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Author SHA1 Message Date
bryanthaboi 1fa7c0eb43 Merge pull request #705 from bryanthaboi/dev 2026-08-02 19:11:23 -04:00
bryanthaboi 839b238e74 Merge pull request #699 from ShaneMcGovernIE/feature/3x-speed-and-shoulder-hotkeys 2026-08-02 19:08:25 -04:00
Shane McGovern ec22d57cd1 Document GAME SPEED hotkeys in README
Maintainer review on #699 asked to document the hotkeys. Added key 1
(cycle speed up) and controller R2/L2 to the README Hotkeys table, and
GAME SPEED to the Options-menu note.
2026-08-03 00:07:31 +01:00
bryanthaboi 23ef283272 Merge pull request #701 from ShaneMcGovernIE/fix/revive-exp-participants 2026-08-02 19:02:16 -04:00
bryanthaboi 327579f9b6 Merge pull request #700 from ShaneMcGovernIE/fix/pp-up-stats-display 2026-08-02 19:02:06 -04:00
Shane McGovern e5f9d2903d Fix revived Pokemon not receiving experience share
When a Pokemon faints in battle, onFaint() clears it from the battle
participant set. The revive item restored HP but never re-added the
mon to self.participants, so at awardExp() time the revived mon passed
the HP check but failed the participant gate -- getting no exp.

Fix: re-add the revived mon to battle.participants in the revive item
effect, so it's counted as a participant and receives its share of
experience at battle end.

Fixes #648
2026-08-02 23:22:34 +01:00
Shane McGovern 1f3aa4e111 Fix PP UP max PP not shown on stats/summary screen
The SummaryMenu (pause menu stats screen and in-battle stats screen)
displayed the base PP from the move definition as the max value,
ignoring PP Up bonuses. After using a PP UP, the screen would show
e.g. 6/5 instead of 6/6.

Fix: calculate maxPP with the PP Up bonus (basePP + ppUps * basePP/5),
matching the formula used everywhere else -- battle fight menus,
ETHER restore, Pokemon Center heal, link protocol, and save editor.

Fixes #641
2026-08-02 23:16:10 +01:00
Shane McGovern 3f88d1c49a Add 3X game speed and R2/L2 shoulder button speed hotkeys
Add 3X as a speed option between 2X and 4X in GameSpeed.LEVELS (#677).

Add controller hotkeys: rightshoulder (R2) cycles speed up through the
level list, leftshoulder (L2) cycles speed down. Keyboard equivalent
is hotkey 1 (cycles up). All hotkeys are gated during transitions,
scripted cutscenes, and link play (same guards as the color hotkey
at key 2).

The _cycleSpeed helper wraps the save-options update with the same
busy/overworld guard used by the existing color-cycle hotkey.

Fixes #677
2026-08-02 23:10:06 +01:00
bryanthaboi 5348ba1c65 Merge pull request #690 from spiritsnails/fix/faithful-ratio-mobile 2026-08-02 17:58:41 -04:00
bryanthaboi 2f35fd44a1 Merge pull request #693 from ShaneMcGovernIE/fix/celadon-diner-table-alias 2026-08-02 17:58:17 -04:00
bryanthaboi 470fe70f07 Merge pull request #696 from ShaneMcGovernIE/fix/oaks-lab-rival-exit-music 2026-08-02 17:57:58 -04:00
bryanthaboi 399bf557f3 Merge pull request #698 from ShaneMcGovernIE/fix/pc-back-and-hole-sfx 2026-08-02 17:57:44 -04:00
Shane McGovern fc2ca6cc26 Fix PC B-button navigation and hole-fall sound effect
Issue #695: Pressing B in PC submenus (BoxMenu, PlayerPC) was exiting
the entire PC session instead of returning to the main PC menu. The
three main-menu items (Bill's PC, player's PC, Prof. Oak's PC) were
missing keepOpen=true, so selecting one popped the main menu off the
stack. Added keepOpen to all three, matching the pattern already used
by BoxMenu and PlayerPC's own rows.

Issue #694: Falling through boulder holes in Seafoam Islands, Victory
Road, and Pokemon Mansion played no sound effect. Added Faint_Fall sfx
before every hole warp -- the scripted onStep holes in seafoam.lua,
story.lua, and story6.lua, plus the warp-tile-based hole detection in
OverworldController takeWarp. Faint_Fall is the companion to Faint_Thud
(already played when boulders fall into holes).

Fixes #695
Fixes #694
2026-08-02 22:11:15 +01:00
Shane McGovern d9d42ec956 Play rival encounter music when rival leaves Oak's Lab after battle
The parcel scene in Oak's Lab plays Music_MeetRival on both the rival's
arrival and departure (lines 144-146 in oaks_lab.lua), but the post-battle
onStep exit sequence only played the fanfare when the rival approached
(fixed in #596). It was missing when the rival walks out after the battle.

Add stop_music + play_music Music_MeetRival before the rival's exit
walk-out in both oaks_lab.lua and oaks_lab_yellow.lua, matching the
parcel scene's double-fanfare pattern from the original ROM.

Fixes #683
2026-08-02 21:49:56 +01:00
Shane McGovern 5e41c74682 Add tile aliases for LOBBY table blocks 45 and 49
The Celadon Diner uses three LOBBY table blocks that share tile 0x37 on
their flat surfaces. Only block 29 had the 0x37->0x5a BROWN alias; blocks
45 and 49 showed raw tile 0x37 in ROOF (blue-gray), creating a blue
square on the second/third tables with the Advanced Colors preset.

Add alias entries for blocks 45 (cells 13/14) and 49 (cells 1/2).

Fixes #689
2026-08-02 21:20:28 +01:00
spiritsnails 02ad846dfa fix: FAITHFUL RATIO works on Android and iOS
apply() returned false on its first line for mobile, so the option did
nothing there. A phone has no window to resize, so the lock caps the
render scale instead: the largest whole multiple of 160x144 the display
holds, centred, black around it.

Two parts beyond that. The scale is read off the display rather than from
the desktop's 1X-4X ladder, which named a different fraction of every
device and left the useful levels off the list; mobile shows ON or OFF.
And the world pass, which expands to cover the whole display so letterbox
becomes more map, is now sized against the locked viewport, so the lock
reaches the overworld instead of showing more of it.

Pixel perfect throughout, whole multiples only. Desktop and OFF are
unchanged. Renames the row to FAITHFUL RATIO on both platforms; the saved
key stays faithfulRes so existing settings carry over.
2026-08-02 12:44:38 -06:00
bryanthaboi 4e7eda65ed Merge pull request #685 from castdrian/metal 2026-08-02 14:34:08 -04:00
Adrian Castro 3fabe4f591 fix(ios): use square mobile icon in AltSource 2026-08-02 19:27:55 +02:00
github-actions 81234ef2ab chore(ios): update app-repo.json [skip ci] 2026-08-02 13:21:15 -04:00
bryanthaboi 4bd28390ea Merge pull request #680 from bryanthaboi/dev 2026-08-02 13:13:50 -04:00
bryanthaboi fa886899fc Merge pull request #653 from jherediagu/fix/oak-intro-name-confirmation 2026-08-02 13:11:51 -04:00
bryanthaboi a81126a03a Merge pull request #667 from castdrian/metal 2026-08-02 13:11:27 -04:00
bryanthaboi 164c555bb4 Merge pull request #669 from jherediagu/fix/battle-messages-use-rom-text 2026-08-02 13:10:15 -04:00
bryanthaboi e5926893a9 Merge pull request #670 from ShaneMcGovernIE/fix/oak-starter-jingle-668 2026-08-02 13:07:38 -04:00
bryanthaboi dbcaf705c2 Merge pull request #672 from ShaneMcGovernIE/fix/faint-animation-671 2026-08-02 13:05:23 -04:00
bryanthaboi f6809be81d Merge pull request #678 from spiritsnails/feat/ui-layout-option 2026-08-02 13:03:29 -04:00
spiritsnails 3ddf70888e test: ui_layout_option runs ROM-free
The row assertions called Data:load(), which needs data/generated/. The
T1/T2 tier runs without a ROM in CI, so the suite died on the import
rather than failing an assertion. Use T.fixtures.load() like the other
engine suites do.

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

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

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

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

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

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

SlideDownFaintedMonPic drops the pic one 8px row per 2-frame step, so
the offset advances Timing.FAINT_SLIDE_STEP (4px) per frame at 1x and
covers the full 56px PIC_HEIGHT over the 14-frame budget.
2026-08-02 16:34:02 +01:00
Shane McGovern 1dae9622e1 Play the jingle when Oak hands over the starter (#668)
The starter balls' scripts showed the received-mon text but never played
the sound_get_key_item fanfare that the text carries in the original
(scripts/OaksLab.asm OaksLabReceivedMonText / OaksLabRivalReceivedMonText).
Add play_sound Get_Key_Item before each received text, mirroring the
Yellow starter port.
2026-08-02 16:21:49 +01:00
Juan Heredia da0fa5c9ad Use the ROM's own battle text instead of paraphrasing it 2026-08-02 17:09:08 +02:00
Adrian Castro e576dea676 fix(ios): silence remaining build warnings and refresh artifact comments 2026-08-02 17:07:13 +02:00
github-actions 4cac51a831 chore(ios): update app-repo.json [skip ci] 2026-08-02 08:55:51 -04:00
Juan Heredia b6a397460e fix: Play Oak's name confirmation lines 2026-08-02 08:18:33 +02:00
34 changed files with 1034 additions and 122 deletions
@@ -7,6 +7,7 @@ on:
permissions:
contents: read
issues: write
pull-requests: write
jobs:
@@ -28,6 +29,13 @@ jobs:
[ -n "$pr_number" ] || exit 0
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
- name: Delete existing comment
if: steps.artifact.outputs.pr_number != ''
uses: izhangzhihao/delete-comment@master
with:
github_token: ${{ github.token }}
delete_user_name: github-actions[bot]
issue_number: ${{ steps.artifact.outputs.pr_number }}
- name: Get build info
id: build-info
env:
+7 -1
View File
@@ -397,12 +397,18 @@ jobs:
date="$(date -u +"%Y-%m-%d")"
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
if [ -n "$release_notes" ]; then
localized_description="$release_notes"
fi
entry="$(jq -n \
--arg version "$v" \
--arg date "$date" \
--arg download_url "$download_url" \
--arg localized_description "$localized_description" \
--argjson size "$size" \
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: "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)' \
+3 -2
View File
@@ -112,6 +112,7 @@ supported out of the box.
| Key | What it does |
| --------- | ---------------------------------------------------- |
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
| `1` | Cycle GAME SPEED up (controller: R2 faster, L2 slower) |
| `2` | Cycle COLORS |
| `3` | Cycle TILT (free-roam overworld) |
| `4` | Cycle ZOOM through every level (free-roam overworld) |
@@ -121,8 +122,8 @@ supported out of the box.
| `F10` | Open / close the mod manager |
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
and persist in `options.lua`.
COLORS, TILT, ZOOM, GBC FX, GAME SPEED, and VOID FILL are also in the
Options menu and persist in `options.lua`.
### Low-end devices
+29 -19
View File
@@ -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", 22 }, -- 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", 25 }, -- 4
-- the Pokédex "new species" entry shows before the ask (predef
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
-- sets the owned bits so ShowPokedexData prints height/weight/text;
@@ -37,36 +37,41 @@ local function starterBall(askText, species, choseFlag, ownBall,
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
-- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1.
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
{ "give_pokemon", species, 5 }, -- 9
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
{ "set_flag", choseFlag }, -- 11
-- The received text carries sound_get_key_item (OaksLab.asm
-- OaksLabReceivedMonText); the jingle plays as the box opens
-- (same beat as the Yellow port's starter, #668).
{ "play_sound", "Get_Key_Item" }, -- 8
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
{ "give_pokemon", species, 5 }, -- 10
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
{ "set_flag", choseFlag }, -- 12
-- POKé BALLs are not handed out here in the original -- Oak gives
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
{ "hide_object", "OAKS_LAB", ownBall }, -- 13
-- the rival walks to the countering ball (around the furniture)
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
{ "face_object", 1, "up" }, -- 14
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
{ "move_npc_to", 1, rivalBallX, 4 }, -- 14
{ "face_object", 1, "up" }, -- 15
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
{ "show_text", "_OaksLabRivalReceivedMonText",
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
or "BULBASAUR" } }, -- 17
{ "jump", "end" }, -- 18
{ "jump", "end" }, -- 19 (spacer)
or "BULBASAUR" } }, -- 19
{ "jump", "end" }, -- 20
{ "jump", "end" }, -- 21 (spacer)
-- a leftover ball after the player's pick: Oak turns to face the
-- player and reads the last-mon line instead of re-offering the
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
-- out as Pokémon here.
{ "face_object", 5, "down" }, -- 20
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 21
{ "face_object", 5, "down" }, -- 22
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 23
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
-- through into the pre-pick line below (#601 remnant, reported on #600)
{ "jump", "end" }, -- 22
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 23
{ "jump", "end" }, -- 24
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 25
}
end
@@ -320,9 +325,14 @@ return {
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player. The fanfare was dropped here (#683) -- the
-- parcel scene above already plays Music_MeetRival on both arrival and
-- departure (lines 144-146), and this exit should match (#596).
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
-- 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
+4 -2
View File
@@ -287,10 +287,12 @@ return {
table.insert(rows, { "label", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 3 })
table.insert(rows, { "label", "exit" })
-- OaksLabRivalStartsExitScript: parting shot, walk out past the
-- player, restore the lab theme
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player (#683).
table.insert(rows, { "wait", 20 })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
+1
View File
@@ -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
+1
View File
@@ -942,6 +942,7 @@ 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
+1
View File
@@ -118,6 +118,7 @@ local MANSION_HOLES = {
M.POKEMON_MANSION_3F.onStep = function(game, ow, x, y)
for _, h in ipairs(MANSION_HOLES) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
+18 -3
View File
@@ -1,17 +1,32 @@
{
"name": "gen1recomp App Repo",
"identifier": "com.theboisclub.gen1recomp.repo",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/logo.png",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"apps": [
{
"name": "gen1recomp",
"bundleIdentifier": "com.theboisclub.gen1recomp",
"developerName": "bryanthaboi",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/logo.png",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
"tintColor": "3b5ca8",
"category": "games",
"versions": []
"versions": [
{
"version": "0.1.59",
"date": "2026-08-02",
"size": 8334731,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.59/gen1recomp-0.1.59-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #668 No Jingle playing when receiving first Pokemon from Oak\n- #671 faint animation error\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian\n- @jherediagu\n- @spiritsnails\n- Shane McGovern"
},
{
"version": "0.1.58",
"date": "2026-08-02",
"size": 8331163,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.58/gen1recomp-0.1.58-ios.ipa",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
}
]
}
]
}
+83 -12
View File
@@ -343,23 +343,12 @@ pack_game_love() {
done
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
# This script packs its own game.love (it does not reuse build.sh's), so it
# stamps the release version the same way build.sh and build_android.sh do:
# patch a copy of Version.lua (engine set to $VERSION) under a throwaway
# staging dir and replace the entry inside the archive in place -- never the
# source tree. Stamping the Info.plist alone is not enough: the mod loader
# reads Version.engine out of game.love (src/mods/Loader.lua game_version
# gate), so an unstamped archive reports "0.0.0-dev" and every mod with a
# version floor is rejected on iOS while it loads on desktop (#613).
# VERSION is already validated as X.Y.Z above; when it is empty the packaged
# game keeps the "0.0.0-dev" default so a dev build cannot pass for a
# release. The stamp is read back out and the build fails if it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
local stamp_dir
stamp_dir="$(mktemp -d)"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")([^\"]*)(\")/\1$VERSION\3/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
local version_re
@@ -464,6 +453,86 @@ print("patched project.pbxproj")
PY
}
suppress_love_dependency_warnings() {
local liblove_pbx="$XCODE_DIR/liblove.xcodeproj/project.pbxproj"
local love_pbx="$XCODE_DIR/love.xcodeproj/project.pbxproj"
[ -f "$liblove_pbx" ] || fail "missing $liblove_pbx"
[ -f "$love_pbx" ] || fail "missing $love_pbx"
python3 - "$liblove_pbx" "$love_pbx" <<'PY'
import pathlib
import sys
def patch_configs(path, config_ids, settings):
text = path.read_text()
for config_id in config_ids:
marker = f"\t\t{config_id}"
start = text.find(marker)
if start < 0:
raise SystemExit(f"missing configuration {config_id}")
settings_start = text.find("\t\t\tbuildSettings = {\n", start)
block_end = text.find("\n\t\t};", settings_start)
if settings_start < 0 or block_end < 0:
raise SystemExit(f"invalid configuration {config_id}")
block = text[settings_start:block_end]
lines = block.splitlines(keepends=True)
for setting in settings:
key = setting.split(" = ", 1)[0].strip()
prefix = f"{key} ="
replaced = False
normalized = []
for line in lines:
if line.startswith(f"\t\t\t\t{prefix}"):
if not replaced:
normalized.append(setting)
replaced = True
else:
normalized.append(line)
if not replaced:
normalized.insert(1, setting)
lines = normalized
normalized_block = "".join(lines)
if normalized_block != block:
text = text[:settings_start] + normalized_block + text[block_end:]
path.write_text(text)
patch_configs(
pathlib.Path(sys.argv[1]),
(
"FA0B78EF1A958B90000E1D17",
"FA0B78F01A958B90000E1D17",
"FA0B78F11A958B90000E1D17",
),
(
"\t\t\t\tCLANG_WARN_UNINITIALIZED_AUTOS = NO;\n",
"\t\t\t\tCLANG_WARN_UNREACHABLE_CODE = NO;\n",
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
"\t\t\t\tGCC_WARN_CHECK_SWITCH_STATEMENTS = NO;\n",
"\t\t\t\tGCC_WARN_SIGN_COMPARE = NO;\n",
"\t\t\t\tGCC_WARN_UNINITIALIZED_AUTOS = NO;\n",
"\t\t\t\tGCC_WARN_UNUSED_FUNCTION = NO;\n",
"\t\t\t\tGCC_WARN_UNUSED_PARAMETER = NO;\n",
"\t\t\t\tGCC_WARN_UNUSED_VARIABLE = NO;\n",
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-sign-compare -Wno-strict-prototypes -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-variable\";\n",
"\t\t\t\tOTHER_CPLUSPLUSFLAGS = \"$(inherited) -Wno-deprecated-declarations -Wno-non-c-typedef-for-linkage -Wno-sign-compare -Wno-switch -Wno-unguarded-availability-new -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-private-field -Wno-unused-variable\";\n",
),
)
patch_configs(
pathlib.Path(sys.argv[2]),
(
"FA0B7F261A95AAF4000E1D17",
"FA0B7F271A95AAF4000E1D17",
"FA0B7F281A95AAF4000E1D17",
),
(
"\t\t\t\tCLANG_WARN_UNDECLARED_SELECTOR = NO;\n",
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-undeclared-selector -Wno-unused-parameter\";\n",
),
)
PY
}
# --------------------------------------------------------------- xcodebuild
# love.system.pickFile and createFile are a native bridge compiled in by
# mobile/ios/patch_love_src.py, not part of LÖVE. A build that skipped the
@@ -543,6 +612,7 @@ run_xcodebuild() {
MARKETING_VERSION="$marketing_version"
CURRENT_PROJECT_VERSION="$project_version"
ONLY_ACTIVE_ARCH=NO
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
)
if ! $DEVICE; then
@@ -702,6 +772,7 @@ python3 "$IOS_DIR/patch_love_src.py" || fail "patch_love_src.py failed"
ensure_manifests
pack_game_love
ensure_game_love_in_xcode
suppress_love_dependency_warnings
if $PACKAGE_ONLY; then
say "package-only: skipping xcodebuild (game.love + plist ready under mobile/ios/love-src/)"
+112 -49
View File
@@ -33,6 +33,65 @@ local WideBattle = require("src.battle.WideBattle")
local BattleState = {}
BattleState.__index = BattleState
BattleState.isOpaque = true
-- pokered prints the battle lines itself (engine/battle/core.asm and the
-- move-effect banks), and the importer extracts every one of them, so the
-- port paraphrasing them in Lua meant the screen showed a near-miss of the
-- game's own wording while the cache held the real line -- and on a
-- localized import it showed English over translated data.
--
-- fromRom prefers the extracted text and keeps the literal as the catalog
-- fallback, for a cache built before the label and for the pure-module
-- tests that run without a dataset. The battle text's slots ({USER},
-- {TARGET}, the {RAM:...} buffers) are NOT in the token registry that
-- TextBox.substitute serves -- it only resolves {PLAYER}, {RIVAL} and
-- three string buffers -- so they are spliced here, in argument order,
-- before the box ever sees the string. {PLAYER}/{RIVAL} are left alone
-- for that later pass.
-- {PLAYER}/{RIVAL} are the two slots TextBox.substitute can fill on its
-- own, so they are only consumed here when the caller clearly supplies
-- them: an argument count matching every slot. Matching just the other
-- slots leaves those two for the later pass. Anything else means the
-- extracted line cannot carry what the call has to say -- a few labels
-- stop at a dynamic marker the decoder does not follow, e.g.
-- _EnemysWeakText extracts as "The enemy's weak!\nGet'm! " with nowhere
-- to put the name -- so the engine's own wording stands in rather than
-- printing a sentence with a hole in it.
local function fromRom(data, label, fallback, ...)
local text = data and data.text and data.text[label]
if not text then return Strings(fallback, ...) end
local args = { ... }
if #args == 0 then return text end
local slots, named = 0, 0
for token in text:gmatch("%b{}") do
slots = slots + 1
if token == "{PLAYER}" or token == "{RIVAL}" then named = named + 1 end
end
local fillNamed
if #args == slots then
fillNamed = true
elseif #args == slots - named then
fillNamed = false
else
return Strings(fallback, ...)
end
local index = 0
return (text:gsub("%b{}", function(token)
if not fillNamed and (token == "{PLAYER}" or token == "{RIVAL}") then
return token
end
index = index + 1
local value = args[index]
if value == nil then return token end
return tostring(value)
end))
end
function BattleState:romText(label, fallback, ...)
return fromRom(self.data, label, fallback, ...)
end
-- Letterbox voids around the 160x144 battle canvas fill white so the
-- window reads as one continuous battle screen (no black bars).
BattleState.letterboxWhite = true
@@ -569,9 +628,9 @@ function BattleState.newWild(game, species, level, opts)
self.enemy = makeBattler(game.data, Pokemon.new(game.data, species, level), false)
markSeen(game, species)
if opts and opts.hooked then
self.introText = Strings("The hooked\n%s\nattacked!", self.enemy.name)
self.introText = self:romText("_HookedMonAttackedText", "The hooked\n%s\nattacked!", self.enemy.name)
else
self.introText = Strings("Wild %s\nappeared!", self.enemy.name)
self.introText = self:romText("_WildMonAppearedText", "Wild %s\nappeared!", self.enemy.name)
end
return self
end
@@ -753,7 +812,7 @@ function BattleState:queueScopeReveal()
or Strings("SILPH SCOPE\nunveiled the\vGHOST's identity!"))
self:act(function() self.ghostReveal = { t = 0 } end)
table.insert(self.queue, { wait = BattleState.GHOST_REVEAL_FRAMES })
self:say(Strings("Wild %s\nappeared!",
self:say(self:romText("_WildMonAppearedText", "Wild %s\nappeared!",
self.ghostReal and self.ghostReal.name or self.enemy.name))
end
@@ -1292,7 +1351,7 @@ function BattleState:sendOutText(name)
if pct >= 70 then return Strings("Go! %s!", name) end
if pct >= 40 then return Strings("Do it! %s!", name) end
if pct >= 10 then return Strings("Get'm! %s!", name) end
return Strings("The enemy's weak!\nGet'm! %s!", name)
return self:romText("_EnemysWeakText", "The enemy's weak!\nGet'm! %s!", name)
end
-- audio/play_battle_music.asm: gym leaders (wGymLeaderNo) get the
@@ -1866,11 +1925,11 @@ function BattleState:update(dt)
end
local mv = moves[self.moveIndex]
if self.player.disabledSlot == self.moveIndex then
self:say(Strings("The move is\ndisabled!"))
self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!"))
self.phase = "messages"
self.afterQueue = "menu"
elseif mv.pp <= 0 then
self:say(Strings("No PP left for\nthis move!"))
self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!"))
self.phase = "messages"
self.afterQueue = "menu"
else
@@ -1920,7 +1979,7 @@ function BattleState:resolveMimic(user, target, move, moveInst)
table.insert(self.queue, self.nextInsert, { wait = 50 })
if target.invulnerable
or not self:accuracyRoll(move, user, target) then
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
local slots = {}
@@ -1930,7 +1989,7 @@ function BattleState:resolveMimic(user, target, move, moveInst)
if #slots == 0 then
-- .getRandomMove rerolls empty slots forever; a moveless target
-- can't happen in practice, so just fail instead of hanging
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
if user.isPlayer and self.kind ~= "link" then
@@ -1991,7 +2050,7 @@ function BattleState:applyMimic(user, target, moveInst, slot)
entry.mimic = true
self:animNext("MIMIC", user.isPlayer)
-- _MimicLearnedMoveText: "<USER> / learned / MOVE!"
self:sayNext(Strings("%s\nlearned\n%s!", displayName(user),
self:sayNext(self:romText("_MimicLearnedMoveText", "%s\nlearned\n%s!", displayName(user),
self.data.moves[src.id].name))
end
@@ -3053,7 +3112,7 @@ function BattleState:executeAction(user, target, action)
-- 3392): sleep/freeze/held/flinch keep the mon recharging next turn
if self:preRechargeChecks(user, target) then return end
user.mustRecharge = nil
self:sayNext(Strings("%s\nmust recharge!", displayName(user)))
self:sayNext(self:romText("_MustRechargeText", "%s\nmust recharge!", displayName(user)))
return
end
if action.special == "bound" then
@@ -3098,8 +3157,8 @@ function BattleState:statusOnomatopoeia(user, kind)
anim = isPlayer and "CONF_PLAYER_ANIM" or "CONF_ANIM"
end
local text = kind == "sleep"
and Strings("%s\nis fast asleep!", displayName(user))
or Strings("%s\nis confused!", displayName(user))
and self:romText("_FastAsleepText", "%s\nis fast asleep!", displayName(user))
or self:romText("_IsConfusedText", "%s\nis confused!", displayName(user))
if kind == "sleep" and isPlayer then
self:animNext(anim, isPlayer)
self:sayNext(text)
@@ -3138,18 +3197,18 @@ function BattleState:preRechargeChecks(user, target)
user.sleepTurns = (user.sleepTurns or 1) - 1
if user.sleepTurns <= 0 then
mon.status = nil
self:sayNext(Strings("%s\nwoke up!", displayName(user)))
self:sayNext(self:romText("_WokeUpText", "%s\nwoke up!", displayName(user)))
else
self:statusOnomatopoeia(user, "sleep")
end
return true
end
if mon.status == "FRZ" then
self:sayNext(Strings("%s\nis frozen solid!", displayName(user)))
self:sayNext(self:romText("_IsFrozenText", "%s\nis frozen solid!", displayName(user)))
return true
end
if target.trappingTurns then
self:sayNext(Strings("%s\ncan't move!", displayName(user)))
self:sayNext(self:romText("_CantMoveText", "%s\ncan't move!", displayName(user)))
return true
end
if user.flinched then
@@ -3157,7 +3216,7 @@ function BattleState:preRechargeChecks(user, target)
-- player recharges, so the flinch eats the recharge turn and the
-- flag survives (the Hyper Beam flinch glitch)
user.flinched = false
self:sayNext(Strings("%s\nflinched!", displayName(user)))
self:sayNext(self:romText("_FlinchedText", "%s\nflinched!", displayName(user)))
return true
end
return false
@@ -3178,7 +3237,7 @@ function BattleState:statusInterrupt(user, target)
{ id = "CONFUSED", power = 40, type = "NORMAL", accuracy = 100 },
{ rng = self.rng, forceCrit = false, typeless = true,
screens = target })
self:sayNext(Strings("It hurt itself in\nits confusion!"))
self:sayNext(self:romText("_HurtItselfText", "It hurt itself in\nits confusion!"))
self:clearVolatiles(user, true)
self:applyDamage(user, dmg)
if user.mon.hp <= 0 then self:onFaint(user) end
@@ -3266,7 +3325,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
self.moveAnimRow = nil
if not (user.thrashTurns and moveInst == user.thrashMove and user.thrashAnnounced) then
self:sayNext(Strings("%s\nused %s!", displayName(user), move.name))
self:sayNext(self:romText("_ItemUseText001", "%s\nused %s!", displayName(user), move.name))
-- the move's animation plays right after the announcement; the
-- damage path attaches the target's hit blink to this row so the
-- blink follows the animation (pokered's order). Mimic is the
@@ -3351,7 +3410,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- SleepEffect/PoisonEffect/... call PlayCurrentMoveAnimation only
-- after the effect lands; a miss skips it
self:cancelMoveAnim()
self:sayNext(Strings("%s's\nattack missed!", displayName(user)))
self:sayNext(self:romText("_AttackMissedText", "%s's\nattack missed!", displayName(user)))
return
end
local msgs = record.run(ctx)
@@ -3371,7 +3430,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
if move.power == 0 and not (record and record.kind == "full") then
MoveEffects.warnUnknown(move.effect)
self:cancelMoveAnim()
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
@@ -3380,7 +3439,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
end
function BattleState:continueTrapping(user, target)
self:sayNext(Strings("%s's\nattack continues!", displayName(user)))
self:sayNext(self:romText("_AttackContinuesText", "%s's\nattack continues!", displayName(user)))
-- .MultiturnMoveCheck (core.asm:3554-3566) prints AttackContinuesText
-- then jumps to GetPlayerAnimationType, so the trapping move's full
-- animation replays each locked turn (same damage, animation shown).
@@ -3406,12 +3465,12 @@ function BattleState:continueBide(user, target)
self:sayNext(Strings("%s\nis storing energy!", displayName(user)))
return
end
self:sayNext(Strings("%s\nunleashed energy!", displayName(user)))
self:sayNext(self:romText("_UnleashedEnergyText", "%s\nunleashed energy!", displayName(user)))
local dmg = (user.bideDamage or 0) * 2
user.bideTurns, user.bideDamage = nil, nil
if dmg <= 0 then
self:cancelMoveAnim()
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
-- .UnleashEnergy (core.asm:3501-3529) re-points wPlayerMoveNum at BIDE
@@ -3434,9 +3493,9 @@ function BattleState:applyDamage(target, dmg)
target.substituteHP = target.substituteHP - dmg
if target.substituteHP <= 0 then
target.substituteHP = nil
self:sayNext(Strings("%s's\nSUBSTITUTE broke!", displayName(target)))
self:sayNext(self:romText("_SubstituteBrokeText", "%s's\nSUBSTITUTE broke!", displayName(target)))
else
self:sayNext(Strings("The SUBSTITUTE\ntook damage for\n%s!", displayName(target)))
self:sayNext(self:romText("_SubstituteTookDamageText", "The SUBSTITUTE\ntook damage for\n%s!", displayName(target)))
end
return dmg
end
@@ -3448,7 +3507,7 @@ function BattleState:applyDamage(target, dmg)
end
if target.rageMove and dealt > 0 then
target.stages.attack = math.min(6, (target.stages.attack or 0) + 1)
self:sayNext(Strings("%s's\nRAGE is building!", displayName(target)))
self:sayNext(self:romText("_BuildingRageText", "%s's\nRAGE is building!", displayName(target)))
end
return dealt
end
@@ -3776,7 +3835,7 @@ function BattleState:enemyMonFainted()
-- scripted battles that print their own follow-up leave it nil.
self:actNext(function() self:playVictoryMusic() end)
-- _TrainerDefeatedText: "<PLAYER> defeated\nTRAINER!"
self:sayNext(Strings("%s defeated\n%s!", self.game.save.player.name,
self:sayNext(self:romText("_TrainerDefeatedText", "%s defeated\n%s!", self.game.save.player.name,
self.trainer.name))
self:actNext(function()
self.showEnemyTrainer = self.trainerPic ~= nil
@@ -3803,7 +3862,7 @@ function BattleState:enemyMonFainted()
end
end
end
self:sayNext(Strings("%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
self:sayNext(self:romText("_MoneyForWinningText", "%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
end
self.result = "win"
self.afterQueue = "finish"
@@ -3819,7 +3878,7 @@ function BattleState:learnMove(mon, moveId)
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
self:sayNext(Strings("%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
self:sayNext(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
mdef.name))
return
end
@@ -3901,11 +3960,11 @@ function BattleState:playerMonFainted()
local pSpd = (game.save.party[1].stats or { speed = 0 }).speed or 0
if self:runRoll(pSpd, TurnOrder.effectiveSpeed(self.enemy)) then
require("src.core.Sound").play(self.data, "Run")
self:say(Strings("Got away safely!"))
self:say(self:romText("_GotAwayText", "Got away safely!"))
self.result = "run"
self.afterQueue = "finish"
else
self:say(Strings("Can't escape!"))
self:say(self:romText("_CantEscapeText", "Can't escape!"))
end
end)
end)
@@ -3925,7 +3984,7 @@ function BattleState:openReplacementMenu()
forceSwitch = true,
onSwitch = function(mon)
if mon.hp <= 0 then
self:say(Strings("There's no will\nto fight!"))
self:say(self:romText("_NoWillText", "There's no will\nto fight!"))
return -- the menu-phase guard reopens the menu
end
self:restoreMimicked(self.player)
@@ -3969,7 +4028,7 @@ function BattleState:safariAction(choice)
if choice == "run" then
require("src.core.Sound").play(self.data, "Run")
self:say(Strings("Got away safely!"))
self:say(self:romText("_GotAwayText", "Got away safely!"))
self.result = "run"
self.afterQueue = "finish"
return
@@ -4006,12 +4065,12 @@ function BattleState:safariAction(choice)
end
if choice == "bait" then
self:say(Strings("%s threw some\nBAIT.", playerName))
self:say(self:romText("_ThrewBaitText", "%s threw some\nBAIT.", playerName))
self.safariCatchRate = math.floor(self.safariCatchRate / 2)
self.baitFactor = math.min(255, self.baitFactor + self.rng(1, 5))
self.escapeFactor = 0
else -- rock
self:say(Strings("%s threw a\nROCK.", playerName))
self:say(self:romText("_ThrewRockText", "%s threw a\nROCK.", playerName))
self.safariCatchRate = math.min(255, self.safariCatchRate * 2)
self.escapeFactor = math.min(255, self.escapeFactor + self.rng(1, 5))
self.baitFactor = 0
@@ -4027,13 +4086,13 @@ end
function BattleState:safariEnemyTurn()
if self.baitFactor > 0 then
self.baitFactor = self.baitFactor - 1
self:sayNext(Strings("Wild %s\nis eating!", self.enemy.name))
self:sayNext(self:romText("_SafariZoneEatingText", "Wild %s\nis eating!", self.enemy.name))
elseif self.escapeFactor > 0 then
self.escapeFactor = self.escapeFactor - 1
if self.escapeFactor == 0 then
self.safariCatchRate = self.enemy.def.catchRate
end
self:sayNext(Strings("Wild %s\nis angry!", self.enemy.name))
self:sayNext(self:romText("_SafariZoneAngryText", "Wild %s\nis angry!", self.enemy.name))
end
self:act(function()
local speed = self.enemy.curStats.speed % 256
@@ -4049,7 +4108,7 @@ function BattleState:safariEnemyTurn()
fled = self.rng(0, 255) < b
end
if fled then
self:sayNext(Strings("Wild %s\nran!", self.enemy.name))
self:sayNext(self:romText("_WildRanText", "Wild %s\nran!", self.enemy.name))
self:actNext(function()
require("src.core.Sound").play(self.data, "Run")
startPicKind(self:picFxFor(self.enemy), "slideOff")
@@ -4116,11 +4175,11 @@ function BattleState:tryRun()
TurnOrder.effectiveSpeed(self.enemy))
if escaped then
require("src.core.Sound").play(self.data, "Run")
self:say(Strings("Got away safely!"))
self:say(self:romText("_GotAwayText", "Got away safely!"))
self.result = "run"
self.afterQueue = "finish"
else
self:say(Strings("Can't escape!"))
self:say(self:romText("_CantEscapeText", "Can't escape!"))
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
@@ -4157,9 +4216,9 @@ function BattleState:ballMissMessage(shakes)
elseif shakes == 1 then
return t._ItemUseBallText02 or Strings("Darn! The POKéMON\nbroke free!")
elseif shakes == 2 then
return (t._ItemUseBallText03 or Strings("Aww! It appeared\nto be caught!")):gsub("%s+$", "")
return (t._ItemUseBallText03 or self:romText("_ItemUseBallText03", "Aww! It appeared\nto be caught!")):gsub("%s+$", "")
end
return t._ItemUseBallText04 or Strings("Shoot! It was so\nclose too!")
return t._ItemUseBallText04 or self:romText("_ItemUseBallText04", "Shoot! It was so\nclose too!")
end
-- AskName (engine/menus/naming_screen.asm): ClearSprites, wild field blank,
@@ -4170,7 +4229,7 @@ function BattleState:askNicknameUI(mon, displayName)
self.lockedBall = nil
self.blankForAskName = true
local TextBox = require("src.render.TextBox")
local text = Strings("Do you want to\ngive a nickname\nto %s?", displayName)
local text = self:romText("_DoYouWantToNicknameText", "Do you want to\ngive a nickname\nto %s?", displayName)
local label = game.data.text and game.data.text._DoYouWantToNicknameText
if label then
-- extractor CONT is \t; TextBox scrolls on \n/\v
@@ -4299,7 +4358,7 @@ function BattleState:throwBall(ball)
-- "<PLAYER> used <ITEM>!" line (#291). Safari and the old man demo are
-- still wIsInBattle == 1, and this port models both as kind == "wild".
if self.kind == "wild" then
self:say(Strings("%s used\n%s!", self.game.save.player.name,
self:say(self:romText("_ItemUseText001", "%s used\n%s!", self.game.save.player.name,
self.data.items[ball].name))
end
self:act(function()
@@ -4321,9 +4380,9 @@ function BattleState:throwBall(ball)
end)
self:animNext("BLOCKBALL_ANIM", true)
self:sayNext(t._ThrowBallAtTrainerMonText1
or Strings("The trainer\nblocked the BALL!"))
or self:romText("_ThrowBallAtTrainerMonText1", "The trainer\nblocked the BALL!"))
self:sayNext(t._ThrowBallAtTrainerMonText2
or Strings("Don't be a thief!"))
or self:romText("_ThrowBallAtTrainerMonText2", "Don't be a thief!"))
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
@@ -4386,7 +4445,7 @@ function BattleState:openParty()
if mon == self.player.mon then
self:say(Strings("%s is\nalready out!", self.player.name))
elseif mon.hp <= 0 then
self:say(Strings("There's no will\nto fight!"))
self:say(self:romText("_NoWillText", "There's no will\nto fight!"))
else
self:resolveSwitch(mon)
end
@@ -4412,7 +4471,7 @@ end
function BattleState:finish()
if self.payDay and self.result == "win" then
self.game.save.money = self.game.save.money + self.payDay
self:say(Strings("%s picked up\n¥%d!", self.game.save.player.name, self.payDay))
self:say(self:romText("_PickUpPayDayMoneyText", "%s picked up\n¥%d!", self.game.save.player.name, self.payDay))
self.payDay = nil
self.afterQueue = "finish"
self.phase = "messages"
@@ -4542,11 +4601,15 @@ end
-- pixels, so it scales with the pic's draw scale (the player's default 2x
-- sinks 2x as fast to sink at the same visual rate); a mod scale composes
-- the same way. scale defaults to the vanilla side scale when unknown.
-- SlideDownFaintedMonPic drops the pic one 8px row per 2-frame step, so
-- the offset advances Timing.FAINT_SLIDE_STEP (4px) per frame at 1x --
-- the full 56px PIC_HEIGHT slide over the 14-frame budget (#671: the
-- old (30 - frames) math teleported the sprite 32px down on frame one).
function BattleState:fxFaintOffset(battler, scale)
local fx = self.fx
if self:fxFaintActive(battler) then
scale = scale or (battler.isPlayer and 2 or 1)
return (30 - fx.faint.frames) * 2 * scale
return (Timing.FAINT_SLIDE - fx.faint.frames) * Timing.FAINT_SLIDE_STEP * scale
end
return 0
end
+97 -6
View File
@@ -8,8 +8,21 @@
-- letterbox entirely, so the surface is the Game Boy screen and nothing else.
--
-- Persisted as save.options.faithfulRes (0 = OFF). Applied from OptionsMenu
-- and on boot via Game:applyOptions. No-ops on mobile and in headless stubs
-- that lack love.window.
-- and on boot via Game:applyOptions. No-ops in headless stubs that lack
-- love.window.
--
-- MOBILE takes the other route to the same place. There is no window to
-- resize -- the window IS the screen, and it rotates -- so the lock caps the
-- RENDER scale instead: the renderer draws the Game Boy screen at exactly N
-- physical pixels per GB pixel and centres it, and the rest of the display
-- stays black. Same promise as the desktop lock (a GB pixel is exactly N
-- screen pixels, no more) reached by moving the picture rather than the
-- window. This used to return false on the first line, so the row sat in
-- OPTIONS on Android and iOS doing nothing at all.
--
-- Scale, not size, is also what makes rotation free: Renderer:fitScale runs
-- every frame off the live drawable size, so portrait and landscape both get
-- the same locked scale with the bars falling wherever the screen is longer.
local FaithfulRes = {}
@@ -17,6 +30,10 @@ FaithfulRes.WIDTH, FaithfulRes.HEIGHT = 160, 144
FaithfulRes.LEVELS = { 0, 1, 2, 3, 4 }
FaithfulRes.DEFAULT = 0
-- mobile only: the locked scale in physical pixels per GB pixel, 0 for OFF.
-- Renderer:fitScale reads it through FaithfulRes.scaleCap.
FaithfulRes.mobileScale = 0
-- conf.lua's floor for the resizable desktop window, restored when the lock
-- is released. 1X and 2X are BELOW it, so the lock has to lower the minimum
-- as well as set the size or LOVE clamps the window back up.
@@ -25,21 +42,52 @@ FaithfulRes.MIN_W, FaithfulRes.MIN_H = 480, 360
-- whether this module currently owns the window size
FaithfulRes.locked = false
-- The highest level this display can actually show.
--
-- On desktop it is 4: the levels are window sizes, and 4X is the ceiling the
-- feature shipped with. On mobile there is no window to size, so a fixed
-- 1..4 ladder is meaningless -- 4X is a quarter of a 1080p phone, and the
-- levels the panel could really use are not on the list at all. Derive it
-- from the screen instead, so a 1080x2400 phone offers up to 6X and the top
-- of the ladder is the biggest exact-pixel picture it can draw.
--
-- OFF (0) is untouched by any of this and keeps doing exactly what it always
-- did: the renderer fits and letterboxes as usual.
function FaithfulRes.maxLevel()
-- Mobile is ON or OFF. A ladder of absolute multiples is a desktop idea --
-- there it names a window size you can see. On a phone the same number
-- means a different fraction of every device, and every level below the top
-- is just a smaller picture for no reason. ON means one thing instead:
-- lock the viewport to the Game Boy's 10:9 and size it to this screen.
if FaithfulRes.isMobile() then return 1 end
return 4
end
-- the selectable ladder for this display: OFF, then 1X..maxLevel
function FaithfulRes.levels()
local out = { 0 }
for i = 1, FaithfulRes.maxLevel() do out[#out + 1] = i end
return out
end
function FaithfulRes.normalize(v)
v = math.floor(tonumber(v) or FaithfulRes.DEFAULT)
if v < 0 then return 0 end
if v > 4 then return 4 end
local max = FaithfulRes.maxLevel()
if v > max then return max end
return v
end
function FaithfulRes.label(v)
v = FaithfulRes.normalize(v)
if v == 0 then return "OFF" end
-- mobile has one ON: the level is chosen from the display, not the player
if FaithfulRes.isMobile() then return "ON" end
return tostring(v) .. "X"
end
function FaithfulRes.cycle(v, dir)
local levels = FaithfulRes.LEVELS
local levels = FaithfulRes.levels()
local cur = 1
for i, level in ipairs(levels) do
if level == FaithfulRes.normalize(v) then cur = i break end
@@ -48,6 +96,12 @@ function FaithfulRes.cycle(v, dir)
end
function FaithfulRes.isMobile()
-- POKEPORT_FORCE_MOBILE=1: take the mobile branch on a desktop build, so the
-- scale lock can be seen and driven without a device. The window is still
-- resizable, which is the point -- drag it to a phone aspect, rotate it by
-- dragging the other way, and the lock has to hold through both. Only this
-- module reads isMobile, so the override cannot leak into anything else.
if os.getenv("POKEPORT_FORCE_MOBILE") == "1" then return true end
if not love or not love.system or not love.system.getOS then return false end
local osName = love.system.getOS()
return osName == "Android" or osName == "iOS"
@@ -86,13 +140,50 @@ end
-- Push the lock into the live window. Returns true when the window is
-- locked afterwards.
-- The largest WHOLE multiple of the Game Boy screen this display can hold.
-- Integer, never fractional: a GB pixel has to be the same number of screen
-- pixels in both axes or it is not pixel perfect, it is resampled.
--
-- The leftover is black bars, and on a tall phone there is a lot of it
-- vertically -- that is simply what a 10:9 screen looks like on a 9:20
-- display, and it is what an emulator shows too.
function FaithfulRes.deviceScale()
local g = love and love.graphics
if not (g and g.getPixelDimensions) then return 1 end
local pw, ph = g.getPixelDimensions()
if not pw or not ph or pw <= 0 or ph <= 0 then return 1 end
return math.max(1, math.floor(math.min(pw / FaithfulRes.WIDTH,
ph / FaithfulRes.HEIGHT)))
end
-- The scale the renderer must lock to, or nil for "fit the window as usual".
-- Only ever set on mobile: on desktop the window itself is the lock, so
-- fitScale already lands on N and this would be a second, redundant one.
--
-- Always the device maximum. Anything less is a smaller picture for no gain,
-- which is how the first cut ended up showing a postage stamp on a 1080p
-- phone.
function FaithfulRes.scaleCap()
if not FaithfulRes.locked then return nil end
if not FaithfulRes.isMobile() then return nil end
return FaithfulRes.deviceScale()
end
function FaithfulRes.apply(v)
if FaithfulRes.isMobile() then return false end
v = FaithfulRes.normalize(v)
-- Mobile: lock the render scale instead of the window. The scale itself
-- comes from the display (deviceScale), not from v -- v only says whether
-- the lock is on. Nothing to restore on release: the renderer simply goes
-- back to filling the display.
if FaithfulRes.isMobile() then
FaithfulRes.locked = v > 0
FaithfulRes.mobileScale = FaithfulRes.locked and FaithfulRes.deviceScale() or 0
return FaithfulRes.locked
end
if not love or not love.window or not love.window.setMode
or not love.window.getMode then
return false
end
v = FaithfulRes.normalize(v)
local curW, curH, flags = love.window.getMode()
flags = flags or {}
+48
View File
@@ -315,6 +315,15 @@ end
-- everything else here: the text box and YES/NO a battle puts up are states
-- of their own sitting above it, and they are exactly the elements that must
-- stay inside the battle's composition rather than dock to the window.
-- UI LAYOUT: is edge docking switched on? Only the explicit "dynamic" turns
-- it on, so a save written before the option existed -- and any caller with no
-- save at all, which is most of the headless suites -- gets CENTERED, the
-- behaviour the port shipped with.
function Game.dynamicUI(save)
local options = save and save.options
return options ~= nil and options.uiLayout == "dynamic"
end
function Game.uiAnchorsHeldInStack(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
@@ -415,6 +424,13 @@ function Game:draw()
Renderer.uiWorldHold = Renderer.battleDim ~= nil
-- ...and a battle keeps its dialogue box and YES/NO inside its own screen
-- instead of letting them dock to the window edge.
-- UI LAYOUT: CENTERED (the default) is a fixed letterbox -- every element
-- stays inside the 160x144 canvas and the UI does not follow the survey
-- zoom, so the screen furniture never moves or resizes under the player.
-- That is the composition the port shipped with. DYNAMIC opts into both
-- halves: the dialogue box docks to the window's bottom edge, the START
-- menu to its top right, and the whole UI steps down with the zoom.
Renderer.uiCentered = not Game.dynamicUI(self.save)
Renderer.uiAnchorHold = Game.uiAnchorsHeldInStack(self.stack)
Renderer:beginFrame(worldBelow)
for i = drawFrom, #self.stack.states do
@@ -493,6 +509,24 @@ function Game:wheelmoved(_, dy)
end
end
function Game:_cycleSpeed(dir)
if not (self.save and self.save.options) then return end
local busy
local ow = self.overworld
if ow then
local top = self.stack:top()
busy = ow.transitioning
or (top == ow and (
(ow.runner and ow.runner.isRunning and ow.runner:isRunning())
or (ow.scriptMoves and #ow.scriptMoves > 0)
or ow.engaging or ow.emote))
end
if busy then return end
local GameSpeed = require("src.core.GameSpeed")
self.save.options.speed = GameSpeed.cycle(self.save.options.speed, dir)
self:writeOptions()
end
function Game:keypressed(key)
if self.stack and self.stack:top() and self.stack:top().onKeyPressed then
self.stack:top():onKeyPressed(key)
@@ -530,6 +564,11 @@ function Game:keypressed(key)
elseif key == "=" then
self:zoomStep(1)
return
elseif key == "1" then
-- cycle GAME SPEED (0.25X → 200X, logic only; audio unaffected);
-- R2/L2 on gamepad do the same (see gamepadpressed)
self:_cycleSpeed(1)
return
elseif key == "2" then
-- cycle COLORS (GBC / OG / OG INV / GBC INV / CLASSIC); the pack change
-- forces Game.overworld:reloadMap, which rebuilds the live NPC array, so
@@ -610,6 +649,15 @@ function Game:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the
-- next screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad()
-- shoulder buttons cycle GAME SPEED (R2/rightshoulder = faster,
-- L2/leftshoulder = slower; same as keyboard hotkey 1)
if button == "rightshoulder" then
self:_cycleSpeed(1)
return
elseif button == "leftshoulder" then
self:_cycleSpeed(-1)
return
end
-- BindingsMenu's pad capture rides the same top-state routing as keys
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
+1 -1
View File
@@ -18,7 +18,7 @@ local GameSpeed = {}
-- attempt is long enough that the iteration loop, not the engine, is the
-- bottleneck. Vsync caps how much a real frame can do, so past 10X the
-- multiplier is increasingly a ceiling rather than a rate.
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75, 100,200 }
GameSpeed.LEVELS = { 1, 2, 3, 4, 10, 20, 30, 50, 75, 100, 200 }
GameSpeed.DEFAULT = 1
function GameSpeed.levelLabel(v)
+9
View File
@@ -228,6 +228,15 @@ function SaveData.defaultOptions()
-- "black" = plain black bars, "world" = the frozen overworld showing
-- through, dimmed. See BattleState:bgMode.
battleBg = "white",
-- UI LAYOUT: "centered" = a fixed letterbox. Every element sits where it
-- was drawn in the 160x144 canvas and the UI does not follow the survey
-- zoom, so nothing moves or resizes under the player. The original
-- composition. "dynamic" = the dialogue box docks to the window's bottom
-- edge, the START menu to its top right, and the UI steps down with the
-- zoom. Centered is the default: dynamic reads better zoomed out, but it
-- moves the screen furniture, so it is opt-in.
-- See Game.dynamicUI, Renderer:setUIAnchor and Renderer:uiScale.
uiLayout = "centered",
ruleset = "gen1_faithful",
-- 0-7 like the GB's NR50 master volume
musicVol = 7,
+1
View File
@@ -129,6 +129,7 @@ Timing.NO_MOVES_LEFT = 60 -- core.asm:2753-2754
Timing.TRAINER_VICTORY = 40 -- core.asm:940-941
Timing.PLAYER_BLACKOUT = 40 -- core.asm:1143-1144
Timing.FAINT_SLIDE_ROW = 2 -- core.asm:1216-1217, per row
Timing.FAINT_SLIDE_STEP = 8 / Timing.FAINT_SLIDE_ROW -- 4px per frame at 1x
Timing.TRAINER_SLIDE_COL = 2 -- core.asm:1267-1268, per column
-- HP bar (engine/gfx/hp_bar.asm) ---------------------------------------------
+5
View File
@@ -324,6 +324,11 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
require("src.core.Sound").play(data, "Heal_HP")
-- a revive takes the same .healHP -> .doneHealing route, animating up
-- from the fainted mon's 0 HP (#252)
-- re-add to participants so the revived mon gets its share of exp
-- at battle end (onFaint clears the flag; revive must restore it)
if battle and battle.participants then
battle.participants[target] = true
end
return "consumed", { Strings("%s\nis revitalized!", monName(data, target)) },
{ healedFrom = 0 }
end
+17 -7
View File
@@ -559,16 +559,26 @@ local TILESET_GROUP_EXCEPTIONS = {
}
-- pokered-gbc's lobby.bst repoints the Celadon LOBBY table's flat top
-- (block 29, cells 5/6/9/10) at a duplicate tile ($5a, BROWN) so the
-- tabletop and the checkerboard floor -- both raw tile $37 -- can take
-- different palettes; the vanilla-derived blockset shares the one tile
-- id, so the RED++ atlas path re-creates the duplicate: the alias slot
-- is baked as a copy of `tile` in `group`'s colors, and the listed
-- 0-based block cells draw the alias instead of the shared tile.
-- Same block appears on CELADON_MART_ROOF (#52) and CELADON_DINER (#84).
-- at a duplicate tile ($5a, BROWN) so the tabletop and the checkerboard
-- floor -- both raw tile $37 -- can take different palettes; the
-- vanilla-derived blockset shares the one tile id, so the RED++ atlas
-- path re-creates the duplicate: the alias slot is baked as a copy of
-- `tile` in `group`'s colors, and the listed 0-based block cells draw
-- the alias instead of the shared tile.
--
-- Three LOBBY blocks share tile $37 on their flat surfaces:
-- block 29: 2x2 table top at cells 5/6/9/10
-- block 45: 2-tile strip at cells 13/14
-- block 49: 2-tile strip at cells 1/2
-- CELADON_DINER uses all three (#84, #85, #86); CELADON_MART_ROOF
-- uses only block 29 (#52/#53).
local LOBBY_TABLE_TOP_ALIAS = {
{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
tile = 0x37, alias = 0x5a, group = 5 },
{ block = 45, cells = { [13] = true, [14] = true },
tile = 0x37, alias = 0x5a, group = 5 },
{ block = 49, cells = { [1] = true, [2] = true },
tile = 0x37, alias = 0x5a, group = 5 },
}
PaletteFX.TILE_ALIASES = {
CELADON_MART_ROOF = LOBBY_TABLE_TOP_ALIAS,
+42 -1
View File
@@ -12,6 +12,8 @@ local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local PixelCanvas = require("src.render.PixelCanvas")
local Runtime = require("src.mods.Runtime")
-- leaf module (no renderer dependency), so requiring it here cannot cycle
local FaithfulRes = require("src.core.FaithfulRes")
local Renderer = {}
@@ -124,7 +126,16 @@ end
function Renderer:fitScale()
local _, _, pw, ph = displayMetrics()
local w, h = self:uiSize()
return math.max(1, math.floor(math.min(pw / w, ph / h)))
local s = math.max(1, math.floor(math.min(pw / w, ph / h)))
-- FAITHFUL RATIO on mobile locks the scale here rather than by resizing the
-- window, which a phone does not have (see src/core/FaithfulRes.lua). The
-- cap is the largest WHOLE multiple the display holds, so the picture is as
-- big as exact pixels allow and the remainder is bars. Computed per frame
-- off the live drawable size, so a rotate re-derives it with nothing to
-- re-apply.
local cap = FaithfulRes.scaleCap()
if cap and cap < s then s = cap end
return s
end
-- Integer framebuffer pixels per GB pixel for the UI pass.
@@ -142,6 +153,13 @@ end
function Renderer:uiScale()
local S = self:fitScale()
local off = Zoom.offset or 0
-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw): the UI is
-- a fixed letterbox at the fit scale and does not follow the survey zoom at
-- all, which is the whole point of the setting -- the screen furniture
-- stays put instead of resizing under the player. DYNAMIC keeps the
-- step-down below. BATTLE SIZE is unaffected either way: uiFill overrides
-- the scale in endFrame, after this.
if self.uiCentered then return S end
-- Only follow the zoom when a world is actually behind the UI. Survey zoom
-- is an OVERWORLD control; the title screen, the intro and the credits show
-- no world at all, and shrinking them to match a zoom level the player set
@@ -217,6 +235,21 @@ end
-- tilt is inactive).
function Renderer:worldViewSize()
local _, _, pw, ph = displayMetrics()
-- FAITHFUL RATIO on mobile. The world pass deliberately expands to cover the
-- WHOLE display, so letterbox voids become more map instead of black bars.
-- That is why the lock appeared to do nothing in the overworld: it shrank
-- the UI blit while the map kept filling the screen -- and showed MORE of
-- the map, because a smaller scale fits more world pixels in.
--
-- Size the view against the LOCKED VIEWPORT rather than the display. A
-- desktop lock gets this for free by making the window exactly 160N x 144N;
-- this is the same sum with the viewport standing in for the window, so
-- both platforms show the same map area at the same zoom.
local cap = FaithfulRes.scaleCap()
if cap then
local uiw, uih = self:uiSize()
pw, ph = uiw * cap, uih * cap
end
local sp = Zoom.scale(self:fitScale())
local vw, vh = math.ceil(pw / sp), math.ceil(ph / sp)
-- Even sizes keep Camera:follow on integer pixels (viewW/2 is integral),
@@ -630,6 +663,14 @@ end
-- pixels, and consumed by endFrame this frame only.
-- anchor: "bottom" | "topright" | "topleft" | "bottomright"
function Renderer:setUIAnchor(x, y, w, h, anchor)
-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw from
-- save.options.uiLayout): every element stays where it was drawn in the
-- 160x144 canvas and the letterbox centres the lot, which is how the port
-- behaved before edge docking existed. This is the DEFAULT; DYNAMIC opts
-- back into docking. Gating here rather than at each caller means one
-- switch covers the dialogue box, its YES/NO, the START menu and anything
-- added later, and none of them has to know the option exists.
if self.uiCentered then return end
-- uiAnchorHold (Game:draw): a state that composes its own screen -- a
-- battle -- keeps every element inside it, so the box blits where it was
-- drawn in the canvas instead of being pulled to the window edge.
+35
View File
@@ -20,6 +20,16 @@ local OakSpeech = {}
OakSpeech.__index = OakSpeech
OakSpeech.isOpaque = true
-- The speech is a white field with a pic on it, and its dialogue box docks to
-- the WINDOW's bottom edge (Renderer:setUIAnchor, via TextBox). The white it
-- fills below is only the 160x144 UI canvas, so once the box moved to the
-- window edge the two stopped touching: black letterbox showed between the
-- bottom of Oak's white and the top of the box he is speaking from. Filling
-- the voids with the paper shade -- the same opt-in a battle uses -- puts the
-- box back on the field. Not a literal 1,1,1: the canvas is colorized, so
-- endFrame matches it with PaletteFX.paperShade.
OakSpeech.letterboxWhite = true
-- FadeInIntroPic runs a 6-step palette fade; MovePicLeft wipes the mon
-- sprite in from the right. Both play out before the beat's text prints.
local FADE_FRAMES = 24
@@ -46,6 +56,8 @@ local FALLBACKS = {
_OakSpeechText3 = Strings.source("{PLAYER}!\fYour very own\nPOKéMON legend is\vabout to unfold!\fA world of dreams\nand adventures\vwith POKéMON\vawaits! Let's go!"),
_IntroducePlayerText = Strings.source("First, what is\nyour name?"),
_IntroduceRivalText = Strings.source("This is my grand-\nson. He's been\vyour rival since\vyou were a baby.\f...Erm, what is\nhis name again?"),
_YourNameIsText = Strings.source("Right! So your\nname is {PLAYER}!"),
_HisNameIsText = Strings.source("That's right! I\nremember now! His\vname is {RIVAL}!"),
}
local function textOr(game, key)
@@ -152,6 +164,14 @@ function OakSpeech.defaultSteps(speech)
presetsWho = "player",
presetsFallback = { "RED", "ASH", "JACK" },
},
{
-- oak_speech.asm prints YourNameIsText right after the naming screen
-- returns ("Right! So your name is RED!"); the port went straight on
-- to the rival and dropped it, in every language.
id = "confirm_player_name",
kind = "say",
textKey = "_YourNameIsText",
},
{
id = "ask_rival_name",
kind = "say",
@@ -166,6 +186,12 @@ function OakSpeech.defaultSteps(speech)
presetsWho = "rival",
presetsFallback = { "BLUE", "GARY", "JOHN" },
},
{
-- HisNameIsText, the rival's counterpart to the confirmation above
id = "confirm_rival_name",
kind = "say",
textKey = "_HisNameIsText",
},
{
id = "legend",
kind = "say",
@@ -611,6 +637,15 @@ function OakSpeech:draw()
love.graphics.draw(self.walkSheet, self.walkQuad, 64, 60)
end
if self.shrinkText then
-- This is a REPLICA of the dialogue box that just closed, redrawn at
-- TextBox's own rect (BOX_TX..BOX_TH = 0,12,20,6) so the last page holds
-- while the pic shrinks. The real box rides the bottom anchor, so this
-- one has to as well -- otherwise the text visibly jumps up a letterbox
-- on the frame the real box is swapped for this copy.
local r = self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(0, 12 * 8, 20 * 8, 6 * 8, "bottom")
end
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
for i, line in ipairs(self.shrinkText) do
+18 -1
View File
@@ -191,6 +191,23 @@ local function buildRows(game)
o.battleBg = order[(cur - 1 + (dir or 1)) % #order + 1]
return true
end },
-- CENTERED is a fixed letterbox: elements stay inside the 160x144 canvas
-- and the UI does not follow the survey zoom, so nothing moves or resizes
-- under the player. The composition the port shipped with. DYNAMIC docks
-- the dialogue box to the window's bottom edge and the START menu to its
-- top right, and steps the UI down with the zoom -- easier to read zoomed
-- out, but it moves furniture the original never moved, so it is opt-in.
-- BATTLE SIZE is independent of this and works under either.
{ id = "uiLayout", label = Strings("UI LAYOUT"),
value = function(g)
return g.save.options.uiLayout == "dynamic" and Strings("DYNAMIC")
or Strings("CENTERED")
end,
step = function(g)
local o = g.save.options
o.uiLayout = o.uiLayout == "dynamic" and "centered" or "dynamic"
return true
end },
{ id = "ruleset", label = Strings("RULESET"),
value = function(g) return rulesetName(g) end,
step = function(g, dir)
@@ -337,7 +354,7 @@ local function buildRows(game)
-- Game Boy screen with no letterbox at all. Sits next to VIDEO MODE
-- because it overrides it: holding an exact size means dropping
-- fullscreen.
{ id = "faithfulRes", label = Strings("FAITHFUL RES"),
{ id = "faithfulRes", label = Strings("FAITHFUL RATIO"),
value = function(g)
return FaithfulRes.label(g.save.options.faithfulRes)
end,
+2 -1
View File
@@ -203,7 +203,8 @@ function SummaryMenu:draw()
local mdef = data.moves[mv.id]
Font.draw(mdef.name, 16, y)
Font.draw(Strings("PP"), 88, y + 8)
Font.draw(("%2d/%2d"):format(mv.pp, mdef.pp), 112, y + 8)
local maxPP = mdef.pp + (mv.ppUps or 0) * math.floor(mdef.pp / 5)
Font.draw(("%2d/%2d"):format(mv.pp, maxPP), 112, y + 8)
else
Font.draw("-", 16, y)
Font.draw("--", 112, y + 8)
+10 -1
View File
@@ -2580,8 +2580,13 @@ function OverworldState:openPC(onDone)
-- (engine/menus/pokemon_pc.asm gates on EVENT_MET_BILL; we reach that
-- when Bill hands over the SS Ticket)
local metBill = flags.EVENT_MET_BILL or flags.EVENT_GOT_SS_TICKET
-- keepOpen so B in the sub-PC returns here instead of exiting the
-- PC session (#695); the sub-PC screens (BoxMenu, PlayerPC) already
-- use keepOpen for their own rows, matching the original ROM's flow
-- where the main menu stays underneath.
table.insert(items, {
label = metBill and "BILL'S PC" or Strings("SOMEONE'S PC"),
keepOpen = true,
onSelect = function()
require("src.core.Sound").play(Game.data, "Enter_PC")
Screens.push(Game, "BoxMenu")
@@ -2592,6 +2597,7 @@ function OverworldState:openPC(onDone)
-- the player's item storage is always available
table.insert(items, {
label = (Game.save.player.name or "RED") .. "'s PC",
keepOpen = true,
onSelect = function()
Screens.push(Game, "PlayerPC")
done()
@@ -2602,6 +2608,7 @@ function OverworldState:openPC(onDone)
if flags.EVENT_GOT_POKEDEX then
table.insert(items, {
label = Strings("PROF.OAK's PC"),
keepOpen = true,
onSelect = function()
self:openOaksPC(done)
end,
@@ -3774,7 +3781,9 @@ function OverworldState:takeWarp(warpDef)
self:startWarpTo(destMap, x, y, facing)
return
elseif pad == "hole" then
-- falling through a hole: no door SFX, no walk-out step
-- falling through a hole: Faint_Fall plays while the player drops,
-- matching the boulder-hole Faint_Thud at line 3618 (#694)
require("src.core.Sound").play(Game.data, "Faint_Fall")
self:startWarpTo(destMap, x, y, facing)
return
end
@@ -0,0 +1,67 @@
-- Driver: Oak's intro white field must reach the dialogue box.
--
-- The speech fills white over the 160x144 UI canvas, but TextBox docks to the
-- WINDOW's bottom edge (Renderer:setUIAnchor). In a letterboxed window that
-- left black between the bottom of the white and the top of the box.
-- OakSpeech.letterboxWhite fills the voids with the paper shade instead.
--
-- Needs a window that actually letterboxes -- an exact multiple of 160x144
-- has no voids to get wrong -- so it resizes before shooting.
-- POKEPORT_DRIVER=tests/drivers/oak_speech_letterbox_test.lua lovec .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local OakSpeech = require("src.ui.OakSpeech")
local function speechUp()
for _, s in ipairs(game.stack.states or {}) do
if getmetatable(s) == OakSpeech then return s end
end
return nil
end
-- 1000x700 is not a multiple of 160x144, so the UI blits at 4x (640x576)
-- with real bars above/below -- exactly where the seam shows
love.window.setMode(1000, 700)
U.wait(30)
U.wait(5)
U.tap(game, "start") -- skip the intro movie
U.wait(20)
U.tap(game, "a") -- title -> menu
U.wait(20)
U.tap(game, "a") -- NEW GAME
U.wait(30)
local speech
for _ = 1, 600 do
speech = speechUp()
if speech then break end
U.wait(2)
end
if not speech then
U.log("FAIL never reached Oak's speech")
return
end
U.log("Oak speech is up; letterboxWhite =", tostring(OakSpeech.letterboxWhite))
-- page through, shooting a few beats: the pic + box together is the shot
-- that shows whether the white reaches the box
for i = 1, 4 do
for _ = 1, 200 do
local top = game.stack:top()
if top and top ~= speech and top.done then break end
U.tap(game, "a")
U.wait(2)
if not speechUp() then break end
end
if not speechUp() then break end
U.wait(20)
U.shot(game, DIR .. ("/oak_%d.png"):format(i))
U.tap(game, "a")
U.wait(20)
end
U.log("done")
U.wait(30)
end
+53
View File
@@ -0,0 +1,53 @@
-- Driver: UI LAYOUT centered vs dynamic, same moment shot twice.
--
-- Only visible when the window letterboxes, so it resizes first: at an exact
-- multiple of 160x144 there is nowhere for a docked element to dock TO.
-- Shoots the overworld dialogue box and the START menu, the two pieces the
-- option moves.
-- POKEPORT_DRIVER=tests/drivers/ui_layout_option_test.lua lovec .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
love.window.setMode(1000, 700)
U.wait(30)
-- straight into the overworld, no intro
U.teleport(game, "PALLET_TOWN", 5, 6, "down")
U.wait(40)
local function shootBoth(tag)
-- START menu (Menu anchors "topright")
U.tap(game, "start")
U.wait(45)
U.shot(game, DIR .. ("/uilayout_%s_startmenu.png"):format(tag))
U.tap(game, "b")
U.wait(30)
-- a dialogue box (TextBox anchors "bottom"): read the sign by the door
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, "UI LAYOUT check:\nthis box.", function() end))
for _ = 1, 400 do
local top = game.stack:top()
if top and top.done then break end
U.wait(2)
end
U.wait(30)
U.shot(game, DIR .. ("/uilayout_%s_textbox.png"):format(tag))
game.stack:pop()
U.wait(20)
end
game.save.options.uiLayout = "centered"
U.log("UI LAYOUT = centered (the default)")
U.wait(20)
shootBoth("centered")
game.save.options.uiLayout = "dynamic"
U.log("UI LAYOUT = dynamic")
U.wait(20)
shootBoth("dynamic")
U.log("done")
U.wait(20)
end
+15 -4
View File
@@ -1,4 +1,4 @@
-- FAITHFUL RES: lock the window to an exact 160x144 multiple so the surface
-- FAITHFUL RATIO: lock the window to an exact 160x144 multiple so the surface
-- is the Game Boy screen with no letterbox at all.
--
-- The interesting parts are the two things a naive setMode gets wrong: the
@@ -121,11 +121,22 @@ T.eq(calls[1].flags.minwidth, FaithfulRes.MIN_W, "with conf.lua's floor restored
T.eq(calls[1].flags.minheight, FaithfulRes.MIN_H, "on both axes")
T.eq(FaithfulRes.locked, false, "and the module no longer claims the window")
-- mobile has no resizable window to lock
-- Mobile has no resizable window to lock, so it locks the RENDER scale
-- instead and never calls setMode. It used to report unlocked and do
-- nothing at all, which is why the OPTIONS row was inert on Android and iOS;
-- tests/engine/faithful_res_mobile.lua covers the scale side.
calls = stubWindow(1)
love.system = { getOS = function() return "Android" end }
T.eq(FaithfulRes.apply(4), false, "mobile reports unlocked")
T.eq(#calls, 0, "and never touches the window")
T.eq(FaithfulRes.apply(4), true, "mobile locks, by capping the render scale")
-- the level asked for is irrelevant on mobile: ON is ON, and the scale is
-- read off the display so the picture is as big as exact pixels allow
T.eq(FaithfulRes.scaleCap(), FaithfulRes.deviceScale(),
"and the scale comes from the display, not from the level")
T.eq(#calls, 0, "still without ever touching the window")
T.eq(FaithfulRes.apply(0), false, "OFF releases it")
T.eq(FaithfulRes.scaleCap(), nil, "and the cap goes away with it")
T.eq(#calls, 0, "the window is left alone either way")
FaithfulRes.mobileScale = 0
love.window, love.system = savedWindow, savedSystem
if love.graphics then
+134
View File
@@ -0,0 +1,134 @@
-- FAITHFUL RATIO on Android / iOS.
--
-- On mobile the setting is ON or OFF, and ON means one thing: lock the
-- viewport to the Game Boy's 10:9 at the largest WHOLE multiple this screen
-- can hold, centred, black around it -- the way an emulator opens a Game Boy
-- game on a phone.
--
-- Three things had to be true and none of them were:
--
-- * it had to apply at all. FaithfulRes.apply returned false on its first
-- line for mobile, so the OPTIONS row did nothing on Android and iOS.
-- A phone has no window to resize, so the lock caps the RENDER scale.
--
-- * it had to be sized for the device. The first cut kept the desktop's
-- absolute 1X-4X ladder, which names a window size you can see on a
-- desktop and means a different fraction of every phone: 4X was a quarter
-- of a 1080p display and 5X/6X were not on the list at all. The scale is
-- read off the display now, not chosen by the player.
--
-- * it had to work in the OVERWORLD. The world pass deliberately expands
-- to cover the whole display so letterbox voids become more map. So the
-- lock shrank the UI blit while the map kept filling the screen -- and
-- showed MORE map, since a smaller scale fits more world pixels in.
--
-- Pixel perfect throughout: whole multiples only. The leftover is bars, and
-- on a 9:20 phone there is a lot of it vertically. That is what a 10:9
-- screen looks like on a tall display; stretching to reach the edges would
-- resample every pixel, which is the one thing this setting exists to refuse.
-- luajit tests/engine/faithful_res_mobile.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local FaithfulRes = require("src.core.FaithfulRes")
local Renderer = require("src.render.Renderer")
local Zoom = require("src.render.Zoom")
local g = love.graphics
local realDims, realPixelDims = g.getDimensions, g.getPixelDimensions
local realOS = love.system and love.system.getOS
local savedOffset = Zoom.offset
love.system = love.system or {}
local function pose(w, h, osName)
love.system.getOS = function() return osName or "Android" end
g.getDimensions = function() return w, h end
g.getPixelDimensions = function() return w, h end
end
Renderer.uiWidth, Renderer.uiHeight = Renderer.WIDTH, Renderer.HEIGHT
Zoom.offset = 0
-- ------------------------------------------------------- it applies at all
pose(1080, 2400) -- a Pixel 7, portrait
T.eq(FaithfulRes.isMobile(), true, "the fixture reads as a phone")
T.eq(FaithfulRes.apply(1), true, "FAITHFUL RATIO applies on mobile at all now")
T.eq(FaithfulRes.locked, true, "and reports itself locked")
-- ------------------------------------------------- one ON, sized by the device
T.eq(FaithfulRes.maxLevel(), 1, "mobile offers ON, not a ladder of multiples")
T.eq(#FaithfulRes.levels(), 2, "so the row is exactly OFF and ON")
T.eq(FaithfulRes.label(1), "ON", "and ON is spelled ON, not 1X")
T.eq(FaithfulRes.label(0), "OFF", "with OFF unchanged")
-- 1080/160 = 6.75 and 2400/144 = 16.6, so the largest WHOLE multiple is 6
T.eq(FaithfulRes.deviceScale(), 6, "the scale comes off the display: 6x here")
T.eq(FaithfulRes.scaleCap(), 6, "and that is what the renderer is told to lock")
T.eq(Renderer:fitScale(), 6, "so a GB pixel is exactly 6 screen pixels")
-- the player never picks a smaller one, which is how the first cut managed to
-- draw a postage stamp on a 1080p phone
T.eq(FaithfulRes.normalize(3), 1, "any ON value is just ON")
FaithfulRes.apply(1)
T.eq(Renderer:fitScale(), 6, "and always lands on the device maximum")
-- --------------------------------------------------------- the overworld
FaithfulRes.apply(0)
local unlockedW = Renderer:worldViewSize()
T.check(unlockedW > 160, "unlocked, the overworld view covers the whole display")
FaithfulRes.apply(1)
local lockedW, lockedH = Renderer:worldViewSize()
T.eq(lockedW, 160, "locked, the overworld shows exactly a GB screen wide")
T.eq(lockedH, 144, "and exactly a GB screen tall")
T.check(lockedW < unlockedW,
"so the lock SHRINKS the map area instead of growing it")
-- ------------------------------------------------------ pixel perfect
-- 6 x 160 = 960 of 1080 wide. Reaching the edges would need 6.75, which
-- resamples every pixel; the bars are the honest answer.
local cap = FaithfulRes.scaleCap()
T.eq(cap, math.floor(cap), "the locked scale is a whole number, never fractional")
T.eq(160 * cap, 960, "which puts the GB screen at 960 of 1080 pixels wide")
-- ------------------------------------------------------- rotation is free
-- fitScale reads the live drawable size every frame, so a rotate re-derives
-- the scale with nothing to re-apply
pose(1080, 2400); FaithfulRes.apply(1)
T.eq(Renderer:fitScale(), 6, "portrait locks at 6x")
pose(2400, 1080); FaithfulRes.apply(1)
T.eq(Renderer:fitScale(), 7, "landscape re-derives to 7x (1080/144), still whole")
T.eq(Renderer:worldViewSize(), 160, "and the overworld stays locked through it")
-- ---------------------------------------------------------- OFF is OFF
-- Nothing about OFF changed: it is the behaviour the game already had.
pose(1080, 2400)
FaithfulRes.apply(0)
T.eq(FaithfulRes.locked, false, "OFF releases the lock")
T.eq(FaithfulRes.scaleCap(), nil, "with no cap on the renderer")
T.eq(Renderer:fitScale(), 6, "the UI fits exactly as it did before")
T.check(Renderer:worldViewSize() > 160, "and the overworld fills the screen again")
-- ------------------------------------------------- desktop is untouched
pose(1280, 800, "Windows")
T.eq(FaithfulRes.isMobile(), false, "the fixture reads as desktop")
T.eq(FaithfulRes.maxLevel(), 4, "desktop keeps its 1X-4X ladder")
T.eq(FaithfulRes.label(2), "2X", "and its labels")
T.eq(FaithfulRes.scaleCap(), nil, "no cap: the window itself is the lock there")
T.eq(Renderer:fitScale(), 5, "so fitScale is untouched (800/144 = 5)")
g.getDimensions, g.getPixelDimensions = realDims, realPixelDims
if realOS then love.system.getOS = realOS end
Zoom.offset = savedOffset
FaithfulRes.locked = false
FaithfulRes.mobileScale = 0
T.finish("faithful ratio mobile")
+9
View File
@@ -62,10 +62,19 @@ end
-- Blank out every Strings(...) / Strings.source(...) call span, parens
-- balanced, so a call wrapped across lines counts as covered. A per-line
-- test reported the continuation lines of three real calls as misses.
--
-- romText(...) counts as a router too: it prefers the line the importer
-- extracted from the ROM and hands its literal straight to Strings(...)
-- whenever that label is absent (a cache built before it, or a dataset-less
-- unit test), so the literal is still catalog-backed and a translation mod
-- still reaches it. Blanking the whole span is safe -- the only literals
-- inside are the pokered label and that fallback.
local function stripStringsCalls(body)
local out, i, n = {}, 1, #body
while i <= n do
local s, e = body:find("Strings%.?s?o?u?r?c?e?%(", i)
local rs = body:find("romText%(", i)
if rs and (not s or rs < s) then s, e = rs, nil end
if not s then out[#out + 1] = body:sub(i) break end
out[#out + 1] = body:sub(i, s - 1)
local depth, j = 0, body:find("%(", s)
+25 -8
View File
@@ -94,11 +94,18 @@ T.check(box:find("Those are", 1, true) == nil,
T.check(box:find("#MON", 1, true) == nil,
"the ROM #MON ligature is spelled out as Pokémon")
-- the pokered beat also turns Oak to face the player
T.check(contribution.talk[BALL][20][1] == "face_object"
and contribution.talk[BALL][20][2] == 5
and contribution.talk[BALL][20][3] == "down",
"row 20 faces Oak down before the line (OaksLabLastMonScript)")
-- the pokered beat also turns Oak to face the player: find the
-- face_object row in the leftover-ball path (content-based, so a jingle
-- row added for #668 doesn't shift the hard-coded index)
local oakFaceRow
for i, row in ipairs(contribution.talk[BALL]) do
if row[1] == "face_object" and row[2] == 5 and row[3] == "down" then
oakFaceRow = i
break
end
end
T.check(oakFaceRow ~= nil,
"a face_object row turns Oak down before the line (OaksLabLastMonScript)")
-- ---- pre-escort: still the vanilla "Those are POKé BALLs" line
local pre = { EVENT_GOT_STARTER = false, EVENT_FOLLOWED_OAK_INTO_LAB = false }
@@ -115,15 +122,25 @@ T.check(concat(t3):find("last Pokémon!", 1, true) == nil,
"no last-mon line before the pick")
-- ---- all three balls share the same table shape (last-mon beat present)
-- content-based again: locate the leftover-ball "Pokémon" line wherever
-- it sits, instead of pinning a row number (#668 added two jingle rows)
for _, key in ipairs({
"TEXT_OAKSLAB_CHARMANDER_POKE_BALL",
"TEXT_OAKSLAB_SQUIRTLE_POKE_BALL",
"TEXT_OAKSLAB_BULBASAUR_POKE_BALL",
}) do
local script = contribution.talk[key]
T.check(script and script[21] and script[21][2] and
script[21][2]:find("Pokémon", 1, true) ~= nil,
key .. " carries the last-mon line")
local lastMon
if script then
for _, row in ipairs(script) do
if row[1] == "show_text" and type(row[2]) == "string"
and row[2]:find("Pokémon", 1, true) then
lastMon = row[2]
break
end
end
end
T.check(lastMon ~= nil, key .. " carries the last-mon line")
end
T.finish("oaks_lab_last_ball_bug601")
+20
View File
@@ -273,6 +273,26 @@ T.eq(Timing.BLINK_MON % 10, 0,
-- SlideDownFaintedMonPic: b = PIC_HEIGHT slide steps of DelayFrames 2
T.eq(Timing.FAINT_SLIDE, 14, "the faint slide is 7 steps x 2 frames")
-- #671: the slide must start at the sprite's resting spot and sink the
-- full PIC_HEIGHT (7 rows x 8px = 56px at 1x) across those 14 frames.
-- The old (30 - frames) * 2 math teleported the pic 32px down on frame
-- one once the budget was shortened from 30 to 14 frames.
local faintBattle = newBattle()
faintBattle.fx = { faint = { battler = faintBattle.enemy,
frames = Timing.FAINT_SLIDE } }
T.eq(faintBattle:fxFaintOffset(faintBattle.enemy, 1), 0,
"the faint slide starts at offset 0 (#671)")
faintBattle.fx.faint.frames = Timing.FAINT_SLIDE - 7
T.eq(faintBattle:fxFaintOffset(faintBattle.enemy, 1),
7 * Timing.FAINT_SLIDE_STEP,
"the slide sinks one 8px row per step")
faintBattle.fx.faint.frames = 1
T.eq(faintBattle:fxFaintOffset(faintBattle.enemy, 1),
(Timing.FAINT_SLIDE - 1) * Timing.FAINT_SLIDE_STEP,
"the slide reaches 52px by the last visible frame")
T.eq(Timing.FAINT_SLIDE * Timing.FAINT_SLIDE_STEP, 56,
"and covers the full 7-row pic height over the whole budget")
T.eq(Timing.MOVE_STATUS_OR_MISS, 30,
"a status move or a miss holds DelayFrames 30 before its text")
+123
View File
@@ -0,0 +1,123 @@
-- UI LAYOUT (save.options.uiLayout): "centered" keeps every element where it
-- was drawn in the 160x144 canvas, so the letterbox centres the whole screen
-- the way the port composed it before edge docking existed. "dynamic" opts
-- into docking: the dialogue box to the window's bottom edge, the START menu
-- to its top right.
--
-- Centered is the DEFAULT. Docking is a real change to where screen
-- furniture sits, so it is opt-in rather than something a player has to
-- discover and turn off.
--
-- One gate, at Renderer:setUIAnchor, so the switch covers the dialogue box,
-- its YES/NO, the START menu and anything added later without any of them
-- knowing the option exists.
-- luajit tests/engine/ui_layout_option.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Game = require("src.core.Game")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
-- ------------------------------------------------------------- the default
T.eq(SaveData.newGame().options.uiLayout, "centered",
"a new game starts centered, not docked")
-- ------------------------------------------------------ reading the option
-- Only the explicit "dynamic" switches docking on. Everything else means
-- centered, which is what makes this safe for a save written before the
-- option existed: the key is simply absent and the player keeps the layout
-- they already had.
T.eq(Game.dynamicUI({ options = { uiLayout = "dynamic" } }), true,
"DYNAMIC turns edge docking on")
T.eq(Game.dynamicUI({ options = { uiLayout = "centered" } }), false,
"CENTERED leaves it off")
T.eq(Game.dynamicUI({ options = {} }), false,
"a save from before the option existed is centered")
T.eq(Game.dynamicUI({}), false, "a save with no options at all is centered")
T.eq(Game.dynamicUI(nil), false, "and no save at all is centered")
-- ------------------------------------------------------------- the gate
local function anchorsAfter(opts)
Renderer.uiAnchors = nil
Renderer.uiAnchorHold = opts.hold or false
Renderer.uiCentered = opts.centered or false
-- the dialogue box's own declaration (TextBox:draw)
Renderer:setUIAnchor(0, 96, 160, 48, "bottom")
-- and the START menu's (Menu:draw, anchor "topright")
Renderer:setUIAnchor(80, 0, 80, 88, "topright")
local n = #(Renderer.uiAnchors or {})
Renderer.uiAnchors, Renderer.uiAnchorHold, Renderer.uiCentered =
nil, false, false
return n
end
T.eq(anchorsAfter({ centered = true }), 0,
"CENTERED: neither the dialogue box nor the START menu leaves the canvas")
T.eq(anchorsAfter({ centered = false }), 2,
"DYNAMIC: both dock to the window edge")
-- the battle hold is unchanged by any of this -- a battle still keeps its own
-- prompts inside its screen even with DYNAMIC on (see battle_fixed_menu_scale)
T.eq(anchorsAfter({ centered = false, hold = true }), 0,
"a battle still holds the anchors while DYNAMIC is on")
T.eq(anchorsAfter({ centered = true, hold = true }), 0, "and with it off")
-- ------------------------------------------------- the scale half of it
-- CENTERED is a FIXED letterbox, so the UI must not follow the survey zoom
-- either: the box that stopped moving must not start resizing instead.
local g = love.graphics
local realDims, realPixelDims = g.getDimensions, g.getPixelDimensions
g.getDimensions = function() return 640, 576 end
g.getPixelDimensions = function() return 640, 576 end
T.eq(Renderer:fitScale(), 4, "the fixture window fits the classic surface at 4x")
local Zoom = require("src.render.Zoom")
local function scaleAt(offset, centered)
local oldOff, oldActive, oldCentered =
Zoom.offset, Renderer.worldActive, Renderer.uiCentered
-- worldActive true: a live overworld pass, the one case DYNAMIC steps down
Zoom.offset, Renderer.worldActive, Renderer.uiCentered = offset, true, centered
local s = Renderer:uiScale()
Zoom.offset, Renderer.worldActive, Renderer.uiCentered =
oldOff, oldActive, oldCentered
return s
end
T.eq(scaleAt(0, true), 4, "CENTERED at rest is the fit scale")
T.eq(scaleAt(-2, true), 4, "CENTERED zoomed out is STILL the fit scale")
T.eq(scaleAt(0, false), 4, "DYNAMIC at rest matches it")
T.eq(scaleAt(-2, false), 2, "DYNAMIC zoomed out steps the UI down, as before")
g.getDimensions, g.getPixelDimensions = realDims, realPixelDims
-- ------------------------------------------------------------- the row
-- fixture data, not Data:load(): this tier runs ROM-free in CI, so a real
-- load has no data/generated/ to read and takes the suite down with it
local OptionsMenu = require("src.ui.OptionsMenu")
local Data = T.fixtures.load()
require("src.render.Font").load(Data)
local game = { data = Data, save = SaveData.newGame(),
stack = { states = {}, push = function() end,
pop = function() end, top = function() end } }
local menu = OptionsMenu.new(game)
local row
for _, r in ipairs(menu.rows) do
if r.id == "uiLayout" then row = r end
end
T.check(row ~= nil, "OPTIONS carries a UI LAYOUT row")
T.eq(row.value(game), "CENTERED", "and it opens on CENTERED")
row.step(game, 1)
T.eq(game.save.options.uiLayout, "dynamic", "stepping it turns docking on")
T.eq(row.value(game), "DYNAMIC", "and the row says so")
row.step(game, 1)
T.eq(game.save.options.uiLayout, "centered", "stepping again returns to it")
T.finish("ui layout option")
+12 -1
View File
@@ -621,7 +621,9 @@ check(PaletteFX.pal({ palettes = nil }, "ROUTE") == gbc.palettes.ROUTE,
check(PaletteFX.effectiveColors(gbc.palettes.MEWMON) == gbc.palettes.MEWMON,
"RED++ passes zone colors through like GBC")
-- issue #84: CELADON_DINER shares LOBBY block 29 (table top) with
-- CELADON_MART_ROOF (#52); both need the $37->$5a BROWN alias
-- CELADON_MART_ROOF (#52); both need the $37->$5a BROWN alias.
-- Issue #689: blocks 45 and 49 also form tables with tile $37 on their
-- flat surfaces; CELADON_DINER uses all three.
do
local aliases = PaletteFX.TILE_ALIASES
local roof = aliases and aliases.CELADON_MART_ROOF
@@ -630,11 +632,20 @@ do
"CELADON_MART_ROOF and CELADON_DINER both have TILE_ALIASES")
check(diner == roof,
"diner reuses the same lobby table-top alias as the mart roof")
check(#diner == 3, "three LOBBY table blocks have the tile alias")
local al = diner and diner[1]
check(al and al.block == 29 and al.tile == 0x37 and al.alias == 0x5a
and al.group == 5 and al.cells[5] and al.cells[6]
and al.cells[9] and al.cells[10],
"lobby table-top alias remaps block 29 cells 5/6/9/10")
al = diner and diner[2]
check(al and al.block == 45 and al.tile == 0x37 and al.alias == 0x5a
and al.group == 5 and al.cells[13] and al.cells[14],
"lobby table-top alias remaps block 45 cells 13/14")
al = diner and diner[3]
check(al and al.block == 49 and al.tile == 0x37 and al.alias == 0x5a
and al.group == 5 and al.cells[1] and al.cells[2],
"lobby table-top alias remaps block 49 cells 1/2")
end
-- issue #128: RED++'s gbc pack is Red-derived; Blue must keep ROM LOGO1
-- (and the Blue-only SLOTS* rows) so the title ribbon is blue, not red
+4 -3
View File
@@ -779,8 +779,9 @@ check(oak.demoSpecies == "NIDORINO" and oak.nameLen == 7,
-- ------- intro.oak_speech.build
local vanillaSteps = OakSpeech.defaultSteps(oak)
check(#vanillaSteps == 9, "vanilla speech has nine steps")
check(vanillaSteps[1].id == "oak_welcome" and vanillaSteps[9].id == "shrink",
check(#vanillaSteps == 11, "vanilla speech has eleven steps")
check(vanillaSteps[1].id == "oak_welcome"
and vanillaSteps[#vanillaSteps].id == "shrink",
"vanilla speech anchors start and end")
hooks:wrap("intro.oak_speech.build", function(nextFn, steps, speech)
@@ -799,7 +800,7 @@ hooks:removeOwner("fixture")
hooks:wrap("intro.oak_speech.build", function() return 42 end, 0, "bad")
built = oak:buildSteps()
check(#built == 9 and built[1].id == "oak_welcome",
check(#built == #vanillaSteps and built[1].id == "oak_welcome",
"a non-table intro.oak_speech.build result degrades to vanilla")
check(logged("intro.oak_speech.build returned"),
"the intro build degrade is logged")
+20
View File
@@ -34,6 +34,16 @@ Game.stack = StateStack; StateStack:init()
Game.save = SaveData.newGame()
require("src.render.Font").load(Data)
-- spy on Sound.play so the starter-received jingle beat is observable
-- without real audio (parity_C does the same for its arrival SFX)
local Sound = require("src.core.Sound")
local realSoundPlay = Sound.play
local played = {}
Sound.play = function(data, name)
played[#played + 1] = name
return realSoundPlay(data, name)
end
-- pumps a script coroutine to completion; pressFn returns the Input.pressed
-- table for this frame (default: mash A through text/ask/naming)
local function runScript(script, pressFn)
@@ -64,6 +74,14 @@ check(Flags.get(Game.save, "EVENT_GOT_STARTER"), "starter flag set")
eq(Game.save.inventory.POKE_BALL, nil, "no POKe BALLs yet right after picking a starter")
check(Game.save.party[1] and Game.save.party[1].species == "BULBASAUR",
"starter joined the party")
-- #668: OaksLabReceivedMonText carries sound_get_key_item; the jingle
-- must fire as the starter is handed over (once for the player's mon,
-- once for the rival's counter-pick)
local jingles = 0
for _, name in ipairs(played) do
if name == "Get_Key_Item" then jingles = jingles + 1 end
end
eq(jingles, 2, "starter + rival counter-pick both play the Get_Key_Item jingle (#668)")
-- A-mash accepts the nickname prompt and fills NamingScreen with A's
check(Game.save.party[1].nickname == "AAAAAAAAAA",
"starter nickname prompt accepted (AskName / #137)")
@@ -182,4 +200,6 @@ do
Game.save = realSave
end
Sound.play = realSoundPlay
S.finish()