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676 Commits
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| 1ec33b1374 | |||
| c06991e03d | |||
| 2fcd7abbfd | |||
| 5ca17cfc99 | |||
| 05f1e3852c | |||
| 3b22a45a23 | |||
| f172d3129f | |||
| a7a84b6fab | |||
| d4afa09e03 |
@@ -22,12 +22,14 @@ body:
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game were you playing
|
||||
description: Pick every version you saw the bug in.
|
||||
description: Pick every version you saw the bug in. Use N/A if it isn't game-specific.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Gold
|
||||
- N/A
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -30,13 +30,14 @@ body:
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this about
|
||||
description: Pick every version it applies to.
|
||||
description: Pick every version it applies to. Use N/A if it isn't game-specific.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
- Gold
|
||||
- N/A
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -27,13 +27,14 @@ body:
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game is this for
|
||||
description: Pick every version the mod should cover.
|
||||
description: Pick every version the mod should cover. Use N/A if it isn't game-specific.
|
||||
multiple: true
|
||||
options:
|
||||
- Red
|
||||
- Blue
|
||||
- Yellow
|
||||
- Not version-specific
|
||||
- Gold
|
||||
- N/A
|
||||
validations:
|
||||
required: true
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ jobs:
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
exit 0
|
||||
fi
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$|\.github/workflows/(ci|release)\.yml$)'; then
|
||||
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
@@ -94,14 +94,283 @@ jobs:
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-ios-ipa
|
||||
path: dist/ios/gen1recomp.ipa
|
||||
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|LauncherView|RomImporter)\.lua$|src/update/Check\.lua$|tests/engine/(platform_nx|uwp_baseroms|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
|
||||
|
||||
linux-arm64-changes:
|
||||
name: detect Linux arm64 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_linux_arm64\.sh$|scripts/linux-arm64/|scripts/pack_love\.sh$|docs/linux-arm64-build\.md$|\.github/workflows/(ci|release)\.yml$)'; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
linux-arm64-selftest:
|
||||
name: Linux arm64 offline selftest
|
||||
needs: linux-arm64-changes
|
||||
if: needs.linux-arm64-changes.outputs.changed == 'true'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
# Deliberately on x86_64: everything this gate checks (pins, the
|
||||
# host-arch guard, the dependency exclude list, the AppRun fusion
|
||||
# contract) is answerable without a container or an aarch64 machine,
|
||||
# so the slow native job below only ever starts on a sane tree.
|
||||
- name: Linux arm64 offline selftest
|
||||
run: bash scripts/linux-arm64/selftest_build_linux_arm64.sh
|
||||
|
||||
linux-arm64-build:
|
||||
name: Linux arm64 AppImage build
|
||||
needs: [linux-arm64-changes, linux-arm64-selftest]
|
||||
if: |
|
||||
always()
|
||||
&& needs.linux-arm64-changes.outputs.changed == 'true'
|
||||
&& needs.linux-arm64-selftest.result == 'success'
|
||||
# No fork restriction, unlike switch-build: this needs no secrets and no
|
||||
# self-hosted hardware, just GitHub's free arm64 runner for public repos,
|
||||
# so contributors get the same coverage on their own PRs.
|
||||
runs-on: ubuntu-24.04-arm
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Build the aarch64 AppImage
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_linux_arm64.sh --version 0.0.0
|
||||
- name: Verify the AppImage is self-contained and bullseye-compatible
|
||||
run: |
|
||||
set -euo pipefail
|
||||
image="dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage"
|
||||
|
||||
# --appimage-extract needs no FUSE, so this works on a runner
|
||||
# without /dev/fuse and still exercises the real payload.
|
||||
"$image" --appimage-extract >/dev/null
|
||||
for required in AppRun bin/love game.love lib/liblove-11.5.so; do
|
||||
[ -e "squashfs-root/$required" ] \
|
||||
|| { echo "::error::AppImage is missing $required"; exit 1; }
|
||||
done
|
||||
|
||||
# Every bundled object must resolve once AppRun's LD_LIBRARY_PATH is
|
||||
# applied; an unresolved soname here is a user-visible launch crash.
|
||||
#
|
||||
# This runs on a HEADLESS runner on purpose, and that is the point.
|
||||
# The first version of this build bundled Debian's SDL2, which
|
||||
# hard-links libpulse/libasound/libX11/libwayland, so it only ever
|
||||
# started on a full desktop -- a bare runner is what exposed it.
|
||||
missing="$(LD_LIBRARY_PATH="$PWD/squashfs-root/lib" \
|
||||
ldd squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
|
||||
| grep 'not found' || true)"
|
||||
[ -z "$missing" ] || { echo "::error::unresolved deps:"; echo "$missing"; exit 1; }
|
||||
|
||||
# Nothing may hard-link a driver, session or audio-stack library:
|
||||
# those must be reached through dlopen so the AppImage runs on a box
|
||||
# with only ALSA, only Wayland, or only KMSDRM.
|
||||
linked="$(for f in squashfs-root/bin/love squashfs-root/lib/*.so*; do
|
||||
objdump -p "$f" 2>/dev/null | awk '/NEEDED/{print $2}'
|
||||
done | sort -u | grep -E '^lib(pulse|asound|X11|wayland|GL|EGL|drm|gbm|xcb|cairo|sndio|dbus)' || true)"
|
||||
[ -z "$linked" ] \
|
||||
|| { echo "::error::these must be dlopened, not linked:"; echo "$linked"; exit 1; }
|
||||
|
||||
# The whole point of compiling on bullseye. If a future change moves
|
||||
# the builder to a newer base, the glibc floor silently rises and
|
||||
# every user on an older distro gets "GLIBC_2.xx not found" -- catch
|
||||
# it here instead of in a release.
|
||||
floor="$(objdump -T squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
|
||||
| grep -o 'GLIBC_[0-9.]*' | sort -V | tail -1)"
|
||||
echo "highest required glibc symbol version: $floor"
|
||||
[ -n "$floor" ] \
|
||||
|| { echo "::error::found no versioned glibc symbols -- objdump read nothing"; exit 1; }
|
||||
highest="$(printf '%s\n' "$floor" "GLIBC_2.31" | sort -V | tail -1)"
|
||||
[ "$highest" = "GLIBC_2.31" ] \
|
||||
|| { echo "::error::AppImage requires $floor, above the bullseye 2.31 floor"; exit 1; }
|
||||
- name: Upload the AppImage
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-linux-arm64
|
||||
path: |
|
||||
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
|
||||
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage.sha256
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
|
||||
headless:
|
||||
name: headless suites (no ROM)
|
||||
runs-on: ubuntu-latest
|
||||
@@ -114,6 +383,9 @@ jobs:
|
||||
- name: install luajit
|
||||
run: sudo apt-get update && sudo apt-get install -y luajit
|
||||
|
||||
- name: install Pillow
|
||||
run: python3 -m pip install --upgrade pillow
|
||||
|
||||
- name: interpreter version
|
||||
run: luajit -v
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ on:
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
issues: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
@@ -21,13 +22,14 @@ jobs:
|
||||
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')"
|
||||
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:
|
||||
@@ -42,7 +44,7 @@ jobs:
|
||||
uses: thollander/actions-comment-pull-request@v3
|
||||
with:
|
||||
message: |
|
||||
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
|
||||
[gen1recomp++.ipa](${{ 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 }}`
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
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, the Anbernic
|
||||
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) and Linux ARM SBC PortMaster
|
||||
# handheld ports on the self-hosted Mac runner, and publishes them as a
|
||||
# GitHub Release.
|
||||
#
|
||||
# Versioning:
|
||||
# - First ever release is 0.1.0.
|
||||
@@ -42,22 +44,17 @@ concurrency:
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
release:
|
||||
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
||||
|
||||
version:
|
||||
name: determine release version
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
version: ${{ steps.ver.outputs.version }}
|
||||
tag: ${{ steps.ver.outputs.tag }}
|
||||
steps:
|
||||
# The self-hosted runner lives under the machine owner's home
|
||||
# directory; mask it first so absolute paths in every later step's
|
||||
# output show up as *** in the public workflow logs.
|
||||
- name: Mask runner paths
|
||||
run: echo "::add-mask::$HOME"
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v7
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
fetch-tags: true
|
||||
|
||||
- name: Determine version
|
||||
id: ver
|
||||
env:
|
||||
@@ -65,7 +62,6 @@ jobs:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
|
||||
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
|
||||
|
||||
# 1) Explicit override from a manual run.
|
||||
@@ -95,7 +91,6 @@ 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"
|
||||
@@ -123,10 +118,195 @@ 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
|
||||
|
||||
linux-arm64:
|
||||
name: build Linux arm64 AppImage
|
||||
needs: [version, love-payload]
|
||||
# GitHub's free arm64 runner for public repos. It has to be arm64: the
|
||||
# AppImage compiles LÖVE natively inside a Debian bullseye arm64
|
||||
# container, and the qemu-emulated alternative takes hours.
|
||||
runs-on: ubuntu-24.04-arm
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Download shared payload
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-release-love
|
||||
path: .bazinga/work
|
||||
- name: Build Linux arm64 AppImage
|
||||
run: |
|
||||
set -euo pipefail
|
||||
scripts/build_linux_arm64.sh \
|
||||
--version "${{ needs.version.outputs.version }}" \
|
||||
--game-love .bazinga/work/game.love
|
||||
- name: Upload Linux arm64 release
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1recomp-linux-arm64-release
|
||||
path: |
|
||||
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage
|
||||
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage.sha256
|
||||
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
|
||||
}
|
||||
|
||||
# Windows Native AOT TLS dialer. The Mac release runner fuses the win64 zip
|
||||
# from LÖVE's prebuilt binaries and cannot cross-compile this DLL, so build
|
||||
# it here and inject it in the release job before scripts/build.sh win.
|
||||
native-tls-win:
|
||||
name: build Windows gen1tls.dll
|
||||
needs: version
|
||||
runs-on: windows-2022
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- name: Setup .NET 8
|
||||
uses: actions/setup-dotnet@v6
|
||||
with:
|
||||
dotnet-version: "8.0.x"
|
||||
- name: Publish gen1tls (win-x64 Native AOT)
|
||||
shell: pwsh
|
||||
run: |
|
||||
$out = "dist/native/win-x64"
|
||||
New-Item -ItemType Directory -Force -Path $out | Out-Null
|
||||
dotnet publish native/tls_dial/Gen1Tls.csproj `
|
||||
-c Release -r win-x64 -o $out
|
||||
if (-not (Test-Path "$out/gen1tls.dll")) {
|
||||
throw "gen1tls.dll missing after publish"
|
||||
}
|
||||
Get-Item "$out/gen1tls.dll" | Format-List Name, Length, LastWriteTime
|
||||
- name: Upload gen1tls.dll
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: gen1tls-win-x64
|
||||
path: dist/native/win-x64/gen1tls.dll
|
||||
if-no-files-found: error
|
||||
retention-days: 1
|
||||
|
||||
release:
|
||||
needs: [version, xbox-uwp, linux-arm64, native-tls-win]
|
||||
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: Download Windows gen1tls dialer
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1tls-win-x64
|
||||
path: dist/native/win-x64
|
||||
|
||||
- name: Import signing certificate into a temporary keychain
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
@@ -165,18 +345,26 @@ jobs:
|
||||
security find-identity -v -p codesigning "$KEYCHAIN_PATH"
|
||||
|
||||
- name: Build macOS + Windows + Linux
|
||||
env:
|
||||
GEN1TLS_DLL: ${{ github.workspace }}/dist/native/win-x64/gen1tls.dll
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Sign in-build (identity auto-detected from the temp keychain);
|
||||
# notarize separately below so it uses secret credentials, not a
|
||||
# login-keychain profile. "all" also builds the Linux AppImage,
|
||||
# which needs no signing/notarization.
|
||||
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
|
||||
if [ ! -f "$GEN1TLS_DLL" ]; then
|
||||
echo "::error::gen1tls.dll missing at $GEN1TLS_DLL (native-tls-win job)"
|
||||
exit 1
|
||||
fi
|
||||
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
|
||||
unzip -l dist/win/gen1recomp-win64.zip | grep -F gen1tls.dll \
|
||||
|| { echo "::error::Windows zip is missing gen1tls.dll"; exit 1; }
|
||||
|
||||
- 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: Install xcbeautify
|
||||
run: |
|
||||
@@ -190,18 +378,43 @@ jobs:
|
||||
set -euo pipefail
|
||||
if [ "$CANONICAL_REPOSITORY" = true ]; then
|
||||
scripts/build_ios.sh --fetch --device --release \
|
||||
--version "${{ steps.ver.outputs.version }}"
|
||||
--version "${{ needs.version.outputs.version }}"
|
||||
else
|
||||
scripts/build_ios.sh --fetch --release \
|
||||
--version "${{ steps.ver.outputs.version }}"
|
||||
--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: Build Linux ARM SBC PortMaster port
|
||||
env:
|
||||
# The release workflow must package the commit being released. The
|
||||
# script defaults to the latest published release for standalone
|
||||
# builds, while this explicit local override keeps CI source-aligned.
|
||||
GEN1RECOMP_SOURCE_DIR: ${{ github.workspace }}
|
||||
GEN1RECOMP_RELEASE_TAG: v${{ needs.version.outputs.version }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# Same aarch64 PortMaster-style pack for Linux ARM SBC PortMaster. The build
|
||||
# keeps its own cache because the two scripts use different staging
|
||||
# layouts and runtime package paths.
|
||||
./build-linux-arm-sbc.sh --version "${{ needs.version.outputs.version }}"
|
||||
|
||||
- name: Notarize & staple macOS app
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
@@ -238,25 +451,58 @@ jobs:
|
||||
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
|
||||
echo "Notarized + stapled ✓"
|
||||
|
||||
- name: Download Xbox UWP release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-xbox-uwp-release
|
||||
path: dist/xbox-uwp
|
||||
|
||||
- name: Download Linux arm64 release
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: gen1recomp-linux-arm64-release
|
||||
path: dist/linux-arm64
|
||||
|
||||
- name: Stage release assets
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
id: assets
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
v="${{ needs.version.outputs.version }}"
|
||||
outdir="dist/release"
|
||||
rm -rf "$outdir"
|
||||
mkdir -p "$outdir"
|
||||
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
|
||||
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
|
||||
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
|
||||
|
||||
# arm64 desktop Linux (Raspberry Pi, Armbian, arm64 VMs). Built on
|
||||
# its own runner because LÖVE publishes no aarch64 binary and the
|
||||
# AppImage has to be compiled natively; ships as a runnable
|
||||
# AppImage rather than a zip so `chmod +x && ./it` just works.
|
||||
arm64_appimage="dist/linux-arm64/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
[ -f "$arm64_appimage" ] || { echo "::error::$arm64_appimage not found (expected from the linux-arm64 job)"; exit 1; }
|
||||
cp "$arm64_appimage" "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
chmod +x "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
|
||||
apk="$(find dist/android/debug -name '*.apk' | head -1)"
|
||||
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
||||
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
||||
|
||||
ipa="dist/ios/gen1recomp.ipa"
|
||||
ipa="dist/ios/gen1recomp++.ipa"
|
||||
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
|
||||
cp "$ipa" "$outdir/gen1recomp-${v}-ios.ipa"
|
||||
cp "$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).
|
||||
@@ -264,6 +510,11 @@ jobs:
|
||||
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
|
||||
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||
|
||||
# Linux ARM SBC PortMaster handheld port.
|
||||
sbc="dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip"
|
||||
[ -f "$sbc" ] || { echo "::error::$sbc not found (expected from ./build-linux-arm-sbc.sh)"; exit 1; }
|
||||
cp "$sbc" "$outdir/gen1recomp-${v}-sbc-portmaster.zip"
|
||||
|
||||
# Platform-independent update payload, built alongside the desktop
|
||||
# apps above (same game.love that gets fused into each of them).
|
||||
love_file=".bazinga/work/game.love"
|
||||
@@ -284,8 +535,8 @@ jobs:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
tag="${{ steps.ver.outputs.tag }}"
|
||||
v="${{ needs.version.outputs.version }}"
|
||||
tag="${{ needs.version.outputs.tag }}"
|
||||
|
||||
# Issues this release closes. Three sources, deduped by number:
|
||||
# 1. GitHub's own "closing issues" links on every PR whose
|
||||
@@ -369,18 +620,26 @@ jobs:
|
||||
fi
|
||||
printf 'Release notes:\n%s\n' "$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}-linux-arm64.AppImage"
|
||||
"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}-sbc-portmaster.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 $tag"
|
||||
|
||||
@@ -388,31 +647,38 @@ jobs:
|
||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
v="${{ steps.ver.outputs.version }}"
|
||||
ipa="dist/release/gen1recomp-${v}-ios.ipa"
|
||||
v="${{ 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-${v}-ios.ipa"
|
||||
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp++-${v}-ios.ipa"
|
||||
bundle_id="com.theboisclub.gen1recompplusplus"
|
||||
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: "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"}')"
|
||||
'{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 == $version)' \
|
||||
if jq -e --arg bundle_id "$bundle_id" --arg version "$v" \
|
||||
'any(.apps[] | select(.bundleIdentifier == $bundle_id).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 $entry else . end)' \
|
||||
jq --arg bundle_id "$bundle_id" --arg version "$v" --argjson entry "$entry" \
|
||||
'(.apps[] | select(.bundleIdentifier == $bundle_id).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) |= [$entry] + .' \
|
||||
jq --arg bundle_id "$bundle_id" --argjson entry "$entry" \
|
||||
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= [$entry] + .' \
|
||||
"$app_repo" > "$app_repo.tmp"
|
||||
fi
|
||||
mv "$app_repo.tmp" "$app_repo"
|
||||
|
||||
@@ -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 }}
|
||||
@@ -3,8 +3,9 @@
|
||||
data/generated/
|
||||
assets/generated/
|
||||
|
||||
# LÖVE packages
|
||||
# LÖVE packages & archives
|
||||
*.love
|
||||
*.zip
|
||||
|
||||
# Local saves (LÖVE writes to its save dir, but keep the repo clean anyway)
|
||||
save/
|
||||
@@ -31,9 +32,29 @@ 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-build.md; also covered by .*)
|
||||
.bazinga/love-nx/
|
||||
|
||||
# Final packaged build artifacts (mac/win/web/android/ios/switch) — see scripts/build.sh
|
||||
/dist/
|
||||
|
||||
# Switch OTA launcher build outputs
|
||||
ports/switch/ota-launcher/build/
|
||||
ports/switch/ota-launcher/build-host/
|
||||
ports/switch/ota-launcher/*.nro
|
||||
ports/switch/ota-launcher/*.nacp
|
||||
ports/switch/ota-launcher/*.elf
|
||||
ports/switch/ota-launcher/*.map
|
||||
ports/switch/ota-launcher/romfs/logo.rgba
|
||||
ports/switch/ota-launcher/romfs/logo.png
|
||||
ports/switch/ota-launcher/romfs/cacert.pem
|
||||
ports/switch/ota-launcher/romfs/ota-bootstrap.nro
|
||||
ports/switch/ota-bootstrap/build/
|
||||
ports/switch/ota-bootstrap/*.nro
|
||||
ports/switch/ota-bootstrap/*.nacp
|
||||
ports/switch/ota-bootstrap/*.elf
|
||||
ports/switch/ota-bootstrap/*.map
|
||||
|
||||
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
||||
mobile/dist/
|
||||
|
||||
@@ -43,3 +64,24 @@ 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/
|
||||
|
||||
# Native TLS dialer build output (dotnet publish)
|
||||
/native/tls_dial/bin/
|
||||
/native/tls_dial/obj/
|
||||
/dist/native/
|
||||
/dist/win/
|
||||
/.bazinga/
|
||||
|
||||
# Local options / preferences
|
||||
/options.lua*
|
||||
|
||||
# User-owned ROMs imported for individual mods. Manifests declare the
|
||||
# destinations, but source checkouts and packaged mods never ship the files.
|
||||
/mods/*/baseroms/
|
||||
/imports/baseroms/
|
||||
/imports/baseroms-recovery/
|
||||
|
||||
@@ -138,10 +138,186 @@ qualifies only if every record it writes lands in `text`, `strings` or
|
||||
permission. Anything else and it is an ordinary content mod that happens to
|
||||
ship text.
|
||||
|
||||
### 4. `mod.card`
|
||||
### 4. `games` (and the legacy `gen2compat`)
|
||||
|
||||
Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script
|
||||
VM and save format. The mod API is shared across both generations (same hook
|
||||
names, same event names, same registry names) but Gold cannot serve all of it
|
||||
yet, so Gen 2 is opt-in. Say which games the mod is for:
|
||||
|
||||
```json
|
||||
"games": ["gen1", "gen2"]
|
||||
```
|
||||
|
||||
Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`), a
|
||||
generation (`"gen1"`, `"gen2"`) or `"all"`;
|
||||
`src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing
|
||||
restates the game list. `python3 tools/modkit.py scaffold my_mod --games
|
||||
gen1,gen2` writes the key for you. The mod still installs to one directory,
|
||||
`mods/<id>/`, shared by every game -- targeting is declared, never filed.
|
||||
|
||||
Absent means Gen 1 only, which is what every mod written before the key existed
|
||||
was tested as. `"gen2compat": true` is the legacy spelling, still accepted and
|
||||
purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it
|
||||
already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at
|
||||
all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a
|
||||
mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
|
||||
run your mod on Gold.
|
||||
|
||||
Every token is enforced, per game: the loader gates on the same
|
||||
`ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]`
|
||||
really does not load on Red and the skip line is the launcher's line, `For
|
||||
Blue, not Red`, and `"games": ["gold"]` alone does not load on Red either. A
|
||||
manifest with neither key still covers every Gen 1 game, so nothing written
|
||||
before the key existed changes behavior; list both generations or say `"all"`
|
||||
when you mean everywhere.
|
||||
|
||||
`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold
|
||||
today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
|
||||
and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
|
||||
writes with a report, and which hooks and events are still to come.
|
||||
`docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a
|
||||
Gen 1 mod, and it is the one to start from.
|
||||
|
||||
Two consequences worth knowing before you claim Gen 2.
|
||||
|
||||
**Dependencies are contagious.** A mod whose hard dependency does not run here
|
||||
is left out too, with the dependency's own wording (`depends on X, which does
|
||||
not run here (For Blue, not Red)`). It is reported as a skip, not as a failure,
|
||||
and neither mod lands on the boot error list, but the mod does not run, so
|
||||
every hard dependency has to cover the same games.
|
||||
|
||||
**The player can override you.** The claim is yours, and a mod written before
|
||||
the key existed can never carry one, so the manager's detail pane offers
|
||||
`TRY HERE ANYWAY` for any mod that does not claim the game being played. It
|
||||
persists per game in `options.modsGen2[id][version]` and takes effect on the
|
||||
next boot; forcing a mod onto Red does not force it onto Gold. A forced mod
|
||||
loads normally and keeps a note saying its author never verified it here.
|
||||
|
||||
**Prefer the API on Gold, but the Gen 1 names still work.** Gen 2 is a
|
||||
parallel module tree behind `src/core/Game2.lua`. In new code take the live
|
||||
game from `mod.game` (or the `game.ready` payload, or any `ui.*` hook's first
|
||||
argument) and the world from `mod.world`; both resolve per generation, and
|
||||
neither needs `engine_internals`.
|
||||
|
||||
For the mods written before Gold existed, a require made from a mod's own file
|
||||
is answered on a Gold boot by an adapter presenting the Gen 1 API over Gen 2
|
||||
internals. Fifteen names are served -- `src.core.Game`,
|
||||
`src.world.OverworldController`, `src.world.Map`, `src.world.NPC`,
|
||||
`src.world.Collision`, `src.world.WorldAPI`, `src.world.PikachuFollower`,
|
||||
`src.world.FieldDefaults`, `src.pokemon.Boxes`, `src.script.ScriptRunner`,
|
||||
`src.ui.PartyMenu`, `src.ui.StartMenu`, `src.ui.OptionsMenu`, `src.ui.BoxMenu`
|
||||
and `src.battle.BattleState`. `src/mods/Gen2Compat.lua` is the full table and
|
||||
publishes what it covers through `Gen2Compat.coverage(name)`, whose members are
|
||||
`backed`, `warned` or `absent`. A name with no adapter (`src.script.Commands`,
|
||||
`src.ui.OptionRows`) is reported against the mod that required it, and a member
|
||||
an adapter cannot back is absent or logs once rather than answering wrongly.
|
||||
|
||||
Things no adapter can fix, all mod-side: a hardcoded version allow-list
|
||||
(`GameVersion.get() == "red" or ...`) excludes you from Gold by construction;
|
||||
Gold's builtin screen ids carry a `Gen2` prefix, so a string match on
|
||||
`"BoxMenu"` matches nothing there; a write to a field on a live Gen 2 menu
|
||||
instance is inert; and `map.warpAt` is a table on Gen 1 and a method on Gold,
|
||||
so indexing it raises. Each has a route that works on both generations, in
|
||||
`docs/preparing-your-mod-for-gen2.md`.
|
||||
|
||||
Check it statically, then load it headless:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py gen2check mods/my_mod
|
||||
```
|
||||
|
||||
```lua
|
||||
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
|
||||
T.eq(run.mod and run.mod.state, "loaded",
|
||||
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
|
||||
T.eq(#run.errors, 0, "and loads with no boot errors")
|
||||
```
|
||||
|
||||
Assert the state, not only the error count: a gate skip is deliberately not an
|
||||
error, so `#run.errors == 0` passes for a mod that never ran a line.
|
||||
|
||||
`gen2check` answers `will load`, `will load but degrade` or `will not work`,
|
||||
with a `MK4xx` finding per site and an `unresolved:` note, with a file and a
|
||||
line, for every reach a static scan could not follow. Neither substitutes for a
|
||||
real Gold boot.
|
||||
|
||||
### 5. What a mod's code can reach
|
||||
|
||||
Your code runs in a sandbox (`src/mods/Sandbox.lua`), not against the
|
||||
engine's globals. Every chunk you author gets it: `main.lua`, your
|
||||
`options_schema`, and anything you `load()` yourself.
|
||||
|
||||
The globals the sandbox took away are still *reachable*, as compat
|
||||
stand-ins (`src/mods/LegacyCompat.lua`) that answer with the new API
|
||||
underneath. A mod written before the sandbox keeps working; it logs one
|
||||
warning per call it should migrate, and the mod manager lists them. What
|
||||
each stand-in actually does:
|
||||
|
||||
| Pre-sandbox call | What it does now | Migrate to |
|
||||
| --- | --- | --- |
|
||||
| `io.open`, `io.lines`, `love.filesystem.read`/`lines`/`newFile` | reads your own shipped files, then your overlay, then `mod.storage` | `mod:read`, `mod.storage` |
|
||||
| `love.filesystem.write`/`append`, `io.open(…, "w")`, `os.remove`, `os.rename` | writes to a private per-mod overlay under `mod_compat/<your id>/` | `mod.storage` |
|
||||
| `love.filesystem.getDirectoryItems`/`getInfo` | your own directory plus your overlay | `mod:list`, `mod:info` |
|
||||
| `love.filesystem.getSaveDirectory` and friends | a virtual root; anything joined to it lands in your overlay | `mod.storage` |
|
||||
| `os.getenv` | `nil`, except home-like names, which answer with that same virtual root | nothing |
|
||||
| `love.filesystem.load`, `dofile`, `loadfile` | compiles the chunk into your sandbox | `require`, `mod:read` plus `load` |
|
||||
| `love.system` | `getOS`/`getPowerInfo`/`getProcessorCount` read through; clipboard and `openURL` do nothing | `mod.device:powerInfo()`, `mod.steps` |
|
||||
| `love.event` | passes through, except `quit`, which does nothing | `mod.events`, `mod.hooks` |
|
||||
| `love.mousemoved = fn` and the other callbacks | installs on the real `love` table, the way it always did | `mod.hooks`, `mod.events` |
|
||||
| `package` | an inert stub, so `package.path = …` does not crash | `require` |
|
||||
|
||||
What has no stand-in, because there is nothing honest to reroute it to:
|
||||
|
||||
| Still refused | Why |
|
||||
| --- | --- |
|
||||
| `love.thread` | a LÖVE thread is a fresh Lua state with the full standard library, which no environment-based sandbox in this state can reach. Use `mod.fetch` for background HTTP (`network`) or `mod.job` for background compute (`background`) — both run your code inside the sandbox instead of outside it |
|
||||
| `require("ffi")` | arbitrary C |
|
||||
| `debug`, `getfenv`, `setfenv` | each one undoes the sandbox from inside |
|
||||
| `io.popen`, `os.execute` | spawning a process |
|
||||
| `love.run`, `love.errorhandler` | the engine's own loop and its crash path |
|
||||
| replacing a `love` module table (`love.filesystem = {}`) | the engine reads those tables too |
|
||||
|
||||
The rest of `love` passes through unchanged, so graphics, audio, timers and
|
||||
input work as they always have.
|
||||
|
||||
Three consequences worth knowing before you write against it:
|
||||
|
||||
- **Your globals are yours.** `_G` inside a mod is that mod's own table. Two
|
||||
mods no longer share a namespace, and neither can reach the engine's. To
|
||||
publish something to another mod, put it on `mod.exports` and let them
|
||||
`mod.find("your_id").exports` — the channel that was always the intended
|
||||
one. The same goes for the standard library: `string`, `table` and `math`
|
||||
are per-mod copies, so patching one is a local decision.
|
||||
- **Paths cannot climb.** `mod:read`, `mod:list`, `mod:info`, `mod.assets:path`
|
||||
and `mod.assets:image` join to your own directory, and `..`, absolute paths
|
||||
and drive letters are refused. So are `entry` and `options_schema` in your
|
||||
manifest. `mod:list("assets")` is the sandboxed `getDirectoryItems` for a
|
||||
folder you shipped; `mod:info` tells file from directory so a walk can
|
||||
recurse.
|
||||
- **Ship source, not bytecode.** A precompiled entry file is refused.
|
||||
|
||||
`permissions` in the manifest is still a disclosure the manager shows the
|
||||
player. `network` gates `require("socket")` and friends plus `mod.fetch`
|
||||
(non-blocking HTTP), and `background` gates `mod.job` (compute on a worker
|
||||
thread). Those two are the sanctioned ways to work off the main thread now
|
||||
that `love.thread` is refused. There is no
|
||||
permission that grants raw filesystem access, because no mod needs one:
|
||||
everything a mod legitimately writes is already scoped by
|
||||
`mod.storage` or the asset-transform derived root.
|
||||
|
||||
If your mod used one of the rerouted globals, the fix is almost always
|
||||
`mod.storage`. The overlay is a compatibility floor, not a second storage
|
||||
system: it is not scoped per playthrough, it does not migrate, and it is
|
||||
the first thing that will be dropped once the mods on the index have
|
||||
moved off it. Open an issue if you have a case `mod.storage` does not
|
||||
cover.
|
||||
|
||||
### 6. `mod.card`
|
||||
|
||||
The manifest is the *engine's* contract: identity, load order, dependencies,
|
||||
permissions, profile. The card is the *human-facing* one: who made this,
|
||||
permissions, profile (see [Manifest specification](docs/modding.md#manifest-specification-manifestjson)).
|
||||
The card is the *human-facing* one: who made this,
|
||||
what it changes, what it does not do yet. It is never read by the loader's
|
||||
merge — only by tooling and the manager's detail pane — so an absent or
|
||||
malformed card can never break a load.
|
||||
@@ -159,7 +335,7 @@ Two fields deserve their own note:
|
||||
distributed mod never carries ROM-derived bytes, not even in its preview
|
||||
images.
|
||||
|
||||
### 5. Tags
|
||||
### 7. Tags
|
||||
|
||||
Lowercase kebab strings, open vocabulary. The showcase generator
|
||||
lowercases and de-dupes. A recommended starting set: `beginner`,
|
||||
@@ -217,12 +393,15 @@ registry or a new schema field lands with its catalog entry in the same PR
|
||||
and the generator runs clean:
|
||||
|
||||
```sh
|
||||
luajit tools/gen_registry_docs.lua # in-repo default
|
||||
luajit tools/gen_registry_docs.lua ../project.wiki # the wiki checkout
|
||||
luajit tools/gen_registry_docs.lua # docs/modding/reference/registries.md
|
||||
luajit tools/gen_registry_docs.lua ../project.wiki # Reference-Registries.md in a wiki checkout
|
||||
```
|
||||
|
||||
The prose reference lives in the GitHub wiki; the generated pages are
|
||||
written into a checkout of it, so they cannot drift from the engine.
|
||||
With no argument it writes inside the repo, which is the copy `python3
|
||||
tools/modkit.py docs` regenerates and `--out` copies from. Pass a directory
|
||||
(or set `POKEPORT_DOCS_DIR`) to write the wiki's flat page name into a wiki
|
||||
checkout instead. The prose reference lives in the GitHub wiki; both copies
|
||||
come off `src/mods/Schemas.lua`, so neither can drift from the engine.
|
||||
|
||||
### 5. Deprecation etiquette
|
||||
|
||||
|
||||
@@ -53,13 +53,14 @@ supplied by the player.
|
||||
|
||||
|
||||
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
||||
or download a disassembly. A canonical US Poke Red, Blue, or Yellow ROM is the
|
||||
only game content input.
|
||||
or download a disassembly. A canonical US Poke Red, Blue, Yellow, or Gold ROM
|
||||
is the only game content input.
|
||||
|
||||
The ROM is verified, used during import, and then released from memory. It is
|
||||
not copied into the cache. Later launches load the private generated cache and
|
||||
do not ask for the ROM again. Red, Blue, and Yellow can all be imported and
|
||||
played side by side.
|
||||
do not ask for the ROM again. Red, Blue, Yellow, and Gold can all be imported
|
||||
side by side. Gold is Gen 2 Phase 1 (import + launcher; see
|
||||
`docs/gold-phase1.md`): the Gen 2 engine is still under construction.
|
||||
|
||||
## Quick Start
|
||||
|
||||
@@ -67,12 +68,13 @@ Open the desktop app. On first boot, choose your legally obtained `.gb` /
|
||||
`.gbc` file or drop it onto the window. Import takes a few seconds and the
|
||||
game starts automatically.
|
||||
|
||||
Only the canonical 1 MiB US Red, Blue, and Yellow ROMs are accepted. The
|
||||
importer verifies SHA-1 before creating any game data:
|
||||
Only the canonical US Red, Blue, Yellow (1 MiB), and Gold (2 MiB) ROMs are
|
||||
accepted. The importer verifies SHA-1 before creating any game data:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
|
||||
- Gold: `d8b8a3600a465308c9953dfa04f0081c05bdcb94`
|
||||
|
||||
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
|
||||
@@ -112,6 +114,7 @@ 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) |
|
||||
@@ -121,8 +124,8 @@ 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
|
||||
|
||||
@@ -204,9 +207,42 @@ even on a different computer, as long as the same folder comes along.
|
||||
already written to either location is touched automatically, so copy files
|
||||
over yourself if you want to carry existing progress across the switch.
|
||||
|
||||
## Launch Options
|
||||
|
||||
By default the app opens the launcher so you can pick a game. Launch options
|
||||
skip it and start one game directly, which is what you want for a one-click
|
||||
entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
|
||||
|
||||
| Option | Effect |
|
||||
| --- | --- |
|
||||
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
|
||||
| `--slot=2` | load that save slot; takes a slot number or a slot id |
|
||||
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
|
||||
|
||||
|
||||
## Linux on arm64 (Raspberry Pi)
|
||||
|
||||
Alongside the x86_64 `gen1recomp-*-linux.zip`, every release ships
|
||||
`gen1recomp-*-linux-arm64.AppImage` for 64-bit ARM desktop Linux — Raspberry
|
||||
Pi 4/5, Armbian and other SBC distros, and arm64 VMs on Apple Silicon:
|
||||
|
||||
```sh
|
||||
chmod +x gen1recomp-*-linux-arm64.AppImage
|
||||
./gen1recomp-*-linux-arm64.AppImage
|
||||
```
|
||||
|
||||
LÖVE publishes no aarch64 binary of any kind, so this artifact compiles the
|
||||
engine — and SDL2, OpenAL and the codecs — from source inside a Debian
|
||||
bullseye arm64 container. It needs only glibc 2.29+, libstdc++, freetype and
|
||||
zlib on the host; OpenGL, X11, Wayland, KMSDRM, ALSA and PulseAudio are all
|
||||
dlopened, so the same image runs on a full desktop, a Wayland-only session or
|
||||
a KMSDRM handheld with no X server. Build instructions and the reasoning are
|
||||
in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
|
||||
|
||||
|
||||
## iOS
|
||||
|
||||
Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
|
||||
Every release ships `gen1recomp++-*-ios.ipa`. Sideload it with AltStore
|
||||
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
|
||||
build and install from source on a Mac instead, see
|
||||
[docs/ios-install.md](docs/ios-install.md).
|
||||
@@ -221,6 +257,40 @@ build and install from source on a Mac instead, see
|
||||
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
|
||||
</div>
|
||||
|
||||
## Xbox Dev Mode
|
||||
|
||||
Every release ships `gen1recomp-*-xbox-uwp.zip` for Xbox One and Xbox Series
|
||||
consoles in Developer Mode. It cannot be installed in retail mode.
|
||||
|
||||
Extract the archive, then use Xbox Device Portal to install the `.msix` and
|
||||
the x64 package under `Dependencies`.
|
||||
|
||||
### External setup
|
||||
|
||||
1. Put your legally obtained Red, Blue, or Yellow ROMs on an external drive.
|
||||
Mod ZIPs can go on the same drive.
|
||||
2. Connect the drive to the Xbox and open Gen1Recomp.
|
||||
3. Select **Import ROM** or **Import Mod**, then choose the file with the Xbox
|
||||
file picker.
|
||||
4. Repeat the ROM import for each version you want to use.
|
||||
|
||||
### Internal setup
|
||||
|
||||
1. Create a folder named `baseroms` on your PC and place your legally obtained
|
||||
Red, Blue, or Yellow ROMs inside it.
|
||||
2. ZIP the folder, keeping `baseroms` at the top level of the archive.
|
||||
3. Launch Gen1Recomp once, then close it.
|
||||
4. Open Xbox Device Portal and upload the ZIP to
|
||||
`Gen1Recomp/LocalState/pokemon-love2d/`.
|
||||
5. Choose **Yes** when Device Portal asks whether to extract the archive.
|
||||
6. Open Gen1Recomp. The launcher checks baseroms once at startup. When it finds a compatible ROM, that game’s tab shows ROM FOUND and an Import detected ROM button.
|
||||
|
||||
ROMs, generated game data, saves, and mods remain in LocalState and are not
|
||||
included in the app.
|
||||
|
||||
Source builds and package details are covered in
|
||||
[the Xbox UWP build notes](ports/uwp/BUILD.md).
|
||||
|
||||
## Handhelds
|
||||
|
||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||
@@ -228,6 +298,21 @@ 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`. Runtime target is pinned
|
||||
[love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`. Requires a
|
||||
console that can run Switch homebrew.
|
||||
|
||||
- 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, fused PR artifact on the main repo, release
|
||||
hard-fail).
|
||||
- File transfer (MTP / SD / FTP): [docs/switch-transfer.md](docs/switch-transfer.md).
|
||||
|
||||
## Modding
|
||||
|
||||
The game ships a native mod platform: content registries, events and hooks,
|
||||
|
||||
@@ -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.
|
||||
|
After Width: | Height: | Size: 243 KiB |
|
After Width: | Height: | Size: 217 KiB |
|
After Width: | Height: | Size: 236 KiB |
|
After Width: | Height: | Size: 242 KiB |
|
After Width: | Height: | Size: 166 KiB |
|
After Width: | Height: | Size: 251 KiB |
|
After Width: | Height: | Size: 2.4 KiB |
|
After Width: | Height: | Size: 2.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 96 KiB |
|
After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1,366 @@
|
||||
#!/usr/bin/env bash
|
||||
# Build a PortMaster aarch64 port of gen1recomp for Linux ARM SBC handhelds.
|
||||
# The package uses PortMaster control hooks and a self-contained LÖVE runtime,
|
||||
# while keeping paths relative to the launcher for broad CFW compatibility.
|
||||
#
|
||||
# The launcher uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64
|
||||
# runtime so the device does not need a separate runtime download on first launch.
|
||||
#
|
||||
# Usage:
|
||||
# ./build-linux-arm-sbc.sh [--version X.Y.Z]
|
||||
# GEN1RECOMP_SOURCE_DIR="$PWD" ./build-linux-arm-sbc.sh --version X.Y.Z
|
||||
# ./build-linux-arm-sbc.sh --source /path/to/gen1recomp --version X.Y.Z
|
||||
#
|
||||
# Output:
|
||||
# dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip
|
||||
#
|
||||
# Install on device:
|
||||
# 1. Install PortMaster for the handheld firmware.
|
||||
# 2. Unzip into the device's PortMaster ports folder so you have:
|
||||
# Roms/Ports (PORTS)/gen1recomp-sbc.sh
|
||||
# Roms/Ports (PORTS)/gen1recomp-sbc/...
|
||||
# 3. Copy a legal US Red or Blue .gb into Roms/Ports (PORTS)/gen1recomp-sbc/lovegame/
|
||||
# 4. Launch "gen1recomp-sbc" from the Ports list; press Choose ROM (scans that
|
||||
# folder when zenity is missing).
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||
HERE="$ROOT/.bazinga"
|
||||
CACHE="$HERE/cache/linux-arm-sbc"
|
||||
WORK="$HERE/work/linux-arm-sbc"
|
||||
DIST="$ROOT/dist/linux-arm-sbc"
|
||||
|
||||
APP_NAME="gen1recomp-sbc"
|
||||
# Artifact suffix identifies this as the generic PortMaster SBC package.
|
||||
# Release uploads stage it as gen1recomp-<ver>-sbc-portmaster.zip.
|
||||
ARTIFACT_SUFFIX="portmaster"
|
||||
PORT_DIR_NAME="gen1recomp-sbc"
|
||||
LAUNCHER_NAME="gen1recomp-sbc.sh"
|
||||
LOVE_VERSION="11.5"
|
||||
# By default the pack is reproducible from the latest published GitHub release,
|
||||
# not whatever happens to be in the caller's checkout. Development builds can
|
||||
# point this at a local checkout with GEN1RECOMP_SOURCE_DIR=/path/to/repo.
|
||||
SOURCE_DIR_OVERRIDE="${GEN1RECOMP_SOURCE_DIR:-}"
|
||||
SOURCE_TAG_OVERRIDE="${GEN1RECOMP_RELEASE_TAG:-}"
|
||||
VERSION="${GEN1RECOMP_VERSION:-}"
|
||||
|
||||
# Official PortMaster LÖVE 11.5 aarch64 runtime (small love stub + liblove).
|
||||
PM_RUNTIME_BASE="https://raw.githubusercontent.com/PortsMaster/PortMaster-GUI/main/PortMaster/runtimes/love_${LOVE_VERSION}"
|
||||
RELEASES_LATEST_URL="https://github.com/bryanthaboi/gen1recomp/releases/latest"
|
||||
RELEASE_TARBALL_BASE="https://github.com/bryanthaboi/gen1recomp/archive/refs/tags"
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
|
||||
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
while [ $# -gt 0 ]; do
|
||||
case "$1" in
|
||||
--version) [ $# -ge 2 ] || fail "--version needs X.Y.Z"; VERSION="$2"; shift ;;
|
||||
--source) [ $# -ge 2 ] || fail "--source needs a directory"; SOURCE_DIR_OVERRIDE="$2"; shift ;;
|
||||
--release-tag) [ $# -ge 2 ] || fail "--release-tag needs a tag"; SOURCE_TAG_OVERRIDE="$2"; shift ;;
|
||||
-h|--help)
|
||||
sed -n '2,24p' "$0"
|
||||
exit 0
|
||||
;;
|
||||
*) fail "unknown argument: $1" ;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
||||
command -v curl >/dev/null || fail "curl is required"
|
||||
command -v zip >/dev/null || fail "zip is required"
|
||||
command -v unzip >/dev/null || fail "unzip is required"
|
||||
command -v tar >/dev/null || fail "tar is required"
|
||||
|
||||
mkdir -p "$CACHE" "$WORK" "$DIST"
|
||||
|
||||
download() {
|
||||
local url="$1" dest="$2"
|
||||
if [ -f "$dest" ] && [ -s "$dest" ]; then
|
||||
return 0
|
||||
fi
|
||||
say "downloading $(basename "$dest")"
|
||||
curl -fL --progress-bar "$url" -o "$dest.tmp" \
|
||||
|| fail "download failed: $url"
|
||||
mv "$dest.tmp" "$dest"
|
||||
}
|
||||
|
||||
# --------------------------------------------------------------- source + game tree
|
||||
# Release builds use the latest published source archive. A local checkout is
|
||||
# an explicit override for development and for CI's just-built release source.
|
||||
if [ -n "$SOURCE_DIR_OVERRIDE" ]; then
|
||||
SOURCE_DIR_OVERRIDE="$(cd "$SOURCE_DIR_OVERRIDE" 2>/dev/null && pwd)" \
|
||||
|| fail "source directory does not exist: $SOURCE_DIR_OVERRIDE"
|
||||
SOURCE_DIR="$SOURCE_DIR_OVERRIDE"
|
||||
SOURCE_TAG="${SOURCE_TAG_OVERRIDE:-local}"
|
||||
if [ "$SOURCE_TAG" != "local" ]; then
|
||||
printf '%s' "$SOURCE_TAG" | grep -Eq '^v[0-9]+\.[0-9]+\.[0-9]+$' \
|
||||
|| fail "release tag must look like vX.Y.Z: $SOURCE_TAG"
|
||||
fi
|
||||
if [ -z "$VERSION" ]; then
|
||||
VERSION="$(git -C "$SOURCE_DIR" rev-parse --short HEAD 2>/dev/null || echo dev)"
|
||||
fi
|
||||
else
|
||||
if [ -z "$SOURCE_TAG_OVERRIDE" ]; then
|
||||
latest_location="$(curl -fsSI "$RELEASES_LATEST_URL" \
|
||||
| awk 'tolower($1) == "location:" { print $2 }' | tail -1 | tr -d '\r')" \
|
||||
|| fail "could not resolve latest published release"
|
||||
SOURCE_TAG_OVERRIDE="${latest_location##*/}"
|
||||
fi
|
||||
printf '%s' "$SOURCE_TAG_OVERRIDE" | grep -Eq '^v[0-9]+\.[0-9]+\.[0-9]+$' \
|
||||
|| fail "release tag must look like vX.Y.Z: $SOURCE_TAG_OVERRIDE"
|
||||
SOURCE_TAG="$SOURCE_TAG_OVERRIDE"
|
||||
SOURCE_ARCHIVE="$CACHE/gen1recomp-${SOURCE_TAG}.tar.gz"
|
||||
download "$RELEASE_TARBALL_BASE/$SOURCE_TAG.tar.gz" "$SOURCE_ARCHIVE"
|
||||
SOURCE_EXTRACT="$WORK/source-$SOURCE_TAG"
|
||||
rm -rf "$SOURCE_EXTRACT"
|
||||
mkdir -p "$SOURCE_EXTRACT"
|
||||
tar -xzf "$SOURCE_ARCHIVE" -C "$SOURCE_EXTRACT"
|
||||
SOURCE_DIR="$(find "$SOURCE_EXTRACT" -mindepth 1 -maxdepth 1 -type d -print -quit)"
|
||||
[ -n "$SOURCE_DIR" ] || fail "release archive had no source directory"
|
||||
if [ -z "$VERSION" ]; then VERSION="${SOURCE_TAG#v}"; fi
|
||||
fi
|
||||
|
||||
say "staging lovegame/ from $SOURCE_TAG"
|
||||
GAME_SRC="$WORK/lovegame"
|
||||
rm -rf "$GAME_SRC"
|
||||
mkdir -p "$GAME_SRC"
|
||||
|
||||
# Same payload as scripts/build.sh's game.love — never ship ROM-derived cache.
|
||||
# tools/save-editor is part of that payload: the launcher's Edit button on a
|
||||
# save row opens it in-process (main.lua).
|
||||
(cd "$SOURCE_DIR" && zip -q -9 -r "$WORK/game-payload.zip" \
|
||||
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 "$WORK/game-payload.zip" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "payload unexpectedly contains generated ROM data"
|
||||
fi
|
||||
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
||||
rm -f "$WORK/game-payload.zip"
|
||||
|
||||
# Stamp release version into the staged tree only (never the working tree).
|
||||
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||
say "stamping engine version $VERSION"
|
||||
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
|
||||
"$SOURCE_DIR/src/core/Version.lua" > "$GAME_SRC/src/core/Version.lua"
|
||||
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||
grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||
"$GAME_SRC/src/core/Version.lua" \
|
||||
|| fail "version stamp failed"
|
||||
else
|
||||
say "version '$VERSION' is not X.Y.Z — shipping default engine (no stamp)"
|
||||
fi
|
||||
|
||||
# Portable marker: saves + ROM cache live next to the game on the SD card.
|
||||
: > "$GAME_SRC/portable.txt"
|
||||
|
||||
# --------------------------------------------------------------- love runtime
|
||||
say "fetching LÖVE $LOVE_VERSION aarch64 runtime"
|
||||
LOVE_BIN="$CACHE/love.aarch64"
|
||||
LOVE_LIB="$CACHE/liblove-11.5.so"
|
||||
LUAJIT_LIB="$CACHE/libluajit-5.1.so.2"
|
||||
MODPLUG_LIB="$CACHE/libmodplug.so.1"
|
||||
OGG_LIB="$CACHE/libogg.so.0"
|
||||
|
||||
download "$PM_RUNTIME_BASE/love.aarch64" "$LOVE_BIN"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/liblove-11.5.so" "$LOVE_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libluajit-5.1.so.2" "$LUAJIT_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libmodplug.so.1" "$MODPLUG_LIB"
|
||||
download "$PM_RUNTIME_BASE/libs.aarch64/libogg.so.0" "$OGG_LIB"
|
||||
|
||||
# Sanity: love stub must be an aarch64 ELF.
|
||||
file "$LOVE_BIN" | grep -qi 'aarch64\|ARM aarch64' \
|
||||
|| fail "love.aarch64 does not look like an aarch64 ELF (got: $(file "$LOVE_BIN"))"
|
||||
|
||||
# --------------------------------------------------------------- port tree
|
||||
say "assembling port package"
|
||||
PORT_ROOT="$WORK/port"
|
||||
rm -rf "$PORT_ROOT"
|
||||
mkdir -p "$PORT_ROOT/$PORT_DIR_NAME/bin" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/licenses" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/conf"
|
||||
|
||||
cp -R "$GAME_SRC" "$PORT_ROOT/$PORT_DIR_NAME/lovegame"
|
||||
cp "$LOVE_BIN" "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||
chmod +x "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||
cp "$LOVE_LIB" "$LUAJIT_LIB" "$MODPLUG_LIB" "$OGG_LIB" \
|
||||
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64/"
|
||||
|
||||
# Drop a short license pointer for the bundled LÖVE bits.
|
||||
cat > "$PORT_ROOT/$PORT_DIR_NAME/licenses/LICENSE.love2d.txt" <<'EOF'
|
||||
This port bundles the LÖVE 11.5 aarch64 runtime from PortMaster
|
||||
(https://github.com/PortsMaster/PortMaster-GUI). LÖVE is zlib-licensed;
|
||||
see https://love2d.org/ for full terms.
|
||||
EOF
|
||||
|
||||
# --------------------------------------------------------------- launcher
|
||||
# Resolve the game directory from the launcher so this works with both
|
||||
# PortMaster-managed ports directories.
|
||||
cat > "$PORT_ROOT/$LAUNCHER_NAME" <<'EOF'
|
||||
#!/bin/bash
|
||||
# gen1recomp-sbc — Linux ARM SBC / PortMaster launcher
|
||||
# Uses SHDIR-relative paths so firmware-specific mount points do not matter.
|
||||
|
||||
export HOME="${HOME:-/root}"
|
||||
XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
|
||||
SHDIR="$(cd "$(dirname "$0")" && pwd)"
|
||||
|
||||
if [ -d "/mnt/SDCARD/Apps/PortMaster/PortMaster/" ]; then
|
||||
controlfolder="/mnt/SDCARD/Apps/PortMaster/PortMaster"
|
||||
elif [ -d "/mnt/SDCARD/Roms/ports/PortMaster" ]; then
|
||||
controlfolder="/mnt/SDCARD/Roms/ports/PortMaster"
|
||||
elif [ -d "/mnt/SDCARD/Data/PortMaster/" ]; then
|
||||
controlfolder="/mnt/SDCARD/Data/PortMaster"
|
||||
elif [ -d "$SHDIR/PortMaster" ]; then
|
||||
controlfolder="$SHDIR/PortMaster"
|
||||
elif [ -d "/opt/system/Tools/PortMaster/" ]; then
|
||||
controlfolder="/opt/system/Tools/PortMaster"
|
||||
elif [ -d "/opt/tools/PortMaster/" ]; then
|
||||
controlfolder="/opt/tools/PortMaster"
|
||||
elif [ -d "$XDG_DATA_HOME/PortMaster/" ]; then
|
||||
controlfolder="$XDG_DATA_HOME/PortMaster"
|
||||
elif [ -d "/roms/ports/PortMaster" ]; then
|
||||
controlfolder="/roms/ports/PortMaster"
|
||||
else
|
||||
controlfolder="/mnt/SDCARD/Roms/PORTS/PortMaster"
|
||||
fi
|
||||
|
||||
if [ ! -f "$controlfolder/control.txt" ]; then
|
||||
echo "PortMaster control.txt not found under $controlfolder" >&2
|
||||
exit 1
|
||||
fi
|
||||
# shellcheck disable=SC1090
|
||||
source "$controlfolder/control.txt"
|
||||
get_controls
|
||||
if [ -n "${CFW_NAME:-}" ] && [ -f "${controlfolder}/mod_${CFW_NAME}.txt" ]; then
|
||||
# shellcheck disable=SC1090
|
||||
source "${controlfolder}/mod_${CFW_NAME}.txt"
|
||||
fi
|
||||
|
||||
GAMEDIR="$SHDIR/gen1recomp-sbc"
|
||||
CONFDIR="$GAMEDIR/conf"
|
||||
mkdir -p "$CONFDIR"
|
||||
|
||||
cd "$GAMEDIR" || exit 1
|
||||
> "$GAMEDIR/log.txt" && exec > >(tee "$GAMEDIR/log.txt") 2>&1
|
||||
|
||||
export XDG_DATA_HOME="$CONFDIR"
|
||||
export XDG_CONFIG_HOME="$CONFDIR"
|
||||
export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
|
||||
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
|
||||
# GLES is the common path on ARM SBC handhelds; firmware may override it.
|
||||
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
|
||||
|
||||
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
|
||||
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
|
||||
|
||||
if [ -n "${GPTOKEYB:-}" ]; then
|
||||
$GPTOKEYB "love.aarch64" &
|
||||
fi
|
||||
if type pm_platform_helper >/dev/null 2>&1; then
|
||||
pm_platform_helper "$GAMEDIR/bin/love.aarch64"
|
||||
fi
|
||||
|
||||
./bin/love.aarch64 "$GAMEDIR/lovegame"
|
||||
|
||||
if type pm_finish >/dev/null 2>&1; then
|
||||
pm_finish
|
||||
else
|
||||
if [ -n "${ESUDO:-}" ]; then
|
||||
$ESUDO kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||
else
|
||||
kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||
fi
|
||||
fi
|
||||
EOF
|
||||
chmod +x "$PORT_ROOT/$LAUNCHER_NAME"
|
||||
|
||||
# --------------------------------------------------------------- metadata
|
||||
cat > "$PORT_ROOT/port.json" <<EOF
|
||||
{
|
||||
"version": 2,
|
||||
"name": "gen1recomp-sbc.zip",
|
||||
"items": [
|
||||
"$LAUNCHER_NAME",
|
||||
"$PORT_DIR_NAME"
|
||||
],
|
||||
"items_opt": null,
|
||||
"attr": {
|
||||
"title": "gen1recomp-sbc",
|
||||
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
|
||||
"source": "https://github.com/bryanthaboi/gen1recomp/releases/tag/$SOURCE_TAG",
|
||||
"inst": "Requires a 64-bit Linux ARM handheld with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp-sbc/lovegame/, then launch and press Choose ROM.",
|
||||
"genres": ["adventure", "rpg"],
|
||||
"porter": ["gen1recomp-sbc"],
|
||||
"image": {},
|
||||
"rtr": true,
|
||||
"runtime": null,
|
||||
"reqs": [],
|
||||
"arch": ["aarch64"]
|
||||
}
|
||||
}
|
||||
EOF
|
||||
|
||||
cat > "$PORT_ROOT/gameinfo.xml" <<EOF
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<gameList>
|
||||
<game>
|
||||
<path>./$LAUNCHER_NAME</path>
|
||||
<name>gen1recomp-sbc</name>
|
||||
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
|
||||
<releasedate>20250101T000000</releasedate>
|
||||
<developer>the bois club</developer>
|
||||
<publisher>the bois club</publisher>
|
||||
<genre>RPG</genre>
|
||||
</game>
|
||||
</gameList>
|
||||
EOF
|
||||
|
||||
cat > "$PORT_ROOT/README.md" <<'EOF'
|
||||
## gen1recomp-sbc (Linux ARM SBC / PortMaster)
|
||||
|
||||
Native LÖVE 11.5 aarch64 PortMaster port of gen1recomp for compatible Linux ARM SBC handhelds, including H700-class devices. This pack was built from source release **__SOURCE_TAG__**.
|
||||
|
||||
### Install
|
||||
|
||||
1. Install PortMaster for your handheld firmware.
|
||||
2. Unzip so `gen1recomp-sbc.sh` and the `gen1recomp-sbc/` folder are siblings in the device's PortMaster ports directory.
|
||||
3. Copy a legal US Pokémon Red or Blue `.gb` into `gen1recomp-sbc/lovegame/`.
|
||||
4. Refresh the launcher and launch **gen1recomp-sbc** from Ports.
|
||||
|
||||
### Controls
|
||||
|
||||
| Input | Action |
|
||||
|--|--|
|
||||
| D-pad | Move cursor |
|
||||
| A | Click |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Start / Select | Play or choose ROM |
|
||||
|
||||
Controls use the normal PortMaster / SDL pad map. Device-specific power/suspend behavior is supplied by the firmware and PortMaster runtime.
|
||||
|
||||
### First run
|
||||
|
||||
Put the `.gb` in `lovegame/`, then press **Choose ROM**. After import, the ROM-derived cache and saves stay beside the game (`portable.txt`).
|
||||
|
||||
### Thanks
|
||||
|
||||
LÖVE runtime binaries from [PortMaster](https://portmaster.games/). PortMaster device support and runtime integration are maintained by the PortMaster team.
|
||||
EOF
|
||||
sed -i.bak "s/__SOURCE_TAG__/$SOURCE_TAG/g" "$PORT_ROOT/README.md"
|
||||
rm -f "$PORT_ROOT/README.md.bak"
|
||||
|
||||
# --------------------------------------------------------------- zip
|
||||
ZIP_OUT="$DIST/$APP_NAME-$ARTIFACT_SUFFIX.zip"
|
||||
rm -f "$ZIP_OUT"
|
||||
say "packing $ZIP_OUT"
|
||||
(cd "$PORT_ROOT" && zip -q -9 -r "$ZIP_OUT" \
|
||||
"$LAUNCHER_NAME" "$PORT_DIR_NAME" port.json gameinfo.xml README.md)
|
||||
|
||||
say "done."
|
||||
say "artifact: $ZIP_OUT ($(du -h "$ZIP_OUT" | cut -f1))"
|
||||
say "copy into the device PortMaster ports folder, then drop your .gb into gen1recomp-sbc/lovegame/"
|
||||
@@ -89,13 +89,16 @@ mkdir -p "$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 \
|
||||
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
|
||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||
if unzip -Z1 "$WORK/game-payload.zip" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||
fail "payload unexpectedly contains generated ROM data"
|
||||
fi
|
||||
payload_list="$(unzip -Z1 "$WORK/game-payload.zip")"
|
||||
printf '%s\n' "$payload_list" \
|
||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' \
|
||||
&& fail "payload unexpectedly contains generated ROM data"
|
||||
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_gold.json" \
|
||||
|| fail "payload is missing tools/rom_manifest_gold.json"
|
||||
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
||||
rm -f "$WORK/game-payload.zip"
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -92,7 +92,7 @@ return {
|
||||
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
|
||||
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
|
||||
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
|
||||
{ "play_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
|
||||
{ "text_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
|
||||
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_BoxIsFullText" }, -- 12
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -10,10 +10,10 @@
|
||||
local function coinGiver(opts)
|
||||
return function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local Sound = require("src.core.Sound")
|
||||
local t = game.data.text
|
||||
local function push(label, fallback, onDone)
|
||||
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done))
|
||||
local function push(label, fallback, onDone, popts)
|
||||
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done,
|
||||
popts))
|
||||
end
|
||||
if game.save.flags[opts.event] then
|
||||
push(opts.alreadyGotLabel, opts.alreadyGotFallback)
|
||||
@@ -30,9 +30,10 @@ local function coinGiver(opts)
|
||||
end
|
||||
game.save.coins = math.min(9999, (game.save.coins or 0) + opts.amount)
|
||||
game.save.flags[opts.event] = true
|
||||
Sound.play(game.data, "Get_Item1")
|
||||
-- the ReceivedNCoinsText strings carry sound_get_item_1
|
||||
push(opts.receivedLabel,
|
||||
("{PLAYER} received\n%d coins!"):format(opts.amount))
|
||||
("{PLAYER} received\n%d coins!"):format(opts.amount), nil,
|
||||
TextBox.soundOpts(game, "Get_Item1"))
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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
|
||||
},
|
||||
|
||||
|
||||
@@ -22,8 +22,8 @@ return {
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local Commands = require("src.script.Commands")
|
||||
local t = game.data.text
|
||||
local function say(label, cb)
|
||||
game.stack:push(TextBox.new(game, t[label] or label, cb))
|
||||
local function say(label, cb, sopts)
|
||||
game.stack:push(TextBox.new(game, t[label] or label, cb, sopts))
|
||||
end
|
||||
|
||||
if game.save.flags.EVENT_GOT_OLD_AMBER then
|
||||
@@ -39,8 +39,9 @@ return {
|
||||
game.save.flags.EVENT_GOT_OLD_AMBER = true
|
||||
Commands.hide_object({ save = game.save, overworld = ow, game = game },
|
||||
"MUSEUM_1F", "MUSEUM1F_OLD_AMBER")
|
||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
||||
say("_Museum1FScientist2ReceivedOldAmberText", done)
|
||||
-- .ReceivedOldAmberText carries sound_get_item_1
|
||||
say("_Museum1FScientist2ReceivedOldAmberText", done,
|
||||
TextBox.soundOpts(game, "Get_Item1"))
|
||||
end)
|
||||
end,
|
||||
|
||||
|
||||
@@ -1,13 +1,39 @@
|
||||
-- Hand-ported flavor text for OaksLab (registry id OAKS_LAB).
|
||||
-- Source: pokered/scripts/OaksLab.asm. These five text_asm bodies are
|
||||
-- all simple "PrintText; jp TextScriptEnd" -- no flag branches, no
|
||||
-- YES/NO menu -- so a one-row talk script showing the real extracted
|
||||
-- text is a faithful port. (The rest of OaksLab.asm's TEXT_OAKSLAB_*
|
||||
-- constants -- OAK1, the three starter poke balls, RIVAL -- are already
|
||||
-- ported with full branching logic in data/scripts/oaks_lab.lua.)
|
||||
-- Hand-ported OAKS_LAB flavor: the simple talk texts (scripts/OaksLab.asm;
|
||||
-- OAK1, the starter balls and RIVAL live in data/scripts/oaks_lab.lua).
|
||||
|
||||
local TextBox = require("src.render.TextBox")
|
||||
|
||||
return {
|
||||
OAKS_LAB = {
|
||||
-- data/events/hidden_events.asm:147
|
||||
onInteract = function(game, ow, fx, fy)
|
||||
local t = game.data.text or {}
|
||||
-- engine/events/hidden_events/oaks_lab_posters.asm:1
|
||||
if fy == 0 and fx == 4 then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PushStartText or "Push START to\nopen the MENU!"))
|
||||
return true
|
||||
end
|
||||
if fy == 0 and fx == 5 then
|
||||
local owned = 0
|
||||
for _ in pairs(game.save.pokedex.owned or {}) do owned = owned + 1 end
|
||||
game.stack:push(TextBox.new(game,
|
||||
owned >= 2
|
||||
and (t._StrengthsAndWeaknessesText
|
||||
or "All POKéMON types\nhave strong and\vweak points\vagainst others.")
|
||||
or (t._SaveOptionText
|
||||
or "The SAVE option is\non the MENU\vscreen.")))
|
||||
return true
|
||||
end
|
||||
-- engine/events/hidden_events/oaks_lab_email.asm:1
|
||||
if fy == 1 and (fx == 0 or fx == 1) then
|
||||
if ow.player.facing ~= "up" then return false end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._OakLabEmailText or "There's an e-mail\nmessage here!"))
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end,
|
||||
talk = {
|
||||
-- OaksLabGirlText (scripts/OaksLab.asm)
|
||||
TEXT_OAKSLAB_GIRL = {
|
||||
|
||||
@@ -16,9 +16,13 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- PrintText on a text_end string returns with the box still drawn and
|
||||
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
M.PEWTER_CITY = {
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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"},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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"},
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -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" },
|
||||
},
|
||||
},
|
||||
|
||||
@@ -23,9 +23,13 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- PrintText on a text_end string returns with the box still drawn and
|
||||
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
M.VIRIDIAN_CITY = {
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -22,10 +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", 23 }, -- 2
|
||||
-- no picking until Oak has walked you in (OaksLabScript gating)
|
||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
||||
{ "jump_if_false", 23 }, -- 4
|
||||
{ "jump_if_false", 26 }, -- 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;
|
||||
@@ -34,39 +34,38 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
||||
{ species = species, forceOwned = true } }, -- 5
|
||||
{ "ask", askText }, -- 6
|
||||
{ "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
|
||||
-- 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
|
||||
-- scripts/OaksLab.asm:919
|
||||
{ "show_text", "_OaksLabMonEnergeticText" }, -- 8
|
||||
-- OaksLab.asm: ReceivedMon (sound_get_key_item) then AddPartyMon; the
|
||||
-- jingle fires once the box has typed and holds it (#668)
|
||||
{ "text_sound", "Get_Key_Item" }, -- 9
|
||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
|
||||
{ "give_pokemon", species, 5 }, -- 11
|
||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 12
|
||||
{ "set_flag", choseFlag }, -- 13
|
||||
-- POKé BALLs come later, at OaksLabOak1Text's .give_poke_balls beat
|
||||
-- once the Route 22 rival is beaten (see TEXT_OAKSLAB_OAK1 below)
|
||||
{ "hide_object", "OAKS_LAB", ownBall }, -- 14
|
||||
-- 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 }, -- 15
|
||||
{ "face_object", 1, "up" }, -- 16
|
||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 17
|
||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 18
|
||||
{ "text_sound", "Get_Key_Item" }, -- 19 (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", "end" }, -- 18
|
||||
{ "jump", "end" }, -- 19 (spacer)
|
||||
-- a leftover ball after the player's pick: Oak turns to face the
|
||||
-- player and reads the last-mon line instead of re-offering the
|
||||
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
|
||||
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
|
||||
-- out as Pokémon here.
|
||||
{ "face_object", 5, "down" }, -- 20
|
||||
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 21
|
||||
or "BULBASAUR" } }, -- 20
|
||||
{ "jump", "end" }, -- 21
|
||||
{ "jump", "end" }, -- 22 (spacer)
|
||||
-- leftover ball: Oak reads the last-mon line (scripts/OaksLab.asm
|
||||
-- OaksLabSelectedPokeBallScript -> OaksLabLastMonScript, #601)
|
||||
{ "face_object", 5, "down" }, -- 23
|
||||
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 24
|
||||
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
|
||||
-- through into the pre-pick line below (#601 remnant, reported on #600)
|
||||
{ "jump", "end" }, -- 22
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 23
|
||||
{ "jump", "end" }, -- 25
|
||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 26
|
||||
}
|
||||
end
|
||||
|
||||
@@ -101,8 +100,8 @@ return {
|
||||
{ "check_item", "OAKS_PARCEL" },
|
||||
{ "jump_if_false", "raise_young" },
|
||||
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
|
||||
{ "text_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||
{ "take_item", "OAKS_PARCEL", 1 },
|
||||
{ "stop_music" },
|
||||
@@ -123,8 +122,8 @@ return {
|
||||
{ "face_object", 1, "up" },
|
||||
{ "face_object", 5, "down" },
|
||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||
{ "text_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||
{ "face_object", 1, "up" },
|
||||
@@ -241,9 +240,17 @@ return {
|
||||
-- the table sprites; re-entering the lab applies the same HideObject
|
||||
-- the gift script now does (OaksLab.asm OakGivesPokedex).
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
local flags = game.save.flags or {}
|
||||
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB then
|
||||
local rival = ow:npcByIndex(1)
|
||||
if rival then
|
||||
rival.cellX = flags.EVENT_CHOSE_CHARMANDER and 7
|
||||
or flags.EVENT_CHOSE_SQUIRTLE and 8 or 6
|
||||
rival.cellY = 4
|
||||
rival.px, rival.py = rival.cellX * 16, rival.cellY * 16
|
||||
end
|
||||
end
|
||||
if not 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, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
@@ -281,6 +288,7 @@ return {
|
||||
-- fanfare for the taunt/challenge exchange, same as the Yellow port
|
||||
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
|
||||
local rows = {
|
||||
{ "face_player_dir", "up" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
|
||||
@@ -304,25 +312,21 @@ return {
|
||||
local base = #rows
|
||||
local party = flags.EVENT_CHOSE_BULBASAUR and 3
|
||||
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
|
||||
table.insert(rows, { "save_end_battle_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
|
||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
|
||||
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
|
||||
table.insert(rows, { "heal_party" })
|
||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||
-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
|
||||
-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
|
||||
-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
|
||||
-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
|
||||
-- marches out. A loss skips only the gloat (that taunt was already
|
||||
-- shown in-battle via Rival1WinText), never the exit line (#231). The
|
||||
-- jump_if_false convergence point is the exit line: base+6 indexes the
|
||||
-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
|
||||
-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
|
||||
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", { start = "rival" } })
|
||||
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||
-- restore the lab theme once he's walked out, same as the Yellow port
|
||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||
ow.runner:run(rows, { npc = rival })
|
||||
return true
|
||||
|
||||
@@ -38,13 +38,15 @@ return {
|
||||
{ "jump_if_false", "raise_young" },
|
||||
-- .DeliverParcelText: parcel handover, then the Pokédex scene
|
||||
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
|
||||
{ "text_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||
{ "take_item", "OAKS_PARCEL", 1 },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetRival" },
|
||||
{ "show_text", "_OaksLabRivalGrampsText" },
|
||||
-- callfar OaksLabPikachuMovementScript, before ShowObject (#1021)
|
||||
{ "pikachu_make_way" },
|
||||
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||
{ "place_npc", RIVAL, 4, 7, "up" },
|
||||
{ "move_npc_to", RIVAL, 4, 3 },
|
||||
@@ -60,8 +62,8 @@ return {
|
||||
{ "face_object", RIVAL, "up" },
|
||||
{ "face_object", OAK1, "down" },
|
||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||
{ "text_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||
{ "face_object", RIVAL, "up" },
|
||||
@@ -111,8 +113,8 @@ return {
|
||||
{ "jump_if_true", "come_see" },
|
||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||
{ "give_item", "POKE_BALL", 5, false },
|
||||
{ "text_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||
{ "jump", "end" },
|
||||
|
||||
@@ -174,7 +176,7 @@ return {
|
||||
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
|
||||
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "text_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
|
||||
@@ -192,15 +194,17 @@ return {
|
||||
end
|
||||
rows[#rows + 1] = { "face_player_dir", "up" }
|
||||
rows[#rows + 1] = { "face_object", OAK1, "down" }
|
||||
-- OaksLabPlayerReceivedMonText: no nickname prompt -- the starter
|
||||
-- Pikachu keeps its species name
|
||||
-- OaksLabPlayerReceivedMonText clears wMonDataLocation, so AskName runs (#1013)
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
|
||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "text_sound", "Get_Key_Item" }
|
||||
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
|
||||
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5, true }
|
||||
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5 }
|
||||
-- DisablePikachuOverworldSpriteDrawing keeps it in the ball (#1009)
|
||||
rows[#rows + 1] = { "set_field", "pikachuInBall", true }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
|
||||
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
ow.runner:run(rows, { npc = npc, onDone = done,
|
||||
checkpointOnDone = "release_npc" })
|
||||
end,
|
||||
|
||||
TEXT_OAKSLAB_RIVAL = {
|
||||
@@ -222,9 +226,15 @@ return {
|
||||
},
|
||||
|
||||
onEnter = function(game, ow)
|
||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
||||
return
|
||||
local flags = game.save.flags or {}
|
||||
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB then
|
||||
local rival = ow:npcByIndex(RIVAL)
|
||||
if rival then
|
||||
rival.cellX, rival.cellY = 7, 4
|
||||
rival.px, rival.py = 7 * 16, 4 * 16
|
||||
end
|
||||
end
|
||||
if not 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, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||
@@ -287,16 +297,19 @@ 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", { start = "rival" } })
|
||||
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" })
|
||||
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
|
||||
-- The overworld follower itself is still an open port
|
||||
-- (docs/yellow-version.md runtime backlog); the story beat plays.
|
||||
-- OaksLabPikachuEscapesPokeballScript: the follower reaches the map (#1009)
|
||||
table.insert(rows, { "face_player_dir", "up" })
|
||||
table.insert(rows, { "set_field", "pikachuInBall", false })
|
||||
table.insert(rows, { "spawn_pikachu_follower" })
|
||||
table.insert(rows, { "play_cry", "PIKACHU" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
||||
|
||||
@@ -56,6 +56,7 @@ for mapId, holes in pairs(HOLE_FALLS) do
|
||||
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
|
||||
|
||||
@@ -142,20 +142,23 @@ M.VIRIDIAN_CITY = {
|
||||
M.BLUES_HOUSE = {
|
||||
talk = {
|
||||
TEXT_BLUESHOUSE_DAISY_SITTING = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_GOT_TOWN_MAP" }, -- 2
|
||||
{ "jump_if_true", 10 }, -- 3
|
||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 4
|
||||
{ "jump_if_false", 12 }, -- 5
|
||||
{ "show_text", "_BluesHouseDaisyOfferMapText" }, -- 6
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_GOT_TOWN_MAP" },
|
||||
{ "jump_if_true", "got_map" },
|
||||
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||
{ "jump_if_false", "too_early" },
|
||||
{ "show_text", "_BluesHouseDaisyOfferMapText" },
|
||||
-- _GotMapText: "{PLAYER} got a\n{RAM:wStringBuffer}!" -- the
|
||||
-- buffer supplies "TOWN MAP" (scripts/BluesHouse.asm GotMapText)
|
||||
{ "give_item", "TOWN_MAP", 1, "_GotMapText" }, -- 7
|
||||
{ "set_flag", "EVENT_GOT_TOWN_MAP" }, -- 8
|
||||
{ "jump", 13 }, -- 9
|
||||
{ "show_text", "_BluesHouseDaisyUseMapText" }, -- 10
|
||||
{ "jump", 13 }, -- 11
|
||||
{ "show_text", "_BluesHouseDaisyRivalAtLabText" }, -- 12
|
||||
{ "give_item", "TOWN_MAP", 1, "_GotMapText" },
|
||||
{ "hide_object", "BLUES_HOUSE", "BLUESHOUSE_TOWN_MAP" },
|
||||
{ "set_flag", "EVENT_GOT_TOWN_MAP" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "got_map" },
|
||||
{ "show_text", "_BluesHouseDaisyUseMapText" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "too_early" },
|
||||
{ "show_text", "_BluesHouseDaisyRivalAtLabText" },
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -294,6 +297,7 @@ M.BILLS_HOUSE = {
|
||||
|
||||
M.ROUTE_25 = {
|
||||
onEnter = function(game, ow)
|
||||
game.save.pikachuMapScriptActive = nil
|
||||
local flags = game.save.flags
|
||||
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
|
||||
local Commands = require("src.script.Commands")
|
||||
@@ -326,6 +330,7 @@ M.VERMILION_CITY = {
|
||||
-- only read while EVENT_1ST_LOCK_OPENED is unset (the gym is only
|
||||
-- reachable through this map, so a fresh visit always re-rolls).
|
||||
onEnter = function(game, ow)
|
||||
game.save.pikachuMapScriptActive = nil
|
||||
local puz = game.save.trashPuzzle or {}
|
||||
game.save.trashPuzzle = puz
|
||||
puz.first = love.math.random(0, 7) * 2
|
||||
@@ -766,6 +771,28 @@ 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
|
||||
@@ -778,9 +805,13 @@ M.SILPH_CO_11F = {
|
||||
-- line) would touch, and the whole Silph ending -- the flag, the Master
|
||||
-- Ball, the Saffron streets clearing -- silently never happened.
|
||||
--
|
||||
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
|
||||
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
|
||||
-- sets nothing, so the trigger re-arms exactly as vanilla does.
|
||||
-- SilphCo11FDefaultScript orders it DisplayTextID TEXT_SILPHCO11F_GIOVANNI
|
||||
-- FIRST, then MoveSprite .GiovanniMovement: he speaks from behind the desk
|
||||
-- and only then walks the three tiles down. Moving him before the box made
|
||||
-- him cross the room in silence and deliver the speech point-blank (#869),
|
||||
-- so the box comes first here and engageTrainer skips its own battle text.
|
||||
-- victories.lua OPP_GIOVANNI#2 sets the event on a win; a loss sets
|
||||
-- nothing, so the trigger re-arms exactly as vanilla does.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
|
||||
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
|
||||
@@ -789,17 +820,28 @@ M.SILPH_CO_11F = {
|
||||
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
|
||||
end
|
||||
if not gio or ow:trainerDefeated(gio) then return false end
|
||||
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).
|
||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||
silphRocketsLeave(game, ow)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._SilphCo11FGiovanniText
|
||||
or "Ah {PLAYER}!\nSo we meet again!",
|
||||
function()
|
||||
ow:scriptMove(gio, "down", 3, function()
|
||||
gio:facePlayer(ow.player)
|
||||
ow:engageTrainer(gio, function()
|
||||
-- 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
|
||||
ow:queueScript(silphAftermathRows())
|
||||
end
|
||||
end, nil, true)
|
||||
end)
|
||||
end))
|
||||
return true
|
||||
end,
|
||||
onEnter = function(game, ow)
|
||||
@@ -942,6 +984,7 @@ 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
|
||||
@@ -980,40 +1023,63 @@ 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
|
||||
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
|
||||
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
|
||||
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
|
||||
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
|
||||
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
|
||||
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
|
||||
-- reading of the town theme this scene is known for (#847).
|
||||
{ "fade_music", 10 }, -- 11
|
||||
{ "wait", 100 }, -- 12
|
||||
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
|
||||
{ "show_text", "_ChampionsRoomOakText" }, -- 14
|
||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
|
||||
{ "move_npc", 2, "up", 5 }, -- 16 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" }, -- 17
|
||||
{ "face_object", 2, "down" }, -- 18
|
||||
{ "load_player_starter_name" },
|
||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
|
||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||
{ "face_object", 2, "right" }, -- 17
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
|
||||
{ "face_object", 2, "right" }, -- 20
|
||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
|
||||
-- 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" }, -- 22
|
||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
|
||||
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
|
||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
|
||||
-- scripts/ChampionsRoom.asm WalkToHallOfFame_RLEMovement
|
||||
{ "move_player", "left", 1 },
|
||||
{ "move_player", "up", 3 }, -- 27
|
||||
-- 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 }, -- 28
|
||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 29
|
||||
}
|
||||
|
||||
M.CHAMPIONS_ROOM = {
|
||||
@@ -1173,6 +1239,7 @@ local function pokemonTower2FRivalScript(playerX)
|
||||
{ "jump_if_false", "end" }, -- 6 loss: stay
|
||||
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
||||
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
||||
{ "play_music", "Music_MeetRival", { start = "rival" } },
|
||||
{ "walk_npc", 1, exitDirs }, -- 9
|
||||
{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
|
||||
@@ -178,7 +178,8 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
end
|
||||
|
||||
local function enterLab()
|
||||
local function enterLab(oak)
|
||||
if oak then oak.stepFrames = nil end
|
||||
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||
ow.doorWarp = true
|
||||
@@ -187,12 +188,17 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
|
||||
local function walkToLab(oak)
|
||||
-- lockstep half runs Oak on the player's own frames per cell
|
||||
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
|
||||
local i = 0
|
||||
if oak then
|
||||
oak.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
|
||||
end
|
||||
local function tick()
|
||||
i = i + 1
|
||||
local playerStep = escort.playerSteps[i]
|
||||
if not playerStep then
|
||||
enterLab()
|
||||
enterLab(oak)
|
||||
return
|
||||
end
|
||||
if oak and escort.oakSteps[i] then
|
||||
@@ -206,6 +212,13 @@ M.PALLET_TOWN = {
|
||||
end
|
||||
|
||||
local function escortToLab(oak)
|
||||
-- PalletMovementScript_OakMoveLeft
|
||||
-- (engine/overworld/auto_movement.asm) starts MUSIC_MUSEUM_GUY
|
||||
-- when the escort begins in Yellow. Until then, Pallet Town plays
|
||||
-- after the battle; Red/Blue leave MUSIC_MEET_PROF_OAK playing.
|
||||
if yellow then
|
||||
Music.play(game.data, "Music_MuseumGuy")
|
||||
end
|
||||
local numSteps = x - 10
|
||||
if oak and numSteps > 0 then
|
||||
ow:scriptMove(oak, "left", numSteps, function()
|
||||
@@ -249,14 +262,24 @@ M.PALLET_TOWN = {
|
||||
function()
|
||||
-- Oak turns toward the horizontally adjacent grass (left exit
|
||||
-- looks right, right exit looks left -- the
|
||||
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
|
||||
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
|
||||
-- In pokeyellow, PalletTownOakGreetsPlayerScript turns Oak and
|
||||
-- PalletTownPikachuBattleScript arms the battle on the next
|
||||
-- overworld iteration. OverworldLoopLessDelay
|
||||
-- (home/overworld.asm) burns two DelayFrame calls at the top
|
||||
-- of each iteration and calls RunMapScript before checking
|
||||
-- wCurOpponent, so those two DelayFrame calls are what keep
|
||||
-- Oak's turn on screen before the battle check fires.
|
||||
if oak then oak.facing = x == 10 and "right" or "left" end
|
||||
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
||||
battle:makeOldManDemo("PROF.OAK")
|
||||
battle.onFinish = function()
|
||||
afterPikaBattle()
|
||||
end
|
||||
game.stack:push(battle)
|
||||
hold(2, nil, function()
|
||||
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
||||
battle:makeOldManDemo("PROF.OAK")
|
||||
battle.onFinish = function()
|
||||
afterPikaBattle()
|
||||
end
|
||||
-- Use the standard wild-battle entry transition.
|
||||
Commands.pushBattle(ctx, battle)
|
||||
end)
|
||||
end))
|
||||
end
|
||||
|
||||
@@ -396,19 +419,31 @@ M.ROUTE_8_GATE = saffronGate("TEXT_ROUTE8GATE_GUARD", { { 2, 3 }, { 2, 4 } }, tr
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
M.POKEMON_FAN_CLUB = {
|
||||
onEnter = function(game, ow)
|
||||
require("src.world.PikachuFollower").onFanClubEntered(game, ow)
|
||||
end,
|
||||
talk = {
|
||||
TEXT_POKEMONFANCLUB_CHAIRMAN = {
|
||||
{ "face_player" }, -- 1
|
||||
{ "check_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 2
|
||||
{ "jump_if_true", 9 }, -- 3
|
||||
{ "show_text", "_PokemonFanClubChairmanIntroText" }, -- 4
|
||||
{ "show_text", "_PokemonFanClubChairmanStoryText" }, -- 5
|
||||
{ "jump_if_true", "nothing_left" }, -- 3
|
||||
-- YesNoChoice (scripts/PokemonFanClub.asm): NO forfeits the voucher (#1050)
|
||||
{ "ask", "_PokemonFanClubChairmanIntroText" }, -- 4
|
||||
{ "jump_if_false", "no_story" }, -- 5
|
||||
{ "show_text", "_PokemonFanClubChairmanStoryText" }, -- 6
|
||||
-- give-then-print like scripts/PokemonFanClub.asm (GiveItem
|
||||
-- fills wStringBuffer; the received text reads it)
|
||||
{ "give_item", "BIKE_VOUCHER", 1, false }, -- 6
|
||||
{ "show_text", "_PokemonFanClubReceivedBikeVoucherText" }, -- 7
|
||||
{ "set_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 8
|
||||
{ "show_text", "_PokemonFanClubExplainBikeVoucherText" }, -- 9
|
||||
{ "give_item", "BIKE_VOUCHER", 1, false }, -- 7
|
||||
{ "show_text", "_PokemonFanClubReceivedBikeVoucherText" }, -- 8
|
||||
{ "set_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 9
|
||||
{ "show_text", "_PokemonFanClubExplainBikeVoucherText" }, -- 10
|
||||
{ "jump", "end" }, -- 11
|
||||
{ "label", "no_story" }, -- 12
|
||||
{ "show_text", "_PokemonFanClubNoStoryText" }, -- 13
|
||||
{ "jump", "end" }, -- 14
|
||||
-- .nothingleft: the gift is done, he only reminisces now
|
||||
{ "label", "nothing_left" }, -- 15
|
||||
{ "show_text", "_PokemonFanClubChairFinalText" }, -- 16
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -619,8 +654,10 @@ local function mtMoonFossil(itemId, otherName, gotFlag)
|
||||
end
|
||||
local idef = game.data.items[itemId]
|
||||
game.stringBuffer = idef and idef.name or itemId
|
||||
require("src.core.Sound").play(game.data, "Get_Key_Item")
|
||||
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
|
||||
-- MtMoonB2FReceivedFossilText: text_far, sound_get_key_item,
|
||||
-- text_waitbutton -- the jingle plays after the box has typed and
|
||||
-- the button wait comes after it
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._MtMoonB2FReceivedFossilText
|
||||
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
|
||||
@@ -633,11 +670,11 @@ local function mtMoonFossil(itemId, otherName, gotFlag)
|
||||
ow.runner:run({
|
||||
{ "walk_npc", 1, dirs },
|
||||
{ "text_opts", { auto = true } },
|
||||
{ "text_sound", "Get_Key_Item" },
|
||||
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
|
||||
{ "play_sound", "Get_Key_Item" },
|
||||
{ "hide_object", "MT_MOON_B2F", otherName },
|
||||
}, { onDone = done })
|
||||
end))
|
||||
end, TextBox.soundOpts(game, "Get_Key_Item")))
|
||||
end }))
|
||||
end
|
||||
end
|
||||
@@ -660,35 +697,37 @@ M.MT_MOON_B2F = {
|
||||
},
|
||||
}
|
||||
|
||||
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
|
||||
-- Y50, once. Declining at the rope shoves the player one tile SOUTH back off
|
||||
-- the exhibit rope they crossed heading north (#151); the museum floor has no
|
||||
-- ledges, so a plain scriptMove("down",1) is the correct primitive.
|
||||
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text): Y50, once.
|
||||
-- Declining at the rope shoves the player one tile south (#151)
|
||||
local function museumClerk(game, ow, done, onDecline)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
local t = game.data.text or {}
|
||||
if game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
|
||||
game.stack:push(TextBox.new(game,
|
||||
"Take your time,\nand enjoy it all!", done))
|
||||
return
|
||||
end
|
||||
-- scripts/Museum1F.asm:72
|
||||
local money = function() return game.save.money end
|
||||
game.stack:push(TextBox.new(game,
|
||||
"It's ¥50 for a\nchild's ticket.\fWould you like to\ncome in?", function()
|
||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
||||
t._Museum1FScientist1WouldYouLikeToComeInText
|
||||
or "It's ¥50 for a\nchild's ticket.\fWould you like to\ncome in?",
|
||||
nil, { money = money, choice = function(yes)
|
||||
if yes and game.save.money >= 50 then
|
||||
game.save.money = game.save.money - 50
|
||||
game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET = true
|
||||
-- scripts/Museum1F.asm:106
|
||||
game.stack:push(TextBox.new(game,
|
||||
"Right, ¥50!\nThank you!", done))
|
||||
t._Museum1FScientist1ThankYouText or "Right, ¥50!\nThank you!", done,
|
||||
{ money = money }))
|
||||
elseif yes then
|
||||
game.stack:push(TextBox.new(game,
|
||||
"You don't have\nenough money.", onDecline or done))
|
||||
"You don't have\nenough money.", onDecline or done, { money = money }))
|
||||
else
|
||||
game.stack:push(TextBox.new(game,
|
||||
"Come again!", onDecline or done))
|
||||
"Come again!", onDecline or done, { money = money }))
|
||||
end
|
||||
end))
|
||||
end))
|
||||
end }))
|
||||
end
|
||||
|
||||
M.MUSEUM_1F = {
|
||||
|
||||
@@ -151,9 +151,27 @@ M.POKEMON_TOWER_6F = {
|
||||
-- trick, and the speedrun route this bot follows depends on it.
|
||||
if result == "win" or battle.pokeDollEscape then
|
||||
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._PokemonTower6FSoulWasCalmedText
|
||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
|
||||
-- PokemonTower6FMarowakDepartedText (scripts/PokemonTower6F.asm)
|
||||
-- is two texts, not one: the CUBONE's-mother line first, then
|
||||
-- PlayCry RESTLESS_SOUL (EQU MAROWAK, constants/pokemon_constants
|
||||
-- .asm:209) + WaitForSoundToFinish + DelayFrames 30 before the
|
||||
-- calmed line; the port dropped the first text and the cry
|
||||
-- (#867). play_cry arms the next show_text, so the cry rides
|
||||
-- the calmed box's open with the button prompt kept, and the
|
||||
-- wait row stands in for the asm's 30-frame gap.
|
||||
local rows = {
|
||||
{ "show_text", t._PokemonTower6FGhostWasCubonesMotherText
|
||||
or "The GHOST was the\nrestless soul of\vCUBONE's mother!" },
|
||||
{ "play_cry", "MAROWAK", true },
|
||||
{ "wait", 30 },
|
||||
{ "show_text", t._PokemonTower6FSoulWasCalmedText
|
||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!" },
|
||||
}
|
||||
if ow.runner then
|
||||
ow.runner:run(rows)
|
||||
elseif ow.queueScript then
|
||||
ow:queueScript(rows)
|
||||
end
|
||||
elseif result ~= "lose" then
|
||||
-- .did_not_defeat: one simulated step right, off the trigger,
|
||||
-- so fleeing does not leave you standing on a cell that
|
||||
@@ -517,6 +535,14 @@ M.GAME_CORNER = {
|
||||
done()
|
||||
return
|
||||
end
|
||||
-- GameCornerRocketText hands the battle its own loss line through
|
||||
-- SaveEndBattleTextPointers (.BattleEndText ->
|
||||
-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
|
||||
-- prints it ON the battle screen between TrainerDefeatedText and
|
||||
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
|
||||
-- He is a text_asm trainer with no def_trainers header, so there is no
|
||||
-- header.won for engageTrainer to find and the line has to be handed
|
||||
-- over here or it never shows at all (#862).
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
@@ -527,19 +553,44 @@ M.GAME_CORNER = {
|
||||
game.data.text._GameCornerRocketAfterBattleText
|
||||
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
||||
function()
|
||||
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
|
||||
-- ApplyMovementData walks the grunt one tile UP into the poster
|
||||
-- (the hideout's secret entrance at 9,4) before HideObject, so
|
||||
-- he leaves the floor rather than popping out of existence on
|
||||
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
|
||||
-- ignores collision, so we despawn + unfreeze (done) only once
|
||||
-- the step lands.
|
||||
ow:scriptMove(npc, "up", 1, function()
|
||||
hideRocket()
|
||||
done()
|
||||
end)
|
||||
-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
|
||||
-- picks the exit walk from where the player is standing, because
|
||||
-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
|
||||
-- from the south) or wXCoord == 8 (from the west) leaves the row
|
||||
-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
|
||||
-- RIGHT; otherwise the player is east of him on (10,5) and
|
||||
-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
|
||||
-- and right again to go AROUND him. pokeyellow's copy of the
|
||||
-- around-path takes one extra RIGHT on the lower row before coming
|
||||
-- back up (it also has to clear Pikachu); both versions end on
|
||||
-- (15,5). He never steps UP: (9,4) is the poster wall, which is
|
||||
-- where the old single UP step sent him.
|
||||
local px = ow.player and ow.player.cellX
|
||||
local py = ow.player and ow.player.cellY
|
||||
local path
|
||||
if py == 6 or px == 8 then
|
||||
path = { { "right", 5 } }
|
||||
elseif require("src.core.GameVersion").isYellow() then
|
||||
path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
|
||||
else
|
||||
path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
|
||||
end
|
||||
-- GameCornerRocketExitScript only HideObjects him once
|
||||
-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
|
||||
-- scriptMove locks player input (#scriptMoves>0) and ignores
|
||||
-- collision, so the despawn + unfreeze (done) ride the final step.
|
||||
local function step(i)
|
||||
if i > #path then
|
||||
hideRocket()
|
||||
done()
|
||||
return
|
||||
end
|
||||
ow:scriptMove(npc, path[i][1], path[i][2],
|
||||
function() step(i + 1) end)
|
||||
end
|
||||
step(1)
|
||||
end))
|
||||
end)
|
||||
end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
|
||||
end,
|
||||
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
|
||||
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
|
||||
@@ -549,21 +600,57 @@ 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 +658,30 @@ 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 +694,188 @@ 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),
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -8,21 +8,35 @@ local M = {}
|
||||
|
||||
local function text(game) return game.data.text end
|
||||
|
||||
local function push(game, s, done)
|
||||
local function push(game, s, done, opts)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
game.stack:push(TextBox.new(game, s, done, opts))
|
||||
end
|
||||
|
||||
-- The question stays on screen under the YES/NO menu. The dojo prize
|
||||
-- balls are the clearest case: FightingDojoHitmonleePokeBallText
|
||||
-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
|
||||
-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
|
||||
-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
|
||||
-- (engine/menus/text_box.asm) puts the menu above the dialogue box
|
||||
-- rather than replacing it. Ride TextBox's opts.choice, the same as
|
||||
-- Commands.ask, instead of popping the box with an A press and leaving a
|
||||
-- bare ChoiceBox over the overworld (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
|
||||
-- fill text placeholders; key on the hram/wram symbol first, since one
|
||||
-- string can carry two different NUM slots (#1006)
|
||||
local function fill(s, subs)
|
||||
s = s:gsub("{PLAYER}", subs.player or "")
|
||||
s = s:gsub("{NUM:[^}]*}", function() return tostring(subs.num or "") end)
|
||||
s = s:gsub("{RAM:[^}]*}", function() return subs.ram or "" end)
|
||||
s = s:gsub("{NUM:([%w_]*)[^}]*}", function(name)
|
||||
return tostring(subs[name] or subs.num or "")
|
||||
end)
|
||||
s = s:gsub("{RAM:([%w_]*)[^}]*}", function(name)
|
||||
return subs[name] or subs.ram or ""
|
||||
end)
|
||||
return s
|
||||
end
|
||||
|
||||
@@ -73,9 +87,12 @@ local function oaksAide(threshold, itemId, repeatText)
|
||||
{ ram = itemName, player = game.save.player.name }), done)
|
||||
end)
|
||||
else
|
||||
-- .notEnoughOwnedMons prints owned then requirement, two counts
|
||||
push(game, fill(t._OaksAideUhOhText or
|
||||
"You have only\ncaught {NUM:}!",
|
||||
{ num = owned, ram = itemName }), done)
|
||||
{ num = owned, ram = itemName,
|
||||
hOaksAideNumMonsOwned = owned,
|
||||
hOaksAideRequirement = threshold }), done)
|
||||
end
|
||||
end)
|
||||
end
|
||||
@@ -125,7 +142,7 @@ M.MT_MOON_POKECENTER = {
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
|
||||
"MAGIKARP", 5)
|
||||
push(game, ("%s got a\nMAGIKARP!"):format(game.save.player.name), done)
|
||||
push(game, t._GotMonText or "{PLAYER} got\n{RAM:wNameBuffer}!", done)
|
||||
end)
|
||||
end,
|
||||
},
|
||||
@@ -155,19 +172,26 @@ local function dojoBall(species, ownBall, otherBall, askKey)
|
||||
push(game, "You'll have to\nbeat the master\nfirst!", done)
|
||||
return
|
||||
end
|
||||
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
|
||||
if not yes then done() return end
|
||||
flags["EVENT_GOT_" .. species] = true
|
||||
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.give_pokemon(ctx, species, 30)
|
||||
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
||||
-- just the picked object's index) and routes to the greedy line above
|
||||
-- when talked to (#197).
|
||||
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
||||
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
||||
end)
|
||||
-- Examining a ball shows that species' POKéDEX entry first
|
||||
-- (DisplayPokedex in FightingDojo.asm, which also marks it seen),
|
||||
-- then the yes/no take-it prompt (#853).
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { save = game.save, game = game, overworld = ow }
|
||||
Commands.mark_seen(ctx, species)
|
||||
local DexEntryMenu = require("src.ui.DexEntryMenu")
|
||||
game.stack:push(DexEntryMenu.new(game, species, function()
|
||||
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
|
||||
if not yes then done() return end
|
||||
flags["EVENT_GOT_" .. species] = true
|
||||
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
|
||||
Commands.give_pokemon(ctx, species, 30)
|
||||
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
||||
-- just the picked object's index) and routes to the greedy line above
|
||||
-- when talked to (#197).
|
||||
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
||||
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
||||
end)
|
||||
end))
|
||||
end
|
||||
end
|
||||
|
||||
@@ -229,27 +253,32 @@ M.FIGHTING_DOJO = {
|
||||
|
||||
M.SILPH_CO_7F = {
|
||||
talk = {
|
||||
TEXT_SILPHCO7F_SILPH_WORKER_M1 = function(game, ow, npc, done)
|
||||
local t = text(game)
|
||||
if game.save.flags.EVENT_GOT_LAPRAS then
|
||||
push(game, t._SilphCo7FSilphWorkerM1LaprasDescriptionText
|
||||
or "How is LAPRAS\ndoing?", done)
|
||||
return
|
||||
end
|
||||
push(game, t._SilphCo7FSilphWorkerM1ThankYouText
|
||||
or "Thank you for\nsaving us!\fI want you to\nhave this LAPRAS!",
|
||||
function()
|
||||
game.save.flags.EVENT_GOT_LAPRAS = true
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
|
||||
"LAPRAS", 15)
|
||||
push(game, ("%s got\nLAPRAS!"):format(game.save.player.name),
|
||||
function()
|
||||
push(game, t._SilphCo7FSilphWorkerM1LaprasDescriptionText
|
||||
or "It's a good\nswimmer!", done)
|
||||
end)
|
||||
end)
|
||||
end,
|
||||
-- command rows, not a Lua handler: give_pokemon needs a runner to AskName (#1049)
|
||||
TEXT_SILPHCO7F_SILPH_WORKER_M1 = {
|
||||
{ "face_player" },
|
||||
{ "check_flag", "EVENT_GOT_LAPRAS" },
|
||||
{ "jump_if_true", "has_lapras" },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM1HaveThisPokemonText" },
|
||||
{ "give_pokemon", "LAPRAS", 15 },
|
||||
{ "jump_if_false", "box_full" },
|
||||
-- flag ahead of the jingle, like the Celadon EEVEE (#426)
|
||||
{ "set_flag", "EVENT_GOT_LAPRAS" },
|
||||
{ "text_sound", "Get_Item1" },
|
||||
{ "show_text", "_GotMonText", { RAM = "LAPRAS" } },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM1LaprasDescriptionText" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "box_full" },
|
||||
{ "show_text", "_BoxIsFullText" },
|
||||
{ "jump", "end" },
|
||||
-- SilphCo7F.asm .saved_silph gates the thanks on Giovanni
|
||||
{ "label", "has_lapras" },
|
||||
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||
{ "jump_if_true", "saved" },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM1IsOurPresidentOkText" },
|
||||
{ "jump", "end" },
|
||||
{ "label", "saved" },
|
||||
{ "show_text", "_SilphCo7FSilphWorkerM1SavedText" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -278,12 +307,11 @@ M.COPYCATS_HOUSE_2F = {
|
||||
return
|
||||
end
|
||||
game.stringBuffer = game.data.items.TM_MIMIC.name
|
||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
||||
Bag.remove(game.save, "POKE_DOLL", 1)
|
||||
game.save.flags.EVENT_GOT_TM31 = true
|
||||
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
|
||||
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
|
||||
end)
|
||||
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||
end)
|
||||
end)
|
||||
end,
|
||||
@@ -449,7 +477,6 @@ M.CELADON_MART_ROOF = {
|
||||
return
|
||||
end
|
||||
game.save.flags[g.flag] = true
|
||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
||||
local subs = { player = game.save.player.name,
|
||||
ram = game.data.items[g.tm].name }
|
||||
local explain = fill(t[g.explain] or "", subs)
|
||||
@@ -461,7 +488,7 @@ M.CELADON_MART_ROOF = {
|
||||
else
|
||||
done()
|
||||
end
|
||||
end)
|
||||
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||
end)
|
||||
end,
|
||||
onCancel = done,
|
||||
@@ -483,25 +510,28 @@ M.ROUTE_24 = {
|
||||
local flags = game.save.flags
|
||||
local function battleOrDone()
|
||||
if ow:trainerDefeated(npc) then
|
||||
push(game, "I hate this!\nMy dreams of\nTEAM ROCKET...", done)
|
||||
push(game, text(game)._Route24CooltrainerM1YouCouldBecomeATopLeaderText,
|
||||
done)
|
||||
else
|
||||
ow:engageTrainer(npc, done)
|
||||
end
|
||||
end
|
||||
if not flags.EVENT_GOT_NUGGET then
|
||||
push(game, "Congratulations!\nYou beat our 5\ncontest trainers!\f"
|
||||
.. "You just earned a\nfabulous prize!", function()
|
||||
local t = text(game)
|
||||
push(game, t._Route24CooltrainerM1YouBeatOurContestText .. "\f"
|
||||
.. t._Route24CooltrainerM1YouJustEarnedAPrizeText, function()
|
||||
if not require("src.inventory.Bag").add(game.save, "NUGGET", 1,
|
||||
game.data) then
|
||||
push(game, t._Route24CooltrainerM1NoRoomText, done)
|
||||
return
|
||||
end
|
||||
flags.EVENT_GOT_NUGGET = true
|
||||
require("src.inventory.Bag").add(game.save, "NUGGET", 1)
|
||||
push(game, ("%s received\na NUGGET!"):format(game.save.player.name),
|
||||
function()
|
||||
ask(game, "By the way, would\nyou like to join\nTEAM ROCKET?",
|
||||
function()
|
||||
push(game, "Arrgh! You are\nnot convinced?\fThen I'll show\n"
|
||||
.. "you my power!", battleOrDone)
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
game.stringBuffer = game.data.items.NUGGET.name
|
||||
push(game, t._Route24CooltrainerM1ReceivedNuggetText, function()
|
||||
push(game, t._Route24CooltrainerM1JoinTeamRocketText,
|
||||
battleOrDone)
|
||||
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||
return
|
||||
end
|
||||
battleOrDone()
|
||||
|
||||
@@ -4,9 +4,9 @@ local M = {}
|
||||
|
||||
local function text(game) return game.data.text end
|
||||
|
||||
local function push(game, s, done)
|
||||
local function push(game, s, done, opts)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
game.stack:push(TextBox.new(game, s, done, opts))
|
||||
end
|
||||
|
||||
-- fill the extracted text placeholders ({RAM:...}, {PLAYER})
|
||||
@@ -25,8 +25,8 @@ local function gift(opts)
|
||||
local t = text(game)
|
||||
local itemName = game.data.items[opts.item].name
|
||||
local subs = { ram = itemName, player = game.save.player.name }
|
||||
local function say(label, fallback, cb)
|
||||
push(game, fill(t[label] or fallback, subs), cb)
|
||||
local function say(label, fallback, cb, sopts)
|
||||
push(game, fill(t[label] or fallback, subs), cb, sopts)
|
||||
end
|
||||
if game.save.flags[opts.flag] then
|
||||
say(opts.already or opts.explain, "It's a useful\nitem, isn't it?", done)
|
||||
@@ -39,17 +39,18 @@ local function gift(opts)
|
||||
end
|
||||
game.save.flags[opts.flag] = true
|
||||
local idef = game.data.items[opts.item]
|
||||
require("src.core.Sound").play(game.data,
|
||||
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1")
|
||||
-- the received texts carry sound_get_item_1 / sound_get_key_item, so
|
||||
-- the jingle only fires once that box has typed out
|
||||
say(opts.received, "{PLAYER} received\n{RAM:}!", function()
|
||||
if opts.explain then
|
||||
say(opts.explain, "", done)
|
||||
else
|
||||
done()
|
||||
end
|
||||
end)
|
||||
end, require("src.render.TextBox").soundOpts(game,
|
||||
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1"))
|
||||
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 +119,21 @@ 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 +187,20 @@ 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)
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
@@ -421,7 +446,7 @@ local function pewterGymEscort(game, ow)
|
||||
end
|
||||
|
||||
local function afterWalk()
|
||||
if guy then guy.facing = "left" end
|
||||
if guy then guy.stepFrames, guy.facing = nil, "left" end
|
||||
Music.playMap(game.data, "PEWTER_CITY")
|
||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||
or "Go take on BROCK\nat the GYM first!", walkHome)
|
||||
@@ -444,6 +469,11 @@ local function pewterGymEscort(game, ow)
|
||||
end
|
||||
|
||||
local function beginWalk()
|
||||
-- the escort runs the youngster on the player's own frames per cell
|
||||
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
|
||||
if guy then
|
||||
guy.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
|
||||
end
|
||||
Music.play(game.data, "Music_MuseumGuy")
|
||||
if guy and head > 0 then
|
||||
local h = 0
|
||||
@@ -484,12 +514,12 @@ M.PEWTER_CITY = {
|
||||
-- Rival ambush: show the hidden rival, walk him up to the player, run
|
||||
-- the battle rows, march him back and hide him. On a loss the walk is
|
||||
-- skipped (the blackout rebuilds the map mid-script).
|
||||
local function runAmbush(game, ow, rows, playerFacing)
|
||||
local function runAmbush(game, ow, rows, playerFacing, musicOpts)
|
||||
if ow.runner:isRunning() then return false end
|
||||
ow.player.facing = playerFacing
|
||||
-- the rival encounter sting (MUSIC_MEET_RIVAL); the battle music
|
||||
-- takes over and the map theme returns after the victory jingle
|
||||
require("src.core.Music").play(game.data, "Music_MeetRival")
|
||||
require("src.core.Music").play(game.data, "Music_MeetRival", nil, musicOpts)
|
||||
ow.runner:run(rows)
|
||||
return true
|
||||
end
|
||||
@@ -543,12 +573,15 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
|
||||
{ "face_object", objIndex, rivalFacing }, -- 3
|
||||
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
|
||||
{ "rival_battle", oppClass, baseParty }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "jump_if_false", 13 }, -- 6
|
||||
{ "set_flag", beatFlag }, -- 7
|
||||
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
|
||||
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
|
||||
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
|
||||
{ "hide_object", "ROUTE_22", objName }, -- 11
|
||||
{ "play_music", "Music_MeetRival", { start = "rival",
|
||||
tempo = n == 2 and 100 or nil } }, -- 10
|
||||
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 11
|
||||
{ "play_default_music" }, -- scripts/Route22.asm:230
|
||||
{ "hide_object", "ROUTE_22", objName }, -- 13
|
||||
}
|
||||
end
|
||||
|
||||
@@ -570,7 +603,8 @@ M.ROUTE_22 = {
|
||||
if f.EVENT_BEAT_GIOVANNI and not f.EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE then
|
||||
return runAmbush(game, ow,
|
||||
route22Scene(2, 2, "ROUTE22_RIVAL2", "OPP_RIVAL2", 10,
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing)
|
||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing,
|
||||
{ tempo = 100 })
|
||||
end
|
||||
return false
|
||||
end,
|
||||
@@ -594,12 +628,14 @@ local function ceruleanRivalScene(px, py)
|
||||
{ "face_object", 1, "down" }, -- 3
|
||||
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "jump_if_false", 13 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
|
||||
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
|
||||
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
|
||||
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
|
||||
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
|
||||
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 11
|
||||
{ "play_default_music" }, -- scripts/CeruleanCity.asm:230
|
||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 13
|
||||
}
|
||||
end
|
||||
|
||||
@@ -706,7 +742,7 @@ local JIGGLYPUFF_SILENCE, JIGGLYPUFF_STEP, JIGGLYPUFF_TAIL = 32, 24, 48
|
||||
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
|
||||
-- page has typed out (PrintText returning), and auto.tick then runs once
|
||||
-- per frame while the gate it returns still reads as playing.
|
||||
local function jigglypuffDance(game, npc)
|
||||
local function jigglypuffDance(game, npc, ow)
|
||||
local Music = require("src.core.Music")
|
||||
-- .findMatchingFacingDirectionLoop: the rotation picks up at the entry
|
||||
-- matching the sprite's current facing (showMapText has just turned it
|
||||
@@ -752,7 +788,13 @@ local function jigglypuffDance(game, npc)
|
||||
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
|
||||
return
|
||||
end
|
||||
if frames >= JIGGLYPUFF_TAIL then phase = "done" end
|
||||
if frames >= JIGGLYPUFF_TAIL then
|
||||
phase = "done"
|
||||
if require("src.core.GameVersion").isYellow()
|
||||
and require("src.world.PikachuFollower").starterInParty(game.save) then
|
||||
ow.pikachuPewterSleepScene = true
|
||||
end
|
||||
end
|
||||
end,
|
||||
}
|
||||
end
|
||||
@@ -765,7 +807,7 @@ M.PEWTER_POKECENTER = {
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
|
||||
done, { auto = jigglypuffDance(game, npc) }))
|
||||
done, { auto = jigglypuffDance(game, npc, ow) }))
|
||||
end,
|
||||
},
|
||||
}
|
||||
@@ -840,12 +882,14 @@ M.SILPH_CO_7F = {
|
||||
{ "face_object", 9, "up" }, -- 4
|
||||
{ "show_text", "_SilphCo7FRivalWaitedHereText" }, -- 5
|
||||
{ "rival_battle", "OPP_RIVAL2", 7 }, -- 6
|
||||
{ "jump_if_false", 12 }, -- 7
|
||||
{ "jump_if_false", 14 }, -- 7
|
||||
{ "set_flag", "EVENT_BEAT_SILPH_CO_RIVAL" }, -- 8
|
||||
{ "show_text", "_SilphCo7FRivalDefeatedText" }, -- 9
|
||||
{ "show_text", "_SilphCo7FRivalGoodLuckToYouText" }, -- 10
|
||||
{ "move_npc_to", 9, 5, y + 1 }, -- 11
|
||||
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 12
|
||||
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 11
|
||||
{ "move_npc_to", 9, 5, y + 1 }, -- 12
|
||||
{ "play_default_music" }, -- scripts/SilphCo7F.asm:261
|
||||
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 14
|
||||
}, "down")
|
||||
end,
|
||||
}
|
||||
@@ -875,12 +919,14 @@ M.SS_ANNE_2F = {
|
||||
{ "face_object", 2, onLeft and "down" or "right" }, -- 3
|
||||
{ "show_text", "_SSAnne2FRivalText" }, -- 4
|
||||
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
|
||||
{ "jump_if_false", 11 }, -- 6
|
||||
{ "jump_if_false", 13 }, -- 6
|
||||
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
|
||||
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
|
||||
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
|
||||
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 10
|
||||
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 11
|
||||
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
|
||||
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 11
|
||||
{ "play_default_music" }, -- scripts/SSAnne2F.asm:175
|
||||
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 13
|
||||
}, onLeft and "up" or "left")
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -12,9 +12,13 @@ local function push(game, s, done)
|
||||
game.stack:push(TextBox.new(game, s, done))
|
||||
end
|
||||
|
||||
-- PrintText on a text_end string returns with the box still drawn and
|
||||
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||
local function ask(game, s, cb)
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||
end
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -118,6 +122,7 @@ 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
|
||||
|
||||
@@ -18,6 +18,24 @@
|
||||
-- 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).
|
||||
--
|
||||
-- `badgeSound` / `tmSound` are the text sound command each gym's reward
|
||||
-- text carries right after its FIRST label -- home/text.asm TextCommand_SOUND
|
||||
-- plays it once that page has typed out and then blocks on
|
||||
-- WaitForSoundToFinish, so the jingle sits between the pages rather than
|
||||
-- under them. macros/scripts/text.asm defines sound_level_up as
|
||||
-- sound_get_item_1, so Pewter's and Viridian's badge lines are Get_Item1
|
||||
-- too. Vermilion, Celadon and Fuchsia carry no sound on the badge text.
|
||||
|
||||
local function range(prefix, first, last)
|
||||
local t = {}
|
||||
@@ -33,83 +51,136 @@ 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" },
|
||||
{ "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||
},
|
||||
badgeSound = "Get_Item1", -- sound_level_up
|
||||
tmSound = "Get_Item1",
|
||||
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),
|
||||
badgeSound = "Get_Key_Item",
|
||||
tmSound = "Get_Item1",
|
||||
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),
|
||||
tmSound = "Get_Key_Item",
|
||||
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),
|
||||
tmSound = "Get_Item1",
|
||||
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),
|
||||
tmSound = "Get_Key_Item",
|
||||
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),
|
||||
badgeSound = "Get_Key_Item",
|
||||
tmSound = "Get_Item1",
|
||||
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),
|
||||
badgeSound = "Get_Key_Item",
|
||||
tmSound = "Get_Item1",
|
||||
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),
|
||||
badgeSound = "Get_Item1", -- sound_level_up
|
||||
tmSound = "Get_Item1",
|
||||
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,
|
||||
|
||||
@@ -36,7 +36,8 @@ M.CERULEAN_MELANIES_HOUSE = {
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "MelanieText5" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
ow.runner:run(rows, { npc = npc, onDone = done,
|
||||
checkpointOnDone = "release_npc" })
|
||||
end,
|
||||
-- pet flavor: the text with the species' cry over it
|
||||
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
|
||||
@@ -105,7 +106,8 @@ M.VERMILION_CITY = {
|
||||
rows[#rows + 1] = { "label", "declined" }
|
||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
|
||||
end
|
||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
||||
ow.runner:run(rows, { npc = npc, onDone = done,
|
||||
checkpointOnDone = "release_npc" })
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -62,10 +62,15 @@ M.MT_MOON_B2F = {
|
||||
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
|
||||
{ "face_object", 6, "left" },
|
||||
{ "show_text", "_MtMoonJessieJamesText2" },
|
||||
-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
|
||||
-- SaveEndBattleTextPointers before it sets wCurOpponent, so
|
||||
-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
|
||||
-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
|
||||
-- Its one-word first line only reads right behind that tag (#866).
|
||||
{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_MtMoonJessieJamesText3" },
|
||||
{ "show_text", "_MtMoonJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
@@ -85,7 +90,8 @@ M.MT_MOON_B2F = {
|
||||
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
|
||||
-- (24,10) and whichever of them shares the player's column ($18=24 or
|
||||
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
|
||||
-- tiles down to loom over the player while the other steps one. A loss
|
||||
-- tiles down to loom over the player while the other walks four and ends
|
||||
-- up beside him. A loss
|
||||
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
||||
-- trigger re-arms clean.
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -106,7 +112,7 @@ M.ROCKET_HIDEOUT_B4F = {
|
||||
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
||||
-- ON_LEFT: player under James's column (25); movement data pairs
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
||||
-- column-mate walks 3, the other 1.
|
||||
-- column-mate walks 3, the other 4.
|
||||
local onLeft = (x == 25)
|
||||
ow.runner:run({
|
||||
{ "stop_music" },
|
||||
@@ -116,16 +122,30 @@ M.ROCKET_HIDEOUT_B4F = {
|
||||
{ "emote", "player", "shock", 30 },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order.
|
||||
-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
|
||||
-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
|
||||
-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
|
||||
-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
|
||||
-- collision test. From (25,10)/(24,10) against a player on y=14 the
|
||||
-- column-mate stops three down, right above him, and the other walks the
|
||||
-- full four to stand alongside -- which is what the facings below assume.
|
||||
-- Reading _45605 as a single step stranded whoever was off-column three
|
||||
-- tiles away, so James never reached the player (#865).
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
|
||||
or { "down", "down", "down", "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
|
||||
or { "down", "down", "down" } },
|
||||
{ "face_object", 3, onLeft and "right" or "down" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
||||
-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
|
||||
-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
|
||||
-- the battle screen ahead of MoneyForWinningText (#866).
|
||||
{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "lost" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText3" },
|
||||
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
@@ -175,16 +195,27 @@ M.POKEMON_TOWER_7F = {
|
||||
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
||||
{ "face_player_dir", "up" },
|
||||
{ "emote", "player", "shock", 30 },
|
||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order
|
||||
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
|
||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order.
|
||||
-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
|
||||
-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
|
||||
-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
|
||||
-- y=12 the column-mate halts one tile above him and the other closes the
|
||||
-- full four to his side; the single-step reading is why James only
|
||||
-- "moved a bit" here (#865).
|
||||
{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
|
||||
or { "down", "down", "down" } },
|
||||
{ "face_object", 1, onLeft and "right" or "down" },
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
|
||||
or { "down", "down", "down", "down" } },
|
||||
{ "face_object", 2, onLeft and "down" or "left" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
||||
-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
|
||||
-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
|
||||
-- before the prize money (#866).
|
||||
{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText3" },
|
||||
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
@@ -254,10 +285,12 @@ M.SILPH_CO_11F = {
|
||||
{ "walk_npc", 6, jessieDirs },
|
||||
{ "face_object", 6, jessieFace },
|
||||
{ "show_text", "_SilphCoJessieJamesText2" },
|
||||
-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
|
||||
-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
|
||||
{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
|
||||
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
||||
{ "check_battle_result", "win" },
|
||||
{ "jump_if_false", "end" },
|
||||
{ "show_text", "_SilphCoJessieJamesText3" },
|
||||
{ "show_text", "_SilphCoJessieJamesText4" },
|
||||
{ "stop_music" },
|
||||
{ "play_music", "Music_MeetJessieJames" },
|
||||
|
||||
@@ -24,7 +24,8 @@
|
||||
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
|
||||
-- east of the sleeper's cell -- faces the old man right and the player
|
||||
-- left, prints the apology, and without any choice runs the demo battle
|
||||
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5). After it, the same text pointer
|
||||
-- (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
|
||||
@@ -63,7 +64,12 @@ end
|
||||
local function oldMan2Rows(game, ow, npc)
|
||||
local rows = {
|
||||
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
|
||||
{ "old_man_demo" },
|
||||
-- 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" },
|
||||
}
|
||||
@@ -94,7 +100,8 @@ local function oldMan2Talk(game, ow, npc, done)
|
||||
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
|
||||
return
|
||||
end
|
||||
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
|
||||
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done,
|
||||
checkpointOnDone = "release_npc" })
|
||||
end
|
||||
|
||||
M.VIRIDIAN_CITY = {
|
||||
|
||||
@@ -38,7 +38,7 @@ the same core data and graphics into the source tree for verification.
|
||||
| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
|
||||
| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
|
||||
| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
|
||||
| | `src/render/SpriteRenderer.lua` | 6-frame walker sheets, flipped right facing |
|
||||
| | `src/render/SpriteRenderer.lua` | variable-size anchored sprite sheets, 6-frame walkers and flipped right facing |
|
||||
| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
|
||||
| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
|
||||
| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
|
||||
|
||||
@@ -1,515 +0,0 @@
|
||||
# Behavior porting notes
|
||||
|
||||
What was ported from pokered's engine code and where it came from.
|
||||
|
||||
## Overworld
|
||||
|
||||
- **Collision rule** (`home/overworld.asm` tile-in-front checks): a 16x16
|
||||
cell is passable when its bottom-left 8x8 tile is in the tileset's
|
||||
`coll_tiles` list. Verified against Pallet Town's fences/houses/water
|
||||
and Oak's Lab furniture.
|
||||
- **Warp activation** (`home/overworld.asm` CheckWarpsNoCollision /
|
||||
ExtraWarpCheck): a warp fires when arriving on a warp whose standing
|
||||
tile is in the tileset's door or warp tile list, or when standing on a
|
||||
warp and walking off the map edge (interior exit mats). Both paths are
|
||||
data-driven from `door_tile_ids.asm` / `warp_tile_ids.asm`.
|
||||
- **LAST_MAP warps** return to the remembered outdoor map/position, like
|
||||
`wLastMap`.
|
||||
- **Connections** (`map_header` connection directives): crossing an edge
|
||||
places the player at `destCoord = curCoord - offset*2` cells on the
|
||||
destination's opposite edge.
|
||||
- **Movement**: tile-by-tile, 1 px/frame at 60 fps (16 frames per step),
|
||||
tap-to-turn without stepping, hold-to-walk, input locked mid-step.
|
||||
- **Wild encounters** (`engine/battle/wild_encounters.asm`): per grass
|
||||
step, encounter iff `rand(0..255) < rate`; slot picked via the
|
||||
cumulative buckets 51/102/141/166/191/216/229/242/253/256.
|
||||
- **Initial object visibility** from `toggleable_objects.asm` (e.g. Oak
|
||||
hidden in his lab), with `show_object`/`hide_object` script commands
|
||||
persisting to the save like the missable-object bits.
|
||||
|
||||
## Pokémon math (`engine/pokemon/calc_stats.asm`, `experience.asm`)
|
||||
|
||||
- `stat = floor(((base + DV)*2 + floor(sqrt(statExp)/4)) * L / 100) + 5`
|
||||
(HP: `+ L + 10`); HP DV from the low bits of the other four DVs.
|
||||
- Growth curves use the exact cubic coefficients (MEDIUM_SLOW =
|
||||
1.2n^3 - 15n^2 + 100n - 140, etc).
|
||||
- Exp gain = `floor(baseExp * level / 7)` (x1.5 for trainer battles);
|
||||
defeated species' base stats accumulate as stat experience.
|
||||
|
||||
## Battle core (`engine/battle/core.asm`)
|
||||
|
||||
- Damage: `floor(floor(2L(x2 crit)/5 + 2) * power * atk / def / 50)`
|
||||
capped at 997, `+2`, STAB x1.5, per-matchup type multipliers applied
|
||||
sequentially (x10 fixed point), then `rand(217..255)/255` when
|
||||
damage > 1.
|
||||
- Critical hits: `rand(0..255) < baseSpeed/2` (x4 for Karate Chop, Razor
|
||||
Leaf, Crabhammer, Slash, capped 255); crits double level and ignore
|
||||
stat stages (gen1_faithful ruleset).
|
||||
- Accuracy: `rand(0..255) < floor(acc*255/100)` after accuracy/evasion
|
||||
stages, including the 1/256 miss at 100% accuracy (toggleable via the
|
||||
`modern_clean` ruleset).
|
||||
- Stat stages use the 25/28/33/40/50/66/100/150/.../400 multiplier table
|
||||
(`data/battle/stat_modifiers.asm`).
|
||||
- Physical/special split by type (special = Water/Grass/Fire/Ice/
|
||||
Electric/Psychic/Dragon).
|
||||
- Status: paralysis speed/4 and 25% full para, burn halves physical
|
||||
attack, poison/burn residual = maxHP/16, sleep 1-7 turns waking on the
|
||||
lost turn, freeze permanent (as in Gen 1).
|
||||
- Turn order: effective speed, coin-flip ties; Quick Attack first,
|
||||
Counter last (Gen 1's only priorities).
|
||||
- Run formula (`TryRunningFromBattle`): always escape if faster,
|
||||
otherwise `floor(pSpd*32 / (eSpd/4)) + 30*attempts` vs `rand(0..255)`.
|
||||
- Catching (`ItemUseBall`): ball-specific rand ranges (255/200/150),
|
||||
status bonus 25/12, second roll `floor(maxHP*255/ballFactor) /
|
||||
floor(HP/4)` capped 255.
|
||||
- Prize money: class base money x last defeated mon's level
|
||||
(`pic_pointers_money.asm`).
|
||||
|
||||
## Battle move effects (engine/battle/core.asm, move_effects/*)
|
||||
|
||||
- Mimic via Metronome (effects.asm:1203-1273): MimicEffect's
|
||||
.letPlayerChooseMove branch snapshots wCurrentMenuItem before the
|
||||
copy-picker menu opens and restores it afterward as the write index
|
||||
into wBattleMonMoves. Since SelectMenuItem always writes
|
||||
wCurrentMenuItem/wPlayerMoveListIndex together at the FIGHT-menu
|
||||
confirm and nothing (including MetronomePickMove) touches either
|
||||
variable during mid-move resolution, the reused value is always the
|
||||
calling move's own slot, BattleState.lua's applyMimic fallback uses
|
||||
self.moveIndex, frozen the same way, so a called Mimic (e.g. from
|
||||
METRONOME in slot 3) overwrites the calling move's own slot, keeping
|
||||
its PP, matching the Gen 1 quirk exactly.
|
||||
- Multi-hit distribution 2/2/2/3/3/3/4/5 over rand(0..7); all hits reuse
|
||||
the first damage roll (faithful).
|
||||
- Recoil = damage/4 (Struggle /2); drain/Dream Eater heal = damage/2;
|
||||
Dream Eater requires sleep.
|
||||
- Fixed damage: SonicBoom 20, Dragon Rage 40, Seismic Toss/Night Shade =
|
||||
level, Psywave rand(1 .. 1.5xlevel-1).
|
||||
- OHKO deals 65535, fails against faster targets; Swift skips accuracy;
|
||||
Jump Kick crash = 1 damage on miss; Explosion halves defense and
|
||||
faints the user even on a miss; Hyper Beam skips recharge if it KOs.
|
||||
- Charge moves (incl. Fly's invulnerable turn), trapping moves locking
|
||||
the victim out of its turns, Thrash's 3-4 turn lock ending in
|
||||
confusion, Bide's 2-3 turn store-and-double, Rage's permanent lock
|
||||
with attack-up on being hit, Counter/Quick Attack priority.
|
||||
- Side-effect chances: 26/256 (10%), 77/256 (30%), stat-down side
|
||||
effects 85/256; Twineedle 20% poison.
|
||||
- Substitute costs 1/4 max HP, absorbs damage, blocks status/stat/side
|
||||
effects; screens double effective defense (bypassed by crits); Focus
|
||||
Energy keeps the Gen 1 quarter-rate bug under gen1_faithful.
|
||||
- Status: sleep 1-7 turns (wake turn is lost), freeze permanent, burn
|
||||
halves physical attack, paralysis speed/4 + 25% full para, Toxic's
|
||||
rising counter, Leech Seed transfer, confusion 2-5 turns with 50%
|
||||
40-power typeless self-hit.
|
||||
- Trainer Pokémon use fixed DVs 9/8/8/8 (TrainerAI.asm convention).
|
||||
|
||||
## Items (engine/items/item_effects.asm)
|
||||
|
||||
- Potion family 20/50/200/full; drinks 50/60/80; status heals per item;
|
||||
Revive half HP; Rare Candy = exact next-level exp with HP delta kept;
|
||||
evolution stones use the extracted evos data; TMs single-use / HMs
|
||||
reusable, gated by the species' real tmhm list; Repel 100/200/250
|
||||
steps blocking wilds below the lead's level; Escape Rope returns to
|
||||
the last heal point.
|
||||
- Snorlax (Route 12/16) only wakes via `ItemUsePokeFlute` (item-use
|
||||
menu, adjacent to it, not yet beaten), talking to it with the POKé
|
||||
FLUTE merely in the bag has no effect (`engine/items/item_effects.asm`,
|
||||
`scripts/Route12.asm`/`Route16.asm`).
|
||||
- Mart inventories come from the script_mart lists per clerk; selling
|
||||
pays half price; TM prices from tm_prices.asm.
|
||||
|
||||
## Overworld field systems
|
||||
|
||||
- Ledges from ledge_tiles.asm (facing + standing tile + ledge tile +
|
||||
input direction -> two-cell hop).
|
||||
- Counter talk-through uses the tileset's counter tiles
|
||||
(tileset_headers.asm), which is how mart clerks and nurses work.
|
||||
- Trainer sight (`home/trainers.asm` CheckFightingMapTrainers +
|
||||
`engine/overworld/trainer_sight.asm`): extracted per-trainer range,
|
||||
inclusive tiles along the facing line; detection runs only on
|
||||
tile-aligned frames, before input handling, so on detection the d-pad
|
||||
is dead (wJoyIgnore) and the player freezes on the spotted tile; the
|
||||
"!" holds 60 frames (EmotionBubble), then the trainer walks
|
||||
distance−1 steps to the adjacent tile (none if already adjacent) and
|
||||
uses the real battle/won/after dialogue from the trainer headers.
|
||||
Sight is a pure screen-coordinate comparison with no line-of-sight
|
||||
obstruction check (TrainerEngage / CheckSpriteCanSeePlayer): an
|
||||
aligned in-range trainer engages through interposed NPCs and
|
||||
unwalkable tiles, and the walk-up (TrainerWalkUpToPlayer, a fixed
|
||||
distance−1 MoveSprite_ script) has no collision either, so the
|
||||
trainer simply walks/overlaps through anything on the line, as OAM
|
||||
sprites overlap on hardware.
|
||||
- Elevator rides (`engine/overworld/elevator.asm` ShakeElevator →
|
||||
`src/world/ElevatorShake.lua`): choosing a floor stops the music,
|
||||
bounces the BG scroll ±1 px around rest for 100 two-frame cycles with
|
||||
SFX_COLLISION retriggered every cycle, restores the scroll, plays
|
||||
SFX_SAFARI_ZONE_PA to completion, and restarts the map theme before
|
||||
the floor warp. Lead-in delays kept per script: 9 frames of Delay3s
|
||||
inside ShakeElevator (Celadon farjps in), 12 with the Silph/Rocket
|
||||
scripts' extra Delay3. The offset applies to the BG layer only,
|
||||
sprites are OAM and stay put. After the ride the port no longer
|
||||
jump-cuts: choosing a floor rewrites the car's own exit-warp entries
|
||||
to that floor (`engine/events/elevator.asm` DisplayElevatorFloorMenu
|
||||
.UpdateWarp, per scripts/SilphCoElevator.asm /
|
||||
CeladonMartElevator.asm / RocketHideoutElevator.asm), then the player
|
||||
is walked out through the doorway onto that warp (ow:scriptMove →
|
||||
ow:takeWarp), like the original.
|
||||
- Field-move gates (engine/overworld/field_move_messages.asm +
|
||||
start_sub_menus.asm): IsSurfingAllowed ported exactly, SURF refuses
|
||||
with _CyclingIsFunText while the Cycling Road's BIT_ALWAYS_ON_BIKE is
|
||||
armed (save.forcedBike: set on the Route 16/18 forced-bike tiles,
|
||||
cleared by the gates, Fly, dungeon/blackout warps; the forced mount
|
||||
itself is silent, as in CheckForceBikeOrSurf) and with
|
||||
_CurrentTooFastText on Seafoam B4F's stairs square (7,11) until both
|
||||
EVENT_SEAFOAM4 boulders are down. Re-selecting SURF while surfing is
|
||||
ItemUseSurfboard's dismount attempt: steps ashore silently if the
|
||||
facing tile is land-passable and unoccupied, else "There's no place
|
||||
to get off!", and the menu closes either way (wActionResult stays 1).
|
||||
STRENGTH's first page auto-advances after the cry + Delay3 (no
|
||||
prompt); "can move boulders." prompts. The GBPalWhiteOutWithDelay3
|
||||
white blink plays on every .goBackToMap closer: Strength, surf
|
||||
mount/dismount/no-place, Flash (after its text), and Dig/Teleport
|
||||
(Cut closes without a blink, per the asm).
|
||||
- Wild slot table + rate per map; water encounter tables used while
|
||||
surfing.
|
||||
- Cut-tree block swaps from cut_tree_blocks.asm; surfable tilesets from
|
||||
water_tilesets.asm (water tile $14, plus $32 on SHIP_PORT).
|
||||
|
||||
## Story events (data/scripts/story.lua and friends)
|
||||
|
||||
- Every hand-ported script cites its scripts/*.asm source and reuses the
|
||||
real extracted text and event-flag names.
|
||||
- Custom flag names (audited equivalent): three port-internal flag
|
||||
families have no pokered EVENT constant but mirror the original's
|
||||
state exactly. EVENT_TRADED_* are per-trade names for
|
||||
wCompletedInGameTradeFlags bits (engine/events/in_game_trades.asm:
|
||||
FLAG_TEST before the offer → after-trade text, FLAG_SET on completion;
|
||||
dialogset text families, party-menu pick, the received mon joins the
|
||||
end of the party, ConnectCable→anim→TradedFor→Thanks all ported).
|
||||
EVENT_GOT_EEVEE is bookkeeping alongside the real guard, the hidden
|
||||
ball object (scripts/CeladonMansionRoofHouse.asm HideObject, ≡
|
||||
save.objectToggles), and self-heals older saves; a full party+box
|
||||
keeps the ball claimable (_BoxIsFullText). EVENT_BEAT_SS_ANNE_RIVAL
|
||||
stands in for scripts/SSAnne2F.asm's saved wSSAnne2FCurScript NOOP
|
||||
progression, including the lose-and-retrigger path (flag only set on
|
||||
victory). Names are kept for save compatibility. Coverage:
|
||||
tests/parity_trade_gift.lua.
|
||||
- The Pallet Town intro follows pokered exactly: the trigger is
|
||||
PalletTownDefaultScript's wYCoord==1 check, Oak appears at (8,5) and
|
||||
takes FindPathToPlayer's zigzag to one tile below the player, and the
|
||||
escort is RLEList_ProfOakWalkToLab against the reverse-order playback
|
||||
of RLEList_PlayerWalkToLab (the 17th simulated press is eaten by the
|
||||
door-warp frame), followed by the OaksLab walk-in and choose-mon
|
||||
exchange with map music deferred like BIT_NO_MAP_MUSIC. Oak's speech
|
||||
ends with the real shrink: RedPicFront collapses through the extracted
|
||||
ShrinkPic1/ShrinkPic2 into the overworld walking sprite on
|
||||
OakSpeech.asm's frame timings (SFX_SHRINK, 4/4/20/50-frame beats, fade
|
||||
to white), with the closing text box held on screen. The escort's
|
||||
scripted steps run 16 frames/tile (chained single-tile scriptMoves
|
||||
start back-to-back, no idle frame); Oak marches in place on the door
|
||||
mat for RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat
|
||||
(movement.asm ChangeFacingDirection → zero-delta TryWalking); the "!"
|
||||
EmotionBubble overlaps the still-shown "Hey! Wait!" box
|
||||
(PalletTownOakText prints without a button wait, then DelayFrames 10 →
|
||||
EmotionBubble before the box clears); and the shrink beat ramps the
|
||||
music to silence over ~70 frames (wAudioFadeOutControl = 10;
|
||||
home/fade_audio.asm FadeOutAudio steps rAUDVOL 7→0) rather than
|
||||
hard-stopping.
|
||||
- The 12 disguised static wild battles (Power Plant Voltorb/Electrode +
|
||||
Zapdos, Articuno, Moltres, Mewtwo) follow TalkToTrainer/
|
||||
EndTrainerBattle exactly: cry + battle text, after-battle text without
|
||||
a rematch once EVENT_BEAT_* is set, and the flag/HideObject on any
|
||||
non-blackout result (fleeing loses the legendary, as in Gen 1).
|
||||
Snorlax hides before its battle and only shows the calmed-down/
|
||||
returned line when not caught. Zapdos/Articuno/Moltres/Mewtwo's
|
||||
battle text is a text_far string ending in a bare "...@" terminator
|
||||
(no <DONE>/<PROMPT>) followed by text_asm PlayCry + WaitForSoundToFinish:
|
||||
the box types with no ▼ prompt and auto-closes only once the cry
|
||||
finishes, never on a button press, ported via `Commands.play_cry`
|
||||
stashing the pending cry for the following `Commands.show_text` to
|
||||
consume as the TextBox's auto-close sound. Voltorb/Electrode's battle
|
||||
text has no PlayCry call in the ROM at all and keeps the ordinary
|
||||
button-wait close.
|
||||
- Gym leader repeat dialogue (data/scripts/gyms.lua): each leader's
|
||||
text_asm branches on EVENT_BEAT_<LEADER>, pre-badge talk prints the
|
||||
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
|
||||
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
|
||||
fade-to-black/fade-in Transition matching ViridianGym.asm's
|
||||
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
|
||||
permanently via TOGGLE_VIRIDIAN_GYM_GIOVANNI in save.objectToggles.
|
||||
- Cable Club receptionists (TX_SCRIPT_CABLE_CLUB_RECEPTIONIST →
|
||||
CableClubNPC, all 12 Pokémon Centers): welcome, pre-Pokédex "making
|
||||
preparations" brush-off, and the apply/save YES-NO are ported;
|
||||
accepting saves the game and opens the link menu, declining prints
|
||||
"Please come again!".
|
||||
- Cinnabar fossil deposit follows GiveFossilToCinnabarLab: a menu of
|
||||
carried fossils (FossilsList order), SeesFossilText with a Yes/No
|
||||
confirm, ComeAgainText on either cancel.
|
||||
- Hall of Fame induction: each party mon's front sprite scrolls in from
|
||||
the left at 4px/frame, matching HoFShowMonOrPlayer's .ScrollPic
|
||||
front-pic phase (engine/movie/hall_of_fame.asm); the back-pic's
|
||||
enlarged/blurred pre-wipe is a VRAM-scroll-register trick not
|
||||
replicated in this sprite-based renderer. The finale
|
||||
(HoFDisplayPlayerStats) shows trainer name, play time, money, POKéDEX
|
||||
seen/owned, and Prof. Oak's rating text (engine/events/
|
||||
pokedex_rating.asm DexRatingsTable) from real save data.
|
||||
- End credits + post-game reset (engine/movie/credits.asm,
|
||||
scripts/HallOfFame.asm): screen-by-screen CreditsOrder pages (hlcoord
|
||||
9,6 + signed columns), FadeInCredits' 4x5-frame ramp, 90/110/120/140-
|
||||
frame holds, DisplayCreditsMon's 27-frame 8px/frame silhouette wipe,
|
||||
LoadCopyrightTiles' three-row block, THE END at (4,8). While THE END
|
||||
is up the HoF script autosaves (wLastBlackoutMap := PALLET_TOWN; the
|
||||
player is saved in the HALL_OF_FAME room), waits 600 frames, then A/B
|
||||
triggers `jp Init`, the boot sequence replays into the title screen.
|
||||
- Victory Road's boulder switches replicate the original's
|
||||
ReplaceTileBlock data: 1F boulder at (17,13) -> block $1D at (4,6);
|
||||
2F boulders at (1,16)/(9,16) -> $15 at (3,4) and $1D at (11,7); 3F
|
||||
boulder at (3,5) -> $1D at (3,5), and the (23,15) hole drops the
|
||||
boulder to 2F (hide/show toggle). Barriers are re-applied from flags
|
||||
on map entry, exactly like the originals' map-load scripts.
|
||||
- Item balls, static legendary encounters and trainer rewards
|
||||
(badges + gym TMs, the Silph Giovanni flag) are generic systems driven
|
||||
by the extracted object args and a hand-ported reward table
|
||||
(data/scripts/victories.lua).
|
||||
- In-game trades use the real data/events/trades.asm table (species in,
|
||||
species out, original nickname).
|
||||
|
||||
## Safari game (engine/events/hidden_events/safari_game.asm + engine/battle)
|
||||
|
||||
- ¥500 buys 30 SAFARI BALLs and 502 steps (scripts/SafariZoneGate.asm
|
||||
sets `wSafariSteps = 502`); steps count down on the four outdoor zone
|
||||
maps and hitting 0 (or throwing the last ball) ends the game at the
|
||||
gate.
|
||||
- Safari battles offer BALL / BAIT / ROCK / RUN; no player Pokémon
|
||||
acts. The working catch rate starts at the species rate; BAIT halves
|
||||
it and adds 1-5 to the bait factor (zeroing the escape factor); ROCK
|
||||
doubles it (cap 255) and adds 1-5 to the escape factor (zeroing bait)
|
||||
-- ItemUseBait/ItemUseRock in engine/items/item_effects.asm.
|
||||
- Each turn one factor decays ("is eating!" / "is angry!"); when the
|
||||
escape factor decays to 0 the catch rate resets to the species rate
|
||||
(PrintSafariZoneBattleText, engine/battle/safari_zone.asm).
|
||||
- Flee check (engine/battle/core.asm): `b = 2 * (speed % 256)`; the mon
|
||||
always flees when speed > 127; while eating `b /= 4`, while angry
|
||||
`b = min(255, 2b)`; it flees when `rand(0,255) < b`.
|
||||
- The SAFARI BALL rolls the ULTRA_BALL rand range (0-150) in the Gen 1
|
||||
catch formula, against the BAIT/ROCK-modified rate.
|
||||
|
||||
## Slot machines (engine/slots/slot_machine.asm)
|
||||
|
||||
- The three reels are the extracted 18-symbol wheel sequences
|
||||
(data/events/slot_machine_wheels.asm); bet 1 plays the middle row,
|
||||
bet 2 adds top+bottom, bet 3 adds both diagonals.
|
||||
- Payouts: 7-7-7 = 300, BAR = 100, CHERRY = 8, MOUSE/FISH/BIRD = 15
|
||||
(SlotRewardPointers).
|
||||
- Per-wheel stop/slip rules ported exactly: wheel 1 spends up to 4 slip
|
||||
charges, slipping past a centred CHERRY (in seven-and-bar mode it
|
||||
always slips all 4 via pokered's `cp HIGH(SLOTS7)` bug); wheel 2 stops
|
||||
as soon as wheels 1+2 line up any potential match (pairs checked b/b,
|
||||
b/m, m/m, t/m, t/t) or, in seven-and-bar mode, on 7/BAR; wheel 3 rolls
|
||||
past forbidden matches free and burns wSlotMachineRerollCounter
|
||||
charges on winnable no-match spins, animated tile-by-tile. Luck flags
|
||||
(SetFlags): seven-and-bar mode is sticky across spins; r==0 arms 60
|
||||
allow-matches charges; a BAR win clears flags; a 300 win zeroes the
|
||||
counter and clears flags with probability 128/256; 8/15 wins burn one
|
||||
charge. Lines are checked in asm order with the first match taken;
|
||||
A-presses are ignored while a prior wheel's slip counter is nonzero.
|
||||
Machine and COIN CASE texts are byte-identical
|
||||
(_GameCorner*Text; AbleToPlaySlotsCheck's no-coins gate included).
|
||||
- Flow brackets: PromptUserToPlaySlots "A slot machine! Want to play?"
|
||||
(YesNoChoice) and MainSlotMachineLoop's "One more go?" (TwoOptionMenu);
|
||||
the x3/x2/x1 coin menu (CoinMultiplierSlotMachineText) defaults its
|
||||
cursor to x3, bet = 3 - menu item. Static frame: the real
|
||||
SlotMachineMap (gfx/slots/slots.tilemap, 20x12 tile ids < $25) blitted
|
||||
from red_slots_1.png, extracted as field.slotSymbols.tilemap
|
||||
(tools/extract/gfx.py extract_slots). Win flash:
|
||||
SlotMachine_CheckForMatches.flashScreenLoop flips rBGP (shade 3->2) b
|
||||
times at 5 frames each, b = 20/8/4/2 for the 300/100/15/8 rewards
|
||||
(SlotReward{300,100,8,15}Func). Payout drip:
|
||||
SlotMachine_PayCoinsToPlayer credits one coin every 8 frames (4 for a
|
||||
7/BAR), SFX_SLOTS_REWARD per coin, rOBP0 symbol flicker every 5 coins.
|
||||
|
||||
## Spinner arrow tiles (scripts/*.asm arrow movement tables)
|
||||
|
||||
- Viridian Gym and Rocket Hideout B2F/B3F keep per-coordinate RLE
|
||||
movement lists (map_coord_movement); each list executes backwards
|
||||
from its terminator (DecodeArrowMovementRLE), sliding the player and
|
||||
chaining onto further arrows.
|
||||
|
||||
## Cries (data/pokemon/cries.asm, audio/engine_1.asm)
|
||||
|
||||
- Each species = a base cry (one of 38 SFX_CryXX streams) + a frequency
|
||||
modifier added to every note's frequency register
|
||||
(Audio1_ApplyFrequencyModifier) + a tempo modifier
|
||||
(`sfx tempo = $80 + length`, Audio1_SetSfxTempo). All 151 cries are
|
||||
rendered offline with those modifiers applied and play on battle
|
||||
entry and Pokédex pages.
|
||||
|
||||
## Hidden events & facility puzzles
|
||||
|
||||
- Card key doors (engine/events/card_key.asm): door tiles $18/$24
|
||||
(SILPH_CO_11F: $5e) replaced with block $0e ($03 on 11F).
|
||||
- Vermilion trash cans
|
||||
(engine/events/hidden_events/vermilion_gym_trash.asm): the first-lock
|
||||
can re-rolls on every Vermilion City map load (VermilionCity_Script's
|
||||
Random & $e, even cans) and after every failed second-can guess; the
|
||||
second lock uses the GymTrashCans table verbatim, including the
|
||||
underflow bug that can place it in can 0 regardless of adjacency; a
|
||||
wrong pick resets EVENT_1ST_LOCK_OPENED and re-rolls immediately; only
|
||||
SuccessText3 prints on completion; the gym door block at (2,2) is
|
||||
$24 closed / $5 open (scripts/VermilionGym.asm). SuccessText1/
|
||||
SuccessText3/FailText play SFX_SWITCH/GO_INSIDE/DENIED from each
|
||||
text's text_asm tail after the text prints (DisplayTextID's
|
||||
WaitForTextScrollButtonPress then holds the box), so the port fires
|
||||
them from an onDone on the TextBox, landing the beep as the box
|
||||
closes rather than as it opens.
|
||||
- Menu close-keys follow pokered's per-menu wMenuWatchedKeys mask, not
|
||||
a single global rule: the shared Menu base (src/ui/Menu.lua) closes
|
||||
on B only, and START-close is opt-in via opts.startCloses. Only the
|
||||
start menu sets it, matching engine/menus/draw_start_menu.asm's
|
||||
PAD_DOWN|PAD_UP|PAD_START|PAD_B|PAD_A; OptionsMenu also closes on
|
||||
START via its own loop, matching engine/menus/main_menu.asm
|
||||
DisplayOptionMenu's explicit B_PAD_B/B_PAD_START checks. Every other
|
||||
menu (bag/PC item lists PAD_A|PAD_B|PAD_SELECT, party menu /
|
||||
BUY-SELL-QUIT / USE-TOSS submenu / PC menus / Pokedex side menu
|
||||
PAD_A|PAD_B) leaves PAD_START unwatched, so START does not close
|
||||
them. START never replays SFX_PRESS_AB (HandleMenuInput_ beeps only
|
||||
for the PAD_A|PAD_B branch).
|
||||
- Old man tutorial hollow cursor: the item list is itself scripted in
|
||||
pokered (DisplayListMenuID's old-man branch, home/list_menu.asm:65-91)
|
||||
, no input is read; the filled '▶' hovers POKé BALL for 80 frames,
|
||||
auto-presses A, then PlaceUnfilledArrowMenuCursor leaves the hollow
|
||||
'▷' on that row until ItemUseBall tears the list down for the throw.
|
||||
Ported via ListMenu's opts.script hook (src/ui/ListMenu.lua) and
|
||||
BattleState:openOldManBag driving the same beats. The MissingNo./
|
||||
wGrassRate side effects of the OLD MAN name swap are not modeled,
|
||||
see docs/gameboy-hardware-limitations.md.
|
||||
- Gym statues (gym_statues.asm): plaque with the city/leader from each
|
||||
gym's script; the player joins WINNING TRAINERS with the badge.
|
||||
- Route 22 gate / Route 23 guards: real trigger rows, badge order
|
||||
(EARTH down to CASCADE) and EVENT_PASSED_*_CHECK skip flags.
|
||||
- Game Corner poster (scripts/GameCorner.asm): block (8,2) $2a -> $43
|
||||
on EVENT_FOUND_ROCKET_HIDEOUT.
|
||||
- Seafoam Islands (scripts/SeafoamIslandsB3F/B4F.asm): reversed-RLE
|
||||
current paths, Seafoam4HolesCoords boulder holes setting the
|
||||
EVENT_SEAFOAM*_BOULDER*_DOWN_HOLE pairs, the forced pool exit rows.
|
||||
- Rock Tunnel darkness: wMapPalOffset = 6 on entry, cleared by Flash
|
||||
(BOULDERBADGE) or leaving (home/overworld.asm).
|
||||
|
||||
## Battle extras
|
||||
|
||||
- GROWL/ROAR (GetMoveSound/IsCryMove, engine/battle/animations.asm
|
||||
~2196): the move's own MoveSoundTable tempo byte (Growl $c0, Roar
|
||||
$40, both pitch $00) layers onto the cry via `Sound.playMoveCry`'s
|
||||
`Source:setPitch(256/(128+tempoMod))`. Transform (engine/gfx/
|
||||
palettes.asm DeterminePaletteID, bit TRANSFORMED): the swapped-in pic
|
||||
is tinted PAL_GRAYMON via `PaletteFX.monPal(data, species,
|
||||
transformed)`, not the copied species' own palette, in
|
||||
`BattleState:speciesSprite`. Growl (DoGrowlSpecialEffects,
|
||||
animations.asm ~928): AnimPlayer's GROWL frame-block branch keeps a
|
||||
`growlNoteTrail` snapshot so each block's emitted sprites include the
|
||||
previous block's note copy alongside the current one (GROWL skips
|
||||
AnimationCleanOAM between blocks per the `cp GROWL` check ~line 145);
|
||||
ROAR is unaffected since the asm never applies this quirk to it.
|
||||
- Master/Ultra ball tosses flicker the OBJ palette: DoBallTossSpecial
|
||||
Effects (engine/battle/animations.asm:685) XORs rOBP0 with %00111100
|
||||
after every frame block while wCurItem <= ULTRA_BALL, so the 11 toss
|
||||
blocks alternate the $F0/$CC shade maps starting normal; PlayAnimation
|
||||
pushes/pops rOBP0 around each subanimation row, so the ambient
|
||||
palette returns when the toss ends. GREAT/POKE/SAFARI balls never
|
||||
flicker, and the toss arc always follows wCurItem via
|
||||
TossBallAnimation, including the ghost-dodge throw.
|
||||
- Anim-layer OBJ colorization is per 8x8 attribute cell: the SGB's
|
||||
ATTR_BLK regions color the composited DMG picture per cell, not per
|
||||
OAM entry, so an anim sprite overlapping a zone boundary takes each
|
||||
cell's palette on the pixels inside it, AnimPlayer samples the zone
|
||||
under every cell an 8x8 tile touches and repaints differing cells
|
||||
through a cell-clipped scissor (aligned tiles stay one draw).
|
||||
- Ball wobbles (ItemUseBall): Z = X*Y/255 + status2 with
|
||||
Y = rate*100/ballFactor2; <10/<30/<70 -> 0/1/2 shakes, else 3, with
|
||||
the matching ItemUseBallText01-04 lines.
|
||||
- Trainer class AI (data/trainers/ai_pointers.asm +
|
||||
engine/battle/trainer_ai.asm): per-class item/switch routines with
|
||||
wAICount uses per Pokémon, ported to data/scripts/ai_classes.lua.
|
||||
- Exp (engine/battle/experience.asm): baseExp*level/7 divided by the
|
||||
participant count, x1.5 for trainers, x1.5 for traded mons; stat exp
|
||||
in full to each participant.
|
||||
- Move sounds: data/moves/sfx.asm (sound + pitch/tempo per move). The
|
||||
pitch/tempo modifiers are applied at synthesis time
|
||||
(Audio2_ApplyFrequencyModifier adds pitch to every frequency write;
|
||||
Audio2_SetSfxTempo scales tone-channel note lengths, noise skips it),
|
||||
128 variant WAVs keyed "<sfx>@<pitch><tempo>" that Sound.playMove
|
||||
selects, exact rather than a playback-rate approximation. Per-row
|
||||
sounds fire as PlayAnimation does; GROWL/ROAR (IsCryMove) play the
|
||||
attacker's cry. Hit sounds by effectiveness (Damage/Super/NotVery).
|
||||
- Screen-effect animations (engine/battle/animations.asm +
|
||||
engine/gfx/screen_effects.asm): every SE_* is implemented per-routine,
|
||||
FlashScreen/FlashScreenLong (the FlashScreenLongSGB 12-entry table),
|
||||
Dark/Light/DarkenMon/Reset palette ops (shade-map permutations of the
|
||||
SGB zone palettes), all SlideMon variants, ShakeBackAndForth,
|
||||
BoundUpAndDown, SquishMonPic, Minimize (real MinimizedMonSprite),
|
||||
spiral/shoot-balls/water-droplets/leaves emitters compiled from the
|
||||
asm trajectories, per-animation-id frame-block flashes (Explosion,
|
||||
Rock Slide's rumbles, Blizzard's cadence...), AnimationWavyScreen with
|
||||
true per-scanline offsets, PredefShakeScreenHorizontally/Vertically
|
||||
and ShakeEnemyHUD. SE rows carry the faithful blocking durations.
|
||||
- SGB battle colorization (SetPal_Battle, BlkPacket_Battle,
|
||||
SetAnimationPalette): the battle screen is colorized by zone, player
|
||||
HUD, enemy HUD, player mon + message box, enemy mon; trainer front
|
||||
pics and the player/old-man back pics take PAL_MEWMON (both species
|
||||
IDs are zero at the intro, so MonsterPalettes[0]); the ghost keeps the
|
||||
disguised species' palette; attack animation sprites and thrown balls
|
||||
are colored through the OBJ palettes (wAnimPalette $F0 on SGB, ambient
|
||||
$E4, OBP1 $6C). Headless/no-shader environments fall back to the flat
|
||||
pipeline.
|
||||
- Mimic resolves mid-move (MimicEffect): accuracy first, then the
|
||||
player's copy menu (enemy/link copy a random slot); the copy
|
||||
overwrites only the slot's move ID, PP is shared with Mimic's slot,
|
||||
and reverts on switch/battle end.
|
||||
- Old man tutorial (DisplayBattleMenu's BATTLE_TYPE_OLD_MAN branch): the
|
||||
real scripted cursor, ▶ beside FIGHT for 80 frames, beside ITEM for
|
||||
50, ITEM force-selected into the POKé BALL x50 list; the throw always
|
||||
catches at full HP (item_effects.asm jumps straight to .captured, 3
|
||||
shakes, no party/dex add, no ball consumed); backing out of the bag
|
||||
replays the script. The old man never attacks, the original tutorial
|
||||
is menu navigation + a guaranteed catch, nothing more.
|
||||
|
||||
## Link battles (lockstep)
|
||||
|
||||
- Both sides simulate with a shared Park-Miller RNG stream (host deals
|
||||
the seed), identical pack/unpack-clamped party copies, no badge
|
||||
boosts, and a mirrored speed-tie roll (the guest inverts it); a
|
||||
canonical host-side-first state hash is exchanged per turn and any
|
||||
mismatch ends the match as a draw.
|
||||
|
||||
## Music (audio/engine_1.asm)
|
||||
|
||||
- Note duration: `frames = length * speed * tempo / 0x100` with
|
||||
fractional carry, at 60 fps (Audio1_note_length / CalculateDelay).
|
||||
- Frequency: `reg = pitches[note] asr (octave - 1)` (CalculateFrequency;
|
||||
the octave byte stores `8 - octave`), `f = 131072/(2048 - reg)` for
|
||||
squares, halved for channel 3.
|
||||
- note_type volume/fade renders as an NRx2-style envelope (step every
|
||||
`fade/64` s); duty_cycle maps to 12.5/25/50/75% pulse widths;
|
||||
sound_call/sound_loop honor the engine's one-level call stack and
|
||||
loop counters.
|
||||
|
||||
## Text & font
|
||||
|
||||
- The Pokédex height row uses the real ′/″ tiles: gfx/pokedex/pokedex.png
|
||||
tiles 0/1 are patched over font-extra slots $60/$61 exactly as
|
||||
engine/gfx/load_pokedex_tiles.asm loads them over vChars2 (they replace
|
||||
glyphs charmap.asm marks unused); ASCII `"` aliases to the closing-
|
||||
quote glyph $73 so stray hand-written quotes render.
|
||||
|
||||
## Validation against the original
|
||||
|
||||
- `tests/run_tests.lua` pins hand-checked values: L5 Bulbasaur 19 HP /
|
||||
9 Atk at 0 DVs, L100 Mewtwo 415 HP / 406 Spc at max DVs+statExp,
|
||||
MEDIUM_SLOW(5) = 135, type chart spot checks, deterministic damage
|
||||
rolls, Route 1 slot 1 = L3 Pidgey.
|
||||
- The autopilot run reproduces the original's early flow on real map
|
||||
data: Pallet sign text, lab door warp target (5,11), Oak's Lab exit by
|
||||
walking off the mat, connection into Route 1 at matching x.
|
||||
@@ -1,50 +0,0 @@
|
||||
# ROM Extraction Notes
|
||||
|
||||
There are two ROM-only extraction paths:
|
||||
|
||||
- The packaged app uses `src/import/RomImporter.lua` and
|
||||
`src/import/RomExtractor.lua` on first boot.
|
||||
- Developers can run `tools/build_data.py --rom <path> [--clean]` to generate
|
||||
data in the source tree for audit and parity work.
|
||||
|
||||
Both paths read only the supplied ROM and the checked-in
|
||||
`tools/rom_manifest.json`. Neither invokes RGBDS, Git, or a disassembly.
|
||||
|
||||
## Validation
|
||||
|
||||
Only the canonical US Pokemon Red ROM is supported. SHA-1 is checked before
|
||||
any cached output is removed or written.
|
||||
|
||||
## Decoded Data
|
||||
|
||||
| Area | ROM data |
|
||||
| --- | --- |
|
||||
| world | map headers, block maps, connections, warps, signs, objects |
|
||||
| tiles | tileset graphics, blocksets, collision, door and warp tile lists |
|
||||
| text | 2,584 text command streams and RAM/number substitutions |
|
||||
| Pokemon | names, stats, evolutions, learnsets, Dex data, compressed pictures |
|
||||
| battle | moves, detailed animations, OAM frames/tiles, effects, type chart, palettes, trainer parties/AI/pictures |
|
||||
| inventory | item names, prices, key-item flags, TM/HM data |
|
||||
| encounters | grass and water wild tables |
|
||||
| UI | fonts, icons, title/intro, trainer card, town map, slots, field effects |
|
||||
| audio | music, SFX and cry headers, channel programs, wave instruments |
|
||||
|
||||
The Python and Lua picture decompressors implement the Gen 1 `pic` format.
|
||||
Graphics are converted to RGBA PNGs. OAM artwork uses transparent color 0;
|
||||
battle pictures use edge-connected white matting so white interior details
|
||||
remain visible.
|
||||
|
||||
The in-app importer stores three audio ROM banks as a 48 KiB
|
||||
`programs.bin`. `src/core/ChipAudio.lua` interprets the channel bytecode and
|
||||
synthesizes music as a queueable stream; SFX and cries are synthesized on
|
||||
demand. This avoids shipping or generating a large WAV/OGG tree.
|
||||
|
||||
## Metadata Boundary
|
||||
|
||||
Names, dimensions, enum ordering, Lua script hooks, and hand-ported field
|
||||
behavior do not survive compilation in a form the Lua runtime can infer.
|
||||
Those relationships are bundled in `rom_manifest.json`. The manifest stores
|
||||
no dialogue strings, images, audio samples, or ROM bytes.
|
||||
|
||||
`tools/make_rom_manifest.py` and `tools/verify_rom_data.py` are developer audit
|
||||
tools. They are not used by the packaged game.
|
||||
@@ -1,48 +0,0 @@
|
||||
# Sideload the iOS build with AltStore
|
||||
|
||||
Every GitHub Release ships an IPA (`gen1recomp-*-ios.ipa`). Install it on
|
||||
your iPhone or iPad with [AltStore Classic](https://altstore.io/) — AltStore
|
||||
re-signs the app with **your** free Apple ID so you do not need a Mac or
|
||||
Xcode.
|
||||
|
||||
## 1. Install AltStore
|
||||
|
||||
Follow the official guide for your computer:
|
||||
|
||||
- [How to Install (Windows)](https://faq.altstore.io/altstore-classic/how-to-install-altstore-windows)
|
||||
- [How to Install (macOS)](https://faq.altstore.io/altstore-classic/how-to-install-altstore-macos)
|
||||
|
||||
You will install **AltServer** on the computer, then use it to put AltStore
|
||||
on the phone. What AltServer is and why it needs to stay running:
|
||||
|
||||
- [AltServer](https://faq.altstore.io/altstore-classic/altserver)
|
||||
|
||||
Stuck? Start here:
|
||||
|
||||
- [Troubleshooting Guide](https://faq.altstore.io/altstore-classic/troubleshooting-guide)
|
||||
|
||||
## 2. Install the game
|
||||
|
||||
1. Download `gen1recomp-*-ios.ipa` from
|
||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
|
||||
2. Open **AltStore** on the phone (AltServer must be running on the same
|
||||
Wi‑Fi, or keep the phone plugged into the computer).
|
||||
3. Tap **My Apps → +** (or share the IPA into AltStore) and pick the file.
|
||||
4. Sign in with your Apple ID when prompted. Wait for the install to finish.
|
||||
5. On first launch: Settings → **Privacy & Security → Developer Mode** (iOS
|
||||
16+), and Settings → **General → VPN & Device Management** → Trust your
|
||||
Apple ID if asked.
|
||||
|
||||
Then open the app, import your own legal `.gb` ROM on the Red/Blue tab, and
|
||||
play.
|
||||
|
||||
## Refresh / 7-day limit
|
||||
|
||||
With a free Apple ID, sideloaded apps stop launching after **7 days**. Keep
|
||||
AltServer running so AltStore can refresh them, or open AltStore and refresh
|
||||
manually before they expire. Saves on the phone are kept across refreshes.
|
||||
|
||||
## Prefer building it yourself?
|
||||
|
||||
Building from source on a Mac (no AltStore) is covered in
|
||||
[ios-install.md](ios-install.md).
|
||||
@@ -1,42 +0,0 @@
|
||||
# Known differences from the original game
|
||||
|
||||
Only genuine remaining divergences live here: behavior that is still
|
||||
**missing, wrong, or approximated for convenience** and would need more
|
||||
work for true parity. Faithfully-ported behavior is documented in
|
||||
docs/behavior-porting-notes.md; deliberate additions beyond the original
|
||||
are in docs/new-features.md.
|
||||
|
||||
## Reimplemented unused Prof. Oak and Rocket Chief battles
|
||||
|
||||
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
|
||||
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
|
||||
both battles are unreachable in the real game. This project makes them
|
||||
fightable after the Hall of Fame:
|
||||
|
||||
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
|
||||
is set, using `ProfOakData`'s three starter-matched teams (the team is
|
||||
picked by the type that counters your starter, mirroring the rival).
|
||||
- The Celadon Game Corner Chief battles you in his house post-game.
|
||||
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
|
||||
reconstructed party.
|
||||
|
||||
This is an intentional divergence: neither battle can be triggered in the
|
||||
original game.
|
||||
|
||||
## Reimplemented unused Silph Co. card-key doors
|
||||
|
||||
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
|
||||
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
|
||||
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
|
||||
door block at those coordinates, so the card key check is dead code in
|
||||
the original game. This project stamps the closed door block (`$54`/`$5f`
|
||||
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
|
||||
map load, and swaps it for the open block once that door's
|
||||
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
|
||||
Rocket grunt, as in the original's unused design).
|
||||
|
||||
This is an intentional divergence: the doors are not visible or
|
||||
functional in the original game. The door layout lives in
|
||||
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
|
||||
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
|
||||
it straight through on ROM import.
|
||||
@@ -1,265 +0,0 @@
|
||||
# Launcher
|
||||
|
||||
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
|
||||
that runs before `Game:load`. Besides ROM import (see the file's own header)
|
||||
it hosts a tabbed shell covering per-game save slots and a mod manager. This
|
||||
file documents the runtime model; the visual spec lives separately.
|
||||
|
||||
## Android multi-ROM / mod / save import
|
||||
|
||||
On Android, `love.system.pickFile([kind])` opens the Storage Access Framework
|
||||
picker (`GameActivity.showFilePicker`); the chosen file is copied into the app
|
||||
save directory as:
|
||||
|
||||
| `kind` | Destination |
|
||||
| --- | --- |
|
||||
| nil / `"rom"` | `picked_rom.gb` (open) |
|
||||
| `"mod"` | `picked_mod.zip` (open) |
|
||||
| `"sav"` / `"save"` | `picked_save.sav` (open) |
|
||||
|
||||
Export uses a separate API: `love.system.createFile(suggestedName)` →
|
||||
`GameActivity.showCreateDocument` (`ACTION_CREATE_DOCUMENT`), which copies
|
||||
staged `pending_export.sav` to the user-chosen URI and writes `export_done.flag`
|
||||
for the launcher to acknowledge on refocus.
|
||||
|
||||
`RomImporter` then imports on refocus / Choose:
|
||||
|
||||
- **ROMs** via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps to a
|
||||
version that is **not** yet ready counts as pending. A leftover
|
||||
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
|
||||
- **Mods** via `findPendingMod`: Prefer `picked_mod.zip`, or (on Choose) any
|
||||
other `.zip` at the save-dir root (USB copy).
|
||||
- **Saves** via `findPendingSav`: Prefer `picked_save.sav`, or (on Choose) any
|
||||
other `.sav` at the save-dir root.
|
||||
|
||||
After a successful import the consumed save-dir file is removed.
|
||||
|
||||
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
|
||||
system file picker must appear (not a silent Red re-extract) → pick Blue →
|
||||
Blue becomes ready beside Red. On the MODS tab, Import mod .zip must open the
|
||||
same system picker and install the chosen archive on return.
|
||||
|
||||
## Tab structure
|
||||
|
||||
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
|
||||
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).
|
||||
|
||||
- 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
|
||||
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
|
||||
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
|
||||
centered pill in a reserved band just above the footer, on every tab. That
|
||||
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
|
||||
|
||||
## Save slot model
|
||||
|
||||
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
|
||||
abstraction (`persistFs`) every other save/options call uses, so portable
|
||||
mode (an `io.*` filesystem used when `portable.txt` marks the install)
|
||||
keeps working unchanged.
|
||||
|
||||
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
|
||||
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
|
||||
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
|
||||
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
|
||||
`slot%d+`; `createSlot` allocates one past the highest existing number so a
|
||||
reused id can never collide with a lingering file.
|
||||
- **Registry.** The ordered slot list and which one is active persist in
|
||||
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
|
||||
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
|
||||
Custom slot labels (#205) live alongside them in the same registry:
|
||||
`options.saveSlots[version].names = { slot1 = "Nuzlocke" }`, written by
|
||||
`SaveData.renameSlot` (trimmed; an empty label clears it) and surfaced on
|
||||
each `listSlots` row as `label` (the launcher row shows `label`, falling
|
||||
back to the player name). `deleteSlot` drops the label with the slot.
|
||||
Renaming never touches the save file, so an empty slot can be labeled.
|
||||
On desktop, right-clicking a slot row opens the inline rename modal
|
||||
(Enter commits, Esc cancels); touch has no secondary button, so the
|
||||
affordance is desktop-only.
|
||||
- **Active slot resolution.** `saveNames(version)`, the function every
|
||||
existing caller (`TitleState` hasSave/load/save, recovery order) already
|
||||
goes through, now resolves the *active* slot instead of a fixed flat name.
|
||||
Resolved once per version per process (`ensureVersionSlots`, cached in
|
||||
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
|
||||
legacy migration may create one; otherwise the flat legacy path is used
|
||||
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
|
||||
- **Legacy migration.** One-time per version, lazy on first
|
||||
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
|
||||
file exists and no `saves/<version>/` registry does, its main + `.bak` are
|
||||
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
|
||||
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
|
||||
originals removed and `slot1` registered as active. A copy that fails to
|
||||
verify leaves the originals in place; migration never loses data.
|
||||
|
||||
The launcher-facing API:
|
||||
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
|
||||
every registered slot. `name` is the save's player name, or `nil` for an
|
||||
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
|
||||
title screen's `ContinueInfo` shows) or `nil`. The pure part,
|
||||
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
|
||||
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
|
||||
it as active, and updates the process cache so the very next save/load
|
||||
lands there. The launcher calls this the moment a slot row is clicked
|
||||
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
|
||||
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
|
||||
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
|
||||
save file written**. An empty slot means the title screen offers NEW GAME
|
||||
only, which needs no further changes.
|
||||
- `SaveData.deleteSlot(version, slotId)` removes the slot's
|
||||
main/`.bak`/`.tmp` files, drops it from the registry, and if it was active
|
||||
points active at another remaining slot (or clears active when the list is
|
||||
empty). The launcher's SAVE SLOT panel Delete control calls this.
|
||||
|
||||
## Launcher mod manager
|
||||
|
||||
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
|
||||
before `Game:load`, so **it never loads a mod's entry chunk**; only
|
||||
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
|
||||
`Loader:_discover` finds mods without running them. The real loader
|
||||
(`src/mods/Loader.lua`) still owns the actual load at boot.
|
||||
|
||||
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
|
||||
duplicate) and returns one row per mod:
|
||||
`{id, name, version, badge, description, enabled, status, statusDetail}`.
|
||||
`badge` is the manifest's `category`, falling back to `profile`, then
|
||||
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
|
||||
enabled, matching the loader's own default).
|
||||
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
|
||||
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
|
||||
and the validated manifests: `conflict` when enabling this mod collides
|
||||
with another enabled one; `warn` for an out-of-range `game_version` or an
|
||||
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
|
||||
`love.*` calls, this half is table-driven by the test suite on its own.
|
||||
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
|
||||
boolean, the exact shape `Loader:_saveState` writes, so the running game
|
||||
and the in-game `ManagerState` see the change on next boot. The mods panel
|
||||
calls this on every toggle and re-derives the list right away
|
||||
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
|
||||
shows without waiting for a reload.
|
||||
- `LauncherMods.installZip(path)` mounts the archive with
|
||||
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
|
||||
the zip root, or inside one top-level folder), validates its manifest, and
|
||||
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
|
||||
duplicate of an already-installed mod id, and accepts either an external
|
||||
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
|
||||
temp first (mount only reaches save-dir-relative paths), the same way
|
||||
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
|
||||
back, and every path unmounts and clears the staged temp file.
|
||||
- `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.
|
||||
|
||||
## Import / Export save
|
||||
|
||||
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).
|
||||
`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
|
||||
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
|
||||
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.
|
||||
- **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)`).
|
||||
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."
|
||||
- **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
|
||||
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
|
||||
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
|
||||
nothing to export, ROM not imported yet) surfaces as a red notice line on the
|
||||
card. Nothing raises and nothing silently no-ops.
|
||||
|
||||
`SaveFileIO` is love-free enough to unit-test through the same in-memory
|
||||
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
|
||||
|
||||
## Responsiveness
|
||||
|
||||
Every measurement derives from `love.graphics.getDimensions()` each frame
|
||||
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
|
||||
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
|
||||
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
|
||||
column, slot card below Play, when the window is too narrow for both
|
||||
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
|
||||
(wheel, or drag on touch/desktop) clamped to their own content extent,
|
||||
recomputed every draw. The tab bar labels only the active chip so it stays
|
||||
narrow-safe, and content caps out at `~1440 * s` wide, centered.
|
||||
|
||||
The desktop window has a floor of 480x360 (`conf.lua` `minwidth`/`minheight`),
|
||||
under which the cards stop being readable at all. Mobile ignores it: those
|
||||
windows are fullscreen.
|
||||
|
||||
### Page scroll
|
||||
|
||||
Two columns fit any window the launcher is likely to open in; one stacked
|
||||
column does not. On a phone-shaped window the ROM card, SAVE FILES, Play and
|
||||
SAVE SLOT together run past the bottom, and a footer pinned to the window
|
||||
bottom painted over them with the overflow unreachable.
|
||||
|
||||
So the whole column under the tab bar -- panel, updater banner, footer --
|
||||
scrolls as one page whenever it is taller than the room below the tab bar:
|
||||
|
||||
- The strip, logo and tab bar stay pinned, so navigation is always on screen.
|
||||
Everything else draws at `contentTop - pageScroll` inside a scissor, and the
|
||||
footer is laid out downward from `footerTop` right after the content instead
|
||||
of upward from the window bottom.
|
||||
- `RomImporter.pageScrollFor(naturalH, viewportH, scroll)` is the whole
|
||||
decision, pure and pinned by `tests/engine/launcher_page_scroll.lua`. A
|
||||
window that grows back drags the offset down with it, so the page can never
|
||||
stay parked past its own end.
|
||||
- The panels report their natural height as they draw (`_drawGamePanel` and
|
||||
`_drawModsPanel` return it), so the decision reads the previous frame's
|
||||
measurement -- the same one-frame settle the two lists already rely on.
|
||||
- **One scroll axis at a time.** While the page scrolls, the panels draw
|
||||
`paged`: the slot and mod lists take their natural height, keep no inner
|
||||
scroll region and report a max of 0, so the wheel, the right stick and a drag
|
||||
all move the page and never fight a list for the same gesture. Two-column
|
||||
layouts do not overflow, `paged` stays false, and every one of these behaves
|
||||
exactly as it did before.
|
||||
- Hit testing follows the clip: `inside` (clicks) and `_ptIn` (hover) reject a
|
||||
rect that scrolled out of the viewport, so a control that slid under the tab
|
||||
bar cannot be clicked through it. Tab chips carry `pinned = true` and are
|
||||
exempt. `pageScroll` resets on a tab change, each tab being a different
|
||||
length.
|
||||
- A press on empty background pans the page, resolved in `_updateSlotDrag` like
|
||||
every other drag here.
|
||||
|
||||
### Dragging on Android
|
||||
|
||||
The launcher is handed no move events on any platform: `main.lua` forwards
|
||||
neither `touchmoved` nor `mousemoved` while it is up, which is why every drag
|
||||
here is resolved by polling inside `draw` instead. Desktop polls the mouse;
|
||||
Android used to poll nothing at all ("no reliable pointer polling" meant its
|
||||
mouse emulation), so it had no scroll gesture whatsoever -- fine while every
|
||||
scroll region was an inner list with a wheel alternative, useless the moment
|
||||
the page itself became the thing that scrolls, since a phone is exactly where
|
||||
it overflows.
|
||||
|
||||
`love.touch` is pollable, so `_pointerHold` reads the first active touch there
|
||||
and hands `_updateSlotDrag` the same (held, y) pair the mouse gives on desktop.
|
||||
Consequences:
|
||||
|
||||
- Slot rows and mod toggles ARM on press and commit on release on Android too,
|
||||
matching desktop, so a swipe that starts on a card scrolls instead of
|
||||
selecting the row it started on.
|
||||
- `touchPollable` (set once in `new`) gates all of it. Where `love.touch` is
|
||||
missing, every Android path is exactly what it was: act on press, never arm,
|
||||
no drag.
|
||||
@@ -0,0 +1,54 @@
|
||||
# Linux ARM SBC Handhelds (PortMaster)
|
||||
|
||||
Download `gen1recomp-*-sbc-portmaster.zip` from the [Gen1Recomp releases](https://github.com/bryanthaboi/gen1recomp/releases). This build targets 64-bit Linux ARM handhelds with PortMaster, including compatible H700 devices.
|
||||
|
||||
## Install
|
||||
|
||||
1. Unzip the release. It contains `gen1recomp-sbc.sh` and a `gen1recomp-sbc/` folder.
|
||||
2. Copy both as siblings into your device's PortMaster ports directory, commonly `Roms/Ports (PORTS)/` or `Roms/PORTS/`.
|
||||
3. Install PortMaster for your firmware and refresh the Ports list.
|
||||
4. Copy your legally owned canonical US Red or Blue `.gb` file into `gen1recomp-sbc/lovegame/`.
|
||||
5. Launch **gen1recomp-sbc** from Ports and choose the ROM.
|
||||
|
||||
The pack includes `portable.txt`, so saves and ROM-derived cache remain beside the game on the SD card. The build never ships ROM-derived bytes.
|
||||
|
||||
Canonical US cart SHA-1 values:
|
||||
|
||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||
|
||||
## Controls
|
||||
|
||||
| Input | Action |
|
||||
| --- | --- |
|
||||
| D-pad | Move cursor |
|
||||
| A | Click / confirm |
|
||||
| L1 / R1 | Switch tabs |
|
||||
| Start / Select | Play or choose ROM |
|
||||
|
||||
In-game controls use the normal PortMaster/SDL mapping and can be rebound in **OPTIONS → CONTROLS**.
|
||||
|
||||
## Runtime and suspend
|
||||
|
||||
The package bundles PortMaster's LÖVE 11.5 aarch64 runtime. The launcher sources `control.txt`, calls `get_controls`, applies an optional CFW override, invokes `pm_platform_helper`, and calls `pm_finish` on exit. Paths are relative to the launcher, allowing different firmware mount points.
|
||||
|
||||
Suspend/resume uses the existing LÖVE focus/visibility lifecycle: input is reset on focus loss and the game resumes when the window becomes visible again. Exact power-button behavior remains firmware-dependent; hardware validation has been performed on the TrimUI Brick, not every SBC or H700 device.
|
||||
|
||||
## Building
|
||||
|
||||
Release workflows build this automatically. Standalone builds resolve the latest published Gen1Recomp release by default:
|
||||
|
||||
```sh
|
||||
./build-linux-arm-sbc.sh --version 0.1.75
|
||||
```
|
||||
|
||||
For development, package a local checkout explicitly:
|
||||
|
||||
```sh
|
||||
GEN1RECOMP_SOURCE_DIR="$PWD" ./build-linux-arm-sbc.sh --version 0.1.0
|
||||
# or: ./build-linux-arm-sbc.sh --source "$PWD" --version 0.1.0
|
||||
```
|
||||
|
||||
The generated `port.json` records the source release tag. `install-linux-arm-sbc.sh` is a macOS helper for copying a built pack to a mounted SD card.
|
||||
|
||||
PortMaster device support and runtime integration are maintained in the [PortMaster](https://github.com/PortsMaster/PortMaster-New) ecosystem.
|
||||
@@ -0,0 +1,202 @@
|
||||
# Linux arm64 (aarch64) AppImage
|
||||
|
||||
Releases ship `gen1recomp-<version>-linux-arm64.AppImage` alongside the
|
||||
existing x86_64 `gen1recomp-<version>-linux.zip`. It targets 64-bit ARM
|
||||
desktop Linux: Raspberry Pi 4/5 running Raspberry Pi OS, Armbian and other
|
||||
SBC distros, arm64 VMs on Apple Silicon, Ampere/Graviton desktops, and the
|
||||
aarch64 handhelds that run a full distro.
|
||||
|
||||
> The Anbernic RG34XXSP has its own PortMaster-style pack
|
||||
> (`gen1recomp-*-rg34xxsp-stockos64-mod.zip`, see
|
||||
> [anbernic-rg34xxsp.md](anbernic-rg34xxsp.md)). That one bundles PortMaster's
|
||||
> LÖVE runtime and expects the device's own SDL; this AppImage is the generic
|
||||
> desktop-Linux artifact and shares nothing with it but the `game.love`.
|
||||
|
||||
## For players
|
||||
|
||||
```sh
|
||||
chmod +x gen1recomp-*-linux-arm64.AppImage
|
||||
./gen1recomp-*-linux-arm64.AppImage
|
||||
```
|
||||
|
||||
Then use **Import ROM** in the launcher to point it at your own legal Red /
|
||||
Blue / Yellow cartridge dump, exactly as on every other platform.
|
||||
|
||||
If your system has no FUSE (`dlopen(): error loading libfuse.so.2`), either
|
||||
install it (`sudo apt install libfuse2`) or run without it:
|
||||
|
||||
```sh
|
||||
./gen1recomp-*-linux-arm64.AppImage --appimage-extract-and-run
|
||||
```
|
||||
|
||||
### What the host has to provide
|
||||
|
||||
Very little, and this is enforced by an assertion in the build rather than by
|
||||
good intentions. The only libraries the AppImage requires at startup are:
|
||||
|
||||
```
|
||||
glibc 2.29+ libstdc++ libfreetype6 zlib
|
||||
```
|
||||
|
||||
Everything else — OpenGL/Mesa, X11, Wayland, KMSDRM, ALSA, PulseAudio — is
|
||||
**dlopened**, so it is used when present and skipped when absent. That means
|
||||
one image runs on a full desktop, on a Wayland-only session, on a
|
||||
KMSDRM-only handheld with no X server, and on a box with ALSA but no
|
||||
PulseAudio, without a different build for each.
|
||||
|
||||
That property does not come for free from Debian's packages, and getting it
|
||||
is most of what the build below is doing; see
|
||||
[Why five libraries are built from source](#why-five-libraries-are-built-from-source).
|
||||
|
||||
## For builders
|
||||
|
||||
```sh
|
||||
scripts/build_linux_arm64.sh --version 0.1.0
|
||||
```
|
||||
|
||||
Output:
|
||||
|
||||
```
|
||||
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage
|
||||
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage.sha256
|
||||
```
|
||||
|
||||
Useful flags: `--game-love PATH` reuses an already-packed payload (CI does
|
||||
this so every platform ships identical bytes), `--rebuild-image` forces the
|
||||
builder container to rebuild, `--clean-cache` throws away the pinned
|
||||
downloads and the compiled LÖVE prefix.
|
||||
|
||||
### Requirements
|
||||
|
||||
An **aarch64 host** with **docker or podman**. A Raspberry Pi 5 is the
|
||||
reference machine (a cold build takes about 10 minutes on one — six libraries
|
||||
plus the engine; rebuilds reuse the cached prefix and take seconds). Apple Silicon with Docker
|
||||
Desktop and GitHub's `ubuntu-24.04-arm` runner both work too.
|
||||
|
||||
The script refuses to run on x86_64 rather than falling back to qemu-user
|
||||
emulation: that path takes hours and has produced miscompiled LuaJIT.
|
||||
|
||||
### Why this is not just another `scripts/build.sh` target
|
||||
|
||||
`scripts/build.sh linux` downloads LÖVE's official `love-11.5-x86_64.AppImage`,
|
||||
unpacks its squashfs, drops `game.love` in, and glues it back together. That
|
||||
trick is not available here — **LÖVE publishes no aarch64 binary at all.** The
|
||||
11.5 release has win32, win64, macOS, Android, iOS and one x86_64 AppImage,
|
||||
and that is the entire list.
|
||||
|
||||
So this build compiles LÖVE 11.5 from the official `linux-src` tarball and
|
||||
assembles the AppImage from scratch. Every pinned input — the LÖVE source, the
|
||||
five libraries built alongside it, and the AppImage type-2 runtime — is
|
||||
SHA-256 verified on the host before the container ever sees it, and the
|
||||
container itself runs with no network access.
|
||||
|
||||
### Why the build happens in a Debian bullseye container
|
||||
|
||||
glibc is backward compatible but not forward compatible: a binary linked
|
||||
against glibc 2.41 will not start on a system with 2.31, and there is no way
|
||||
to fix that after the fact. Compiling on the oldest base we support is
|
||||
therefore the only thing that makes one artifact work everywhere.
|
||||
|
||||
Bullseye (glibc 2.31) is that base. The resulting binaries actually come out
|
||||
needing only **glibc 2.29** and **GLIBCXX_3.4.21**, so the AppImage covers
|
||||
everything from Ubuntu 20.04 and Raspberry Pi OS bullseye through current
|
||||
trixie.
|
||||
|
||||
This is a statement about the *compile environment*, not about where the
|
||||
artifact runs — building on your own newer distro would silently raise that
|
||||
floor and strand every user on an older one, with no symptom until they
|
||||
download it. CI enforces the floor: `linux-arm64-build` fails if the highest
|
||||
required glibc symbol version climbs above 2.31.
|
||||
|
||||
### Why five libraries are built from source
|
||||
|
||||
SDL2, OpenAL, libtheora, libogg/libvorbis and libmpg123 are compiled rather
|
||||
than installed from bullseye. In every case the reason is *correctness*, not
|
||||
a newer version number — Debian builds these for a system where every
|
||||
dependency is installed and co-versioned, which is the opposite of an
|
||||
AppImage's situation. Each one broke the build in a different way, and all
|
||||
three failure modes are now assertions that fail the build instead of
|
||||
shipping.
|
||||
|
||||
**1. Hard-linked backends (SDL2, OpenAL).** Debian's `libSDL2` lists
|
||||
`libpulse`, `libasound`, `libX11` and `libwayland-client` as `DT_NEEDED` —
|
||||
resolved by the loader at startup, not dlopened. An AppImage bundling it
|
||||
refuses to start unless the host has *all four*. It appeared to work in
|
||||
testing only because a desktop Pi has all four; a headless CI runner is what
|
||||
exposed it. Debian's OpenAL does the same via `libsndio`, which itself
|
||||
hard-links `libasound`. Built from source with `--enable-*-shared` and
|
||||
`ALSOFT_DLOPEN`, both dlopen their backends instead.
|
||||
|
||||
**2. A stray link (libtheora).** Debian's `libtheoradec.so.1` is linked
|
||||
against `libcairo.so.2` — a packaging artifact, since a video decoder has no
|
||||
business drawing vector graphics — and cairo drags in X11, xcb, fontconfig
|
||||
and freetype. `--disable-examples` produces a `libtheoradec` needing only
|
||||
`libogg`.
|
||||
|
||||
**3. SONAME collision with the host (ogg, vorbis, mpg123).** The subtle one.
|
||||
OpenAL dlopens ALSA, ALSA's config loads its PulseAudio hook plugin, and that
|
||||
plugin pulls the *host's* `libsndfile` into our process. `libsndfile` links
|
||||
`libogg`, `libvorbis` and `libmpg123` — the same three we bundle. The loader
|
||||
resolves a SONAME exactly once per process, so the host's `libsndfile` binds
|
||||
to *our* copies:
|
||||
|
||||
```
|
||||
openal -> libasound -> libasound_module_conf_pulse -> libsndfile (host, new)
|
||||
`-> mpg123_info2 -> libmpg123 (ours, bullseye 1.26)
|
||||
```
|
||||
|
||||
`mpg123_info2` arrived in mpg123 1.32, so the plugin failed to relocate, ALSA
|
||||
config collapsed, and the game ran with **no audio device at all**. Not
|
||||
bundling these instead would make `libogg`/`libvorbis`/`libmpg123` mandatory
|
||||
host packages; building them current means our copies *satisfy* the host's
|
||||
`libsndfile` rather than starving it.
|
||||
|
||||
The same collision is why the font stack — freetype, fontconfig, libpng,
|
||||
brotli, zlib — is left to the host entirely. Bundling a bullseye freetype
|
||||
2.10.4 meant a host `libcairo` could not find `FT_Get_Transform` (added in
|
||||
2.11) and the game died at startup. Leaving the whole stack to the host keeps
|
||||
it self-consistent, while `liblove` — compiled against 2.10.4 — only ever
|
||||
asks for symbols every supported host already has.
|
||||
|
||||
The general rule this all reduces to: **never bundle a library the host's own
|
||||
stack may also load, unless yours is at least as new as theirs.**
|
||||
|
||||
### CI
|
||||
|
||||
Three jobs, path-gated on `scripts/build_linux_arm64.sh`,
|
||||
`scripts/linux-arm64/`, `scripts/pack_love.sh` and this document:
|
||||
|
||||
- **`linux-arm64-selftest`** (`ubuntu-latest`, x86_64) — offline gate. Checks
|
||||
the pins are real digests on a dated tag rather than the moving
|
||||
`continuous` one, that the Dockerfile still builds on bullseye, that the
|
||||
exclude list still classifies known sonames correctly, that AppRun still
|
||||
launches `game.love` with `--fused`, and that the host-arch guard actually
|
||||
fires. Needs no container and no arm64 machine.
|
||||
- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then extracts
|
||||
the artifact and asserts the layout, that every bundled object resolves
|
||||
under AppRun's `LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31.
|
||||
Uploads the AppImage for 7 days.
|
||||
- **release** — `linux-arm64` runs on `ubuntu-24.04-arm`, reuses the shared
|
||||
`game.love` from the `love-payload` job, and the AppImage is staged and
|
||||
published like every other release asset.
|
||||
|
||||
Unlike the Switch job, none of this needs secrets or self-hosted hardware, so
|
||||
it runs on fork PRs too.
|
||||
|
||||
### Updating the pins
|
||||
|
||||
Both pins live in `scripts/linux-arm64/common.sh`:
|
||||
|
||||
- `LOVE_VERSION` / `LOVE_SRC_SHA256` — bumping any version invalidates the
|
||||
cached prefix automatically (its name is keyed by every source version at
|
||||
once, so a partial rebuild cannot mix vintages). Check that bullseye still
|
||||
has `-dev` packages new enough for the new release; `build_appimage.sh`
|
||||
asserts every optional module actually linked, because LÖVE's `configure`
|
||||
exits 0 and silently drops a module when one is missing.
|
||||
- `SDL2_*`, `OPENAL_*`, `THEORA_*`, `OGG_*`, `VORBIS_*`, `MPG123_*` — the
|
||||
source-built libraries. Bumping these is usually safe and occasionally
|
||||
necessary: `libmpg123` in particular must stay at least as new as what a
|
||||
target host's `libsndfile` expects, which is asserted for `mpg123_info2`.
|
||||
- `APPIMAGE_RUNTIME_TAG` / `APPIMAGE_RUNTIME_SHA256` — always a dated tag
|
||||
from [AppImage/type2-runtime](https://github.com/AppImage/type2-runtime/releases).
|
||||
The selftest fails the build if this ever points at `continuous`.
|
||||
@@ -0,0 +1,862 @@
|
||||
# Mods and Gen 2 (Gold)
|
||||
|
||||
The mod API is one API across both generations. Hook names, event names,
|
||||
registry names and the `mod.*` facade are shared on purpose: a mod that runs on
|
||||
Red should be able to run on Gold without learning a second vocabulary.
|
||||
|
||||
What differs is how much of it Gold can actually serve, and that is why Gen 2
|
||||
support is something a mod **declares** rather than something it inherits.
|
||||
|
||||
## What you can rely on today
|
||||
|
||||
The short version, for an author deciding what to write:
|
||||
|
||||
- **Every registry name, hook name and event name means the same thing in both
|
||||
games.** Nothing is prefixed, renamed or repurposed per generation. Where Gen
|
||||
2 genuinely carries more, the record or the payload gains a *field*.
|
||||
- **40 of the 46 registries are available on Gold.** 17 keep their Gen 1 target
|
||||
outright (`commands`, `tokens`, `growth_rates`, `battle_sprite_scales` and
|
||||
`render_pipelines` among them), 16 route to a Gen 2 table under the same
|
||||
name, 6 are Gen 2-only systems Red has no counterpart for, and `migrations`
|
||||
is a code registry with no data target in either game. The other 6 are gated,
|
||||
and are listed below with the consumer change each one still needs.
|
||||
- **A registry with no home in a generation is reported, never silently
|
||||
merged.** The write is taken, dropped, and named once per mod in the same
|
||||
error feed the mod manager shows -- in both directions, so a Red boot writing
|
||||
to `decorations` is told exactly as a Gold boot writing to `map_scripts` is.
|
||||
- **40 event names and 43 hook names have a call site in both generations**, so
|
||||
one subscription serves both games. `tests/engine/gate_gen2_mod_api.lua`
|
||||
reads those names back out of the source and fails if a site is renamed or
|
||||
deleted on either side, and fails again if a new shared site appears without
|
||||
being listed here.
|
||||
- **24 further names are Gen 2-only** (friendship, breeding, the Pokegear, the
|
||||
radio, Pokerus, the roamers, Kurt, the Bug Contest, the Unown puzzle, mail,
|
||||
held items, shininess, gender, and the five cards of the GS boot cinema).
|
||||
They are plain names, not a `gen2.` namespace, so if Red ever grows the
|
||||
system the name is already right.
|
||||
- **Every Gen 2 seam is guarded** by `Runtime.wants` / `Runtime.wantsHook`, so
|
||||
a boot with no mod subscribed allocates nothing at any of them.
|
||||
- **A mod is loaded on Gold only if it says so.** See `gen2compat` below.
|
||||
|
||||
`src/mods/Schemas.lua` is authoritative for routing;
|
||||
`tests/engine/gate_gen2_mod_api.lua` holds this document to it.
|
||||
|
||||
## Declaring which games a mod is for
|
||||
|
||||
```json
|
||||
{
|
||||
"id": "my_mod",
|
||||
"name": "My Mod",
|
||||
"version": "1.0.0",
|
||||
"entry": "main.lua",
|
||||
"api": 2,
|
||||
"games": ["gen1", "gen2"]
|
||||
}
|
||||
```
|
||||
|
||||
`games` is an optional array of version ids (`"red"`, `"blue"`, `"yellow"`,
|
||||
`"gold"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or `"all"`.
|
||||
`src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER` and
|
||||
`GameVersion.generation`, so nothing anywhere restates the game list.
|
||||
`Manifest.validate` stores the resolved, ORDER-sorted ids on `manifest.games`
|
||||
and **derives** `manifest.gen2compat` from them, which is the one field the
|
||||
loader's gate reads.
|
||||
|
||||
Nothing moves on disk for any of this. A mod is installed once, into
|
||||
`mods/<id>/`, and that directory serves every game: there is no `mods/gen1/`
|
||||
and no per-generation copy. Targeting is declared, not filed.
|
||||
|
||||
`"gen2compat": true` is the legacy spelling and is still accepted. It is purely
|
||||
additive -- it *adds* the Gen 2 games to whatever `games` says -- so no shipped
|
||||
manifest can lose a game it already ran on. A manifest with neither key is Gen
|
||||
1 only, which is exactly what it always meant. An unknown token warns and is
|
||||
dropped under `api` 1 and refuses the manifest under `api` 2; a `games` array
|
||||
that names no game this engine knows falls back to the default rather than
|
||||
orphaning the mod; a non-array `games` is a hard error.
|
||||
|
||||
Every token is enforced, per game. `Loader:_gateGeneration` gates on
|
||||
`ModTargets.supports(manifest, version, generation)`, the same call both mod
|
||||
surfaces make, so `"games": ["blue"]` really does not load on Red and the
|
||||
loader's skip line is the launcher's line, `For Blue, not Red`. A manifest with
|
||||
no `games` and no `gen2compat` still covers every Gen 1 game, so nothing
|
||||
written before the key existed changes behavior.
|
||||
|
||||
On a Gold boot, a mod claiming no Gen 2 game is **not loaded at all**: no
|
||||
registrations, no subscriptions, no entry chunk. The manager still lists it,
|
||||
showing `ENABLED (NOT THIS GAME)` and the reason, and the player's enable flag
|
||||
is left alone so it comes straight back on Red.
|
||||
|
||||
Both mod surfaces derive what they show from `ModTargets` rather than from
|
||||
their own copy of the rule. The launcher's mod panel carries a `Show for:` game
|
||||
chip row and a per-mod tag (`GEN 1`, `GEN 1+2`, `RED/GOLD`), greyed with `Not
|
||||
for this game` and the detail `For Gen 1, not Gold` when the mod does not run
|
||||
on the selected game; the in-game manager shows the same verdict as
|
||||
`ENABLED (NOT THIS GAME)` plus an inert `FOR GEN 1+2` row on the detail screen.
|
||||
The launcher asks the same question of a mod's dependencies: one whose hard
|
||||
dependency does not run on the selected game reads `Needs <id> (not for Gold)`,
|
||||
matching the loader's contagious skip.
|
||||
|
||||
A separate overlay, `options.modsByVersion[version][id]`, holds each game's
|
||||
enable flag. The launcher shows a coloured Red / Blue / Yellow / Gold checkbox
|
||||
for every installed mod, and the loader and in-game manager read the same
|
||||
game-specific answer on the next boot. On the first launch after this feature,
|
||||
the existing shared state is copied to every game, so a mod that was enabled
|
||||
remains enabled everywhere; after that, changing one checkbox affects only
|
||||
that game. New mods still default to enabled on every game (experimental mods
|
||||
retain their explicit opt-in default).
|
||||
|
||||
That is deliberate. Gold reimplements the battle engine, the overworld, the
|
||||
script VM and the save format, so a Gen 1 mod dropped into a Gold boot would
|
||||
find a small fraction of its call sites live. A mod that half-applies reads to
|
||||
a player as a broken mod. Not running is the honest state, and naming a Gen 2
|
||||
game is the author saying "I have tested this there".
|
||||
|
||||
Adding a Gen 2 game does not opt out of anything on Gen 1, because `games` is a
|
||||
union: `["gen1", "gen2"]` covers everything it covered before. What does change
|
||||
is that the gate now runs on a Gen 1 boot too, so a manifest that names *only*
|
||||
Gen 2 games no longer loads on Red, Blue or Yellow. Say `["all"]` or list both
|
||||
generations if you want both.
|
||||
|
||||
Two riders. **A hard dependency that does not run here takes the dependent down
|
||||
with it** (unless scoped to specific games, e.g.
|
||||
`dependencies: [{ id = "x", games = ["gen2"] }]`), as a skip rather than a
|
||||
failure and carrying the dependency's own wording (`depends on X, which does not
|
||||
run here (For Blue, not Red)`), so the whole chain has to cover the same games.
|
||||
And **the claim is yours, not the last word**: it is the manager's `TRY HERE ANYWAY` row that lets a player run a mod
|
||||
whose author never opted in, which is the only route for a mod written before
|
||||
the field existed. The override is per game -- `options.modsGen2[id]` is a
|
||||
`{ [version] = true }` table, so forcing a mod onto Red does not force it onto
|
||||
Gold, and a legacy `options.modsGen2[id] = true` reads as "the Gen 2 games",
|
||||
the only set it could ever have affected. It applies on the next boot; a forced
|
||||
mod loads normally and keeps a note saying it was never verified here. Where
|
||||
the choice cannot be persisted the manager says `COULD NOT SAVE` instead of
|
||||
promising a restart.
|
||||
|
||||
If you are writing new code, still prefer the API: take the live game from
|
||||
`mod.game` (or the `game.ready` payload, or a `ui.*` hook's first argument) and
|
||||
the world from `mod.world`. Those are the names that mean the same thing in
|
||||
both games. What follows is for the mods that were written before Gold existed
|
||||
and reach past it.
|
||||
|
||||
## Gen 1 module facades
|
||||
|
||||
A mod with `engine_internals` reaches engine modules by name, and under Gold
|
||||
those names used to resolve to Gen 1 modules nothing instantiates -- so the
|
||||
patch landed on dead code and the mod was inert with no symptom but silence.
|
||||
|
||||
On a Gen 2 boot, **a require made from a mod's own chunk is answered by an
|
||||
adapter**: the Gen 1 API, backed by Gen 2 internals. `src/mods/Gen2Compat.lua`
|
||||
is the table, `src/mods/Loader.lua`'s require shim is where the swap happens,
|
||||
and `tests/engine/gate_gen2_mod_facade.lua` holds both to it. Engine code is
|
||||
not affected -- the shim only substitutes when the calling chunk is outside the
|
||||
engine tree, so `src/render/PaletteFX.lua` still gets the real Gen 1 module on
|
||||
both generations.
|
||||
|
||||
Fifteen names are served. **alias** means the adapter *is* the Gen 2 module, so
|
||||
a monkey-patch, a `rawset` sentinel and a `getmetatable(x) == M` check all land
|
||||
on the table Gold runs; **facade** means a translating wrapper over it.
|
||||
|
||||
| the Gen 1 name a mod requires | kind | what it gets on Gold |
|
||||
| --- | --- | --- |
|
||||
| `src.core.Game` | facade | a live proxy onto the Game2 instance |
|
||||
| `src.world.OverworldController` | facade | over `src/world/gen2/World.lua`; `World:step` / `:interact` / `:interactBody` dispatch through it |
|
||||
| `src.world.Map` | alias | `src/world/gen2/Map.lua`, grown Gen 1's statics and instance methods |
|
||||
| `src.world.NPC` | alias | `src/world/gen2/Npc.lua`; `NPC.new` sniffs the Gen 1 argument order |
|
||||
| `src.pokemon.Boxes` | facade | over `src/core/gen2/Boxes.lua`, plus Gen 1's `COUNT` / `CAPACITY` / `ensure` / `active` / `deposit` |
|
||||
| `src.battle.BattleState` | facade | over `src/ui/gen2/BattleState.lua`, write-through |
|
||||
| `src.ui.PartyMenu` | facade | over `src/ui/gen2/PartyMenu.lua`, write-through |
|
||||
| `src.world.WorldAPI` | alias | `src/world/gen2/WorldAPI.lua` |
|
||||
| `src.world.PikachuFollower` | alias | `src/world/gen2/Follower.lua` |
|
||||
| `src.script.ScriptRunner` | facade | over `src/script/gen2/Vm.lua` |
|
||||
| `src.ui.OptionsMenu` | facade | over `src/ui/gen2/OptionsMenu.lua`, write-through |
|
||||
| `src.world.FieldDefaults` | facade | the `playerSprites` answer, and a named refusal for the rest |
|
||||
| `src.world.Collision` | facade | `DELTA` / `target` / `occupied` / `canMove` |
|
||||
| `src.ui.StartMenu` | facade | over `src/ui/gen2/StartMenu.lua`, write-through |
|
||||
| `src.ui.BoxMenu` | alias | `src/ui/gen2/PcMenu.lua` |
|
||||
|
||||
Two entries in that table are not the pairing they look like.
|
||||
`src.ui.BoxMenu` resolves to `PcMenu`, not to `src/ui/gen2/BoxMenu.lua`: Gen 1's
|
||||
`BoxMenu` is Bill's PC *top menu*, whose Gold counterpart is `PcMenu`, while
|
||||
Gold's `BoxMenu` is the withdraw/deposit *list* Gen 1 builds inline. And
|
||||
`src.script.ScriptRunner` is served narrowly rather than fully: `scanLabels`
|
||||
and `validate` forward verbatim, with the default verb lookup swapped to
|
||||
`game.data.commands` so a script of Gen 1 built-ins cannot validate clean and
|
||||
then run as nothing, while the lifecycle half is a thin handle onto the one
|
||||
`world.vm` with `resume` and `update` refused rather than double-driving it.
|
||||
The `script.started` / `script.ended` / `script.command` seams are the
|
||||
supported route and already work on Gold.
|
||||
|
||||
`src.script.Commands` and `src.ui.OptionRows` have **no** adapter and are the
|
||||
two names a require of which still lands in the boot error feed the manager
|
||||
shows, with the module named. Both load fine under Gold and both are traps: the
|
||||
first hands back 61 Gen 1 verbs none of which Gold can run, the second paints
|
||||
Red's four-box options chrome over Gold's single 18x16 one.
|
||||
|
||||
`docs/preparing-your-mod-for-gen2.md` is the migration guide for an author
|
||||
working through this, and `python3 tools/modkit.py gen2check <id>` reports a
|
||||
mod's own findings against the coverage table below.
|
||||
|
||||
Three rules the adapters keep, because a plausible wrong answer is worse than
|
||||
the module being missing:
|
||||
|
||||
- **Live, never a snapshot.** A mod captures `require("src.core.Game")` at file
|
||||
scope, before a save or a world exists. The facade is a proxy that reads the
|
||||
live instance on every touch, so `Game.save` is nil during the entry chunk
|
||||
and correct forever after. It aliases the two names Gold spells differently
|
||||
(`Game.overworld` is `Game2.world`, `Game.writeOptions` is
|
||||
`Game2:persistOptions`) and the one data table that was renamed
|
||||
(`game.data.sprites` is `data.gen2Sprites`).
|
||||
- **A member with no backing says so.** `game.data.field` does not exist on
|
||||
Gold, so it reads nil *and* logs once, naming the mods holding the facade.
|
||||
`BattleState.newWild` is absent rather than invented, because a `newWild`
|
||||
that took a species and a level would be a lie about what Gold's battle
|
||||
screen is.
|
||||
- **One stable table for the run.** Where the Gen 2 arm can serve the name
|
||||
outright the adapter *is* that module, so a mod's monkey-patch, its
|
||||
`rawset` sentinel and its `==` idempotency check all land on the table Gold
|
||||
actually runs.
|
||||
|
||||
### What the adapter says it covers
|
||||
|
||||
The adapter publishes its own coverage, versioned by
|
||||
`Gen2Compat.COVERAGE_VERSION` (1), and `modkit gen2check` consumes that table
|
||||
rather than a second copy of the same knowledge:
|
||||
|
||||
```lua
|
||||
Gen2Compat.modules() -- the 15 names, sorted
|
||||
Gen2Compat.serves(name) -- boolean
|
||||
Gen2Compat.memberStatus(name, member) -- "backed" | "warned" | "absent" | nil
|
||||
Gen2Compat.coverage(name) -- a fresh table per call:
|
||||
-- { module, kind = "facade"|"alias", target, members = { [name] = status },
|
||||
-- notes = { [name-or-topic] = "one line" } }
|
||||
```
|
||||
|
||||
The status vocabulary is frozen at three values, and a member listed as both
|
||||
resolves to the weaker claim:
|
||||
|
||||
| status | means |
|
||||
| --- | --- |
|
||||
| `backed` | present, and it does the Gen 1 job on Gold |
|
||||
| `warned` | present, answers nil or degrades, and names itself once with the mod attributed |
|
||||
| `absent` | deliberately not served; a nil read is the honest failure |
|
||||
|
||||
Today that is 291 backed, 32 warned and 161 absent across the fifteen modules.
|
||||
`notes` keys are documentation topics rather than a member list -- dotted paths
|
||||
(`save.money`), field names (`warpAt`), hook names (`hook ui.pc.items`) and
|
||||
bare topics (`identity`, `iteration`, `rawset`) all appear there. `members` is
|
||||
the authoritative set, and a member it does not record is not a promise either
|
||||
way: on an alias it resolves to whatever the Gen 2 module has, on a
|
||||
write-through facade it falls to the Gen 2 class, on the `src.core.Game` facade
|
||||
it reads nil and says so, and on the `src.world.OverworldController` facade it
|
||||
reads nil silently.
|
||||
|
||||
**The follower.** Gold's cart has no trailing companion at all, so
|
||||
`src/world/gen2/Follower.lua` is new Gen 2 code rather than a facade: the
|
||||
entity, the trail loop, and a `shouldSpawn` a mod replaces. `World:step` calls
|
||||
`Follower.update(game, world)` once per logic frame after the body, and
|
||||
`World:setMap` calls `Follower.onMapEntered` before it emits `map.entered` --
|
||||
the same two call sites `src/world/OverworldController.lua` gives the Gen 1
|
||||
arm, which is what makes a Gen 1 follower mod's wrappers tick.
|
||||
|
||||
Vanilla never spawns one: `shouldSpawn` answers false until something replaces
|
||||
it. `Follower.setShouldSpawn(fn)` is the supported way, and it writes the same
|
||||
file-local the Gen 1 mods reach through `debug.setupvalue` on the upvalue named
|
||||
`shouldSpawn`, so the two cannot disagree.
|
||||
|
||||
Two Gen 2 engine changes came with it, both general rather than follower-only:
|
||||
an entity with `passable` set never blocks a step (the Gen 1 name and meaning,
|
||||
`src/world/Collision.lua`), and `World:rebuildPeople` now preserves **guests** --
|
||||
anything in the people list it did not put there. A rebuild runs on every zoom
|
||||
and every time-of-day roll, so without that a follower vanished at the top of
|
||||
the hour.
|
||||
|
||||
**What the facades cannot fix.** A mod that allow-lists version strings
|
||||
(`GameVersion.get() == "red" or ...`) excludes itself from Gold by construction,
|
||||
and no adapter should special-case it. Neither is a Gen 1 screen id: Gold's
|
||||
builtins carry a `Gen2` prefix, so a mod matching `id == "BoxMenu"` matches
|
||||
nothing. A write to a field on a live Gen 2 menu instance is inert where Gen 1
|
||||
read it back (`menu.onSwitch`, `menu.swapFrom`, `StartMenu`'s box geometry),
|
||||
and `map.warpAt` is a name collision rather than a rename -- Gen 1's is a table
|
||||
keyed by cell, Gold's is a method, so indexing or iterating it raises. All of
|
||||
these are mod-side edits, each with a route that works on both generations;
|
||||
`docs/preparing-your-mod-for-gen2.md` walks through them.
|
||||
|
||||
## What works on Gold today
|
||||
|
||||
**Screens.** The `screens` registry serves both generations. Gold's screens
|
||||
are registered under `Gen2`-prefixed ids so a mod that replaces Gold's party
|
||||
menu does not also replace Red's; `Screens.GEN2_IDS` in `src/ui/Screens.lua`
|
||||
is the full list. Every screen Gold opens goes through an id, including the
|
||||
boot cinema and the START menu.
|
||||
|
||||
**Asset overrides.** `overrides/` shadowing and asset transforms work
|
||||
unchanged: Gold's screens load art through `src/render/Assets.lua`, the same
|
||||
choke point Gen 1 uses.
|
||||
|
||||
**Content registries at the shared path.** `pokemon`, `moves`, `items`,
|
||||
`type_chart`, `strings`, `font`, `screens`, `commands`, `tokens`,
|
||||
`growth_rates`, `battle_sprite_scales`, `render_pipelines`, and the audio
|
||||
family (`audio`, `music`, `sfx`, `cries`, `map_songs`). These keep their Gen 1
|
||||
target path, so one mod source targets both generations.
|
||||
|
||||
The last two are the newest and each carries one caveat worth stating before
|
||||
you write against it:
|
||||
|
||||
- **`battle_sprite_scales`.** `src/ui/gen2/BattleState.lua:imageScale` walks
|
||||
the merged table for a record whose `path` matches the pic being drawn,
|
||||
skipping the registry's own `_owners` row, and `picScale` falls through to
|
||||
the species record's `battleScaleFront` / `battleScaleBack` after it -- the
|
||||
same image-then-species-then-default order Gen 1 resolves in. Because the key
|
||||
is the asset path it also reaches the pics that are nobody's species: the
|
||||
player's trainer back, the DUDE's, an opponent's frontpic. The **default**
|
||||
differs and is not a registry record either side: Red's 32x32 back pics draw
|
||||
at 2x, Gold's 48x48 ones fill their 6x6 box at 1x, so a scale that looks
|
||||
right on Red is twice as large on Gold. At any scale the pic stays centred in
|
||||
its box and standing on the same ground line.
|
||||
- **`render_pipelines`.** `src/core/Game2.lua:load` installs
|
||||
`src/render/Pipelines.lua` on Gold's dataset *after* `mods:load`, so the
|
||||
merged table is the one it walks, and `Game2:draw` composites the
|
||||
whole-frame half through `Pipelines.wantsPresent` / `Pipelines.present` with
|
||||
the Gen 1 ctx keys (`width`, `height`, `scale`, `dpi`, `dpiX`, `dpiY`). The
|
||||
**`drawWorld` half is inert on Gold**: its overworld draws straight to the
|
||||
window rather than into a canvas the way `src/world/OverworldController.lua`
|
||||
hands one to `Pipelines.drawWorld`. A drawWorld-only pipeline is not left
|
||||
switched on and drawing nothing -- `Game2:load` retires a restored level for
|
||||
one, leaving `options.pipelines` untouched so the mode comes back the day
|
||||
Gold grows a world canvas. Gold also has no OPTION row for a pipeline
|
||||
(`Pipelines.rows` is read only from `src/ui/OptionsMenu.lua`), so a Gold
|
||||
player reaches one by its `hotkey`.
|
||||
|
||||
**Content registries at a Gen 2 path.** `maps`, `tilesets`, `sprites`, `text`,
|
||||
`encounters`, `trainers`, `palettes`, `icons`, `battle_anims`, `constants`,
|
||||
`statuses`, `move_effects`, `item_effects`, `balls`, `ai_classes` and
|
||||
`evolution_methods`. Same registry name, same verbs, a Gen 2 table underneath
|
||||
(`data.gen2Maps`, `data.gen2Encounters`, `data.gen2Statuses`, ...).
|
||||
`src/core/Game2.lua` loads the extracted ones into `game.data` before it
|
||||
calls `mods:load`, and every consumer takes them by reference and never
|
||||
copies, so what a mod merges is what the game walks: a registered map is a map
|
||||
Gold can warp into, a patched tileset is the one `Map.new` reads, a patched
|
||||
encounter table is the one the grass rolls.
|
||||
|
||||
The battle-rule six are the newer half and work slightly differently: there is
|
||||
no table on disk for them at all. They come into existence *as* the merge, and
|
||||
each consumer reads a record through a lookup that falls back to its own module
|
||||
records when no loader ran, so a mod-free Gold boot behaves identically:
|
||||
|
||||
| registry | who reads it |
|
||||
| --- | --- |
|
||||
| `statuses` | `Battle.statusRecordFor` / `statusPenaltyFor`, `Catching.statusBonus`, `ItemEffects.healClassOf` |
|
||||
| `move_effects` | `Battle.moveEffectRecordFor` (`useMove`'s dispatch) |
|
||||
| `balls` | `Catching.recordFor` |
|
||||
| `ai_classes` | `Ai.layersFor` (the ten `scoring.asm` passes, plus mod layers) |
|
||||
| `evolution_methods` | `Evolution.methodFor` |
|
||||
| `item_effects` | `ItemEffects.recordFor` / `partyAction` |
|
||||
|
||||
`src/mods/Builtins.lua` seeds those six with **Gold's** records under Gen 2
|
||||
rather than Red's. It has to: both games call it `GREAT_BALL`, and Red's record
|
||||
carries no `multiplier`, so seeding Red's would leave Gold's x1.5 reading nil.
|
||||
|
||||
**Content registries that exist because Gold does.** Six systems Red has no
|
||||
counterpart for, so there is no Gen 1 table to share and none of these carries
|
||||
a Gen 1 target at all. The routed Gen 2 path is their only home, and
|
||||
`Schemas.GEN1` gates them on a Red boot the way `Schemas.GEN2` gates
|
||||
`map_scripts` on a Gold one -- reported, not silently merged.
|
||||
|
||||
| registry | id space | who reads it |
|
||||
| --- | --- | --- |
|
||||
| `held_items` | item ids | `ItemEffects.heldItemFor`; the merged rows are written back onto `data.items` for `Battle:itemDef` |
|
||||
| `phone_contacts` | `PHONE_*` (`data.gen2Constants.phoneContactOrder`) | `Phone.useRegistry`, folded onto the contact table |
|
||||
| `decorations` | `"deco:<n>"` | `Decorations.attributes`, the single read point for an attribute row |
|
||||
| `apricorns` | apricorn item ids | `Apricorns.useRegistry`, which rebuilds all three lookups and Kurt's menu order |
|
||||
| `landmarks` | `LANDMARK_*` | `Nests.landmarkId` / `Nests.landmark`, which resolve a map header's landmark byte |
|
||||
| `radio_channels` | station ids | `MapRadio.channelRecord`, which puts a registered station on the dial |
|
||||
|
||||
`Game2:load` calls `Phone.useRegistry`, `Decorations.useRegistry`,
|
||||
`Apricorns.useRegistry` and `ItemEffects.applyHeldItems` immediately after
|
||||
`mods:load`, so the merge is live before the first frame. `landmarks` and
|
||||
`radio_channels` need no such call: their consumers take `data` at call time.
|
||||
|
||||
`landmarks` merges onto the cache's own `gen2Landmarks.landmarks` and
|
||||
`held_items` onto the view `Game2` builds from `data.items`, so both fold
|
||||
against the vanilla row -- a `register` for an existing id collides, a
|
||||
`patch` stacks. The other four come into existence as the merge, seeded from
|
||||
their module's literals by `src/mods/Builtins.lua`.
|
||||
|
||||
Four honest limits on that surface:
|
||||
|
||||
- `held_items` reaches the battle by being written back onto `data.items`, so a
|
||||
held row for an id with no `data.items` record lands nowhere. To invent a
|
||||
held item, register the `items` record too. The write-back is a diff against
|
||||
a pre-merge snapshot, which is what lets `items` and `held_items` compose
|
||||
instead of one reverting the other.
|
||||
- `decorations` ids are `"deco:<n>"`, not `DECO_*` names: the cart's decoration
|
||||
constants are a bare `const_def` block with no name table behind them, so
|
||||
there is nothing in the ROM to spell them by. `battle_anims` addresses its
|
||||
unnamed rows the same way. `n` is the attribute row's index, which is
|
||||
`wMenuSelection`.
|
||||
- `phone_contacts` does not register the four `PHONE_UNUSED` `const_skip` holes
|
||||
(contact bytes 8, 9, 10 and 25). The manifest gives all four the same id, and
|
||||
one id cannot key four rows. They stay copies of the wrong-number filler,
|
||||
which is what the cart does with them.
|
||||
- `radio_channels` and `phone_contacts` register *content*, not new UI: a
|
||||
registered station gets a dial position and a name, and a registered contact
|
||||
gets a row the Pokegear indexes, but neither invents a screen.
|
||||
|
||||
**Record shapes.** A registry whose Gen 2 records genuinely differ carries a
|
||||
Gen 2 schema beside its Gen 1 one (`gen2Fields` / `gen2Keys` / `gen2Write` in
|
||||
`src/mods/Schemas.lua`, resolved by `Schemas.shapeFor`). The registry name, the
|
||||
verbs and wherever possible the ids stay shared; only the record changes. The
|
||||
differences an author meets:
|
||||
|
||||
- **`pokemon`.** Gen 2 splits `special` into `specialAttack` /
|
||||
`specialDefense`, names the level-up table `levelMoves` and the pic size
|
||||
`picSize`, has no separate `level1Moves`, and points an evolution at `into`
|
||||
rather than `species`. It also carries the breeding block (`eggGroups`,
|
||||
`eggMoves`, `eggSteps`, `genderRatio`) and the wild held-item pair.
|
||||
- **`encounters`.** The id is the encounter *kind*, not the map:
|
||||
`mod.content.encounters:patch("grass", { ROUTE_29 = { rates = { NITE = 40 } } })`.
|
||||
A map's row carries a `rates` set per time of day and one slot list.
|
||||
`fishGroups`, `trees` / `treeSets`, `rocks`, `bugContest` and `roamMaps` are
|
||||
ids of their own.
|
||||
- **`trainers`.** The id is the trainer *class*, and the record is
|
||||
`{ name, index, attributes, baseMoney, encounterMusic, trainers, items }`,
|
||||
with one entry per named trainer of the class. The registry writes one level
|
||||
in, into `data.gen2Trainers.classes`, so the call shape is unchanged.
|
||||
- **`icons`.** Two id forms in one registry, routed by the `ICON_` prefix a
|
||||
sheet name carries: a species id names an assignment (a string, the sheet's
|
||||
name), an `ICON_*` id names a sheet.
|
||||
- **`palettes`, `battle_anims`, `constants`.** The id is a subtable of the
|
||||
target: `pokemon` / `trainers` / `bg` / `objects` / `roofs` for palettes,
|
||||
`scripts` / `moves` / `objects` / `framesets` / `oamsets` / `gfx` for
|
||||
battle_anims, and one of Gold's 42 ordered ROM name lists (plus `mapGroups`,
|
||||
`trainerClassMembers`, `types`) for constants. Those lists are ordered and
|
||||
position *is* the id a script byte resolves through, so they replace rather
|
||||
than append.
|
||||
|
||||
Four more id-space notes, because the records at those paths came out of a
|
||||
Gen 2 ROM:
|
||||
|
||||
- Gold's `text` ids are ROM pointer strings such as `"55:4067"`, not the
|
||||
`TEXT_*` names Red uses. `override` them by pointer; there is no name table.
|
||||
- A Gen 2 tileset carries its walkability as `collision` where Gen 1 says
|
||||
`walkable`. Both fields validate; only `collision` is read on Gold.
|
||||
- A Gen 2 warp row carries `destGroup` / `destMapNum` beside the `destMap` /
|
||||
`destWarp` pair Gen 1 also has. Both are optional in the shared schema, so a
|
||||
Gen 1 warp row and a Gen 2 one both validate, and patching one of Gold's own
|
||||
maps does not mean restating the ROM's map-group numbers.
|
||||
- Gold writes `"burn"` / `"sleep"` into `mon.status` where Red writes `BRN` /
|
||||
`SLP`. The `statuses` registry is the same registry; only the ids differ, and
|
||||
they have to.
|
||||
|
||||
**`mod.commands`.** Works on Gold. `src/script/gen2/Vm.lua` runs the cart's own
|
||||
bytecode, so there is no opcode byte to hand a mod -- the seam is a row the
|
||||
cart cannot write. `Opcodes.MOD_COMMAND` (`"modcommand"`) is an op *name* with
|
||||
no byte behind it, and the VM dispatches it through the same merged
|
||||
`data.commands` table Gen 1's runner resolves by name. Two row shapes reach it:
|
||||
|
||||
```lua
|
||||
{ op = "modcommand", verb = "mymod:shake", args = { 4, 2 } } -- native
|
||||
{ "mymod:shake", 4, 2 } -- Gen 1 row
|
||||
```
|
||||
|
||||
The second is the Gen 1 row shape verbatim, so one row list can serve both
|
||||
games as long as every row in it is the mod's own verb. The handler is called
|
||||
`fn(ctx, unpack(args))` with `ctx.vm` where Gen 1 has `ctx.runner`; it may
|
||||
block on `ctx.vm:showText` / `:waitFrames`, and its return value speaks Gen 1's
|
||||
control vocabulary (`"end"`, a row number, or nil). A missing or raising verb
|
||||
is warned once per name and the rest of the list still runs. The engine's own
|
||||
Gen 1 verbs are **not** seeded on Gold: a row-list verb handed Gold's ctx would
|
||||
find no runner on it, so `data.commands` under Gen 2 is the mod verbs alone.
|
||||
|
||||
**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`, exports.**
|
||||
Generation-agnostic; nothing to adapt.
|
||||
|
||||
**`mod.world`.** Same method set, resolved against Gold's world
|
||||
(`src/world/gen2/WorldAPI.lua`). Two differences show through and are
|
||||
documented on the module: Gold's world is not a stack state, and Gen 2 event
|
||||
flags are numeric ids into `wEventFlags` rather than string keys.
|
||||
`mapOverview` returns the same read-only terrain, tile-shading, and marker
|
||||
shape, using Gold's live object masks and event flags to omit collected items.
|
||||
`spawnNpc` / `removeNpc` append onto the map def's own object list, the way the
|
||||
Gen 1 arm does, so a spawned actor is pooled, drawn, walked and talked to like
|
||||
an extracted one and survives a map reload; it is not serialized, so a mod
|
||||
respawns on `map.entered`. `queueScript` takes a small allowlist of verbs Gold
|
||||
has its own entry points for (`start_battle "wild" species level`, `warp`,
|
||||
`text`, `setflag`, `clearflag`) and refuses a list containing anything else
|
||||
**by name, before the first row runs**, so a mod never gets a half-run queue.
|
||||
`marchInPlace` still has no Gen 2 equivalent (the Gen 2 movement stream has no
|
||||
byte for it) and returns `nil, reason` rather than approximating one.
|
||||
`availableFieldActions` and `useFieldAction` expose the same contextual field
|
||||
item and move records in both games. Gold extends the shared ids with its own
|
||||
`headbutt`, `whirlpool`, `waterfall`, `sweet_scent`, and `squirtbottle`
|
||||
actions. Each engine keeps ownership of its inventory, badges, terrain,
|
||||
surfing, bike, fishing, and field-move rules.
|
||||
|
||||
**Hooks and events that fire on Gold.** Every name below is the Gen 1 name
|
||||
carrying the Gen 1 payload keys, because Gold's call sites reuse them rather
|
||||
than defining a parallel vocabulary; where Gen 2 carries more, the payload
|
||||
gains a field instead of the name gaining a prefix.
|
||||
|
||||
- *Engine-wide, from the shared modules:* `game.ready`, `screen.pushed`,
|
||||
`screen.popped`, `screen.render_visible`, `music.started`, `music.stopped`,
|
||||
`music.select`, `music.volume`, `sound.played`, `zoom.range`,
|
||||
`assets.transformed`, `mods.loaded`, `mod.options_changed`.
|
||||
- *Overworld (`src/world/gen2/`):* `map.entered`, `map.exited`,
|
||||
`map.reloaded`, `player.warped`, `world.stepped`, `world.interacted`,
|
||||
`world.npc_spawned`, `world.trainer_engaged`, `world.blacked_out`,
|
||||
`world.block_replaced`, `world.boulder_moved`, `world.tod_changed`,
|
||||
`world.object_toggled`, `flag.changed`; hooks `warp.destination`,
|
||||
`movement.collision`, `movement.speed`, `encounter.roll`,
|
||||
`encounter.species`, `encounter.fishing`, `world.tod`, `map.palette`,
|
||||
`fieldmove.eligibility`. `flag.changed` carries the numeric `wEventFlags`
|
||||
id under Gen 1's `name` key, which is the one payload difference the
|
||||
numeric flag space forces.
|
||||
- *Menus (`src/ui/gen2/`):* `ui.start_menu.items`, `ui.title_menu.items`,
|
||||
`ui.options.rows`, `ui.party.submenu`, `ui.naming.grid`, `ui.pc.items`,
|
||||
`ui.list_menu`, `transition.style`. `ui.list_menu` covers Gold's script
|
||||
menus (`ScriptMenu.lua`); the `Chrome.List` widget the START and title
|
||||
menus draw with does not raise it yet, so those two are composed through
|
||||
their own hooks only.
|
||||
- *The Oak speech (`src/ui/gen2/OakSpeech.lua`):* `intro.oak_speech.started`,
|
||||
`intro.oak_speech.step`, `intro.oak_speech.answered`,
|
||||
`intro.oak_speech.finished`, and the `intro.oak_speech.build` hook. Gold has
|
||||
a real Oak speech, so it is the same extension point rather than a second
|
||||
one: same names, same payload keys, same moments in the sequence. The beats
|
||||
are a data table with the same step vocabulary (`say` / `pic` / `name` /
|
||||
`choice` / `yesno` / `shrink` / `fn`, plus Gold's own `initclock` and
|
||||
`demo`), and the step *ids* match Gen 1's wherever the moment is the same --
|
||||
`oak_welcome`, `demo_mon`, `world_spiel`, `ask_player_name`, `name_player`,
|
||||
`legend`, `shrink` -- so `ModUI.insertStepBefore(steps, "name_player", ...)`
|
||||
lands in the right place in both games. The two ids with no Gen 1
|
||||
counterpart are Gold's own beats, `init_clock` (the `farcall InitClock` the
|
||||
speech opens with) and `oak_study` (the return to Oak for `_OakText5`). Gold
|
||||
has no rival-naming or name-confirmation beats, so it raises no anchors for
|
||||
them: the rival is named by `CopScript` in `maps/ElmsLab.asm`, hours later.
|
||||
- *Battle (`src/battle/gen2/`):* `battle.started`, `battle.ended`,
|
||||
`battle.turn_started`, `battle.turn_ended`, `battle.move_used`,
|
||||
`battle.damage_dealt`, `battle.fainted`, `battle.status_inflicted`,
|
||||
`battle.battler_switched`, `battle.ball_thrown`, `battle.exp_gained`,
|
||||
`pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`,
|
||||
`battle.crit`, `battle.accuracy`, `battle.turn_order`,
|
||||
`battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`,
|
||||
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`,
|
||||
`battle.catch_exp`, `battle.bottom_ui_visible` and
|
||||
`battle.status_hud_visible`. One payload difference: Gen 1's vanilla
|
||||
`battle.low_health_alarm` link reads `ctx.battle.data`, and Gold's battle
|
||||
screen has no `.data` field, so the Gen 2 site **adds** `ctx.data` beside the
|
||||
Gen 1 keys. A mod that calls `nextFn` is unaffected; one that reaches through
|
||||
`ctx.battle.data` instead gets nil on Gold.
|
||||
- *The catch and the evolution:* `pokemon.caught`, `pokemon.evolved`; hook
|
||||
`evolution.check`. `src/ui/gen2/BattleState.lua:pushCaught` emits
|
||||
`pokemon.caught` once the mon is in the party or the box, and
|
||||
`src/core/gen2/Evolution.lua` emits `pokemon.evolved` from `apply` and wraps
|
||||
each row's decision in `evolution.check`. The hook passes `data` where Gen 1
|
||||
passes `game`; positions 2-4 (mon, row, trigger) match.
|
||||
- *The frame (`src/core/Game2.lua`):* hooks `input.step`, `input.pointer`,
|
||||
`render.zones`, `render.compose`, `render.output_enabled`, `render.output`,
|
||||
`render.letterbox`, `render.hud`. Each sits
|
||||
at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it
|
||||
-- the logic tick before the pad is read, a pointer the touch overlay gets
|
||||
first refusal on, the palette zone list handed to the present pass, the
|
||||
composed frame before GBCFX, the letterbox, and the finished playfield rect
|
||||
-- and carries the same payload.
|
||||
`render.hud`'s `gameX` / `gameY` really is where Gold's dialogue boxes and
|
||||
menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale`
|
||||
compute the same number. `render.zones` is handed `nil` in GBC mode (Gold
|
||||
computes no zone of its own there) and the engine's own one-rect list in
|
||||
CLASSIC mode; a rect that clamps to nothing is skipped rather than throwing,
|
||||
which is what `src/render/Renderer.lua:scissorClamped` does on the Gen 1 side.
|
||||
- *Sprites (`src/pokemon/Sprites.lua`, shared):* `pokemon.sprite`,
|
||||
`pokemon.icon` and `player.sprite`. `pokemon.icon` is reached from
|
||||
`src/ui/gen2/PartyMenu.lua` through the shared module, so it is one call site
|
||||
serving both games. `player.sprite` is raised by `Sprites.playerPic`, which
|
||||
Gold's battle back pic (`src/ui/gen2/BattleState.lua`), Hall of Fame and
|
||||
intro call with an already-resolved path: Gold's trainer art is not in
|
||||
`field.playerPics`, so the path is found first and the hook raised over it,
|
||||
with the Gen 1 `ctx` keys (`side`, `kind`, `demo`, `battle`, `data`)
|
||||
unchanged. The Gen 2 trainer card is the one player-art read still outside
|
||||
it: its portrait is a tile sheet that also carries the frame tiles, not a
|
||||
swappable pic.
|
||||
`pokemon.sprite` has a second site of its own in
|
||||
`src/ui/gen2/BattleState.lua`, which adds `letter` (Unown) and `shiny` to the
|
||||
Gen 1 ctx keys -- both concepts Red does not have.
|
||||
- *Save and the script VM:* `save.created`, `save.loaded`, `save.loading`,
|
||||
`save.writing`; hooks `save.write`, `save.new_game`, `script.command`, and
|
||||
the `script.started` / `script.ended` pair off `src/script/gen2/Vm.lua`.
|
||||
`script.command` reports a mod's own row under the name `"modcommand"` with
|
||||
the row's real operands, and may rewrite them, on the same path it wraps a
|
||||
cart row.
|
||||
|
||||
## New in Gen 2
|
||||
|
||||
These have no Gen 1 analogue -- Red has no friendship byte, no day care egg,
|
||||
no Pokegear, no radio, no held items -- so they are the only places a new name
|
||||
is justified. They are **live**, guarded by `Runtime.wants` /
|
||||
`Runtime.wantsHook`, and each is driven through a real bus by
|
||||
`tests/engine/gen2_new_seams.lua`.
|
||||
|
||||
### Events
|
||||
|
||||
| event | raised from | payload |
|
||||
| --- | --- | --- |
|
||||
| `happiness.changed` | `Happiness` (`ChangeHappiness`, `StepHappiness`) | `mon`, `event`, `reason` (`"event"` / `"step"`), `delta`, `from`, `to` |
|
||||
| `breeding.egg_created` | `Breeding` (`DayCare_InitBreeding`) | `egg`, `mother`, `father`, `compatibility`, `stepsToEgg` |
|
||||
| `egg.hatched` | `Breeding` | `mon`, `egg`, `slot`, `species`, `nickname` |
|
||||
| `phone.call_received` | `PhoneRing.script` | `call`, `contact`, `name`, `className`, `special`, `scriptKey` |
|
||||
| `clock.day_changed` | `Clock` | `day`, `previous`, `reason` |
|
||||
| `pokerus.infected` | `Pokerus` | `party`, `slot`, `mon`, `strain`, `days`, `source` |
|
||||
| `roamer.moved` | `Roamers` | `index`, `slot`, `species`, `from`, `to`, `reason` |
|
||||
| `roamer.encountered` | `Roamers` | `index`, `slot`, `species`, `level`, `mapId` |
|
||||
| `apricorn.converted` | `Apricorns` (Kurt) | `apricorn`, `ball`, `event` |
|
||||
| `bug_contest.scored` | `BugContest` | `mon`, `score`, `place`, `results` |
|
||||
| `unown.unlocked` | `Unown` (`UpdateUnownDex`) | `letter`, `name`, `word`, `count` |
|
||||
| `radio.channel` | `MapRadio` | `station`, `channel`, `name`, `source` |
|
||||
| `mail.written` | `Mail` | `entry`, `slot`, `mon`, `message`, `author`, `source` |
|
||||
| `mail.read` | `Mail` | `entry`, `message`, `author`, `top`, `bottom` |
|
||||
| `intro.boot.copyright` | `CopyrightSplash:enter` | `screen`, `game` |
|
||||
| `intro.boot.gamefreak` | `GameFreakPresents:enter` | `screen`, `game` |
|
||||
| `intro.boot.movie` | `GoldSilverIntro:enter` | `screen`, `game` |
|
||||
| `intro.boot.movie_ended` | `GoldSilverIntro:finish` | `screen`, `game`, `skipped`, `frames` |
|
||||
| `intro.boot.title` | `TitleState:enter` | `screen`, `game` |
|
||||
|
||||
The four `intro.boot.*` cards are the GS boot cinema, and they are the one part
|
||||
of Gold's intro with no Gen 1 moment to share a name with: Red boots into
|
||||
`IntroMovie` with no copyright card, no GAME FREAK splash and no attract movie.
|
||||
The Oak speech immediately after them is the opposite case and reuses
|
||||
`intro.oak_speech.*` verbatim (see the shared table above).
|
||||
|
||||
Each card raises its name the frame it comes up, because that is the moment a
|
||||
mod can act on. Only the movie has an `_ended` name, and only because it
|
||||
carries a fact nothing downstream does -- `skipped` is the difference between a
|
||||
player who watched all 2335 frames and one who pressed START. The other three
|
||||
cards chain straight into the next card, whose own event is their end.
|
||||
|
||||
`delta` on `happiness.changed` is `to - from`, not the table's column, because
|
||||
the 0 and $ff carry clamps are part of what the cart applied: a mon at 254
|
||||
gaining "5" gained 1.
|
||||
|
||||
`clock.day_changed` compares against a process-local latch, so the first read
|
||||
after a boot has nothing to compare against and raises nothing. That is by
|
||||
design; it is a day *change*, not a day report.
|
||||
|
||||
`unown.unlocked` is raised from `UpdateUnownDex` -- a form first entering the
|
||||
`#DEX` list -- not from the four `ENGINE_UNLOCKED_UNOWNS_*` puzzle flags. Those
|
||||
flags are written by the cart's own `setflag`, so there is no Lua transition at
|
||||
the puzzle solve to hang a second event on yet.
|
||||
|
||||
`mail.read` rides `Mail.lines` with a per-struct latch, because the read page
|
||||
redraws every frame. The latch is re-armed by `Mail.get` / `Mail.mailbox`,
|
||||
which is how both readers pick the letter they are about to open, so reopening
|
||||
the same letter raises a second event.
|
||||
|
||||
### Hooks
|
||||
|
||||
| hook | wraps | ctx | vanilla answer |
|
||||
| --- | --- | --- | --- |
|
||||
| `held_item.trigger` | `Battle:heldEffect` | `battle`, `mon`, `item`, `def`, `effect`, `parameter`, `trigger` | `ctx.effect, ctx.parameter` |
|
||||
| `breeding.compatibility` | `Breeding.compatibility` | `data`, `mon1`, `mon2`, `dayCare` | the vanilla byte |
|
||||
| `phone.contact_list` | `Phone`'s `wPhoneList` read | called `(save, list)`, the shape the other list hooks use | the same list |
|
||||
| `shiny.roll` | `Mon` | `dvs`, `species`, `def`, `level` | the DV-derived boolean |
|
||||
| `gender.roll` | `Mon` | `def`, `dvs`, `ratio`, `species`, `level` | the DV-derived gender |
|
||||
|
||||
`held_item.trigger` is one hook over eight call sites, because on the cart
|
||||
those eight *are* one routine (`GetUserItem` / `GetOpponentItem` loading b and
|
||||
c, and the caller comparing b against the `HELD_*` it cares about). `trigger`
|
||||
says which comparison is about to happen: `"priority"` (Quick Claw),
|
||||
`"damage"` (Scope Lens and the type-boost family), `"endure"` (Focus Band),
|
||||
`"flinch"` (King's Rock), `"accuracy"` (BrightPowder), `"confuse"`,
|
||||
`"residual"` (the end-of-turn Leftovers / Berry / cure arm), and `"check"` for
|
||||
any other read. Return nil to make the item do nothing at that trigger, or
|
||||
another `HELD_*` name to substitute one -- every call site compares against a
|
||||
name, so substitution is the whole mechanism.
|
||||
|
||||
`held_item.trigger` wraps the *read*, so a mod can suppress or substitute an
|
||||
effect from any item. Defining a **new** held item is the `held_items`
|
||||
registry's job, and the two compose: register the row, then steer it from the
|
||||
hook.
|
||||
|
||||
`phone.contact_list` refuses an answer of the wrong length or with an unknown
|
||||
contact id (unknown ids blank to 0 on purpose, so the Pokegear never indexes a
|
||||
nil). It reorders and blanks the ten save slots; registering a contact id the
|
||||
game does not know is `phone_contacts`' job.
|
||||
|
||||
`shiny.roll` does not override a forced-shiny battle (`opts.shiny`), which is
|
||||
how the cart's own scripted shiny Gyarados stays shiny.
|
||||
|
||||
## Registries with no Gen 2 home
|
||||
|
||||
Writing to one of these while Gold is running takes the write, drops it, and
|
||||
reports it once per mod into the same error feed the manager shows. It is not
|
||||
fatal: a mod that supports both generations registers its Gen 1 content
|
||||
unconditionally and still loads the half that applies. The report is worded
|
||||
from the boot's own generation, because the gating runs both ways.
|
||||
|
||||
`rulesets`, `transitions`, `field`, `text_pointers`, `link_fields`,
|
||||
`map_scripts`.
|
||||
|
||||
`Schemas.GEN2` in `src/mods/Schemas.lua` is the authoritative table, and
|
||||
`tests/engine/gate_gen2_mod_api.lua` holds it to the catalog.
|
||||
|
||||
The list used to have three causes behind it and now has one. "No Data path
|
||||
exists" closed when the overworld tables stopped loading off disk into World
|
||||
fields. "The shape differs" closed when a registry gained the option of
|
||||
carrying a Gen 2 record schema beside its Gen 1 one. What is left is one cause:
|
||||
|
||||
**Gold reimplements the system without reading a registry.** The Gen 1 target
|
||||
is still built and merged into, but nothing in a Gold boot ever looks at it, so
|
||||
routing the registry would be a merge into a table with no reader -- exactly
|
||||
the silent no-op the gate exists to prevent. Closing one of these is a consumer
|
||||
change in the Gen 2 module first and a routing row second:
|
||||
|
||||
- `rulesets`: no Gen 2 ruleset dispatch exists.
|
||||
- `transitions`: Gold draws its own battle intro
|
||||
(`src/ui/gen2/BattleTransition.lua`), and its `STYLES` is a boolean *set* of
|
||||
the four cart wipes (`spin`, `speckle`, `zoom`, `sine`) rather than the
|
||||
`{ frames, draw, sound, flash }` record this registry carries. There is no
|
||||
styleDef lookup for a registered id to reach, so a mod style would fail the
|
||||
`STYLES` membership test and fall back to vanilla -- routing it would be the
|
||||
silent no-op, not the fix.
|
||||
- `field`: the Gen 1 overworld's data grab bag. Gold's equivalents live in
|
||||
`data.gen2Maps` and the VM's own tables.
|
||||
- `text_pointers`: Gen 1's `TEXT_*` indirection. Gold's text *is* pointers.
|
||||
- `link_fields`: link play is Gen 1 only.
|
||||
- `map_scripts`: `data.gen2Scripts` is the cart's bytecode pool keyed by ROM
|
||||
pointer, and a Lua row list merged into it is not something
|
||||
`src/script/gen2/Vm.lua` can run. Routing it needs a Gen 2 side dispatcher in
|
||||
`World`, not just the verb table `mod.commands` already has. The
|
||||
`script.started` / `script.ended` / `script.command` seams do fire, so a mod
|
||||
observes and can veto a script it cannot yet author whole.
|
||||
|
||||
Four of this list closed after it was written, and how they closed is the
|
||||
pattern for the rest:
|
||||
|
||||
- **`growth_rates`** now routes to the SHARED Gen 1 target. Gold's curves are
|
||||
coefficient rows in the extracted `pokemon.lua`, so `src/mods/Builtins.lua`'s
|
||||
Gen 2 registrant wraps each as the `{ expForLevel }` record Gen 1's registry
|
||||
uses, and `src/battle/gen2/Mon.lua:growthFor` is the one accessor all six
|
||||
readers go through (`Mon` twice, `BattleState`, `SummaryMenu`, `Breeding`,
|
||||
`ItemEffects`). One record shape, one id space, one mod source for both
|
||||
games. Because it is routed, the `pokemon` schema's `growthRate` reference is
|
||||
now checked rather than skipped, and it resolves: both sides say
|
||||
`GROWTH_MEDIUM_SLOW`.
|
||||
- **`tokens`** was on the list by mistake rather than by cause. `TextBox.new`
|
||||
runs `TextBox.substitute` on every box in both generations and `substitute`
|
||||
reads `game.data.tokens`, so the shared target was live on Gold the whole
|
||||
time. A `{NAME}` a mod registers expands in the world, the menus and the VM's
|
||||
pages alike.
|
||||
- **`battle_sprite_scales`** closed consumer-first, the `growth_rates` way:
|
||||
`src/ui/gen2/BattleState.lua` grew `imageScale` / `picScale`, a faithful
|
||||
mirror of Gen 1's `BattleState.imageBattleScale` / `resolveBattleScale` down
|
||||
to skipping `_owners` and the image-then-species-then-default order, so the
|
||||
registry now routes to the SHARED Gen 1 path and one record serves both
|
||||
games. Only the default is generation-specific, and neither side reads that
|
||||
from the registry.
|
||||
- **`render_pipelines`** closed because the reader moved, not the registry:
|
||||
`src/core/Game2.lua:load` installs `src/render/Pipelines.lua` on Gold's
|
||||
merged dataset after `mods:load` and `Game2:draw` composites `present`. The
|
||||
`drawWorld` half is still inert, which is why this one is worth reading the
|
||||
caveat above for -- it is routed on the strength of the half that works, and
|
||||
Gold retires a drawWorld-only level rather than pretending.
|
||||
|
||||
## Hooks and events Gold does not raise yet
|
||||
|
||||
Gold has its own draw path, intro, evolution and sprite lookups, so the call
|
||||
sites in those Gen 1 modules are not on Gold's path. The names are not taken
|
||||
and not reserved for Gen 1: when a Gen 2 call site lands it uses the existing
|
||||
name and the existing payload, plus fields where Gen 2 genuinely carries more
|
||||
(the split special stats, held items on a trainer roster).
|
||||
|
||||
The list is much shorter than it was. What is outstanding, in descending value:
|
||||
|
||||
- `trainer.before_battle`: Gold constructs and pushes its trainer battle in
|
||||
`src/world/gen2/World.lua:startBattle`, which does not yet expose a deferred
|
||||
preparation boundary or a battle-local player-party view. Gen 1 mods can use
|
||||
the hook documented in `docs/modding.md`; do not claim Gold compatibility
|
||||
when that selection is required.
|
||||
- `pokemon.before_give` / `pokemon.received`: Gold has no give-mon seam of its
|
||||
own yet.
|
||||
- `link.*` and `trade.completed`: a Gold boot offers no link menu at all. The
|
||||
Gen 2 fingerprint and handshake exist (`src/link/Fingerprint.lua` hashes a
|
||||
Gen 2 surface and a cross-generation pairing is refused by name), but nothing
|
||||
in `src/ui/gen2/` opens onto the protocol, so these raise nowhere.
|
||||
|
||||
Four groups that used to sit here have since landed and moved to the shared
|
||||
table above: the frame seams (`render.compose` / `render.hud` /
|
||||
`render.letterbox` / `render.zones`, `input.step` / `input.pointer`), the three
|
||||
battle seams (`battle.overlay`, `battle.low_health_alarm`,
|
||||
`battle.catch_exp`), the two sprite lookups (`pokemon.sprite`,
|
||||
`pokemon.icon`), and the catch/evolution trio (`pokemon.caught`,
|
||||
`pokemon.evolved`, `evolution.check` -- `src/ui/gen2/BattleState.lua` emits
|
||||
`pokemon.caught` from `pushCaught` once the mon is in the party or the box, and
|
||||
`src/core/gen2/Evolution.lua` emits `pokemon.evolved` from `apply` and wraps
|
||||
each row's decision in `evolution.check`).
|
||||
|
||||
Three partial coverages worth knowing about, because "the hook exists" is not
|
||||
the same as "the hook sees everything":
|
||||
|
||||
- `encounter.roll` / `encounter.species` are wired into the grass/water step,
|
||||
`randomwildmon`, the Bug Contest and SWEET SCENT, but **not** into
|
||||
`World:tryHeadbutt`, `World:rockMonEncounter` or `Roamers.checkEncounter`.
|
||||
Those three read row shapes that are not `{ species, level }` slot lists, so
|
||||
a mod that reskins encounters misses headbutt trees, rock smash and the
|
||||
roamers.
|
||||
- `src/ui/gen2/BattleState.lua` builds a flat `opts` for `Catching.attempt`
|
||||
with no `data` in it, so a mod-registered ball is readable through
|
||||
`Catching.recordFor` but is not yet resolved at the real throw site.
|
||||
- Three Gold UI files carry their own copy of the status HUD labels the merged
|
||||
`statuses` records now hold as `hudLabel`, so a mod status shows no label in
|
||||
the battle HUD, the party menu or the summary page until they read
|
||||
`Battle.statusRecordFor(data, status).hudLabel`. The values are identical
|
||||
today, so nothing vanilla is affected.
|
||||
|
||||
## Gen 2 tables with no registry
|
||||
|
||||
`Game2:load` assigns 24 `data.gen2*` tables and 12 of them are registry-backed,
|
||||
so twelve sit in `game.data` on a Gold boot with no registry pointing at them:
|
||||
`gen2Marts`, `gen2Roofs`, `gen2StdScripts`, `gen2EventTables` (the phone book,
|
||||
in-game trades, elevator labels, decoration descriptions), `gen2InitialEvents`,
|
||||
`gen2Pokedex`, `gen2MenuGfx`, `gen2Intro`, `gen2Credits`, `gen2Diploma`,
|
||||
`gen2Trade`, and `gen2Scripts` (which the `map_scripts` registry does reach, so
|
||||
it is the one of the twelve that is not out of reach). Naming registries for the
|
||||
rest is new API surface rather than a routing change, so it is deliberately not
|
||||
done yet.
|
||||
|
||||
## Testing a Gen 2 mod
|
||||
|
||||
Static first. `gen2check` reads the manifest, scans every `.lua` the package
|
||||
carries and cross-references what it finds against the coverage table above:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py gen2check my_mod # or a path
|
||||
python3 tools/modkit.py gen2check my_mod --notes # + the caveat on each backed member
|
||||
```
|
||||
|
||||
It reports one of `will load`, `will load but degrade` or `will not work`, with
|
||||
a `MK4xx` finding per site and an `unresolved:` note, carrying a file and a
|
||||
line, for every reach a static scan could not follow. Exit 0 clean, 1 on a
|
||||
fatal finding (or any finding under `--strict`), 2 on usage; `--json` emits the
|
||||
whole batch as one document, and `--quiet` prints the findings alone, so a
|
||||
clean mod prints nothing and the exit code is the answer. The rule ladder is
|
||||
`MK400`-`MK410` and is listed in `tools/modkit.py`'s section header.
|
||||
|
||||
Then the headless harness, which takes the generation without booting Gold:
|
||||
|
||||
```lua
|
||||
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
|
||||
T.eq(run.mod and run.mod.state, "loaded",
|
||||
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
|
||||
T.eq(#run.errors, 0, "and loads with no boot errors")
|
||||
```
|
||||
|
||||
Everything else is the production path: same loader, same validate, same
|
||||
topological sort, same merge. Assert the state as well as the error count: a
|
||||
gate skip is deliberately not an error, so `#run.errors == 0` passes for a mod
|
||||
that never ran a line.
|
||||
|
||||
Neither substitutes for a real Gold boot, and the two output channels there are
|
||||
not the same. The adapter's own warnings (`Gen2Compat.warnOnce`) go to the log
|
||||
only, each attributed to the mod holding the facade. The boot error feed the
|
||||
manager shows is `loader.errors`: a failed mod, a duplicate id, a registry with
|
||||
no Gen 2 target, a cross-validation problem, and a require for a Gen 1 module
|
||||
the adapter does not serve. A skipped mod and a degraded member are on neither
|
||||
list, by design.
|
||||
@@ -0,0 +1,96 @@
|
||||
# RFC 0008 — Runtime mod option schema export
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `src/mods/Loader.lua`. Tests:
|
||||
`tests/mod_loader_tests.lua`. This RFC defines an optional filesystem
|
||||
contract; it does not require a native launcher or any other consumer.
|
||||
|
||||
## Motivation
|
||||
|
||||
A native launcher may want to present settings for installed mods before it
|
||||
starts the game. Running every mod's entry chunk in that launcher just to
|
||||
discover its settings would duplicate engine behavior and give the launcher
|
||||
an unnecessary code-execution surface. The engine already has the authoritative
|
||||
runtime schemas after mod loading, so it can publish a data-only snapshot for
|
||||
platform shells that want one.
|
||||
|
||||
## The exact contract
|
||||
|
||||
After the mod loader has finished running entry chunks, it may write
|
||||
`mod_option_schemas.json` beside `options.lua` in the same filesystem. The
|
||||
document is a snapshot of the current boot; it is not a second settings store
|
||||
and does not change how option values are read or written.
|
||||
|
||||
Version 1 has this shape:
|
||||
|
||||
```json
|
||||
{
|
||||
"schema_version": 1,
|
||||
"mods": {
|
||||
"example": [
|
||||
{"key":"enabled","type":"toggle","label":"Enabled","default":true},
|
||||
{"key":"mode","type":"choice","label":"Mode","default":"safe",
|
||||
"choices":[["Safe","safe"],["Fast","fast"]]},
|
||||
{"key":"rate","type":"number","label":"Rate","default":5,
|
||||
"min":0,"max":10,"step":1},
|
||||
{"key":"name","type":"text","label":"Name","default":"","maxLen":12}
|
||||
]
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
`mods` is keyed by mod id. Its rows come from the runtime
|
||||
`mod.options:define` schema, or from the legacy manifest `options_schema` file
|
||||
when the runtime schema is absent. The supported row types are `toggle`,
|
||||
`choice`, `number`, and `text`. Their optional fields retain the meanings
|
||||
established by the existing in-game option UI: choices are `[label, value]`
|
||||
pairs, numeric rows may provide `min`, `max`, and `step`, and text rows may
|
||||
provide `maxLen`. A row may also use
|
||||
`visible_if = {key = "mode", equals = "compact"}` or replace `equals` with
|
||||
`not_equals`. This only hides the in-game menu row; the schema and stored value
|
||||
remain available, and consumers that do not implement conditions may ignore
|
||||
the field.
|
||||
|
||||
Only mods that are enabled and successfully loaded in the current boot are
|
||||
included. A disabled or failed mod must not contribute rows. If an older
|
||||
snapshot exists and the current boot has no schema-bearing mods, the producer
|
||||
overwrites it with `{"schema_version":1,"mods":{}}`; this prevents stale
|
||||
settings rows from surviving a disable or load failure. A fresh mod-free boot
|
||||
does not create the file, and a filesystem without write support is tolerated.
|
||||
|
||||
The producer writes the snapshot after entry chunks and the final load set
|
||||
have been established. Consumers must treat the file as untrusted input and
|
||||
must not execute anything from it.
|
||||
|
||||
## Compatibility and versioning
|
||||
|
||||
The contract is optional on both sides. A native consumer may be absent, and
|
||||
the engine continues normally if the file cannot be written. A native
|
||||
consumer is not required to render, validate, or persist every supported row;
|
||||
it may ignore an unknown row type or optional field.
|
||||
|
||||
For compatibility with files produced by the original unversioned prototype,
|
||||
a missing `schema_version` means version 1. Consumers must ignore documents
|
||||
with a newer version rather than guessing at their shape. Producers must bump
|
||||
the version whenever they change the document envelope or the meaning of an
|
||||
existing field. New optional row fields that older consumers can safely ignore
|
||||
do not require a bump. Version 1 is therefore the legacy unversioned format as
|
||||
well as the explicitly versioned format shown above.
|
||||
|
||||
## Migration note
|
||||
|
||||
Nothing. Existing mods, option values, and the in-game options UI are
|
||||
unchanged. Platforms that do not consume `mod_option_schemas.json` have no
|
||||
new integration requirement.
|
||||
|
||||
## Parity tests
|
||||
|
||||
`tests/mod_loader_tests.lua` verifies the explicit version, runtime and legacy
|
||||
row round-tripping, enabled/disabled filtering, failed-mod filtering,
|
||||
stale-snapshot clearing, and tolerance of a read-only filesystem.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing is deprecated. The unversioned file form remains readable as legacy
|
||||
version 1; new producers write the explicit `schema_version` field.
|
||||
@@ -12,12 +12,175 @@ The modding book lives on the
|
||||
- [Registry reference](https://github.com/bryanthaboi/gen1recomp/wiki/Reference-Registries)
|
||||
— every registry, generated from `src/mods/Schemas.lua`.
|
||||
|
||||
Regenerate the reference straight into a wiki checkout:
|
||||
Regenerate the reference. With no argument it writes in-repo, to
|
||||
`docs/modding/reference/registries.md`; name a wiki checkout to write the
|
||||
wiki's own page name into it instead:
|
||||
|
||||
```sh
|
||||
luajit tools/gen_registry_docs.lua
|
||||
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
|
||||
```
|
||||
|
||||
## Manifest specification (`manifest.json`)
|
||||
|
||||
Every mod contains a root `manifest.json` defining its metadata, supported games, and dependencies for the engine loader.
|
||||
|
||||
```json
|
||||
{
|
||||
"id": "my_mod",
|
||||
"name": "My Cool Mod",
|
||||
"version": "1.0.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
"category": "GAMEPLAY",
|
||||
"games": ["gen1", "gen2"],
|
||||
"game_version": ">=0.0.0-dev <2.0.0",
|
||||
"priority": 100,
|
||||
"dependencies": [
|
||||
"helper_lib@^1.0.0",
|
||||
{ "id": "pokegear_cards", "games": ["gen2"], "range": "^1.0.0", "github": "1jamie/pokegear_cards" }
|
||||
],
|
||||
"optional_dependencies": [
|
||||
"gen1_modern_ui"
|
||||
],
|
||||
"required_imports": [
|
||||
{
|
||||
"id": "stadium2",
|
||||
"name": "Pokemon Stadium 2 ROM",
|
||||
"description": "Pokemon Stadium 2 (USA), any supported N64 byte order",
|
||||
"file": "stadium2.z64",
|
||||
"format": "n64",
|
||||
"size": 67108864,
|
||||
"md5": ["00000000000000000000000000000000"]
|
||||
}
|
||||
],
|
||||
"optional_imports": [
|
||||
{
|
||||
"id": "bonus_source",
|
||||
"name": "Optional bonus source",
|
||||
"file": "bonus.bin",
|
||||
"md5": "00000000000000000000000000000000"
|
||||
}
|
||||
],
|
||||
"conflicts": [],
|
||||
"permissions": ["engine_internals"],
|
||||
"description": "A brief description of the mod.",
|
||||
"github": "author/my_mod"
|
||||
}
|
||||
```
|
||||
|
||||
### Manifest Fields
|
||||
|
||||
| Field | Type | Description |
|
||||
| --- | --- | --- |
|
||||
| `id` | `string` | Unique identifier (lowercase alphanumeric, underscores, hyphens). |
|
||||
| `name` | `string` | Human-readable title shown in launcher and manager. |
|
||||
| `version` | `string` | Semantic version string (e.g. `"1.0.0"`). |
|
||||
| `api` | `integer` | Mod API level (`2` for current standard, `1` for legacy). |
|
||||
| `entry` | `string` | Entry Lua file path relative to mod root (usually `"main.lua"`). |
|
||||
| `profile` | `string` | Mod profile: `"content"`, `"overhaul"`, or `"total_conversion"`. |
|
||||
| `category` | `string` | Categorization chip (e.g. `"GAMEPLAY"`, `"CONTENT"`, `"UI"`, `"AUDIO"`). |
|
||||
| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, or `["all"]`. |
|
||||
| `game_version`| `string` | Semver range of required engine version (e.g. `">=0.0.0-dev <2.0.0"`). |
|
||||
| `priority` | `integer` | Load priority order (lower numbers load earlier; dependencies always precede dependents regardless of priority). |
|
||||
| `dependencies` | `array` | Hard required dependencies. A mod will not load if a required dependency is missing or disabled for the active game. |
|
||||
| `optional_dependencies` | `array` | Soft dependencies. Guarantees that if the target mod is present and active, it loads *before* this mod without blocking load if absent. |
|
||||
| `required_imports` | `array` | User-supplied files required by this mod. The launcher validates and copies each file into this mod's `baseroms/` directory; the mod does not load while one is missing. |
|
||||
| `optional_imports` | `array` | User-supplied files that unlock optional mod functionality. They use the same validation and private-copy flow but never block the mod from loading. |
|
||||
| `conflicts` / `incompatible` | `array` | List of mod IDs that cannot run concurrently with this mod. |
|
||||
| `permissions` | `array` | Requested privileges (e.g. `["engine_internals"]`, `["network"]`, `["filesystem"]`). |
|
||||
| `log_url` | `string` | Optional https URL for `mod.postLog` log reporting (api 2; requires the `network` permission). |
|
||||
| `github` | `string` | GitHub repository (`"owner/repo"`) used for update checks and dependency download links. |
|
||||
|
||||
### Declaring Dependencies & Scoping
|
||||
|
||||
Dependencies in `dependencies` and `optional_dependencies` can be declared in several formats:
|
||||
|
||||
1. **Simple string**: `"mod_id"`
|
||||
2. **Version-pinned string**: `"mod_id@^1.2.0"`
|
||||
3. **Repository-hinted string**: `"mod_id#owner/repo"` or `"mod_id@^1.2.0#owner/repo"`
|
||||
4. **Structured object**:
|
||||
```json
|
||||
{
|
||||
"id": "mod_id",
|
||||
"range": "^1.2.0",
|
||||
"games": ["gen2"],
|
||||
"github": "owner/repo"
|
||||
}
|
||||
```
|
||||
|
||||
#### Version-Scoped Dependencies
|
||||
When a mod supports multiple games (`"games": ["gen1", "gen2"]`), a dependency can specify `"games": ["gen2"]` to indicate it is only required when booting Gen 2. When booting Gen 1, the engine will ignore the dependency, preventing unnecessary boot blocks on games that do not need it.
|
||||
|
||||
### Required user-supplied files
|
||||
|
||||
`required_imports` and `optional_imports` keep copyrighted or otherwise user-owned source material
|
||||
out of mod archives while giving every platform the same installation flow.
|
||||
Each object requires a stable `id`, a display `name`, a destination `file`
|
||||
(a filename, never a path), and one MD5 digest or an array of accepted MD5
|
||||
digests. `format` is either `"raw"` (the default) or `"n64"`. An optional
|
||||
`description` gives players dump or region guidance in the import panel.
|
||||
`size` declares the exact canonical byte length; `max_size` declares a smaller
|
||||
per-import ceiling when an exact size is not appropriate. Every import also
|
||||
has an engine-enforced 128 MiB ceiling and is rejected before hashing when its
|
||||
filesystem reports an invalid size.
|
||||
|
||||
For `"n64"`, the launcher recognizes `.z64`, `.v64`, and `.n64` byte orders,
|
||||
strips a recognized 512-byte copier header, converts the bytes to canonical
|
||||
big-endian `.z64` order, and then checks MD5. The canonical bytes are written
|
||||
to `mods/<mod-id>/baseroms/<file>`. Each selection is a private grant to that
|
||||
mod: the launcher never scans or copies another mod's imported files merely
|
||||
because its manifest names the same digest. Mods read the result with their existing scoped `mod:read` API, for
|
||||
example `mod:read("baseroms/stadium2.z64")`; no host path or new filesystem
|
||||
permission is exposed. Missing `required_imports` block the mod before its
|
||||
entry chunk runs; missing `optional_imports` remain visible in the same
|
||||
launcher panel but do not block loading.
|
||||
|
||||
MD5 here identifies a known dump because ROM databases commonly publish it;
|
||||
it is not a security or authenticity guarantee. Do not paste the SHA-1 used by
|
||||
Gen1Recomp's own game-ROM importer into an import's `md5` field. Mod archives
|
||||
must not include anything beneath `baseroms/`. The engine records a validation
|
||||
receipt keyed by file size and modification time so launcher refreshes and
|
||||
later boots do not repeatedly hash an unchanged imported ROM.
|
||||
|
||||
New mobile code should call `love.system.pickFile("required_import")`. The
|
||||
older iOS-only `"stadium"` picker kind remains temporarily for compatibility.
|
||||
Android now returns `false` for unknown picker kinds instead of treating them
|
||||
as game-ROM picks.
|
||||
|
||||
### Platform import flow
|
||||
|
||||
The same per-mod validation and private `mods/<mod-id>/baseroms/` destination
|
||||
applies on every supported platform. Windows, macOS, and Linux use the
|
||||
launcher file chooser. Android uses the Storage Access Framework, and iOS uses
|
||||
the Files document picker; both stage the choice as `picked_required_import.bin`
|
||||
before validation. Xbox/UWP uses its native picker and hands the launcher a
|
||||
temporary path. Switch/NX has no host picker, so the player copies a file to
|
||||
`imports/baseroms/` over MTP and chooses the import again. No platform grants
|
||||
the mod a host filesystem path or bypasses the manifest's size, format, and MD5
|
||||
checks.
|
||||
|
||||
## Mods and Gold (Gen 2)
|
||||
|
||||
The mod API is one API across both generations, but Gold runs its own battle
|
||||
engine, overworld, script VM and save format, so a mod says which games it is
|
||||
for and Gold serves a declared subset of the surface.
|
||||
|
||||
- [`docs/preparing-your-mod-for-gen2.md`](preparing-your-mod-for-gen2.md)
|
||||
the migration guide: what breaks, the `games` manifest key, the module
|
||||
adapter, the patterns no adapter can fix, and a worked before/after.
|
||||
- [`docs/mod-api-gen2-compat.md`](mod-api-gen2-compat.md)
|
||||
the reference: every registry, hook and event, whether Gold serves it, and
|
||||
the record-shape differences where it does.
|
||||
|
||||
Start with the checker, which reads your manifest and scans your Lua against
|
||||
the adapter's own coverage table:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py gen2check mods/my_mod
|
||||
```
|
||||
|
||||
## Editing maps in Tiled
|
||||
|
||||
Maps are data, not assets, so they can be authored in a real map editor and
|
||||
@@ -35,6 +198,91 @@ An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
|
||||
fields that moved; a new map becomes a `:register`. See
|
||||
`docs/new-features.md` and the extension's own README.
|
||||
|
||||
## Read-only map overviews
|
||||
|
||||
`mod.world:mapOverview()` returns collision `rows` at map-cell resolution,
|
||||
optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
|
||||
4x resolution. Visual rows contain Game Boy shades from `"0"` (lightest) to
|
||||
`"3"` (darkest); their matching width and height fields describe the grid.
|
||||
`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
|
||||
`warp`, visible `item`, and untaken `hidden` locations. All fields are
|
||||
read-only snapshots; mods choose which layers to render. Red and Gold expose
|
||||
the same contract while applying their own object and event visibility rules.
|
||||
|
||||
## Party ordering
|
||||
|
||||
Companion UIs and alternate party screens can call
|
||||
`mod.world:canReorderParty()` before offering a reorder action, then
|
||||
`mod.world:reorderParty(fromSlot, toSlot)` with one-based party slots. The
|
||||
operation is accepted only during idle overworld play; menus, movement,
|
||||
scripts, battles, and transitions leave the party untouched.
|
||||
|
||||
## Contextual field actions
|
||||
|
||||
`mod.world:availableFieldActions()` returns the field items and moves that can
|
||||
start at the player's current position. Both games expose `bicycle`, `fish`,
|
||||
`cut`, `surf`, `strength`, `flash`, `dig`, and `teleport`; Gold additionally
|
||||
exposes `headbutt`, `whirlpool`, `waterfall`, `sweet_scent`, and the
|
||||
contextual `squirtbottle` key item. Fishing rows include the owned rods that
|
||||
are valid choices. The list is empty while the world is busy, and omits an
|
||||
action whenever its item, move, badge, terrain, or engine state forbids it.
|
||||
The optional second return is `"world is busy"` during transient input locks
|
||||
or `"no overworld"` before a playable world exists.
|
||||
|
||||
Call `mod.world:useFieldAction(id, opts)` to perform a listed action through
|
||||
the active game's own field-item path. Fishing accepts `{ rod = "OLD_ROD" }`
|
||||
and chooses automatically when only one rod is available. Invalid, stale, and
|
||||
busy requests return `nil` plus a reason without changing game state. Mods do
|
||||
not need generation-specific badge, terrain, bike, fishing, or field-move
|
||||
logic. Action lists are extensible; callers should render the records they
|
||||
understand and ignore unknown ids rather than assuming a fixed list length.
|
||||
|
||||
## Read-only battle snapshots
|
||||
|
||||
`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
|
||||
record while one is active. Gen 1 (Red, Blue, and Yellow) and Gold expose the
|
||||
same core fields:
|
||||
`revision`, `kind`, `catchable`, `prompt`, `message`, `turn`, `player`,
|
||||
`enemy`, `party`, `moves`, and `items`. Pokémon, moves, messages, and items in
|
||||
the result are detached records; changing them cannot change the battle.
|
||||
`revision` stays stable while the visible battle context is unchanged and
|
||||
advances when it changes, so a UI can skip rebuilding an identical view.
|
||||
|
||||
Pokémon records contain `species`, `name`, `level`, `hp`, `maxHp`, `status`,
|
||||
and `active` (plus `slot` in `party`). Move records contain `slot`, `id`,
|
||||
`name`, `pp`, `maxPp`, `type`, `power`, `accuracy`, and `disabled`. Gen 1 also
|
||||
reports the actual ruleset-aware `displayPower`, `hitChance` percentage, and
|
||||
`effectiveness` multiplier (`10` neutral, `20` super-effective, `5`
|
||||
resisted). Item rows contain `id`, `name`, `count`, `ball`, `needsTarget`, and
|
||||
an optional stock `catchChance` percentage.
|
||||
|
||||
`prompt` describes the currently visible choice (`menu`, `moves`, `party`,
|
||||
`advance`, `safari`, or `mimic`) and is `locked` when another screen or battle
|
||||
phase owns input. Generation-specific features remain optional: Gen 1 includes
|
||||
battle medicine, balls, catch previews, Safari balls, and Mimic choices;
|
||||
Gold currently returns an empty `items` list rather than guessing at its
|
||||
pocketed PACK flow. Callers should ignore unknown fields and tolerate absent
|
||||
optional ones.
|
||||
|
||||
## Battle menu intents
|
||||
|
||||
`mod.battle:submit(intent)` applies a validated choice to the snapshot the mod
|
||||
just read. Every intent needs a mod-owned, strictly increasing positive
|
||||
integer `id` and the latest snapshot `revision`. Stale, replayed, covered, or
|
||||
invalid choices return `nil` plus a reason without changing the battle.
|
||||
|
||||
The shared Red, Blue, Yellow, and Gold intents are:
|
||||
|
||||
- `{ kind = "menu", choice = "fight" }` (`party`, `item`, and `run` are the
|
||||
other accepted choices)
|
||||
- `{ kind = "move", slot = 1..4 }`
|
||||
- `{ kind = "back" }` while the move menu is active
|
||||
|
||||
Menu choices and moves use the same engine methods as the native controls;
|
||||
`party` and `item` open the native screens rather than exposing or duplicating
|
||||
their mutable logic. Tutorial, link, Safari, forced, stale, and covered battle
|
||||
states refuse these core intents. Use `mod.input` for ordinary text advance.
|
||||
|
||||
## Rendering pipelines
|
||||
|
||||
Most registries hand the engine *content*. `render_pipelines` hands it
|
||||
@@ -100,6 +348,44 @@ Three rules worth knowing:
|
||||
Returning `nil` from `drawWorld` is a normal answer meaning "not this
|
||||
frame"; the engine draws the vanilla world instead.
|
||||
|
||||
## Variable-size overworld sprites
|
||||
|
||||
The `sprites` registry keeps the vanilla 16x16 grounded walker as its default,
|
||||
but a mod can describe any frame rectangle and anchor for player characters,
|
||||
NPCs, followers, mounts, vehicles, bosses, or other field actors:
|
||||
|
||||
```lua
|
||||
mod.content.sprites:register("SPRITE_COMPANION", {
|
||||
image = "mods/example/companion.png", -- one frame per row
|
||||
frames = 6,
|
||||
walker = true,
|
||||
frameWidth = 32,
|
||||
frameHeight = 32,
|
||||
anchorX = 16, -- frame-relative bottom-center anchor
|
||||
anchorY = 32,
|
||||
})
|
||||
```
|
||||
|
||||
`frameWidth` and `frameHeight` are sheet pixels. `anchorX` and `anchorY` are
|
||||
measured from each frame's top-left; when omitted they default to the frame's
|
||||
horizontal center and bottom edge, so a larger sprite grows upward while its
|
||||
feet stay on the same world cell. Omitting all four fields is exactly the
|
||||
vanilla 16x16 placement. The normal player/NPC/follower draw paths consume
|
||||
these values automatically, including horizontal flips and the fishing pose.
|
||||
|
||||
Custom render pipelines can use the same geometry without reproducing the
|
||||
pose rules:
|
||||
|
||||
```lua
|
||||
local geometry = sprite:getPoseGeometry(facing, walkPhase, stepFlip)
|
||||
-- geometry.quad, .x/.y/.width/.height, .anchorX/.anchorY, .mirror
|
||||
local originX, originY = sprite:getScreenOrigin(px, py, camX, camY)
|
||||
```
|
||||
|
||||
`getFrameGeometry(frame)` is the corresponding accessor for a specific
|
||||
zero-based sheet frame. Both accessors return fresh tables and share the
|
||||
renderer’s frame selection and mirror conventions.
|
||||
|
||||
## Battle sprite scaling
|
||||
|
||||
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
|
||||
@@ -140,6 +426,198 @@ default** (1x front, 2x back).
|
||||
ball-to-pic grow multiplies your scale through each stage, so a rescaled
|
||||
mon still grows into place from the ball, grounded the whole way.
|
||||
|
||||
## Durable tool storage and runtime checkpoints
|
||||
|
||||
`mod.save` remains the right place for state that should travel with the next
|
||||
normal Pokémon SAVE. Tools that need independently written, larger data-only
|
||||
records can use `mod.storage`; the engine scopes every logical key by game
|
||||
version, opaque playthrough identity, and mod id, and routes it through the same
|
||||
standard or portable persistence backend as saves:
|
||||
|
||||
```lua
|
||||
local context, code, message = mod.storage:context(game)
|
||||
local ok, code, message = mod.storage:write(game, "history/quick/q0001", {
|
||||
format = 1, createdAt = os.time(), payload = { money = 3000 },
|
||||
})
|
||||
local value, code, message = mod.storage:read(game, "history/quick/q0001")
|
||||
local keys, code, message = mod.storage:list(game, "history/quick")
|
||||
local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
|
||||
```
|
||||
|
||||
For independently generated binary data, use the opaque byte methods. They
|
||||
accept and return the exact Lua string of bytes, including NUL bytes and bytes
|
||||
that are not valid text:
|
||||
|
||||
```lua
|
||||
local ok, code, message = mod.storage:writeBytes(
|
||||
game, "cache/maps/pallet/terrain", encodedMesh)
|
||||
local encodedMesh, code, message = mod.storage:readBytes(
|
||||
game, "cache/maps/pallet/terrain")
|
||||
```
|
||||
|
||||
Opaque values are limited to 512 MiB per key. The engine stores them without
|
||||
decoding, compression, or an engine-defined file format, and never executes
|
||||
them. A consuming mod owns validation of its format, fingerprint, checksum,
|
||||
and compression metadata. Byte writes are staged and compared byte-for-byte
|
||||
before replacement, and reads can recover a valid backup after an interrupted
|
||||
write. Existing table values and opaque byte values use one shared logical key
|
||||
space; delete a key before changing its value from one type to the other.
|
||||
|
||||
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
|
||||
version is compatibility metadata; physical launcher-slot and path identity stays
|
||||
private. A title-selected context may additionally contain `normalSavedAt`, the
|
||||
validated matching ordinary-save chronology only; it never exposes normal-save
|
||||
progress or a slot/path handle.
|
||||
|
||||
At the title screen only, `mod.storage:selected(game)` returns a bound storage
|
||||
facade for the launcher-selected existing playthrough, or `nil, code, message`.
|
||||
Resolving this facade is non-allocating: it never allocates an identity, adopts a
|
||||
fresh New Game, or exposes a slot id/path. Its `context()`, `read(key)`,
|
||||
`write(key, value)`, `readBytes(key)`, `writeBytes(key, bytes)`,
|
||||
`list(prefix)`, and `delete(key)` methods have the same scoped and
|
||||
transactional contract as `mod.storage`, but remain restricted to the calling
|
||||
mod's selected existing namespace. It is intended for title tools that need to
|
||||
browse or manage durable history before the first normal SAVE.
|
||||
|
||||
Table values must contain serializable data only. Opaque values must be Lua
|
||||
strings. Keys are conservative slash-separated segments (letters, digits, `_`,
|
||||
`-`); paths and filesystem handles are never exposed. Table writes are staged
|
||||
and decode-verified; opaque writes are staged and byte-verified; reads recover
|
||||
from a valid staged/backup generation. Methods return structured errors for
|
||||
normal data, byte validation, and I/O failures. The playthrough identity is
|
||||
allocated lazily on the first storage/checkpoint call, so an unused API changes
|
||||
no save bytes.
|
||||
|
||||
`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state:
|
||||
|
||||
```lua
|
||||
local capability = mod.checkpoints:inspect(game)
|
||||
if capability.canCapture then
|
||||
local checkpoint, code, message = mod.checkpoints:capture(game)
|
||||
-- Store the detached data-only checkpoint through mod.storage.
|
||||
end
|
||||
|
||||
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
|
||||
|
||||
-- After the tool has durably committed its first checkpoint, make a
|
||||
-- never-saved playthrough reachable through ordinary title boot exactly once.
|
||||
local anchored, anchorCode, anchorMessage =
|
||||
mod.checkpoints:ensureNormalSave(game, checkpoint)
|
||||
```
|
||||
|
||||
Checkpoint format 1 supports settled overworld control and proven battle
|
||||
player-decision safe points. Ordinary single-player wild/trainer encounters are
|
||||
supported. Scripted story battles are also supported when the engine can detach
|
||||
their current built-in battle command and data-only row continuation, rebind any
|
||||
NPC by stable id, and resume the story through a fresh runner. The suspended Lua
|
||||
coroutine is never serialized. Link, Safari, ghost, demo, opaque callback,
|
||||
non-data-only script, animation, message, queue, concurrent-script, and
|
||||
forced-action phases fail closed. New checkpoints preserve gameplay RNG, while legacy overworld records
|
||||
without RNG remain loadable. Capture excludes global options and runtime
|
||||
objects. Restore validates format, game/playthrough identity, content,
|
||||
coordinates, battle relationships, continuation, and RNG before mutation;
|
||||
preserves current options; suppresses normal map-entry/save-load/intro side
|
||||
effects; verifies a recapture; and rolls back runtime plus RNG in memory if
|
||||
reconstruction fails. Callers that need crash recovery should durably capture
|
||||
their own recovery checkpoint before restore.
|
||||
|
||||
Checkpoint ownership follows the persistence model rather than mod identity:
|
||||
|
||||
- canonical `game.save` progress, including every mod's `save.modData` /
|
||||
`mod.save` bucket and data-only fields added to saved Pokémon, rewinds;
|
||||
- global and per-mod options remain at their current values;
|
||||
- independently written `mod.storage` records do not rewind; and
|
||||
- mod-owned runtime objects, references, and caches are never serialized.
|
||||
|
||||
Successful restore emits `checkpoint.restored` only after reconstruction and
|
||||
differential recapture have committed. Mods that cache rewound progress or hold
|
||||
references to reconstructed runtime objects can re-read their own public state
|
||||
and rebuild at that point:
|
||||
|
||||
```lua
|
||||
mod.events:on("checkpoint.restored", function(ev)
|
||||
-- ev.kind is "overworld" or "battle"; ev.game is fully reconstructed.
|
||||
cachedQuestStage = mod.save:get("quest_stage", 0)
|
||||
rebuildRuntimeFor(ev.game, ev.kind)
|
||||
end)
|
||||
```
|
||||
|
||||
The event is not emitted for validation failure, failed reconstruction, or a
|
||||
successful rollback. Its payload contains no checkpoint data or other mod's
|
||||
private state. A mod that deliberately stores progress-coupled truth in
|
||||
`mod.storage` must version and reconcile that relationship itself; the engine
|
||||
cannot distinguish it safely from independent history, configuration, or cache
|
||||
data.
|
||||
|
||||
`mod.checkpoints:resume(game, checkpoint)` is the title-session counterpart to
|
||||
live `restore`. It validates the same data-only checkpoint against the
|
||||
engine-selected existing playthrough, reconstructs only after all validation
|
||||
passes, preserves current options, and verifies by recapture. A title session
|
||||
has no live gameplay rollback state: if reconstruction or verification fails,
|
||||
the engine rebuilds a usable title session and returns `false, code, message`.
|
||||
It never rewrites a normal Pokémon save. It is unavailable outside title and does
|
||||
not broaden capture or arbitrary-frame support.
|
||||
|
||||
`mod.checkpoints:ensureNormalSave(game, checkpoint)` is a separate live-runtime
|
||||
operation for durable checkpoint tools. It creates ordinary progress only when
|
||||
none exists, only after validating that the supplied checkpoint is the exact
|
||||
current safe runtime, and through the normal atomic save lifecycle. Once an
|
||||
ordinary save exists it returns `true, "already_exists"` without writing, so
|
||||
subsequent checkpoints and the player's later SAVE commands remain independent.
|
||||
Call it only after the tool's own checkpoint/index commit; treat an anchoring
|
||||
failure as a failed first checkpoint rather than claiming restart safety.
|
||||
See RFC 0003, RFC 0004, RFC 0005, and RFC 0006 for exact contracts and error
|
||||
codes.
|
||||
|
||||
At that same settled supported wild/trainer decision boundary, a tool may claim
|
||||
START through `battle.menu_auxiliary`. It receives `(next, game, context)`, where
|
||||
`context` is the data-only `{ kind = "wild" }` or `{ kind = "trainer" }`; it
|
||||
never receives the live battle controller. Return `true` to consume START after
|
||||
opening source-owned UI, or call `next(game, context)` to allow lower-priority
|
||||
handlers. With no handler, START remains inert. Ordinary encounters and the
|
||||
validated built-in scripted battle origins described by RFC 0005 are eligible;
|
||||
opaque scripts, link/Safari/ghost/demo battles, action queues,
|
||||
animation/messages, forced choices, and every phase that cannot safely be
|
||||
checkpointed remain excluded. Exceptions are contained by normal hook isolation
|
||||
and fall through without advancing a turn.
|
||||
|
||||
Gen 1 trainer encounters also expose `trainer.before_battle` after the
|
||||
challenge text and immediately before battle construction. This lets a mod
|
||||
defer the encounter while it collects a player choice through a registered
|
||||
screen, then resume with a battle-local view of the save party:
|
||||
|
||||
```lua
|
||||
mod.hooks:wrap("trainer.before_battle", function(next, game, context, continue)
|
||||
-- context = { trainerClass, partyIndex, mapId, npcId }
|
||||
mod.ui.push(game, "party_registration", {
|
||||
onConfirm = function(indices)
|
||||
continue({ playerPartyIndices = indices })
|
||||
end,
|
||||
onCancel = function()
|
||||
continue({ cancel = true })
|
||||
end,
|
||||
})
|
||||
return true
|
||||
end)
|
||||
```
|
||||
|
||||
Return `true` only when retaining `continue` for a later callback. Calling
|
||||
`continue({ cancel = true })` ends the encounter without constructing a battle;
|
||||
the normal encounter completion callback returns control to the overworld and
|
||||
no trainer-defeated state is written. A cancelled sight encounter is suppressed
|
||||
at the current player cell so it cannot immediately reopen; moving one cell or
|
||||
talking to the trainer permits a new challenge. Calling `continue()` uses the
|
||||
full save party; passing
|
||||
`{ playerPartyIndices = { 2, 4, 5 } }` uses those ordered, one-based party
|
||||
members for initial send, switching and forced replacement, exhaustion,
|
||||
experience traversal, and battle party displays. The continuation is one-shot.
|
||||
An empty, duplicate, out-of-range, or otherwise malformed list safely falls
|
||||
back to the full party. The view references the original Pokemon records and
|
||||
never reorders or replaces `game.save.party`; trainer battle checkpoints retain
|
||||
the selected indices. Mods remain responsible for selection policy and should
|
||||
use only public `mod.ui`, hook, and save APIs. See RFC 0010 for the exact
|
||||
contract and compatibility guarantees.
|
||||
|
||||
## Developer console
|
||||
|
||||
Boot with developer mode on to unlock the in-game console and hot-reload
|
||||
@@ -174,6 +652,32 @@ 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.
|
||||
@@ -195,10 +699,354 @@ the finished `worldCanvas` and `uiCanvas` with their SGB `zones` / `worldZones`,
|
||||
`worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`,
|
||||
`vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a
|
||||
palette-correct blit of either canvas into an arbitrary screen rect, and the
|
||||
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `setEnabled`)
|
||||
for driving a second physical display. This is what lets a mod lay the two
|
||||
passes out as two stacked Game Boy screens, or push one onto a second screen,
|
||||
without the engine knowing the layout.
|
||||
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `pollTouch()` /
|
||||
`setEnabled`) for driving a second physical display. `pollTouch()` returns the
|
||||
oldest queued event as `"action,x,y"` in submitted-frame coordinates, or `nil`.
|
||||
This is what lets a mod lay the two passes out as two stacked Game Boy screens,
|
||||
or push one onto a second screen, without the engine knowing the layout.
|
||||
|
||||
`render.output_enabled` and `render.output` are the later, whole-window seam
|
||||
for mods that need the engine's normal composite rather than its separate
|
||||
layers. It runs after registered present pipelines and before GBCFX,
|
||||
`render.hud`, and touch controls. A mod wraps both hooks: the first returns
|
||||
`true` only while output ownership is needed, and the second receives
|
||||
`(next, ctx)` with `canvas`, `width`, `height`, `gameX`, `gameY`, `gameWidth`,
|
||||
`gameHeight`, `scale`, `dpiX`,
|
||||
`dpiY`, and `generation`. Returning `true` from `render.output` takes over the
|
||||
window; calling `next(ctx)` keeps the normal presentation. Both hooks default
|
||||
to `false`. Enabling the seam requires a full-window canvas for that frame.
|
||||
With no `render.output` subscriber, or while `render.output_enabled` is false,
|
||||
the existing presentation path is unchanged. `render.compose` takes precedence
|
||||
when it owns the frame.
|
||||
|
||||
`screen.render_visible` receives `(next, state)` while the main screen is being
|
||||
composed. Return `false` to omit that state from drawing, opacity selection and
|
||||
palette-zone ownership. The state remains on the stack and keeps its normal
|
||||
update and input ownership, so a mod can mirror a native menu on another
|
||||
display without reimplementing it. The default is `true`. Treat the wrapper as
|
||||
a pure predicate: the renderer may ask it more than once per frame.
|
||||
|
||||
Scrollable list states expose `state.kind` for use with this hook. Generic
|
||||
lists fall back to their title; PC lists use stable, localization-independent
|
||||
identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
|
||||
`pc_box_change`, `pc_item_withdraw`, `pc_item_deposit`, and `pc_item_toss`.
|
||||
|
||||
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
|
||||
control the battle text/menu layer and the HP/status panels. Both receive
|
||||
`(next, state)` and default to `true`, so vanilla rendering is unchanged.
|
||||
Both hooks apply to Gen 1 and Gen 2 battles.
|
||||
Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
|
||||
for that battle, so hiding the bottom layer cannot leave their white backing
|
||||
behind under another overlay. Text boxes also pass through the hook as their
|
||||
own state, preserving selective control outside a battle; a wrapper that only
|
||||
owns battle presentation should return `false` only for its active battle or
|
||||
text-box state.
|
||||
|
||||
`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
|
||||
(once per frame). Vanilla behavior resolves the per-category GAME SPEED
|
||||
option (`GameSpeed.CATEGORIES`: overworld/battle/menu) for whichever
|
||||
category `Game.speedCategoryInStack` says is active right now. A mod may
|
||||
call `next(game)` and return its result to pass that resolution through, or
|
||||
return a different number outright to override it for that frame (a bot mod
|
||||
forcing 1X for one route segment, say, regardless of the category or saved
|
||||
option). The result is clamped to the nearest valid `GameSpeed.LEVELS` entry
|
||||
regardless of what a subscriber returns, so a bad value (0, negative, `nil`)
|
||||
cannot destabilize the fixed-step accumulator. This hook runs *after* link
|
||||
play's 1X lock and the `--speed`/equivalent run-argument override, both of
|
||||
which stay unconditional and are never visible to a subscriber.
|
||||
|
||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||
that reach outside their permission set.
|
||||
|
||||
## Process-lifecycle hooks
|
||||
|
||||
These exist so a platform-specific launcher integration (a native shell
|
||||
that embeds this engine and wraps its window in platform UI) can live
|
||||
entirely in a mod instead of hand-patching `main.lua`, which every other
|
||||
engine change also touches.
|
||||
|
||||
`core.update` receives `(next, game, dt)` once per frame from
|
||||
`love.update`. Vanilla behavior is `game:update(dt)`, unconditionally. A
|
||||
mod may skip calling `next(game, dt)` to pause the simulation for that
|
||||
frame (e.g. while a native settings sheet is on top), and may run
|
||||
additional per-frame polling before or after that call regardless of
|
||||
whether it calls `next` -- useful for one-shot flags that must be observed
|
||||
every frame even while paused.
|
||||
|
||||
`core.quit_to_launcher` receives `(next)` once from `love.quit()`. `next()`
|
||||
returns the engine's own decision for whether closing the window should
|
||||
return to the Lua launcher instead of exiting; a mod may return `false`
|
||||
outright, without ever calling `next`, to veto that and let the process
|
||||
really quit -- for a platform host that owns its own "return to launcher"
|
||||
UI and would otherwise get looped straight back into the game it just
|
||||
quit.
|
||||
|
||||
A manifest may also declare `force_enable_env`, an environment variable
|
||||
name that re-enables the mod regardless of a saved disable in
|
||||
`options.mods` when that variable is set to `"1"`. This is for a mod that
|
||||
cannot function disabled on the one build where its env var is set (a
|
||||
platform-bridge mod bundled only with that build's launcher, for example).
|
||||
|
||||
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
|
||||
already falls straight through to the vanilla function when no mod has
|
||||
wrapped the name, at negligible cost.
|
||||
|
||||
## Detached Pokémon icon presentation
|
||||
|
||||
`mod.ui.PokemonIcon.draw(game, summary, x, y, opts)` draws the same party icon
|
||||
the native Party menu would resolve without exposing a live Pokémon record or
|
||||
the private Party menu. `summary` is the detached data-only shape
|
||||
`{ species = string, hp = integer, maxHp = integer }`; `opts.selected` and
|
||||
`opts.counter` optionally request the native selected-icon animation phase.
|
||||
|
||||
The engine retains icon ownership. Content registered through
|
||||
`mod.content.icons`, species `icon` definitions, asset overrides, and the
|
||||
public `pokemon.icon` hook therefore continue to compose. Invalid summaries
|
||||
return `false, code, message` and draw nothing. The helper is presentation
|
||||
only: it does not expose moves, status, checkpoint payloads, or mutable party
|
||||
state.
|
||||
|
||||
## Shared date and time presentation
|
||||
|
||||
The global Options menu owns `DATE FORMAT` (`DEVICE`, `DD-MM-YYYY`,
|
||||
`MM-DD-YYYY`, `YYYY-MM-DD`) and `TIME FORMAT` (`DEVICE`, `24 HOUR`, `12 HOUR`).
|
||||
These preferences live in `options.lua`, so checkpoint restore never rewinds
|
||||
them. `DEVICE` uses the process time locale when the platform provides one;
|
||||
the portable fallback is `DD-MM-YYYY` plus 24-hour time.
|
||||
|
||||
Mods format captured timestamps through the read-only public facade:
|
||||
|
||||
```lua
|
||||
local date = mod.datetime:date(game, createdAt)
|
||||
local time = mod.datetime:time(game, createdAt)
|
||||
local both = mod.datetime:dateTime(game, createdAt)
|
||||
```
|
||||
|
||||
The live `game` supplies only the current option context. Formatting never
|
||||
mutates the save, options, or timestamp, and invalid timestamps return
|
||||
`"----"`.
|
||||
|
||||
## Device power information
|
||||
|
||||
Sandboxed mods can read the host's battery state without receiving the rest
|
||||
of `love.system`:
|
||||
|
||||
```lua
|
||||
local state, percent = mod.device:powerInfo()
|
||||
```
|
||||
|
||||
`state` follows LÖVE's values: `"unknown"`, `"battery"`, `"nobattery"`,
|
||||
`"charging"`, or `"charged"`. `percent` is `0` through `100`, or `nil` when
|
||||
the platform cannot report it. The facade is read-only and does not expose
|
||||
URL launching, clipboard access, or other system operations.
|
||||
|
||||
## Real-world steps
|
||||
|
||||
On iOS and Android the game counts the player's real-world steps natively
|
||||
(HealthKit / the hardware step counter). A mod reaches that bridge through
|
||||
the `steps` permission in `manifest.json`, which the player sees in the
|
||||
mod manager like every other permission:
|
||||
|
||||
```lua
|
||||
if mod.steps:available() then
|
||||
mod.steps:sync() -- async; OS consent sheet on first use
|
||||
end
|
||||
-- later, at a quiet moment:
|
||||
local walk = mod.steps:poll() -- { steps = n, from = ?, to = ? } or nil
|
||||
```
|
||||
|
||||
`available()` is `false` on builds without the bridge (desktop) and for
|
||||
mods without the permission, so a probe is always safe. `sync()` asks the
|
||||
platform to refresh its count and returns whether there was a bridge to
|
||||
ask. `poll()` returns the next delivery for this mod — the engine consumes
|
||||
the native side's pending file itself, each permissioned mod receives its
|
||||
own copy of a delivery, and steps are anchored natively so the same walk
|
||||
is never delivered twice. Without the permission, `sync` and `poll` raise
|
||||
an error naming it.
|
||||
|
||||
## Background HTTP
|
||||
|
||||
`mod.fetch` is how a mod does work off the main thread. It is behind the
|
||||
`network` permission in `manifest.json`, the same one that gates
|
||||
`require("socket")`, and the player sees it in the mod manager.
|
||||
|
||||
```lua
|
||||
-- somewhere once
|
||||
local job = mod.fetch:get("https://example.com/data.json")
|
||||
|
||||
-- in a hook or update, every frame -- poll never blocks
|
||||
if job then
|
||||
local r = mod.fetch:poll(job)
|
||||
if r.status ~= "pending" then
|
||||
if r.status == "ok" then use(r.body) else warn(r.err) end
|
||||
mod.fetch:release(job)
|
||||
job = nil
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
`get(url, opts)` returns an opaque handle, or `nil` plus a reason. `opts`
|
||||
takes `accept` (a request Accept header) and `maxSeconds` (clamped to 30).
|
||||
`poll(handle)` returns `{ status, body, err, progress }` where `status` is
|
||||
`"pending"`, `"ok"`, `"error"` or `"cancelled"`; it is a copy, and it never
|
||||
blocks, so calling it every frame is the intended use. `release(handle)`
|
||||
frees a finished job — do it, or you will hit the ceiling. `cancel(handle)`
|
||||
drops a result you no longer want. `available()` is `false` when the build
|
||||
has no transport and for mods without the permission, so a probe is safe.
|
||||
|
||||
The rules worth knowing before you design around it:
|
||||
|
||||
- **http and https only.** The underlying transport also speaks `file://`,
|
||||
`ftp://` and `scp://`; those are refused, on the initial URL and on any
|
||||
redirect. `mod.fetch` is not a way to read a local file.
|
||||
- **Four requests in flight per mod.** The worker pool is shared with the
|
||||
launcher's own downloads, so one mod cannot fill it. Over the ceiling,
|
||||
`get` returns `nil` and a reason until you release something.
|
||||
- **Handles are yours alone.** A handle from another mod, a fabricated
|
||||
table, or a guessed number all poll as `"error"`.
|
||||
- **Your mod id is in the User-Agent**, so a server operator can see who is
|
||||
calling and a mod cannot pose as the launcher.
|
||||
- Jobs are released when your mod unloads.
|
||||
|
||||
This is deliberately not `love.thread`. A LÖVE thread is a fresh Lua state
|
||||
with a full standard library that the sandbox cannot reach, so handing one
|
||||
to a mod would undo every other rule; `mod.fetch`'s workers run engine
|
||||
code, so a mod gets asynchrony without gaining any new reach.
|
||||
|
||||
## Log reporting
|
||||
|
||||
`mod.postLog(body, opts)` is the one-way exception to the rule that a mod
|
||||
decides where it talks. It reports a debug/crash log to the https URL the
|
||||
manifest declares in `log_url`, and it is the only API that may not be
|
||||
pointed at a caller-chosen address:
|
||||
|
||||
```json
|
||||
{
|
||||
"permissions": ["network"],
|
||||
"log_url": "https://logs.example.com/receive"
|
||||
}
|
||||
```
|
||||
|
||||
The URL is validated at load: it must be `https://`, and declaring it
|
||||
without the `network` permission is a load violation for api 2 mods. The
|
||||
destination is reviewed when the mod ships, not chosen per call, so a mod
|
||||
cannot aim this at arbitrary hosts or read back anything a server replies.
|
||||
|
||||
```lua
|
||||
-- fire and forget; poll() never blocks, same shape as mod.fetch
|
||||
local job = mod:postLog("session crashed at 0x1f3a\n" .. logText)
|
||||
```
|
||||
|
||||
`postLog(body, opts)` returns the same opaque handle as `mod.fetch:get`,
|
||||
polled and released through `mod.fetch:poll` / `mod.fetch:release`. `opts`
|
||||
is a closed list with one switch: `format`, either `"text"` (the default)
|
||||
or `"json"`. `json` wraps the body in an envelope of `{ ts, mod, format,
|
||||
body }` so a server can attribute and sort reports; any other key or value
|
||||
is refused before a job is submitted. The body is capped at 64 KB, the
|
||||
transfer is bounded by the same worker ceilings as `mod.fetch`, and the
|
||||
response body is never returned to the mod.
|
||||
|
||||
## Background jobs
|
||||
|
||||
`mod.fetch` covers work waiting on a server. `mod.job` covers work waiting on
|
||||
the CPU — generating a map, crunching a table, anything that would otherwise
|
||||
stall a frame. It is behind the `background` permission in `manifest.json`.
|
||||
|
||||
Ship the job as its own file inside your mod:
|
||||
|
||||
```lua
|
||||
-- mods/your_mod/jobs/crunch.lua
|
||||
local arg = ...
|
||||
local total = 0
|
||||
for i = 1, arg.n do total = total + i end
|
||||
return { total = total }
|
||||
```
|
||||
|
||||
```lua
|
||||
-- in your entry file
|
||||
local job = mod.job:run("jobs/crunch.lua", { n = 1e6 })
|
||||
|
||||
-- later, in a hook -- poll never blocks
|
||||
local r = mod.job:poll(job)
|
||||
if r.status == "ok" then
|
||||
use(r.result.total)
|
||||
mod.job:release(job)
|
||||
end
|
||||
```
|
||||
|
||||
`run(script, arg, opts)` returns an opaque handle, or `nil` plus a reason.
|
||||
`opts.maxSeconds` sets the job's time budget (default 5, clamped to 30).
|
||||
`poll(handle)` returns `{ status, result, err }` with `status` one of
|
||||
`"pending"`, `"ok"`, `"error"` or `"cancelled"`. `release(handle)` frees it.
|
||||
`available()` is `false` on a host without threads and for mods without the
|
||||
permission, so a probe is always safe.
|
||||
|
||||
**A job is pure compute.** This is the part to design around, not a detail:
|
||||
|
||||
- **Plain data in, plain data out.** Numbers, strings, booleans and tables of
|
||||
them. A function, userdata, a cycle or a table key that is not a string or
|
||||
number is refused at your `run` call with a reason. Nothing is shared —
|
||||
your argument is snapshotted, and mutating the original afterwards does not
|
||||
reach the job.
|
||||
- **No engine API, no game state, no storage.** `require` is refused inside a
|
||||
job, and there is no `mod` object. A job cannot read the party, write
|
||||
`mod.storage`, or touch a registry. Get what it needs into the argument and
|
||||
act on the result back on the main thread.
|
||||
- **Your script is a file in your mod folder.** The path goes through the same
|
||||
rules as `mod:read`; `..`, absolute paths and drive letters are refused.
|
||||
- **Two jobs per mod, four on the machine.** Over the limit, `run` returns
|
||||
`nil` and a reason until you release one.
|
||||
- **The budget bounds how long YOU wait, not how long the work runs.** Past
|
||||
`maxSeconds`, `poll` reports an error and the result is dropped if it ever
|
||||
arrives — but the thread runs to its own end. There is no way to stop a
|
||||
LÖVE thread from outside, and every attempt to stop one from inside was
|
||||
worse than the disease (a debug hook does not reliably interrupt LuaJIT,
|
||||
and raising from one wedged the whole process). `cancel(handle)` is the
|
||||
same deal: it drops the result, it does not stop the work.
|
||||
|
||||
So **write jobs that terminate.** A job with an infinite loop will keep one
|
||||
core busy until the game closes. It will not freeze the game — the main
|
||||
thread stays responsive and quitting still works — but nothing will reclaim
|
||||
that core in the meantime.
|
||||
|
||||
Your job script runs in the same sandbox your entry file does, so `io`, `os`,
|
||||
`debug`, `ffi`, `package` and `love.filesystem` are absent there too. That is
|
||||
the whole reason this exists rather than `love.thread`: a raw LÖVE thread is a
|
||||
fresh Lua state with a full standard library that the sandbox cannot reach, so
|
||||
handing one to a mod would undo every other rule. Here the worker builds your
|
||||
sandbox first and loads your chunk into it.
|
||||
|
||||
## Pre-sandbox globals (compat)
|
||||
|
||||
A mod written before the sandbox landed does not have to be updated to
|
||||
load. `io`, `package`, `dofile`, `loadfile`, `os.getenv`, `love.filesystem`,
|
||||
`love.system` and `love.event` are all present again as compat stand-ins
|
||||
(`src/mods/LegacyCompat.lua`), and assigning a LÖVE callback
|
||||
(`love.mousemoved = fn`) installs on the real table the way it always did.
|
||||
Every stand-in call logs one warning naming its replacement, and
|
||||
`loader:legacyReport(modId)` returns the same list with call counts, which
|
||||
is what a "needs updating" badge should read.
|
||||
|
||||
The stand-ins are not the old globals. Paths are classified rather than
|
||||
passed through:
|
||||
|
||||
- A path inside your own mod directory reads the file you shipped.
|
||||
- Anything else, including an absolute path, resolves into a private
|
||||
per-mod overlay at `mod_compat/<your id>/` under the save directory.
|
||||
Two mods naming the same path never see each other's bytes, and nothing
|
||||
is written outside the game tree.
|
||||
- A read misses through the overlay to your shipped file, then to
|
||||
`mod.storage`, so a half-migrated mod sees both.
|
||||
- A write over a path you shipped shadows it; the packaged file is never
|
||||
modified, and `mod:read` still returns the packaged bytes.
|
||||
- `love.filesystem.getSaveDirectory()` and `os.getenv("HOME")` answer with
|
||||
a virtual root, so a legacy mod that joins its own paths lands back in
|
||||
the same overlay.
|
||||
|
||||
`love.thread` stays refused. A LÖVE thread runs in a separate Lua state
|
||||
with the full standard library, which the sandbox in this state cannot
|
||||
reach, so a stand-in would be a hole rather than a reroute. The same goes
|
||||
for `ffi`, `debug`, `setfenv`, `os.execute`, `io.popen`, `love.run` and
|
||||
`love.errorhandler`. A mod that needs real background work needs an
|
||||
engine-owned facility, not a compat shim -- for HTTP that facility is
|
||||
[`mod.fetch`](#modfetch), which runs on the engine's own worker pool.
|
||||
|
||||
@@ -1,510 +1,38 @@
|
||||
# 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.
|
||||
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.
|
||||
|
||||
## Survey zoom
|
||||
|
||||
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
|
||||
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
|
||||
the window fit scale (close-up), in crisp integer steps. This has no Game
|
||||
Boy equivalent:
|
||||
|
||||
- Connected maps render their full bodies, and their NPCs appear as
|
||||
visual-only "ghosts", they wander but have no sight lines, triggers,
|
||||
dialogue, or collision until the map is actually entered.
|
||||
- Menus, text boxes, and battles draw at normal scale on top of the
|
||||
zoomed world. Zoom input is ignored while a script, menu, or battle is
|
||||
active; the zoom offset is persisted as `save.options.zoom` (default
|
||||
`0` = FIT) and survives New Game via `options.lua`.
|
||||
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
|
||||
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
|
||||
- Beyond the border ring the void fill repeats indefinitely (see VOID
|
||||
FILL below); interiors keep their own border block. Each visible map
|
||||
area is colorized with its own SGB palette (the original recolored the
|
||||
whole screen per map).
|
||||
- Neighbor maps load two connection hops out so corner-adjacent maps
|
||||
don't pop in and out, and ghost NPCs share instances with the real ones
|
||||
so their wander positions persist across seamless connection crossings
|
||||
(a warp or fresh map entry still respawns everything at its script
|
||||
position, like the original's per-entry sprite init).
|
||||
|
||||
## VOID FILL
|
||||
|
||||
The Options **VOID FILL** row picks what paints the infinite beyond-edge
|
||||
space on OVERWORLD-tileset maps during survey zoom:
|
||||
|
||||
- **TREES** (default): solid tree wall block `$0F`.
|
||||
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
|
||||
- **BLACK**: solid black.
|
||||
|
||||
Other tilesets are unchanged (house/cave borders stay as authored).
|
||||
Persisted as `save.options.voidFill`.
|
||||
|
||||
## Tilt mode
|
||||
|
||||
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
|
||||
tilt of the overworld through **OFF → 15° → 35° → 50° → OFF** for an HD-2D /
|
||||
diorama look. Like survey zoom this is purely presentational and has no
|
||||
Game Boy equivalent:
|
||||
|
||||
- The entire map tilts as one rigid ground plane, paths, grass, water,
|
||||
floors, and every background-tile structure (buildings, trees, fences,
|
||||
signs; in Gen 1 these are baked into the tile layer, not sprites), so
|
||||
rows above the player recede and rows below come toward the viewer. Only
|
||||
things that actually *stand* on the ground draw as upright billboards,
|
||||
unscaled and pixel-identical to flat mode: the player, NPCs, item balls,
|
||||
and the standing FX attached to them (emote bubbles, the fishing rod,
|
||||
the FLY bird). The Poké Center heal-machine overlay stays on the ground
|
||||
plane with the machine tiles (it is OAM glued to a BG graphic, not a
|
||||
standing sprite). An earlier revision tried
|
||||
billboarding buildings/trees/signs too (cutting them out of the ground
|
||||
per hand-curated per-tileset tables); that chased an endless tail of
|
||||
special cases, dense tree canopy, fences fused into grass, building
|
||||
facades with their own baked-in fake perspective, because Gen 1's art
|
||||
was never drawn with a clean seam between ground and standing scenery. It
|
||||
wasn't merged; tilting everything but the characters as one plane is the
|
||||
simpler, shipped tradeoff (buildings recede/foreshorten with the ground
|
||||
like a photo of a diorama, rather than standing fully upright next to
|
||||
a full-height character).
|
||||
- Cycling tweens the angle between levels over ~0.25s rather than snapping;
|
||||
with tilt fully off the world pass drops back onto the flat blit path, so
|
||||
flat rendering stays pixel-identical to tilt-off and off costs nothing.
|
||||
- Tilt input is gated exactly like survey zoom, honored only while
|
||||
free-roaming, ignored while a script, menu, or battle is active, and it
|
||||
composes with survey zoom (the zoom scale feeds the projection). The tilt
|
||||
level is persisted in `save.options.tilt` (default OFF).
|
||||
- It applies everywhere the overworld draws, interiors and caves included.
|
||||
Menus, text boxes, and battles render flat on top, unaffected, and the
|
||||
infinite beyond-the-border-ring fill stays flat by design.
|
||||
- Collision, movement, sight lines, triggers, encounters, and scripts are
|
||||
untouched; nothing about the tilt reaches gameplay.
|
||||
|
||||
## Colors mode
|
||||
|
||||
The `2` key (and the Options menu COLORS row) cycles the display mode
|
||||
through **OG RED → SGB → ADVANCED → OG → OG INV → SGB INV → CLASSIC → OG RED**
|
||||
(on Blue the first slot labels **OG BLUE**; on Yellow, **OG YELLOW**).
|
||||
The first three are the real colorizations; the rest are DMG-shade novelties:
|
||||
|
||||
- **OG RED** / **OG BLUE**: the Game Boy Color boot-ROM look for that cart --
|
||||
one global BG palette + one OBJ palette, every map, no per-map variation
|
||||
(Red/Blue ship no CGB code, so on a GBC the boot ROM colors them globally).
|
||||
The player/NPCs keep the boot-ROM OBJ color over the terrain via the OBP
|
||||
bake + post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`, or Blue's blue/pink
|
||||
pair).
|
||||
- **OG YELLOW** (Yellow playthrough, same `ogred` save id): Pokemon Yellow's
|
||||
authentic GBC look from `CGBBasePalettes` (`data/palettes_yellow.lua`,
|
||||
sourced from pret/pokeyellow). Per-map / per-species colors, not a single
|
||||
boot-ROM ramp -- Yellow was CGB-enhanced.
|
||||
- **SGB** (default): the per-map Super Game Boy region palettes
|
||||
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
|
||||
real SGB. (This is the mode formerly mislabeled "GBC".)
|
||||
- **ADVANCED**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
|
||||
per-species mon colors (`data/palettes_gbc.lua`). (Formerly labeled
|
||||
"RED++"; it is the richest colorization rather than anything Red-specific.)
|
||||
- **OG**: force the four DMG grays (colorization off).
|
||||
- **OG INV**: inverted DMG grays.
|
||||
- **SGB INV**: each SGB zone palette with shade order reversed.
|
||||
- **CLASSIC**: original Game Boy pea-soup greens
|
||||
(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
|
||||
|
||||
The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
|
||||
it covers overworld, menus, battles, and tilt upright billboards. OG RED's
|
||||
global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
|
||||
override in the overworld pass). Persisted as `save.options.colors`; the
|
||||
`gbc` / `gbc_inv` / `redpp` save ids are kept for back-compat under the new
|
||||
labels.
|
||||
|
||||
## GBC FX
|
||||
|
||||
The `5` key (and the Options menu GBC FX row) cycles a "played on real
|
||||
unlit-GBC hardware" post-process through **OFF → 1 → 2 → 3 → 4**. The
|
||||
levels are a cumulative ladder:
|
||||
|
||||
- **1**: reflective-screen backing transparency.
|
||||
- **2**: + LCD pixel grid.
|
||||
- **3**: + pixel drop shadows.
|
||||
- **4**: + sunlight glare and rainbow shimmer with a drifting light.
|
||||
|
||||
It runs as a final present pass after world + UI composite in
|
||||
`Renderer:endFrame`, inspired by the Pixel Transparency RetroArch shader
|
||||
([github.com/mattakins/Pixel_Transparency](https://github.com/mattakins/Pixel_Transparency)).
|
||||
Default OFF; persisted as `save.options.gbcfx`.
|
||||
|
||||
Mobile GPUs often compile the pass but present a black frame, so Android and
|
||||
iOS hide the row entirely, pin the level to OFF, and rewrite a level already
|
||||
persisted in `options.lua` (issue #136). `POKEPORT_GBCFX` overrides that
|
||||
decision either way, same tri-state as `POKEPORT_TOUCH`: `=0` refuses the
|
||||
effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
|
||||
its launcher because the device reports `"Linux"` while its GPU is in the
|
||||
phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
|
||||
|
||||
## Performance tier (low-end devices)
|
||||
|
||||
The Options **PERFORMANCE** row scales the port's optional presentation
|
||||
extras down for weaker hardware. The extras it governs are the three
|
||||
heaviest things the port adds on top of the original -- the whole-screen 3D
|
||||
**TILT** (transforms the entire map as a ground plane), the **GBC FX**
|
||||
post-process shader (a fullscreen pass), and survey **ZOOM** (zooming out
|
||||
renders the connected neighbor maps, a lot of extra overdraw) -- plus a hard
|
||||
FPS ceiling. None of this touches game logic, which is fixed-step off `dt`
|
||||
(`src/core/FixedStep.lua`), so every tier plays identically; they differ
|
||||
only in how much eye-candy the renderer is allowed to do.
|
||||
|
||||
| Tier | TILT | GBC FX | Survey ZOOM | Extra FPS ceiling |
|
||||
| ------------ | ---- | ------ | ----------- | ----------------- |
|
||||
| **HIGH** | on | on | on | none |
|
||||
| **BALANCED** | off | off | on | none |
|
||||
| **LOW** | off | off | off | 60 |
|
||||
| **AUTO** | picks a default from the device (below) |||
|
||||
|
||||
- **AUTO** (the default) reads the device once at boot: ARM Linux handhelds
|
||||
(e.g. the RG34XXSP) resolve to **LOW**, phones/tablets and very-low-core
|
||||
desktops to **BALANCED**, and everything else -- a normal desktop, and
|
||||
every existing `options.lua` that predates this option -- to **HIGH**,
|
||||
so the common case is unchanged. See `src/core/Performance.detect`.
|
||||
- AUTO only chooses the *default*; all four tiers are selectable, so a
|
||||
wrong guess is one row away from being overridden.
|
||||
- The clamps are applied **live** against your stored options and never
|
||||
rewrite them (`Game:applyOptions`), so a lower tier hides your TILT / GBC
|
||||
FX / ZOOM without forgetting them -- raising the tier restores exactly
|
||||
what you had. (This is why the TILT / GBC FX / ZOOM rows still show your
|
||||
saved choice on a clamped tier: it's your preference, waiting for a tier
|
||||
that can afford it.)
|
||||
- Persisted as `save.options.performance` (`auto` | `high` | `balanced` |
|
||||
`low`); unit-tested in `tests/engine/performance_tiers.lua`.
|
||||
|
||||
## Peer-to-peer link play (lua-enet)
|
||||
|
||||
Trades and link battles connect two copies of the game directly over
|
||||
lua-enet (ENet ships inside LÖVE, nothing to install, no server to run)
|
||||
on a reliable-ordered channel, replacing the original standalone Python
|
||||
room-code relay (`tools/relay_server.py`, deleted). HOST A GAME shows the
|
||||
host's LAN address (UDP 7777; `POKEPORT_LINK_PORT` overrides); JOIN A
|
||||
GAME enters it. Closing performs a graceful ENet disconnect so the final
|
||||
confirm/bye always lands; a vanished peer exits with "The link was
|
||||
broken." Internet play needs a forwarded UDP port or a VPN (deliberate
|
||||
tradeoff vs. the relay). Headless tests drive the protocol over an
|
||||
in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
|
||||
also exercises real UDP pairing.
|
||||
|
||||
Red, Blue, and Yellow copies link with each other, as the real cable
|
||||
does. The compatibility fingerprint hashes only data a link mode can
|
||||
actually read, so Yellow's Dragonair/Dragonite catch-rate retunes (the
|
||||
only R/B/Y link-surface difference) no longer read as different games
|
||||
(issue #511). Moving the fingerprint is a link parity change: builds
|
||||
from before this fix will refuse to pair with builds after it.
|
||||
|
||||
## Fair play in link and online matches
|
||||
|
||||
A link session is decided by the battle and nothing else, so for its
|
||||
duration:
|
||||
|
||||
- **Game speed is pinned to normal.** The GAME SPEED option and
|
||||
`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
|
||||
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, 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
|
||||
divergence there ends the match as a draw. `volatile` carries per-turn
|
||||
flags both sides recompute anyway - a divergence there is logged and
|
||||
reported to mods, and play continues.
|
||||
|
||||
The relay logs which component diverged on which turn, so a desync report
|
||||
names something specific.
|
||||
|
||||
## Custom boot text
|
||||
|
||||
The boot sequence replaces the Nintendo / GAME FREAK identifiers with
|
||||
"bois club" / "bryanthaboi", a deliberate branding customization. The
|
||||
rest of the boot beats (copyright splash, "presents" shooting-star, the
|
||||
Nidorino-vs-Gengar attract scene) mirror the original.
|
||||
|
||||
|
||||
## Custom Options
|
||||
|
||||
Options persist in a standalone `options.lua` (separate from the game
|
||||
progress `save.lua`), so audio/display/battle preferences survive New Game
|
||||
and aren't wiped when a save slot is cleared. Changing a row in the Options
|
||||
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
|
||||
flushes the live options. Old saves that still embed an `options` table are
|
||||
migrated once into `options.lua` on load.
|
||||
|
||||
- Music / SFX volume
|
||||
- PIKACHU VOL (0-7, Yellow only): trims Pikachu's PCM voice clips under the
|
||||
SFX level, so the follower's constant chatter, the title-screen cry and
|
||||
every in-battle "Pika!" can be pulled down (or muted at 0) without
|
||||
quieting the rest of the sound effects. The row is hidden on Red/Blue,
|
||||
which have no voice clips.
|
||||
- Music Filter
|
||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
||||
- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
|
||||
- COLORS (OG RED / SGB / ADVANCED / OG / OG INV / SGB INV / CLASSIC), also
|
||||
hotkey `2` (OG RED = GBC boot-ROM look; ADVANCED uses pokered-gbc
|
||||
SuperPalettes + per-species mon colors)
|
||||
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
|
||||
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
|
||||
`-`/`=` step one level and save
|
||||
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
|
||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
||||
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
|
||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
||||
|
||||
## Battle transition cascade + white battle letterbox
|
||||
|
||||
Into-battle wipes still run the original eight styles inside the classic
|
||||
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
|
||||
blocks cascade outward from that square into the surrounding world so the
|
||||
void outside the OG wipe fills in lockstep. Once the battle state is up,
|
||||
letterbox voids around the battle canvas fill **white** instead of black
|
||||
so the whole window reads as one continuous battle screen.
|
||||
|
||||
## Widescreen battle layout
|
||||
|
||||
Options **BATTLE LAYOUT** picks the battle screen's composition: **OG**
|
||||
(the default: the original 160×144 arrangement, unchanged) or **WIDE**,
|
||||
which gives battles a 304×144 native-pixel surface and a Gen 3-style
|
||||
arrangement on it:
|
||||
|
||||
- the foe's status box upper left, the foe's picture upper right;
|
||||
- the player's picture lower left, the player's status box lower right,
|
||||
with a longer HP bar and the numeric HP under it;
|
||||
- a full-width message window;
|
||||
- a split "What will X do?" prompt / 2×2 command window;
|
||||
- a 2×2 move menu, navigated with all four directions, with a PP and type
|
||||
panel attached to its right.
|
||||
|
||||
Only the composition changes. Pictures, palettes, HP-bar colors, font
|
||||
pages, window borders, sounds, animations, timing and every battle rule
|
||||
stay the engine's, so a COLORS mode or an asset mod still owns the look.
|
||||
Each side's picture keeps its original pixels and placement math and is
|
||||
composited into its own region of the wider battlefield -- nothing is
|
||||
scaled or squeezed -- and animations, which are authored in the original
|
||||
160-pixel space, shift as one rigid group onto whichever side they play
|
||||
on. The whole screen is drawn at the window's integer fit scale for the
|
||||
wider surface, so a 304-pixel screen is drawn a step smaller than a
|
||||
160-pixel one in the same window.
|
||||
|
||||
The wide surface is live only while the battle itself is the screen on
|
||||
top: a party menu, the bag or a nickname prompt is a 160×144 screen and
|
||||
brings the classic surface back with it.
|
||||
|
||||
## On-screen touch controls (mobile)
|
||||
|
||||
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
|
||||
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
|
||||
center) over the frame, using Xelu's CC0 controller prompts
|
||||
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
|
||||
finger does, sliding on the d-pad changes direction without lifting, and
|
||||
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
|
||||
appears while no controller is being used: the first gamepad button or
|
||||
stick push hides it, the next screen touch brings it back, and unplugging
|
||||
the last controller restores it immediately. Layout re-derives from the
|
||||
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
|
||||
the overlay on and lets the mouse act as a finger (`=0` forces it off).
|
||||
|
||||
The launcher's **Touch Controls** button opens a drag editor: move each
|
||||
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
|
||||
to hide the overlay permanently (for controllers / emulation handhelds --
|
||||
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
|
||||
**Done** to save into `options.lua` as normalized window fractions so a
|
||||
different screen keeps the relative placement.
|
||||
|
||||
Portrait and landscape are edited and saved separately (#633): the editor
|
||||
follows whichever orientation is on screen, and **Reset** only clears that
|
||||
one, so a layout that works held upright does not have to double as the
|
||||
one used sideways. An `options.lua` from before this split keeps its single
|
||||
layout in both orientations until one of them is edited. In-game, Options →
|
||||
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
|
||||
|
||||
## Translation support
|
||||
|
||||
Every string the player can read is now reachable from a mod, so a
|
||||
translation is an ordinary content mod rather than a fork.
|
||||
|
||||
Two things had to change. Text layout stopped counting bytes: the dialogue
|
||||
box measures a line in glyphs (charmap sequences), so a 3-byte character
|
||||
costs one column, a cut never lands inside a character, and a page with a
|
||||
non-default `advance` re-measures instead of overflowing. That also fixed
|
||||
25 vanilla English lines that were wrapping early because `é` in POKéMON
|
||||
and POKéDEX costs two bytes ("I study POKéMON as" is 19 bytes and 18
|
||||
glyphs, and the box was breaking it).
|
||||
|
||||
Second, the text the engine writes itself - battle messages, item results,
|
||||
menu labels, the link-play screens - moved behind `src/core/Strings.lua`
|
||||
and the new `strings` registry. Extracted script text was already
|
||||
overridable through `text`; this covers the other half. Entries are keyed
|
||||
by the English source, so a translation that has not reached a string yet
|
||||
keeps rendering in English and a half-finished translation stays playable.
|
||||
|
||||
Authors generate the whole thing:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py translation francais --language "Francais"
|
||||
```
|
||||
|
||||
That scaffolds a mod with every translatable string as an empty catalog,
|
||||
plus a glyph-page and charmap stub, a naming-grid stub, and a
|
||||
`francais-worksheet/` directory holding the English to translate from
|
||||
(deliberately outside the mod: extracted text is ROM content and must not
|
||||
be packed). `--refresh` re-harvests after an engine update, keeping
|
||||
existing translations and parking orphaned keys rather than dropping them.
|
||||
|
||||
See the wiki's Translations guide.
|
||||
|
||||
## Save editor (bundled, reachable from the launcher)
|
||||
|
||||
The save editor ships inside every build instead of being a developer-only
|
||||
script, and the launcher's SAVE SLOT card grows an **Edit** label next to
|
||||
Delete on every slot that actually holds a save. Edit suspends the
|
||||
launcher, opens that slot's file in the editor, and **Close** hands the
|
||||
process back to the launcher with the slot list re-read (a rename, a badge
|
||||
or a dex change shows up on the row immediately). Unsaved edits arm a
|
||||
confirm first, so leaving cannot lose work. `love . --editor` still opens
|
||||
it standalone, where Close quits instead; `--save <path>` points it at any
|
||||
file, and a save can be dragged onto the window.
|
||||
|
||||
The editor now wears the launcher's visual language - the same navy radial
|
||||
field, 16px translucent cards, tri-colour version rail and green/yellow/red
|
||||
semantics - so the two windows read as one app. Six tabs:
|
||||
|
||||
- **Party**: the roster with sprites, HP bars and level chips on the left,
|
||||
and the mon inspector permanently docked on the right instead of floating
|
||||
over the list. Species, level, DVs and moves all round-trip through the
|
||||
Gen 1 formulas, so the inspector can never show illegal stats.
|
||||
- **Boxes**: the 12 PC boxes as a 5x4 grid with a fill meter per box and a
|
||||
party dock, so deposit and withdraw live in one place. Empty slots are
|
||||
clickable and create a mon there.
|
||||
- **Items**: money, a searchable item picker (replacing the arrows that
|
||||
cycled one id at a time through ~250 items), the configurable bag (20 slots
|
||||
by default), PC storage
|
||||
with no slot cap, and the eight badges as toggle chips. The picker, the bag
|
||||
and PC storage all scroll under the mouse wheel, so the whole catalog is
|
||||
reachable one-handed without typing a query.
|
||||
- **Events**: flags, defeated trainers, taken items and per-map object
|
||||
toggles, with a real filter field and a two-column paged grid.
|
||||
- **Map**: any map rendered with the game's own renderer, warps followable,
|
||||
and the player / lastHeal / lastOutdoor spawn points settable by clicking
|
||||
a cell. Setting lastOutdoor on a map the game would not accept as an
|
||||
outdoor source is refused with the reason.
|
||||
- **Dex**: seen / owned completion meters and a four-column grid; owning
|
||||
implies seen and un-seeing clears owned, exactly as the game requires.
|
||||
|
||||
Two rules run through all of it. Every mutation goes through one funnel
|
||||
that sets the dirty flag and writes the status line together, so nothing
|
||||
changes silently and no branch can quietly no-op - "Party is full", "Bag is
|
||||
full", "click a cell first" all say so. And every destructive verb (Remove,
|
||||
Release, Clear all, Wipe dex) arms on the first click and commits on the
|
||||
second, relabelling itself to `Confirm?` in between.
|
||||
|
||||
A validation pill in the tab rail mirrors what the running game would
|
||||
quarantine on load; clicking it jumps to the tab holding the first problem.
|
||||
|
||||
## Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a Tiled workspace,
|
||||
so maps can be edited in a real map editor and exported back out as a mod.
|
||||
It has its own document: docs/tiled-map-editing.md.
|
||||
|
||||
## Pokédex diploma (both versions)
|
||||
|
||||
The Celadon Mansion 3F game designer shows the dex-completion diploma
|
||||
once 150 species are owned. On Yellow, the graphic artist next to him
|
||||
then offers to print it, saving the certificate as a PNG under `prints/`
|
||||
in the save directory, and Bill's PC gains Yellow's PRINT BOX item which
|
||||
exports the current box list the same way.
|
||||
|
||||
## Pokédex printing (Yellow)
|
||||
|
||||
Yellow's Game Boy Printer PRNT option in the Pokédex side menu is stood in
|
||||
for by an image export: choosing PRNT renders the mon's entry page (sprite,
|
||||
kind, number, height/weight, dex text) to a PNG at 4x scale under
|
||||
`prints/` in the save directory, then reports the filename in a dialog.
|
||||
No printer hardware or link cable emulation involved; the file is the
|
||||
printout.
|
||||
|
||||
## Find Mods (community mod indexes)
|
||||
|
||||
A FIND MODS tab sits beside MODS in the launcher and browses a published
|
||||
mod index: a metadata-only feed listing mods that live in their authors'
|
||||
own repositories. No index ships with the launcher and none is ever added
|
||||
automatically, so the tab opens on an "Add an index" prompt until you name
|
||||
one; paste an index URL or its `owner/repo` and it is remembered in
|
||||
`options.lua`. More than one index can be added, and the listings merge.
|
||||
|
||||
## Soft reset (all versions)
|
||||
|
||||
Holding A, B, START and SELECT together restarts the game the way flicking
|
||||
a Game Boy's power switch did, dropping straight back to the title screen.
|
||||
It works from anywhere, including mid-battle, which the QUIT entry on the
|
||||
start menu cannot do: the original combo is how stationary and gift
|
||||
Pokemon get their stats rerolled without sitting through a full relaunch.
|
||||
Unsaved progress is discarded, exactly as on hardware.
|
||||
|
||||
As on the original, the four buttons have to stay held for 16 straight
|
||||
polls (better than a quarter of a second) and any direction in the mix
|
||||
cancels it, so it is hard to hit by accident -- including on the on-screen
|
||||
touch controls, where it would take four fingers held on four separate
|
||||
controls.
|
||||
|
||||
## Controls rebinding (CONTROLS screen)
|
||||
|
||||
OPTIONS -> CONTROLS lists every Game Boy button with its current keyboard
|
||||
key and controller button side by side (Z/A). Press A on a row, then press
|
||||
and release the key or pad button you want; the rebind commits on the
|
||||
release. If that input already belongs to another row, the two rows swap,
|
||||
so no button is ever stranded without an input and no input ever serves
|
||||
two buttons. Holding a second key or pad button while the first is still
|
||||
down backs out of the capture without touching a keyboard; Escape still
|
||||
cancels too. SELECT clears one row back to its default, and START resets
|
||||
every binding after a confirmation.
|
||||
|
||||
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.
|
||||
# New Features
|
||||
|
||||
Features intentionally added beyond the original Pokémon Red, Blue, and Yellow games:
|
||||
|
||||
* **Survey zoom** with connected-map rendering and configurable void fill
|
||||
* **Perspective tilt mode** for an HD-2D-style overworld
|
||||
* **Multiple color modes**, including original, SGB, advanced GBC, monochrome, and classic green
|
||||
* **Optional GBC screen effects**, including pixel grids, shadows, glare, and transparency
|
||||
* **Performance presets** and configurable FPS limits
|
||||
* **Peer-to-peer link play** for trades and battles between Red, Blue, and Yellow
|
||||
* **Persistent custom options** stored separately from game saves
|
||||
* **Optional widescreen battle layout**
|
||||
* **Mobile touch controls** with editable layouts, vibration, and orientation settings
|
||||
* **Translation and custom font support**
|
||||
* **Built-in save editor** for parties, boxes, items, events, maps, and Pokédex data
|
||||
* **Tiled map editing tools** for mod authors
|
||||
* **Pokédex diploma and printer image exports**
|
||||
* **Community mod browser**
|
||||
* **Soft reset button combination**
|
||||
* **Keyboard and controller rebinding**
|
||||
* **Mod profiles** with separate mod settings and save slots
|
||||
* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage
|
||||
* **Improved launcher and save editor UI**, including background downloads and update checks
|
||||
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
|
||||
|
||||
## Pokémon Gold (Gen 2)
|
||||
|
||||
* **COLOR, zoom, tilt, GBC FX, and quick save/load**
|
||||
* **UI that stays fixed while the overworld zooms**
|
||||
* **Border-block surrounds** for maps smaller than the screen
|
||||
* **Gold-specific launcher options**
|
||||
* **Optional widescreen battle layout**
|
||||
* **Skippable trade animation** with B or START
|
||||
* **QUIT and EXIT GAME** from the menus
|
||||
* **Mod manager** with Gen 1 mod adapters, per-game targeting, and `modkit gen2check`
|
||||
* **Followers** for mods, plus Gen 2-only registries and hooks
|
||||
* **On-screen touch pad** and controller SELECT for registered items
|
||||
* **Older mods keep loading** after the sandbox change, through per-mod compat stand-ins for the pre-sandbox globals
|
||||
|
||||
@@ -0,0 +1,798 @@
|
||||
# Preparing your mod for Gen 2 (Gold)
|
||||
|
||||
You have a mod that works on Red, Blue or Yellow, and you want it to work on
|
||||
Gold. This is the migration guide: what breaks, what the engine papers over
|
||||
for you, what it refuses to paper over, and the order to do the work in.
|
||||
|
||||
`docs/mod-api-gen2-compat.md` is the reference for *what Gold serves*. This
|
||||
document is the procedure for *getting your mod there*. Read that one when you
|
||||
need to know whether a registry or a hook exists; read this one first.
|
||||
|
||||
## What actually breaks, and why
|
||||
|
||||
Gold is not a skin over the Gen 1 engine. It is a second engine living beside
|
||||
the first one: `src/core/Game2.lua` owns the boot, `src/world/gen2/World.lua`
|
||||
is the overworld, `src/battle/gen2/Battle.lua` is the battle, and
|
||||
`src/script/gen2/Vm.lua` runs the cart's own bytecode instead of a Lua row
|
||||
list. A Gold boot never loads `src/core/Game.lua`,
|
||||
`src/world/OverworldController.lua` or `src/battle/BattleState.lua` at all.
|
||||
The mod API on top is deliberately one API -- the same registry names, the
|
||||
same hook names, the same event names, the same `mod.*` facade -- so a mod
|
||||
that stays on that surface mostly moves across unchanged. What does not move
|
||||
is everything underneath it.
|
||||
|
||||
The failure that motivated all of this is quiet, which is what makes it worth
|
||||
a whole document. A mod with `engine_internals` writes
|
||||
`local Game = require("src.core.Game")` and patches a method on it. Under Gold
|
||||
that require used to succeed: the file is on disk, `require` finds it, hands
|
||||
back a perfectly good module table, and your patch lands on it. Nothing ever
|
||||
instantiates that table, so the patch runs zero times and the only symptom is
|
||||
that your mod does nothing. No error, no warning, no crash to bisect. Two
|
||||
things fixed that. First, a mod is not loaded on a Gold boot unless it says it
|
||||
is for Gold, so the default outcome is "not running" rather than "running
|
||||
wrong". Second, when it does say so, a require made from your own file is
|
||||
answered by an adapter (`src/mods/Gen2Compat.lua`) that presents the Gen 1 API
|
||||
over Gold's internals, and a member the adapter cannot honestly back reads nil
|
||||
instead of reading plausibly-wrong.
|
||||
|
||||
## Step 1: run the checker before you change anything
|
||||
|
||||
`modkit gen2check` reads your manifest, statically scans every `.lua` the
|
||||
package carries, and cross-references what it finds against the adapter's own
|
||||
coverage table. Run it first, because it tells you the size of the job in a
|
||||
few seconds.
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py gen2check <id-or-path> [<id-or-path>...]
|
||||
```
|
||||
|
||||
Real output, against a follower mod written for Yellow:
|
||||
|
||||
```
|
||||
-- PokePCFollowers_VoxelMerge: api 1, profile content, no games declared, permissions engine_internals, 0 dependencies, game_version unset
|
||||
MK400 ERROR manifest.json: no Gen 2 game in "games" (and no gen2compat), so a Gen 2 boot skips this mod; the rest of this report is what it would hit once it claims one
|
||||
MK404 ERROR main.lua:575: BattleState.newWild has no Gen 2 backing: Gold has no factory that returns an unpushed battle, and World:startBattle constructs and pushes in one call. A mod that wraps newWild to rewrite the species must be pointed at the encounter.species hook, which Gold raises with the same name and shape (World:rollEncounter); this reads nil
|
||||
MK404 ERROR main.lua:576: BattleState.newWild has no Gen 2 backing: ... ; nothing on a Gen 2 boot reads this write
|
||||
MK409 WARN main.lua:13: allow-lists a Gen 1 version string, which excludes this mod from a Gen 2 game by construction; test for the capability the code needs instead of the version
|
||||
MK409 WARN main.lua:424: ... (same, a second allow-list)
|
||||
MK409 WARN main.lua:565: ... (and a third)
|
||||
modkit: unresolved: 1 site: requires whose result is neither bound to a name nor indexed here, so where the module goes is not followed (main.lua:221)
|
||||
modkit: unresolved: 5 debug upvalue calls whose target function this scan could not tie to an engine module, so the local they reach could not be resolved (main.lua:279, main.lua:285, main.lua:288, main.lua:321 and 1 more)
|
||||
modkit: src.world.PikachuFollower.onMapEntered closes over 'shouldSpawn' on a Gen 2 boot, so the upvalue surgery at main.lua:325 lands as it does on Gen 1
|
||||
FAIL PokePCFollowers_VoxelMerge on gen 2: will not work (3 errors, 3 warnings)
|
||||
```
|
||||
|
||||
Three kinds of line, and the difference matters:
|
||||
|
||||
- **`MK4xx ERROR` / `MK4xx WARN`** are findings with a file and a line. Errors
|
||||
set the exit code; warnings do not unless you pass `--strict`.
|
||||
- **`modkit:` notes** are things the tool derived rather than found, or could
|
||||
not decide at all. They never change the exit code. The `shouldSpawn` note
|
||||
above is the tool resolving that member through the adapter on a Gen 2 boot,
|
||||
enumerating the function's real upvalues, and confirming the surgery lands;
|
||||
the `unresolved:` notes are the tool naming, with file and line, every reach
|
||||
it saw and could not follow.
|
||||
- **The verdict**: `will load`, `will load but degrade`, or `will not work`.
|
||||
|
||||
The rule ladder:
|
||||
|
||||
| rule | what it means |
|
||||
| --- | --- |
|
||||
| `MK400` | the manifest claims no Gen 2 game, so a Gen 2 boot skips the mod |
|
||||
| `MK401` | a dependency claims no Gen 2 game, which takes you down with it |
|
||||
| `MK402` | you require a Gen 1-only module the adapter does not serve |
|
||||
| `MK403` | a Gen 2 boot runs a `gen2/` sibling of the module instead |
|
||||
| `MK404` | a member you touch has no Gen 2 backing (the adapter's own reason is quoted) |
|
||||
| `MK405` | a member you touch degrades and says so once |
|
||||
| `MK406` | the signature moved under an alias |
|
||||
| `MK407` | `debug` upvalue surgery the Gen 2 arm cannot take: the member is not a function there, or the function does not close over that local |
|
||||
| `MK408` | upvalue surgery the scan could not resolve either way |
|
||||
| `MK409` | a version allow-list, or a Gen 1 screen id |
|
||||
| `MK410` | the entry chunk reads a member of a game that is not up yet |
|
||||
|
||||
Flags: `--strict` promotes warnings to failures, `--notes` prints the adapter's
|
||||
note for every *backed* member you touch (worth reading once per mod, because
|
||||
several backed members are backed with a caveat), `--json` emits one document
|
||||
for the whole batch, `--quiet` drops everything except the findings -- no
|
||||
header, no notes, no verdict line, so a clean mod prints nothing at all and the
|
||||
exit code is the whole answer. Exit code is 0 clean, 1 on a fatal finding, 2 on
|
||||
usage.
|
||||
|
||||
Name several mods in one invocation and they are read as one install set, so a
|
||||
mod and its dependencies can answer each other's `MK401`.
|
||||
|
||||
**What the checker cannot see, and now says so.** It is a static scan, not a
|
||||
run. It follows more than it used to -- a require made through your own
|
||||
`tryRequire`-style wrapper, `local ok, M = pcall(require, "...")`, an inline
|
||||
`require("src.world.Map").waterTiles(...)`, a bracket index `M["member"]`, a
|
||||
local hop `local F = M` -- so reaches that used to be invisible now produce
|
||||
real findings, and a mod that passed before can fail now.
|
||||
|
||||
Two places where it used to answer confidently and wrongly now do not.
|
||||
`local A, B = require("src.world.Map")` is read as binding `A`, which is what
|
||||
Lua does; it used to take the name nearest the `=` and pin the module on `B`,
|
||||
so every reach off `A` went unchecked and every reach off `B` was checked
|
||||
against a module that was never there. And a helper of your own is only read as
|
||||
upvalue surgery when the scan can see it forward its own `(function, name)`
|
||||
pair into the `debug` call; a helper that merely mentions `upvalue`, or that
|
||||
finds the slot by walking `debug.getupvalue`, no longer has its call sites
|
||||
read as naming an engine local, because they do not.
|
||||
|
||||
What it still cannot follow it names instead of ignoring. Every unfollowed
|
||||
reach comes back as an `unresolved:` note carrying a file and a line. The scan
|
||||
side raises one for:
|
||||
|
||||
- a require name built at runtime, whether handed in whole or concatenated
|
||||
(`require("src.world." .. name)` is as unfollowable as `require(name)`);
|
||||
- an engine module name handed to a call the scan does not follow;
|
||||
- an engine module name spelled in a literal with no require attached;
|
||||
- a require whose result is neither bound to a name nor indexed on the spot;
|
||||
- a require in a multiple assignment whose value it cannot pair to a name;
|
||||
- a name bound to a *member* of a module rather than the module;
|
||||
- an engine module indexed with a computed key;
|
||||
- `rawget` or `rawset` on a bound module: that goes straight to the table the
|
||||
require shim hands back, so on a Gen 2 boot it reads or writes the
|
||||
Gen2Compat facade and not the module behind it;
|
||||
- an engine module read as a value rather than indexed, so where it goes from
|
||||
there (a table field, a call argument, a metatable's `__index`) is not
|
||||
followed;
|
||||
- a `debug` upvalue call whose target function could not be tied to a module;
|
||||
- a call through one of your own upvalue helpers that the scan could not
|
||||
confirm carries an upvalue name through to the `debug` call.
|
||||
|
||||
Four more come from the coverage side rather than the scan: a dependency that
|
||||
is not installed beside your mod, a required name that is neither an adapter
|
||||
nor a module in this checkout, a module with no coverage row at all, and a Gen
|
||||
1 member the coverage table does not classify.
|
||||
|
||||
The practical consequence is worth stating plainly: an empty finding list
|
||||
*plus* no `unresolved:` notes now means the scan followed everything it saw,
|
||||
and an empty finding list on its own does not.
|
||||
|
||||
It is still silent on any member the adapter's coverage table does not record:
|
||||
the table lists 481 members across the 15 served modules, which is a large
|
||||
majority of what real mods touch and is not the whole Gen 1 API. A clean
|
||||
`gen2check` means "nothing known-broken was found", not "this works". Boot it.
|
||||
|
||||
## Step 2: declare which games the mod is for
|
||||
|
||||
Nothing moves on disk. A mod is installed once, into `mods/<id>/`, and that one
|
||||
directory serves every game. There is no `mods/gen1/`, no `mods/gen2/`, and no
|
||||
per-generation copy: targeting is something the manifest *declares*, not
|
||||
something the filesystem encodes.
|
||||
|
||||
```json
|
||||
{
|
||||
"id": "my_mod",
|
||||
"name": "My Mod",
|
||||
"version": "1.0.0",
|
||||
"entry": "main.lua",
|
||||
"api": 2,
|
||||
"games": ["gen1", "gen2"]
|
||||
}
|
||||
```
|
||||
|
||||
`games` is an optional array. Each entry is one of:
|
||||
|
||||
| token | means |
|
||||
| --- | --- |
|
||||
| `"red"`, `"blue"`, `"yellow"`, `"gold"` | that one game (a version id from `GameVersion.ORDER`) |
|
||||
| `"gen1"`, `"gen2"` | every game of that generation (case-insensitive; `"gen 2"` also parses) |
|
||||
| `"all"` | every game this engine has |
|
||||
|
||||
`src/mods/ModTargets.lua` is the one place those tokens are resolved, and it
|
||||
derives the list from `GameVersion.ORDER` rather than restating it, so a game
|
||||
added later needs no edit there. The scaffold writes the key for you:
|
||||
|
||||
```sh
|
||||
python3 tools/modkit.py scaffold my_mod --games gen1,gen2
|
||||
```
|
||||
|
||||
**Omitting `games` keeps the old meaning exactly.** No `games` key means Gen 1
|
||||
only, plus Gen 2 if the legacy `"gen2compat": true` flag is set. Every manifest
|
||||
written before the key existed means precisely what it always meant.
|
||||
`gen2compat` is still accepted and is purely additive: it *adds* the Gen 2
|
||||
games to whatever `games` says, so no manifest can lose a game it already ran
|
||||
on. `Manifest.validate` (`src/mods/Manifest.lua:210-224`) resolves the two
|
||||
into one ORDER-sorted `manifest.games` array and derives `manifest.gen2compat`
|
||||
from it, which is why `"games": ["gen2"]` is honoured by the loader's gate
|
||||
today with no other change.
|
||||
|
||||
An unknown token warns and is dropped under `api` 1 and refuses the manifest
|
||||
under `api` 2 (the normal `violation()` rule). A `games` array that names no
|
||||
game this engine knows falls back to the default rather than orphaning the mod.
|
||||
A non-array `games` is a hard error.
|
||||
|
||||
### What you are claiming
|
||||
|
||||
Adding a game to `games` is you saying *I have run this there*. It is not a
|
||||
request for best-effort support and the loader does not treat it as one: a mod
|
||||
that claims a game is loaded on that boot in full, with its registrations, its
|
||||
subscriptions and its entry chunk, exactly like a mod written for it. If it is
|
||||
half-working, the player sees a broken mod, not a partially-supported one. That
|
||||
is the whole reason the key exists rather than being inferred.
|
||||
|
||||
**Every token is enforced, per game.** `Loader:_gateGeneration`
|
||||
(`src/mods/Loader.lua:447`) gates on `ModTargets.supports(manifest, version,
|
||||
generation)` -- the same call both mod surfaces make -- so `"games": ["blue"]`
|
||||
really does not load on Red, and the skip line is the launcher's line, `For
|
||||
Blue, not Red`. `"games": ["gold"]` alone no longer loads on Red either: it
|
||||
names one game, and that game is Gold. A manifest with no `games` and no
|
||||
`gen2compat` still covers every Gen 1 game, so nothing written before the key
|
||||
existed changes behavior; what changed is that a version-id token is now a
|
||||
statement the boot keeps rather than a label the UIs draw. If you want a mod
|
||||
everywhere, say so: `["gen1", "gen2"]` or `["all"]`.
|
||||
|
||||
**Dependencies are contagious.** A mod whose hard dependency does not run here
|
||||
is left out too, carrying the dependency's own wording (`depends on X, which
|
||||
does not run here (For Blue, not Red)`). It is reported as a skip rather than a
|
||||
failure and neither mod lands on the boot error list, but the mod does not run.
|
||||
Every hard dependency in the chain has to cover the same games; `MK401` is the
|
||||
checker's version of this question for the Gen 2 half of it.
|
||||
|
||||
**The player can overrule you, in one direction only.** The in-game mod
|
||||
manager offers `TRY HERE ANYWAY` on the detail pane for any mod that does not
|
||||
claim *this* game (`src/mods/ManagerState.lua:386`), which now includes a Gen 1
|
||||
boot: a Blue-only mod is genuinely skipped on Red, so that row is the only way
|
||||
to run it there. The choice is **per game**: `options.modsGen2[id]` is a
|
||||
`{ [version] = true }` table, so forcing a mod onto Red does not force it onto
|
||||
Gold. A stored legacy `options.modsGen2[id] = true` from before the key was
|
||||
per-game reads as "the Gen 2 games", which is the only set it could ever have
|
||||
affected, and it is expanded in place the next time the player answers. A
|
||||
forced mod loads normally and keeps a note saying its author never verified it
|
||||
here; the launcher shows it as `Forced onto Gold by you (untested)`. If the
|
||||
override cannot be persisted the manager says `COULD NOT SAVE` rather than
|
||||
promising a restart that would change nothing.
|
||||
|
||||
### What the player sees
|
||||
|
||||
All three surfaces read the same derivation -- the two UIs and the loader --
|
||||
so they cannot disagree about your mod. The launcher's mod panel carries a
|
||||
`Show for:` chip row (All games / Red / Gold / ...) and a per-mod tag from
|
||||
`ModTargets.chip` -- `GEN 1`, `GEN 1+2`, `RED/GOLD`, `BLUE` -- greyed out when
|
||||
the mod does not run on the selected game, with the line `Not for this game`
|
||||
(`src/import/LauncherView.lua:320`) and the detail from `ModTargets.detail`,
|
||||
`For Gen 1, not Gold`. The in-game manager shows the same thing as
|
||||
`ENABLED (NOT THIS GAME)` with the skipped glyph, plus an inert `FOR GEN 1+2`
|
||||
row on the detail screen. The launcher's dependency verdict asks the same
|
||||
question of your dependencies: a mod whose hard dependency does not run on the
|
||||
selected game reads `Needs <id> (not for Gold)` rather than `Ready`.
|
||||
|
||||
### Scoping dependencies per game / generation
|
||||
|
||||
For mods targeting multiple generations (`"games": ["gen1", "gen2"]`), a hard
|
||||
dependency can be scoped to specific games so that it is only enforced when
|
||||
booting those games:
|
||||
|
||||
```json
|
||||
"dependencies": [
|
||||
{ "id": "pokegear_cards", "games": ["gen2"], "range": "^1.0.0", "github": "1jamie/pokegear_cards" }
|
||||
]
|
||||
```
|
||||
|
||||
When booting a Gen 1 game (Red, Blue, Yellow), the engine loader sees that
|
||||
`pokegear_cards` is scoped to `"gen2"` and will not skip or block the parent mod
|
||||
on Gen 1. When booting Gen 2 (Gold), `pokegear_cards` is strictly required.
|
||||
|
||||
For conditional integrations where the dependency is optional across the board,
|
||||
`optional_dependencies` remains the standard pattern.
|
||||
|
||||
### One limit worth knowing
|
||||
|
||||
**Enablement is per game.** The overlay
|
||||
`options.modsByVersion[version][id]` is read and written through
|
||||
`SaveData.modEnabled` / `SaveData.setModEnabled` by the launcher, in-game
|
||||
manager, and loader. Existing shared settings are copied to every game the
|
||||
first time this version sees the installed mods; from then on, each coloured
|
||||
game checkbox changes only that game's next boot. Nothing about this affects a
|
||||
mod author; it affects what a player can express.
|
||||
|
||||
Targeting is a different question from enablement and *is* enforced per game,
|
||||
as above. The two do not share a switch.
|
||||
|
||||
## Step 3: prefer the API over the modules
|
||||
|
||||
Before doing any adapter work, check whether you need the modules at all. In
|
||||
new code, take the live game from `mod.game` and the world from `mod.world`.
|
||||
Both resolve per generation inside the loader (`src/mods/Loader.lua:1021`):
|
||||
`mod.game` is `src/core/Game.lua`'s singleton under Gen 1 and the `Game2`
|
||||
*instance* Gold injected under Gen 2, read on every touch rather than cached;
|
||||
`mod.world` is `src/world/WorldAPI.lua` or `src/world/gen2/WorldAPI.lua` behind
|
||||
one method set. Neither needs `engine_internals`. The `game.ready` payload and
|
||||
every `ui.*` hook's first argument carry the same live game.
|
||||
|
||||
Anything you can express as a registry write, a hook or an event subscription
|
||||
is generation-agnostic already and needs nothing from this document. The
|
||||
adapter exists for the code that was written before Gold did, and for the small
|
||||
number of things the API genuinely does not reach.
|
||||
|
||||
## Step 4: the adapter, module by module
|
||||
|
||||
On a Gen 2 boot with mods present, `require` is interposed
|
||||
(`Loader:_installDevShim`, `src/mods/Loader.lua:184`) and a require *made from
|
||||
a mod's own chunk* for one of fifteen Gen 1 names is answered by
|
||||
`src/mods/Gen2Compat.lua`. Engine code is unaffected: the shim compares the
|
||||
caller's chunk name against the engine tree, so `src/render/PaletteFX.lua`
|
||||
requiring `src.core.Game` still gets the real Gen 1 module on both generations.
|
||||
This is not a dev-mode feature; it installs on any Gold boot that has mods.
|
||||
|
||||
| the name you require | kind | what you get | backed / warned / absent |
|
||||
| --- | --- | --- | --- |
|
||||
| `src.core.Game` | facade | a live proxy onto the `Game2` instance | 70 / 9 / 12 |
|
||||
| `src.world.OverworldController` | facade | over `src/world/gen2/World.lua` | 56 / 5 / 68 |
|
||||
| `src.world.Map` | alias | `src/world/gen2/Map.lua` | 28 / 2 / 9 |
|
||||
| `src.world.NPC` | alias | `src/world/gen2/Npc.lua` | 27 / 0 / 1 |
|
||||
| `src.pokemon.Boxes` | facade | over `src/core/gen2/Boxes.lua` | 22 / 0 / 0 |
|
||||
| `src.battle.BattleState` | facade | over `src/ui/gen2/BattleState.lua` | 16 / 2 / 39 |
|
||||
| `src.ui.PartyMenu` | facade | over `src/ui/gen2/PartyMenu.lua` | 15 / 2 / 16 |
|
||||
| `src.world.WorldAPI` | alias | `src/world/gen2/WorldAPI.lua` | 15 / 2 / 0 |
|
||||
| `src.world.PikachuFollower` | alias | `src/world/gen2/Follower.lua` | 10 / 0 / 11 |
|
||||
| `src.script.ScriptRunner` | facade | over `src/script/gen2/Vm.lua` | 10 / 7 / 1 |
|
||||
| `src.ui.OptionsMenu` | facade | over `src/ui/gen2/OptionsMenu.lua` | 8 / 0 / 1 |
|
||||
| `src.world.FieldDefaults` | facade | the `playerSprites` answer and named refusals | 5 / 2 / 3 |
|
||||
| `src.world.Collision` | facade | `DELTA` / `target` / `occupied` / `canMove` | 4 / 1 / 0 |
|
||||
| `src.ui.StartMenu` | facade | over `src/ui/gen2/StartMenu.lua` | 4 / 0 / 0 |
|
||||
| `src.ui.BoxMenu` | alias | `src/ui/gen2/PcMenu.lua` | 1 / 0 / 0 |
|
||||
|
||||
**Alias means the adapter *is* the Gen 2 module.** Your monkey-patch, your
|
||||
`rawset` sentinel and your `==` idempotency check all land on the table Gold
|
||||
actually runs, and `getmetatable(npc) == NPC` is true. Five names are aliases
|
||||
because nothing less would work: mods set their own trailer's metatable to
|
||||
`src.world.NPC`, a mod is handed `world.map` rather than building one, the
|
||||
loader builds every `mod.world` out of `src.world.WorldAPI` so a copy would
|
||||
give two, `src.world.PikachuFollower` is reached with `debug.setupvalue` on a
|
||||
file-local, and `Screens` caches `src.ui.BoxMenu` for `"Gen2PcMenu"` so a
|
||||
`.new` patch has to land there.
|
||||
|
||||
Note that `src.ui.BoxMenu` points at `src/ui/gen2/PcMenu.lua`, not at
|
||||
`src/ui/gen2/BoxMenu.lua`. Gen 1's `BoxMenu` is Bill's PC *top menu*, whose
|
||||
Gold counterpart is `PcMenu`; Gold's `BoxMenu` is the withdraw/deposit *list*
|
||||
that Gen 1 builds inline.
|
||||
|
||||
**Facade means a translating wrapper.** `.overworld` resolves `Game2.world`,
|
||||
`writeOptions` resolves `Game2:persistOptions`, `game.data.sprites` resolves
|
||||
`data.gen2Sprites`, `NPC.new(data, mapId, objDef)` is sniffed apart from
|
||||
`NPC.new(mapId, objDef, spriteDef)` and the movement vocabulary is translated
|
||||
with it. The four UI facades (`PartyMenu`, `StartMenu`, `OptionsMenu`,
|
||||
`BattleState`) are write-through: reads fall to the Gen 2 class and **writes go
|
||||
to the Gen 2 class**, so `PartyMenu.update = wrapper` still patches the live
|
||||
class Gold pushes. Your write also *reads back as your own value* -- after
|
||||
`PartyMenu.new = wrapper`, `PartyMenu.new` is `wrapper` and nothing else, so
|
||||
`rawequal` holds and an idempotency check works. That is what makes the ordinary
|
||||
capture-and-chain idiom safe: a wrapper that calls the value it captured reaches
|
||||
Gold's real constructor rather than re-entering the facade's own override.
|
||||
Writing `nil` clears the member instead of re-exposing the override underneath.
|
||||
|
||||
The `src.world.OverworldController` facade is a facade over the live `World`,
|
||||
not over a class, so seven of its fields (`map`, `player`, `npcs`, `entities`,
|
||||
`ghosts`, `npcPool`, `camera`) read **and write** through to the running world:
|
||||
Gen 1's module *is* the singleton, so a write has to land somewhere real. A
|
||||
write made before a world exists is dropped with a warning rather than
|
||||
shadowing the world it would have applied to.
|
||||
|
||||
### backed, warned, absent
|
||||
|
||||
The adapter publishes what it covers, and the checker consumes that same table
|
||||
rather than a copy of it. Exactly three statuses, and a member listed as both
|
||||
resolves to the weaker one:
|
||||
|
||||
- **`backed`** -- present, and it does the Gen 1 job on Gold. Read the note
|
||||
anyway where there is one: several backed members are backed with a caveat
|
||||
(`Boxes.COUNT` is 14 on Gold and not 12; `BattleState.say` ignores
|
||||
`sayAuto`'s delay because Gold's messages always auto-advance;
|
||||
`Collision.DELTA` is Gold's live table, so adding a key mutates Gold's own
|
||||
movement).
|
||||
- **`warned`** -- present, answers nil or degrades, and names itself once in
|
||||
the log with your mod attributed. `Game.renderer`, `Game.load`,
|
||||
`Game.step`, `game.data.field`, `game.data.constants`,
|
||||
`ScriptRunner.resume` / `.update` / `.parallel`, `PartyMenu.tmhm` and
|
||||
`OverworldController.neighbors` / `.npcByIndex` are here. `neighbors` is the
|
||||
shape of the whole category: Gold's rows are `{ id, ox, oy, image }` where
|
||||
Gen 1's are `{ map = mapDef, ox, oy }`, so the field warns and answers nil
|
||||
rather than handing back a list whose `nb.map` is nil on every row.
|
||||
- **`absent`** -- deliberately not on the table. It reads nil, which is the
|
||||
honest failure. `BattleState.newWild`, `OverworldController.rollEncounter`,
|
||||
`Map.warpPadOrHoleAt`, `PikachuFollower.shouldSpawn` and 157 others are
|
||||
here. (`shouldSpawn` is absent as a *module member* on both generations: it
|
||||
is a file-local, reached through `setShouldSpawn` or the upvalue of that
|
||||
name, and the coverage table says so rather than implying a field exists.)
|
||||
|
||||
"Absent" means *not served*, not *wrong*. Every one of them was left off for a
|
||||
stated reason, and the reason is in the coverage note. `BattleState.newWild` is
|
||||
the clearest case: Gold has no factory that returns an unpushed battle, because
|
||||
`World:startBattle` constructs and pushes in one call, so a `newWild` taking a
|
||||
species and a level would be a lie about what Gold's battle screen is. The
|
||||
route for the thing you were actually doing (rewriting the species of a wild
|
||||
encounter) is the `encounter.species` hook, which Gold raises under the same
|
||||
name with the same shape.
|
||||
|
||||
A member the table does not record is not a guarantee of anything. What it does
|
||||
depends on the adapter: an alias hands you the Gen 2 module's own member,
|
||||
whatever that is; a write-through facade falls to the Gen 2 class; the
|
||||
`src.core.Game` facade names it in the log and reads nil; the
|
||||
`src.world.OverworldController` facade reads nil silently. The checker is
|
||||
silent about it too.
|
||||
|
||||
### Reading the coverage yourself
|
||||
|
||||
The table is queryable, and it is the same query the checker makes:
|
||||
|
||||
```lua
|
||||
local Gen2Compat = require("src.mods.Gen2Compat")
|
||||
|
||||
Gen2Compat.modules() -- the 15 served names, sorted
|
||||
Gen2Compat.serves("src.world.Map") -- true
|
||||
Gen2Compat.memberStatus("src.battle.BattleState", "newWild") -- "absent"
|
||||
|
||||
local c = Gen2Compat.coverage("src.world.Map")
|
||||
-- { module, kind = "facade"|"alias", target, members = { [name] = status },
|
||||
-- notes = { [name-or-topic] = "one line" } }
|
||||
```
|
||||
|
||||
`Gen2Compat.COVERAGE_VERSION` is 1 and `Gen2Compat.STATUS` carries the three
|
||||
status strings. `notes` keys are documentation topics, not a member list:
|
||||
dotted paths (`save.money`), field names (`warpAt`), hook names
|
||||
(`hook ui.pc.items`) and bare topics (`identity`, `iteration`, `rawset`) all
|
||||
appear there. `members` is the authoritative set.
|
||||
|
||||
To dump the lot for one module:
|
||||
|
||||
```sh
|
||||
luajit -e 'package.path="./?.lua;"..package.path
|
||||
local G=require("src.mods.Gen2Compat")
|
||||
local c=G.coverage("src.world.OverworldController")
|
||||
for m,s in pairs(c.members) do print(s,m) end
|
||||
for k,v in pairs(c.notes) do print("note",k,v) end'
|
||||
```
|
||||
|
||||
## The patterns no adapter can fix
|
||||
|
||||
Five shapes come up in nearly every real Gen 1 mod, and none of them can be
|
||||
fixed on the engine side without lying to you. Each one has a route that works
|
||||
on both generations.
|
||||
|
||||
### 1. A hardcoded version allow-list
|
||||
|
||||
```lua
|
||||
local v = GameVersion.get()
|
||||
if v ~= "red" and v ~= "blue" and v ~= "yellow" then return false end
|
||||
```
|
||||
|
||||
This excludes you from Gold by construction, and it does so *after* everything
|
||||
else in your mod has been made to work, which is why it produces the most
|
||||
confusing possible outcome: the adapter resolves, your patches land, and the
|
||||
feature still never appears. `MK409` catches it.
|
||||
|
||||
**Instead**, test for the thing the branch actually depends on. If it is there
|
||||
because a member might be missing, test the member:
|
||||
|
||||
```lua
|
||||
local Follower = require("src.world.PikachuFollower")
|
||||
if Follower.setShouldSpawn then ... end -- present on Gold, absent on Gen 1
|
||||
```
|
||||
|
||||
If it is there because a piece of per-cart content might be missing, test the
|
||||
content -- `mod.find` and the merged data tables answer that in both games.
|
||||
Version tests stay legitimate for genuinely per-cart *content*, which is what
|
||||
Yellow's starter rename is; they are never right as a gate on a whole feature.
|
||||
|
||||
### 2. String-matching a screen id
|
||||
|
||||
```lua
|
||||
if id == "BoxMenu" then ... end
|
||||
```
|
||||
|
||||
Gold's builtin screens are registered under `Gen2`-prefixed ids, so this
|
||||
matches nothing there. `Screens.GEN2_IDS` in `src/ui/Screens.lua` is the full
|
||||
list, 51 ids: `Gen2BoxMenu`, `Gen2PartyMenu`, `Gen2NamingScreen`,
|
||||
`Gen2Credits` and 47 more. `MK409` catches this exact line: it keys off the
|
||||
string literal itself, not off a screen-shaped word elsewhere on the line, so
|
||||
`if id == "BoxMenu" then` is flagged where it used to slip through. The price
|
||||
of that is deliberate breadth -- any literal equal to a Gen 1 screen id with a
|
||||
`Gen2` twin is warned about, wherever it appears -- so the message states what
|
||||
is true of the literal rather than guessing what the surrounding code meant.
|
||||
It is a warn, and reading past a false one costs you nothing.
|
||||
|
||||
**Instead**, either match both ids, or stop matching ids and take the seam the
|
||||
screen offers. Most screens a mod wants to decorate raise a hook whose name is
|
||||
shared across both generations -- `ui.start_menu.items`, `ui.options.rows`,
|
||||
`ui.party.submenu`, `ui.pc.items`, `ui.naming.grid`, `ui.list_menu` -- and a
|
||||
hook subscription needs no id at all. Where you genuinely must key off the id:
|
||||
|
||||
```lua
|
||||
local BOX_IDS = { BoxMenu = true, Gen2PcMenu = true }
|
||||
if BOX_IDS[id] then ... end
|
||||
```
|
||||
|
||||
Watch the pairing. `ui.pc.items` has the same name on both sides but a
|
||||
different menu behind it: Gen 1 raises it over the WHICH-PC list, Gold over
|
||||
Bill's PC's own rows. And Gen 1's `BoxMenu` pairs with `Gen2PcMenu`, not with
|
||||
`Gen2BoxMenu`.
|
||||
|
||||
### 3. `debug.setupvalue` on an engine local
|
||||
|
||||
```lua
|
||||
local idx = findUpvalue(PikachuFollower.update, "shouldSpawn")
|
||||
debug.setupvalue(PikachuFollower.update, idx, myPredicate)
|
||||
```
|
||||
|
||||
This only ever worked because the Gen 1 file happened to hold that predicate in
|
||||
a file-local of that name. Nothing about the engine promises it, and on the Gen
|
||||
2 side the local has to exist under the same name and hold the same thing for
|
||||
the surgery to land. Today it does: `src/world/gen2/Follower.lua:23` declares
|
||||
`local shouldSpawn` for exactly this reason, so follower mods reaching for it
|
||||
work unchanged on Gold. That is a deliberate courtesy, not a contract.
|
||||
|
||||
`MK407` fires in the two cases where the surgery cannot land: when a Gen 2 boot
|
||||
resolves the member to something that is not a function (so `debug.setupvalue`
|
||||
raises), and when the function it does resolve to does not close over that
|
||||
name, in which case the message quotes the upvalues it *does* close over. The
|
||||
check resolves the member through the adapter exactly as the loader does and
|
||||
enumerates the resolved function's real upvalues, so a local that merely
|
||||
appears somewhere in the Gen 2 file is never mistaken for one -- that used to
|
||||
be the check, and it blessed surgery that landed on nothing. `MK408` fires when
|
||||
the scan could not resolve the member either way, which is what you get when
|
||||
`luajit` is not on `PATH`: the check degrades to an honest warn, never to a
|
||||
reassuring note.
|
||||
|
||||
**Instead**, use the named seam when there is one, and fall back only when
|
||||
there is not:
|
||||
|
||||
```lua
|
||||
if Follower.setShouldSpawn then
|
||||
Follower.setShouldSpawn(myPredicate) -- Gen 2, and any future Gen 1 arm
|
||||
else
|
||||
patchUpvalue(Follower.update, "shouldSpawn", myPredicate) -- Gen 1 today
|
||||
end
|
||||
```
|
||||
|
||||
`Follower.setShouldSpawn` writes the same cell `debug.setupvalue` reaches, so
|
||||
the two cannot disagree. Note the presence test is doing real work:
|
||||
`src/world/PikachuFollower.lua` has no `setShouldSpawn`, so this is not a
|
||||
rename you can apply blindly. Note also that the predicate is called
|
||||
`(game, world)` on Gold where Gen 1 passes `(game, ow)` -- the same object under
|
||||
a different name, so a predicate reading `ow.player` or `ow.map` is unchanged.
|
||||
|
||||
### 4. Capturing state off `src.core.Game` at file scope
|
||||
|
||||
```lua
|
||||
local Game = require("src.core.Game")
|
||||
local save = Game.save -- nil forever
|
||||
local party = Game.save.party -- error at load
|
||||
```
|
||||
|
||||
The module require itself is fine and is meant to be: the Gen 2 `src.core.Game`
|
||||
is a proxy that reads the live `Game2` instance on *every* touch, precisely so
|
||||
that a mod capturing it at file scope, before a save or a world exists, keeps
|
||||
working once they do. What does not survive is capturing a *field* off it at
|
||||
file scope, which snapshots nil. This is true on Gen 1 as well; Gold just makes
|
||||
it bite more often because the entry chunk runs earlier relative to the world.
|
||||
`MK410` catches the file-scope read of a member the Gen 1 module only ever
|
||||
writes as `self.<name>`.
|
||||
|
||||
**Instead**, read through the facade at the moment you need the value, or take
|
||||
the live game from the `game.ready` payload:
|
||||
|
||||
```lua
|
||||
local Game = require("src.core.Game")
|
||||
mod.events:on("game.ready", function(ev)
|
||||
local game = ev.game -- the real Game2 instance
|
||||
local party = Game.save.party -- read now, not at file scope
|
||||
end)
|
||||
```
|
||||
|
||||
Three further properties of the proxy that a Gen 1 mod can trip over, all
|
||||
recorded in the coverage notes:
|
||||
|
||||
- **Identity.** The proxy can never compare equal to the `Game2` instance the
|
||||
`game.ready` payload carries. Lua 5.1 fires `__eq` only when both operands
|
||||
share a metatable, so `Game == ev.game` is false on Gold. Do not use it as
|
||||
an idempotency check.
|
||||
- **Iteration.** `pairs`, `next` and `rawget` see an *empty* table, because the
|
||||
proxy holds nothing of its own. Enumerate the `game.ready` payload instead.
|
||||
- **`rawset`.** `rawset(Game, k, v)` lands on the proxy, reads back correctly
|
||||
through the same facade, and is completely invisible to the engine. That
|
||||
read-back is what hides it. Use a plain assignment, which writes through to
|
||||
the live instance.
|
||||
|
||||
The save layout moved too, and those fields are absent rather than aliased so
|
||||
that a wrong read is loud rather than silent: `save.money` is
|
||||
`save.player.money`, `save.player.map` / `.x` / `.y` / `.facing` are
|
||||
`save.position.*`, and `save.player.rival` is `save.rival.name`. `save` itself
|
||||
is a straight pass-through on purpose.
|
||||
|
||||
### 5. Monkey-patching a class, and the two ways it goes wrong
|
||||
|
||||
Patching a shared class method is *supported*, and this is worth stating
|
||||
plainly because it is the thing most authors expect to have to rewrite. The
|
||||
four UI facades write through: `__newindex` forwards to the Gen 2 class, so
|
||||
|
||||
```lua
|
||||
local PartyMenu = require("src.ui.PartyMenu")
|
||||
local origUpdate = PartyMenu.update
|
||||
function PartyMenu.update(self, dt) ... return origUpdate(self, dt) end
|
||||
```
|
||||
|
||||
lands on the class Gold actually pushes. Aliases are the class, so the same
|
||||
holds there.
|
||||
|
||||
Two variants do not work, and neither can be made to.
|
||||
|
||||
**Patching a member the Gen 2 class does not have.** The write succeeds, reads
|
||||
back as your own function, and nothing ever calls it. `BattleState.newWild =
|
||||
wrapper` is the canonical case: the assignment is taken, and no Gold code path
|
||||
reads that name. This is the one place the read-back works against you, which
|
||||
is why `MK404` reports the write site separately from the read site.
|
||||
|
||||
**Patching a field on a live instance.** `menu.onSwitch = fn` writes a field
|
||||
Gen 2 never reads -- Gold takes it as `onChoose` at construction. Same for
|
||||
`menu.swapFrom` (renamed `switchFrom`) and for `StartMenu`'s `tx` / `ty` / `tw`
|
||||
/ `th` / `anchor` / `maxVisible`, which do not exist on Gold at all because the
|
||||
box is fixed at `Chrome.box(10, 0, 10, h)`. A write to any of them is inert.
|
||||
Pass what you need to `.new` instead: `PartyMenu.new(game, { onSwitch = f })`
|
||||
with no `battle`, `pickOnly` or `forceSwitch` opens the plain list and calls
|
||||
`onSwitch(mon, menu)` on A, which is the Gen 1 behavior the facade reproduces.
|
||||
|
||||
A close relative worth calling out because it errors rather than no-ops:
|
||||
`map.warpAt` is a name collision, not a rename. Gen 1's is a *table* keyed by
|
||||
cell; Gold's `Map:warpAt` is a *method* of the same name. `map.warpAt[cell]`
|
||||
and `pairs(map.warpAt)` both raise, which is loud but points at your mod.
|
||||
Enumerate `map.warps`, which Gold carries as an ordered array.
|
||||
|
||||
## A worked migration
|
||||
|
||||
Here is one real one, start to finish. The mod is a follower pack written for
|
||||
Red/Blue/Yellow. `gen2check` reports `MK400` on the manifest, `MK404` twice on
|
||||
`BattleState.newWild` and `MK409` on a version allow-list, plus a note
|
||||
confirming its `shouldSpawn` surgery lands.
|
||||
|
||||
**Before.** Three separate problems in about twenty lines.
|
||||
|
||||
```lua
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local PikachuFollower = require("src.world.PikachuFollower")
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
|
||||
return function(mod)
|
||||
-- (1) rewrite the starter encounter's species
|
||||
local origNewWild = BattleState.newWild
|
||||
BattleState.newWild = function(game, species, level, ...)
|
||||
if species == "PIKACHU" and level == 5 then species = "CHARMANDER" end
|
||||
return origNewWild(game, species, level, ...)
|
||||
end
|
||||
|
||||
-- (2) decide whether a follower spawns
|
||||
local newShouldSpawn = function(game, ow)
|
||||
local v = GameVersion.get()
|
||||
if v ~= "red" and v ~= "blue" and v ~= "yellow" then return false end
|
||||
return packSize(game) > 0
|
||||
end
|
||||
|
||||
-- (3) install it
|
||||
patchUpvalue(PikachuFollower.update, "shouldSpawn", newShouldSpawn)
|
||||
patchUpvalue(PikachuFollower.onMapEntered, "shouldSpawn", newShouldSpawn)
|
||||
end
|
||||
```
|
||||
|
||||
On Gold: (1) assigns onto a name nothing reads, so the species rewrite never
|
||||
happens. (2) returns false for every Gold boot, so no follower ever spawns.
|
||||
(3) actually works, and works on a predicate that has already decided to do
|
||||
nothing. Two silent failures and one correct mechanism pointed at them.
|
||||
|
||||
**After.** The manifest gains `"games": ["gen1", "gen2"]`, and:
|
||||
|
||||
```lua
|
||||
local PikachuFollower = require("src.world.PikachuFollower")
|
||||
|
||||
return function(mod)
|
||||
-- (1) the species of a wild encounter is a hook on both generations
|
||||
mod.hooks:wrap("encounter.species", function(next, enc, ctx)
|
||||
local rolled = next(enc, ctx)
|
||||
if rolled and rolled.species == "PIKACHU" and rolled.level == 5 then
|
||||
rolled.species = "CHARMANDER"
|
||||
end
|
||||
return rolled
|
||||
end)
|
||||
|
||||
-- (2) no cart check: whether there is a pack to walk is the whole question
|
||||
local newShouldSpawn = function(game, ow)
|
||||
return packSize(game) > 0
|
||||
end
|
||||
|
||||
-- (3) the named seam where there is one, the upvalue where there is not
|
||||
if PikachuFollower.setShouldSpawn then
|
||||
PikachuFollower.setShouldSpawn(newShouldSpawn)
|
||||
else
|
||||
patchUpvalue(PikachuFollower.update, "shouldSpawn", newShouldSpawn)
|
||||
patchUpvalue(PikachuFollower.onMapEntered, "shouldSpawn", newShouldSpawn)
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
`gen2check` now reports clean, and the mod is shorter than it was on Gen 1
|
||||
alone. That is the usual shape of this work: two of the three fixes replace
|
||||
engine surgery with an API that existed the whole time, and only the third
|
||||
needs a generation branch.
|
||||
|
||||
The one change that is *not* a simplification is the hook's contract. A wrapper
|
||||
takes `(next, ...)` and must call `next` with the arguments it was handed, where
|
||||
the monkey-patch could do as it liked with them. `encounter.species` transforms
|
||||
a rolled `{ species, level }` and gets a `ctx` beside it: Gen 1 fills in
|
||||
`mapId`, `terrain` and `rng`, and Gold adds `daytime`, `environment`, `kind`
|
||||
(`"wild"` / `"contest"` / `"script"` / `"sweet_scent"`), `tables` and `data`.
|
||||
So the same
|
||||
subscription serves both games, and a Gold-only refinement is a field test
|
||||
rather than a second hook. That is the trade: a narrower seam that both engines
|
||||
raise, in exchange for not owning a function neither engine promised you.
|
||||
|
||||
## Testing
|
||||
|
||||
**Headless, without a Gold cache.** The SDK harness takes the generation
|
||||
directly, and everything after that is the production path -- same loader, same
|
||||
validate, same topological sort, same merge:
|
||||
|
||||
```lua
|
||||
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
|
||||
T.eq(run.mod and run.mod.state, "loaded",
|
||||
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
|
||||
T.eq(#run.errors, 0, "and loads with no boot errors")
|
||||
run.release()
|
||||
```
|
||||
|
||||
**Assert the state, not just the error count.** A gate skip is deliberately not
|
||||
an error: `Loader:_skip` sets `mod.state` and `mod.skipReason` and stays off
|
||||
`loader.errors`, because neither the mod nor its dependency has a bug. So
|
||||
`T.eq(#run.errors, 0)` on its own passes for a mod that never ran a line, which
|
||||
is the one result you were testing to rule out. `run.mod.state` is `"loaded"`
|
||||
when the entry chunk ran and `"wrong_generation"` when the gate or the
|
||||
dependency contagion took it, with `run.mod.skipReason` carrying the sentence
|
||||
the manager would show. Keep the error assertion too: it is what catches a
|
||||
registry with no Gen 2 home and a require the adapter does not serve, both of
|
||||
which *do* land on `loader.errors`.
|
||||
|
||||
**On a real Gold boot.** Nothing above substitutes for running it. Import Gold
|
||||
in the launcher, enable your mod, and play the part your mod touches. Be
|
||||
precise about where the adapter talks to you, because the two channels are not
|
||||
the same:
|
||||
|
||||
- **The log** carries the adapter's own warnings, each attributed to the mod
|
||||
holding the facade (`[my_mod] Game.renderer has no Gen 2 backing: ...`), so a
|
||||
member that degraded tells you which one and why. `Gen2Compat.warnOnce` goes
|
||||
to `Logger.warn` and nowhere else -- these do **not** appear in the manager.
|
||||
- **The manager's error feed** (`loader.errors`) is a shorter list: a mod that
|
||||
failed validation, a duplicate mod id, a registry with no Gen 2 target, a
|
||||
cross-validation problem, and the one adapter-adjacent case, a require for a
|
||||
Gen 1 module the adapter does not serve. A skipped mod is not on it, and
|
||||
neither is a degraded member.
|
||||
|
||||
So: read the log for coverage problems, and the manager for load problems.
|
||||
|
||||
`POKEPORT_IDENTITY=<name>` sandboxes the save directory if you want a clean
|
||||
profile to test in, and `POKEPORT_DEV=1` adds the console and `F5` hot reload.
|
||||
|
||||
## What this guide does not promise
|
||||
|
||||
- **Coverage is partial and will stay partial.** 15 Gen 1 modules are served
|
||||
out of a much larger engine, and within those 15 the coverage table records
|
||||
291 backed members against 32 warned and 161 absent. The absent ones are not
|
||||
a backlog; most are absent because there is no honest Gen 2 answer, and each
|
||||
one carries its reason. The counts move as the adapter learns something: a
|
||||
member that turns out to answer nil is demoted from backed to warned or
|
||||
absent rather than left flattering the table.
|
||||
- **Absent is not broken, it is not-served.** A nil read is the designed
|
||||
outcome. If you would rather have an error, test for the member before you
|
||||
use it.
|
||||
- **The checker is a static scan.** It cannot follow a require built at
|
||||
runtime, cannot tie every `debug` call to a module, and says nothing at all
|
||||
about a member the coverage table does not record. What it *can* do is admit
|
||||
each of those individually, with a file and a line, as an `unresolved:` note.
|
||||
Read the notes as part of the report: a clean finding list with notes under
|
||||
it means "nothing known-broken was found in the part I could follow", and
|
||||
only a clean finding list with no notes means the scan followed everything.
|
||||
- **A backed member can still surprise you.** `backed` means the adapter took
|
||||
responsibility for the Gen 1 call shape, not that Gold behaves identically.
|
||||
Run `gen2check --notes` once and read the caveats on the members you touch.
|
||||
- **The adapter is not a compatibility layer for new code.** It exists so mods
|
||||
written before Gold existed keep working. If you are writing something now,
|
||||
`mod.game`, `mod.world`, the registries and the hooks mean the same thing in
|
||||
both games and need none of this.
|
||||
@@ -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
|
||||
|
||||
@@ -1,96 +0,0 @@
|
||||
# RFC 0001 — Port Yellow's `IsSurfingPikachuInParty` surf sprite
|
||||
|
||||
## Status
|
||||
|
||||
Proposed. Engine: `Player.lua`, `FieldDefaults.lua`,
|
||||
`OverworldController.lua`, `RomExtractor.lua`, `PaletteFX.lua`. Tools:
|
||||
`build_rom_data.py`, `extract/sprites.py`, `make_rom_manifest.py`,
|
||||
`make_yellow_manifest.py`. Tests: `parity_surfing_pikachu_sprite.lua`,
|
||||
`mod_world_tests.lua`.
|
||||
|
||||
**Regeneration required.** The manifest and sprite sheet update by
|
||||
re-running `make_yellow_manifest.py` against a `pret/pokeyellow`
|
||||
checkout, then re-importing the Yellow ROM.
|
||||
|
||||
## Motivation
|
||||
|
||||
Yellow's `IsSurfingPikachuInParty` + `LoadSurfingPlayerSpriteGraphics2`
|
||||
(`home/map_objects.asm`, `home/overworld.asm`) swap the player's
|
||||
overworld sheet to `SurfingPikachuSprite` (`gfx/sprites/
|
||||
surfing_pikachu.2bpp`, a 16×96 walk sheet — not the minigame sheets)
|
||||
when the party mon that knows SURF is a Pikachu. The recomp misses this
|
||||
in two places:
|
||||
|
||||
1. **Extraction.** `SurfingPikachuSprite` is not in
|
||||
`SpriteSheetPointerTable` — loaded by its own `ld de,` like
|
||||
`RedBikeSprite`. The extractor never sees it, and the symbol is not
|
||||
in the Yellow manifest.
|
||||
2. **Engine rule.** `field.playerSprites.surf` is one static
|
||||
(`SPRITE_SEEL`), cached at boot. No seam for "swap when the SURF-mon
|
||||
is a Pikachu."
|
||||
|
||||
## The decision it extends
|
||||
|
||||
No prior D-number. Extends the surf-field-move port in
|
||||
`docs/behavior-porting-notes.md` (the `IsSurfingAllowed` exact port)
|
||||
with the player-sprite swap vanilla runs alongside it.
|
||||
|
||||
## The exact API delta
|
||||
|
||||
Backward-compatible, additive-only.
|
||||
|
||||
### `field.playerSprites.surfPikachu`
|
||||
|
||||
New optional key alongside `walk`/`surf`/`bike`/`fly`, defaults to
|
||||
`SPRITE_SURFING_PIKACHU`. Guarded in `Player.new` so before extraction
|
||||
lands the ride keeps the Seel — no plain on-water Pikachu.
|
||||
|
||||
### `Player.surfPikachuSprite`
|
||||
|
||||
`Player.new` builds a second `SpriteRenderer` when the field resolves.
|
||||
`pose()` picks it when `surfing and surfingPikachu`.
|
||||
|
||||
### `Player.surfingPikachu` (runtime)
|
||||
|
||||
Runtime-only boolean (not persisted); re-derived so a party change
|
||||
between save and load is honored.
|
||||
|
||||
### `OverworldState:syncSurfingPikachu()`
|
||||
|
||||
Sets `player.surfingPikachu` from `partyKnows("SURF")`. Called at every
|
||||
surf-state toggle: trySurf, dismount, flyTo, beginTeleportOut,
|
||||
warpToHealPoint, forced-surf tile, setMap boot-restore.
|
||||
|
||||
### Importer — `SPRITE_SURFING_PIKACHU`
|
||||
|
||||
`make_yellow_manifest.py` adds `SurfingPikachuSprite` to
|
||||
`YELLOW_EXTRA_SYMBOLS`. `make_rom_manifest.py`'s `sprite_metadata()`
|
||||
gains a `surfPikachu` entry (guarded, so Red/Blue unchanged).
|
||||
`RomExtractor.extractSprites` + `build_rom_data.py` + `extract/sprites.py`
|
||||
each gain a parallel extract mirroring `RedBikeSprite`.
|
||||
|
||||
### `PaletteFX.spriteObp`
|
||||
|
||||
`SurfingPikachuSprite` joins `RedBikeSprite` in the no-bracket-index
|
||||
special case, wearing the player's OBP palette so it colors in GBC mode.
|
||||
|
||||
## Migration note for existing mods
|
||||
|
||||
**Nothing.** `surf` still defaults to `SPRITE_SEEL`; `surfPikachu`
|
||||
only resolves on a Yellow import after regeneration. No manifest or
|
||||
`mod.save` shape changes. An eligibility hook that swaps a rental
|
||||
SURF-mon still drives the sprite pick via `partyKnows`.
|
||||
|
||||
## Parity tests
|
||||
|
||||
- **No-mod** (`mod_world_tests.lua`): `surf == "SPRITE_SEEL"`,
|
||||
`surfPikachu == "SPRITE_SURFING_PIKACHU"` seeded at boot. The 19229-check
|
||||
`world & maps v2` suite stays green.
|
||||
- **Mod-API** (`parity_surfing_pikachu_sprite.lua`): `syncSurfingPikachu`
|
||||
+ `Player:pose` across four party shapes (12/12). The existing
|
||||
`parity_cinnabar_east_surf.lua` (24/24) stays green.
|
||||
|
||||
## Deprecation etiquette
|
||||
|
||||
Nothing deprecated. Additive: a new `field.playerSprites` key, a new
|
||||
runtime flag, a new engine method, a new sprite id.
|
||||
@@ -0,0 +1,244 @@
|
||||
# Build Gen1Recomp for Nintendo Switch
|
||||
|
||||
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.
|
||||
|
||||
> Releases ship `gen1recomp-*-switch.zip` (SD tree under `switch/gen1recomp/`).
|
||||
> Runtime target is pinned [love-nx](https://github.com/retronx-team/love-nx)
|
||||
> `11.5-nx1`. Player install and limitations: [switch-install.md](switch-install.md).
|
||||
|
||||
---
|
||||
|
||||
## 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 (**required for `--fused`**):
|
||||
|
||||
```sh
|
||||
sudo dkp-pacman -S switch-dev
|
||||
```
|
||||
|
||||
3. OTA launcher toolchain, **native or Docker** (either is fine):
|
||||
|
||||
```sh
|
||||
bash scripts/switch/install_devkitpro_deps.sh # native
|
||||
# or install Docker (same pin as fused builds)
|
||||
```
|
||||
|
||||
4. Ensure `DEVKITPRO` is exported (typical macOS: `/opt/devkitpro`) and
|
||||
`nacptool` / `elf2nro` are on `PATH` (or under `$DEVKITPRO/tools/bin`).
|
||||
|
||||
Fused game builds can also use Docker when native `nacptool`/`elf2nro` are absent.
|
||||
|
||||
### Native OTA launcher (included in `--fused`)
|
||||
|
||||
In-console OTA uses a **separate DEVKITPRO NRO** (not LÖVE). The LÖVE
|
||||
self-updater (`Check.lua`) is disabled on NX. Source:
|
||||
`ports/switch/ota-launcher/`. Host protocol tests (no toolchain):
|
||||
|
||||
```sh
|
||||
make -C ports/switch/ota-launcher host-test
|
||||
# or
|
||||
scripts/switch/build_ota_launcher.sh # host-test first; NRO needs DEVKITPRO/Docker
|
||||
```
|
||||
|
||||
`--fused` always builds the fused game, native OTA launcher, and dual-NRO SD
|
||||
zip. The same `*-switch.zip` is the OTA download asset. **DEVKITPRO is
|
||||
required.** OTA launcher: native packages **or** Docker. Both are supported.
|
||||
|
||||
Release-like build from repo root:
|
||||
|
||||
```sh
|
||||
scripts/build_switch.sh --fetch --fused --version X.Y.Z
|
||||
```
|
||||
|
||||
See `ports/switch/ota-launcher/README.md` and
|
||||
`scripts/switch/ota_launcher.manifest`.
|
||||
|
||||
### 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 | (none) |
|
||||
| `dkp-pacman` + `switch-dev` + OTA packages **or** Docker | `dkp-pacman -S …` |
|
||||
| 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 fused game NRO, OTA launcher NRO, and dual-NRO SD zip. **Requires DEVKITPRO** + `switch-dev`. OTA launcher: native packages 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
|
||||
|
||||
# Fused game + OTA launcher + dual-NRO SD 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` (game),
|
||||
`gen1recomp-<ver>-launcher.nro`, `gen1recomp-<ver>-game.nro`,
|
||||
`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 main 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 **main** 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 CI never runs fused. Fork PRs into the main repo 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 **DEVKITPRO** installed and exported.
|
||||
`--fused` preflight fails early with setup steps if it is missing.
|
||||
|
||||
**One-time setup on the runner** (if not already present):
|
||||
|
||||
```sh
|
||||
# devkitPro pacman installer from https://devkitpro.org/wiki/devkitPro_pacman
|
||||
sudo dkp-pacman -S switch-dev
|
||||
export DEVKITPRO=/opt/devkitpro
|
||||
export PATH="$DEVKITPRO/tools/bin:$PATH"
|
||||
|
||||
# OTA launcher: pick one
|
||||
bash scripts/switch/install_devkitpro_deps.sh # native
|
||||
# or ensure Docker is installed (same pin as fused builds)
|
||||
```
|
||||
|
||||
CI and release still run `scripts/build_switch.sh --fetch --fused`. Preflight
|
||||
requires DEVKITPRO and either native OTA packages or Docker. Without all of
|
||||
that, the job fails with the setup steps above. Scripts never auto-run
|
||||
`dkp-pacman -S` during CI.
|
||||
|
||||
---
|
||||
|
||||
## 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).
|
||||
@@ -0,0 +1,204 @@
|
||||
# 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.
|
||||
|
||||
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 # native OTA launcher (hbmenu entry)
|
||||
sdmc:/switch/gen1recomp/gen1recomp-game.nro # fused LÖVE game
|
||||
sdmc:/switch/gen1recomp/version.txt
|
||||
sdmc:/switch/gen1recomp/pokemon-love2d/imports/
|
||||
sdmc:/switch/gen1recomp/pokemon-love2d/imports/mods/
|
||||
sdmc:/switch/gen1recomp/pokemon-love2d/imports/saves/...
|
||||
```
|
||||
|
||||
Older single-NRO zips only had `gen1recomp.nro` (the fused game). Current
|
||||
releases use the dual-NRO layout above. Open `gen1recomp` in hbmenu (the
|
||||
launcher).
|
||||
|
||||
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
|
||||
|
||||
#### Native OTA launcher (in-console)
|
||||
|
||||
Switch OTA runs in a separate **native launcher NRO** (libnx + curl), not the
|
||||
LÖVE self-updater (`src/update/Check.lua`). hbmenu opens `gen1recomp.nro`.
|
||||
|
||||
When a newer release exists, the launcher downloads the same install zip
|
||||
(`gen1recomp-*-switch.zip`), checks SHA-256 against `sha256sums.txt`, replaces
|
||||
both `gen1recomp-game.nro` and `gen1recomp.nro` (keeps NACP version in sync
|
||||
for hbmenu and Sphaira), then loads the game with `envSetNextLoad`.
|
||||
|
||||
If you are up to date or offline, it skips straight to the game with no
|
||||
prompt. If an update is available, you get a short prompt styled like the
|
||||
in-game launcher: black background, RGB rail, logo, A/B buttons. Saves under
|
||||
`pokemon-love2d/` are not touched. See `src/update/SwitchOta.lua` for the
|
||||
wire format.
|
||||
|
||||
The LÖVE self-updater stays **disabled** on NX (`networkValidated == false`).
|
||||
|
||||
**Sphaira forwarder (HOME shortcut):** Sphaira copies name/version/icon into
|
||||
the installed forwarder at creation time. After an OTA (or zip) update, the
|
||||
`.nro` on the microSD already has the new version, but the HOME shortcut
|
||||
keeps the old badge until you **reinstall the forwarder once** in Sphaira
|
||||
(Install Forwarder again on `gen1recomp.nro`). Browsing the NRO in Sphaira /
|
||||
hbmenu always shows the live file version.
|
||||
|
||||
#### Manual zip (fallback)
|
||||
|
||||
Use the **same** extract/merge of `gen1recomp-*-switch.zip`. It replaces the
|
||||
NROs (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 game's 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 game's inbox under the save dir
|
||||
([switch-transfer.md](switch-transfer.md)).
|
||||
2. With the game's ROM already imported, open **that game's 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 game's **`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. See [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`.
|
||||
|
||||
## Limitations
|
||||
|
||||
- You need homebrew (custom firmware, hbmenu). This project does not set that
|
||||
up.
|
||||
- Launch with title override (hold **R** on a title). Applet Mode (Album) is
|
||||
not supported. The game needs full memory.
|
||||
- ROMs, mods, and saves are copied manually via MTP, direct SD, or FTP. There
|
||||
is no automated deploy.
|
||||
- Updates use the native OTA launcher only. The LÖVE self-updater and remote
|
||||
**FIND MODS** stay off on Switch.
|
||||
- Tested on Switch OLED. Switch V1 / Erista boot confirmed by the community.
|
||||
Other models may work but are less tested.
|
||||
|
||||
## 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).
|
||||
@@ -0,0 +1,165 @@
|
||||
# Switch file transfer (MTP / SD / FTP)
|
||||
|
||||
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 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).
|
||||
|
||||
> **Not supported yet:** `nxlink` / hbmenu netloader automation. Useful later
|
||||
> for a fast contrib rebuild loop; deferred (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 game's 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.
|
||||
|
||||
---
|
||||
|
||||
## Transfer 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 a documented example for
|
||||
macOS, not a Mac-only requirement.
|
||||
|
||||
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 distro's 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 manager's 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
|
||||
**DBI's 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)
|
||||
@@ -1,65 +0,0 @@
|
||||
# Tiled map editing (mod authoring)
|
||||
|
||||
`tools/tiled_export.py` turns the imported ROM cache into a
|
||||
[Tiled](https://www.mapeditor.org) workspace, so maps can be edited in a
|
||||
real map editor and exported back out as a mod. The original had no map
|
||||
editor at all; the port's own map data is plain Lua, which is what makes
|
||||
this a data path rather than an asset path.
|
||||
|
||||
Editing is done in our own Tiled build,
|
||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
||||
which ships the `gen1-mod-export` extension the workspace relies on. Grab it
|
||||
from that repo's releases; upstream Tiled opens the workspace but cannot
|
||||
export a mod out of it.
|
||||
|
||||
```sh
|
||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
||||
```
|
||||
|
||||
Then open `build/tiled/gen1.tiled-project` in that build of Tiled.
|
||||
|
||||
- **The overworld is one surface.** All 222 maps become `maps/*.tmj`, and
|
||||
`kanto.world` places the 36 connected overworld maps at their real
|
||||
connection offsets. That world is pre-loaded (seeded into the workspace's
|
||||
Tiled session), so opening any one overworld map draws its neighbors around
|
||||
it and you scroll and edit straight across the seams. Everything else is a
|
||||
double-click away in Tiled's project panel.
|
||||
- **Extending Kanto wires both ends.** A connection lives on both maps, so
|
||||
hooking a new map onto a base map also emits the return connection as a
|
||||
patch on that base map, keeping its other directions intact. The return
|
||||
offset is derived, not guessed: all 78 vanilla reciprocal pairs satisfy
|
||||
`back.offset == -offset`.
|
||||
- **A Tiled tile is a gen1 block.** Each of the 24 tilesets becomes a Tiled
|
||||
tileset whose tiles are its 32x32 blocks, composited from the 8x8 sheet,
|
||||
so a tile layer *is* the map's `blocks` array. Warps, signs and objects
|
||||
sit on the 16px cell grid in object layers, which is the grid the engine
|
||||
addresses them on.
|
||||
- **Collision is visible.** View > Show Tile Collision Shapes draws the real
|
||||
walkability: a rectangle covers each cell whose feet tile is not in the
|
||||
tileset's `walkable` list, which is the rule `src/world/Map.lua` applies.
|
||||
- **Maps are shown in their real colors.** Each map is atlased in the SGB
|
||||
palette it renders with, so Cerulean is blue and Lavender is purple in the
|
||||
editor exactly as in game. Vanilla resolves that through a cascade with
|
||||
interiors inheriting the last outdoor map, so the workspace mirrors the
|
||||
cascade and walks the warp graph to colour interiors. Changing a map's
|
||||
`palette` exports `palette = "..."` on the record, which beats the cascade,
|
||||
and the editor offers the real palette names as a dropdown.
|
||||
- **New blocks and new tilesets.** `blocksets/*.tmj` show a tileset's blocks
|
||||
as raw 8x8 tiles, four by four, so new blocks can be composed there;
|
||||
per-tile flags on `tilesets/tiles_*.tsj` become `walkable`, `waterTiles`,
|
||||
`doorTiles` and the rest.
|
||||
- **Export is a diff, not a fork of the data.** The `gen1-mod-export`
|
||||
extension (shipped in `tiled_gen1recomp`) writes either one map file or a whole
|
||||
loadable mod folder. An edited vanilla map diffs against the imported data
|
||||
and emits `mod.content.maps:patch` carrying *only* the fields that moved, so
|
||||
a mod covers the parts it changes and leaves the rest to the base game; a
|
||||
new map gets `:register` at an index of 1000 or above. An unchanged map
|
||||
exports nothing at all. Exports pass `tools/modkit.py validate` and `lint`.
|
||||
- **Or the whole record, on request.** Ticking `exactExport` on a map switches
|
||||
it to `mod.content.maps:override`, pinning the map to exactly what the
|
||||
editor shows. It is off by default because an override wins outright over
|
||||
any other mod patching that map, where a patch composes.
|
||||
|
||||
No ROM-derived art travels into an exported mod: a tileset still drawing on
|
||||
the player's own imported sheet references that path rather than shipping the
|
||||
pixels, and only a sheet the author supplied is copied in.
|
||||
@@ -26,7 +26,7 @@ JSON parsing, and sha256 verification run on a background `love.thread`
|
||||
|
||||
## Version.lua fields
|
||||
|
||||
`src/core/Version.lua` carries three fields the updater reads directly (the
|
||||
`src/core/Version.lua` carries four fields the updater reads directly (the
|
||||
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
|
||||
untouched):
|
||||
|
||||
@@ -37,6 +37,11 @@ untouched):
|
||||
as a valid payload to chainload).
|
||||
- `shell` - the native-shell contract this build's fused executable
|
||||
implements.
|
||||
- `payloadHost` - the native host family an in-place payload targets. Ordinary
|
||||
LÖVE packages use `"love"`. A specialized native package uses a distinct,
|
||||
stable identifier and accepts only payloads carrying that same identifier.
|
||||
A missing field defaults to `"love"`, preserving compatibility with payloads
|
||||
released before this field existed.
|
||||
- `minShell` - the lowest shell contract required to *run* this payload.
|
||||
|
||||
Bump `minShell` only when a payload needs something the currently-shipped
|
||||
@@ -49,6 +54,12 @@ rather than deleting it, in case a future shell upgrade can run it, and
|
||||
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
|
||||
that is exactly the case the updater exists to avoid a reinstall for.
|
||||
|
||||
Change `payloadHost` only when the packaged Lua depends on a different native
|
||||
host family. This is separate from `minShell`: the host name answers *which*
|
||||
native integration the payload targets, while the shell number answers *which
|
||||
revision* of that integration it requires. A mismatched-host payload is never
|
||||
mounted or deleted as stale; the launcher directs the player to a full package.
|
||||
|
||||
## Release assets
|
||||
|
||||
Each tagged release `vX.Y.Z` carries the existing per-platform archives
|
||||
@@ -115,12 +126,25 @@ bundled game, in that case.
|
||||
already driving the frame. A payload that must change `love.run` itself
|
||||
needs a `minShell` bump so an older shell refuses to chainload it rather
|
||||
than running with half its intended behavior.
|
||||
- **Android has no in-app download transport yet.** `check_worker.lua`
|
||||
shells out to curl for both the release check and the download; curl is
|
||||
absent on Android, so `Check` degrades to `status = "error"` there (the
|
||||
launcher UI hides on that status) and the player is directed to the
|
||||
releases page via `Check.releaseUrl()` instead.
|
||||
- **Android and iOS use the native download bridge, not curl.** Neither
|
||||
platform ships curl, so the old `check_worker.lua` path (shell out to curl)
|
||||
always landed on `error` and the launcher chip's "Check for updates" tap
|
||||
was a no-op. The worker now talks through `HostShell`, the same transport
|
||||
as the mod catalog: curl on desktop, `love.system.httpDownload` on mobile.
|
||||
On Android that is the GameActivity JNI/`HttpsURLConnection` bridge; on
|
||||
iOS it is `GRPickerBridge.httpDownload` (`URLSession`). A fused sideloaded
|
||||
APK or IPA can therefore check GitHub and fetch the `.love` payload
|
||||
in-app. If neither transport exists, the worker reports `needs_full` and
|
||||
the launcher chip opens `Check.releaseUrl()`. Native package-only changes
|
||||
still need a full reinstall (`minShell` / `payloadHost` gate →
|
||||
`needs_full`). Applying a downloaded payload on Android relaunches via
|
||||
`love.system.restartApp`; iOS still uses in-process `quit("restart")`.
|
||||
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
|
||||
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
|
||||
`"0.0.0-dev"` placeholder that always reports up to date, so a source
|
||||
checkout is always "the game" itself; updating it means pulling the repo.
|
||||
- **Nintendo Switch does not use this LÖVE self-updater.** On NX,
|
||||
`Platform.networkValidated()` is `false`, so `Boot.run` / `Check` never
|
||||
download `.love` payloads. In-console OTA uses the **native OTA launcher**
|
||||
(DEVKITPRO), documented in [switch-install.md](switch-install.md). Wire
|
||||
format: `src/update/SwitchOta.lua`. Manual zip install remains the fallback.
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
#!/usr/bin/env bash
|
||||
# After first boot of a compatible Linux ARM handheld (or when PortMaster is installed), reinsert the
|
||||
# SD card and run this to install gen1recomp-sbc + Red/Blue ROMs into Roms/PORTS.
|
||||
set -euo pipefail
|
||||
|
||||
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||
STAGE="$ROOT/.bazinga/work/linux-arm-sbc-install"
|
||||
DECPREP="${DECPREP:-$ROOT/../decprep}"
|
||||
ZIP="$ROOT/dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip"
|
||||
|
||||
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||
|
||||
# Find a mounted handheld userdata volume with a ROMs or Apps directory.
|
||||
find_roms_root() {
|
||||
local v candidate
|
||||
for v in /Volumes/*; do
|
||||
[ -d "$v" ] || continue
|
||||
# Prefer a volume that already has Roms/ or Apps/
|
||||
if [ -d "$v/Roms" ] || [ -d "$v/roms" ] || [ -d "$v/PORTS" ] || [ -d "$v/ports" ] || [ -d "$v/Apps" ]; then
|
||||
echo "$v"
|
||||
return 0
|
||||
fi
|
||||
done
|
||||
# Fallback: common removable-volume labels
|
||||
for v in /Volumes/SDCARD /Volumes/sdcard /Volumes/NO\ NAME /Volumes/ROMS; do
|
||||
if [ -d "$v" ]; then
|
||||
echo "$v"
|
||||
return 0
|
||||
fi
|
||||
done
|
||||
return 1
|
||||
}
|
||||
|
||||
say "looking for handheld SD volume"
|
||||
ROMS_ROOT="$(find_roms_root)" || fail "no SD volume mounted. boot the handheld once, power it off, reinsert the SD, then rerun."
|
||||
|
||||
say "using: $ROMS_ROOT"
|
||||
# Resolve the device PortMaster ports directory
|
||||
if [ -d "$ROMS_ROOT/Roms/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||
elif [ -d "$ROMS_ROOT/roms/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/roms/PORTS"
|
||||
elif [ -d "$ROMS_ROOT/Roms/ports" ]; then
|
||||
PORTS="$ROMS_ROOT/Roms/ports"
|
||||
elif [ -d "$ROMS_ROOT/PORTS" ]; then
|
||||
PORTS="$ROMS_ROOT/PORTS"
|
||||
else
|
||||
mkdir -p "$ROMS_ROOT/Roms/PORTS"
|
||||
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||
fi
|
||||
say "PORTS: $PORTS"
|
||||
|
||||
# Refresh staged payload
|
||||
mkdir -p "$STAGE/PORTS"
|
||||
if [ -f "$ZIP" ]; then
|
||||
rm -rf "$STAGE/PORTS/gen1recomp-sbc.sh" "$STAGE/PORTS/gen1recomp-sbc" "$STAGE/PORTS/port.json" \
|
||||
"$STAGE/PORTS/gameinfo.xml" "$STAGE/PORTS/README.md"
|
||||
unzip -q -o "$ZIP" -d "$STAGE/PORTS"
|
||||
else
|
||||
fail "missing $ZIP — run ./build-linux-arm-sbc.sh first"
|
||||
fi
|
||||
|
||||
# Ensure ROMs are in lovegame (Choose ROM scans this folder on minimal images)
|
||||
[ -f "$DECPREP/Pokemon - Red Version.gb" ] || fail "missing Red ROM in $DECPREP"
|
||||
[ -f "$DECPREP/Pokemon - Blue Version.gb" ] || fail "missing Blue ROM in $DECPREP"
|
||||
cp -f "$DECPREP/Pokemon - Red Version.gb" "$STAGE/PORTS/gen1recomp-sbc/lovegame/"
|
||||
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$STAGE/PORTS/gen1recomp-sbc/lovegame/"
|
||||
|
||||
say "copying gen1recomp port"
|
||||
rm -rf "$PORTS/gen1recomp-sbc" "$PORTS/gen1recomp-sbc.sh"
|
||||
cp -R "$STAGE/PORTS/gen1recomp-sbc" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/gen1recomp-sbc.sh" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/port.json" "$PORTS/"
|
||||
cp -f "$STAGE/PORTS/README.md" "$PORTS/"
|
||||
chmod +x "$PORTS/gen1recomp-sbc.sh" "$PORTS/gen1recomp-sbc/bin/love.aarch64"
|
||||
|
||||
# Also drop carts in the stock GB folder for the emulator library
|
||||
GB_DIR=""
|
||||
for candidate in "$ROMS_ROOT/Roms/GB" "$ROMS_ROOT/roms/GB" "$ROMS_ROOT/Roms/gb"; do
|
||||
if [ -d "$candidate" ]; then GB_DIR="$candidate"; break; fi
|
||||
done
|
||||
if [ -n "$GB_DIR" ]; then
|
||||
say "copying .gb into $GB_DIR"
|
||||
cp -f "$DECPREP/Pokemon - Red Version.gb" "$GB_DIR/"
|
||||
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$GB_DIR/"
|
||||
fi
|
||||
|
||||
sync
|
||||
say "installed:"
|
||||
ls -lh "$PORTS/gen1recomp-sbc.sh"
|
||||
ls -lh "$PORTS/gen1recomp-sbc/lovegame/"*.gb
|
||||
say "eject the SD, insert it in the handheld, open Ports → gen1recomp-sbc, Choose ROM."
|
||||
@@ -10,8 +10,43 @@
|
||||
|
||||
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")
|
||||
local PlatformHooks = require("src.core.PlatformHooks")
|
||||
local HostDisplay = require("src.core.HostDisplay")
|
||||
|
||||
-- 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
|
||||
|
||||
-- #887: quit-to-launcher state, shared by love.load and love.quit (both need
|
||||
-- it, so it is declared here rather than next to love.quit).
|
||||
-- * launchedIntoGame -- a --game / POKEPORT_GAME shortcut booted this
|
||||
-- session straight into a game, so there is no launcher behind it and a
|
||||
-- window close must exit. Restarting instead re-read the same shortcut
|
||||
-- and came right back into the game, and the next close did it again:
|
||||
-- the app could not be closed at all (macOS feels this worst, where the
|
||||
-- red X, Cmd+Q and the Dock's Quit are all the same quit event).
|
||||
-- * RELAUNCH_MARKER -- written in the save dir just before the #785
|
||||
-- restart, so the fresh boot ignores any boot-straight-into-a-game
|
||||
-- option exactly once and keeps #785's promise of landing in the
|
||||
-- launcher, whatever put the game on screen this time.
|
||||
local launchedIntoGame = false
|
||||
local RELAUNCH_MARKER = "relaunch_to_launcher.txt"
|
||||
|
||||
local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
|
||||
local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
|
||||
-- coroutine that receives `Game` and yields once per
|
||||
@@ -88,14 +123,15 @@ end
|
||||
-- mounted before the editor's Data:load runs, or a Blue save would be edited
|
||||
-- against Red's species/item tables.
|
||||
local function openEditor(version, slotId)
|
||||
local function refuse(text)
|
||||
if not Importer then return end
|
||||
Importer.saveNotice = Importer.saveNotice or {}
|
||||
Importer.saveNotice[version] = { ok = false, text = text }
|
||||
end
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local path = SaveData.slotDiskPath(version, slotId)
|
||||
if not path then
|
||||
if Importer then
|
||||
Importer.saveNotice = Importer.saveNotice or {}
|
||||
Importer.saveNotice[version] =
|
||||
{ ok = false, text = "Could not resolve that save slot on disk." }
|
||||
end
|
||||
refuse("Could not resolve that save slot on disk.")
|
||||
return
|
||||
end
|
||||
local GameVersion = require("src.core.GameVersion")
|
||||
@@ -103,13 +139,53 @@ 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()
|
||||
addEditorRequirePath()
|
||||
EditorApp = require("App")
|
||||
EditorApp.load(path, { version = version, slotId = slotId, embedded = true,
|
||||
onClose = function() closeEditor() end })
|
||||
local okReq, appOrErr = pcall(require, "App")
|
||||
if not okReq then
|
||||
editorMode = false
|
||||
if version then
|
||||
require("src.import.CacheFs").unmountVersion(version)
|
||||
end
|
||||
restoreWindow()
|
||||
Importer = editorHost
|
||||
editorHost = nil
|
||||
editorVersion = nil
|
||||
if Importer and Importer.resumeAfterOverlay then
|
||||
Importer:resumeAfterOverlay()
|
||||
end
|
||||
refuse("Could not open the save editor (" .. tostring(appOrErr) .. ").")
|
||||
return
|
||||
end
|
||||
EditorApp = appOrErr
|
||||
local okLoad, loadErr = pcall(EditorApp.load, path, {
|
||||
version = version, slotId = slotId, embedded = true,
|
||||
onClose = function() closeEditor() end,
|
||||
})
|
||||
if not okLoad then
|
||||
editorMode = false
|
||||
if EditorApp.unload then pcall(EditorApp.unload) end
|
||||
EditorApp = nil
|
||||
if version then
|
||||
require("src.import.CacheFs").unmountVersion(version)
|
||||
require("src.core.Data"):unloadGenerated()
|
||||
end
|
||||
restoreWindow()
|
||||
Importer = editorHost
|
||||
editorHost = nil
|
||||
editorVersion = nil
|
||||
if Importer and Importer.resumeAfterOverlay then
|
||||
Importer:resumeAfterOverlay()
|
||||
end
|
||||
refuse("Could not open the save editor (" .. tostring(loadErr) .. ").")
|
||||
end
|
||||
end
|
||||
|
||||
-- Back to the launcher. Everything the editor mounted or cached has to come
|
||||
@@ -125,10 +201,18 @@ function closeEditor()
|
||||
require("src.import.CacheFs").unmountVersion(version)
|
||||
require("src.core.Data"):unloadGenerated()
|
||||
end
|
||||
for k in pairs(package.loaded) do
|
||||
if type(k) == "string" and (k:find("save%-editor") or k == "App" or k == "Kit" or k == "State" or k == "Catalog" or k == "SaveIO" or k == "Ops" or k == "MonOps" or k == "ItemOps" or k == "PadInput" or k == "Gen" or k == "Theme") then
|
||||
package.loaded[k] = nil
|
||||
end
|
||||
end
|
||||
editorVersion = nil
|
||||
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
|
||||
@@ -140,11 +224,19 @@ end
|
||||
local touchEditorHost
|
||||
local closeTouchControlsEditor -- forward declaration
|
||||
|
||||
local function openTouchControlsEditor()
|
||||
-- `version` is the launcher tab the gear was opened on, and it decides which
|
||||
-- option block the layout lands in (src/ui/TouchControlsEditor.lua persist).
|
||||
local function openTouchControlsEditor(version)
|
||||
touchEditorHost = Importer
|
||||
if Importer and Importer.prepareOverlayHandoff then
|
||||
Importer:prepareOverlayHandoff()
|
||||
end
|
||||
Importer = nil
|
||||
TouchEditor = require("src.ui.TouchControlsEditor")
|
||||
TouchEditor.load({ onClose = function() closeTouchControlsEditor() end })
|
||||
TouchEditor.load({
|
||||
version = version,
|
||||
onClose = function() closeTouchControlsEditor() end,
|
||||
})
|
||||
end
|
||||
|
||||
function closeTouchControlsEditor()
|
||||
@@ -152,25 +244,47 @@ function closeTouchControlsEditor()
|
||||
TouchEditor = nil
|
||||
Importer = touchEditorHost
|
||||
touchEditorHost = nil
|
||||
if Importer and Importer.resumeAfterOverlay then
|
||||
Importer:resumeAfterOverlay()
|
||||
end
|
||||
end
|
||||
|
||||
local function bootGame(version)
|
||||
-- The launcher hands us the chosen game (Red / Blue / Yellow); scripted and
|
||||
-- headless runs fall back to POKEPORT_VERSION, then Red. Set the active
|
||||
-- version and overlay its extracted cache BEFORE anything requires generated
|
||||
-- data, so data/generated + assets/generated resolve to that version's files.
|
||||
-- The launcher hands us the chosen game (Red / Blue / Yellow / Gold);
|
||||
-- scripted and headless runs fall back to POKEPORT_VERSION, then Red.
|
||||
-- Set the active version and overlay its extracted cache BEFORE anything
|
||||
-- requires generated 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/Gold caches live under blue/ / yellow/ / gold/).
|
||||
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(
|
||||
GameVersion.info().displayName .. " (Gen 1 Recompilation Project)"))
|
||||
end
|
||||
Game = require("src.core.Game")
|
||||
Game:load()
|
||||
if os.getenv("POKEPORT_AUTOPILOT") then
|
||||
autopilot = require("tests.autopilot")
|
||||
-- Gold: Gen 1 Game:load cannot consume a Gen 2 cache -- different generated
|
||||
-- tables, save shape and screen registry -- so Gold boots its own service
|
||||
-- owner, which mounts src/world/gen2 (walk / warps / connections) and the
|
||||
-- Gen 2 screens instead of src/core/Game.lua's Gen 1 wiring.
|
||||
if GameVersion.isGold() then
|
||||
Game = require("src.core.Game2").new()
|
||||
Game:load()
|
||||
else
|
||||
Game = require("src.core.Game")
|
||||
Game:load()
|
||||
if os.getenv("POKEPORT_AUTOPILOT") then
|
||||
autopilot = require("tests.autopilot")
|
||||
end
|
||||
end
|
||||
local driverPath = os.getenv("POKEPORT_DRIVER")
|
||||
if driverPath then
|
||||
@@ -189,6 +303,18 @@ function love.load(args)
|
||||
-- of each flashing their own cmd.exe window (#606). No-op elsewhere.
|
||||
require("src.core.HostShell").hideHostConsole()
|
||||
|
||||
-- Hang gen1tls on love.system before mods boot. Android already has tls*
|
||||
-- from JNI; this is the desktop half. No DLL / no FFI is fine -- ws://
|
||||
-- rooms still work, wss:// just won't.
|
||||
pcall(function() require("src.net.Gen1Tls").install() end)
|
||||
|
||||
-- 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).
|
||||
@@ -208,6 +334,16 @@ 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
|
||||
@@ -226,9 +362,12 @@ function love.load(args)
|
||||
local RomImporter = require("src.import.RomImporter")
|
||||
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
|
||||
local importPath = os.getenv("POKEPORT_IMPORT_ROM")
|
||||
-- Scripted / headless runs pick their game from POKEPORT_VERSION (default
|
||||
-- Red); the launcher's per-column choice does not apply to them.
|
||||
local scriptedVersion = os.getenv("POKEPORT_VERSION") or "red"
|
||||
-- Scripted / headless runs pick their game from POKEPORT_VERSION, then
|
||||
-- POKEPORT_GAME / --game= (LaunchOptions), then Red. Drivers for Gold
|
||||
-- must honor POKEPORT_GAME=gold the same way a desktop shortcut does.
|
||||
local scriptedVersion = os.getenv("POKEPORT_VERSION")
|
||||
or LaunchOptions.resolve(arg)
|
||||
or "red"
|
||||
local ready = RomImporter.isReady(scriptedVersion)
|
||||
-- Scripted / headless runs have to reach the game with no human pressing
|
||||
-- Play: an autopilot, a frame driver, an import-only build step, or an
|
||||
@@ -256,11 +395,53 @@ function love.load(args)
|
||||
return
|
||||
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
|
||||
-- SHA-1 (GameVersion.forSha1); pressing Play boots that game. Edit on a
|
||||
-- save row opens the bundled editor on that slot (openEditor).
|
||||
-- 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|gold (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.
|
||||
-- A window close that restarted us into the launcher (#785) leaves the
|
||||
-- marker behind: consume it and stay on the launcher, or the shortcut below
|
||||
-- would boot the same game again and that close would restart again,
|
||||
-- forever (#887). Consumed on read, so the very next launch is normal.
|
||||
local relaunched = love.filesystem.getInfo(RELAUNCH_MARKER) ~= nil
|
||||
if relaunched then pcall(love.filesystem.remove, RELAUNCH_MARKER) end
|
||||
|
||||
local launchGame, launchSlot = LaunchOptions.resolve(arg)
|
||||
if launchGame and not relaunched and not LaunchOptions.forceLauncher(arg) then
|
||||
if RomImporter.isReady(launchGame) then
|
||||
if launchSlot then LaunchOptions.selectSlot(launchGame, launchSlot) end
|
||||
-- No launcher behind this session: love.quit must exit, not restart.
|
||||
launchedIntoGame = true
|
||||
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, Yellow, and Gold 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/.gbc is routed
|
||||
-- by its SHA-1 (GameVersion.forSha1); pressing Play boots that game (Gold
|
||||
-- goes to its own service owner, src/core/Game2.lua -- docs/gold-phase1.md).
|
||||
-- Edit on a save row opens the bundled editor on that slot (openEditor).
|
||||
Importer = RomImporter.new(function(version)
|
||||
Importer = nil
|
||||
bootGame(version)
|
||||
@@ -273,6 +454,10 @@ function love.load(args)
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
HostDisplay.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
|
||||
@@ -309,14 +494,35 @@ function love.update(dt)
|
||||
end
|
||||
return
|
||||
end
|
||||
Game:update(dt)
|
||||
-- Mods may wrap or veto the per-frame simulation step (pause it, react
|
||||
-- to external platform state, etc.) -- see docs/modding.md's core.update
|
||||
-- entry. Vanilla behavior (used when no mod claims the hook) is just
|
||||
-- Game:update(dt), unconditionally, exactly as before this hook existed.
|
||||
PlatformHooks.update(Game, dt)
|
||||
end
|
||||
|
||||
function love.draw()
|
||||
if editorMode then return EditorApp.draw() end
|
||||
if TouchEditor then return TouchEditor.draw() end
|
||||
if Importer then return Importer:draw() end
|
||||
if editorMode then
|
||||
HostDisplay.beginFrame("editor", EditorApp)
|
||||
local result = EditorApp.draw()
|
||||
HostDisplay.endFrame("editor", EditorApp)
|
||||
return result
|
||||
end
|
||||
if TouchEditor then
|
||||
HostDisplay.beginFrame("touch_editor", TouchEditor)
|
||||
local result = TouchEditor.draw()
|
||||
HostDisplay.endFrame("touch_editor", TouchEditor)
|
||||
return result
|
||||
end
|
||||
if Importer then
|
||||
HostDisplay.beginFrame("launcher", Importer)
|
||||
local result = Importer:draw()
|
||||
HostDisplay.endFrame("launcher", Importer)
|
||||
return result
|
||||
end
|
||||
if not Game then return end
|
||||
|
||||
HostDisplay.beginFrame("game", Game)
|
||||
Game:draw()
|
||||
-- frame capture requested by a driver
|
||||
if Game.capturePath then
|
||||
@@ -331,6 +537,7 @@ function love.draw()
|
||||
end
|
||||
end)
|
||||
end
|
||||
HostDisplay.endFrame("game", Game)
|
||||
end
|
||||
|
||||
function love.keypressed(key, scancode, isrepeat)
|
||||
@@ -347,48 +554,140 @@ 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)
|
||||
@@ -400,6 +699,7 @@ 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
|
||||
@@ -409,12 +709,29 @@ 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.
|
||||
@@ -422,18 +739,12 @@ 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)
|
||||
@@ -442,8 +753,10 @@ 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)
|
||||
@@ -452,8 +765,10 @@ 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)
|
||||
@@ -466,7 +781,33 @@ function love.wheelmoved(x, y)
|
||||
Game:wheelmoved(x, y)
|
||||
end
|
||||
|
||||
-- #781: Linux X11 multi-monitor with the primary display away from desktop
|
||||
-- (0,0): SDL's polled mouse state can come back in desktop-virtual
|
||||
-- coordinates while the event stream stays window-relative, which strands
|
||||
-- every polled consumer (launcher Kit rising-edge clicks, the pad-cursor
|
||||
-- motion yield, PadCursor) on coordinates no hit test can match. Sanitize
|
||||
-- the poll once here: remember the last window-relative event coordinates
|
||||
-- and substitute them whenever the polled value falls outside the window.
|
||||
-- Linux only -- macOS / Windows / mobile keep the stock function, and the
|
||||
-- NX launcher shim still composes because it captures whatever
|
||||
-- love.mouse.getPosition is at bridge time (_ensureNxPointerBridge).
|
||||
local eventMouseX, eventMouseY
|
||||
if love.system and love.system.getOS() == "Linux"
|
||||
and love.mouse and love.mouse.getPosition then
|
||||
local polledGetPosition = love.mouse.getPosition
|
||||
love.mouse.getPosition = function()
|
||||
local x, y = polledGetPosition()
|
||||
local w, h = love.graphics.getDimensions()
|
||||
if x < 0 or y < 0 or x > w or y > h then
|
||||
if eventMouseX then return eventMouseX, eventMouseY end
|
||||
return math.max(0, math.min(x, w)), math.max(0, math.min(y, h))
|
||||
end
|
||||
return x, y
|
||||
end
|
||||
end
|
||||
|
||||
function love.mousepressed(x, y, button, istouch)
|
||||
if not istouch then eventMouseX, eventMouseY = x, y end
|
||||
if TouchEditor then
|
||||
-- Android primary touch already arrived via love.touchpressed; a second
|
||||
-- mouse path would double-fire Done / begin a second drag.
|
||||
@@ -474,32 +815,35 @@ 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)
|
||||
@@ -508,20 +852,25 @@ 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 not istouch then eventMouseX, eventMouseY = x, y end
|
||||
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)
|
||||
@@ -532,9 +881,51 @@ 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
|
||||
-- true blocks the quit (unsaved-changes prompt). A quit that proceeds
|
||||
-- must fall through to the worker shutdowns below instead of returning:
|
||||
-- the bundled editor opens from a live launcher whose update-check and
|
||||
-- fetch-pool workers are still parked in Channel:demand(), and returning
|
||||
-- here skipped their "quit" push, so the process outlived the closed
|
||||
-- window and kept the install folder locked on Windows (#727).
|
||||
if EditorApp.quit() then return true end
|
||||
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")
|
||||
-- #887: a shortcut session (--game / POKEPORT_GAME) has no launcher to go
|
||||
-- back to and the restart would re-read the shortcut, so it exits instead.
|
||||
--
|
||||
-- A platform launcher that owns "return to launcher" itself (see
|
||||
-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
|
||||
-- this Lua launcher via that hook. Vanilla behavior (used when no mod
|
||||
-- claims the hook) is exactly the condition below.
|
||||
local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
|
||||
return Game and not Importer and not quitToLauncher and not scripted
|
||||
and not launchedIntoGame
|
||||
end)
|
||||
if wouldReturnToLauncher then
|
||||
quitToLauncher = true
|
||||
-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
|
||||
-- once, so the restart really does land in the launcher (#887). A failed
|
||||
-- write only costs that suppression, so it must never block the restart.
|
||||
pcall(love.filesystem.write, RELAUNCH_MARKER, "1")
|
||||
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()
|
||||
@@ -549,6 +940,12 @@ 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)
|
||||
|
||||
@@ -108,7 +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,
|
||||
|
||||
|
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 8.9 KiB |
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 27 KiB |
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 42 KiB |
@@ -23,6 +23,7 @@
|
||||
#ifdef LOVE_ANDROID
|
||||
|
||||
#include <cerrno>
|
||||
#include <cstring>
|
||||
#include <unordered_map>
|
||||
|
||||
#include <SDL.h>
|
||||
@@ -37,6 +38,13 @@
|
||||
|
||||
#include "filesystem/physfs/PhysfsIo.h"
|
||||
|
||||
// #604 / #839: the SAF bridges below must hand GameActivity the exact
|
||||
// directory physfs mounted as the save dir -- the same contract the iOS
|
||||
// GRPickerBridge already gets (mobile/ios/patch_love_src.py,
|
||||
// gr_saveDirectory) -- instead of letting Java recompute the root on its
|
||||
// own, which can name a different volume on merged / adopted-SD storage.
|
||||
#include "filesystem/Filesystem.h"
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace android
|
||||
@@ -183,6 +191,19 @@ void vibrate(double seconds)
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
// The directory physfs actually mounted as the save dir, or "" before the
|
||||
// filesystem module is up. GameActivity must copy SAF picks HERE: its own
|
||||
// getExternalFilesDir(null) recomputation can disagree with the mounted
|
||||
// root on merged / adopted-SD storage (#604, #839).
|
||||
static const char *bridgeSaveDirectory()
|
||||
{
|
||||
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
|
||||
if (fs == nullptr)
|
||||
return "";
|
||||
const char *dir = fs->getSaveDirectory();
|
||||
return dir != nullptr ? dir : "";
|
||||
}
|
||||
|
||||
bool showFilePicker(const char *destFilename)
|
||||
{
|
||||
if (destFilename == nullptr || destFilename[0] == '\0')
|
||||
@@ -192,9 +213,11 @@ bool showFilePicker(const char *destFilename)
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "showFilePicker",
|
||||
"(Ljava/lang/String;)Z");
|
||||
"(Ljava/lang/String;Ljava/lang/String;)Z");
|
||||
jstring jname = env->NewStringUTF(destFilename);
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
|
||||
jstring jsavedir = env->NewStringUTF(bridgeSaveDirectory());
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jname, jsavedir);
|
||||
env->DeleteLocalRef(jsavedir);
|
||||
env->DeleteLocalRef(jname);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
@@ -210,9 +233,11 @@ bool showCreateDocument(const char *suggestedName)
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "showCreateDocument",
|
||||
"(Ljava/lang/String;)Z");
|
||||
"(Ljava/lang/String;Ljava/lang/String;)Z");
|
||||
jstring jname = env->NewStringUTF(suggestedName);
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
|
||||
jstring jsavedir = env->NewStringUTF(bridgeSaveDirectory());
|
||||
jboolean result = env->CallStaticBooleanMethod(activity, method, jname, jsavedir);
|
||||
env->DeleteLocalRef(jsavedir);
|
||||
env->DeleteLocalRef(jname);
|
||||
|
||||
env->DeleteLocalRef(activity);
|
||||
@@ -259,7 +284,19 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
|
||||
return false;
|
||||
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
// 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).
|
||||
@@ -288,6 +325,182 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
* TLS sockets. Same resolution rule as httpDownload above -- the activity's
|
||||
* own class, never FindClass -- and the same tolerance for an old APK: a
|
||||
* missing method answers like a platform without TLS instead of aborting.
|
||||
*/
|
||||
static jclass tlsActivityClass(JNIEnv *env)
|
||||
{
|
||||
jobject activityObj = (jobject) SDL_AndroidGetActivity();
|
||||
if (activityObj == nullptr)
|
||||
return nullptr;
|
||||
jclass activity = env->GetObjectClass(activityObj);
|
||||
env->DeleteLocalRef(activityObj);
|
||||
return activity;
|
||||
}
|
||||
|
||||
int tlsOpen(const char *host, int port)
|
||||
{
|
||||
if (host == nullptr)
|
||||
return -1;
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = tlsActivityClass(env);
|
||||
if (activity == nullptr)
|
||||
return -1;
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "tlsOpen", "(Ljava/lang/String;I)I");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return -1;
|
||||
}
|
||||
|
||||
jstring jhost = env->NewStringUTF(host);
|
||||
jint result = env->CallStaticIntMethod(activity, method, jhost, (jint) port);
|
||||
env->DeleteLocalRef(jhost);
|
||||
env->DeleteLocalRef(activity);
|
||||
return (int) result;
|
||||
}
|
||||
|
||||
int tlsStatus(int handle)
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = tlsActivityClass(env);
|
||||
if (activity == nullptr)
|
||||
return -1;
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "tlsStatus", "(I)I");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return -1;
|
||||
}
|
||||
|
||||
jint result = env->CallStaticIntMethod(activity, method, (jint) handle);
|
||||
env->DeleteLocalRef(activity);
|
||||
return (int) result;
|
||||
}
|
||||
|
||||
int tlsSend(int handle, const char *data, int length)
|
||||
{
|
||||
if (data == nullptr || length <= 0)
|
||||
return 0;
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = tlsActivityClass(env);
|
||||
if (activity == nullptr)
|
||||
return -1;
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "tlsSend", "(I[B)I");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return -1;
|
||||
}
|
||||
|
||||
jbyteArray payload = env->NewByteArray((jsize) length);
|
||||
if (payload == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return -1;
|
||||
}
|
||||
env->SetByteArrayRegion(payload, 0, (jsize) length, (const jbyte*) data);
|
||||
|
||||
jint result = env->CallStaticIntMethod(activity, method, (jint) handle, payload);
|
||||
env->DeleteLocalRef(payload);
|
||||
env->DeleteLocalRef(activity);
|
||||
return (int) result;
|
||||
}
|
||||
|
||||
int tlsReceive(int handle, char *buf, int max)
|
||||
{
|
||||
if (buf == nullptr || max <= 0)
|
||||
return 0;
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = tlsActivityClass(env);
|
||||
if (activity == nullptr)
|
||||
return -1;
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "tlsReceive", "(II)[B");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return -1;
|
||||
}
|
||||
|
||||
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle, (jint) max);
|
||||
env->DeleteLocalRef(activity);
|
||||
if (result == nullptr)
|
||||
return 0;
|
||||
|
||||
jbyteArray bytes = (jbyteArray) result;
|
||||
jsize length = env->GetArrayLength(bytes);
|
||||
if (length > max)
|
||||
length = max;
|
||||
env->GetByteArrayRegion(bytes, 0, length, (jbyte*) buf);
|
||||
env->DeleteLocalRef(result);
|
||||
return (int) length;
|
||||
}
|
||||
|
||||
bool tlsError(int handle, char *buf, int max)
|
||||
{
|
||||
if (buf == nullptr || max <= 0)
|
||||
return false;
|
||||
buf[0] = '\0';
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = tlsActivityClass(env);
|
||||
if (activity == nullptr)
|
||||
return false;
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "tlsError", "(I)Ljava/lang/String;");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return false;
|
||||
}
|
||||
|
||||
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle);
|
||||
env->DeleteLocalRef(activity);
|
||||
if (result == nullptr)
|
||||
return false;
|
||||
|
||||
jstring text = (jstring) result;
|
||||
const char *utf = env->GetStringUTFChars(text, nullptr);
|
||||
if (utf != nullptr)
|
||||
{
|
||||
strncpy(buf, utf, (size_t) max - 1);
|
||||
buf[max - 1] = '\0';
|
||||
env->ReleaseStringUTFChars(text, utf);
|
||||
}
|
||||
env->DeleteLocalRef(result);
|
||||
return buf[0] != '\0';
|
||||
}
|
||||
|
||||
void tlsClose(int handle)
|
||||
{
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = tlsActivityClass(env);
|
||||
if (activity == nullptr)
|
||||
return;
|
||||
|
||||
jmethodID method = env->GetStaticMethodID(activity, "tlsClose", "(I)V");
|
||||
if (method == nullptr)
|
||||
{
|
||||
env->ExceptionClear();
|
||||
env->DeleteLocalRef(activity);
|
||||
return;
|
||||
}
|
||||
|
||||
env->CallStaticVoidMethod(activity, method, (jint) handle);
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
@@ -967,4 +1180,33 @@ void love_android_secondary_enable(int on)
|
||||
env->DeleteLocalRef(activity);
|
||||
}
|
||||
|
||||
extern "C" __attribute__((visibility("default")))
|
||||
const char *love_android_poll_secondary_touch()
|
||||
{
|
||||
static thread_local std::string event;
|
||||
event.clear();
|
||||
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
|
||||
jclass activity = env->FindClass("org/love2d/android/GameActivity");
|
||||
jmethodID method = env->GetStaticMethodID(activity, "pollSecondaryDisplayTouch",
|
||||
"()Ljava/lang/String;");
|
||||
if (!method)
|
||||
env->ExceptionClear();
|
||||
else
|
||||
{
|
||||
jstring value = (jstring) env->CallStaticObjectMethod(activity, method);
|
||||
if (value)
|
||||
{
|
||||
const char *utf = env->GetStringUTFChars(value, nullptr);
|
||||
if (utf)
|
||||
{
|
||||
event = utf;
|
||||
env->ReleaseStringUTFChars(value, utf);
|
||||
}
|
||||
env->DeleteLocalRef(value);
|
||||
}
|
||||
}
|
||||
env->DeleteLocalRef(activity);
|
||||
return event.empty() ? nullptr : event.c_str();
|
||||
}
|
||||
|
||||
#endif // LOVE_ANDROID
|
||||
|
||||
@@ -98,6 +98,27 @@ bool restartApp();
|
||||
**/
|
||||
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
|
||||
|
||||
/**
|
||||
* TLS client sockets (GameActivity.tls*, implemented by TlsSocket.java).
|
||||
* LuaSocket, which is what LOVE ships, does TCP only, so wss:// is otherwise
|
||||
* unreachable -- and an Archipelago room hosted on archipelago.gg accepts a
|
||||
* plain connection only to drop it. The platform has both a TLS stack and the
|
||||
* system trust store, so this borrows them rather than vendoring mbedTLS.
|
||||
*
|
||||
* tlsOpen returns a handle immediately and connects on its own thread: poll
|
||||
* tlsStatus for 0 connecting / 1 open / 2 closed, and -1 for a handle that
|
||||
* does not exist. Bytes given to tlsSend before the handshake finishes are
|
||||
* queued rather than refused. tlsReceive fills buf and returns how much it
|
||||
* took, 0 when nothing is waiting. A closed connection keeps both its reason
|
||||
* (tlsError) and whatever arrived before it closed until tlsClose.
|
||||
**/
|
||||
int tlsOpen(const char *host, int port);
|
||||
int tlsStatus(int handle);
|
||||
int tlsSend(int handle, const char *data, int length);
|
||||
int tlsReceive(int handle, char *buf, int max);
|
||||
bool tlsError(int handle, char *buf, int max);
|
||||
void tlsClose(int handle);
|
||||
|
||||
/*
|
||||
* Helper functions for the filesystem module
|
||||
*/
|
||||
|
||||
@@ -154,6 +154,16 @@ love::image::ImageData *Canvas::newImageData(love::image::Image *module, int sli
|
||||
return module->newImageData(r.w, r.h, dataformat);
|
||||
}
|
||||
|
||||
bool Canvas::requestImageData()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
love::image::ImageData *Canvas::pollImageData(love::image::Image *)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Canvas::draw(Graphics *gfx, Quad *q, const Matrix4 &t)
|
||||
{
|
||||
if (gfx->isCanvasActive(this))
|
||||
@@ -232,4 +242,3 @@ StringMap<Canvas::SettingType, Canvas::SETTING_MAX_ENUM> Canvas::settingTypes(Ca
|
||||
|
||||
} // graphics
|
||||
} // love
|
||||
|
||||
|
||||
@@ -81,6 +81,8 @@ public:
|
||||
int getRequestedMSAA() const;
|
||||
|
||||
virtual love::image::ImageData *newImageData(love::image::Image *module, int slice, int mipmap, const Rect &rect);
|
||||
virtual bool requestImageData();
|
||||
virtual love::image::ImageData *pollImageData(love::image::Image *module);
|
||||
virtual void generateMipmaps() = 0;
|
||||
|
||||
virtual int getMSAA() const = 0;
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#include "Graphics.h"
|
||||
|
||||
#include <algorithm> // For min/max
|
||||
#include <cstring>
|
||||
|
||||
namespace love
|
||||
{
|
||||
@@ -197,6 +198,9 @@ Canvas::Canvas(const Settings &settings)
|
||||
, texture(0)
|
||||
, renderbuffer(0)
|
||||
, actualSamples(0)
|
||||
, readbackBuffer(0)
|
||||
, readbackFence(nullptr)
|
||||
, readbackSize(0)
|
||||
{
|
||||
format = getSizedFormat(format);
|
||||
|
||||
@@ -314,6 +318,14 @@ bool Canvas::loadVolatile()
|
||||
|
||||
void Canvas::unloadVolatile()
|
||||
{
|
||||
if (readbackFence != nullptr)
|
||||
glDeleteSync(readbackFence);
|
||||
if (readbackBuffer != 0)
|
||||
glDeleteBuffers(1, &readbackBuffer);
|
||||
readbackFence = nullptr;
|
||||
readbackBuffer = 0;
|
||||
readbackSize = 0;
|
||||
|
||||
if (fbo != 0 || renderbuffer != 0 || texture != 0)
|
||||
{
|
||||
// This is a bit ugly, but we need some way to destroy the cached FBO
|
||||
@@ -480,6 +492,68 @@ love::image::ImageData *Canvas::newImageData(love::image::Image *module, int sli
|
||||
return data;
|
||||
}
|
||||
|
||||
bool Canvas::requestImageData()
|
||||
{
|
||||
if (readbackFence != nullptr || !isReadable()
|
||||
|| !(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_2)
|
||||
|| texType != TEXTURE_2D
|
||||
|| (format != PIXELFORMAT_RGBA8 && format != PIXELFORMAT_sRGBA8)
|
||||
|| actualSamples > 0)
|
||||
return false;
|
||||
|
||||
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
|
||||
if (gfx != nullptr && gfx->isCanvasActive(this))
|
||||
throw love::Exception("Canvas:requestImageData cannot be called while that Canvas is active.");
|
||||
|
||||
const size_t size = (size_t) pixelWidth * (size_t) pixelHeight * 4;
|
||||
if (readbackBuffer == 0)
|
||||
glGenBuffers(1, &readbackBuffer);
|
||||
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, readbackBuffer);
|
||||
if (readbackSize != size)
|
||||
{
|
||||
glBufferData(GL_PIXEL_PACK_BUFFER, size, nullptr, GL_STREAM_READ);
|
||||
readbackSize = size;
|
||||
}
|
||||
|
||||
GLuint currentfbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
|
||||
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getFBO());
|
||||
glReadPixels(0, 0, pixelWidth, pixelHeight, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
readbackFence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, currentfbo);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||||
return readbackFence != nullptr;
|
||||
}
|
||||
|
||||
love::image::ImageData *Canvas::pollImageData(love::image::Image *module)
|
||||
{
|
||||
if (readbackFence == nullptr)
|
||||
return nullptr;
|
||||
|
||||
GLenum status = glClientWaitSync(readbackFence, 0, 0);
|
||||
if (status == GL_TIMEOUT_EXPIRED)
|
||||
return nullptr;
|
||||
|
||||
glDeleteSync(readbackFence);
|
||||
readbackFence = nullptr;
|
||||
if (status == GL_WAIT_FAILED)
|
||||
return nullptr;
|
||||
|
||||
love::image::ImageData *data = module->newImageData(pixelWidth, pixelHeight, PIXELFORMAT_RGBA8);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, readbackBuffer);
|
||||
void *pixels = glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, readbackSize, GL_MAP_READ_BIT);
|
||||
if (pixels == nullptr)
|
||||
{
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||||
data->release();
|
||||
throw love::Exception("Could not map asynchronous Canvas readback.");
|
||||
}
|
||||
memcpy(data->getData(), pixels, readbackSize);
|
||||
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||||
return data;
|
||||
}
|
||||
|
||||
void Canvas::generateMipmaps()
|
||||
{
|
||||
if (getMipmapCount() == 1 || getMipmapMode() == MIPMAPS_NONE)
|
||||
|
||||
@@ -54,6 +54,8 @@ public:
|
||||
ptrdiff_t getHandle() const override;
|
||||
|
||||
love::image::ImageData *newImageData(love::image::Image *module, int slice, int mipmap, const Rect &rect) override;
|
||||
bool requestImageData() override;
|
||||
love::image::ImageData *pollImageData(love::image::Image *module) override;
|
||||
void generateMipmaps() override;
|
||||
|
||||
int getMSAA() const override
|
||||
@@ -107,6 +109,9 @@ private:
|
||||
GLenum status;
|
||||
|
||||
int actualSamples;
|
||||
GLuint readbackBuffer;
|
||||
GLsync readbackFence;
|
||||
size_t readbackSize;
|
||||
|
||||
static SupportedFormat supportedFormats[PIXELFORMAT_MAX_ENUM];
|
||||
static SupportedFormat checkedFormats[PIXELFORMAT_MAX_ENUM];
|
||||
|
||||
@@ -116,6 +116,31 @@ int w_Canvas_newImageData(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_Canvas_requestImageData(lua_State *L)
|
||||
{
|
||||
Canvas *canvas = luax_checkcanvas(L, 1);
|
||||
bool requested = false;
|
||||
luax_catchexcept(L, [&](){ requested = canvas->requestImageData(); });
|
||||
luax_pushboolean(L, requested);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_Canvas_pollImageData(lua_State *L)
|
||||
{
|
||||
Canvas *canvas = luax_checkcanvas(L, 1);
|
||||
love::image::Image *image = luax_getmodule<love::image::Image>(L, love::image::Image::type);
|
||||
love::image::ImageData *data = nullptr;
|
||||
luax_catchexcept(L, [&](){ data = canvas->pollImageData(image); });
|
||||
if (data == nullptr)
|
||||
{
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
luax_pushtype(L, data);
|
||||
data->release();
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_Canvas_generateMipmaps(lua_State *L)
|
||||
{
|
||||
Canvas *c = luax_checkcanvas(L, 1);
|
||||
@@ -139,6 +164,8 @@ static const luaL_Reg w_Canvas_functions[] =
|
||||
{ "getMSAA", w_Canvas_getMSAA },
|
||||
{ "renderTo", w_Canvas_renderTo },
|
||||
{ "newImageData", w_Canvas_newImageData },
|
||||
{ "requestImageData", w_Canvas_requestImageData },
|
||||
{ "pollImageData", w_Canvas_pollImageData },
|
||||
{ "generateMipmaps", w_Canvas_generateMipmaps },
|
||||
{ "getMipmapMode", w_Canvas_getMipmapMode },
|
||||
{ 0, 0 }
|
||||
|
||||
@@ -192,8 +192,14 @@ bool System::pickFile(const char *kind) const
|
||||
dest = "picked_mod.zip";
|
||||
else if (strcmp(kind, "sav") == 0 || strcmp(kind, "save") == 0)
|
||||
dest = "picked_save.sav";
|
||||
else if (strcmp(kind, "required_import") == 0)
|
||||
dest = "picked_required_import.bin";
|
||||
else if (strcmp(kind, "rom") == 0)
|
||||
dest = "picked_rom.gb";
|
||||
// Unknown kinds used to fall through to the ROM destination. Refuse them
|
||||
// so a newer Lua caller cannot silently route an unrelated file as a ROM.
|
||||
else
|
||||
return false;
|
||||
}
|
||||
return love::android::showFilePicker(dest);
|
||||
#else
|
||||
@@ -202,6 +208,15 @@ bool System::pickFile(const char *kind) const
|
||||
#endif
|
||||
}
|
||||
|
||||
const char *System::pickFileKinds() const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return "rom,mod,sav,required_import";
|
||||
#else
|
||||
return "";
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::createFile(const char *suggestedName) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
@@ -244,6 +259,72 @@ bool System::httpDownload(const char *url, const char *destPath,
|
||||
#endif
|
||||
}
|
||||
|
||||
int System::tlsOpen(const char *host, int port) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::tlsOpen(host, port);
|
||||
#else
|
||||
LOVE_UNUSED(host);
|
||||
LOVE_UNUSED(port);
|
||||
return -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
int System::tlsStatus(int handle) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::tlsStatus(handle);
|
||||
#else
|
||||
LOVE_UNUSED(handle);
|
||||
return -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
int System::tlsSend(int handle, const char *data, int length) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::tlsSend(handle, data, length);
|
||||
#else
|
||||
LOVE_UNUSED(handle);
|
||||
LOVE_UNUSED(data);
|
||||
LOVE_UNUSED(length);
|
||||
return -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
int System::tlsReceive(int handle, char *buf, int max) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::tlsReceive(handle, buf, max);
|
||||
#else
|
||||
LOVE_UNUSED(handle);
|
||||
LOVE_UNUSED(buf);
|
||||
LOVE_UNUSED(max);
|
||||
return -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::tlsError(int handle, char *buf, int max) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
return love::android::tlsError(handle, buf, max);
|
||||
#else
|
||||
LOVE_UNUSED(handle);
|
||||
LOVE_UNUSED(buf);
|
||||
LOVE_UNUSED(max);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
void System::tlsClose(int handle) const
|
||||
{
|
||||
#ifdef LOVE_ANDROID
|
||||
love::android::tlsClose(handle);
|
||||
#else
|
||||
LOVE_UNUSED(handle);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool System::hasBackgroundMusic() const
|
||||
{
|
||||
#if defined(LOVE_ANDROID)
|
||||
|
||||
@@ -112,10 +112,12 @@ public:
|
||||
* love::android::showFilePicker and src/import/RomImporter.lua.
|
||||
*
|
||||
* @param kind Optional pick kind: nullptr/"rom" -> picked_rom.gb,
|
||||
* "mod" -> picked_mod.zip, "sav"/"save" -> picked_save.sav.
|
||||
* "mod" -> picked_mod.zip, "sav"/"save" -> picked_save.sav,
|
||||
* "required_import" -> picked_required_import.bin.
|
||||
* @return Whether the picker was shown.
|
||||
**/
|
||||
virtual bool pickFile(const char *kind = nullptr) const;
|
||||
virtual const char *pickFileKinds() const;
|
||||
|
||||
/**
|
||||
* Shows the platform's native "create / save a file" UI (Android SAF
|
||||
@@ -149,6 +151,20 @@ public:
|
||||
virtual bool httpDownload(const char *url, const char *destPath,
|
||||
const char *userAgent = nullptr, const char *accept = nullptr) const;
|
||||
|
||||
/**
|
||||
* TLS client sockets (Android only; every call fails elsewhere, where
|
||||
* LuaSec or another provider is the answer). Non-blocking by contract:
|
||||
* tlsOpen returns a handle and connects on its own thread, tlsStatus
|
||||
* reports 0 connecting / 1 open / 2 closed / -1 unknown, and bytes sent
|
||||
* before the handshake completes are queued rather than refused.
|
||||
**/
|
||||
virtual int tlsOpen(const char *host, int port) const;
|
||||
virtual int tlsStatus(int handle) const;
|
||||
virtual int tlsSend(int handle, const char *data, int length) const;
|
||||
virtual int tlsReceive(int handle, char *buf, int max) const;
|
||||
virtual bool tlsError(int handle, char *buf, int max) const;
|
||||
virtual void tlsClose(int handle) const;
|
||||
|
||||
/**
|
||||
* Gets if the user is playing music on background.
|
||||
* Throws an exception on unsupported platforms.
|
||||
|
||||
@@ -102,6 +102,12 @@ int w_pickFile(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_pickFileKinds(lua_State *L)
|
||||
{
|
||||
luax_pushstring(L, instance()->pickFileKinds());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_createFile(lua_State *L)
|
||||
{
|
||||
const char *suggested = luaL_optstring(L, 1, nullptr);
|
||||
@@ -139,6 +145,79 @@ int w_hasBackgroundMusic(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
* TLS sockets. Deliberately a handle-and-poll API rather than an object:
|
||||
* the caller is a per-frame pump that must never block, and everything with
|
||||
* a thread behind it lives on the Java side.
|
||||
*/
|
||||
int w_tlsOpen(lua_State *L)
|
||||
{
|
||||
const char *host = luaL_checkstring(L, 1);
|
||||
int port = (int) luaL_checknumber(L, 2);
|
||||
lua_pushnumber(L, instance()->tlsOpen(host, port));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_tlsStatus(lua_State *L)
|
||||
{
|
||||
int handle = (int) luaL_checknumber(L, 1);
|
||||
lua_pushnumber(L, instance()->tlsStatus(handle));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_tlsSend(lua_State *L)
|
||||
{
|
||||
int handle = (int) luaL_checknumber(L, 1);
|
||||
size_t length = 0;
|
||||
const char *data = luaL_checklstring(L, 2, &length);
|
||||
lua_pushnumber(L, instance()->tlsSend(handle, data, (int) length));
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_tlsReceive(lua_State *L)
|
||||
{
|
||||
int handle = (int) luaL_checknumber(L, 1);
|
||||
int max = (int) luaL_optnumber(L, 2, 8192);
|
||||
if (max <= 0)
|
||||
{
|
||||
lua_pushliteral(L, "");
|
||||
return 1;
|
||||
}
|
||||
// A frame's worth of a busy room, on the C stack rather than the heap:
|
||||
// this runs every frame and an allocation per poll is not worth it.
|
||||
if (max > 65536)
|
||||
max = 65536;
|
||||
char buf[65536];
|
||||
int got = instance()->tlsReceive(handle, buf, max);
|
||||
if (got < 0)
|
||||
{
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
lua_pushlstring(L, buf, (size_t) got);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_tlsError(lua_State *L)
|
||||
{
|
||||
int handle = (int) luaL_checknumber(L, 1);
|
||||
char buf[512];
|
||||
if (!instance()->tlsError(handle, buf, (int) sizeof(buf)))
|
||||
{
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
lua_pushstring(L, buf);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_tlsClose(lua_State *L)
|
||||
{
|
||||
int handle = (int) luaL_checknumber(L, 1);
|
||||
instance()->tlsClose(handle);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static const luaL_Reg functions[] =
|
||||
{
|
||||
{ "getOS", w_getOS },
|
||||
@@ -149,10 +228,17 @@ static const luaL_Reg functions[] =
|
||||
{ "openURL", w_openURL },
|
||||
{ "vibrate", w_vibrate },
|
||||
{ "pickFile", w_pickFile },
|
||||
{ "pickFileKinds", w_pickFileKinds },
|
||||
{ "createFile", w_createFile },
|
||||
{ "syncHealthSteps", w_syncHealthSteps },
|
||||
{ "restartApp", w_restartApp },
|
||||
{ "httpDownload", w_httpDownload },
|
||||
{ "tlsOpen", w_tlsOpen },
|
||||
{ "tlsStatus", w_tlsStatus },
|
||||
{ "tlsSend", w_tlsSend },
|
||||
{ "tlsReceive", w_tlsReceive },
|
||||
{ "tlsError", w_tlsError },
|
||||
{ "tlsClose", w_tlsClose },
|
||||
{ "hasBackgroundMusic", w_hasBackgroundMusic },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -90,6 +90,9 @@ public class GameActivity extends SDLActivity {
|
||||
private static final String PICKED_ROM_FILENAME = "picked_rom.gb";
|
||||
private static final String PICKED_MOD_FILENAME = "picked_mod.zip";
|
||||
private static final String PICKED_SAVE_FILENAME = "picked_save.sav";
|
||||
// Kept separate from the game-ROM destination so a dependency pick can
|
||||
// never be mistaken for a game import when the picker returns on Android.
|
||||
private static final String PICKED_REQUIRED_IMPORT_FILENAME = "picked_required_import.bin";
|
||||
private static final String PENDING_EXPORT_FILENAME = "pending_export.sav";
|
||||
private static final String EXPORT_DONE_FILENAME = "export_done.flag";
|
||||
// Written when a SAF pick cannot be read at all, with the destination
|
||||
@@ -116,6 +119,18 @@ public class GameActivity extends SDLActivity {
|
||||
// bad ROM instead of installing it (#553).
|
||||
private String pendingPickFilename = PICKED_ROM_FILENAME;
|
||||
private static final String STATE_PENDING_PICK = "pendingPickFilename";
|
||||
// Absolute save directory physfs actually mounted, as reported by the
|
||||
// native bridge call that opened the picker (love/src/common/android.cpp,
|
||||
// bridgeSaveDirectory). This activity used to recompute
|
||||
// getExternalFilesDir(null)/save/<identity> on its own at result time; on
|
||||
// merged / adopted-SD storage that can name a different volume than the
|
||||
// one LOVE mounted, so the copied pick (and pick_error.flag) landed where
|
||||
// Lua never scans -- the launcher then "did nothing" after a pick (#604)
|
||||
// and the folders a file manager can browse stayed empty while the game
|
||||
// saved fine elsewhere (#839). Empty string means "not told yet": fall
|
||||
// back to the historical computation.
|
||||
private String pendingPickSaveDir = "";
|
||||
private static final String STATE_PENDING_PICK_DIR = "pendingPickSaveDir";
|
||||
private static final String STATE_PENDING_CREATE = "pendingCreateSuggestedName";
|
||||
// Suggested download name for the in-flight SAF create (set by showCreateDocument).
|
||||
private String pendingCreateSuggestedName = "export.sav";
|
||||
@@ -131,16 +146,36 @@ public class GameActivity extends SDLActivity {
|
||||
|
||||
private static native void nativeSetDefaultStreamValues(int sampleRate, int framesPerBurst);
|
||||
|
||||
/**
|
||||
* Native libraries required by an optional Android host extension.
|
||||
*
|
||||
* Subclasses supplied by another product flavor may override this method.
|
||||
* The libraries are loaded after LÖVE's dependencies and before liblove;
|
||||
* liblove must remain last because SDL treats the final entry as the main
|
||||
* shared object.
|
||||
*/
|
||||
protected String[] getHostLibraries() {
|
||||
return new String[0];
|
||||
}
|
||||
|
||||
@Override
|
||||
protected String[] getLibraries() {
|
||||
return new String[] {
|
||||
"c++_shared",
|
||||
"mpg123",
|
||||
"openal",
|
||||
"love",
|
||||
};
|
||||
String[] hostLibraries = getHostLibraries();
|
||||
String[] libraries = new String[hostLibraries.length + 4];
|
||||
libraries[0] = "c++_shared";
|
||||
libraries[1] = "mpg123";
|
||||
libraries[2] = "openal";
|
||||
System.arraycopy(hostLibraries, 0, libraries, 3, hostLibraries.length);
|
||||
libraries[libraries.length - 1] = "love";
|
||||
return libraries;
|
||||
}
|
||||
|
||||
protected void onHostCreateBeforeSDL(Bundle savedInstanceState) {}
|
||||
protected void onHostCreateAfterSDL(Bundle savedInstanceState) {}
|
||||
protected void onHostResume() {}
|
||||
protected void onHostPause() {}
|
||||
protected void onHostDestroy() {}
|
||||
|
||||
@Override
|
||||
protected String getMainSharedObject() {
|
||||
String[] libs = getLibraries();
|
||||
@@ -180,12 +215,16 @@ public class GameActivity extends SDLActivity {
|
||||
intent.setData(null);
|
||||
}
|
||||
|
||||
onHostCreateBeforeSDL(savedInstanceState);
|
||||
super.onCreate(savedInstanceState);
|
||||
onHostCreateAfterSDL(savedInstanceState);
|
||||
if (savedInstanceState != null) {
|
||||
// Restore the in-flight SAF destinations, so a pick that returns to
|
||||
// a recreated activity still lands under the basename it asked for.
|
||||
String pick = savedInstanceState.getString(STATE_PENDING_PICK);
|
||||
if (pick != null) pendingPickFilename = pick;
|
||||
String pickDir = savedInstanceState.getString(STATE_PENDING_PICK_DIR);
|
||||
if (pickDir != null) pendingPickSaveDir = pickDir;
|
||||
String create = savedInstanceState.getString(STATE_PENDING_CREATE);
|
||||
if (create != null) pendingCreateSuggestedName = create;
|
||||
}
|
||||
@@ -327,6 +366,8 @@ public class GameActivity extends SDLActivity {
|
||||
Log.d("GameActivity", "Cancelling vibration");
|
||||
vibrator.cancel();
|
||||
}
|
||||
unregisterSecondaryDisplayListener();
|
||||
onHostDestroy();
|
||||
super.onDestroy();
|
||||
}
|
||||
|
||||
@@ -336,13 +377,17 @@ public class GameActivity extends SDLActivity {
|
||||
Log.d("GameActivity", "Cancelling vibration");
|
||||
vibrator.cancel();
|
||||
}
|
||||
unregisterSecondaryDisplayListener();
|
||||
teardownSecondaryDisplay();
|
||||
onHostPause();
|
||||
super.onPause();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onResume() {
|
||||
super.onResume();
|
||||
onHostResume();
|
||||
if (secondaryEnabled) registerSecondaryDisplayListener();
|
||||
setupSecondaryDisplay();
|
||||
}
|
||||
|
||||
@@ -465,15 +510,26 @@ public class GameActivity extends SDLActivity {
|
||||
* picker-agnostic and unchanged.
|
||||
*
|
||||
* @param destFilename basename under the app save identity (e.g.
|
||||
* picked_rom.gb, picked_mod.zip, picked_save.sav)
|
||||
* picked_rom.gb, picked_mod.zip, picked_save.sav, or
|
||||
* picked_required_import.bin)
|
||||
*/
|
||||
/** Legacy single-argument entry; resolves the save dir itself. */
|
||||
@Keep
|
||||
public static boolean showFilePicker(String destFilename) {
|
||||
return showFilePicker(destFilename, null);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static boolean showFilePicker(String destFilename, String saveDir) {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null) return false;
|
||||
if (destFilename == null || destFilename.length() == 0) {
|
||||
destFilename = PICKED_ROM_FILENAME;
|
||||
}
|
||||
// Remember where LOVE's filesystem is really mounted so
|
||||
// onActivityResult copies the pick there, not into a recomputed
|
||||
// (possibly different-volume) root (#604, #839).
|
||||
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
|
||||
// Reject path separators so a hostile JNI caller cannot escape the
|
||||
// save identity directory.
|
||||
if (destFilename.indexOf('/') >= 0 || destFilename.indexOf('\\') >= 0) {
|
||||
@@ -486,6 +542,11 @@ public class GameActivity extends SDLActivity {
|
||||
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
// The Storage Access Framework grants the returned content URI
|
||||
// directly to this activity. Request the read grant explicitly as
|
||||
// well: Android 13's scoped storage deliberately does not expose
|
||||
// arbitrary paths or require broad media/storage permissions.
|
||||
intent.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION);
|
||||
try {
|
||||
self.startActivityForResult(intent, FILE_PICKER_REQUEST_CODE);
|
||||
return true;
|
||||
@@ -498,6 +559,7 @@ public class GameActivity extends SDLActivity {
|
||||
Intent intent = new Intent(Intent.ACTION_GET_CONTENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType("*/*");
|
||||
intent.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION);
|
||||
try {
|
||||
self.startActivityForResult(
|
||||
Intent.createChooser(intent, "Choose a file"),
|
||||
@@ -527,6 +589,12 @@ public class GameActivity extends SDLActivity {
|
||||
return showFilePicker(PICKED_SAVE_FILENAME);
|
||||
}
|
||||
|
||||
/** Required-mod-file wrapper used by love.system.pickFile("required_import"). */
|
||||
@Keep
|
||||
public static boolean showRequiredImportFilePicker() {
|
||||
return showFilePicker(PICKED_REQUIRED_IMPORT_FILENAME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Relaunches the whole app for love.system.restartApp, used by
|
||||
* src/core/HostShell.lua when a mod toggle needs a cold boot (#575).
|
||||
@@ -582,6 +650,45 @@ public class GameActivity extends SDLActivity {
|
||||
* 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.
|
||||
*/
|
||||
/**
|
||||
* TLS client sockets, exposed as love.system.tls* and used by the
|
||||
* Archipelago mod for wss:// rooms. LuaSocket speaks TCP only, so without
|
||||
* these a hosted room -- every one of which is TLS-only -- is unreachable
|
||||
* from the game. The work is in TlsSocket; these are the static entry
|
||||
* points, because the JNI side resolves methods on the activity's own
|
||||
* class (see love/src/common/android.cpp) and cannot see other classes
|
||||
* from a worker thread.
|
||||
*/
|
||||
@Keep
|
||||
public static int tlsOpen(String host, int port) {
|
||||
return TlsSocket.open(host, port);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static int tlsStatus(int handle) {
|
||||
return TlsSocket.status(handle);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static int tlsSend(int handle, byte[] data) {
|
||||
return TlsSocket.send(handle, data);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static byte[] tlsReceive(int handle, int max) {
|
||||
return TlsSocket.receive(handle, max);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static String tlsError(int handle) {
|
||||
return TlsSocket.error(handle);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static void tlsClose(int handle) {
|
||||
TlsSocket.close(handle);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
|
||||
if (url == null || destPath == null) return false;
|
||||
@@ -644,8 +751,14 @@ public class GameActivity extends SDLActivity {
|
||||
* return degrades on the Lua side (RomImporter export) to "Exported
|
||||
* inside the app folder", which is the correct pre-KitKat behavior.
|
||||
*/
|
||||
/** Legacy single-argument entry; resolves the save dir itself. */
|
||||
@Keep
|
||||
public static boolean showCreateDocument(String suggestedName) {
|
||||
return showCreateDocument(suggestedName, null);
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static boolean showCreateDocument(String suggestedName, String saveDir) {
|
||||
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;
|
||||
@@ -657,9 +770,12 @@ public class GameActivity extends SDLActivity {
|
||||
Log.d("GameActivity", "refusing unsafe create name: " + suggestedName);
|
||||
return false;
|
||||
}
|
||||
File source = new File(
|
||||
new File(self.getExternalFilesDir(null), "save"),
|
||||
ROM_SAVE_IDENTITY + "/" + PENDING_EXPORT_FILENAME);
|
||||
// Route through the mounted save dir (#604, #839): Lua staged
|
||||
// pending_export.sav where physfs writes, which is not necessarily
|
||||
// where a fresh getExternalFilesDir(null) points on merged /
|
||||
// adopted-SD storage.
|
||||
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
|
||||
File source = new File(self.saveIdentityDir(), PENDING_EXPORT_FILENAME);
|
||||
if (!source.isFile()) {
|
||||
Log.d("GameActivity", "no pending export at " + source);
|
||||
return false;
|
||||
@@ -680,7 +796,21 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
|
||||
private File saveIdentityDir() {
|
||||
return new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
|
||||
// Prefer the mounted save dir the last bridge call reported: the
|
||||
// recomputation below can name a different volume than the one LOVE
|
||||
// mounted on merged / adopted-SD storage (#604, #839).
|
||||
if (pendingPickSaveDir != null && pendingPickSaveDir.length() > 0) {
|
||||
return new File(pendingPickSaveDir);
|
||||
}
|
||||
File ext = getExternalFilesDir(null);
|
||||
if (ext == null) {
|
||||
// Shared storage unavailable (ejected / mid-adoption): without
|
||||
// this guard File(null, "save") silently built the RELATIVE
|
||||
// path save/<identity>, mkdirs() failed against "/", and the
|
||||
// pick was dropped with no message at all (#604).
|
||||
ext = getFilesDir();
|
||||
}
|
||||
return new File(new File(ext, "save"), ROM_SAVE_IDENTITY);
|
||||
}
|
||||
|
||||
/** Drops a small flag file in the save identity for Lua to consume on focus. */
|
||||
@@ -875,6 +1005,7 @@ public class GameActivity extends SDLActivity {
|
||||
protected void onSaveInstanceState(Bundle outState) {
|
||||
super.onSaveInstanceState(outState);
|
||||
outState.putString(STATE_PENDING_PICK, pendingPickFilename);
|
||||
outState.putString(STATE_PENDING_PICK_DIR, pendingPickSaveDir);
|
||||
outState.putString(STATE_PENDING_CREATE, pendingCreateSuggestedName);
|
||||
}
|
||||
|
||||
@@ -1277,6 +1408,10 @@ public class GameActivity extends SDLActivity {
|
||||
// in src/jni/love/src/common/android.cpp.
|
||||
private static volatile SecondaryPresentation secondaryPresentation;
|
||||
private static volatile boolean secondaryEnabled = false;
|
||||
private SecondaryDisplayMonitor secondaryDisplayMonitor;
|
||||
private static final int MAX_SECONDARY_TOUCHES = 32;
|
||||
private static final java.util.ArrayDeque<String> secondaryTouches =
|
||||
new java.util.ArrayDeque<>();
|
||||
|
||||
@Keep
|
||||
public static void setSecondaryEnabled(final boolean on) {
|
||||
@@ -1285,11 +1420,44 @@ public class GameActivity extends SDLActivity {
|
||||
if (self == null) return;
|
||||
self.runOnUiThread(new Runnable() {
|
||||
@Override public void run() {
|
||||
if (on) setupSecondaryDisplay(); else teardownSecondaryDisplay();
|
||||
if (on) {
|
||||
self.registerSecondaryDisplayListener();
|
||||
setupSecondaryDisplay();
|
||||
} else {
|
||||
self.unregisterSecondaryDisplayListener();
|
||||
teardownSecondaryDisplay();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private void registerSecondaryDisplayListener() {
|
||||
if (secondaryDisplayMonitor != null || android.os.Build.VERSION.SDK_INT < 17) return;
|
||||
SecondaryDisplayMonitor monitor = new SecondaryDisplayMonitor(this);
|
||||
if (monitor.register()) secondaryDisplayMonitor = monitor;
|
||||
}
|
||||
|
||||
private void unregisterSecondaryDisplayListener() {
|
||||
SecondaryDisplayMonitor monitor = secondaryDisplayMonitor;
|
||||
secondaryDisplayMonitor = null;
|
||||
if (monitor != null) monitor.unregister();
|
||||
}
|
||||
|
||||
private static void refreshSecondaryDisplay() {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null || !secondaryEnabled) return;
|
||||
SecondaryPresentation current = secondaryPresentation;
|
||||
Display display = current == null ? null : current.getDisplay();
|
||||
SecondaryDisplayMonitor monitor = self.secondaryDisplayMonitor;
|
||||
if (current == null) {
|
||||
setupSecondaryDisplay();
|
||||
} else if (display == null || monitor == null
|
||||
|| !monitor.hasDisplay(display.getDisplayId())) {
|
||||
teardownSecondaryDisplay();
|
||||
setupSecondaryDisplay();
|
||||
}
|
||||
}
|
||||
|
||||
private static void setupSecondaryDisplay() {
|
||||
GameActivity self = (GameActivity) mSingleton;
|
||||
if (self == null || !secondaryEnabled || secondaryPresentation != null) return;
|
||||
@@ -1329,11 +1497,41 @@ public class GameActivity extends SDLActivity {
|
||||
private static void teardownSecondaryDisplay() {
|
||||
SecondaryPresentation p = secondaryPresentation;
|
||||
secondaryPresentation = null;
|
||||
synchronized (secondaryTouches) { secondaryTouches.clear(); }
|
||||
if (p != null) {
|
||||
try { p.dismiss(); } catch (Throwable t) {}
|
||||
}
|
||||
}
|
||||
|
||||
@android.annotation.TargetApi(17)
|
||||
private static class SecondaryDisplayMonitor
|
||||
implements android.hardware.display.DisplayManager.DisplayListener {
|
||||
private final android.hardware.display.DisplayManager manager;
|
||||
|
||||
SecondaryDisplayMonitor(GameActivity activity) {
|
||||
manager = (android.hardware.display.DisplayManager)
|
||||
activity.getSystemService(Context.DISPLAY_SERVICE);
|
||||
}
|
||||
|
||||
boolean register() {
|
||||
if (manager == null) return false;
|
||||
manager.registerDisplayListener(this, new Handler(Looper.getMainLooper()));
|
||||
return true;
|
||||
}
|
||||
|
||||
void unregister() {
|
||||
manager.unregisterDisplayListener(this);
|
||||
}
|
||||
|
||||
boolean hasDisplay(int displayId) {
|
||||
return manager.getDisplay(displayId) != null;
|
||||
}
|
||||
|
||||
@Override public void onDisplayAdded(int displayId) { refreshSecondaryDisplay(); }
|
||||
@Override public void onDisplayRemoved(int displayId) { refreshSecondaryDisplay(); }
|
||||
@Override public void onDisplayChanged(int displayId) { refreshSecondaryDisplay(); }
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static boolean hasSecondaryDisplay() {
|
||||
return secondaryPresentation != null;
|
||||
@@ -1347,6 +1545,13 @@ public class GameActivity extends SDLActivity {
|
||||
}
|
||||
}
|
||||
|
||||
@Keep
|
||||
public static String pollSecondaryDisplayTouch() {
|
||||
synchronized (secondaryTouches) {
|
||||
return secondaryTouches.pollFirst();
|
||||
}
|
||||
}
|
||||
|
||||
private static class SecondaryPresentation extends android.app.Presentation {
|
||||
private final FrameView frameView;
|
||||
|
||||
@@ -1413,6 +1618,7 @@ public class GameActivity extends SDLActivity {
|
||||
private final android.graphics.Paint paint = new android.graphics.Paint();
|
||||
private final Object lock = new Object();
|
||||
private int fw, fh;
|
||||
private int activePointer = -1;
|
||||
|
||||
FrameView(Context context) {
|
||||
super(context);
|
||||
@@ -1434,6 +1640,52 @@ public class GameActivity extends SDLActivity {
|
||||
postInvalidate();
|
||||
}
|
||||
|
||||
private void enqueueTouch(String event) {
|
||||
synchronized (secondaryTouches) {
|
||||
if (secondaryTouches.size() >= MAX_SECONDARY_TOUCHES) {
|
||||
secondaryTouches.clear();
|
||||
secondaryTouches.addLast("cancel,0,0");
|
||||
} else {
|
||||
secondaryTouches.addLast(event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int logicalX(float x) {
|
||||
return Math.min(fw - 1, Math.max(0,
|
||||
(int) ((x - dst.left) * fw / dst.width())));
|
||||
}
|
||||
|
||||
private int logicalY(float y) {
|
||||
return Math.min(fh - 1, Math.max(0,
|
||||
(int) ((y - dst.top) * fh / dst.height())));
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean onTouchEvent(android.view.MotionEvent event) {
|
||||
synchronized (lock) {
|
||||
int action = event.getActionMasked();
|
||||
if (action == android.view.MotionEvent.ACTION_DOWN && fw > 0
|
||||
&& dst.contains((int) event.getX(), (int) event.getY())) {
|
||||
activePointer = event.getPointerId(0);
|
||||
enqueueTouch("down," + logicalX(event.getX()) + ","
|
||||
+ logicalY(event.getY()));
|
||||
} else if (action == android.view.MotionEvent.ACTION_UP
|
||||
&& activePointer >= 0) {
|
||||
int index = event.findPointerIndex(activePointer);
|
||||
if (index >= 0 && fw > 0) {
|
||||
enqueueTouch("up," + logicalX(event.getX(index)) + ","
|
||||
+ logicalY(event.getY(index)));
|
||||
}
|
||||
activePointer = -1;
|
||||
} else if (action == android.view.MotionEvent.ACTION_CANCEL) {
|
||||
activePointer = -1;
|
||||
enqueueTouch("cancel,0,0");
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onDraw(android.graphics.Canvas canvas) {
|
||||
synchronized (lock) {
|
||||
|
||||