacts with your MTP client into `1: SD Card/switch/gen1recomp/` (and ROMs/mods into the save-dir inboxes when needed).
4. Wait for the transfer queue; refresh; optionally round-trip SHA-256 on first artifacts of a type.
5. Exit MTP; launch via **title override** (hold **R** on a title → hbmenu, not Applet Mode).
## OpenMTP + DBI transfer (loose build, Mac evidence example)
Full multi-OS / multi-method steps: [switch-transfer.md](switch-transfer.md).
The numbered Mac loop below reproduces the OLED evidence path.
### On the Switch
1. Close Gen1Recomp if it is running.
2. Open **DBI** from hbmenu.
3. Select **`Run MTP responder`** (DBI documents `X` on the main screen).
4. Keep DBI on that screen for the entire transfer.
5. Connect the Switch to the Mac with a USB-C data cable.
### On the Mac
1. Close any other MTP clients.
2. Open **OpenMTP** and select the DBI device.
3. In the remote pane, open **`1: SD Card`**.
4. Navigate to **`switch/`** and create **`gen1recomp/`** if needed.
5. Enter **`1: SD Card/switch/gen1recomp/`**.
6. Drag from the local pane:
```text
dist/switch/loose/gen1recomp.nro
dist/switch/loose/game.love
```
7. Wait for the OpenMTP queue to finish completely.
8. Refresh the remote listing and confirm file sizes match the local files.
9. On the Switch, exit MTP responder normally in DBI before launching the app.
Expected layout on SD:
```text
1: SD Card/
└── switch/
└── gen1recomp/
├── gen1recomp.nro
└── game.love
```
## Round-trip SHA-256 verification
For the **first deploy** of each artifact type (loose pair, later fused NRO), verify MTP integrity:
1. **Before send** — record local hashes:
```bash
shasum -a 256 dist/switch/loose/gen1recomp.nro \
dist/switch/loose/game.love
```
2. **After send** — in OpenMTP, copy the same files from `1: SD Card/switch/gen1recomp/` back to an empty local folder, e.g. `dist/switch/mtp-roundtrip/`.
3. **Compare** round-trip hashes:
```bash
shasum -a 256 dist/switch/mtp-roundtrip/gen1recomp.nro \
dist/switch/mtp-roundtrip/game.love
```
4. Local pre-send and round-trip hashes **must match**. Record results in the test report template below.
Repeat whenever a cable glitch or interrupted transfer is suspected.
## Title override launch (full memory)
Applet Mode is **not** the primary validation path. Use **title override** so hbmenu runs with full memory:
1. Confirm the OpenMTP transfer queue finished.
2. Exit MTP responder in DBI; disconnect USB if desired.
3. Hold **`R`** while launching any legitimately installed title.
4. Keep holding until **hbmenu** appears.
5. Confirm hbmenu does **not** show **Applet Mode**.
6. Launch **`gen1recomp`** (or the probe NRO during Phase 0).
Album / applet launches are only useful to document applet-specific limitations; P0/P1 gates use title override.
## Phase 0 hardware checklist
Complete **in order** on OLED hardware. Operator fills evidence fields — leave blank until tested.
| Step | Action | Pass | Evidence / notes |
| ---- | ------ | ---- | ---------------- |
| P0-0a | Fetch love-nx 11.5-nx1; record manifest SHA-256 | yes | See `scripts/switch/love-nx-11.5-nx1.sha256` |
| P0-0b | Build `switch-probe.love` per `tools/switch-probe/README.md` | yes | |
| P0-0c | Assemble loose probe (`game.love` = probe) to `dist/switch/loose/` | yes | |
| P0-0d | MTP deploy to `1: SD Card/switch/gen1recomp/`; round-trip SHA-256 | yes | nro `8290ac15…5918f5`; love `9f198637…fa2e34f` |
| P0-0e | Title override → probe boots; `getOS()` shows `NX` | yes | `getOS()`=`NX`, `love._os`=`NX` |
| P0-0f | Probe lists 1280×720 (or documented dims), save path, gamepad/touch log | yes | save `sdmc:/switch/gen1recomp/switch-probe`; Joy-Con Y→#3 X→#4 |
| P0-1a | Replace `game.love` with unpatched Gen1Recomp build | yes | feat/switch-nx inbox build |
| P0-1b | MTP replace `game.love` only; round-trip SHA-256 | yes | |
| P0-1c | Title override → launcher reaches import screen | yes | |
| P0-1d | Joy-Con: can navigate launcher (no touch-only) | yes | Full report: `docs/switch-hardware-evidence.md` |
**Operator:** Andrew **Date:** 2026-08-01 **Console:** Switch OLED only
**Deploy:** manual Mac + OpenMTP + DBI MTP (not automated)
**love-nx tag:** 11.5-nx1 **gen1recomp commit:** `df7cea4`
## Phase 0 test report template
Copy this block into your hardware notes or PR evidence. **Do not commit ROM files or ROM hashes of private dumps.**
```markdown
## Switch Phase 0 — hardware report
- Operator:
- Date:
- Console model:
- Atmosphère / HOS version:
- gen1recomp commit:
- love-nx tag: 11.5-nx1
- love.nro SHA-256 (local):
- game.love SHA-256 (local, pre-send):
- MTP round-trip SHA-256 (gen1recomp.nro):
- MTP round-trip SHA-256 (game.love):
- Title override used: yes / no
- Applet Mode observed: yes / no (should be no for P0)
- Probe getOS():
- Probe dimensions:
- Probe save directory shown:
- Gamepad events logged: yes / no
- Touch events logged: yes / no
- Unpatched launcher boot: pass / fail
- Joy-Con launcher navigation: pass / fail / not tested
- Notes:
```
## Fast dev loop (loose mode)
While iterating on Lua/assets:
1. Edit on Mac; run `scripts/test.sh --quick`.
2. Rebuild `.bazinga/work/game.love` (`scripts/build.sh mac --no-notarize` or project pack step).
3. Close Gen1Recomp on Switch.
4. DBI → `Run MTP responder`.
5. OpenMTP → `1: SD Card/switch/gen1recomp/`.
6. Replace **only** `game.love`; wait for queue + refresh listing.
7. Exit MTP responder; launch via title override.
8. Keep `gen1recomp.nro` unchanged until the love-nx pin changes.
```bash
scripts/test.sh --quick
scripts/build.sh mac --no-notarize
scripts/build_switch.sh --loose
shasum -a 256 .bazinga/work/game.love
```
## Controller input mapping (NX)
Measured on Switch OLED (`feat/switch-nx`, love-nx `11.5-nx1`, 1280×720). Both `joystickpressed` and `gamepadpressed` fire for Joy-Con; prefer the gamepad path when `joystick:isGamepad()` is true.
| Path | Control | Mapping |
| ---- | ------- | ------- |
| `gamepadpressed` | D-pad / left stick | move |
| `gamepadpressed` | SDL `a` / `b` on **NX** | swapped via `NX_GAMEPAD_BINDINGS`: physical **A** (east) = GB A confirm, physical **B** (south) = GB B cancel |
| `gamepadpressed` | SDL `a` / `b` on desktop | identity (SDL south = GB A) |
| `gamepadpressed` | `start` / `back` | Start / Select (+ / ) |
| `gamepadpressed` | Right / left shoulder (no Select) | Cycle game speed up / down (same as PC hotkey `1` / speed-down path) |
| `joystickpressed` (raw) | only if **not** `isGamepad()` | face/menu fallback |
| `joystickpressed` (raw) | `#1` / `#2` on NX | Nintendo B / A → GB B / A |
| `joystickpressed` (raw) | `#9` / `#10` | Select / Start ( / +) |
**Nintendo UX on Switch:** physical A confirms, physical B cancels (explicit NX remap of SDL face labels).
**Launcher extras** (`RomImporter`): physical **A** clicks at the virtual cursor; **L** / **R** switch tabs; **Start** / **Select** start Play when a ROM is ready (else open Choose ROM). D-pad / left stick move the virtual cursor.
**Dual-path rule:** love-nx emits both `gamepadpressed` and `joystickpressed` for Joy-Con. When `joystick:isGamepad()` is true, Input and RomImporter **ignore raw** face/menu so NamingScreen does not see A+B in one frame. `NamingScreen` also prefers A over B if both edges still fire.
Implementation: `src/core/GamepadMap.lua` (`NX_RAW_*`, `ignoreRawForJoystick`, `displayChordDigit`), `src/core/Game.lua` (shoulder speed), `src/import/RomImporter.lua` (launcher tabs). Launcher and gameplay share the same converter.
## ROM inbox (NX)
Legal dumps land in a shared MTP inbox; **Scan again** is tab-scoped:
| Item | Value |
| ---- | ----- |
| Save-relative path | `imports/` (also accepts loose `.gb`/`.gbc` at the save-dir root) |
| MTP destination | `1: SD Card/<save identity>/imports/` (see launcher notice for the live `getSaveDirectory()` path) |
| Candidates | `*.gb` / `*.gbc` (hidden `.*` AppleDouble names skipped) |
| Rescan | Game tab → **Scan again** — imports only the dump whose SHA-1 matches that tab (`GameVersion.forSha1`). Other known dumps stay for their own tabs |
| Already ready | Same SHA already imported → “No new ROM found.” |
Players may drop Red, Blue, and Yellow into the same folder. Opening Yellow and pressing **Scan again** must not start a Red import.
## Mod zip inbox (NX)
Community mods install from a **separate** MTP inbox (not mixed into the ROM `imports/` scan):
| Item | Value |
| ---- | ----- |
| Save-relative path | `imports/mods/` |
| MTP destination | `1: SD Card/<save identity>/imports/mods/` (see launcher notice for the live `getSaveDirectory()` path) |
| Candidates | `*.zip` only |
| Rescan | MODS tab → **Scan again** (installs each zip via `LauncherMods.installZip`; source zips are retained on success and failure) |
| FIND MODS | Remains network-gated / hidden on NX (`networkValidated == false`) |
Do **not** commit third-party mod zip bytes into git. Drop the zip over MTP, rescan, enable in MODS, then Play.
**MTP tip (esp. macOS clients):** OpenMTP/Finder often creates AppleDouble sidecars named `._Something.zip` / `._cart.gb` / `._foo.sav`. Those are not real archives, ROMs, or saves — the launcher ignores hidden `.*` names under `imports/`, `imports/mods/`, and `imports/saves/<game>/`. If install still fails with “could not be opened” / “not a zip file”, delete any `._*` under the inbox and confirm the real zip starts with the `PK` magic (re-copy the release asset if unsure). This is a host-side annoyance of the current manual MTP loop, not something players should need forever.
Drop any community release `.zip` into `imports/mods/`, rescan, enable.
Player-facing install steps: [switch-install.md](switch-install.md#community-mods).
Mods own their OPTIONS / rebinds — do not duplicate third-party control tables here.
## Save `.sav` inbox (NX)
Raw Gen1 battery images use a **separate** MTP inbox (not mixed into ROM `imports/` or mod `imports/mods/`):
| Item | Value |
| ---- | ----- |
| Save-relative path | `imports/saves/red/`, `imports/saves/blue/`, `imports/saves/yellow/` |
| MTP destination | `1: SD Card/<save identity>/imports/saves/<game>/` (see launcher notice for the live `getSaveDirectory()` path) |
| Candidates | non-hidden `*.sav` only in **that games** folder |
| Rescan | SAVE FILES → **Import save** on the matching game tab (scans only that folder) |
| After success | Retire to `*.sav.imported` + append content hash to `imports/saves/<game>/.imported-sha1` |
| Exports | **Export save** writes under `exports/<game>/gen1recomp-<game>-<slot>.sav`; NX shows an MTP path notice (no `openURL`) |
Do **not** commit `.sav` bytes into git. Drop the file into the matching game folder over MTP, press **Import save** on that tab, then play. Pull exports from `exports/<game>/`.
**MTP tip:** the same AppleDouble `._*.sav` rule applies — see the mod inbox tip above.
## Joy-Con display chords (Select + face)
PC digit hotkeys for COLORS / TILT / GBC FX / pipelines have Joy-Con equivalents. Hold **Select** (`back` / ) and press a face/shoulder button; the engine runs the same path as `Game:keypressed` for that digit (including `writeOptions` / Pipelines parity).
| Chord (Nintendo UX) | Engine key | Stock engine effect |
| ------------------- | ---------- | ------------------- |
| Select + **A** | `2` | COLORS cycle |
| Select + **B** | `3` | TILT / perspective |
| Select + **Y** | `5` | GBC FX |
| Select + **X** | `6` | Mod pipeline hotkey (if registered) |
| Select + **L** (left shoulder) | `7` | Mod pipeline hotkey (if registered) |
Keys `2` / `3` / `4` / `5` are claimed by the engine before mod pipeline hotkeys run, so a community mod cannot rebind those digits through `Pipelines.hotkey`. Mods that need their own controls should use OPTIONS rows or unclaimed hotkeys.
Without Select held, face buttons keep normal GB A/B gameplay mapping (no accidental color/tilt cycles). The **Options** menu remains available for the same settings — chords are optional shortcuts, not the only path.
On NX, A/B chords resolve through the Nintendo UX face remap so physical **A** → key `2` and physical **B** → key `3` match this table.
**OPTIONS → PERFORMANCE** clamps the ports own extras (TILT / GBC FX / survey ZOOM) and can cap FPS — useful on weaker handheld budgets. Details: [new-features.md — Performance tier](new-features.md#performance-tier-low-end-devices).
Community mod zip install smoke (MODS inbox + Play): NXMOD-12 in [switch-hardware-evidence.md](switch-hardware-evidence.md).
**Opt-in diagnostics:** create an empty `switch-debug.txt` in the save directory; events flush to `switch.log` at ≤1 Hz with build identity (no ROM/save bytes).
**NX asset probe (always on Play):** every Switch Play writes `nx-asset-probe.log` in the save directory (`pokemon-love2d/`). It lists whether `assets/generated/…` vs `yellow|blue/assets/generated/…` exist, what `Assets.resolve` returns, and whether `newImage` / `newImageData` open — for Yellow/Blue blank-sprite triage. No ROM bytes.
**Blue/Yellow cache overlay (NX):** fused love-nx cannot reliably mount `yellow|blue/assets/generated` onto the un-prefixed path, so `src/core/NxAssetOverlay.lua` wraps EVERY read-side love API that accepts a filesystem path (`filesystem.read/load/lines/newFileData/getInfo`, `graphics.newImage/newFont`, `image.newImageData`, `audio.newSource`, `sound.newSoundData`, `font.newFontData`) once at boot — only when `Platform.isNX()`. Covering the whole read surface (not just the loaders the boot needs today) keeps future states and mods inside the fallback automatically; write-side functions stay stock. Core code must NOT call love loaders on literal `assets/generated` paths (enforced by `tests/engine/nx_generated_guard_test.lua`); the chip-audio worker is a separate Lua state and gets the prefix explicitly via `audio.programPrefix` from `ChipAudio.slimAudio`.
**Hardware re-test:** T16 **pass** @ `2699c9a` (naming A=confirm / B=cancel). T19 **pass** (quit/reopen, suspend×10, reboot) — operator 2026-08-01.
**Suspend/resume audio:** after resume, chip music is stopped to avoid duplicate streams; confirm on hardware during P0-09/10 (T19).
## Lua error log (save directory)
On any uncaught Lua error, Gen1Recomp appends a redacted trace to `lua-error.log` in the LÖVE save directory (`love.filesystem.getSaveDirectory()`). The on-screen error overlay includes a hint pointing at that file. Logs rotate to `lua-error.log.1` when the active file exceeds 32 KiB. ROM/save bytes and non-printable data are stripped — never commit or share logs that might contain private paths without reviewing them first.
## Native crash triage (love-nx / Atmosphère)
love-nx native faults land under the consoles `crash_reports/` folder on SD (reachable via the same manual MTP workflow used for game deploys).
1. **Collect** — DBI → `Run MTP responder`; copy `sdmc:/crash_reports/*.bin` (or the dated subfolder) to the contributor host. Prefer keeping the microSD in-console for routine pulls.
2. **Redact** — delete any attached screenshots or notes that mention ROM filenames, save paths, or private hashes before sharing logs publicly.
3. **Symbolize** — use the **pinned** `love.elf` from `.bazinga/love-nx/11.5-nx1/` that matches `build-info.json` / `scripts/switch/love-nx-11.5-nx1.sha256`. Never use a “latest” download.
```bash
# Example: aarch64-none-elf-addr2line from devkitPro
aarch64-none-elf-addr2line -e .bazinga/love-nx/11.5-nx1/love.elf -f -C 0xADDRESS_FROM_CRASH_REPORT
```
4. **Correlate** — compare `gitCommit` / `loveNxTag` from embedded `build-info.json` with the operators hardware notes.
If `addr2line` cannot resolve an address, archive the crash `.bin` with the exact `love.elf` SHA-256 used for the build — addresses are only meaningful against that ELF.
## P0 / P1 hardware matrix (ADR §9)
Operator evidence lives in `docs/switch-hardware-evidence.md`. **Do not invent passes** for rows that require hardware not yet run.
| ID | Requirement | Status | Evidence |
| -- | ----------- | ------ | -------- |
| P0-0af | love-nx pin, probe, MTP, title override | **pass** | Phase 0 checklist above; T4 |
| P0-1ad | Unpatched launcher boot + Joy-Con nav | **pass** | T4 / `docs/switch-hardware-evidence.md` |
| P0-02 | MTP inbox import path shown | **pass** | T12 |
| P0-03 | Rescan imports ROM | **pass** | T12 |
| P0-04 | Canonical hash routes version | **pass** | T12 |
| P0-05 | Source dump retained in inbox | **pass** | T12 |
| P0-06 | Play reaches game after import | **pass** | T12 |
| P0-07 | Joy-Con launcher navigation | **pass** | T16 @ `2699c9a` |
| P0-08 | Joy-Con gameplay (incl. naming A/B) | **pass** | T16 @ `2699c9a` |
| P0-09 | Save survives quit + reopen | **pass** | T19 |
| P0-10 | ≥10 suspend cycles, no stuck input/dup audio | **pass** | T19 (operator 2026-08-01) |
| P0-12 | Fused NRO boots without adjacent `game.love` | **pass** | T24 — `docs/switch-hardware-evidence.md` |
| P0-14 | Fused NRO MTP round-trip SHA-256 | **pass** | T24 — first artifact `b019e2e8…` @ `6fb5602` (redeploy after Blue fix) |
| P0-15 | Replace NRO only; saves persist | **pass** | T24 — operator NRO-only update keeps saves |
| P1-01 | Docked vs handheld spot-check | **deferred** | Code: `NxDisplay` 720p↔1080p; OLED dock soak not recorded yet |
| P1-02 | Applet Mode documented unsupported | **pass** | Title override required; Album path not validated |
| P1-03 | Long-play soak (≥30 min) | **deferred** | No soak session recorded |
| P1-04 | Reboot persistence | **pass** | T19 |
| P1-05 | Audio resume after suspend | **pass** | T19 (no dup audio reported) |
| — | Switch V1 / Erista boot | **pass** (boot) | Community — [booshankles](https://github.com/booshankles); see evidence log |
| — | Switch Lite / docked soak | **untested** / **deferred** | Welcome contributions |
| — | Automated / `nxlink` deploy | **absent** | Manual MTP / SD / FTP only (AD-009) |
| — | Multi-OS transfer runbooks | **pass** | [switch-transfer.md](switch-transfer.md) |
| — | Community mod zip OLED smoke (NXMOD-12) | **pass** | `docs/switch-hardware-evidence.md` |
## Review guidance
Maintainers may review as one PR or split later. Suggested slices (optional):
Each slice should declare: **no ROM/save bytes committed**, **love-nx pin with manifest checksums**, **hardware-tested rows listed with linked evidence**, **Applet Mode unsupported**, **network/updater disabled on NX**, **deploy still manual** (MTP / SD / FTP; no nxlink yet), **OpenMTP is one example not the sole contract**.
### Slice 1 — Platform + import (`platform/import`)
- `src/core/Platform.lua`, `conf.lua` NX branch
- `src/import/RomImporter.lua` (NX flags, inbox, scan, shell/updater gates)
- Tests: `tests/engine/platform_nx_*`, `tests/engine/rom_importer_nx_*` (ROM-free T2)
- Docs: inbox/MTP import sections only
### Slice 2 — Input + lifecycle (`input/lifecycle`)
- `src/core/GamepadMap.lua`, `Input.lua`, `main.lua` focus/joystick hooks
- `src/debug/SwitchDiagnostics.lua` (opt-in probe + error log)
- Tests: input/diagnostics suites
- Docs: controller mapping, suspend/audio notes
### Slice 3 — Build + docs (`build/docs`)
- `scripts/pack_love.sh`, `scripts/build_switch.sh`, `scripts/switch/*`
- `assets/switch/icon.jpg`, `docs/switch-development.md`, hardware evidence templates
- Gates: `pack_love.sh --dry-run`, `verify_payload.sh --self-test`, fused build script (devkitPro host)
**Pre-merge checklist:**
- [ ] Manifest `scripts/switch/love-nx-11.5-nx1.sha256` filled; binaries not in git
- [ ] `verify_payload.sh` rejects generated cache / ROM / `.sav` / `.bak`
- [ ] P0 matrix rows marked pass only with linked hardware evidence
- [x] Fused NRO P0-12/14/15 pass with T24 evidence (`docs/switch-hardware-evidence.md`)
- [ ] Updater / remote mod download hidden on NX (`networkValidated == false`)
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# Switch hardware evidence (Phase 0 + import + input)
> **Hardware evidence log.** Author passes below were recorded on **one
> Nintendo Switch OLED** with a **manual** Mac → DBI MTP deploy loop. A
> separate community row records Switch V1 / Erista boot. These rows do
> **not** claim Lite, docked soak, or automated install. See
> `docs/switch-development.md` for status and limitations.
**love-nx:** `11.5-nx1`
**Author console:** Switch OLED
**Deploy method (author):** manual OpenMTP + DBI `Run MTP responder` (no CI / no nxlink)
**Operator (author rows):** Andrew ([andrewqsantos](https://github.com/andrewqsantos))
**Date (author rows):** 2026-08-01
Do **not** commit ROM dumps or private dump hashes. Do **not** mark a row **pass** without hardware notes for that row.
---
## Community — Switch V1 / Erista boot — pass (boot)
| Field | Value |
| ----- | ----- |
| Console | Nintendo Switch V1 (Erista) |
| Check | Prebuilt fused NRO boots under title override |
| Tester | [booshankles](https://github.com/booshankles) |
| Notes | Community confirmation only — not a full P0/P1 matrix re-run on V1 |
---
## Phase 0 — probe (T4) — pass
| Field | Value |
| ----- | ----- |
| Commit (import era) | `df7cea4` |
| `getOS()` / `love._os` | `NX` |
| Dimensions | 1280×720 |
| Save (probe) | `sdmc:/switch/gen1recomp/switch-probe` |
| Joy-Con | `joystickpressed` + `gamepadpressed` (Y→`#3`, X→`#4`) |
| Artifact | SHA-256 |
| -------- | ------- |
| `gen1recomp.nro` | `8290ac153d4c630e48c9b26ef9123f5204ed8ee0cef3042511707b5b645918f5` |
---
## T12 — Red import + Play — pass
Inbox MTP → “Scan again” → Play; Joy-Con launcher/gameplay (not touch-only).
---
# T16 — Joy-Con launcher + gameplay — pass (naming re-verify)
### Round 1 @ `7504753` — partial
| Check | Result |
| ----- | ------ |
| Launcher / overworld (Joy-Con only) | **pass** |
| Naming player/rival | **fail** (dual-path a+b; see below) |
| Touch required | **no** |
| `game.love` SHA-256 | `bd3a35461bf453c1f0465a5a289421aef3b5c72d3bf1f8d76e86231256829e0e` |
### Naming failure (root cause) — fixed in `efd81d8` + `2699c9a`
- love-nx fires **`gamepadpressed` + `joystickpressed` on the same physical press**.
- `NamingScreen` tested `wasPressed("b")` before `"a"` → if both true in one frame, always deletes.
- Dual-path fix: ignore raw when `isGamepad()` (`efd81d8`).
- SDL-only UX then had physical B confirm / A erase; NX face remap (`2699c9a`) restores Nintendo A=confirm / B=cancel.
### Round 2 @ `2699c9a` — pass (Nintendo UX)
| Field | Value |
| ----- | ----- |
| Commit tested | `2699c9a` |
| `game.love` SHA-256 | `a208b21e1f30b00e2e8c6fa6efe14f0e06d1db0ae1e50b810b16d9fb852926bc` |
| Touch required | **no** |
| Check | Result |
| ----- | ------ |
| Naming — player | **pass** — physical **A** confirms letter, **B** cancels/erases |
| Naming — rival | **pass** (same) |
| Launcher / overworld (prior round) | **pass** (unchanged mapping for d-pad/stick) |
T16 hardware gate: **closed**.
---
## T19 — save / suspend — pass
| Check | Result |
| ----- | ------ |
| Save in-game → full quit → title-override reopen → load save | **pass** (@ `7504753` / retained) |
| Suspend/resume ×10 (launcher / gameplay / mixed) | **pass** (operator 2026-08-01) |
| Full console reboot persistence | **pass** (operator 2026-08-01) |
T19 hardware gate: **closed**. No stuck input, duplicate audio, or crash reported.
---
## T24 — fused NRO alone + NRO-only update — **pass**
| Field | Value |
| ----- | ----- |
| First fused attempt | `6fb5602` (Blue Play failed — mount) |
| Fix commits | `b1ad7c7` (logs/generated overlay), `ac6dfe7` (Blue/Yellow mount) |
| Deploy | isolated folder, no adjacent `game.love` |
| Boot fused | **pass** |
| ROM import | **pass** |
| Play **Red** | **pass** |
| Play **Blue** (after `ac6dfe7`) | **pass** (operator 2026-08-01) |
| NRO-only replace | **pass** — saves retained; app still boots/plays |
| Touch required | no |
T24 hardware gate: **closed**.
---
## SWBLD — `build_switch.sh --fetch --fused` + install path — **pass**
Operator smoke for the switch-build-pipeline packaging CLI (closes matrix-deferred happy paths from validation).
| Field | Value |
| ----- | ----- |
| Command | `scripts/build_switch.sh --fetch --fused --version 0.0.0-test` |
| Host | macOS + native switch-tools (or Docker fallback if used) |
| Commit / build-info | `9147a64` (`gitCommit` in build-info) |
| love-nx | `11.5-nx1` (manifest checksums match) |
| Artifact | `dist/switch/gen1recomp-0.0.0-test-switch.nro` |
| NRO SHA-256 | `210efb884a8d27443dc1c64ed8f071b0f862d8d0c9b140ad8185093c4e4027db` |
| Install doc | `docs/switch-install.md` — at the time of this row: copy NRO under `sdmc:/switch/gen1recomp/` (releases now ship an SD-ready zip; same folder) |
| Console | Switch OLED |
| Operator | Andrew |
| Date | 2026-08-01 |
| Check | Result |
| ----- | ------ |
| `--fetch` + `--fused` produce NRO + `.sha256` | **pass** |
| Copy NRO to SD folder per install doc | **pass** (operator) |
| Title-override launch / play | treated as prior T24 path; this row records **packaging + deploy to folder** success |
SWBLD packaging smoke: **closed** for Mac fused build + file-to-SD install step.
---
## NXMOD-12 — Community mod zip OLED smoke — **pass**
Closed from existing OLED photo evidence on issue
[#531](https://github.com/bryanthaboi/gen1recomp/issues/531) (operator comment
with launcher MODS + overworld shots). Photos live on the orphan branch
[`switch-oled-photos`](https://github.com/andrewqsantos/gen1recomp/tree/switch-oled-photos)
of the operator fork — **not** committed to this repo. Do **not** commit
third-party mod `.zip` bytes. Community mods own their OPTIONS / rebinds;
this entry only proves the MODS inbox + Play path on OLED.
| Field | Value |
| ----- | ----- |
| Status | **pass** |
| gen1recomp commit | evidence era on `feat/switch-nx` (see #531); packaging pin love-nx `11.5-nx1` |
| love-nx tag | `11.5-nx1` |
| Console | Switch OLED |
| Mod | community release `.zip` (not vendored; not named here) |
| Zip committed to git? | **no** |
| Photo evidence | [#531 comment](https://github.com/bryanthaboi/gen1recomp/issues/531) — MODS tab + overworld |
| MODS tab photo | https://raw.githubusercontent.com/andrewqsantos/gen1recomp/switch-oled-photos/IMG_1766.jpg |
| Overworld photo | https://raw.githubusercontent.com/andrewqsantos/gen1recomp/switch-oled-photos/IMG_1771.jpg |
| Operator | Andrew |
| Date | 2026-08-01 |
### Checklist
| Step | Pass / fail / pending | Notes |
| ---- | --------------------- | ----- |
| MTP zip into save `imports/mods/` | **pass** | Photo evidence + prior inbox path |
| MODS → Scan again → mod listed | **pass** | IMG_1766 — community mod installed |
| Enable mod + Play Red boots without crash | **pass** | Overworld / Pallet / Oak lab photos on #531 |
| Overworld Select+A → visible colors change | **pass** | Stock COLORS chord path exercised |
| Overworld Select+B → visible tilt/perspective change | **pass** | Stock TILT chord path exercised (IMG_1771) |
### Evidence notes
```text
Operator: Andrew
Date: 2026-08-01
Commit tested: feat/switch-nx era documented on issue #531
Pass / fail summary: PASS — MODS zip install + Play on Switch OLED
Photo branch: andrewqsantos/gen1recomp@switch-oled-photos
```
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# Install Gen1Recomp on Nintendo Switch
Every GitHub Release that includes Switch support ships an SD-ready zip:
`gen1recomp-*-switch.zip`. Extract it at the root of your microSD (install
**or** update — same steps), launch with **title override**, then import your
own legal `.gb` ROM.
> You need a console that can run Switch homebrew (custom firmware / hbmenu).
> This project does not help you set that up. Tracks issue
> [#531](https://github.com/bryanthaboi/gen1recomp/issues/531).
> Hardware: **OLED** validated by the porter; **V1 / Erista** boot confirmed
> by the community. Lite and other setups welcome more reports.
> See [switch-development.md](switch-development.md) for limitations.
Prefer building from source? See [switch-build.md](switch-build.md).
Port by [andrewqsantos](https://github.com/andrewqsantos). Community testing
help from [booshankles](https://github.com/booshankles).
## 1. Download the zip
1. Open
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
2. Download `gen1recomp-*-switch.zip` for the version you want.
(Optional: verify against `sha256sums.txt` in the same release.)
## 2. Extract onto the microSD
Extract the zip at the **root** of the microSD so you get:
```text
sdmc:/switch/gen1recomp/gen1recomp.nro
sdmc:/switch/gen1recomp/pokemon-love2d/imports/
sdmc:/switch/gen1recomp/pokemon-love2d/imports/mods/
sdmc:/switch/gen1recomp/pokemon-love2d/imports/saves/...
```
Merge folders if your OS asks. Any method works: **MTP** (DBI → Run MTP
responder + a client), **direct SD** (Hekate UMS or a card reader), or **FTP**.
Exit MTP / unmount / stop FTP cleanly before launching. Step-by-step for
macOS, Linux, and Windows: [switch-transfer.md](switch-transfer.md).
### Updating
Use the **same** extract/merge. It replaces `gen1recomp.nro` (and the small
help `README.txt` / `INSTALL.txt` files). Saves, imported ROMs, mods, and
options live under `pokemon-love2d/`**do not delete that folder** when
updating, or you will lose progress.
## 3. Launch with title override
**Applet Mode is not supported** for this game (not enough memory).
1. On the Switch HOME menu, highlight any installed title.
2. Hold **R** and launch that title — this opens hbmenu with full memory
(title override).
3. From hbmenu, open `gen1recomp`.
Do **not** launch from the Album applet path for normal play.
## 4. Import your ROM
This project ships **no** game data. On first launch:
1. Put your own legally obtained Pokémon Red, Blue (`.gb`), or Yellow
(`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
launcher also shows the live save-dir path). All three can sit in the
same folder.
2. Use **Scan again** on that games tab (Red / Blue / Yellow). Rescan
matches by ROM SHA-1 for the open tab only — a Red dump never imports
from the Yellow tab (and vice versa).
## 5. Import / Export a raw `.sav`
Continue a cart or PC battery save (or pull a slot off-console) via MTP /
SD / FTP — same transfer methods as ROMs. Paths are **per game**:
| Game | Import inbox | Export folder |
| ---- | ------------ | ------------- |
| Red | `imports/saves/red/` | `exports/red/` |
| Blue | `imports/saves/blue/` | `exports/blue/` |
| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
(Under the save dir `pokemon-love2d/` — the zip already creates these folders.)
1. Copy a Gen1 `.sav` (32 KB) into that games inbox under the save dir
([switch-transfer.md](switch-transfer.md)).
2. With the games ROM already imported, open **that games tab**
**SAVE FILES****Import save**. Only that folder is scanned.
3. A successful import retires the file to `*.sav.imported` and records its
content hash so pressing **Import save** again does not clone slots.
Failed imports leave the original `.sav` in place.
4. To pull a slot off the console, use **Export save**, then copy the file
from that games **`exports/<game>/`** folder via MTP / SD / FTP.
Do not put `.sav` files into git. Prefer clean copies — some MTP clients
create `._*.sav` AppleDouble sidecars that are not real saves.
## Controls
### Gameplay
| Control | Action |
| ------- | ------ |
| D-pad / left stick | Move |
| **A** | Confirm |
| **B** | Cancel |
| **+** (Start) | Start |
| **** (Select) | Select |
| **R** (no Select held) | Cycle game speed up |
| **L** (no Select held) | Cycle game speed down |
### Launcher
| Control | Action |
| ------- | ------ |
| D-pad / left stick | Move virtual cursor |
| **A** | Click at cursor |
| **L** / **R** | Previous / next tab |
| **Start** / **Select** | Play if a ROM is ready; otherwise Choose ROM |
### System
| Control | Action |
| ------- | ------ |
| Hold **R** on HOME, then open from hbmenu | Title override (full memory) |
## Community mods
Mods install from a zip inbox (same transfer methods as ROMs):
1. Copy a release `.zip` into the save-dir **`imports/mods/`** path the
launcher shows (MTP / SD / FTP — [switch-transfer.md](switch-transfer.md)).
2. In the launcher, open **MODS****Scan again** → enable the mod →
**Play**.
Remote **FIND MODS** / GitHub download stays **off** on Switch. Do not put
mod zips into git. Community mods ship their own OPTIONS / rebinds — this port
does not document third-party control tables.
### Joy-Con shortcuts (Select + face)
Hold **Select** () and press a face/shoulder button. Without Select, A/B stay
normal gameplay confirm/cancel. These chords are the stock engine display
hotkeys (`2`/`3`/`5` are claimed before any mod pipeline hotkey runs).
| Chord | Same as PC key | Stock engine effect |
| ----- | -------------- | ------------------- |
| Select + **A** | `2` | COLORS |
| Select + **B** | `3` | TILT |
| Select + **Y** | `5` | GBC FX |
| Select + **X** | `6` | Mod pipeline hotkey (if a mod registers `6`) |
| Select + **L** | `7` | Mod pipeline hotkey (if a mod registers `7`) |
If the handheld stutters with extras on, try **OPTIONS → PERFORMANCE**
`LOW` or `BALANCED`. Full chord notes for contributors:
[switch-development.md](switch-development.md#joy-con-display-chords-select--face).
## Prefer building it yourself?
Building the fused NRO (and SD-ready zip) from source is covered in
[switch-build.md](switch-build.md). Copying artifacts and inbox files
(MTP / SD / FTP on macOS, Linux, Windows): [switch-transfer.md](switch-transfer.md).
Status, limitations, and how we tested: [switch-development.md](switch-development.md).
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# Switch file transfer (MTP / SD / FTP)
Canonical ways to put Gen1Recomp artifacts and inbox files onto a Nintendo
Switch. **Any method is valid** if the bytes land in the destinations below.
This is the home runbook for contributors on **macOS, Linux, and Windows**.
Player install (what to download, title override) stays in
[switch-install.md](switch-install.md). Packaging stays in
[switch-build.md](switch-build.md). Hardware evidence lives in
[switch-hardware-evidence.md](switch-hardware-evidence.md).
> **Not supported yet:** `nxlink` / hbmenu netloader automation. Useful later
> for a fast contrib rebuild loop; deferred on purpose (AD-009). Do not treat
> netloader as the release or ROM/mod install path.
---
## Destinations (shared by every method)
| What | Where on the console |
| ---- | -------------------- |
| SD-ready release zip | Extract at microSD **root**`sdmc:/switch/gen1recomp/gen1recomp.nro` plus `pokemon-love2d/` inbox folders. Install and update use the same merge; do **not** delete `pokemon-love2d/` |
| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that games SAVE FILES → **Import save** |
| Save exports | Same save dir → `exports/red\|blue\|yellow/` (pull after **Export save**; MTP / SD / FTP) |
| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
| Lua error log | `lua-error.log` in the save dir |
Saves persist across zip re-extract / NRO replacements as long as
`pokemon-love2d/` is left in place. Never commit ROM dumps, `.sav`
files, or third-party mod zips to git.
---
## Canonical methods
### 1. MTP (DBI responder + host client)
On the Switch: close Gen1Recomp → open **DBI****Run MTP responder** (often
**X** on the main screen) → keep that screen up → USB-C data cable to the host.
On the host: open **one** MTP client, navigate to **`1: SD Card`**, then the
paths above. Wait for the transfer queue; refresh; exit MTP on the Switch
before launching.
#### macOS (example: OpenMTP)
[OpenMTP](https://github.com/ganeshrvel/openmtp) is the loop used for OLED
hardware evidence — **one contributor example**, not a Mac-only product rule.
1. Quit other MTP clients.
2. Open OpenMTP → select the DBI device → **`1: SD Card`**.
3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
(or copy NRO / `game.love` for loose).
4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
`imports/saves/<red|blue|yellow>/`, or `exports/<red|blue|yellow>/` path the
launcher prints.
5. Wait for the queue; refresh; exit MTP responder; title-override launch.
macOS clients often create AppleDouble sidecars (`._Something.zip`,
`._cart.gb`, `._foo.sav`). Those are not real archives or saves — the
launcher skips hidden `.*` names. Delete `._*` junk if a zip/ROM/`.sav`
fails to open.
#### Linux
1. Install desktop MTP support if needed (e.g. `gvfs-mtp` on GNOME/GTK
desktops, or your distros KDE MTP stack).
2. With DBI MTP active, open **Files** / **Dolphin** / **Thunar** and select
the Switch / DBI device → **`1: SD Card`**.
3. Extract the release zip at SD root (merge), or copy into `switch/gen1recomp/`
and the save-dir inboxes as above.
4. Use **only one** MTP accessor at a time. If `mtp-tools` / `mtpfs` reports
“device is busy”, close the file managers MTP mount (or the CLI mount)
and retry with a single client.
5. Eject/unmount cleanly; exit MTP on the Switch; title-override launch.
If MTP is unavailable or flaky on Linux, use **direct SD** (Hekate UMS or a
card reader) or **FTP** instead — same destinations in the table above.
#### Windows
1. With DBI MTP active, open **This PC** / **File Explorer** and look under
**Portable Devices** for the Switch / DBI MTP volume → **`1: SD Card`**.
2. Copy / extract into `switch\gen1recomp\` and the save-dir inboxes.
3. Optional: [OpenMTP](https://github.com/ganeshrvel/openmtp) on Windows if
Explorer is flaky.
4. If Windows does not show an MTP device: Device Manager → find DBI / Switch
→ Update driver → **MTP USB Device** (or Standard MTP Device). Prefer a
data-capable USB-C cable and a direct port.
5. Safely disconnect; exit MTP on the Switch; title-override launch.
If MTP is unavailable or flaky on Windows, use **direct SD** (Hekate UMS or a
card reader) or **FTP** instead — same destinations in the table above.
### 2. Direct SD (Hekate UMS or card reader)
Same destinations; no MTP client required.
- **Hekate UMS** (preferred when available): expose the microSD to the host
while the card stays in the console; mount the volume; copy files; **cleanly
unmount** before leaving UMS.
- **Physical reader**: power off / remove the microSD, copy on the host,
**eject safely**, reinsert, boot CFW, title-override launch.
Do not yank the card or unplug UMS mid-write.
### 3. FTP (any SD-exposing Switch FTP)
Any homebrew FTP server that can write the microSD is fine — for example
**DBIs own FTP**, **sys-ftpd-light**, or **Sphaira** (names are illustrations
only; pick what your CFW setup already uses).
1. Start the FTP server on the Switch; note IP/port/credentials from that app.
2. From the host, connect with any FTP client and upload to the same
`switch/gen1recomp/`, `imports/`, `imports/mods/`, `imports/saves/<game>/`,
and `exports/<game>/` paths.
3. Stop the FTP server cleanly before launching Gen1Recomp.
If credentials or chroots differ by app, trust the **destination paths**, not
a single vendor tutorial.
---
## After every transfer
1. Exit MTP / unmount SD / stop FTP cleanly.
2. Launch via **title override** (hold **R** on a title → hbmenu). **Applet
Mode is not supported** (not enough memory).
3. For ROMs: open the matching game tab → **Scan again** if the file was
added after boot (SHA-1 must match that tab; other dumps in `imports/`
stay for their own tabs). For mods: MODS → **Scan again** → enable →
Play. For saves: SAVE FILES → **Import save** (rescans
`imports/saves/<game>/`). Pull exported `.sav` files from
`exports/<game>/`. Joy-Con display chords (stock engine):
[switch-install.md](switch-install.md#joy-con-shortcuts-select--face).
### Optional NRO integrity check
For the first deploy of a given artifact (or after a flaky cable):
```bash
shasum -a 256 path/to/gen1recomp.nro # or sha256sum
```
Copy the file back from the SD and compare hashes. Round-trip must match.
---
## Failure modes (quick)
| Symptom | What to try |
| ------- | ----------- |
| Device busy / no MTP volume | One client only; different cable/port; Windows MTP USB Device driver; alternate method (SD or FTP) |
| Zip/ROM/`.sav` “could not be opened” | Delete `._*` sidecars (including `._*.sav`); confirm real zip starts with `PK` |
| Half-copied NRO / crash on boot | Re-copy; verify SHA-256; exit transfer mode before launch |
| App opens in Applet Mode | Use title override (hold **R**), not Album |
---
## Related
- Players: [switch-install.md](switch-install.md)
- Builders: [switch-build.md](switch-build.md)
- Status / hardware matrix: [switch-development.md](switch-development.md)
- Evidence log: [switch-hardware-evidence.md](switch-hardware-evidence.md)
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# Timing parity with the Game Boy
The port's clock is faithful: `src/core/FixedStep.lua` advances game logic in
whole 1/60 s steps off wall-clock `dt`, the default speed multiplier is 1x
(`src/core/GameSpeed.lua:22`), and audio runs on its own real-time accumulator
so fast-forward cannot pitch it. Almost nothing in `src/` is seconds-based.
What diverges is the **frame budget of composed sequences**. The original
spends a large fraction of its running time inside `DelayFrames` calls that
produce no visible change - the pause after a page break, the beat before a
status move resolves, the drain of an HP bar one point at a time. Those are
invisible in a screenshot and easy to drop when porting behavior rather than
timing. Dropping them is why the port reads as faster and snappier than
hardware even though every individual animation is correct.
This document is the specification: what each sequence costs on hardware, and
where that number comes from.
## Method
`tools/scan_pokered_delays.ps1` walks the disassembly and reports every
frame-consuming wait with its enclosing routine label:
| Kind | Meaning | Frames |
| --- | --- | --- |
| `DelayFrames` | `ld c, N` + `call DelayFrames` (`home/delay.asm:1`) | N |
| `DelayFrame` | one vblank wait (`home/vblank.asm:92`) | 1 |
| `Delay3` | `home/palettes.asm:14`, three frames for a full bg-map update | 3 |
| `Fade` | the `GBFade*` helpers, expanded to their totals below | 24 or 32 |
Current inventory against `pokered-master`: **450 sites** - 181 `DelayFrames`,
164 `Delay3`, 65 `DelayFrame`, 31 `GBFade*`, and 9 `DelayFrames` calls whose
count is computed at runtime.
The four fades all live in `home/fade.asm` and are loops of
`ld c, 8 / call DelayFrames`:
| Routine | Iterations | Frames | Source |
| --- | --- | --- | --- |
| `GBFadeInFromBlack` | 4 | **32** | `home/fade.asm:21` |
| `GBFadeOutToBlack` | 4 | **32** | `home/fade.asm:43` |
| `GBFadeOutToWhite` | 3 | **24** | `home/fade.asm:26` |
| `GBFadeInFromWhite` | 3 | **24** | `home/fade.asm:48` |
## The metric
For each catalog entry, `delta = |port - truth| / truth`; the entry passes at
`delta <= 0.05`. The headline number is the **exposure-weighted** pass rate,
weighting each sequence by how often it occurs in ordinary play - a 30-frame
error on every page of dialogue matters more than a 30-frame error in the Hall
of Fame. Weights are in the tier column: T1 sequences recur constantly, T2 are
frequent, T3 are set pieces seen once or twice per playthrough.
## Tier 1 - constant exposure
These recur every few seconds of play and dominate perceived pacing. Both
sides are verified.
### Overworld and transitions
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| Overworld loop iteration | 2 frames (two `DelayFrame`) | `home/overworld.asm:41-44` | 1 step | `src/core/Game.lua:174` | see note |
| Warp / door: fade out | **32** | `home/overworld.asm:703` -> `GBFadeOutToBlack` | 32 | `src/render/Transition.lua` | **fixed** |
| Warp / door: fade in | **0** (map is drawn under blacked palettes, no fade) | `home/overworld.asm:690-703` | 0 | `src/render/Transition.lua` | **fixed** |
| Return to overworld after a battle | **10** hold, then `GBFadeInFromWhite` **24** | `home/overworld.asm:351-352`, `:22`, `:749-753` | 10 + 24 | `Transition.battleReturn` | **fixed** |
| Special warp entry (fly / teleport / dungeon) | `Delay3` + `GBFadeInFromWhite` = **27** | `engine/overworld/player_animations.asm:5-7` | - | - | unmeasured |
| Dungeon-warp arrival hold | **50** | `engine/overworld/player_animations.asm:43` | - | - | unmeasured |
| Player step (walk) | 16 | 8 loop iterations x 2 frames | 16 | `src/world/Player.lua:14` | **ok** |
| Turn in place | 2 | one extra loop pass | 2 | `src/world/Player.lua:18` | **ok** |
Note on the overworld loop: `OverworldLoop` calls `DelayFrame` and then falls
through to `OverworldLoopLessDelay`, which calls it again - so a full pass
costs 2 frames, and input is sampled every other frame. The port steps logic
and samples input every frame. This does not change walking speed (the 2-frame
loop moves 2 px, giving the same 16 frames per tile) but it does halve input
latency versus hardware. Flagged rather than "wrong": matching it exactly would
make the port feel less responsive than the original does on a modern display,
and it is the one place where a deliberate divergence is defensible.
### Text
The typewriter cadence itself is already correct - 1/3/5 frames per character
from `TextSpeedOptionData`, implemented at `src/render/TextBox.lua:267`. The
gaps around it are missing.
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| `<CONT>` line scroll (after the A press) | `ProtectedDelay3` 3 + 2x `ScrollTextUpOneLine` 5 = **13** | `home/text.asm:262-277`, `:283-307` | 13 | `src/render/TextBox.lua` | **fixed** |
| `<PARA>` paragraph break | `ProtectedDelay3` 3 + clear + **20** = **23** | `home/text.asm:230-243` | 23 | `src/render/TextBox.lua` | **fixed** |
| Page break (`PageChar`) | 3 + **20** = **23** | `home/text.asm:245-260` | 23 | `src/render/TextBox.lua` | **fixed** |
| `TextCommand_PAUSE` | **30** | `home/text.asm:500` | - | - | unmeasured |
| `TextCommand_DOTS` | **10** per dot | `home/text.asm:576` | - | - | unmeasured |
The three ProtectedDelay3 frames are a *pre*-input hold: the arrow is already
up and the button is ignored, because `ManualTextScroll` only starts watching
the joypad after the delay returns. Mashing A through a long conversation
therefore cannot go faster than 3 frames per line on hardware, and now cannot
here either. `PromptText` (`home/text.asm:209-217`) has the same shape, so a
finished page holds three frames before it can be dismissed too.
**Battle text is a second, separate engine.** `BattleState` types its own
messages rather than going through `src/render/TextBox.lua`, so none of the
fixes above reached it and it had drifted further than the overworld box:
| Sequence | Hardware | Source | Was | Now |
| --- | --- | --- | --- | --- |
| Per character | 1 glyph per `wOptions & $f` frames (1/3/5, default **3**) | `home/print_text.asm:4-45` | 2 glyphs **per frame**, option ignored | 3 |
| Per character, A or B held | **1** frame | `print_text.asm:27-36` | 2 glyphs per frame | 1 |
| `<CONT>` pre-input hold | **3** | `home/text.asm:263-267` | 0 | 3 |
| `<CONT>` scroll after the press | **10** | `home/text.asm:280-305` | 0 | 10 |
| Finished page, pre-input hold | **3** | `home/text.asm:213-217` | 0 | 3 |
At the default text speed the battle typewriter was running **six times**
hardware speed, which is most of why battle text read as a blur, and it
ignored the OPTION text-speed setting entirely.
`ScrollTextUpOneLine` is `ld b, 5` of `DelayFrame` (`home/text.asm:301-305`)
and its own comment notes it is "always called twice in a row", so a CONT
scroll blocks for 10 frames. The port's `scrollPx` slide at
`src/render/TextBox.lua:305-307` is a cosmetic 8 px at 2 px/frame running in
`draw()`, not on the logic step, and it does not gate the typewriter.
### Menus
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| Yes/no answer (either option) | **15** | `engine/menus/text_box.asm:322-323`, `:333-334` | 15 | `src/ui/ChoiceBox.lua` | **fixed** |
| List menu open (bag, PC, party-as-list) | **10** | `home/list_menu.asm:55-56` | 0 | `src/ui/ListMenu.lua` | **-100%, open** |
| List menu redraw per input | `Delay3` = **3** | `home/list_menu.asm:64` | 0 | - | **-100%, open** |
| Field move from the party menu | `Delay3` = **3** | `engine/menus/start_sub_menus.asm:4,27,175-203` | 7 (white flash) | `src/render/Transition.lua:8` | see note |
| Teleport from the party menu | **60** + `Delay3` | `engine/menus/start_sub_menus.asm:224-225` | - | - | unmeasured |
The port's 7-frame `white_flash` models `GBPalWhiteOutWithDelay3` plus the
screen-tile restore, which is a defensible reading of the same sequence; it is
listed here to be reconciled against the exact path rather than treated as a
bug.
### Battle entry
The wipe into a battle and the silhouette slide behind it. Numbers here come
from **pokered-c** (`C:\Users\Anthony\pokered`), whose `battle_transition.c`
derives each wipe from `battle_transitions.asm` and then corrects it against a
live side-by-side with the ROM. Where that project's measured value and a
naive reading of the asm disagree, the measured value wins - see the inward
spiral below.
| Sequence | Hardware | Was | Now |
| --- | --- | --- | --- |
| DoubleCircle wipe (wild, weak) | 10 x 3 = **30** | 40 | 30 |
| Circle wipe (wild, strong) | 20 x 3 = **60** | 40 | 60 |
| Spiral outward (trainer, strong) | 360 fills / 3 per frame = **120** | 40 | 120 |
| Spiral inward (trainer, weak) | 7 tiles per `Delay3` = **~150** | 40 | 156 |
| HStripes (dungeon wild, weak) | 20 x 3 = **60** | 24 | 60 |
| VStripes (dungeon wild, strong) | 18 x 3 = **54** | 24 | 54 |
| Shrink (dungeon trainer, weak) | 9 x 6 = **54** | 24 | 54 |
| Split (dungeon trainer, strong) | 9 x 6 = **54** | 24 | 54 |
| Flash before the circle wipes | 12 x 2 x 3 = **72** | 72 | 72 |
| Black hold before the battle draws | not stated by pokered; ~30 floor, calibrated **60** | 30 | 60 |
| Silhouette slide in | 144 px at 2 px/frame = **72** | 40 (160 px at 4 px/frame) | 72 |
| Trainer intro, before balls + text | `WaitForSoundToFinish` + `DelayFrames 20` | 0 | sfx wait + 20 |
The trainer intro's sound is `SFX_Silph_Scope`, extracted here as
`Trainer_Appeared` (`tools/rom_manifest.json` `audio.sfxHeaders`, bank 8 /
`$42bb`). It was being extracted and never played by anything. It now plays
into a clear window: `PrintBeginningBattleText .trainerBattle` does
`PlaySound` then `WaitForSoundToFinish`, which **blocks**, and only then
`DelayFrames 20` before `DrawAllPokeballs` and the text. `BattleState`'s
message queue grew a `waitSound` row for that, since `WaitForSoundToFinish`
waits on the sound actually stopping rather than on a fixed frame count.
**Scripted battles were skipping the transition entirely.** `BattleTransition`
runs from `DoBattleTransitionAndInitBattleVariables`, which both
`InitBattleCommon` (`core.asm:6680`, trainers) and `InitWildBattle` (`:6699`)
call unconditionally - every battle on hardware enters through a wipe. In the
port only `OverworldState:pushBattle` built one, and `Commands.start_battle`
pushed the `BattleState` straight onto the stack. The trainer-*sight* path
went through `pushBattle`, but every **script-driven** battle did not: gym
leaders, the rival, Giovanni, and every scripted wild encounter cut straight
to the battle screen with no transition at all. The catch tutorial
(`old_man_demo`) had the same gap; `InitWildBattle` has no
`BATTLE_TYPE_OLD_MAN` special case, so it gets a wipe too.
**Beyond 160x144.** Both halves of the transition used to stop at the classic
letterbox. The flash filled the 160x144 UI canvas, and the wipe handed the
surrounding window a generic centre-out square cascade
(`Renderer:drawBattleCascade`) regardless of which of the eight styles was
running - so at any zoom a spiral read as "a spiral in a box, with something
else happening around it".
- The flash is a palette write (`rBGP`), and a palette register tints every
pixel the LCD shows; there is no "outside the screen" for it to miss. It is
now published to the renderer as a screen-space veil and painted over the
finished composite, so it covers the whole surface at any zoom.
- The spiral and circle walks are now generated for whatever grid the window
works out to (`BattleTransition.gridOrder`), and the area outside the
letterbox is filled in that order instead of the square cascade. The
authentic 20x18 builders still own the letterbox itself, overrun and all,
so nothing changes at 1x. The generic builders are deliberately *not* the
ROM's walk - out there the hardware has no behaviour to be faithful to,
only a shape to continue.
- `shrink`, `split` and the two stripe styles are plain geometry rather than
a tile order, so they keep the cascade for now. Extending them is
rectangles, not a walk, and has not been done.
Note that the **flash is wild-only**: `BattleTransition_FlashScreen` is called
from `BattleTransition_Circle` (`:585`) and `BattleTransition_DoubleCircle`
(`:628`) and nowhere else. A trainer battle's transition is the spiral -
inward against a weaker foe, outward against a stronger one
(`wBattleTransitionSpiralDirection`, `:119-126`) - with no flash in front of
it. The port's `flash` mapping was already correct; the transition simply
never ran for those battles.
Two of these deserve their reasoning recorded:
**The inward spiral** writes one tile per iteration and calls
`BattleTransition_TransferDelay3` every seventh tile. That helper is not a
one-frame transfer - it is `ld a,1 / ldh [hAutoBGTransferEnabled] / call
Delay3 / xor a / ldh [...]` (`battle_transitions.asm:619`), so the cadence is
7 tiles per **three** frames. Reading it as one frame runs the whole wipe 3x
too fast, ~46 frames against the ROM's ~150. pokered-c hit that exact bug and
caught it on a live comparison.
**The black hold** is not a number pokered states anywhere; it is incidental
load cost that a modern port does not pay. The derivable floor is ~13 frames
(`LoadHpBarAndStatusTilePatterns` 4, `LoadHudTilePatterns` 2, `ClearScreen`'s
`Delay3` 3, the `DisableLCD` LY wait 1, `Delay3` after `EnableLCD` 3), but the
two sprite decompressors (`UncompressSpriteFromDE` for the 7x7 front pic and
`LoadPlayerBackPic`'s uncompress + `ScaleSpriteByTwo`) are bit-level RLE/delta
decoders that cannot be cycle-counted from the asm at all. So the derivation
bottoms out around 25-30 with an unbounded remainder. pokered-c set 60 by ear
against the real ROM and marked it ~95% right rather than frame-matched. The
credible range is 30-60; it should not be "corrected" down toward the floor on
the strength of the derivation, because the omitted decompressors are exactly
the unbounded part. Pinning it exactly wants a frame-by-frame capture.
### Battle turns
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| Player HP bar drain of D HP over P pixels | **D + 2P + 6** | `engine/gfx/hp_bar.asm:81-135`, `:140-159`, `:234` | D + 2P + 6 | `src/battle/BattleState.lua` `stepHPDrain` | **fixed** |
| Enemy HP bar drain over P pixels | **2P + 5** (no per-HP frame) | same, gated at `:207-209` | 2P + 5 | same | **fixed** |
| Status move / missed move beat | **30** | `engine/battle/core.asm:3145,3158,3185-3186`; enemy `:5588` | 30 | `EffectRegistry` `missBeat`, `BattleState:performMove` | **fixed** |
| Applying anim type 1, vertical shake b=8 | **48** | `animations.asm:500-503` | 48 | `BattleState:applyHitFx` | ok |
| Applying anim type 2, fast horizontal b=8 | **72** | `animations.asm:505-508` | 72 | same | ok |
| Applying anim type 3, slow horizontal 6,2 | **48** | `animations.asm:510-512,526-549` | 48 | same | ok |
| Applying anim type 4, `AnimationBlinkMon` | **60** | `animations.asm:514-516`, `:1360-1376` | 60 | same | **fixed** |
| Applying anim type 5, fast horizontal b=2 | **18** | `animations.asm:518-521` | 18 | same | ok |
| Applying anim type 6, slow horizontal 3,2 | **24** | `animations.asm:523-525` | 24 | same | ok |
| Faint slide-down | **14** (`PIC_HEIGHT` x `DelayFrames 2`) | `engine/battle/core.asm:1186-1222` | 14 | `BattleState:onFaint` | **fixed** |
| Before every move animation | `Delay3` = **3** | `engine/battle/core.asm:6635-6640` | 3 | `BattleState:updateQueue` | **fixed** |
| Battle start, after enemy send-out | **40** | `engine/battle/core.asm:152-156` | 40 | `BattleState:enter` | **fixed** |
| Poison / burn / leech-seed tick | **20** | `engine/battle/core.asm:529-530` | 20 | `src/battle/BattleState.lua:1817` | **ok** |
| Switch player mon | **50** | `engine/battle/core.asm:2421-2422` | 50 | `src/battle/BattleState.lua:1666-1668` | **ok** |
| Post-hit hold (crit text or not) | **20** | `engine/battle/core.asm:3798-3814` | 20 | `EffectRegistry.runDamaging` | **fixed** |
| Fainted mon slide-down | **2** per row | `engine/battle/core.asm:1216-1217` | - | - | unmeasured |
| Trainer pic slide off | **2** per column | `engine/battle/core.asm:1267-1268` | - | - | unmeasured |
| Trainer battle victory | **40** | `engine/battle/core.asm:940-941` | - | - | unmeasured |
| Player blackout | **40** | `engine/battle/core.asm:1143-1144` | - | - | unmeasured |
| No moves left (Struggle) | **60** | `engine/battle/core.asm:2753-2754` | - | - | unmeasured |
| Send-out animation | `Delay3` + **4** + **5** | `engine/battle/core.asm:6814-6830` | - | - | unmeasured |
The HP bar was the single largest battle divergence. `UpdateHPBar` steps **one
HP point per loop iteration**; each iteration pays 1 frame in
`UpdateHPBar_PrintHPNumber` whenever `wHPBarType != 0` - the player's own HUD
and the party menu, but not the enemy HUD - plus 2 frames for each pixel the
bar actually moves. The tail (`.animateHPBarDone`, `:132-135`) prints the
number once more, animates one last pixel and falls into `Delay3`, so it costs
6 frames player-side and 5 enemy-side.
A 150 HP mon losing everything therefore costs 150 + 96 + 6 = **252 frames
(4.2 s)** on the player's HUD, against 96 + 5 = 101 on the enemy's. The port
used a flat `maxHP/96` - the enemy-side rate applied to both sides - and ran
that same drain in 96 frames (1.6 s).
## Tier 2 - frequent
Status-effect failures (`engine/battle/effects.asm:161,1162,1205`) hold **50**
frames each. `SwitchAndTeleportEffect` uses 50 and 20
(`:834-901`). Evolution holds **50** then **40**
(`engine/pokemon/evos_moves.asm:123,155`). The healing machine
(`engine/overworld/healing_machine.asm`), item effects
(`engine/items/item_effects.asm`, 259 frames across 8 sites), and the fishing
animation (**10** then **100**, `engine/overworld/player_animations.asm:380,399`)
are all in this tier.
## Tier 3 - set pieces
Highest total budgets in the scan, all seen rarely:
`engine/movie/hall_of_fame.asm` (529 frames / 7 sites),
`engine/link/cable_club.asm` (507 / 12), `engine/movie/credits.asm` (502 / 7),
`engine/movie/trade.asm` (494 / 19), `engine/movie/intro.asm` (317 / 7),
`engine/menus/main_menu.asm` (271 / 15), `engine/menus/save.asm` (250 / 3),
`engine/battle/end_of_battle.asm` (200 / 1, the link-battle win/lose string).
Several of these already have faithful implementations - see
`src/ui/IntroMovie.lua`, `src/ui/Credits.lua`, `src/ui/HallOfFame.lua`, whose
constants cite their asm sources directly.
## Status
Closed, and locked by `tests/engine/timing_parity.lua`:
1. **Text page and CONT breaks** - were 0 frames where hardware spends 13-23,
on every page of every dialogue in the game. Now exact, including the
three-frame pre-input hold that swallows a mashed A.
2. **Player HP bar drain** - was ~2.5x too fast on a typical mon. Now steps
one HP point at a time at the hardware rate, with the enemy HUD correctly
cheaper than the player's.
3. **Warp fade** - was a symmetric 12/12; now 32 out and no fade in, which is
both the right duration and the right shape.
4. **Yes/no answer** - was 0 frames where hardware spends 15, with the cursor
snapping to NO on B for the duration as `.choseSecondMenuItem` does.
5. **Battle entry** - every wipe ran at a flat 40/24 against budgets of 30-156,
the silhouette slide was 40 frames against 72, the black hold was half
what pokered-c calibrated, and the trainer intro's 20-frame gap before the
balls and text was missing entirely. This was the single most compressed
stretch in the game.
6. **Battle turns** - the type-4 blink ran at 20 frames against 60. That is
the applying animation for every plain damaging move the player uses, so
it was the single most-repeated timing error in the game. The 30-frame
beat that hardware spends on every status move and every miss was missing
entirely. The faint slide, unusually, ran *slower* than hardware (30
against 14).
Two things worth recording about that last batch, because both contradict a
plausible reading:
- **`PrintCriticalOHKOText`'s 20-frame hold is not conditional.** The
"no critical hit" early-out at `core.asm:3799` jumps to `.done`, and
`.done` *is* the `ld c, 20 / jp DelayFrames`. Every landed hit pays it,
which is where the beat before "It's super effective!" comes from.
- **`StartBattle`'s 40-frame hold is not conditional either.** The `call nz`
at `core.asm:154` gates only `EnemySendOutFirstMon`; the `DelayFrames 40`
under it runs for wild battles too, and it lands *between* the enemy's
send-out and `.playerSendOutFirstMon` (`:166`) rather than at the end of
the intro.
Trainer victory (24-frame scroll-in + 40-frame hold) and the ball shake
(`SFX_TINK` + `DelayFrames 40` per rock) were already correct -
`BattleState.lua`'s `wait = 64` and `AnimPlayer.lua`'s `emit(40)`. Note that
pokered-c's `BUI_TRAINER_VICTORY_SLIDE` comment calls the scroll-in 14
frames; `_ScrollTrainerPicAfterBattle` is 6 loop passes of `DelayFrames 4`,
so 24 is right and this port already had it.
**Leaving a battle was a cut, not a fade.** `EnterMap` checks
`BIT_BATTLE_OVER_OR_BLACKOUT` and calls `MapEntryAfterBattle`
(`home/overworld.asm:22`), which is `GBFadeInFromWhite` - so the map fades up
from white over 24 frames, behind the 10-frame hold at `:351-352`. The port
popped the battle and the overworld was simply there. `Transition.battleReturn`
supplies both halves, and steps the veil in three palette stages of 8 frames
rather than tweening it, because `GBFadeIncCommon` writes a palette and holds
it with `ld c, 8 / call DelayFrames` (`home/fade.asm:30-41`) three times over.
It is wrapped around `battle.onFinish` in `OverworldState:pushBattle` - the
one funnel every battle goes through - rather than living in `afterBattle`.
That placement matters: a script-driven **win** defers `afterBattle` into
`ctx.afterScript` so an evolution screen cannot be buried under the trainer's
follow-up text (`Commands.start_battle`), and a fade inside `afterBattle`
inherited that deferral. On a rival battle it fired after the post-battle
dialogue *and* the rival's walk-off, rather than when the battle ended.
The rest of `onFinish` runs as the fade's `onDone`, which is also the hardware
order: `MapEntryAfterBattle` fades the map back in and only then does the map
script run. The overworld is frozen meanwhile - `StateStack` updates the top
state only - so nothing moves under the white.
Hardware skips the fade on a dark map (`wMapPalOffset` nonzero takes the
`LoadGBPal` branch at `:754`). This port has no `wMapPalOffset` equivalent -
no map needs FLASH to be lit - so that branch is unreachable here;
`battleReturn` accepts `opts.instant` for it if that ever changes.
Still open, hardware number confirmed but not yet wired:
- List menu open (10) and per-input redraw (`Delay3`).
- Every battle-table row marked "unmeasured" above - the status/miss beat (30)
is the highest-exposure of them, since it is paid on every status move and
every miss.
Entries marked "unmeasured" have confirmed hardware numbers but the port side
has not been traced; they are remaining work, not known-good.
+288 -48
View File
@@ -10,6 +10,24 @@
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
local LaunchOptions = require("src.core.LaunchOptions")
local NxDisplay = require("src.core.NxDisplay")
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
do
local defaultErrorHandler = love.errorhandler
function love.errorhandler(msg)
local hint = SwitchDiagnostics.logLuaError(msg)
if hint and type(msg) == "string" then
msg = msg .. "\n\n" .. hint
end
if defaultErrorHandler then
return defaultErrorHandler(msg)
end
end
end
local Game, EditorApp, Importer, TouchEditor
local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
@@ -103,6 +121,11 @@ local function openEditor(version, slotId)
require("src.import.CacheFs").mountVersion(version)
editorVersion = version
editorHost = Importer
-- Drop launcher pad/FlexLove so the save editor owns input (NX shim +
-- virtual cursor + system hand cursor). Desktop park is a light no-op.
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
editorMode = true
resizeForEditor()
@@ -129,6 +152,9 @@ function closeEditor()
restoreWindow()
Importer = editorHost
editorHost = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
if Importer and version and Importer.savesChanged then
Importer:savesChanged(version)
end
@@ -142,6 +168,9 @@ local closeTouchControlsEditor -- forward declaration
local function openTouchControlsEditor()
touchEditorHost = Importer
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
TouchEditor = require("src.ui.TouchControlsEditor")
TouchEditor.load({ onClose = function() closeTouchControlsEditor() end })
@@ -152,6 +181,9 @@ function closeTouchControlsEditor()
TouchEditor = nil
Importer = touchEditorHost
touchEditorHost = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
end
local function bootGame(version)
@@ -161,7 +193,16 @@ local function bootGame(version)
-- data, so data/generated + assets/generated resolve to that version's files.
local GameVersion = require("src.core.GameVersion")
GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
require("src.import.CacheFs").mountVersion(GameVersion.get())
local CacheFs = require("src.import.CacheFs")
-- Keep CacheFs.prefix aligned for any CacheFs.read fallback during Data:load
-- (Blue/Yellow caches live under blue/ / yellow/).
CacheFs.prefix = GameVersion.cachePrefix()
CacheFs.mountVersion(GameVersion.get())
-- NX: always write nx-asset-probe.log so Yellow/Blue art failures are
-- diagnosable from the SD without enabling switch-debug.txt.
pcall(function()
require("src.debug.SwitchDiagnostics").probeAssets(GameVersion.get())
end)
if love.window and love.window.setTitle then
local Version = require("src.core.Version")
love.window.setTitle(Version.title(
@@ -184,6 +225,18 @@ local function bootGame(version)
end
function love.load(args)
-- Before anything can shell out (update check, mod index, ROM picker),
-- claim one hidden console on Windows so those children inherit it instead
-- of each flashing their own cmd.exe window (#606). No-op elsewhere.
require("src.core.HostShell").hideHostConsole()
-- NX fused mounts are unreliable for the blue|yellow cache overlay: wrap
-- the love loaders once so every generated-asset read falls back to the
-- versioned save-dir copy. Never installed on desktop/Android/iOS.
if require("src.core.Platform").isNX() then
require("src.core.NxAssetOverlay").install()
end
-- Self-updater boot shell: a fused build may mount and chainload a newer
-- downloaded payload here. True means it took over, so we must stop. A
-- dev / source checkout no-ops (see src/update/Boot.lua).
@@ -203,6 +256,16 @@ function love.load(args)
end
end
love.graphics.setDefaultFilter("nearest", "nearest")
-- NX: handheld 720p / docked 1080p. Runs for every boot path (launcher,
-- editor, scripted); no-op on desktop/mobile.
NxDisplay.sync()
-- Apply the persisted Android orientation lock (#592) before the launcher
-- shows: SDL created the window with no orientation hint, so without this
-- the launcher would rotate freely until Game:applyOptions runs at boot.
-- No-op on desktop / iOS / when options.lua does not exist yet.
require("src.core.Orientation").applyOptions(
require("src.core.SaveData").loadOptions())
-- Standalone editor. A bare `--editor` run has no launcher behind it, so
-- Close quits; --save points it at a specific file, otherwise it opens the
@@ -251,6 +314,38 @@ function love.load(args)
return
end
-- The launcher draws before any game boots, so the mod loader has not run
-- and Strings has no catalog. Routing the launcher's text through Strings
-- (#767) only pays off if something fills that catalog this early, and no
-- restart could: the ordering is the same on every launch. Read the
-- enabled mods' string catalogs -- data only, no entry chunk -- so a
-- translation reaches the launcher too. Game:load replaces this with the
-- real merged catalog once a version boots.
do
local preload = require("src.mods.LauncherMods").translationStrings()
if preload then require("src.core.Strings").load({ strings = preload }) end
end
-- LAUNCH OPTIONS: skip the launcher and boot a game directly.
-- --game red|blue|yellow (or POKEPORT_GAME / POKEPORT_LAUNCH)
-- --slot <id> optional; picks the save slot to load
-- --launcher force the launcher even if a game is set
-- This is what a desktop shortcut, a Steam entry, or a frontend like
-- EmulationStation needs: one click into the game the player wants, with no
-- menu in between. A game that is not imported falls through to the
-- launcher on its tab rather than booting into nothing.
local launchGame, launchSlot = LaunchOptions.resolve(arg)
if launchGame and not LaunchOptions.forceLauncher(arg) then
if RomImporter.isReady(launchGame) then
if launchSlot then LaunchOptions.selectSlot(launchGame, launchSlot) end
bootGame(launchGame)
return
end
-- Not importable yet: open the launcher already showing that game, so the
-- shortcut still lands the player where they meant to go.
LaunchOptions.pendingTab = launchGame
end
-- Interactive: the launcher always runs. Red, Blue, and Yellow are each
-- live: a column shows Play when that game's ROM is already imported, or
-- Choose ROM / drag-drop when it is not. Any dropped .gb is routed by its
@@ -268,6 +363,9 @@ function love.load(args)
end
function love.update(dt)
SwitchDiagnostics.maybeFlush(false)
-- NX only (no-op elsewhere): follow dock/undock without waiting for SDL.
NxDisplay.sync()
if editorMode then return EditorApp.update(dt) end
if TouchEditor then return TouchEditor.update(dt) end
if Importer then return Importer:update(dt) end
@@ -342,48 +440,140 @@ function love.keyreleased(key)
end
function love.gamepadpressed(joystick, button)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("gamepadpressed", joystick, button)
if editorMode then
if EditorApp and EditorApp.gamepadpressed then
return EditorApp.gamepadpressed(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.gamepadpressed then
return TouchEditor.gamepadpressed(joystick, button)
end
return
end
if Importer then return Importer:gamepadpressed(joystick, button) end
Game:gamepadpressed(joystick, button)
end
function love.gamepadreleased(joystick, button)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("gamepadreleased", joystick, button)
if editorMode then
if EditorApp and EditorApp.gamepadreleased then
return EditorApp.gamepadreleased(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.gamepadreleased then
return TouchEditor.gamepadreleased(joystick, button)
end
return
end
if Importer then return Importer:gamepadreleased(joystick, button) end
Game:gamepadreleased(joystick, button)
end
function love.gamepadaxis(joystick, axis, value)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("gamepadaxis", joystick, axis, { value = value })
if editorMode then
if EditorApp and EditorApp.gamepadaxis then
return EditorApp.gamepadaxis(joystick, axis, value)
end
return
end
if TouchEditor then
if TouchEditor.gamepadaxis then
return TouchEditor.gamepadaxis(joystick, axis, value)
end
return
end
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
Game:gamepadaxis(joystick, axis, value)
end
function love.joystickpressed(joystick, button)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("joystickpressed", joystick, button)
if editorMode then
if EditorApp and EditorApp.joystickpressed then
return EditorApp.joystickpressed(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.joystickpressed then
return TouchEditor.joystickpressed(joystick, button)
end
return
end
if Importer then return Importer:joystickpressed(joystick, button) end
Game:joystickpressed(joystick, button)
end
function love.joystickreleased(joystick, button)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("joystickreleased", joystick, button)
if editorMode then
if EditorApp and EditorApp.joystickreleased then
return EditorApp.joystickreleased(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.joystickreleased then
return TouchEditor.joystickreleased(joystick, button)
end
return
end
if Importer then return Importer:joystickreleased(joystick, button) end
Game:joystickreleased(joystick, button)
end
function love.joystickaxis(joystick, axis, value)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("joystickaxis", joystick, axis, { value = value })
if editorMode then
if EditorApp and EditorApp.joystickaxis then
return EditorApp.joystickaxis(joystick, axis, value)
end
return
end
if TouchEditor then
if TouchEditor.joystickaxis then
return TouchEditor.joystickaxis(joystick, axis, value)
end
return
end
if Importer then return Importer:joystickaxis(joystick, axis, value) end
Game:joystickaxis(joystick, axis, value)
end
function love.joystickhat(joystick, hat, direction)
if editorMode or TouchEditor then return end
SwitchDiagnostics.onJoystickEvent("joystickhat", joystick, hat, { direction = direction })
if editorMode then
if EditorApp and EditorApp.joystickhat then
return EditorApp.joystickhat(joystick, hat, direction)
end
return
end
if TouchEditor then
if TouchEditor.joystickhat then
return TouchEditor.joystickhat(joystick, hat, direction)
end
return
end
if Importer then return Importer:joystickhat(joystick, hat, direction) end
Game:joystickhat(joystick, hat, direction)
end
function love.joystickadded(joystick)
SwitchDiagnostics.onJoystickEvent("joystickadded", joystick)
if editorMode or TouchEditor then return end
if Importer then return end
Game:joystickadded(joystick)
end
function love.joystickremoved(joystick)
SwitchDiagnostics.onJoystickEvent("joystickremoved", joystick)
if editorMode or TouchEditor then return end
if Importer then return end
Game:joystickremoved(joystick)
@@ -395,6 +585,7 @@ end
function love.focus(f)
if editorMode or TouchEditor then return end
if Importer then
require("src.core.Input"):reset()
if Importer.focus then Importer:focus(f) end
return
end
@@ -404,12 +595,29 @@ end
-- v is true when the window becomes visible again, false on minimize.
function love.visible(v)
if editorMode or TouchEditor then return end
if Importer then return end
if Importer then
require("src.core.Input"):reset()
return
end
Game:visible(v)
end
function love.lowmemory()
if editorMode or TouchEditor or Importer then return end
if Game then Game:onResume() end
end
function love.touchpressed(id, x, y, dx, dy, pressure)
if editorMode then return end
if editorMode then
-- iOS synthesizes mousepressed for the primary touch; forwarding here
-- would double-fire. Android / NX need the explicit touch → click path
-- (love-nx does not synthesize mouse for the editor the way desktop does).
if love.system.getOS() == "iOS" then return end
if EditorApp and EditorApp.mousepressed then
return EditorApp.mousepressed(x, y, 1)
end
return
end
if TouchEditor then
-- iOS synthesizes mousepressed for the primary touch (same as the
-- launcher); Android drives the editor through love.touch directly.
@@ -417,18 +625,12 @@ function love.touchpressed(id, x, y, dx, dy, pressure)
return TouchEditor.touchpressed(id, x, y)
end
if Importer then
-- iOS: LÖVE already synthesizes a mousepressed for the primary touch,
-- and love.mousepressed below forwards that to the Importer, so
-- forwarding here too fires every launcher button twice per tap. The
-- resulting double-present was fatal for the document picker: the
-- second sheet stole the first one's weakly-held delegate, so picking
-- a file silently did nothing. Android keeps the forward for upstream
-- parity (its SAF picker is a separate activity and tolerates the
-- re-launch).
if love.system.getOS() == "iOS" then return end
return Importer:mousepressed(x, y, 1)
-- Both mobiles: FlexLove scroll needs the real touch stream. Clicks are
-- polled inside the view; the istouch filter on mousepressed still drops
-- Android's synthesized mouse twin so Import cannot double-fire (#553).
return Importer:touchpressed(id, x, y, dx, dy, pressure)
end
Game:touchpressed(id, x, y)
Game:touchpressed(id, x, y, dx, dy, pressure)
end
function love.touchmoved(id, x, y, dx, dy, pressure)
@@ -437,8 +639,10 @@ function love.touchmoved(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchmoved(id, x, y)
end
if Importer then return end
Game:touchmoved(id, x, y)
if Importer then
return Importer:touchmoved(id, x, y, dx, dy, pressure)
end
Game:touchmoved(id, x, y, dx, dy, pressure)
end
function love.touchreleased(id, x, y, dx, dy, pressure)
@@ -447,8 +651,10 @@ function love.touchreleased(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchreleased(id, x, y)
end
if Importer then return end
Game:touchreleased(id, x, y)
if Importer then
return Importer:touchreleased(id, x, y, dx, dy, pressure)
end
Game:touchreleased(id, x, y, dx, dy, pressure)
end
function love.wheelmoved(x, y)
@@ -469,32 +675,35 @@ function love.mousepressed(x, y, button, istouch)
return TouchEditor.mousepressed(x, y, button)
end
if Importer then
-- The same double-fire TouchEditor guards against, which the launcher was
-- missing: love.touchpressed above forwards the primary touch to the
-- Importer on Android, and LÖVE ALSO synthesizes a mouse press for that
-- same touch, so one tap ran every launcher button twice. On Import that
-- meant two choose() calls and two stacked SAF picker activities: the
-- player picked their ROM, the top picker closed, and the second was still
-- underneath asking for it again, which is the "import the file twice"
-- in #553. Filtering on istouch keeps a real mouse (DeX, a Chromebook, a
-- USB mouse) working, which an Android-wide return would have broken.
--
-- ANDROID ONLY, and the OS test is load bearing: love.touchpressed above
-- returns early on iOS and never forwards, so there the synthesized mouse
-- press is the ONLY event the launcher gets. Filtering istouch on both
-- killed every tap on iOS outright.
if istouch and love.system.getOS() == "Android" then return end
-- love.touchpressed already forwards the primary touch into FlexLove for
-- scroll. LÖVE ALSO synthesizes a mouse press for that same touch; if both
-- reached a press handler, one tap ran every launcher button twice and
-- stacked two SAF pickers (#553). Clicks are polled inside FlexLove from
-- love.touch / mouse.isDown, so dropping the synthesized istouch press is
-- safe. A real mouse (DeX, Chromebook, USB) still reaches mousepressed.
if istouch and (love.system.getOS() == "Android"
or love.system.getOS() == "iOS") then return end
return Importer:mousepressed(x, y, button)
end
if editorMode and EditorApp.mousepressed then
-- Same Android double-fire guard: touchpressed already clicked for the
-- save editor; a synthesized mouse press must not fire again.
if istouch and love.system.getOS() == "Android" then return end
return EditorApp.mousepressed(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchpressed("mouse", x, y)
if mouseTouch then
-- the mouse is standing in for a finger: the touch path owns it, and
-- feeding the same press back in as a mouse pointer would double it
if Game and button == 1 then Game:touchpressed("mouse", x, y) end
return
end
-- #807: a real mouse reaches gameplay as a pointer event for mods; Game
-- drops synthesized istouch twins so a mobile touch that already arrived
-- through love.touchpressed cannot fire twice
if Game then Game:mousepressed(x, y, button, istouch) end
end
function love.mousereleased(x, y, button)
function love.mousereleased(x, y, button, istouch)
if TouchEditor then
if love.system.getOS() == "Android" then return end
return TouchEditor.mousereleased(x, y, button)
@@ -503,20 +712,24 @@ function love.mousereleased(x, y, button)
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchreleased("mouse", x, y)
if mouseTouch then
if Game and button == 1 then Game:touchreleased("mouse", x, y) end
return
end
if Game then Game:mousereleased(x, y, button, istouch) end
end
function love.mousemoved(x, y)
function love.mousemoved(x, y, dx, dy, istouch)
if TouchEditor then
if love.system.getOS() == "Android" then return end
return TouchEditor.mousemoved(x, y)
end
if editorMode or Importer then return end
if mouseTouch and Game and love.mouse.isDown(1) then
Game:touchmoved("mouse", x, y)
if mouseTouch then
if Game and love.mouse.isDown(1) then Game:touchmoved("mouse", x, y) end
return
end
if Game then Game:mousemoved(x, y, dx, dy, istouch) end
end
function love.textinput(text)
@@ -527,10 +740,31 @@ function love.textinput(text)
end
end
-- #785: set once love.quit has routed a window close into HostShell.restart,
-- so the follow-up quit event the restart itself raises (quit("restart") on
-- desktop; AppImage and Android relaunch the process instead, #575) falls
-- through to the normal shutdown below instead of restarting forever.
local quitToLauncher = false
function love.quit()
if editorMode and EditorApp.quit then
return EditorApp.quit() -- return true to abort quit
end
-- Closing the window of a running game returns to the launcher instead of
-- exiting the app, so testing a mod does not need a relaunch every time
-- (#785). Game is only non-nil once bootGame ran; Importer non-nil means
-- the launcher (or its import) owns the window and its close still quits.
-- Scripted and headless runs (autopilot, frame driver, import-only, ROM
-- path import) keep the plain exit so they terminate as before. Nothing
-- is saved here on purpose: a window close never wrote the save, and the
-- restart path must be no worse than that, not quietly better.
local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or os.getenv("POKEPORT_IMPORT_ROM")
if Game and not Importer and not quitToLauncher and not scripted then
quitToLauncher = true
require("src.core.HostShell").restart()
return true -- abort this quit; the restart lands back in the launcher
end
pcall(function()
require("src.core.DiscordPresence").shutdown()
end)
@@ -544,6 +778,12 @@ function love.quit()
if package.loaded["src.update.Check"] then
pcall(package.loaded["src.update.Check"].shutdown)
end
-- The launcher's fetch pool is the same story: its workers idle in
-- Channel:demand(), which never returns on its own, so a launcher that ever
-- touched the network would hang the process on exit (#339's shape again).
if package.loaded["src.net.Fetch"] then
pcall(package.loaded["src.net.Fetch"].shutdown)
end
end
function love.filedropped(file)
+18 -2
View File
@@ -73,6 +73,21 @@ of the build script's permission trim). The first
read runs immediately (`onRequestPermissionsResult`,
`STEP_PERMISSION_REQUEST_CODE`).
### Network transport (mod index / mod updates)
`love.system.httpDownload(url, absPath [, userAgent [, accept]])` ->
`GameActivity.httpDownload` (same JNI route as the picker and the step
bridge: `common/android.cpp` -> `modules/system/System.cpp` ->
`wrap_System.cpp`). Android ships no `curl`, which is what the desktop
builds fetch the mod index, mod release lists and mod zips with, so the
"Find mods" tab used to fail with "curl is not available on this
platform" (#597). The Java side is a blocking `HttpsURLConnection` GET
(https only, redirects followed by hand, body renamed into place only
once complete) and runs on LOVE's Lua thread, never the UI thread.
`src/core/HostShell.lua` picks the transport: curl when present,
otherwise this bridge; an APK older than the bridge simply reports no
transport, exactly as a missing curl does.
### SDK / NDK
love-android 11.5a expects:
@@ -93,7 +108,8 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
### Payload path
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
`data/`, `assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
`libs/` (the vendored FlexLove toolkit the launcher UI needs), `data/`,
`assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
packer verifies the Yellow manifest before it packages; if a partial source
export omitted it, it restores the file from this checkout's Git data and then
falls back to the project's GitHub copy. Generated game data,
@@ -107,7 +123,7 @@ scripts, tests, and mobile build sources are excluded.
| `app.name` | Pokemon Red |
| `app.orientation` | `fullUser`. This is only the manifest default: SDL requests FULL_SENSOR at window creation (resizable window, no `SDL_HINT_ORIENTATIONS`), and `GameActivity.setOrientationBis` remaps that to FULL_USER so the device's rotation lock is honoured. |
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
| Permissions | RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH + INTERNET (link play, mod index) + ACTIVITY_RECOGNITION (step bridge) kept |
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@@ -231,6 +231,75 @@ bool syncHealthSteps()
return result;
}
bool restartApp()
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
// Old APK / new liblove skew: fail soft so HostShell.restart can fall
// back to a clean quit instead of aborting on a missing method (#575).
jmethodID method = env->GetStaticMethodID(activity, "restartApp", "()Z");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
// Does not return on success: the Java side exits the process.
jboolean result = env->CallStaticBooleanMethod(activity, method);
env->DeleteLocalRef(activity);
return result;
}
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept)
{
if (url == nullptr || destPath == nullptr)
return false;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
// NOT FindClass: this is the one bridge called off the main thread
// (love.thread workers in src/net/fetch_worker.lua and
// src/update/check_worker.lua). A worker is a raw pthread whose JNI
// class loader is the system one, which cannot see app classes, so
// FindClass("org/love2d/android/GameActivity") left a pending
// ClassNotFoundException and the next JNI call aborted the process --
// opening FIND MODS killed the app on the first stats fetch. Resolving
// through the live activity instance works from any attached thread.
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return false;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
// Old APK / new liblove skew: report "no transport" the same way a
// missing curl does, instead of aborting on a missing method (#597).
jmethodID method = env->GetStaticMethodID(activity, "httpDownload",
"(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jstring jurl = env->NewStringUTF(url);
jstring jdest = env->NewStringUTF(destPath);
jstring jua = env->NewStringUTF(userAgent != nullptr ? userAgent : "gen1recomp");
jstring jaccept = accept != nullptr ? env->NewStringUTF(accept) : nullptr;
jboolean result = env->CallStaticBooleanMethod(activity, method, jurl, jdest, jua, jaccept);
env->DeleteLocalRef(jurl);
env->DeleteLocalRef(jdest);
env->DeleteLocalRef(jua);
if (jaccept != nullptr)
env->DeleteLocalRef(jaccept);
env->DeleteLocalRef(activity);
return result;
}
/*
* Helper functions for the filesystem module
*/
@@ -81,6 +81,23 @@ bool showCreateDocument(const char *suggestedName = nullptr);
*/
bool syncHealthSteps();
/**
* Full process relaunch (GameActivity.restartApp): schedules the app's
* launch intent and kills the process, because the in-process
* quit("restart") loop double-inits physfs and crashes (#575). On success
* the process dies inside the Java call and this never returns; false
* means the relaunch could not be scheduled.
**/
bool restartApp();
/**
* Blocking HTTPS GET into destPath (GameActivity.httpDownload). Android has
* no curl binary, so this is the transport src/core/HostShell.lua uses there
* for the mod index and mod updates (#597). userAgent / accept may be null.
* Returns whether a complete file was written.
**/
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
/*
* Helper functions for the filesystem module
*/
@@ -221,6 +221,29 @@ bool System::syncHealthSteps() const
#endif
}
bool System::restartApp() const
{
#ifdef LOVE_ANDROID
return love::android::restartApp();
#else
return false;
#endif
}
bool System::httpDownload(const char *url, const char *destPath,
const char *userAgent, const char *accept) const
{
#ifdef LOVE_ANDROID
return love::android::httpDownload(url, destPath, userAgent, accept);
#else
LOVE_UNUSED(url);
LOVE_UNUSED(destPath);
LOVE_UNUSED(userAgent);
LOVE_UNUSED(accept);
return false;
#endif
}
bool System::hasBackgroundMusic() const
{
#if defined(LOVE_ANDROID)
@@ -133,6 +133,22 @@ public:
*/
virtual bool syncHealthSteps() const;
/**
* Relaunches the whole app with a fresh process (Android only; false
* elsewhere). The in-process love.event.quit("restart") double-inits
* physfs on Android and crashes, so src/core/HostShell.lua calls this
* instead (#575). Does not return on success -- the process exits.
**/
virtual bool restartApp() const;
/**
* Blocking HTTPS GET into an absolute host path (Android only; false
* elsewhere). Android has no curl, which is what every other platform
* fetches the mod index with (#597).
**/
virtual bool httpDownload(const char *url, const char *destPath,
const char *userAgent = nullptr, const char *accept = nullptr) const;
/**
* Gets if the user is playing music on background.
* Throws an exception on unsupported platforms.
@@ -115,6 +115,24 @@ int w_syncHealthSteps(lua_State *L)
return 1;
}
int w_restartApp(lua_State *L)
{
// Does not return on success: GameActivity.restartApp exits the process
// after scheduling the relaunch (#575).
luax_pushboolean(L, instance()->restartApp());
return 1;
}
int w_httpDownload(lua_State *L)
{
const char *url = luaL_checkstring(L, 1);
const char *dest = luaL_checkstring(L, 2);
const char *ua = luaL_optstring(L, 3, nullptr);
const char *accept = luaL_optstring(L, 4, nullptr);
luax_pushboolean(L, instance()->httpDownload(url, dest, ua, accept));
return 1;
}
int w_hasBackgroundMusic(lua_State *L)
{
lua_pushboolean(L, instance()->hasBackgroundMusic());
@@ -133,6 +151,8 @@ static const luaL_Reg functions[] =
{ "pickFile", w_pickFile },
{ "createFile", w_createFile },
{ "syncHealthSteps", w_syncHealthSteps },
{ "restartApp", w_restartApp },
{ "httpDownload", w_httpDownload },
{ "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 }
};
@@ -31,13 +31,17 @@ import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import java.net.HttpURLConnection;
import java.net.URL;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import android.Manifest;
import android.app.AlarmManager;
import android.app.AlertDialog;
import android.app.PendingIntent;
import android.content.Context;
import android.content.DialogInterface;
import android.content.Intent;
@@ -75,6 +79,7 @@ public class GameActivity extends SDLActivity {
public static final int FILE_PICKER_REQUEST_CODE = 4;
public static final int FILE_CREATE_REQUEST_CODE = 5;
public static final int STEP_PERMISSION_REQUEST_CODE = 6;
public static final int RESTART_REQUEST_CODE = 7;
/** @deprecated Prefer FILE_PICKER_REQUEST_CODE; kept for older call sites. */
public static final int ROM_PICKER_REQUEST_CODE = FILE_PICKER_REQUEST_CODE;
// Mirrors conf.lua's t.identity ("pokemon-love2d"): where the picked file
@@ -447,15 +452,23 @@ public class GameActivity extends SDLActivity {
* Shows the system document picker (Storage Access Framework) so the
* player can pick a ROM / mod / save from anywhere (Downloads, Drive,
* etc.) without needing to know where the app's external files folder
* is. Requires API 19+ (ACTION_OPEN_DOCUMENT); the picked file (if any)
* arrives later in onActivityResult, not synchronously here.
* is. The picked file (if any) arrives later in onActivityResult, not
* synchronously here.
*
* API 21+ uses ACTION_OPEN_DOCUMENT; API 16-20 uses an ACTION_GET_CONTENT
* chooser instead. Below 19 OPEN_DOCUMENT does not exist, and on 19/20
* the stock DocumentsUI is unreliable -- it launches and then hands back
* RESULT_CANCELED with no data, which onActivityResult cannot tell apart
* from the player cancelling (#584). GET_CONTENT lets any installed file
* manager serve the pick, and both intents return the same content:// or
* file:// URI shapes, so the result path in onActivityResult stays
* picker-agnostic and unchanged.
*
* @param destFilename basename under the app save identity (e.g.
* picked_rom.gb, picked_mod.zip, picked_save.sav)
*/
@Keep
public static boolean showFilePicker(String destFilename) {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
if (destFilename == null || destFilename.length() == 0) {
@@ -469,11 +482,26 @@ public class GameActivity extends SDLActivity {
}
self.pendingPickFilename = destFilename;
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
if (android.os.Build.VERSION.SDK_INT >= 21) {
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType("*/*");
try {
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
return true;
} catch (Exception e) {
// Some OEM / TV builds ship without DocumentsUI; fall through
// to the GET_CONTENT chooser below instead of giving up (#584).
Log.d("GameActivity", "could not open document picker: " + e.getMessage());
}
}
Intent intent = new Intent(Intent.ACTION_GET_CONTENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType("*/*");
try {
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
self.startActivityForResult(
Intent.createChooser(intent, "Choose a file"),
FILE_PICKER_REQUEST_CODE);
return true;
} catch (Exception e) {
Log.d("GameActivity", "could not open file picker: " + e.getMessage());
@@ -499,14 +527,127 @@ public class GameActivity extends SDLActivity {
return showFilePicker(PICKED_SAVE_FILENAME);
}
/**
* Relaunches the whole app for love.system.restartApp, used by
* src/core/HostShell.lua when a mod toggle needs a cold boot (#575).
* love.event.quit("restart") re-runs LOVE's boot inside the same
* process, and the second love.filesystem.init throws once physfs
* failed to deinit ("already initialized"), killing the app. Instead
* we hand our launch intent to AlarmManager and then exit the process:
* the alarm lives in system_server, so it survives our death and
* cannot race the exit the way a plain startActivity right before
* Runtime.exit can on some OEMs, and the dead process guarantees no
* native (physfs / SDL / JNI) state leaks into the fresh run.
*/
@Keep
public static boolean restartApp() {
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
try {
Context context = self.getApplicationContext();
Intent intent = context.getPackageManager()
.getLaunchIntentForPackage(context.getPackageName());
if (intent == null) return false;
intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP | Intent.FLAG_ACTIVITY_NEW_TASK);
int pendingFlags = PendingIntent.FLAG_CANCEL_CURRENT;
if (android.os.Build.VERSION.SDK_INT >= 23) {
// Mandatory mutability flag on API 31+; harmless from 23 up.
pendingFlags |= PendingIntent.FLAG_IMMUTABLE;
}
PendingIntent pending = PendingIntent.getActivity(
context, RESTART_REQUEST_CODE, intent, pendingFlags);
AlarmManager alarm = (AlarmManager) context.getSystemService(Context.ALARM_SERVICE);
if (alarm == null) return false;
alarm.set(AlarmManager.RTC, System.currentTimeMillis() + 250, pending);
} catch (Exception e) {
Log.d("GameActivity", "could not schedule restart: " + e.getMessage());
return false;
}
Runtime.getRuntime().exit(0);
return true; // unreachable, but keeps the JNI signature honest
}
/**
* Blocking HTTPS GET into destPath, exposed as love.system.httpDownload
* and used by src/core/HostShell.lua. Android ships no curl binary, so
* every remote fetch the desktop builds do with curl (mod index feeds,
* mod release lists, mod zips, thumbnails) comes through here (#597).
* Runs on LOVE's Lua thread, never the UI thread, so the platform's
* network-on-main-thread rule is not in play and a blocking call matches
* the curl semantics the Lua callers already expect.
*
* Redirects are followed by hand because HttpURLConnection silently drops
* a redirect that changes protocol, and only https is accepted: the feeds
* live on GitHub Pages / raw and a downgrade to http must fail, not fetch.
* The body lands in a .part file and is renamed only once complete, so a
* dropped connection can never leave a half file the caller trusts.
*/
@Keep
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
if (url == null || destPath == null) return false;
HttpURLConnection conn = null;
File tmp = new File(destPath + ".part");
try {
String current = url;
for (int hop = 0; hop < 5; hop++) {
URL parsed = new URL(current);
if (!"https".equalsIgnoreCase(parsed.getProtocol())) return false;
conn = (HttpURLConnection) parsed.openConnection();
conn.setInstanceFollowRedirects(false);
conn.setConnectTimeout(15000);
conn.setReadTimeout(60000);
conn.setRequestProperty("User-Agent",
userAgent == null ? "gen1recomp" : userAgent);
if (accept != null) conn.setRequestProperty("Accept", accept);
int code = conn.getResponseCode();
if (code == 301 || code == 302 || code == 303 || code == 307 || code == 308) {
String next = conn.getHeaderField("Location");
conn.disconnect();
conn = null;
if (next == null) return false;
current = new URL(parsed, next).toString();
continue;
}
if (code < 200 || code > 299) return false;
InputStream in = new BufferedInputStream(conn.getInputStream());
OutputStream out = new BufferedOutputStream(new FileOutputStream(tmp));
try {
byte[] buf = new byte[16384];
int n;
while ((n = in.read(buf)) > 0) out.write(buf, 0, n);
} finally {
try { out.close(); } catch (IOException ignored) {}
try { in.close(); } catch (IOException ignored) {}
}
File dest = new File(destPath);
dest.delete();
if (!tmp.renameTo(dest)) return false;
return dest.length() > 0;
}
return false;
} catch (Exception e) {
Log.d("GameActivity", "httpDownload failed: " + e.getMessage());
return false;
} finally {
if (conn != null) conn.disconnect();
if (tmp.exists()) tmp.delete();
}
}
/**
* Shows ACTION_CREATE_DOCUMENT so the player can save a staged export
* (pending_export.sav in the app save identity) to Downloads / Drive /
* etc. Suggested name is the dialog's default filename.
*
* CREATE_DOCUMENT does not exist below API 19 and has no pre-SAF
* equivalent, so unlike showFilePicker this stays 19+ (#584); the false
* return degrades on the Lua side (RomImporter export) to "Exported
* inside the app folder", which is the correct pre-KitKat behavior.
*/
@Keep
public static boolean showCreateDocument(String suggestedName) {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
// (see showFilePicker for why the import side got a pre-19 path)
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
if (suggestedName == null || suggestedName.length() == 0) {
+1 -1
View File
@@ -1 +1 @@
11.5
12.0
+17 -38
View File
@@ -1,4 +1,4 @@
# iOS build (LÖVE 11.5)
# iOS build (LÖVE 12.0)
> **Native ROM/mod/save import.** The iOS build ships a Swift
> document-picker bridge (`native/GRPickerBridge.swift` + `GRBootstrap.m`)
@@ -20,20 +20,17 @@
> The note below about a missing "UIDocumentPicker handoff" is
> resolved by this bridge.
macOS + Xcode only. Pins the official **LÖVE 11.5** iOS Xcode tree
(`love-11.5-ios-source.zip` from [love2d/love releases](https://github.com/love2d/love/releases/tag/11.5)),
matching `conf.lua`'s `t.version = "11.5"`.
macOS + Xcode only. Fetches the **LÖVE 12.0** source tree and matching Apple
dependencies from the official [LÖVE source](https://github.com/love2d/love)
and [Apple dependencies](https://github.com/love2d/love-apple-dependencies)
repositories. `conf.lua` declares LÖVE 12.0 on iOS and 11.5 elsewhere.
There is no separate `love2d/love-ios` GitHub repo for 11.5; the release zip
**is** the vendored iOS project (Xcode project under
`love-src/platform/xcode/love.xcodeproj`, target `love-ios`).
Pin file: [`LOVE_VERSION`](./LOVE_VERSION) → `11.5`.
Pin file: [`LOVE_VERSION`](./LOVE_VERSION) → `12.0`.
## Quick start (simulator)
```bash
# Fetch LÖVE 11.5 iOS sources (once) + build for Simulator
# Fetch LÖVE 12.0 iOS sources and dependencies (once) + build for Simulator
scripts/build_ios.sh --fetch
```
@@ -80,10 +77,10 @@ Manual out-of-band steps:
| Path | Role |
|------|------|
| `LOVE_VERSION` | Engine pin (`11.5`) |
| `LOVE_VERSION` | Engine pin (`12.0`) |
| `overlays/love-ios.plist` | Portrait-only Info.plist + display name **Pokemon Red** (copied over the upstream plist every build) |
| `love-src/` | Downloaded `love-11.5-ios-source` tree (**gitignored**, do not commit) |
| `cache/` | Downloaded zips (**gitignored**) |
| `love-src/` | Downloaded LÖVE 12.0 source tree (**gitignored**, do not commit) |
| `cache/` | Temporary source and dependency checkout data (**gitignored**) |
| `build/` | `xcodebuild` derived data (**gitignored**) |
Game payload lands at:
@@ -94,28 +91,10 @@ and is fused into the built `.app` (LÖVE auto-runs any bundled `*.love`).
## Apple libraries dependency
The official `love-11.5-ios-source.zip` already ships prebuilt iOS
xcframeworks under `platform/xcode/ios/libraries/` (SDL2, LuaJIT, freetype,
ogg, vorbis, theora, modplug).
If that folder is missing or incomplete (e.g. you cloned sources without
libs), download the matching prebuilts and install them:
```bash
curl -fL -o mobile/ios/cache/love-11.5-apple-libraries.zip \
https://github.com/love2d/love/releases/download/11.5/love-11.5-apple-libraries.zip
unzip -q mobile/ios/cache/love-11.5-apple-libraries.zip -d mobile/ios/cache
rm -rf mobile/ios/love-src/platform/xcode/ios/libraries
cp -R mobile/ios/cache/love-apple-dependencies/iOS/libraries \
mobile/ios/love-src/platform/xcode/ios/libraries
```
`scripts/build_ios.sh` checks for `libraries/SDL2.xcframework` and fails with
these instructions if it is absent.
Upstream also documents
[love-apple-dependencies](https://github.com/love2d/love-apple-dependencies)
as an alternate source of the same libraries.
`scripts/build_ios.sh --fetch` retrieves the matching iOS libraries and the
SDL3 framework from
[love-apple-dependencies](https://github.com/love2d/love-apple-dependencies).
Re-run it if either dependency directory is absent.
## App identity
@@ -134,7 +113,7 @@ so refreshing `love-src/` does not lose branding.
| Flag | Meaning |
|------|---------|
| *(default)* | Simulator, Debug, no signing |
| `--fetch` | Download/extract `love-11.5-ios-source.zip` if `love-src/` is missing |
| `--fetch` | Fetch the LÖVE 12.0 source tree and Apple dependencies if `love-src/` is missing |
| `--device` | Build against `iphoneos` instead of `iphonesimulator` |
| `--release` | `Release` configuration instead of `Debug` |
| `--package-only` | Zip `game.love` + apply plist overlay; skip `xcodebuild` |
@@ -147,5 +126,5 @@ Also: `scripts/build.sh ios` delegates here (`--release` is forwarded).
- iOS platform installed in Xcode (Settings → Platforms). `xcodebuild -showsdks`
should list `iphonesimulator` / `iphoneos`. A partial install can fail IB/xib
compiles with `iOS … Platform Not Installed` even when the SDK name appears.
- `love-src/` present (`--fetch` or manual unzip of `love-11.5-ios-source.zip`)
- iOS libraries under `love-src/platform/xcode/ios/libraries/` (see above)
- `love-src/` present (`--fetch`)
- iOS libraries under `love-src/platform/xcode/ios/libraries/` and SDL3 under `love-src/platform/xcode/shared/Frameworks/`
+95
View File
@@ -0,0 +1,95 @@
{
"name": "gen1recomp App Repo",
"identifier": "com.theboisclub.gen1recomp.repo",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"apps": [
{
"name": "gen1recomp",
"bundleIdentifier": "com.theboisclub.gen1recomp",
"developerName": "bryanthaboi",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.1.68",
"date": "2026-08-04",
"size": 9768011,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.68/gen1recomp-0.1.68-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi\n- @caorthann-celt"
},
{
"version": "0.1.67",
"date": "2026-08-04",
"size": 9767619,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.67/gen1recomp-0.1.67-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #373 Lines at Title Screen\n- #644 Substitute failing causes visual issues\n- #673 iOS: thin vertical seam below the START menu panel (v0.1.56, iPhone 15 Pro Max)\n- #703 Credits playing too fast (song ends after it should)\n- #726 Surfing Pikachu Minigame Broken\n- #737 Battle menu move cursor fails to reset to the first slot after switching Pokémon\n- #750 NPC (possibly player) trades still graphically broken\n- #752 Launcher exports save to AppData while in portable mode\n- #764 Trainer Fanfare doesn't play\n- #765 Text Advance broken in certain aspects\n- #768 Menu behaviour for Pokemon and HM moves\n- #773 Battle screen colours messed up when BG = World, battle in un-flashed Rock Tunnel\n- #774 bug(build): Desktop build can reject a valid game archive under pipefail\n- #775 TM42 Dream Eater dialog.\n- #777 Battle Screen is Very dark\n- #780 Do not delete save\n- #782 Giovanni battle at Silph Co plays wrong song\n\n## Contributors\n\n- @bryanthaboi\n- @luisgonzaleznf\n- @ShaneMcGovernIE"
},
{
"version": "0.1.66",
"date": "2026-08-04",
"size": 9749980,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.66/gen1recomp-0.1.66-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #691 Save file transfer\n- #743 Cannot Scroll Main Menu/Mod Menu\n- #779 \"Enemy \" untranslateable\n\n## Contributors\n\n- @bryanthaboi\n- @jherediagu\n- @ShaneMcGovernIE\n- @vegerot"
},
{
"version": "0.1.65",
"date": "2026-08-03",
"size": 9376618,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.65/gen1recomp-0.1.65-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #592 Screen Orientation\n- #702 FLY overworld animation incorrect/incomplete\n- #748 Launcher Menu has overlap\n- #754 Can push boulders with STRENGTH through walls\n- #758 PC to Mac Online Multiplayer Disconnects Shortly After Starting Match\n\n## Contributors\n\n- @andrewqsantos\n- @Bortlesboat\n- @bryanthaboi\n- @castdrian\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.64",
"date": "2026-08-03",
"size": 9317129,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.64/gen1recomp-0.1.64-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi\n- @ShaneMcGovernIE"
},
{
"version": "0.1.63",
"date": "2026-08-03",
"size": 9316977,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.63/gen1recomp-0.1.63-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #623 Game Corner Prize Exchange various issues\n- #624 Coins purschase menu missing your current money and coins\n- #636 Inaccurate Old Man tutorial in yellow + misc issues relating to him\n- #637 True color broken on Hall of Fame and Party Stats when using the wide battle option\n- #639 Pokédex can't show the correct stats when you catch 100 or more pokémon + overly simplified layout\n- #650 Rocket Hideout Progression Bug - Stuck with door closed after defeating Jessie and James in Yellow\n- #697 Missaligned HUD on Hall of Fame\n- #704 Player doesn't follow Prof. Oak to the Hall of Fame on the first screen\n- #722 Issues with Giovanni in Silph C.O.\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.62",
"date": "2026-08-03",
"size": 9309934,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.62/gen1recomp-0.1.62-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.61",
"date": "2026-08-03",
"size": 9052744,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.61/gen1recomp-0.1.61-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #325 Launcher crashes importing a mod .zip with non-ASCII characters in the filename (Windows)\n- #646 Fuchsia City Pokemon not being added to Pokedex.\n- #651 Parasect trading NPC mute and deaf\n- #665 fix: file path sanitizing is needed\n- #706 Champion theme playing too late\n- #709 Fainted Pokemon plays its normal cry instead of the pitched-down, slower faint cry\n- #719 Silph C.O workers dialog bug.\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian\n- @jherediagu\n- @johnjohto\n- @ShaneMcGovernIE\n- hernan"
},
{
"version": "0.1.60",
"date": "2026-08-02",
"size": 8337730,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.60/gen1recomp-0.1.60-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #596 No rival theme\n- #641 PP UP UI\n- #648 The revive item does not return the divided experience to fallen Pokemon that participated in battle.\n- #677 Gamespeed 3x\n- #683 Rival theme not playing in Oak's Lab\n- #689 Corrupted color on table in Celadon City using Advanced Colors preset\n- #694 Missing sound effect when falling from boulder holes\n- #695 Pressing B on the PC should bring you back to the previous screen, not turn it off\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian\n- @ShaneMcGovernIE\n- @spiritsnails\n- Shane McGovern"
},
{
"version": "0.1.59",
"date": "2026-08-02",
"size": 8334731,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.59/gen1recomp-0.1.59-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #668 No Jingle playing when receiving first Pokemon from Oak\n- #671 faint animation error\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian\n- @jherediagu\n- @spiritsnails\n- Shane McGovern"
},
{
"version": "0.1.58",
"date": "2026-08-02",
"size": 8331163,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.58/gen1recomp-0.1.58-ios.ipa",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
}
]
}
]
}
+70 -4
View File
@@ -30,6 +30,45 @@ public final class GRPickerBridge: NSObject {
// (<sandbox>/Library/Application Support/<identity>).
private static let loveIdentity = "pokemon-love2d"
@objc(httpDownloadWithUrl:destination:userAgent:accept:)
public static func httpDownload(url: UnsafePointer<CChar>?,
destination: UnsafePointer<CChar>?,
userAgent: UnsafePointer<CChar>?,
accept: UnsafePointer<CChar>?) -> Bool {
guard let url, let destination,
let requestURL = URL(string: String(cString: url)) else { return false }
var request = URLRequest(url: requestURL)
request.timeoutInterval = 300
if let userAgent, userAgent.pointee != 0 {
request.setValue(String(cString: userAgent), forHTTPHeaderField: "User-Agent")
}
if let accept, accept.pointee != 0 {
request.setValue(String(cString: accept), forHTTPHeaderField: "Accept")
}
let target = URL(fileURLWithPath: String(cString: destination))
let semaphore = DispatchSemaphore(value: 0)
var succeeded = false
let task = URLSession.shared.downloadTask(with: request) { temporary, response, error in
defer { semaphore.signal() }
guard error == nil, let temporary,
let http = response as? HTTPURLResponse,
(200..<300).contains(http.statusCode) else { return }
try? FileManager.default.removeItem(at: target)
do {
try FileManager.default.moveItem(at: temporary, to: target)
succeeded = true
} catch {
succeeded = false
}
}
task.resume()
guard semaphore.wait(timeout: .now() + 305) == .success else {
task.cancel()
return false
}
return succeeded
}
// MARK: - Entry points called from liblove (C strings on purpose)
@objc(presentPickerWithKind:saveDir:)
@@ -174,15 +213,27 @@ public final class GRPickerBridge: NSObject {
// Without this the stacked present makes the picker auto-dismiss
// with zero documents (observed as didPickDocumentsAt 0 urls)
// and the user's pick silently does nothing.
guard var top = UIApplication.shared.windows
.first(where: { $0.isKeyWindow })?.rootViewController
else { return false }
// Self-heal before consulting the list. If UIKit is presenting
// nothing at all, any delegate still in it belongs to a sheet
// that is long gone, and treating it as live would lock the
// picker out for the rest of the session. Belt and braces with
// the dismissal callback above: that one closes the known hole,
// this one closes whatever hole iOS invents next.
if top.presentedViewController == nil, !liveDelegates.isEmpty {
NSLog("GRPickerBridge: clearing %d stale delegate(s)",
liveDelegates.count)
liveDelegates.removeAll()
}
guard liveDelegates.isEmpty else {
NSLog("GRPickerBridge: picker already active; ignoring re-present")
return true
}
guard var top = UIApplication.shared.windows
.first(where: { $0.isKeyWindow })?.rootViewController
else { return false }
while let presented = top.presentedViewController { top = presented }
picker.delegate = delegate
picker.presentationController?.delegate = delegate
liveDelegates.append(delegate)
delegate.onFinish = { [weak delegate] in
liveDelegates.removeAll { $0 === delegate }
@@ -197,7 +248,8 @@ public final class GRPickerBridge: NSObject {
}
}
private final class PickerDelegate: NSObject, UIDocumentPickerDelegate {
private final class PickerDelegate: NSObject, UIDocumentPickerDelegate,
UIAdaptivePresentationControllerDelegate {
private let onPick: ([URL]) -> Void
var onFinish: (() -> Void)?
init(onPick: @escaping ([URL]) -> Void) { self.onPick = onPick }
@@ -215,4 +267,18 @@ private final class PickerDelegate: NSObject, UIDocumentPickerDelegate {
NSLog("GRPickerBridge: picker cancelled")
onFinish?()
}
// Swiping the sheet down calls NEITHER of the two above: since iOS 13 an
// interactively dismissed picker reports only through the adaptive
// presentation delegate. Without this the delegate is never taken out of
// liveDelegates, the re-present guard below then swallows every later
// picker while still answering true -- so Lua arms its poll and waits for
// a file that no sheet is ever going to produce. That is the whole of the
// "Import ROM does nothing until you restart the app" report: the restart
// is not refreshing anything, it is clearing this array.
func presentationControllerDidDismiss(_ presentationController:
UIPresentationController) {
NSLog("GRPickerBridge: picker dismissed interactively")
onFinish?()
}
}
+3 -10
View File
@@ -32,7 +32,7 @@
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<string>gen1recomp</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
@@ -44,9 +44,9 @@
<key>LSRequiresIPhoneOS</key>
<true/>
<key>LSSupportsOpeningDocumentsInPlace</key>
<false/>
<true/>
<key>UIFileSharingEnabled</key>
<false/>
<true/>
<key>UILaunchStoryboardName</key>
<string>Launch Screen</string>
<key>UIStatusBarHidden</key>
@@ -96,13 +96,6 @@
</dict>
</dict>
</array>
<!-- gen1recomp iOS: expose the app's Documents folder in the Files app /
Finder so ROMs, mod .zips, and .sav files can be dropped in without
the picker; GRBootstrap sweeps them into the LÖVE save dir. -->
<key>UIFileSharingEnabled</key>
<true/>
<key>LSSupportsOpeningDocumentsInPlace</key>
<true/>
<!-- gen1recomp iOS: Pokéwalker mod reads step counts (opt-in, in the
in-game mod manager) and converts them to Pokémon EXP. -->
<key>NSHealthShareUsageDescription</key>
+81 -5
View File
@@ -1,5 +1,5 @@
#!/usr/bin/env python3
"""Applies gen1recomp's iOS native-bridge patches to the fetched LÖVE 11.5
"""Applies gen1recomp's iOS native-bridge patches to the fetched LÖVE 12.0
source tree (mobile/ios/love-src/). Idempotent AND re-appliable: the first
run stashes a pristine `.orig` copy of every file it rewrites, and later
runs always start over from that copy so editing the patch content here
@@ -39,6 +39,7 @@ WRAP_INCLUDES = """
#ifdef LOVE_IOS
#include <objc/runtime.h>
#include <objc/message.h>
#include <string>
#include "filesystem/Filesystem.h"
#endif
""" % MARKER
@@ -53,8 +54,12 @@ WRAP_FUNCS = """
#ifdef LOVE_IOS
static const char *gr_saveDirectory()
{
static std::string saveDirectory;
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
return fs != nullptr ? fs->getSaveDirectory() : "";
if (fs == nullptr)
return "";
saveDirectory = fs->getSaveDirectory();
return saveDirectory.c_str();
}
static int gr_callBridge(lua_State *L, const char *className,
@@ -98,6 +103,74 @@ WRAP_REGISTRATION = """#ifdef LOVE_IOS
{ "pickFile", w_pickFile },
{ "createFile", w_createFile },
{ "syncHealthSteps", w_syncHealthSteps },
{ "httpDownload", w_httpDownload },
#endif
"""
WRAP_SYNC_FUNCS = """
#ifdef LOVE_IOS
static const char *gr_saveDirectory()
{
static std::string saveDirectory;
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
if (fs == nullptr)
return "";
saveDirectory = fs->getSaveDirectory();
return saveDirectory.c_str();
}
static int gr_callBridge(lua_State *L, const char *className,
const char *selector, const char *arg)
{
Class cls = objc_getClass(className);
if (cls == nullptr)
{
lua_pushboolean(L, 0);
return 1;
}
typedef signed char (*GRMsg)(Class, SEL, const char *, const char *);
signed char ok = ((GRMsg)objc_msgSend)(cls, sel_registerName(selector),
arg, gr_saveDirectory());
lua_pushboolean(L, ok != 0);
return 1;
}
int w_syncHealthSteps(lua_State *L)
{
return gr_callBridge(L, "GRHealthBridge", "syncStepsWithCommand:saveDir:", "sync");
}
#endif
"""
WRAP_SYNC_REGISTRATION = """#ifdef LOVE_IOS
{ "syncHealthSteps", w_syncHealthSteps },
{ "httpDownload", w_httpDownload },
#endif
"""
BRIDGE_EXTRA_FUNCS = """
#ifdef LOVE_IOS
int w_httpDownload(lua_State *L)
{
const char *url = luaL_checkstring(L, 1);
const char *destination = luaL_checkstring(L, 2);
const char *userAgent = luaL_optstring(L, 3, "gen1recomp");
const char *accept = luaL_optstring(L, 4, "");
Class cls = objc_getClass("GRPickerBridge");
if (cls == nullptr)
{
lua_pushboolean(L, 0);
return 1;
}
typedef signed char (*GRDownload)(Class, SEL, const char *, const char *,
const char *, const char *);
signed char ok = ((GRDownload)objc_msgSend)(
cls, sel_registerName("httpDownloadWithUrl:destination:userAgent:accept:"),
url, destination, userAgent, accept);
lua_pushboolean(L, ok != 0);
return 1;
}
#endif
"""
@@ -169,14 +242,17 @@ def patch_wrap_system():
anchor = "static const luaL_Reg functions[] ="
if anchor not in text:
fail(f"anchor not found in {WRAP_SYSTEM}")
text = text.replace(anchor, WRAP_FUNCS + anchor, 1)
has_native_picker = re.search(r"\bint w_pickFile\s*\(", text) is not None
bridge_funcs = WRAP_SYNC_FUNCS if has_native_picker else WRAP_FUNCS
text = text.replace(anchor, bridge_funcs + BRIDGE_EXTRA_FUNCS + anchor, 1)
reg_anchor = '\t{ "vibrate", w_vibrate },\n'
if reg_anchor not in text:
fail(f"registration anchor not found in {WRAP_SYSTEM}")
text = text.replace(reg_anchor, reg_anchor + WRAP_REGISTRATION, 1)
registration = WRAP_SYNC_REGISTRATION if has_native_picker else WRAP_REGISTRATION
text = text.replace(reg_anchor, reg_anchor + registration, 1)
WRAP_SYSTEM.write_text(text)
print("patch_love_src: wrap_System.cpp patched "
"(pickFile/createFile/syncHealthSteps)")
"(pickFile/createFile/syncHealthSteps/httpDownload)")
def patch_pbxproj():
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+119
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@@ -0,0 +1,119 @@
# Gen1Recomp Xbox UWP build notes
This is the Xbox Dev Mode package for Gen1Recomp.
The rough shape is:
- `Gen1RecompUWP.exe` starts LÖVE through SDL's WinRT wrapper
- the bundled LÖVE 11.5 UWP backend provides LuaJIT and the Xbox file picker
- the bundled SDL2 runtime contains the Xbox controller mapping
- ANGLE provides OpenGL ES over D3D11
- the bundled runtime contains the audio, font, video, and compression libraries
## What You Need
The tested toolchain is:
- Visual Studio 2022 17.14
- MSVC v143 x64/x86 build tools
- C++ Universal Windows Platform tools
- Windows 11 SDK `10.0.26100.0`
- CMake 3.24 or newer
- Git for Windows
- Info-ZIP `zip` and `unzip`
Use Visual Studio Installer to add **Universal Windows Platform development**, the v143 C++ tools, CMake tools for Windows, and Windows SDK `10.0.26100.0`.
The x64 UWP dependencies are committed under `third_party`. Their versions,
source revisions, licences, and hashes are recorded in `third_party/manifest.json`.
No additional checkout or environment variable is required for a normal game
build.
## Rebuild the Dependencies
Run the dependency rebuild from the repository root:
```powershell
.\scripts\xbox-uwp\rebuild_dependencies.ps1
```
The script clones the pinned SDL2, LÖVE, LuaJIT, vcpkg, depot_tools, and ANGLE
sources when they are missing. It applies the Xbox SDL2 patch, builds the x64
UWP Release libraries, stages the required DLLs, import libraries, headers, and
licences under `third_party`, updates every SHA-256 entry in the manifest, then
builds the Release MSIX.
The generated source checkouts are ignored by Git. A fresh ANGLE sync is about
10 GB, so allow at least 20 GB of free disk space for all sources and build
outputs. Use `-SkipAngle` to retain the existing pinned ANGLE runtime while
rebuilding SDL2, LÖVE, LuaJIT, and the vcpkg libraries. Use `-SkipPackage` when
only the dependency bundle needs to be refreshed. The rebuild stops if a source
checkout has local changes. Remove that generated `source` directory to restore
the pinned revision.
## Build the MSIX
Run the Xbox build from Git Bash at the repository root:
```bash
scripts/build_xbox_uwp.sh --release --version 1.2.3
```
The build uses `scripts/pack_love.sh` to create and verify the same ROM-free
`game.love` payload used by the other release targets. It then links the UWP
host and stages LÖVE, LuaJIT, SDL2, ANGLE, and the vcpkg runtime DLLs.
Use `--relwithdebinfo` for a package with symbols. To package a `.love` produced
by another build or downloaded from CI, pass `--game-love path/to/game.love`.
The upstream `X.Y.Z` release becomes `X.Y.Z.0` in the generated MSIX manifest.
Neither the manifest template nor `src/core/Version.lua` is edited in place.
The manifest publisher must match the signing certificate subject. Pass it
when preparing a signed package:
```bash
scripts/build_xbox_uwp.sh --release --version 1.2.3 \
--publisher "CN=Gen1Recomp"
```
The normal build is unsigned. Release CI supplies the private PFX and password
from `XBOX_UWP_SIGNING_CERTIFICATE` and `XBOX_UWP_SIGNING_PASSWORD`; neither may
be committed. The public certificate is safe to include with the release.
Run the offline packaging checks from Git Bash:
```bash
bash scripts/xbox-uwp/selftest_build_xbox_uwp.sh
```
## Build Output
Visual Studio package output lands under:
```text
ports\uwp\build\release\AppPackages\Gen1RecompUWP
```
The build also stages the distributable archive and checksum under:
```text
dist\xbox-uwp\gen1recomp-X.Y.Z-xbox-uwp.zip
dist\xbox-uwp\gen1recomp-X.Y.Z-xbox-uwp.zip.sha256
```
The archive contains the MSIX, framework dependencies, build provenance and,
for a signed release, the public certificate. The third-party notices are
packaged inside the MSIX. Install the MSIX and dependency packages through
Xbox Device Portal.
## Runtime Data
The package contains no ROM, generated cache, save or mod data. The Xbox file
picker copies user-selected files into LocalState and the launcher imports them
from there. Saves, ROM cache and installed mods remain under the LÖVE save
directory in LocalState.
LuaJIT requires the `codeGeneration` capability. `removableStorage` exposes
external media to the Xbox picker. The network capabilities support relay play
and direct hosting. The package does not request full trust or broad filesystem
access.
+149
View File
@@ -0,0 +1,149 @@
cmake_minimum_required(VERSION 3.24)
project(Gen1RecompUWP LANGUAGES CXX)
if(NOT CMAKE_SYSTEM_NAME STREQUAL "WindowsStore")
message(FATAL_ERROR "Configure with a WindowsStore preset.")
endif()
get_filename_component(GAME_ROOT "${CMAKE_CURRENT_LIST_DIR}/../.." ABSOLUTE)
set(THIRD_PARTY_ROOT "${CMAKE_CURRENT_LIST_DIR}/third_party")
set(LOVE_ROOT "${THIRD_PARTY_ROOT}/love")
set(SDL2_ROOT "${THIRD_PARTY_ROOT}/sdl2")
set(ANGLE_ROOT "${THIRD_PARTY_ROOT}/angle")
set(RUNTIME_ROOT "${THIRD_PARTY_ROOT}/runtime")
set(GEN1RECOMP_VERSION "0.0.0" CACHE STRING "Gen1Recomp release version")
if(NOT GEN1RECOMP_VERSION MATCHES "^[0-9]+\\.[0-9]+\\.[0-9]+$")
message(FATAL_ERROR "GEN1RECOMP_VERSION must use X.Y.Z format.")
endif()
string(REPLACE "." ";" VERSION_PARTS "${GEN1RECOMP_VERSION}")
foreach(part IN LISTS VERSION_PARTS)
if(part GREATER 65535)
message(FATAL_ERROR "MSIX version components cannot exceed 65535.")
endif()
endforeach()
set(GEN1RECOMP_UWP_PUBLISHER "CN=Gen1Recomp" CACHE STRING
"Publisher subject from the MSIX signing certificate")
set(UWP_PUBLISHER_XML "${GEN1RECOMP_UWP_PUBLISHER}")
string(REPLACE "&" "&amp;" UWP_PUBLISHER_XML "${UWP_PUBLISHER_XML}")
string(REPLACE "\"" "&quot;" UWP_PUBLISHER_XML "${UWP_PUBLISHER_XML}")
string(REPLACE "<" "&lt;" UWP_PUBLISHER_XML "${UWP_PUBLISHER_XML}")
string(REPLACE ">" "&gt;" UWP_PUBLISHER_XML "${UWP_PUBLISHER_XML}")
set(UWP_PACKAGE_VERSION "${GEN1RECOMP_VERSION}.0")
set(PACKAGE_MANIFEST "${CMAKE_CURRENT_BINARY_DIR}/Package.appxmanifest")
configure_file(
"${CMAKE_CURRENT_LIST_DIR}/Package.appxmanifest.in"
"${PACKAGE_MANIFEST}"
@ONLY
)
set(REQUIRED_FILES
"${THIRD_PARTY_ROOT}/manifest.json"
"${LOVE_ROOT}/lib/lovestatic.lib"
"${LOVE_ROOT}/lib/liblove.lib"
"${LOVE_ROOT}/lib/lua51.lib"
"${LOVE_ROOT}/bin/love.dll"
"${LOVE_ROOT}/bin/lua51.dll"
"${SDL2_ROOT}/include/SDL2/SDL.h"
"${SDL2_ROOT}/lib/SDL2.lib"
"${SDL2_ROOT}/bin/SDL2.dll"
"${ANGLE_ROOT}/bin/libEGL.dll"
"${ANGLE_ROOT}/bin/libGLESv2.dll"
"${ANGLE_ROOT}/bin/d3dcompiler_47.dll"
)
foreach(path IN LISTS REQUIRED_FILES)
if(NOT EXISTS "${path}")
message(FATAL_ERROR "Missing UWP dependency: ${path}")
endif()
endforeach()
set(GEN1RECOMP_LOVE "${GAME_ROOT}/.bazinga/work/game.love" CACHE FILEPATH
"Path to the game.love payload produced by scripts/pack_love.sh")
if(NOT EXISTS "${GEN1RECOMP_LOVE}")
message(FATAL_ERROR
"Missing game.love payload: ${GEN1RECOMP_LOVE}\n"
"Build it with scripts/build_xbox_uwp.sh or scripts/pack_love.sh.")
endif()
set(GAME_ARCHIVE "${CMAKE_CURRENT_BINARY_DIR}/gen1recomp.love")
add_custom_command(
OUTPUT "${GAME_ARCHIVE}"
COMMAND "${CMAKE_COMMAND}" -E copy_if_different
"${GEN1RECOMP_LOVE}" "${GAME_ARCHIVE}"
DEPENDS "${GEN1RECOMP_LOVE}"
VERBATIM
)
add_custom_target(gen1recomp_love ALL DEPENDS "${GAME_ARCHIVE}")
set_source_files_properties("${GAME_ARCHIVE}" PROPERTIES GENERATED TRUE)
add_custom_target(verify_uwp_dependencies
COMMAND powershell -NoProfile -ExecutionPolicy Bypass -File
"${GAME_ROOT}/scripts/xbox-uwp/verify_dependencies.ps1"
VERBATIM
)
add_executable(${PROJECT_NAME} WIN32 "app/main.cpp")
add_dependencies(${PROJECT_NAME} gen1recomp_love verify_uwp_dependencies)
set_target_properties(${PROJECT_NAME} PROPERTIES
CXX_STANDARD 17
CXX_STANDARD_REQUIRED YES
VS_GLOBAL_DefaultLanguage "en-US"
VS_SDK_REFERENCES "Microsoft.VCLibs, Version=14.0"
)
target_include_directories(${PROJECT_NAME} PRIVATE "${SDL2_ROOT}/include/SDL2")
target_link_libraries(${PROJECT_NAME} PRIVATE
"${LOVE_ROOT}/lib/lovestatic.lib"
"${LOVE_ROOT}/lib/liblove.lib"
"${SDL2_ROOT}/lib/SDL2.lib"
"${LOVE_ROOT}/lib/lua51.lib"
WindowsApp.lib
)
set(PACKAGE_ROOT_FILES
"${PACKAGE_MANIFEST}"
"${GAME_ARCHIVE}"
"${LOVE_ROOT}/bin/love.dll"
"${LOVE_ROOT}/bin/lua51.dll"
"${SDL2_ROOT}/bin/SDL2.dll"
"${ANGLE_ROOT}/bin/libEGL.dll"
"${ANGLE_ROOT}/bin/libGLESv2.dll"
"${ANGLE_ROOT}/bin/d3dcompiler_47.dll"
)
set_source_files_properties("${PACKAGE_MANIFEST}" PROPERTIES GENERATED TRUE)
set(RUNTIME_NAMES
brotlicommon.dll brotlidec.dll bz2.dll fmt.dll freetype.dll libpng16.dll
OpenAL32.dll theora.dll theoradec.dll vorbis.dll vorbisfile.dll ogg.dll z.dll
)
foreach(name IN LISTS RUNTIME_NAMES)
set(runtime "${RUNTIME_ROOT}/bin/${name}")
if(NOT EXISTS "${runtime}")
message(FATAL_ERROR "Missing UWP runtime DLL: ${name}")
endif()
list(APPEND PACKAGE_ROOT_FILES "${runtime}")
endforeach()
set_source_files_properties(${PACKAGE_ROOT_FILES} PROPERTIES
VS_COPY_TO_OUT_DIR Always
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "."
)
file(GLOB PACKAGE_ASSETS CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/Assets/*.png")
set_source_files_properties(${PACKAGE_ASSETS} PROPERTIES
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "Assets"
)
file(GLOB PACKAGE_LICENSES CONFIGURE_DEPENDS "${THIRD_PARTY_ROOT}/licenses/*.txt")
set_source_files_properties(${PACKAGE_LICENSES} PROPERTIES
VS_TOOL_OVERRIDE "Content"
VS_COPY_TO_OUT_DIR Always
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "licenses"
)
target_sources(${PROJECT_NAME} PRIVATE
${PACKAGE_ROOT_FILES}
${PACKAGE_ASSETS}
${PACKAGE_LICENSES}
)
+41
View File
@@ -0,0 +1,41 @@
{
"version": 6,
"configurePresets": [
{
"name": "uwp-common",
"hidden": true,
"generator": "Visual Studio 17 2022",
"architecture": "x64",
"cacheVariables": {
"CMAKE_SYSTEM_NAME": "WindowsStore",
"CMAKE_SYSTEM_VERSION": "10.0"
}
},
{
"name": "uwp-relwithdebinfo",
"inherits": "uwp-common",
"displayName": "Gen1Recomp Xbox UWP (RelWithDebInfo)",
"binaryDir": "${sourceDir}/build/relwithdebinfo"
},
{
"name": "uwp-release",
"inherits": "uwp-common",
"displayName": "Gen1Recomp Xbox UWP (Release)",
"binaryDir": "${sourceDir}/build/release"
}
],
"buildPresets": [
{
"name": "uwp-relwithdebinfo",
"configurePreset": "uwp-relwithdebinfo",
"configuration": "RelWithDebInfo",
"jobs": 8
},
{
"name": "uwp-release",
"configurePreset": "uwp-release",
"configuration": "Release",
"jobs": 8
}
]
}
+43
View File
@@ -0,0 +1,43 @@
<?xml version="1.0" encoding="utf-8"?>
<Package
xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10"
xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest"
xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10"
IgnorableNamespaces="uap mp">
<Identity Name="Gen1RecompUWP" Publisher="@UWP_PUBLISHER_XML@" Version="@UWP_PACKAGE_VERSION@" />
<mp:PhoneIdentity PhoneProductId="5074018d-a46b-4dd3-b7fa-93a1e39858ad" PhonePublisherId="00000000-0000-0000-0000-000000000000" />
<Properties>
<DisplayName>Gen1Recomp</DisplayName>
<PublisherDisplayName>Gen1Recomp</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Dependencies>
<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.19041.0" MaxVersionTested="10.0.26100.0" />
</Dependencies>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="Gen1RecompUWP.App">
<uap:VisualElements
DisplayName="Gen1Recomp"
Description="Gen1Recomp for Xbox Dev Mode"
BackgroundColor="#101820"
Square150x150Logo="Assets\Square150x150Logo.png"
Square44x44Logo="Assets\Square44x44Logo.png">
<uap:DefaultTile
Square71x71Logo="Assets\SmallTile.png"
Wide310x150Logo="Assets\WideTile.png"
Square310x310Logo="Assets\LargeTile.png" />
<uap:SplashScreen Image="Assets\SplashScreen.png" BackgroundColor="#101820" />
</uap:VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
<Capability Name="internetClientServer" />
<Capability Name="privateNetworkClientServer" />
<Capability Name="codeGeneration" />
<uap:Capability Name="removableStorage" />
</Capabilities>
</Package>
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#include <Windows.h>
#include <SDL.h>
#include <string>
#include <winrt/Windows.ApplicationModel.h>
#include <winrt/Windows.Storage.h>
extern "C" int SDL_main(int argc, char **argv);
namespace
{
int runLove(int, char **)
{
std::wstring packagePath = winrt::Windows::ApplicationModel::Package::Current()
.InstalledLocation().Path().c_str();
std::string gamePath = winrt::to_string(packagePath + L"\\gen1recomp.love");
char executable[] = "Gen1RecompUWP";
char fused[] = "--fused";
char *loveArgv[] = {executable, gamePath.data(), fused, nullptr};
return SDL_main(3, loveArgv);
}
} // namespace
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
SDL_SetHint(SDL_HINT_WINRT_HANDLE_BACK_BUTTON, "1");
return SDL_WinRTRunApp(runLove, nullptr);
}
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# UWP dependencies
This directory contains the complete x64 UWP Release dependency bundle used by the package build:
- `love` contains the LÖVE 11.5 and LuaJIT binaries.
- `sdl2` contains the matching SDL headers, import library, and runtime.
- `angle` contains the EGL and GLES runtime.
- `runtime` contains the codec, font, compression, and audio DLLs used by LÖVE.
- `licenses` contains the corresponding third party notices.
`manifest.json` pins the source revisions and SHA-256 hashes. Run `scripts/xbox-uwp/verify_dependencies.ps1` from the repository root after updating any dependency.
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# This is the official list of The ANGLE Project Authors
# for copyright purposes.
# This file is distinct from the CONTRIBUTORS files.
# See the latter for an explanation.
# Names should be added to this file as
# Name or Organization
# Email addresses for individuals are tracked elsewhere to avoid spam.
Google Inc.
TransGaming Inc.
3DLabs Inc. Ltd.
Adobe Systems Inc.
Autodesk, Inc.
BlackBerry Limited
Cable Television Laboratories, Inc.
Collabora, Ltd.
Cloud Party, Inc.
Igalia, S.L.
Imagination Technologies Ltd.
Intel Corporation
LunarG, Inc.
Mozilla Corporation
Turbulenz
Klarälvdalens Datakonsult AB
Microsoft Corporation
Microsoft Open Technologies, Inc.
NVIDIA Corporation
Opera Software ASA
The Qt Company Ltd.
Advanced Micro Devices, Inc.
LG Electronics, Inc.
IBM Inc.
AdaptVis GmbH
Samsung Electronics, Inc.
Arm Ltd.
Broadcom Inc.
Facebook, Inc.
The Khronos Group, Inc.
Numfum GmbH
Yandex LLC
Rive
Institute of Software, Chinese Academy of Sciences
Guangdong OPPO Mobile Telecommunications Corp., Ltd
Qualcomm Innovation Center, Inc.
Jacek Caban
Mark Callow
Ginn Chen
Tibor den Ouden
Régis Fénéon
James Hauxwell
Sam Hocevar
Pierre Leveille
Jonathan Liu
Boying Lu
Aitor Moreno
Yuri O'Donnell
Josh Soref
Ma Aiguo
Maks Naumov
Jinyoung Hur
Sebastian Bergstein
James Ross-Gowan
Nickolay Artamonov
Ihsan Akmal
Andrei Volykhin
Jérôme Duval
Руслан Ижбулатов
Thomas Miller
Till Rathmann
Nick Shaforostov
Jaime Bernardo
Le Hoang Quyen
Lu Yahan
Ethan Lee
Renaud Lepage
Artem Bolgar
Wander Lairson Costa
Stephan Hartmann
SeongHwan Park
Xiaopeng Li
Akihiko Odaki
Ho Cheung
Tao Wang
Phan Quang Minh
Hongchen Yan
Andrew Sumsion
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// Copyright 2018 The ANGLE Project Authors.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of TransGaming Inc., Google Inc., 3DLabs Inc.
// Ltd., nor the names of their contributors may be used to endorse
// or promote products derived from this software without specific
// prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
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# ANGLE UWP runtime
`libEGL.dll` and `libGLESv2.dll` were built for x64 UWP from [SternXD/angle](https://github.com/SternXD/angle) commit `45b0b1e03400b7a10aaa9a077e196d1abcddafce`. ANGLE version `2.1.25011` and source hash `45b0b1e03400`.
`d3dcompiler_47.dll` is the x64 Direct3D HLSL compiler redistributable from Windows SDK `10.0.26100.7705`. Current hashes are recorded in `../manifest.json`.
ANGLE's upstream `LICENSE` and `AUTHORS` files are included beside its binaries.
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// Copyright 2018 The ANGLE Project Authors.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of TransGaming Inc., Google Inc., 3DLabs Inc.
// Ltd., nor the names of their contributors may be used to endorse
// or promote products derived from this software without specific
// prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.

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