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690 Commits
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| e9463d39aa | |||
| dcee7ca8e4 | |||
| 1653aa0a5d | |||
| 2699c9a2f9 | |||
| efd81d8e34 | |||
| 925b224eda | |||
| 7504753ea8 | |||
| da60f40dfc | |||
| 560ebc5997 | |||
| 361d4b81df | |||
| 83cf1fdb00 | |||
| 228a0baf81 | |||
| df7cea4387 | |||
| 13b55a797e | |||
| 1ec33b1374 | |||
| c06991e03d | |||
| 2fcd7abbfd | |||
| 5ca17cfc99 | |||
| 05f1e3852c | |||
| 3b22a45a23 | |||
| f172d3129f | |||
| a7a84b6fab | |||
| d4afa09e03 |
@@ -22,12 +22,14 @@ body:
|
|||||||
id: game
|
id: game
|
||||||
attributes:
|
attributes:
|
||||||
label: Which game were you playing
|
label: Which game were you playing
|
||||||
description: Pick every version you saw the bug in.
|
description: Pick every version you saw the bug in. Use N/A if it isn't game-specific.
|
||||||
multiple: true
|
multiple: true
|
||||||
options:
|
options:
|
||||||
- Red
|
- Red
|
||||||
- Blue
|
- Blue
|
||||||
- Yellow
|
- Yellow
|
||||||
|
- Gold
|
||||||
|
- N/A
|
||||||
validations:
|
validations:
|
||||||
required: true
|
required: true
|
||||||
|
|
||||||
@@ -35,12 +37,16 @@ body:
|
|||||||
id: os
|
id: os
|
||||||
attributes:
|
attributes:
|
||||||
label: Which build are you running
|
label: Which build are you running
|
||||||
|
description: Official release targets. Pick Multiple platforms if you saw it on more than one.
|
||||||
options:
|
options:
|
||||||
- macOS
|
- macOS
|
||||||
- Windows
|
- Windows
|
||||||
- Linux
|
- Linux
|
||||||
- Android
|
- Android
|
||||||
- iOS
|
- iOS
|
||||||
|
- Nintendo Switch
|
||||||
|
- Xbox
|
||||||
|
- Anbernic RG34XXSP
|
||||||
- Multiple platforms
|
- Multiple platforms
|
||||||
validations:
|
validations:
|
||||||
required: true
|
required: true
|
||||||
|
|||||||
@@ -30,13 +30,14 @@ body:
|
|||||||
id: game
|
id: game
|
||||||
attributes:
|
attributes:
|
||||||
label: Which game is this about
|
label: Which game is this about
|
||||||
description: Pick every version it applies to.
|
description: Pick every version it applies to. Use N/A if it isn't game-specific.
|
||||||
multiple: true
|
multiple: true
|
||||||
options:
|
options:
|
||||||
- Red
|
- Red
|
||||||
- Blue
|
- Blue
|
||||||
- Yellow
|
- Yellow
|
||||||
- Not version-specific
|
- Gold
|
||||||
|
- N/A
|
||||||
validations:
|
validations:
|
||||||
required: true
|
required: true
|
||||||
|
|
||||||
|
|||||||
@@ -27,13 +27,14 @@ body:
|
|||||||
id: game
|
id: game
|
||||||
attributes:
|
attributes:
|
||||||
label: Which game is this for
|
label: Which game is this for
|
||||||
description: Pick every version the mod should cover.
|
description: Pick every version the mod should cover. Use N/A if it isn't game-specific.
|
||||||
multiple: true
|
multiple: true
|
||||||
options:
|
options:
|
||||||
- Red
|
- Red
|
||||||
- Blue
|
- Blue
|
||||||
- Yellow
|
- Yellow
|
||||||
- Not version-specific
|
- Gold
|
||||||
|
- N/A
|
||||||
validations:
|
validations:
|
||||||
required: true
|
required: true
|
||||||
|
|
||||||
|
|||||||
@@ -94,14 +94,283 @@ jobs:
|
|||||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
uses: actions/upload-artifact@v7
|
uses: actions/upload-artifact@v7
|
||||||
with:
|
with:
|
||||||
name: gen1recomp-ios-ipa
|
name: gen1recomp++-ios-ipa
|
||||||
path: dist/ios/gen1recomp.ipa
|
path: dist/ios/gen1recomp++.ipa
|
||||||
if-no-files-found: error
|
if-no-files-found: error
|
||||||
retention-days: 7
|
retention-days: 7
|
||||||
- name: clean up signing keychain
|
- name: clean up signing keychain
|
||||||
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
|
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
|
||||||
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
|
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
|
||||||
|
|
||||||
|
switch-changes:
|
||||||
|
name: detect Switch changes
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
outputs:
|
||||||
|
changed: ${{ steps.paths.outputs.changed }}
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- id: paths
|
||||||
|
env:
|
||||||
|
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||||
|
HEAD_SHA: ${{ github.sha }}
|
||||||
|
run: |
|
||||||
|
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||||
|
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_switch\.sh$|scripts/switch/|docs/switch-.*\.md$|tests/switch_ci_workflows_test\.lua$|tests/switch_transfer_docs_test\.lua$|\.github/workflows/(ci|release|switch-artifact-comment)\.yml$|src/core/(NxAssetOverlay|Platform|GameVersion)\.lua$|src/import/CacheFs\.lua$|tests/engine/(assets_version_fallback|nx_generated_guard|nx_yellow_boot|switch_diagnostics)_test\.lua$|tests/engine/platform_nx)'; then
|
||||||
|
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||||
|
else
|
||||||
|
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||||
|
fi
|
||||||
|
|
||||||
|
switch-selftest:
|
||||||
|
name: Switch offline selftest
|
||||||
|
needs: switch-changes
|
||||||
|
if: needs.switch-changes.outputs.changed == 'true'
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: install luajit
|
||||||
|
run: sudo apt-get update && sudo apt-get install -y luajit
|
||||||
|
- name: Switch offline selftest
|
||||||
|
run: bash scripts/switch/selftest_build_switch.sh
|
||||||
|
- name: verify_payload self-test
|
||||||
|
run: bash scripts/switch/verify_payload.sh --self-test
|
||||||
|
- name: Switch CI workflow content gate
|
||||||
|
run: luajit tests/switch_ci_workflows_test.lua
|
||||||
|
- name: Switch transfer docs content gate
|
||||||
|
run: luajit tests/switch_transfer_docs_test.lua
|
||||||
|
# NX runtime regressions gate this job via switch-changes; run the NX
|
||||||
|
# engine suites here too so a PR touching them gets feedback on the
|
||||||
|
# fork-safe ubuntu runner before the self-hosted Mac build.
|
||||||
|
- name: NX engine suites (headless)
|
||||||
|
run: |
|
||||||
|
luajit tests/engine/assets_version_fallback_test.lua
|
||||||
|
luajit tests/engine/nx_generated_guard_test.lua
|
||||||
|
luajit tests/engine/nx_yellow_boot_test.lua
|
||||||
|
|
||||||
|
switch-build:
|
||||||
|
name: Switch fused build
|
||||||
|
needs: [switch-changes, switch-selftest]
|
||||||
|
if: |
|
||||||
|
always()
|
||||||
|
&& needs.switch-changes.outputs.changed == 'true'
|
||||||
|
&& needs.switch-selftest.result == 'success'
|
||||||
|
&& github.repository == 'bryanthaboi/gen1recomp'
|
||||||
|
&& (github.event_name != 'pull_request'
|
||||||
|
|| github.event.pull_request.head.repo.full_name == github.repository)
|
||||||
|
runs-on: ["self-hosted", "macOS"]
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Build Switch fused NRO
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
VER="$(printf '%s' "$GITHUB_SHA" | cut -c1-7)"
|
||||||
|
scripts/build_switch.sh --fetch --fused --version "$VER"
|
||||||
|
echo "SWITCH_VER=$VER" >> "$GITHUB_ENV"
|
||||||
|
- name: upload Switch NRO artifact
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-switch-nro
|
||||||
|
path: |
|
||||||
|
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro
|
||||||
|
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro.sha256
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 7
|
||||||
|
|
||||||
|
xbox-uwp-changes:
|
||||||
|
name: detect Xbox UWP changes
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
outputs:
|
||||||
|
changed: ${{ steps.paths.outputs.changed }}
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- id: paths
|
||||||
|
env:
|
||||||
|
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||||
|
HEAD_SHA: ${{ github.sha }}
|
||||||
|
run: |
|
||||||
|
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||||
|
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(ports/uwp/|scripts/build_xbox_uwp\.sh$|scripts/xbox-uwp/|scripts/pack_love\.sh$|\.github/workflows/(ci|release)\.yml$|src/core/Platform\.lua$|src/import/(CacheFs|LauncherView|RomImporter)\.lua$|src/update/Check\.lua$|tests/engine/(platform_nx|uwp_baseroms|uwp_native_picker)_test\.lua$|tests/rom_importer_double_pick_test\.lua$)'; then
|
||||||
|
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||||
|
else
|
||||||
|
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||||
|
fi
|
||||||
|
|
||||||
|
xbox-uwp-selftest:
|
||||||
|
name: Xbox UWP offline selftest
|
||||||
|
needs: xbox-uwp-changes
|
||||||
|
if: needs.xbox-uwp-changes.outputs.changed == 'true'
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Xbox UWP offline selftest
|
||||||
|
run: bash scripts/xbox-uwp/selftest_build_xbox_uwp.sh
|
||||||
|
- name: Build shared payload
|
||||||
|
run: |
|
||||||
|
scripts/pack_love.sh \
|
||||||
|
--output .bazinga/work/ci-game.love \
|
||||||
|
--listing .bazinga/work/ci-love-listing.txt \
|
||||||
|
--version 0.0.0
|
||||||
|
- name: Upload shared payload
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-xbox-uwp-payload
|
||||||
|
path: .bazinga/work/ci-game.love
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 1
|
||||||
|
|
||||||
|
xbox-uwp-build:
|
||||||
|
name: Xbox UWP build
|
||||||
|
needs: [xbox-uwp-changes, xbox-uwp-selftest]
|
||||||
|
if: |
|
||||||
|
always()
|
||||||
|
&& needs.xbox-uwp-changes.outputs.changed == 'true'
|
||||||
|
&& needs.xbox-uwp-selftest.result == 'success'
|
||||||
|
runs-on: windows-2022
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Download shared payload
|
||||||
|
uses: actions/download-artifact@v8
|
||||||
|
with:
|
||||||
|
name: gen1recomp-xbox-uwp-payload
|
||||||
|
path: .bazinga/work
|
||||||
|
- name: Build Xbox UWP package
|
||||||
|
shell: bash
|
||||||
|
run: |
|
||||||
|
bash scripts/build_xbox_uwp.sh \
|
||||||
|
--release \
|
||||||
|
--version 0.0.0 \
|
||||||
|
--game-love .bazinga/work/ci-game.love
|
||||||
|
- name: Upload Xbox UWP package
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-xbox-uwp
|
||||||
|
path: |
|
||||||
|
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip
|
||||||
|
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip.sha256
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 7
|
||||||
|
|
||||||
|
linux-arm64-changes:
|
||||||
|
name: detect Linux arm64 changes
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
outputs:
|
||||||
|
changed: ${{ steps.paths.outputs.changed }}
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- id: paths
|
||||||
|
env:
|
||||||
|
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
|
||||||
|
HEAD_SHA: ${{ github.sha }}
|
||||||
|
run: |
|
||||||
|
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
|
||||||
|
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_linux_arm64\.sh$|scripts/linux-arm64/|scripts/pack_love\.sh$|docs/linux-arm64-build\.md$|\.github/workflows/(ci|release)\.yml$)'; then
|
||||||
|
echo "changed=true" >> "$GITHUB_OUTPUT"
|
||||||
|
else
|
||||||
|
echo "changed=false" >> "$GITHUB_OUTPUT"
|
||||||
|
fi
|
||||||
|
|
||||||
|
linux-arm64-selftest:
|
||||||
|
name: Linux arm64 offline selftest
|
||||||
|
needs: linux-arm64-changes
|
||||||
|
if: needs.linux-arm64-changes.outputs.changed == 'true'
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
# Deliberately on x86_64: everything this gate checks (pins, the
|
||||||
|
# host-arch guard, the dependency exclude list, the AppRun fusion
|
||||||
|
# contract) is answerable without a container or an aarch64 machine,
|
||||||
|
# so the slow native job below only ever starts on a sane tree.
|
||||||
|
- name: Linux arm64 offline selftest
|
||||||
|
run: bash scripts/linux-arm64/selftest_build_linux_arm64.sh
|
||||||
|
|
||||||
|
linux-arm64-build:
|
||||||
|
name: Linux arm64 AppImage build
|
||||||
|
needs: [linux-arm64-changes, linux-arm64-selftest]
|
||||||
|
if: |
|
||||||
|
always()
|
||||||
|
&& needs.linux-arm64-changes.outputs.changed == 'true'
|
||||||
|
&& needs.linux-arm64-selftest.result == 'success'
|
||||||
|
# No fork restriction, unlike switch-build: this needs no secrets and no
|
||||||
|
# self-hosted hardware, just GitHub's free arm64 runner for public repos,
|
||||||
|
# so contributors get the same coverage on their own PRs.
|
||||||
|
runs-on: ubuntu-24.04-arm
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Build the aarch64 AppImage
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
scripts/build_linux_arm64.sh --version 0.0.0
|
||||||
|
- name: Verify the AppImage is self-contained and bullseye-compatible
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
image="dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage"
|
||||||
|
|
||||||
|
# --appimage-extract needs no FUSE, so this works on a runner
|
||||||
|
# without /dev/fuse and still exercises the real payload.
|
||||||
|
"$image" --appimage-extract >/dev/null
|
||||||
|
for required in AppRun bin/love game.love lib/liblove-11.5.so; do
|
||||||
|
[ -e "squashfs-root/$required" ] \
|
||||||
|
|| { echo "::error::AppImage is missing $required"; exit 1; }
|
||||||
|
done
|
||||||
|
|
||||||
|
# Every bundled object must resolve once AppRun's LD_LIBRARY_PATH is
|
||||||
|
# applied; an unresolved soname here is a user-visible launch crash.
|
||||||
|
#
|
||||||
|
# This runs on a HEADLESS runner on purpose, and that is the point.
|
||||||
|
# The first version of this build bundled Debian's SDL2, which
|
||||||
|
# hard-links libpulse/libasound/libX11/libwayland, so it only ever
|
||||||
|
# started on a full desktop -- a bare runner is what exposed it.
|
||||||
|
missing="$(LD_LIBRARY_PATH="$PWD/squashfs-root/lib" \
|
||||||
|
ldd squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
|
||||||
|
| grep 'not found' || true)"
|
||||||
|
[ -z "$missing" ] || { echo "::error::unresolved deps:"; echo "$missing"; exit 1; }
|
||||||
|
|
||||||
|
# Nothing may hard-link a driver, session or audio-stack library:
|
||||||
|
# those must be reached through dlopen so the AppImage runs on a box
|
||||||
|
# with only ALSA, only Wayland, or only KMSDRM.
|
||||||
|
linked="$(for f in squashfs-root/bin/love squashfs-root/lib/*.so*; do
|
||||||
|
objdump -p "$f" 2>/dev/null | awk '/NEEDED/{print $2}'
|
||||||
|
done | sort -u | grep -E '^lib(pulse|asound|X11|wayland|GL|EGL|drm|gbm|xcb|cairo|sndio|dbus)' || true)"
|
||||||
|
[ -z "$linked" ] \
|
||||||
|
|| { echo "::error::these must be dlopened, not linked:"; echo "$linked"; exit 1; }
|
||||||
|
|
||||||
|
# The whole point of compiling on bullseye. If a future change moves
|
||||||
|
# the builder to a newer base, the glibc floor silently rises and
|
||||||
|
# every user on an older distro gets "GLIBC_2.xx not found" -- catch
|
||||||
|
# it here instead of in a release.
|
||||||
|
floor="$(objdump -T squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
|
||||||
|
| grep -o 'GLIBC_[0-9.]*' | sort -V | tail -1)"
|
||||||
|
echo "highest required glibc symbol version: $floor"
|
||||||
|
[ -n "$floor" ] \
|
||||||
|
|| { echo "::error::found no versioned glibc symbols -- objdump read nothing"; exit 1; }
|
||||||
|
highest="$(printf '%s\n' "$floor" "GLIBC_2.31" | sort -V | tail -1)"
|
||||||
|
[ "$highest" = "GLIBC_2.31" ] \
|
||||||
|
|| { echo "::error::AppImage requires $floor, above the bullseye 2.31 floor"; exit 1; }
|
||||||
|
- name: Upload the AppImage
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-linux-arm64
|
||||||
|
path: |
|
||||||
|
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
|
||||||
|
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage.sha256
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 7
|
||||||
|
|
||||||
headless:
|
headless:
|
||||||
name: headless suites (no ROM)
|
name: headless suites (no ROM)
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
@@ -114,6 +383,9 @@ jobs:
|
|||||||
- name: install luajit
|
- name: install luajit
|
||||||
run: sudo apt-get update && sudo apt-get install -y luajit
|
run: sudo apt-get update && sudo apt-get install -y luajit
|
||||||
|
|
||||||
|
- name: install Pillow
|
||||||
|
run: python3 -m pip install --upgrade pillow
|
||||||
|
|
||||||
- name: interpreter version
|
- name: interpreter version
|
||||||
run: luajit -v
|
run: luajit -v
|
||||||
|
|
||||||
|
|||||||
@@ -22,20 +22,14 @@ jobs:
|
|||||||
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
|
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
|
||||||
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
|
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
|
||||||
run: |
|
run: |
|
||||||
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-ios-ipa") | .id')"
|
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp++-ios-ipa") | .id')"
|
||||||
[ -n "$artifact_id" ] || exit 0
|
[ -n "$artifact_id" ] || exit 0
|
||||||
head_owner="${HEAD_REPOSITORY%%/*}"
|
head_owner="${HEAD_REPOSITORY%%/*}"
|
||||||
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
|
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
|
||||||
[ -n "$pr_number" ] || exit 0
|
[ -n "$pr_number" ] || exit 0
|
||||||
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
|
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
|
||||||
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
|
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
|
||||||
- name: Delete existing comment
|
# Upsert via comment-tag only — do not delete-all bot comments (clobbers Switch).
|
||||||
if: steps.artifact.outputs.pr_number != ''
|
|
||||||
uses: izhangzhihao/delete-comment@master
|
|
||||||
with:
|
|
||||||
github_token: ${{ github.token }}
|
|
||||||
delete_user_name: github-actions[bot]
|
|
||||||
issue_number: ${{ steps.artifact.outputs.pr_number }}
|
|
||||||
- name: Get build info
|
- name: Get build info
|
||||||
id: build-info
|
id: build-info
|
||||||
env:
|
env:
|
||||||
@@ -50,7 +44,7 @@ jobs:
|
|||||||
uses: thollander/actions-comment-pull-request@v3
|
uses: thollander/actions-comment-pull-request@v3
|
||||||
with:
|
with:
|
||||||
message: |
|
message: |
|
||||||
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
|
[gen1recomp++.ipa](${{ steps.artifact.outputs.artifact_url }})
|
||||||
|
|
||||||
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
|
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
|
||||||
**Build Time**: `${{ steps.build-info.outputs.time }}`
|
**Build Time**: `${{ steps.build-info.outputs.time }}`
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
name: Release
|
name: Release
|
||||||
|
|
||||||
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
|
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
|
||||||
# IPA, and the Anbernic RG34XXSP (Stock OS 64-bit MOD / PortMaster) port on
|
# IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, the Anbernic
|
||||||
# the self-hosted Mac runner, and publishes them as a GitHub Release.
|
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) and Linux ARM SBC PortMaster
|
||||||
|
# handheld ports on the self-hosted Mac runner, and publishes them as a
|
||||||
|
# GitHub Release.
|
||||||
#
|
#
|
||||||
# Versioning:
|
# Versioning:
|
||||||
# - First ever release is 0.1.0.
|
# - First ever release is 0.1.0.
|
||||||
@@ -42,22 +44,17 @@ concurrency:
|
|||||||
cancel-in-progress: false
|
cancel-in-progress: false
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
release:
|
version:
|
||||||
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
name: determine release version
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
outputs:
|
||||||
|
version: ${{ steps.ver.outputs.version }}
|
||||||
|
tag: ${{ steps.ver.outputs.tag }}
|
||||||
steps:
|
steps:
|
||||||
# The self-hosted runner lives under the machine owner's home
|
- uses: actions/checkout@v7
|
||||||
# directory; mask it first so absolute paths in every later step's
|
|
||||||
# output show up as *** in the public workflow logs.
|
|
||||||
- name: Mask runner paths
|
|
||||||
run: echo "::add-mask::$HOME"
|
|
||||||
|
|
||||||
- name: Checkout
|
|
||||||
uses: actions/checkout@v7
|
|
||||||
with:
|
with:
|
||||||
fetch-depth: 0
|
fetch-depth: 0
|
||||||
fetch-tags: true
|
fetch-tags: true
|
||||||
|
|
||||||
- name: Determine version
|
- name: Determine version
|
||||||
id: ver
|
id: ver
|
||||||
env:
|
env:
|
||||||
@@ -65,7 +62,6 @@ jobs:
|
|||||||
GH_TOKEN: ${{ github.token }}
|
GH_TOKEN: ${{ github.token }}
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
|
|
||||||
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
|
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
|
||||||
|
|
||||||
# 1) Explicit override from a manual run.
|
# 1) Explicit override from a manual run.
|
||||||
@@ -95,7 +91,6 @@ jobs:
|
|||||||
| grep -E "$semver_re" \
|
| grep -E "$semver_re" \
|
||||||
| sort -t. -k1,1n -k2,2n -k3,3n \
|
| sort -t. -k1,1n -k2,2n -k3,3n \
|
||||||
| tail -1 || true)"
|
| tail -1 || true)"
|
||||||
|
|
||||||
if [ -z "$latest" ]; then
|
if [ -z "$latest" ]; then
|
||||||
version="0.1.0"
|
version="0.1.0"
|
||||||
echo "No existing release tag; starting at $version"
|
echo "No existing release tag; starting at $version"
|
||||||
@@ -123,10 +118,195 @@ jobs:
|
|||||||
echo "::error::Release $tag already exists. Pick a different version."
|
echo "::error::Release $tag already exists. Pick a different version."
|
||||||
exit 1
|
exit 1
|
||||||
fi
|
fi
|
||||||
|
|
||||||
echo "version=$version" >> "$GITHUB_OUTPUT"
|
echo "version=$version" >> "$GITHUB_OUTPUT"
|
||||||
echo "tag=$tag" >> "$GITHUB_OUTPUT"
|
echo "tag=$tag" >> "$GITHUB_OUTPUT"
|
||||||
|
|
||||||
|
love-payload:
|
||||||
|
name: build release game.love
|
||||||
|
needs: version
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Build shared payload
|
||||||
|
run: |
|
||||||
|
scripts/pack_love.sh \
|
||||||
|
--output dist/payload/game.love \
|
||||||
|
--listing dist/payload/love-listing.txt \
|
||||||
|
--version "${{ needs.version.outputs.version }}"
|
||||||
|
- name: Upload shared payload
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-release-love
|
||||||
|
path: dist/payload/game.love
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 1
|
||||||
|
|
||||||
|
linux-arm64:
|
||||||
|
name: build Linux arm64 AppImage
|
||||||
|
needs: [version, love-payload]
|
||||||
|
# GitHub's free arm64 runner for public repos. It has to be arm64: the
|
||||||
|
# AppImage compiles LÖVE natively inside a Debian bullseye arm64
|
||||||
|
# container, and the qemu-emulated alternative takes hours.
|
||||||
|
runs-on: ubuntu-24.04-arm
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Download shared payload
|
||||||
|
uses: actions/download-artifact@v8
|
||||||
|
with:
|
||||||
|
name: gen1recomp-release-love
|
||||||
|
path: .bazinga/work
|
||||||
|
- name: Build Linux arm64 AppImage
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
scripts/build_linux_arm64.sh \
|
||||||
|
--version "${{ needs.version.outputs.version }}" \
|
||||||
|
--game-love .bazinga/work/game.love
|
||||||
|
- name: Upload Linux arm64 release
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-linux-arm64-release
|
||||||
|
path: |
|
||||||
|
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage
|
||||||
|
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage.sha256
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 1
|
||||||
|
|
||||||
|
xbox-uwp:
|
||||||
|
name: build Xbox UWP release
|
||||||
|
needs: [version, love-payload]
|
||||||
|
runs-on: windows-2022
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Download shared payload
|
||||||
|
uses: actions/download-artifact@v8
|
||||||
|
with:
|
||||||
|
name: gen1recomp-release-love
|
||||||
|
path: .bazinga/work
|
||||||
|
- name: Prepare signing certificate
|
||||||
|
shell: pwsh
|
||||||
|
env:
|
||||||
|
CERTIFICATE_BASE64: ${{ secrets.XBOX_UWP_SIGNING_CERTIFICATE }}
|
||||||
|
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
|
||||||
|
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
|
||||||
|
run: |
|
||||||
|
if ($env:CANONICAL_REPOSITORY -eq 'true' -and
|
||||||
|
[string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
|
||||||
|
throw 'XBOX_UWP_SIGNING_CERTIFICATE is not configured.'
|
||||||
|
}
|
||||||
|
if ([string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
|
||||||
|
"UWP_PUBLISHER=CN=Gen1Recomp" | Out-File $env:GITHUB_ENV -Append
|
||||||
|
exit 0
|
||||||
|
}
|
||||||
|
$pfx = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.pfx'
|
||||||
|
[IO.File]::WriteAllBytes($pfx, [Convert]::FromBase64String($env:CERTIFICATE_BASE64))
|
||||||
|
$flags = [Security.Cryptography.X509Certificates.X509KeyStorageFlags]::EphemeralKeySet
|
||||||
|
$cert = [Security.Cryptography.X509Certificates.X509Certificate2]::new(
|
||||||
|
$pfx, $env:CERTIFICATE_PASSWORD, $flags)
|
||||||
|
$cer = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.cer'
|
||||||
|
[IO.File]::WriteAllBytes(
|
||||||
|
$cer,
|
||||||
|
$cert.Export([Security.Cryptography.X509Certificates.X509ContentType]::Cert))
|
||||||
|
Import-Certificate -FilePath $cer -CertStoreLocation Cert:\LocalMachine\TrustedPeople | Out-Null
|
||||||
|
"UWP_PFX=$pfx" | Out-File $env:GITHUB_ENV -Append
|
||||||
|
"UWP_CERT_THUMBPRINT=$($cert.Thumbprint)" | Out-File $env:GITHUB_ENV -Append
|
||||||
|
"UWP_PUBLISHER=$($cert.Subject)" | Out-File $env:GITHUB_ENV -Append
|
||||||
|
- name: Build Xbox UWP package
|
||||||
|
shell: bash
|
||||||
|
run: |
|
||||||
|
bash scripts/build_xbox_uwp.sh \
|
||||||
|
--release \
|
||||||
|
--version "${{ needs.version.outputs.version }}" \
|
||||||
|
--publisher "$UWP_PUBLISHER" \
|
||||||
|
--game-love .bazinga/work/game.love
|
||||||
|
- name: Sign and stage Xbox UWP release
|
||||||
|
shell: pwsh
|
||||||
|
env:
|
||||||
|
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
|
||||||
|
run: |
|
||||||
|
if (-not $env:UWP_PFX) {
|
||||||
|
exit 0
|
||||||
|
}
|
||||||
|
scripts/xbox-uwp/stage_release.ps1 `
|
||||||
|
-Version '${{ needs.version.outputs.version }}' `
|
||||||
|
-Configuration Release `
|
||||||
|
-BuildInfo .bazinga/work/xbox-uwp-build-info.json `
|
||||||
|
-CertificatePath $env:UWP_PFX `
|
||||||
|
-CertificatePassword $env:CERTIFICATE_PASSWORD
|
||||||
|
- name: Upload Xbox UWP release
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1recomp-xbox-uwp-release
|
||||||
|
path: |
|
||||||
|
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip
|
||||||
|
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip.sha256
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 1
|
||||||
|
- name: Remove signing certificate
|
||||||
|
if: always()
|
||||||
|
shell: pwsh
|
||||||
|
run: |
|
||||||
|
if ($env:UWP_CERT_THUMBPRINT) {
|
||||||
|
Remove-Item "Cert:\LocalMachine\TrustedPeople\$env:UWP_CERT_THUMBPRINT" -ErrorAction SilentlyContinue
|
||||||
|
}
|
||||||
|
if ($env:UWP_PFX) {
|
||||||
|
Remove-Item $env:UWP_PFX -Force -ErrorAction SilentlyContinue
|
||||||
|
}
|
||||||
|
|
||||||
|
# Windows Native AOT TLS dialer. The Mac release runner fuses the win64 zip
|
||||||
|
# from LÖVE's prebuilt binaries and cannot cross-compile this DLL, so build
|
||||||
|
# it here and inject it in the release job before scripts/build.sh win.
|
||||||
|
native-tls-win:
|
||||||
|
name: build Windows gen1tls.dll
|
||||||
|
needs: version
|
||||||
|
runs-on: windows-2022
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v7
|
||||||
|
- name: Setup .NET 8
|
||||||
|
uses: actions/setup-dotnet@v6
|
||||||
|
with:
|
||||||
|
dotnet-version: "8.0.x"
|
||||||
|
- name: Publish gen1tls (win-x64 Native AOT)
|
||||||
|
shell: pwsh
|
||||||
|
run: |
|
||||||
|
$out = "dist/native/win-x64"
|
||||||
|
New-Item -ItemType Directory -Force -Path $out | Out-Null
|
||||||
|
dotnet publish native/tls_dial/Gen1Tls.csproj `
|
||||||
|
-c Release -r win-x64 -o $out
|
||||||
|
if (-not (Test-Path "$out/gen1tls.dll")) {
|
||||||
|
throw "gen1tls.dll missing after publish"
|
||||||
|
}
|
||||||
|
Get-Item "$out/gen1tls.dll" | Format-List Name, Length, LastWriteTime
|
||||||
|
- name: Upload gen1tls.dll
|
||||||
|
uses: actions/upload-artifact@v7
|
||||||
|
with:
|
||||||
|
name: gen1tls-win-x64
|
||||||
|
path: dist/native/win-x64/gen1tls.dll
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 1
|
||||||
|
|
||||||
|
release:
|
||||||
|
needs: [version, xbox-uwp, linux-arm64, native-tls-win]
|
||||||
|
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
|
||||||
|
|
||||||
|
steps:
|
||||||
|
# The self-hosted runner lives under the machine owner's home
|
||||||
|
# directory; mask it first so absolute paths in every later step's
|
||||||
|
# output show up as *** in the public workflow logs.
|
||||||
|
- name: Mask runner paths
|
||||||
|
run: echo "::add-mask::$HOME"
|
||||||
|
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@v7
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
fetch-tags: true
|
||||||
|
|
||||||
|
- name: Download Windows gen1tls dialer
|
||||||
|
uses: actions/download-artifact@v8
|
||||||
|
with:
|
||||||
|
name: gen1tls-win-x64
|
||||||
|
path: dist/native/win-x64
|
||||||
|
|
||||||
- name: Import signing certificate into a temporary keychain
|
- name: Import signing certificate into a temporary keychain
|
||||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
run: |
|
run: |
|
||||||
@@ -165,18 +345,26 @@ jobs:
|
|||||||
security find-identity -v -p codesigning "$KEYCHAIN_PATH"
|
security find-identity -v -p codesigning "$KEYCHAIN_PATH"
|
||||||
|
|
||||||
- name: Build macOS + Windows + Linux
|
- name: Build macOS + Windows + Linux
|
||||||
|
env:
|
||||||
|
GEN1TLS_DLL: ${{ github.workspace }}/dist/native/win-x64/gen1tls.dll
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
# Sign in-build (identity auto-detected from the temp keychain);
|
# Sign in-build (identity auto-detected from the temp keychain);
|
||||||
# notarize separately below so it uses secret credentials, not a
|
# notarize separately below so it uses secret credentials, not a
|
||||||
# login-keychain profile. "all" also builds the Linux AppImage,
|
# login-keychain profile. "all" also builds the Linux AppImage,
|
||||||
# which needs no signing/notarization.
|
# which needs no signing/notarization.
|
||||||
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
|
if [ ! -f "$GEN1TLS_DLL" ]; then
|
||||||
|
echo "::error::gen1tls.dll missing at $GEN1TLS_DLL (native-tls-win job)"
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
|
||||||
|
unzip -l dist/win/gen1recomp-win64.zip | grep -F gen1tls.dll \
|
||||||
|
|| { echo "::error::Windows zip is missing gen1tls.dll"; exit 1; }
|
||||||
|
|
||||||
- name: Build Android
|
- name: Build Android
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
|
scripts/build_android.sh --version "${{ needs.version.outputs.version }}"
|
||||||
|
|
||||||
- name: Install xcbeautify
|
- name: Install xcbeautify
|
||||||
run: |
|
run: |
|
||||||
@@ -190,18 +378,43 @@ jobs:
|
|||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
if [ "$CANONICAL_REPOSITORY" = true ]; then
|
if [ "$CANONICAL_REPOSITORY" = true ]; then
|
||||||
scripts/build_ios.sh --fetch --device --release \
|
scripts/build_ios.sh --fetch --device --release \
|
||||||
--version "${{ steps.ver.outputs.version }}"
|
--version "${{ needs.version.outputs.version }}"
|
||||||
else
|
else
|
||||||
scripts/build_ios.sh --fetch --release \
|
scripts/build_ios.sh --fetch --release \
|
||||||
--version "${{ steps.ver.outputs.version }}"
|
--version "${{ needs.version.outputs.version }}"
|
||||||
fi
|
fi
|
||||||
|
|
||||||
|
- name: Build Switch
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
# Hard-fail gate: Switch ships with every release (never soft-fail).
|
||||||
|
# PR CI is path-gated (ubuntu selftest + canonical fused); release
|
||||||
|
# always builds Switch regardless of which files changed.
|
||||||
|
# Needs native switch-tools (nacptool/elf2nro) and/or Docker on the
|
||||||
|
# Mac self-hosted runner; see docs/switch-build.md.
|
||||||
|
scripts/build_switch.sh --fetch --fused \
|
||||||
|
--version "${{ needs.version.outputs.version }}"
|
||||||
|
|
||||||
- name: Build Anbernic RG34XXSP port
|
- name: Build Anbernic RG34XXSP port
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
|
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
|
||||||
# runtime from PortMaster-GUI, so it needs no signing/notarization.
|
# runtime from PortMaster-GUI, so it needs no signing/notarization.
|
||||||
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
|
./build-rg34xxsp.sh --version "${{ needs.version.outputs.version }}"
|
||||||
|
|
||||||
|
- name: Build Linux ARM SBC PortMaster port
|
||||||
|
env:
|
||||||
|
# The release workflow must package the commit being released. The
|
||||||
|
# script defaults to the latest published release for standalone
|
||||||
|
# builds, while this explicit local override keeps CI source-aligned.
|
||||||
|
GEN1RECOMP_SOURCE_DIR: ${{ github.workspace }}
|
||||||
|
GEN1RECOMP_RELEASE_TAG: v${{ needs.version.outputs.version }}
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
# Same aarch64 PortMaster-style pack for Linux ARM SBC PortMaster. The build
|
||||||
|
# keeps its own cache because the two scripts use different staging
|
||||||
|
# layouts and runtime package paths.
|
||||||
|
./build-linux-arm-sbc.sh --version "${{ needs.version.outputs.version }}"
|
||||||
|
|
||||||
- name: Notarize & staple macOS app
|
- name: Notarize & staple macOS app
|
||||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
@@ -238,25 +451,58 @@ jobs:
|
|||||||
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
|
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
|
||||||
echo "Notarized + stapled ✓"
|
echo "Notarized + stapled ✓"
|
||||||
|
|
||||||
|
- name: Download Xbox UWP release
|
||||||
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
|
uses: actions/download-artifact@v8
|
||||||
|
with:
|
||||||
|
name: gen1recomp-xbox-uwp-release
|
||||||
|
path: dist/xbox-uwp
|
||||||
|
|
||||||
|
- name: Download Linux arm64 release
|
||||||
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
|
uses: actions/download-artifact@v8
|
||||||
|
with:
|
||||||
|
name: gen1recomp-linux-arm64-release
|
||||||
|
path: dist/linux-arm64
|
||||||
|
|
||||||
- name: Stage release assets
|
- name: Stage release assets
|
||||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
id: assets
|
id: assets
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
v="${{ steps.ver.outputs.version }}"
|
v="${{ needs.version.outputs.version }}"
|
||||||
outdir="dist/release"
|
outdir="dist/release"
|
||||||
rm -rf "$outdir"
|
rm -rf "$outdir"
|
||||||
mkdir -p "$outdir"
|
mkdir -p "$outdir"
|
||||||
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
|
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
|
||||||
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
|
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
|
||||||
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
|
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
|
||||||
|
|
||||||
|
# arm64 desktop Linux (Raspberry Pi, Armbian, arm64 VMs). Built on
|
||||||
|
# its own runner because LÖVE publishes no aarch64 binary and the
|
||||||
|
# AppImage has to be compiled natively; ships as a runnable
|
||||||
|
# AppImage rather than a zip so `chmod +x && ./it` just works.
|
||||||
|
arm64_appimage="dist/linux-arm64/gen1recomp-${v}-linux-arm64.AppImage"
|
||||||
|
[ -f "$arm64_appimage" ] || { echo "::error::$arm64_appimage not found (expected from the linux-arm64 job)"; exit 1; }
|
||||||
|
cp "$arm64_appimage" "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
|
||||||
|
chmod +x "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
|
||||||
apk="$(find dist/android/debug -name '*.apk' | head -1)"
|
apk="$(find dist/android/debug -name '*.apk' | head -1)"
|
||||||
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
|
||||||
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
|
||||||
|
|
||||||
ipa="dist/ios/gen1recomp.ipa"
|
ipa="dist/ios/gen1recomp++.ipa"
|
||||||
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
|
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
|
||||||
cp "$ipa" "$outdir/gen1recomp-${v}-ios.ipa"
|
cp "$ipa" "$outdir/gen1recomp++-${v}-ios.ipa"
|
||||||
|
|
||||||
|
swzip="dist/switch/gen1recomp-${v}-switch.zip"
|
||||||
|
[ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
|
||||||
|
cp "$swzip" "$outdir/gen1recomp-${v}-switch.zip"
|
||||||
|
# Local fused .nro stays under dist/switch/ for PR CI / debug; release
|
||||||
|
# publishes the SD-ready zip only.
|
||||||
|
|
||||||
|
uwp="dist/xbox-uwp/gen1recomp-${v}-xbox-uwp.zip"
|
||||||
|
[ -f "$uwp" ] || { echo "::error::$uwp not found (expected from the Xbox UWP job)"; exit 1; }
|
||||||
|
cp "$uwp" "$outdir/gen1recomp-${v}-xbox-uwp.zip"
|
||||||
|
|
||||||
# Anbernic handheld port (suffix names the CFW it targets, so a
|
# Anbernic handheld port (suffix names the CFW it targets, so a
|
||||||
# future RG35XX/other-CFW pack can ship alongside it).
|
# future RG35XX/other-CFW pack can ship alongside it).
|
||||||
@@ -264,6 +510,11 @@ jobs:
|
|||||||
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
|
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
|
||||||
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||||
|
|
||||||
|
# Linux ARM SBC PortMaster handheld port.
|
||||||
|
sbc="dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip"
|
||||||
|
[ -f "$sbc" ] || { echo "::error::$sbc not found (expected from ./build-linux-arm-sbc.sh)"; exit 1; }
|
||||||
|
cp "$sbc" "$outdir/gen1recomp-${v}-sbc-portmaster.zip"
|
||||||
|
|
||||||
# Platform-independent update payload, built alongside the desktop
|
# Platform-independent update payload, built alongside the desktop
|
||||||
# apps above (same game.love that gets fused into each of them).
|
# apps above (same game.love that gets fused into each of them).
|
||||||
love_file=".bazinga/work/game.love"
|
love_file=".bazinga/work/game.love"
|
||||||
@@ -284,8 +535,8 @@ jobs:
|
|||||||
GH_TOKEN: ${{ github.token }}
|
GH_TOKEN: ${{ github.token }}
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
v="${{ steps.ver.outputs.version }}"
|
v="${{ needs.version.outputs.version }}"
|
||||||
tag="${{ steps.ver.outputs.tag }}"
|
tag="${{ needs.version.outputs.tag }}"
|
||||||
|
|
||||||
# Issues this release closes. Three sources, deduped by number:
|
# Issues this release closes. Three sources, deduped by number:
|
||||||
# 1. GitHub's own "closing issues" links on every PR whose
|
# 1. GitHub's own "closing issues" links on every PR whose
|
||||||
@@ -369,18 +620,26 @@ jobs:
|
|||||||
fi
|
fi
|
||||||
printf 'Release notes:\n%s\n' "$notes"
|
printf 'Release notes:\n%s\n' "$notes"
|
||||||
|
|
||||||
|
release_files=(
|
||||||
|
"dist/release/gen1recomp-${v}-macos.zip"
|
||||||
|
"dist/release/gen1recomp-${v}-windows.zip"
|
||||||
|
"dist/release/gen1recomp-${v}-linux.zip"
|
||||||
|
"dist/release/gen1recomp-${v}-linux-arm64.AppImage"
|
||||||
|
"dist/release/gen1recomp-${v}-android.apk"
|
||||||
|
"dist/release/gen1recomp++-${v}-ios.ipa"
|
||||||
|
"dist/release/gen1recomp-${v}-switch.zip"
|
||||||
|
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
|
||||||
|
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
|
||||||
|
"dist/release/gen1recomp-${v}-sbc-portmaster.zip"
|
||||||
|
"dist/release/gen1recomp-${v}.love"
|
||||||
|
"dist/release/sha256sums.txt"
|
||||||
|
)
|
||||||
|
|
||||||
gh release create "$tag" \
|
gh release create "$tag" \
|
||||||
--target "$GITHUB_SHA" \
|
--target "$GITHUB_SHA" \
|
||||||
--title "$v" \
|
--title "$v" \
|
||||||
--notes "$notes" \
|
--notes "$notes" \
|
||||||
"dist/release/gen1recomp-${v}-macos.zip" \
|
"${release_files[@]}"
|
||||||
"dist/release/gen1recomp-${v}-windows.zip" \
|
|
||||||
"dist/release/gen1recomp-${v}-linux.zip" \
|
|
||||||
"dist/release/gen1recomp-${v}-android.apk" \
|
|
||||||
"dist/release/gen1recomp-${v}-ios.ipa" \
|
|
||||||
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip" \
|
|
||||||
"dist/release/gen1recomp-${v}.love" \
|
|
||||||
"dist/release/sha256sums.txt"
|
|
||||||
|
|
||||||
echo "Published release $tag"
|
echo "Published release $tag"
|
||||||
|
|
||||||
@@ -388,15 +647,16 @@ jobs:
|
|||||||
if: github.repository == 'bryanthaboi/gen1recomp'
|
if: github.repository == 'bryanthaboi/gen1recomp'
|
||||||
run: |
|
run: |
|
||||||
set -euo pipefail
|
set -euo pipefail
|
||||||
v="${{ steps.ver.outputs.version }}"
|
v="${{ needs.version.outputs.version }}"
|
||||||
ipa="dist/release/gen1recomp-${v}-ios.ipa"
|
ipa="dist/release/gen1recomp++-${v}-ios.ipa"
|
||||||
app_repo="mobile/ios/app-repo.json"
|
app_repo="mobile/ios/app-repo.json"
|
||||||
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
|
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
|
||||||
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
|
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
|
||||||
|
|
||||||
date="$(date -u +"%Y-%m-%d")"
|
date="$(date -u +"%Y-%m-%d")"
|
||||||
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
|
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
|
||||||
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
|
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp++-${v}-ios.ipa"
|
||||||
|
bundle_id="com.theboisclub.gen1recompplusplus"
|
||||||
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
|
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
|
||||||
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
|
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
|
||||||
if [ -n "$release_notes" ]; then
|
if [ -n "$release_notes" ]; then
|
||||||
@@ -410,15 +670,15 @@ jobs:
|
|||||||
--argjson size "$size" \
|
--argjson size "$size" \
|
||||||
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
|
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
|
||||||
|
|
||||||
if jq -e --arg version "$v" \
|
if jq -e --arg bundle_id "$bundle_id" --arg version "$v" \
|
||||||
'any(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions[]?; .version == $version)' \
|
'any(.apps[] | select(.bundleIdentifier == $bundle_id).versions[]?; .version == $version)' \
|
||||||
"$app_repo" >/dev/null; then
|
"$app_repo" >/dev/null; then
|
||||||
jq --arg version "$v" --argjson entry "$entry" \
|
jq --arg bundle_id "$bundle_id" --arg version "$v" --argjson entry "$entry" \
|
||||||
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= map(if .version == $version then $entry else . end)' \
|
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= map(if .version == $version then $entry else . end)' \
|
||||||
"$app_repo" > "$app_repo.tmp"
|
"$app_repo" > "$app_repo.tmp"
|
||||||
else
|
else
|
||||||
jq --argjson entry "$entry" \
|
jq --arg bundle_id "$bundle_id" --argjson entry "$entry" \
|
||||||
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= [$entry] + .' \
|
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= [$entry] + .' \
|
||||||
"$app_repo" > "$app_repo.tmp"
|
"$app_repo" > "$app_repo.tmp"
|
||||||
fi
|
fi
|
||||||
mv "$app_repo.tmp" "$app_repo"
|
mv "$app_repo.tmp" "$app_repo"
|
||||||
|
|||||||
@@ -0,0 +1,55 @@
|
|||||||
|
name: Switch artifact comment
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_run:
|
||||||
|
workflows: [ci]
|
||||||
|
types: [completed]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
issues: write
|
||||||
|
pull-requests: write
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
comment:
|
||||||
|
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- id: artifact
|
||||||
|
env:
|
||||||
|
GH_TOKEN: ${{ github.token }}
|
||||||
|
RUN_ID: ${{ github.event.workflow_run.id }}
|
||||||
|
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
|
||||||
|
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
|
||||||
|
run: |
|
||||||
|
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-switch-nro") | .id')"
|
||||||
|
[ -n "$artifact_id" ] || exit 0
|
||||||
|
head_owner="${HEAD_REPOSITORY%%/*}"
|
||||||
|
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
|
||||||
|
[ -n "$pr_number" ] || exit 0
|
||||||
|
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
|
||||||
|
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
|
||||||
|
# Upsert via comment-tag only — do not delete-all bot comments (clobbers iOS).
|
||||||
|
- name: Get build info
|
||||||
|
id: build-info
|
||||||
|
env:
|
||||||
|
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
|
||||||
|
run: |
|
||||||
|
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
|
||||||
|
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
|
||||||
|
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
|
||||||
|
echo "time=$build_time" >> "$GITHUB_OUTPUT"
|
||||||
|
- name: comment Switch artifact
|
||||||
|
if: steps.artifact.outputs.pr_number != ''
|
||||||
|
uses: thollander/actions-comment-pull-request@v3
|
||||||
|
with:
|
||||||
|
message: |
|
||||||
|
[gen1recomp-switch.nro](${{ steps.artifact.outputs.artifact_url }})
|
||||||
|
|
||||||
|
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
|
||||||
|
**Build Time**: `${{ steps.build-info.outputs.time }}`
|
||||||
|
|
||||||
|
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
|
||||||
|
pr-number: ${{ steps.artifact.outputs.pr_number }}
|
||||||
|
comment-tag: switch-build-result
|
||||||
|
github-token: ${{ github.token }}
|
||||||
@@ -3,8 +3,9 @@
|
|||||||
data/generated/
|
data/generated/
|
||||||
assets/generated/
|
assets/generated/
|
||||||
|
|
||||||
# LÖVE packages
|
# LÖVE packages & archives
|
||||||
*.love
|
*.love
|
||||||
|
*.zip
|
||||||
|
|
||||||
# Local saves (LÖVE writes to its save dir, but keep the repo clean anyway)
|
# Local saves (LÖVE writes to its save dir, but keep the repo clean anyway)
|
||||||
save/
|
save/
|
||||||
@@ -31,9 +32,29 @@ mobile/ios/love-src/
|
|||||||
mobile/ios/cache/
|
mobile/ios/cache/
|
||||||
mobile/ios/build/
|
mobile/ios/build/
|
||||||
|
|
||||||
# Final packaged build artifacts (mac/win/web/android/ios) — see scripts/build.sh
|
# love-nx vendor binaries (fetch per docs/switch-build.md; also covered by .*)
|
||||||
|
.bazinga/love-nx/
|
||||||
|
|
||||||
|
# Final packaged build artifacts (mac/win/web/android/ios/switch) — see scripts/build.sh
|
||||||
/dist/
|
/dist/
|
||||||
|
|
||||||
|
# Switch OTA launcher build outputs
|
||||||
|
ports/switch/ota-launcher/build/
|
||||||
|
ports/switch/ota-launcher/build-host/
|
||||||
|
ports/switch/ota-launcher/*.nro
|
||||||
|
ports/switch/ota-launcher/*.nacp
|
||||||
|
ports/switch/ota-launcher/*.elf
|
||||||
|
ports/switch/ota-launcher/*.map
|
||||||
|
ports/switch/ota-launcher/romfs/logo.rgba
|
||||||
|
ports/switch/ota-launcher/romfs/logo.png
|
||||||
|
ports/switch/ota-launcher/romfs/cacert.pem
|
||||||
|
ports/switch/ota-launcher/romfs/ota-bootstrap.nro
|
||||||
|
ports/switch/ota-bootstrap/build/
|
||||||
|
ports/switch/ota-bootstrap/*.nro
|
||||||
|
ports/switch/ota-bootstrap/*.nacp
|
||||||
|
ports/switch/ota-bootstrap/*.elf
|
||||||
|
ports/switch/ota-bootstrap/*.map
|
||||||
|
|
||||||
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
# Legacy manual convenience-copy location (superseded by /dist/android/)
|
||||||
mobile/dist/
|
mobile/dist/
|
||||||
|
|
||||||
@@ -43,3 +64,24 @@ mobile/dist/
|
|||||||
|
|
||||||
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
|
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
|
||||||
mobile/ios/bundle_id.local
|
mobile/ios/bundle_id.local
|
||||||
|
|
||||||
|
# Xbox UWP build output
|
||||||
|
/ports/uwp/build/
|
||||||
|
/ports/uwp/third_party/*/source/
|
||||||
|
/ports/uwp/third_party/angle/depot_tools/
|
||||||
|
|
||||||
|
# Native TLS dialer build output (dotnet publish)
|
||||||
|
/native/tls_dial/bin/
|
||||||
|
/native/tls_dial/obj/
|
||||||
|
/dist/native/
|
||||||
|
/dist/win/
|
||||||
|
/.bazinga/
|
||||||
|
|
||||||
|
# Local options / preferences
|
||||||
|
/options.lua*
|
||||||
|
|
||||||
|
# User-owned ROMs imported for individual mods. Manifests declare the
|
||||||
|
# destinations, but source checkouts and packaged mods never ship the files.
|
||||||
|
/mods/*/baseroms/
|
||||||
|
/imports/baseroms/
|
||||||
|
/imports/baseroms-recovery/
|
||||||
|
|||||||
@@ -0,0 +1,118 @@
|
|||||||
|
# AI Disclosure
|
||||||
|
|
||||||
|
This is a disclosure of the use of AI in this project.
|
||||||
|
|
||||||
|
## AI Use
|
||||||
|
|
||||||
|
Anyone who demands the dislosure of how AI was used in an engineering project,
|
||||||
|
has no idea what AI is, or how it works.
|
||||||
|
|
||||||
|
AI was used in this project as a tool. Several contributors used AI in their
|
||||||
|
commits, and so you will see like 7 commits by Claude or Codex or Cursor.
|
||||||
|
|
||||||
|
However those commits were reviewed by human beings, and it was declared that
|
||||||
|
the exact same fix would have been done by a human, so they were accepted.
|
||||||
|
|
||||||
|
AI was not used to make decisions, or to create the project.
|
||||||
|
|
||||||
|
If you would like to read more, well then continue reading:
|
||||||
|
|
||||||
|
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque ante leo, luctus in semper a, maximus ut est. Vivamus nec magna vitae quam luctus suscipit nec eu orci. Vestibulum ut felis a dolor cursus vulputate. Phasellus pharetra elementum sollicitudin. Aenean elementum imperdiet ultrices. In risus mauris, scelerisque sed viverra in, iaculis non eros. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin quam justo, maximus sit amet fringilla in, tristique eget sapien.
|
||||||
|
|
||||||
|
Pellentesque rhoncus, erat nec elementum ultricies, augue purus suscipit augue, in condimentum nisl enim vel velit. Etiam at semper turpis. Vestibulum ipsum magna, ultrices non sem ut, hendrerit bibendum mi. Curabitur in varius sapien. Morbi posuere bibendum ex, at ultrices orci. Fusce feugiat ultrices varius. Suspendisse sed ante ligula. Sed dignissim lorem est, nec tristique arcu commodo sed. Cras consectetur sapien dolor, vitae finibus enim lacinia id.
|
||||||
|
|
||||||
|
Donec quis magna est. Maecenas dui arcu, venenatis sit amet libero nec, lacinia eleifend leo. Quisque lobortis vulputate lacus a elementum. Proin nec metus lectus. Donec eu auctor sem, at finibus ipsum. Curabitur eget dignissim justo. Donec lobortis leo eu arcu tristique, in volutpat augue eleifend. Morbi lacinia a risus in suscipit. Maecenas suscipit est eu interdum dictum. Cras in nulla imperdiet, dapibus mauris posuere, facilisis velit. Nunc dapibus, leo quis interdum tempor, elit mi mattis dolor, sagittis dictum mi urna sed lectus. Maecenas elementum, mauris id molestie dapibus, diam arcu egestas erat, at tempor justo orci vitae nibh. Etiam sagittis facilisis erat a vulputate. Praesent condimentum ac odio quis sollicitudin.
|
||||||
|
|
||||||
|
Fusce vitae orci vestibulum, sagittis dolor non, cursus urna. Morbi eleifend pretium pellentesque. Pellentesque ornare elementum sem in imperdiet. Maecenas dapibus, erat et lobortis porttitor, velit magna auctor odio, quis interdum elit est eu justo. In posuere euismod odio, in porttitor magna iaculis eget. In id quam pulvinar, ultrices dolor in, pellentesque dolor. Nunc varius ante at felis dictum, id porttitor sem efficitur. Integer pretium dignissim commodo. Suspendisse in est a arcu blandit faucibus. Donec quis lacus mollis, tincidunt nunc quis, suscipit nunc. Nunc non arcu dignissim, dignissim sem in, finibus neque. Aliquam non porta eros. Donec et pretium augue, non cursus eros.
|
||||||
|
|
||||||
|
Nunc at dignissim nisi. Nam nec metus augue. Proin nulla sapien, tristique a purus vel, vulputate commodo mi. Sed id erat leo. Quisque ullamcorper a nisl id molestie. Aliquam erat volutpat. Donec eget hendrerit mauris. Fusce tincidunt nisl a lorem tincidunt dapibus. Nam volutpat rhoncus tortor.
|
||||||
|
|
||||||
|
Nunc et sapien enim. Proin at nunc a nulla maximus consectetur nec eget tortor. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Mauris orci odio, sodales et elementum laoreet, porta at lacus. Maecenas vestibulum lectus risus, pulvinar scelerisque dolor posuere viverra. Proin gravida tellus vitae accumsan dignissim. Nunc non sapien aliquet ex cursus ultricies ac quis diam. Sed luctus feugiat risus eu tincidunt. Duis auctor lacinia fringilla. Donec pretium cursus magna a feugiat. Duis tristique, leo vulputate semper iaculis, est ipsum dapibus lacus, et molestie nulla enim nec ex. Nunc non feugiat neque.
|
||||||
|
|
||||||
|
Fusce euismod egestas elit ut pretium. Nulla eros quam, auctor sit amet faucibus eu, scelerisque eu neque. Sed nisi felis, lobortis in sapien a, tempor efficitur nunc. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Pellentesque ut justo est. Sed maximus, tellus in bibendum posuere, quam augue finibus eros, sed gravida arcu diam quis lectus. Donec eu placerat ligula. Ut quis imperdiet lorem. Maecenas a mi ac augue semper sodales. Curabitur in justo velit. Praesent et felis quis enim porttitor sagittis.
|
||||||
|
|
||||||
|
Nulla sed sagittis felis, sit amet placerat tortor. Ut metus est, sollicitudin ac turpis quis, aliquet congue lorem. Fusce auctor erat non convallis aliquet. Nullam sodales rutrum tellus ac malesuada. Quisque sem diam, iaculis in ultricies sit amet, fermentum quis sem. Integer condimentum placerat purus non lacinia. Integer hendrerit ultricies tellus, at dignissim nibh. Suspendisse accumsan eget tortor nec cursus. Proin accumsan rhoncus leo, eget pretium est tristique ac.
|
||||||
|
|
||||||
|
Sed feugiat sed diam a porta. Nullam varius lacus at fermentum fringilla. Morbi pharetra scelerisque pharetra. Nulla placerat vitae ligula non efficitur. Suspendisse quam dui, rutrum eget nulla eu, semper eleifend ante. Aenean ut condimentum arcu. Suspendisse auctor metus non sem ornare, vel tincidunt odio vehicula. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos.
|
||||||
|
|
||||||
|
Donec vel metus ut libero sollicitudin posuere a nec nulla. Vivamus a scelerisque nisi. Aliquam eu sollicitudin tortor. Aliquam purus eros, blandit et quam et, pretium porttitor sem. Nunc iaculis arcu enim, et maximus sem malesuada in. Morbi nec nunc volutpat, semper diam sit amet, gravida elit. Vestibulum eu turpis vel lacus imperdiet congue. Donec rhoncus auctor sem.
|
||||||
|
|
||||||
|
Suspendisse eu lorem non dolor pretium finibus euismod quis dolor. Cras finibus egestas velit, commodo rutrum est placerat sit amet. Pellentesque vitae semper diam, sit amet auctor metus. Sed porttitor porttitor nunc, vel imperdiet neque volutpat quis. Sed hendrerit sapien et lacus imperdiet, nec hendrerit lorem sodales. Integer lobortis rutrum odio at ullamcorper. Aliquam tincidunt magna a tellus suscipit, at porta turpis dapibus. Ut ultricies auctor felis eu feugiat. Sed tempus sem et dictum fringilla. Nunc non pellentesque tortor. Suspendisse pulvinar, arcu ut imperdiet gravida, eros ex mattis mauris, vel ultricies est erat et dui. Praesent porttitor tortor et erat interdum efficitur. Phasellus et luctus lectus, et egestas ante. Praesent ex ipsum, rutrum id efficitur et, vulputate non tortor. Aenean maximus nunc ac purus sodales, et venenatis lacus laoreet.
|
||||||
|
|
||||||
|
Cras egestas ultrices dui, at tempor leo varius vitae. Donec porta, nisl nec ornare maximus, est arcu auctor mauris, varius elementum nisl arcu venenatis neque. Aenean metus quam, vestibulum eget justo non, hendrerit dapibus nunc. Vivamus diam ante, mattis sed nulla at, iaculis elementum magna. Sed massa diam, efficitur vel nunc sed, malesuada interdum tortor. Aliquam non neque aliquet ex imperdiet finibus eget ac neque. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae;
|
||||||
|
|
||||||
|
Pellentesque fringilla tortor metus, luctus commodo leo gravida et. Fusce nec turpis at lorem rutrum porta vel in justo. Curabitur mattis suscipit felis, id dapibus arcu ornare ut. Proin sapien felis, pulvinar ut tristique vitae, aliquet ac dui. Vestibulum a erat tellus. Vestibulum sagittis dolor eget augue egestas fringilla. Fusce et purus a nunc auctor dapibus vel sed dui. Fusce interdum, libero vel pellentesque rutrum, urna massa iaculis tellus, et aliquam lectus diam vel sem. Donec a nunc et dui semper gravida. Donec posuere, eros eu consequat efficitur, justo metus ullamcorper lectus, et molestie massa ipsum eu sapien. Mauris eu suscipit neque. Morbi convallis sit amet leo a scelerisque. Cras ultrices libero ac mattis accumsan. Nam gravida ligula id erat semper ornare. Duis consequat ut ipsum eu volutpat. Quisque egestas sollicitudin ullamcorper.
|
||||||
|
|
||||||
|
Cras pellentesque quam non neque porta fringilla. Integer elementum, augue mattis blandit consequat, enim ipsum finibus ex, quis finibus neque eros eu ex. Fusce at urna justo. Donec erat eros, maximus id mauris vel, rutrum rutrum sapien. Morbi sed rutrum ex. Suspendisse lacus velit, varius ut elementum vitae, finibus non enim. Suspendisse vehicula euismod ipsum, id consequat nulla sodales vel. Morbi eu sem id leo congue dapibus a nec velit. Sed nec neque quam. Etiam rhoncus id nulla id volutpat. Nulla facilisi. Donec non maximus enim. Aenean consequat, sapien sit amet malesuada rutrum, erat sem euismod sapien, et feugiat lectus mauris id velit.
|
||||||
|
|
||||||
|
Fusce sodales porttitor gravida. Proin placerat ante nec nibh tempor aliquam. Sed ut diam eu sem fringilla malesuada. Maecenas aliquam risus vel quam dictum, at iaculis nibh pretium. Mauris convallis quam vitae dolor varius suscipit. Etiam nec fermentum dui. Aliquam in magna tincidunt, consectetur quam eget, aliquam purus. Ut dictum aliquet finibus. Pellentesque vel lacinia felis. Nulla malesuada vestibulum varius. Sed quam diam, efficitur id felis in, volutpat bibendum erat. Praesent luctus vulputate urna at interdum. Aenean ac aliquam eros. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Morbi mollis, nisl vel consequat vehicula, massa tellus porta arcu, vel dictum sapien mauris sit amet nunc. Integer sed maximus neque, ac iaculis urna.
|
||||||
|
|
||||||
|
Integer non erat a leo euismod convallis quis eget magna. Morbi gravida ac urna sed ornare. Nunc vehicula mauris accumsan, ornare sem in, egestas mauris. Vestibulum vel vulputate felis. Nulla eu scelerisque diam. Suspendisse ac odio tempor nunc pellentesque hendrerit at a magna. Vivamus ultrices nunc ut orci fermentum pharetra. Nullam laoreet hendrerit ligula ut gravida. Proin scelerisque magna sit amet arcu malesuada, pharetra ultrices est molestie. Nullam pulvinar placerat dui, vitae hendrerit tortor luctus sed. Pellentesque elementum tellus eget arcu pulvinar varius.
|
||||||
|
|
||||||
|
Ut placerat, magna vitae tincidunt ultricies, est orci aliquet urna, at luctus augue erat vel ipsum. Fusce odio sem, venenatis vel consequat nec, bibendum sed dolor. Cras a sodales eros. Nullam eget dui congue, vehicula purus ut, condimentum dui. Maecenas libero ipsum, condimentum tincidunt nisi in, sodales lacinia ex. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
|
||||||
|
|
||||||
|
Duis gravida velit ac euismod suscipit. Proin sed ligula erat. Nullam eu ornare massa, non fringilla felis. Curabitur eu erat ex. Quisque sit amet dolor id arcu mattis scelerisque at at eros. In arcu nulla, fermentum non maximus eget, rhoncus in lacus. Nulla sit amet augue eu tortor vulputate congue. Vivamus laoreet condimentum tempus. Maecenas tempor, diam sed laoreet venenatis, mauris arcu lacinia enim, quis facilisis nunc turpis a ligula. Pellentesque quis placerat nisi, sit amet ullamcorper diam. Suspendisse a elementum elit, vel tristique dolor. Nam pretium ante tortor, vel tristique ipsum ultricies ut. Quisque non lectus imperdiet, placerat erat ac, pharetra tellus. In condimentum at magna a posuere. Aliquam et fringilla ipsum. Sed facilisis, nulla a finibus gravida, elit elit vulputate velit, dictum ornare est sapien a nisl.
|
||||||
|
|
||||||
|
Mauris eleifend vulputate felis sed mattis. Praesent id velit vitae ex porta pretium. Cras mollis malesuada justo, ut ornare quam placerat ac. Donec lobortis arcu tellus, luctus tempor mi malesuada quis. Maecenas condimentum libero vitae finibus malesuada. Vestibulum sollicitudin fringilla diam eget egestas. Sed vulputate urna nec ipsum maximus hendrerit. Maecenas blandit ex ut massa sodales, vitae tincidunt lorem ullamcorper. Phasellus vitae nisl ornare, cursus sem a, pulvinar arcu. Vestibulum faucibus risus nec tincidunt pellentesque. Pellentesque vel porttitor ex. Vivamus sollicitudin gravida lacus in suscipit. Aliquam urna neque, sodales quis quam ac, suscipit condimentum ante.
|
||||||
|
|
||||||
|
Morbi id arcu sit amet sapien ornare gravida eget quis sapien. In hac habitasse platea dictumst. In quis interdum ligula. Donec sed mi vulputate, scelerisque turpis vitae, interdum odio. Proin tristique condimentum arcu, et malesuada tellus convallis in. Fusce egestas maximus magna, sit amet convallis velit porttitor ut. Curabitur venenatis lacus ut blandit convallis. Phasellus scelerisque congue turpis eget vehicula. Nam venenatis mi sit amet rhoncus pretium. Nulla sed odio purus. Phasellus cursus id sapien ut feugiat. Duis et ipsum vel dui tempus porta. Curabitur non tortor consectetur, sollicitudin tellus mollis, sollicitudin lorem.
|
||||||
|
|
||||||
|
Ut quis ornare justo. Nunc aliquam, leo sit amet placerat placerat, dui nulla luctus dui, ac iaculis nisl orci id metus. Vestibulum nunc nunc, porta nec dictum id, feugiat et ante. Quisque lobortis, lacus tristique vestibulum rhoncus, massa nulla dignissim massa, at scelerisque massa nunc at velit. Donec eu ipsum nec dui luctus pulvinar et et turpis. Quisque eu neque erat. Donec varius egestas nunc, ut pretium libero tempor ac. Vestibulum pellentesque mi erat, et semper dolor semper vitae. Morbi enim dui, laoreet non venenatis sit amet, dignissim a orci. Sed id odio turpis. Phasellus non rutrum magna. Maecenas placerat arcu ultricies ultrices congue. Nulla quis neque ligula. Etiam in diam commodo, pharetra mauris ac, pretium nisi. Praesent sed nibh nec odio condimentum commodo vel vel lacus.
|
||||||
|
|
||||||
|
Pellentesque id libero vitae ex egestas pharetra placerat nec augue. Ut eget lobortis lorem, at vehicula sapien. Aliquam eu tincidunt ligula. Aenean et vestibulum dui, quis porttitor dui. Nullam quis dolor libero. Sed accumsan eros vitae nisi ornare congue. Aliquam nisi sapien, sollicitudin quis odio vel, pharetra maximus urna.
|
||||||
|
|
||||||
|
Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi accumsan felis id urna malesuada, non vulputate velit maximus. Proin urna velit, viverra a metus vel, sollicitudin faucibus nulla. Vivamus ipsum lectus, pharetra sit amet varius vel, ullamcorper nec neque. Suspendisse potenti. Vivamus sit amet justo ac augue placerat hendrerit in eu felis. Integer luctus ex quam, in pellentesque eros interdum sed. Fusce finibus quis neque vitae efficitur. Pellentesque vulputate consectetur egestas. Integer a neque fermentum, tincidunt ligula id, gravida urna. Pellentesque ultrices, leo et suscipit accumsan, lorem nunc porta dui, non congue ligula leo ut urna. Duis vehicula risus in mi eleifend luctus. Duis convallis, mi faucibus pellentesque cursus, libero mauris varius sem, sit amet fermentum massa metus nec tellus. In tortor ligula, faucibus eu nibh id, lobortis viverra erat. Morbi non nisi suscipit, mollis enim at, convallis velit.
|
||||||
|
|
||||||
|
Pellentesque consequat imperdiet felis quis scelerisque. Duis aliquam mollis nibh quis tincidunt. Vivamus elit odio, blandit quis volutpat at, blandit nec tortor. Cras maximus ex at odio maximus, dapibus condimentum risus malesuada. Pellentesque viverra orci at ante commodo, quis posuere sapien efficitur. Nunc tristique imperdiet diam elementum lobortis. Fusce velit dui, ultrices id ante pharetra, fermentum egestas augue. Curabitur ante augue, vestibulum non magna quis, feugiat pulvinar diam. Suspendisse sagittis dui a tellus scelerisque, ut tincidunt neque accumsan. Cras pharetra metus vel eros tincidunt, vel tincidunt lacus egestas. Donec eget pellentesque sapien. Cras condimentum in justo pulvinar feugiat. Quisque malesuada ac odio eget rhoncus. Fusce posuere justo sed finibus ornare.
|
||||||
|
|
||||||
|
Duis a auctor tortor. Pellentesque lobortis auctor risus, ultrices varius mi cursus quis. Sed dui nulla, mattis sit amet justo mattis, condimentum commodo justo. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque hendrerit diam vel lacinia volutpat. Sed et luctus nunc, vitae congue arcu. Aenean placerat tincidunt ipsum. Ut molestie orci eu dapibus viverra. Cras sodales ullamcorper augue, at aliquam ex. Sed et justo augue.
|
||||||
|
|
||||||
|
Nullam feugiat risus et turpis faucibus, vel tincidunt nulla consequat. Aliquam libero erat, pellentesque sit amet tellus in, tempor ornare nisl. Donec viverra eget magna non pharetra. Cras sollicitudin, justo ut porttitor venenatis, risus nulla auctor est, at commodo sem urna in mi. Vestibulum mattis sapien vel nibh pulvinar, vel dignissim lacus cursus. Maecenas vel dictum tortor, ac ultricies justo. Praesent quis venenatis nisl. Morbi a diam fringilla, auctor lectus sed, varius est. Praesent faucibus auctor dolor, a commodo nisi mattis id. Fusce porta molestie ultrices. Sed pulvinar, leo ac consectetur hendrerit, erat velit gravida enim, eu blandit ligula justo sit amet neque.
|
||||||
|
|
||||||
|
Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean libero risus, porttitor in congue vel, consequat sed felis. Vivamus eget blandit ante. Vivamus vitae mattis massa. In ut dolor sit amet tellus sollicitudin mattis. Mauris iaculis nisl neque, in gravida lectus ultricies nec. Fusce vehicula vehicula lacinia. Fusce viverra sed nisl id rhoncus. Donec sed porta mi. Nam tempus purus non massa tincidunt iaculis. Morbi viverra massa ut gravida vestibulum.
|
||||||
|
|
||||||
|
Proin dapibus mi a libero sagittis, id vehicula nulla iaculis. Proin a enim in tortor tincidunt egestas. Integer finibus neque eu nibh pretium, et pellentesque urna finibus. Integer a sollicitudin mauris, at convallis erat. Nullam sit amet lectus sed turpis commodo efficitur. Nulla nec turpis dapibus, suscipit diam quis, vulputate urna. Aenean sed posuere justo.
|
||||||
|
|
||||||
|
Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Sed luctus purus nibh, id imperdiet risus pulvinar in. Quisque auctor sem lacinia turpis mollis, nec pretium ipsum suscipit. Aliquam sed metus sagittis, mollis nisi eget, hendrerit libero. Nulla sodales erat semper nisl condimentum, ultricies rhoncus lacus commodo. Ut suscipit libero augue, non vulputate dui tristique vel. Praesent convallis efficitur est, sed tincidunt mauris aliquet in. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos.
|
||||||
|
|
||||||
|
Etiam a vehicula purus. Curabitur lacus erat, ultrices et dictum id, posuere ut risus. Etiam at auctor leo. Pellentesque eleifend est a metus lacinia rutrum. Nullam justo ligula, tempor non facilisis vel, volutpat sed nulla. Integer non dolor consequat, dapibus lectus eu, luctus turpis. Aenean enim erat, sagittis vitae ornare bibendum, faucibus sit amet magna. Phasellus suscipit ultrices faucibus. Sed at risus molestie, viverra ipsum vel, bibendum lectus. Pellentesque molestie vitae risus non viverra. Phasellus eleifend massa id odio sagittis mattis. Nullam velit mauris, viverra quis fermentum sit amet, vestibulum ut ex. Suspendisse imperdiet, sapien sed sagittis pharetra, nisi nibh vulputate metus, quis mattis dolor nisi ut lorem. Praesent vestibulum nibh vulputate lacus pulvinar tempor. Vestibulum vulputate diam ligula, vitae efficitur enim dapibus non. Etiam at ornare enim.
|
||||||
|
|
||||||
|
Curabitur aliquet velit enim, euismod faucibus urna euismod sit amet. Vivamus viverra vulputate nulla, ut gravida neque rutrum in. Suspendisse potenti. Nulla vitae neque felis. Etiam eu erat ac nulla ornare volutpat. Quisque ut diam dui. Sed ut massa quis dolor volutpat eleifend. Duis posuere dolor sit amet varius auctor. Donec mollis malesuada erat, eu luctus libero viverra feugiat. Curabitur fermentum velit eu purus fringilla, consequat tincidunt diam rutrum. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc volutpat vel est in vehicula. Morbi euismod, tortor ut posuere ullamcorper, velit justo ultricies lorem, vitae tincidunt erat ante vitae sem. Praesent semper, quam eget condimentum finibus, metus leo imperdiet augue, nec fringilla sem nunc id sapien.
|
||||||
|
|
||||||
|
Aliquam vestibulum ante porta sem finibus, ut rhoncus elit sodales. Phasellus a lacus congue, sagittis nulla eget, cursus libero. Duis laoreet fringilla faucibus. Aenean gravida lorem sed fringilla facilisis. Pellentesque sodales urna lorem, non rutrum tortor vulputate eget. Duis a enim semper, iaculis sem ac, facilisis urna. Donec iaculis nulla sit amet dignissim volutpat. Mauris cursus dui id feugiat suscipit. Fusce tempor placerat nulla vitae vestibulum. Vivamus imperdiet blandit nulla, in aliquet justo viverra in. Cras malesuada molestie ligula sit amet volutpat. Praesent ornare orci sit amet rutrum eleifend. Ut placerat metus felis, id malesuada justo mollis eget. Etiam mi turpis, pulvinar in pulvinar in, tincidunt in neque.
|
||||||
|
|
||||||
|
In venenatis euismod neque, eu convallis diam semper ac. Mauris auctor mi non massa vestibulum viverra. Aenean non turpis sapien. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Praesent gravida feugiat interdum. Vivamus sit amet consequat ligula. Praesent dictum nunc ac sapien ullamcorper consectetur. Ut malesuada blandit neque.
|
||||||
|
|
||||||
|
Duis tincidunt mauris sit amet odio dictum accumsan. Suspendisse efficitur nibh magna, ac dapibus augue vulputate nec. Etiam lectus neque, sollicitudin quis sapien vitae, aliquet fermentum mi. Aenean interdum interdum rhoncus. Donec eu libero urna. Donec semper lacus eu nunc scelerisque, vitae viverra quam consectetur. Integer sagittis, nulla congue venenatis auctor, purus justo mollis metus, at rutrum magna arcu nec est. Maecenas felis lorem, consequat non cursus vitae, lobortis vitae nisi. Cras eget magna justo. Nullam sagittis tellus id luctus ultricies. Etiam a arcu efficitur, consectetur libero non, imperdiet turpis. Donec ac velit et nisl semper semper. Duis iaculis interdum nunc sed tempor.
|
||||||
|
|
||||||
|
Sed diam odio, sagittis non dignissim nec, accumsan ac diam. Fusce sit amet dui sit amet justo ultrices viverra. Sed vel massa suscipit nibh porttitor laoreet in id nunc. Nam quis libero vitae nunc blandit sollicitudin et a lorem. Duis urna arcu, accumsan sed dignissim sit amet, vulputate at ex. Mauris porttitor libero mauris, vel fringilla diam euismod quis. Sed varius placerat tellus vel efficitur. Phasellus pulvinar gravida magna. Nulla dignissim consectetur finibus.
|
||||||
|
|
||||||
|
Nunc quis aliquet nisi. Cras luctus bibendum eros ac dignissim. Aenean suscipit felis vitae elementum eleifend. Proin commodo nunc non diam dignissim, in tincidunt nulla ultrices. Vivamus faucibus quam scelerisque interdum finibus. Sed porttitor vehicula urna, in laoreet arcu condimentum non. Praesent ac lacus diam. Vivamus aliquam euismod risus, luctus dictum lectus sodales et. Proin quis velit ac massa tristique scelerisque.
|
||||||
|
|
||||||
|
Sed non dolor efficitur, tincidunt mi eget, sagittis tortor. Quisque at varius felis, at finibus sem. Vestibulum vel lectus tincidunt, pharetra diam sit amet, interdum nulla. Sed ut elit tortor. Nam tincidunt tempus aliquam. Vivamus rhoncus faucibus sapien eget facilisis. Aliquam erat volutpat. Phasellus placerat aliquam lacus, eget ultrices orci pretium hendrerit. Fusce vitae dolor sit amet ante condimentum placerat. Nunc varius risus id tellus mollis, euismod luctus sapien viverra. Donec sodales est vel massa suscipit, eu sollicitudin ante convallis. Curabitur eu condimentum velit. Sed pharetra euismod tincidunt.
|
||||||
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|
||||||
|
Nam at libero eros. Quisque bibendum, ligula quis sagittis ullamcorper, eros leo consectetur ex, quis elementum dolor justo vitae mi. Maecenas et elementum erat, et auctor enim. Nunc at nibh fermentum, ullamcorper mi elementum, facilisis erat. Vestibulum vestibulum leo ut pellentesque placerat. Suspendisse imperdiet nisl vitae justo sodales pellentesque. Interdum et malesuada fames ac ante ipsum primis in faucibus. In faucibus pretium nunc, sed interdum lectus vestibulum quis. Vestibulum luctus viverra ex at efficitur. Etiam ac est lorem. Maecenas mollis, orci at rhoncus congue, nulla leo rutrum dui, et pellentesque orci ligula eget ipsum. Suspendisse fermentum nisi turpis, ut sollicitudin purus imperdiet non. Maecenas vitae quam ornare, porta sem quis, rhoncus neque. Donec mattis purus a erat tristique, ac mollis est convallis. Duis vitae ipsum viverra, condimentum ante vel, sagittis ex. Maecenas placerat odio libero, id interdum turpis fermentum at.
|
||||||
|
|
||||||
|
Praesent faucibus nulla eget vehicula accumsan. Nulla elementum ante a nibh venenatis hendrerit. Proin nec nunc mattis, imperdiet nisl rutrum, sollicitudin libero. Nullam bibendum dignissim faucibus. Sed eget tortor vitae sapien cursus faucibus nec et lectus. Duis pharetra non odio id consectetur. Suspendisse at est sem. Nunc mauris ligula, ultrices id ante non, venenatis mattis erat. Vivamus sit amet viverra nisl.
|
||||||
|
|
||||||
|
Sed cursus vel nisi in mattis. Nunc porttitor dictum leo ac euismod. Sed blandit ornare nunc id lobortis. Aenean convallis ligula at volutpat commodo. Vestibulum sit amet laoreet urna. Donec et pellentesque orci, ac egestas nulla. In accumsan venenatis porta. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Donec scelerisque, metus nec viverra pharetra, dolor libero dictum velit, id ullamcorper enim nisi eu nibh. Aliquam nec dapibus quam. Curabitur vulputate, libero sit amet tempor ullamcorper, libero purus congue quam, nec sollicitudin orci erat non massa. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
|
||||||
|
|
||||||
|
Aenean faucibus mollis placerat. Praesent lacinia venenatis turpis eu scelerisque. Nam tempus tortor a varius posuere. Cras ut viverra tortor. Cras facilisis mauris ut ante imperdiet, a malesuada justo luctus. Ut eu enim sit amet arcu porttitor pulvinar ac ac odio. Ut odio neque, molestie vitae ligula quis, dignissim viverra erat. In ullamcorper erat sed elementum varius. Sed in lacus maximus, euismod nisi vitae, tempus mi. Nunc tellus justo, auctor at luctus ac, feugiat sit amet dui.
|
||||||
|
|
||||||
|
Donec imperdiet purus lorem, sed venenatis dolor finibus non. Aenean lacus nunc, elementum nec arcu eget, faucibus elementum turpis. Aliquam lacinia massa ac quam efficitur, et tincidunt eros pretium. Fusce condimentum mi vel pharetra egestas. Quisque consectetur nibh vel leo dignissim sollicitudin. Duis ultrices felis ipsum, sed maximus arcu ornare vitae. Curabitur porttitor ligula in turpis facilisis, id venenatis augue ultricies. Phasellus vel dolor id tellus finibus sodales ut quis nisi. Integer id orci cursus erat tincidunt sagittis non in nunc. Pellentesque ligula lacus, vestibulum eu ante vel, facilisis viverra massa. Sed ut tincidunt metus, vel tristique est. Ut et cursus justo. Ut ac porttitor eros, at dictum felis. Phasellus ornare nisi sit amet risus varius, sed sollicitudin nulla ornare. Donec aliquam ipsum urna. Aliquam id bibendum magna, quis venenatis diam.
|
||||||
|
|
||||||
|
Duis tempor odio id iaculis egestas. Cras consequat neque ac posuere iaculis. Nulla tempus et nisi eu auctor. Vestibulum metus massa, dignissim ut metus eget, ullamcorper consectetur turpis. Integer vel est tellus. Ut ac vestibulum massa. Pellentesque nec venenatis erat. Nam vel pellentesque lectus.
|
||||||
|
|
||||||
|
Morbi a placerat est. Ut eleifend ante ut placerat porta. Donec sagittis semper leo, ut scelerisque nisi imperdiet feugiat. Mauris purus turpis, consequat ut fringilla ac, cursus eget augue. Fusce arcu dolor, sagittis et facilisis ut, scelerisque non lacus. Aliquam sit amet eleifend tellus. Mauris id est luctus, iaculis tortor eget, gravida justo. Suspendisse at tellus nisl. Nullam felis erat, vehicula eu porttitor bibendum, pulvinar et dui. Sed molestie lacus nec sagittis rutrum. Aliquam erat volutpat. Nullam ut aliquet eros. Sed feugiat, massa id pharetra auctor, leo turpis condimentum purus, sit amet volutpat sem nunc sed nisi.
|
||||||
|
|
||||||
|
Pellentesque feugiat ipsum at accumsan iaculis. Morbi et dui in lorem commodo hendrerit. Mauris tempor ex mollis mollis blandit. Cras eu turpis feugiat, suscipit velit quis, volutpat magna. Vestibulum varius ligula ut quam mollis, a volutpat nibh lobortis. Sed sodales euismod leo non suscipit. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Nullam ultricies sagittis justo, sit amet lacinia eros tincidunt tristique. Etiam faucibus turpis in lacus efficitur, vitae rutrum magna porttitor. Cras finibus eros vel ante semper, facilisis vestibulum erat accumsan. Ut mollis dui ut commodo varius. In et sem malesuada erat egestas pellentesque. Maecenas pulvinar sodales risus, at euismod ligula aliquet in. Quisque fringilla malesuada dui vel cursus. Curabitur eu ex vulputate, pretium elit non, sodales sapien. Integer egestas facilisis odio et pretium.
|
||||||
|
|
||||||
|
Integer eleifend, felis vitae faucibus tempus, tellus lectus placerat nunc, eu efficitur lacus mi vel nisl. Mauris commodo pretium feugiat. In aliquet nibh diam, ac egestas mauris consequat ut. Integer cursus, tortor pharetra pellentesque pulvinar, neque risus ultricies felis, et consequat felis eros at eros. Pellentesque fermentum velit ac sodales facilisis. Suspendisse vestibulum metus quis convallis lacinia. Donec in pharetra magna. Proin gravida dolor eget ligula lobortis sagittis.
|
||||||
|
|
||||||
|
Nullam consectetur ut massa id ultrices. Fusce consectetur at eros at mollis. Donec nec nibh fringilla, porttitor ipsum eget, aliquam neque. Quisque suscipit tortor in dui commodo, sed venenatis augue cursus. Etiam feugiat purus id justo elementum placerat. Sed interdum dictum nibh at sodales. Maecenas lobortis, metus ac sagittis lacinia, elit arcu varius felis, quis facilisis magna elit in leo. Proin condimentum orci sit amet dignissim imperdiet. Fusce sed iaculis felis. Maecenas sodales non magna vitae rutrum.
|
||||||
|
|
||||||
|
Nulla id ex massa. Sed vehicula sed quam non elementum. Aliquam luctus, enim vel molestie posuere, sem arcu laoreet justo, quis finibus nisl justo et magna. Vivamus malesuada elit in aliquam dignissim. Sed at tellus in orci vulputate ullamcorper. Integer magna sem, mattis id hendrerit non, tincidunt in est. Praesent posuere aliquet lobortis. Quisque euismod leo ut nisl pellentesque, et imperdiet dui dapibus.
|
||||||
|
|
||||||
|
Sed a erat nec risus pulvinar venenatis. Integer ultrices eros at aliquet efficitur. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque ac maximus ante. Sed sodales, nisi et sagittis accumsan, diam odio consequat elit, et mollis dolor turpis tincidunt metus. Proin justo quam, tincidunt id convallis a, molestie hendrerit massa. Etiam pharetra turpis eu ultrices mollis.
|
||||||
|
|
||||||
|
Proin fermentum libero in purus cursus molestie. In varius magna eu ante maximus, eget rutrum felis iaculis. Maecenas hendrerit, diam eget vestibulum vehicula, est quam porta magna, a dictum urna mi ut libero. Vestibulum dictum quis lacus vitae eleifend. Integer sapien libero, pretium vitae euismod eget, semper eget ante. Vivamus mollis elementum odio vel hendrerit. Phasellus tristique, metus eget luctus tincidunt, ex enim faucibus ipsum, at dictum eros urna ac mi. Aenean imperdiet felis eu ultricies egestas. Vivamus fermentum convallis nisi, non sollicitudin felis posuere nec. Ut commodo sit amet felis semper dictum. Aenean accumsan, tellus id blandit aliquet, lorem nibh pellentesque mi, sit amet volutpat erat ligula ut est. Vivamus non posuere velit. Sed vel rutrum diam, non pulvinar nulla. Suspendisse quis gravida lectus, ac accumsan justo. Sed lobortis neque ante, a imperdiet nisl iaculis nec.
|
||||||
@@ -138,10 +138,186 @@ qualifies only if every record it writes lands in `text`, `strings` or
|
|||||||
permission. Anything else and it is an ordinary content mod that happens to
|
permission. Anything else and it is an ordinary content mod that happens to
|
||||||
ship text.
|
ship text.
|
||||||
|
|
||||||
### 4. `mod.card`
|
### 4. `games` (and the legacy `gen2compat`)
|
||||||
|
|
||||||
|
Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script
|
||||||
|
VM and save format. The mod API is shared across both generations (same hook
|
||||||
|
names, same event names, same registry names) but Gold cannot serve all of it
|
||||||
|
yet, so Gen 2 is opt-in. Say which games the mod is for:
|
||||||
|
|
||||||
|
```json
|
||||||
|
"games": ["gen1", "gen2"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`), a
|
||||||
|
generation (`"gen1"`, `"gen2"`) or `"all"`;
|
||||||
|
`src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing
|
||||||
|
restates the game list. `python3 tools/modkit.py scaffold my_mod --games
|
||||||
|
gen1,gen2` writes the key for you. The mod still installs to one directory,
|
||||||
|
`mods/<id>/`, shared by every game -- targeting is declared, never filed.
|
||||||
|
|
||||||
|
Absent means Gen 1 only, which is what every mod written before the key existed
|
||||||
|
was tested as. `"gen2compat": true` is the legacy spelling, still accepted and
|
||||||
|
purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it
|
||||||
|
already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at
|
||||||
|
all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a
|
||||||
|
mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
|
||||||
|
run your mod on Gold.
|
||||||
|
|
||||||
|
Every token is enforced, per game: the loader gates on the same
|
||||||
|
`ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]`
|
||||||
|
really does not load on Red and the skip line is the launcher's line, `For
|
||||||
|
Blue, not Red`, and `"games": ["gold"]` alone does not load on Red either. A
|
||||||
|
manifest with neither key still covers every Gen 1 game, so nothing written
|
||||||
|
before the key existed changes behavior; list both generations or say `"all"`
|
||||||
|
when you mean everywhere.
|
||||||
|
|
||||||
|
`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold
|
||||||
|
today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
|
||||||
|
and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
|
||||||
|
writes with a report, and which hooks and events are still to come.
|
||||||
|
`docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a
|
||||||
|
Gen 1 mod, and it is the one to start from.
|
||||||
|
|
||||||
|
Two consequences worth knowing before you claim Gen 2.
|
||||||
|
|
||||||
|
**Dependencies are contagious.** A mod whose hard dependency does not run here
|
||||||
|
is left out too, with the dependency's own wording (`depends on X, which does
|
||||||
|
not run here (For Blue, not Red)`). It is reported as a skip, not as a failure,
|
||||||
|
and neither mod lands on the boot error list, but the mod does not run, so
|
||||||
|
every hard dependency has to cover the same games.
|
||||||
|
|
||||||
|
**The player can override you.** The claim is yours, and a mod written before
|
||||||
|
the key existed can never carry one, so the manager's detail pane offers
|
||||||
|
`TRY HERE ANYWAY` for any mod that does not claim the game being played. It
|
||||||
|
persists per game in `options.modsGen2[id][version]` and takes effect on the
|
||||||
|
next boot; forcing a mod onto Red does not force it onto Gold. A forced mod
|
||||||
|
loads normally and keeps a note saying its author never verified it here.
|
||||||
|
|
||||||
|
**Prefer the API on Gold, but the Gen 1 names still work.** Gen 2 is a
|
||||||
|
parallel module tree behind `src/core/Game2.lua`. In new code take the live
|
||||||
|
game from `mod.game` (or the `game.ready` payload, or any `ui.*` hook's first
|
||||||
|
argument) and the world from `mod.world`; both resolve per generation, and
|
||||||
|
neither needs `engine_internals`.
|
||||||
|
|
||||||
|
For the mods written before Gold existed, a require made from a mod's own file
|
||||||
|
is answered on a Gold boot by an adapter presenting the Gen 1 API over Gen 2
|
||||||
|
internals. Fifteen names are served -- `src.core.Game`,
|
||||||
|
`src.world.OverworldController`, `src.world.Map`, `src.world.NPC`,
|
||||||
|
`src.world.Collision`, `src.world.WorldAPI`, `src.world.PikachuFollower`,
|
||||||
|
`src.world.FieldDefaults`, `src.pokemon.Boxes`, `src.script.ScriptRunner`,
|
||||||
|
`src.ui.PartyMenu`, `src.ui.StartMenu`, `src.ui.OptionsMenu`, `src.ui.BoxMenu`
|
||||||
|
and `src.battle.BattleState`. `src/mods/Gen2Compat.lua` is the full table and
|
||||||
|
publishes what it covers through `Gen2Compat.coverage(name)`, whose members are
|
||||||
|
`backed`, `warned` or `absent`. A name with no adapter (`src.script.Commands`,
|
||||||
|
`src.ui.OptionRows`) is reported against the mod that required it, and a member
|
||||||
|
an adapter cannot back is absent or logs once rather than answering wrongly.
|
||||||
|
|
||||||
|
Things no adapter can fix, all mod-side: a hardcoded version allow-list
|
||||||
|
(`GameVersion.get() == "red" or ...`) excludes you from Gold by construction;
|
||||||
|
Gold's builtin screen ids carry a `Gen2` prefix, so a string match on
|
||||||
|
`"BoxMenu"` matches nothing there; a write to a field on a live Gen 2 menu
|
||||||
|
instance is inert; and `map.warpAt` is a table on Gen 1 and a method on Gold,
|
||||||
|
so indexing it raises. Each has a route that works on both generations, in
|
||||||
|
`docs/preparing-your-mod-for-gen2.md`.
|
||||||
|
|
||||||
|
Check it statically, then load it headless:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
python3 tools/modkit.py gen2check mods/my_mod
|
||||||
|
```
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
|
||||||
|
T.eq(run.mod and run.mod.state, "loaded",
|
||||||
|
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
|
||||||
|
T.eq(#run.errors, 0, "and loads with no boot errors")
|
||||||
|
```
|
||||||
|
|
||||||
|
Assert the state, not only the error count: a gate skip is deliberately not an
|
||||||
|
error, so `#run.errors == 0` passes for a mod that never ran a line.
|
||||||
|
|
||||||
|
`gen2check` answers `will load`, `will load but degrade` or `will not work`,
|
||||||
|
with a `MK4xx` finding per site and an `unresolved:` note, with a file and a
|
||||||
|
line, for every reach a static scan could not follow. Neither substitutes for a
|
||||||
|
real Gold boot.
|
||||||
|
|
||||||
|
### 5. What a mod's code can reach
|
||||||
|
|
||||||
|
Your code runs in a sandbox (`src/mods/Sandbox.lua`), not against the
|
||||||
|
engine's globals. Every chunk you author gets it: `main.lua`, your
|
||||||
|
`options_schema`, and anything you `load()` yourself.
|
||||||
|
|
||||||
|
The globals the sandbox took away are still *reachable*, as compat
|
||||||
|
stand-ins (`src/mods/LegacyCompat.lua`) that answer with the new API
|
||||||
|
underneath. A mod written before the sandbox keeps working; it logs one
|
||||||
|
warning per call it should migrate, and the mod manager lists them. What
|
||||||
|
each stand-in actually does:
|
||||||
|
|
||||||
|
| Pre-sandbox call | What it does now | Migrate to |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| `io.open`, `io.lines`, `love.filesystem.read`/`lines`/`newFile` | reads your own shipped files, then your overlay, then `mod.storage` | `mod:read`, `mod.storage` |
|
||||||
|
| `love.filesystem.write`/`append`, `io.open(…, "w")`, `os.remove`, `os.rename` | writes to a private per-mod overlay under `mod_compat/<your id>/` | `mod.storage` |
|
||||||
|
| `love.filesystem.getDirectoryItems`/`getInfo` | your own directory plus your overlay | `mod:list`, `mod:info` |
|
||||||
|
| `love.filesystem.getSaveDirectory` and friends | a virtual root; anything joined to it lands in your overlay | `mod.storage` |
|
||||||
|
| `os.getenv` | `nil`, except home-like names, which answer with that same virtual root | nothing |
|
||||||
|
| `love.filesystem.load`, `dofile`, `loadfile` | compiles the chunk into your sandbox | `require`, `mod:read` plus `load` |
|
||||||
|
| `love.system` | `getOS`/`getPowerInfo`/`getProcessorCount` read through; clipboard and `openURL` do nothing | `mod.device:powerInfo()`, `mod.steps` |
|
||||||
|
| `love.event` | passes through, except `quit`, which does nothing | `mod.events`, `mod.hooks` |
|
||||||
|
| `love.mousemoved = fn` and the other callbacks | installs on the real `love` table, the way it always did | `mod.hooks`, `mod.events` |
|
||||||
|
| `package` | an inert stub, so `package.path = …` does not crash | `require` |
|
||||||
|
|
||||||
|
What has no stand-in, because there is nothing honest to reroute it to:
|
||||||
|
|
||||||
|
| Still refused | Why |
|
||||||
|
| --- | --- |
|
||||||
|
| `love.thread` | a LÖVE thread is a fresh Lua state with the full standard library, which no environment-based sandbox in this state can reach. Use `mod.fetch` for background HTTP (`network`) or `mod.job` for background compute (`background`) — both run your code inside the sandbox instead of outside it |
|
||||||
|
| `require("ffi")` | arbitrary C |
|
||||||
|
| `debug`, `getfenv`, `setfenv` | each one undoes the sandbox from inside |
|
||||||
|
| `io.popen`, `os.execute` | spawning a process |
|
||||||
|
| `love.run`, `love.errorhandler` | the engine's own loop and its crash path |
|
||||||
|
| replacing a `love` module table (`love.filesystem = {}`) | the engine reads those tables too |
|
||||||
|
|
||||||
|
The rest of `love` passes through unchanged, so graphics, audio, timers and
|
||||||
|
input work as they always have.
|
||||||
|
|
||||||
|
Three consequences worth knowing before you write against it:
|
||||||
|
|
||||||
|
- **Your globals are yours.** `_G` inside a mod is that mod's own table. Two
|
||||||
|
mods no longer share a namespace, and neither can reach the engine's. To
|
||||||
|
publish something to another mod, put it on `mod.exports` and let them
|
||||||
|
`mod.find("your_id").exports` — the channel that was always the intended
|
||||||
|
one. The same goes for the standard library: `string`, `table` and `math`
|
||||||
|
are per-mod copies, so patching one is a local decision.
|
||||||
|
- **Paths cannot climb.** `mod:read`, `mod:list`, `mod:info`, `mod.assets:path`
|
||||||
|
and `mod.assets:image` join to your own directory, and `..`, absolute paths
|
||||||
|
and drive letters are refused. So are `entry` and `options_schema` in your
|
||||||
|
manifest. `mod:list("assets")` is the sandboxed `getDirectoryItems` for a
|
||||||
|
folder you shipped; `mod:info` tells file from directory so a walk can
|
||||||
|
recurse.
|
||||||
|
- **Ship source, not bytecode.** A precompiled entry file is refused.
|
||||||
|
|
||||||
|
`permissions` in the manifest is still a disclosure the manager shows the
|
||||||
|
player. `network` gates `require("socket")` and friends plus `mod.fetch`
|
||||||
|
(non-blocking HTTP), and `background` gates `mod.job` (compute on a worker
|
||||||
|
thread). Those two are the sanctioned ways to work off the main thread now
|
||||||
|
that `love.thread` is refused. There is no
|
||||||
|
permission that grants raw filesystem access, because no mod needs one:
|
||||||
|
everything a mod legitimately writes is already scoped by
|
||||||
|
`mod.storage` or the asset-transform derived root.
|
||||||
|
|
||||||
|
If your mod used one of the rerouted globals, the fix is almost always
|
||||||
|
`mod.storage`. The overlay is a compatibility floor, not a second storage
|
||||||
|
system: it is not scoped per playthrough, it does not migrate, and it is
|
||||||
|
the first thing that will be dropped once the mods on the index have
|
||||||
|
moved off it. Open an issue if you have a case `mod.storage` does not
|
||||||
|
cover.
|
||||||
|
|
||||||
|
### 6. `mod.card`
|
||||||
|
|
||||||
The manifest is the *engine's* contract: identity, load order, dependencies,
|
The manifest is the *engine's* contract: identity, load order, dependencies,
|
||||||
permissions, profile. The card is the *human-facing* one: who made this,
|
permissions, profile (see [Manifest specification](docs/modding.md#manifest-specification-manifestjson)).
|
||||||
|
The card is the *human-facing* one: who made this,
|
||||||
what it changes, what it does not do yet. It is never read by the loader's
|
what it changes, what it does not do yet. It is never read by the loader's
|
||||||
merge — only by tooling and the manager's detail pane — so an absent or
|
merge — only by tooling and the manager's detail pane — so an absent or
|
||||||
malformed card can never break a load.
|
malformed card can never break a load.
|
||||||
@@ -159,7 +335,7 @@ Two fields deserve their own note:
|
|||||||
distributed mod never carries ROM-derived bytes, not even in its preview
|
distributed mod never carries ROM-derived bytes, not even in its preview
|
||||||
images.
|
images.
|
||||||
|
|
||||||
### 5. Tags
|
### 7. Tags
|
||||||
|
|
||||||
Lowercase kebab strings, open vocabulary. The showcase generator
|
Lowercase kebab strings, open vocabulary. The showcase generator
|
||||||
lowercases and de-dupes. A recommended starting set: `beginner`,
|
lowercases and de-dupes. A recommended starting set: `beginner`,
|
||||||
@@ -217,12 +393,15 @@ registry or a new schema field lands with its catalog entry in the same PR
|
|||||||
and the generator runs clean:
|
and the generator runs clean:
|
||||||
|
|
||||||
```sh
|
```sh
|
||||||
luajit tools/gen_registry_docs.lua # in-repo default
|
luajit tools/gen_registry_docs.lua # docs/modding/reference/registries.md
|
||||||
luajit tools/gen_registry_docs.lua ../project.wiki # the wiki checkout
|
luajit tools/gen_registry_docs.lua ../project.wiki # Reference-Registries.md in a wiki checkout
|
||||||
```
|
```
|
||||||
|
|
||||||
The prose reference lives in the GitHub wiki; the generated pages are
|
With no argument it writes inside the repo, which is the copy `python3
|
||||||
written into a checkout of it, so they cannot drift from the engine.
|
tools/modkit.py docs` regenerates and `--out` copies from. Pass a directory
|
||||||
|
(or set `POKEPORT_DOCS_DIR`) to write the wiki's flat page name into a wiki
|
||||||
|
checkout instead. The prose reference lives in the GitHub wiki; both copies
|
||||||
|
come off `src/mods/Schemas.lua`, so neither can drift from the engine.
|
||||||
|
|
||||||
### 5. Deprecation etiquette
|
### 5. Deprecation etiquette
|
||||||
|
|
||||||
|
|||||||
@@ -4,6 +4,10 @@ A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
|
|||||||
behavior are hand-written Lua; game data and graphics are decoded from a ROM
|
behavior are hand-written Lua; game data and graphics are decoded from a ROM
|
||||||
supplied by the player.
|
supplied by the player.
|
||||||
|
|
||||||
|
And before you say, "that's not a recomp", you're wrong. Recomp is an acronym. ***Reverse Engineering Causes Obsessive Mental Problems***
|
||||||
|
|
||||||
|
[Click Here for the AI Use Disclosure!](AIDisclosure.md)
|
||||||
|
|
||||||
> [!CAUTION]
|
> [!CAUTION]
|
||||||
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
|
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
|
||||||
|
|
||||||
@@ -53,13 +57,14 @@ supplied by the player.
|
|||||||
|
|
||||||
|
|
||||||
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
This project does not include a ROM, emulate the Game Boy, transpile assembly,
|
||||||
or download a disassembly. A canonical US Poke Red, Blue, or Yellow ROM is the
|
or download a disassembly. A canonical US Poke Red, Blue, Yellow, or Gold ROM
|
||||||
only game content input.
|
is the only game content input.
|
||||||
|
|
||||||
The ROM is verified, used during import, and then released from memory. It is
|
The ROM is verified, used during import, and then released from memory. It is
|
||||||
not copied into the cache. Later launches load the private generated cache and
|
not copied into the cache. Later launches load the private generated cache and
|
||||||
do not ask for the ROM again. Red, Blue, and Yellow can all be imported and
|
do not ask for the ROM again. Red, Blue, Yellow, and Gold can all be imported
|
||||||
played side by side.
|
side by side. Gold is Gen 2 Phase 1 (import + launcher; see
|
||||||
|
`docs/gold-phase1.md`): the Gen 2 engine is still under construction.
|
||||||
|
|
||||||
## Quick Start
|
## Quick Start
|
||||||
|
|
||||||
@@ -67,12 +72,13 @@ Open the desktop app. On first boot, choose your legally obtained `.gb` /
|
|||||||
`.gbc` file or drop it onto the window. Import takes a few seconds and the
|
`.gbc` file or drop it onto the window. Import takes a few seconds and the
|
||||||
game starts automatically.
|
game starts automatically.
|
||||||
|
|
||||||
Only the canonical 1 MiB US Red, Blue, and Yellow ROMs are accepted. The
|
Only the canonical US Red, Blue, Yellow (1 MiB), and Gold (2 MiB) ROMs are
|
||||||
importer verifies SHA-1 before creating any game data:
|
accepted. The importer verifies SHA-1 before creating any game data:
|
||||||
|
|
||||||
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||||
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||||
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
|
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
|
||||||
|
- Gold: `d8b8a3600a465308c9953dfa04f0081c05bdcb94`
|
||||||
|
|
||||||
The packaged app contains neither a ROM nor pre-extracted game data. Music,
|
The packaged app contains neither a ROM nor pre-extracted game data. Music,
|
||||||
sound effects, and cries are synthesized while the game runs from compact
|
sound effects, and cries are synthesized while the game runs from compact
|
||||||
@@ -205,9 +211,42 @@ even on a different computer, as long as the same folder comes along.
|
|||||||
already written to either location is touched automatically, so copy files
|
already written to either location is touched automatically, so copy files
|
||||||
over yourself if you want to carry existing progress across the switch.
|
over yourself if you want to carry existing progress across the switch.
|
||||||
|
|
||||||
|
## Launch Options
|
||||||
|
|
||||||
|
By default the app opens the launcher so you can pick a game. Launch options
|
||||||
|
skip it and start one game directly, which is what you want for a one-click
|
||||||
|
entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
|
||||||
|
|
||||||
|
| Option | Effect |
|
||||||
|
| --- | --- |
|
||||||
|
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
|
||||||
|
| `--slot=2` | load that save slot; takes a slot number or a slot id |
|
||||||
|
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
|
||||||
|
|
||||||
|
|
||||||
|
## Linux on arm64 (Raspberry Pi)
|
||||||
|
|
||||||
|
Alongside the x86_64 `gen1recomp-*-linux.zip`, every release ships
|
||||||
|
`gen1recomp-*-linux-arm64.AppImage` for 64-bit ARM desktop Linux — Raspberry
|
||||||
|
Pi 4/5, Armbian and other SBC distros, and arm64 VMs on Apple Silicon:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
chmod +x gen1recomp-*-linux-arm64.AppImage
|
||||||
|
./gen1recomp-*-linux-arm64.AppImage
|
||||||
|
```
|
||||||
|
|
||||||
|
LÖVE publishes no aarch64 binary of any kind, so this artifact compiles the
|
||||||
|
engine — and SDL2, OpenAL and the codecs — from source inside a Debian
|
||||||
|
bullseye arm64 container. It needs only glibc 2.29+, libstdc++, freetype and
|
||||||
|
zlib on the host; OpenGL, X11, Wayland, KMSDRM, ALSA and PulseAudio are all
|
||||||
|
dlopened, so the same image runs on a full desktop, a Wayland-only session or
|
||||||
|
a KMSDRM handheld with no X server. Build instructions and the reasoning are
|
||||||
|
in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
|
||||||
|
|
||||||
|
|
||||||
## iOS
|
## iOS
|
||||||
|
|
||||||
Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
|
Every release ships `gen1recomp++-*-ios.ipa`. Sideload it with AltStore
|
||||||
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
|
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
|
||||||
build and install from source on a Mac instead, see
|
build and install from source on a Mac instead, see
|
||||||
[docs/ios-install.md](docs/ios-install.md).
|
[docs/ios-install.md](docs/ios-install.md).
|
||||||
@@ -222,6 +261,40 @@ build and install from source on a Mac instead, see
|
|||||||
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
|
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
## Xbox Dev Mode
|
||||||
|
|
||||||
|
Every release ships `gen1recomp-*-xbox-uwp.zip` for Xbox One and Xbox Series
|
||||||
|
consoles in Developer Mode. It cannot be installed in retail mode.
|
||||||
|
|
||||||
|
Extract the archive, then use Xbox Device Portal to install the `.msix` and
|
||||||
|
the x64 package under `Dependencies`.
|
||||||
|
|
||||||
|
### External setup
|
||||||
|
|
||||||
|
1. Put your legally obtained Red, Blue, or Yellow ROMs on an external drive.
|
||||||
|
Mod ZIPs can go on the same drive.
|
||||||
|
2. Connect the drive to the Xbox and open Gen1Recomp.
|
||||||
|
3. Select **Import ROM** or **Import Mod**, then choose the file with the Xbox
|
||||||
|
file picker.
|
||||||
|
4. Repeat the ROM import for each version you want to use.
|
||||||
|
|
||||||
|
### Internal setup
|
||||||
|
|
||||||
|
1. Create a folder named `baseroms` on your PC and place your legally obtained
|
||||||
|
Red, Blue, or Yellow ROMs inside it.
|
||||||
|
2. ZIP the folder, keeping `baseroms` at the top level of the archive.
|
||||||
|
3. Launch Gen1Recomp once, then close it.
|
||||||
|
4. Open Xbox Device Portal and upload the ZIP to
|
||||||
|
`Gen1Recomp/LocalState/pokemon-love2d/`.
|
||||||
|
5. Choose **Yes** when Device Portal asks whether to extract the archive.
|
||||||
|
6. Open Gen1Recomp. The launcher checks baseroms once at startup. When it finds a compatible ROM, that game’s tab shows ROM FOUND and an Import detected ROM button.
|
||||||
|
|
||||||
|
ROMs, generated game data, saves, and mods remain in LocalState and are not
|
||||||
|
included in the app.
|
||||||
|
|
||||||
|
Source builds and package details are covered in
|
||||||
|
[the Xbox UWP build notes](ports/uwp/BUILD.md).
|
||||||
|
|
||||||
## Handhelds
|
## Handhelds
|
||||||
|
|
||||||
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
|
||||||
@@ -229,6 +302,21 @@ ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
|
|||||||
Install steps, controls, and troubleshooting live in
|
Install steps, controls, and troubleshooting live in
|
||||||
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
|
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
|
||||||
|
|
||||||
|
## Nintendo Switch
|
||||||
|
|
||||||
|
Releases ship an SD-ready `gen1recomp-*-switch.zip`. Runtime target is pinned
|
||||||
|
[love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`. Requires a
|
||||||
|
console that can run Switch homebrew.
|
||||||
|
|
||||||
|
- Players: [docs/switch-install.md](docs/switch-install.md). Download the
|
||||||
|
zip, extract at the microSD root (install or update), title-override
|
||||||
|
launch, import your own legal ROM, Joy-Con controls and shortcuts.
|
||||||
|
- Builders: [docs/switch-build.md](docs/switch-build.md). `--fetch` /
|
||||||
|
`--loose` / `--fused`, toolchain, Docker fallback, and CI vs release
|
||||||
|
(path-gated ubuntu selftest, fused PR artifact on the main repo, release
|
||||||
|
hard-fail).
|
||||||
|
- File transfer (MTP / SD / FTP): [docs/switch-transfer.md](docs/switch-transfer.md).
|
||||||
|
|
||||||
## Modding
|
## Modding
|
||||||
|
|
||||||
The game ships a native mod platform: content registries, events and hooks,
|
The game ships a native mod platform: content registries, events and hooks,
|
||||||
|
|||||||
@@ -0,0 +1,13 @@
|
|||||||
|
# Plain Pixel font
|
||||||
|
|
||||||
|
"Plain Pixel Font" by Douglas Vautour (Burpy Fresh) is licensed under
|
||||||
|
CC-BY 4.0: https://burpyfresh.itch.io
|
||||||
|
|
||||||
|
Version 0.009 (CJK character additions), unmodified. Characters for most
|
||||||
|
languages have a 5x11 base but can extend vertically; double-width
|
||||||
|
characters such as Hiragana and Katakana are 11x11.
|
||||||
|
|
||||||
|
Bundled so a translation mod can opt into TTF text rendering
|
||||||
|
(`mod.content.font:register("ttf", {})`; see the Translation support
|
||||||
|
section of docs/new-features.md) instead of drawing hundreds of glyph-page
|
||||||
|
tiles. The tile font extracted from the player's ROM stays the default.
|
||||||
|
After Width: | Height: | Size: 243 KiB |
|
After Width: | Height: | Size: 217 KiB |
|
After Width: | Height: | Size: 236 KiB |
|
After Width: | Height: | Size: 242 KiB |
|
After Width: | Height: | Size: 166 KiB |
|
After Width: | Height: | Size: 251 KiB |
|
Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 96 KiB |
@@ -0,0 +1,10 @@
|
|||||||
|
# gb_anim -- bundled touch skin
|
||||||
|
|
||||||
|
Bezel art and overlay layout from libretro's `common-overlays`
|
||||||
|
(`gamepads/gb_anim_portrait`), licensed CC-BY-4.0:
|
||||||
|
https://github.com/libretro/common-overlays
|
||||||
|
|
||||||
|
`overlay.cfg` is the upstream `gb_big.cfg`, unmodified. It ships as the
|
||||||
|
reference skin for the RetroArch-overlay loader in
|
||||||
|
`src/core/TouchSkin.lua`: a full-device bezel, per-button press art, a
|
||||||
|
screen viewport, and page switching between the DMG and Color shells.
|
||||||
|
After Width: | Height: | Size: 973 B |
|
After Width: | Height: | Size: 109 KiB |
|
After Width: | Height: | Size: 649 B |
|
After Width: | Height: | Size: 645 B |
|
After Width: | Height: | Size: 636 B |
|
After Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 3.3 KiB |
|
After Width: | Height: | Size: 3.2 KiB |
|
After Width: | Height: | Size: 3.4 KiB |
|
After Width: | Height: | Size: 85 KiB |
|
After Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
|
After Width: | Height: | Size: 1.3 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.3 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
@@ -0,0 +1,89 @@
|
|||||||
|
overlays = 2
|
||||||
|
|
||||||
|
overlay0_name = "GameBoy"
|
||||||
|
overlay0_overlay = img/gb_back.png
|
||||||
|
overlay0_full_screen = true
|
||||||
|
overlay0_normalized = true
|
||||||
|
overlay0_range_mod = 1.0
|
||||||
|
overlay0_alpha_mod = 0.001
|
||||||
|
overlay0_viewport = "0.0,0.0,1.0,0.505"
|
||||||
|
overlay0_viewport_fill = true
|
||||||
|
|
||||||
|
overlay1_name = "GameBoyColor"
|
||||||
|
overlay1_overlay = img/gbc_back.png
|
||||||
|
overlay1_full_screen = true
|
||||||
|
overlay1_normalized = true
|
||||||
|
overlay1_range_mod = 1.0
|
||||||
|
overlay1_alpha_mod = 0.001
|
||||||
|
overlay1_viewport = "0.0,0.0,1.0,0.505"
|
||||||
|
overlay1_viewport_fill = true
|
||||||
|
|
||||||
|
# GameBoy
|
||||||
|
overlay0_descs = 18
|
||||||
|
|
||||||
|
overlay0_desc0 = "left,0.12778,0.73417,radial,0.09630,0.04635"
|
||||||
|
overlay0_desc0_overlay = img/gb_left.png
|
||||||
|
overlay0_desc1 = "right,0.35370,0.73417,radial,0.09630,0.04635"
|
||||||
|
overlay0_desc1_overlay = img/gb_right.png
|
||||||
|
overlay0_desc2 = "up,0.24074,0.67063,radial,0.08241,0.05417"
|
||||||
|
overlay0_desc2_overlay = img/gb_up.png
|
||||||
|
overlay0_desc3 = "down,0.24074,0.79771,radial,0.08241,0.05417"
|
||||||
|
overlay0_desc3_overlay = img/gb_down.png
|
||||||
|
overlay0_desc4 = "left|up,0.09259,0.65188,rect,0.06481,0.03646"
|
||||||
|
overlay0_desc5 = "right|up,0.38704,0.65188,rect,0.06481,0.03646"
|
||||||
|
overlay0_desc6 = "left|down,0.09259,0.81750,rect,0.06481,0.03646"
|
||||||
|
overlay0_desc7 = "right|down,0.38704,0.81750,rect,0.06481,0.03646"
|
||||||
|
overlay0_desc8 = "a,0.87407,0.72417,radial,0.08889,0.05000"
|
||||||
|
overlay0_desc8_overlay = img/gb_a_b.png
|
||||||
|
overlay0_desc9 = "b,0.68148,0.76584,radial,0.08889,0.05000"
|
||||||
|
overlay0_desc9_overlay = img/gb_a_b.png
|
||||||
|
overlay0_desc10 = "a|b,0.77037,0.73417,radial,0.02963,0.01667"
|
||||||
|
overlay0_desc11 = "a|b,0.78518,0.75584,radial,0.02963,0.01667"
|
||||||
|
overlay0_desc12 = "start,0.66666,0.93000,radial,0.07037,0.03958"
|
||||||
|
overlay0_desc12_overlay = img/gb_start_select.png
|
||||||
|
overlay0_desc13 = "select,0.33333,0.93000,radial,0.07037,0.03958"
|
||||||
|
overlay0_desc13_overlay = img/gb_start_select.png
|
||||||
|
overlay0_desc14 = "menu_toggle,0.05000,0.52800,radial,0.041296,0.02323"
|
||||||
|
overlay0_desc14_overlay = img/menu.png
|
||||||
|
overlay0_desc15 = "overlay_next,0.95000,0.52800,radial,0.041296,0.02323"
|
||||||
|
overlay0_desc15_overlay = img/rotate.png
|
||||||
|
overlay0_desc15_next_target = "GameBoyColor"
|
||||||
|
overlay0_desc16 = "rewind,0.05000,0.97500,radial,0.041296,0.02323"
|
||||||
|
overlay0_desc16_overlay =
|
||||||
|
overlay0_desc17 = "hold_fast_forward,0.95000,0.97500,radial,0.041296,0.02323"
|
||||||
|
overlay0_desc17_overlay =
|
||||||
|
|
||||||
|
# GameBoyColor
|
||||||
|
overlay1_descs = 18
|
||||||
|
|
||||||
|
overlay1_desc0 = "left,0.14078,0.73417,radial,0.08530,0.04635"
|
||||||
|
overlay1_desc0_overlay = img/gbc_left.png
|
||||||
|
overlay1_desc1 = "right,0.34270,0.73417,radial,0.08530,0.04635"
|
||||||
|
overlay1_desc1_overlay = img/gbc_right.png
|
||||||
|
overlay1_desc2 = "up,0.24074,0.67863,radial,0.08241,0.04617"
|
||||||
|
overlay1_desc2_overlay = img/gbc_up.png
|
||||||
|
overlay1_desc3 = "down,0.24074,0.78971,radial,0.08241,0.04617"
|
||||||
|
overlay1_desc3_overlay = img/gbc_down.png
|
||||||
|
overlay1_desc4 = "left|up,0.09259,0.65188,rect,0.06481,0.03646"
|
||||||
|
overlay1_desc5 = "right|up,0.38704,0.65188,rect,0.06481,0.03646"
|
||||||
|
overlay1_desc6 = "left|down,0.09259,0.81750,rect,0.06481,0.03646"
|
||||||
|
overlay1_desc7 = "right|down,0.38704,0.81750,rect,0.06481,0.03646"
|
||||||
|
overlay1_desc8 = "a,0.87407,0.72417,radial,0.08889,0.05000"
|
||||||
|
overlay1_desc8_overlay = img/gbc_a.png
|
||||||
|
overlay1_desc9 = "b,0.68148,0.76584,radial,0.08889,0.05000"
|
||||||
|
overlay1_desc9_overlay = img/gbc_b.png
|
||||||
|
overlay1_desc10 = "a|b,0.77037,0.73417,radial,0.02963,0.01667"
|
||||||
|
overlay1_desc11 = "a|b,0.78518,0.75584,radial,0.02963,0.01667"
|
||||||
|
overlay1_desc12 = "start,0.66666,0.93000,radial,0.07037,0.03958"
|
||||||
|
overlay1_desc12_overlay = img/gbc_start_select.png
|
||||||
|
overlay1_desc13 = "select,0.33333,0.93000,radial,0.07037,0.03958"
|
||||||
|
overlay1_desc13_overlay = img/gbc_start_select.png
|
||||||
|
overlay1_desc14 = "menu_toggle,0.05000,0.52800,radial,0.041296,0.02323"
|
||||||
|
overlay1_desc14_overlay = img/menu.png
|
||||||
|
overlay1_desc15 = "overlay_next,0.95000,0.52800,radial,0.041296,0.02323"
|
||||||
|
overlay1_desc15_overlay = img/rotate.png
|
||||||
|
overlay1_desc15_next_target = "GameBoy"
|
||||||
|
overlay1_desc16 = "rewind,0.05000,0.97500,radial,0.041296,0.02323"
|
||||||
|
overlay1_desc16_overlay =
|
||||||
|
overlay1_desc17 = "hold_fast_forward,0.95000,0.97500,radial,0.041296,0.02323"
|
||||||
|
overlay1_desc17_overlay =
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
# tv_crt -- bundled desktop bezel
|
||||||
|
|
||||||
|
CRT television border from libretro's `common-overlays`
|
||||||
|
(`borders/tv-integer.cfg` + `borders/img/tv-integer.png`), licensed
|
||||||
|
CC-BY-4.0: https://github.com/libretro/common-overlays
|
||||||
|
|
||||||
|
`overlay.cfg` is the upstream file, unmodified. It is the reference
|
||||||
|
DESKTOP skin: 1920x1080, `descs = 0` (pure decoration, no touch buttons),
|
||||||
|
and a `viewport` naming the transparent screen hole, so the Game Boy
|
||||||
|
picture is fitted into the TV's tube instead of the whole window.
|
||||||
|
After Width: | Height: | Size: 1.9 MiB |
@@ -0,0 +1,6 @@
|
|||||||
|
overlays = 1
|
||||||
|
overlay0_overlay = img/tv-integer.png
|
||||||
|
overlay0_full_screen = true
|
||||||
|
overlay0_descs = 0
|
||||||
|
overlay0_viewport = "0.2335,0.0855,0.5335,0.830"
|
||||||
|
overlay0_viewport_fill = true
|
||||||
@@ -0,0 +1,366 @@
|
|||||||
|
#!/usr/bin/env bash
|
||||||
|
# Build a PortMaster aarch64 port of gen1recomp for Linux ARM SBC handhelds.
|
||||||
|
# The package uses PortMaster control hooks and a self-contained LÖVE runtime,
|
||||||
|
# while keeping paths relative to the launcher for broad CFW compatibility.
|
||||||
|
#
|
||||||
|
# The launcher uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64
|
||||||
|
# runtime so the device does not need a separate runtime download on first launch.
|
||||||
|
#
|
||||||
|
# Usage:
|
||||||
|
# ./build-linux-arm-sbc.sh [--version X.Y.Z]
|
||||||
|
# GEN1RECOMP_SOURCE_DIR="$PWD" ./build-linux-arm-sbc.sh --version X.Y.Z
|
||||||
|
# ./build-linux-arm-sbc.sh --source /path/to/gen1recomp --version X.Y.Z
|
||||||
|
#
|
||||||
|
# Output:
|
||||||
|
# dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip
|
||||||
|
#
|
||||||
|
# Install on device:
|
||||||
|
# 1. Install PortMaster for the handheld firmware.
|
||||||
|
# 2. Unzip into the device's PortMaster ports folder so you have:
|
||||||
|
# Roms/Ports (PORTS)/gen1recomp-sbc.sh
|
||||||
|
# Roms/Ports (PORTS)/gen1recomp-sbc/...
|
||||||
|
# 3. Copy a legal US Red or Blue .gb into Roms/Ports (PORTS)/gen1recomp-sbc/lovegame/
|
||||||
|
# 4. Launch "gen1recomp-sbc" from the Ports list; press Choose ROM (scans that
|
||||||
|
# folder when zenity is missing).
|
||||||
|
|
||||||
|
set -euo pipefail
|
||||||
|
|
||||||
|
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||||
|
HERE="$ROOT/.bazinga"
|
||||||
|
CACHE="$HERE/cache/linux-arm-sbc"
|
||||||
|
WORK="$HERE/work/linux-arm-sbc"
|
||||||
|
DIST="$ROOT/dist/linux-arm-sbc"
|
||||||
|
|
||||||
|
APP_NAME="gen1recomp-sbc"
|
||||||
|
# Artifact suffix identifies this as the generic PortMaster SBC package.
|
||||||
|
# Release uploads stage it as gen1recomp-<ver>-sbc-portmaster.zip.
|
||||||
|
ARTIFACT_SUFFIX="portmaster"
|
||||||
|
PORT_DIR_NAME="gen1recomp-sbc"
|
||||||
|
LAUNCHER_NAME="gen1recomp-sbc.sh"
|
||||||
|
LOVE_VERSION="11.5"
|
||||||
|
# By default the pack is reproducible from the latest published GitHub release,
|
||||||
|
# not whatever happens to be in the caller's checkout. Development builds can
|
||||||
|
# point this at a local checkout with GEN1RECOMP_SOURCE_DIR=/path/to/repo.
|
||||||
|
SOURCE_DIR_OVERRIDE="${GEN1RECOMP_SOURCE_DIR:-}"
|
||||||
|
SOURCE_TAG_OVERRIDE="${GEN1RECOMP_RELEASE_TAG:-}"
|
||||||
|
VERSION="${GEN1RECOMP_VERSION:-}"
|
||||||
|
|
||||||
|
# Official PortMaster LÖVE 11.5 aarch64 runtime (small love stub + liblove).
|
||||||
|
PM_RUNTIME_BASE="https://raw.githubusercontent.com/PortsMaster/PortMaster-GUI/main/PortMaster/runtimes/love_${LOVE_VERSION}"
|
||||||
|
RELEASES_LATEST_URL="https://github.com/bryanthaboi/gen1recomp/releases/latest"
|
||||||
|
RELEASE_TARBALL_BASE="https://github.com/bryanthaboi/gen1recomp/archive/refs/tags"
|
||||||
|
|
||||||
|
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||||
|
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
|
||||||
|
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||||
|
|
||||||
|
while [ $# -gt 0 ]; do
|
||||||
|
case "$1" in
|
||||||
|
--version) [ $# -ge 2 ] || fail "--version needs X.Y.Z"; VERSION="$2"; shift ;;
|
||||||
|
--source) [ $# -ge 2 ] || fail "--source needs a directory"; SOURCE_DIR_OVERRIDE="$2"; shift ;;
|
||||||
|
--release-tag) [ $# -ge 2 ] || fail "--release-tag needs a tag"; SOURCE_TAG_OVERRIDE="$2"; shift ;;
|
||||||
|
-h|--help)
|
||||||
|
sed -n '2,24p' "$0"
|
||||||
|
exit 0
|
||||||
|
;;
|
||||||
|
*) fail "unknown argument: $1" ;;
|
||||||
|
esac
|
||||||
|
shift
|
||||||
|
done
|
||||||
|
|
||||||
|
command -v curl >/dev/null || fail "curl is required"
|
||||||
|
command -v zip >/dev/null || fail "zip is required"
|
||||||
|
command -v unzip >/dev/null || fail "unzip is required"
|
||||||
|
command -v tar >/dev/null || fail "tar is required"
|
||||||
|
|
||||||
|
mkdir -p "$CACHE" "$WORK" "$DIST"
|
||||||
|
|
||||||
|
download() {
|
||||||
|
local url="$1" dest="$2"
|
||||||
|
if [ -f "$dest" ] && [ -s "$dest" ]; then
|
||||||
|
return 0
|
||||||
|
fi
|
||||||
|
say "downloading $(basename "$dest")"
|
||||||
|
curl -fL --progress-bar "$url" -o "$dest.tmp" \
|
||||||
|
|| fail "download failed: $url"
|
||||||
|
mv "$dest.tmp" "$dest"
|
||||||
|
}
|
||||||
|
|
||||||
|
# --------------------------------------------------------------- source + game tree
|
||||||
|
# Release builds use the latest published source archive. A local checkout is
|
||||||
|
# an explicit override for development and for CI's just-built release source.
|
||||||
|
if [ -n "$SOURCE_DIR_OVERRIDE" ]; then
|
||||||
|
SOURCE_DIR_OVERRIDE="$(cd "$SOURCE_DIR_OVERRIDE" 2>/dev/null && pwd)" \
|
||||||
|
|| fail "source directory does not exist: $SOURCE_DIR_OVERRIDE"
|
||||||
|
SOURCE_DIR="$SOURCE_DIR_OVERRIDE"
|
||||||
|
SOURCE_TAG="${SOURCE_TAG_OVERRIDE:-local}"
|
||||||
|
if [ "$SOURCE_TAG" != "local" ]; then
|
||||||
|
printf '%s' "$SOURCE_TAG" | grep -Eq '^v[0-9]+\.[0-9]+\.[0-9]+$' \
|
||||||
|
|| fail "release tag must look like vX.Y.Z: $SOURCE_TAG"
|
||||||
|
fi
|
||||||
|
if [ -z "$VERSION" ]; then
|
||||||
|
VERSION="$(git -C "$SOURCE_DIR" rev-parse --short HEAD 2>/dev/null || echo dev)"
|
||||||
|
fi
|
||||||
|
else
|
||||||
|
if [ -z "$SOURCE_TAG_OVERRIDE" ]; then
|
||||||
|
latest_location="$(curl -fsSI "$RELEASES_LATEST_URL" \
|
||||||
|
| awk 'tolower($1) == "location:" { print $2 }' | tail -1 | tr -d '\r')" \
|
||||||
|
|| fail "could not resolve latest published release"
|
||||||
|
SOURCE_TAG_OVERRIDE="${latest_location##*/}"
|
||||||
|
fi
|
||||||
|
printf '%s' "$SOURCE_TAG_OVERRIDE" | grep -Eq '^v[0-9]+\.[0-9]+\.[0-9]+$' \
|
||||||
|
|| fail "release tag must look like vX.Y.Z: $SOURCE_TAG_OVERRIDE"
|
||||||
|
SOURCE_TAG="$SOURCE_TAG_OVERRIDE"
|
||||||
|
SOURCE_ARCHIVE="$CACHE/gen1recomp-${SOURCE_TAG}.tar.gz"
|
||||||
|
download "$RELEASE_TARBALL_BASE/$SOURCE_TAG.tar.gz" "$SOURCE_ARCHIVE"
|
||||||
|
SOURCE_EXTRACT="$WORK/source-$SOURCE_TAG"
|
||||||
|
rm -rf "$SOURCE_EXTRACT"
|
||||||
|
mkdir -p "$SOURCE_EXTRACT"
|
||||||
|
tar -xzf "$SOURCE_ARCHIVE" -C "$SOURCE_EXTRACT"
|
||||||
|
SOURCE_DIR="$(find "$SOURCE_EXTRACT" -mindepth 1 -maxdepth 1 -type d -print -quit)"
|
||||||
|
[ -n "$SOURCE_DIR" ] || fail "release archive had no source directory"
|
||||||
|
if [ -z "$VERSION" ]; then VERSION="${SOURCE_TAG#v}"; fi
|
||||||
|
fi
|
||||||
|
|
||||||
|
say "staging lovegame/ from $SOURCE_TAG"
|
||||||
|
GAME_SRC="$WORK/lovegame"
|
||||||
|
rm -rf "$GAME_SRC"
|
||||||
|
mkdir -p "$GAME_SRC"
|
||||||
|
|
||||||
|
# Same payload as scripts/build.sh's game.love — never ship ROM-derived cache.
|
||||||
|
# tools/save-editor is part of that payload: the launcher's Edit button on a
|
||||||
|
# save row opens it in-process (main.lua).
|
||||||
|
(cd "$SOURCE_DIR" && zip -q -9 -r "$WORK/game-payload.zip" \
|
||||||
|
main.lua conf.lua src libs data assets tools/save-editor \
|
||||||
|
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||||
|
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||||
|
if unzip -Z1 "$WORK/game-payload.zip" \
|
||||||
|
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
||||||
|
fail "payload unexpectedly contains generated ROM data"
|
||||||
|
fi
|
||||||
|
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
||||||
|
rm -f "$WORK/game-payload.zip"
|
||||||
|
|
||||||
|
# Stamp release version into the staged tree only (never the working tree).
|
||||||
|
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
|
||||||
|
say "stamping engine version $VERSION"
|
||||||
|
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
|
||||||
|
"$SOURCE_DIR/src/core/Version.lua" > "$GAME_SRC/src/core/Version.lua"
|
||||||
|
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
|
||||||
|
grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|
||||||
|
"$GAME_SRC/src/core/Version.lua" \
|
||||||
|
|| fail "version stamp failed"
|
||||||
|
else
|
||||||
|
say "version '$VERSION' is not X.Y.Z — shipping default engine (no stamp)"
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Portable marker: saves + ROM cache live next to the game on the SD card.
|
||||||
|
: > "$GAME_SRC/portable.txt"
|
||||||
|
|
||||||
|
# --------------------------------------------------------------- love runtime
|
||||||
|
say "fetching LÖVE $LOVE_VERSION aarch64 runtime"
|
||||||
|
LOVE_BIN="$CACHE/love.aarch64"
|
||||||
|
LOVE_LIB="$CACHE/liblove-11.5.so"
|
||||||
|
LUAJIT_LIB="$CACHE/libluajit-5.1.so.2"
|
||||||
|
MODPLUG_LIB="$CACHE/libmodplug.so.1"
|
||||||
|
OGG_LIB="$CACHE/libogg.so.0"
|
||||||
|
|
||||||
|
download "$PM_RUNTIME_BASE/love.aarch64" "$LOVE_BIN"
|
||||||
|
download "$PM_RUNTIME_BASE/libs.aarch64/liblove-11.5.so" "$LOVE_LIB"
|
||||||
|
download "$PM_RUNTIME_BASE/libs.aarch64/libluajit-5.1.so.2" "$LUAJIT_LIB"
|
||||||
|
download "$PM_RUNTIME_BASE/libs.aarch64/libmodplug.so.1" "$MODPLUG_LIB"
|
||||||
|
download "$PM_RUNTIME_BASE/libs.aarch64/libogg.so.0" "$OGG_LIB"
|
||||||
|
|
||||||
|
# Sanity: love stub must be an aarch64 ELF.
|
||||||
|
file "$LOVE_BIN" | grep -qi 'aarch64\|ARM aarch64' \
|
||||||
|
|| fail "love.aarch64 does not look like an aarch64 ELF (got: $(file "$LOVE_BIN"))"
|
||||||
|
|
||||||
|
# --------------------------------------------------------------- port tree
|
||||||
|
say "assembling port package"
|
||||||
|
PORT_ROOT="$WORK/port"
|
||||||
|
rm -rf "$PORT_ROOT"
|
||||||
|
mkdir -p "$PORT_ROOT/$PORT_DIR_NAME/bin" \
|
||||||
|
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64" \
|
||||||
|
"$PORT_ROOT/$PORT_DIR_NAME/licenses" \
|
||||||
|
"$PORT_ROOT/$PORT_DIR_NAME/conf"
|
||||||
|
|
||||||
|
cp -R "$GAME_SRC" "$PORT_ROOT/$PORT_DIR_NAME/lovegame"
|
||||||
|
cp "$LOVE_BIN" "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||||
|
chmod +x "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
|
||||||
|
cp "$LOVE_LIB" "$LUAJIT_LIB" "$MODPLUG_LIB" "$OGG_LIB" \
|
||||||
|
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64/"
|
||||||
|
|
||||||
|
# Drop a short license pointer for the bundled LÖVE bits.
|
||||||
|
cat > "$PORT_ROOT/$PORT_DIR_NAME/licenses/LICENSE.love2d.txt" <<'EOF'
|
||||||
|
This port bundles the LÖVE 11.5 aarch64 runtime from PortMaster
|
||||||
|
(https://github.com/PortsMaster/PortMaster-GUI). LÖVE is zlib-licensed;
|
||||||
|
see https://love2d.org/ for full terms.
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# --------------------------------------------------------------- launcher
|
||||||
|
# Resolve the game directory from the launcher so this works with both
|
||||||
|
# PortMaster-managed ports directories.
|
||||||
|
cat > "$PORT_ROOT/$LAUNCHER_NAME" <<'EOF'
|
||||||
|
#!/bin/bash
|
||||||
|
# gen1recomp-sbc — Linux ARM SBC / PortMaster launcher
|
||||||
|
# Uses SHDIR-relative paths so firmware-specific mount points do not matter.
|
||||||
|
|
||||||
|
export HOME="${HOME:-/root}"
|
||||||
|
XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
|
||||||
|
SHDIR="$(cd "$(dirname "$0")" && pwd)"
|
||||||
|
|
||||||
|
if [ -d "/mnt/SDCARD/Apps/PortMaster/PortMaster/" ]; then
|
||||||
|
controlfolder="/mnt/SDCARD/Apps/PortMaster/PortMaster"
|
||||||
|
elif [ -d "/mnt/SDCARD/Roms/ports/PortMaster" ]; then
|
||||||
|
controlfolder="/mnt/SDCARD/Roms/ports/PortMaster"
|
||||||
|
elif [ -d "/mnt/SDCARD/Data/PortMaster/" ]; then
|
||||||
|
controlfolder="/mnt/SDCARD/Data/PortMaster"
|
||||||
|
elif [ -d "$SHDIR/PortMaster" ]; then
|
||||||
|
controlfolder="$SHDIR/PortMaster"
|
||||||
|
elif [ -d "/opt/system/Tools/PortMaster/" ]; then
|
||||||
|
controlfolder="/opt/system/Tools/PortMaster"
|
||||||
|
elif [ -d "/opt/tools/PortMaster/" ]; then
|
||||||
|
controlfolder="/opt/tools/PortMaster"
|
||||||
|
elif [ -d "$XDG_DATA_HOME/PortMaster/" ]; then
|
||||||
|
controlfolder="$XDG_DATA_HOME/PortMaster"
|
||||||
|
elif [ -d "/roms/ports/PortMaster" ]; then
|
||||||
|
controlfolder="/roms/ports/PortMaster"
|
||||||
|
else
|
||||||
|
controlfolder="/mnt/SDCARD/Roms/PORTS/PortMaster"
|
||||||
|
fi
|
||||||
|
|
||||||
|
if [ ! -f "$controlfolder/control.txt" ]; then
|
||||||
|
echo "PortMaster control.txt not found under $controlfolder" >&2
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
# shellcheck disable=SC1090
|
||||||
|
source "$controlfolder/control.txt"
|
||||||
|
get_controls
|
||||||
|
if [ -n "${CFW_NAME:-}" ] && [ -f "${controlfolder}/mod_${CFW_NAME}.txt" ]; then
|
||||||
|
# shellcheck disable=SC1090
|
||||||
|
source "${controlfolder}/mod_${CFW_NAME}.txt"
|
||||||
|
fi
|
||||||
|
|
||||||
|
GAMEDIR="$SHDIR/gen1recomp-sbc"
|
||||||
|
CONFDIR="$GAMEDIR/conf"
|
||||||
|
mkdir -p "$CONFDIR"
|
||||||
|
|
||||||
|
cd "$GAMEDIR" || exit 1
|
||||||
|
> "$GAMEDIR/log.txt" && exec > >(tee "$GAMEDIR/log.txt") 2>&1
|
||||||
|
|
||||||
|
export XDG_DATA_HOME="$CONFDIR"
|
||||||
|
export XDG_CONFIG_HOME="$CONFDIR"
|
||||||
|
export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
|
||||||
|
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
|
||||||
|
# GLES is the common path on ARM SBC handhelds; firmware may override it.
|
||||||
|
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
|
||||||
|
|
||||||
|
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
|
||||||
|
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
|
||||||
|
|
||||||
|
if [ -n "${GPTOKEYB:-}" ]; then
|
||||||
|
$GPTOKEYB "love.aarch64" &
|
||||||
|
fi
|
||||||
|
if type pm_platform_helper >/dev/null 2>&1; then
|
||||||
|
pm_platform_helper "$GAMEDIR/bin/love.aarch64"
|
||||||
|
fi
|
||||||
|
|
||||||
|
./bin/love.aarch64 "$GAMEDIR/lovegame"
|
||||||
|
|
||||||
|
if type pm_finish >/dev/null 2>&1; then
|
||||||
|
pm_finish
|
||||||
|
else
|
||||||
|
if [ -n "${ESUDO:-}" ]; then
|
||||||
|
$ESUDO kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||||
|
else
|
||||||
|
kill -9 $(pidof gptokeyb) 2>/dev/null || true
|
||||||
|
fi
|
||||||
|
fi
|
||||||
|
EOF
|
||||||
|
chmod +x "$PORT_ROOT/$LAUNCHER_NAME"
|
||||||
|
|
||||||
|
# --------------------------------------------------------------- metadata
|
||||||
|
cat > "$PORT_ROOT/port.json" <<EOF
|
||||||
|
{
|
||||||
|
"version": 2,
|
||||||
|
"name": "gen1recomp-sbc.zip",
|
||||||
|
"items": [
|
||||||
|
"$LAUNCHER_NAME",
|
||||||
|
"$PORT_DIR_NAME"
|
||||||
|
],
|
||||||
|
"items_opt": null,
|
||||||
|
"attr": {
|
||||||
|
"title": "gen1recomp-sbc",
|
||||||
|
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
|
||||||
|
"source": "https://github.com/bryanthaboi/gen1recomp/releases/tag/$SOURCE_TAG",
|
||||||
|
"inst": "Requires a 64-bit Linux ARM handheld with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp-sbc/lovegame/, then launch and press Choose ROM.",
|
||||||
|
"genres": ["adventure", "rpg"],
|
||||||
|
"porter": ["gen1recomp-sbc"],
|
||||||
|
"image": {},
|
||||||
|
"rtr": true,
|
||||||
|
"runtime": null,
|
||||||
|
"reqs": [],
|
||||||
|
"arch": ["aarch64"]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EOF
|
||||||
|
|
||||||
|
cat > "$PORT_ROOT/gameinfo.xml" <<EOF
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<gameList>
|
||||||
|
<game>
|
||||||
|
<path>./$LAUNCHER_NAME</path>
|
||||||
|
<name>gen1recomp-sbc</name>
|
||||||
|
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
|
||||||
|
<releasedate>20250101T000000</releasedate>
|
||||||
|
<developer>the bois club</developer>
|
||||||
|
<publisher>the bois club</publisher>
|
||||||
|
<genre>RPG</genre>
|
||||||
|
</game>
|
||||||
|
</gameList>
|
||||||
|
EOF
|
||||||
|
|
||||||
|
cat > "$PORT_ROOT/README.md" <<'EOF'
|
||||||
|
## gen1recomp-sbc (Linux ARM SBC / PortMaster)
|
||||||
|
|
||||||
|
Native LÖVE 11.5 aarch64 PortMaster port of gen1recomp for compatible Linux ARM SBC handhelds, including H700-class devices. This pack was built from source release **__SOURCE_TAG__**.
|
||||||
|
|
||||||
|
### Install
|
||||||
|
|
||||||
|
1. Install PortMaster for your handheld firmware.
|
||||||
|
2. Unzip so `gen1recomp-sbc.sh` and the `gen1recomp-sbc/` folder are siblings in the device's PortMaster ports directory.
|
||||||
|
3. Copy a legal US Pokémon Red or Blue `.gb` into `gen1recomp-sbc/lovegame/`.
|
||||||
|
4. Refresh the launcher and launch **gen1recomp-sbc** from Ports.
|
||||||
|
|
||||||
|
### Controls
|
||||||
|
|
||||||
|
| Input | Action |
|
||||||
|
|--|--|
|
||||||
|
| D-pad | Move cursor |
|
||||||
|
| A | Click |
|
||||||
|
| L1 / R1 | Switch tabs |
|
||||||
|
| Start / Select | Play or choose ROM |
|
||||||
|
|
||||||
|
Controls use the normal PortMaster / SDL pad map. Device-specific power/suspend behavior is supplied by the firmware and PortMaster runtime.
|
||||||
|
|
||||||
|
### First run
|
||||||
|
|
||||||
|
Put the `.gb` in `lovegame/`, then press **Choose ROM**. After import, the ROM-derived cache and saves stay beside the game (`portable.txt`).
|
||||||
|
|
||||||
|
### Thanks
|
||||||
|
|
||||||
|
LÖVE runtime binaries from [PortMaster](https://portmaster.games/). PortMaster device support and runtime integration are maintained by the PortMaster team.
|
||||||
|
EOF
|
||||||
|
sed -i.bak "s/__SOURCE_TAG__/$SOURCE_TAG/g" "$PORT_ROOT/README.md"
|
||||||
|
rm -f "$PORT_ROOT/README.md.bak"
|
||||||
|
|
||||||
|
# --------------------------------------------------------------- zip
|
||||||
|
ZIP_OUT="$DIST/$APP_NAME-$ARTIFACT_SUFFIX.zip"
|
||||||
|
rm -f "$ZIP_OUT"
|
||||||
|
say "packing $ZIP_OUT"
|
||||||
|
(cd "$PORT_ROOT" && zip -q -9 -r "$ZIP_OUT" \
|
||||||
|
"$LAUNCHER_NAME" "$PORT_DIR_NAME" port.json gameinfo.xml README.md)
|
||||||
|
|
||||||
|
say "done."
|
||||||
|
say "artifact: $ZIP_OUT ($(du -h "$ZIP_OUT" | cut -f1))"
|
||||||
|
say "copy into the device PortMaster ports folder, then drop your .gb into gen1recomp-sbc/lovegame/"
|
||||||
@@ -91,11 +91,14 @@ mkdir -p "$GAME_SRC"
|
|||||||
(cd "$ROOT" && zip -q -9 -r "$WORK/game-payload.zip" \
|
(cd "$ROOT" && zip -q -9 -r "$WORK/game-payload.zip" \
|
||||||
main.lua conf.lua src libs data assets tools/save-editor \
|
main.lua conf.lua src libs data assets tools/save-editor \
|
||||||
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
tools/rom_manifest.json tools/rom_manifest_blue.json \
|
||||||
|
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
|
||||||
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
|
||||||
if unzip -Z1 "$WORK/game-payload.zip" \
|
payload_list="$(unzip -Z1 "$WORK/game-payload.zip")"
|
||||||
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
|
printf '%s\n' "$payload_list" \
|
||||||
fail "payload unexpectedly contains generated ROM data"
|
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' \
|
||||||
fi
|
&& fail "payload unexpectedly contains generated ROM data"
|
||||||
|
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_gold.json" \
|
||||||
|
|| fail "payload is missing tools/rom_manifest_gold.json"
|
||||||
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
|
||||||
rm -f "$WORK/game-payload.zip"
|
rm -f "$WORK/game-payload.zip"
|
||||||
|
|
||||||
|
|||||||
@@ -6,18 +6,30 @@ function love.conf(t)
|
|||||||
|
|
||||||
local editor = os.getenv("POKEPORT_EDITOR") == "1"
|
local editor = os.getenv("POKEPORT_EDITOR") == "1"
|
||||||
local developer = os.getenv("POKEPORT_DEV") == "1"
|
local developer = os.getenv("POKEPORT_DEV") == "1"
|
||||||
|
local companion = nil
|
||||||
if arg then
|
if arg then
|
||||||
for _, a in ipairs(arg) do
|
for _, a in ipairs(arg) do
|
||||||
if a == "--editor" then editor = true end
|
if a == "--editor" then editor = true end
|
||||||
if a == "--developer" then developer = true end
|
if a == "--developer" then developer = true end
|
||||||
|
local port, token = a:match("^%-%-display%-companion=(%d+),([%w]+)$")
|
||||||
|
if port then companion = { port = tonumber(port), token = token } end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- main.lua runs in the same Lua state right after conf.lua; stash the
|
-- main.lua runs in the same Lua state right after conf.lua; stash the
|
||||||
-- decision in a global so it doesn't need to reparse `arg`.
|
-- decision in a global so it doesn't need to reparse `arg`.
|
||||||
_G.POKEPORT_EDITOR_MODE = editor
|
_G.POKEPORT_EDITOR_MODE = editor
|
||||||
_G.POKEPORT_DEV_MODE = developer
|
_G.POKEPORT_DEV_MODE = developer
|
||||||
|
_G.POKEPORT_DISPLAY_COMPANION = companion
|
||||||
|
|
||||||
if editor then
|
if companion then
|
||||||
|
t.identity = "pokemon-love2d-companion"
|
||||||
|
t.window.title = "gen1recomp Secondary Display"
|
||||||
|
t.window.width = 640
|
||||||
|
t.window.height = 576
|
||||||
|
t.window.minwidth = 160
|
||||||
|
t.window.minheight = 144
|
||||||
|
t.window.resizable = true
|
||||||
|
elseif editor then
|
||||||
-- Same identity as the game, deliberately: the editor edits the game's
|
-- Same identity as the game, deliberately: the editor edits the game's
|
||||||
-- saves and reads the game's ROM cache, both of which live under this
|
-- saves and reads the game's ROM cache, both of which live under this
|
||||||
-- folder. A private editor identity would point love.filesystem at an
|
-- folder. A private editor identity would point love.filesystem at an
|
||||||
@@ -51,14 +63,25 @@ function love.conf(t)
|
|||||||
end
|
end
|
||||||
t.version = love._os == "iOS" and "12.0" or "11.5"
|
t.version = love._os == "iOS" and "12.0" or "11.5"
|
||||||
t.window.vsync = 1
|
t.window.vsync = 1
|
||||||
t.modules.joystick = true
|
t.modules.audio = not companion
|
||||||
|
t.modules.joystick = not companion
|
||||||
t.modules.physics = false
|
t.modules.physics = false
|
||||||
|
|
||||||
-- love.system is not loaded during love.conf; love._os is set by the
|
-- love.system is not loaded during love.conf; love._os is set by the
|
||||||
-- engine before conf runs (LÖVE 11.x / 11.5).
|
-- engine before conf runs (LÖVE 11.x / 11.5).
|
||||||
local osName = love._os
|
local osName = love._os
|
||||||
local mobile = osName == "Android" or osName == "iOS"
|
local mobile = osName == "Android" or osName == "iOS"
|
||||||
if mobile then
|
local nx = osName == "NX"
|
||||||
|
if nx then
|
||||||
|
-- Switch (love-nx): hint handheld 720p. SDL auto-switches portable↔dock
|
||||||
|
-- (720p↔1080p) only when the window is resizable and not exclusive
|
||||||
|
-- fullscreen; NxDisplay.sync also applies the size on boot and dock change.
|
||||||
|
t.window.width = 1280
|
||||||
|
t.window.height = 720
|
||||||
|
t.window.fullscreen = false
|
||||||
|
t.window.resizable = true
|
||||||
|
t.window.highdpi = false
|
||||||
|
elseif mobile then
|
||||||
-- resizable is what unlocks orientation. SDL's Android backend, given no
|
-- resizable is what unlocks orientation. SDL's Android backend, given no
|
||||||
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
|
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
|
||||||
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
|
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
|
||||||
@@ -70,6 +93,10 @@ function love.conf(t)
|
|||||||
-- just work. FULL_SENSOR ignores the device's rotation lock, so
|
-- just work. FULL_SENSOR ignores the device's rotation lock, so
|
||||||
-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
|
-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
|
||||||
-- run: same orientations allowed, but auto-rotate being off now wins.
|
-- run: same orientations allowed, but auto-rotate being off now wins.
|
||||||
|
-- A persisted ORIENTATION lock (#592) overrides all of this after boot:
|
||||||
|
-- src/core/Orientation.lua sets SDL_HINT_ORIENTATIONS over the FFI and
|
||||||
|
-- re-triggers the request, from main.lua for the launcher and from
|
||||||
|
-- Game:applyOptions in game.
|
||||||
-- iOS follows the Info.plist orientations
|
-- iOS follows the Info.plist orientations
|
||||||
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
|
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
|
||||||
t.window.resizable = true
|
t.window.resizable = true
|
||||||
|
|||||||
@@ -92,7 +92,7 @@ return {
|
|||||||
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
|
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
|
||||||
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
|
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
|
||||||
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
|
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
|
||||||
{ "play_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
|
{ "text_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
|
||||||
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
|
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
|
||||||
{ "jump", 13 }, -- 11
|
{ "jump", 13 }, -- 11
|
||||||
{ "show_text", "_BoxIsFullText" }, -- 12
|
{ "show_text", "_BoxIsFullText" }, -- 12
|
||||||
|
|||||||
@@ -10,10 +10,10 @@
|
|||||||
local function coinGiver(opts)
|
local function coinGiver(opts)
|
||||||
return function(game, ow, npc, done)
|
return function(game, ow, npc, done)
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
local Sound = require("src.core.Sound")
|
|
||||||
local t = game.data.text
|
local t = game.data.text
|
||||||
local function push(label, fallback, onDone)
|
local function push(label, fallback, onDone, popts)
|
||||||
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done))
|
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done,
|
||||||
|
popts))
|
||||||
end
|
end
|
||||||
if game.save.flags[opts.event] then
|
if game.save.flags[opts.event] then
|
||||||
push(opts.alreadyGotLabel, opts.alreadyGotFallback)
|
push(opts.alreadyGotLabel, opts.alreadyGotFallback)
|
||||||
@@ -30,9 +30,10 @@ local function coinGiver(opts)
|
|||||||
end
|
end
|
||||||
game.save.coins = math.min(9999, (game.save.coins or 0) + opts.amount)
|
game.save.coins = math.min(9999, (game.save.coins or 0) + opts.amount)
|
||||||
game.save.flags[opts.event] = true
|
game.save.flags[opts.event] = true
|
||||||
Sound.play(game.data, "Get_Item1")
|
-- the ReceivedNCoinsText strings carry sound_get_item_1
|
||||||
push(opts.receivedLabel,
|
push(opts.receivedLabel,
|
||||||
("{PLAYER} received\n%d coins!"):format(opts.amount))
|
("{PLAYER} received\n%d coins!"):format(opts.amount), nil,
|
||||||
|
TextBox.soundOpts(game, "Get_Item1"))
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -22,8 +22,8 @@ return {
|
|||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
local Commands = require("src.script.Commands")
|
local Commands = require("src.script.Commands")
|
||||||
local t = game.data.text
|
local t = game.data.text
|
||||||
local function say(label, cb)
|
local function say(label, cb, sopts)
|
||||||
game.stack:push(TextBox.new(game, t[label] or label, cb))
|
game.stack:push(TextBox.new(game, t[label] or label, cb, sopts))
|
||||||
end
|
end
|
||||||
|
|
||||||
if game.save.flags.EVENT_GOT_OLD_AMBER then
|
if game.save.flags.EVENT_GOT_OLD_AMBER then
|
||||||
@@ -39,8 +39,9 @@ return {
|
|||||||
game.save.flags.EVENT_GOT_OLD_AMBER = true
|
game.save.flags.EVENT_GOT_OLD_AMBER = true
|
||||||
Commands.hide_object({ save = game.save, overworld = ow, game = game },
|
Commands.hide_object({ save = game.save, overworld = ow, game = game },
|
||||||
"MUSEUM_1F", "MUSEUM1F_OLD_AMBER")
|
"MUSEUM_1F", "MUSEUM1F_OLD_AMBER")
|
||||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
-- .ReceivedOldAmberText carries sound_get_item_1
|
||||||
say("_Museum1FScientist2ReceivedOldAmberText", done)
|
say("_Museum1FScientist2ReceivedOldAmberText", done,
|
||||||
|
TextBox.soundOpts(game, "Get_Item1"))
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,39 @@
|
|||||||
-- Hand-ported flavor text for OaksLab (registry id OAKS_LAB).
|
-- Hand-ported OAKS_LAB flavor: the simple talk texts (scripts/OaksLab.asm;
|
||||||
-- Source: pokered/scripts/OaksLab.asm. These five text_asm bodies are
|
-- OAK1, the starter balls and RIVAL live in data/scripts/oaks_lab.lua).
|
||||||
-- all simple "PrintText; jp TextScriptEnd" -- no flag branches, no
|
|
||||||
-- YES/NO menu -- so a one-row talk script showing the real extracted
|
local TextBox = require("src.render.TextBox")
|
||||||
-- text is a faithful port. (The rest of OaksLab.asm's TEXT_OAKSLAB_*
|
|
||||||
-- constants -- OAK1, the three starter poke balls, RIVAL -- are already
|
|
||||||
-- ported with full branching logic in data/scripts/oaks_lab.lua.)
|
|
||||||
|
|
||||||
return {
|
return {
|
||||||
OAKS_LAB = {
|
OAKS_LAB = {
|
||||||
|
-- data/events/hidden_events.asm:147
|
||||||
|
onInteract = function(game, ow, fx, fy)
|
||||||
|
local t = game.data.text or {}
|
||||||
|
-- engine/events/hidden_events/oaks_lab_posters.asm:1
|
||||||
|
if fy == 0 and fx == 4 then
|
||||||
|
game.stack:push(TextBox.new(game,
|
||||||
|
t._PushStartText or "Push START to\nopen the MENU!"))
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
if fy == 0 and fx == 5 then
|
||||||
|
local owned = 0
|
||||||
|
for _ in pairs(game.save.pokedex.owned or {}) do owned = owned + 1 end
|
||||||
|
game.stack:push(TextBox.new(game,
|
||||||
|
owned >= 2
|
||||||
|
and (t._StrengthsAndWeaknessesText
|
||||||
|
or "All POKéMON types\nhave strong and\vweak points\vagainst others.")
|
||||||
|
or (t._SaveOptionText
|
||||||
|
or "The SAVE option is\non the MENU\vscreen.")))
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
-- engine/events/hidden_events/oaks_lab_email.asm:1
|
||||||
|
if fy == 1 and (fx == 0 or fx == 1) then
|
||||||
|
if ow.player.facing ~= "up" then return false end
|
||||||
|
game.stack:push(TextBox.new(game,
|
||||||
|
t._OakLabEmailText or "There's an e-mail\nmessage here!"))
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end,
|
||||||
talk = {
|
talk = {
|
||||||
-- OaksLabGirlText (scripts/OaksLab.asm)
|
-- OaksLabGirlText (scripts/OaksLab.asm)
|
||||||
TEXT_OAKSLAB_GIRL = {
|
TEXT_OAKSLAB_GIRL = {
|
||||||
|
|||||||
@@ -3,9 +3,8 @@
|
|||||||
-- guide and SUPER_NERD2 garden nerd.
|
-- guide and SUPER_NERD2 garden nerd.
|
||||||
--
|
--
|
||||||
-- The YOUNGSTER's gym escort (talk + east-exit onStep) lives in
|
-- The YOUNGSTER's gym escort (talk + east-exit onStep) lives in
|
||||||
-- story5.lua so the lockstep RLE walk is not overwritten by this
|
-- story5.lua; SUPER_NERD1's museum escort (scripts/PewterCity.asm:47-113)
|
||||||
-- flavor merge. SUPER_NERD1's museum escort is not ported; only the
|
-- is below.
|
||||||
-- YES/NO-branched flavor text is here.
|
|
||||||
|
|
||||||
local M = {}
|
local M = {}
|
||||||
|
|
||||||
@@ -16,16 +15,147 @@ local function push(game, s, done)
|
|||||||
game.stack:push(TextBox.new(game, s, done))
|
game.stack:push(TextBox.new(game, s, done))
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- PrintText on a text_end string returns with the box still drawn and
|
||||||
|
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||||
|
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||||
|
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||||
local function ask(game, s, cb)
|
local function ask(game, s, cb)
|
||||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||||
|
end
|
||||||
|
|
||||||
|
-- RLEList_PewterMuseumGuy (engine/overworld/auto_movement.asm:199-204)
|
||||||
|
local museumGuySteps = {
|
||||||
|
"up", "up", "up", "up", "up", "up",
|
||||||
|
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||||
|
"left", "left", "left", "left", "left",
|
||||||
|
"up", "up", "up",
|
||||||
|
"left",
|
||||||
|
}
|
||||||
|
|
||||||
|
-- RLEList_PewterMuseumPlayer (engine/overworld/auto_movement.asm:192-197)
|
||||||
|
local museumPlayerRle = {
|
||||||
|
"NO",
|
||||||
|
"up", "up", "up",
|
||||||
|
"left", "left", "left", "left", "left", "left", "left", "left",
|
||||||
|
"left", "left", "left", "left", "left",
|
||||||
|
"up", "up", "up", "up", "up", "up",
|
||||||
|
}
|
||||||
|
|
||||||
|
-- PewterMuseumGuyCoords (engine/events/pewter_guys.asm:58-75)
|
||||||
|
local museumPreambles = {
|
||||||
|
["27,18"] = { "up", "up" },
|
||||||
|
["27,16"] = { "right", "left" },
|
||||||
|
["26,17"] = { "up", "right" },
|
||||||
|
["28,17"] = { "up", "left" },
|
||||||
|
}
|
||||||
|
|
||||||
|
-- PewterGuys (engine/events/pewter_guys.asm:1-49), same transform as
|
||||||
|
-- pewterEscort.playerPlan in story5.lua
|
||||||
|
local function museumPlan(x, y)
|
||||||
|
local pre = museumPreambles[x .. "," .. y]
|
||||||
|
if not pre then return nil end
|
||||||
|
local buf = {}
|
||||||
|
for i, d in ipairs(museumPlayerRle) do buf[i] = d end
|
||||||
|
buf[#buf] = pre[1]
|
||||||
|
for i = 2, #pre do buf[#buf + 1] = pre[i] end
|
||||||
|
local path = {}
|
||||||
|
for i = #buf, 1, -1 do path[#path + 1] = buf[i] end
|
||||||
|
local head = 0
|
||||||
|
while path[head + 1] == "NO" do head = head + 1 end
|
||||||
|
local tail = #path
|
||||||
|
while tail > head and path[tail] == "NO" do tail = tail - 1 end
|
||||||
|
local steps = {}
|
||||||
|
for i = head + 1, tail do steps[#steps + 1] = path[i] end
|
||||||
|
return { steps = steps, guyHeadStart = math.floor(head / 8) }
|
||||||
|
end
|
||||||
|
|
||||||
|
-- PewterCitySuperNerd1ShowsPlayerMuseumScript (scripts/PewterCity.asm:47-113)
|
||||||
|
local function museumEscortWalk(game, ow)
|
||||||
|
if ow.runner:isRunning() or #ow.scriptMoves > 0 then return false end
|
||||||
|
local plan = museumPlan(ow.player.cellX, ow.player.cellY)
|
||||||
|
if not plan then return false end
|
||||||
|
local Music = require("src.core.Music")
|
||||||
|
local t = text(game)
|
||||||
|
local guy = ow:npcByIndex(3) -- PEWTERCITY_SUPER_NERD1
|
||||||
|
local head = plan.guyHeadStart
|
||||||
|
|
||||||
|
-- SetSpritePosition2 + ShowObject back on his spawn (27,17), the same
|
||||||
|
-- snap walkHome does in story5.lua (scripts/PewterCity.asm:102-113)
|
||||||
|
local function walkOut()
|
||||||
|
if not guy then return end
|
||||||
|
local i = 0
|
||||||
|
local function tick()
|
||||||
|
i = i + 1
|
||||||
|
if i > 4 then
|
||||||
|
guy.cellX, guy.cellY = 27, 17
|
||||||
|
guy.px, guy.py = 27 * 16, 17 * 16
|
||||||
|
guy.moving = false
|
||||||
|
guy.targetX, guy.targetY = nil, nil
|
||||||
|
guy.facing = "down"
|
||||||
|
return
|
||||||
|
end
|
||||||
|
ow:scriptMove(guy, "down", 1, tick)
|
||||||
|
end
|
||||||
|
tick()
|
||||||
|
end
|
||||||
|
|
||||||
|
-- SetSpritePosition1 pins him beside the museum door (map (17,12) minus
|
||||||
|
-- the +4 border offset = (13,8)), then MovementData_PewterMuseumGuyExit
|
||||||
|
local function afterWalk()
|
||||||
|
if guy then
|
||||||
|
guy.stepFrames = nil
|
||||||
|
guy.cellX, guy.cellY = 13, 8
|
||||||
|
guy.px, guy.py = 13 * 16, 8 * 16
|
||||||
|
guy.moving = false
|
||||||
|
guy.targetX, guy.targetY = nil, nil
|
||||||
|
guy.facing = "up"
|
||||||
|
end
|
||||||
|
Music.playMap(game.data, "PEWTER_CITY")
|
||||||
|
push(game, t._PewterCitySuperNerd1ItsRightHereText
|
||||||
|
or "It's right here!", walkOut)
|
||||||
|
end
|
||||||
|
|
||||||
|
local function lockstep()
|
||||||
|
local i = 0
|
||||||
|
local function tick()
|
||||||
|
i = i + 1
|
||||||
|
local ps = plan.steps[i]
|
||||||
|
if not ps then
|
||||||
|
afterWalk()
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local gs = museumGuySteps[head + i]
|
||||||
|
if guy and gs then ow:scriptMove(guy, gs, 1) end
|
||||||
|
ow:scriptMove(ow.player, ps, 1, tick)
|
||||||
|
end
|
||||||
|
tick()
|
||||||
|
end
|
||||||
|
|
||||||
|
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
|
||||||
|
if guy then
|
||||||
|
guy.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
|
||||||
|
end
|
||||||
|
Music.play(game.data, "Music_MuseumGuy")
|
||||||
|
if guy and head > 0 then
|
||||||
|
local h = 0
|
||||||
|
local function headTick()
|
||||||
|
h = h + 1
|
||||||
|
if h > head then lockstep(); return end
|
||||||
|
ow:scriptMove(guy, museumGuySteps[h], 1, headTick)
|
||||||
|
end
|
||||||
|
headTick()
|
||||||
|
else
|
||||||
|
lockstep()
|
||||||
|
end
|
||||||
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
M.PEWTER_CITY = {
|
M.PEWTER_CITY = {
|
||||||
|
museumEscort = { plan = museumPlan, guySteps = museumGuySteps },
|
||||||
talk = {
|
talk = {
|
||||||
-- PewterCitySuperNerd1Text (scripts/PewterCity.asm): asks if you
|
-- PewterCitySuperNerd1Text (scripts/PewterCity.asm:209-237): YES ->
|
||||||
-- checked out the museum; YES -> fossils comment, NO -> "you have
|
-- fossils comment, NO -> "you have to go" and the museum escort
|
||||||
-- to go" (which in pokered also kicks off the escort script).
|
|
||||||
TEXT_PEWTERCITY_SUPER_NERD1 = function(game, ow, npc, done)
|
TEXT_PEWTERCITY_SUPER_NERD1 = function(game, ow, npc, done)
|
||||||
local t = text(game)
|
local t = text(game)
|
||||||
ask(game, t._PewterCitySuperNerd1DidYouCheckOutMuseumText
|
ask(game, t._PewterCitySuperNerd1DidYouCheckOutMuseumText
|
||||||
@@ -35,7 +165,10 @@ M.PEWTER_CITY = {
|
|||||||
or "Weren't those\nfossils from MT.\nMOON amazing?", done)
|
or "Weren't those\nfossils from MT.\nMOON amazing?", done)
|
||||||
else
|
else
|
||||||
push(game, t._PewterCitySuperNerd1YouHaveToGoText
|
push(game, t._PewterCitySuperNerd1YouHaveToGoText
|
||||||
or "Really?\nYou absolutely\nhave to go!", done)
|
or "Really?\nYou absolutely\nhave to go!", function()
|
||||||
|
museumEscortWalk(game, ow)
|
||||||
|
if done then done() end
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
|
|||||||
@@ -23,9 +23,13 @@ local function push(game, s, done)
|
|||||||
game.stack:push(TextBox.new(game, s, done))
|
game.stack:push(TextBox.new(game, s, done))
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- PrintText on a text_end string returns with the box still drawn and
|
||||||
|
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||||
|
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||||
|
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||||
local function ask(game, s, cb)
|
local function ask(game, s, cb)
|
||||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||||
end
|
end
|
||||||
|
|
||||||
M.VIRIDIAN_CITY = {
|
M.VIRIDIAN_CITY = {
|
||||||
|
|||||||
@@ -18,6 +18,26 @@ local M = {
|
|||||||
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
|
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
|
||||||
}
|
}
|
||||||
|
|
||||||
|
-- The originals' middle branch shared by every leader's text_asm: beaten
|
||||||
|
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
|
||||||
|
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
|
||||||
|
-- Returns true when the retry took over the talk. A save from before
|
||||||
|
-- #797 already holds the TM without the flag; treat the owned TM as
|
||||||
|
-- received so those saves fall through to the advice text instead of
|
||||||
|
-- collecting a second copy.
|
||||||
|
local function retryTmGive(game, ow, victoryKey, done)
|
||||||
|
local reward = require("data.scripts.victories")[victoryKey]
|
||||||
|
if not (reward and reward.gotFlag) then return false end
|
||||||
|
if game.save.flags[reward.gotFlag] then return false end
|
||||||
|
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
|
||||||
|
if owned > 0 then
|
||||||
|
game.save.flags[reward.gotFlag] = true
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
ow:offerGymTm(reward, done)
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
|
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
|
||||||
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
|
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
|
||||||
-- _PewterGymBrockPreBattleText and engages the leader battle
|
-- _PewterGymBrockPreBattleText and engages the leader battle
|
||||||
@@ -25,12 +45,14 @@ local M = {
|
|||||||
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
|
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
|
||||||
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
|
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
|
||||||
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
|
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
|
||||||
-- the GYM in CERULEAN..."). The original's middle branch (beat but
|
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
|
||||||
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
|
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
|
||||||
-- unreachable in the port: the TM is granted with the victory.
|
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
|
||||||
|
-- at the victory (#797).
|
||||||
M.PEWTER_GYM.talk = {
|
M.PEWTER_GYM.talk = {
|
||||||
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
|
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
|
||||||
if game.save.flags.EVENT_BEAT_BROCK then
|
if game.save.flags.EVENT_BEAT_BROCK then
|
||||||
|
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
game.data.text._PewterGymBrockPostBattleAdviceText
|
game.data.text._PewterGymBrockPostBattleAdviceText
|
||||||
@@ -48,16 +70,17 @@ M.PEWTER_GYM.talk = {
|
|||||||
-- (engageTrainer shows that same pre-battle text via resolveText; the
|
-- (engageTrainer shows that same pre-battle text via resolveText; the
|
||||||
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
|
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
|
||||||
-- -- and once beaten print the post-battle advice text. As with Brock,
|
-- -- and once beaten print the post-battle advice text. As with Brock,
|
||||||
-- the originals' middle branch (beaten but the TM not yet handed over,
|
-- the middle branch (beaten but the TM not yet handed over,
|
||||||
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
|
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
|
||||||
-- granted with the victory.
|
-- full at the victory.
|
||||||
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
|
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
|
||||||
-- done) and must call done() itself once whatever it's doing (e.g. a fade
|
-- done) and must call done() itself once whatever it's doing (e.g. a fade
|
||||||
-- around a HideObject) finishes, rather than having it invoked
|
-- around a HideObject) finishes, rather than having it invoked
|
||||||
-- automatically. Only Giovanni's farewell uses this.
|
-- automatically. Only Giovanni's farewell uses this.
|
||||||
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
|
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
|
||||||
return function(game, ow, npc, done)
|
return function(game, ow, npc, done)
|
||||||
if game.save.flags[beatFlag] then
|
if game.save.flags[beatFlag] then
|
||||||
|
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
local finish = done
|
local finish = done
|
||||||
if afterAdvice then
|
if afterAdvice then
|
||||||
@@ -79,42 +102,42 @@ end
|
|||||||
M.CERULEAN_GYM.talk = {
|
M.CERULEAN_GYM.talk = {
|
||||||
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
|
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
|
||||||
"_CeruleanGymMistyTM11ExplanationText",
|
"_CeruleanGymMistyTM11ExplanationText",
|
||||||
"TM11 teaches\nBUBBLEBEAM!"),
|
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
|
||||||
}
|
}
|
||||||
|
|
||||||
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
|
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
|
||||||
M.VERMILION_GYM.talk = {
|
M.VERMILION_GYM.talk = {
|
||||||
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
|
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
|
||||||
"_VermilionGymLTSurgePostBattleAdviceText",
|
"_VermilionGymLTSurgePostBattleAdviceText",
|
||||||
"A little word of\nadvice, kid!"),
|
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
|
||||||
}
|
}
|
||||||
|
|
||||||
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
|
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
|
||||||
M.CELADON_GYM.talk = {
|
M.CELADON_GYM.talk = {
|
||||||
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
|
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
|
||||||
"_CeladonGymErikaPostBattleAdviceText",
|
"_CeladonGymErikaPostBattleAdviceText",
|
||||||
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
|
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
|
||||||
}
|
}
|
||||||
|
|
||||||
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
|
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
|
||||||
M.FUCHSIA_GYM.talk = {
|
M.FUCHSIA_GYM.talk = {
|
||||||
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
|
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
|
||||||
"_FuchsiaGymKogaPostBattleAdviceText",
|
"_FuchsiaGymKogaPostBattleAdviceText",
|
||||||
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
|
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
|
||||||
}
|
}
|
||||||
|
|
||||||
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
|
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
|
||||||
M.SAFFRON_GYM.talk = {
|
M.SAFFRON_GYM.talk = {
|
||||||
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
|
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
|
||||||
"_SaffronGymSabrinaPostBattleAdviceText",
|
"_SaffronGymSabrinaPostBattleAdviceText",
|
||||||
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
|
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
|
||||||
}
|
}
|
||||||
|
|
||||||
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
|
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
|
||||||
M.CINNABAR_GYM.talk = {
|
M.CINNABAR_GYM.talk = {
|
||||||
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
|
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
|
||||||
"_CinnabarGymBlainePostBattleAdviceText",
|
"_CinnabarGymBlainePostBattleAdviceText",
|
||||||
"FIRE BLAST is the\nultimate fire\ntechnique!"),
|
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
|
||||||
}
|
}
|
||||||
|
|
||||||
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
|
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
|
||||||
@@ -142,7 +165,7 @@ M.VIRIDIAN_GYM.talk = {
|
|||||||
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
|
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
|
||||||
end
|
end
|
||||||
end, done))
|
end, done))
|
||||||
end),
|
end, "OPP_GIOVANNI#3"),
|
||||||
}
|
}
|
||||||
|
|
||||||
return M
|
return M
|
||||||
|
|||||||
@@ -22,10 +22,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
|||||||
rivalBallX, rivalBall)
|
rivalBallX, rivalBall)
|
||||||
return {
|
return {
|
||||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
|
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
|
||||||
{ "jump_if_true", 22 }, -- 2
|
{ "jump_if_true", 23 }, -- 2
|
||||||
-- no picking until Oak has walked you in (OaksLabScript gating)
|
-- no picking until Oak has walked you in (OaksLabScript gating)
|
||||||
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
|
||||||
{ "jump_if_false", 25 }, -- 4
|
{ "jump_if_false", 26 }, -- 4
|
||||||
-- the Pokédex "new species" entry shows before the ask (predef
|
-- the Pokédex "new species" entry shows before the ask (predef
|
||||||
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
|
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
|
||||||
-- sets the owned bits so ShowPokedexData prints height/weight/text;
|
-- sets the owned bits so ShowPokedexData prints height/weight/text;
|
||||||
@@ -34,44 +34,38 @@ local function starterBall(askText, species, choseFlag, ownBall,
|
|||||||
{ species = species, forceOwned = true } }, -- 5
|
{ species = species, forceOwned = true } }, -- 5
|
||||||
{ "ask", askText }, -- 6
|
{ "ask", askText }, -- 6
|
||||||
{ "jump_if_false", "end" }, -- 7
|
{ "jump_if_false", "end" }, -- 7
|
||||||
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
|
-- scripts/OaksLab.asm:919
|
||||||
-- inside give_pokemon). Show the received text first so the
|
{ "show_text", "_OaksLabMonEnergeticText" }, -- 8
|
||||||
-- nickname prompt follows "you got X", matching Gen1.
|
-- OaksLab.asm: ReceivedMon (sound_get_key_item) then AddPartyMon; the
|
||||||
-- The received text carries sound_get_key_item (OaksLab.asm
|
-- jingle fires once the box has typed and holds it (#668)
|
||||||
-- OaksLabReceivedMonText); the jingle plays as the box opens
|
{ "text_sound", "Get_Key_Item" }, -- 9
|
||||||
-- (same beat as the Yellow port's starter, #668).
|
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
|
||||||
{ "play_sound", "Get_Key_Item" }, -- 8
|
{ "give_pokemon", species, 5 }, -- 11
|
||||||
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
|
{ "set_flag", "EVENT_GOT_STARTER" }, -- 12
|
||||||
{ "give_pokemon", species, 5 }, -- 10
|
{ "set_flag", choseFlag }, -- 13
|
||||||
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
|
-- POKé BALLs come later, at OaksLabOak1Text's .give_poke_balls beat
|
||||||
{ "set_flag", choseFlag }, -- 12
|
-- once the Route 22 rival is beaten (see TEXT_OAKSLAB_OAK1 below)
|
||||||
-- POKé BALLs are not handed out here in the original -- Oak gives
|
{ "hide_object", "OAKS_LAB", ownBall }, -- 14
|
||||||
-- 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 }, -- 13
|
|
||||||
-- the rival walks to the countering ball (around the furniture)
|
-- the rival walks to the countering ball (around the furniture)
|
||||||
{ "move_npc_to", 1, rivalBallX, 4 }, -- 14
|
{ "move_npc_to", 1, rivalBallX, 4 }, -- 15
|
||||||
{ "face_object", 1, "up" }, -- 15
|
{ "face_object", 1, "up" }, -- 16
|
||||||
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
|
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 17
|
||||||
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
|
{ "hide_object", "OAKS_LAB", rivalBall }, -- 18
|
||||||
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
|
{ "text_sound", "Get_Key_Item" }, -- 19 (sound_get_key_item)
|
||||||
{ "show_text", "_OaksLabRivalReceivedMonText",
|
{ "show_text", "_OaksLabRivalReceivedMonText",
|
||||||
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
|
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
|
||||||
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
|
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
|
||||||
or "BULBASAUR" } }, -- 19
|
or "BULBASAUR" } }, -- 20
|
||||||
{ "jump", "end" }, -- 20
|
{ "jump", "end" }, -- 21
|
||||||
{ "jump", "end" }, -- 21 (spacer)
|
{ "jump", "end" }, -- 22 (spacer)
|
||||||
-- a leftover ball after the player's pick: Oak turns to face the
|
-- leftover ball: Oak reads the last-mon line (scripts/OaksLab.asm
|
||||||
-- player and reads the last-mon line instead of re-offering the
|
-- OaksLabSelectedPokeBallScript -> OaksLabLastMonScript, #601)
|
||||||
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
|
{ "face_object", 5, "down" }, -- 23
|
||||||
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
|
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 24
|
||||||
-- out as Pokémon here.
|
|
||||||
{ "face_object", 5, "down" }, -- 22
|
|
||||||
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 23
|
|
||||||
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
|
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
|
||||||
-- through into the pre-pick line below (#601 remnant, reported on #600)
|
-- through into the pre-pick line below (#601 remnant, reported on #600)
|
||||||
{ "jump", "end" }, -- 24
|
{ "jump", "end" }, -- 25
|
||||||
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 25
|
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 26
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -106,8 +100,8 @@ return {
|
|||||||
{ "check_item", "OAKS_PARCEL" },
|
{ "check_item", "OAKS_PARCEL" },
|
||||||
{ "jump_if_false", "raise_young" },
|
{ "jump_if_false", "raise_young" },
|
||||||
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
|
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
|
||||||
|
{ "text_sound", "Get_Key_Item" },
|
||||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||||
{ "play_sound", "Get_Key_Item" },
|
|
||||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||||
{ "take_item", "OAKS_PARCEL", 1 },
|
{ "take_item", "OAKS_PARCEL", 1 },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
@@ -128,8 +122,8 @@ return {
|
|||||||
{ "face_object", 1, "up" },
|
{ "face_object", 1, "up" },
|
||||||
{ "face_object", 5, "down" },
|
{ "face_object", 5, "down" },
|
||||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||||
|
{ "text_sound", "Get_Key_Item" },
|
||||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||||
{ "play_sound", "Get_Key_Item" },
|
|
||||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||||
{ "face_object", 1, "up" },
|
{ "face_object", 1, "up" },
|
||||||
@@ -246,9 +240,17 @@ return {
|
|||||||
-- the table sprites; re-entering the lab applies the same HideObject
|
-- the table sprites; re-entering the lab applies the same HideObject
|
||||||
-- the gift script now does (OaksLab.asm OakGivesPokedex).
|
-- the gift script now does (OaksLab.asm OakGivesPokedex).
|
||||||
onEnter = function(game, ow)
|
onEnter = function(game, ow)
|
||||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
local flags = game.save.flags or {}
|
||||||
return
|
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB then
|
||||||
|
local rival = ow:npcByIndex(1)
|
||||||
|
if rival then
|
||||||
|
rival.cellX = flags.EVENT_CHOSE_CHARMANDER and 7
|
||||||
|
or flags.EVENT_CHOSE_SQUIRTLE and 8 or 6
|
||||||
|
rival.cellY = 4
|
||||||
|
rival.px, rival.py = rival.cellX * 16, rival.cellY * 16
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
if not flags.EVENT_GOT_POKEDEX then return end
|
||||||
local Commands = require("src.script.Commands")
|
local Commands = require("src.script.Commands")
|
||||||
local ctx = { save = game.save, game = game, overworld = ow }
|
local ctx = { save = game.save, game = game, overworld = ow }
|
||||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||||
@@ -286,6 +288,8 @@ return {
|
|||||||
-- fanfare for the taunt/challenge exchange, same as the Yellow port
|
-- fanfare for the taunt/challenge exchange, same as the Yellow port
|
||||||
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
|
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
|
||||||
local rows = {
|
local rows = {
|
||||||
|
{ "face_object", 1, "down" }, -- scripts/OaksLab.asm:347-351
|
||||||
|
{ "face_player_dir", "up" },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetRival" },
|
{ "play_music", "Music_MeetRival" },
|
||||||
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
|
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
|
||||||
@@ -309,28 +313,19 @@ return {
|
|||||||
local base = #rows
|
local base = #rows
|
||||||
local party = flags.EVENT_CHOSE_BULBASAUR and 3
|
local party = flags.EVENT_CHOSE_BULBASAUR and 3
|
||||||
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
|
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
|
||||||
|
table.insert(rows, { "save_end_battle_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
|
||||||
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
|
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
|
||||||
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
|
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
|
||||||
table.insert(rows, { "heal_party" })
|
table.insert(rows, { "heal_party" })
|
||||||
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
|
||||||
-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
|
|
||||||
-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
|
|
||||||
-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
|
|
||||||
-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
|
|
||||||
-- marches out. A loss skips only the gloat (that taunt was already
|
|
||||||
-- shown in-battle via Rival1WinText), never the exit line (#231). The
|
|
||||||
-- jump_if_false convergence point is the exit line: base+6 indexes the
|
|
||||||
-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
|
|
||||||
-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
|
|
||||||
table.insert(rows, { "jump_if_false", base + 6 })
|
table.insert(rows, { "jump_if_false", base + 6 })
|
||||||
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
|
|
||||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||||
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
|
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
|
||||||
-- walk out past the player. The fanfare was dropped here (#683) -- the
|
-- walk out past the player. The fanfare was dropped here (#683) -- the
|
||||||
-- parcel scene above already plays Music_MeetRival on both arrival and
|
-- parcel scene above already plays Music_MeetRival on both arrival and
|
||||||
-- departure (lines 144-146), and this exit should match (#596).
|
-- departure (lines 144-146), and this exit should match (#596).
|
||||||
table.insert(rows, { "stop_music" })
|
table.insert(rows, { "stop_music" })
|
||||||
table.insert(rows, { "play_music", "Music_MeetRival" })
|
table.insert(rows, { "play_music", "Music_MeetRival", { start = "rival" } })
|
||||||
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
table.insert(rows, { "move_npc_to", 1, 4, 11 })
|
||||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||||
|
|||||||
@@ -38,13 +38,15 @@ return {
|
|||||||
{ "jump_if_false", "raise_young" },
|
{ "jump_if_false", "raise_young" },
|
||||||
-- .DeliverParcelText: parcel handover, then the Pokédex scene
|
-- .DeliverParcelText: parcel handover, then the Pokédex scene
|
||||||
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
|
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
|
||||||
|
{ "text_sound", "Get_Key_Item" },
|
||||||
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
{ "show_text", "_OaksLabOak1DeliverParcelText" },
|
||||||
{ "play_sound", "Get_Key_Item" },
|
|
||||||
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
{ "show_text", "_OaksLabOak1ParcelThanksText" },
|
||||||
{ "take_item", "OAKS_PARCEL", 1 },
|
{ "take_item", "OAKS_PARCEL", 1 },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetRival" },
|
{ "play_music", "Music_MeetRival" },
|
||||||
{ "show_text", "_OaksLabRivalGrampsText" },
|
{ "show_text", "_OaksLabRivalGrampsText" },
|
||||||
|
-- callfar OaksLabPikachuMovementScript, before ShowObject (#1021)
|
||||||
|
{ "pikachu_make_way" },
|
||||||
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
|
||||||
{ "place_npc", RIVAL, 4, 7, "up" },
|
{ "place_npc", RIVAL, 4, 7, "up" },
|
||||||
{ "move_npc_to", RIVAL, 4, 3 },
|
{ "move_npc_to", RIVAL, 4, 3 },
|
||||||
@@ -60,8 +62,8 @@ return {
|
|||||||
{ "face_object", RIVAL, "up" },
|
{ "face_object", RIVAL, "up" },
|
||||||
{ "face_object", OAK1, "down" },
|
{ "face_object", OAK1, "down" },
|
||||||
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
|
||||||
|
{ "text_sound", "Get_Key_Item" },
|
||||||
{ "show_text", "_OaksLabOakGotPokedexText" },
|
{ "show_text", "_OaksLabOakGotPokedexText" },
|
||||||
{ "play_sound", "Get_Key_Item" },
|
|
||||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
|
||||||
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
|
||||||
{ "face_object", RIVAL, "up" },
|
{ "face_object", RIVAL, "up" },
|
||||||
@@ -111,8 +113,8 @@ return {
|
|||||||
{ "jump_if_true", "come_see" },
|
{ "jump_if_true", "come_see" },
|
||||||
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
|
||||||
{ "give_item", "POKE_BALL", 5, false },
|
{ "give_item", "POKE_BALL", 5, false },
|
||||||
|
{ "text_sound", "Get_Key_Item" },
|
||||||
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
|
||||||
{ "play_sound", "Get_Key_Item" },
|
|
||||||
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
|
||||||
{ "jump", "end" },
|
{ "jump", "end" },
|
||||||
|
|
||||||
@@ -174,7 +176,7 @@ return {
|
|||||||
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
|
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
|
||||||
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
|
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
|
||||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
|
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
|
||||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
rows[#rows + 1] = { "text_sound", "Get_Key_Item" }
|
||||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
|
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
|
||||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
|
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
|
||||||
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
|
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
|
||||||
@@ -192,15 +194,17 @@ return {
|
|||||||
end
|
end
|
||||||
rows[#rows + 1] = { "face_player_dir", "up" }
|
rows[#rows + 1] = { "face_player_dir", "up" }
|
||||||
rows[#rows + 1] = { "face_object", OAK1, "down" }
|
rows[#rows + 1] = { "face_object", OAK1, "down" }
|
||||||
-- OaksLabPlayerReceivedMonText: no nickname prompt -- the starter
|
-- OaksLabPlayerReceivedMonText clears wMonDataLocation, so AskName runs (#1013)
|
||||||
-- Pikachu keeps its species name
|
|
||||||
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
|
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
|
||||||
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
|
rows[#rows + 1] = { "text_sound", "Get_Key_Item" }
|
||||||
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
|
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
|
||||||
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5, true }
|
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5 }
|
||||||
|
-- DisablePikachuOverworldSpriteDrawing keeps it in the ball (#1009)
|
||||||
|
rows[#rows + 1] = { "set_field", "pikachuInBall", true }
|
||||||
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
|
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
|
||||||
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
|
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
|
||||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
ow.runner:run(rows, { npc = npc, onDone = done,
|
||||||
|
checkpointOnDone = "release_npc" })
|
||||||
end,
|
end,
|
||||||
|
|
||||||
TEXT_OAKSLAB_RIVAL = {
|
TEXT_OAKSLAB_RIVAL = {
|
||||||
@@ -222,9 +226,15 @@ return {
|
|||||||
},
|
},
|
||||||
|
|
||||||
onEnter = function(game, ow)
|
onEnter = function(game, ow)
|
||||||
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
|
local flags = game.save.flags or {}
|
||||||
return
|
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB then
|
||||||
|
local rival = ow:npcByIndex(RIVAL)
|
||||||
|
if rival then
|
||||||
|
rival.cellX, rival.cellY = 7, 4
|
||||||
|
rival.px, rival.py = 7 * 16, 4 * 16
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
if not flags.EVENT_GOT_POKEDEX then return end
|
||||||
local Commands = require("src.script.Commands")
|
local Commands = require("src.script.Commands")
|
||||||
local ctx = { save = game.save, game = game, overworld = ow }
|
local ctx = { save = game.save, game = game, overworld = ow }
|
||||||
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
|
||||||
@@ -253,6 +263,7 @@ return {
|
|||||||
local rival = ow:npcByIndex(RIVAL)
|
local rival = ow:npcByIndex(RIVAL)
|
||||||
if not rival then return false end
|
if not rival then return false end
|
||||||
local rows = {
|
local rows = {
|
||||||
|
{ "face_object", RIVAL, "down" }, -- pokeyellow scripts/OaksLab.asm:311-315
|
||||||
{ "face_player_dir", "up" },
|
{ "face_player_dir", "up" },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetRival" },
|
{ "play_music", "Music_MeetRival" },
|
||||||
@@ -292,13 +303,14 @@ return {
|
|||||||
table.insert(rows, { "wait", 20 })
|
table.insert(rows, { "wait", 20 })
|
||||||
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
|
||||||
table.insert(rows, { "stop_music" })
|
table.insert(rows, { "stop_music" })
|
||||||
table.insert(rows, { "play_music", "Music_MeetRival" })
|
table.insert(rows, { "play_music", "Music_MeetRival", { start = "rival" } })
|
||||||
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
|
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
|
||||||
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
|
||||||
table.insert(rows, { "play_music", "Music_OaksLab" })
|
table.insert(rows, { "play_music", "Music_OaksLab" })
|
||||||
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
|
-- OaksLabPikachuEscapesPokeballScript: the follower reaches the map (#1009)
|
||||||
-- The overworld follower itself is still an open port
|
table.insert(rows, { "face_player_dir", "up" })
|
||||||
-- (docs/yellow-version.md runtime backlog); the story beat plays.
|
table.insert(rows, { "set_field", "pikachuInBall", false })
|
||||||
|
table.insert(rows, { "spawn_pikachu_follower" })
|
||||||
table.insert(rows, { "play_cry", "PIKACHU" })
|
table.insert(rows, { "play_cry", "PIKACHU" })
|
||||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
|
||||||
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
|
||||||
|
|||||||
@@ -140,22 +140,29 @@ M.VIRIDIAN_CITY = {
|
|||||||
-- Daisy hands over the TOWN MAP once Oak's errand is under way
|
-- Daisy hands over the TOWN MAP once Oak's errand is under way
|
||||||
-- (scripts/BluesHouse.asm BluesHouseDaisySittingText)
|
-- (scripts/BluesHouse.asm BluesHouseDaisySittingText)
|
||||||
M.BLUES_HOUSE = {
|
M.BLUES_HOUSE = {
|
||||||
|
-- scripts/BluesHouse.asm:12-16
|
||||||
|
onEnter = function(game, ow)
|
||||||
|
game.save.flags.EVENT_ENTERED_BLUES_HOUSE = true
|
||||||
|
end,
|
||||||
talk = {
|
talk = {
|
||||||
TEXT_BLUESHOUSE_DAISY_SITTING = {
|
TEXT_BLUESHOUSE_DAISY_SITTING = {
|
||||||
{ "face_player" }, -- 1
|
{ "face_player" },
|
||||||
{ "check_flag", "EVENT_GOT_TOWN_MAP" }, -- 2
|
{ "check_flag", "EVENT_GOT_TOWN_MAP" },
|
||||||
{ "jump_if_true", 10 }, -- 3
|
{ "jump_if_true", "got_map" },
|
||||||
{ "check_flag", "EVENT_GOT_STARTER" }, -- 4
|
{ "check_flag", "EVENT_GOT_POKEDEX" },
|
||||||
{ "jump_if_false", 12 }, -- 5
|
{ "jump_if_false", "too_early" },
|
||||||
{ "show_text", "_BluesHouseDaisyOfferMapText" }, -- 6
|
{ "show_text", "_BluesHouseDaisyOfferMapText" },
|
||||||
-- _GotMapText: "{PLAYER} got a\n{RAM:wStringBuffer}!" -- the
|
-- _GotMapText: "{PLAYER} got a\n{RAM:wStringBuffer}!" -- the
|
||||||
-- buffer supplies "TOWN MAP" (scripts/BluesHouse.asm GotMapText)
|
-- buffer supplies "TOWN MAP" (scripts/BluesHouse.asm GotMapText)
|
||||||
{ "give_item", "TOWN_MAP", 1, "_GotMapText" }, -- 7
|
{ "give_item", "TOWN_MAP", 1, "_GotMapText" },
|
||||||
{ "set_flag", "EVENT_GOT_TOWN_MAP" }, -- 8
|
{ "hide_object", "BLUES_HOUSE", "BLUESHOUSE_TOWN_MAP" },
|
||||||
{ "jump", 13 }, -- 9
|
{ "set_flag", "EVENT_GOT_TOWN_MAP" },
|
||||||
{ "show_text", "_BluesHouseDaisyUseMapText" }, -- 10
|
{ "jump", "end" },
|
||||||
{ "jump", 13 }, -- 11
|
{ "label", "got_map" },
|
||||||
{ "show_text", "_BluesHouseDaisyRivalAtLabText" }, -- 12
|
{ "show_text", "_BluesHouseDaisyUseMapText" },
|
||||||
|
{ "jump", "end" },
|
||||||
|
{ "label", "too_early" },
|
||||||
|
{ "show_text", "_BluesHouseDaisyRivalAtLabText" },
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
@@ -294,6 +301,7 @@ M.BILLS_HOUSE = {
|
|||||||
|
|
||||||
M.ROUTE_25 = {
|
M.ROUTE_25 = {
|
||||||
onEnter = function(game, ow)
|
onEnter = function(game, ow)
|
||||||
|
game.save.pikachuMapScriptActive = nil
|
||||||
local flags = game.save.flags
|
local flags = game.save.flags
|
||||||
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
|
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
|
||||||
local Commands = require("src.script.Commands")
|
local Commands = require("src.script.Commands")
|
||||||
@@ -326,6 +334,7 @@ M.VERMILION_CITY = {
|
|||||||
-- only read while EVENT_1ST_LOCK_OPENED is unset (the gym is only
|
-- only read while EVENT_1ST_LOCK_OPENED is unset (the gym is only
|
||||||
-- reachable through this map, so a fresh visit always re-rolls).
|
-- reachable through this map, so a fresh visit always re-rolls).
|
||||||
onEnter = function(game, ow)
|
onEnter = function(game, ow)
|
||||||
|
game.save.pikachuMapScriptActive = nil
|
||||||
local puz = game.save.trashPuzzle or {}
|
local puz = game.save.trashPuzzle or {}
|
||||||
game.save.trashPuzzle = puz
|
game.save.trashPuzzle = puz
|
||||||
puz.first = love.math.random(0, 7) * 2
|
puz.first = love.math.random(0, 7) * 2
|
||||||
@@ -766,6 +775,28 @@ local function silphRocketsLeave(game, ow, onlyMap)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- SilphCo11FGiovanniAfterBattleScript (scripts/SilphCo11F.asm) is the whole
|
||||||
|
-- aftermath: DisplayTextID TEXT_SILPHCO11F_GIOVANNI_YOU_RUINED_OUR_PLANS,
|
||||||
|
-- GBFadeOutToBlack, SilphCo11FTeamRocketLeavesScript, Delay3,
|
||||||
|
-- GBFadeInFromBlack, then SetEvent. The port had only the hide pass, so the
|
||||||
|
-- speech never played and every rocket blinked out in front of the player
|
||||||
|
-- (#722). Same hide list as silphRocketsLeave, spelled as script rows so the
|
||||||
|
-- fade can hold over it.
|
||||||
|
local function silphAftermathRows()
|
||||||
|
local rows = {
|
||||||
|
{ "show_text", "_SilphCo11FGiovanniYouRuinedOurPlansText" },
|
||||||
|
{ "fade", "out" },
|
||||||
|
}
|
||||||
|
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
|
||||||
|
for _, name in ipairs(floor[2]) do
|
||||||
|
rows[#rows + 1] = { "hide_object", floor[1], name }
|
||||||
|
end
|
||||||
|
end
|
||||||
|
rows[#rows + 1] = { "wait", 3 } -- Delay3
|
||||||
|
rows[#rows + 1] = { "fade", "in" }
|
||||||
|
return rows
|
||||||
|
end
|
||||||
|
|
||||||
M.SILPH_CO_11F = {
|
M.SILPH_CO_11F = {
|
||||||
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
|
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
|
||||||
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
|
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
|
||||||
@@ -778,9 +809,13 @@ M.SILPH_CO_11F = {
|
|||||||
-- line) would touch, and the whole Silph ending -- the flag, the Master
|
-- line) would touch, and the whole Silph ending -- the flag, the Master
|
||||||
-- Ball, the Saffron streets clearing -- silently never happened.
|
-- Ball, the Saffron streets clearing -- silently never happened.
|
||||||
--
|
--
|
||||||
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
|
-- SilphCo11FDefaultScript orders it DisplayTextID TEXT_SILPHCO11F_GIOVANNI
|
||||||
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
|
-- FIRST, then MoveSprite .GiovanniMovement: he speaks from behind the desk
|
||||||
-- sets nothing, so the trigger re-arms exactly as vanilla does.
|
-- and only then walks the three tiles down. Moving him before the box made
|
||||||
|
-- him cross the room in silence and deliver the speech point-blank (#869),
|
||||||
|
-- so the box comes first here and engageTrainer skips its own battle text.
|
||||||
|
-- victories.lua OPP_GIOVANNI#2 sets the event on a win; a loss sets
|
||||||
|
-- nothing, so the trigger re-arms exactly as vanilla does.
|
||||||
onStep = function(game, ow, x, y)
|
onStep = function(game, ow, x, y)
|
||||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
|
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
|
||||||
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
|
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
|
||||||
@@ -789,17 +824,28 @@ M.SILPH_CO_11F = {
|
|||||||
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
|
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
|
||||||
end
|
end
|
||||||
if not gio or ow:trainerDefeated(gio) then return false end
|
if not gio or ow:trainerDefeated(gio) then return false end
|
||||||
ow:scriptMove(gio, "down", 3, function()
|
local TextBox = require("src.render.TextBox")
|
||||||
gio:facePlayer(ow.player)
|
game.stack:push(TextBox.new(game,
|
||||||
ow:engageTrainer(gio, function()
|
game.data.text._SilphCo11FGiovanniText
|
||||||
-- SilphCo11FTeamRocketLeavesScript: every Silph rocket leaves
|
or "Ah {PLAYER}!\nSo we meet again!",
|
||||||
-- after the loss (the street rockets are handled by
|
function()
|
||||||
-- M.SAFFRON_CITY.onEnter in story4.lua).
|
ow:scriptMove(gio, "down", 3, function()
|
||||||
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
gio:facePlayer(ow.player)
|
||||||
silphRocketsLeave(game, ow)
|
ow:engageTrainer(gio, function()
|
||||||
end
|
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!"
|
||||||
end)
|
-- speech, then SilphCo11FTeamRocketLeavesScript behind a fade so
|
||||||
end)
|
-- every Silph rocket leaves off-screen (the street rockets are
|
||||||
|
-- handled by M.SAFFRON_CITY.onEnter in story4.lua). Queued, not
|
||||||
|
-- run here: the battle's own callbacks are still unwinding, so
|
||||||
|
-- queueScript starts it on the first idle overworld frame --
|
||||||
|
-- after the end-battle "Arrgh!!" box victories.lua OPP_GIOVANNI#2
|
||||||
|
-- pushes (#722).
|
||||||
|
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
|
||||||
|
ow:queueScript(silphAftermathRows())
|
||||||
|
end
|
||||||
|
end, nil, true)
|
||||||
|
end)
|
||||||
|
end))
|
||||||
return true
|
return true
|
||||||
end,
|
end,
|
||||||
onEnter = function(game, ow)
|
onEnter = function(game, ow)
|
||||||
@@ -981,7 +1027,11 @@ M.VICTORY_ROAD_3F = {
|
|||||||
local championsRoomRivalScript = {
|
local championsRoomRivalScript = {
|
||||||
{ "face_player" }, -- 1
|
{ "face_player" }, -- 1
|
||||||
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
|
||||||
{ "jump_if_true", 26 }, -- 3 past end
|
-- "end" rather than a row number past the tail: this script grew by a row
|
||||||
|
-- when the follow-Oak walk landed (#704), which silently turned the old
|
||||||
|
-- numeric 26 into a jump ONTO the closing HALL_OF_FAME warp instead of past
|
||||||
|
-- it, so a returning champion warped straight into the induction.
|
||||||
|
{ "jump_if_true", "end" }, -- 3
|
||||||
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
|
||||||
-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
|
-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
|
||||||
-- the intro text, before the battle itself (#706); pushBattle's wipe-time
|
-- the intro text, before the battle itself (#706); pushBattle's wipe-time
|
||||||
@@ -989,37 +1039,51 @@ local championsRoomRivalScript = {
|
|||||||
-- continuous into the fight
|
-- continuous into the fight
|
||||||
{ "play_music", "Music_FinalBattle" }, -- 5
|
{ "play_music", "Music_FinalBattle" }, -- 5
|
||||||
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
|
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
|
||||||
{ "jump_if_false", 26 }, -- 6 past end
|
-- losing halts here; the numeric target this replaced pointed at the
|
||||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
|
-- closing warp, which inducted a player who had just lost the fight (#704)
|
||||||
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
|
{ "jump_if_false", "end" }, -- 7
|
||||||
|
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 8
|
||||||
|
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
|
||||||
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
|
||||||
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
|
||||||
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
|
||||||
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
|
||||||
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
|
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
|
||||||
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
|
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
|
||||||
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
|
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
|
||||||
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
|
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
|
||||||
{ "play_music", "Music_Cities1", { keep = true } }, -- 10
|
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
|
||||||
{ "show_text", "_ChampionsRoomOakText" }, -- 11
|
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
|
||||||
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
|
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
|
||||||
{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
|
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
|
||||||
|
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
|
||||||
|
-- reading of the town theme this scene is known for (#847).
|
||||||
|
{ "fade_music", 10 }, -- 11
|
||||||
|
{ "wait", 100 }, -- 12
|
||||||
|
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
|
||||||
|
{ "show_text", "_ChampionsRoomOakText" }, -- 14
|
||||||
|
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
|
||||||
|
{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
|
||||||
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
|
||||||
{ "face_object", 1, "left" }, -- 14
|
{ "face_object", 1, "left" }, -- 17
|
||||||
{ "face_object", 2, "down" }, -- 15
|
{ "face_object", 2, "down" }, -- 18
|
||||||
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
|
{ "load_player_starter_name" },
|
||||||
|
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
|
||||||
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
|
||||||
{ "face_object", 2, "right" }, -- 17
|
{ "face_object", 2, "right" }, -- 20
|
||||||
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
|
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
|
||||||
-- OakComeWithMeScript: Oak faces down again, then exits up
|
-- OakComeWithMeScript: Oak faces down again, then exits up
|
||||||
{ "face_object", 2, "down" }, -- 19
|
{ "face_object", 2, "down" }, -- 22
|
||||||
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
|
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
|
||||||
{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
|
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
|
||||||
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
|
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
|
||||||
|
-- scripts/ChampionsRoom.asm WalkToHallOfFame_RLEMovement
|
||||||
|
{ "move_player", "left", 1 },
|
||||||
|
{ "move_player", "up", 3 }, -- 27
|
||||||
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
-- hand the induction off to the HALL_OF_FAME room (consumed by its
|
||||||
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
|
||||||
{ "set_field", "pendingHallOfFame", true }, -- 23
|
{ "set_field", "pendingHallOfFame", true }, -- 28
|
||||||
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
|
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 29
|
||||||
}
|
}
|
||||||
|
|
||||||
M.CHAMPIONS_ROOM = {
|
M.CHAMPIONS_ROOM = {
|
||||||
@@ -1179,6 +1243,7 @@ local function pokemonTower2FRivalScript(playerX)
|
|||||||
{ "jump_if_false", "end" }, -- 6 loss: stay
|
{ "jump_if_false", "end" }, -- 6 loss: stay
|
||||||
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
|
||||||
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
|
||||||
|
{ "play_music", "Music_MeetRival", { start = "rival" } },
|
||||||
{ "walk_npc", 1, exitDirs }, -- 9
|
{ "walk_npc", 1, exitDirs }, -- 9
|
||||||
{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
|
{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
|
||||||
{ "jump", "end" }, -- 11
|
{ "jump", "end" }, -- 11
|
||||||
|
|||||||
@@ -87,6 +87,18 @@ end
|
|||||||
M.PALLET_TOWN = {
|
M.PALLET_TOWN = {
|
||||||
talk = require("data.scripts.pallet_town").talk,
|
talk = require("data.scripts.pallet_town").talk,
|
||||||
escort = escort,
|
escort = escort,
|
||||||
|
-- scripts/PalletTown.asm:133-144
|
||||||
|
onEnter = function(game, ow)
|
||||||
|
local f = game.save.flags
|
||||||
|
if f.EVENT_GOT_TOWN_MAP and f.EVENT_ENTERED_BLUES_HOUSE
|
||||||
|
and not f.EVENT_DAISY_WALKING then
|
||||||
|
f.EVENT_DAISY_WALKING = true
|
||||||
|
local Commands = require("src.script.Commands")
|
||||||
|
local ctx = { save = game.save, game = game, overworld = ow }
|
||||||
|
Commands.hide_object(ctx, "BLUES_HOUSE", "BLUESHOUSE_DAISY1")
|
||||||
|
Commands.show_object(ctx, "BLUES_HOUSE", "BLUESHOUSE_DAISY2")
|
||||||
|
end
|
||||||
|
end,
|
||||||
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
|
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
|
||||||
-- then a wild Pikachu battle before the lab escort (pokeyellow
|
-- then a wild Pikachu battle before the lab escort (pokeyellow
|
||||||
-- PalletTownPikachuBattleScript).
|
-- PalletTownPikachuBattleScript).
|
||||||
@@ -178,7 +190,8 @@ M.PALLET_TOWN = {
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local function enterLab()
|
local function enterLab(oak)
|
||||||
|
if oak then oak.stepFrames = nil end
|
||||||
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
|
||||||
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
|
||||||
ow.doorWarp = true
|
ow.doorWarp = true
|
||||||
@@ -187,12 +200,17 @@ M.PALLET_TOWN = {
|
|||||||
end
|
end
|
||||||
|
|
||||||
local function walkToLab(oak)
|
local function walkToLab(oak)
|
||||||
|
-- lockstep half runs Oak on the player's own frames per cell
|
||||||
|
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
|
||||||
local i = 0
|
local i = 0
|
||||||
|
if oak then
|
||||||
|
oak.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
|
||||||
|
end
|
||||||
local function tick()
|
local function tick()
|
||||||
i = i + 1
|
i = i + 1
|
||||||
local playerStep = escort.playerSteps[i]
|
local playerStep = escort.playerSteps[i]
|
||||||
if not playerStep then
|
if not playerStep then
|
||||||
enterLab()
|
enterLab(oak)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if oak and escort.oakSteps[i] then
|
if oak and escort.oakSteps[i] then
|
||||||
@@ -206,6 +224,13 @@ M.PALLET_TOWN = {
|
|||||||
end
|
end
|
||||||
|
|
||||||
local function escortToLab(oak)
|
local function escortToLab(oak)
|
||||||
|
-- PalletMovementScript_OakMoveLeft
|
||||||
|
-- (engine/overworld/auto_movement.asm) starts MUSIC_MUSEUM_GUY
|
||||||
|
-- when the escort begins in Yellow. Until then, Pallet Town plays
|
||||||
|
-- after the battle; Red/Blue leave MUSIC_MEET_PROF_OAK playing.
|
||||||
|
if yellow then
|
||||||
|
Music.play(game.data, "Music_MuseumGuy")
|
||||||
|
end
|
||||||
local numSteps = x - 10
|
local numSteps = x - 10
|
||||||
if oak and numSteps > 0 then
|
if oak and numSteps > 0 then
|
||||||
ow:scriptMove(oak, "left", numSteps, function()
|
ow:scriptMove(oak, "left", numSteps, function()
|
||||||
@@ -249,14 +274,24 @@ M.PALLET_TOWN = {
|
|||||||
function()
|
function()
|
||||||
-- Oak turns toward the horizontally adjacent grass (left exit
|
-- Oak turns toward the horizontally adjacent grass (left exit
|
||||||
-- looks right, right exit looks left -- the
|
-- looks right, right exit looks left -- the
|
||||||
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
|
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
|
||||||
|
-- In pokeyellow, PalletTownOakGreetsPlayerScript turns Oak and
|
||||||
|
-- PalletTownPikachuBattleScript arms the battle on the next
|
||||||
|
-- overworld iteration. OverworldLoopLessDelay
|
||||||
|
-- (home/overworld.asm) burns two DelayFrame calls at the top
|
||||||
|
-- of each iteration and calls RunMapScript before checking
|
||||||
|
-- wCurOpponent, so those two DelayFrame calls are what keep
|
||||||
|
-- Oak's turn on screen before the battle check fires.
|
||||||
if oak then oak.facing = x == 10 and "right" or "left" end
|
if oak then oak.facing = x == 10 and "right" or "left" end
|
||||||
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
hold(2, nil, function()
|
||||||
battle:makeOldManDemo("PROF.OAK")
|
local battle = BattleState.newWild(game, "PIKACHU", 5)
|
||||||
battle.onFinish = function()
|
battle:makeOldManDemo("PROF.OAK")
|
||||||
afterPikaBattle()
|
battle.onFinish = function()
|
||||||
end
|
afterPikaBattle()
|
||||||
game.stack:push(battle)
|
end
|
||||||
|
-- Use the standard wild-battle entry transition.
|
||||||
|
Commands.pushBattle(ctx, battle)
|
||||||
|
end)
|
||||||
end))
|
end))
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -396,19 +431,31 @@ M.ROUTE_8_GATE = saffronGate("TEXT_ROUTE8GATE_GUARD", { { 2, 3 }, { 2, 4 } }, tr
|
|||||||
-- -------------------------------------------------------------------
|
-- -------------------------------------------------------------------
|
||||||
|
|
||||||
M.POKEMON_FAN_CLUB = {
|
M.POKEMON_FAN_CLUB = {
|
||||||
|
onEnter = function(game, ow)
|
||||||
|
require("src.world.PikachuFollower").onFanClubEntered(game, ow)
|
||||||
|
end,
|
||||||
talk = {
|
talk = {
|
||||||
TEXT_POKEMONFANCLUB_CHAIRMAN = {
|
TEXT_POKEMONFANCLUB_CHAIRMAN = {
|
||||||
{ "face_player" }, -- 1
|
{ "face_player" }, -- 1
|
||||||
{ "check_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 2
|
{ "check_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 2
|
||||||
{ "jump_if_true", 9 }, -- 3
|
{ "jump_if_true", "nothing_left" }, -- 3
|
||||||
{ "show_text", "_PokemonFanClubChairmanIntroText" }, -- 4
|
-- YesNoChoice (scripts/PokemonFanClub.asm): NO forfeits the voucher (#1050)
|
||||||
{ "show_text", "_PokemonFanClubChairmanStoryText" }, -- 5
|
{ "ask", "_PokemonFanClubChairmanIntroText" }, -- 4
|
||||||
|
{ "jump_if_false", "no_story" }, -- 5
|
||||||
|
{ "show_text", "_PokemonFanClubChairmanStoryText" }, -- 6
|
||||||
-- give-then-print like scripts/PokemonFanClub.asm (GiveItem
|
-- give-then-print like scripts/PokemonFanClub.asm (GiveItem
|
||||||
-- fills wStringBuffer; the received text reads it)
|
-- fills wStringBuffer; the received text reads it)
|
||||||
{ "give_item", "BIKE_VOUCHER", 1, false }, -- 6
|
{ "give_item", "BIKE_VOUCHER", 1, false }, -- 7
|
||||||
{ "show_text", "_PokemonFanClubReceivedBikeVoucherText" }, -- 7
|
{ "show_text", "_PokemonFanClubReceivedBikeVoucherText" }, -- 8
|
||||||
{ "set_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 8
|
{ "set_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 9
|
||||||
{ "show_text", "_PokemonFanClubExplainBikeVoucherText" }, -- 9
|
{ "show_text", "_PokemonFanClubExplainBikeVoucherText" }, -- 10
|
||||||
|
{ "jump", "end" }, -- 11
|
||||||
|
{ "label", "no_story" }, -- 12
|
||||||
|
{ "show_text", "_PokemonFanClubNoStoryText" }, -- 13
|
||||||
|
{ "jump", "end" }, -- 14
|
||||||
|
-- .nothingleft: the gift is done, he only reminisces now
|
||||||
|
{ "label", "nothing_left" }, -- 15
|
||||||
|
{ "show_text", "_PokemonFanClubChairFinalText" }, -- 16
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
@@ -619,8 +666,10 @@ local function mtMoonFossil(itemId, otherName, gotFlag)
|
|||||||
end
|
end
|
||||||
local idef = game.data.items[itemId]
|
local idef = game.data.items[itemId]
|
||||||
game.stringBuffer = idef and idef.name or itemId
|
game.stringBuffer = idef and idef.name or itemId
|
||||||
require("src.core.Sound").play(game.data, "Get_Key_Item")
|
|
||||||
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
|
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
|
||||||
|
-- MtMoonB2FReceivedFossilText: text_far, sound_get_key_item,
|
||||||
|
-- text_waitbutton -- the jingle plays after the box has typed and
|
||||||
|
-- the button wait comes after it
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
t._MtMoonB2FReceivedFossilText
|
t._MtMoonB2FReceivedFossilText
|
||||||
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
|
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
|
||||||
@@ -633,11 +682,11 @@ local function mtMoonFossil(itemId, otherName, gotFlag)
|
|||||||
ow.runner:run({
|
ow.runner:run({
|
||||||
{ "walk_npc", 1, dirs },
|
{ "walk_npc", 1, dirs },
|
||||||
{ "text_opts", { auto = true } },
|
{ "text_opts", { auto = true } },
|
||||||
|
{ "text_sound", "Get_Key_Item" },
|
||||||
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
|
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
|
||||||
{ "play_sound", "Get_Key_Item" },
|
|
||||||
{ "hide_object", "MT_MOON_B2F", otherName },
|
{ "hide_object", "MT_MOON_B2F", otherName },
|
||||||
}, { onDone = done })
|
}, { onDone = done })
|
||||||
end))
|
end, TextBox.soundOpts(game, "Get_Key_Item")))
|
||||||
end }))
|
end }))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -653,6 +702,23 @@ M.MT_MOON_B2F = {
|
|||||||
return false
|
return false
|
||||||
end,
|
end,
|
||||||
talk = {
|
talk = {
|
||||||
|
-- MtMoonB2FSuperNerdText: once beaten his line turns on the fossils
|
||||||
|
-- (scripts/MtMoonB2F.asm:187), which the header's flat `after` can't hold
|
||||||
|
TEXT_MTMOONB2F_SUPER_NERD = function(game, ow, npc, done)
|
||||||
|
if not superNerdBeaten(ow) then
|
||||||
|
engageSuperNerd(game, ow, done)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local TextBox = require("src.render.TextBox")
|
||||||
|
local t = game.data.text
|
||||||
|
local flags = game.save.flags
|
||||||
|
local line = (flags.EVENT_GOT_DOME_FOSSIL or flags.EVENT_GOT_HELIX_FOSSIL)
|
||||||
|
and (t._MtMoonB2FSuperNerdTheresAPokemonLabText
|
||||||
|
or "Far away, on\nCINNABAR ISLAND,\nthere's a POKéMON\nLAB.")
|
||||||
|
or (t._MtMoonB2fSuperNerdEachTakeOneText
|
||||||
|
or "We'll each take\none!\nNo being greedy!")
|
||||||
|
game.stack:push(TextBox.new(game, line, done))
|
||||||
|
end,
|
||||||
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
|
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
|
||||||
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
|
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
|
||||||
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
|
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
|
||||||
@@ -660,35 +726,37 @@ M.MT_MOON_B2F = {
|
|||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
|
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text): Y50, once.
|
||||||
-- Y50, once. Declining at the rope shoves the player one tile SOUTH back off
|
-- Declining at the rope shoves the player one tile south (#151)
|
||||||
-- the exhibit rope they crossed heading north (#151); the museum floor has no
|
|
||||||
-- ledges, so a plain scriptMove("down",1) is the correct primitive.
|
|
||||||
local function museumClerk(game, ow, done, onDecline)
|
local function museumClerk(game, ow, done, onDecline)
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
local t = game.data.text or {}
|
||||||
if game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
|
if game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
"Take your time,\nand enjoy it all!", done))
|
"Take your time,\nand enjoy it all!", done))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
-- scripts/Museum1F.asm:72
|
||||||
|
local money = function() return game.save.money end
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
"It's ¥50 for a\nchild's ticket.\fWould you like to\ncome in?", function()
|
t._Museum1FScientist1WouldYouLikeToComeInText
|
||||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
or "It's ¥50 for a\nchild's ticket.\fWould you like to\ncome in?",
|
||||||
|
nil, { money = money, choice = function(yes)
|
||||||
if yes and game.save.money >= 50 then
|
if yes and game.save.money >= 50 then
|
||||||
game.save.money = game.save.money - 50
|
game.save.money = game.save.money - 50
|
||||||
game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET = true
|
game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET = true
|
||||||
|
-- scripts/Museum1F.asm:106
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
"Right, ¥50!\nThank you!", done))
|
t._Museum1FScientist1ThankYouText or "Right, ¥50!\nThank you!", done,
|
||||||
|
{ money = money }))
|
||||||
elseif yes then
|
elseif yes then
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
"You don't have\nenough money.", onDecline or done))
|
"You don't have\nenough money.", onDecline or done, { money = money }))
|
||||||
else
|
else
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
"Come again!", onDecline or done))
|
"Come again!", onDecline or done, { money = money }))
|
||||||
end
|
end
|
||||||
end))
|
end }))
|
||||||
end))
|
|
||||||
end
|
end
|
||||||
|
|
||||||
M.MUSEUM_1F = {
|
M.MUSEUM_1F = {
|
||||||
|
|||||||
@@ -151,9 +151,27 @@ M.POKEMON_TOWER_6F = {
|
|||||||
-- trick, and the speedrun route this bot follows depends on it.
|
-- trick, and the speedrun route this bot follows depends on it.
|
||||||
if result == "win" or battle.pokeDollEscape then
|
if result == "win" or battle.pokeDollEscape then
|
||||||
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
|
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
|
||||||
game.stack:push(TextBox.new(game,
|
-- PokemonTower6FMarowakDepartedText (scripts/PokemonTower6F.asm)
|
||||||
t._PokemonTower6FSoulWasCalmedText
|
-- is two texts, not one: the CUBONE's-mother line first, then
|
||||||
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
|
-- PlayCry RESTLESS_SOUL (EQU MAROWAK, constants/pokemon_constants
|
||||||
|
-- .asm:209) + WaitForSoundToFinish + DelayFrames 30 before the
|
||||||
|
-- calmed line; the port dropped the first text and the cry
|
||||||
|
-- (#867). play_cry arms the next show_text, so the cry rides
|
||||||
|
-- the calmed box's open with the button prompt kept, and the
|
||||||
|
-- wait row stands in for the asm's 30-frame gap.
|
||||||
|
local rows = {
|
||||||
|
{ "show_text", t._PokemonTower6FGhostWasCubonesMotherText
|
||||||
|
or "The GHOST was the\nrestless soul of\vCUBONE's mother!" },
|
||||||
|
{ "play_cry", "MAROWAK", true },
|
||||||
|
{ "wait", 30 },
|
||||||
|
{ "show_text", t._PokemonTower6FSoulWasCalmedText
|
||||||
|
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!" },
|
||||||
|
}
|
||||||
|
if ow.runner then
|
||||||
|
ow.runner:run(rows)
|
||||||
|
elseif ow.queueScript then
|
||||||
|
ow:queueScript(rows)
|
||||||
|
end
|
||||||
elseif result ~= "lose" then
|
elseif result ~= "lose" then
|
||||||
-- .did_not_defeat: one simulated step right, off the trigger,
|
-- .did_not_defeat: one simulated step right, off the trigger,
|
||||||
-- so fleeing does not leave you standing on a cell that
|
-- so fleeing does not leave you standing on a cell that
|
||||||
@@ -517,6 +535,14 @@ M.GAME_CORNER = {
|
|||||||
done()
|
done()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
-- GameCornerRocketText hands the battle its own loss line through
|
||||||
|
-- SaveEndBattleTextPointers (.BattleEndText ->
|
||||||
|
-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
|
||||||
|
-- prints it ON the battle screen between TrainerDefeatedText and
|
||||||
|
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
|
||||||
|
-- He is a text_asm trainer with no def_trainers header, so there is no
|
||||||
|
-- header.won for engageTrainer to find and the line has to be handed
|
||||||
|
-- over here or it never shows at all (#862).
|
||||||
ow:engageTrainer(npc, function()
|
ow:engageTrainer(npc, function()
|
||||||
if not ow:trainerDefeated(npc) then
|
if not ow:trainerDefeated(npc) then
|
||||||
done()
|
done()
|
||||||
@@ -527,19 +553,44 @@ M.GAME_CORNER = {
|
|||||||
game.data.text._GameCornerRocketAfterBattleText
|
game.data.text._GameCornerRocketAfterBattleText
|
||||||
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
||||||
function()
|
function()
|
||||||
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
|
-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
|
||||||
-- ApplyMovementData walks the grunt one tile UP into the poster
|
-- picks the exit walk from where the player is standing, because
|
||||||
-- (the hideout's secret entrance at 9,4) before HideObject, so
|
-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
|
||||||
-- he leaves the floor rather than popping out of existence on
|
-- from the south) or wXCoord == 8 (from the west) leaves the row
|
||||||
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
|
-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
|
||||||
-- ignores collision, so we despawn + unfreeze (done) only once
|
-- RIGHT; otherwise the player is east of him on (10,5) and
|
||||||
-- the step lands.
|
-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
|
||||||
ow:scriptMove(npc, "up", 1, function()
|
-- and right again to go AROUND him. pokeyellow's copy of the
|
||||||
hideRocket()
|
-- around-path takes one extra RIGHT on the lower row before coming
|
||||||
done()
|
-- back up (it also has to clear Pikachu); both versions end on
|
||||||
end)
|
-- (15,5). He never steps UP: (9,4) is the poster wall, which is
|
||||||
|
-- where the old single UP step sent him.
|
||||||
|
local px = ow.player and ow.player.cellX
|
||||||
|
local py = ow.player and ow.player.cellY
|
||||||
|
local path
|
||||||
|
if py == 6 or px == 8 then
|
||||||
|
path = { { "right", 5 } }
|
||||||
|
elseif require("src.core.GameVersion").isYellow() then
|
||||||
|
path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
|
||||||
|
else
|
||||||
|
path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
|
||||||
|
end
|
||||||
|
-- GameCornerRocketExitScript only HideObjects him once
|
||||||
|
-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
|
||||||
|
-- scriptMove locks player input (#scriptMoves>0) and ignores
|
||||||
|
-- collision, so the despawn + unfreeze (done) ride the final step.
|
||||||
|
local function step(i)
|
||||||
|
if i > #path then
|
||||||
|
hideRocket()
|
||||||
|
done()
|
||||||
|
return
|
||||||
|
end
|
||||||
|
ow:scriptMove(npc, path[i][1], path[i][2],
|
||||||
|
function() step(i + 1) end)
|
||||||
|
end
|
||||||
|
step(1)
|
||||||
end))
|
end))
|
||||||
end)
|
end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
|
||||||
end,
|
end,
|
||||||
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
|
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
|
||||||
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
|
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
|
||||||
@@ -549,21 +600,57 @@ M.GAME_CORNER = {
|
|||||||
-- handler is bound to both text ids just below (#552).
|
-- handler is bound to both text ids just below (#552).
|
||||||
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
|
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
local Font = require("src.render.Font")
|
||||||
|
local Strings = require("src.core.Strings")
|
||||||
local t = game.data.text
|
local t = game.data.text
|
||||||
local function line(suffix, fallback)
|
local function line(suffix, fallback)
|
||||||
return t["_GameCornerClerk1" .. suffix]
|
return t["_GameCornerClerk1" .. suffix]
|
||||||
or t["_GameCornerClerk" .. suffix]
|
or t["_GameCornerClerk" .. suffix]
|
||||||
or fallback
|
or fallback
|
||||||
end
|
end
|
||||||
|
-- GameCornerDrawCoinBox (scripts/GameCorner.asm; pokeyellow's copy is
|
||||||
|
-- identical): TextBoxBorder at hlcoord 11,0 with b=5 c=7, a 9x7-tile
|
||||||
|
-- window in the top right holding MONEY at (12,2) over the amount on
|
||||||
|
-- row 3 and COIN at (12,4) over the count on row 5. Both
|
||||||
|
-- PrintBCDNumber calls pass LEADING_ZEROES, whose bit 7 SUPPRESSES
|
||||||
|
-- leading zeroes (home/print_bcd.asm), and neither passes LEFT_ALIGN,
|
||||||
|
-- so both numbers read plain and right-aligned against the inner edge
|
||||||
|
-- at column 18. The asm draws the box before the offer and redraws it
|
||||||
|
-- after the purchase, so it stands for the whole exchange: a draw-only
|
||||||
|
-- state under the dialogue gets that lifetime, since StateStack draws
|
||||||
|
-- every state above the last opaque one and updates only the top
|
||||||
|
-- (src/core/StateStack.lua), and reading save each frame is the
|
||||||
|
-- redraw (#624).
|
||||||
|
local coinBox = { draw = function()
|
||||||
|
Font.drawBox(11, 0, 9, 7)
|
||||||
|
love.graphics.setColor(0, 0, 0, 1)
|
||||||
|
Font.draw(Strings("MONEY"), 96, 16)
|
||||||
|
local money = ("¥%d"):format(game.save.money or 0)
|
||||||
|
Font.draw(money, 152 - Font.width(money), 24)
|
||||||
|
Font.draw(Strings("COIN"), 96, 32)
|
||||||
|
local coins = ("%d"):format(game.save.coins or 0)
|
||||||
|
Font.draw(coins, 152 - Font.width(coins), 40)
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
end }
|
||||||
|
game.stack:push(coinBox)
|
||||||
|
-- Every branch below finishes here. A TextBox pops itself before its
|
||||||
|
-- onDone runs, so the coin box is top of the stack again by then and
|
||||||
|
-- this pop takes it down, never someone else's state.
|
||||||
|
local function finish()
|
||||||
|
game.stack:pop()
|
||||||
|
done()
|
||||||
|
end
|
||||||
|
-- YesNoChoice is called with the offer still printed, so the prompt
|
||||||
|
-- has to ride the open text box (opts.choice) instead of being pushed
|
||||||
|
-- after it closes, which is what made the question vanish (#624).
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
line("DoYouNeedSomeGameCoinsText",
|
line("DoYouNeedSomeGameCoinsText",
|
||||||
"Do you need some\ngame coins?\f¥1000 for 50."), function()
|
"Do you need some\ngame coins?\f¥1000 for 50."),
|
||||||
game.stack:push(ChoiceBox.new(game, function(yes)
|
nil, { choice = function(yes)
|
||||||
if not yes then
|
if not yes then
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
line("PleaseComePlaySometimeText",
|
line("PleaseComePlaySometimeText",
|
||||||
"No? Please come\nplay sometime!"), done))
|
"No? Please come\nplay sometime!"), finish))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
|
-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
|
||||||
@@ -571,29 +658,30 @@ M.GAME_CORNER = {
|
|||||||
if not game.save.inventory.COIN_CASE then
|
if not game.save.inventory.COIN_CASE then
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
line("DontHaveCoinCaseText",
|
line("DontHaveCoinCaseText",
|
||||||
"You don't have a\nCOIN CASE!"), done))
|
"You don't have a\nCOIN CASE!"), finish))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if (game.save.coins or 0) >= 9990 then
|
if (game.save.coins or 0) >= 9990 then
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
line("CoinCaseIsFullText",
|
line("CoinCaseIsFullText",
|
||||||
"Oops! Your COIN\nCASE is full."), done))
|
"Oops! Your COIN\nCASE is full."), finish))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if game.save.money < 1000 then
|
if game.save.money < 1000 then
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
line("CantAffordTheCoinsText",
|
line("CantAffordTheCoinsText",
|
||||||
"You can't afford\nthe coins!"), done))
|
"You can't afford\nthe coins!"), finish))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
game.save.money = game.save.money - 1000
|
game.save.money = game.save.money - 1000
|
||||||
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
|
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
|
||||||
|
-- the thanks text is the plain _GameCornerClerk1ThanksHereAre50-
|
||||||
|
-- CoinsText; the new count belongs in the coin box the asm
|
||||||
|
-- redraws here, not appended to the line (#624)
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
line("ThanksHereAre50CoinsText",
|
line("ThanksHereAre50CoinsText",
|
||||||
"Thanks! Here are\nyour 50 coins!")
|
"Thanks! Here are\nyour 50 coins!"), finish))
|
||||||
.. ("\fCOINS: %d"):format(game.save.coins), done))
|
end }))
|
||||||
end))
|
|
||||||
end))
|
|
||||||
end,
|
end,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
@@ -606,99 +694,188 @@ M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK =
|
|||||||
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK1
|
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK1
|
||||||
|
|
||||||
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
|
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
|
||||||
-- The six mon prizes differ between Red and Blue; the three TM prizes are
|
-- Each counter owns ONE window of three prizes, not the whole catalogue:
|
||||||
-- identical, so they are shared and appended to each version's mon list.
|
-- GetPrizeMenuId (engine/events/prize_menu.asm) subtracts
|
||||||
|
-- TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 from hTextID and indexes
|
||||||
|
-- PrizeDifferentMenuPtrs with the result, so vendor 1 sells
|
||||||
|
-- PrizeMenuMon1Entries, vendor 2 PrizeMenuMon2Entries and vendor 3
|
||||||
|
-- PrizeMenuTMsEntries (#623). The mon windows and their levels differ per
|
||||||
|
-- version; the TM window is identical in all three, so it is shared.
|
||||||
local PRIZE_TMS = {
|
local PRIZE_TMS = {
|
||||||
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
|
||||||
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
|
||||||
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
|
||||||
}
|
}
|
||||||
local RED_PRIZES = {
|
local RED_PRIZE_WINDOWS = {
|
||||||
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
|
{
|
||||||
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
|
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
|
||||||
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
|
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
|
||||||
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
|
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
|
||||||
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
|
},
|
||||||
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
{
|
||||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
|
||||||
|
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
|
||||||
|
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||||
|
},
|
||||||
|
PRIZE_TMS,
|
||||||
}
|
}
|
||||||
local BLUE_PRIZES = {
|
local BLUE_PRIZE_WINDOWS = {
|
||||||
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
|
{
|
||||||
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
|
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
|
||||||
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
|
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
|
||||||
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
|
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
|
||||||
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
|
},
|
||||||
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
|
{
|
||||||
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
|
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
|
||||||
|
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
|
||||||
|
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
|
||||||
|
},
|
||||||
|
PRIZE_TMS,
|
||||||
|
}
|
||||||
|
-- Yellow keeps the three windows but restocks both mon counters
|
||||||
|
-- (pokeyellow/data/events/prizes.asm, prize_mon_levels.asm)
|
||||||
|
local YELLOW_PRIZE_WINDOWS = {
|
||||||
|
{
|
||||||
|
{ kind = "mon", species = "ABRA", level = 15, cost = 230 },
|
||||||
|
{ kind = "mon", species = "VULPIX", level = 18, cost = 1000 },
|
||||||
|
{ kind = "mon", species = "WIGGLYTUFF", level = 22, cost = 2680 },
|
||||||
|
},
|
||||||
|
{
|
||||||
|
{ kind = "mon", species = "SCYTHER", level = 30, cost = 6500 },
|
||||||
|
{ kind = "mon", species = "PINSIR", level = 30, cost = 6500 },
|
||||||
|
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
|
||||||
|
},
|
||||||
|
PRIZE_TMS,
|
||||||
}
|
}
|
||||||
|
|
||||||
local function activePrizes()
|
local function prizeWindow(n)
|
||||||
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
|
local GameVersion = require("src.core.GameVersion")
|
||||||
|
local windows = RED_PRIZE_WINDOWS
|
||||||
|
if GameVersion.isBlue() then
|
||||||
|
windows = BLUE_PRIZE_WINDOWS
|
||||||
|
elseif GameVersion.isYellow() then
|
||||||
|
windows = YELLOW_PRIZE_WINDOWS
|
||||||
|
end
|
||||||
|
return windows[n]
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Prize counters (engine/menus/prize_menu.asm CeladonPrizeMenu; the prize
|
-- Prize counters (engine/events/prize_menu.asm CeladonPrizeMenu; the prize
|
||||||
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
|
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
|
||||||
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
|
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
|
||||||
-- with no case prints RequireCoinCaseText and returns without ever opening a
|
-- with no case prints RequireCoinCaseText and returns without ever opening a
|
||||||
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
|
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
|
||||||
-- show the prizes. #194: the port used to open the window unconditionally and
|
-- show the prizes. #194: the port used to open the window unconditionally and
|
||||||
-- skip both text boxes.
|
-- skip both text boxes. wMaxMenuItem is 3, i.e. this window's three prizes
|
||||||
local function prizeCounter(game, ow, npc, done)
|
-- plus the NO THANKS row, and HandlePrizeChoice confirms the pick with
|
||||||
local ListMenu = require("src.ui.ListMenu")
|
-- SoYouWantPrizeText + YesNoChoice before any coins move; every branch then
|
||||||
local Commands = require("src.script.Commands")
|
-- rets out of CeladonPrizeMenu, so one transaction ends the conversation and
|
||||||
local TextBox = require("src.render.TextBox")
|
-- buying again means talking to the counter again (#623).
|
||||||
local t = game.data.text
|
local function prizeCounter(window)
|
||||||
-- IsItemInBag COIN_CASE: without the case, deny and open no window
|
return function(game, ow, npc, done)
|
||||||
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
|
local ListMenu = require("src.ui.ListMenu")
|
||||||
if not game.save.inventory.COIN_CASE then
|
local Commands = require("src.script.Commands")
|
||||||
|
local TextBox = require("src.render.TextBox")
|
||||||
|
local t = game.data.text
|
||||||
|
-- IsItemInBag COIN_CASE: without the case, deny and open no window
|
||||||
|
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
|
||||||
|
if not game.save.inventory.COIN_CASE then
|
||||||
|
game.stack:push(TextBox.new(game,
|
||||||
|
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
|
||||||
|
return
|
||||||
|
end
|
||||||
|
-- ExchangeCoinsForPrizesText plays before the prize window opens.
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
|
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
|
||||||
return
|
function()
|
||||||
end
|
local items = {}
|
||||||
-- ExchangeCoinsForPrizesText plays before the prize window opens.
|
for _, p in ipairs(prizeWindow(window)) do
|
||||||
game.stack:push(TextBox.new(game,
|
local label
|
||||||
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
|
if p.kind == "mon" then
|
||||||
function()
|
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
||||||
local items = {}
|
else
|
||||||
for _, p in ipairs(activePrizes()) do
|
label = game.data.items[p.item].name
|
||||||
local label
|
end
|
||||||
if p.kind == "mon" then
|
table.insert(items,
|
||||||
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
|
{ label = label, right = tostring(p.cost), value = p })
|
||||||
else
|
|
||||||
label = game.data.items[p.item].name
|
|
||||||
end
|
end
|
||||||
table.insert(items,
|
-- NoThanksText (data/events/prizes.asm) sits under the three prizes
|
||||||
{ label = label, right = tostring(p.cost), value = p })
|
table.insert(items, { label = "NO THANKS" })
|
||||||
end
|
local list
|
||||||
local list
|
-- close the window first: every ending in HandlePrizeChoice leaves
|
||||||
list = ListMenu.new(game, "PRIZES (COINS)", items, {
|
-- the menu for good, and the closing line belongs over the map
|
||||||
footer = ("COINS %d"):format(game.save.coins or 0),
|
local function finish(msg)
|
||||||
onChoose = function(item)
|
list:close()
|
||||||
local p = item.value
|
game.stack:push(TextBox.new(game, msg, done))
|
||||||
|
end
|
||||||
|
local function buy(p)
|
||||||
if (game.save.coins or 0) < p.cost then
|
if (game.save.coins or 0) < p.cost then
|
||||||
list.footer = "Not enough coins!"
|
finish(t._SorryNeedMoreCoinsText or "Sorry, you need\nmore coins.")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
-- HasEnoughCoins passed, so hand the prize over first and only
|
||||||
|
-- subtract once it landed: the asm rets before .subtractCoins when
|
||||||
|
-- the bag is full, or when both the party and every box are full
|
||||||
|
local roomless = t._OopsYouDontHaveEnoughRoomText
|
||||||
|
or "Oops! You don't\nhave enough room."
|
||||||
|
if p.kind == "mon" then
|
||||||
|
-- no runner here, so give_pokemon reports through ctx.lastCheck
|
||||||
|
-- and skips the AskName prompt (Commands.give_pokemon)
|
||||||
|
local ctx = { save = game.save, game = game }
|
||||||
|
Commands.give_pokemon(ctx, p.species, p.level)
|
||||||
|
if not ctx.lastCheck then
|
||||||
|
finish(roomless)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
elseif not require("src.inventory.Bag").add(
|
||||||
|
game.save, p.item, 1, game.data) then
|
||||||
|
finish(roomless)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
game.save.coins = game.save.coins - p.cost
|
game.save.coins = game.save.coins - p.cost
|
||||||
if p.kind == "mon" then
|
-- no thank-you line: HereYouGoText is unreferenced in the asm,
|
||||||
Commands.give_pokemon({ save = game.save, game = game },
|
-- which just redraws the coin box (PrintPrizePrice) and returns
|
||||||
p.species, p.level)
|
list:close()
|
||||||
else
|
done()
|
||||||
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
|
end
|
||||||
end
|
list = ListMenu.new(game, "PRIZES (COINS)", items, {
|
||||||
list.footer = ("Got it! COINS %d"):format(game.save.coins)
|
footer = ("COINS %d"):format(game.save.coins or 0),
|
||||||
end,
|
onChoose = function(item)
|
||||||
onCancel = done,
|
local p = item.value
|
||||||
})
|
if not p then -- NO THANKS is the B exit (cp 3 -> .noChoice)
|
||||||
game.stack:push(list)
|
list:close()
|
||||||
end))
|
done()
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local name = (p.kind == "mon")
|
||||||
|
and game.data.pokemon[p.species].name
|
||||||
|
or game.data.items[p.item].name
|
||||||
|
-- SoYouWantPrizeText names the prize out of wNameBuffer, which
|
||||||
|
-- is not one of TextBox's RAM tokens, so fill it in here
|
||||||
|
local ask = (t._SoYouWantPrizeText
|
||||||
|
or "So, you want\n{RAM:wNameBuffer}?")
|
||||||
|
:gsub("{RAM:wNameBuffer}", name)
|
||||||
|
game.stack:push(TextBox.new(game, ask, nil, {
|
||||||
|
choice = function(yes)
|
||||||
|
if not yes then
|
||||||
|
finish(t._OhFineThenText or "Oh, fine then.")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
buy(p)
|
||||||
|
end,
|
||||||
|
}))
|
||||||
|
end,
|
||||||
|
onCancel = done,
|
||||||
|
})
|
||||||
|
game.stack:push(list)
|
||||||
|
end))
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
M.GAME_CORNER_PRIZE_ROOM = {
|
M.GAME_CORNER_PRIZE_ROOM = {
|
||||||
talk = { -- the three prize counters are bg events
|
talk = { -- the three prize counters are bg events, one window each
|
||||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
|
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter(1),
|
||||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
|
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter(2),
|
||||||
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
|
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter(3),
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -760,15 +937,10 @@ M.VERMILION_DOCK = {
|
|||||||
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
||||||
end
|
end
|
||||||
puff(3, 15)
|
puff(3, 15)
|
||||||
-- VermilionDock_EraseSSAnne deliberately leaves the blocks under the
|
-- scripts/VermilionDock.asm:182-203
|
||||||
-- player alone ("south of the player and won't be redrawn"), so skip
|
|
||||||
-- his own block: he must not spend the walk-out standing on water
|
|
||||||
local pbx = math.floor(ow.player.cellX / 2)
|
|
||||||
local pby = math.floor(ow.player.cellY / 2)
|
|
||||||
local rows = {}
|
local rows = {}
|
||||||
local function setBlock(bx, by, block)
|
local function setBlock(bx, by, block)
|
||||||
if bx < 1 or bx > 8 then return end
|
if bx < 1 or bx > 8 then return end
|
||||||
if bx == pbx and by == pby then return end
|
|
||||||
rows[#rows + 1] = { "replace_block", bx, by, block }
|
rows[#rows + 1] = { "replace_block", bx, by, block }
|
||||||
end
|
end
|
||||||
rows[#rows + 1] = { "wait", 120 }
|
rows[#rows + 1] = { "wait", 120 }
|
||||||
|
|||||||
@@ -8,21 +8,35 @@ local M = {}
|
|||||||
|
|
||||||
local function text(game) return game.data.text end
|
local function text(game) return game.data.text end
|
||||||
|
|
||||||
local function push(game, s, done)
|
local function push(game, s, done, opts)
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
game.stack:push(TextBox.new(game, s, done))
|
game.stack:push(TextBox.new(game, s, done, opts))
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- The question stays on screen under the YES/NO menu. The dojo prize
|
||||||
|
-- balls are the clearest case: FightingDojoHitmonleePokeBallText
|
||||||
|
-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
|
||||||
|
-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
|
||||||
|
-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
|
||||||
|
-- (engine/menus/text_box.asm) puts the menu above the dialogue box
|
||||||
|
-- rather than replacing it. Ride TextBox's opts.choice, the same as
|
||||||
|
-- Commands.ask, instead of popping the box with an A press and leaving a
|
||||||
|
-- bare ChoiceBox over the overworld (#854).
|
||||||
local function ask(game, s, cb)
|
local function ask(game, s, cb)
|
||||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||||
end
|
end
|
||||||
|
|
||||||
-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
|
-- fill text placeholders; key on the hram/wram symbol first, since one
|
||||||
|
-- string can carry two different NUM slots (#1006)
|
||||||
local function fill(s, subs)
|
local function fill(s, subs)
|
||||||
s = s:gsub("{PLAYER}", subs.player or "")
|
s = s:gsub("{PLAYER}", subs.player or "")
|
||||||
s = s:gsub("{NUM:[^}]*}", function() return tostring(subs.num or "") end)
|
s = s:gsub("{NUM:([%w_]*)[^}]*}", function(name)
|
||||||
s = s:gsub("{RAM:[^}]*}", function() return subs.ram or "" end)
|
return tostring(subs[name] or subs.num or "")
|
||||||
|
end)
|
||||||
|
s = s:gsub("{RAM:([%w_]*)[^}]*}", function(name)
|
||||||
|
return subs[name] or subs.ram or ""
|
||||||
|
end)
|
||||||
return s
|
return s
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -73,9 +87,12 @@ local function oaksAide(threshold, itemId, repeatText)
|
|||||||
{ ram = itemName, player = game.save.player.name }), done)
|
{ ram = itemName, player = game.save.player.name }), done)
|
||||||
end)
|
end)
|
||||||
else
|
else
|
||||||
|
-- .notEnoughOwnedMons prints owned then requirement, two counts
|
||||||
push(game, fill(t._OaksAideUhOhText or
|
push(game, fill(t._OaksAideUhOhText or
|
||||||
"You have only\ncaught {NUM:}!",
|
"You have only\ncaught {NUM:}!",
|
||||||
{ num = owned, ram = itemName }), done)
|
{ num = owned, ram = itemName,
|
||||||
|
hOaksAideNumMonsOwned = owned,
|
||||||
|
hOaksAideRequirement = threshold }), done)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
@@ -101,33 +118,36 @@ M.ROUTE_15_GATE_2F = {
|
|||||||
|
|
||||||
M.MT_MOON_POKECENTER = {
|
M.MT_MOON_POKECENTER = {
|
||||||
talk = {
|
talk = {
|
||||||
TEXT_MTMOONPOKECENTER_MAGIKARP_SALESMAN = function(game, ow, npc, done)
|
-- command rows, not a Lua handler: give_pokemon needs a runner to AskName (#1407)
|
||||||
local t = text(game)
|
TEXT_MTMOONPOKECENTER_MAGIKARP_SALESMAN = {
|
||||||
if game.save.flags.EVENT_BOUGHT_MAGIKARP then
|
{ "check_flag", "EVENT_BOUGHT_MAGIKARP" },
|
||||||
push(game, t._MtMoonPokecenterMagikarpSalesmanNoRefundsText
|
{ "jump_if_true", "no_refunds" },
|
||||||
or "Well, I don't\ngive refunds!", done)
|
-- MONEY_BOX goes up between the offer and YesNoChoice -- MtMoonPokecenter.asm:31
|
||||||
return
|
{ "text_opts", { money = true } },
|
||||||
end
|
{ "ask", "_MtMoonPokecenterMagikarpSalesmanIGotADealText" },
|
||||||
ask(game, t._MtMoonPokecenterMagikarpSalesmanOfferText
|
{ "jump_if_false", "declined" },
|
||||||
or "MAGIKARP! A\nsteal at ¥500!\nWant one?", function(yes)
|
{ "check_money", 500 },
|
||||||
if not yes then
|
{ "jump_if_false", "no_money" },
|
||||||
push(game, t._MtMoonPokecenterMagikarpSalesmanNoText
|
{ "give_pokemon", "MAGIKARP", 5 },
|
||||||
or "No? I'm only\nselling today!", done)
|
-- MtMoonPokecenter.asm:49 `jr nc, .done`: a refused gift is never charged
|
||||||
return
|
{ "jump_if_false", "box_full" },
|
||||||
end
|
{ "take_money", 500 },
|
||||||
if game.save.money < 500 then
|
{ "set_flag", "EVENT_BOUGHT_MAGIKARP" },
|
||||||
push(game, t._MtMoonPokecenterMagikarpSalesmanNoMoneyText
|
{ "text_sound", "Get_Item1" },
|
||||||
or "You'll need more\nmoney than that!", done)
|
{ "show_text", "_GotMonText", { RAM = "MAGIKARP" } },
|
||||||
return
|
{ "jump", "end" },
|
||||||
end
|
{ "label", "box_full" },
|
||||||
game.save.money = game.save.money - 500
|
{ "show_text", "_BoxIsFullText" },
|
||||||
game.save.flags.EVENT_BOUGHT_MAGIKARP = true
|
{ "jump", "end" },
|
||||||
local Commands = require("src.script.Commands")
|
{ "label", "declined" },
|
||||||
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
|
{ "show_text", "_MtMoonPokecenterMagikarpSalesmanNoText" },
|
||||||
"MAGIKARP", 5)
|
{ "jump", "end" },
|
||||||
push(game, ("%s got a\nMAGIKARP!"):format(game.save.player.name), done)
|
{ "label", "no_money" },
|
||||||
end)
|
{ "show_text", "_MtMoonPokecenterMagikarpSalesmanNoMoneyText" },
|
||||||
end,
|
{ "jump", "end" },
|
||||||
|
{ "label", "no_refunds" },
|
||||||
|
{ "show_text", "_MtMoonPokecenterMagikarpSalesmanNoRefundsText" },
|
||||||
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -155,19 +175,26 @@ local function dojoBall(species, ownBall, otherBall, askKey)
|
|||||||
push(game, "You'll have to\nbeat the master\nfirst!", done)
|
push(game, "You'll have to\nbeat the master\nfirst!", done)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
|
-- Examining a ball shows that species' POKéDEX entry first
|
||||||
if not yes then done() return end
|
-- (DisplayPokedex in FightingDojo.asm, which also marks it seen),
|
||||||
flags["EVENT_GOT_" .. species] = true
|
-- then the yes/no take-it prompt (#853).
|
||||||
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
|
local Commands = require("src.script.Commands")
|
||||||
local Commands = require("src.script.Commands")
|
local ctx = { save = game.save, game = game, overworld = ow }
|
||||||
local ctx = { save = game.save, game = game, overworld = ow }
|
Commands.mark_seen(ctx, species)
|
||||||
Commands.give_pokemon(ctx, species, 30)
|
local DexEntryMenu = require("src.ui.DexEntryMenu")
|
||||||
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
game.stack:push(DexEntryMenu.new(game, species, function()
|
||||||
-- just the picked object's index) and routes to the greedy line above
|
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
|
||||||
-- when talked to (#197).
|
if not yes then done() return end
|
||||||
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
flags["EVENT_GOT_" .. species] = true
|
||||||
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
|
||||||
end)
|
Commands.give_pokemon(ctx, species, 30)
|
||||||
|
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
|
||||||
|
-- just the picked object's index) and routes to the greedy line above
|
||||||
|
-- when talked to (#197).
|
||||||
|
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
|
||||||
|
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
|
||||||
|
end)
|
||||||
|
end))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -229,27 +256,32 @@ M.FIGHTING_DOJO = {
|
|||||||
|
|
||||||
M.SILPH_CO_7F = {
|
M.SILPH_CO_7F = {
|
||||||
talk = {
|
talk = {
|
||||||
TEXT_SILPHCO7F_SILPH_WORKER_M1 = function(game, ow, npc, done)
|
-- command rows, not a Lua handler: give_pokemon needs a runner to AskName (#1049)
|
||||||
local t = text(game)
|
TEXT_SILPHCO7F_SILPH_WORKER_M1 = {
|
||||||
if game.save.flags.EVENT_GOT_LAPRAS then
|
{ "face_player" },
|
||||||
push(game, t._SilphCo7FSilphWorkerM1LaprasDescriptionText
|
{ "check_flag", "EVENT_GOT_LAPRAS" },
|
||||||
or "How is LAPRAS\ndoing?", done)
|
{ "jump_if_true", "has_lapras" },
|
||||||
return
|
{ "show_text", "_SilphCo7FSilphWorkerM1HaveThisPokemonText" },
|
||||||
end
|
{ "give_pokemon", "LAPRAS", 15 },
|
||||||
push(game, t._SilphCo7FSilphWorkerM1ThankYouText
|
{ "jump_if_false", "box_full" },
|
||||||
or "Thank you for\nsaving us!\fI want you to\nhave this LAPRAS!",
|
-- flag ahead of the jingle, like the Celadon EEVEE (#426)
|
||||||
function()
|
{ "set_flag", "EVENT_GOT_LAPRAS" },
|
||||||
game.save.flags.EVENT_GOT_LAPRAS = true
|
{ "text_sound", "Get_Item1" },
|
||||||
local Commands = require("src.script.Commands")
|
{ "show_text", "_GotMonText", { RAM = "LAPRAS" } },
|
||||||
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
|
{ "show_text", "_SilphCo7FSilphWorkerM1LaprasDescriptionText" },
|
||||||
"LAPRAS", 15)
|
{ "jump", "end" },
|
||||||
push(game, ("%s got\nLAPRAS!"):format(game.save.player.name),
|
{ "label", "box_full" },
|
||||||
function()
|
{ "show_text", "_BoxIsFullText" },
|
||||||
push(game, t._SilphCo7FSilphWorkerM1LaprasDescriptionText
|
{ "jump", "end" },
|
||||||
or "It's a good\nswimmer!", done)
|
-- SilphCo7F.asm .saved_silph gates the thanks on Giovanni
|
||||||
end)
|
{ "label", "has_lapras" },
|
||||||
end)
|
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
||||||
end,
|
{ "jump_if_true", "saved" },
|
||||||
|
{ "show_text", "_SilphCo7FSilphWorkerM1IsOurPresidentOkText" },
|
||||||
|
{ "jump", "end" },
|
||||||
|
{ "label", "saved" },
|
||||||
|
{ "show_text", "_SilphCo7FSilphWorkerM1SavedText" },
|
||||||
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -278,12 +310,11 @@ M.COPYCATS_HOUSE_2F = {
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
game.stringBuffer = game.data.items.TM_MIMIC.name
|
game.stringBuffer = game.data.items.TM_MIMIC.name
|
||||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
|
||||||
Bag.remove(game.save, "POKE_DOLL", 1)
|
Bag.remove(game.save, "POKE_DOLL", 1)
|
||||||
game.save.flags.EVENT_GOT_TM31 = true
|
game.save.flags.EVENT_GOT_TM31 = true
|
||||||
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
|
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
|
||||||
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
|
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
|
||||||
end)
|
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||||
end)
|
end)
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
@@ -449,7 +480,6 @@ M.CELADON_MART_ROOF = {
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
game.save.flags[g.flag] = true
|
game.save.flags[g.flag] = true
|
||||||
require("src.core.Sound").play(game.data, "Get_Item1")
|
|
||||||
local subs = { player = game.save.player.name,
|
local subs = { player = game.save.player.name,
|
||||||
ram = game.data.items[g.tm].name }
|
ram = game.data.items[g.tm].name }
|
||||||
local explain = fill(t[g.explain] or "", subs)
|
local explain = fill(t[g.explain] or "", subs)
|
||||||
@@ -461,7 +491,7 @@ M.CELADON_MART_ROOF = {
|
|||||||
else
|
else
|
||||||
done()
|
done()
|
||||||
end
|
end
|
||||||
end)
|
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
onCancel = done,
|
onCancel = done,
|
||||||
@@ -483,25 +513,28 @@ M.ROUTE_24 = {
|
|||||||
local flags = game.save.flags
|
local flags = game.save.flags
|
||||||
local function battleOrDone()
|
local function battleOrDone()
|
||||||
if ow:trainerDefeated(npc) then
|
if ow:trainerDefeated(npc) then
|
||||||
push(game, "I hate this!\nMy dreams of\nTEAM ROCKET...", done)
|
push(game, text(game)._Route24CooltrainerM1YouCouldBecomeATopLeaderText,
|
||||||
|
done)
|
||||||
else
|
else
|
||||||
ow:engageTrainer(npc, done)
|
ow:engageTrainer(npc, done)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if not flags.EVENT_GOT_NUGGET then
|
if not flags.EVENT_GOT_NUGGET then
|
||||||
push(game, "Congratulations!\nYou beat our 5\ncontest trainers!\f"
|
local t = text(game)
|
||||||
.. "You just earned a\nfabulous prize!", function()
|
push(game, t._Route24CooltrainerM1YouBeatOurContestText .. "\f"
|
||||||
|
.. t._Route24CooltrainerM1YouJustEarnedAPrizeText, function()
|
||||||
|
if not require("src.inventory.Bag").add(game.save, "NUGGET", 1,
|
||||||
|
game.data) then
|
||||||
|
push(game, t._Route24CooltrainerM1NoRoomText, done)
|
||||||
|
return
|
||||||
|
end
|
||||||
flags.EVENT_GOT_NUGGET = true
|
flags.EVENT_GOT_NUGGET = true
|
||||||
require("src.inventory.Bag").add(game.save, "NUGGET", 1)
|
game.stringBuffer = game.data.items.NUGGET.name
|
||||||
push(game, ("%s received\na NUGGET!"):format(game.save.player.name),
|
push(game, t._Route24CooltrainerM1ReceivedNuggetText, function()
|
||||||
function()
|
push(game, t._Route24CooltrainerM1JoinTeamRocketText,
|
||||||
ask(game, "By the way, would\nyou like to join\nTEAM ROCKET?",
|
battleOrDone)
|
||||||
function()
|
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||||
push(game, "Arrgh! You are\nnot convinced?\fThen I'll show\n"
|
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
|
||||||
.. "you my power!", battleOrDone)
|
|
||||||
end)
|
|
||||||
end)
|
|
||||||
end)
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
battleOrDone()
|
battleOrDone()
|
||||||
|
|||||||
@@ -4,9 +4,9 @@ local M = {}
|
|||||||
|
|
||||||
local function text(game) return game.data.text end
|
local function text(game) return game.data.text end
|
||||||
|
|
||||||
local function push(game, s, done)
|
local function push(game, s, done, opts)
|
||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
game.stack:push(TextBox.new(game, s, done))
|
game.stack:push(TextBox.new(game, s, done, opts))
|
||||||
end
|
end
|
||||||
|
|
||||||
-- fill the extracted text placeholders ({RAM:...}, {PLAYER})
|
-- fill the extracted text placeholders ({RAM:...}, {PLAYER})
|
||||||
@@ -25,8 +25,8 @@ local function gift(opts)
|
|||||||
local t = text(game)
|
local t = text(game)
|
||||||
local itemName = game.data.items[opts.item].name
|
local itemName = game.data.items[opts.item].name
|
||||||
local subs = { ram = itemName, player = game.save.player.name }
|
local subs = { ram = itemName, player = game.save.player.name }
|
||||||
local function say(label, fallback, cb)
|
local function say(label, fallback, cb, sopts)
|
||||||
push(game, fill(t[label] or fallback, subs), cb)
|
push(game, fill(t[label] or fallback, subs), cb, sopts)
|
||||||
end
|
end
|
||||||
if game.save.flags[opts.flag] then
|
if game.save.flags[opts.flag] then
|
||||||
say(opts.already or opts.explain, "It's a useful\nitem, isn't it?", done)
|
say(opts.already or opts.explain, "It's a useful\nitem, isn't it?", done)
|
||||||
@@ -39,17 +39,18 @@ local function gift(opts)
|
|||||||
end
|
end
|
||||||
game.save.flags[opts.flag] = true
|
game.save.flags[opts.flag] = true
|
||||||
local idef = game.data.items[opts.item]
|
local idef = game.data.items[opts.item]
|
||||||
require("src.core.Sound").play(game.data,
|
-- the received texts carry sound_get_item_1 / sound_get_key_item, so
|
||||||
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1")
|
-- the jingle only fires once that box has typed out
|
||||||
say(opts.received, "{PLAYER} received\n{RAM:}!", function()
|
say(opts.received, "{PLAYER} received\n{RAM:}!", function()
|
||||||
if opts.explain then
|
if opts.explain then
|
||||||
say(opts.explain, "", done)
|
say(opts.explain, "", done)
|
||||||
else
|
else
|
||||||
done()
|
done()
|
||||||
end
|
end
|
||||||
end)
|
end, require("src.render.TextBox").soundOpts(game,
|
||||||
|
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1"))
|
||||||
end
|
end
|
||||||
if opts.pre then say(opts.pre, "", give) else give() end
|
if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -118,11 +119,21 @@ M.CINNABAR_LAB_METRONOME_ROOM = {
|
|||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher; no pre text)
|
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher). The fisher's
|
||||||
|
-- YouCanHaveThisText prints before GiveItem, so this gift needs a pre
|
||||||
|
-- text (#775). Like the SilphCo2F worker (#393) that label carries no
|
||||||
|
-- leading underscore, and on Red it sits outside the extractor's symbol
|
||||||
|
-- set, so the literal from text/ViridianCity.asm rides along as the
|
||||||
|
-- fallback; Yellow resolves the ROM string instead.
|
||||||
M.VIRIDIAN_CITY = {
|
M.VIRIDIAN_CITY = {
|
||||||
talk = {
|
talk = {
|
||||||
TEXT_VIRIDIANCITY_FISHER = gift({
|
TEXT_VIRIDIANCITY_FISHER = gift({
|
||||||
flag = "EVENT_GOT_TM42", item = "TM_DREAM_EATER",
|
flag = "EVENT_GOT_TM42", item = "TM_DREAM_EATER",
|
||||||
|
pre = "ViridianCityFisherYouCanHaveThisText",
|
||||||
|
preFallback = "Yawn!\nI must have dozed\voff in the sun."
|
||||||
|
.. "\fI had this dream\nabout a DROWZEE\veating my dream."
|
||||||
|
.. "\vWhat's this?\vWhere did this TM\vcome from?"
|
||||||
|
.. "\fThis is spooky!\nHere, you can\vhave this TM.",
|
||||||
received = "_ViridianCityFisherReceivedTM42Text",
|
received = "_ViridianCityFisherReceivedTM42Text",
|
||||||
explain = "_ViridianCityFisherTM42ExplanationText",
|
explain = "_ViridianCityFisherTM42ExplanationText",
|
||||||
noRoom = "_ViridianCityFisherTM42NoRoomText",
|
noRoom = "_ViridianCityFisherTM42NoRoomText",
|
||||||
@@ -435,7 +446,7 @@ local function pewterGymEscort(game, ow)
|
|||||||
end
|
end
|
||||||
|
|
||||||
local function afterWalk()
|
local function afterWalk()
|
||||||
if guy then guy.facing = "left" end
|
if guy then guy.stepFrames, guy.facing = nil, "left" end
|
||||||
Music.playMap(game.data, "PEWTER_CITY")
|
Music.playMap(game.data, "PEWTER_CITY")
|
||||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||||
or "Go take on BROCK\nat the GYM first!", walkHome)
|
or "Go take on BROCK\nat the GYM first!", walkHome)
|
||||||
@@ -458,6 +469,11 @@ local function pewterGymEscort(game, ow)
|
|||||||
end
|
end
|
||||||
|
|
||||||
local function beginWalk()
|
local function beginWalk()
|
||||||
|
-- the escort runs the youngster on the player's own frames per cell
|
||||||
|
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
|
||||||
|
if guy then
|
||||||
|
guy.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
|
||||||
|
end
|
||||||
Music.play(game.data, "Music_MuseumGuy")
|
Music.play(game.data, "Music_MuseumGuy")
|
||||||
if guy and head > 0 then
|
if guy and head > 0 then
|
||||||
local h = 0
|
local h = 0
|
||||||
@@ -498,12 +514,12 @@ M.PEWTER_CITY = {
|
|||||||
-- Rival ambush: show the hidden rival, walk him up to the player, run
|
-- Rival ambush: show the hidden rival, walk him up to the player, run
|
||||||
-- the battle rows, march him back and hide him. On a loss the walk is
|
-- the battle rows, march him back and hide him. On a loss the walk is
|
||||||
-- skipped (the blackout rebuilds the map mid-script).
|
-- skipped (the blackout rebuilds the map mid-script).
|
||||||
local function runAmbush(game, ow, rows, playerFacing)
|
local function runAmbush(game, ow, rows, playerFacing, musicOpts)
|
||||||
if ow.runner:isRunning() then return false end
|
if ow.runner:isRunning() then return false end
|
||||||
ow.player.facing = playerFacing
|
ow.player.facing = playerFacing
|
||||||
-- the rival encounter sting (MUSIC_MEET_RIVAL); the battle music
|
-- the rival encounter sting (MUSIC_MEET_RIVAL); the battle music
|
||||||
-- takes over and the map theme returns after the victory jingle
|
-- takes over and the map theme returns after the victory jingle
|
||||||
require("src.core.Music").play(game.data, "Music_MeetRival")
|
require("src.core.Music").play(game.data, "Music_MeetRival", nil, musicOpts)
|
||||||
ow.runner:run(rows)
|
ow.runner:run(rows)
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
@@ -557,12 +573,15 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
|
|||||||
{ "face_object", objIndex, rivalFacing }, -- 3
|
{ "face_object", objIndex, rivalFacing }, -- 3
|
||||||
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
|
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
|
||||||
{ "rival_battle", oppClass, baseParty }, -- 5
|
{ "rival_battle", oppClass, baseParty }, -- 5
|
||||||
{ "jump_if_false", 11 }, -- 6
|
{ "jump_if_false", 13 }, -- 6
|
||||||
{ "set_flag", beatFlag }, -- 7
|
{ "set_flag", beatFlag }, -- 7
|
||||||
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
|
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
|
||||||
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
|
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
|
||||||
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
|
{ "play_music", "Music_MeetRival", { start = "rival",
|
||||||
{ "hide_object", "ROUTE_22", objName }, -- 11
|
tempo = n == 2 and 100 or nil } }, -- 10
|
||||||
|
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 11
|
||||||
|
{ "play_default_music" }, -- scripts/Route22.asm:230
|
||||||
|
{ "hide_object", "ROUTE_22", objName }, -- 13
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -584,7 +603,8 @@ M.ROUTE_22 = {
|
|||||||
if f.EVENT_BEAT_GIOVANNI and not f.EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE then
|
if f.EVENT_BEAT_GIOVANNI and not f.EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE then
|
||||||
return runAmbush(game, ow,
|
return runAmbush(game, ow,
|
||||||
route22Scene(2, 2, "ROUTE22_RIVAL2", "OPP_RIVAL2", 10,
|
route22Scene(2, 2, "ROUTE22_RIVAL2", "OPP_RIVAL2", 10,
|
||||||
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing)
|
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing,
|
||||||
|
{ tempo = 100 })
|
||||||
end
|
end
|
||||||
return false
|
return false
|
||||||
end,
|
end,
|
||||||
@@ -608,12 +628,14 @@ local function ceruleanRivalScene(px, py)
|
|||||||
{ "face_object", 1, "down" }, -- 3
|
{ "face_object", 1, "down" }, -- 3
|
||||||
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
|
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
|
||||||
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
|
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
|
||||||
{ "jump_if_false", 11 }, -- 6
|
{ "jump_if_false", 13 }, -- 6
|
||||||
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
|
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
|
||||||
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
|
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
|
||||||
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
|
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
|
||||||
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
|
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
|
||||||
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
|
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 11
|
||||||
|
{ "play_default_music" }, -- scripts/CeruleanCity.asm:230
|
||||||
|
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 13
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -720,7 +742,7 @@ local JIGGLYPUFF_SILENCE, JIGGLYPUFF_STEP, JIGGLYPUFF_TAIL = 32, 24, 48
|
|||||||
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
|
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
|
||||||
-- page has typed out (PrintText returning), and auto.tick then runs once
|
-- page has typed out (PrintText returning), and auto.tick then runs once
|
||||||
-- per frame while the gate it returns still reads as playing.
|
-- per frame while the gate it returns still reads as playing.
|
||||||
local function jigglypuffDance(game, npc)
|
local function jigglypuffDance(game, npc, ow)
|
||||||
local Music = require("src.core.Music")
|
local Music = require("src.core.Music")
|
||||||
-- .findMatchingFacingDirectionLoop: the rotation picks up at the entry
|
-- .findMatchingFacingDirectionLoop: the rotation picks up at the entry
|
||||||
-- matching the sprite's current facing (showMapText has just turned it
|
-- matching the sprite's current facing (showMapText has just turned it
|
||||||
@@ -766,7 +788,13 @@ local function jigglypuffDance(game, npc)
|
|||||||
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
|
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if frames >= JIGGLYPUFF_TAIL then phase = "done" end
|
if frames >= JIGGLYPUFF_TAIL then
|
||||||
|
phase = "done"
|
||||||
|
if require("src.core.GameVersion").isYellow()
|
||||||
|
and require("src.world.PikachuFollower").starterInParty(game.save) then
|
||||||
|
ow.pikachuPewterSleepScene = true
|
||||||
|
end
|
||||||
|
end
|
||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
@@ -779,7 +807,7 @@ M.PEWTER_POKECENTER = {
|
|||||||
local TextBox = require("src.render.TextBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
game.stack:push(TextBox.new(game,
|
game.stack:push(TextBox.new(game,
|
||||||
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
|
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
|
||||||
done, { auto = jigglypuffDance(game, npc) }))
|
done, { auto = jigglypuffDance(game, npc, ow) }))
|
||||||
end,
|
end,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
@@ -854,12 +882,14 @@ M.SILPH_CO_7F = {
|
|||||||
{ "face_object", 9, "up" }, -- 4
|
{ "face_object", 9, "up" }, -- 4
|
||||||
{ "show_text", "_SilphCo7FRivalWaitedHereText" }, -- 5
|
{ "show_text", "_SilphCo7FRivalWaitedHereText" }, -- 5
|
||||||
{ "rival_battle", "OPP_RIVAL2", 7 }, -- 6
|
{ "rival_battle", "OPP_RIVAL2", 7 }, -- 6
|
||||||
{ "jump_if_false", 12 }, -- 7
|
{ "jump_if_false", 14 }, -- 7
|
||||||
{ "set_flag", "EVENT_BEAT_SILPH_CO_RIVAL" }, -- 8
|
{ "set_flag", "EVENT_BEAT_SILPH_CO_RIVAL" }, -- 8
|
||||||
{ "show_text", "_SilphCo7FRivalDefeatedText" }, -- 9
|
{ "show_text", "_SilphCo7FRivalDefeatedText" }, -- 9
|
||||||
{ "show_text", "_SilphCo7FRivalGoodLuckToYouText" }, -- 10
|
{ "show_text", "_SilphCo7FRivalGoodLuckToYouText" }, -- 10
|
||||||
{ "move_npc_to", 9, 5, y + 1 }, -- 11
|
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 11
|
||||||
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 12
|
{ "move_npc_to", 9, 5, y + 1 }, -- 12
|
||||||
|
{ "play_default_music" }, -- scripts/SilphCo7F.asm:261
|
||||||
|
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 14
|
||||||
}, "down")
|
}, "down")
|
||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
@@ -889,12 +919,14 @@ M.SS_ANNE_2F = {
|
|||||||
{ "face_object", 2, onLeft and "down" or "right" }, -- 3
|
{ "face_object", 2, onLeft and "down" or "right" }, -- 3
|
||||||
{ "show_text", "_SSAnne2FRivalText" }, -- 4
|
{ "show_text", "_SSAnne2FRivalText" }, -- 4
|
||||||
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
|
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
|
||||||
{ "jump_if_false", 11 }, -- 6
|
{ "jump_if_false", 13 }, -- 6
|
||||||
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
|
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
|
||||||
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
|
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
|
||||||
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
|
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
|
||||||
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 10
|
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
|
||||||
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 11
|
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 11
|
||||||
|
{ "play_default_music" }, -- scripts/SSAnne2F.asm:175
|
||||||
|
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 13
|
||||||
}, onLeft and "up" or "left")
|
}, onLeft and "up" or "left")
|
||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,9 +12,13 @@ local function push(game, s, done)
|
|||||||
game.stack:push(TextBox.new(game, s, done))
|
game.stack:push(TextBox.new(game, s, done))
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- PrintText on a text_end string returns with the box still drawn and
|
||||||
|
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
|
||||||
|
-- engine/menus/text_box.asm); no A press clears the question first. Ride
|
||||||
|
-- TextBox's opts.choice, the same as Commands.ask (#854).
|
||||||
local function ask(game, s, cb)
|
local function ask(game, s, cb)
|
||||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
local TextBox = require("src.render.TextBox")
|
||||||
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
|
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
|
||||||
end
|
end
|
||||||
|
|
||||||
-- -------------------------------------------------------------------
|
-- -------------------------------------------------------------------
|
||||||
|
|||||||
@@ -18,6 +18,24 @@
|
|||||||
-- script). Leaders are not def_trainers entries, so engageTrainer has
|
-- script). Leaders are not def_trainers entries, so engageTrainer has
|
||||||
-- no header.won -- checkVictoryRewards shows this chain instead of a
|
-- no header.won -- checkVictoryRewards shows this chain instead of a
|
||||||
-- synthetic "received badge/TM" stub.
|
-- synthetic "received badge/TM" stub.
|
||||||
|
--
|
||||||
|
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
|
||||||
|
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
|
||||||
|
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
|
||||||
|
-- this!"), shown at the victory and again when a beaten leader retries
|
||||||
|
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
|
||||||
|
-- the bag; `noRoom` is the "make room" line shown instead when the bag
|
||||||
|
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
|
||||||
|
-- successful give, which is what makes the leader's talk script retry
|
||||||
|
-- later (gyms.lua).
|
||||||
|
--
|
||||||
|
-- `badgeSound` / `tmSound` are the text sound command each gym's reward
|
||||||
|
-- text carries right after its FIRST label -- home/text.asm TextCommand_SOUND
|
||||||
|
-- plays it once that page has typed out and then blocks on
|
||||||
|
-- WaitForSoundToFinish, so the jingle sits between the pages rather than
|
||||||
|
-- under them. macros/scripts/text.asm defines sound_level_up as
|
||||||
|
-- sound_get_item_1, so Pewter's and Viridian's badge lines are Get_Item1
|
||||||
|
-- too. Vermilion, Celadon and Fuchsia carry no sound on the badge text.
|
||||||
|
|
||||||
local function range(prefix, first, last)
|
local function range(prefix, first, last)
|
||||||
local t = {}
|
local t = {}
|
||||||
@@ -33,83 +51,136 @@ return {
|
|||||||
-- escort NPC and the first Route 22 rival stay gone after the badge.
|
-- escort NPC and the first Route 22 rival stay gone after the badge.
|
||||||
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
|
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
|
||||||
item = "TM_BIDE",
|
item = "TM_BIDE",
|
||||||
|
gotFlag = "EVENT_GOT_TM34",
|
||||||
|
noRoom = "_PewterGymTM34NoRoomText",
|
||||||
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
|
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
|
||||||
hide = {
|
hide = {
|
||||||
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
|
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
|
||||||
{ "ROUTE_22", "ROUTE22_RIVAL1" },
|
{ "ROUTE_22", "ROUTE22_RIVAL1" },
|
||||||
},
|
},
|
||||||
|
badgeSound = "Get_Item1", -- sound_level_up
|
||||||
|
tmSound = "Get_Item1",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_PewterGymBrockReceivedBoulderBadgeText",
|
"_PewterGymBrockReceivedBoulderBadgeText",
|
||||||
"_PewterGymBrockBoulderBadgeInfoText",
|
"_PewterGymBrockBoulderBadgeInfoText",
|
||||||
"_PewterGymBrockWaitTakeThisText",
|
},
|
||||||
|
tmPre = { "_PewterGymBrockWaitTakeThisText" },
|
||||||
|
tmDialogue = {
|
||||||
"_PewterGymReceivedTM34Text",
|
"_PewterGymReceivedTM34Text",
|
||||||
"_TM34ExplanationText",
|
"_TM34ExplanationText",
|
||||||
} },
|
} },
|
||||||
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
|
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
|
||||||
item = "TM_BUBBLEBEAM",
|
item = "TM_BUBBLEBEAM",
|
||||||
|
gotFlag = "EVENT_GOT_TM11",
|
||||||
|
noRoom = "_CeruleanGymMistyTM11NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
|
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
|
||||||
|
badgeSound = "Get_Key_Item",
|
||||||
|
tmSound = "Get_Item1",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_CeruleanGymMistyReceivedCascadeBadgeText",
|
"_CeruleanGymMistyReceivedCascadeBadgeText",
|
||||||
"_CeruleanGymMistyCascadeBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_CeruleanGymMistyReceivedTM11Text",
|
"_CeruleanGymMistyReceivedTM11Text",
|
||||||
} },
|
} },
|
||||||
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
|
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
|
||||||
item = "TM_THUNDERBOLT",
|
item = "TM_THUNDERBOLT",
|
||||||
|
gotFlag = "EVENT_GOT_TM24",
|
||||||
|
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
|
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
|
||||||
|
tmSound = "Get_Key_Item",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_VermilionGymLTSurgeReceivedThunderBadgeText",
|
"_VermilionGymLTSurgeReceivedThunderBadgeText",
|
||||||
"_VermilionGymLTSurgeThunderBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_VermilionGymLTSurgeReceivedTM24Text",
|
"_VermilionGymLTSurgeReceivedTM24Text",
|
||||||
"_TM24ExplanationText",
|
"_TM24ExplanationText",
|
||||||
} },
|
} },
|
||||||
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
|
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
|
||||||
item = "TM_MEGA_DRAIN",
|
item = "TM_MEGA_DRAIN",
|
||||||
|
gotFlag = "EVENT_GOT_TM21",
|
||||||
|
noRoom = "_CeladonGymTM21NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
|
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
|
||||||
|
tmSound = "Get_Item1",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_CeladonGymErikaReceivedRainbowBadgeText",
|
"_CeladonGymErikaReceivedRainbowBadgeText",
|
||||||
"_CeladonGymRainbowBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_CeladonGymReceivedTM21Text",
|
"_CeladonGymReceivedTM21Text",
|
||||||
"_TM21ExplanationText",
|
"_TM21ExplanationText",
|
||||||
} },
|
} },
|
||||||
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
|
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
|
||||||
item = "TM_TOXIC",
|
item = "TM_TOXIC",
|
||||||
|
gotFlag = "EVENT_GOT_TM06",
|
||||||
|
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
|
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
|
||||||
|
tmSound = "Get_Key_Item",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_FuchsiaGymKogaReceivedSoulBadgeText",
|
"_FuchsiaGymKogaReceivedSoulBadgeText",
|
||||||
"_FuchsiaGymKogaSoulBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_FuchsiaGymKogaReceivedTM06Text",
|
"_FuchsiaGymKogaReceivedTM06Text",
|
||||||
"_FuchsiaGymKogaTM06ExplanationText",
|
"_FuchsiaGymKogaTM06ExplanationText",
|
||||||
} },
|
} },
|
||||||
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
|
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
|
||||||
item = "TM_PSYWAVE",
|
item = "TM_PSYWAVE",
|
||||||
|
gotFlag = "EVENT_GOT_TM46",
|
||||||
|
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
|
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
|
||||||
|
badgeSound = "Get_Key_Item",
|
||||||
|
tmSound = "Get_Item1",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_SaffronGymSabrinaReceivedMarshBadgeText",
|
"_SaffronGymSabrinaReceivedMarshBadgeText",
|
||||||
"_SaffronGymSabrinaMarshBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_SaffronGymSabrinaReceivedTM46Text",
|
"_SaffronGymSabrinaReceivedTM46Text",
|
||||||
"_TM46ExplanationText",
|
"_TM46ExplanationText",
|
||||||
} },
|
} },
|
||||||
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
|
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
|
||||||
item = "TM_FIRE_BLAST",
|
item = "TM_FIRE_BLAST",
|
||||||
|
gotFlag = "EVENT_GOT_TM38",
|
||||||
|
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
|
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
|
||||||
|
badgeSound = "Get_Key_Item",
|
||||||
|
tmSound = "Get_Item1",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
|
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
|
||||||
"_CinnabarGymBlaineVolcanoBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_CinnabarGymBlaineReceivedTM38Text",
|
"_CinnabarGymBlaineReceivedTM38Text",
|
||||||
"_CinnabarGymBlaineTM38ExplanationText",
|
"_CinnabarGymBlaineTM38ExplanationText",
|
||||||
} },
|
} },
|
||||||
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
|
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
|
||||||
item = "TM_FISSURE",
|
item = "TM_FISSURE",
|
||||||
|
gotFlag = "EVENT_GOT_TM27",
|
||||||
|
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
|
||||||
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
|
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
|
||||||
|
badgeSound = "Get_Item1", -- sound_level_up
|
||||||
|
tmSound = "Get_Item1",
|
||||||
dialogue = {
|
dialogue = {
|
||||||
"_ViridianGymGiovanniReceivedEarthBadgeText",
|
"_ViridianGymGiovanniReceivedEarthBadgeText",
|
||||||
"_ViridianGymGiovanniEarthBadgeInfoText",
|
},
|
||||||
|
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
|
||||||
|
tmDialogue = {
|
||||||
"_ViridianGymGiovanniReceivedTM27Text",
|
"_ViridianGymGiovanniReceivedTM27Text",
|
||||||
"_ViridianGymGiovanniTM27ExplanationText",
|
"_ViridianGymGiovanniTM27ExplanationText",
|
||||||
} },
|
} },
|
||||||
|
|
||||||
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
|
-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
|
||||||
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
|
-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the
|
||||||
|
-- battle SilphCo10FGiovanniILostAgainText through SaveEndBattleTextPointers,
|
||||||
|
-- but he has no def_trainers header on 11F, so engageTrainer finds no
|
||||||
|
-- header.won to give it -- this chain is the port's stand-in for that loss
|
||||||
|
-- line (#722). The "Blast it all!" speech, the fade and the rockets
|
||||||
|
-- leaving are SilphCo11FGiovanniAfterBattleScript, ported in M.SILPH_CO_11F
|
||||||
|
-- (data/scripts/story.lua).
|
||||||
|
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI",
|
||||||
|
dialogue = { "_SilphCo10FGiovanniILostAgainText" } },
|
||||||
|
|
||||||
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
|
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
|
||||||
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
|
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
|
||||||
|
|||||||
@@ -36,7 +36,8 @@ M.CERULEAN_MELANIES_HOUSE = {
|
|||||||
rows[#rows + 1] = { "label", "declined" }
|
rows[#rows + 1] = { "label", "declined" }
|
||||||
rows[#rows + 1] = { "show_text", "MelanieText5" }
|
rows[#rows + 1] = { "show_text", "MelanieText5" }
|
||||||
end
|
end
|
||||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
ow.runner:run(rows, { npc = npc, onDone = done,
|
||||||
|
checkpointOnDone = "release_npc" })
|
||||||
end,
|
end,
|
||||||
-- pet flavor: the text with the species' cry over it
|
-- pet flavor: the text with the species' cry over it
|
||||||
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
|
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
|
||||||
@@ -105,7 +106,8 @@ M.VERMILION_CITY = {
|
|||||||
rows[#rows + 1] = { "label", "declined" }
|
rows[#rows + 1] = { "label", "declined" }
|
||||||
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
|
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
|
||||||
end
|
end
|
||||||
ow.runner:run(rows, { npc = npc, onDone = done })
|
ow.runner:run(rows, { npc = npc, onDone = done,
|
||||||
|
checkpointOnDone = "release_npc" })
|
||||||
end,
|
end,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -62,10 +62,15 @@ M.MT_MOON_B2F = {
|
|||||||
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
|
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
|
||||||
{ "face_object", 6, "left" },
|
{ "face_object", 6, "left" },
|
||||||
{ "show_text", "_MtMoonJessieJamesText2" },
|
{ "show_text", "_MtMoonJessieJamesText2" },
|
||||||
|
-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
|
||||||
|
-- SaveEndBattleTextPointers before it sets wCurOpponent, so
|
||||||
|
-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
|
||||||
|
-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
|
||||||
|
-- Its one-word first line only reads right behind that tag (#866).
|
||||||
|
{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
|
||||||
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
|
||||||
{ "check_battle_result", "win" },
|
{ "check_battle_result", "win" },
|
||||||
{ "jump_if_false", "end" },
|
{ "jump_if_false", "end" },
|
||||||
{ "show_text", "_MtMoonJessieJamesText3" },
|
|
||||||
{ "show_text", "_MtMoonJessieJamesText4" },
|
{ "show_text", "_MtMoonJessieJamesText4" },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetJessieJames" },
|
{ "play_music", "Music_MeetJessieJames" },
|
||||||
@@ -85,7 +90,8 @@ M.MT_MOON_B2F = {
|
|||||||
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
|
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
|
||||||
-- (24,10) and whichever of them shares the player's column ($18=24 or
|
-- (24,10) and whichever of them shares the player's column ($18=24 or
|
||||||
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
|
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
|
||||||
-- tiles down to loom over the player while the other steps one. A loss
|
-- tiles down to loom over the player while the other walks four and ends
|
||||||
|
-- up beside him. A loss
|
||||||
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
|
||||||
-- trigger re-arms clean.
|
-- trigger re-arms clean.
|
||||||
-- -------------------------------------------------------------------
|
-- -------------------------------------------------------------------
|
||||||
@@ -106,7 +112,7 @@ M.ROCKET_HIDEOUT_B4F = {
|
|||||||
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
|
||||||
-- ON_LEFT: player under James's column (25); movement data pairs
|
-- ON_LEFT: player under James's column (25); movement data pairs
|
||||||
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
|
||||||
-- column-mate walks 3, the other 1.
|
-- column-mate walks 3, the other 4.
|
||||||
local onLeft = (x == 25)
|
local onLeft = (x == 25)
|
||||||
ow.runner:run({
|
ow.runner:run({
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
@@ -116,16 +122,30 @@ M.ROCKET_HIDEOUT_B4F = {
|
|||||||
{ "emote", "player", "shock", 30 },
|
{ "emote", "player", "shock", 30 },
|
||||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
|
||||||
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
|
||||||
-- James (object 2) then Jessie (object 3), Script4..Script9 order
|
-- James (object 2) then Jessie (object 3), Script4..Script9 order.
|
||||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
|
||||||
|
-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
|
||||||
|
-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
|
||||||
|
-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
|
||||||
|
-- collision test. From (25,10)/(24,10) against a player on y=14 the
|
||||||
|
-- column-mate stops three down, right above him, and the other walks the
|
||||||
|
-- full four to stand alongside -- which is what the facings below assume.
|
||||||
|
-- Reading _45605 as a single step stranded whoever was off-column three
|
||||||
|
-- tiles away, so James never reached the player (#865).
|
||||||
|
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
|
||||||
|
or { "down", "down", "down", "down" } },
|
||||||
{ "face_object", 2, onLeft and "down" or "left" },
|
{ "face_object", 2, onLeft and "down" or "left" },
|
||||||
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
|
{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
|
||||||
|
or { "down", "down", "down" } },
|
||||||
{ "face_object", 3, onLeft and "right" or "down" },
|
{ "face_object", 3, onLeft and "right" or "down" },
|
||||||
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
{ "show_text", "_RocketHideoutJessieJamesText2" },
|
||||||
|
-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
|
||||||
|
-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
|
||||||
|
-- the battle screen ahead of MoneyForWinningText (#866).
|
||||||
|
{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
|
||||||
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
|
||||||
{ "check_battle_result", "win" },
|
{ "check_battle_result", "win" },
|
||||||
{ "jump_if_false", "lost" },
|
{ "jump_if_false", "lost" },
|
||||||
{ "show_text", "_RocketHideoutJessieJamesText3" },
|
|
||||||
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
{ "show_text", "_RocketHideoutJessieJamesText4" },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetJessieJames" },
|
{ "play_music", "Music_MeetJessieJames" },
|
||||||
@@ -175,16 +195,27 @@ M.POKEMON_TOWER_7F = {
|
|||||||
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
{ "show_text", "_PokemonTowerJessieJamesText1" },
|
||||||
{ "face_player_dir", "up" },
|
{ "face_player_dir", "up" },
|
||||||
{ "emote", "player", "shock", 30 },
|
{ "emote", "player", "shock", 30 },
|
||||||
-- Jessie (object 1) then James (object 2), Script1..Script6 order
|
-- Jessie (object 1) then James (object 2), Script1..Script6 order.
|
||||||
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
|
-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
|
||||||
|
-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
|
||||||
|
-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
|
||||||
|
-- y=12 the column-mate halts one tile above him and the other closes the
|
||||||
|
-- full four to his side; the single-step reading is why James only
|
||||||
|
-- "moved a bit" here (#865).
|
||||||
|
{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
|
||||||
|
or { "down", "down", "down" } },
|
||||||
{ "face_object", 1, onLeft and "right" or "down" },
|
{ "face_object", 1, onLeft and "right" or "down" },
|
||||||
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
|
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
|
||||||
|
or { "down", "down", "down", "down" } },
|
||||||
{ "face_object", 2, onLeft and "down" or "left" },
|
{ "face_object", 2, onLeft and "down" or "left" },
|
||||||
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
{ "show_text", "_PokemonTowerJessieJamesText2" },
|
||||||
|
-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
|
||||||
|
-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
|
||||||
|
-- before the prize money (#866).
|
||||||
|
{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
|
||||||
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
|
||||||
{ "check_battle_result", "win" },
|
{ "check_battle_result", "win" },
|
||||||
{ "jump_if_false", "end" },
|
{ "jump_if_false", "end" },
|
||||||
{ "show_text", "_PokemonTowerJessieJamesText3" },
|
|
||||||
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
{ "show_text", "_PokemonTowerJessieJamesText4" },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetJessieJames" },
|
{ "play_music", "Music_MeetJessieJames" },
|
||||||
@@ -254,10 +285,12 @@ M.SILPH_CO_11F = {
|
|||||||
{ "walk_npc", 6, jessieDirs },
|
{ "walk_npc", 6, jessieDirs },
|
||||||
{ "face_object", 6, jessieFace },
|
{ "face_object", 6, jessieFace },
|
||||||
{ "show_text", "_SilphCoJessieJamesText2" },
|
{ "show_text", "_SilphCoJessieJamesText2" },
|
||||||
|
-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
|
||||||
|
-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
|
||||||
|
{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
|
||||||
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
|
||||||
{ "check_battle_result", "win" },
|
{ "check_battle_result", "win" },
|
||||||
{ "jump_if_false", "end" },
|
{ "jump_if_false", "end" },
|
||||||
{ "show_text", "_SilphCoJessieJamesText3" },
|
|
||||||
{ "show_text", "_SilphCoJessieJamesText4" },
|
{ "show_text", "_SilphCoJessieJamesText4" },
|
||||||
{ "stop_music" },
|
{ "stop_music" },
|
||||||
{ "play_music", "Music_MeetJessieJames" },
|
{ "play_music", "Music_MeetJessieJames" },
|
||||||
|
|||||||
@@ -24,7 +24,8 @@
|
|||||||
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
|
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
|
||||||
-- east of the sleeper's cell -- faces the old man right and the player
|
-- east of the sleeper's cell -- faces the old man right and the player
|
||||||
-- left, prints the apology, and without any choice runs the demo battle
|
-- left, prints the apology, and without any choice runs the demo battle
|
||||||
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5). After it, the same text pointer
|
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5), which he FAILS -- the ball shakes
|
||||||
|
-- three times and breaks open. After it, the same text pointer
|
||||||
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
|
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
|
||||||
-- I must be losing my touch."), the old man walks off (down 6 with the
|
-- I must be losing my touch."), the old man walks off (down 6 with the
|
||||||
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
|
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
|
||||||
@@ -63,7 +64,12 @@ end
|
|||||||
local function oldMan2Rows(game, ow, npc)
|
local function oldMan2Rows(game, ow, npc)
|
||||||
local rows = {
|
local rows = {
|
||||||
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
|
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
|
||||||
{ "old_man_demo" },
|
-- ViridianCityOldManInitialCatchTrainingScript sets
|
||||||
|
-- EVENT_INITIAL_CATCH_TRAINING before the battle runs, and
|
||||||
|
-- ItemUseBall's .oldManBattle branch turns that event into anim data
|
||||||
|
-- $63: three shakes, then the ball breaks open. The losing-my-touch
|
||||||
|
-- line below only follows a throw that failed (#636).
|
||||||
|
{ "old_man_demo", "fail" },
|
||||||
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
|
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
|
||||||
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
|
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
|
||||||
}
|
}
|
||||||
@@ -94,7 +100,8 @@ local function oldMan2Talk(game, ow, npc, done)
|
|||||||
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
|
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
|
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done,
|
||||||
|
checkpointOnDone = "release_npc" })
|
||||||
end
|
end
|
||||||
|
|
||||||
M.VIRIDIAN_CITY = {
|
M.VIRIDIAN_CITY = {
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ the same core data and graphics into the source tree for verification.
|
|||||||
| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
|
| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
|
||||||
| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
|
| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
|
||||||
| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
|
| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
|
||||||
| | `src/render/SpriteRenderer.lua` | 6-frame walker sheets, flipped right facing |
|
| | `src/render/SpriteRenderer.lua` | variable-size anchored sprite sheets, 6-frame walkers and flipped right facing |
|
||||||
| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
|
| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
|
||||||
| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
|
| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
|
||||||
| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
|
| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
|
||||||
|
|||||||
@@ -1,515 +0,0 @@
|
|||||||
# Behavior porting notes
|
|
||||||
|
|
||||||
What was ported from pokered's engine code and where it came from.
|
|
||||||
|
|
||||||
## Overworld
|
|
||||||
|
|
||||||
- **Collision rule** (`home/overworld.asm` tile-in-front checks): a 16x16
|
|
||||||
cell is passable when its bottom-left 8x8 tile is in the tileset's
|
|
||||||
`coll_tiles` list. Verified against Pallet Town's fences/houses/water
|
|
||||||
and Oak's Lab furniture.
|
|
||||||
- **Warp activation** (`home/overworld.asm` CheckWarpsNoCollision /
|
|
||||||
ExtraWarpCheck): a warp fires when arriving on a warp whose standing
|
|
||||||
tile is in the tileset's door or warp tile list, or when standing on a
|
|
||||||
warp and walking off the map edge (interior exit mats). Both paths are
|
|
||||||
data-driven from `door_tile_ids.asm` / `warp_tile_ids.asm`.
|
|
||||||
- **LAST_MAP warps** return to the remembered outdoor map/position, like
|
|
||||||
`wLastMap`.
|
|
||||||
- **Connections** (`map_header` connection directives): crossing an edge
|
|
||||||
places the player at `destCoord = curCoord - offset*2` cells on the
|
|
||||||
destination's opposite edge.
|
|
||||||
- **Movement**: tile-by-tile, 1 px/frame at 60 fps (16 frames per step),
|
|
||||||
tap-to-turn without stepping, hold-to-walk, input locked mid-step.
|
|
||||||
- **Wild encounters** (`engine/battle/wild_encounters.asm`): per grass
|
|
||||||
step, encounter iff `rand(0..255) < rate`; slot picked via the
|
|
||||||
cumulative buckets 51/102/141/166/191/216/229/242/253/256.
|
|
||||||
- **Initial object visibility** from `toggleable_objects.asm` (e.g. Oak
|
|
||||||
hidden in his lab), with `show_object`/`hide_object` script commands
|
|
||||||
persisting to the save like the missable-object bits.
|
|
||||||
|
|
||||||
## Pokémon math (`engine/pokemon/calc_stats.asm`, `experience.asm`)
|
|
||||||
|
|
||||||
- `stat = floor(((base + DV)*2 + floor(sqrt(statExp)/4)) * L / 100) + 5`
|
|
||||||
(HP: `+ L + 10`); HP DV from the low bits of the other four DVs.
|
|
||||||
- Growth curves use the exact cubic coefficients (MEDIUM_SLOW =
|
|
||||||
1.2n^3 - 15n^2 + 100n - 140, etc).
|
|
||||||
- Exp gain = `floor(baseExp * level / 7)` (x1.5 for trainer battles);
|
|
||||||
defeated species' base stats accumulate as stat experience.
|
|
||||||
|
|
||||||
## Battle core (`engine/battle/core.asm`)
|
|
||||||
|
|
||||||
- Damage: `floor(floor(2L(x2 crit)/5 + 2) * power * atk / def / 50)`
|
|
||||||
capped at 997, `+2`, STAB x1.5, per-matchup type multipliers applied
|
|
||||||
sequentially (x10 fixed point), then `rand(217..255)/255` when
|
|
||||||
damage > 1.
|
|
||||||
- Critical hits: `rand(0..255) < baseSpeed/2` (x4 for Karate Chop, Razor
|
|
||||||
Leaf, Crabhammer, Slash, capped 255); crits double level and ignore
|
|
||||||
stat stages (gen1_faithful ruleset).
|
|
||||||
- Accuracy: `rand(0..255) < floor(acc*255/100)` after accuracy/evasion
|
|
||||||
stages, including the 1/256 miss at 100% accuracy (toggleable via the
|
|
||||||
`modern_clean` ruleset).
|
|
||||||
- Stat stages use the 25/28/33/40/50/66/100/150/.../400 multiplier table
|
|
||||||
(`data/battle/stat_modifiers.asm`).
|
|
||||||
- Physical/special split by type (special = Water/Grass/Fire/Ice/
|
|
||||||
Electric/Psychic/Dragon).
|
|
||||||
- Status: paralysis speed/4 and 25% full para, burn halves physical
|
|
||||||
attack, poison/burn residual = maxHP/16, sleep 1-7 turns waking on the
|
|
||||||
lost turn, freeze permanent (as in Gen 1).
|
|
||||||
- Turn order: effective speed, coin-flip ties; Quick Attack first,
|
|
||||||
Counter last (Gen 1's only priorities).
|
|
||||||
- Run formula (`TryRunningFromBattle`): always escape if faster,
|
|
||||||
otherwise `floor(pSpd*32 / (eSpd/4)) + 30*attempts` vs `rand(0..255)`.
|
|
||||||
- Catching (`ItemUseBall`): ball-specific rand ranges (255/200/150),
|
|
||||||
status bonus 25/12, second roll `floor(maxHP*255/ballFactor) /
|
|
||||||
floor(HP/4)` capped 255.
|
|
||||||
- Prize money: class base money x last defeated mon's level
|
|
||||||
(`pic_pointers_money.asm`).
|
|
||||||
|
|
||||||
## Battle move effects (engine/battle/core.asm, move_effects/*)
|
|
||||||
|
|
||||||
- Mimic via Metronome (effects.asm:1203-1273): MimicEffect's
|
|
||||||
.letPlayerChooseMove branch snapshots wCurrentMenuItem before the
|
|
||||||
copy-picker menu opens and restores it afterward as the write index
|
|
||||||
into wBattleMonMoves. Since SelectMenuItem always writes
|
|
||||||
wCurrentMenuItem/wPlayerMoveListIndex together at the FIGHT-menu
|
|
||||||
confirm and nothing (including MetronomePickMove) touches either
|
|
||||||
variable during mid-move resolution, the reused value is always the
|
|
||||||
calling move's own slot, BattleState.lua's applyMimic fallback uses
|
|
||||||
self.moveIndex, frozen the same way, so a called Mimic (e.g. from
|
|
||||||
METRONOME in slot 3) overwrites the calling move's own slot, keeping
|
|
||||||
its PP, matching the Gen 1 quirk exactly.
|
|
||||||
- Multi-hit distribution 2/2/2/3/3/3/4/5 over rand(0..7); all hits reuse
|
|
||||||
the first damage roll (faithful).
|
|
||||||
- Recoil = damage/4 (Struggle /2); drain/Dream Eater heal = damage/2;
|
|
||||||
Dream Eater requires sleep.
|
|
||||||
- Fixed damage: SonicBoom 20, Dragon Rage 40, Seismic Toss/Night Shade =
|
|
||||||
level, Psywave rand(1 .. 1.5xlevel-1).
|
|
||||||
- OHKO deals 65535, fails against faster targets; Swift skips accuracy;
|
|
||||||
Jump Kick crash = 1 damage on miss; Explosion halves defense and
|
|
||||||
faints the user even on a miss; Hyper Beam skips recharge if it KOs.
|
|
||||||
- Charge moves (incl. Fly's invulnerable turn), trapping moves locking
|
|
||||||
the victim out of its turns, Thrash's 3-4 turn lock ending in
|
|
||||||
confusion, Bide's 2-3 turn store-and-double, Rage's permanent lock
|
|
||||||
with attack-up on being hit, Counter/Quick Attack priority.
|
|
||||||
- Side-effect chances: 26/256 (10%), 77/256 (30%), stat-down side
|
|
||||||
effects 85/256; Twineedle 20% poison.
|
|
||||||
- Substitute costs 1/4 max HP, absorbs damage, blocks status/stat/side
|
|
||||||
effects; screens double effective defense (bypassed by crits); Focus
|
|
||||||
Energy keeps the Gen 1 quarter-rate bug under gen1_faithful.
|
|
||||||
- Status: sleep 1-7 turns (wake turn is lost), freeze permanent, burn
|
|
||||||
halves physical attack, paralysis speed/4 + 25% full para, Toxic's
|
|
||||||
rising counter, Leech Seed transfer, confusion 2-5 turns with 50%
|
|
||||||
40-power typeless self-hit.
|
|
||||||
- Trainer Pokémon use fixed DVs 9/8/8/8 (TrainerAI.asm convention).
|
|
||||||
|
|
||||||
## Items (engine/items/item_effects.asm)
|
|
||||||
|
|
||||||
- Potion family 20/50/200/full; drinks 50/60/80; status heals per item;
|
|
||||||
Revive half HP; Rare Candy = exact next-level exp with HP delta kept;
|
|
||||||
evolution stones use the extracted evos data; TMs single-use / HMs
|
|
||||||
reusable, gated by the species' real tmhm list; Repel 100/200/250
|
|
||||||
steps blocking wilds below the lead's level; Escape Rope returns to
|
|
||||||
the last heal point.
|
|
||||||
- Snorlax (Route 12/16) only wakes via `ItemUsePokeFlute` (item-use
|
|
||||||
menu, adjacent to it, not yet beaten), talking to it with the POKé
|
|
||||||
FLUTE merely in the bag has no effect (`engine/items/item_effects.asm`,
|
|
||||||
`scripts/Route12.asm`/`Route16.asm`).
|
|
||||||
- Mart inventories come from the script_mart lists per clerk; selling
|
|
||||||
pays half price; TM prices from tm_prices.asm.
|
|
||||||
|
|
||||||
## Overworld field systems
|
|
||||||
|
|
||||||
- Ledges from ledge_tiles.asm (facing + standing tile + ledge tile +
|
|
||||||
input direction -> two-cell hop).
|
|
||||||
- Counter talk-through uses the tileset's counter tiles
|
|
||||||
(tileset_headers.asm), which is how mart clerks and nurses work.
|
|
||||||
- Trainer sight (`home/trainers.asm` CheckFightingMapTrainers +
|
|
||||||
`engine/overworld/trainer_sight.asm`): extracted per-trainer range,
|
|
||||||
inclusive tiles along the facing line; detection runs only on
|
|
||||||
tile-aligned frames, before input handling, so on detection the d-pad
|
|
||||||
is dead (wJoyIgnore) and the player freezes on the spotted tile; the
|
|
||||||
"!" holds 60 frames (EmotionBubble), then the trainer walks
|
|
||||||
distance−1 steps to the adjacent tile (none if already adjacent) and
|
|
||||||
uses the real battle/won/after dialogue from the trainer headers.
|
|
||||||
Sight is a pure screen-coordinate comparison with no line-of-sight
|
|
||||||
obstruction check (TrainerEngage / CheckSpriteCanSeePlayer): an
|
|
||||||
aligned in-range trainer engages through interposed NPCs and
|
|
||||||
unwalkable tiles, and the walk-up (TrainerWalkUpToPlayer, a fixed
|
|
||||||
distance−1 MoveSprite_ script) has no collision either, so the
|
|
||||||
trainer simply walks/overlaps through anything on the line, as OAM
|
|
||||||
sprites overlap on hardware.
|
|
||||||
- Elevator rides (`engine/overworld/elevator.asm` ShakeElevator →
|
|
||||||
`src/world/ElevatorShake.lua`): choosing a floor stops the music,
|
|
||||||
bounces the BG scroll ±1 px around rest for 100 two-frame cycles with
|
|
||||||
SFX_COLLISION retriggered every cycle, restores the scroll, plays
|
|
||||||
SFX_SAFARI_ZONE_PA to completion, and restarts the map theme before
|
|
||||||
the floor warp. Lead-in delays kept per script: 9 frames of Delay3s
|
|
||||||
inside ShakeElevator (Celadon farjps in), 12 with the Silph/Rocket
|
|
||||||
scripts' extra Delay3. The offset applies to the BG layer only,
|
|
||||||
sprites are OAM and stay put. After the ride the port no longer
|
|
||||||
jump-cuts: choosing a floor rewrites the car's own exit-warp entries
|
|
||||||
to that floor (`engine/events/elevator.asm` DisplayElevatorFloorMenu
|
|
||||||
.UpdateWarp, per scripts/SilphCoElevator.asm /
|
|
||||||
CeladonMartElevator.asm / RocketHideoutElevator.asm), then the player
|
|
||||||
is walked out through the doorway onto that warp (ow:scriptMove →
|
|
||||||
ow:takeWarp), like the original.
|
|
||||||
- Field-move gates (engine/overworld/field_move_messages.asm +
|
|
||||||
start_sub_menus.asm): IsSurfingAllowed ported exactly, SURF refuses
|
|
||||||
with _CyclingIsFunText while the Cycling Road's BIT_ALWAYS_ON_BIKE is
|
|
||||||
armed (save.forcedBike: set on the Route 16/18 forced-bike tiles,
|
|
||||||
cleared by the gates, Fly, dungeon/blackout warps; the forced mount
|
|
||||||
itself is silent, as in CheckForceBikeOrSurf) and with
|
|
||||||
_CurrentTooFastText on Seafoam B4F's stairs square (7,11) until both
|
|
||||||
EVENT_SEAFOAM4 boulders are down. Re-selecting SURF while surfing is
|
|
||||||
ItemUseSurfboard's dismount attempt: steps ashore silently if the
|
|
||||||
facing tile is land-passable and unoccupied, else "There's no place
|
|
||||||
to get off!", and the menu closes either way (wActionResult stays 1).
|
|
||||||
STRENGTH's first page auto-advances after the cry + Delay3 (no
|
|
||||||
prompt); "can move boulders." prompts. The GBPalWhiteOutWithDelay3
|
|
||||||
white blink plays on every .goBackToMap closer: Strength, surf
|
|
||||||
mount/dismount/no-place, Flash (after its text), and Dig/Teleport
|
|
||||||
(Cut closes without a blink, per the asm).
|
|
||||||
- Wild slot table + rate per map; water encounter tables used while
|
|
||||||
surfing.
|
|
||||||
- Cut-tree block swaps from cut_tree_blocks.asm; surfable tilesets from
|
|
||||||
water_tilesets.asm (water tile $14, plus $32 on SHIP_PORT).
|
|
||||||
|
|
||||||
## Story events (data/scripts/story.lua and friends)
|
|
||||||
|
|
||||||
- Every hand-ported script cites its scripts/*.asm source and reuses the
|
|
||||||
real extracted text and event-flag names.
|
|
||||||
- Custom flag names (audited equivalent): three port-internal flag
|
|
||||||
families have no pokered EVENT constant but mirror the original's
|
|
||||||
state exactly. EVENT_TRADED_* are per-trade names for
|
|
||||||
wCompletedInGameTradeFlags bits (engine/events/in_game_trades.asm:
|
|
||||||
FLAG_TEST before the offer → after-trade text, FLAG_SET on completion;
|
|
||||||
dialogset text families, party-menu pick, the received mon joins the
|
|
||||||
end of the party, ConnectCable→anim→TradedFor→Thanks all ported).
|
|
||||||
EVENT_GOT_EEVEE is bookkeeping alongside the real guard, the hidden
|
|
||||||
ball object (scripts/CeladonMansionRoofHouse.asm HideObject, ≡
|
|
||||||
save.objectToggles), and self-heals older saves; a full party+box
|
|
||||||
keeps the ball claimable (_BoxIsFullText). EVENT_BEAT_SS_ANNE_RIVAL
|
|
||||||
stands in for scripts/SSAnne2F.asm's saved wSSAnne2FCurScript NOOP
|
|
||||||
progression, including the lose-and-retrigger path (flag only set on
|
|
||||||
victory). Names are kept for save compatibility. Coverage:
|
|
||||||
tests/parity_trade_gift.lua.
|
|
||||||
- The Pallet Town intro follows pokered exactly: the trigger is
|
|
||||||
PalletTownDefaultScript's wYCoord==1 check, Oak appears at (8,5) and
|
|
||||||
takes FindPathToPlayer's zigzag to one tile below the player, and the
|
|
||||||
escort is RLEList_ProfOakWalkToLab against the reverse-order playback
|
|
||||||
of RLEList_PlayerWalkToLab (the 17th simulated press is eaten by the
|
|
||||||
door-warp frame), followed by the OaksLab walk-in and choose-mon
|
|
||||||
exchange with map music deferred like BIT_NO_MAP_MUSIC. Oak's speech
|
|
||||||
ends with the real shrink: RedPicFront collapses through the extracted
|
|
||||||
ShrinkPic1/ShrinkPic2 into the overworld walking sprite on
|
|
||||||
OakSpeech.asm's frame timings (SFX_SHRINK, 4/4/20/50-frame beats, fade
|
|
||||||
to white), with the closing text box held on screen. The escort's
|
|
||||||
scripted steps run 16 frames/tile (chained single-tile scriptMoves
|
|
||||||
start back-to-back, no idle frame); Oak marches in place on the door
|
|
||||||
mat for RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat
|
|
||||||
(movement.asm ChangeFacingDirection → zero-delta TryWalking); the "!"
|
|
||||||
EmotionBubble overlaps the still-shown "Hey! Wait!" box
|
|
||||||
(PalletTownOakText prints without a button wait, then DelayFrames 10 →
|
|
||||||
EmotionBubble before the box clears); and the shrink beat ramps the
|
|
||||||
music to silence over ~70 frames (wAudioFadeOutControl = 10;
|
|
||||||
home/fade_audio.asm FadeOutAudio steps rAUDVOL 7→0) rather than
|
|
||||||
hard-stopping.
|
|
||||||
- The 12 disguised static wild battles (Power Plant Voltorb/Electrode +
|
|
||||||
Zapdos, Articuno, Moltres, Mewtwo) follow TalkToTrainer/
|
|
||||||
EndTrainerBattle exactly: cry + battle text, after-battle text without
|
|
||||||
a rematch once EVENT_BEAT_* is set, and the flag/HideObject on any
|
|
||||||
non-blackout result (fleeing loses the legendary, as in Gen 1).
|
|
||||||
Snorlax hides before its battle and only shows the calmed-down/
|
|
||||||
returned line when not caught. Zapdos/Articuno/Moltres/Mewtwo's
|
|
||||||
battle text is a text_far string ending in a bare "...@" terminator
|
|
||||||
(no <DONE>/<PROMPT>) followed by text_asm PlayCry + WaitForSoundToFinish:
|
|
||||||
the box types with no ▼ prompt and auto-closes only once the cry
|
|
||||||
finishes, never on a button press, ported via `Commands.play_cry`
|
|
||||||
stashing the pending cry for the following `Commands.show_text` to
|
|
||||||
consume as the TextBox's auto-close sound. Voltorb/Electrode's battle
|
|
||||||
text has no PlayCry call in the ROM at all and keeps the ordinary
|
|
||||||
button-wait close.
|
|
||||||
- Gym leader repeat dialogue (data/scripts/gyms.lua): each leader's
|
|
||||||
text_asm branches on EVENT_BEAT_<LEADER>, pre-badge talk prints the
|
|
||||||
pre-battle text and engages the leader battle (badge/TM via
|
|
||||||
data/scripts/victories.lua); post-badge talk prints the leader's
|
|
||||||
post-battle advice text (Misty's is her TM11 explanation). The
|
|
||||||
originals' middle branch (beaten but TM not handed over) is
|
|
||||||
unreachable since the TM is granted with the victory. Giovanni's
|
|
||||||
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
|
|
||||||
fade-to-black/fade-in Transition matching ViridianGym.asm's
|
|
||||||
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
|
|
||||||
permanently via TOGGLE_VIRIDIAN_GYM_GIOVANNI in save.objectToggles.
|
|
||||||
- Cable Club receptionists (TX_SCRIPT_CABLE_CLUB_RECEPTIONIST →
|
|
||||||
CableClubNPC, all 12 Pokémon Centers): welcome, pre-Pokédex "making
|
|
||||||
preparations" brush-off, and the apply/save YES-NO are ported;
|
|
||||||
accepting saves the game and opens the link menu, declining prints
|
|
||||||
"Please come again!".
|
|
||||||
- Cinnabar fossil deposit follows GiveFossilToCinnabarLab: a menu of
|
|
||||||
carried fossils (FossilsList order), SeesFossilText with a Yes/No
|
|
||||||
confirm, ComeAgainText on either cancel.
|
|
||||||
- Hall of Fame induction: each party mon's front sprite scrolls in from
|
|
||||||
the left at 4px/frame, matching HoFShowMonOrPlayer's .ScrollPic
|
|
||||||
front-pic phase (engine/movie/hall_of_fame.asm); the back-pic's
|
|
||||||
enlarged/blurred pre-wipe is a VRAM-scroll-register trick not
|
|
||||||
replicated in this sprite-based renderer. The finale
|
|
||||||
(HoFDisplayPlayerStats) shows trainer name, play time, money, POKéDEX
|
|
||||||
seen/owned, and Prof. Oak's rating text (engine/events/
|
|
||||||
pokedex_rating.asm DexRatingsTable) from real save data.
|
|
||||||
- End credits + post-game reset (engine/movie/credits.asm,
|
|
||||||
scripts/HallOfFame.asm): screen-by-screen CreditsOrder pages (hlcoord
|
|
||||||
9,6 + signed columns), FadeInCredits' 4x5-frame ramp, 90/110/120/140-
|
|
||||||
frame holds, DisplayCreditsMon's 27-frame 8px/frame silhouette wipe,
|
|
||||||
LoadCopyrightTiles' three-row block, THE END at (4,8). While THE END
|
|
||||||
is up the HoF script autosaves (wLastBlackoutMap := PALLET_TOWN; the
|
|
||||||
player is saved in the HALL_OF_FAME room), waits 600 frames, then A/B
|
|
||||||
triggers `jp Init`, the boot sequence replays into the title screen.
|
|
||||||
- Victory Road's boulder switches replicate the original's
|
|
||||||
ReplaceTileBlock data: 1F boulder at (17,13) -> block $1D at (4,6);
|
|
||||||
2F boulders at (1,16)/(9,16) -> $15 at (3,4) and $1D at (11,7); 3F
|
|
||||||
boulder at (3,5) -> $1D at (3,5), and the (23,15) hole drops the
|
|
||||||
boulder to 2F (hide/show toggle). Barriers are re-applied from flags
|
|
||||||
on map entry, exactly like the originals' map-load scripts.
|
|
||||||
- Item balls, static legendary encounters and trainer rewards
|
|
||||||
(badges + gym TMs, the Silph Giovanni flag) are generic systems driven
|
|
||||||
by the extracted object args and a hand-ported reward table
|
|
||||||
(data/scripts/victories.lua).
|
|
||||||
- In-game trades use the real data/events/trades.asm table (species in,
|
|
||||||
species out, original nickname).
|
|
||||||
|
|
||||||
## Safari game (engine/events/hidden_events/safari_game.asm + engine/battle)
|
|
||||||
|
|
||||||
- ¥500 buys 30 SAFARI BALLs and 502 steps (scripts/SafariZoneGate.asm
|
|
||||||
sets `wSafariSteps = 502`); steps count down on the four outdoor zone
|
|
||||||
maps and hitting 0 (or throwing the last ball) ends the game at the
|
|
||||||
gate.
|
|
||||||
- Safari battles offer BALL / BAIT / ROCK / RUN; no player Pokémon
|
|
||||||
acts. The working catch rate starts at the species rate; BAIT halves
|
|
||||||
it and adds 1-5 to the bait factor (zeroing the escape factor); ROCK
|
|
||||||
doubles it (cap 255) and adds 1-5 to the escape factor (zeroing bait)
|
|
||||||
-- ItemUseBait/ItemUseRock in engine/items/item_effects.asm.
|
|
||||||
- Each turn one factor decays ("is eating!" / "is angry!"); when the
|
|
||||||
escape factor decays to 0 the catch rate resets to the species rate
|
|
||||||
(PrintSafariZoneBattleText, engine/battle/safari_zone.asm).
|
|
||||||
- Flee check (engine/battle/core.asm): `b = 2 * (speed % 256)`; the mon
|
|
||||||
always flees when speed > 127; while eating `b /= 4`, while angry
|
|
||||||
`b = min(255, 2b)`; it flees when `rand(0,255) < b`.
|
|
||||||
- The SAFARI BALL rolls the ULTRA_BALL rand range (0-150) in the Gen 1
|
|
||||||
catch formula, against the BAIT/ROCK-modified rate.
|
|
||||||
|
|
||||||
## Slot machines (engine/slots/slot_machine.asm)
|
|
||||||
|
|
||||||
- The three reels are the extracted 18-symbol wheel sequences
|
|
||||||
(data/events/slot_machine_wheels.asm); bet 1 plays the middle row,
|
|
||||||
bet 2 adds top+bottom, bet 3 adds both diagonals.
|
|
||||||
- Payouts: 7-7-7 = 300, BAR = 100, CHERRY = 8, MOUSE/FISH/BIRD = 15
|
|
||||||
(SlotRewardPointers).
|
|
||||||
- Per-wheel stop/slip rules ported exactly: wheel 1 spends up to 4 slip
|
|
||||||
charges, slipping past a centred CHERRY (in seven-and-bar mode it
|
|
||||||
always slips all 4 via pokered's `cp HIGH(SLOTS7)` bug); wheel 2 stops
|
|
||||||
as soon as wheels 1+2 line up any potential match (pairs checked b/b,
|
|
||||||
b/m, m/m, t/m, t/t) or, in seven-and-bar mode, on 7/BAR; wheel 3 rolls
|
|
||||||
past forbidden matches free and burns wSlotMachineRerollCounter
|
|
||||||
charges on winnable no-match spins, animated tile-by-tile. Luck flags
|
|
||||||
(SetFlags): seven-and-bar mode is sticky across spins; r==0 arms 60
|
|
||||||
allow-matches charges; a BAR win clears flags; a 300 win zeroes the
|
|
||||||
counter and clears flags with probability 128/256; 8/15 wins burn one
|
|
||||||
charge. Lines are checked in asm order with the first match taken;
|
|
||||||
A-presses are ignored while a prior wheel's slip counter is nonzero.
|
|
||||||
Machine and COIN CASE texts are byte-identical
|
|
||||||
(_GameCorner*Text; AbleToPlaySlotsCheck's no-coins gate included).
|
|
||||||
- Flow brackets: PromptUserToPlaySlots "A slot machine! Want to play?"
|
|
||||||
(YesNoChoice) and MainSlotMachineLoop's "One more go?" (TwoOptionMenu);
|
|
||||||
the x3/x2/x1 coin menu (CoinMultiplierSlotMachineText) defaults its
|
|
||||||
cursor to x3, bet = 3 - menu item. Static frame: the real
|
|
||||||
SlotMachineMap (gfx/slots/slots.tilemap, 20x12 tile ids < $25) blitted
|
|
||||||
from red_slots_1.png, extracted as field.slotSymbols.tilemap
|
|
||||||
(tools/extract/gfx.py extract_slots). Win flash:
|
|
||||||
SlotMachine_CheckForMatches.flashScreenLoop flips rBGP (shade 3->2) b
|
|
||||||
times at 5 frames each, b = 20/8/4/2 for the 300/100/15/8 rewards
|
|
||||||
(SlotReward{300,100,8,15}Func). Payout drip:
|
|
||||||
SlotMachine_PayCoinsToPlayer credits one coin every 8 frames (4 for a
|
|
||||||
7/BAR), SFX_SLOTS_REWARD per coin, rOBP0 symbol flicker every 5 coins.
|
|
||||||
|
|
||||||
## Spinner arrow tiles (scripts/*.asm arrow movement tables)
|
|
||||||
|
|
||||||
- Viridian Gym and Rocket Hideout B2F/B3F keep per-coordinate RLE
|
|
||||||
movement lists (map_coord_movement); each list executes backwards
|
|
||||||
from its terminator (DecodeArrowMovementRLE), sliding the player and
|
|
||||||
chaining onto further arrows.
|
|
||||||
|
|
||||||
## Cries (data/pokemon/cries.asm, audio/engine_1.asm)
|
|
||||||
|
|
||||||
- Each species = a base cry (one of 38 SFX_CryXX streams) + a frequency
|
|
||||||
modifier added to every note's frequency register
|
|
||||||
(Audio1_ApplyFrequencyModifier) + a tempo modifier
|
|
||||||
(`sfx tempo = $80 + length`, Audio1_SetSfxTempo). All 151 cries are
|
|
||||||
rendered offline with those modifiers applied and play on battle
|
|
||||||
entry and Pokédex pages.
|
|
||||||
|
|
||||||
## Hidden events & facility puzzles
|
|
||||||
|
|
||||||
- Card key doors (engine/events/card_key.asm): door tiles $18/$24
|
|
||||||
(SILPH_CO_11F: $5e) replaced with block $0e ($03 on 11F).
|
|
||||||
- Vermilion trash cans
|
|
||||||
(engine/events/hidden_events/vermilion_gym_trash.asm): the first-lock
|
|
||||||
can re-rolls on every Vermilion City map load (VermilionCity_Script's
|
|
||||||
Random & $e, even cans) and after every failed second-can guess; the
|
|
||||||
second lock uses the GymTrashCans table verbatim, including the
|
|
||||||
underflow bug that can place it in can 0 regardless of adjacency; a
|
|
||||||
wrong pick resets EVENT_1ST_LOCK_OPENED and re-rolls immediately; only
|
|
||||||
SuccessText3 prints on completion; the gym door block at (2,2) is
|
|
||||||
$24 closed / $5 open (scripts/VermilionGym.asm). SuccessText1/
|
|
||||||
SuccessText3/FailText play SFX_SWITCH/GO_INSIDE/DENIED from each
|
|
||||||
text's text_asm tail after the text prints (DisplayTextID's
|
|
||||||
WaitForTextScrollButtonPress then holds the box), so the port fires
|
|
||||||
them from an onDone on the TextBox, landing the beep as the box
|
|
||||||
closes rather than as it opens.
|
|
||||||
- Menu close-keys follow pokered's per-menu wMenuWatchedKeys mask, not
|
|
||||||
a single global rule: the shared Menu base (src/ui/Menu.lua) closes
|
|
||||||
on B only, and START-close is opt-in via opts.startCloses. Only the
|
|
||||||
start menu sets it, matching engine/menus/draw_start_menu.asm's
|
|
||||||
PAD_DOWN|PAD_UP|PAD_START|PAD_B|PAD_A; OptionsMenu also closes on
|
|
||||||
START via its own loop, matching engine/menus/main_menu.asm
|
|
||||||
DisplayOptionMenu's explicit B_PAD_B/B_PAD_START checks. Every other
|
|
||||||
menu (bag/PC item lists PAD_A|PAD_B|PAD_SELECT, party menu /
|
|
||||||
BUY-SELL-QUIT / USE-TOSS submenu / PC menus / Pokedex side menu
|
|
||||||
PAD_A|PAD_B) leaves PAD_START unwatched, so START does not close
|
|
||||||
them. START never replays SFX_PRESS_AB (HandleMenuInput_ beeps only
|
|
||||||
for the PAD_A|PAD_B branch).
|
|
||||||
- Old man tutorial hollow cursor: the item list is itself scripted in
|
|
||||||
pokered (DisplayListMenuID's old-man branch, home/list_menu.asm:65-91)
|
|
||||||
, no input is read; the filled '▶' hovers POKé BALL for 80 frames,
|
|
||||||
auto-presses A, then PlaceUnfilledArrowMenuCursor leaves the hollow
|
|
||||||
'▷' on that row until ItemUseBall tears the list down for the throw.
|
|
||||||
Ported via ListMenu's opts.script hook (src/ui/ListMenu.lua) and
|
|
||||||
BattleState:openOldManBag driving the same beats. The MissingNo./
|
|
||||||
wGrassRate side effects of the OLD MAN name swap are not modeled,
|
|
||||||
see docs/gameboy-hardware-limitations.md.
|
|
||||||
- Gym statues (gym_statues.asm): plaque with the city/leader from each
|
|
||||||
gym's script; the player joins WINNING TRAINERS with the badge.
|
|
||||||
- Route 22 gate / Route 23 guards: real trigger rows, badge order
|
|
||||||
(EARTH down to CASCADE) and EVENT_PASSED_*_CHECK skip flags.
|
|
||||||
- Game Corner poster (scripts/GameCorner.asm): block (8,2) $2a -> $43
|
|
||||||
on EVENT_FOUND_ROCKET_HIDEOUT.
|
|
||||||
- Seafoam Islands (scripts/SeafoamIslandsB3F/B4F.asm): reversed-RLE
|
|
||||||
current paths, Seafoam4HolesCoords boulder holes setting the
|
|
||||||
EVENT_SEAFOAM*_BOULDER*_DOWN_HOLE pairs, the forced pool exit rows.
|
|
||||||
- Rock Tunnel darkness: wMapPalOffset = 6 on entry, cleared by Flash
|
|
||||||
(BOULDERBADGE) or leaving (home/overworld.asm).
|
|
||||||
|
|
||||||
## Battle extras
|
|
||||||
|
|
||||||
- GROWL/ROAR (GetMoveSound/IsCryMove, engine/battle/animations.asm
|
|
||||||
~2196): the move's own MoveSoundTable tempo byte (Growl $c0, Roar
|
|
||||||
$40, both pitch $00) layers onto the cry via `Sound.playMoveCry`'s
|
|
||||||
`Source:setPitch(256/(128+tempoMod))`. Transform (engine/gfx/
|
|
||||||
palettes.asm DeterminePaletteID, bit TRANSFORMED): the swapped-in pic
|
|
||||||
is tinted PAL_GRAYMON via `PaletteFX.monPal(data, species,
|
|
||||||
transformed)`, not the copied species' own palette, in
|
|
||||||
`BattleState:speciesSprite`. Growl (DoGrowlSpecialEffects,
|
|
||||||
animations.asm ~928): AnimPlayer's GROWL frame-block branch keeps a
|
|
||||||
`growlNoteTrail` snapshot so each block's emitted sprites include the
|
|
||||||
previous block's note copy alongside the current one (GROWL skips
|
|
||||||
AnimationCleanOAM between blocks per the `cp GROWL` check ~line 145);
|
|
||||||
ROAR is unaffected since the asm never applies this quirk to it.
|
|
||||||
- Master/Ultra ball tosses flicker the OBJ palette: DoBallTossSpecial
|
|
||||||
Effects (engine/battle/animations.asm:685) XORs rOBP0 with %00111100
|
|
||||||
after every frame block while wCurItem <= ULTRA_BALL, so the 11 toss
|
|
||||||
blocks alternate the $F0/$CC shade maps starting normal; PlayAnimation
|
|
||||||
pushes/pops rOBP0 around each subanimation row, so the ambient
|
|
||||||
palette returns when the toss ends. GREAT/POKE/SAFARI balls never
|
|
||||||
flicker, and the toss arc always follows wCurItem via
|
|
||||||
TossBallAnimation, including the ghost-dodge throw.
|
|
||||||
- Anim-layer OBJ colorization is per 8x8 attribute cell: the SGB's
|
|
||||||
ATTR_BLK regions color the composited DMG picture per cell, not per
|
|
||||||
OAM entry, so an anim sprite overlapping a zone boundary takes each
|
|
||||||
cell's palette on the pixels inside it, AnimPlayer samples the zone
|
|
||||||
under every cell an 8x8 tile touches and repaints differing cells
|
|
||||||
through a cell-clipped scissor (aligned tiles stay one draw).
|
|
||||||
- Ball wobbles (ItemUseBall): Z = X*Y/255 + status2 with
|
|
||||||
Y = rate*100/ballFactor2; <10/<30/<70 -> 0/1/2 shakes, else 3, with
|
|
||||||
the matching ItemUseBallText01-04 lines.
|
|
||||||
- Trainer class AI (data/trainers/ai_pointers.asm +
|
|
||||||
engine/battle/trainer_ai.asm): per-class item/switch routines with
|
|
||||||
wAICount uses per Pokémon, ported to data/scripts/ai_classes.lua.
|
|
||||||
- Exp (engine/battle/experience.asm): baseExp*level/7 divided by the
|
|
||||||
participant count, x1.5 for trainers, x1.5 for traded mons; stat exp
|
|
||||||
in full to each participant.
|
|
||||||
- Move sounds: data/moves/sfx.asm (sound + pitch/tempo per move). The
|
|
||||||
pitch/tempo modifiers are applied at synthesis time
|
|
||||||
(Audio2_ApplyFrequencyModifier adds pitch to every frequency write;
|
|
||||||
Audio2_SetSfxTempo scales tone-channel note lengths, noise skips it),
|
|
||||||
128 variant WAVs keyed "<sfx>@<pitch><tempo>" that Sound.playMove
|
|
||||||
selects, exact rather than a playback-rate approximation. Per-row
|
|
||||||
sounds fire as PlayAnimation does; GROWL/ROAR (IsCryMove) play the
|
|
||||||
attacker's cry. Hit sounds by effectiveness (Damage/Super/NotVery).
|
|
||||||
- Screen-effect animations (engine/battle/animations.asm +
|
|
||||||
engine/gfx/screen_effects.asm): every SE_* is implemented per-routine,
|
|
||||||
FlashScreen/FlashScreenLong (the FlashScreenLongSGB 12-entry table),
|
|
||||||
Dark/Light/DarkenMon/Reset palette ops (shade-map permutations of the
|
|
||||||
SGB zone palettes), all SlideMon variants, ShakeBackAndForth,
|
|
||||||
BoundUpAndDown, SquishMonPic, Minimize (real MinimizedMonSprite),
|
|
||||||
spiral/shoot-balls/water-droplets/leaves emitters compiled from the
|
|
||||||
asm trajectories, per-animation-id frame-block flashes (Explosion,
|
|
||||||
Rock Slide's rumbles, Blizzard's cadence...), AnimationWavyScreen with
|
|
||||||
true per-scanline offsets, PredefShakeScreenHorizontally/Vertically
|
|
||||||
and ShakeEnemyHUD. SE rows carry the faithful blocking durations.
|
|
||||||
- SGB battle colorization (SetPal_Battle, BlkPacket_Battle,
|
|
||||||
SetAnimationPalette): the battle screen is colorized by zone, player
|
|
||||||
HUD, enemy HUD, player mon + message box, enemy mon; trainer front
|
|
||||||
pics and the player/old-man back pics take PAL_MEWMON (both species
|
|
||||||
IDs are zero at the intro, so MonsterPalettes[0]); the ghost keeps the
|
|
||||||
disguised species' palette; attack animation sprites and thrown balls
|
|
||||||
are colored through the OBJ palettes (wAnimPalette $F0 on SGB, ambient
|
|
||||||
$E4, OBP1 $6C). Headless/no-shader environments fall back to the flat
|
|
||||||
pipeline.
|
|
||||||
- Mimic resolves mid-move (MimicEffect): accuracy first, then the
|
|
||||||
player's copy menu (enemy/link copy a random slot); the copy
|
|
||||||
overwrites only the slot's move ID, PP is shared with Mimic's slot,
|
|
||||||
and reverts on switch/battle end.
|
|
||||||
- Old man tutorial (DisplayBattleMenu's BATTLE_TYPE_OLD_MAN branch): the
|
|
||||||
real scripted cursor, ▶ beside FIGHT for 80 frames, beside ITEM for
|
|
||||||
50, ITEM force-selected into the POKé BALL x50 list; the throw always
|
|
||||||
catches at full HP (item_effects.asm jumps straight to .captured, 3
|
|
||||||
shakes, no party/dex add, no ball consumed); backing out of the bag
|
|
||||||
replays the script. The old man never attacks, the original tutorial
|
|
||||||
is menu navigation + a guaranteed catch, nothing more.
|
|
||||||
|
|
||||||
## Link battles (lockstep)
|
|
||||||
|
|
||||||
- Both sides simulate with a shared Park-Miller RNG stream (host deals
|
|
||||||
the seed), identical pack/unpack-clamped party copies, no badge
|
|
||||||
boosts, and a mirrored speed-tie roll (the guest inverts it); a
|
|
||||||
canonical host-side-first state hash is exchanged per turn and any
|
|
||||||
mismatch ends the match as a draw.
|
|
||||||
|
|
||||||
## Music (audio/engine_1.asm)
|
|
||||||
|
|
||||||
- Note duration: `frames = length * speed * tempo / 0x100` with
|
|
||||||
fractional carry, at 60 fps (Audio1_note_length / CalculateDelay).
|
|
||||||
- Frequency: `reg = pitches[note] asr (octave - 1)` (CalculateFrequency;
|
|
||||||
the octave byte stores `8 - octave`), `f = 131072/(2048 - reg)` for
|
|
||||||
squares, halved for channel 3.
|
|
||||||
- note_type volume/fade renders as an NRx2-style envelope (step every
|
|
||||||
`fade/64` s); duty_cycle maps to 12.5/25/50/75% pulse widths;
|
|
||||||
sound_call/sound_loop honor the engine's one-level call stack and
|
|
||||||
loop counters.
|
|
||||||
|
|
||||||
## Text & font
|
|
||||||
|
|
||||||
- The Pokédex height row uses the real ′/″ tiles: gfx/pokedex/pokedex.png
|
|
||||||
tiles 0/1 are patched over font-extra slots $60/$61 exactly as
|
|
||||||
engine/gfx/load_pokedex_tiles.asm loads them over vChars2 (they replace
|
|
||||||
glyphs charmap.asm marks unused); ASCII `"` aliases to the closing-
|
|
||||||
quote glyph $73 so stray hand-written quotes render.
|
|
||||||
|
|
||||||
## Validation against the original
|
|
||||||
|
|
||||||
- `tests/run_tests.lua` pins hand-checked values: L5 Bulbasaur 19 HP /
|
|
||||||
9 Atk at 0 DVs, L100 Mewtwo 415 HP / 406 Spc at max DVs+statExp,
|
|
||||||
MEDIUM_SLOW(5) = 135, type chart spot checks, deterministic damage
|
|
||||||
rolls, Route 1 slot 1 = L3 Pidgey.
|
|
||||||
- The autopilot run reproduces the original's early flow on real map
|
|
||||||
data: Pallet sign text, lab door warp target (5,11), Oak's Lab exit by
|
|
||||||
walking off the mat, connection into Route 1 at matching x.
|
|
||||||
@@ -1,50 +0,0 @@
|
|||||||
# ROM Extraction Notes
|
|
||||||
|
|
||||||
There are two ROM-only extraction paths:
|
|
||||||
|
|
||||||
- The packaged app uses `src/import/RomImporter.lua` and
|
|
||||||
`src/import/RomExtractor.lua` on first boot.
|
|
||||||
- Developers can run `tools/build_data.py --rom <path> [--clean]` to generate
|
|
||||||
data in the source tree for audit and parity work.
|
|
||||||
|
|
||||||
Both paths read only the supplied ROM and the checked-in
|
|
||||||
`tools/rom_manifest.json`. Neither invokes RGBDS, Git, or a disassembly.
|
|
||||||
|
|
||||||
## Validation
|
|
||||||
|
|
||||||
Only the canonical US Pokemon Red ROM is supported. SHA-1 is checked before
|
|
||||||
any cached output is removed or written.
|
|
||||||
|
|
||||||
## Decoded Data
|
|
||||||
|
|
||||||
| Area | ROM data |
|
|
||||||
| --- | --- |
|
|
||||||
| world | map headers, block maps, connections, warps, signs, objects |
|
|
||||||
| tiles | tileset graphics, blocksets, collision, door and warp tile lists |
|
|
||||||
| text | 2,584 text command streams and RAM/number substitutions |
|
|
||||||
| Pokemon | names, stats, evolutions, learnsets, Dex data, compressed pictures |
|
|
||||||
| battle | moves, detailed animations, OAM frames/tiles, effects, type chart, palettes, trainer parties/AI/pictures |
|
|
||||||
| inventory | item names, prices, key-item flags, TM/HM data |
|
|
||||||
| encounters | grass and water wild tables |
|
|
||||||
| UI | fonts, icons, title/intro, trainer card, town map, slots, field effects |
|
|
||||||
| audio | music, SFX and cry headers, channel programs, wave instruments |
|
|
||||||
|
|
||||||
The Python and Lua picture decompressors implement the Gen 1 `pic` format.
|
|
||||||
Graphics are converted to RGBA PNGs. OAM artwork uses transparent color 0;
|
|
||||||
battle pictures use edge-connected white matting so white interior details
|
|
||||||
remain visible.
|
|
||||||
|
|
||||||
The in-app importer stores three audio ROM banks as a 48 KiB
|
|
||||||
`programs.bin`. `src/core/ChipAudio.lua` interprets the channel bytecode and
|
|
||||||
synthesizes music as a queueable stream; SFX and cries are synthesized on
|
|
||||||
demand. This avoids shipping or generating a large WAV/OGG tree.
|
|
||||||
|
|
||||||
## Metadata Boundary
|
|
||||||
|
|
||||||
Names, dimensions, enum ordering, Lua script hooks, and hand-ported field
|
|
||||||
behavior do not survive compilation in a form the Lua runtime can infer.
|
|
||||||
Those relationships are bundled in `rom_manifest.json`. The manifest stores
|
|
||||||
no dialogue strings, images, audio samples, or ROM bytes.
|
|
||||||
|
|
||||||
`tools/make_rom_manifest.py` and `tools/verify_rom_data.py` are developer audit
|
|
||||||
tools. They are not used by the packaged game.
|
|
||||||
@@ -1,48 +0,0 @@
|
|||||||
# Sideload the iOS build with AltStore
|
|
||||||
|
|
||||||
Every GitHub Release ships an IPA (`gen1recomp-*-ios.ipa`). Install it on
|
|
||||||
your iPhone or iPad with [AltStore Classic](https://altstore.io/) — AltStore
|
|
||||||
re-signs the app with **your** free Apple ID so you do not need a Mac or
|
|
||||||
Xcode.
|
|
||||||
|
|
||||||
## 1. Install AltStore
|
|
||||||
|
|
||||||
Follow the official guide for your computer:
|
|
||||||
|
|
||||||
- [How to Install (Windows)](https://faq.altstore.io/altstore-classic/how-to-install-altstore-windows)
|
|
||||||
- [How to Install (macOS)](https://faq.altstore.io/altstore-classic/how-to-install-altstore-macos)
|
|
||||||
|
|
||||||
You will install **AltServer** on the computer, then use it to put AltStore
|
|
||||||
on the phone. What AltServer is and why it needs to stay running:
|
|
||||||
|
|
||||||
- [AltServer](https://faq.altstore.io/altstore-classic/altserver)
|
|
||||||
|
|
||||||
Stuck? Start here:
|
|
||||||
|
|
||||||
- [Troubleshooting Guide](https://faq.altstore.io/altstore-classic/troubleshooting-guide)
|
|
||||||
|
|
||||||
## 2. Install the game
|
|
||||||
|
|
||||||
1. Download `gen1recomp-*-ios.ipa` from
|
|
||||||
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
|
|
||||||
2. Open **AltStore** on the phone (AltServer must be running on the same
|
|
||||||
Wi‑Fi, or keep the phone plugged into the computer).
|
|
||||||
3. Tap **My Apps → +** (or share the IPA into AltStore) and pick the file.
|
|
||||||
4. Sign in with your Apple ID when prompted. Wait for the install to finish.
|
|
||||||
5. On first launch: Settings → **Privacy & Security → Developer Mode** (iOS
|
|
||||||
16+), and Settings → **General → VPN & Device Management** → Trust your
|
|
||||||
Apple ID if asked.
|
|
||||||
|
|
||||||
Then open the app, import your own legal `.gb` ROM on the Red/Blue tab, and
|
|
||||||
play.
|
|
||||||
|
|
||||||
## Refresh / 7-day limit
|
|
||||||
|
|
||||||
With a free Apple ID, sideloaded apps stop launching after **7 days**. Keep
|
|
||||||
AltServer running so AltStore can refresh them, or open AltStore and refresh
|
|
||||||
manually before they expire. Saves on the phone are kept across refreshes.
|
|
||||||
|
|
||||||
## Prefer building it yourself?
|
|
||||||
|
|
||||||
Building from source on a Mac (no AltStore) is covered in
|
|
||||||
[ios-install.md](ios-install.md).
|
|
||||||
@@ -1,42 +0,0 @@
|
|||||||
# Known differences from the original game
|
|
||||||
|
|
||||||
Only genuine remaining divergences live here: behavior that is still
|
|
||||||
**missing, wrong, or approximated for convenience** and would need more
|
|
||||||
work for true parity. Faithfully-ported behavior is documented in
|
|
||||||
docs/behavior-porting-notes.md; deliberate additions beyond the original
|
|
||||||
are in docs/new-features.md.
|
|
||||||
|
|
||||||
## Reimplemented unused Prof. Oak and Rocket Chief battles
|
|
||||||
|
|
||||||
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
|
|
||||||
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
|
|
||||||
both battles are unreachable in the real game. This project makes them
|
|
||||||
fightable after the Hall of Fame:
|
|
||||||
|
|
||||||
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
|
|
||||||
is set, using `ProfOakData`'s three starter-matched teams (the team is
|
|
||||||
picked by the type that counters your starter, mirroring the rival).
|
|
||||||
- The Celadon Game Corner Chief battles you in his house post-game.
|
|
||||||
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
|
|
||||||
reconstructed party.
|
|
||||||
|
|
||||||
This is an intentional divergence: neither battle can be triggered in the
|
|
||||||
original game.
|
|
||||||
|
|
||||||
## Reimplemented unused Silph Co. card-key doors
|
|
||||||
|
|
||||||
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
|
|
||||||
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
|
|
||||||
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
|
|
||||||
door block at those coordinates, so the card key check is dead code in
|
|
||||||
the original game. This project stamps the closed door block (`$54`/`$5f`
|
|
||||||
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
|
|
||||||
map load, and swaps it for the open block once that door's
|
|
||||||
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
|
|
||||||
Rocket grunt, as in the original's unused design).
|
|
||||||
|
|
||||||
This is an intentional divergence: the doors are not visible or
|
|
||||||
functional in the original game. The door layout lives in
|
|
||||||
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
|
|
||||||
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
|
|
||||||
it straight through on ROM import.
|
|
||||||
@@ -1,265 +0,0 @@
|
|||||||
# Launcher
|
|
||||||
|
|
||||||
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
|
|
||||||
that runs before `Game:load`. Besides ROM import (see the file's own header)
|
|
||||||
it hosts a tabbed shell covering per-game save slots and a mod manager. This
|
|
||||||
file documents the runtime model; the visual spec lives separately.
|
|
||||||
|
|
||||||
## Android multi-ROM / mod / save import
|
|
||||||
|
|
||||||
On Android, `love.system.pickFile([kind])` opens the Storage Access Framework
|
|
||||||
picker (`GameActivity.showFilePicker`); the chosen file is copied into the app
|
|
||||||
save directory as:
|
|
||||||
|
|
||||||
| `kind` | Destination |
|
|
||||||
| --- | --- |
|
|
||||||
| nil / `"rom"` | `picked_rom.gb` (open) |
|
|
||||||
| `"mod"` | `picked_mod.zip` (open) |
|
|
||||||
| `"sav"` / `"save"` | `picked_save.sav` (open) |
|
|
||||||
|
|
||||||
Export uses a separate API: `love.system.createFile(suggestedName)` →
|
|
||||||
`GameActivity.showCreateDocument` (`ACTION_CREATE_DOCUMENT`), which copies
|
|
||||||
staged `pending_export.sav` to the user-chosen URI and writes `export_done.flag`
|
|
||||||
for the launcher to acknowledge on refocus.
|
|
||||||
|
|
||||||
`RomImporter` then imports on refocus / Choose:
|
|
||||||
|
|
||||||
- **ROMs** via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps to a
|
|
||||||
version that is **not** yet ready counts as pending. A leftover
|
|
||||||
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
|
|
||||||
- **Mods** via `findPendingMod`: Prefer `picked_mod.zip`, or (on Choose) any
|
|
||||||
other `.zip` at the save-dir root (USB copy).
|
|
||||||
- **Saves** via `findPendingSav`: Prefer `picked_save.sav`, or (on Choose) any
|
|
||||||
other `.sav` at the save-dir root.
|
|
||||||
|
|
||||||
After a successful import the consumed save-dir file is removed.
|
|
||||||
|
|
||||||
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
|
|
||||||
system file picker must appear (not a silent Red re-extract) → pick Blue →
|
|
||||||
Blue becomes ready beside Red. On the MODS tab, Import mod .zip must open the
|
|
||||||
same system picker and install the chosen archive on return.
|
|
||||||
|
|
||||||
## Tab structure
|
|
||||||
|
|
||||||
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
|
|
||||||
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
|
|
||||||
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
|
|
||||||
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
|
|
||||||
|
|
||||||
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
|
|
||||||
Play button, and the SAVE SLOT card in a responsive two-column grid (see
|
|
||||||
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
|
|
||||||
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
|
|
||||||
centered pill in a reserved band just above the footer, on every tab. That
|
|
||||||
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
|
|
||||||
|
|
||||||
## Save slot model
|
|
||||||
|
|
||||||
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
|
|
||||||
abstraction (`persistFs`) every other save/options call uses, so portable
|
|
||||||
mode (an `io.*` filesystem used when `portable.txt` marks the install)
|
|
||||||
keeps working unchanged.
|
|
||||||
|
|
||||||
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
|
|
||||||
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
|
|
||||||
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
|
|
||||||
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
|
|
||||||
`slot%d+`; `createSlot` allocates one past the highest existing number so a
|
|
||||||
reused id can never collide with a lingering file.
|
|
||||||
- **Registry.** The ordered slot list and which one is active persist in
|
|
||||||
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
|
|
||||||
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
|
|
||||||
Custom slot labels (#205) live alongside them in the same registry:
|
|
||||||
`options.saveSlots[version].names = { slot1 = "Nuzlocke" }`, written by
|
|
||||||
`SaveData.renameSlot` (trimmed; an empty label clears it) and surfaced on
|
|
||||||
each `listSlots` row as `label` (the launcher row shows `label`, falling
|
|
||||||
back to the player name). `deleteSlot` drops the label with the slot.
|
|
||||||
Renaming never touches the save file, so an empty slot can be labeled.
|
|
||||||
On desktop, right-clicking a slot row opens the inline rename modal
|
|
||||||
(Enter commits, Esc cancels); touch has no secondary button, so the
|
|
||||||
affordance is desktop-only.
|
|
||||||
- **Active slot resolution.** `saveNames(version)`, the function every
|
|
||||||
existing caller (`TitleState` hasSave/load/save, recovery order) already
|
|
||||||
goes through, now resolves the *active* slot instead of a fixed flat name.
|
|
||||||
Resolved once per version per process (`ensureVersionSlots`, cached in
|
|
||||||
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
|
|
||||||
legacy migration may create one; otherwise the flat legacy path is used
|
|
||||||
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
|
|
||||||
- **Legacy migration.** One-time per version, lazy on first
|
|
||||||
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
|
|
||||||
file exists and no `saves/<version>/` registry does, its main + `.bak` are
|
|
||||||
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
|
|
||||||
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
|
|
||||||
originals removed and `slot1` registered as active. A copy that fails to
|
|
||||||
verify leaves the originals in place; migration never loses data.
|
|
||||||
|
|
||||||
The launcher-facing API:
|
|
||||||
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
|
|
||||||
every registered slot. `name` is the save's player name, or `nil` for an
|
|
||||||
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
|
|
||||||
title screen's `ContinueInfo` shows) or `nil`. The pure part,
|
|
||||||
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
|
|
||||||
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
|
|
||||||
it as active, and updates the process cache so the very next save/load
|
|
||||||
lands there. The launcher calls this the moment a slot row is clicked
|
|
||||||
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
|
|
||||||
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
|
|
||||||
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
|
|
||||||
save file written**. An empty slot means the title screen offers NEW GAME
|
|
||||||
only, which needs no further changes.
|
|
||||||
- `SaveData.deleteSlot(version, slotId)` removes the slot's
|
|
||||||
main/`.bak`/`.tmp` files, drops it from the registry, and if it was active
|
|
||||||
points active at another remaining slot (or clears active when the list is
|
|
||||||
empty). The launcher's SAVE SLOT panel Delete control calls this.
|
|
||||||
|
|
||||||
## Launcher mod manager
|
|
||||||
|
|
||||||
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
|
|
||||||
before `Game:load`, so **it never loads a mod's entry chunk**; only
|
|
||||||
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
|
|
||||||
`Loader:_discover` finds mods without running them. The real loader
|
|
||||||
(`src/mods/Loader.lua`) still owns the actual load at boot.
|
|
||||||
|
|
||||||
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
|
|
||||||
duplicate) and returns one row per mod:
|
|
||||||
`{id, name, version, badge, description, enabled, status, statusDetail}`.
|
|
||||||
`badge` is the manifest's `category`, falling back to `profile`, then
|
|
||||||
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
|
|
||||||
enabled, matching the loader's own default).
|
|
||||||
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
|
|
||||||
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
|
|
||||||
and the validated manifests: `conflict` when enabling this mod collides
|
|
||||||
with another enabled one; `warn` for an out-of-range `game_version` or an
|
|
||||||
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
|
|
||||||
`love.*` calls, this half is table-driven by the test suite on its own.
|
|
||||||
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
|
|
||||||
boolean, the exact shape `Loader:_saveState` writes, so the running game
|
|
||||||
and the in-game `ManagerState` see the change on next boot. The mods panel
|
|
||||||
calls this on every toggle and re-derives the list right away
|
|
||||||
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
|
|
||||||
shows without waiting for a reload.
|
|
||||||
- `LauncherMods.installZip(path)` mounts the archive with
|
|
||||||
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
|
|
||||||
the zip root, or inside one top-level folder), validates its manifest, and
|
|
||||||
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
|
|
||||||
duplicate of an already-installed mod id, and accepts either an external
|
|
||||||
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
|
|
||||||
temp first (mount only reaches save-dir-relative paths), the same way
|
|
||||||
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
|
|
||||||
back, and every path unmounts and clears the staged temp file.
|
|
||||||
- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
|
|
||||||
`options.mods[id]` so a later reinstall starts from the loader's default
|
|
||||||
(enabled). The mods panel Delete control calls this and re-derives the list.
|
|
||||||
|
|
||||||
## Import / Export save
|
|
||||||
|
|
||||||
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
|
|
||||||
through `src/import/SaveFileIO.lua`, which sits on top of
|
|
||||||
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
|
|
||||||
|
|
||||||
- **Import save** is live once the game's ROM is imported (playable). It opens
|
|
||||||
a native `.sav` picker (`chooseSav` on desktop; on Android,
|
|
||||||
`love.system.pickFile("sav")` → `picked_save.sav`, same SAF path as ROMs).
|
|
||||||
`SaveFileIO.importToSlot` reads the bytes (an absolute path, a save-dir
|
|
||||||
relative name, a dropped LOVE file, or raw bytes),
|
|
||||||
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
|
|
||||||
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
|
|
||||||
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
|
|
||||||
The meta stamp is re-stamped off `gen1_import` to the current numeric format
|
|
||||||
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
|
|
||||||
panel is refreshed with the new slot selected.
|
|
||||||
- **Export save** is live only when the active slot actually holds a save
|
|
||||||
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
|
|
||||||
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
|
|
||||||
`rawImport`, so this is a zero-filled template export, which is valid), and
|
|
||||||
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
|
|
||||||
(`love.filesystem.createDirectory("exports")`). On desktop it returns the
|
|
||||||
absolute path (`love.filesystem.getSaveDirectory()`), which the notice line
|
|
||||||
shows with an "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
|
|
||||||
On Android the bytes are also staged as `pending_export.sav` and
|
|
||||||
`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
|
|
||||||
player can save to Downloads / Drive / etc.; on return `export_done.flag`
|
|
||||||
makes focus show "Save exported."
|
|
||||||
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
|
|
||||||
currently active game tab; when a non-game tab (mods, or the locked yellow
|
|
||||||
placeholder) is showing it defaults to red, the always-present first game
|
|
||||||
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
|
|
||||||
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
|
|
||||||
nothing to export, ROM not imported yet) surfaces as a red notice line on the
|
|
||||||
card. Nothing raises and nothing silently no-ops.
|
|
||||||
|
|
||||||
`SaveFileIO` is love-free enough to unit-test through the same in-memory
|
|
||||||
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
|
|
||||||
|
|
||||||
## Responsiveness
|
|
||||||
|
|
||||||
Every measurement derives from `love.graphics.getDimensions()` each frame
|
|
||||||
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
|
|
||||||
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
|
|
||||||
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
|
|
||||||
column, slot card below Play, when the window is too narrow for both
|
|
||||||
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
|
|
||||||
(wheel, or drag on touch/desktop) clamped to their own content extent,
|
|
||||||
recomputed every draw. The tab bar labels only the active chip so it stays
|
|
||||||
narrow-safe, and content caps out at `~1440 * s` wide, centered.
|
|
||||||
|
|
||||||
The desktop window has a floor of 480x360 (`conf.lua` `minwidth`/`minheight`),
|
|
||||||
under which the cards stop being readable at all. Mobile ignores it: those
|
|
||||||
windows are fullscreen.
|
|
||||||
|
|
||||||
### Page scroll
|
|
||||||
|
|
||||||
Two columns fit any window the launcher is likely to open in; one stacked
|
|
||||||
column does not. On a phone-shaped window the ROM card, SAVE FILES, Play and
|
|
||||||
SAVE SLOT together run past the bottom, and a footer pinned to the window
|
|
||||||
bottom painted over them with the overflow unreachable.
|
|
||||||
|
|
||||||
So the whole column under the tab bar -- panel, updater banner, footer --
|
|
||||||
scrolls as one page whenever it is taller than the room below the tab bar:
|
|
||||||
|
|
||||||
- The strip, logo and tab bar stay pinned, so navigation is always on screen.
|
|
||||||
Everything else draws at `contentTop - pageScroll` inside a scissor, and the
|
|
||||||
footer is laid out downward from `footerTop` right after the content instead
|
|
||||||
of upward from the window bottom.
|
|
||||||
- `RomImporter.pageScrollFor(naturalH, viewportH, scroll)` is the whole
|
|
||||||
decision, pure and pinned by `tests/engine/launcher_page_scroll.lua`. A
|
|
||||||
window that grows back drags the offset down with it, so the page can never
|
|
||||||
stay parked past its own end.
|
|
||||||
- The panels report their natural height as they draw (`_drawGamePanel` and
|
|
||||||
`_drawModsPanel` return it), so the decision reads the previous frame's
|
|
||||||
measurement -- the same one-frame settle the two lists already rely on.
|
|
||||||
- **One scroll axis at a time.** While the page scrolls, the panels draw
|
|
||||||
`paged`: the slot and mod lists take their natural height, keep no inner
|
|
||||||
scroll region and report a max of 0, so the wheel, the right stick and a drag
|
|
||||||
all move the page and never fight a list for the same gesture. Two-column
|
|
||||||
layouts do not overflow, `paged` stays false, and every one of these behaves
|
|
||||||
exactly as it did before.
|
|
||||||
- Hit testing follows the clip: `inside` (clicks) and `_ptIn` (hover) reject a
|
|
||||||
rect that scrolled out of the viewport, so a control that slid under the tab
|
|
||||||
bar cannot be clicked through it. Tab chips carry `pinned = true` and are
|
|
||||||
exempt. `pageScroll` resets on a tab change, each tab being a different
|
|
||||||
length.
|
|
||||||
- A press on empty background pans the page, resolved in `_updateSlotDrag` like
|
|
||||||
every other drag here.
|
|
||||||
|
|
||||||
### Dragging on Android
|
|
||||||
|
|
||||||
The launcher is handed no move events on any platform: `main.lua` forwards
|
|
||||||
neither `touchmoved` nor `mousemoved` while it is up, which is why every drag
|
|
||||||
here is resolved by polling inside `draw` instead. Desktop polls the mouse;
|
|
||||||
Android used to poll nothing at all ("no reliable pointer polling" meant its
|
|
||||||
mouse emulation), so it had no scroll gesture whatsoever -- fine while every
|
|
||||||
scroll region was an inner list with a wheel alternative, useless the moment
|
|
||||||
the page itself became the thing that scrolls, since a phone is exactly where
|
|
||||||
it overflows.
|
|
||||||
|
|
||||||
`love.touch` is pollable, so `_pointerHold` reads the first active touch there
|
|
||||||
and hands `_updateSlotDrag` the same (held, y) pair the mouse gives on desktop.
|
|
||||||
Consequences:
|
|
||||||
|
|
||||||
- Slot rows and mod toggles ARM on press and commit on release on Android too,
|
|
||||||
matching desktop, so a swipe that starts on a card scrolls instead of
|
|
||||||
selecting the row it started on.
|
|
||||||
- `touchPollable` (set once in `new`) gates all of it. Where `love.touch` is
|
|
||||||
missing, every Android path is exactly what it was: act on press, never arm,
|
|
||||||
no drag.
|
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
# Linux ARM SBC Handhelds (PortMaster)
|
||||||
|
|
||||||
|
Download `gen1recomp-*-sbc-portmaster.zip` from the [Gen1Recomp releases](https://github.com/bryanthaboi/gen1recomp/releases). This build targets 64-bit Linux ARM handhelds with PortMaster, including compatible H700 devices.
|
||||||
|
|
||||||
|
## Install
|
||||||
|
|
||||||
|
1. Unzip the release. It contains `gen1recomp-sbc.sh` and a `gen1recomp-sbc/` folder.
|
||||||
|
2. Copy both as siblings into your device's PortMaster ports directory, commonly `Roms/Ports (PORTS)/` or `Roms/PORTS/`.
|
||||||
|
3. Install PortMaster for your firmware and refresh the Ports list.
|
||||||
|
4. Copy your legally owned canonical US Red or Blue `.gb` file into `gen1recomp-sbc/lovegame/`.
|
||||||
|
5. Launch **gen1recomp-sbc** from Ports and choose the ROM.
|
||||||
|
|
||||||
|
The pack includes `portable.txt`, so saves and ROM-derived cache remain beside the game on the SD card. The build never ships ROM-derived bytes.
|
||||||
|
|
||||||
|
Canonical US cart SHA-1 values:
|
||||||
|
|
||||||
|
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
|
||||||
|
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
|
||||||
|
|
||||||
|
## Controls
|
||||||
|
|
||||||
|
| Input | Action |
|
||||||
|
| --- | --- |
|
||||||
|
| D-pad | Move cursor |
|
||||||
|
| A | Click / confirm |
|
||||||
|
| L1 / R1 | Switch tabs |
|
||||||
|
| Start / Select | Play or choose ROM |
|
||||||
|
|
||||||
|
In-game controls use the normal PortMaster/SDL mapping and can be rebound in **OPTIONS → CONTROLS**.
|
||||||
|
|
||||||
|
## Runtime and suspend
|
||||||
|
|
||||||
|
The package bundles PortMaster's LÖVE 11.5 aarch64 runtime. The launcher sources `control.txt`, calls `get_controls`, applies an optional CFW override, invokes `pm_platform_helper`, and calls `pm_finish` on exit. Paths are relative to the launcher, allowing different firmware mount points.
|
||||||
|
|
||||||
|
Suspend/resume uses the existing LÖVE focus/visibility lifecycle: input is reset on focus loss and the game resumes when the window becomes visible again. Exact power-button behavior remains firmware-dependent; hardware validation has been performed on the TrimUI Brick, not every SBC or H700 device.
|
||||||
|
|
||||||
|
## Building
|
||||||
|
|
||||||
|
Release workflows build this automatically. Standalone builds resolve the latest published Gen1Recomp release by default:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
./build-linux-arm-sbc.sh --version 0.1.75
|
||||||
|
```
|
||||||
|
|
||||||
|
For development, package a local checkout explicitly:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
GEN1RECOMP_SOURCE_DIR="$PWD" ./build-linux-arm-sbc.sh --version 0.1.0
|
||||||
|
# or: ./build-linux-arm-sbc.sh --source "$PWD" --version 0.1.0
|
||||||
|
```
|
||||||
|
|
||||||
|
The generated `port.json` records the source release tag. `install-linux-arm-sbc.sh` is a macOS helper for copying a built pack to a mounted SD card.
|
||||||
|
|
||||||
|
PortMaster device support and runtime integration are maintained in the [PortMaster](https://github.com/PortsMaster/PortMaster-New) ecosystem.
|
||||||
@@ -0,0 +1,202 @@
|
|||||||
|
# Linux arm64 (aarch64) AppImage
|
||||||
|
|
||||||
|
Releases ship `gen1recomp-<version>-linux-arm64.AppImage` alongside the
|
||||||
|
existing x86_64 `gen1recomp-<version>-linux.zip`. It targets 64-bit ARM
|
||||||
|
desktop Linux: Raspberry Pi 4/5 running Raspberry Pi OS, Armbian and other
|
||||||
|
SBC distros, arm64 VMs on Apple Silicon, Ampere/Graviton desktops, and the
|
||||||
|
aarch64 handhelds that run a full distro.
|
||||||
|
|
||||||
|
> The Anbernic RG34XXSP has its own PortMaster-style pack
|
||||||
|
> (`gen1recomp-*-rg34xxsp-stockos64-mod.zip`, see
|
||||||
|
> [anbernic-rg34xxsp.md](anbernic-rg34xxsp.md)). That one bundles PortMaster's
|
||||||
|
> LÖVE runtime and expects the device's own SDL; this AppImage is the generic
|
||||||
|
> desktop-Linux artifact and shares nothing with it but the `game.love`.
|
||||||
|
|
||||||
|
## For players
|
||||||
|
|
||||||
|
```sh
|
||||||
|
chmod +x gen1recomp-*-linux-arm64.AppImage
|
||||||
|
./gen1recomp-*-linux-arm64.AppImage
|
||||||
|
```
|
||||||
|
|
||||||
|
Then use **Import ROM** in the launcher to point it at your own legal Red /
|
||||||
|
Blue / Yellow cartridge dump, exactly as on every other platform.
|
||||||
|
|
||||||
|
If your system has no FUSE (`dlopen(): error loading libfuse.so.2`), either
|
||||||
|
install it (`sudo apt install libfuse2`) or run without it:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
./gen1recomp-*-linux-arm64.AppImage --appimage-extract-and-run
|
||||||
|
```
|
||||||
|
|
||||||
|
### What the host has to provide
|
||||||
|
|
||||||
|
Very little, and this is enforced by an assertion in the build rather than by
|
||||||
|
good intentions. The only libraries the AppImage requires at startup are:
|
||||||
|
|
||||||
|
```
|
||||||
|
glibc 2.29+ libstdc++ libfreetype6 zlib
|
||||||
|
```
|
||||||
|
|
||||||
|
Everything else — OpenGL/Mesa, X11, Wayland, KMSDRM, ALSA, PulseAudio — is
|
||||||
|
**dlopened**, so it is used when present and skipped when absent. That means
|
||||||
|
one image runs on a full desktop, on a Wayland-only session, on a
|
||||||
|
KMSDRM-only handheld with no X server, and on a box with ALSA but no
|
||||||
|
PulseAudio, without a different build for each.
|
||||||
|
|
||||||
|
That property does not come for free from Debian's packages, and getting it
|
||||||
|
is most of what the build below is doing; see
|
||||||
|
[Why five libraries are built from source](#why-five-libraries-are-built-from-source).
|
||||||
|
|
||||||
|
## For builders
|
||||||
|
|
||||||
|
```sh
|
||||||
|
scripts/build_linux_arm64.sh --version 0.1.0
|
||||||
|
```
|
||||||
|
|
||||||
|
Output:
|
||||||
|
|
||||||
|
```
|
||||||
|
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage
|
||||||
|
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage.sha256
|
||||||
|
```
|
||||||
|
|
||||||
|
Useful flags: `--game-love PATH` reuses an already-packed payload (CI does
|
||||||
|
this so every platform ships identical bytes), `--rebuild-image` forces the
|
||||||
|
builder container to rebuild, `--clean-cache` throws away the pinned
|
||||||
|
downloads and the compiled LÖVE prefix.
|
||||||
|
|
||||||
|
### Requirements
|
||||||
|
|
||||||
|
An **aarch64 host** with **docker or podman**. A Raspberry Pi 5 is the
|
||||||
|
reference machine (a cold build takes about 10 minutes on one — six libraries
|
||||||
|
plus the engine; rebuilds reuse the cached prefix and take seconds). Apple Silicon with Docker
|
||||||
|
Desktop and GitHub's `ubuntu-24.04-arm` runner both work too.
|
||||||
|
|
||||||
|
The script refuses to run on x86_64 rather than falling back to qemu-user
|
||||||
|
emulation: that path takes hours and has produced miscompiled LuaJIT.
|
||||||
|
|
||||||
|
### Why this is not just another `scripts/build.sh` target
|
||||||
|
|
||||||
|
`scripts/build.sh linux` downloads LÖVE's official `love-11.5-x86_64.AppImage`,
|
||||||
|
unpacks its squashfs, drops `game.love` in, and glues it back together. That
|
||||||
|
trick is not available here — **LÖVE publishes no aarch64 binary at all.** The
|
||||||
|
11.5 release has win32, win64, macOS, Android, iOS and one x86_64 AppImage,
|
||||||
|
and that is the entire list.
|
||||||
|
|
||||||
|
So this build compiles LÖVE 11.5 from the official `linux-src` tarball and
|
||||||
|
assembles the AppImage from scratch. Every pinned input — the LÖVE source, the
|
||||||
|
five libraries built alongside it, and the AppImage type-2 runtime — is
|
||||||
|
SHA-256 verified on the host before the container ever sees it, and the
|
||||||
|
container itself runs with no network access.
|
||||||
|
|
||||||
|
### Why the build happens in a Debian bullseye container
|
||||||
|
|
||||||
|
glibc is backward compatible but not forward compatible: a binary linked
|
||||||
|
against glibc 2.41 will not start on a system with 2.31, and there is no way
|
||||||
|
to fix that after the fact. Compiling on the oldest base we support is
|
||||||
|
therefore the only thing that makes one artifact work everywhere.
|
||||||
|
|
||||||
|
Bullseye (glibc 2.31) is that base. The resulting binaries actually come out
|
||||||
|
needing only **glibc 2.29** and **GLIBCXX_3.4.21**, so the AppImage covers
|
||||||
|
everything from Ubuntu 20.04 and Raspberry Pi OS bullseye through current
|
||||||
|
trixie.
|
||||||
|
|
||||||
|
This is a statement about the *compile environment*, not about where the
|
||||||
|
artifact runs — building on your own newer distro would silently raise that
|
||||||
|
floor and strand every user on an older one, with no symptom until they
|
||||||
|
download it. CI enforces the floor: `linux-arm64-build` fails if the highest
|
||||||
|
required glibc symbol version climbs above 2.31.
|
||||||
|
|
||||||
|
### Why five libraries are built from source
|
||||||
|
|
||||||
|
SDL2, OpenAL, libtheora, libogg/libvorbis and libmpg123 are compiled rather
|
||||||
|
than installed from bullseye. In every case the reason is *correctness*, not
|
||||||
|
a newer version number — Debian builds these for a system where every
|
||||||
|
dependency is installed and co-versioned, which is the opposite of an
|
||||||
|
AppImage's situation. Each one broke the build in a different way, and all
|
||||||
|
three failure modes are now assertions that fail the build instead of
|
||||||
|
shipping.
|
||||||
|
|
||||||
|
**1. Hard-linked backends (SDL2, OpenAL).** Debian's `libSDL2` lists
|
||||||
|
`libpulse`, `libasound`, `libX11` and `libwayland-client` as `DT_NEEDED` —
|
||||||
|
resolved by the loader at startup, not dlopened. An AppImage bundling it
|
||||||
|
refuses to start unless the host has *all four*. It appeared to work in
|
||||||
|
testing only because a desktop Pi has all four; a headless CI runner is what
|
||||||
|
exposed it. Debian's OpenAL does the same via `libsndio`, which itself
|
||||||
|
hard-links `libasound`. Built from source with `--enable-*-shared` and
|
||||||
|
`ALSOFT_DLOPEN`, both dlopen their backends instead.
|
||||||
|
|
||||||
|
**2. A stray link (libtheora).** Debian's `libtheoradec.so.1` is linked
|
||||||
|
against `libcairo.so.2` — a packaging artifact, since a video decoder has no
|
||||||
|
business drawing vector graphics — and cairo drags in X11, xcb, fontconfig
|
||||||
|
and freetype. `--disable-examples` produces a `libtheoradec` needing only
|
||||||
|
`libogg`.
|
||||||
|
|
||||||
|
**3. SONAME collision with the host (ogg, vorbis, mpg123).** The subtle one.
|
||||||
|
OpenAL dlopens ALSA, ALSA's config loads its PulseAudio hook plugin, and that
|
||||||
|
plugin pulls the *host's* `libsndfile` into our process. `libsndfile` links
|
||||||
|
`libogg`, `libvorbis` and `libmpg123` — the same three we bundle. The loader
|
||||||
|
resolves a SONAME exactly once per process, so the host's `libsndfile` binds
|
||||||
|
to *our* copies:
|
||||||
|
|
||||||
|
```
|
||||||
|
openal -> libasound -> libasound_module_conf_pulse -> libsndfile (host, new)
|
||||||
|
`-> mpg123_info2 -> libmpg123 (ours, bullseye 1.26)
|
||||||
|
```
|
||||||
|
|
||||||
|
`mpg123_info2` arrived in mpg123 1.32, so the plugin failed to relocate, ALSA
|
||||||
|
config collapsed, and the game ran with **no audio device at all**. Not
|
||||||
|
bundling these instead would make `libogg`/`libvorbis`/`libmpg123` mandatory
|
||||||
|
host packages; building them current means our copies *satisfy* the host's
|
||||||
|
`libsndfile` rather than starving it.
|
||||||
|
|
||||||
|
The same collision is why the font stack — freetype, fontconfig, libpng,
|
||||||
|
brotli, zlib — is left to the host entirely. Bundling a bullseye freetype
|
||||||
|
2.10.4 meant a host `libcairo` could not find `FT_Get_Transform` (added in
|
||||||
|
2.11) and the game died at startup. Leaving the whole stack to the host keeps
|
||||||
|
it self-consistent, while `liblove` — compiled against 2.10.4 — only ever
|
||||||
|
asks for symbols every supported host already has.
|
||||||
|
|
||||||
|
The general rule this all reduces to: **never bundle a library the host's own
|
||||||
|
stack may also load, unless yours is at least as new as theirs.**
|
||||||
|
|
||||||
|
### CI
|
||||||
|
|
||||||
|
Three jobs, path-gated on `scripts/build_linux_arm64.sh`,
|
||||||
|
`scripts/linux-arm64/`, `scripts/pack_love.sh` and this document:
|
||||||
|
|
||||||
|
- **`linux-arm64-selftest`** (`ubuntu-latest`, x86_64) — offline gate. Checks
|
||||||
|
the pins are real digests on a dated tag rather than the moving
|
||||||
|
`continuous` one, that the Dockerfile still builds on bullseye, that the
|
||||||
|
exclude list still classifies known sonames correctly, that AppRun still
|
||||||
|
launches `game.love` with `--fused`, and that the host-arch guard actually
|
||||||
|
fires. Needs no container and no arm64 machine.
|
||||||
|
- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then extracts
|
||||||
|
the artifact and asserts the layout, that every bundled object resolves
|
||||||
|
under AppRun's `LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31.
|
||||||
|
Uploads the AppImage for 7 days.
|
||||||
|
- **release** — `linux-arm64` runs on `ubuntu-24.04-arm`, reuses the shared
|
||||||
|
`game.love` from the `love-payload` job, and the AppImage is staged and
|
||||||
|
published like every other release asset.
|
||||||
|
|
||||||
|
Unlike the Switch job, none of this needs secrets or self-hosted hardware, so
|
||||||
|
it runs on fork PRs too.
|
||||||
|
|
||||||
|
### Updating the pins
|
||||||
|
|
||||||
|
Both pins live in `scripts/linux-arm64/common.sh`:
|
||||||
|
|
||||||
|
- `LOVE_VERSION` / `LOVE_SRC_SHA256` — bumping any version invalidates the
|
||||||
|
cached prefix automatically (its name is keyed by every source version at
|
||||||
|
once, so a partial rebuild cannot mix vintages). Check that bullseye still
|
||||||
|
has `-dev` packages new enough for the new release; `build_appimage.sh`
|
||||||
|
asserts every optional module actually linked, because LÖVE's `configure`
|
||||||
|
exits 0 and silently drops a module when one is missing.
|
||||||
|
- `SDL2_*`, `OPENAL_*`, `THEORA_*`, `OGG_*`, `VORBIS_*`, `MPG123_*` — the
|
||||||
|
source-built libraries. Bumping these is usually safe and occasionally
|
||||||
|
necessary: `libmpg123` in particular must stay at least as new as what a
|
||||||
|
target host's `libsndfile` expects, which is asserted for `mpg123_info2`.
|
||||||
|
- `APPIMAGE_RUNTIME_TAG` / `APPIMAGE_RUNTIME_SHA256` — always a dated tag
|
||||||
|
from [AppImage/type2-runtime](https://github.com/AppImage/type2-runtime/releases).
|
||||||
|
The selftest fails the build if this ever points at `continuous`.
|
||||||
@@ -0,0 +1,862 @@
|
|||||||
|
# Mods and Gen 2 (Gold)
|
||||||
|
|
||||||
|
The mod API is one API across both generations. Hook names, event names,
|
||||||
|
registry names and the `mod.*` facade are shared on purpose: a mod that runs on
|
||||||
|
Red should be able to run on Gold without learning a second vocabulary.
|
||||||
|
|
||||||
|
What differs is how much of it Gold can actually serve, and that is why Gen 2
|
||||||
|
support is something a mod **declares** rather than something it inherits.
|
||||||
|
|
||||||
|
## What you can rely on today
|
||||||
|
|
||||||
|
The short version, for an author deciding what to write:
|
||||||
|
|
||||||
|
- **Every registry name, hook name and event name means the same thing in both
|
||||||
|
games.** Nothing is prefixed, renamed or repurposed per generation. Where Gen
|
||||||
|
2 genuinely carries more, the record or the payload gains a *field*.
|
||||||
|
- **40 of the 46 registries are available on Gold.** 17 keep their Gen 1 target
|
||||||
|
outright (`commands`, `tokens`, `growth_rates`, `battle_sprite_scales` and
|
||||||
|
`render_pipelines` among them), 16 route to a Gen 2 table under the same
|
||||||
|
name, 6 are Gen 2-only systems Red has no counterpart for, and `migrations`
|
||||||
|
is a code registry with no data target in either game. The other 6 are gated,
|
||||||
|
and are listed below with the consumer change each one still needs.
|
||||||
|
- **A registry with no home in a generation is reported, never silently
|
||||||
|
merged.** The write is taken, dropped, and named once per mod in the same
|
||||||
|
error feed the mod manager shows -- in both directions, so a Red boot writing
|
||||||
|
to `decorations` is told exactly as a Gold boot writing to `map_scripts` is.
|
||||||
|
- **40 event names and 43 hook names have a call site in both generations**, so
|
||||||
|
one subscription serves both games. `tests/engine/gate_gen2_mod_api.lua`
|
||||||
|
reads those names back out of the source and fails if a site is renamed or
|
||||||
|
deleted on either side, and fails again if a new shared site appears without
|
||||||
|
being listed here.
|
||||||
|
- **24 further names are Gen 2-only** (friendship, breeding, the Pokegear, the
|
||||||
|
radio, Pokerus, the roamers, Kurt, the Bug Contest, the Unown puzzle, mail,
|
||||||
|
held items, shininess, gender, and the five cards of the GS boot cinema).
|
||||||
|
They are plain names, not a `gen2.` namespace, so if Red ever grows the
|
||||||
|
system the name is already right.
|
||||||
|
- **Every Gen 2 seam is guarded** by `Runtime.wants` / `Runtime.wantsHook`, so
|
||||||
|
a boot with no mod subscribed allocates nothing at any of them.
|
||||||
|
- **A mod is loaded on Gold only if it says so.** See `gen2compat` below.
|
||||||
|
|
||||||
|
`src/mods/Schemas.lua` is authoritative for routing;
|
||||||
|
`tests/engine/gate_gen2_mod_api.lua` holds this document to it.
|
||||||
|
|
||||||
|
## Declaring which games a mod is for
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "my_mod",
|
||||||
|
"name": "My Mod",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"entry": "main.lua",
|
||||||
|
"api": 2,
|
||||||
|
"games": ["gen1", "gen2"]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
`games` is an optional array of version ids (`"red"`, `"blue"`, `"yellow"`,
|
||||||
|
`"gold"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or `"all"`.
|
||||||
|
`src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER` and
|
||||||
|
`GameVersion.generation`, so nothing anywhere restates the game list.
|
||||||
|
`Manifest.validate` stores the resolved, ORDER-sorted ids on `manifest.games`
|
||||||
|
and **derives** `manifest.gen2compat` from them, which is the one field the
|
||||||
|
loader's gate reads.
|
||||||
|
|
||||||
|
Nothing moves on disk for any of this. A mod is installed once, into
|
||||||
|
`mods/<id>/`, and that directory serves every game: there is no `mods/gen1/`
|
||||||
|
and no per-generation copy. Targeting is declared, not filed.
|
||||||
|
|
||||||
|
`"gen2compat": true` is the legacy spelling and is still accepted. It is purely
|
||||||
|
additive -- it *adds* the Gen 2 games to whatever `games` says -- so no shipped
|
||||||
|
manifest can lose a game it already ran on. A manifest with neither key is Gen
|
||||||
|
1 only, which is exactly what it always meant. An unknown token warns and is
|
||||||
|
dropped under `api` 1 and refuses the manifest under `api` 2; a `games` array
|
||||||
|
that names no game this engine knows falls back to the default rather than
|
||||||
|
orphaning the mod; a non-array `games` is a hard error.
|
||||||
|
|
||||||
|
Every token is enforced, per game. `Loader:_gateGeneration` gates on
|
||||||
|
`ModTargets.supports(manifest, version, generation)`, the same call both mod
|
||||||
|
surfaces make, so `"games": ["blue"]` really does not load on Red and the
|
||||||
|
loader's skip line is the launcher's line, `For Blue, not Red`. A manifest with
|
||||||
|
no `games` and no `gen2compat` still covers every Gen 1 game, so nothing
|
||||||
|
written before the key existed changes behavior.
|
||||||
|
|
||||||
|
On a Gold boot, a mod claiming no Gen 2 game is **not loaded at all**: no
|
||||||
|
registrations, no subscriptions, no entry chunk. The manager still lists it,
|
||||||
|
showing `ENABLED (NOT THIS GAME)` and the reason, and the player's enable flag
|
||||||
|
is left alone so it comes straight back on Red.
|
||||||
|
|
||||||
|
Both mod surfaces derive what they show from `ModTargets` rather than from
|
||||||
|
their own copy of the rule. The launcher's mod panel carries a `Show for:` game
|
||||||
|
chip row and a per-mod tag (`GEN 1`, `GEN 1+2`, `RED/GOLD`), greyed with `Not
|
||||||
|
for this game` and the detail `For Gen 1, not Gold` when the mod does not run
|
||||||
|
on the selected game; the in-game manager shows the same verdict as
|
||||||
|
`ENABLED (NOT THIS GAME)` plus an inert `FOR GEN 1+2` row on the detail screen.
|
||||||
|
The launcher asks the same question of a mod's dependencies: one whose hard
|
||||||
|
dependency does not run on the selected game reads `Needs <id> (not for Gold)`,
|
||||||
|
matching the loader's contagious skip.
|
||||||
|
|
||||||
|
A separate overlay, `options.modsByVersion[version][id]`, holds each game's
|
||||||
|
enable flag. The launcher shows a coloured Red / Blue / Yellow / Gold checkbox
|
||||||
|
for every installed mod, and the loader and in-game manager read the same
|
||||||
|
game-specific answer on the next boot. On the first launch after this feature,
|
||||||
|
the existing shared state is copied to every game, so a mod that was enabled
|
||||||
|
remains enabled everywhere; after that, changing one checkbox affects only
|
||||||
|
that game. New mods still default to enabled on every game (experimental mods
|
||||||
|
retain their explicit opt-in default).
|
||||||
|
|
||||||
|
That is deliberate. Gold reimplements the battle engine, the overworld, the
|
||||||
|
script VM and the save format, so a Gen 1 mod dropped into a Gold boot would
|
||||||
|
find a small fraction of its call sites live. A mod that half-applies reads to
|
||||||
|
a player as a broken mod. Not running is the honest state, and naming a Gen 2
|
||||||
|
game is the author saying "I have tested this there".
|
||||||
|
|
||||||
|
Adding a Gen 2 game does not opt out of anything on Gen 1, because `games` is a
|
||||||
|
union: `["gen1", "gen2"]` covers everything it covered before. What does change
|
||||||
|
is that the gate now runs on a Gen 1 boot too, so a manifest that names *only*
|
||||||
|
Gen 2 games no longer loads on Red, Blue or Yellow. Say `["all"]` or list both
|
||||||
|
generations if you want both.
|
||||||
|
|
||||||
|
Two riders. **A hard dependency that does not run here takes the dependent down
|
||||||
|
with it** (unless scoped to specific games, e.g.
|
||||||
|
`dependencies: [{ id = "x", games = ["gen2"] }]`), as a skip rather than a
|
||||||
|
failure and carrying the dependency's own wording (`depends on X, which does not
|
||||||
|
run here (For Blue, not Red)`), so the whole chain has to cover the same games.
|
||||||
|
And **the claim is yours, not the last word**: it is the manager's `TRY HERE ANYWAY` row that lets a player run a mod
|
||||||
|
whose author never opted in, which is the only route for a mod written before
|
||||||
|
the field existed. The override is per game -- `options.modsGen2[id]` is a
|
||||||
|
`{ [version] = true }` table, so forcing a mod onto Red does not force it onto
|
||||||
|
Gold, and a legacy `options.modsGen2[id] = true` reads as "the Gen 2 games",
|
||||||
|
the only set it could ever have affected. It applies on the next boot; a forced
|
||||||
|
mod loads normally and keeps a note saying it was never verified here. Where
|
||||||
|
the choice cannot be persisted the manager says `COULD NOT SAVE` instead of
|
||||||
|
promising a restart.
|
||||||
|
|
||||||
|
If you are writing new code, still prefer the API: take the live game from
|
||||||
|
`mod.game` (or the `game.ready` payload, or a `ui.*` hook's first argument) and
|
||||||
|
the world from `mod.world`. Those are the names that mean the same thing in
|
||||||
|
both games. What follows is for the mods that were written before Gold existed
|
||||||
|
and reach past it.
|
||||||
|
|
||||||
|
## Gen 1 module facades
|
||||||
|
|
||||||
|
A mod with `engine_internals` reaches engine modules by name, and under Gold
|
||||||
|
those names used to resolve to Gen 1 modules nothing instantiates -- so the
|
||||||
|
patch landed on dead code and the mod was inert with no symptom but silence.
|
||||||
|
|
||||||
|
On a Gen 2 boot, **a require made from a mod's own chunk is answered by an
|
||||||
|
adapter**: the Gen 1 API, backed by Gen 2 internals. `src/mods/Gen2Compat.lua`
|
||||||
|
is the table, `src/mods/Loader.lua`'s require shim is where the swap happens,
|
||||||
|
and `tests/engine/gate_gen2_mod_facade.lua` holds both to it. Engine code is
|
||||||
|
not affected -- the shim only substitutes when the calling chunk is outside the
|
||||||
|
engine tree, so `src/render/PaletteFX.lua` still gets the real Gen 1 module on
|
||||||
|
both generations.
|
||||||
|
|
||||||
|
Fifteen names are served. **alias** means the adapter *is* the Gen 2 module, so
|
||||||
|
a monkey-patch, a `rawset` sentinel and a `getmetatable(x) == M` check all land
|
||||||
|
on the table Gold runs; **facade** means a translating wrapper over it.
|
||||||
|
|
||||||
|
| the Gen 1 name a mod requires | kind | what it gets on Gold |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| `src.core.Game` | facade | a live proxy onto the Game2 instance |
|
||||||
|
| `src.world.OverworldController` | facade | over `src/world/gen2/World.lua`; `World:step` / `:interact` / `:interactBody` dispatch through it |
|
||||||
|
| `src.world.Map` | alias | `src/world/gen2/Map.lua`, grown Gen 1's statics and instance methods |
|
||||||
|
| `src.world.NPC` | alias | `src/world/gen2/Npc.lua`; `NPC.new` sniffs the Gen 1 argument order |
|
||||||
|
| `src.pokemon.Boxes` | facade | over `src/core/gen2/Boxes.lua`, plus Gen 1's `COUNT` / `CAPACITY` / `ensure` / `active` / `deposit` |
|
||||||
|
| `src.battle.BattleState` | facade | over `src/ui/gen2/BattleState.lua`, write-through |
|
||||||
|
| `src.ui.PartyMenu` | facade | over `src/ui/gen2/PartyMenu.lua`, write-through |
|
||||||
|
| `src.world.WorldAPI` | alias | `src/world/gen2/WorldAPI.lua` |
|
||||||
|
| `src.world.PikachuFollower` | alias | `src/world/gen2/Follower.lua` |
|
||||||
|
| `src.script.ScriptRunner` | facade | over `src/script/gen2/Vm.lua` |
|
||||||
|
| `src.ui.OptionsMenu` | facade | over `src/ui/gen2/OptionsMenu.lua`, write-through |
|
||||||
|
| `src.world.FieldDefaults` | facade | the `playerSprites` answer, and a named refusal for the rest |
|
||||||
|
| `src.world.Collision` | facade | `DELTA` / `target` / `occupied` / `canMove` |
|
||||||
|
| `src.ui.StartMenu` | facade | over `src/ui/gen2/StartMenu.lua`, write-through |
|
||||||
|
| `src.ui.BoxMenu` | alias | `src/ui/gen2/PcMenu.lua` |
|
||||||
|
|
||||||
|
Two entries in that table are not the pairing they look like.
|
||||||
|
`src.ui.BoxMenu` resolves to `PcMenu`, not to `src/ui/gen2/BoxMenu.lua`: Gen 1's
|
||||||
|
`BoxMenu` is Bill's PC *top menu*, whose Gold counterpart is `PcMenu`, while
|
||||||
|
Gold's `BoxMenu` is the withdraw/deposit *list* Gen 1 builds inline. And
|
||||||
|
`src.script.ScriptRunner` is served narrowly rather than fully: `scanLabels`
|
||||||
|
and `validate` forward verbatim, with the default verb lookup swapped to
|
||||||
|
`game.data.commands` so a script of Gen 1 built-ins cannot validate clean and
|
||||||
|
then run as nothing, while the lifecycle half is a thin handle onto the one
|
||||||
|
`world.vm` with `resume` and `update` refused rather than double-driving it.
|
||||||
|
The `script.started` / `script.ended` / `script.command` seams are the
|
||||||
|
supported route and already work on Gold.
|
||||||
|
|
||||||
|
`src.script.Commands` and `src.ui.OptionRows` have **no** adapter and are the
|
||||||
|
two names a require of which still lands in the boot error feed the manager
|
||||||
|
shows, with the module named. Both load fine under Gold and both are traps: the
|
||||||
|
first hands back 61 Gen 1 verbs none of which Gold can run, the second paints
|
||||||
|
Red's four-box options chrome over Gold's single 18x16 one.
|
||||||
|
|
||||||
|
`docs/preparing-your-mod-for-gen2.md` is the migration guide for an author
|
||||||
|
working through this, and `python3 tools/modkit.py gen2check <id>` reports a
|
||||||
|
mod's own findings against the coverage table below.
|
||||||
|
|
||||||
|
Three rules the adapters keep, because a plausible wrong answer is worse than
|
||||||
|
the module being missing:
|
||||||
|
|
||||||
|
- **Live, never a snapshot.** A mod captures `require("src.core.Game")` at file
|
||||||
|
scope, before a save or a world exists. The facade is a proxy that reads the
|
||||||
|
live instance on every touch, so `Game.save` is nil during the entry chunk
|
||||||
|
and correct forever after. It aliases the two names Gold spells differently
|
||||||
|
(`Game.overworld` is `Game2.world`, `Game.writeOptions` is
|
||||||
|
`Game2:persistOptions`) and the one data table that was renamed
|
||||||
|
(`game.data.sprites` is `data.gen2Sprites`).
|
||||||
|
- **A member with no backing says so.** `game.data.field` does not exist on
|
||||||
|
Gold, so it reads nil *and* logs once, naming the mods holding the facade.
|
||||||
|
`BattleState.newWild` is absent rather than invented, because a `newWild`
|
||||||
|
that took a species and a level would be a lie about what Gold's battle
|
||||||
|
screen is.
|
||||||
|
- **One stable table for the run.** Where the Gen 2 arm can serve the name
|
||||||
|
outright the adapter *is* that module, so a mod's monkey-patch, its
|
||||||
|
`rawset` sentinel and its `==` idempotency check all land on the table Gold
|
||||||
|
actually runs.
|
||||||
|
|
||||||
|
### What the adapter says it covers
|
||||||
|
|
||||||
|
The adapter publishes its own coverage, versioned by
|
||||||
|
`Gen2Compat.COVERAGE_VERSION` (1), and `modkit gen2check` consumes that table
|
||||||
|
rather than a second copy of the same knowledge:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
Gen2Compat.modules() -- the 15 names, sorted
|
||||||
|
Gen2Compat.serves(name) -- boolean
|
||||||
|
Gen2Compat.memberStatus(name, member) -- "backed" | "warned" | "absent" | nil
|
||||||
|
Gen2Compat.coverage(name) -- a fresh table per call:
|
||||||
|
-- { module, kind = "facade"|"alias", target, members = { [name] = status },
|
||||||
|
-- notes = { [name-or-topic] = "one line" } }
|
||||||
|
```
|
||||||
|
|
||||||
|
The status vocabulary is frozen at three values, and a member listed as both
|
||||||
|
resolves to the weaker claim:
|
||||||
|
|
||||||
|
| status | means |
|
||||||
|
| --- | --- |
|
||||||
|
| `backed` | present, and it does the Gen 1 job on Gold |
|
||||||
|
| `warned` | present, answers nil or degrades, and names itself once with the mod attributed |
|
||||||
|
| `absent` | deliberately not served; a nil read is the honest failure |
|
||||||
|
|
||||||
|
Today that is 291 backed, 32 warned and 161 absent across the fifteen modules.
|
||||||
|
`notes` keys are documentation topics rather than a member list -- dotted paths
|
||||||
|
(`save.money`), field names (`warpAt`), hook names (`hook ui.pc.items`) and
|
||||||
|
bare topics (`identity`, `iteration`, `rawset`) all appear there. `members` is
|
||||||
|
the authoritative set, and a member it does not record is not a promise either
|
||||||
|
way: on an alias it resolves to whatever the Gen 2 module has, on a
|
||||||
|
write-through facade it falls to the Gen 2 class, on the `src.core.Game` facade
|
||||||
|
it reads nil and says so, and on the `src.world.OverworldController` facade it
|
||||||
|
reads nil silently.
|
||||||
|
|
||||||
|
**The follower.** Gold's cart has no trailing companion at all, so
|
||||||
|
`src/world/gen2/Follower.lua` is new Gen 2 code rather than a facade: the
|
||||||
|
entity, the trail loop, and a `shouldSpawn` a mod replaces. `World:step` calls
|
||||||
|
`Follower.update(game, world)` once per logic frame after the body, and
|
||||||
|
`World:setMap` calls `Follower.onMapEntered` before it emits `map.entered` --
|
||||||
|
the same two call sites `src/world/OverworldController.lua` gives the Gen 1
|
||||||
|
arm, which is what makes a Gen 1 follower mod's wrappers tick.
|
||||||
|
|
||||||
|
Vanilla never spawns one: `shouldSpawn` answers false until something replaces
|
||||||
|
it. `Follower.setShouldSpawn(fn)` is the supported way, and it writes the same
|
||||||
|
file-local the Gen 1 mods reach through `debug.setupvalue` on the upvalue named
|
||||||
|
`shouldSpawn`, so the two cannot disagree.
|
||||||
|
|
||||||
|
Two Gen 2 engine changes came with it, both general rather than follower-only:
|
||||||
|
an entity with `passable` set never blocks a step (the Gen 1 name and meaning,
|
||||||
|
`src/world/Collision.lua`), and `World:rebuildPeople` now preserves **guests** --
|
||||||
|
anything in the people list it did not put there. A rebuild runs on every zoom
|
||||||
|
and every time-of-day roll, so without that a follower vanished at the top of
|
||||||
|
the hour.
|
||||||
|
|
||||||
|
**What the facades cannot fix.** A mod that allow-lists version strings
|
||||||
|
(`GameVersion.get() == "red" or ...`) excludes itself from Gold by construction,
|
||||||
|
and no adapter should special-case it. Neither is a Gen 1 screen id: Gold's
|
||||||
|
builtins carry a `Gen2` prefix, so a mod matching `id == "BoxMenu"` matches
|
||||||
|
nothing. A write to a field on a live Gen 2 menu instance is inert where Gen 1
|
||||||
|
read it back (`menu.onSwitch`, `menu.swapFrom`, `StartMenu`'s box geometry),
|
||||||
|
and `map.warpAt` is a name collision rather than a rename -- Gen 1's is a table
|
||||||
|
keyed by cell, Gold's is a method, so indexing or iterating it raises. All of
|
||||||
|
these are mod-side edits, each with a route that works on both generations;
|
||||||
|
`docs/preparing-your-mod-for-gen2.md` walks through them.
|
||||||
|
|
||||||
|
## What works on Gold today
|
||||||
|
|
||||||
|
**Screens.** The `screens` registry serves both generations. Gold's screens
|
||||||
|
are registered under `Gen2`-prefixed ids so a mod that replaces Gold's party
|
||||||
|
menu does not also replace Red's; `Screens.GEN2_IDS` in `src/ui/Screens.lua`
|
||||||
|
is the full list. Every screen Gold opens goes through an id, including the
|
||||||
|
boot cinema and the START menu.
|
||||||
|
|
||||||
|
**Asset overrides.** `overrides/` shadowing and asset transforms work
|
||||||
|
unchanged: Gold's screens load art through `src/render/Assets.lua`, the same
|
||||||
|
choke point Gen 1 uses.
|
||||||
|
|
||||||
|
**Content registries at the shared path.** `pokemon`, `moves`, `items`,
|
||||||
|
`type_chart`, `strings`, `font`, `screens`, `commands`, `tokens`,
|
||||||
|
`growth_rates`, `battle_sprite_scales`, `render_pipelines`, and the audio
|
||||||
|
family (`audio`, `music`, `sfx`, `cries`, `map_songs`). These keep their Gen 1
|
||||||
|
target path, so one mod source targets both generations.
|
||||||
|
|
||||||
|
The last two are the newest and each carries one caveat worth stating before
|
||||||
|
you write against it:
|
||||||
|
|
||||||
|
- **`battle_sprite_scales`.** `src/ui/gen2/BattleState.lua:imageScale` walks
|
||||||
|
the merged table for a record whose `path` matches the pic being drawn,
|
||||||
|
skipping the registry's own `_owners` row, and `picScale` falls through to
|
||||||
|
the species record's `battleScaleFront` / `battleScaleBack` after it -- the
|
||||||
|
same image-then-species-then-default order Gen 1 resolves in. Because the key
|
||||||
|
is the asset path it also reaches the pics that are nobody's species: the
|
||||||
|
player's trainer back, the DUDE's, an opponent's frontpic. The **default**
|
||||||
|
differs and is not a registry record either side: Red's 32x32 back pics draw
|
||||||
|
at 2x, Gold's 48x48 ones fill their 6x6 box at 1x, so a scale that looks
|
||||||
|
right on Red is twice as large on Gold. At any scale the pic stays centred in
|
||||||
|
its box and standing on the same ground line.
|
||||||
|
- **`render_pipelines`.** `src/core/Game2.lua:load` installs
|
||||||
|
`src/render/Pipelines.lua` on Gold's dataset *after* `mods:load`, so the
|
||||||
|
merged table is the one it walks, and `Game2:draw` composites the
|
||||||
|
whole-frame half through `Pipelines.wantsPresent` / `Pipelines.present` with
|
||||||
|
the Gen 1 ctx keys (`width`, `height`, `scale`, `dpi`, `dpiX`, `dpiY`). The
|
||||||
|
**`drawWorld` half is inert on Gold**: its overworld draws straight to the
|
||||||
|
window rather than into a canvas the way `src/world/OverworldController.lua`
|
||||||
|
hands one to `Pipelines.drawWorld`. A drawWorld-only pipeline is not left
|
||||||
|
switched on and drawing nothing -- `Game2:load` retires a restored level for
|
||||||
|
one, leaving `options.pipelines` untouched so the mode comes back the day
|
||||||
|
Gold grows a world canvas. Gold also has no OPTION row for a pipeline
|
||||||
|
(`Pipelines.rows` is read only from `src/ui/OptionsMenu.lua`), so a Gold
|
||||||
|
player reaches one by its `hotkey`.
|
||||||
|
|
||||||
|
**Content registries at a Gen 2 path.** `maps`, `tilesets`, `sprites`, `text`,
|
||||||
|
`encounters`, `trainers`, `palettes`, `icons`, `battle_anims`, `constants`,
|
||||||
|
`statuses`, `move_effects`, `item_effects`, `balls`, `ai_classes` and
|
||||||
|
`evolution_methods`. Same registry name, same verbs, a Gen 2 table underneath
|
||||||
|
(`data.gen2Maps`, `data.gen2Encounters`, `data.gen2Statuses`, ...).
|
||||||
|
`src/core/Game2.lua` loads the extracted ones into `game.data` before it
|
||||||
|
calls `mods:load`, and every consumer takes them by reference and never
|
||||||
|
copies, so what a mod merges is what the game walks: a registered map is a map
|
||||||
|
Gold can warp into, a patched tileset is the one `Map.new` reads, a patched
|
||||||
|
encounter table is the one the grass rolls.
|
||||||
|
|
||||||
|
The battle-rule six are the newer half and work slightly differently: there is
|
||||||
|
no table on disk for them at all. They come into existence *as* the merge, and
|
||||||
|
each consumer reads a record through a lookup that falls back to its own module
|
||||||
|
records when no loader ran, so a mod-free Gold boot behaves identically:
|
||||||
|
|
||||||
|
| registry | who reads it |
|
||||||
|
| --- | --- |
|
||||||
|
| `statuses` | `Battle.statusRecordFor` / `statusPenaltyFor`, `Catching.statusBonus`, `ItemEffects.healClassOf` |
|
||||||
|
| `move_effects` | `Battle.moveEffectRecordFor` (`useMove`'s dispatch) |
|
||||||
|
| `balls` | `Catching.recordFor` |
|
||||||
|
| `ai_classes` | `Ai.layersFor` (the ten `scoring.asm` passes, plus mod layers) |
|
||||||
|
| `evolution_methods` | `Evolution.methodFor` |
|
||||||
|
| `item_effects` | `ItemEffects.recordFor` / `partyAction` |
|
||||||
|
|
||||||
|
`src/mods/Builtins.lua` seeds those six with **Gold's** records under Gen 2
|
||||||
|
rather than Red's. It has to: both games call it `GREAT_BALL`, and Red's record
|
||||||
|
carries no `multiplier`, so seeding Red's would leave Gold's x1.5 reading nil.
|
||||||
|
|
||||||
|
**Content registries that exist because Gold does.** Six systems Red has no
|
||||||
|
counterpart for, so there is no Gen 1 table to share and none of these carries
|
||||||
|
a Gen 1 target at all. The routed Gen 2 path is their only home, and
|
||||||
|
`Schemas.GEN1` gates them on a Red boot the way `Schemas.GEN2` gates
|
||||||
|
`map_scripts` on a Gold one -- reported, not silently merged.
|
||||||
|
|
||||||
|
| registry | id space | who reads it |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| `held_items` | item ids | `ItemEffects.heldItemFor`; the merged rows are written back onto `data.items` for `Battle:itemDef` |
|
||||||
|
| `phone_contacts` | `PHONE_*` (`data.gen2Constants.phoneContactOrder`) | `Phone.useRegistry`, folded onto the contact table |
|
||||||
|
| `decorations` | `"deco:<n>"` | `Decorations.attributes`, the single read point for an attribute row |
|
||||||
|
| `apricorns` | apricorn item ids | `Apricorns.useRegistry`, which rebuilds all three lookups and Kurt's menu order |
|
||||||
|
| `landmarks` | `LANDMARK_*` | `Nests.landmarkId` / `Nests.landmark`, which resolve a map header's landmark byte |
|
||||||
|
| `radio_channels` | station ids | `MapRadio.channelRecord`, which puts a registered station on the dial |
|
||||||
|
|
||||||
|
`Game2:load` calls `Phone.useRegistry`, `Decorations.useRegistry`,
|
||||||
|
`Apricorns.useRegistry` and `ItemEffects.applyHeldItems` immediately after
|
||||||
|
`mods:load`, so the merge is live before the first frame. `landmarks` and
|
||||||
|
`radio_channels` need no such call: their consumers take `data` at call time.
|
||||||
|
|
||||||
|
`landmarks` merges onto the cache's own `gen2Landmarks.landmarks` and
|
||||||
|
`held_items` onto the view `Game2` builds from `data.items`, so both fold
|
||||||
|
against the vanilla row -- a `register` for an existing id collides, a
|
||||||
|
`patch` stacks. The other four come into existence as the merge, seeded from
|
||||||
|
their module's literals by `src/mods/Builtins.lua`.
|
||||||
|
|
||||||
|
Four honest limits on that surface:
|
||||||
|
|
||||||
|
- `held_items` reaches the battle by being written back onto `data.items`, so a
|
||||||
|
held row for an id with no `data.items` record lands nowhere. To invent a
|
||||||
|
held item, register the `items` record too. The write-back is a diff against
|
||||||
|
a pre-merge snapshot, which is what lets `items` and `held_items` compose
|
||||||
|
instead of one reverting the other.
|
||||||
|
- `decorations` ids are `"deco:<n>"`, not `DECO_*` names: the cart's decoration
|
||||||
|
constants are a bare `const_def` block with no name table behind them, so
|
||||||
|
there is nothing in the ROM to spell them by. `battle_anims` addresses its
|
||||||
|
unnamed rows the same way. `n` is the attribute row's index, which is
|
||||||
|
`wMenuSelection`.
|
||||||
|
- `phone_contacts` does not register the four `PHONE_UNUSED` `const_skip` holes
|
||||||
|
(contact bytes 8, 9, 10 and 25). The manifest gives all four the same id, and
|
||||||
|
one id cannot key four rows. They stay copies of the wrong-number filler,
|
||||||
|
which is what the cart does with them.
|
||||||
|
- `radio_channels` and `phone_contacts` register *content*, not new UI: a
|
||||||
|
registered station gets a dial position and a name, and a registered contact
|
||||||
|
gets a row the Pokegear indexes, but neither invents a screen.
|
||||||
|
|
||||||
|
**Record shapes.** A registry whose Gen 2 records genuinely differ carries a
|
||||||
|
Gen 2 schema beside its Gen 1 one (`gen2Fields` / `gen2Keys` / `gen2Write` in
|
||||||
|
`src/mods/Schemas.lua`, resolved by `Schemas.shapeFor`). The registry name, the
|
||||||
|
verbs and wherever possible the ids stay shared; only the record changes. The
|
||||||
|
differences an author meets:
|
||||||
|
|
||||||
|
- **`pokemon`.** Gen 2 splits `special` into `specialAttack` /
|
||||||
|
`specialDefense`, names the level-up table `levelMoves` and the pic size
|
||||||
|
`picSize`, has no separate `level1Moves`, and points an evolution at `into`
|
||||||
|
rather than `species`. It also carries the breeding block (`eggGroups`,
|
||||||
|
`eggMoves`, `eggSteps`, `genderRatio`) and the wild held-item pair.
|
||||||
|
- **`encounters`.** The id is the encounter *kind*, not the map:
|
||||||
|
`mod.content.encounters:patch("grass", { ROUTE_29 = { rates = { NITE = 40 } } })`.
|
||||||
|
A map's row carries a `rates` set per time of day and one slot list.
|
||||||
|
`fishGroups`, `trees` / `treeSets`, `rocks`, `bugContest` and `roamMaps` are
|
||||||
|
ids of their own.
|
||||||
|
- **`trainers`.** The id is the trainer *class*, and the record is
|
||||||
|
`{ name, index, attributes, baseMoney, encounterMusic, trainers, items }`,
|
||||||
|
with one entry per named trainer of the class. The registry writes one level
|
||||||
|
in, into `data.gen2Trainers.classes`, so the call shape is unchanged.
|
||||||
|
- **`icons`.** Two id forms in one registry, routed by the `ICON_` prefix a
|
||||||
|
sheet name carries: a species id names an assignment (a string, the sheet's
|
||||||
|
name), an `ICON_*` id names a sheet.
|
||||||
|
- **`palettes`, `battle_anims`, `constants`.** The id is a subtable of the
|
||||||
|
target: `pokemon` / `trainers` / `bg` / `objects` / `roofs` for palettes,
|
||||||
|
`scripts` / `moves` / `objects` / `framesets` / `oamsets` / `gfx` for
|
||||||
|
battle_anims, and one of Gold's 42 ordered ROM name lists (plus `mapGroups`,
|
||||||
|
`trainerClassMembers`, `types`) for constants. Those lists are ordered and
|
||||||
|
position *is* the id a script byte resolves through, so they replace rather
|
||||||
|
than append.
|
||||||
|
|
||||||
|
Four more id-space notes, because the records at those paths came out of a
|
||||||
|
Gen 2 ROM:
|
||||||
|
|
||||||
|
- Gold's `text` ids are ROM pointer strings such as `"55:4067"`, not the
|
||||||
|
`TEXT_*` names Red uses. `override` them by pointer; there is no name table.
|
||||||
|
- A Gen 2 tileset carries its walkability as `collision` where Gen 1 says
|
||||||
|
`walkable`. Both fields validate; only `collision` is read on Gold.
|
||||||
|
- A Gen 2 warp row carries `destGroup` / `destMapNum` beside the `destMap` /
|
||||||
|
`destWarp` pair Gen 1 also has. Both are optional in the shared schema, so a
|
||||||
|
Gen 1 warp row and a Gen 2 one both validate, and patching one of Gold's own
|
||||||
|
maps does not mean restating the ROM's map-group numbers.
|
||||||
|
- Gold writes `"burn"` / `"sleep"` into `mon.status` where Red writes `BRN` /
|
||||||
|
`SLP`. The `statuses` registry is the same registry; only the ids differ, and
|
||||||
|
they have to.
|
||||||
|
|
||||||
|
**`mod.commands`.** Works on Gold. `src/script/gen2/Vm.lua` runs the cart's own
|
||||||
|
bytecode, so there is no opcode byte to hand a mod -- the seam is a row the
|
||||||
|
cart cannot write. `Opcodes.MOD_COMMAND` (`"modcommand"`) is an op *name* with
|
||||||
|
no byte behind it, and the VM dispatches it through the same merged
|
||||||
|
`data.commands` table Gen 1's runner resolves by name. Two row shapes reach it:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
{ op = "modcommand", verb = "mymod:shake", args = { 4, 2 } } -- native
|
||||||
|
{ "mymod:shake", 4, 2 } -- Gen 1 row
|
||||||
|
```
|
||||||
|
|
||||||
|
The second is the Gen 1 row shape verbatim, so one row list can serve both
|
||||||
|
games as long as every row in it is the mod's own verb. The handler is called
|
||||||
|
`fn(ctx, unpack(args))` with `ctx.vm` where Gen 1 has `ctx.runner`; it may
|
||||||
|
block on `ctx.vm:showText` / `:waitFrames`, and its return value speaks Gen 1's
|
||||||
|
control vocabulary (`"end"`, a row number, or nil). A missing or raising verb
|
||||||
|
is warned once per name and the rest of the list still runs. The engine's own
|
||||||
|
Gen 1 verbs are **not** seeded on Gold: a row-list verb handed Gold's ctx would
|
||||||
|
find no runner on it, so `data.commands` under Gen 2 is the mod verbs alone.
|
||||||
|
|
||||||
|
**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`, exports.**
|
||||||
|
Generation-agnostic; nothing to adapt.
|
||||||
|
|
||||||
|
**`mod.world`.** Same method set, resolved against Gold's world
|
||||||
|
(`src/world/gen2/WorldAPI.lua`). Two differences show through and are
|
||||||
|
documented on the module: Gold's world is not a stack state, and Gen 2 event
|
||||||
|
flags are numeric ids into `wEventFlags` rather than string keys.
|
||||||
|
`mapOverview` returns the same read-only terrain, tile-shading, and marker
|
||||||
|
shape, using Gold's live object masks and event flags to omit collected items.
|
||||||
|
`spawnNpc` / `removeNpc` append onto the map def's own object list, the way the
|
||||||
|
Gen 1 arm does, so a spawned actor is pooled, drawn, walked and talked to like
|
||||||
|
an extracted one and survives a map reload; it is not serialized, so a mod
|
||||||
|
respawns on `map.entered`. `queueScript` takes a small allowlist of verbs Gold
|
||||||
|
has its own entry points for (`start_battle "wild" species level`, `warp`,
|
||||||
|
`text`, `setflag`, `clearflag`) and refuses a list containing anything else
|
||||||
|
**by name, before the first row runs**, so a mod never gets a half-run queue.
|
||||||
|
`marchInPlace` still has no Gen 2 equivalent (the Gen 2 movement stream has no
|
||||||
|
byte for it) and returns `nil, reason` rather than approximating one.
|
||||||
|
`availableFieldActions` and `useFieldAction` expose the same contextual field
|
||||||
|
item and move records in both games. Gold extends the shared ids with its own
|
||||||
|
`headbutt`, `whirlpool`, `waterfall`, `sweet_scent`, and `squirtbottle`
|
||||||
|
actions. Each engine keeps ownership of its inventory, badges, terrain,
|
||||||
|
surfing, bike, fishing, and field-move rules.
|
||||||
|
|
||||||
|
**Hooks and events that fire on Gold.** Every name below is the Gen 1 name
|
||||||
|
carrying the Gen 1 payload keys, because Gold's call sites reuse them rather
|
||||||
|
than defining a parallel vocabulary; where Gen 2 carries more, the payload
|
||||||
|
gains a field instead of the name gaining a prefix.
|
||||||
|
|
||||||
|
- *Engine-wide, from the shared modules:* `game.ready`, `screen.pushed`,
|
||||||
|
`screen.popped`, `screen.render_visible`, `music.started`, `music.stopped`,
|
||||||
|
`music.select`, `music.volume`, `sound.played`, `zoom.range`,
|
||||||
|
`assets.transformed`, `mods.loaded`, `mod.options_changed`.
|
||||||
|
- *Overworld (`src/world/gen2/`):* `map.entered`, `map.exited`,
|
||||||
|
`map.reloaded`, `player.warped`, `world.stepped`, `world.interacted`,
|
||||||
|
`world.npc_spawned`, `world.trainer_engaged`, `world.blacked_out`,
|
||||||
|
`world.block_replaced`, `world.boulder_moved`, `world.tod_changed`,
|
||||||
|
`world.object_toggled`, `flag.changed`; hooks `warp.destination`,
|
||||||
|
`movement.collision`, `movement.speed`, `encounter.roll`,
|
||||||
|
`encounter.species`, `encounter.fishing`, `world.tod`, `map.palette`,
|
||||||
|
`fieldmove.eligibility`. `flag.changed` carries the numeric `wEventFlags`
|
||||||
|
id under Gen 1's `name` key, which is the one payload difference the
|
||||||
|
numeric flag space forces.
|
||||||
|
- *Menus (`src/ui/gen2/`):* `ui.start_menu.items`, `ui.title_menu.items`,
|
||||||
|
`ui.options.rows`, `ui.party.submenu`, `ui.naming.grid`, `ui.pc.items`,
|
||||||
|
`ui.list_menu`, `transition.style`. `ui.list_menu` covers Gold's script
|
||||||
|
menus (`ScriptMenu.lua`); the `Chrome.List` widget the START and title
|
||||||
|
menus draw with does not raise it yet, so those two are composed through
|
||||||
|
their own hooks only.
|
||||||
|
- *The Oak speech (`src/ui/gen2/OakSpeech.lua`):* `intro.oak_speech.started`,
|
||||||
|
`intro.oak_speech.step`, `intro.oak_speech.answered`,
|
||||||
|
`intro.oak_speech.finished`, and the `intro.oak_speech.build` hook. Gold has
|
||||||
|
a real Oak speech, so it is the same extension point rather than a second
|
||||||
|
one: same names, same payload keys, same moments in the sequence. The beats
|
||||||
|
are a data table with the same step vocabulary (`say` / `pic` / `name` /
|
||||||
|
`choice` / `yesno` / `shrink` / `fn`, plus Gold's own `initclock` and
|
||||||
|
`demo`), and the step *ids* match Gen 1's wherever the moment is the same --
|
||||||
|
`oak_welcome`, `demo_mon`, `world_spiel`, `ask_player_name`, `name_player`,
|
||||||
|
`legend`, `shrink` -- so `ModUI.insertStepBefore(steps, "name_player", ...)`
|
||||||
|
lands in the right place in both games. The two ids with no Gen 1
|
||||||
|
counterpart are Gold's own beats, `init_clock` (the `farcall InitClock` the
|
||||||
|
speech opens with) and `oak_study` (the return to Oak for `_OakText5`). Gold
|
||||||
|
has no rival-naming or name-confirmation beats, so it raises no anchors for
|
||||||
|
them: the rival is named by `CopScript` in `maps/ElmsLab.asm`, hours later.
|
||||||
|
- *Battle (`src/battle/gen2/`):* `battle.started`, `battle.ended`,
|
||||||
|
`battle.turn_started`, `battle.turn_ended`, `battle.move_used`,
|
||||||
|
`battle.damage_dealt`, `battle.fainted`, `battle.status_inflicted`,
|
||||||
|
`battle.battler_switched`, `battle.ball_thrown`, `battle.exp_gained`,
|
||||||
|
`pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`,
|
||||||
|
`battle.crit`, `battle.accuracy`, `battle.turn_order`,
|
||||||
|
`battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`,
|
||||||
|
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`,
|
||||||
|
`battle.catch_exp`, `battle.bottom_ui_visible` and
|
||||||
|
`battle.status_hud_visible`. One payload difference: Gen 1's vanilla
|
||||||
|
`battle.low_health_alarm` link reads `ctx.battle.data`, and Gold's battle
|
||||||
|
screen has no `.data` field, so the Gen 2 site **adds** `ctx.data` beside the
|
||||||
|
Gen 1 keys. A mod that calls `nextFn` is unaffected; one that reaches through
|
||||||
|
`ctx.battle.data` instead gets nil on Gold.
|
||||||
|
- *The catch and the evolution:* `pokemon.caught`, `pokemon.evolved`; hook
|
||||||
|
`evolution.check`. `src/ui/gen2/BattleState.lua:pushCaught` emits
|
||||||
|
`pokemon.caught` once the mon is in the party or the box, and
|
||||||
|
`src/core/gen2/Evolution.lua` emits `pokemon.evolved` from `apply` and wraps
|
||||||
|
each row's decision in `evolution.check`. The hook passes `data` where Gen 1
|
||||||
|
passes `game`; positions 2-4 (mon, row, trigger) match.
|
||||||
|
- *The frame (`src/core/Game2.lua`):* hooks `input.step`, `input.pointer`,
|
||||||
|
`render.zones`, `render.compose`, `render.output_enabled`, `render.output`,
|
||||||
|
`render.letterbox`, `render.hud`, `render.viewport`, `render.window`. Each sits
|
||||||
|
at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it
|
||||||
|
-- the logic tick before the pad is read, a pointer the touch overlay gets
|
||||||
|
first refusal on, the palette zone list handed to the present pass, the
|
||||||
|
composed frame before GBCFX, the letterbox, and the finished playfield rect
|
||||||
|
-- and carries the same payload.
|
||||||
|
`render.hud`'s `gameX` / `gameY` really is where Gold's dialogue boxes and
|
||||||
|
menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale`
|
||||||
|
compute the same number. `render.zones` is handed `nil` in GBC mode (Gold
|
||||||
|
computes no zone of its own there) and the engine's own one-rect list in
|
||||||
|
CLASSIC mode; a rect that clamps to nothing is skipped rather than throwing,
|
||||||
|
which is what `src/render/Renderer.lua:scissorClamped` does on the Gen 1 side.
|
||||||
|
- *Sprites (`src/pokemon/Sprites.lua`, shared):* `pokemon.sprite`,
|
||||||
|
`pokemon.icon` and `player.sprite`. `pokemon.icon` is reached from
|
||||||
|
`src/ui/gen2/PartyMenu.lua` through the shared module, so it is one call site
|
||||||
|
serving both games. `player.sprite` is raised by `Sprites.playerPic`, which
|
||||||
|
Gold's battle back pic (`src/ui/gen2/BattleState.lua`), Hall of Fame and
|
||||||
|
intro call with an already-resolved path: Gold's trainer art is not in
|
||||||
|
`field.playerPics`, so the path is found first and the hook raised over it,
|
||||||
|
with the Gen 1 `ctx` keys (`side`, `kind`, `demo`, `battle`, `data`)
|
||||||
|
unchanged. The Gen 2 trainer card is the one player-art read still outside
|
||||||
|
it: its portrait is a tile sheet that also carries the frame tiles, not a
|
||||||
|
swappable pic.
|
||||||
|
`pokemon.sprite` has a second site of its own in
|
||||||
|
`src/ui/gen2/BattleState.lua`, which adds `letter` (Unown) and `shiny` to the
|
||||||
|
Gen 1 ctx keys -- both concepts Red does not have.
|
||||||
|
- *Save and the script VM:* `save.created`, `save.loaded`, `save.loading`,
|
||||||
|
`save.writing`; hooks `save.write`, `save.new_game`, `script.command`, and
|
||||||
|
the `script.started` / `script.ended` pair off `src/script/gen2/Vm.lua`.
|
||||||
|
`script.command` reports a mod's own row under the name `"modcommand"` with
|
||||||
|
the row's real operands, and may rewrite them, on the same path it wraps a
|
||||||
|
cart row.
|
||||||
|
|
||||||
|
## New in Gen 2
|
||||||
|
|
||||||
|
These have no Gen 1 analogue -- Red has no friendship byte, no day care egg,
|
||||||
|
no Pokegear, no radio, no held items -- so they are the only places a new name
|
||||||
|
is justified. They are **live**, guarded by `Runtime.wants` /
|
||||||
|
`Runtime.wantsHook`, and each is driven through a real bus by
|
||||||
|
`tests/engine/gen2_new_seams.lua`.
|
||||||
|
|
||||||
|
### Events
|
||||||
|
|
||||||
|
| event | raised from | payload |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| `happiness.changed` | `Happiness` (`ChangeHappiness`, `StepHappiness`) | `mon`, `event`, `reason` (`"event"` / `"step"`), `delta`, `from`, `to` |
|
||||||
|
| `breeding.egg_created` | `Breeding` (`DayCare_InitBreeding`) | `egg`, `mother`, `father`, `compatibility`, `stepsToEgg` |
|
||||||
|
| `egg.hatched` | `Breeding` | `mon`, `egg`, `slot`, `species`, `nickname` |
|
||||||
|
| `phone.call_received` | `PhoneRing.script` | `call`, `contact`, `name`, `className`, `special`, `scriptKey` |
|
||||||
|
| `clock.day_changed` | `Clock` | `day`, `previous`, `reason` |
|
||||||
|
| `pokerus.infected` | `Pokerus` | `party`, `slot`, `mon`, `strain`, `days`, `source` |
|
||||||
|
| `roamer.moved` | `Roamers` | `index`, `slot`, `species`, `from`, `to`, `reason` |
|
||||||
|
| `roamer.encountered` | `Roamers` | `index`, `slot`, `species`, `level`, `mapId` |
|
||||||
|
| `apricorn.converted` | `Apricorns` (Kurt) | `apricorn`, `ball`, `event` |
|
||||||
|
| `bug_contest.scored` | `BugContest` | `mon`, `score`, `place`, `results` |
|
||||||
|
| `unown.unlocked` | `Unown` (`UpdateUnownDex`) | `letter`, `name`, `word`, `count` |
|
||||||
|
| `radio.channel` | `MapRadio` | `station`, `channel`, `name`, `source` |
|
||||||
|
| `mail.written` | `Mail` | `entry`, `slot`, `mon`, `message`, `author`, `source` |
|
||||||
|
| `mail.read` | `Mail` | `entry`, `message`, `author`, `top`, `bottom` |
|
||||||
|
| `intro.boot.copyright` | `CopyrightSplash:enter` | `screen`, `game` |
|
||||||
|
| `intro.boot.gamefreak` | `GameFreakPresents:enter` | `screen`, `game` |
|
||||||
|
| `intro.boot.movie` | `GoldSilverIntro:enter` | `screen`, `game` |
|
||||||
|
| `intro.boot.movie_ended` | `GoldSilverIntro:finish` | `screen`, `game`, `skipped`, `frames` |
|
||||||
|
| `intro.boot.title` | `TitleState:enter` | `screen`, `game` |
|
||||||
|
|
||||||
|
The four `intro.boot.*` cards are the GS boot cinema, and they are the one part
|
||||||
|
of Gold's intro with no Gen 1 moment to share a name with: Red boots into
|
||||||
|
`IntroMovie` with no copyright card, no GAME FREAK splash and no attract movie.
|
||||||
|
The Oak speech immediately after them is the opposite case and reuses
|
||||||
|
`intro.oak_speech.*` verbatim (see the shared table above).
|
||||||
|
|
||||||
|
Each card raises its name the frame it comes up, because that is the moment a
|
||||||
|
mod can act on. Only the movie has an `_ended` name, and only because it
|
||||||
|
carries a fact nothing downstream does -- `skipped` is the difference between a
|
||||||
|
player who watched all 2335 frames and one who pressed START. The other three
|
||||||
|
cards chain straight into the next card, whose own event is their end.
|
||||||
|
|
||||||
|
`delta` on `happiness.changed` is `to - from`, not the table's column, because
|
||||||
|
the 0 and $ff carry clamps are part of what the cart applied: a mon at 254
|
||||||
|
gaining "5" gained 1.
|
||||||
|
|
||||||
|
`clock.day_changed` compares against a process-local latch, so the first read
|
||||||
|
after a boot has nothing to compare against and raises nothing. That is by
|
||||||
|
design; it is a day *change*, not a day report.
|
||||||
|
|
||||||
|
`unown.unlocked` is raised from `UpdateUnownDex` -- a form first entering the
|
||||||
|
`#DEX` list -- not from the four `ENGINE_UNLOCKED_UNOWNS_*` puzzle flags. Those
|
||||||
|
flags are written by the cart's own `setflag`, so there is no Lua transition at
|
||||||
|
the puzzle solve to hang a second event on yet.
|
||||||
|
|
||||||
|
`mail.read` rides `Mail.lines` with a per-struct latch, because the read page
|
||||||
|
redraws every frame. The latch is re-armed by `Mail.get` / `Mail.mailbox`,
|
||||||
|
which is how both readers pick the letter they are about to open, so reopening
|
||||||
|
the same letter raises a second event.
|
||||||
|
|
||||||
|
### Hooks
|
||||||
|
|
||||||
|
| hook | wraps | ctx | vanilla answer |
|
||||||
|
| --- | --- | --- | --- |
|
||||||
|
| `held_item.trigger` | `Battle:heldEffect` | `battle`, `mon`, `item`, `def`, `effect`, `parameter`, `trigger` | `ctx.effect, ctx.parameter` |
|
||||||
|
| `breeding.compatibility` | `Breeding.compatibility` | `data`, `mon1`, `mon2`, `dayCare` | the vanilla byte |
|
||||||
|
| `phone.contact_list` | `Phone`'s `wPhoneList` read | called `(save, list)`, the shape the other list hooks use | the same list |
|
||||||
|
| `shiny.roll` | `Mon` | `dvs`, `species`, `def`, `level` | the DV-derived boolean |
|
||||||
|
| `gender.roll` | `Mon` | `def`, `dvs`, `ratio`, `species`, `level` | the DV-derived gender |
|
||||||
|
|
||||||
|
`held_item.trigger` is one hook over eight call sites, because on the cart
|
||||||
|
those eight *are* one routine (`GetUserItem` / `GetOpponentItem` loading b and
|
||||||
|
c, and the caller comparing b against the `HELD_*` it cares about). `trigger`
|
||||||
|
says which comparison is about to happen: `"priority"` (Quick Claw),
|
||||||
|
`"damage"` (Scope Lens and the type-boost family), `"endure"` (Focus Band),
|
||||||
|
`"flinch"` (King's Rock), `"accuracy"` (BrightPowder), `"confuse"`,
|
||||||
|
`"residual"` (the end-of-turn Leftovers / Berry / cure arm), and `"check"` for
|
||||||
|
any other read. Return nil to make the item do nothing at that trigger, or
|
||||||
|
another `HELD_*` name to substitute one -- every call site compares against a
|
||||||
|
name, so substitution is the whole mechanism.
|
||||||
|
|
||||||
|
`held_item.trigger` wraps the *read*, so a mod can suppress or substitute an
|
||||||
|
effect from any item. Defining a **new** held item is the `held_items`
|
||||||
|
registry's job, and the two compose: register the row, then steer it from the
|
||||||
|
hook.
|
||||||
|
|
||||||
|
`phone.contact_list` refuses an answer of the wrong length or with an unknown
|
||||||
|
contact id (unknown ids blank to 0 on purpose, so the Pokegear never indexes a
|
||||||
|
nil). It reorders and blanks the ten save slots; registering a contact id the
|
||||||
|
game does not know is `phone_contacts`' job.
|
||||||
|
|
||||||
|
`shiny.roll` does not override a forced-shiny battle (`opts.shiny`), which is
|
||||||
|
how the cart's own scripted shiny Gyarados stays shiny.
|
||||||
|
|
||||||
|
## Registries with no Gen 2 home
|
||||||
|
|
||||||
|
Writing to one of these while Gold is running takes the write, drops it, and
|
||||||
|
reports it once per mod into the same error feed the manager shows. It is not
|
||||||
|
fatal: a mod that supports both generations registers its Gen 1 content
|
||||||
|
unconditionally and still loads the half that applies. The report is worded
|
||||||
|
from the boot's own generation, because the gating runs both ways.
|
||||||
|
|
||||||
|
`rulesets`, `transitions`, `field`, `text_pointers`, `link_fields`,
|
||||||
|
`map_scripts`.
|
||||||
|
|
||||||
|
`Schemas.GEN2` in `src/mods/Schemas.lua` is the authoritative table, and
|
||||||
|
`tests/engine/gate_gen2_mod_api.lua` holds it to the catalog.
|
||||||
|
|
||||||
|
The list used to have three causes behind it and now has one. "No Data path
|
||||||
|
exists" closed when the overworld tables stopped loading off disk into World
|
||||||
|
fields. "The shape differs" closed when a registry gained the option of
|
||||||
|
carrying a Gen 2 record schema beside its Gen 1 one. What is left is one cause:
|
||||||
|
|
||||||
|
**Gold reimplements the system without reading a registry.** The Gen 1 target
|
||||||
|
is still built and merged into, but nothing in a Gold boot ever looks at it, so
|
||||||
|
routing the registry would be a merge into a table with no reader -- exactly
|
||||||
|
the silent no-op the gate exists to prevent. Closing one of these is a consumer
|
||||||
|
change in the Gen 2 module first and a routing row second:
|
||||||
|
|
||||||
|
- `rulesets`: no Gen 2 ruleset dispatch exists.
|
||||||
|
- `transitions`: Gold draws its own battle intro
|
||||||
|
(`src/ui/gen2/BattleTransition.lua`), and its `STYLES` is a boolean *set* of
|
||||||
|
the four cart wipes (`spin`, `speckle`, `zoom`, `sine`) rather than the
|
||||||
|
`{ frames, draw, sound, flash }` record this registry carries. There is no
|
||||||
|
styleDef lookup for a registered id to reach, so a mod style would fail the
|
||||||
|
`STYLES` membership test and fall back to vanilla -- routing it would be the
|
||||||
|
silent no-op, not the fix.
|
||||||
|
- `field`: the Gen 1 overworld's data grab bag. Gold's equivalents live in
|
||||||
|
`data.gen2Maps` and the VM's own tables.
|
||||||
|
- `text_pointers`: Gen 1's `TEXT_*` indirection. Gold's text *is* pointers.
|
||||||
|
- `link_fields`: link play is Gen 1 only.
|
||||||
|
- `map_scripts`: `data.gen2Scripts` is the cart's bytecode pool keyed by ROM
|
||||||
|
pointer, and a Lua row list merged into it is not something
|
||||||
|
`src/script/gen2/Vm.lua` can run. Routing it needs a Gen 2 side dispatcher in
|
||||||
|
`World`, not just the verb table `mod.commands` already has. The
|
||||||
|
`script.started` / `script.ended` / `script.command` seams do fire, so a mod
|
||||||
|
observes and can veto a script it cannot yet author whole.
|
||||||
|
|
||||||
|
Four of this list closed after it was written, and how they closed is the
|
||||||
|
pattern for the rest:
|
||||||
|
|
||||||
|
- **`growth_rates`** now routes to the SHARED Gen 1 target. Gold's curves are
|
||||||
|
coefficient rows in the extracted `pokemon.lua`, so `src/mods/Builtins.lua`'s
|
||||||
|
Gen 2 registrant wraps each as the `{ expForLevel }` record Gen 1's registry
|
||||||
|
uses, and `src/battle/gen2/Mon.lua:growthFor` is the one accessor all six
|
||||||
|
readers go through (`Mon` twice, `BattleState`, `SummaryMenu`, `Breeding`,
|
||||||
|
`ItemEffects`). One record shape, one id space, one mod source for both
|
||||||
|
games. Because it is routed, the `pokemon` schema's `growthRate` reference is
|
||||||
|
now checked rather than skipped, and it resolves: both sides say
|
||||||
|
`GROWTH_MEDIUM_SLOW`.
|
||||||
|
- **`tokens`** was on the list by mistake rather than by cause. `TextBox.new`
|
||||||
|
runs `TextBox.substitute` on every box in both generations and `substitute`
|
||||||
|
reads `game.data.tokens`, so the shared target was live on Gold the whole
|
||||||
|
time. A `{NAME}` a mod registers expands in the world, the menus and the VM's
|
||||||
|
pages alike.
|
||||||
|
- **`battle_sprite_scales`** closed consumer-first, the `growth_rates` way:
|
||||||
|
`src/ui/gen2/BattleState.lua` grew `imageScale` / `picScale`, a faithful
|
||||||
|
mirror of Gen 1's `BattleState.imageBattleScale` / `resolveBattleScale` down
|
||||||
|
to skipping `_owners` and the image-then-species-then-default order, so the
|
||||||
|
registry now routes to the SHARED Gen 1 path and one record serves both
|
||||||
|
games. Only the default is generation-specific, and neither side reads that
|
||||||
|
from the registry.
|
||||||
|
- **`render_pipelines`** closed because the reader moved, not the registry:
|
||||||
|
`src/core/Game2.lua:load` installs `src/render/Pipelines.lua` on Gold's
|
||||||
|
merged dataset after `mods:load` and `Game2:draw` composites `present`. The
|
||||||
|
`drawWorld` half is still inert, which is why this one is worth reading the
|
||||||
|
caveat above for -- it is routed on the strength of the half that works, and
|
||||||
|
Gold retires a drawWorld-only level rather than pretending.
|
||||||
|
|
||||||
|
## Hooks and events Gold does not raise yet
|
||||||
|
|
||||||
|
Gold has its own draw path, intro, evolution and sprite lookups, so the call
|
||||||
|
sites in those Gen 1 modules are not on Gold's path. The names are not taken
|
||||||
|
and not reserved for Gen 1: when a Gen 2 call site lands it uses the existing
|
||||||
|
name and the existing payload, plus fields where Gen 2 genuinely carries more
|
||||||
|
(the split special stats, held items on a trainer roster).
|
||||||
|
|
||||||
|
The list is much shorter than it was. What is outstanding, in descending value:
|
||||||
|
|
||||||
|
- `trainer.before_battle`: Gold constructs and pushes its trainer battle in
|
||||||
|
`src/world/gen2/World.lua:startBattle`, which does not yet expose a deferred
|
||||||
|
preparation boundary or a battle-local player-party view. Gen 1 mods can use
|
||||||
|
the hook documented in `docs/modding.md`; do not claim Gold compatibility
|
||||||
|
when that selection is required.
|
||||||
|
- `pokemon.before_give` / `pokemon.received`: Gold has no give-mon seam of its
|
||||||
|
own yet.
|
||||||
|
- `link.*` and `trade.completed`: a Gold boot offers no link menu at all. The
|
||||||
|
Gen 2 fingerprint and handshake exist (`src/link/Fingerprint.lua` hashes a
|
||||||
|
Gen 2 surface and a cross-generation pairing is refused by name), but nothing
|
||||||
|
in `src/ui/gen2/` opens onto the protocol, so these raise nowhere.
|
||||||
|
|
||||||
|
Four groups that used to sit here have since landed and moved to the shared
|
||||||
|
table above: the frame seams (`render.compose` / `render.hud` /
|
||||||
|
`render.letterbox` / `render.zones`, `input.step` / `input.pointer`), the three
|
||||||
|
battle seams (`battle.overlay`, `battle.low_health_alarm`,
|
||||||
|
`battle.catch_exp`), the two sprite lookups (`pokemon.sprite`,
|
||||||
|
`pokemon.icon`), and the catch/evolution trio (`pokemon.caught`,
|
||||||
|
`pokemon.evolved`, `evolution.check` -- `src/ui/gen2/BattleState.lua` emits
|
||||||
|
`pokemon.caught` from `pushCaught` once the mon is in the party or the box, and
|
||||||
|
`src/core/gen2/Evolution.lua` emits `pokemon.evolved` from `apply` and wraps
|
||||||
|
each row's decision in `evolution.check`).
|
||||||
|
|
||||||
|
Three partial coverages worth knowing about, because "the hook exists" is not
|
||||||
|
the same as "the hook sees everything":
|
||||||
|
|
||||||
|
- `encounter.roll` / `encounter.species` are wired into the grass/water step,
|
||||||
|
`randomwildmon`, the Bug Contest and SWEET SCENT, but **not** into
|
||||||
|
`World:tryHeadbutt`, `World:rockMonEncounter` or `Roamers.checkEncounter`.
|
||||||
|
Those three read row shapes that are not `{ species, level }` slot lists, so
|
||||||
|
a mod that reskins encounters misses headbutt trees, rock smash and the
|
||||||
|
roamers.
|
||||||
|
- `src/ui/gen2/BattleState.lua` builds a flat `opts` for `Catching.attempt`
|
||||||
|
with no `data` in it, so a mod-registered ball is readable through
|
||||||
|
`Catching.recordFor` but is not yet resolved at the real throw site.
|
||||||
|
- Three Gold UI files carry their own copy of the status HUD labels the merged
|
||||||
|
`statuses` records now hold as `hudLabel`, so a mod status shows no label in
|
||||||
|
the battle HUD, the party menu or the summary page until they read
|
||||||
|
`Battle.statusRecordFor(data, status).hudLabel`. The values are identical
|
||||||
|
today, so nothing vanilla is affected.
|
||||||
|
|
||||||
|
## Gen 2 tables with no registry
|
||||||
|
|
||||||
|
`Game2:load` assigns 24 `data.gen2*` tables and 12 of them are registry-backed,
|
||||||
|
so twelve sit in `game.data` on a Gold boot with no registry pointing at them:
|
||||||
|
`gen2Marts`, `gen2Roofs`, `gen2StdScripts`, `gen2EventTables` (the phone book,
|
||||||
|
in-game trades, elevator labels, decoration descriptions), `gen2InitialEvents`,
|
||||||
|
`gen2Pokedex`, `gen2MenuGfx`, `gen2Intro`, `gen2Credits`, `gen2Diploma`,
|
||||||
|
`gen2Trade`, and `gen2Scripts` (which the `map_scripts` registry does reach, so
|
||||||
|
it is the one of the twelve that is not out of reach). Naming registries for the
|
||||||
|
rest is new API surface rather than a routing change, so it is deliberately not
|
||||||
|
done yet.
|
||||||
|
|
||||||
|
## Testing a Gen 2 mod
|
||||||
|
|
||||||
|
Static first. `gen2check` reads the manifest, scans every `.lua` the package
|
||||||
|
carries and cross-references what it finds against the coverage table above:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
python3 tools/modkit.py gen2check my_mod # or a path
|
||||||
|
python3 tools/modkit.py gen2check my_mod --notes # + the caveat on each backed member
|
||||||
|
```
|
||||||
|
|
||||||
|
It reports one of `will load`, `will load but degrade` or `will not work`, with
|
||||||
|
a `MK4xx` finding per site and an `unresolved:` note, carrying a file and a
|
||||||
|
line, for every reach a static scan could not follow. Exit 0 clean, 1 on a
|
||||||
|
fatal finding (or any finding under `--strict`), 2 on usage; `--json` emits the
|
||||||
|
whole batch as one document, and `--quiet` prints the findings alone, so a
|
||||||
|
clean mod prints nothing and the exit code is the answer. The rule ladder is
|
||||||
|
`MK400`-`MK410` and is listed in `tools/modkit.py`'s section header.
|
||||||
|
|
||||||
|
Then the headless harness, which takes the generation without booting Gold:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
|
||||||
|
T.eq(run.mod and run.mod.state, "loaded",
|
||||||
|
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
|
||||||
|
T.eq(#run.errors, 0, "and loads with no boot errors")
|
||||||
|
```
|
||||||
|
|
||||||
|
Everything else is the production path: same loader, same validate, same
|
||||||
|
topological sort, same merge. Assert the state as well as the error count: a
|
||||||
|
gate skip is deliberately not an error, so `#run.errors == 0` passes for a mod
|
||||||
|
that never ran a line.
|
||||||
|
|
||||||
|
Neither substitutes for a real Gold boot, and the two output channels there are
|
||||||
|
not the same. The adapter's own warnings (`Gen2Compat.warnOnce`) go to the log
|
||||||
|
only, each attributed to the mod holding the facade. The boot error feed the
|
||||||
|
manager shows is `loader.errors`: a failed mod, a duplicate id, a registry with
|
||||||
|
no Gen 2 target, a cross-validation problem, and a require for a Gen 1 module
|
||||||
|
the adapter does not serve. A skipped mod and a degraded member are on neither
|
||||||
|
list, by design.
|
||||||
@@ -0,0 +1,96 @@
|
|||||||
|
# RFC 0008 — Runtime mod option schema export
|
||||||
|
|
||||||
|
## Status
|
||||||
|
|
||||||
|
Proposed. Engine: `src/mods/Loader.lua`. Tests:
|
||||||
|
`tests/mod_loader_tests.lua`. This RFC defines an optional filesystem
|
||||||
|
contract; it does not require a native launcher or any other consumer.
|
||||||
|
|
||||||
|
## Motivation
|
||||||
|
|
||||||
|
A native launcher may want to present settings for installed mods before it
|
||||||
|
starts the game. Running every mod's entry chunk in that launcher just to
|
||||||
|
discover its settings would duplicate engine behavior and give the launcher
|
||||||
|
an unnecessary code-execution surface. The engine already has the authoritative
|
||||||
|
runtime schemas after mod loading, so it can publish a data-only snapshot for
|
||||||
|
platform shells that want one.
|
||||||
|
|
||||||
|
## The exact contract
|
||||||
|
|
||||||
|
After the mod loader has finished running entry chunks, it may write
|
||||||
|
`mod_option_schemas.json` beside `options.lua` in the same filesystem. The
|
||||||
|
document is a snapshot of the current boot; it is not a second settings store
|
||||||
|
and does not change how option values are read or written.
|
||||||
|
|
||||||
|
Version 1 has this shape:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"schema_version": 1,
|
||||||
|
"mods": {
|
||||||
|
"example": [
|
||||||
|
{"key":"enabled","type":"toggle","label":"Enabled","default":true},
|
||||||
|
{"key":"mode","type":"choice","label":"Mode","default":"safe",
|
||||||
|
"choices":[["Safe","safe"],["Fast","fast"]]},
|
||||||
|
{"key":"rate","type":"number","label":"Rate","default":5,
|
||||||
|
"min":0,"max":10,"step":1},
|
||||||
|
{"key":"name","type":"text","label":"Name","default":"","maxLen":12}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
`mods` is keyed by mod id. Its rows come from the runtime
|
||||||
|
`mod.options:define` schema, or from the legacy manifest `options_schema` file
|
||||||
|
when the runtime schema is absent. The supported row types are `toggle`,
|
||||||
|
`choice`, `number`, and `text`. Their optional fields retain the meanings
|
||||||
|
established by the existing in-game option UI: choices are `[label, value]`
|
||||||
|
pairs, numeric rows may provide `min`, `max`, and `step`, and text rows may
|
||||||
|
provide `maxLen`. A row may also use
|
||||||
|
`visible_if = {key = "mode", equals = "compact"}` or replace `equals` with
|
||||||
|
`not_equals`. This only hides the in-game menu row; the schema and stored value
|
||||||
|
remain available, and consumers that do not implement conditions may ignore
|
||||||
|
the field.
|
||||||
|
|
||||||
|
Only mods that are enabled and successfully loaded in the current boot are
|
||||||
|
included. A disabled or failed mod must not contribute rows. If an older
|
||||||
|
snapshot exists and the current boot has no schema-bearing mods, the producer
|
||||||
|
overwrites it with `{"schema_version":1,"mods":{}}`; this prevents stale
|
||||||
|
settings rows from surviving a disable or load failure. A fresh mod-free boot
|
||||||
|
does not create the file, and a filesystem without write support is tolerated.
|
||||||
|
|
||||||
|
The producer writes the snapshot after entry chunks and the final load set
|
||||||
|
have been established. Consumers must treat the file as untrusted input and
|
||||||
|
must not execute anything from it.
|
||||||
|
|
||||||
|
## Compatibility and versioning
|
||||||
|
|
||||||
|
The contract is optional on both sides. A native consumer may be absent, and
|
||||||
|
the engine continues normally if the file cannot be written. A native
|
||||||
|
consumer is not required to render, validate, or persist every supported row;
|
||||||
|
it may ignore an unknown row type or optional field.
|
||||||
|
|
||||||
|
For compatibility with files produced by the original unversioned prototype,
|
||||||
|
a missing `schema_version` means version 1. Consumers must ignore documents
|
||||||
|
with a newer version rather than guessing at their shape. Producers must bump
|
||||||
|
the version whenever they change the document envelope or the meaning of an
|
||||||
|
existing field. New optional row fields that older consumers can safely ignore
|
||||||
|
do not require a bump. Version 1 is therefore the legacy unversioned format as
|
||||||
|
well as the explicitly versioned format shown above.
|
||||||
|
|
||||||
|
## Migration note
|
||||||
|
|
||||||
|
Nothing. Existing mods, option values, and the in-game options UI are
|
||||||
|
unchanged. Platforms that do not consume `mod_option_schemas.json` have no
|
||||||
|
new integration requirement.
|
||||||
|
|
||||||
|
## Parity tests
|
||||||
|
|
||||||
|
`tests/mod_loader_tests.lua` verifies the explicit version, runtime and legacy
|
||||||
|
row round-tripping, enabled/disabled filtering, failed-mod filtering,
|
||||||
|
stale-snapshot clearing, and tolerance of a read-only filesystem.
|
||||||
|
|
||||||
|
## Deprecation etiquette
|
||||||
|
|
||||||
|
Nothing is deprecated. The unversioned file form remains readable as legacy
|
||||||
|
version 1; new producers write the explicit `schema_version` field.
|
||||||
@@ -12,12 +12,175 @@ The modding book lives on the
|
|||||||
- [Registry reference](https://github.com/bryanthaboi/gen1recomp/wiki/Reference-Registries)
|
- [Registry reference](https://github.com/bryanthaboi/gen1recomp/wiki/Reference-Registries)
|
||||||
— every registry, generated from `src/mods/Schemas.lua`.
|
— every registry, generated from `src/mods/Schemas.lua`.
|
||||||
|
|
||||||
Regenerate the reference straight into a wiki checkout:
|
Regenerate the reference. With no argument it writes in-repo, to
|
||||||
|
`docs/modding/reference/registries.md`; name a wiki checkout to write the
|
||||||
|
wiki's own page name into it instead:
|
||||||
|
|
||||||
```sh
|
```sh
|
||||||
|
luajit tools/gen_registry_docs.lua
|
||||||
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
|
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
|
||||||
```
|
```
|
||||||
|
|
||||||
|
## Manifest specification (`manifest.json`)
|
||||||
|
|
||||||
|
Every mod contains a root `manifest.json` defining its metadata, supported games, and dependencies for the engine loader.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "my_mod",
|
||||||
|
"name": "My Cool Mod",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"api": 2,
|
||||||
|
"entry": "main.lua",
|
||||||
|
"profile": "content",
|
||||||
|
"category": "GAMEPLAY",
|
||||||
|
"games": ["gen1", "gen2"],
|
||||||
|
"game_version": ">=0.0.0-dev <2.0.0",
|
||||||
|
"priority": 100,
|
||||||
|
"dependencies": [
|
||||||
|
"helper_lib@^1.0.0",
|
||||||
|
{ "id": "pokegear_cards", "games": ["gen2"], "range": "^1.0.0", "github": "1jamie/pokegear_cards" }
|
||||||
|
],
|
||||||
|
"optional_dependencies": [
|
||||||
|
"gen1_modern_ui"
|
||||||
|
],
|
||||||
|
"required_imports": [
|
||||||
|
{
|
||||||
|
"id": "stadium2",
|
||||||
|
"name": "Pokemon Stadium 2 ROM",
|
||||||
|
"description": "Pokemon Stadium 2 (USA), any supported N64 byte order",
|
||||||
|
"file": "stadium2.z64",
|
||||||
|
"format": "n64",
|
||||||
|
"size": 67108864,
|
||||||
|
"md5": ["00000000000000000000000000000000"]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"optional_imports": [
|
||||||
|
{
|
||||||
|
"id": "bonus_source",
|
||||||
|
"name": "Optional bonus source",
|
||||||
|
"file": "bonus.bin",
|
||||||
|
"md5": "00000000000000000000000000000000"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"conflicts": [],
|
||||||
|
"permissions": ["engine_internals"],
|
||||||
|
"description": "A brief description of the mod.",
|
||||||
|
"github": "author/my_mod"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Manifest Fields
|
||||||
|
|
||||||
|
| Field | Type | Description |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| `id` | `string` | Unique identifier (lowercase alphanumeric, underscores, hyphens). |
|
||||||
|
| `name` | `string` | Human-readable title shown in launcher and manager. |
|
||||||
|
| `version` | `string` | Semantic version string (e.g. `"1.0.0"`). |
|
||||||
|
| `api` | `integer` | Mod API level (`2` for current standard, `1` for legacy). |
|
||||||
|
| `entry` | `string` | Entry Lua file path relative to mod root (usually `"main.lua"`). |
|
||||||
|
| `profile` | `string` | Mod profile: `"content"`, `"overhaul"`, or `"total_conversion"`. |
|
||||||
|
| `category` | `string` | Categorization chip (e.g. `"GAMEPLAY"`, `"CONTENT"`, `"UI"`, `"AUDIO"`). |
|
||||||
|
| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, or `["all"]`. |
|
||||||
|
| `game_version`| `string` | Semver range of required engine version (e.g. `">=0.0.0-dev <2.0.0"`). |
|
||||||
|
| `priority` | `integer` | Load priority order (lower numbers load earlier; dependencies always precede dependents regardless of priority). |
|
||||||
|
| `dependencies` | `array` | Hard required dependencies. A mod will not load if a required dependency is missing or disabled for the active game. |
|
||||||
|
| `optional_dependencies` | `array` | Soft dependencies. Guarantees that if the target mod is present and active, it loads *before* this mod without blocking load if absent. |
|
||||||
|
| `required_imports` | `array` | User-supplied files required by this mod. The launcher validates and copies each file into this mod's `baseroms/` directory; the mod does not load while one is missing. |
|
||||||
|
| `optional_imports` | `array` | User-supplied files that unlock optional mod functionality. They use the same validation and private-copy flow but never block the mod from loading. |
|
||||||
|
| `conflicts` / `incompatible` | `array` | List of mod IDs that cannot run concurrently with this mod. |
|
||||||
|
| `permissions` | `array` | Requested privileges (e.g. `["engine_internals"]`, `["network"]`, `["filesystem"]`). |
|
||||||
|
| `log_url` | `string` | Optional https URL for `mod.postLog` log reporting (api 2; requires the `network` permission). |
|
||||||
|
| `github` | `string` | GitHub repository (`"owner/repo"`) used for update checks and dependency download links. |
|
||||||
|
|
||||||
|
### Declaring Dependencies & Scoping
|
||||||
|
|
||||||
|
Dependencies in `dependencies` and `optional_dependencies` can be declared in several formats:
|
||||||
|
|
||||||
|
1. **Simple string**: `"mod_id"`
|
||||||
|
2. **Version-pinned string**: `"mod_id@^1.2.0"`
|
||||||
|
3. **Repository-hinted string**: `"mod_id#owner/repo"` or `"mod_id@^1.2.0#owner/repo"`
|
||||||
|
4. **Structured object**:
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "mod_id",
|
||||||
|
"range": "^1.2.0",
|
||||||
|
"games": ["gen2"],
|
||||||
|
"github": "owner/repo"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Version-Scoped Dependencies
|
||||||
|
When a mod supports multiple games (`"games": ["gen1", "gen2"]`), a dependency can specify `"games": ["gen2"]` to indicate it is only required when booting Gen 2. When booting Gen 1, the engine will ignore the dependency, preventing unnecessary boot blocks on games that do not need it.
|
||||||
|
|
||||||
|
### Required user-supplied files
|
||||||
|
|
||||||
|
`required_imports` and `optional_imports` keep copyrighted or otherwise user-owned source material
|
||||||
|
out of mod archives while giving every platform the same installation flow.
|
||||||
|
Each object requires a stable `id`, a display `name`, a destination `file`
|
||||||
|
(a filename, never a path), and one MD5 digest or an array of accepted MD5
|
||||||
|
digests. `format` is either `"raw"` (the default) or `"n64"`. An optional
|
||||||
|
`description` gives players dump or region guidance in the import panel.
|
||||||
|
`size` declares the exact canonical byte length; `max_size` declares a smaller
|
||||||
|
per-import ceiling when an exact size is not appropriate. Every import also
|
||||||
|
has an engine-enforced 128 MiB ceiling and is rejected before hashing when its
|
||||||
|
filesystem reports an invalid size.
|
||||||
|
|
||||||
|
For `"n64"`, the launcher recognizes `.z64`, `.v64`, and `.n64` byte orders,
|
||||||
|
strips a recognized 512-byte copier header, converts the bytes to canonical
|
||||||
|
big-endian `.z64` order, and then checks MD5. The canonical bytes are written
|
||||||
|
to `mods/<mod-id>/baseroms/<file>`. Each selection is a private grant to that
|
||||||
|
mod: the launcher never scans or copies another mod's imported files merely
|
||||||
|
because its manifest names the same digest. Mods read the result with their existing scoped `mod:read` API, for
|
||||||
|
example `mod:read("baseroms/stadium2.z64")`; no host path or new filesystem
|
||||||
|
permission is exposed. Missing `required_imports` block the mod before its
|
||||||
|
entry chunk runs; missing `optional_imports` remain visible in the same
|
||||||
|
launcher panel but do not block loading.
|
||||||
|
|
||||||
|
MD5 here identifies a known dump because ROM databases commonly publish it;
|
||||||
|
it is not a security or authenticity guarantee. Do not paste the SHA-1 used by
|
||||||
|
Gen1Recomp's own game-ROM importer into an import's `md5` field. Mod archives
|
||||||
|
must not include anything beneath `baseroms/`. The engine records a validation
|
||||||
|
receipt keyed by file size and modification time so launcher refreshes and
|
||||||
|
later boots do not repeatedly hash an unchanged imported ROM.
|
||||||
|
|
||||||
|
New mobile code should call `love.system.pickFile("required_import")`. The
|
||||||
|
older iOS-only `"stadium"` picker kind remains temporarily for compatibility.
|
||||||
|
Android now returns `false` for unknown picker kinds instead of treating them
|
||||||
|
as game-ROM picks.
|
||||||
|
|
||||||
|
### Platform import flow
|
||||||
|
|
||||||
|
The same per-mod validation and private `mods/<mod-id>/baseroms/` destination
|
||||||
|
applies on every supported platform. Windows, macOS, and Linux use the
|
||||||
|
launcher file chooser. Android uses the Storage Access Framework, and iOS uses
|
||||||
|
the Files document picker; both stage the choice as `picked_required_import.bin`
|
||||||
|
before validation. Xbox/UWP uses its native picker and hands the launcher a
|
||||||
|
temporary path. Switch/NX has no host picker, so the player copies a file to
|
||||||
|
`imports/baseroms/` over MTP and chooses the import again. No platform grants
|
||||||
|
the mod a host filesystem path or bypasses the manifest's size, format, and MD5
|
||||||
|
checks.
|
||||||
|
|
||||||
|
## Mods and Gold (Gen 2)
|
||||||
|
|
||||||
|
The mod API is one API across both generations, but Gold runs its own battle
|
||||||
|
engine, overworld, script VM and save format, so a mod says which games it is
|
||||||
|
for and Gold serves a declared subset of the surface.
|
||||||
|
|
||||||
|
- [`docs/preparing-your-mod-for-gen2.md`](preparing-your-mod-for-gen2.md)
|
||||||
|
the migration guide: what breaks, the `games` manifest key, the module
|
||||||
|
adapter, the patterns no adapter can fix, and a worked before/after.
|
||||||
|
- [`docs/mod-api-gen2-compat.md`](mod-api-gen2-compat.md)
|
||||||
|
the reference: every registry, hook and event, whether Gold serves it, and
|
||||||
|
the record-shape differences where it does.
|
||||||
|
|
||||||
|
Start with the checker, which reads your manifest and scans your Lua against
|
||||||
|
the adapter's own coverage table:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
python3 tools/modkit.py gen2check mods/my_mod
|
||||||
|
```
|
||||||
|
|
||||||
## Editing maps in Tiled
|
## Editing maps in Tiled
|
||||||
|
|
||||||
Maps are data, not assets, so they can be authored in a real map editor and
|
Maps are data, not assets, so they can be authored in a real map editor and
|
||||||
@@ -35,6 +198,106 @@ An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
|
|||||||
fields that moved; a new map becomes a `:register`. See
|
fields that moved; a new map becomes a `:register`. See
|
||||||
`docs/new-features.md` and the extension's own README.
|
`docs/new-features.md` and the extension's own README.
|
||||||
|
|
||||||
|
## Read-only map overviews
|
||||||
|
|
||||||
|
`mod.world:mapOverview()` returns collision `rows` at map-cell resolution,
|
||||||
|
optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
|
||||||
|
4x resolution. Visual rows contain Game Boy shades from `"0"` (lightest) to
|
||||||
|
`"3"` (darkest); their matching width and height fields describe the grid.
|
||||||
|
`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
|
||||||
|
`warp`, visible `item`, and untaken `hidden` locations. All fields are
|
||||||
|
read-only snapshots; mods choose which layers to render. Red and Gold expose
|
||||||
|
the same contract while applying their own object and event visibility rules.
|
||||||
|
|
||||||
|
## Party ordering
|
||||||
|
|
||||||
|
Companion UIs and alternate party screens can call
|
||||||
|
`mod.world:canReorderParty()` before offering a reorder action, then
|
||||||
|
`mod.world:reorderParty(fromSlot, toSlot)` with one-based party slots. The
|
||||||
|
operation is accepted only during idle overworld play; menus, movement,
|
||||||
|
scripts, battles, and transitions leave the party untouched.
|
||||||
|
|
||||||
|
## Contextual field actions
|
||||||
|
|
||||||
|
`mod.world:availableFieldActions()` returns the field items and moves that can
|
||||||
|
start at the player's current position. Both games expose `bicycle`, `fish`,
|
||||||
|
`cut`, `surf`, `strength`, `flash`, `dig`, and `teleport`; Gold additionally
|
||||||
|
exposes `headbutt`, `whirlpool`, `waterfall`, `sweet_scent`, and the
|
||||||
|
contextual `squirtbottle` key item. Red additionally exposes `softboiled` with
|
||||||
|
eligible `sources`; each source contains its eligible `targets`. Fishing rows
|
||||||
|
include the owned rods that are valid choices. The list is empty while the
|
||||||
|
world is busy, and omits an action whenever its item, move, badge, terrain, or
|
||||||
|
engine state forbids it.
|
||||||
|
The optional second return is `"world is busy"` during transient input locks
|
||||||
|
or `"no overworld"` before a playable world exists.
|
||||||
|
|
||||||
|
Call `mod.world:useFieldAction(id, opts)` to perform a listed action through
|
||||||
|
the active game's own field-item path. Fishing accepts `{ rod = "OLD_ROD" }`
|
||||||
|
and chooses automatically when only one rod is available. Red's `softboiled`
|
||||||
|
accepts one-based `{ sourceSlot, targetSlot }` values copied from its action
|
||||||
|
record. Invalid, stale, and busy requests return `nil` plus a reason without
|
||||||
|
changing game state. Mods do not need generation-specific badge, terrain,
|
||||||
|
bike, fishing, or field-move
|
||||||
|
logic. Action lists are extensible; callers should render the records they
|
||||||
|
understand and ignore unknown ids rather than assuming a fixed list length.
|
||||||
|
|
||||||
|
Red exposes FLY separately because it requires a destination picker:
|
||||||
|
`mod.world:canFly()` reports whether FLY is eligible at the current location,
|
||||||
|
and `mod.world:flyTo(mapId)` accepts only a visited destination from the native
|
||||||
|
Fly town list. Gold does not expose these two methods yet.
|
||||||
|
|
||||||
|
## Read-only battle snapshots
|
||||||
|
|
||||||
|
`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
|
||||||
|
record while one is active. Gen 1 (Red, Blue, and Yellow) and Gold expose the
|
||||||
|
same core fields:
|
||||||
|
`revision`, `kind`, `catchable`, `prompt`, `message`, `turn`, `player`,
|
||||||
|
`enemy`, `party`, `moves`, and `items`. Pokémon, moves, messages, and items in
|
||||||
|
the result are detached records; changing them cannot change the battle.
|
||||||
|
`revision` stays stable while the visible battle context is unchanged and
|
||||||
|
advances when it changes, so a UI can skip rebuilding an identical view.
|
||||||
|
|
||||||
|
Pokémon records contain `species`, `name`, `level`, `hp`, `maxHp`, `status`,
|
||||||
|
and `active` (plus `slot` in `party`). Move records contain `slot`, `id`,
|
||||||
|
`name`, `pp`, `maxPp`, `type`, `power`, `accuracy`, and `disabled`. Gen 1 also
|
||||||
|
reports the actual ruleset-aware `displayPower`, `hitChance` percentage, and
|
||||||
|
`effectiveness` multiplier (`10` neutral, `20` super-effective, `5`
|
||||||
|
resisted). Item rows contain `id`, `name`, `count`, `ball`, `needsTarget`, and
|
||||||
|
an optional stock `catchChance` percentage.
|
||||||
|
|
||||||
|
`prompt` describes the currently visible choice (`menu`, `moves`, `party`,
|
||||||
|
`advance`, `safari`, or `mimic`) and is `locked` when another screen or battle
|
||||||
|
phase owns input. Generation-specific features remain optional: Gen 1 includes
|
||||||
|
battle medicine, balls, catch previews, Safari balls, and Mimic choices;
|
||||||
|
Gold currently returns an empty `items` list rather than guessing at its
|
||||||
|
pocketed PACK flow. Callers should ignore unknown fields and tolerate absent
|
||||||
|
optional ones.
|
||||||
|
|
||||||
|
## Battle menu intents
|
||||||
|
|
||||||
|
`mod.battle:submit(intent)` applies a validated choice to the snapshot the mod
|
||||||
|
just read. Every intent needs a mod-owned, strictly increasing positive
|
||||||
|
integer `id` and the latest snapshot `revision`. Stale, replayed, covered, or
|
||||||
|
invalid choices return `nil` plus a reason without changing the battle.
|
||||||
|
|
||||||
|
The shared Red, Blue, Yellow, and Gold intents are:
|
||||||
|
|
||||||
|
- `{ kind = "menu", choice = "fight" }` (`party`, `item`, and `run` are the
|
||||||
|
other accepted choices)
|
||||||
|
- `{ kind = "move", slot = 1..4 }`
|
||||||
|
- `{ kind = "back" }` while the move menu is active
|
||||||
|
|
||||||
|
Red, Blue, and Yellow also expose their generation-specific choices:
|
||||||
|
|
||||||
|
- `{ kind = "safari", action = "ball" }` (`bait`, `rock`, and `run` are the
|
||||||
|
other accepted actions)
|
||||||
|
- `{ kind = "mimic", index = 1 }` using an entry's snapshot `index`
|
||||||
|
|
||||||
|
Menu choices and moves use the same engine methods as the native controls;
|
||||||
|
`party` and `item` open the native screens rather than exposing or duplicating
|
||||||
|
their mutable logic. Tutorial, link, forced, stale, and covered battle states
|
||||||
|
refuse core intents. Use `mod.input` for ordinary text advance.
|
||||||
|
|
||||||
## Rendering pipelines
|
## Rendering pipelines
|
||||||
|
|
||||||
Most registries hand the engine *content*. `render_pipelines` hands it
|
Most registries hand the engine *content*. `render_pipelines` hands it
|
||||||
@@ -100,6 +363,44 @@ Three rules worth knowing:
|
|||||||
Returning `nil` from `drawWorld` is a normal answer meaning "not this
|
Returning `nil` from `drawWorld` is a normal answer meaning "not this
|
||||||
frame"; the engine draws the vanilla world instead.
|
frame"; the engine draws the vanilla world instead.
|
||||||
|
|
||||||
|
## Variable-size overworld sprites
|
||||||
|
|
||||||
|
The `sprites` registry keeps the vanilla 16x16 grounded walker as its default,
|
||||||
|
but a mod can describe any frame rectangle and anchor for player characters,
|
||||||
|
NPCs, followers, mounts, vehicles, bosses, or other field actors:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
mod.content.sprites:register("SPRITE_COMPANION", {
|
||||||
|
image = "mods/example/companion.png", -- one frame per row
|
||||||
|
frames = 6,
|
||||||
|
walker = true,
|
||||||
|
frameWidth = 32,
|
||||||
|
frameHeight = 32,
|
||||||
|
anchorX = 16, -- frame-relative bottom-center anchor
|
||||||
|
anchorY = 32,
|
||||||
|
})
|
||||||
|
```
|
||||||
|
|
||||||
|
`frameWidth` and `frameHeight` are sheet pixels. `anchorX` and `anchorY` are
|
||||||
|
measured from each frame's top-left; when omitted they default to the frame's
|
||||||
|
horizontal center and bottom edge, so a larger sprite grows upward while its
|
||||||
|
feet stay on the same world cell. Omitting all four fields is exactly the
|
||||||
|
vanilla 16x16 placement. The normal player/NPC/follower draw paths consume
|
||||||
|
these values automatically, including horizontal flips and the fishing pose.
|
||||||
|
|
||||||
|
Custom render pipelines can use the same geometry without reproducing the
|
||||||
|
pose rules:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local geometry = sprite:getPoseGeometry(facing, walkPhase, stepFlip)
|
||||||
|
-- geometry.quad, .x/.y/.width/.height, .anchorX/.anchorY, .mirror
|
||||||
|
local originX, originY = sprite:getScreenOrigin(px, py, camX, camY)
|
||||||
|
```
|
||||||
|
|
||||||
|
`getFrameGeometry(frame)` is the corresponding accessor for a specific
|
||||||
|
zero-based sheet frame. Both accessors return fresh tables and share the
|
||||||
|
renderer’s frame selection and mirror conventions.
|
||||||
|
|
||||||
## Battle sprite scaling
|
## Battle sprite scaling
|
||||||
|
|
||||||
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
|
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
|
||||||
@@ -140,6 +441,198 @@ default** (1x front, 2x back).
|
|||||||
ball-to-pic grow multiplies your scale through each stage, so a rescaled
|
ball-to-pic grow multiplies your scale through each stage, so a rescaled
|
||||||
mon still grows into place from the ball, grounded the whole way.
|
mon still grows into place from the ball, grounded the whole way.
|
||||||
|
|
||||||
|
## Durable tool storage and runtime checkpoints
|
||||||
|
|
||||||
|
`mod.save` remains the right place for state that should travel with the next
|
||||||
|
normal Pokémon SAVE. Tools that need independently written, larger data-only
|
||||||
|
records can use `mod.storage`; the engine scopes every logical key by game
|
||||||
|
version, opaque playthrough identity, and mod id, and routes it through the same
|
||||||
|
standard or portable persistence backend as saves:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local context, code, message = mod.storage:context(game)
|
||||||
|
local ok, code, message = mod.storage:write(game, "history/quick/q0001", {
|
||||||
|
format = 1, createdAt = os.time(), payload = { money = 3000 },
|
||||||
|
})
|
||||||
|
local value, code, message = mod.storage:read(game, "history/quick/q0001")
|
||||||
|
local keys, code, message = mod.storage:list(game, "history/quick")
|
||||||
|
local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
|
||||||
|
```
|
||||||
|
|
||||||
|
For independently generated binary data, use the opaque byte methods. They
|
||||||
|
accept and return the exact Lua string of bytes, including NUL bytes and bytes
|
||||||
|
that are not valid text:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local ok, code, message = mod.storage:writeBytes(
|
||||||
|
game, "cache/maps/pallet/terrain", encodedMesh)
|
||||||
|
local encodedMesh, code, message = mod.storage:readBytes(
|
||||||
|
game, "cache/maps/pallet/terrain")
|
||||||
|
```
|
||||||
|
|
||||||
|
Opaque values are limited to 512 MiB per key. The engine stores them without
|
||||||
|
decoding, compression, or an engine-defined file format, and never executes
|
||||||
|
them. A consuming mod owns validation of its format, fingerprint, checksum,
|
||||||
|
and compression metadata. Byte writes are staged and compared byte-for-byte
|
||||||
|
before replacement, and reads can recover a valid backup after an interrupted
|
||||||
|
write. Existing table values and opaque byte values use one shared logical key
|
||||||
|
space; delete a key before changing its value from one type to the other.
|
||||||
|
|
||||||
|
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
|
||||||
|
version is compatibility metadata; physical launcher-slot and path identity stays
|
||||||
|
private. A title-selected context may additionally contain `normalSavedAt`, the
|
||||||
|
validated matching ordinary-save chronology only; it never exposes normal-save
|
||||||
|
progress or a slot/path handle.
|
||||||
|
|
||||||
|
At the title screen only, `mod.storage:selected(game)` returns a bound storage
|
||||||
|
facade for the launcher-selected existing playthrough, or `nil, code, message`.
|
||||||
|
Resolving this facade is non-allocating: it never allocates an identity, adopts a
|
||||||
|
fresh New Game, or exposes a slot id/path. Its `context()`, `read(key)`,
|
||||||
|
`write(key, value)`, `readBytes(key)`, `writeBytes(key, bytes)`,
|
||||||
|
`list(prefix)`, and `delete(key)` methods have the same scoped and
|
||||||
|
transactional contract as `mod.storage`, but remain restricted to the calling
|
||||||
|
mod's selected existing namespace. It is intended for title tools that need to
|
||||||
|
browse or manage durable history before the first normal SAVE.
|
||||||
|
|
||||||
|
Table values must contain serializable data only. Opaque values must be Lua
|
||||||
|
strings. Keys are conservative slash-separated segments (letters, digits, `_`,
|
||||||
|
`-`); paths and filesystem handles are never exposed. Table writes are staged
|
||||||
|
and decode-verified; opaque writes are staged and byte-verified; reads recover
|
||||||
|
from a valid staged/backup generation. Methods return structured errors for
|
||||||
|
normal data, byte validation, and I/O failures. The playthrough identity is
|
||||||
|
allocated lazily on the first storage/checkpoint call, so an unused API changes
|
||||||
|
no save bytes.
|
||||||
|
|
||||||
|
`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local capability = mod.checkpoints:inspect(game)
|
||||||
|
if capability.canCapture then
|
||||||
|
local checkpoint, code, message = mod.checkpoints:capture(game)
|
||||||
|
-- Store the detached data-only checkpoint through mod.storage.
|
||||||
|
end
|
||||||
|
|
||||||
|
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
|
||||||
|
|
||||||
|
-- After the tool has durably committed its first checkpoint, make a
|
||||||
|
-- never-saved playthrough reachable through ordinary title boot exactly once.
|
||||||
|
local anchored, anchorCode, anchorMessage =
|
||||||
|
mod.checkpoints:ensureNormalSave(game, checkpoint)
|
||||||
|
```
|
||||||
|
|
||||||
|
Checkpoint format 1 supports settled overworld control and proven battle
|
||||||
|
player-decision safe points. Ordinary single-player wild/trainer encounters are
|
||||||
|
supported. Scripted story battles are also supported when the engine can detach
|
||||||
|
their current built-in battle command and data-only row continuation, rebind any
|
||||||
|
NPC by stable id, and resume the story through a fresh runner. The suspended Lua
|
||||||
|
coroutine is never serialized. Link, Safari, ghost, demo, opaque callback,
|
||||||
|
non-data-only script, animation, message, queue, concurrent-script, and
|
||||||
|
forced-action phases fail closed. New checkpoints preserve gameplay RNG, while legacy overworld records
|
||||||
|
without RNG remain loadable. Capture excludes global options and runtime
|
||||||
|
objects. Restore validates format, game/playthrough identity, content,
|
||||||
|
coordinates, battle relationships, continuation, and RNG before mutation;
|
||||||
|
preserves current options; suppresses normal map-entry/save-load/intro side
|
||||||
|
effects; verifies a recapture; and rolls back runtime plus RNG in memory if
|
||||||
|
reconstruction fails. Callers that need crash recovery should durably capture
|
||||||
|
their own recovery checkpoint before restore.
|
||||||
|
|
||||||
|
Checkpoint ownership follows the persistence model rather than mod identity:
|
||||||
|
|
||||||
|
- canonical `game.save` progress, including every mod's `save.modData` /
|
||||||
|
`mod.save` bucket and data-only fields added to saved Pokémon, rewinds;
|
||||||
|
- global and per-mod options remain at their current values;
|
||||||
|
- independently written `mod.storage` records do not rewind; and
|
||||||
|
- mod-owned runtime objects, references, and caches are never serialized.
|
||||||
|
|
||||||
|
Successful restore emits `checkpoint.restored` only after reconstruction and
|
||||||
|
differential recapture have committed. Mods that cache rewound progress or hold
|
||||||
|
references to reconstructed runtime objects can re-read their own public state
|
||||||
|
and rebuild at that point:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
mod.events:on("checkpoint.restored", function(ev)
|
||||||
|
-- ev.kind is "overworld" or "battle"; ev.game is fully reconstructed.
|
||||||
|
cachedQuestStage = mod.save:get("quest_stage", 0)
|
||||||
|
rebuildRuntimeFor(ev.game, ev.kind)
|
||||||
|
end)
|
||||||
|
```
|
||||||
|
|
||||||
|
The event is not emitted for validation failure, failed reconstruction, or a
|
||||||
|
successful rollback. Its payload contains no checkpoint data or other mod's
|
||||||
|
private state. A mod that deliberately stores progress-coupled truth in
|
||||||
|
`mod.storage` must version and reconcile that relationship itself; the engine
|
||||||
|
cannot distinguish it safely from independent history, configuration, or cache
|
||||||
|
data.
|
||||||
|
|
||||||
|
`mod.checkpoints:resume(game, checkpoint)` is the title-session counterpart to
|
||||||
|
live `restore`. It validates the same data-only checkpoint against the
|
||||||
|
engine-selected existing playthrough, reconstructs only after all validation
|
||||||
|
passes, preserves current options, and verifies by recapture. A title session
|
||||||
|
has no live gameplay rollback state: if reconstruction or verification fails,
|
||||||
|
the engine rebuilds a usable title session and returns `false, code, message`.
|
||||||
|
It never rewrites a normal Pokémon save. It is unavailable outside title and does
|
||||||
|
not broaden capture or arbitrary-frame support.
|
||||||
|
|
||||||
|
`mod.checkpoints:ensureNormalSave(game, checkpoint)` is a separate live-runtime
|
||||||
|
operation for durable checkpoint tools. It creates ordinary progress only when
|
||||||
|
none exists, only after validating that the supplied checkpoint is the exact
|
||||||
|
current safe runtime, and through the normal atomic save lifecycle. Once an
|
||||||
|
ordinary save exists it returns `true, "already_exists"` without writing, so
|
||||||
|
subsequent checkpoints and the player's later SAVE commands remain independent.
|
||||||
|
Call it only after the tool's own checkpoint/index commit; treat an anchoring
|
||||||
|
failure as a failed first checkpoint rather than claiming restart safety.
|
||||||
|
See RFC 0003, RFC 0004, RFC 0005, and RFC 0006 for exact contracts and error
|
||||||
|
codes.
|
||||||
|
|
||||||
|
At that same settled supported wild/trainer decision boundary, a tool may claim
|
||||||
|
START through `battle.menu_auxiliary`. It receives `(next, game, context)`, where
|
||||||
|
`context` is the data-only `{ kind = "wild" }` or `{ kind = "trainer" }`; it
|
||||||
|
never receives the live battle controller. Return `true` to consume START after
|
||||||
|
opening source-owned UI, or call `next(game, context)` to allow lower-priority
|
||||||
|
handlers. With no handler, START remains inert. Ordinary encounters and the
|
||||||
|
validated built-in scripted battle origins described by RFC 0005 are eligible;
|
||||||
|
opaque scripts, link/Safari/ghost/demo battles, action queues,
|
||||||
|
animation/messages, forced choices, and every phase that cannot safely be
|
||||||
|
checkpointed remain excluded. Exceptions are contained by normal hook isolation
|
||||||
|
and fall through without advancing a turn.
|
||||||
|
|
||||||
|
Gen 1 trainer encounters also expose `trainer.before_battle` after the
|
||||||
|
challenge text and immediately before battle construction. This lets a mod
|
||||||
|
defer the encounter while it collects a player choice through a registered
|
||||||
|
screen, then resume with a battle-local view of the save party:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
mod.hooks:wrap("trainer.before_battle", function(next, game, context, continue)
|
||||||
|
-- context = { trainerClass, partyIndex, mapId, npcId }
|
||||||
|
mod.ui.push(game, "party_registration", {
|
||||||
|
onConfirm = function(indices)
|
||||||
|
continue({ playerPartyIndices = indices })
|
||||||
|
end,
|
||||||
|
onCancel = function()
|
||||||
|
continue({ cancel = true })
|
||||||
|
end,
|
||||||
|
})
|
||||||
|
return true
|
||||||
|
end)
|
||||||
|
```
|
||||||
|
|
||||||
|
Return `true` only when retaining `continue` for a later callback. Calling
|
||||||
|
`continue({ cancel = true })` ends the encounter without constructing a battle;
|
||||||
|
the normal encounter completion callback returns control to the overworld and
|
||||||
|
no trainer-defeated state is written. A cancelled sight encounter is suppressed
|
||||||
|
at the current player cell so it cannot immediately reopen; moving one cell or
|
||||||
|
talking to the trainer permits a new challenge. Calling `continue()` uses the
|
||||||
|
full save party; passing
|
||||||
|
`{ playerPartyIndices = { 2, 4, 5 } }` uses those ordered, one-based party
|
||||||
|
members for initial send, switching and forced replacement, exhaustion,
|
||||||
|
experience traversal, and battle party displays. The continuation is one-shot.
|
||||||
|
An empty, duplicate, out-of-range, or otherwise malformed list safely falls
|
||||||
|
back to the full party. The view references the original Pokemon records and
|
||||||
|
never reorders or replaces `game.save.party`; trainer battle checkpoints retain
|
||||||
|
the selected indices. Mods remain responsible for selection policy and should
|
||||||
|
use only public `mod.ui`, hook, and save APIs. See RFC 0010 for the exact
|
||||||
|
contract and compatibility guarantees.
|
||||||
|
|
||||||
## Developer console
|
## Developer console
|
||||||
|
|
||||||
Boot with developer mode on to unlock the in-game console and hot-reload
|
Boot with developer mode on to unlock the in-game console and hot-reload
|
||||||
@@ -174,6 +667,35 @@ It runs immediately before queued button edges are promoted, so input added by
|
|||||||
the wrapper is visible during that same fixed step. The callback receives
|
the wrapper is visible during that same fixed step. The callback receives
|
||||||
`(next, game, dt)` and must call `next(game, dt)`.
|
`(next, game, dt)` and must call `next(game, dt)`.
|
||||||
|
|
||||||
|
`input.pointer` delivers uncaptured gameplay pointer events -- touches and
|
||||||
|
real mouse input alike. The callback receives `(next, game, ev)` where `ev`
|
||||||
|
is `{ phase, source, id, x, y, gameX, gameY, insideGame, dx, dy, pressure,
|
||||||
|
button }`: `phase` is
|
||||||
|
`"pressed"`, `"moved"`, `"released"` or `"cancelled"`; `source` is `"touch"`
|
||||||
|
or `"mouse"`; `id` is the LÖVE touch id or `"mouse"`; and the coordinates
|
||||||
|
`x` / `y` are LOVE window units, while `gameX` / `gameY` are local to the
|
||||||
|
active game viewport and `insideGame` says whether the pointer is inside it.
|
||||||
|
Without a custom viewport both coordinate pairs are identical. The on-screen
|
||||||
|
touch controls keep first refusal: a
|
||||||
|
pointer that begins on a virtual control belongs to the pad for its whole
|
||||||
|
lifecycle and never reaches the hook, while one that begins outside stays
|
||||||
|
visible even if it later crosses a control. A real mouse reaches the hook
|
||||||
|
without `POKEPORT_TOUCH` (synthesized `istouch` mouse twins are dropped, so
|
||||||
|
a mobile touch fires once), and focus or visibility loss and input recovery
|
||||||
|
deliver a `"cancelled"` for every pointer the hook saw pressed but not yet
|
||||||
|
released. Return `true` without calling `next` to consume the event.
|
||||||
|
|
||||||
|
`mod.input` presses GB buttons source-safely. `mod.input:tap(game, btn)`
|
||||||
|
queues exactly one `wasPressed` edge for the next fixed step and holds
|
||||||
|
nothing; `local token = mod.input:press(game, btn)` holds the button until
|
||||||
|
`mod.input:release(token)`. Buttons are `up`, `down`, `left`, `right`, `a`,
|
||||||
|
`b`, `start` and `select`. Every press is its own input source inside the
|
||||||
|
engine's multi-source bookkeeping, so releasing a token never clears a hold
|
||||||
|
the keyboard, a controller, the touch overlay or another mod still owns;
|
||||||
|
`release` is idempotent and refuses tokens taken by another mod.
|
||||||
|
Outstanding tokens are released automatically on entry-chunk rollback, hot
|
||||||
|
reload and input recovery.
|
||||||
|
|
||||||
`ui.title_menu.items` receives `(next, game, items)` and follows the same
|
`ui.title_menu.items` receives `(next, game, items)` and follows the same
|
||||||
decorate-after-`next` convention as `ui.start_menu.items`. It is the safe place
|
decorate-after-`next` convention as `ui.start_menu.items`. It is the safe place
|
||||||
for a tool to offer a fresh-session action before gameplay begins.
|
for a tool to offer a fresh-session action before gameplay begins.
|
||||||
@@ -187,6 +709,22 @@ composited and before touch controls draw. The window-space viewport contains
|
|||||||
and `dpiY`, so a tool can use the letterbox margins without drawing over the
|
and `dpiY`, so a tool can use the letterbox margins without drawing over the
|
||||||
playfield or pushing an updating game state.
|
playfield or pushing an updating game state.
|
||||||
|
|
||||||
|
`render.viewport` lets a layout mod reserve the window-space rectangle in which
|
||||||
|
the game renders. It receives `(next, ctx)` with the full window's `width`,
|
||||||
|
`height`, `pixelWidth`, `pixelHeight`, `dpiX`, `dpiY`, and `generation`, and
|
||||||
|
returns `{ x, y, width, height }`. The engine clamps that rectangle to the
|
||||||
|
window and makes game layout, safe-area calculations, and rendering use it as
|
||||||
|
their display. Set `capture = true` to request a composition canvas even when
|
||||||
|
the rectangle fills the window. With no subscriber, no canvas is allocated and
|
||||||
|
the normal presentation path is unchanged.
|
||||||
|
|
||||||
|
When a viewport is active, `render.window` receives `(next, game, ctx)` after
|
||||||
|
the game frame has been captured. `ctx` contains its `canvas`, `x`, `y`,
|
||||||
|
`width`, `height`, the full `windowWidth` / `windowHeight`, `dpiX`, `dpiY`, and
|
||||||
|
`generation`. Calling `next(game, ctx)` draws the game at the requested origin;
|
||||||
|
a wrapper may instead compose that canvas with its own UI. Touch controls remain
|
||||||
|
full-size OS-window chrome and draw after this hook.
|
||||||
|
|
||||||
`render.compose` wraps the whole-window composite in `Renderer:endFrame`. It
|
`render.compose` wraps the whole-window composite in `Renderer:endFrame`. It
|
||||||
receives `(next, renderer, ctx)`; returning `true` without calling `next` hands
|
receives `(next, renderer, ctx)`; returning `true` without calling `next` hands
|
||||||
the mod full control of the window, while calling `next` runs the engine's
|
the mod full control of the window, while calling `next` runs the engine's
|
||||||
@@ -195,10 +733,367 @@ the finished `worldCanvas` and `uiCanvas` with their SGB `zones` / `worldZones`,
|
|||||||
`worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`,
|
`worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`,
|
||||||
`vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a
|
`vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a
|
||||||
palette-correct blit of either canvas into an arbitrary screen rect, and the
|
palette-correct blit of either canvas into an arbitrary screen rect, and the
|
||||||
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `setEnabled`)
|
`secondScreen` bridge (`available()` / `detected()` / `push(...)` /
|
||||||
for driving a second physical display. This is what lets a mod lay the two
|
`pollTouch()` / `setEnabled`) for driving a second physical display.
|
||||||
passes out as two stacked Game Boy screens, or push one onto a second screen,
|
`detected()` reports a connected target even while its output is being created;
|
||||||
without the engine knowing the layout.
|
`available()` means it can accept a frame now. `push(imageData, w, h)` retains
|
||||||
|
the original contract. Its optional `background` (`0xRRGGBB`) and `preference`
|
||||||
|
arguments request an extended presentation; a preference ending in `:cover`
|
||||||
|
fills and crops the target, while other values preserve the whole frame.
|
||||||
|
Android also accepts `handheld` or `secondary` (with an optional `:cover`
|
||||||
|
suffix) as routing hints; unsupported or unavailable targets fall back to the
|
||||||
|
other connected display.
|
||||||
|
`pollTouch()` returns the oldest queued event as `"action,x,y"` in submitted-frame
|
||||||
|
coordinates, or `nil`.
|
||||||
|
This is what lets a mod lay the two passes out as two stacked Game Boy screens,
|
||||||
|
or push one onto a second screen, without the engine knowing the layout.
|
||||||
|
On process-capable Windows, Linux and macOS hosts without a native display
|
||||||
|
bridge, enabling this facade opens a second resizable app window instead. It
|
||||||
|
uses the same `available`, `detected`, `push`, `pollTouch` and `setEnabled`
|
||||||
|
contract, so a mod does not need a desktop-specific rendering path.
|
||||||
|
|
||||||
|
`render.output_enabled` and `render.output` are the later, whole-window seam
|
||||||
|
for mods that need the engine's normal composite rather than its separate
|
||||||
|
layers. It runs after registered present pipelines and before GBCFX,
|
||||||
|
`render.hud`, and touch controls. A mod wraps both hooks: the first returns
|
||||||
|
`true` only while output ownership is needed, and the second receives
|
||||||
|
`(next, ctx)` with `canvas`, `width`, `height`, `gameX`, `gameY`, `gameWidth`,
|
||||||
|
`gameHeight`, `scale`, `dpiX`,
|
||||||
|
`dpiY`, and `generation`. Returning `true` from `render.output` takes over the
|
||||||
|
window; calling `next(ctx)` keeps the normal presentation. Both hooks default
|
||||||
|
to `false`. Enabling the seam requires a full-window canvas for that frame.
|
||||||
|
With no `render.output` subscriber, or while `render.output_enabled` is false,
|
||||||
|
the existing presentation path is unchanged. `render.compose` takes precedence
|
||||||
|
when it owns the frame.
|
||||||
|
|
||||||
|
`screen.render_visible` receives `(next, state)` while the main screen is being
|
||||||
|
composed. Return `false` to omit that state from drawing, opacity selection and
|
||||||
|
palette-zone ownership. The state remains on the stack and keeps its normal
|
||||||
|
update and input ownership, so a mod can mirror a native menu on another
|
||||||
|
display without reimplementing it. The default is `true`. Treat the wrapper as
|
||||||
|
a pure predicate: the renderer may ask it more than once per frame.
|
||||||
|
|
||||||
|
Scrollable list states expose `state.kind` for use with this hook. Generic
|
||||||
|
lists fall back to their title; PC lists use stable, localization-independent
|
||||||
|
identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
|
||||||
|
`pc_box_change`, `pc_item_withdraw`, `pc_item_deposit`, and `pc_item_toss`.
|
||||||
|
|
||||||
|
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
|
||||||
|
control the battle text/menu layer and the HP/status panels. Both receive
|
||||||
|
`(next, state)` and default to `true`, so vanilla rendering is unchanged.
|
||||||
|
Both hooks apply to Gen 1 and Gen 2 battles.
|
||||||
|
Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
|
||||||
|
for that battle, so hiding the bottom layer cannot leave their white backing
|
||||||
|
behind under another overlay. Text boxes also pass through the hook as their
|
||||||
|
own state, preserving selective control outside a battle; a wrapper that only
|
||||||
|
owns battle presentation should return `false` only for its active battle or
|
||||||
|
text-box state.
|
||||||
|
|
||||||
|
`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
|
||||||
|
(once per frame). Vanilla behavior resolves the per-category GAME SPEED
|
||||||
|
option (`GameSpeed.CATEGORIES`: overworld/battle/menu) for whichever
|
||||||
|
category `Game.speedCategoryInStack` says is active right now. A mod may
|
||||||
|
call `next(game)` and return its result to pass that resolution through, or
|
||||||
|
return a different number outright to override it for that frame (a bot mod
|
||||||
|
forcing 1X for one route segment, say, regardless of the category or saved
|
||||||
|
option). The result is clamped to the nearest valid `GameSpeed.LEVELS` entry
|
||||||
|
regardless of what a subscriber returns, so a bad value (0, negative, `nil`)
|
||||||
|
cannot destabilize the fixed-step accumulator. This hook runs *after* link
|
||||||
|
play's 1X lock and the `--speed`/equivalent run-argument override, both of
|
||||||
|
which stay unconditional and are never visible to a subscriber.
|
||||||
|
|
||||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||||
that reach outside their permission set.
|
that reach outside their permission set.
|
||||||
|
|
||||||
|
## Process-lifecycle hooks
|
||||||
|
|
||||||
|
These exist so a platform-specific launcher integration (a native shell
|
||||||
|
that embeds this engine and wraps its window in platform UI) can live
|
||||||
|
entirely in a mod instead of hand-patching `main.lua`, which every other
|
||||||
|
engine change also touches.
|
||||||
|
|
||||||
|
`core.update` receives `(next, game, dt)` once per frame from
|
||||||
|
`love.update`. Vanilla behavior is `game:update(dt)`, unconditionally. A
|
||||||
|
mod may skip calling `next(game, dt)` to pause the simulation for that
|
||||||
|
frame (e.g. while a native settings sheet is on top), and may run
|
||||||
|
additional per-frame polling before or after that call regardless of
|
||||||
|
whether it calls `next` -- useful for one-shot flags that must be observed
|
||||||
|
every frame even while paused.
|
||||||
|
|
||||||
|
`core.quit_to_launcher` receives `(next)` once from `love.quit()`. `next()`
|
||||||
|
returns the engine's own decision for whether closing the window should
|
||||||
|
return to the Lua launcher instead of exiting; a mod may return `false`
|
||||||
|
outright, without ever calling `next`, to veto that and let the process
|
||||||
|
really quit -- for a platform host that owns its own "return to launcher"
|
||||||
|
UI and would otherwise get looped straight back into the game it just
|
||||||
|
quit.
|
||||||
|
|
||||||
|
A manifest may also declare `force_enable_env`, an environment variable
|
||||||
|
name that re-enables the mod regardless of a saved disable in
|
||||||
|
`options.mods` when that variable is set to `"1"`. This is for a mod that
|
||||||
|
cannot function disabled on the one build where its env var is set (a
|
||||||
|
platform-bridge mod bundled only with that build's launcher, for example).
|
||||||
|
|
||||||
|
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
|
||||||
|
already falls straight through to the vanilla function when no mod has
|
||||||
|
wrapped the name, at negligible cost.
|
||||||
|
|
||||||
|
## Detached Pokémon icon presentation
|
||||||
|
|
||||||
|
`mod.ui.PokemonIcon.draw(game, summary, x, y, opts)` draws the same party icon
|
||||||
|
the native Party menu would resolve without exposing a live Pokémon record or
|
||||||
|
the private Party menu. `summary` is the detached data-only shape
|
||||||
|
`{ species = string, hp = integer, maxHp = integer }`; `opts.selected` and
|
||||||
|
`opts.counter` optionally request the native selected-icon animation phase.
|
||||||
|
|
||||||
|
The engine retains icon ownership. Content registered through
|
||||||
|
`mod.content.icons`, species `icon` definitions, asset overrides, and the
|
||||||
|
public `pokemon.icon` hook therefore continue to compose. Invalid summaries
|
||||||
|
return `false, code, message` and draw nothing. The helper is presentation
|
||||||
|
only: it does not expose moves, status, checkpoint payloads, or mutable party
|
||||||
|
state.
|
||||||
|
|
||||||
|
## Shared date and time presentation
|
||||||
|
|
||||||
|
The global Options menu owns `DATE FORMAT` (`DEVICE`, `DD-MM-YYYY`,
|
||||||
|
`MM-DD-YYYY`, `YYYY-MM-DD`) and `TIME FORMAT` (`DEVICE`, `24 HOUR`, `12 HOUR`).
|
||||||
|
These preferences live in `options.lua`, so checkpoint restore never rewinds
|
||||||
|
them. `DEVICE` uses the process time locale when the platform provides one;
|
||||||
|
the portable fallback is `DD-MM-YYYY` plus 24-hour time.
|
||||||
|
|
||||||
|
Mods format captured timestamps through the read-only public facade:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local date = mod.datetime:date(game, createdAt)
|
||||||
|
local time = mod.datetime:time(game, createdAt)
|
||||||
|
local both = mod.datetime:dateTime(game, createdAt)
|
||||||
|
```
|
||||||
|
|
||||||
|
The live `game` supplies only the current option context. Formatting never
|
||||||
|
mutates the save, options, or timestamp, and invalid timestamps return
|
||||||
|
`"----"`.
|
||||||
|
|
||||||
|
## Device power information
|
||||||
|
|
||||||
|
Sandboxed mods can read the host's battery state without receiving the rest
|
||||||
|
of `love.system`:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local state, percent = mod.device:powerInfo()
|
||||||
|
```
|
||||||
|
|
||||||
|
`state` follows LÖVE's values: `"unknown"`, `"battery"`, `"nobattery"`,
|
||||||
|
`"charging"`, or `"charged"`. `percent` is `0` through `100`, or `nil` when
|
||||||
|
the platform cannot report it. The facade is read-only and does not expose
|
||||||
|
URL launching, clipboard access, or other system operations.
|
||||||
|
|
||||||
|
## Real-world steps
|
||||||
|
|
||||||
|
On iOS and Android the game counts the player's real-world steps natively
|
||||||
|
(HealthKit / the hardware step counter). A mod reaches that bridge through
|
||||||
|
the `steps` permission in `manifest.json`, which the player sees in the
|
||||||
|
mod manager like every other permission:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
if mod.steps:available() then
|
||||||
|
mod.steps:sync() -- async; OS consent sheet on first use
|
||||||
|
end
|
||||||
|
-- later, at a quiet moment:
|
||||||
|
local walk = mod.steps:poll() -- { steps = n, from = ?, to = ? } or nil
|
||||||
|
```
|
||||||
|
|
||||||
|
`available()` is `false` on builds without the bridge (desktop) and for
|
||||||
|
mods without the permission, so a probe is always safe. `sync()` asks the
|
||||||
|
platform to refresh its count and returns whether there was a bridge to
|
||||||
|
ask. `poll()` returns the next delivery for this mod — the engine consumes
|
||||||
|
the native side's pending file itself, each permissioned mod receives its
|
||||||
|
own copy of a delivery, and steps are anchored natively so the same walk
|
||||||
|
is never delivered twice. Without the permission, `sync` and `poll` raise
|
||||||
|
an error naming it.
|
||||||
|
|
||||||
|
## Background HTTP
|
||||||
|
|
||||||
|
`mod.fetch` is how a mod does work off the main thread. It is behind the
|
||||||
|
`network` permission in `manifest.json`, the same one that gates
|
||||||
|
`require("socket")`, and the player sees it in the mod manager.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
-- somewhere once
|
||||||
|
local job = mod.fetch:get("https://example.com/data.json")
|
||||||
|
|
||||||
|
-- in a hook or update, every frame -- poll never blocks
|
||||||
|
if job then
|
||||||
|
local r = mod.fetch:poll(job)
|
||||||
|
if r.status ~= "pending" then
|
||||||
|
if r.status == "ok" then use(r.body) else warn(r.err) end
|
||||||
|
mod.fetch:release(job)
|
||||||
|
job = nil
|
||||||
|
end
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
`get(url, opts)` returns an opaque handle, or `nil` plus a reason. `opts`
|
||||||
|
takes `accept` (a request Accept header) and `maxSeconds` (clamped to 30).
|
||||||
|
`poll(handle)` returns `{ status, body, err, progress }` where `status` is
|
||||||
|
`"pending"`, `"ok"`, `"error"` or `"cancelled"`; it is a copy, and it never
|
||||||
|
blocks, so calling it every frame is the intended use. `release(handle)`
|
||||||
|
frees a finished job — do it, or you will hit the ceiling. `cancel(handle)`
|
||||||
|
drops a result you no longer want. `available()` is `false` when the build
|
||||||
|
has no transport and for mods without the permission, so a probe is safe.
|
||||||
|
|
||||||
|
The rules worth knowing before you design around it:
|
||||||
|
|
||||||
|
- **http and https only.** The underlying transport also speaks `file://`,
|
||||||
|
`ftp://` and `scp://`; those are refused, on the initial URL and on any
|
||||||
|
redirect. `mod.fetch` is not a way to read a local file.
|
||||||
|
- **Four requests in flight per mod.** The worker pool is shared with the
|
||||||
|
launcher's own downloads, so one mod cannot fill it. Over the ceiling,
|
||||||
|
`get` returns `nil` and a reason until you release something.
|
||||||
|
- **Handles are yours alone.** A handle from another mod, a fabricated
|
||||||
|
table, or a guessed number all poll as `"error"`.
|
||||||
|
- **Your mod id is in the User-Agent**, so a server operator can see who is
|
||||||
|
calling and a mod cannot pose as the launcher.
|
||||||
|
- Jobs are released when your mod unloads.
|
||||||
|
|
||||||
|
This is deliberately not `love.thread`. A LÖVE thread is a fresh Lua state
|
||||||
|
with a full standard library that the sandbox cannot reach, so handing one
|
||||||
|
to a mod would undo every other rule; `mod.fetch`'s workers run engine
|
||||||
|
code, so a mod gets asynchrony without gaining any new reach.
|
||||||
|
|
||||||
|
## Log reporting
|
||||||
|
|
||||||
|
`mod.postLog(body, opts)` is the one-way exception to the rule that a mod
|
||||||
|
decides where it talks. It reports a debug/crash log to the https URL the
|
||||||
|
manifest declares in `log_url`, and it is the only API that may not be
|
||||||
|
pointed at a caller-chosen address:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"permissions": ["network"],
|
||||||
|
"log_url": "https://logs.example.com/receive"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
The URL is validated at load: it must be `https://`, and declaring it
|
||||||
|
without the `network` permission is a load violation for api 2 mods. The
|
||||||
|
destination is reviewed when the mod ships, not chosen per call, so a mod
|
||||||
|
cannot aim this at arbitrary hosts or read back anything a server replies.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
-- fire and forget; poll() never blocks, same shape as mod.fetch
|
||||||
|
local job = mod:postLog("session crashed at 0x1f3a\n" .. logText)
|
||||||
|
```
|
||||||
|
|
||||||
|
`postLog(body, opts)` returns the same opaque handle as `mod.fetch:get`,
|
||||||
|
polled and released through `mod.fetch:poll` / `mod.fetch:release`. `opts`
|
||||||
|
is a closed list with one switch: `format`, either `"text"` (the default)
|
||||||
|
or `"json"`. `json` wraps the body in an envelope of `{ ts, mod, format,
|
||||||
|
body }` so a server can attribute and sort reports; any other key or value
|
||||||
|
is refused before a job is submitted. The body is capped at 64 KB, the
|
||||||
|
transfer is bounded by the same worker ceilings as `mod.fetch`, and the
|
||||||
|
response body is never returned to the mod.
|
||||||
|
|
||||||
|
## Background jobs
|
||||||
|
|
||||||
|
`mod.fetch` covers work waiting on a server. `mod.job` covers work waiting on
|
||||||
|
the CPU — generating a map, crunching a table, anything that would otherwise
|
||||||
|
stall a frame. It is behind the `background` permission in `manifest.json`.
|
||||||
|
|
||||||
|
Ship the job as its own file inside your mod:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
-- mods/your_mod/jobs/crunch.lua
|
||||||
|
local arg = ...
|
||||||
|
local total = 0
|
||||||
|
for i = 1, arg.n do total = total + i end
|
||||||
|
return { total = total }
|
||||||
|
```
|
||||||
|
|
||||||
|
```lua
|
||||||
|
-- in your entry file
|
||||||
|
local job = mod.job:run("jobs/crunch.lua", { n = 1e6 })
|
||||||
|
|
||||||
|
-- later, in a hook -- poll never blocks
|
||||||
|
local r = mod.job:poll(job)
|
||||||
|
if r.status == "ok" then
|
||||||
|
use(r.result.total)
|
||||||
|
mod.job:release(job)
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
`run(script, arg, opts)` returns an opaque handle, or `nil` plus a reason.
|
||||||
|
`opts.maxSeconds` sets the job's time budget (default 5, clamped to 30).
|
||||||
|
`poll(handle)` returns `{ status, result, err }` with `status` one of
|
||||||
|
`"pending"`, `"ok"`, `"error"` or `"cancelled"`. `release(handle)` frees it.
|
||||||
|
`available()` is `false` on a host without threads and for mods without the
|
||||||
|
permission, so a probe is always safe.
|
||||||
|
|
||||||
|
**A job is pure compute.** This is the part to design around, not a detail:
|
||||||
|
|
||||||
|
- **Plain data in, plain data out.** Numbers, strings, booleans and tables of
|
||||||
|
them. A function, userdata, a cycle or a table key that is not a string or
|
||||||
|
number is refused at your `run` call with a reason. Nothing is shared —
|
||||||
|
your argument is snapshotted, and mutating the original afterwards does not
|
||||||
|
reach the job.
|
||||||
|
- **No engine API, no game state, no storage.** `require` is refused inside a
|
||||||
|
job, and there is no `mod` object. A job cannot read the party, write
|
||||||
|
`mod.storage`, or touch a registry. Get what it needs into the argument and
|
||||||
|
act on the result back on the main thread.
|
||||||
|
- **Your script is a file in your mod folder.** The path goes through the same
|
||||||
|
rules as `mod:read`; `..`, absolute paths and drive letters are refused.
|
||||||
|
- **Two jobs per mod, four on the machine.** Over the limit, `run` returns
|
||||||
|
`nil` and a reason until you release one.
|
||||||
|
- **The budget bounds how long YOU wait, not how long the work runs.** Past
|
||||||
|
`maxSeconds`, `poll` reports an error and the result is dropped if it ever
|
||||||
|
arrives — but the thread runs to its own end. There is no way to stop a
|
||||||
|
LÖVE thread from outside, and every attempt to stop one from inside was
|
||||||
|
worse than the disease (a debug hook does not reliably interrupt LuaJIT,
|
||||||
|
and raising from one wedged the whole process). `cancel(handle)` is the
|
||||||
|
same deal: it drops the result, it does not stop the work.
|
||||||
|
|
||||||
|
So **write jobs that terminate.** A job with an infinite loop will keep one
|
||||||
|
core busy until the game closes. It will not freeze the game — the main
|
||||||
|
thread stays responsive and quitting still works — but nothing will reclaim
|
||||||
|
that core in the meantime.
|
||||||
|
|
||||||
|
Your job script runs in the same sandbox your entry file does, so `io`, `os`,
|
||||||
|
`debug`, `ffi`, `package` and `love.filesystem` are absent there too. That is
|
||||||
|
the whole reason this exists rather than `love.thread`: a raw LÖVE thread is a
|
||||||
|
fresh Lua state with a full standard library that the sandbox cannot reach, so
|
||||||
|
handing one to a mod would undo every other rule. Here the worker builds your
|
||||||
|
sandbox first and loads your chunk into it.
|
||||||
|
|
||||||
|
## Pre-sandbox globals (compat)
|
||||||
|
|
||||||
|
A mod written before the sandbox landed does not have to be updated to
|
||||||
|
load. `io`, `package`, `dofile`, `loadfile`, `os.getenv`, `love.filesystem`,
|
||||||
|
`love.system` and `love.event` are all present again as compat stand-ins
|
||||||
|
(`src/mods/LegacyCompat.lua`), and assigning a LÖVE callback
|
||||||
|
(`love.mousemoved = fn`) installs on the real table the way it always did.
|
||||||
|
Every stand-in call logs one warning naming its replacement, and
|
||||||
|
`loader:legacyReport(modId)` returns the same list with call counts, which
|
||||||
|
is what a "needs updating" badge should read.
|
||||||
|
|
||||||
|
The stand-ins are not the old globals. Paths are classified rather than
|
||||||
|
passed through:
|
||||||
|
|
||||||
|
- A path inside your own mod directory reads the file you shipped.
|
||||||
|
- Anything else, including an absolute path, resolves into a private
|
||||||
|
per-mod overlay at `mod_compat/<your id>/` under the save directory.
|
||||||
|
Two mods naming the same path never see each other's bytes, and nothing
|
||||||
|
is written outside the game tree.
|
||||||
|
- A read misses through the overlay to your shipped file, then to
|
||||||
|
`mod.storage`, so a half-migrated mod sees both.
|
||||||
|
- A write over a path you shipped shadows it; the packaged file is never
|
||||||
|
modified, and `mod:read` still returns the packaged bytes.
|
||||||
|
- `love.filesystem.getSaveDirectory()` and `os.getenv("HOME")` answer with
|
||||||
|
a virtual root, so a legacy mod that joins its own paths lands back in
|
||||||
|
the same overlay.
|
||||||
|
|
||||||
|
`love.thread` stays refused. A LÖVE thread runs in a separate Lua state
|
||||||
|
with the full standard library, which the sandbox in this state cannot
|
||||||
|
reach, so a stand-in would be a hole rather than a reroute. The same goes
|
||||||
|
for `ffi`, `debug`, `setfenv`, `os.execute`, `io.popen`, `love.run` and
|
||||||
|
`love.errorhandler`. A mod that needs real background work needs an
|
||||||
|
engine-owned facility, not a compat shim -- for HTTP that facility is
|
||||||
|
[`mod.fetch`](#modfetch), which runs on the engine's own worker pool.
|
||||||
|
|||||||
@@ -1,510 +1,20 @@
|
|||||||
# New features (deliberate additions beyond the original)
|
# New Features
|
||||||
|
|
||||||
Intentional enhancements this port adds on top of faithful Pokémon Red
|
Features intentionally added beyond the original Pokémon Red, Blue, and Yellow games:
|
||||||
behavior. They have no Game Boy equivalent and are kept by design.
|
|
||||||
Genuine divergences from the original (things still missing, wrong, or
|
* **Survey zoom** with connected-map rendering and configurable void fill
|
||||||
approximated) live in docs/known-differences.md; faithfully-ported
|
* **Perspective tilt mode** for an HD-2D-style overworld
|
||||||
behavior is in docs/behavior-porting-notes.md.
|
* **Multiple color modes**, including original, SGB, advanced GBC, monochrome, and classic green
|
||||||
|
* **Optional GBC screen effects**, including pixel grids, shadows, glare, and transparency
|
||||||
## Survey zoom
|
* **Performance presets** and configurable FPS limits
|
||||||
|
* **Peer-to-peer link play** for trades and battles between Red, Blue, and Yellow
|
||||||
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
|
* **Persistent custom options** stored separately from game saves
|
||||||
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
|
* **Optional widescreen battle layout**
|
||||||
the window fit scale (close-up), in crisp integer steps. This has no Game
|
* **Mobile touch controls** with editable layouts, vibration, and orientation settings
|
||||||
Boy equivalent:
|
* **Touch skins** in RetroArch overlay format, with bezel art, per-button press states, and Super Game Boy borders
|
||||||
|
* **Pokédex diploma and printer image exports**
|
||||||
- Connected maps render their full bodies, and their NPCs appear as
|
|
||||||
visual-only "ghosts", they wander but have no sight lines, triggers,
|
## Gen 2 Specifics
|
||||||
dialogue, or collision until the map is actually entered.
|
|
||||||
- Menus, text boxes, and battles draw at normal scale on top of the
|
* **Mod manager** with Gen 1 mod adapters, per-game targeting, and `modkit gen2check`
|
||||||
zoomed world. Zoom input is ignored while a script, menu, or battle is
|
* **Followers** for mods, plus Gen 2-only registries and hooks
|
||||||
active; the zoom offset is persisted as `save.options.zoom` (default
|
|
||||||
`0` = FIT) and survives New Game via `options.lua`.
|
|
||||||
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
|
|
||||||
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
|
|
||||||
- Beyond the border ring the void fill repeats indefinitely (see VOID
|
|
||||||
FILL below); interiors keep their own border block. Each visible map
|
|
||||||
area is colorized with its own SGB palette (the original recolored the
|
|
||||||
whole screen per map).
|
|
||||||
- Neighbor maps load two connection hops out so corner-adjacent maps
|
|
||||||
don't pop in and out, and ghost NPCs share instances with the real ones
|
|
||||||
so their wander positions persist across seamless connection crossings
|
|
||||||
(a warp or fresh map entry still respawns everything at its script
|
|
||||||
position, like the original's per-entry sprite init).
|
|
||||||
|
|
||||||
## VOID FILL
|
|
||||||
|
|
||||||
The Options **VOID FILL** row picks what paints the infinite beyond-edge
|
|
||||||
space on OVERWORLD-tileset maps during survey zoom:
|
|
||||||
|
|
||||||
- **TREES** (default): solid tree wall block `$0F`.
|
|
||||||
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
|
|
||||||
- **BLACK**: solid black.
|
|
||||||
|
|
||||||
Other tilesets are unchanged (house/cave borders stay as authored).
|
|
||||||
Persisted as `save.options.voidFill`.
|
|
||||||
|
|
||||||
## Tilt mode
|
|
||||||
|
|
||||||
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
|
|
||||||
tilt of the overworld through **OFF → 15° → 35° → 50° → OFF** for an HD-2D /
|
|
||||||
diorama look. Like survey zoom this is purely presentational and has no
|
|
||||||
Game Boy equivalent:
|
|
||||||
|
|
||||||
- The entire map tilts as one rigid ground plane, paths, grass, water,
|
|
||||||
floors, and every background-tile structure (buildings, trees, fences,
|
|
||||||
signs; in Gen 1 these are baked into the tile layer, not sprites), so
|
|
||||||
rows above the player recede and rows below come toward the viewer. Only
|
|
||||||
things that actually *stand* on the ground draw as upright billboards,
|
|
||||||
unscaled and pixel-identical to flat mode: the player, NPCs, item balls,
|
|
||||||
and the standing FX attached to them (emote bubbles, the fishing rod,
|
|
||||||
the FLY bird). The Poké Center heal-machine overlay stays on the ground
|
|
||||||
plane with the machine tiles (it is OAM glued to a BG graphic, not a
|
|
||||||
standing sprite). An earlier revision tried
|
|
||||||
billboarding buildings/trees/signs too (cutting them out of the ground
|
|
||||||
per hand-curated per-tileset tables); that chased an endless tail of
|
|
||||||
special cases, dense tree canopy, fences fused into grass, building
|
|
||||||
facades with their own baked-in fake perspective, because Gen 1's art
|
|
||||||
was never drawn with a clean seam between ground and standing scenery. It
|
|
||||||
wasn't merged; tilting everything but the characters as one plane is the
|
|
||||||
simpler, shipped tradeoff (buildings recede/foreshorten with the ground
|
|
||||||
like a photo of a diorama, rather than standing fully upright next to
|
|
||||||
a full-height character).
|
|
||||||
- Cycling tweens the angle between levels over ~0.25s rather than snapping;
|
|
||||||
with tilt fully off the world pass drops back onto the flat blit path, so
|
|
||||||
flat rendering stays pixel-identical to tilt-off and off costs nothing.
|
|
||||||
- Tilt input is gated exactly like survey zoom, honored only while
|
|
||||||
free-roaming, ignored while a script, menu, or battle is active, and it
|
|
||||||
composes with survey zoom (the zoom scale feeds the projection). The tilt
|
|
||||||
level is persisted in `save.options.tilt` (default OFF).
|
|
||||||
- It applies everywhere the overworld draws, interiors and caves included.
|
|
||||||
Menus, text boxes, and battles render flat on top, unaffected, and the
|
|
||||||
infinite beyond-the-border-ring fill stays flat by design.
|
|
||||||
- Collision, movement, sight lines, triggers, encounters, and scripts are
|
|
||||||
untouched; nothing about the tilt reaches gameplay.
|
|
||||||
|
|
||||||
## Colors mode
|
|
||||||
|
|
||||||
The `2` key (and the Options menu COLORS row) cycles the display mode
|
|
||||||
through **OG RED → SGB → ADVANCED → OG → OG INV → SGB INV → CLASSIC → OG RED**
|
|
||||||
(on Blue the first slot labels **OG BLUE**; on Yellow, **OG YELLOW**).
|
|
||||||
The first three are the real colorizations; the rest are DMG-shade novelties:
|
|
||||||
|
|
||||||
- **OG RED** / **OG BLUE**: the Game Boy Color boot-ROM look for that cart --
|
|
||||||
one global BG palette + one OBJ palette, every map, no per-map variation
|
|
||||||
(Red/Blue ship no CGB code, so on a GBC the boot ROM colors them globally).
|
|
||||||
The player/NPCs keep the boot-ROM OBJ color over the terrain via the OBP
|
|
||||||
bake + post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`, or Blue's blue/pink
|
|
||||||
pair).
|
|
||||||
- **OG YELLOW** (Yellow playthrough, same `ogred` save id): Pokemon Yellow's
|
|
||||||
authentic GBC look from `CGBBasePalettes` (`data/palettes_yellow.lua`,
|
|
||||||
sourced from pret/pokeyellow). Per-map / per-species colors, not a single
|
|
||||||
boot-ROM ramp -- Yellow was CGB-enhanced.
|
|
||||||
- **SGB** (default): the per-map Super Game Boy region palettes
|
|
||||||
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
|
|
||||||
real SGB. (This is the mode formerly mislabeled "GBC".)
|
|
||||||
- **ADVANCED**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
|
|
||||||
per-species mon colors (`data/palettes_gbc.lua`). (Formerly labeled
|
|
||||||
"RED++"; it is the richest colorization rather than anything Red-specific.)
|
|
||||||
- **OG**: force the four DMG grays (colorization off).
|
|
||||||
- **OG INV**: inverted DMG grays.
|
|
||||||
- **SGB INV**: each SGB zone palette with shade order reversed.
|
|
||||||
- **CLASSIC**: original Game Boy pea-soup greens
|
|
||||||
(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
|
|
||||||
|
|
||||||
The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
|
|
||||||
it covers overworld, menus, battles, and tilt upright billboards. OG RED's
|
|
||||||
global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
|
|
||||||
override in the overworld pass). Persisted as `save.options.colors`; the
|
|
||||||
`gbc` / `gbc_inv` / `redpp` save ids are kept for back-compat under the new
|
|
||||||
labels.
|
|
||||||
|
|
||||||
## GBC FX
|
|
||||||
|
|
||||||
The `5` key (and the Options menu GBC FX row) cycles a "played on real
|
|
||||||
unlit-GBC hardware" post-process through **OFF → 1 → 2 → 3 → 4**. The
|
|
||||||
levels are a cumulative ladder:
|
|
||||||
|
|
||||||
- **1**: reflective-screen backing transparency.
|
|
||||||
- **2**: + LCD pixel grid.
|
|
||||||
- **3**: + pixel drop shadows.
|
|
||||||
- **4**: + sunlight glare and rainbow shimmer with a drifting light.
|
|
||||||
|
|
||||||
It runs as a final present pass after world + UI composite in
|
|
||||||
`Renderer:endFrame`, inspired by the Pixel Transparency RetroArch shader
|
|
||||||
([github.com/mattakins/Pixel_Transparency](https://github.com/mattakins/Pixel_Transparency)).
|
|
||||||
Default OFF; persisted as `save.options.gbcfx`.
|
|
||||||
|
|
||||||
Mobile GPUs often compile the pass but present a black frame, so Android and
|
|
||||||
iOS hide the row entirely, pin the level to OFF, and rewrite a level already
|
|
||||||
persisted in `options.lua` (issue #136). `POKEPORT_GBCFX` overrides that
|
|
||||||
decision either way, same tri-state as `POKEPORT_TOUCH`: `=0` refuses the
|
|
||||||
effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
|
|
||||||
its launcher because the device reports `"Linux"` while its GPU is in the
|
|
||||||
phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
|
|
||||||
|
|
||||||
## Performance tier (low-end devices)
|
|
||||||
|
|
||||||
The Options **PERFORMANCE** row scales the port's optional presentation
|
|
||||||
extras down for weaker hardware. The extras it governs are the three
|
|
||||||
heaviest things the port adds on top of the original -- the whole-screen 3D
|
|
||||||
**TILT** (transforms the entire map as a ground plane), the **GBC FX**
|
|
||||||
post-process shader (a fullscreen pass), and survey **ZOOM** (zooming out
|
|
||||||
renders the connected neighbor maps, a lot of extra overdraw) -- plus a hard
|
|
||||||
FPS ceiling. None of this touches game logic, which is fixed-step off `dt`
|
|
||||||
(`src/core/FixedStep.lua`), so every tier plays identically; they differ
|
|
||||||
only in how much eye-candy the renderer is allowed to do.
|
|
||||||
|
|
||||||
| Tier | TILT | GBC FX | Survey ZOOM | Extra FPS ceiling |
|
|
||||||
| ------------ | ---- | ------ | ----------- | ----------------- |
|
|
||||||
| **HIGH** | on | on | on | none |
|
|
||||||
| **BALANCED** | off | off | on | none |
|
|
||||||
| **LOW** | off | off | off | 60 |
|
|
||||||
| **AUTO** | picks a default from the device (below) |||
|
|
||||||
|
|
||||||
- **AUTO** (the default) reads the device once at boot: ARM Linux handhelds
|
|
||||||
(e.g. the RG34XXSP) resolve to **LOW**, phones/tablets and very-low-core
|
|
||||||
desktops to **BALANCED**, and everything else -- a normal desktop, and
|
|
||||||
every existing `options.lua` that predates this option -- to **HIGH**,
|
|
||||||
so the common case is unchanged. See `src/core/Performance.detect`.
|
|
||||||
- AUTO only chooses the *default*; all four tiers are selectable, so a
|
|
||||||
wrong guess is one row away from being overridden.
|
|
||||||
- The clamps are applied **live** against your stored options and never
|
|
||||||
rewrite them (`Game:applyOptions`), so a lower tier hides your TILT / GBC
|
|
||||||
FX / ZOOM without forgetting them -- raising the tier restores exactly
|
|
||||||
what you had. (This is why the TILT / GBC FX / ZOOM rows still show your
|
|
||||||
saved choice on a clamped tier: it's your preference, waiting for a tier
|
|
||||||
that can afford it.)
|
|
||||||
- Persisted as `save.options.performance` (`auto` | `high` | `balanced` |
|
|
||||||
`low`); unit-tested in `tests/engine/performance_tiers.lua`.
|
|
||||||
|
|
||||||
## Peer-to-peer link play (lua-enet)
|
|
||||||
|
|
||||||
Trades and link battles connect two copies of the game directly over
|
|
||||||
lua-enet (ENet ships inside LÖVE, nothing to install, no server to run)
|
|
||||||
on a reliable-ordered channel, replacing the original standalone Python
|
|
||||||
room-code relay (`tools/relay_server.py`, deleted). HOST A GAME shows the
|
|
||||||
host's LAN address (UDP 7777; `POKEPORT_LINK_PORT` overrides); JOIN A
|
|
||||||
GAME enters it. Closing performs a graceful ENet disconnect so the final
|
|
||||||
confirm/bye always lands; a vanished peer exits with "The link was
|
|
||||||
broken." Internet play needs a forwarded UDP port or a VPN (deliberate
|
|
||||||
tradeoff vs. the relay). Headless tests drive the protocol over an
|
|
||||||
in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
|
|
||||||
also exercises real UDP pairing.
|
|
||||||
|
|
||||||
Red, Blue, and Yellow copies link with each other, as the real cable
|
|
||||||
does. The compatibility fingerprint hashes only data a link mode can
|
|
||||||
actually read, so Yellow's Dragonair/Dragonite catch-rate retunes (the
|
|
||||||
only R/B/Y link-surface difference) no longer read as different games
|
|
||||||
(issue #511). Moving the fingerprint is a link parity change: builds
|
|
||||||
from before this fix will refuse to pair with builds after it.
|
|
||||||
|
|
||||||
## Fair play in link and online matches
|
|
||||||
|
|
||||||
A link session is decided by the battle and nothing else, so for its
|
|
||||||
duration:
|
|
||||||
|
|
||||||
- **Game speed is pinned to normal.** The GAME SPEED option and
|
|
||||||
`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
|
|
||||||
closes, and apply again after. Fast-forward otherwise runs one peer's
|
|
||||||
queue faster than the peer it is locked to and drains a tournament shot
|
|
||||||
clock faster than the opponent racing it.
|
|
||||||
- **Online play runs vanilla, except for your language.** Picking ONLINE
|
|
||||||
MATCH or TOURNAMENT with mods enabled offers to switch the gameplay ones
|
|
||||||
off and relaunch (mods merge at boot, so a restart is the only way). The
|
|
||||||
restart is confirmed, not silent. They stay listed as disabled, ready to
|
|
||||||
switch back on. A mod that declares itself a translation and provably
|
|
||||||
writes nothing but text stays on: the two games hash the same link
|
|
||||||
surface, so a Spanish install and an English one can battle and trade,
|
|
||||||
each reading the game in its own language and naming the other player's
|
|
||||||
party out of its own text.
|
|
||||||
- **Only a meaningful split ends a match.** The per-turn state signature
|
|
||||||
both peers exchange is split three ways: `actives` and `bench` carry
|
|
||||||
species, HP, status, stat stages, PP and the rest of the party, and a
|
|
||||||
divergence there ends the match as a draw. `volatile` carries per-turn
|
|
||||||
flags both sides recompute anyway - a divergence there is logged and
|
|
||||||
reported to mods, and play continues.
|
|
||||||
|
|
||||||
The relay logs which component diverged on which turn, so a desync report
|
|
||||||
names something specific.
|
|
||||||
|
|
||||||
## Custom boot text
|
|
||||||
|
|
||||||
The boot sequence replaces the Nintendo / GAME FREAK identifiers with
|
|
||||||
"bois club" / "bryanthaboi", a deliberate branding customization. The
|
|
||||||
rest of the boot beats (copyright splash, "presents" shooting-star, the
|
|
||||||
Nidorino-vs-Gengar attract scene) mirror the original.
|
|
||||||
|
|
||||||
|
|
||||||
## Custom Options
|
|
||||||
|
|
||||||
Options persist in a standalone `options.lua` (separate from the game
|
|
||||||
progress `save.lua`), so audio/display/battle preferences survive New Game
|
|
||||||
and aren't wiped when a save slot is cleared. Changing a row in the Options
|
|
||||||
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
|
|
||||||
flushes the live options. Old saves that still embed an `options` table are
|
|
||||||
migrated once into `options.lua` on load.
|
|
||||||
|
|
||||||
- Music / SFX volume
|
|
||||||
- PIKACHU VOL (0-7, Yellow only): trims Pikachu's PCM voice clips under the
|
|
||||||
SFX level, so the follower's constant chatter, the title-screen cry and
|
|
||||||
every in-battle "Pika!" can be pulled down (or muted at 0) without
|
|
||||||
quieting the rest of the sound effects. The row is hidden on Red/Blue,
|
|
||||||
which have no voice clips.
|
|
||||||
- Music Filter
|
|
||||||
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
|
|
||||||
- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
|
|
||||||
- COLORS (OG RED / SGB / ADVANCED / OG / OG INV / SGB INV / CLASSIC), also
|
|
||||||
hotkey `2` (OG RED = GBC boot-ROM look; ADVANCED uses pokered-gbc
|
|
||||||
SuperPalettes + per-species mon colors)
|
|
||||||
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
|
|
||||||
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
|
|
||||||
`-`/`=` step one level and save
|
|
||||||
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
|
|
||||||
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
|
|
||||||
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
|
|
||||||
a hard render frame-rate cap (`save.options.fpsCap`).
|
|
||||||
|
|
||||||
## Battle transition cascade + white battle letterbox
|
|
||||||
|
|
||||||
Into-battle wipes still run the original eight styles inside the classic
|
|
||||||
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
|
|
||||||
blocks cascade outward from that square into the surrounding world so the
|
|
||||||
void outside the OG wipe fills in lockstep. Once the battle state is up,
|
|
||||||
letterbox voids around the battle canvas fill **white** instead of black
|
|
||||||
so the whole window reads as one continuous battle screen.
|
|
||||||
|
|
||||||
## Widescreen battle layout
|
|
||||||
|
|
||||||
Options **BATTLE LAYOUT** picks the battle screen's composition: **OG**
|
|
||||||
(the default: the original 160×144 arrangement, unchanged) or **WIDE**,
|
|
||||||
which gives battles a 304×144 native-pixel surface and a Gen 3-style
|
|
||||||
arrangement on it:
|
|
||||||
|
|
||||||
- the foe's status box upper left, the foe's picture upper right;
|
|
||||||
- the player's picture lower left, the player's status box lower right,
|
|
||||||
with a longer HP bar and the numeric HP under it;
|
|
||||||
- a full-width message window;
|
|
||||||
- a split "What will X do?" prompt / 2×2 command window;
|
|
||||||
- a 2×2 move menu, navigated with all four directions, with a PP and type
|
|
||||||
panel attached to its right.
|
|
||||||
|
|
||||||
Only the composition changes. Pictures, palettes, HP-bar colors, font
|
|
||||||
pages, window borders, sounds, animations, timing and every battle rule
|
|
||||||
stay the engine's, so a COLORS mode or an asset mod still owns the look.
|
|
||||||
Each side's picture keeps its original pixels and placement math and is
|
|
||||||
composited into its own region of the wider battlefield -- nothing is
|
|
||||||
scaled or squeezed -- and animations, which are authored in the original
|
|
||||||
160-pixel space, shift as one rigid group onto whichever side they play
|
|
||||||
on. The whole screen is drawn at the window's integer fit scale for the
|
|
||||||
wider surface, so a 304-pixel screen is drawn a step smaller than a
|
|
||||||
160-pixel one in the same window.
|
|
||||||
|
|
||||||
The wide surface is live only while the battle itself is the screen on
|
|
||||||
top: a party menu, the bag or a nickname prompt is a 160×144 screen and
|
|
||||||
brings the classic surface back with it.
|
|
||||||
|
|
||||||
## On-screen touch controls (mobile)
|
|
||||||
|
|
||||||
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
|
|
||||||
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
|
|
||||||
center) over the frame, using Xelu's CC0 controller prompts
|
|
||||||
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
|
|
||||||
finger does, sliding on the d-pad changes direction without lifting, and
|
|
||||||
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
|
|
||||||
appears while no controller is being used: the first gamepad button or
|
|
||||||
stick push hides it, the next screen touch brings it back, and unplugging
|
|
||||||
the last controller restores it immediately. Layout re-derives from the
|
|
||||||
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
|
|
||||||
the overlay on and lets the mouse act as a finger (`=0` forces it off).
|
|
||||||
|
|
||||||
The launcher's **Touch Controls** button opens a drag editor: move each
|
|
||||||
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
|
|
||||||
to hide the overlay permanently (for controllers / emulation handhelds --
|
|
||||||
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
|
|
||||||
**Done** to save into `options.lua` as normalized window fractions so a
|
|
||||||
different screen keeps the relative placement.
|
|
||||||
|
|
||||||
Portrait and landscape are edited and saved separately (#633): the editor
|
|
||||||
follows whichever orientation is on screen, and **Reset** only clears that
|
|
||||||
one, so a layout that works held upright does not have to double as the
|
|
||||||
one used sideways. An `options.lua` from before this split keeps its single
|
|
||||||
layout in both orientations until one of them is edited. In-game, Options →
|
|
||||||
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
|
|
||||||
|
|
||||||
## Translation support
|
|
||||||
|
|
||||||
Every string the player can read is now reachable from a mod, so a
|
|
||||||
translation is an ordinary content mod rather than a fork.
|
|
||||||
|
|
||||||
Two things had to change. Text layout stopped counting bytes: the dialogue
|
|
||||||
box measures a line in glyphs (charmap sequences), so a 3-byte character
|
|
||||||
costs one column, a cut never lands inside a character, and a page with a
|
|
||||||
non-default `advance` re-measures instead of overflowing. That also fixed
|
|
||||||
25 vanilla English lines that were wrapping early because `é` in POKéMON
|
|
||||||
and POKéDEX costs two bytes ("I study POKéMON as" is 19 bytes and 18
|
|
||||||
glyphs, and the box was breaking it).
|
|
||||||
|
|
||||||
Second, the text the engine writes itself - battle messages, item results,
|
|
||||||
menu labels, the link-play screens - moved behind `src/core/Strings.lua`
|
|
||||||
and the new `strings` registry. Extracted script text was already
|
|
||||||
overridable through `text`; this covers the other half. Entries are keyed
|
|
||||||
by the English source, so a translation that has not reached a string yet
|
|
||||||
keeps rendering in English and a half-finished translation stays playable.
|
|
||||||
|
|
||||||
Authors generate the whole thing:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
python3 tools/modkit.py translation francais --language "Francais"
|
|
||||||
```
|
|
||||||
|
|
||||||
That scaffolds a mod with every translatable string as an empty catalog,
|
|
||||||
plus a glyph-page and charmap stub, a naming-grid stub, and a
|
|
||||||
`francais-worksheet/` directory holding the English to translate from
|
|
||||||
(deliberately outside the mod: extracted text is ROM content and must not
|
|
||||||
be packed). `--refresh` re-harvests after an engine update, keeping
|
|
||||||
existing translations and parking orphaned keys rather than dropping them.
|
|
||||||
|
|
||||||
See the wiki's Translations guide.
|
|
||||||
|
|
||||||
## Save editor (bundled, reachable from the launcher)
|
|
||||||
|
|
||||||
The save editor ships inside every build instead of being a developer-only
|
|
||||||
script, and the launcher's SAVE SLOT card grows an **Edit** label next to
|
|
||||||
Delete on every slot that actually holds a save. Edit suspends the
|
|
||||||
launcher, opens that slot's file in the editor, and **Close** hands the
|
|
||||||
process back to the launcher with the slot list re-read (a rename, a badge
|
|
||||||
or a dex change shows up on the row immediately). Unsaved edits arm a
|
|
||||||
confirm first, so leaving cannot lose work. `love . --editor` still opens
|
|
||||||
it standalone, where Close quits instead; `--save <path>` points it at any
|
|
||||||
file, and a save can be dragged onto the window.
|
|
||||||
|
|
||||||
The editor now wears the launcher's visual language - the same navy radial
|
|
||||||
field, 16px translucent cards, tri-colour version rail and green/yellow/red
|
|
||||||
semantics - so the two windows read as one app. Six tabs:
|
|
||||||
|
|
||||||
- **Party**: the roster with sprites, HP bars and level chips on the left,
|
|
||||||
and the mon inspector permanently docked on the right instead of floating
|
|
||||||
over the list. Species, level, DVs and moves all round-trip through the
|
|
||||||
Gen 1 formulas, so the inspector can never show illegal stats.
|
|
||||||
- **Boxes**: the 12 PC boxes as a 5x4 grid with a fill meter per box and a
|
|
||||||
party dock, so deposit and withdraw live in one place. Empty slots are
|
|
||||||
clickable and create a mon there.
|
|
||||||
- **Items**: money, a searchable item picker (replacing the arrows that
|
|
||||||
cycled one id at a time through ~250 items), the configurable bag (20 slots
|
|
||||||
by default), PC storage
|
|
||||||
with no slot cap, and the eight badges as toggle chips. The picker, the bag
|
|
||||||
and PC storage all scroll under the mouse wheel, so the whole catalog is
|
|
||||||
reachable one-handed without typing a query.
|
|
||||||
- **Events**: flags, defeated trainers, taken items and per-map object
|
|
||||||
toggles, with a real filter field and a two-column paged grid.
|
|
||||||
- **Map**: any map rendered with the game's own renderer, warps followable,
|
|
||||||
and the player / lastHeal / lastOutdoor spawn points settable by clicking
|
|
||||||
a cell. Setting lastOutdoor on a map the game would not accept as an
|
|
||||||
outdoor source is refused with the reason.
|
|
||||||
- **Dex**: seen / owned completion meters and a four-column grid; owning
|
|
||||||
implies seen and un-seeing clears owned, exactly as the game requires.
|
|
||||||
|
|
||||||
Two rules run through all of it. Every mutation goes through one funnel
|
|
||||||
that sets the dirty flag and writes the status line together, so nothing
|
|
||||||
changes silently and no branch can quietly no-op - "Party is full", "Bag is
|
|
||||||
full", "click a cell first" all say so. And every destructive verb (Remove,
|
|
||||||
Release, Clear all, Wipe dex) arms on the first click and commits on the
|
|
||||||
second, relabelling itself to `Confirm?` in between.
|
|
||||||
|
|
||||||
A validation pill in the tab rail mirrors what the running game would
|
|
||||||
quarantine on load; clicking it jumps to the tab holding the first problem.
|
|
||||||
|
|
||||||
## Tiled map editing (mod authoring)
|
|
||||||
|
|
||||||
`tools/tiled_export.py` turns the imported ROM cache into a Tiled workspace,
|
|
||||||
so maps can be edited in a real map editor and exported back out as a mod.
|
|
||||||
It has its own document: docs/tiled-map-editing.md.
|
|
||||||
|
|
||||||
## Pokédex diploma (both versions)
|
|
||||||
|
|
||||||
The Celadon Mansion 3F game designer shows the dex-completion diploma
|
|
||||||
once 150 species are owned. On Yellow, the graphic artist next to him
|
|
||||||
then offers to print it, saving the certificate as a PNG under `prints/`
|
|
||||||
in the save directory, and Bill's PC gains Yellow's PRINT BOX item which
|
|
||||||
exports the current box list the same way.
|
|
||||||
|
|
||||||
## Pokédex printing (Yellow)
|
|
||||||
|
|
||||||
Yellow's Game Boy Printer PRNT option in the Pokédex side menu is stood in
|
|
||||||
for by an image export: choosing PRNT renders the mon's entry page (sprite,
|
|
||||||
kind, number, height/weight, dex text) to a PNG at 4x scale under
|
|
||||||
`prints/` in the save directory, then reports the filename in a dialog.
|
|
||||||
No printer hardware or link cable emulation involved; the file is the
|
|
||||||
printout.
|
|
||||||
|
|
||||||
## Find Mods (community mod indexes)
|
|
||||||
|
|
||||||
A FIND MODS tab sits beside MODS in the launcher and browses a published
|
|
||||||
mod index: a metadata-only feed listing mods that live in their authors'
|
|
||||||
own repositories. No index ships with the launcher and none is ever added
|
|
||||||
automatically, so the tab opens on an "Add an index" prompt until you name
|
|
||||||
one; paste an index URL or its `owner/repo` and it is remembered in
|
|
||||||
`options.lua`. More than one index can be added, and the listings merge.
|
|
||||||
|
|
||||||
## Soft reset (all versions)
|
|
||||||
|
|
||||||
Holding A, B, START and SELECT together restarts the game the way flicking
|
|
||||||
a Game Boy's power switch did, dropping straight back to the title screen.
|
|
||||||
It works from anywhere, including mid-battle, which the QUIT entry on the
|
|
||||||
start menu cannot do: the original combo is how stationary and gift
|
|
||||||
Pokemon get their stats rerolled without sitting through a full relaunch.
|
|
||||||
Unsaved progress is discarded, exactly as on hardware.
|
|
||||||
|
|
||||||
As on the original, the four buttons have to stay held for 16 straight
|
|
||||||
polls (better than a quarter of a second) and any direction in the mix
|
|
||||||
cancels it, so it is hard to hit by accident -- including on the on-screen
|
|
||||||
touch controls, where it would take four fingers held on four separate
|
|
||||||
controls.
|
|
||||||
|
|
||||||
## Controls rebinding (CONTROLS screen)
|
|
||||||
|
|
||||||
OPTIONS -> CONTROLS lists every Game Boy button with its current keyboard
|
|
||||||
key and controller button side by side (Z/A). Press A on a row, then press
|
|
||||||
and release the key or pad button you want; the rebind commits on the
|
|
||||||
release. If that input already belongs to another row, the two rows swap,
|
|
||||||
so no button is ever stranded without an input and no input ever serves
|
|
||||||
two buttons. Holding a second key or pad button while the first is still
|
|
||||||
down backs out of the capture without touching a keyboard; Escape still
|
|
||||||
cancels too. SELECT clears one row back to its default, and START resets
|
|
||||||
every binding after a confirmation.
|
|
||||||
|
|
||||||
Controllers a system has no mapping for (common on Linux handhelds and
|
|
||||||
off-brand pads) report bare button numbers rather than names. Those are
|
|
||||||
rebindable on the same screen and show up as JOY1, JOY2 and so on in the
|
|
||||||
controller column. Recognized controllers are read only through their
|
|
||||||
named buttons, so a rebind on those is never shadowed by the factory
|
|
||||||
layout underneath it.
|
|
||||||
|
|
||||||
## Mod profiles (#593)
|
|
||||||
|
|
||||||
The mod manager's PROFILES tab holds named setups. A profile remembers which
|
|
||||||
mods are on, every mod's own options, and which save slot each game version
|
|
||||||
plays, so swapping profiles swaps the whole playthrough and not just the mod
|
|
||||||
list. The setup that existed before profiles shipped becomes PROFILE 1 the
|
|
||||||
first time the manager opens.
|
|
||||||
|
|
||||||
EXPORT.. writes the selected profile to `profiles/<NAME>.g1rmodlist` in the
|
|
||||||
save directory; drop a `.g1rmodlist` someone shared into that folder and
|
|
||||||
IMPORT.. adds it. Imported profiles never overwrite an existing one (a name
|
|
||||||
clash gets a number). Mods the shared profile names but that are not installed
|
|
||||||
are reported when the profile is applied; installing them is still a manual
|
|
||||||
trip through the mods list or Find Mods.
|
|
||||||
|
|
||||||
## Windows: no console windows on launcher actions
|
|
||||||
|
|
||||||
Checking for updates, browsing a mod index, adding a mod repo, installing a
|
|
||||||
mod and picking a ROM all run a host tool (curl, PowerShell) in a child
|
|
||||||
process. On Windows those children used to each open their own console
|
|
||||||
window, so a session could end up buried under half a dozen of them. The
|
|
||||||
game now claims one console for itself at boot and hides it; the children
|
|
||||||
inherit that invisible console and nothing pops up. Nothing else changes:
|
|
||||||
file pickers are ordinary desktop dialogs and still appear normally, and a
|
|
||||||
run started from a terminal (`lovec.exe`, what `scripts\run.ps1` prefers)
|
|
||||||
keeps its terminal and its printed output. Set `POKEPORT_CONSOLE=1` to opt
|
|
||||||
out.
|
|
||||||
|
|||||||
@@ -0,0 +1,798 @@
|
|||||||
|
# Preparing your mod for Gen 2 (Gold)
|
||||||
|
|
||||||
|
You have a mod that works on Red, Blue or Yellow, and you want it to work on
|
||||||
|
Gold. This is the migration guide: what breaks, what the engine papers over
|
||||||
|
for you, what it refuses to paper over, and the order to do the work in.
|
||||||
|
|
||||||
|
`docs/mod-api-gen2-compat.md` is the reference for *what Gold serves*. This
|
||||||
|
document is the procedure for *getting your mod there*. Read that one when you
|
||||||
|
need to know whether a registry or a hook exists; read this one first.
|
||||||
|
|
||||||
|
## What actually breaks, and why
|
||||||
|
|
||||||
|
Gold is not a skin over the Gen 1 engine. It is a second engine living beside
|
||||||
|
the first one: `src/core/Game2.lua` owns the boot, `src/world/gen2/World.lua`
|
||||||
|
is the overworld, `src/battle/gen2/Battle.lua` is the battle, and
|
||||||
|
`src/script/gen2/Vm.lua` runs the cart's own bytecode instead of a Lua row
|
||||||
|
list. A Gold boot never loads `src/core/Game.lua`,
|
||||||
|
`src/world/OverworldController.lua` or `src/battle/BattleState.lua` at all.
|
||||||
|
The mod API on top is deliberately one API -- the same registry names, the
|
||||||
|
same hook names, the same event names, the same `mod.*` facade -- so a mod
|
||||||
|
that stays on that surface mostly moves across unchanged. What does not move
|
||||||
|
is everything underneath it.
|
||||||
|
|
||||||
|
The failure that motivated all of this is quiet, which is what makes it worth
|
||||||
|
a whole document. A mod with `engine_internals` writes
|
||||||
|
`local Game = require("src.core.Game")` and patches a method on it. Under Gold
|
||||||
|
that require used to succeed: the file is on disk, `require` finds it, hands
|
||||||
|
back a perfectly good module table, and your patch lands on it. Nothing ever
|
||||||
|
instantiates that table, so the patch runs zero times and the only symptom is
|
||||||
|
that your mod does nothing. No error, no warning, no crash to bisect. Two
|
||||||
|
things fixed that. First, a mod is not loaded on a Gold boot unless it says it
|
||||||
|
is for Gold, so the default outcome is "not running" rather than "running
|
||||||
|
wrong". Second, when it does say so, a require made from your own file is
|
||||||
|
answered by an adapter (`src/mods/Gen2Compat.lua`) that presents the Gen 1 API
|
||||||
|
over Gold's internals, and a member the adapter cannot honestly back reads nil
|
||||||
|
instead of reading plausibly-wrong.
|
||||||
|
|
||||||
|
## Step 1: run the checker before you change anything
|
||||||
|
|
||||||
|
`modkit gen2check` reads your manifest, statically scans every `.lua` the
|
||||||
|
package carries, and cross-references what it finds against the adapter's own
|
||||||
|
coverage table. Run it first, because it tells you the size of the job in a
|
||||||
|
few seconds.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
python3 tools/modkit.py gen2check <id-or-path> [<id-or-path>...]
|
||||||
|
```
|
||||||
|
|
||||||
|
Real output, against a follower mod written for Yellow:
|
||||||
|
|
||||||
|
```
|
||||||
|
-- PokePCFollowers_VoxelMerge: api 1, profile content, no games declared, permissions engine_internals, 0 dependencies, game_version unset
|
||||||
|
MK400 ERROR manifest.json: no Gen 2 game in "games" (and no gen2compat), so a Gen 2 boot skips this mod; the rest of this report is what it would hit once it claims one
|
||||||
|
MK404 ERROR main.lua:575: BattleState.newWild has no Gen 2 backing: Gold has no factory that returns an unpushed battle, and World:startBattle constructs and pushes in one call. A mod that wraps newWild to rewrite the species must be pointed at the encounter.species hook, which Gold raises with the same name and shape (World:rollEncounter); this reads nil
|
||||||
|
MK404 ERROR main.lua:576: BattleState.newWild has no Gen 2 backing: ... ; nothing on a Gen 2 boot reads this write
|
||||||
|
MK409 WARN main.lua:13: allow-lists a Gen 1 version string, which excludes this mod from a Gen 2 game by construction; test for the capability the code needs instead of the version
|
||||||
|
MK409 WARN main.lua:424: ... (same, a second allow-list)
|
||||||
|
MK409 WARN main.lua:565: ... (and a third)
|
||||||
|
modkit: unresolved: 1 site: requires whose result is neither bound to a name nor indexed here, so where the module goes is not followed (main.lua:221)
|
||||||
|
modkit: unresolved: 5 debug upvalue calls whose target function this scan could not tie to an engine module, so the local they reach could not be resolved (main.lua:279, main.lua:285, main.lua:288, main.lua:321 and 1 more)
|
||||||
|
modkit: src.world.PikachuFollower.onMapEntered closes over 'shouldSpawn' on a Gen 2 boot, so the upvalue surgery at main.lua:325 lands as it does on Gen 1
|
||||||
|
FAIL PokePCFollowers_VoxelMerge on gen 2: will not work (3 errors, 3 warnings)
|
||||||
|
```
|
||||||
|
|
||||||
|
Three kinds of line, and the difference matters:
|
||||||
|
|
||||||
|
- **`MK4xx ERROR` / `MK4xx WARN`** are findings with a file and a line. Errors
|
||||||
|
set the exit code; warnings do not unless you pass `--strict`.
|
||||||
|
- **`modkit:` notes** are things the tool derived rather than found, or could
|
||||||
|
not decide at all. They never change the exit code. The `shouldSpawn` note
|
||||||
|
above is the tool resolving that member through the adapter on a Gen 2 boot,
|
||||||
|
enumerating the function's real upvalues, and confirming the surgery lands;
|
||||||
|
the `unresolved:` notes are the tool naming, with file and line, every reach
|
||||||
|
it saw and could not follow.
|
||||||
|
- **The verdict**: `will load`, `will load but degrade`, or `will not work`.
|
||||||
|
|
||||||
|
The rule ladder:
|
||||||
|
|
||||||
|
| rule | what it means |
|
||||||
|
| --- | --- |
|
||||||
|
| `MK400` | the manifest claims no Gen 2 game, so a Gen 2 boot skips the mod |
|
||||||
|
| `MK401` | a dependency claims no Gen 2 game, which takes you down with it |
|
||||||
|
| `MK402` | you require a Gen 1-only module the adapter does not serve |
|
||||||
|
| `MK403` | a Gen 2 boot runs a `gen2/` sibling of the module instead |
|
||||||
|
| `MK404` | a member you touch has no Gen 2 backing (the adapter's own reason is quoted) |
|
||||||
|
| `MK405` | a member you touch degrades and says so once |
|
||||||
|
| `MK406` | the signature moved under an alias |
|
||||||
|
| `MK407` | `debug` upvalue surgery the Gen 2 arm cannot take: the member is not a function there, or the function does not close over that local |
|
||||||
|
| `MK408` | upvalue surgery the scan could not resolve either way |
|
||||||
|
| `MK409` | a version allow-list, or a Gen 1 screen id |
|
||||||
|
| `MK410` | the entry chunk reads a member of a game that is not up yet |
|
||||||
|
|
||||||
|
Flags: `--strict` promotes warnings to failures, `--notes` prints the adapter's
|
||||||
|
note for every *backed* member you touch (worth reading once per mod, because
|
||||||
|
several backed members are backed with a caveat), `--json` emits one document
|
||||||
|
for the whole batch, `--quiet` drops everything except the findings -- no
|
||||||
|
header, no notes, no verdict line, so a clean mod prints nothing at all and the
|
||||||
|
exit code is the whole answer. Exit code is 0 clean, 1 on a fatal finding, 2 on
|
||||||
|
usage.
|
||||||
|
|
||||||
|
Name several mods in one invocation and they are read as one install set, so a
|
||||||
|
mod and its dependencies can answer each other's `MK401`.
|
||||||
|
|
||||||
|
**What the checker cannot see, and now says so.** It is a static scan, not a
|
||||||
|
run. It follows more than it used to -- a require made through your own
|
||||||
|
`tryRequire`-style wrapper, `local ok, M = pcall(require, "...")`, an inline
|
||||||
|
`require("src.world.Map").waterTiles(...)`, a bracket index `M["member"]`, a
|
||||||
|
local hop `local F = M` -- so reaches that used to be invisible now produce
|
||||||
|
real findings, and a mod that passed before can fail now.
|
||||||
|
|
||||||
|
Two places where it used to answer confidently and wrongly now do not.
|
||||||
|
`local A, B = require("src.world.Map")` is read as binding `A`, which is what
|
||||||
|
Lua does; it used to take the name nearest the `=` and pin the module on `B`,
|
||||||
|
so every reach off `A` went unchecked and every reach off `B` was checked
|
||||||
|
against a module that was never there. And a helper of your own is only read as
|
||||||
|
upvalue surgery when the scan can see it forward its own `(function, name)`
|
||||||
|
pair into the `debug` call; a helper that merely mentions `upvalue`, or that
|
||||||
|
finds the slot by walking `debug.getupvalue`, no longer has its call sites
|
||||||
|
read as naming an engine local, because they do not.
|
||||||
|
|
||||||
|
What it still cannot follow it names instead of ignoring. Every unfollowed
|
||||||
|
reach comes back as an `unresolved:` note carrying a file and a line. The scan
|
||||||
|
side raises one for:
|
||||||
|
|
||||||
|
- a require name built at runtime, whether handed in whole or concatenated
|
||||||
|
(`require("src.world." .. name)` is as unfollowable as `require(name)`);
|
||||||
|
- an engine module name handed to a call the scan does not follow;
|
||||||
|
- an engine module name spelled in a literal with no require attached;
|
||||||
|
- a require whose result is neither bound to a name nor indexed on the spot;
|
||||||
|
- a require in a multiple assignment whose value it cannot pair to a name;
|
||||||
|
- a name bound to a *member* of a module rather than the module;
|
||||||
|
- an engine module indexed with a computed key;
|
||||||
|
- `rawget` or `rawset` on a bound module: that goes straight to the table the
|
||||||
|
require shim hands back, so on a Gen 2 boot it reads or writes the
|
||||||
|
Gen2Compat facade and not the module behind it;
|
||||||
|
- an engine module read as a value rather than indexed, so where it goes from
|
||||||
|
there (a table field, a call argument, a metatable's `__index`) is not
|
||||||
|
followed;
|
||||||
|
- a `debug` upvalue call whose target function could not be tied to a module;
|
||||||
|
- a call through one of your own upvalue helpers that the scan could not
|
||||||
|
confirm carries an upvalue name through to the `debug` call.
|
||||||
|
|
||||||
|
Four more come from the coverage side rather than the scan: a dependency that
|
||||||
|
is not installed beside your mod, a required name that is neither an adapter
|
||||||
|
nor a module in this checkout, a module with no coverage row at all, and a Gen
|
||||||
|
1 member the coverage table does not classify.
|
||||||
|
|
||||||
|
The practical consequence is worth stating plainly: an empty finding list
|
||||||
|
*plus* no `unresolved:` notes now means the scan followed everything it saw,
|
||||||
|
and an empty finding list on its own does not.
|
||||||
|
|
||||||
|
It is still silent on any member the adapter's coverage table does not record:
|
||||||
|
the table lists 481 members across the 15 served modules, which is a large
|
||||||
|
majority of what real mods touch and is not the whole Gen 1 API. A clean
|
||||||
|
`gen2check` means "nothing known-broken was found", not "this works". Boot it.
|
||||||
|
|
||||||
|
## Step 2: declare which games the mod is for
|
||||||
|
|
||||||
|
Nothing moves on disk. A mod is installed once, into `mods/<id>/`, and that one
|
||||||
|
directory serves every game. There is no `mods/gen1/`, no `mods/gen2/`, and no
|
||||||
|
per-generation copy: targeting is something the manifest *declares*, not
|
||||||
|
something the filesystem encodes.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "my_mod",
|
||||||
|
"name": "My Mod",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"entry": "main.lua",
|
||||||
|
"api": 2,
|
||||||
|
"games": ["gen1", "gen2"]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
`games` is an optional array. Each entry is one of:
|
||||||
|
|
||||||
|
| token | means |
|
||||||
|
| --- | --- |
|
||||||
|
| `"red"`, `"blue"`, `"yellow"`, `"gold"` | that one game (a version id from `GameVersion.ORDER`) |
|
||||||
|
| `"gen1"`, `"gen2"` | every game of that generation (case-insensitive; `"gen 2"` also parses) |
|
||||||
|
| `"all"` | every game this engine has |
|
||||||
|
|
||||||
|
`src/mods/ModTargets.lua` is the one place those tokens are resolved, and it
|
||||||
|
derives the list from `GameVersion.ORDER` rather than restating it, so a game
|
||||||
|
added later needs no edit there. The scaffold writes the key for you:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
python3 tools/modkit.py scaffold my_mod --games gen1,gen2
|
||||||
|
```
|
||||||
|
|
||||||
|
**Omitting `games` keeps the old meaning exactly.** No `games` key means Gen 1
|
||||||
|
only, plus Gen 2 if the legacy `"gen2compat": true` flag is set. Every manifest
|
||||||
|
written before the key existed means precisely what it always meant.
|
||||||
|
`gen2compat` is still accepted and is purely additive: it *adds* the Gen 2
|
||||||
|
games to whatever `games` says, so no manifest can lose a game it already ran
|
||||||
|
on. `Manifest.validate` (`src/mods/Manifest.lua:210-224`) resolves the two
|
||||||
|
into one ORDER-sorted `manifest.games` array and derives `manifest.gen2compat`
|
||||||
|
from it, which is why `"games": ["gen2"]` is honoured by the loader's gate
|
||||||
|
today with no other change.
|
||||||
|
|
||||||
|
An unknown token warns and is dropped under `api` 1 and refuses the manifest
|
||||||
|
under `api` 2 (the normal `violation()` rule). A `games` array that names no
|
||||||
|
game this engine knows falls back to the default rather than orphaning the mod.
|
||||||
|
A non-array `games` is a hard error.
|
||||||
|
|
||||||
|
### What you are claiming
|
||||||
|
|
||||||
|
Adding a game to `games` is you saying *I have run this there*. It is not a
|
||||||
|
request for best-effort support and the loader does not treat it as one: a mod
|
||||||
|
that claims a game is loaded on that boot in full, with its registrations, its
|
||||||
|
subscriptions and its entry chunk, exactly like a mod written for it. If it is
|
||||||
|
half-working, the player sees a broken mod, not a partially-supported one. That
|
||||||
|
is the whole reason the key exists rather than being inferred.
|
||||||
|
|
||||||
|
**Every token is enforced, per game.** `Loader:_gateGeneration`
|
||||||
|
(`src/mods/Loader.lua:447`) gates on `ModTargets.supports(manifest, version,
|
||||||
|
generation)` -- the same call both mod surfaces make -- so `"games": ["blue"]`
|
||||||
|
really does not load on Red, and the skip line is the launcher's line, `For
|
||||||
|
Blue, not Red`. `"games": ["gold"]` alone no longer loads on Red either: it
|
||||||
|
names one game, and that game is Gold. A manifest with no `games` and no
|
||||||
|
`gen2compat` still covers every Gen 1 game, so nothing written before the key
|
||||||
|
existed changes behavior; what changed is that a version-id token is now a
|
||||||
|
statement the boot keeps rather than a label the UIs draw. If you want a mod
|
||||||
|
everywhere, say so: `["gen1", "gen2"]` or `["all"]`.
|
||||||
|
|
||||||
|
**Dependencies are contagious.** A mod whose hard dependency does not run here
|
||||||
|
is left out too, carrying the dependency's own wording (`depends on X, which
|
||||||
|
does not run here (For Blue, not Red)`). It is reported as a skip rather than a
|
||||||
|
failure and neither mod lands on the boot error list, but the mod does not run.
|
||||||
|
Every hard dependency in the chain has to cover the same games; `MK401` is the
|
||||||
|
checker's version of this question for the Gen 2 half of it.
|
||||||
|
|
||||||
|
**The player can overrule you, in one direction only.** The in-game mod
|
||||||
|
manager offers `TRY HERE ANYWAY` on the detail pane for any mod that does not
|
||||||
|
claim *this* game (`src/mods/ManagerState.lua:386`), which now includes a Gen 1
|
||||||
|
boot: a Blue-only mod is genuinely skipped on Red, so that row is the only way
|
||||||
|
to run it there. The choice is **per game**: `options.modsGen2[id]` is a
|
||||||
|
`{ [version] = true }` table, so forcing a mod onto Red does not force it onto
|
||||||
|
Gold. A stored legacy `options.modsGen2[id] = true` from before the key was
|
||||||
|
per-game reads as "the Gen 2 games", which is the only set it could ever have
|
||||||
|
affected, and it is expanded in place the next time the player answers. A
|
||||||
|
forced mod loads normally and keeps a note saying its author never verified it
|
||||||
|
here; the launcher shows it as `Forced onto Gold by you (untested)`. If the
|
||||||
|
override cannot be persisted the manager says `COULD NOT SAVE` rather than
|
||||||
|
promising a restart that would change nothing.
|
||||||
|
|
||||||
|
### What the player sees
|
||||||
|
|
||||||
|
All three surfaces read the same derivation -- the two UIs and the loader --
|
||||||
|
so they cannot disagree about your mod. The launcher's mod panel carries a
|
||||||
|
`Show for:` chip row (All games / Red / Gold / ...) and a per-mod tag from
|
||||||
|
`ModTargets.chip` -- `GEN 1`, `GEN 1+2`, `RED/GOLD`, `BLUE` -- greyed out when
|
||||||
|
the mod does not run on the selected game, with the line `Not for this game`
|
||||||
|
(`src/import/LauncherView.lua:320`) and the detail from `ModTargets.detail`,
|
||||||
|
`For Gen 1, not Gold`. The in-game manager shows the same thing as
|
||||||
|
`ENABLED (NOT THIS GAME)` with the skipped glyph, plus an inert `FOR GEN 1+2`
|
||||||
|
row on the detail screen. The launcher's dependency verdict asks the same
|
||||||
|
question of your dependencies: a mod whose hard dependency does not run on the
|
||||||
|
selected game reads `Needs <id> (not for Gold)` rather than `Ready`.
|
||||||
|
|
||||||
|
### Scoping dependencies per game / generation
|
||||||
|
|
||||||
|
For mods targeting multiple generations (`"games": ["gen1", "gen2"]`), a hard
|
||||||
|
dependency can be scoped to specific games so that it is only enforced when
|
||||||
|
booting those games:
|
||||||
|
|
||||||
|
```json
|
||||||
|
"dependencies": [
|
||||||
|
{ "id": "pokegear_cards", "games": ["gen2"], "range": "^1.0.0", "github": "1jamie/pokegear_cards" }
|
||||||
|
]
|
||||||
|
```
|
||||||
|
|
||||||
|
When booting a Gen 1 game (Red, Blue, Yellow), the engine loader sees that
|
||||||
|
`pokegear_cards` is scoped to `"gen2"` and will not skip or block the parent mod
|
||||||
|
on Gen 1. When booting Gen 2 (Gold), `pokegear_cards` is strictly required.
|
||||||
|
|
||||||
|
For conditional integrations where the dependency is optional across the board,
|
||||||
|
`optional_dependencies` remains the standard pattern.
|
||||||
|
|
||||||
|
### One limit worth knowing
|
||||||
|
|
||||||
|
**Enablement is per game.** The overlay
|
||||||
|
`options.modsByVersion[version][id]` is read and written through
|
||||||
|
`SaveData.modEnabled` / `SaveData.setModEnabled` by the launcher, in-game
|
||||||
|
manager, and loader. Existing shared settings are copied to every game the
|
||||||
|
first time this version sees the installed mods; from then on, each coloured
|
||||||
|
game checkbox changes only that game's next boot. Nothing about this affects a
|
||||||
|
mod author; it affects what a player can express.
|
||||||
|
|
||||||
|
Targeting is a different question from enablement and *is* enforced per game,
|
||||||
|
as above. The two do not share a switch.
|
||||||
|
|
||||||
|
## Step 3: prefer the API over the modules
|
||||||
|
|
||||||
|
Before doing any adapter work, check whether you need the modules at all. In
|
||||||
|
new code, take the live game from `mod.game` and the world from `mod.world`.
|
||||||
|
Both resolve per generation inside the loader (`src/mods/Loader.lua:1021`):
|
||||||
|
`mod.game` is `src/core/Game.lua`'s singleton under Gen 1 and the `Game2`
|
||||||
|
*instance* Gold injected under Gen 2, read on every touch rather than cached;
|
||||||
|
`mod.world` is `src/world/WorldAPI.lua` or `src/world/gen2/WorldAPI.lua` behind
|
||||||
|
one method set. Neither needs `engine_internals`. The `game.ready` payload and
|
||||||
|
every `ui.*` hook's first argument carry the same live game.
|
||||||
|
|
||||||
|
Anything you can express as a registry write, a hook or an event subscription
|
||||||
|
is generation-agnostic already and needs nothing from this document. The
|
||||||
|
adapter exists for the code that was written before Gold did, and for the small
|
||||||
|
number of things the API genuinely does not reach.
|
||||||
|
|
||||||
|
## Step 4: the adapter, module by module
|
||||||
|
|
||||||
|
On a Gen 2 boot with mods present, `require` is interposed
|
||||||
|
(`Loader:_installDevShim`, `src/mods/Loader.lua:184`) and a require *made from
|
||||||
|
a mod's own chunk* for one of fifteen Gen 1 names is answered by
|
||||||
|
`src/mods/Gen2Compat.lua`. Engine code is unaffected: the shim compares the
|
||||||
|
caller's chunk name against the engine tree, so `src/render/PaletteFX.lua`
|
||||||
|
requiring `src.core.Game` still gets the real Gen 1 module on both generations.
|
||||||
|
This is not a dev-mode feature; it installs on any Gold boot that has mods.
|
||||||
|
|
||||||
|
| the name you require | kind | what you get | backed / warned / absent |
|
||||||
|
| --- | --- | --- | --- |
|
||||||
|
| `src.core.Game` | facade | a live proxy onto the `Game2` instance | 70 / 9 / 12 |
|
||||||
|
| `src.world.OverworldController` | facade | over `src/world/gen2/World.lua` | 56 / 5 / 68 |
|
||||||
|
| `src.world.Map` | alias | `src/world/gen2/Map.lua` | 28 / 2 / 9 |
|
||||||
|
| `src.world.NPC` | alias | `src/world/gen2/Npc.lua` | 27 / 0 / 1 |
|
||||||
|
| `src.pokemon.Boxes` | facade | over `src/core/gen2/Boxes.lua` | 22 / 0 / 0 |
|
||||||
|
| `src.battle.BattleState` | facade | over `src/ui/gen2/BattleState.lua` | 16 / 2 / 39 |
|
||||||
|
| `src.ui.PartyMenu` | facade | over `src/ui/gen2/PartyMenu.lua` | 15 / 2 / 16 |
|
||||||
|
| `src.world.WorldAPI` | alias | `src/world/gen2/WorldAPI.lua` | 15 / 2 / 0 |
|
||||||
|
| `src.world.PikachuFollower` | alias | `src/world/gen2/Follower.lua` | 10 / 0 / 11 |
|
||||||
|
| `src.script.ScriptRunner` | facade | over `src/script/gen2/Vm.lua` | 10 / 7 / 1 |
|
||||||
|
| `src.ui.OptionsMenu` | facade | over `src/ui/gen2/OptionsMenu.lua` | 8 / 0 / 1 |
|
||||||
|
| `src.world.FieldDefaults` | facade | the `playerSprites` answer and named refusals | 5 / 2 / 3 |
|
||||||
|
| `src.world.Collision` | facade | `DELTA` / `target` / `occupied` / `canMove` | 4 / 1 / 0 |
|
||||||
|
| `src.ui.StartMenu` | facade | over `src/ui/gen2/StartMenu.lua` | 4 / 0 / 0 |
|
||||||
|
| `src.ui.BoxMenu` | alias | `src/ui/gen2/PcMenu.lua` | 1 / 0 / 0 |
|
||||||
|
|
||||||
|
**Alias means the adapter *is* the Gen 2 module.** Your monkey-patch, your
|
||||||
|
`rawset` sentinel and your `==` idempotency check all land on the table Gold
|
||||||
|
actually runs, and `getmetatable(npc) == NPC` is true. Five names are aliases
|
||||||
|
because nothing less would work: mods set their own trailer's metatable to
|
||||||
|
`src.world.NPC`, a mod is handed `world.map` rather than building one, the
|
||||||
|
loader builds every `mod.world` out of `src.world.WorldAPI` so a copy would
|
||||||
|
give two, `src.world.PikachuFollower` is reached with `debug.setupvalue` on a
|
||||||
|
file-local, and `Screens` caches `src.ui.BoxMenu` for `"Gen2PcMenu"` so a
|
||||||
|
`.new` patch has to land there.
|
||||||
|
|
||||||
|
Note that `src.ui.BoxMenu` points at `src/ui/gen2/PcMenu.lua`, not at
|
||||||
|
`src/ui/gen2/BoxMenu.lua`. Gen 1's `BoxMenu` is Bill's PC *top menu*, whose
|
||||||
|
Gold counterpart is `PcMenu`; Gold's `BoxMenu` is the withdraw/deposit *list*
|
||||||
|
that Gen 1 builds inline.
|
||||||
|
|
||||||
|
**Facade means a translating wrapper.** `.overworld` resolves `Game2.world`,
|
||||||
|
`writeOptions` resolves `Game2:persistOptions`, `game.data.sprites` resolves
|
||||||
|
`data.gen2Sprites`, `NPC.new(data, mapId, objDef)` is sniffed apart from
|
||||||
|
`NPC.new(mapId, objDef, spriteDef)` and the movement vocabulary is translated
|
||||||
|
with it. The four UI facades (`PartyMenu`, `StartMenu`, `OptionsMenu`,
|
||||||
|
`BattleState`) are write-through: reads fall to the Gen 2 class and **writes go
|
||||||
|
to the Gen 2 class**, so `PartyMenu.update = wrapper` still patches the live
|
||||||
|
class Gold pushes. Your write also *reads back as your own value* -- after
|
||||||
|
`PartyMenu.new = wrapper`, `PartyMenu.new` is `wrapper` and nothing else, so
|
||||||
|
`rawequal` holds and an idempotency check works. That is what makes the ordinary
|
||||||
|
capture-and-chain idiom safe: a wrapper that calls the value it captured reaches
|
||||||
|
Gold's real constructor rather than re-entering the facade's own override.
|
||||||
|
Writing `nil` clears the member instead of re-exposing the override underneath.
|
||||||
|
|
||||||
|
The `src.world.OverworldController` facade is a facade over the live `World`,
|
||||||
|
not over a class, so seven of its fields (`map`, `player`, `npcs`, `entities`,
|
||||||
|
`ghosts`, `npcPool`, `camera`) read **and write** through to the running world:
|
||||||
|
Gen 1's module *is* the singleton, so a write has to land somewhere real. A
|
||||||
|
write made before a world exists is dropped with a warning rather than
|
||||||
|
shadowing the world it would have applied to.
|
||||||
|
|
||||||
|
### backed, warned, absent
|
||||||
|
|
||||||
|
The adapter publishes what it covers, and the checker consumes that same table
|
||||||
|
rather than a copy of it. Exactly three statuses, and a member listed as both
|
||||||
|
resolves to the weaker one:
|
||||||
|
|
||||||
|
- **`backed`** -- present, and it does the Gen 1 job on Gold. Read the note
|
||||||
|
anyway where there is one: several backed members are backed with a caveat
|
||||||
|
(`Boxes.COUNT` is 14 on Gold and not 12; `BattleState.say` ignores
|
||||||
|
`sayAuto`'s delay because Gold's messages always auto-advance;
|
||||||
|
`Collision.DELTA` is Gold's live table, so adding a key mutates Gold's own
|
||||||
|
movement).
|
||||||
|
- **`warned`** -- present, answers nil or degrades, and names itself once in
|
||||||
|
the log with your mod attributed. `Game.renderer`, `Game.load`,
|
||||||
|
`Game.step`, `game.data.field`, `game.data.constants`,
|
||||||
|
`ScriptRunner.resume` / `.update` / `.parallel`, `PartyMenu.tmhm` and
|
||||||
|
`OverworldController.neighbors` / `.npcByIndex` are here. `neighbors` is the
|
||||||
|
shape of the whole category: Gold's rows are `{ id, ox, oy, image }` where
|
||||||
|
Gen 1's are `{ map = mapDef, ox, oy }`, so the field warns and answers nil
|
||||||
|
rather than handing back a list whose `nb.map` is nil on every row.
|
||||||
|
- **`absent`** -- deliberately not on the table. It reads nil, which is the
|
||||||
|
honest failure. `BattleState.newWild`, `OverworldController.rollEncounter`,
|
||||||
|
`Map.warpPadOrHoleAt`, `PikachuFollower.shouldSpawn` and 157 others are
|
||||||
|
here. (`shouldSpawn` is absent as a *module member* on both generations: it
|
||||||
|
is a file-local, reached through `setShouldSpawn` or the upvalue of that
|
||||||
|
name, and the coverage table says so rather than implying a field exists.)
|
||||||
|
|
||||||
|
"Absent" means *not served*, not *wrong*. Every one of them was left off for a
|
||||||
|
stated reason, and the reason is in the coverage note. `BattleState.newWild` is
|
||||||
|
the clearest case: Gold has no factory that returns an unpushed battle, because
|
||||||
|
`World:startBattle` constructs and pushes in one call, so a `newWild` taking a
|
||||||
|
species and a level would be a lie about what Gold's battle screen is. The
|
||||||
|
route for the thing you were actually doing (rewriting the species of a wild
|
||||||
|
encounter) is the `encounter.species` hook, which Gold raises under the same
|
||||||
|
name with the same shape.
|
||||||
|
|
||||||
|
A member the table does not record is not a guarantee of anything. What it does
|
||||||
|
depends on the adapter: an alias hands you the Gen 2 module's own member,
|
||||||
|
whatever that is; a write-through facade falls to the Gen 2 class; the
|
||||||
|
`src.core.Game` facade names it in the log and reads nil; the
|
||||||
|
`src.world.OverworldController` facade reads nil silently. The checker is
|
||||||
|
silent about it too.
|
||||||
|
|
||||||
|
### Reading the coverage yourself
|
||||||
|
|
||||||
|
The table is queryable, and it is the same query the checker makes:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local Gen2Compat = require("src.mods.Gen2Compat")
|
||||||
|
|
||||||
|
Gen2Compat.modules() -- the 15 served names, sorted
|
||||||
|
Gen2Compat.serves("src.world.Map") -- true
|
||||||
|
Gen2Compat.memberStatus("src.battle.BattleState", "newWild") -- "absent"
|
||||||
|
|
||||||
|
local c = Gen2Compat.coverage("src.world.Map")
|
||||||
|
-- { module, kind = "facade"|"alias", target, members = { [name] = status },
|
||||||
|
-- notes = { [name-or-topic] = "one line" } }
|
||||||
|
```
|
||||||
|
|
||||||
|
`Gen2Compat.COVERAGE_VERSION` is 1 and `Gen2Compat.STATUS` carries the three
|
||||||
|
status strings. `notes` keys are documentation topics, not a member list:
|
||||||
|
dotted paths (`save.money`), field names (`warpAt`), hook names
|
||||||
|
(`hook ui.pc.items`) and bare topics (`identity`, `iteration`, `rawset`) all
|
||||||
|
appear there. `members` is the authoritative set.
|
||||||
|
|
||||||
|
To dump the lot for one module:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
luajit -e 'package.path="./?.lua;"..package.path
|
||||||
|
local G=require("src.mods.Gen2Compat")
|
||||||
|
local c=G.coverage("src.world.OverworldController")
|
||||||
|
for m,s in pairs(c.members) do print(s,m) end
|
||||||
|
for k,v in pairs(c.notes) do print("note",k,v) end'
|
||||||
|
```
|
||||||
|
|
||||||
|
## The patterns no adapter can fix
|
||||||
|
|
||||||
|
Five shapes come up in nearly every real Gen 1 mod, and none of them can be
|
||||||
|
fixed on the engine side without lying to you. Each one has a route that works
|
||||||
|
on both generations.
|
||||||
|
|
||||||
|
### 1. A hardcoded version allow-list
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local v = GameVersion.get()
|
||||||
|
if v ~= "red" and v ~= "blue" and v ~= "yellow" then return false end
|
||||||
|
```
|
||||||
|
|
||||||
|
This excludes you from Gold by construction, and it does so *after* everything
|
||||||
|
else in your mod has been made to work, which is why it produces the most
|
||||||
|
confusing possible outcome: the adapter resolves, your patches land, and the
|
||||||
|
feature still never appears. `MK409` catches it.
|
||||||
|
|
||||||
|
**Instead**, test for the thing the branch actually depends on. If it is there
|
||||||
|
because a member might be missing, test the member:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local Follower = require("src.world.PikachuFollower")
|
||||||
|
if Follower.setShouldSpawn then ... end -- present on Gold, absent on Gen 1
|
||||||
|
```
|
||||||
|
|
||||||
|
If it is there because a piece of per-cart content might be missing, test the
|
||||||
|
content -- `mod.find` and the merged data tables answer that in both games.
|
||||||
|
Version tests stay legitimate for genuinely per-cart *content*, which is what
|
||||||
|
Yellow's starter rename is; they are never right as a gate on a whole feature.
|
||||||
|
|
||||||
|
### 2. String-matching a screen id
|
||||||
|
|
||||||
|
```lua
|
||||||
|
if id == "BoxMenu" then ... end
|
||||||
|
```
|
||||||
|
|
||||||
|
Gold's builtin screens are registered under `Gen2`-prefixed ids, so this
|
||||||
|
matches nothing there. `Screens.GEN2_IDS` in `src/ui/Screens.lua` is the full
|
||||||
|
list, 51 ids: `Gen2BoxMenu`, `Gen2PartyMenu`, `Gen2NamingScreen`,
|
||||||
|
`Gen2Credits` and 47 more. `MK409` catches this exact line: it keys off the
|
||||||
|
string literal itself, not off a screen-shaped word elsewhere on the line, so
|
||||||
|
`if id == "BoxMenu" then` is flagged where it used to slip through. The price
|
||||||
|
of that is deliberate breadth -- any literal equal to a Gen 1 screen id with a
|
||||||
|
`Gen2` twin is warned about, wherever it appears -- so the message states what
|
||||||
|
is true of the literal rather than guessing what the surrounding code meant.
|
||||||
|
It is a warn, and reading past a false one costs you nothing.
|
||||||
|
|
||||||
|
**Instead**, either match both ids, or stop matching ids and take the seam the
|
||||||
|
screen offers. Most screens a mod wants to decorate raise a hook whose name is
|
||||||
|
shared across both generations -- `ui.start_menu.items`, `ui.options.rows`,
|
||||||
|
`ui.party.submenu`, `ui.pc.items`, `ui.naming.grid`, `ui.list_menu` -- and a
|
||||||
|
hook subscription needs no id at all. Where you genuinely must key off the id:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local BOX_IDS = { BoxMenu = true, Gen2PcMenu = true }
|
||||||
|
if BOX_IDS[id] then ... end
|
||||||
|
```
|
||||||
|
|
||||||
|
Watch the pairing. `ui.pc.items` has the same name on both sides but a
|
||||||
|
different menu behind it: Gen 1 raises it over the WHICH-PC list, Gold over
|
||||||
|
Bill's PC's own rows. And Gen 1's `BoxMenu` pairs with `Gen2PcMenu`, not with
|
||||||
|
`Gen2BoxMenu`.
|
||||||
|
|
||||||
|
### 3. `debug.setupvalue` on an engine local
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local idx = findUpvalue(PikachuFollower.update, "shouldSpawn")
|
||||||
|
debug.setupvalue(PikachuFollower.update, idx, myPredicate)
|
||||||
|
```
|
||||||
|
|
||||||
|
This only ever worked because the Gen 1 file happened to hold that predicate in
|
||||||
|
a file-local of that name. Nothing about the engine promises it, and on the Gen
|
||||||
|
2 side the local has to exist under the same name and hold the same thing for
|
||||||
|
the surgery to land. Today it does: `src/world/gen2/Follower.lua:23` declares
|
||||||
|
`local shouldSpawn` for exactly this reason, so follower mods reaching for it
|
||||||
|
work unchanged on Gold. That is a deliberate courtesy, not a contract.
|
||||||
|
|
||||||
|
`MK407` fires in the two cases where the surgery cannot land: when a Gen 2 boot
|
||||||
|
resolves the member to something that is not a function (so `debug.setupvalue`
|
||||||
|
raises), and when the function it does resolve to does not close over that
|
||||||
|
name, in which case the message quotes the upvalues it *does* close over. The
|
||||||
|
check resolves the member through the adapter exactly as the loader does and
|
||||||
|
enumerates the resolved function's real upvalues, so a local that merely
|
||||||
|
appears somewhere in the Gen 2 file is never mistaken for one -- that used to
|
||||||
|
be the check, and it blessed surgery that landed on nothing. `MK408` fires when
|
||||||
|
the scan could not resolve the member either way, which is what you get when
|
||||||
|
`luajit` is not on `PATH`: the check degrades to an honest warn, never to a
|
||||||
|
reassuring note.
|
||||||
|
|
||||||
|
**Instead**, use the named seam when there is one, and fall back only when
|
||||||
|
there is not:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
if Follower.setShouldSpawn then
|
||||||
|
Follower.setShouldSpawn(myPredicate) -- Gen 2, and any future Gen 1 arm
|
||||||
|
else
|
||||||
|
patchUpvalue(Follower.update, "shouldSpawn", myPredicate) -- Gen 1 today
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
`Follower.setShouldSpawn` writes the same cell `debug.setupvalue` reaches, so
|
||||||
|
the two cannot disagree. Note the presence test is doing real work:
|
||||||
|
`src/world/PikachuFollower.lua` has no `setShouldSpawn`, so this is not a
|
||||||
|
rename you can apply blindly. Note also that the predicate is called
|
||||||
|
`(game, world)` on Gold where Gen 1 passes `(game, ow)` -- the same object under
|
||||||
|
a different name, so a predicate reading `ow.player` or `ow.map` is unchanged.
|
||||||
|
|
||||||
|
### 4. Capturing state off `src.core.Game` at file scope
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local Game = require("src.core.Game")
|
||||||
|
local save = Game.save -- nil forever
|
||||||
|
local party = Game.save.party -- error at load
|
||||||
|
```
|
||||||
|
|
||||||
|
The module require itself is fine and is meant to be: the Gen 2 `src.core.Game`
|
||||||
|
is a proxy that reads the live `Game2` instance on *every* touch, precisely so
|
||||||
|
that a mod capturing it at file scope, before a save or a world exists, keeps
|
||||||
|
working once they do. What does not survive is capturing a *field* off it at
|
||||||
|
file scope, which snapshots nil. This is true on Gen 1 as well; Gold just makes
|
||||||
|
it bite more often because the entry chunk runs earlier relative to the world.
|
||||||
|
`MK410` catches the file-scope read of a member the Gen 1 module only ever
|
||||||
|
writes as `self.<name>`.
|
||||||
|
|
||||||
|
**Instead**, read through the facade at the moment you need the value, or take
|
||||||
|
the live game from the `game.ready` payload:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local Game = require("src.core.Game")
|
||||||
|
mod.events:on("game.ready", function(ev)
|
||||||
|
local game = ev.game -- the real Game2 instance
|
||||||
|
local party = Game.save.party -- read now, not at file scope
|
||||||
|
end)
|
||||||
|
```
|
||||||
|
|
||||||
|
Three further properties of the proxy that a Gen 1 mod can trip over, all
|
||||||
|
recorded in the coverage notes:
|
||||||
|
|
||||||
|
- **Identity.** The proxy can never compare equal to the `Game2` instance the
|
||||||
|
`game.ready` payload carries. Lua 5.1 fires `__eq` only when both operands
|
||||||
|
share a metatable, so `Game == ev.game` is false on Gold. Do not use it as
|
||||||
|
an idempotency check.
|
||||||
|
- **Iteration.** `pairs`, `next` and `rawget` see an *empty* table, because the
|
||||||
|
proxy holds nothing of its own. Enumerate the `game.ready` payload instead.
|
||||||
|
- **`rawset`.** `rawset(Game, k, v)` lands on the proxy, reads back correctly
|
||||||
|
through the same facade, and is completely invisible to the engine. That
|
||||||
|
read-back is what hides it. Use a plain assignment, which writes through to
|
||||||
|
the live instance.
|
||||||
|
|
||||||
|
The save layout moved too, and those fields are absent rather than aliased so
|
||||||
|
that a wrong read is loud rather than silent: `save.money` is
|
||||||
|
`save.player.money`, `save.player.map` / `.x` / `.y` / `.facing` are
|
||||||
|
`save.position.*`, and `save.player.rival` is `save.rival.name`. `save` itself
|
||||||
|
is a straight pass-through on purpose.
|
||||||
|
|
||||||
|
### 5. Monkey-patching a class, and the two ways it goes wrong
|
||||||
|
|
||||||
|
Patching a shared class method is *supported*, and this is worth stating
|
||||||
|
plainly because it is the thing most authors expect to have to rewrite. The
|
||||||
|
four UI facades write through: `__newindex` forwards to the Gen 2 class, so
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local PartyMenu = require("src.ui.PartyMenu")
|
||||||
|
local origUpdate = PartyMenu.update
|
||||||
|
function PartyMenu.update(self, dt) ... return origUpdate(self, dt) end
|
||||||
|
```
|
||||||
|
|
||||||
|
lands on the class Gold actually pushes. Aliases are the class, so the same
|
||||||
|
holds there.
|
||||||
|
|
||||||
|
Two variants do not work, and neither can be made to.
|
||||||
|
|
||||||
|
**Patching a member the Gen 2 class does not have.** The write succeeds, reads
|
||||||
|
back as your own function, and nothing ever calls it. `BattleState.newWild =
|
||||||
|
wrapper` is the canonical case: the assignment is taken, and no Gold code path
|
||||||
|
reads that name. This is the one place the read-back works against you, which
|
||||||
|
is why `MK404` reports the write site separately from the read site.
|
||||||
|
|
||||||
|
**Patching a field on a live instance.** `menu.onSwitch = fn` writes a field
|
||||||
|
Gen 2 never reads -- Gold takes it as `onChoose` at construction. Same for
|
||||||
|
`menu.swapFrom` (renamed `switchFrom`) and for `StartMenu`'s `tx` / `ty` / `tw`
|
||||||
|
/ `th` / `anchor` / `maxVisible`, which do not exist on Gold at all because the
|
||||||
|
box is fixed at `Chrome.box(10, 0, 10, h)`. A write to any of them is inert.
|
||||||
|
Pass what you need to `.new` instead: `PartyMenu.new(game, { onSwitch = f })`
|
||||||
|
with no `battle`, `pickOnly` or `forceSwitch` opens the plain list and calls
|
||||||
|
`onSwitch(mon, menu)` on A, which is the Gen 1 behavior the facade reproduces.
|
||||||
|
|
||||||
|
A close relative worth calling out because it errors rather than no-ops:
|
||||||
|
`map.warpAt` is a name collision, not a rename. Gen 1's is a *table* keyed by
|
||||||
|
cell; Gold's `Map:warpAt` is a *method* of the same name. `map.warpAt[cell]`
|
||||||
|
and `pairs(map.warpAt)` both raise, which is loud but points at your mod.
|
||||||
|
Enumerate `map.warps`, which Gold carries as an ordered array.
|
||||||
|
|
||||||
|
## A worked migration
|
||||||
|
|
||||||
|
Here is one real one, start to finish. The mod is a follower pack written for
|
||||||
|
Red/Blue/Yellow. `gen2check` reports `MK400` on the manifest, `MK404` twice on
|
||||||
|
`BattleState.newWild` and `MK409` on a version allow-list, plus a note
|
||||||
|
confirming its `shouldSpawn` surgery lands.
|
||||||
|
|
||||||
|
**Before.** Three separate problems in about twenty lines.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local BattleState = require("src.battle.BattleState")
|
||||||
|
local PikachuFollower = require("src.world.PikachuFollower")
|
||||||
|
local GameVersion = require("src.core.GameVersion")
|
||||||
|
|
||||||
|
return function(mod)
|
||||||
|
-- (1) rewrite the starter encounter's species
|
||||||
|
local origNewWild = BattleState.newWild
|
||||||
|
BattleState.newWild = function(game, species, level, ...)
|
||||||
|
if species == "PIKACHU" and level == 5 then species = "CHARMANDER" end
|
||||||
|
return origNewWild(game, species, level, ...)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- (2) decide whether a follower spawns
|
||||||
|
local newShouldSpawn = function(game, ow)
|
||||||
|
local v = GameVersion.get()
|
||||||
|
if v ~= "red" and v ~= "blue" and v ~= "yellow" then return false end
|
||||||
|
return packSize(game) > 0
|
||||||
|
end
|
||||||
|
|
||||||
|
-- (3) install it
|
||||||
|
patchUpvalue(PikachuFollower.update, "shouldSpawn", newShouldSpawn)
|
||||||
|
patchUpvalue(PikachuFollower.onMapEntered, "shouldSpawn", newShouldSpawn)
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
On Gold: (1) assigns onto a name nothing reads, so the species rewrite never
|
||||||
|
happens. (2) returns false for every Gold boot, so no follower ever spawns.
|
||||||
|
(3) actually works, and works on a predicate that has already decided to do
|
||||||
|
nothing. Two silent failures and one correct mechanism pointed at them.
|
||||||
|
|
||||||
|
**After.** The manifest gains `"games": ["gen1", "gen2"]`, and:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local PikachuFollower = require("src.world.PikachuFollower")
|
||||||
|
|
||||||
|
return function(mod)
|
||||||
|
-- (1) the species of a wild encounter is a hook on both generations
|
||||||
|
mod.hooks:wrap("encounter.species", function(next, enc, ctx)
|
||||||
|
local rolled = next(enc, ctx)
|
||||||
|
if rolled and rolled.species == "PIKACHU" and rolled.level == 5 then
|
||||||
|
rolled.species = "CHARMANDER"
|
||||||
|
end
|
||||||
|
return rolled
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- (2) no cart check: whether there is a pack to walk is the whole question
|
||||||
|
local newShouldSpawn = function(game, ow)
|
||||||
|
return packSize(game) > 0
|
||||||
|
end
|
||||||
|
|
||||||
|
-- (3) the named seam where there is one, the upvalue where there is not
|
||||||
|
if PikachuFollower.setShouldSpawn then
|
||||||
|
PikachuFollower.setShouldSpawn(newShouldSpawn)
|
||||||
|
else
|
||||||
|
patchUpvalue(PikachuFollower.update, "shouldSpawn", newShouldSpawn)
|
||||||
|
patchUpvalue(PikachuFollower.onMapEntered, "shouldSpawn", newShouldSpawn)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
`gen2check` now reports clean, and the mod is shorter than it was on Gen 1
|
||||||
|
alone. That is the usual shape of this work: two of the three fixes replace
|
||||||
|
engine surgery with an API that existed the whole time, and only the third
|
||||||
|
needs a generation branch.
|
||||||
|
|
||||||
|
The one change that is *not* a simplification is the hook's contract. A wrapper
|
||||||
|
takes `(next, ...)` and must call `next` with the arguments it was handed, where
|
||||||
|
the monkey-patch could do as it liked with them. `encounter.species` transforms
|
||||||
|
a rolled `{ species, level }` and gets a `ctx` beside it: Gen 1 fills in
|
||||||
|
`mapId`, `terrain` and `rng`, and Gold adds `daytime`, `environment`, `kind`
|
||||||
|
(`"wild"` / `"contest"` / `"script"` / `"sweet_scent"`), `tables` and `data`.
|
||||||
|
So the same
|
||||||
|
subscription serves both games, and a Gold-only refinement is a field test
|
||||||
|
rather than a second hook. That is the trade: a narrower seam that both engines
|
||||||
|
raise, in exchange for not owning a function neither engine promised you.
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
**Headless, without a Gold cache.** The SDK harness takes the generation
|
||||||
|
directly, and everything after that is the production path -- same loader, same
|
||||||
|
validate, same topological sort, same merge:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
|
||||||
|
T.eq(run.mod and run.mod.state, "loaded",
|
||||||
|
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
|
||||||
|
T.eq(#run.errors, 0, "and loads with no boot errors")
|
||||||
|
run.release()
|
||||||
|
```
|
||||||
|
|
||||||
|
**Assert the state, not just the error count.** A gate skip is deliberately not
|
||||||
|
an error: `Loader:_skip` sets `mod.state` and `mod.skipReason` and stays off
|
||||||
|
`loader.errors`, because neither the mod nor its dependency has a bug. So
|
||||||
|
`T.eq(#run.errors, 0)` on its own passes for a mod that never ran a line, which
|
||||||
|
is the one result you were testing to rule out. `run.mod.state` is `"loaded"`
|
||||||
|
when the entry chunk ran and `"wrong_generation"` when the gate or the
|
||||||
|
dependency contagion took it, with `run.mod.skipReason` carrying the sentence
|
||||||
|
the manager would show. Keep the error assertion too: it is what catches a
|
||||||
|
registry with no Gen 2 home and a require the adapter does not serve, both of
|
||||||
|
which *do* land on `loader.errors`.
|
||||||
|
|
||||||
|
**On a real Gold boot.** Nothing above substitutes for running it. Import Gold
|
||||||
|
in the launcher, enable your mod, and play the part your mod touches. Be
|
||||||
|
precise about where the adapter talks to you, because the two channels are not
|
||||||
|
the same:
|
||||||
|
|
||||||
|
- **The log** carries the adapter's own warnings, each attributed to the mod
|
||||||
|
holding the facade (`[my_mod] Game.renderer has no Gen 2 backing: ...`), so a
|
||||||
|
member that degraded tells you which one and why. `Gen2Compat.warnOnce` goes
|
||||||
|
to `Logger.warn` and nowhere else -- these do **not** appear in the manager.
|
||||||
|
- **The manager's error feed** (`loader.errors`) is a shorter list: a mod that
|
||||||
|
failed validation, a duplicate mod id, a registry with no Gen 2 target, a
|
||||||
|
cross-validation problem, and the one adapter-adjacent case, a require for a
|
||||||
|
Gen 1 module the adapter does not serve. A skipped mod is not on it, and
|
||||||
|
neither is a degraded member.
|
||||||
|
|
||||||
|
So: read the log for coverage problems, and the manager for load problems.
|
||||||
|
|
||||||
|
`POKEPORT_IDENTITY=<name>` sandboxes the save directory if you want a clean
|
||||||
|
profile to test in, and `POKEPORT_DEV=1` adds the console and `F5` hot reload.
|
||||||
|
|
||||||
|
## What this guide does not promise
|
||||||
|
|
||||||
|
- **Coverage is partial and will stay partial.** 15 Gen 1 modules are served
|
||||||
|
out of a much larger engine, and within those 15 the coverage table records
|
||||||
|
291 backed members against 32 warned and 161 absent. The absent ones are not
|
||||||
|
a backlog; most are absent because there is no honest Gen 2 answer, and each
|
||||||
|
one carries its reason. The counts move as the adapter learns something: a
|
||||||
|
member that turns out to answer nil is demoted from backed to warned or
|
||||||
|
absent rather than left flattering the table.
|
||||||
|
- **Absent is not broken, it is not-served.** A nil read is the designed
|
||||||
|
outcome. If you would rather have an error, test for the member before you
|
||||||
|
use it.
|
||||||
|
- **The checker is a static scan.** It cannot follow a require built at
|
||||||
|
runtime, cannot tie every `debug` call to a module, and says nothing at all
|
||||||
|
about a member the coverage table does not record. What it *can* do is admit
|
||||||
|
each of those individually, with a file and a line, as an `unresolved:` note.
|
||||||
|
Read the notes as part of the report: a clean finding list with notes under
|
||||||
|
it means "nothing known-broken was found in the part I could follow", and
|
||||||
|
only a clean finding list with no notes means the scan followed everything.
|
||||||
|
- **A backed member can still surprise you.** `backed` means the adapter took
|
||||||
|
responsibility for the Gen 1 call shape, not that Gold behaves identically.
|
||||||
|
Run `gen2check --notes` once and read the caveats on the members you touch.
|
||||||
|
- **The adapter is not a compatibility layer for new code.** It exists so mods
|
||||||
|
written before Gold existed keep working. If you are writing something now,
|
||||||
|
`mod.game`, `mod.world`, the registries and the hooks mean the same thing in
|
||||||
|
both games and need none of this.
|
||||||
@@ -1,12 +1,11 @@
|
|||||||
# What This Port Requires
|
# What This Port Requires
|
||||||
|
|
||||||
The packaged desktop app requires one user-supplied input on first boot: a
|
The packaged desktop app requires one user-supplied input on first boot: a
|
||||||
canonical 1 MiB US Pokemon Red ROM.
|
canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM.
|
||||||
|
|
||||||
The importer verifies SHA-1
|
The importer verifies the SHA-1 for the game (see `src/core/GameVersion.lua`
|
||||||
`ea9bcae617fdf159b045185467ae58b2e4a48b9a`. Other revisions, Virtual
|
for specific hashes). Other revisions and Virtual Console releases are rejected
|
||||||
Console releases, and Pokemon Blue are rejected rather than decoded with
|
rather than decoded with incorrect addresses.
|
||||||
incorrect addresses.
|
|
||||||
|
|
||||||
After verification, the app generates its private cache in the LÖVE save
|
After verification, the app generates its private cache in the LÖVE save
|
||||||
directory. It does not keep a copy of the ROM. Later boots use the cache.
|
directory. It does not keep a copy of the ROM. Later boots use the cache.
|
||||||
@@ -15,9 +14,11 @@ Python and Pillow are not required by the packaged app.
|
|||||||
## Bundled Metadata
|
## Bundled Metadata
|
||||||
|
|
||||||
Assembly removes high-level names and some relationships that the Lua port
|
Assembly removes high-level names and some relationships that the Lua port
|
||||||
needs. `tools/rom_manifest.json` therefore contains:
|
needs. The version-specific files `tools/rom_manifest.json`,
|
||||||
|
`tools/rom_manifest_blue.json`, and `tools/rom_manifest_yellow.json` therefore
|
||||||
|
contain:
|
||||||
|
|
||||||
- the 3,268 ROM symbol addresses actually read by the extractor
|
- the ROM symbol addresses actually read by the extractor
|
||||||
- symbolic IDs and ordering for maps, species, moves, items, and trainers
|
- symbolic IDs and ordering for maps, species, moves, items, and trainers
|
||||||
- source-erased dimensions, image names, and map object integration names
|
- source-erased dimensions, image names, and map object integration names
|
||||||
- hand-ported field/script integration tables
|
- hand-ported field/script integration tables
|
||||||
|
|||||||
@@ -1,96 +0,0 @@
|
|||||||
# RFC 0001 — Port Yellow's `IsSurfingPikachuInParty` surf sprite
|
|
||||||
|
|
||||||
## Status
|
|
||||||
|
|
||||||
Proposed. Engine: `Player.lua`, `FieldDefaults.lua`,
|
|
||||||
`OverworldController.lua`, `RomExtractor.lua`, `PaletteFX.lua`. Tools:
|
|
||||||
`build_rom_data.py`, `extract/sprites.py`, `make_rom_manifest.py`,
|
|
||||||
`make_yellow_manifest.py`. Tests: `parity_surfing_pikachu_sprite.lua`,
|
|
||||||
`mod_world_tests.lua`.
|
|
||||||
|
|
||||||
**Regeneration required.** The manifest and sprite sheet update by
|
|
||||||
re-running `make_yellow_manifest.py` against a `pret/pokeyellow`
|
|
||||||
checkout, then re-importing the Yellow ROM.
|
|
||||||
|
|
||||||
## Motivation
|
|
||||||
|
|
||||||
Yellow's `IsSurfingPikachuInParty` + `LoadSurfingPlayerSpriteGraphics2`
|
|
||||||
(`home/map_objects.asm`, `home/overworld.asm`) swap the player's
|
|
||||||
overworld sheet to `SurfingPikachuSprite` (`gfx/sprites/
|
|
||||||
surfing_pikachu.2bpp`, a 16×96 walk sheet — not the minigame sheets)
|
|
||||||
when the party mon that knows SURF is a Pikachu. The recomp misses this
|
|
||||||
in two places:
|
|
||||||
|
|
||||||
1. **Extraction.** `SurfingPikachuSprite` is not in
|
|
||||||
`SpriteSheetPointerTable` — loaded by its own `ld de,` like
|
|
||||||
`RedBikeSprite`. The extractor never sees it, and the symbol is not
|
|
||||||
in the Yellow manifest.
|
|
||||||
2. **Engine rule.** `field.playerSprites.surf` is one static
|
|
||||||
(`SPRITE_SEEL`), cached at boot. No seam for "swap when the SURF-mon
|
|
||||||
is a Pikachu."
|
|
||||||
|
|
||||||
## The decision it extends
|
|
||||||
|
|
||||||
No prior D-number. Extends the surf-field-move port in
|
|
||||||
`docs/behavior-porting-notes.md` (the `IsSurfingAllowed` exact port)
|
|
||||||
with the player-sprite swap vanilla runs alongside it.
|
|
||||||
|
|
||||||
## The exact API delta
|
|
||||||
|
|
||||||
Backward-compatible, additive-only.
|
|
||||||
|
|
||||||
### `field.playerSprites.surfPikachu`
|
|
||||||
|
|
||||||
New optional key alongside `walk`/`surf`/`bike`/`fly`, defaults to
|
|
||||||
`SPRITE_SURFING_PIKACHU`. Guarded in `Player.new` so before extraction
|
|
||||||
lands the ride keeps the Seel — no plain on-water Pikachu.
|
|
||||||
|
|
||||||
### `Player.surfPikachuSprite`
|
|
||||||
|
|
||||||
`Player.new` builds a second `SpriteRenderer` when the field resolves.
|
|
||||||
`pose()` picks it when `surfing and surfingPikachu`.
|
|
||||||
|
|
||||||
### `Player.surfingPikachu` (runtime)
|
|
||||||
|
|
||||||
Runtime-only boolean (not persisted); re-derived so a party change
|
|
||||||
between save and load is honored.
|
|
||||||
|
|
||||||
### `OverworldState:syncSurfingPikachu()`
|
|
||||||
|
|
||||||
Sets `player.surfingPikachu` from `partyKnows("SURF")`. Called at every
|
|
||||||
surf-state toggle: trySurf, dismount, flyTo, beginTeleportOut,
|
|
||||||
warpToHealPoint, forced-surf tile, setMap boot-restore.
|
|
||||||
|
|
||||||
### Importer — `SPRITE_SURFING_PIKACHU`
|
|
||||||
|
|
||||||
`make_yellow_manifest.py` adds `SurfingPikachuSprite` to
|
|
||||||
`YELLOW_EXTRA_SYMBOLS`. `make_rom_manifest.py`'s `sprite_metadata()`
|
|
||||||
gains a `surfPikachu` entry (guarded, so Red/Blue unchanged).
|
|
||||||
`RomExtractor.extractSprites` + `build_rom_data.py` + `extract/sprites.py`
|
|
||||||
each gain a parallel extract mirroring `RedBikeSprite`.
|
|
||||||
|
|
||||||
### `PaletteFX.spriteObp`
|
|
||||||
|
|
||||||
`SurfingPikachuSprite` joins `RedBikeSprite` in the no-bracket-index
|
|
||||||
special case, wearing the player's OBP palette so it colors in GBC mode.
|
|
||||||
|
|
||||||
## Migration note for existing mods
|
|
||||||
|
|
||||||
**Nothing.** `surf` still defaults to `SPRITE_SEEL`; `surfPikachu`
|
|
||||||
only resolves on a Yellow import after regeneration. No manifest or
|
|
||||||
`mod.save` shape changes. An eligibility hook that swaps a rental
|
|
||||||
SURF-mon still drives the sprite pick via `partyKnows`.
|
|
||||||
|
|
||||||
## Parity tests
|
|
||||||
|
|
||||||
- **No-mod** (`mod_world_tests.lua`): `surf == "SPRITE_SEEL"`,
|
|
||||||
`surfPikachu == "SPRITE_SURFING_PIKACHU"` seeded at boot. The 19229-check
|
|
||||||
`world & maps v2` suite stays green.
|
|
||||||
- **Mod-API** (`parity_surfing_pikachu_sprite.lua`): `syncSurfingPikachu`
|
|
||||||
+ `Player:pose` across four party shapes (12/12). The existing
|
|
||||||
`parity_cinnabar_east_surf.lua` (24/24) stays green.
|
|
||||||
|
|
||||||
## Deprecation etiquette
|
|
||||||
|
|
||||||
Nothing deprecated. Additive: a new `field.playerSprites` key, a new
|
|
||||||
runtime flag, a new engine method, a new sprite id.
|
|
||||||
@@ -0,0 +1,179 @@
|
|||||||
|
# Touch skins and the Skin Studio
|
||||||
|
|
||||||
|
A **skin** replaces the on-screen controls wholesale: a bezel image, a
|
||||||
|
control layout, and the rectangle the Game Boy screen is drawn into. Engine:
|
||||||
|
`src/core/TouchSkin.lua` (model, parsers, zip export), `src/core/TouchControls.lua`
|
||||||
|
(draw and input), `src/render/Renderer.lua` (the screen viewport),
|
||||||
|
`src/ui/SkinStudio.lua` (the desktop editor). Tests:
|
||||||
|
`tests/engine/touch_skin_test.lua`, `tests/engine/skin_studio_test.lua`,
|
||||||
|
`tests/engine/launcher_skins_tab.lua`.
|
||||||
|
|
||||||
|
Skins are picked in the launcher's **Skins** tab, which also imports them and
|
||||||
|
opens the studio. `options.touchControls.skin` holds the folder name.
|
||||||
|
|
||||||
|
## Formats
|
||||||
|
|
||||||
|
Two load. `skin.lua` wins when a folder has both.
|
||||||
|
|
||||||
|
**RetroArch overlay `.cfg`.** The libretro `common-overlays` collection loads
|
||||||
|
as-is. Supported keys:
|
||||||
|
|
||||||
|
| Key | Meaning |
|
||||||
|
| --- | --- |
|
||||||
|
| `overlays` | page count |
|
||||||
|
| `overlayN_name` | page name, the target of `next_target` |
|
||||||
|
| `overlayN_overlay` | bezel image |
|
||||||
|
| `overlayN_full_screen` | stretch the page to the window |
|
||||||
|
| `overlayN_rect` | page placement, default `0,0,1,1` |
|
||||||
|
| `overlayN_aspect_ratio` | fallback aspect when not full screen |
|
||||||
|
| `overlayN_range_mod`, `overlayN_alpha_mod` | desc defaults |
|
||||||
|
| `overlayN_viewport` | `x,y,w,h`, the screen cutout |
|
||||||
|
| `overlayN_viewport_fill` | parsed; the engine always fits, see below |
|
||||||
|
| `overlayN_descM` | `binds,x,y,shape,range_x,range_y` |
|
||||||
|
| `overlayN_descM_overlay` | control art |
|
||||||
|
| `overlayN_descM_next_target` | page to switch to |
|
||||||
|
| `overlayN_descM_range_mod`, `_alpha_mod` | per-control overrides |
|
||||||
|
| `overlayN_descM_reach_x/_y/_up/_down/_left/_right` | hitbox reach |
|
||||||
|
|
||||||
|
`x,y` is the centre and `range_x,range_y` are half extents, both normalized.
|
||||||
|
Hitboxes are `radial` or `rect`. Pipe-separated binds (`left|down`) are one
|
||||||
|
control that holds both. A `nul` desc is decoration: it draws and never
|
||||||
|
captures a touch.
|
||||||
|
|
||||||
|
Alpha follows RetroArch (`input_driver.c`, `input_overlay_post_poll`): every
|
||||||
|
image sits at the overlay opacity, and a pressed control's image swaps to
|
||||||
|
`opacity * alpha_mod`. So `alpha_mod` above 1 lights a control up and below 1
|
||||||
|
fades it out, and both directions read as a press animation.
|
||||||
|
|
||||||
|
**Native `skin.lua`.** This module's own model written back out: one Lua
|
||||||
|
table, no flat key space, and a separate `imagePressed` per control that a
|
||||||
|
`.cfg` cannot express. Loaded with an empty environment, so a skin authored by
|
||||||
|
a stranger cannot reach `love` or `io`. Sizes here are full width and height
|
||||||
|
rather than RetroArch's half extents, because that is what an editor's numeric
|
||||||
|
fields mean.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
return {
|
||||||
|
name = "my_skin",
|
||||||
|
pages = {
|
||||||
|
{
|
||||||
|
name = "main",
|
||||||
|
image = "img/bezel.png",
|
||||||
|
fullScreen = true,
|
||||||
|
viewport = { x = 0.0, y = 0.0, w = 1.0, h = 0.5, fill = false },
|
||||||
|
controls = {
|
||||||
|
{ bind = "a", x = 0.87, y = 0.72, w = 0.18, h = 0.10,
|
||||||
|
shape = "radial", image = "img/a.png", imagePressed = "img/a_down.png" },
|
||||||
|
},
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Bindable actions
|
||||||
|
|
||||||
|
The eight Game Boy buttons: `a`, `b`, `start`, `select`, `up`, `down`,
|
||||||
|
`left`, `right`.
|
||||||
|
|
||||||
|
Engine hotkeys, handled in `Game:touchSkinHotkey`:
|
||||||
|
|
||||||
|
| Bind | Effect |
|
||||||
|
| --- | --- |
|
||||||
|
| `overlay_next`, `overlay_previous` | switch page, honouring `next_target` |
|
||||||
|
| `hold_fast_forward`, `fast_forward` | fast forward while held |
|
||||||
|
| `toggle_fast_forward` | step the speed option |
|
||||||
|
| `reset` | soft reset to the title |
|
||||||
|
| `menu_toggle` | open OPTIONS |
|
||||||
|
|
||||||
|
`screenshot`, `pause_toggle` and `exit_emulator` are recognised but have no
|
||||||
|
handler yet: a control bound to them draws and does nothing. Anything else,
|
||||||
|
`rewind` included, is not in the bind table at all, so the control falls back
|
||||||
|
to decoration and never captures a touch.
|
||||||
|
|
||||||
|
As an extension to the format, `key:<name>` presses any keyboard key, which is
|
||||||
|
how a skin button reaches a mod hotkey.
|
||||||
|
|
||||||
|
## The screen viewport
|
||||||
|
|
||||||
|
`overlayN_viewport` is the cutout the picture is fitted into. The Game Boy
|
||||||
|
screen keeps its whole-pixel scale and letterboxes inside that rect rather than
|
||||||
|
stretching to it, so a bezel gets an exact 160x144 picture; `viewport_fill` is
|
||||||
|
parsed but does not stretch. `overlayN_viewport_expand = true` is an extension
|
||||||
|
that lets a widescreen bezel take the filling survey-zoom world view instead.
|
||||||
|
|
||||||
|
A viewport also implies the faithful-ratio lock. Without it the world pass
|
||||||
|
expands to fill the cutout and you get more map instead of a Game Boy screen.
|
||||||
|
|
||||||
|
Border art often ships with a transparent hole and no `viewport` key. **Detect
|
||||||
|
screen from bezel** in the studio measures the hole out of the art's alpha
|
||||||
|
channel and writes the rect.
|
||||||
|
|
||||||
|
## Bezels versus pads
|
||||||
|
|
||||||
|
A skin whose active page binds nothing is a frame rather than a pad: a TV
|
||||||
|
surround, a handheld shell, a Super Game Boy border. Those draw on **desktop**
|
||||||
|
as well, where the touch overlay itself does not, and a gamepad does not hide
|
||||||
|
them. Anything that binds a button still follows the usual mobile /
|
||||||
|
`POKEPORT_TOUCH` rule.
|
||||||
|
|
||||||
|
## Installing
|
||||||
|
|
||||||
|
Drop a folder or a `.zip` into `skins/` in the save directory, or drop a zip on
|
||||||
|
the launcher window while the Skins tab is open. A zip is mounted in place, so
|
||||||
|
there is nothing to unpack. The folder needs one `skin.lua` or `.cfg`
|
||||||
|
(`overlay.cfg` is preferred when there are several) and the images it names.
|
||||||
|
|
||||||
|
Two ship bundled, both from libretro's `common-overlays` under CC-BY-4.0:
|
||||||
|
|
||||||
|
| Skin | Source | Shape |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| `gb_anim` | `gamepads/gb_anim_portrait` | handheld shell, working buttons, two pages |
|
||||||
|
| `tv_crt` | `borders/tv-integer` | CRT television frame, no buttons |
|
||||||
|
|
||||||
|
Attribution lives in each folder's `README.md`. `tv_crt` is a photograph of a
|
||||||
|
real television: CC-BY-4.0 upstream, but treat it as a test asset rather than
|
||||||
|
shipping branding.
|
||||||
|
|
||||||
|
## The studio
|
||||||
|
|
||||||
|
Launcher, Skins tab, **Open Skin Studio**, or the gear on any skin row to open
|
||||||
|
that skin. Desktop only: the launcher does not offer it on Android or iOS,
|
||||||
|
because it wants a mouse, typed coordinates and room for an inspector.
|
||||||
|
|
||||||
|
**Canvas.** A mock device at a chosen preset, so a phone skin is authored at
|
||||||
|
phone proportions on a desktop monitor.
|
||||||
|
|
||||||
|
| Preset | Size |
|
||||||
|
| --- | --- |
|
||||||
|
| Phone portrait / landscape | 1080x1920, 1920x1080 |
|
||||||
|
| Tablet portrait / landscape | 1536x2048, 2048x1536 |
|
||||||
|
| Steam Deck | 1280x800 |
|
||||||
|
| Desktop 1080p | 1920x1080 |
|
||||||
|
| Ultrawide 21:9 | 2560x1080 |
|
||||||
|
| Super Game Boy border | 256x224 |
|
||||||
|
|
||||||
|
The Super Game Boy preset locks the viewport to the real screen window,
|
||||||
|
160x144 at (48,40), so an SGB border cannot be drawn out of register.
|
||||||
|
|
||||||
|
**Editing.** Click a control to select it, drag to move, eight handles to
|
||||||
|
resize. X / Y / W / H are in canvas pixels, so a control can be typed to the
|
||||||
|
coordinate its art was drawn at. Bind, hitbox shape, hit reach and idle and
|
||||||
|
pressed images are per control; the bezel, the pages and the screen cutout are
|
||||||
|
per page. The cutout is itself a draggable element with a 10:9 lock. Drop a PNG
|
||||||
|
or JPG on the window to import art into the skin.
|
||||||
|
|
||||||
|
**Testing.** **Test** makes the canvas live: clicking presses real Game Boy
|
||||||
|
buttons and the footer reports what is held. **Play** saves the skin, selects
|
||||||
|
it, and boots the game with it.
|
||||||
|
|
||||||
|
**Saving.** **Save** writes `skins/<name>/skin.lua` and copies every image the
|
||||||
|
skin names, so the folder stands alone. **Export** packs it as one zip
|
||||||
|
(`src/core/SkinZip.lua`, store-only) carrying the native `skin.lua`, the
|
||||||
|
images, and the original `.cfg` when it came from one. An exported skin drops
|
||||||
|
straight back into `skins/` and still opens in RetroArch.
|
||||||
|
|
||||||
|
## Not implemented
|
||||||
|
|
||||||
|
RetroArch's `analog_*`, `dpad_area`, `abxy_area` and `retrok_*` desc types.
|
||||||
|
Image assignment cycles through art already in the skin folder; there is no
|
||||||
|
file browser, so new art arrives by drag and drop.
|
||||||
@@ -0,0 +1,244 @@
|
|||||||
|
# Build Gen1Recomp for Nintendo Switch
|
||||||
|
|
||||||
|
Want to play a release build instead? Download the SD-ready zip and extract it
|
||||||
|
at your microSD root. See [switch-install.md](switch-install.md).
|
||||||
|
|
||||||
|
This guide is for contributors who build Gen1Recomp for Switch from source.
|
||||||
|
|
||||||
|
> Releases ship `gen1recomp-*-switch.zip` (SD tree under `switch/gen1recomp/`).
|
||||||
|
> Runtime target is pinned [love-nx](https://github.com/retronx-team/love-nx)
|
||||||
|
> `11.5-nx1`. Player install and limitations: [switch-install.md](switch-install.md).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Prerequisites by OS
|
||||||
|
|
||||||
|
All packaging entrypoints are **bash**. On Windows, use Git Bash, MSYS2, or
|
||||||
|
WSL, not cmd.exe or PowerShell (AD-008).
|
||||||
|
|
||||||
|
### macOS / Linux
|
||||||
|
|
||||||
|
1. Install [devkitPro pacman](https://devkitpro.org/wiki/devkitPro_pacman).
|
||||||
|
2. Install Switch tools (**required for `--fused`**):
|
||||||
|
|
||||||
|
```sh
|
||||||
|
sudo dkp-pacman -S switch-dev
|
||||||
|
```
|
||||||
|
|
||||||
|
3. OTA launcher toolchain, **native or Docker** (either is fine):
|
||||||
|
|
||||||
|
```sh
|
||||||
|
bash scripts/switch/install_devkitpro_deps.sh # native
|
||||||
|
# or install Docker (same pin as fused builds)
|
||||||
|
```
|
||||||
|
|
||||||
|
4. Ensure `DEVKITPRO` is exported (typical macOS: `/opt/devkitpro`) and
|
||||||
|
`nacptool` / `elf2nro` are on `PATH` (or under `$DEVKITPRO/tools/bin`).
|
||||||
|
|
||||||
|
Fused game builds can also use Docker when native `nacptool`/`elf2nro` are absent.
|
||||||
|
|
||||||
|
### Native OTA launcher (included in `--fused`)
|
||||||
|
|
||||||
|
In-console OTA uses a **separate DEVKITPRO NRO** (not LÖVE). The LÖVE
|
||||||
|
self-updater (`Check.lua`) is disabled on NX. Source:
|
||||||
|
`ports/switch/ota-launcher/`. Host protocol tests (no toolchain):
|
||||||
|
|
||||||
|
```sh
|
||||||
|
make -C ports/switch/ota-launcher host-test
|
||||||
|
# or
|
||||||
|
scripts/switch/build_ota_launcher.sh # host-test first; NRO needs DEVKITPRO/Docker
|
||||||
|
```
|
||||||
|
|
||||||
|
`--fused` always builds the fused game, native OTA launcher, and dual-NRO SD
|
||||||
|
zip. The same `*-switch.zip` is the OTA download asset. **DEVKITPRO is
|
||||||
|
required.** OTA launcher: native packages **or** Docker. Both are supported.
|
||||||
|
|
||||||
|
Release-like build from repo root:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
scripts/build_switch.sh --fetch --fused --version X.Y.Z
|
||||||
|
```
|
||||||
|
|
||||||
|
See `ports/switch/ota-launcher/README.md` and
|
||||||
|
`scripts/switch/ota_launcher.manifest`.
|
||||||
|
|
||||||
|
### Windows (Git Bash / MSYS2 / WSL)
|
||||||
|
|
||||||
|
1. Use a bash environment:
|
||||||
|
- **MSYS2** with the [devkitPro](https://devkitpro.org/wiki/devkitPro_pacman)
|
||||||
|
packages (preferred for native `nacptool`/`elf2nro`), or
|
||||||
|
- **WSL** (Ubuntu/etc.) with the Linux pacman flow above, or
|
||||||
|
- **Git Bash** for `--fetch` / `--loose`; for `--fused` prefer MSYS2 or
|
||||||
|
WSL if Docker bind-mounts from Git Bash paths misbehave.
|
||||||
|
2. Install `switch-dev` (or rely on Docker fallback; see below).
|
||||||
|
3. Do **not** expect `scripts/build_switch.sh` to run under cmd/PowerShell.
|
||||||
|
|
||||||
|
### What you must install yourself
|
||||||
|
|
||||||
|
| You install | Script does **not** install |
|
||||||
|
| ----------- | --------------------------- |
|
||||||
|
| bash, git, zip tooling the repo already expects | (none) |
|
||||||
|
| `dkp-pacman` + `switch-dev` + OTA packages **or** Docker | `dkp-pacman -S …` |
|
||||||
|
| A legal `.gb` ROM (to play) | Any ROM or game data |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Mode glossary
|
||||||
|
|
||||||
|
`scripts/build_switch.sh` supports three modes (combinable as noted):
|
||||||
|
|
||||||
|
| Mode | What it does |
|
||||||
|
| ---- | ------------ |
|
||||||
|
| `--fetch` | Downloads pinned **love.nro** + **love.elf** into `.bazinga/love-nx/11.5-nx1/` and verifies SHA-256 against `scripts/switch/love-nx-11.5-nx1.sha256`. |
|
||||||
|
| `--loose` | Packs `game.love`, copies pinned `love.nro` → `dist/switch/loose/` as `gen1recomp.nro` + `game.love` side by side. Needs the pin. |
|
||||||
|
| `--fused` | Builds fused game NRO, OTA launcher NRO, and dual-NRO SD zip. **Requires DEVKITPRO** + `switch-dev`. OTA launcher: native packages or Docker. GitHub Releases publish the **zip only**. |
|
||||||
|
|
||||||
|
Rules:
|
||||||
|
|
||||||
|
- `--fetch` alone is fine; combine as `--fetch --loose` or `--fetch --fused`.
|
||||||
|
- `--loose` and `--fused` are **XOR**. Pick one packaging path per run.
|
||||||
|
- `--version X.Y.Z` sets the NACP / filename version (defaults to short git SHA).
|
||||||
|
|
||||||
|
### What `--fetch` downloads
|
||||||
|
|
||||||
|
Only the two pinned love-nx release assets (`love.nro`, `love.elf`). It does
|
||||||
|
**not** install:
|
||||||
|
|
||||||
|
- devkitPro / `dkp-pacman` / `switch-dev`
|
||||||
|
- Docker
|
||||||
|
- ROMs, saves, or mods
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Native tools, then Docker
|
||||||
|
|
||||||
|
Fused packaging (`scripts/switch/build_fused.sh`):
|
||||||
|
|
||||||
|
1. Prefer native `nacptool` + `elf2nro` on `PATH` (or `$DEVKITPRO/tools/bin`).
|
||||||
|
2. Else fall back to Docker using:
|
||||||
|
- `GEN1_DKP_IMAGE` if set, otherwise
|
||||||
|
- the image named in `scripts/switch/dkp-docker.image` (default
|
||||||
|
`devkitpro/devkita64:latest`).
|
||||||
|
|
||||||
|
If neither native tools nor Docker work, the script exits non-zero with
|
||||||
|
macOS / Linux / Windows / Docker hints and a pointer to this doc.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Example commands
|
||||||
|
|
||||||
|
From the repo root:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# Download pinned love-nx only
|
||||||
|
scripts/build_switch.sh --fetch
|
||||||
|
|
||||||
|
# Loose pair for iteration (fetch + assemble)
|
||||||
|
scripts/build_switch.sh --fetch --loose
|
||||||
|
|
||||||
|
# Fused game + OTA launcher + dual-NRO SD zip for a release-like artifact
|
||||||
|
scripts/build_switch.sh --fetch --fused --version 0.2.0
|
||||||
|
```
|
||||||
|
|
||||||
|
Outputs land under `dist/switch/` (and `dist/switch/loose/` for loose mode).
|
||||||
|
The fused path also writes `gen1recomp-<ver>-switch.nro` (game),
|
||||||
|
`gen1recomp-<ver>-launcher.nro`, `gen1recomp-<ver>-game.nro`,
|
||||||
|
`gen1recomp-<ver>-switch.nro.sha256`, and `gen1recomp-<ver>-switch.zip`
|
||||||
|
(+ `.sha256` sidecar for the zip).
|
||||||
|
|
||||||
|
Offline packaging smoke (no network, no nacptool required):
|
||||||
|
|
||||||
|
```sh
|
||||||
|
bash scripts/switch/selftest_build_switch.sh
|
||||||
|
bash scripts/switch/verify_payload.sh --self-test
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## CI and release
|
||||||
|
|
||||||
|
Switch packaging has three automated surfaces (same policy as AD-010):
|
||||||
|
|
||||||
|
### Path-gated PR / push CI (`.github/workflows/ci.yml`)
|
||||||
|
|
||||||
|
When a change touches Switch packaging / Switch docs / NX runtime paths
|
||||||
|
(`scripts/build_switch.sh`, `scripts/switch/**`, `docs/switch-*.md`,
|
||||||
|
`tests/switch_ci_workflows_test.lua`, `tests/switch_transfer_docs_test.lua`,
|
||||||
|
the NX runtime modules `src/core/NxAssetOverlay.lua`, `src/core/Platform.lua`,
|
||||||
|
`src/core/GameVersion.lua`, `src/import/CacheFs.lua`, the NX engine suites
|
||||||
|
`tests/engine/assets_version_fallback_test.lua`,
|
||||||
|
`tests/engine/nx_generated_guard_test.lua`,
|
||||||
|
`tests/engine/nx_yellow_boot_test.lua`,
|
||||||
|
`tests/engine/switch_diagnostics_test.lua`, `tests/engine/platform_nx_*`,
|
||||||
|
or the Switch-related workflow YAML), CI runs:
|
||||||
|
|
||||||
|
1. **Offline selftest** on `ubuntu-latest` (forks **and** the main repo):
|
||||||
|
`scripts/switch/selftest_build_switch.sh`,
|
||||||
|
`scripts/switch/verify_payload.sh --self-test`,
|
||||||
|
`luajit tests/switch_ci_workflows_test.lua`,
|
||||||
|
`luajit tests/switch_transfer_docs_test.lua`, and the NX engine suites
|
||||||
|
headlessly (`luajit tests/engine/assets_version_fallback_test.lua`,
|
||||||
|
`luajit tests/engine/nx_generated_guard_test.lua`,
|
||||||
|
`luajit tests/engine/nx_yellow_boot_test.lua`).
|
||||||
|
2. **Fused NRO build** only on the **main** repository
|
||||||
|
(`bryanthaboi/gen1recomp`), on the self-hosted Mac runner
|
||||||
|
(`scripts/build_switch.sh --fetch --fused`), and only when the workflow
|
||||||
|
head is that repo (same-repo push/PR). Fork CI never runs fused. Fork PRs into the main repo also skip Switch fused (offline selftest still runs) so untrusted head code is not executed on the self-hosted Mac; iOS device build eligibility is unchanged. Fused also waits for a successful offline selftest before starting on the Mac runner.
|
||||||
|
3. On successful PR fused builds, a follow-up workflow posts a PR comment
|
||||||
|
linking the Actions artifact named `gen1recomp-switch-nro`
|
||||||
|
(comment tag `switch-build-result`; see
|
||||||
|
`.github/workflows/switch-artifact-comment.yml`).
|
||||||
|
|
||||||
|
Unrelated PRs do not burn the self-hosted Mac on Switch packaging.
|
||||||
|
|
||||||
|
### Release hard-fail (`.github/workflows/release.yml`)
|
||||||
|
|
||||||
|
GitHub Releases always build Switch on the same self-hosted Mac runner as the
|
||||||
|
other platforms. This is a **hard gate** (no `continue-on-error`):
|
||||||
|
|
||||||
|
```sh
|
||||||
|
scripts/build_switch.sh --fetch --fused --version "<release version>"
|
||||||
|
```
|
||||||
|
|
||||||
|
A Switch packaging failure fails the entire release job. The release asset is
|
||||||
|
`gen1recomp-<ver>-switch.zip` (SD-ready); the versioned `.nro` stays under
|
||||||
|
`dist/switch/` for the packer and for PR CI artifacts.
|
||||||
|
|
||||||
|
### Runner provisioning
|
||||||
|
|
||||||
|
The self-hosted Mac runner **must** have **DEVKITPRO** installed and exported.
|
||||||
|
`--fused` preflight fails early with setup steps if it is missing.
|
||||||
|
|
||||||
|
**One-time setup on the runner** (if not already present):
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# devkitPro pacman installer from https://devkitpro.org/wiki/devkitPro_pacman
|
||||||
|
sudo dkp-pacman -S switch-dev
|
||||||
|
export DEVKITPRO=/opt/devkitpro
|
||||||
|
export PATH="$DEVKITPRO/tools/bin:$PATH"
|
||||||
|
|
||||||
|
# OTA launcher: pick one
|
||||||
|
bash scripts/switch/install_devkitpro_deps.sh # native
|
||||||
|
# or ensure Docker is installed (same pin as fused builds)
|
||||||
|
```
|
||||||
|
|
||||||
|
CI and release still run `scripts/build_switch.sh --fetch --fused`. Preflight
|
||||||
|
requires DEVKITPRO and either native OTA packages or Docker. Without all of
|
||||||
|
that, the job fails with the setup steps above. Scripts never auto-run
|
||||||
|
`dkp-pacman -S` during CI.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Limitations / non-goals
|
||||||
|
|
||||||
|
These scripts and this guide do **not**:
|
||||||
|
|
||||||
|
- Push files to the console (no automated MTP / FTP / SD scripting)
|
||||||
|
- Bundle or download any Pokémon ROM
|
||||||
|
- Install `dkp-pacman` / `switch-dev` for you
|
||||||
|
- Provide `nxlink` / netloader deploy (deferred; see [switch-transfer.md](switch-transfer.md))
|
||||||
|
- Validate **Applet Mode**. Use title override (hold **R**) for full memory
|
||||||
|
|
||||||
|
Player install steps: [switch-install.md](switch-install.md).
|
||||||
|
Manual transfer (MTP / SD / FTP, macOS / Linux / Windows):
|
||||||
|
[switch-transfer.md](switch-transfer.md).
|
||||||
@@ -0,0 +1,204 @@
|
|||||||
|
# Install Gen1Recomp on Nintendo Switch
|
||||||
|
|
||||||
|
Every GitHub Release that includes Switch support ships an SD-ready zip:
|
||||||
|
`gen1recomp-*-switch.zip`. Extract it at the root of your microSD (install
|
||||||
|
or update, same steps), launch with **title override**, then import your
|
||||||
|
own legal `.gb` ROM.
|
||||||
|
|
||||||
|
> You need a console that can run Switch homebrew (custom firmware / hbmenu).
|
||||||
|
> This project does not help you set that up.
|
||||||
|
|
||||||
|
Prefer building from source? See [switch-build.md](switch-build.md).
|
||||||
|
|
||||||
|
Port by [andrewqsantos](https://github.com/andrewqsantos). Community testing
|
||||||
|
help from [booshankles](https://github.com/booshankles).
|
||||||
|
|
||||||
|
## 1. Download the zip
|
||||||
|
|
||||||
|
1. Open
|
||||||
|
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
|
||||||
|
2. Download `gen1recomp-*-switch.zip` for the version you want.
|
||||||
|
(Optional: verify against `sha256sums.txt` in the same release.)
|
||||||
|
|
||||||
|
## 2. Extract onto the microSD
|
||||||
|
|
||||||
|
Extract the zip at the **root** of the microSD so you get:
|
||||||
|
|
||||||
|
```text
|
||||||
|
sdmc:/switch/gen1recomp/gen1recomp.nro # native OTA launcher (hbmenu entry)
|
||||||
|
sdmc:/switch/gen1recomp/gen1recomp-game.nro # fused LÖVE game
|
||||||
|
sdmc:/switch/gen1recomp/version.txt
|
||||||
|
sdmc:/switch/gen1recomp/pokemon-love2d/imports/
|
||||||
|
sdmc:/switch/gen1recomp/pokemon-love2d/imports/mods/
|
||||||
|
sdmc:/switch/gen1recomp/pokemon-love2d/imports/saves/...
|
||||||
|
```
|
||||||
|
|
||||||
|
Older single-NRO zips only had `gen1recomp.nro` (the fused game). Current
|
||||||
|
releases use the dual-NRO layout above. Open `gen1recomp` in hbmenu (the
|
||||||
|
launcher).
|
||||||
|
|
||||||
|
Merge folders if your OS asks. Any method works: **MTP** (DBI → Run MTP
|
||||||
|
responder + a client), **direct SD** (Hekate UMS or a card reader), or **FTP**.
|
||||||
|
Exit MTP / unmount / stop FTP cleanly before launching. Step-by-step for
|
||||||
|
macOS, Linux, and Windows: [switch-transfer.md](switch-transfer.md).
|
||||||
|
|
||||||
|
### Updating
|
||||||
|
|
||||||
|
#### Native OTA launcher (in-console)
|
||||||
|
|
||||||
|
Switch OTA runs in a separate **native launcher NRO** (libnx + curl), not the
|
||||||
|
LÖVE self-updater (`src/update/Check.lua`). hbmenu opens `gen1recomp.nro`.
|
||||||
|
|
||||||
|
When a newer release exists, the launcher downloads the same install zip
|
||||||
|
(`gen1recomp-*-switch.zip`), checks SHA-256 against `sha256sums.txt`, replaces
|
||||||
|
both `gen1recomp-game.nro` and `gen1recomp.nro` (keeps NACP version in sync
|
||||||
|
for hbmenu and Sphaira), then loads the game with `envSetNextLoad`.
|
||||||
|
|
||||||
|
If you are up to date or offline, it skips straight to the game with no
|
||||||
|
prompt. If an update is available, you get a short prompt styled like the
|
||||||
|
in-game launcher: black background, RGB rail, logo, A/B buttons. Saves under
|
||||||
|
`pokemon-love2d/` are not touched. See `src/update/SwitchOta.lua` for the
|
||||||
|
wire format.
|
||||||
|
|
||||||
|
The LÖVE self-updater stays **disabled** on NX (`networkValidated == false`).
|
||||||
|
|
||||||
|
**Sphaira forwarder (HOME shortcut):** Sphaira copies name/version/icon into
|
||||||
|
the installed forwarder at creation time. After an OTA (or zip) update, the
|
||||||
|
`.nro` on the microSD already has the new version, but the HOME shortcut
|
||||||
|
keeps the old badge until you **reinstall the forwarder once** in Sphaira
|
||||||
|
(Install Forwarder again on `gen1recomp.nro`). Browsing the NRO in Sphaira /
|
||||||
|
hbmenu always shows the live file version.
|
||||||
|
|
||||||
|
#### Manual zip (fallback)
|
||||||
|
|
||||||
|
Use the **same** extract/merge of `gen1recomp-*-switch.zip`. It replaces the
|
||||||
|
NROs (and the small help `README.txt` / `INSTALL.txt` files). Saves,
|
||||||
|
imported ROMs, mods, and options live under `pokemon-love2d/`. **Do not
|
||||||
|
delete that folder** when updating, or you will lose progress.
|
||||||
|
|
||||||
|
## 3. Launch with title override
|
||||||
|
|
||||||
|
**Applet Mode is not supported** for this game (not enough memory).
|
||||||
|
|
||||||
|
1. On the Switch HOME menu, highlight any installed title.
|
||||||
|
2. Hold **R** and launch that title. This opens hbmenu with full memory
|
||||||
|
(title override).
|
||||||
|
3. From hbmenu, open `gen1recomp`.
|
||||||
|
|
||||||
|
Do **not** launch from the Album applet path for normal play.
|
||||||
|
|
||||||
|
## 4. Import your ROM
|
||||||
|
|
||||||
|
This project ships **no** game data. On first launch:
|
||||||
|
|
||||||
|
1. Put your own legally obtained Pokémon Red, Blue (`.gb`), or Yellow
|
||||||
|
(`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
|
||||||
|
launcher also shows the live save-dir path). All three can sit in the
|
||||||
|
same folder.
|
||||||
|
2. Use **Scan again** on that game's tab (Red / Blue / Yellow). Rescan
|
||||||
|
matches by ROM SHA-1 for the open tab only. A Red dump never imports
|
||||||
|
from the Yellow tab (and vice versa).
|
||||||
|
|
||||||
|
## 5. Import / Export a raw `.sav`
|
||||||
|
|
||||||
|
Continue a cart or PC battery save (or pull a slot off-console) via MTP /
|
||||||
|
SD / FTP, same transfer methods as ROMs. Paths are **per game**:
|
||||||
|
|
||||||
|
| Game | Import inbox | Export folder |
|
||||||
|
| ---- | ------------ | ------------- |
|
||||||
|
| Red | `imports/saves/red/` | `exports/red/` |
|
||||||
|
| Blue | `imports/saves/blue/` | `exports/blue/` |
|
||||||
|
| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
|
||||||
|
|
||||||
|
(Under the save dir `pokemon-love2d/`. The zip already creates these folders.)
|
||||||
|
|
||||||
|
1. Copy a Gen1 `.sav` (32 KB) into that game's inbox under the save dir
|
||||||
|
([switch-transfer.md](switch-transfer.md)).
|
||||||
|
2. With the game's ROM already imported, open **that game's tab** →
|
||||||
|
**SAVE FILES** → **Import save**. Only that folder is scanned.
|
||||||
|
3. A successful import retires the file to `*.sav.imported` and records its
|
||||||
|
content hash so pressing **Import save** again does not clone slots.
|
||||||
|
Failed imports leave the original `.sav` in place.
|
||||||
|
4. To pull a slot off the console, use **Export save**, then copy the file
|
||||||
|
from that game's **`exports/<game>/`** folder via MTP / SD / FTP.
|
||||||
|
|
||||||
|
Do not put `.sav` files into git. Prefer clean copies. Some MTP clients
|
||||||
|
create `._*.sav` AppleDouble sidecars that are not real saves.
|
||||||
|
|
||||||
|
## Controls
|
||||||
|
|
||||||
|
### Gameplay
|
||||||
|
|
||||||
|
| Control | Action |
|
||||||
|
| ------- | ------ |
|
||||||
|
| D-pad / left stick | Move |
|
||||||
|
| **A** | Confirm |
|
||||||
|
| **B** | Cancel |
|
||||||
|
| **+** (Start) | Start |
|
||||||
|
| **−** (Select) | Select |
|
||||||
|
| **R** (no Select held) | Cycle game speed up |
|
||||||
|
| **L** (no Select held) | Cycle game speed down |
|
||||||
|
|
||||||
|
### Launcher
|
||||||
|
|
||||||
|
| Control | Action |
|
||||||
|
| ------- | ------ |
|
||||||
|
| D-pad / left stick | Move virtual cursor |
|
||||||
|
| **A** | Click at cursor |
|
||||||
|
| **L** / **R** | Previous / next tab |
|
||||||
|
| **Start** / **Select** | Play if a ROM is ready; otherwise Choose ROM |
|
||||||
|
|
||||||
|
### System
|
||||||
|
|
||||||
|
| Control | Action |
|
||||||
|
| ------- | ------ |
|
||||||
|
| Hold **R** on HOME, then open from hbmenu | Title override (full memory) |
|
||||||
|
|
||||||
|
## Community mods
|
||||||
|
|
||||||
|
Mods install from a zip inbox (same transfer methods as ROMs):
|
||||||
|
|
||||||
|
1. Copy a release `.zip` into the save-dir **`imports/mods/`** path the
|
||||||
|
launcher shows (MTP / SD / FTP. See [switch-transfer.md](switch-transfer.md)).
|
||||||
|
2. In the launcher, open **MODS** → **Scan again** → enable the mod →
|
||||||
|
**Play**.
|
||||||
|
|
||||||
|
Remote **FIND MODS** / GitHub download stays **off** on Switch. Do not put
|
||||||
|
mod zips into git. Community mods ship their own OPTIONS / rebinds. This port
|
||||||
|
does not document third-party control tables.
|
||||||
|
|
||||||
|
### Joy-Con shortcuts (Select + face)
|
||||||
|
|
||||||
|
Hold **Select** (−) and press a face/shoulder button. Without Select, A/B stay
|
||||||
|
normal gameplay confirm/cancel. These chords are the stock engine display
|
||||||
|
hotkeys (`2`/`3`/`5` are claimed before any mod pipeline hotkey runs).
|
||||||
|
|
||||||
|
| Chord | Same as PC key | Stock engine effect |
|
||||||
|
| ----- | -------------- | ------------------- |
|
||||||
|
| Select + **A** | `2` | COLORS |
|
||||||
|
| Select + **B** | `3` | TILT |
|
||||||
|
| Select + **Y** | `5` | GBC FX |
|
||||||
|
| Select + **X** | `6` | Mod pipeline hotkey (if a mod registers `6`) |
|
||||||
|
| Select + **L** | `7` | Mod pipeline hotkey (if a mod registers `7`) |
|
||||||
|
|
||||||
|
If the handheld stutters with extras on, try **OPTIONS → PERFORMANCE** →
|
||||||
|
`LOW` or `BALANCED`.
|
||||||
|
|
||||||
|
## Limitations
|
||||||
|
|
||||||
|
- You need homebrew (custom firmware, hbmenu). This project does not set that
|
||||||
|
up.
|
||||||
|
- Launch with title override (hold **R** on a title). Applet Mode (Album) is
|
||||||
|
not supported. The game needs full memory.
|
||||||
|
- ROMs, mods, and saves are copied manually via MTP, direct SD, or FTP. There
|
||||||
|
is no automated deploy.
|
||||||
|
- Updates use the native OTA launcher only. The LÖVE self-updater and remote
|
||||||
|
**FIND MODS** stay off on Switch.
|
||||||
|
- Tested on Switch OLED. Switch V1 / Erista boot confirmed by the community.
|
||||||
|
Other models may work but are less tested.
|
||||||
|
|
||||||
|
## Prefer building it yourself?
|
||||||
|
|
||||||
|
Building the fused NRO (and SD-ready zip) from source is covered in
|
||||||
|
[switch-build.md](switch-build.md). Copying artifacts and inbox files
|
||||||
|
(MTP / SD / FTP on macOS, Linux, Windows): [switch-transfer.md](switch-transfer.md).
|
||||||
@@ -0,0 +1,165 @@
|
|||||||
|
# Switch file transfer (MTP / SD / FTP)
|
||||||
|
|
||||||
|
Ways to put Gen1Recomp artifacts and inbox files onto a Nintendo Switch.
|
||||||
|
**Any method is valid** if the bytes land in the destinations below.
|
||||||
|
|
||||||
|
This is the runbook for contributors on **macOS, Linux, and Windows**.
|
||||||
|
Player install (what to download, title override) stays in
|
||||||
|
[switch-install.md](switch-install.md). Packaging stays in
|
||||||
|
[switch-build.md](switch-build.md).
|
||||||
|
|
||||||
|
> **Not supported yet:** `nxlink` / hbmenu netloader automation. Useful later
|
||||||
|
> for a fast contrib rebuild loop; deferred (AD-009). Do not treat netloader as
|
||||||
|
> the release or ROM/mod install path.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Destinations (shared by every method)
|
||||||
|
|
||||||
|
| What | Where on the console |
|
||||||
|
| ---- | -------------------- |
|
||||||
|
| SD-ready release zip | Extract at microSD **root** → `sdmc:/switch/gen1recomp/gen1recomp.nro` plus `pokemon-love2d/` inbox folders. Install and update use the same merge; do **not** delete `pokemon-love2d/` |
|
||||||
|
| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
|
||||||
|
| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
|
||||||
|
| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
|
||||||
|
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that game's SAVE FILES → **Import save** |
|
||||||
|
| Save exports | Same save dir → `exports/red\|blue\|yellow/` (pull after **Export save**; MTP / SD / FTP) |
|
||||||
|
| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
|
||||||
|
| Lua error log | `lua-error.log` in the save dir |
|
||||||
|
|
||||||
|
Saves persist across zip re-extract / NRO replacements as long as
|
||||||
|
`pokemon-love2d/` is left in place. Never commit ROM dumps, `.sav`
|
||||||
|
files, or third-party mod zips to git.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Transfer methods
|
||||||
|
|
||||||
|
### 1. MTP (DBI responder + host client)
|
||||||
|
|
||||||
|
On the Switch: close Gen1Recomp → open **DBI** → **Run MTP responder** (often
|
||||||
|
**X** on the main screen) → keep that screen up → USB-C data cable to the host.
|
||||||
|
|
||||||
|
On the host: open **one** MTP client, navigate to **`1: SD Card`**, then the
|
||||||
|
paths above. Wait for the transfer queue; refresh; exit MTP on the Switch
|
||||||
|
before launching.
|
||||||
|
|
||||||
|
#### macOS (example: OpenMTP)
|
||||||
|
|
||||||
|
[OpenMTP](https://github.com/ganeshrvel/openmtp) is a documented example for
|
||||||
|
macOS, not a Mac-only requirement.
|
||||||
|
|
||||||
|
1. Quit other MTP clients.
|
||||||
|
2. Open OpenMTP → select the DBI device → **`1: SD Card`**.
|
||||||
|
3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
|
||||||
|
(or copy NRO / `game.love` for loose).
|
||||||
|
4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
|
||||||
|
`imports/saves/<red|blue|yellow>/`, or `exports/<red|blue|yellow>/` path the
|
||||||
|
launcher prints.
|
||||||
|
5. Wait for the queue; refresh; exit MTP responder; title-override launch.
|
||||||
|
|
||||||
|
macOS clients often create AppleDouble sidecars (`._Something.zip`,
|
||||||
|
`._cart.gb`, `._foo.sav`). Those are not real archives or saves. The
|
||||||
|
launcher skips hidden `.*` names. Delete `._*` junk if a zip/ROM/`.sav`
|
||||||
|
fails to open.
|
||||||
|
|
||||||
|
#### Linux
|
||||||
|
|
||||||
|
1. Install desktop MTP support if needed (e.g. `gvfs-mtp` on GNOME/GTK
|
||||||
|
desktops, or your distro's KDE MTP stack).
|
||||||
|
2. With DBI MTP active, open **Files** / **Dolphin** / **Thunar** and select
|
||||||
|
the Switch / DBI device → **`1: SD Card`**.
|
||||||
|
3. Extract the release zip at SD root (merge), or copy into `switch/gen1recomp/`
|
||||||
|
and the save-dir inboxes as above.
|
||||||
|
4. Use **only one** MTP accessor at a time. If `mtp-tools` / `mtpfs` reports
|
||||||
|
"device is busy", close the file manager's MTP mount (or the CLI mount)
|
||||||
|
and retry with a single client.
|
||||||
|
5. Eject/unmount cleanly; exit MTP on the Switch; title-override launch.
|
||||||
|
|
||||||
|
If MTP is unavailable or flaky on Linux, use **direct SD** (Hekate UMS or a
|
||||||
|
card reader) or **FTP** instead. Same destinations in the table above.
|
||||||
|
|
||||||
|
#### Windows
|
||||||
|
|
||||||
|
1. With DBI MTP active, open **This PC** / **File Explorer** and look under
|
||||||
|
**Portable Devices** for the Switch / DBI MTP volume → **`1: SD Card`**.
|
||||||
|
2. Copy / extract into `switch\gen1recomp\` and the save-dir inboxes.
|
||||||
|
3. Optional: [OpenMTP](https://github.com/ganeshrvel/openmtp) on Windows if
|
||||||
|
Explorer is flaky.
|
||||||
|
4. If Windows does not show an MTP device: Device Manager → find DBI / Switch
|
||||||
|
→ Update driver → **MTP USB Device** (or Standard MTP Device). Prefer a
|
||||||
|
data-capable USB-C cable and a direct port.
|
||||||
|
5. Safely disconnect; exit MTP on the Switch; title-override launch.
|
||||||
|
|
||||||
|
If MTP is unavailable or flaky on Windows, use **direct SD** (Hekate UMS or a
|
||||||
|
card reader) or **FTP** instead. Same destinations in the table above.
|
||||||
|
|
||||||
|
### 2. Direct SD (Hekate UMS or card reader)
|
||||||
|
|
||||||
|
Same destinations; no MTP client required.
|
||||||
|
|
||||||
|
- **Hekate UMS** (preferred when available): expose the microSD to the host
|
||||||
|
while the card stays in the console; mount the volume; copy files; **cleanly
|
||||||
|
unmount** before leaving UMS.
|
||||||
|
- **Physical reader**: power off / remove the microSD, copy on the host,
|
||||||
|
**eject safely**, reinsert, boot CFW, title-override launch.
|
||||||
|
|
||||||
|
Do not yank the card or unplug UMS mid-write.
|
||||||
|
|
||||||
|
### 3. FTP (any SD-exposing Switch FTP)
|
||||||
|
|
||||||
|
Any homebrew FTP server that can write the microSD is fine. For example
|
||||||
|
**DBI's own FTP**, **sys-ftpd-light**, or **Sphaira**. Names are illustrations
|
||||||
|
only; pick what your CFW setup already uses.
|
||||||
|
|
||||||
|
1. Start the FTP server on the Switch; note IP/port/credentials from that app.
|
||||||
|
2. From the host, connect with any FTP client and upload to the same
|
||||||
|
`switch/gen1recomp/`, `imports/`, `imports/mods/`, `imports/saves/<game>/`,
|
||||||
|
and `exports/<game>/` paths.
|
||||||
|
3. Stop the FTP server cleanly before launching Gen1Recomp.
|
||||||
|
|
||||||
|
If credentials or chroots differ by app, trust the **destination paths**, not
|
||||||
|
a single vendor tutorial.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## After every transfer
|
||||||
|
|
||||||
|
1. Exit MTP / unmount SD / stop FTP cleanly.
|
||||||
|
2. Launch via **title override** (hold **R** on a title → hbmenu). **Applet
|
||||||
|
Mode is not supported** (not enough memory).
|
||||||
|
3. For ROMs: open the matching game tab → **Scan again** if the file was
|
||||||
|
added after boot (SHA-1 must match that tab; other dumps in `imports/`
|
||||||
|
stay for their own tabs). For mods: MODS → **Scan again** → enable →
|
||||||
|
Play. For saves: SAVE FILES → **Import save** (rescans
|
||||||
|
`imports/saves/<game>/`). Pull exported `.sav` files from
|
||||||
|
`exports/<game>/`. Joy-Con display chords (stock engine):
|
||||||
|
[switch-install.md](switch-install.md#joy-con-shortcuts-select--face).
|
||||||
|
|
||||||
|
### Optional NRO integrity check
|
||||||
|
|
||||||
|
For the first deploy of a given artifact (or after a flaky cable):
|
||||||
|
|
||||||
|
```bash
|
||||||
|
shasum -a 256 path/to/gen1recomp.nro # or sha256sum
|
||||||
|
```
|
||||||
|
|
||||||
|
Copy the file back from the SD and compare hashes. Round-trip must match.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Failure modes (quick)
|
||||||
|
|
||||||
|
| Symptom | What to try |
|
||||||
|
| ------- | ----------- |
|
||||||
|
| Device busy / no MTP volume | One client only; different cable/port; Windows MTP USB Device driver; alternate method (SD or FTP) |
|
||||||
|
| Zip/ROM/`.sav` "could not be opened" | Delete `._*` sidecars (including `._*.sav`); confirm real zip starts with `PK` |
|
||||||
|
| Half-copied NRO / crash on boot | Re-copy; verify SHA-256; exit transfer mode before launch |
|
||||||
|
| App opens in Applet Mode | Use title override (hold **R**), not Album |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Related
|
||||||
|
|
||||||
|
- Players: [switch-install.md](switch-install.md)
|
||||||
|
- Builders: [switch-build.md](switch-build.md)
|
||||||
@@ -1,65 +0,0 @@
|
|||||||
# Tiled map editing (mod authoring)
|
|
||||||
|
|
||||||
`tools/tiled_export.py` turns the imported ROM cache into a
|
|
||||||
[Tiled](https://www.mapeditor.org) workspace, so maps can be edited in a
|
|
||||||
real map editor and exported back out as a mod. The original had no map
|
|
||||||
editor at all; the port's own map data is plain Lua, which is what makes
|
|
||||||
this a data path rather than an asset path.
|
|
||||||
|
|
||||||
Editing is done in our own Tiled build,
|
|
||||||
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
|
|
||||||
which ships the `gen1-mod-export` extension the workspace relies on. Grab it
|
|
||||||
from that repo's releases; upstream Tiled opens the workspace but cannot
|
|
||||||
export a mod out of it.
|
|
||||||
|
|
||||||
```sh
|
|
||||||
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
|
|
||||||
```
|
|
||||||
|
|
||||||
Then open `build/tiled/gen1.tiled-project` in that build of Tiled.
|
|
||||||
|
|
||||||
- **The overworld is one surface.** All 222 maps become `maps/*.tmj`, and
|
|
||||||
`kanto.world` places the 36 connected overworld maps at their real
|
|
||||||
connection offsets. That world is pre-loaded (seeded into the workspace's
|
|
||||||
Tiled session), so opening any one overworld map draws its neighbors around
|
|
||||||
it and you scroll and edit straight across the seams. Everything else is a
|
|
||||||
double-click away in Tiled's project panel.
|
|
||||||
- **Extending Kanto wires both ends.** A connection lives on both maps, so
|
|
||||||
hooking a new map onto a base map also emits the return connection as a
|
|
||||||
patch on that base map, keeping its other directions intact. The return
|
|
||||||
offset is derived, not guessed: all 78 vanilla reciprocal pairs satisfy
|
|
||||||
`back.offset == -offset`.
|
|
||||||
- **A Tiled tile is a gen1 block.** Each of the 24 tilesets becomes a Tiled
|
|
||||||
tileset whose tiles are its 32x32 blocks, composited from the 8x8 sheet,
|
|
||||||
so a tile layer *is* the map's `blocks` array. Warps, signs and objects
|
|
||||||
sit on the 16px cell grid in object layers, which is the grid the engine
|
|
||||||
addresses them on.
|
|
||||||
- **Collision is visible.** View > Show Tile Collision Shapes draws the real
|
|
||||||
walkability: a rectangle covers each cell whose feet tile is not in the
|
|
||||||
tileset's `walkable` list, which is the rule `src/world/Map.lua` applies.
|
|
||||||
- **Maps are shown in their real colors.** Each map is atlased in the SGB
|
|
||||||
palette it renders with, so Cerulean is blue and Lavender is purple in the
|
|
||||||
editor exactly as in game. Vanilla resolves that through a cascade with
|
|
||||||
interiors inheriting the last outdoor map, so the workspace mirrors the
|
|
||||||
cascade and walks the warp graph to colour interiors. Changing a map's
|
|
||||||
`palette` exports `palette = "..."` on the record, which beats the cascade,
|
|
||||||
and the editor offers the real palette names as a dropdown.
|
|
||||||
- **New blocks and new tilesets.** `blocksets/*.tmj` show a tileset's blocks
|
|
||||||
as raw 8x8 tiles, four by four, so new blocks can be composed there;
|
|
||||||
per-tile flags on `tilesets/tiles_*.tsj` become `walkable`, `waterTiles`,
|
|
||||||
`doorTiles` and the rest.
|
|
||||||
- **Export is a diff, not a fork of the data.** The `gen1-mod-export`
|
|
||||||
extension (shipped in `tiled_gen1recomp`) writes either one map file or a whole
|
|
||||||
loadable mod folder. An edited vanilla map diffs against the imported data
|
|
||||||
and emits `mod.content.maps:patch` carrying *only* the fields that moved, so
|
|
||||||
a mod covers the parts it changes and leaves the rest to the base game; a
|
|
||||||
new map gets `:register` at an index of 1000 or above. An unchanged map
|
|
||||||
exports nothing at all. Exports pass `tools/modkit.py validate` and `lint`.
|
|
||||||
- **Or the whole record, on request.** Ticking `exactExport` on a map switches
|
|
||||||
it to `mod.content.maps:override`, pinning the map to exactly what the
|
|
||||||
editor shows. It is off by default because an override wins outright over
|
|
||||||
any other mod patching that map, where a patch composes.
|
|
||||||
|
|
||||||
No ROM-derived art travels into an exported mod: a tileset still drawing on
|
|
||||||
the player's own imported sheet references that path rather than shipping the
|
|
||||||
pixels, and only a sheet the author supplied is copied in.
|
|
||||||
@@ -26,7 +26,7 @@ JSON parsing, and sha256 verification run on a background `love.thread`
|
|||||||
|
|
||||||
## Version.lua fields
|
## Version.lua fields
|
||||||
|
|
||||||
`src/core/Version.lua` carries three fields the updater reads directly (the
|
`src/core/Version.lua` carries four fields the updater reads directly (the
|
||||||
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
|
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
|
||||||
untouched):
|
untouched):
|
||||||
|
|
||||||
@@ -37,6 +37,11 @@ untouched):
|
|||||||
as a valid payload to chainload).
|
as a valid payload to chainload).
|
||||||
- `shell` - the native-shell contract this build's fused executable
|
- `shell` - the native-shell contract this build's fused executable
|
||||||
implements.
|
implements.
|
||||||
|
- `payloadHost` - the native host family an in-place payload targets. Ordinary
|
||||||
|
LÖVE packages use `"love"`. A specialized native package uses a distinct,
|
||||||
|
stable identifier and accepts only payloads carrying that same identifier.
|
||||||
|
A missing field defaults to `"love"`, preserving compatibility with payloads
|
||||||
|
released before this field existed.
|
||||||
- `minShell` - the lowest shell contract required to *run* this payload.
|
- `minShell` - the lowest shell contract required to *run* this payload.
|
||||||
|
|
||||||
Bump `minShell` only when a payload needs something the currently-shipped
|
Bump `minShell` only when a payload needs something the currently-shipped
|
||||||
@@ -49,6 +54,12 @@ rather than deleting it, in case a future shell upgrade can run it, and
|
|||||||
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
|
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
|
||||||
that is exactly the case the updater exists to avoid a reinstall for.
|
that is exactly the case the updater exists to avoid a reinstall for.
|
||||||
|
|
||||||
|
Change `payloadHost` only when the packaged Lua depends on a different native
|
||||||
|
host family. This is separate from `minShell`: the host name answers *which*
|
||||||
|
native integration the payload targets, while the shell number answers *which
|
||||||
|
revision* of that integration it requires. A mismatched-host payload is never
|
||||||
|
mounted or deleted as stale; the launcher directs the player to a full package.
|
||||||
|
|
||||||
## Release assets
|
## Release assets
|
||||||
|
|
||||||
Each tagged release `vX.Y.Z` carries the existing per-platform archives
|
Each tagged release `vX.Y.Z` carries the existing per-platform archives
|
||||||
@@ -109,18 +120,32 @@ bundled game, in that case.
|
|||||||
|
|
||||||
## Known limitations
|
## Known limitations
|
||||||
|
|
||||||
|
|
||||||
- **`love.run` persists across handoff.** By the time `chainload` runs, the
|
- **`love.run` persists across handoff.** By the time `chainload` runs, the
|
||||||
bundled `love.run` has already returned its stepper to LOVE; redefining the
|
bundled `love.run` has already returned its stepper to LOVE; redefining the
|
||||||
global `love.run` from the payload's `main.lua` does not affect the loop
|
global `love.run` from the payload's `main.lua` does not affect the loop
|
||||||
already driving the frame. A payload that must change `love.run` itself
|
already driving the frame. A payload that must change `love.run` itself
|
||||||
needs a `minShell` bump so an older shell refuses to chainload it rather
|
needs a `minShell` bump so an older shell refuses to chainload it rather
|
||||||
than running with half its intended behavior.
|
than running with half its intended behavior.
|
||||||
- **Android has no in-app download transport yet.** `check_worker.lua`
|
- **Android and iOS use the native download bridge, not curl.** Neither
|
||||||
shells out to curl for both the release check and the download; curl is
|
platform ships curl, so the old `check_worker.lua` path (shell out to curl)
|
||||||
absent on Android, so `Check` degrades to `status = "error"` there (the
|
always landed on `error` and the launcher chip's "Check for updates" tap
|
||||||
launcher UI hides on that status) and the player is directed to the
|
was a no-op. The worker now talks through `HostShell`, the same transport
|
||||||
releases page via `Check.releaseUrl()` instead.
|
as the mod catalog: curl on desktop, `love.system.httpDownload` on mobile.
|
||||||
|
On Android that is the GameActivity JNI/`HttpsURLConnection` bridge; on
|
||||||
|
iOS it is `GRPickerBridge.httpDownload` (`URLSession`). A fused sideloaded
|
||||||
|
APK or IPA can therefore check GitHub and fetch the `.love` payload
|
||||||
|
in-app. If neither transport exists, the worker reports `needs_full` and
|
||||||
|
the launcher chip opens `Check.releaseUrl()`. Native package-only changes
|
||||||
|
still need a full reinstall (`minShell` / `payloadHost` gate →
|
||||||
|
`needs_full`). Applying a downloaded payload on Android relaunches via
|
||||||
|
`love.system.restartApp`; iOS still uses in-process `quit("restart")`.
|
||||||
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
|
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
|
||||||
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
|
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
|
||||||
`"0.0.0-dev"` placeholder that always reports up to date, so a source
|
`"0.0.0-dev"` placeholder that always reports up to date, so a source
|
||||||
checkout is always "the game" itself; updating it means pulling the repo.
|
checkout is always "the game" itself; updating it means pulling the repo.
|
||||||
|
- **Nintendo Switch does not use this LÖVE self-updater.** On NX,
|
||||||
|
`Platform.networkValidated()` is `false`, so `Boot.run` / `Check` never
|
||||||
|
download `.love` payloads. In-console OTA uses the **native OTA launcher**
|
||||||
|
(DEVKITPRO), documented in [switch-install.md](switch-install.md). Wire
|
||||||
|
format: `src/update/SwitchOta.lua`. Manual zip install remains the fallback.
|
||||||
|
|||||||
@@ -0,0 +1,93 @@
|
|||||||
|
#!/usr/bin/env bash
|
||||||
|
# After first boot of a compatible Linux ARM handheld (or when PortMaster is installed), reinsert the
|
||||||
|
# SD card and run this to install gen1recomp-sbc + Red/Blue ROMs into Roms/PORTS.
|
||||||
|
set -euo pipefail
|
||||||
|
|
||||||
|
ROOT="$(cd "$(dirname "$0")" && pwd)"
|
||||||
|
STAGE="$ROOT/.bazinga/work/linux-arm-sbc-install"
|
||||||
|
DECPREP="${DECPREP:-$ROOT/../decprep}"
|
||||||
|
ZIP="$ROOT/dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip"
|
||||||
|
|
||||||
|
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
|
||||||
|
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
|
||||||
|
|
||||||
|
# Find a mounted handheld userdata volume with a ROMs or Apps directory.
|
||||||
|
find_roms_root() {
|
||||||
|
local v candidate
|
||||||
|
for v in /Volumes/*; do
|
||||||
|
[ -d "$v" ] || continue
|
||||||
|
# Prefer a volume that already has Roms/ or Apps/
|
||||||
|
if [ -d "$v/Roms" ] || [ -d "$v/roms" ] || [ -d "$v/PORTS" ] || [ -d "$v/ports" ] || [ -d "$v/Apps" ]; then
|
||||||
|
echo "$v"
|
||||||
|
return 0
|
||||||
|
fi
|
||||||
|
done
|
||||||
|
# Fallback: common removable-volume labels
|
||||||
|
for v in /Volumes/SDCARD /Volumes/sdcard /Volumes/NO\ NAME /Volumes/ROMS; do
|
||||||
|
if [ -d "$v" ]; then
|
||||||
|
echo "$v"
|
||||||
|
return 0
|
||||||
|
fi
|
||||||
|
done
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
|
||||||
|
say "looking for handheld SD volume"
|
||||||
|
ROMS_ROOT="$(find_roms_root)" || fail "no SD volume mounted. boot the handheld once, power it off, reinsert the SD, then rerun."
|
||||||
|
|
||||||
|
say "using: $ROMS_ROOT"
|
||||||
|
# Resolve the device PortMaster ports directory
|
||||||
|
if [ -d "$ROMS_ROOT/Roms/PORTS" ]; then
|
||||||
|
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||||
|
elif [ -d "$ROMS_ROOT/roms/PORTS" ]; then
|
||||||
|
PORTS="$ROMS_ROOT/roms/PORTS"
|
||||||
|
elif [ -d "$ROMS_ROOT/Roms/ports" ]; then
|
||||||
|
PORTS="$ROMS_ROOT/Roms/ports"
|
||||||
|
elif [ -d "$ROMS_ROOT/PORTS" ]; then
|
||||||
|
PORTS="$ROMS_ROOT/PORTS"
|
||||||
|
else
|
||||||
|
mkdir -p "$ROMS_ROOT/Roms/PORTS"
|
||||||
|
PORTS="$ROMS_ROOT/Roms/PORTS"
|
||||||
|
fi
|
||||||
|
say "PORTS: $PORTS"
|
||||||
|
|
||||||
|
# Refresh staged payload
|
||||||
|
mkdir -p "$STAGE/PORTS"
|
||||||
|
if [ -f "$ZIP" ]; then
|
||||||
|
rm -rf "$STAGE/PORTS/gen1recomp-sbc.sh" "$STAGE/PORTS/gen1recomp-sbc" "$STAGE/PORTS/port.json" \
|
||||||
|
"$STAGE/PORTS/gameinfo.xml" "$STAGE/PORTS/README.md"
|
||||||
|
unzip -q -o "$ZIP" -d "$STAGE/PORTS"
|
||||||
|
else
|
||||||
|
fail "missing $ZIP — run ./build-linux-arm-sbc.sh first"
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Ensure ROMs are in lovegame (Choose ROM scans this folder on minimal images)
|
||||||
|
[ -f "$DECPREP/Pokemon - Red Version.gb" ] || fail "missing Red ROM in $DECPREP"
|
||||||
|
[ -f "$DECPREP/Pokemon - Blue Version.gb" ] || fail "missing Blue ROM in $DECPREP"
|
||||||
|
cp -f "$DECPREP/Pokemon - Red Version.gb" "$STAGE/PORTS/gen1recomp-sbc/lovegame/"
|
||||||
|
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$STAGE/PORTS/gen1recomp-sbc/lovegame/"
|
||||||
|
|
||||||
|
say "copying gen1recomp port"
|
||||||
|
rm -rf "$PORTS/gen1recomp-sbc" "$PORTS/gen1recomp-sbc.sh"
|
||||||
|
cp -R "$STAGE/PORTS/gen1recomp-sbc" "$PORTS/"
|
||||||
|
cp -f "$STAGE/PORTS/gen1recomp-sbc.sh" "$PORTS/"
|
||||||
|
cp -f "$STAGE/PORTS/port.json" "$PORTS/"
|
||||||
|
cp -f "$STAGE/PORTS/README.md" "$PORTS/"
|
||||||
|
chmod +x "$PORTS/gen1recomp-sbc.sh" "$PORTS/gen1recomp-sbc/bin/love.aarch64"
|
||||||
|
|
||||||
|
# Also drop carts in the stock GB folder for the emulator library
|
||||||
|
GB_DIR=""
|
||||||
|
for candidate in "$ROMS_ROOT/Roms/GB" "$ROMS_ROOT/roms/GB" "$ROMS_ROOT/Roms/gb"; do
|
||||||
|
if [ -d "$candidate" ]; then GB_DIR="$candidate"; break; fi
|
||||||
|
done
|
||||||
|
if [ -n "$GB_DIR" ]; then
|
||||||
|
say "copying .gb into $GB_DIR"
|
||||||
|
cp -f "$DECPREP/Pokemon - Red Version.gb" "$GB_DIR/"
|
||||||
|
cp -f "$DECPREP/Pokemon - Blue Version.gb" "$GB_DIR/"
|
||||||
|
fi
|
||||||
|
|
||||||
|
sync
|
||||||
|
say "installed:"
|
||||||
|
ls -lh "$PORTS/gen1recomp-sbc.sh"
|
||||||
|
ls -lh "$PORTS/gen1recomp-sbc/lovegame/"*.gb
|
||||||
|
say "eject the SD, insert it in the handheld, open Ports → gen1recomp-sbc, Choose ROM."
|
||||||
@@ -1,188 +0,0 @@
|
|||||||
-- modules/Behavior.lua
|
|
||||||
--
|
|
||||||
-- Base module for the pluggable behavior system that drives the Behavior &
|
|
||||||
-- Mode Unification refactor.
|
|
||||||
--
|
|
||||||
-- A *behavior* is a small, stateless table produced by `Behavior.new(spec)`
|
|
||||||
-- that implements a fixed lifecycle hook set. Concrete behaviors (Clickable,
|
|
||||||
-- Scrollable, TextEditable, Selectable, ...) each live in their own module and
|
|
||||||
-- are attached to an Element. The Element's `update`/`draw`/save-restore paths
|
|
||||||
-- iterate `element.behaviors` and dispatch to the appropriate hooks, replacing
|
|
||||||
-- the swarm of `if self.scrollable` / immediate-mode-branch checks previously
|
|
||||||
-- hard-coded in Element.lua.
|
|
||||||
--
|
|
||||||
-- Element.new iterates a registry of behavior prototypes and auto-attaches
|
|
||||||
-- whichever return true from `shouldAttach(props)`. Element therefore never
|
|
||||||
-- needs to know what an individual behavior does — only that it conforms to
|
|
||||||
-- this interface.
|
|
||||||
--
|
|
||||||
-- Design constraints (locked — tasks 02-13 depend on this API):
|
|
||||||
-- * Pure Lua — NO `love` import, NO dependency on utils/Color/Units/ErrorHandler.
|
|
||||||
-- Stays fully stub-testable standalone (see testing/__tests__/behavior_test.lua).
|
|
||||||
-- * Minimal interface — exactly 6 lifecycle hooks + a `shouldAttach` predicate.
|
|
||||||
-- Do NOT add hooks "just in case"; new capabilities become new behaviors,
|
|
||||||
-- not new hooks. Extending HOOK_NAMES is an architectural decision that must
|
|
||||||
-- be mirrored by every concrete behavior.
|
|
||||||
-- * Immutable instances — behavior tables are produced once and treated as
|
|
||||||
-- read-only. Per-element runtime state lives on the element (or a subsystem
|
|
||||||
-- the behavior attaches), NEVER on the behavior instance itself, so a single
|
|
||||||
-- behavior instance can be shared across many elements.
|
|
||||||
--
|
|
||||||
-- Lifecycle hook contract (each receives the owning element as first argument):
|
|
||||||
-- onAttach(element) — called once when the behavior is attached
|
|
||||||
-- (element fully constructed). Allocate
|
|
||||||
-- subsystems / register listeners here.
|
|
||||||
-- onDetach(element) — called once when the behavior is detached
|
|
||||||
-- (element destroyed / mode switch). Tear
|
|
||||||
-- down anything onAttach created.
|
|
||||||
-- onUpdate(element, dt) — called every frame from Element:update.
|
|
||||||
-- onDraw(element, ctx) — called every frame from Element:draw; `ctx`
|
|
||||||
-- is the draw context (viewport transform,
|
|
||||||
-- scissor state, theme renderer, ...).
|
|
||||||
-- saveState(element) -> state — called during Element save-state; returns
|
|
||||||
-- a serializable snapshot (or nil) so the
|
|
||||||
-- behavior's runtime state survives the
|
|
||||||
-- immediate-mode recreation cycle.
|
|
||||||
-- restoreState(element, state) — called after reconstruction with the
|
|
||||||
-- snapshot previously returned by saveState.
|
|
||||||
--
|
|
||||||
-- shouldAttach(props) -> boolean — class-level predicate (not a hook): given
|
|
||||||
-- an element's props table, return true if
|
|
||||||
-- this behavior should be auto-attached.
|
|
||||||
-- Defaults to false (opt-in).
|
|
||||||
|
|
||||||
--- A behavior instance: a frozen table of lifecycle hooks + a shouldAttach
|
|
||||||
--- predicate. All hooks are always present (custom override or no-op default).
|
|
||||||
---@class Behavior
|
|
||||||
---@field onAttach fun(element:table)
|
|
||||||
---@field onDetach fun(element:table)
|
|
||||||
---@field onUpdate fun(element:table, dt:number)
|
|
||||||
---@field onDraw fun(element:table, ctx:table)
|
|
||||||
---@field saveState fun(element:table):any
|
|
||||||
---@field restoreState fun(element:table, state:any)
|
|
||||||
---@field shouldAttach fun(props:table):boolean
|
|
||||||
|
|
||||||
local Behavior = {}
|
|
||||||
|
|
||||||
-- The fixed, ordered lifecycle hook set. Order is preserved so downstream tasks
|
|
||||||
-- (Element behavior iteration) can rely on a deterministic dispatch sequence.
|
|
||||||
-- HOOK_NAMES is intentionally NOT extended casually — see file header.
|
|
||||||
Behavior.HOOK_NAMES = {
|
|
||||||
"onAttach",
|
|
||||||
"onDetach",
|
|
||||||
"onUpdate",
|
|
||||||
"onDraw",
|
|
||||||
"saveState",
|
|
||||||
"restoreState",
|
|
||||||
}
|
|
||||||
|
|
||||||
-- Allowlist of spec keys accepted by Behavior.new. Anything else is rejected so
|
|
||||||
-- a typo (e.g. `onUpdat`) surfaces immediately instead of silently no-op'ing.
|
|
||||||
-- Hook keys (HOOK_NAMES + shouldAttach) MUST be functions; metadata keys
|
|
||||||
-- (drawLayer) may hold any value.
|
|
||||||
local ALLOWED_KEYS = {
|
|
||||||
onAttach = true,
|
|
||||||
onDetach = true,
|
|
||||||
onUpdate = true,
|
|
||||||
onDraw = true,
|
|
||||||
saveState = true,
|
|
||||||
restoreState = true,
|
|
||||||
shouldAttach = true,
|
|
||||||
drawLayer = true,
|
|
||||||
}
|
|
||||||
|
|
||||||
-- Spec keys whose values are NOT required to be functions (passive metadata
|
|
||||||
-- consumed by dispatch sites, e.g. Element:draw's pre/post-children split).
|
|
||||||
local NON_FUNCTION_KEYS = {
|
|
||||||
drawLayer = true,
|
|
||||||
}
|
|
||||||
|
|
||||||
-- Default no-op hook. Behaviors override only the hooks they need; every other
|
|
||||||
-- hook resolves to this so dispatch sites never have to nil-check.
|
|
||||||
local function noop() end
|
|
||||||
|
|
||||||
-- Default shouldAttach predicate: never auto-attach unless the behavior opts in
|
|
||||||
-- by providing its own predicate. This is the safe default — a behavior with no
|
|
||||||
-- opinion about which elements it applies to stays inert in the auto-attach
|
|
||||||
-- pass (it can still be attached explicitly by name in a later task).
|
|
||||||
local function defaultShouldAttach()
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Module-level default predicate exposed for callers/tests that want to
|
|
||||||
-- reference the base default directly without constructing an instance.
|
|
||||||
Behavior.shouldAttach = defaultShouldAttach
|
|
||||||
|
|
||||||
--- Factory: create a frozen behavior instance from a spec table.
|
|
||||||
---
|
|
||||||
--- `spec` is a table whose keys may be any subset of the 6 lifecycle hook names
|
|
||||||
--- plus `shouldAttach`; each value (when present) must be a function. The
|
|
||||||
--- returned table contains every lifecycle hook (custom override OR no-op) and
|
|
||||||
--- a `shouldAttach` predicate (custom OR always-false default), so dispatch
|
|
||||||
--- sites can call any hook unconditionally without nil-checking.
|
|
||||||
---
|
|
||||||
--- Unknown spec keys and non-function values raise an error immediately so
|
|
||||||
--- mistakes fail fast at construction rather than as silent no-ops later.
|
|
||||||
---
|
|
||||||
---@param spec table|nil spec table overriding select hooks / shouldAttach
|
|
||||||
---@return Behavior
|
|
||||||
function Behavior.new(spec)
|
|
||||||
spec = spec or {}
|
|
||||||
|
|
||||||
-- Validate spec keys up front so typos surface here, not as silent no-ops.
|
|
||||||
for key, value in pairs(spec) do
|
|
||||||
if not ALLOWED_KEYS[key] then
|
|
||||||
error(string.format("Behavior.new: unknown spec key '%s'", tostring(key)), 2)
|
|
||||||
end
|
|
||||||
if not NON_FUNCTION_KEYS[key] and type(value) ~= "function" then
|
|
||||||
error(string.format("Behavior.new: spec key '%s' must be a function, got %s", tostring(key), type(value)), 2)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local instance = {}
|
|
||||||
|
|
||||||
-- Populate every lifecycle hook: custom override when provided, no-op default
|
|
||||||
-- otherwise. Guarantees `instance.hook` is always callable.
|
|
||||||
for _, hook in ipairs(Behavior.HOOK_NAMES) do
|
|
||||||
instance[hook] = spec[hook] or noop
|
|
||||||
end
|
|
||||||
|
|
||||||
-- shouldAttach defaults to always-false; behaviors opt in by supplying one.
|
|
||||||
instance.shouldAttach = spec.shouldAttach or defaultShouldAttach
|
|
||||||
|
|
||||||
-- drawLayer: optional metadata field (default nil = "background"/pre-children).
|
|
||||||
-- Dispatch sites (Element:draw) use it to split rendering into pre-children
|
|
||||||
-- (background layers) and post-children (overlay layers, e.g. scrollbars).
|
|
||||||
instance.drawLayer = spec.drawLayer
|
|
||||||
|
|
||||||
-- Freeze: prevent adding new fields. Behavior instances are shared, stateless
|
|
||||||
-- objects; runtime state belongs on the element, never on the behavior.
|
|
||||||
-- (Reassigning an existing hook is still possible via direct index write —
|
|
||||||
-- Lua metatables cannot intercept that — but the freeze communicates intent
|
|
||||||
-- and catches accidental field additions.)
|
|
||||||
local mt = {
|
|
||||||
__newindex = function(_, key)
|
|
||||||
error(string.format("Behavior: behavior instances are immutable (cannot set '%s')", tostring(key)), 2)
|
|
||||||
end,
|
|
||||||
--- Mark the metatable so consumers can detect a Behavior instance.
|
|
||||||
---@return string
|
|
||||||
__tostring = function()
|
|
||||||
return "Behavior"
|
|
||||||
end,
|
|
||||||
__metatable = "Behavior",
|
|
||||||
}
|
|
||||||
setmetatable(instance, mt)
|
|
||||||
|
|
||||||
return instance
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Type guard: returns true if `value` is a Behavior instance produced by
|
|
||||||
--- `Behavior.new`. Used by Element's attach path to validate registry entries
|
|
||||||
--- without depending on identity.
|
|
||||||
---@param value any
|
|
||||||
---@return boolean
|
|
||||||
function Behavior.isBehavior(value)
|
|
||||||
return type(value) == "table" and getmetatable(value) == "Behavior"
|
|
||||||
end
|
|
||||||
|
|
||||||
return Behavior
|
|
||||||
@@ -1,686 +0,0 @@
|
|||||||
-- Lua 5.2+ compatibility for unpack
|
|
||||||
local unpack = table.unpack or unpack
|
|
||||||
|
|
||||||
-- Warning cache to prevent duplicate warnings for the same element
|
|
||||||
local warningCache = {}
|
|
||||||
|
|
||||||
local Cache = {
|
|
||||||
canvases = {},
|
|
||||||
quads = {},
|
|
||||||
blurInstances = {}, -- Cache blur instances by quality
|
|
||||||
blurredCanvases = {}, -- Cache pre-blurred canvases for immediate mode
|
|
||||||
MAX_CANVAS_SIZE = 20,
|
|
||||||
MAX_QUAD_SIZE = 20,
|
|
||||||
MAX_BLURRED_CANVAS_CACHE = 50, -- Maximum cached blurred canvases
|
|
||||||
RADIUS_THRESHOLD = 0.5, -- Skip blur below this radius
|
|
||||||
LARGE_BLUR_THRESHOLD = 250 * 250, -- Warn if blur area exceeds this (250x250px)
|
|
||||||
}
|
|
||||||
|
|
||||||
--- Round canvas size to nearest bucket for better reuse
|
|
||||||
---@param size number Size to bucket
|
|
||||||
---@return number bucketSize Bucketed size
|
|
||||||
local function bucketSize(size)
|
|
||||||
if size <= 128 then
|
|
||||||
return math.ceil(size / 32) * 32
|
|
||||||
elseif size <= 512 then
|
|
||||||
return math.ceil(size / 64) * 64
|
|
||||||
elseif size <= 1024 then
|
|
||||||
return math.ceil(size / 128) * 128
|
|
||||||
else
|
|
||||||
return math.ceil(size / 256) * 256
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get or create a canvas from cache
|
|
||||||
---@param width number Canvas width
|
|
||||||
---@param height number Canvas height
|
|
||||||
---@return love.Canvas canvas The cached or new canvas
|
|
||||||
function Cache.getCanvas(width, height)
|
|
||||||
-- Use bucketed sizes for better cache reuse
|
|
||||||
local bucketedWidth = bucketSize(width)
|
|
||||||
local bucketedHeight = bucketSize(height)
|
|
||||||
local key = string.format("%dx%d", bucketedWidth, bucketedHeight)
|
|
||||||
|
|
||||||
if not Cache.canvases[key] then
|
|
||||||
Cache.canvases[key] = {}
|
|
||||||
end
|
|
||||||
|
|
||||||
local cache = Cache.canvases[key]
|
|
||||||
|
|
||||||
for i, entry in ipairs(cache) do
|
|
||||||
if not entry.inUse then
|
|
||||||
entry.inUse = true
|
|
||||||
return entry.canvas
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local canvas = love.graphics.newCanvas(bucketedWidth, bucketedHeight)
|
|
||||||
table.insert(cache, { canvas = canvas, inUse = true })
|
|
||||||
|
|
||||||
if #cache > Cache.MAX_CANVAS_SIZE then
|
|
||||||
local removed = table.remove(cache, 1)
|
|
||||||
if removed and removed.canvas then
|
|
||||||
removed.canvas:release()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return canvas
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Release a canvas back to the cache
|
|
||||||
---@param canvas love.Canvas Canvas to release
|
|
||||||
function Cache.releaseCanvas(canvas)
|
|
||||||
for _, sizeCache in pairs(Cache.canvases) do
|
|
||||||
for _, entry in ipairs(sizeCache) do
|
|
||||||
if entry.canvas == canvas then
|
|
||||||
entry.inUse = false
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get or create a quad from cache
|
|
||||||
---@param x number X position
|
|
||||||
---@param y number Y position
|
|
||||||
---@param width number Quad width
|
|
||||||
---@param height number Quad height
|
|
||||||
---@param sw number Source width
|
|
||||||
---@param sh number Source height
|
|
||||||
---@return love.Quad quad The cached or new quad
|
|
||||||
function Cache.getQuad(x, y, width, height, sw, sh)
|
|
||||||
local key = string.format("%d,%d,%d,%d,%d,%d", x, y, width, height, sw, sh)
|
|
||||||
|
|
||||||
if not Cache.quads[key] then
|
|
||||||
Cache.quads[key] = {}
|
|
||||||
end
|
|
||||||
|
|
||||||
local cache = Cache.quads[key]
|
|
||||||
|
|
||||||
for i, entry in ipairs(cache) do
|
|
||||||
if not entry.inUse then
|
|
||||||
entry.inUse = true
|
|
||||||
return entry.quad
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local quad = love.graphics.newQuad(x, y, width, height, sw, sh)
|
|
||||||
table.insert(cache, { quad = quad, inUse = true })
|
|
||||||
|
|
||||||
if #cache > Cache.MAX_QUAD_SIZE then
|
|
||||||
table.remove(cache, 1)
|
|
||||||
end
|
|
||||||
|
|
||||||
return quad
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Release a quad back to the cache
|
|
||||||
---@param quad love.Quad Quad to release
|
|
||||||
function Cache.releaseQuad(quad)
|
|
||||||
for _, keyCache in pairs(Cache.quads) do
|
|
||||||
for _, entry in ipairs(keyCache) do
|
|
||||||
if entry.quad == quad then
|
|
||||||
entry.inUse = false
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Generate cache key for blurred canvas
|
|
||||||
---@param elementId string Element ID
|
|
||||||
---@param x number X position
|
|
||||||
---@param y number Y position
|
|
||||||
---@param width number Width
|
|
||||||
---@param height number Height
|
|
||||||
---@param radius number Blur radius
|
|
||||||
---@param quality number Blur quality
|
|
||||||
---@param isBackdrop boolean Whether this is backdrop blur
|
|
||||||
---@return string key Cache key
|
|
||||||
function Cache.generateBlurCacheKey(elementId, x, y, width, height, radius, quality, isBackdrop)
|
|
||||||
return string.format(
|
|
||||||
"%s:%d:%d:%d:%d:%.1f:%d:%s",
|
|
||||||
elementId,
|
|
||||||
x,
|
|
||||||
y,
|
|
||||||
width,
|
|
||||||
height,
|
|
||||||
radius,
|
|
||||||
quality,
|
|
||||||
tostring(isBackdrop)
|
|
||||||
)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get cached blurred canvas
|
|
||||||
---@param key string Cache key
|
|
||||||
---@return love.Canvas|nil canvas Cached canvas or nil
|
|
||||||
function Cache.getBlurredCanvas(key)
|
|
||||||
local entry = Cache.blurredCanvases[key]
|
|
||||||
if entry then
|
|
||||||
entry.lastUsed = os.time()
|
|
||||||
return entry.canvas
|
|
||||||
end
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Store blurred canvas in cache
|
|
||||||
---@param key string Cache key
|
|
||||||
---@param canvas love.Canvas Canvas to cache
|
|
||||||
function Cache.setBlurredCanvas(key, canvas)
|
|
||||||
-- Limit cache size
|
|
||||||
local count = 0
|
|
||||||
for _ in pairs(Cache.blurredCanvases) do
|
|
||||||
count = count + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
if count >= Cache.MAX_BLURRED_CANVAS_CACHE then
|
|
||||||
-- Remove oldest entry
|
|
||||||
local oldestKey = nil
|
|
||||||
local oldestTime = math.huge
|
|
||||||
for k, v in pairs(Cache.blurredCanvases) do
|
|
||||||
if v.lastUsed < oldestTime then
|
|
||||||
oldestTime = v.lastUsed
|
|
||||||
oldestKey = k
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if oldestKey then
|
|
||||||
if Cache.blurredCanvases[oldestKey].canvas then
|
|
||||||
Cache.blurredCanvases[oldestKey].canvas:release()
|
|
||||||
end
|
|
||||||
Cache.blurredCanvases[oldestKey] = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
Cache.blurredCanvases[key] = {
|
|
||||||
canvas = canvas,
|
|
||||||
lastUsed = os.time(),
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Clear blurred canvas cache for specific element
|
|
||||||
---@param elementId string Element ID to clear cache for
|
|
||||||
function Cache.clearBlurredCanvasesForElement(elementId)
|
|
||||||
for key, entry in pairs(Cache.blurredCanvases) do
|
|
||||||
if key:match("^" .. elementId .. ":") then
|
|
||||||
if entry.canvas then
|
|
||||||
entry.canvas:release()
|
|
||||||
end
|
|
||||||
Cache.blurredCanvases[key] = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Clear all caches
|
|
||||||
function Cache.clear()
|
|
||||||
-- Release all blurred canvases
|
|
||||||
for _, entry in pairs(Cache.blurredCanvases) do
|
|
||||||
if entry.canvas then
|
|
||||||
entry.canvas:release()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
Cache.canvases = {}
|
|
||||||
Cache.quads = {}
|
|
||||||
Cache.blurInstances = {}
|
|
||||||
Cache.blurredCanvases = {}
|
|
||||||
warningCache = {} -- Clear warning cache on cache clear
|
|
||||||
end
|
|
||||||
|
|
||||||
-- ============================================================================
|
|
||||||
-- SHADER BUILDER
|
|
||||||
-- ============================================================================
|
|
||||||
|
|
||||||
local ShaderBuilder = {}
|
|
||||||
|
|
||||||
--- Build Gaussian blur shader with given parameters
|
|
||||||
---@param taps number Number of samples (must be odd, >= 3)
|
|
||||||
---@param offset number Offset value
|
|
||||||
---@param offsetType string "weighted" or "center"
|
|
||||||
---@param sigma number Sigma value for Gaussian distribution
|
|
||||||
---@return love.Shader shader The compiled blur shader
|
|
||||||
function ShaderBuilder.build(taps, offset, offsetType, sigma)
|
|
||||||
taps = math.floor(taps)
|
|
||||||
sigma = sigma >= 1 and sigma or (taps - 1) * offset / 6
|
|
||||||
sigma = math.max(sigma, 1)
|
|
||||||
|
|
||||||
local steps = (taps + 1) / 2
|
|
||||||
|
|
||||||
local gOffsets = {}
|
|
||||||
local gWeights = {}
|
|
||||||
for i = 1, steps do
|
|
||||||
gOffsets[i] = offset * (i - 1)
|
|
||||||
gWeights[i] = math.exp(-0.5 * (gOffsets[i] - 0) ^ 2 * 1 / sigma ^ 2)
|
|
||||||
end
|
|
||||||
|
|
||||||
local offsets = {}
|
|
||||||
local weights = {}
|
|
||||||
for i = #gWeights, 2, -2 do
|
|
||||||
local oA, oB = gOffsets[i], gOffsets[i - 1]
|
|
||||||
local wA, wB = gWeights[i], gWeights[i - 1]
|
|
||||||
wB = oB == 0 and wB / 2 or wB
|
|
||||||
local weight = wA + wB
|
|
||||||
offsets[#offsets + 1] = offsetType == "center" and (oA + oB) / 2 or (oA * wA + oB * wB) / weight
|
|
||||||
weights[#weights + 1] = weight
|
|
||||||
end
|
|
||||||
|
|
||||||
local code = {
|
|
||||||
[[
|
|
||||||
extern vec2 direction;
|
|
||||||
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {]],
|
|
||||||
}
|
|
||||||
|
|
||||||
local norm = 0
|
|
||||||
if #gWeights % 2 == 0 then
|
|
||||||
code[#code + 1] = "vec4 c = vec4( 0.0 );"
|
|
||||||
else
|
|
||||||
local weight = gWeights[1]
|
|
||||||
norm = norm + weight
|
|
||||||
code[#code + 1] = string.format("vec4 c = %f * texture2D(tex, tc);", weight)
|
|
||||||
end
|
|
||||||
|
|
||||||
local template = "c += %f * ( texture2D(tex, tc + %f * direction)+ texture2D(tex, tc - %f * direction));\n"
|
|
||||||
for i = 1, #offsets do
|
|
||||||
local offset = offsets[i]
|
|
||||||
local weight = weights[i]
|
|
||||||
norm = norm + weight * 2
|
|
||||||
code[#code + 1] = string.format(template, weight, offset, offset)
|
|
||||||
end
|
|
||||||
code[#code + 1] = string.format("return c * vec4(%f) * color; }", 1 / norm)
|
|
||||||
|
|
||||||
local shaderCode = table.concat(code)
|
|
||||||
return love.graphics.newShader(shaderCode)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get or create a blur instance from cache
|
|
||||||
---@param quality number Quality level (1-10)
|
|
||||||
---@return table blurData Cached blur data {shader, taps}
|
|
||||||
function Cache.getBlurInstance(quality)
|
|
||||||
if not Cache.blurInstances[quality] then
|
|
||||||
local taps = 3 + (quality - 1) * 1.5
|
|
||||||
taps = math.floor(taps)
|
|
||||||
if taps % 2 == 0 then
|
|
||||||
taps = taps + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
local shader = ShaderBuilder.build(taps, 1.0, "weighted", -1)
|
|
||||||
Cache.blurInstances[quality] = {
|
|
||||||
shader = shader,
|
|
||||||
taps = taps,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
return Cache.blurInstances[quality]
|
|
||||||
end
|
|
||||||
|
|
||||||
---@class BlurProps
|
|
||||||
---@field quality number? Quality level (1-10, default: 5)
|
|
||||||
|
|
||||||
---@class Blur
|
|
||||||
---@field shader love.Shader The blur shader
|
|
||||||
---@field quality number Quality level (1-10)
|
|
||||||
---@field taps number Number of shader taps
|
|
||||||
---@field _ErrorHandler table? Reference to ErrorHandler module
|
|
||||||
local Blur = {}
|
|
||||||
Blur.__index = Blur
|
|
||||||
|
|
||||||
--- Check if we should warn about large blur area in immediate mode
|
|
||||||
---@param elementId string|nil Element ID for caching warnings
|
|
||||||
---@param width number Blur area width
|
|
||||||
---@param height number Blur area height
|
|
||||||
---@param blurType string "content" or "backdrop"
|
|
||||||
local function checkLargeBlurWarning(elementId, width, height, blurType)
|
|
||||||
-- Skip if no ErrorHandler available
|
|
||||||
if not Blur._ErrorHandler then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Skip if not in immediate mode
|
|
||||||
if not Blur._blurOptimizations then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Calculate blur area
|
|
||||||
local area = width * height
|
|
||||||
|
|
||||||
-- Skip if area is below threshold
|
|
||||||
if area <= Cache.LARGE_BLUR_THRESHOLD then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Generate warning key (use elementId if available, otherwise use dimensions)
|
|
||||||
local warningKey = elementId or string.format("%dx%d:%s", width, height, blurType)
|
|
||||||
|
|
||||||
-- Skip if already warned for this element/area
|
|
||||||
if warningCache[warningKey] then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Mark as warned
|
|
||||||
warningCache[warningKey] = true
|
|
||||||
|
|
||||||
-- Issue warning
|
|
||||||
local message =
|
|
||||||
string.format("Large %s blur area detected (%dx%d = %d pixels) in immediate mode", blurType, width, height, area)
|
|
||||||
|
|
||||||
local suggestion =
|
|
||||||
"Consider using retained mode for this component to avoid recreating blur effects every frame. Large blur operations are expensive and can cause performance issues in immediate mode."
|
|
||||||
|
|
||||||
Blur._ErrorHandler:warn("Blur", "PERF_003", {
|
|
||||||
area = string.format("%.0fx%.0f", width or 0, height or 0),
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Create a new blur effect instance
|
|
||||||
---@param props BlurProps? Blur configuration
|
|
||||||
---@return Blur blur The new blur instance
|
|
||||||
function Blur.new(props)
|
|
||||||
props = props or {}
|
|
||||||
|
|
||||||
local quality = props.quality or 5
|
|
||||||
quality = math.max(1, math.min(10, quality))
|
|
||||||
|
|
||||||
-- Get cached blur instance for this quality level
|
|
||||||
local blurData = Cache.getBlurInstance(quality)
|
|
||||||
|
|
||||||
local self = setmetatable({}, Blur)
|
|
||||||
self.shader = blurData.shader
|
|
||||||
self.quality = quality
|
|
||||||
self.taps = blurData.taps
|
|
||||||
|
|
||||||
return self
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Apply blur to a region of the screen
|
|
||||||
---@param radius number Blur radius in pixels
|
|
||||||
---@param x number X position
|
|
||||||
---@param y number Y position
|
|
||||||
---@param width number Width of region
|
|
||||||
---@param height number Height of region
|
|
||||||
---@param drawFunc function Function to draw content to be blurred
|
|
||||||
function Blur:applyToRegion(radius, x, y, width, height, drawFunc)
|
|
||||||
if type(drawFunc) ~= "function" then
|
|
||||||
if Blur._ErrorHandler then
|
|
||||||
Blur._ErrorHandler:warn("Blur", "BLUR_001")
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if radius <= 0 or width <= 0 or height <= 0 then
|
|
||||||
drawFunc()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Early exit for very low radius (optimization)
|
|
||||||
if radius < Cache.RADIUS_THRESHOLD then
|
|
||||||
drawFunc()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for large blur area in immediate mode
|
|
||||||
checkLargeBlurWarning(nil, width, height, "content")
|
|
||||||
|
|
||||||
-- Calculate offset multiplier based on radius and quality
|
|
||||||
-- Higher quality = more samples = smaller steps for same radius
|
|
||||||
local offsetMultiplier = radius / self.quality
|
|
||||||
|
|
||||||
local canvas1 = Cache.getCanvas(width, height)
|
|
||||||
local canvas2 = Cache.getCanvas(width, height)
|
|
||||||
|
|
||||||
local prevCanvas = love.graphics.getCanvas()
|
|
||||||
local prevShader = love.graphics.getShader()
|
|
||||||
local prevColor = { love.graphics.getColor() }
|
|
||||||
local prevBlendMode = love.graphics.getBlendMode()
|
|
||||||
|
|
||||||
love.graphics.setCanvas(canvas1)
|
|
||||||
love.graphics.clear()
|
|
||||||
love.graphics.push()
|
|
||||||
love.graphics.origin()
|
|
||||||
love.graphics.translate(-x, -y)
|
|
||||||
drawFunc()
|
|
||||||
love.graphics.pop()
|
|
||||||
|
|
||||||
love.graphics.setShader(self.shader)
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
|
||||||
love.graphics.setBlendMode("alpha", "premultiplied")
|
|
||||||
|
|
||||||
-- Single pass with radius-controlled offset
|
|
||||||
love.graphics.setCanvas(canvas2)
|
|
||||||
love.graphics.clear()
|
|
||||||
self.shader:send("direction", { offsetMultiplier / width, 0 })
|
|
||||||
love.graphics.draw(canvas1, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setCanvas(canvas1)
|
|
||||||
love.graphics.clear()
|
|
||||||
self.shader:send("direction", { 0, offsetMultiplier / height })
|
|
||||||
love.graphics.draw(canvas2, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setCanvas(prevCanvas)
|
|
||||||
love.graphics.setShader()
|
|
||||||
love.graphics.setBlendMode(prevBlendMode)
|
|
||||||
love.graphics.draw(canvas1, x, y)
|
|
||||||
|
|
||||||
love.graphics.setShader(prevShader)
|
|
||||||
love.graphics.setColor(unpack(prevColor))
|
|
||||||
|
|
||||||
Cache.releaseCanvas(canvas1)
|
|
||||||
Cache.releaseCanvas(canvas2)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Apply backdrop blur effect (blur content behind a region)
|
|
||||||
---@param radius number Blur radius in pixels
|
|
||||||
---@param x number X position
|
|
||||||
---@param y number Y position
|
|
||||||
---@param width number Width of region
|
|
||||||
---@param height number Height of region
|
|
||||||
---@param backdropCanvas love.Canvas Canvas containing the backdrop content
|
|
||||||
function Blur:applyBackdrop(radius, x, y, width, height, backdropCanvas)
|
|
||||||
if not backdropCanvas then
|
|
||||||
if Blur._ErrorHandler then
|
|
||||||
Blur._ErrorHandler:warn("Blur", "BLUR_002")
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if radius <= 0 or width <= 0 or height <= 0 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Early exit for very low radius (optimization)
|
|
||||||
if radius < Cache.RADIUS_THRESHOLD then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Calculate offset multiplier based on radius and quality
|
|
||||||
local offsetMultiplier = radius / self.quality
|
|
||||||
|
|
||||||
local canvas1 = Cache.getCanvas(width, height)
|
|
||||||
local canvas2 = Cache.getCanvas(width, height)
|
|
||||||
|
|
||||||
local prevCanvas = love.graphics.getCanvas()
|
|
||||||
local prevShader = love.graphics.getShader()
|
|
||||||
local prevColor = { love.graphics.getColor() }
|
|
||||||
local prevBlendMode = love.graphics.getBlendMode()
|
|
||||||
|
|
||||||
love.graphics.setCanvas(canvas1)
|
|
||||||
love.graphics.clear()
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
|
||||||
love.graphics.setBlendMode("alpha", "premultiplied")
|
|
||||||
|
|
||||||
local backdropWidth, backdropHeight = backdropCanvas:getDimensions()
|
|
||||||
local quad = Cache.getQuad(x, y, width, height, backdropWidth, backdropHeight)
|
|
||||||
love.graphics.draw(backdropCanvas, quad, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setShader(self.shader)
|
|
||||||
|
|
||||||
-- Single pass with radius-controlled offset
|
|
||||||
love.graphics.setCanvas(canvas2)
|
|
||||||
love.graphics.clear()
|
|
||||||
self.shader:send("direction", { offsetMultiplier / width, 0 })
|
|
||||||
love.graphics.draw(canvas1, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setCanvas(canvas1)
|
|
||||||
love.graphics.clear()
|
|
||||||
self.shader:send("direction", { 0, offsetMultiplier / height })
|
|
||||||
love.graphics.draw(canvas2, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setCanvas(prevCanvas)
|
|
||||||
love.graphics.setShader()
|
|
||||||
love.graphics.setBlendMode(prevBlendMode)
|
|
||||||
love.graphics.draw(canvas1, x, y)
|
|
||||||
|
|
||||||
love.graphics.setShader(prevShader)
|
|
||||||
love.graphics.setColor(unpack(prevColor))
|
|
||||||
|
|
||||||
Cache.releaseCanvas(canvas1)
|
|
||||||
Cache.releaseCanvas(canvas2)
|
|
||||||
Cache.releaseQuad(quad)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get the current quality level
|
|
||||||
---@return number quality Quality level (1-10)
|
|
||||||
function Blur:getQuality()
|
|
||||||
return self.quality
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get the number of shader taps
|
|
||||||
---@return number taps Number of shader taps
|
|
||||||
function Blur:getTaps()
|
|
||||||
return self.taps
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Clear all caches (call on window resize or memory cleanup)
|
|
||||||
function Blur.clearCache()
|
|
||||||
Cache.clear()
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Apply backdrop blur with caching support
|
|
||||||
---@param radius number Blur radius in pixels
|
|
||||||
---@param x number X position
|
|
||||||
---@param y number Y position
|
|
||||||
---@param width number Width of region
|
|
||||||
---@param height number Height of region
|
|
||||||
---@param backdropCanvas love.Canvas Canvas containing the backdrop content
|
|
||||||
---@param elementId string|nil Element ID for caching (nil disables caching)
|
|
||||||
function Blur:applyBackdropCached(radius, x, y, width, height, backdropCanvas, elementId)
|
|
||||||
-- If caching is disabled or no element ID, fall back to regular apply
|
|
||||||
if not Blur._blurOptimizations or not elementId then
|
|
||||||
return self:applyBackdrop(radius, x, y, width, height, backdropCanvas)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Generate cache key
|
|
||||||
local cacheKey = Cache.generateBlurCacheKey(elementId, x, y, width, height, radius, self.quality, true)
|
|
||||||
|
|
||||||
-- Check cache
|
|
||||||
local cachedCanvas = Cache.getBlurredCanvas(cacheKey)
|
|
||||||
if cachedCanvas then
|
|
||||||
-- Draw cached blur
|
|
||||||
local prevCanvas = love.graphics.getCanvas()
|
|
||||||
local prevShader = love.graphics.getShader()
|
|
||||||
local prevColor = { love.graphics.getColor() }
|
|
||||||
local prevBlendMode = love.graphics.getBlendMode()
|
|
||||||
|
|
||||||
love.graphics.setCanvas(prevCanvas)
|
|
||||||
love.graphics.setShader()
|
|
||||||
love.graphics.setBlendMode(prevBlendMode)
|
|
||||||
love.graphics.draw(cachedCanvas, x, y)
|
|
||||||
|
|
||||||
love.graphics.setShader(prevShader)
|
|
||||||
love.graphics.setColor(unpack(prevColor))
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Not cached, render and cache
|
|
||||||
if not backdropCanvas then
|
|
||||||
if Blur._ErrorHandler then
|
|
||||||
Blur._ErrorHandler:warn("Blur", "BLUR_002")
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if radius <= 0 or width <= 0 or height <= 0 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Early exit for very low radius (optimization)
|
|
||||||
if radius < Cache.RADIUS_THRESHOLD then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for large blur area in immediate mode
|
|
||||||
checkLargeBlurWarning(elementId, width, height, "backdrop")
|
|
||||||
|
|
||||||
-- Calculate offset multiplier based on radius and quality
|
|
||||||
local offsetMultiplier = radius / self.quality
|
|
||||||
|
|
||||||
local canvas1 = Cache.getCanvas(width, height)
|
|
||||||
local canvas2 = Cache.getCanvas(width, height)
|
|
||||||
|
|
||||||
local prevCanvas = love.graphics.getCanvas()
|
|
||||||
local prevShader = love.graphics.getShader()
|
|
||||||
local prevColor = { love.graphics.getColor() }
|
|
||||||
local prevBlendMode = love.graphics.getBlendMode()
|
|
||||||
|
|
||||||
love.graphics.setCanvas(canvas1)
|
|
||||||
love.graphics.clear()
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
|
||||||
love.graphics.setBlendMode("alpha", "premultiplied")
|
|
||||||
|
|
||||||
local backdropWidth, backdropHeight = backdropCanvas:getDimensions()
|
|
||||||
local quad = Cache.getQuad(x, y, width, height, backdropWidth, backdropHeight)
|
|
||||||
love.graphics.draw(backdropCanvas, quad, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setShader(self.shader)
|
|
||||||
|
|
||||||
-- Single pass with radius-controlled offset
|
|
||||||
love.graphics.setCanvas(canvas2)
|
|
||||||
love.graphics.clear()
|
|
||||||
self.shader:send("direction", { offsetMultiplier / width, 0 })
|
|
||||||
love.graphics.draw(canvas1, 0, 0)
|
|
||||||
|
|
||||||
love.graphics.setCanvas(canvas1)
|
|
||||||
love.graphics.clear()
|
|
||||||
self.shader:send("direction", { 0, offsetMultiplier / height })
|
|
||||||
love.graphics.draw(canvas2, 0, 0)
|
|
||||||
|
|
||||||
-- Cache the result
|
|
||||||
local cachedResult = love.graphics.newCanvas(width, height)
|
|
||||||
love.graphics.setCanvas(cachedResult)
|
|
||||||
love.graphics.clear()
|
|
||||||
love.graphics.setShader()
|
|
||||||
love.graphics.setBlendMode("alpha", "premultiplied")
|
|
||||||
love.graphics.draw(canvas1, 0, 0)
|
|
||||||
Cache.setBlurredCanvas(cacheKey, cachedResult)
|
|
||||||
|
|
||||||
love.graphics.setCanvas(prevCanvas)
|
|
||||||
love.graphics.setShader()
|
|
||||||
love.graphics.setBlendMode(prevBlendMode)
|
|
||||||
love.graphics.draw(canvas1, x, y)
|
|
||||||
|
|
||||||
love.graphics.setShader(prevShader)
|
|
||||||
love.graphics.setColor(unpack(prevColor))
|
|
||||||
|
|
||||||
Cache.releaseCanvas(canvas1)
|
|
||||||
Cache.releaseCanvas(canvas2)
|
|
||||||
Cache.releaseQuad(quad)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Clear blur cache for specific element
|
|
||||||
---@param elementId string Element ID
|
|
||||||
function Blur.clearElementCache(elementId)
|
|
||||||
Cache.clearBlurredCanvasesForElement(elementId)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Initialize Blur module with dependencies
|
|
||||||
---@param deps table Dependencies: { ErrorHandler = ErrorHandler?, immediateModeOptimizations = boolean? }
|
|
||||||
function Blur.init(deps)
|
|
||||||
if type(deps) == "table" then
|
|
||||||
Blur._ErrorHandler = deps.ErrorHandler
|
|
||||||
Blur._blurOptimizations = deps.immediateModeOptimizations or false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
Blur.Cache = Cache
|
|
||||||
Blur.ShaderBuilder = ShaderBuilder
|
|
||||||
|
|
||||||
return Blur
|
|
||||||
@@ -1,385 +0,0 @@
|
|||||||
--- Utility module for parsing and evaluating CSS-like calc() expressions
|
|
||||||
--- Supports arithmetic operations (+, -, *, /) with mixed units (px, %, vw, vh)
|
|
||||||
---@class Calc
|
|
||||||
local Calc = {}
|
|
||||||
|
|
||||||
--- Initialize Calc module with dependencies
|
|
||||||
---@param deps CalcDependencies Dependencies: { ErrorHandler = ErrorHandler? }
|
|
||||||
function Calc.init(deps)
|
|
||||||
Calc._ErrorHandler = deps.ErrorHandler
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Token types for lexical analysis
|
|
||||||
local TokenType = {
|
|
||||||
NUMBER = "NUMBER",
|
|
||||||
UNIT = "UNIT",
|
|
||||||
PLUS = "PLUS",
|
|
||||||
MINUS = "MINUS",
|
|
||||||
MULTIPLY = "MULTIPLY",
|
|
||||||
DIVIDE = "DIVIDE",
|
|
||||||
LPAREN = "LPAREN",
|
|
||||||
RPAREN = "RPAREN",
|
|
||||||
EOF = "EOF",
|
|
||||||
}
|
|
||||||
|
|
||||||
--- Tokenize a calc expression string into tokens
|
|
||||||
---@param expr string The expression to tokenize (e.g., "50% - 10vw")
|
|
||||||
---@return CalcToken[]? tokens Array of tokens with type, value, unit
|
|
||||||
---@return string? error Error message if tokenization fails
|
|
||||||
local function tokenize(expr)
|
|
||||||
local tokens = {}
|
|
||||||
local i = 1
|
|
||||||
local len = #expr
|
|
||||||
|
|
||||||
while i <= len do
|
|
||||||
local char = expr:sub(i, i)
|
|
||||||
|
|
||||||
-- Skip whitespace
|
|
||||||
if char:match("%s") then
|
|
||||||
i = i + 1
|
|
||||||
-- Number (including decimals, but NOT negative - handled separately below)
|
|
||||||
elseif char:match("%d") or (char == "." and expr:sub(i + 1, i + 1):match("%d")) then
|
|
||||||
local numStr = ""
|
|
||||||
|
|
||||||
-- Parse integer and decimal parts
|
|
||||||
while i <= len and (expr:sub(i, i):match("%d") or expr:sub(i, i) == ".") do
|
|
||||||
numStr = numStr .. expr:sub(i, i)
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
local num = tonumber(numStr)
|
|
||||||
if not num then
|
|
||||||
return nil, "Invalid number: " .. numStr
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for unit following the number
|
|
||||||
local unitStr = ""
|
|
||||||
while i <= len and expr:sub(i, i):match("[%a%%]") do
|
|
||||||
unitStr = unitStr .. expr:sub(i, i)
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Default to px if no unit
|
|
||||||
if unitStr == "" then
|
|
||||||
unitStr = "px"
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Validate unit
|
|
||||||
local validUnits = { px = true, ["%"] = true, vw = true, vh = true }
|
|
||||||
if not validUnits[unitStr] then
|
|
||||||
return nil, "Invalid unit: " .. unitStr
|
|
||||||
end
|
|
||||||
|
|
||||||
table.insert(tokens, {
|
|
||||||
type = TokenType.NUMBER,
|
|
||||||
value = num,
|
|
||||||
unit = unitStr,
|
|
||||||
})
|
|
||||||
-- Operators
|
|
||||||
elseif char == "+" then
|
|
||||||
table.insert(tokens, { type = TokenType.PLUS })
|
|
||||||
i = i + 1
|
|
||||||
elseif char == "-" then
|
|
||||||
-- Check if this is a negative number or subtraction
|
|
||||||
-- It's a negative number if previous token is an operator or opening paren
|
|
||||||
local prevToken = tokens[#tokens]
|
|
||||||
if
|
|
||||||
not prevToken
|
|
||||||
or prevToken.type == TokenType.PLUS
|
|
||||||
or prevToken.type == TokenType.MINUS
|
|
||||||
or prevToken.type == TokenType.MULTIPLY
|
|
||||||
or prevToken.type == TokenType.DIVIDE
|
|
||||||
or prevToken.type == TokenType.LPAREN
|
|
||||||
then
|
|
||||||
-- This is a negative number, continue to number parsing
|
|
||||||
local numStr = "-"
|
|
||||||
i = i + 1
|
|
||||||
|
|
||||||
-- Parse integer and decimal parts
|
|
||||||
while i <= len and (expr:sub(i, i):match("%d") or expr:sub(i, i) == ".") do
|
|
||||||
numStr = numStr .. expr:sub(i, i)
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
local num = tonumber(numStr)
|
|
||||||
if not num then
|
|
||||||
return nil, "Invalid number: " .. numStr
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for unit following the number
|
|
||||||
local unitStr = ""
|
|
||||||
while i <= len and expr:sub(i, i):match("[%a%%]") do
|
|
||||||
unitStr = unitStr .. expr:sub(i, i)
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Default to px if no unit
|
|
||||||
if unitStr == "" then
|
|
||||||
unitStr = "px"
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Validate unit
|
|
||||||
local validUnits = { px = true, ["%"] = true, vw = true, vh = true }
|
|
||||||
if not validUnits[unitStr] then
|
|
||||||
return nil, "Invalid unit: " .. unitStr
|
|
||||||
end
|
|
||||||
|
|
||||||
table.insert(tokens, {
|
|
||||||
type = TokenType.NUMBER,
|
|
||||||
value = num,
|
|
||||||
unit = unitStr,
|
|
||||||
})
|
|
||||||
else
|
|
||||||
-- This is subtraction operator
|
|
||||||
table.insert(tokens, { type = TokenType.MINUS })
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
elseif char == "*" then
|
|
||||||
table.insert(tokens, { type = TokenType.MULTIPLY })
|
|
||||||
i = i + 1
|
|
||||||
elseif char == "/" then
|
|
||||||
table.insert(tokens, { type = TokenType.DIVIDE })
|
|
||||||
i = i + 1
|
|
||||||
elseif char == "(" then
|
|
||||||
table.insert(tokens, { type = TokenType.LPAREN })
|
|
||||||
i = i + 1
|
|
||||||
elseif char == ")" then
|
|
||||||
table.insert(tokens, { type = TokenType.RPAREN })
|
|
||||||
i = i + 1
|
|
||||||
else
|
|
||||||
return nil, "Unexpected character: " .. char
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
table.insert(tokens, { type = TokenType.EOF })
|
|
||||||
return tokens
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Parser for calc expressions using recursive descent
|
|
||||||
---@class Parser
|
|
||||||
---@field tokens CalcToken[] Array of tokens
|
|
||||||
---@field pos number Current token position
|
|
||||||
local Parser = {}
|
|
||||||
Parser.__index = Parser
|
|
||||||
|
|
||||||
--- Create a new parser
|
|
||||||
---@param tokens CalcToken[] Array of tokens
|
|
||||||
---@return Parser
|
|
||||||
function Parser.new(tokens)
|
|
||||||
local self = setmetatable({}, Parser)
|
|
||||||
self.tokens = tokens
|
|
||||||
self.pos = 1
|
|
||||||
return self
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get current token
|
|
||||||
---@return CalcToken token Current token
|
|
||||||
function Parser:current()
|
|
||||||
return self.tokens[self.pos]
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Advance to next token
|
|
||||||
function Parser:advance()
|
|
||||||
self.pos = self.pos + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Parse expression (handles + and -)
|
|
||||||
---@return CalcASTNode ast Abstract syntax tree node
|
|
||||||
function Parser:parseExpression()
|
|
||||||
local left = self:parseTerm()
|
|
||||||
|
|
||||||
while self:current().type == TokenType.PLUS or self:current().type == TokenType.MINUS do
|
|
||||||
local op = self:current().type
|
|
||||||
self:advance()
|
|
||||||
local right = self:parseTerm()
|
|
||||||
left = {
|
|
||||||
type = op == TokenType.PLUS and "add" or "subtract",
|
|
||||||
left = left,
|
|
||||||
right = right,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
return left
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Parse term (handles * and /)
|
|
||||||
---@return CalcASTNode ast Abstract syntax tree node
|
|
||||||
function Parser:parseTerm()
|
|
||||||
local left = self:parseFactor()
|
|
||||||
|
|
||||||
while self:current().type == TokenType.MULTIPLY or self:current().type == TokenType.DIVIDE do
|
|
||||||
local op = self:current().type
|
|
||||||
self:advance()
|
|
||||||
local right = self:parseFactor()
|
|
||||||
left = {
|
|
||||||
type = op == TokenType.MULTIPLY and "multiply" or "divide",
|
|
||||||
left = left,
|
|
||||||
right = right,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
return left
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Parse factor (handles numbers and parentheses)
|
|
||||||
---@return CalcASTNode ast Abstract syntax tree node
|
|
||||||
function Parser:parseFactor()
|
|
||||||
local token = self:current()
|
|
||||||
|
|
||||||
if token.type == TokenType.NUMBER then
|
|
||||||
self:advance()
|
|
||||||
return {
|
|
||||||
type = "number",
|
|
||||||
value = token.value,
|
|
||||||
unit = token.unit,
|
|
||||||
}
|
|
||||||
elseif token.type == TokenType.LPAREN then
|
|
||||||
self:advance()
|
|
||||||
local expr = self:parseExpression()
|
|
||||||
if self:current().type ~= TokenType.RPAREN then
|
|
||||||
error("Expected closing parenthesis")
|
|
||||||
end
|
|
||||||
self:advance()
|
|
||||||
return expr
|
|
||||||
else
|
|
||||||
error("Unexpected token: " .. token.type)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Parse the tokens into an AST
|
|
||||||
---@return CalcASTNode ast Abstract syntax tree
|
|
||||||
function Parser:parse()
|
|
||||||
local ast = self:parseExpression()
|
|
||||||
if self:current().type ~= TokenType.EOF then
|
|
||||||
error("Unexpected tokens after expression")
|
|
||||||
end
|
|
||||||
return ast
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Create a calc expression object that can be resolved later
|
|
||||||
--- This is the main API function that users call
|
|
||||||
---@param expr string The calc expression (e.g., "50% - 10vw")
|
|
||||||
---@return CalcObject calcObject A calc expression object with AST
|
|
||||||
function Calc.new(expr)
|
|
||||||
-- Tokenize
|
|
||||||
local tokens, err = tokenize(expr)
|
|
||||||
if not tokens then
|
|
||||||
if Calc._ErrorHandler then
|
|
||||||
Calc._ErrorHandler:warn("Calc", "VAL_006", {
|
|
||||||
expression = expr,
|
|
||||||
error = err,
|
|
||||||
})
|
|
||||||
end
|
|
||||||
-- Return a fallback calc object that resolves to 0
|
|
||||||
return {
|
|
||||||
_isCalc = true,
|
|
||||||
_expr = expr,
|
|
||||||
_ast = nil,
|
|
||||||
_error = err,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Parse
|
|
||||||
local parser = Parser.new(tokens)
|
|
||||||
local success, ast = pcall(function()
|
|
||||||
return parser:parse()
|
|
||||||
end)
|
|
||||||
|
|
||||||
if not success then
|
|
||||||
if Calc._ErrorHandler then
|
|
||||||
Calc._ErrorHandler:warn("Calc", "VAL_006", {
|
|
||||||
expression = expr,
|
|
||||||
error = ast, -- ast contains error message on failure
|
|
||||||
})
|
|
||||||
end
|
|
||||||
-- Return a fallback calc object that resolves to 0
|
|
||||||
return {
|
|
||||||
_isCalc = true,
|
|
||||||
_expr = expr,
|
|
||||||
_ast = nil,
|
|
||||||
_error = ast,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
return {
|
|
||||||
_isCalc = true,
|
|
||||||
_expr = expr,
|
|
||||||
_ast = ast,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Check if a value is a calc expression
|
|
||||||
---@param value any The value to check
|
|
||||||
---@return boolean isCalc True if value is a calc expression
|
|
||||||
function Calc.isCalc(value)
|
|
||||||
return type(value) == "table" and value._isCalc == true
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Resolve a calc expression to pixel value
|
|
||||||
---@param calcObj CalcObject The calc expression object
|
|
||||||
---@param viewportWidth number Viewport width in pixels
|
|
||||||
---@param viewportHeight number Viewport height in pixels
|
|
||||||
---@param parentSize number? Parent dimension for percentage units
|
|
||||||
---@return number resolvedValue Resolved pixel value
|
|
||||||
function Calc.resolve(calcObj, viewportWidth, viewportHeight, parentSize)
|
|
||||||
if not calcObj._ast then
|
|
||||||
-- Error during parsing, return 0
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Evaluate AST node recursively
|
|
||||||
---@param node table AST node
|
|
||||||
---@return number value Evaluated value in pixels
|
|
||||||
local function evaluate(node)
|
|
||||||
if node.type == "number" then
|
|
||||||
-- Convert unit to pixels
|
|
||||||
local value = node.value
|
|
||||||
local unit = node.unit
|
|
||||||
|
|
||||||
if unit == "px" then
|
|
||||||
return value
|
|
||||||
elseif unit == "%" then
|
|
||||||
if not parentSize then
|
|
||||||
if Calc._ErrorHandler then
|
|
||||||
Calc._ErrorHandler:warn("Calc", "LAY_003", {
|
|
||||||
unit = "%",
|
|
||||||
issue = "parent dimension not available",
|
|
||||||
})
|
|
||||||
end
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
return (value / 100) * parentSize
|
|
||||||
elseif unit == "vw" then
|
|
||||||
return (value / 100) * viewportWidth
|
|
||||||
elseif unit == "vh" then
|
|
||||||
return (value / 100) * viewportHeight
|
|
||||||
else
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
elseif node.type == "add" then
|
|
||||||
return evaluate(node.left) + evaluate(node.right)
|
|
||||||
elseif node.type == "subtract" then
|
|
||||||
return evaluate(node.left) - evaluate(node.right)
|
|
||||||
elseif node.type == "multiply" then
|
|
||||||
return evaluate(node.left) * evaluate(node.right)
|
|
||||||
elseif node.type == "divide" then
|
|
||||||
local divisor = evaluate(node.right)
|
|
||||||
if divisor == 0 then
|
|
||||||
if Calc._ErrorHandler then
|
|
||||||
Calc._ErrorHandler:warn("Calc", "VAL_006", {
|
|
||||||
expression = calcObj._expr,
|
|
||||||
error = "Division by zero",
|
|
||||||
})
|
|
||||||
end
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
return evaluate(node.left) / divisor
|
|
||||||
else
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return evaluate(calcObj._ast)
|
|
||||||
end
|
|
||||||
|
|
||||||
return Calc
|
|
||||||
@@ -1,346 +0,0 @@
|
|||||||
---@class Color
|
|
||||||
local Color = {}
|
|
||||||
Color.__index = Color
|
|
||||||
|
|
||||||
--- Initialize module with shared dependencies
|
|
||||||
---@param deps table Dependencies {ErrorHandler}
|
|
||||||
function Color.init(deps)
|
|
||||||
if type(deps) == "table" then
|
|
||||||
Color._ErrorHandler = deps.ErrorHandler
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Build type-safe color objects with automatic validation and clamping
|
|
||||||
--- Use this to avoid invalid color values and ensure consistent LÖVE-compatible colors (0-1 range)
|
|
||||||
---@param r number? Red component (0-1), defaults to 0
|
|
||||||
---@param g number? Green component (0-1), defaults to 0
|
|
||||||
---@param b number? Blue component (0-1), defaults to 0
|
|
||||||
---@param a number? Alpha component (0-1), defaults to 1
|
|
||||||
---@return Color color The new color instance
|
|
||||||
function Color.new(r, g, b, a)
|
|
||||||
-- Sanitize and clamp color components
|
|
||||||
local _, sanitizedR = Color.validateColorChannel(r or 0, 1)
|
|
||||||
local _, sanitizedG = Color.validateColorChannel(g or 0, 1)
|
|
||||||
local _, sanitizedB = Color.validateColorChannel(b or 0, 1)
|
|
||||||
local _, sanitizedA = Color.validateColorChannel(a or 1, 1)
|
|
||||||
|
|
||||||
-- FFI structs don't support metatables/methods without wrapping
|
|
||||||
-- The wrapping overhead negates the FFI benefits
|
|
||||||
local self = setmetatable({}, Color)
|
|
||||||
self.r = sanitizedR or 0
|
|
||||||
self.g = sanitizedG or 0
|
|
||||||
self.b = sanitizedB or 0
|
|
||||||
self.a = sanitizedA or 1
|
|
||||||
return self
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Extract individual color channels for use with love.graphics.setColor()
|
|
||||||
--- Use this to pass colors to LÖVE's rendering functions
|
|
||||||
---@return number r Red component (0-1)
|
|
||||||
---@return number g Green component (0-1)
|
|
||||||
---@return number b Blue component (0-1)
|
|
||||||
---@return number a Alpha component (0-1)
|
|
||||||
function Color:toRGBA()
|
|
||||||
return self.r, self.g, self.b, self.a
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Parse CSS-style hex colors into Color objects for designer-friendly workflows
|
|
||||||
--- Use this to work with colors from design tools that export hex values
|
|
||||||
---@param hexWithTag string Hex color string (e.g. "#RRGGBB" or "#RRGGBBAA")
|
|
||||||
---@return Color color The parsed color (returns white on error with warning)
|
|
||||||
function Color.fromHex(hexWithTag)
|
|
||||||
-- Validate input type
|
|
||||||
if type(hexWithTag) ~= "string" then
|
|
||||||
Color._ErrorHandler:warn("Color", "VAL_004", {
|
|
||||||
input = tostring(hexWithTag),
|
|
||||||
issue = "not a string",
|
|
||||||
fallback = "white (#FFFFFF)",
|
|
||||||
})
|
|
||||||
return Color.new(1, 1, 1, 1)
|
|
||||||
end
|
|
||||||
|
|
||||||
local hex = hexWithTag:gsub("#", "")
|
|
||||||
if #hex == 6 then
|
|
||||||
local r = tonumber("0x" .. hex:sub(1, 2))
|
|
||||||
local g = tonumber("0x" .. hex:sub(3, 4))
|
|
||||||
local b = tonumber("0x" .. hex:sub(5, 6))
|
|
||||||
if not r or not g or not b then
|
|
||||||
Color._ErrorHandler:warn("Color", "VAL_004", {
|
|
||||||
input = hexWithTag,
|
|
||||||
issue = "invalid hex digits",
|
|
||||||
fallback = "white (#FFFFFF)",
|
|
||||||
})
|
|
||||||
return Color.new(1, 1, 1, 1) -- Return white as fallback
|
|
||||||
end
|
|
||||||
return Color.new(r / 255, g / 255, b / 255, 1)
|
|
||||||
elseif #hex == 8 then
|
|
||||||
local r = tonumber("0x" .. hex:sub(1, 2))
|
|
||||||
local g = tonumber("0x" .. hex:sub(3, 4))
|
|
||||||
local b = tonumber("0x" .. hex:sub(5, 6))
|
|
||||||
local a = tonumber("0x" .. hex:sub(7, 8))
|
|
||||||
if not r or not g or not b or not a then
|
|
||||||
Color._ErrorHandler:warn("Color", "VAL_004", {
|
|
||||||
input = hexWithTag,
|
|
||||||
issue = "invalid hex digits",
|
|
||||||
fallback = "white (#FFFFFFFF)",
|
|
||||||
})
|
|
||||||
return Color.new(1, 1, 1, 1) -- Return white as fallback
|
|
||||||
end
|
|
||||||
return Color.new(r / 255, g / 255, b / 255, a / 255)
|
|
||||||
else
|
|
||||||
Color._ErrorHandler:warn("Color", "VAL_004", {
|
|
||||||
input = hexWithTag,
|
|
||||||
expected = "#RRGGBB or #RRGGBBAA",
|
|
||||||
hexLength = #hex,
|
|
||||||
fallback = "white (#FFFFFF)",
|
|
||||||
})
|
|
||||||
return Color.new(1, 1, 1, 1) -- Return white as fallback
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Verify and sanitize individual color components to prevent rendering errors
|
|
||||||
--- Use this to safely process user input or external color data
|
|
||||||
---@param value any Value to validate
|
|
||||||
---@param max number? Maximum value (255 for 0-255 range, 1 for 0-1 range), defaults to 1
|
|
||||||
---@return boolean valid True if valid
|
|
||||||
---@return number? clamped Clamped value in 0-1 range, nil if invalid
|
|
||||||
function Color.validateColorChannel(value, max)
|
|
||||||
max = max or 1
|
|
||||||
|
|
||||||
if type(value) ~= "number" then
|
|
||||||
return false, nil
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for NaN
|
|
||||||
if value ~= value then
|
|
||||||
return false, nil
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for Infinity
|
|
||||||
if value == math.huge or value == -math.huge then
|
|
||||||
return false, nil
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Normalize to 0-1 range
|
|
||||||
local normalized = value
|
|
||||||
if max == 255 then
|
|
||||||
normalized = value / 255
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Clamp to valid range
|
|
||||||
normalized = math.max(0, math.min(1, normalized))
|
|
||||||
|
|
||||||
return true, normalized
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Validate hex color format
|
|
||||||
---@param hex string Hex color string (with or without #)
|
|
||||||
---@return boolean valid True if valid format
|
|
||||||
---@return string? error Error message if invalid, nil if valid
|
|
||||||
function Color.validateHexColor(hex)
|
|
||||||
if type(hex) ~= "string" then
|
|
||||||
return false, "Hex color must be a string"
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Remove # prefix
|
|
||||||
local cleanHex = hex:gsub("^#", "")
|
|
||||||
|
|
||||||
-- Check length (3, 6, or 8 characters)
|
|
||||||
if #cleanHex ~= 3 and #cleanHex ~= 6 and #cleanHex ~= 8 then
|
|
||||||
return false, string.format("Invalid hex length: %d. Expected 3, 6, or 8 characters", #cleanHex)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for valid hex characters
|
|
||||||
if not cleanHex:match("^[0-9A-Fa-f]+$") then
|
|
||||||
return false, "Invalid hex characters. Use only 0-9, A-F"
|
|
||||||
end
|
|
||||||
|
|
||||||
return true, nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Validate RGB/RGBA color values
|
|
||||||
---@param r number Red component
|
|
||||||
---@param g number Green component
|
|
||||||
---@param b number Blue component
|
|
||||||
---@param a number? Alpha component (optional, defaults to max)
|
|
||||||
---@param max number? Maximum value (255 or 1), defaults to 1
|
|
||||||
---@return boolean valid True if valid
|
|
||||||
---@return string? error Error message if invalid, nil if valid
|
|
||||||
function Color.validateRGBColor(r, g, b, a, max)
|
|
||||||
max = max or 1
|
|
||||||
a = a or max
|
|
||||||
|
|
||||||
local rValid = Color.validateColorChannel(r, max)
|
|
||||||
local gValid = Color.validateColorChannel(g, max)
|
|
||||||
local bValid = Color.validateColorChannel(b, max)
|
|
||||||
local aValid = Color.validateColorChannel(a, max)
|
|
||||||
|
|
||||||
if not rValid then
|
|
||||||
return false, string.format("Invalid red channel: %s", tostring(r))
|
|
||||||
end
|
|
||||||
if not gValid then
|
|
||||||
return false, string.format("Invalid green channel: %s", tostring(g))
|
|
||||||
end
|
|
||||||
if not bValid then
|
|
||||||
return false, string.format("Invalid blue channel: %s", tostring(b))
|
|
||||||
end
|
|
||||||
if not aValid then
|
|
||||||
return false, string.format("Invalid alpha channel: %s", tostring(a))
|
|
||||||
end
|
|
||||||
|
|
||||||
return true, nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Check if a value is a valid color format
|
|
||||||
---@param value any Value to check
|
|
||||||
---@return string? format Format type ("hex", "named", "table"), nil if invalid
|
|
||||||
function Color.isValidColorFormat(value)
|
|
||||||
local valueType = type(value)
|
|
||||||
|
|
||||||
-- Check for hex string
|
|
||||||
if valueType == "string" then
|
|
||||||
if value:match("^#?[0-9A-Fa-f]+$") then
|
|
||||||
local valid = Color.validateHexColor(value)
|
|
||||||
if valid then
|
|
||||||
return "hex"
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for table format
|
|
||||||
if valueType == "table" then
|
|
||||||
-- Check for Color instance
|
|
||||||
if getmetatable(value) == Color then
|
|
||||||
return "table"
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for array format {r, g, b, a}
|
|
||||||
if value[1] and value[2] and value[3] then
|
|
||||||
local valid = Color.validateRGBColor(value[1], value[2], value[3], value[4])
|
|
||||||
if valid then
|
|
||||||
return "table"
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for named format {r=, g=, b=, a=}
|
|
||||||
if value.r and value.g and value.b then
|
|
||||||
local valid = Color.validateRGBColor(value.r, value.g, value.b, value.a)
|
|
||||||
if valid then
|
|
||||||
return "table"
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Convert any color format to a valid Color object with graceful fallbacks
|
|
||||||
--- Use this to robustly handle colors from any source without crashes
|
|
||||||
---@param value any Color value to sanitize (hex, named, table, or Color instance)
|
|
||||||
---@param default Color? Default color if invalid (defaults to black)
|
|
||||||
---@return Color color Sanitized color instance (guaranteed non-nil)
|
|
||||||
function Color.sanitizeColor(value, default)
|
|
||||||
default = default or Color.new(0, 0, 0, 1)
|
|
||||||
|
|
||||||
local format = Color.isValidColorFormat(value)
|
|
||||||
|
|
||||||
if not format then
|
|
||||||
return default
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Handle hex format
|
|
||||||
if format == "hex" then
|
|
||||||
local cleanHex = value:gsub("^#", "")
|
|
||||||
|
|
||||||
-- Expand 3-digit hex to 6-digit
|
|
||||||
if #cleanHex == 3 then
|
|
||||||
cleanHex = cleanHex:gsub("(.)", "%1%1")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Try to parse
|
|
||||||
local success, result = pcall(Color.fromHex, "#" .. cleanHex)
|
|
||||||
if success then
|
|
||||||
return result
|
|
||||||
else
|
|
||||||
return default
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if format == "table" then
|
|
||||||
-- Color instance
|
|
||||||
if getmetatable(value) == Color then
|
|
||||||
return value
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Array format
|
|
||||||
if value[1] then
|
|
||||||
local _, r = Color.validateColorChannel(value[1], 1)
|
|
||||||
local _, g = Color.validateColorChannel(value[2], 1)
|
|
||||||
local _, b = Color.validateColorChannel(value[3], 1)
|
|
||||||
local _, a = Color.validateColorChannel(value[4] or 1, 1)
|
|
||||||
|
|
||||||
if r and g and b and a then
|
|
||||||
return Color.new(r, g, b, a)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Named format
|
|
||||||
if value.r then
|
|
||||||
local _, r = Color.validateColorChannel(value.r, 1)
|
|
||||||
local _, g = Color.validateColorChannel(value.g, 1)
|
|
||||||
local _, b = Color.validateColorChannel(value.b, 1)
|
|
||||||
local _, a = Color.validateColorChannel(value.a or 1, 1)
|
|
||||||
|
|
||||||
if r and g and b and a then
|
|
||||||
return Color.new(r, g, b, a)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return default
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Universally convert any color format (hex, named, table) into a Color object
|
|
||||||
--- Use this as your main color input handler to accept flexible color specifications
|
|
||||||
---@param value any Color value (hex string, named color, table, or Color instance)
|
|
||||||
---@return Color color Parsed color instance (defaults to black on error)
|
|
||||||
function Color.parse(value)
|
|
||||||
return Color.sanitizeColor(value, Color.new(0, 0, 0, 1))
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Smoothly transition between two colors for animations and gradients
|
|
||||||
--- Use this to create color-based animations without manual channel calculations
|
|
||||||
---@param colorA Color Starting color
|
|
||||||
---@param colorB Color Ending color
|
|
||||||
---@param t number Interpolation factor (0-1)
|
|
||||||
---@return Color color Interpolated color
|
|
||||||
function Color.lerp(colorA, colorB, t)
|
|
||||||
-- Sanitize inputs
|
|
||||||
if type(colorA) ~= "table" or getmetatable(colorA) ~= Color then
|
|
||||||
colorA = Color.new(0, 0, 0, 1)
|
|
||||||
end
|
|
||||||
if type(colorB) ~= "table" or getmetatable(colorB) ~= Color then
|
|
||||||
colorB = Color.new(0, 0, 0, 1)
|
|
||||||
end
|
|
||||||
if type(t) ~= "number" or t ~= t or t == math.huge or t == -math.huge then
|
|
||||||
t = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Clamp t to 0-1 range
|
|
||||||
t = math.max(0, math.min(1, t))
|
|
||||||
|
|
||||||
-- Linear interpolation for each channel
|
|
||||||
local oneMinusT = 1 - t
|
|
||||||
local r = colorA.r * oneMinusT + colorB.r * t
|
|
||||||
local g = colorA.g * oneMinusT + colorB.g * t
|
|
||||||
local b = colorA.b * oneMinusT + colorB.b * t
|
|
||||||
local a = colorA.a * oneMinusT + colorB.a * t
|
|
||||||
|
|
||||||
return Color.new(r, g, b, a)
|
|
||||||
end
|
|
||||||
|
|
||||||
return Color
|
|
||||||
@@ -1,596 +0,0 @@
|
|||||||
---@class Context
|
|
||||||
local modulePath = (...):match("(.-)[^%.]+$")
|
|
||||||
local ZIndex = require(modulePath .. "ZIndex")
|
|
||||||
local Element = require(modulePath .. "Element")
|
|
||||||
local Context = {
|
|
||||||
topElements = {},
|
|
||||||
-- Base scale configuration
|
|
||||||
baseScale = nil, -- {width: number, height: number}
|
|
||||||
-- Current scale factors
|
|
||||||
scaleFactors = { x = 1.0, y = 1.0 },
|
|
||||||
defaultTheme = nil,
|
|
||||||
_focusedElement = nil,
|
|
||||||
_focusedElementId = nil, -- Stable id used to rehydrate focus across immediate-mode frames
|
|
||||||
_activeEventElement = nil,
|
|
||||||
_cachedViewport = { width = 0, height = 0 },
|
|
||||||
-- Immediate mode state
|
|
||||||
_immediateMode = false,
|
|
||||||
_frameNumber = 0,
|
|
||||||
_currentFrameElements = {},
|
|
||||||
_immediateModeState = nil, -- Will be initialized if immediate mode is enabled
|
|
||||||
_frameStarted = false,
|
|
||||||
_autoBeganFrame = false,
|
|
||||||
-- Z-index ordered element tracking for immediate mode
|
|
||||||
_zIndexOrderedElements = {}, -- Array of elements sorted by z-index (lowest to highest)
|
|
||||||
-- Focus management guard
|
|
||||||
_settingFocus = false,
|
|
||||||
-- Hook called whenever focus changes: function(element) or nil
|
|
||||||
_onFocusChanged = nil,
|
|
||||||
|
|
||||||
-- Navigation state
|
|
||||||
_navigationContext = {
|
|
||||||
lastFocusedElement = nil, -- For returning from modals
|
|
||||||
navigationMode = "sequential", -- "sequential" or "directional"
|
|
||||||
containerElement = nil, -- Current navigation container
|
|
||||||
},
|
|
||||||
|
|
||||||
initialized = false,
|
|
||||||
|
|
||||||
-- Expose internal hit-testing helpers for unit testing only.
|
|
||||||
-- These are populated below after their local definitions. They are NOT part
|
|
||||||
-- of the public API and must not be relied on by callers; they exist so the
|
|
||||||
-- shared hit-test core (the single place display:none guarding lives) can be
|
|
||||||
-- exercised directly by the test suite. Subsequent unified-event-routing
|
|
||||||
-- tasks consume these locals through the mode-agnostic query functions.
|
|
||||||
_test = {
|
|
||||||
pointHitsElement = nil,
|
|
||||||
elementHasScrollableOverflow = nil,
|
|
||||||
},
|
|
||||||
|
|
||||||
-- Debug draw overlay
|
|
||||||
_debugDraw = false,
|
|
||||||
_debugDrawKey = nil,
|
|
||||||
|
|
||||||
-- Initialization state tracking
|
|
||||||
---@type "uninitialized"|"initializing"|"ready"
|
|
||||||
_initState = "uninitialized",
|
|
||||||
---@type table[] Queue of {props: ElementProps, callback: function(element)|nil}
|
|
||||||
_initQueue = {},
|
|
||||||
|
|
||||||
-- Per-frame cache for findInteractiveAtPosition so Clickable.onUpdate's
|
|
||||||
-- per-element call (unified-event-routing task 05) doesn't re-walk the tree
|
|
||||||
-- + realloc + sort for every interactive element sharing the same cursor.
|
|
||||||
-- Invalidated explicitly by Context.clearInteractiveCache() at the start of
|
|
||||||
-- each flexlove.update (both modes) and in clearFrameElements (immediate
|
|
||||||
-- mid-frame rebuild). It also self-invalidates when the topElements table
|
|
||||||
-- reference changes (tests replace it per-case; immediate-mode beginFrame
|
|
||||||
-- reassigns it each frame), so direct callers that never go through
|
|
||||||
-- flexlove.update still see fresh results across tree swaps.
|
|
||||||
_interactiveLookupCache = {
|
|
||||||
valid = false,
|
|
||||||
x = nil,
|
|
||||||
y = nil,
|
|
||||||
result = nil,
|
|
||||||
topElementsRef = nil,
|
|
||||||
frameNumber = -1,
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
--- Check if a point hits an element, accounting for scroll offsets and display:none.
|
|
||||||
--- All mode-agnostic query functions use this as their single hit-test entry point,
|
|
||||||
--- ensuring fixes like display:none guarding apply everywhere.
|
|
||||||
---
|
|
||||||
--- This is the single canonical place where `element.display == false` short-
|
|
||||||
--- circuits hit testing. Parent-chain clipping/scroll-offset accumulation is
|
|
||||||
--- the caller's responsibility: callers walk the parent chain (using
|
|
||||||
--- `elementHasScrollableOverflow` to decide which ancestors clip) and pass the
|
|
||||||
--- accumulated scroll offset in here. Keeping the parent walk outside this core
|
|
||||||
--- lets retained-mode (recursive tree descent) and immediate-mode (flat
|
|
||||||
--- z-index list) callers share the exact same primitive bounds/display logic.
|
|
||||||
---@param element Element
|
|
||||||
---@param mx number Screen X coordinate
|
|
||||||
---@param my number Screen Y coordinate
|
|
||||||
---@param scrollOffsetX number? Accumulated scroll offset from parent chain
|
|
||||||
---@param scrollOffsetY number? Accumulated scroll offset from parent chain
|
|
||||||
---@return boolean hits
|
|
||||||
local function pointHitsElement(element, mx, my, scrollOffsetX, scrollOffsetY)
|
|
||||||
scrollOffsetX = scrollOffsetX or 0
|
|
||||||
scrollOffsetY = scrollOffsetY or 0
|
|
||||||
|
|
||||||
-- Skip display:none elements entirely
|
|
||||||
if element.display == false then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
local bx = element.x
|
|
||||||
local by = element.y
|
|
||||||
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
|
|
||||||
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
|
|
||||||
|
|
||||||
local adjustedX = mx + scrollOffsetX
|
|
||||||
local adjustedY = my + scrollOffsetY
|
|
||||||
|
|
||||||
return adjustedX >= bx and adjustedX <= bx + bw and adjustedY >= by and adjustedY <= by + bh
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Check if an element has scrollable/clipped overflow (for scroll offset accumulation).
|
|
||||||
--- Returns true for `scroll`, `auto`, and `hidden` on either axis. These are the
|
|
||||||
--- overflow values that clip/translate descendant content and therefore require
|
|
||||||
--- scroll-offset compensation when hit testing descendants.
|
|
||||||
---@param element Element
|
|
||||||
---@return boolean
|
|
||||||
local function elementHasScrollableOverflow(element)
|
|
||||||
local overflowX = element.overflowX or element.overflow
|
|
||||||
local overflowY = element.overflowY or element.overflow
|
|
||||||
return overflowX == "scroll"
|
|
||||||
or overflowX == "auto"
|
|
||||||
or overflowY == "scroll"
|
|
||||||
or overflowY == "auto"
|
|
||||||
or overflowX == "hidden"
|
|
||||||
or overflowY == "hidden"
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Expose the two core helpers for unit testing only (see Context._test above).
|
|
||||||
Context._test.pointHitsElement = pointHitsElement
|
|
||||||
Context._test.elementHasScrollableOverflow = elementHasScrollableOverflow
|
|
||||||
|
|
||||||
-- Public exposure of the canonical hit-test primitive so other modules
|
|
||||||
-- (e.g. FlexLove's `getElementAtPosition` / `_getTouchElementAtPosition`
|
|
||||||
-- tree walks) can share the single implementation of bounds + display:none
|
|
||||||
-- guarding instead of duplicating the `display == false` check inline.
|
|
||||||
-- This keeps "display == false" in exactly one place for hit-testing.
|
|
||||||
Context.pointHitsElement = pointHitsElement
|
|
||||||
Context.elementHasScrollableOverflow = elementHasScrollableOverflow
|
|
||||||
|
|
||||||
--- Find the first scrollable element at a screen position, regardless of mode.
|
|
||||||
--- This is the mode-agnostic successor to the two duplicated scrollable lookups
|
|
||||||
--- that previously lived inline in `flexlove.wheelmoved`:
|
|
||||||
--- * immediate mode — walked `Context._zIndexOrderedElements` in reverse and
|
|
||||||
--- re-implemented bounds + parent-chain clipping + scroll-offset math; and
|
|
||||||
--- * retained mode — recursed through `Context.topElements` with a private
|
|
||||||
--- `findScrollableAtPosition(elements, x, y)` helper.
|
|
||||||
--- Both paths now collapse into this single function, which routes every
|
|
||||||
--- hit test through `pointHitsElement` (the single place `display == false`
|
|
||||||
--- is guarded) and every scroll-offset decision through
|
|
||||||
--- `elementHasScrollableOverflow`. As a result display:none elements are never
|
|
||||||
--- returned in either mode, fixing the latent bug where the immediate-mode
|
|
||||||
--- path's `isPointInElement` did not skip display:none elements.
|
|
||||||
---
|
|
||||||
--- The retained-mode branch intentionally mirrors the original
|
|
||||||
--- `findScrollableAtPosition` helper's tree walk (deepest scrollable wins,
|
|
||||||
--- children checked before self) but is upgraded to thread accumulated scroll
|
|
||||||
--- offsets through `pointHitsElement` so nested scrolled containers are tested
|
|
||||||
--- against their visible position. The original helper is removed once
|
|
||||||
--- `flexlove.wheelmoved` is rerouted onto this function in task 04.
|
|
||||||
---@param x number Screen X coordinate
|
|
||||||
---@param y number Screen Y coordinate
|
|
||||||
---@return Element|nil The scrollable element, or nil
|
|
||||||
function Context.findScrollableAtPosition(x, y)
|
|
||||||
if Context.isImmediateMode() then
|
|
||||||
-- Immediate mode: iterate the z-index ordered list (reverse order =
|
|
||||||
-- topmost first). pointHitsElement supplies the bounds + display guard.
|
|
||||||
for i = #Context._zIndexOrderedElements, 1, -1 do
|
|
||||||
local element = Context._zIndexOrderedElements[i]
|
|
||||||
if pointHitsElement(element, x, y) then
|
|
||||||
local overflowX = element.overflowX or element.overflow
|
|
||||||
local overflowY = element.overflowY or element.overflow
|
|
||||||
if
|
|
||||||
(overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto")
|
|
||||||
and (element._overflowX or element._overflowY)
|
|
||||||
then
|
|
||||||
return element
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return nil
|
|
||||||
else
|
|
||||||
-- Retained mode: recursive tree walk from topElements. Children are
|
|
||||||
-- checked before self (deepest scrollable wins); accumulated scroll
|
|
||||||
-- offsets are threaded through pointHitsElement so descendants of
|
|
||||||
-- scrolled containers are hit-tested against their translated position.
|
|
||||||
local function findInTree(elements, scrollOffsetX, scrollOffsetY)
|
|
||||||
scrollOffsetX = scrollOffsetX or 0
|
|
||||||
scrollOffsetY = scrollOffsetY or 0
|
|
||||||
for i = #elements, 1, -1 do
|
|
||||||
local element = elements[i]
|
|
||||||
if pointHitsElement(element, x, y, scrollOffsetX, scrollOffsetY) then
|
|
||||||
if #element.children > 0 then
|
|
||||||
local childScrollOffsetX = scrollOffsetX
|
|
||||||
local childScrollOffsetY = scrollOffsetY
|
|
||||||
if elementHasScrollableOverflow(element) then
|
|
||||||
childScrollOffsetX = childScrollOffsetX + (element._scrollX or 0)
|
|
||||||
childScrollOffsetY = childScrollOffsetY + (element._scrollY or 0)
|
|
||||||
end
|
|
||||||
local childResult = findInTree(element.children, childScrollOffsetX, childScrollOffsetY)
|
|
||||||
if childResult then
|
|
||||||
return childResult
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- No descendant was scrollable — check self.
|
|
||||||
local overflowX = element.overflowX or element.overflow
|
|
||||||
local overflowY = element.overflowY or element.overflow
|
|
||||||
if
|
|
||||||
(overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto")
|
|
||||||
and (element._overflowX or element._overflowY)
|
|
||||||
then
|
|
||||||
return element
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
return findInTree(Context.topElements)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Check whether immediate mode is active.
|
|
||||||
--- This is the single canonical accessor for the mode flag consumed throughout
|
|
||||||
--- the framework. Mode-aware branches elsewhere call this instead of reading
|
|
||||||
--- `Context._immediateMode` directly, so the literal mode flag only appears
|
|
||||||
--- here (its definition) and in StateManager (its mirrored storage) — never
|
|
||||||
--- scattered across Element / behaviors / managers (behavior-mode-unification
|
|
||||||
--- task 11).
|
|
||||||
---@return boolean
|
|
||||||
function Context.isImmediateMode()
|
|
||||||
return Context._immediateMode
|
|
||||||
end
|
|
||||||
|
|
||||||
---@return number, number -- scaleX, scaleY
|
|
||||||
function Context.getScaleFactors()
|
|
||||||
return Context.scaleFactors.x, Context.scaleFactors.y
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Register an element in the z-index ordered tree (for immediate mode)
|
|
||||||
---@param element Element The element to register
|
|
||||||
function Context.registerElement(element)
|
|
||||||
if not Context.isImmediateMode() then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
table.insert(Context._zIndexOrderedElements, element)
|
|
||||||
end
|
|
||||||
|
|
||||||
function Context.clearFrameElements()
|
|
||||||
Context._zIndexOrderedElements = {}
|
|
||||||
Context.clearInteractiveCache()
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Compute the composite z-index key for an element.
|
|
||||||
--- rootZ * ROOT_WEIGHT + depth * DEPTH_WEIGHT + ownZ
|
|
||||||
---
|
|
||||||
--- ROOT_WEIGHT (10^10) gives the top-level ancestor's z-index 10 digits of significance.
|
|
||||||
--- DEPTH_WEIGHT (10^3) gives nesting depth 3 digits, ensuring children always sort above
|
|
||||||
--- their ancestors. The element's own z (capped to ±999 by ZIndex.clamp) fits within the
|
|
||||||
--- remaining 3 digits without interfering with the depth component.
|
|
||||||
---
|
|
||||||
--- These weights assume |z| <= ZIndex.MAX_Z and practical tree depths (< 10^7), which
|
|
||||||
--- keeps the composite key well within Lua's exact integer range (2^53 ≈ 9 × 10^15).
|
|
||||||
---
|
|
||||||
--- This is the SINGLE canonical z-index ordering function, used by both
|
|
||||||
--- sortElementsByZIndex (the immediate-mode flat list sort) and
|
|
||||||
--- findInteractiveAtPosition (the mode-agnostic occlusion sort). Keeping them
|
|
||||||
--- on the same key ensures the interactive topmost element matches the visual
|
|
||||||
--- draw order — a button in a z=50 MainMenu window must occlude a button in a
|
|
||||||
--- z=0 BottomBar even when both buttons default to own z=0.
|
|
||||||
local function getEffectiveZIndex(elem)
|
|
||||||
local ownZ = elem.z or 0
|
|
||||||
local rootZ = ownZ
|
|
||||||
local depth = 0
|
|
||||||
local current = elem.parent
|
|
||||||
while current do
|
|
||||||
rootZ = current.z or 0
|
|
||||||
depth = depth + 1
|
|
||||||
current = current.parent
|
|
||||||
end
|
|
||||||
return rootZ * ZIndex.ROOT_WEIGHT + depth * ZIndex.DEPTH_WEIGHT + ownZ
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Public exposure so FlexLove.getElementAtPosition shares the single
|
|
||||||
-- implementation instead of duplicating the parent-chain walk as a closure.
|
|
||||||
Context.getEffectiveZIndex = getEffectiveZIndex
|
|
||||||
|
|
||||||
--- Sort elements by z-index (called after all elements are registered)
|
|
||||||
function Context.sortElementsByZIndex()
|
|
||||||
-- Precompute the composite key ONCE per element so the sort comparator is a
|
|
||||||
-- pure table lookup (O(1)) instead of re-walking the parent chain on every
|
|
||||||
-- O(N log N) comparison. This function runs every frame in immediate mode.
|
|
||||||
local elements = Context._zIndexOrderedElements
|
|
||||||
local zIndices = {}
|
|
||||||
for i = 1, #elements do
|
|
||||||
zIndices[elements[i]] = getEffectiveZIndex(elements[i])
|
|
||||||
end
|
|
||||||
table.sort(elements, function(a, b)
|
|
||||||
return zIndices[a] < zIndices[b]
|
|
||||||
end)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Find the topmost interactive element at a screen position, regardless of mode.
|
|
||||||
--- Replaces the former immediate-mode-only `Context.getTopElementAt()` (removed
|
|
||||||
--- in unified-event-routing task 05) and the retained-mode `_activeEventElement`
|
|
||||||
--- mechanism — both are now funneled through this single entry point.
|
|
||||||
---
|
|
||||||
--- In immediate mode this replaces Context.getTopElementAt() (which only worked
|
|
||||||
--- in immediate mode). In retained mode this provides the same role as the
|
|
||||||
--- _activeEventElement set by flexlove.getElementAtPosition().
|
|
||||||
---
|
|
||||||
--- An element is "interactive" if it has an onEvent handler, themeComponent, or is editable.
|
|
||||||
---@param x number Screen X coordinate
|
|
||||||
---@param y number Screen Y coordinate
|
|
||||||
---@return Element|nil The topmost interactive element, or nil
|
|
||||||
function Context.findInteractiveAtPosition(x, y)
|
|
||||||
-- Per-frame cache: Clickable.onUpdate runs this for every interactive
|
|
||||||
-- element under the same cursor, but the result for a given (x,y) is
|
|
||||||
-- identical across all of them within a single update pass. Returning a
|
|
||||||
-- cached element restores the old 1x/frame cost of the _activeEventElement
|
|
||||||
-- mechanism that task 05 replaced. Cache auto-invalidates when the
|
|
||||||
-- topElements table reference changes (so tests and mid-frame rebuilds get
|
|
||||||
-- fresh results) and is cleared explicitly per-frame in flexlove.update.
|
|
||||||
local cache = Context._interactiveLookupCache
|
|
||||||
if
|
|
||||||
cache.valid
|
|
||||||
and cache.x == x
|
|
||||||
and cache.y == y
|
|
||||||
and cache.topElementsRef == Context.topElements
|
|
||||||
and cache.frameNumber == Context._frameNumber
|
|
||||||
then
|
|
||||||
return cache.result
|
|
||||||
end
|
|
||||||
|
|
||||||
local interactiveCandidates = {}
|
|
||||||
|
|
||||||
local function collectInteractive(element, scrollOffsetX, scrollOffsetY)
|
|
||||||
scrollOffsetX = scrollOffsetX or 0
|
|
||||||
scrollOffsetY = scrollOffsetY or 0
|
|
||||||
|
|
||||||
if not pointHitsElement(element, x, y, scrollOffsetX, scrollOffsetY) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if this element is interactive
|
|
||||||
if element.onEvent or element.themeComponent or element.editable then
|
|
||||||
table.insert(interactiveCandidates, element)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Recurse into children with accumulated scroll offset
|
|
||||||
local childScrollOffsetX = scrollOffsetX
|
|
||||||
local childScrollOffsetY = scrollOffsetY
|
|
||||||
if elementHasScrollableOverflow(element) then
|
|
||||||
childScrollOffsetX = childScrollOffsetX + (element._scrollX or 0)
|
|
||||||
childScrollOffsetY = childScrollOffsetY + (element._scrollY or 0)
|
|
||||||
end
|
|
||||||
|
|
||||||
for _, child in ipairs(element.children) do
|
|
||||||
collectInteractive(child, childScrollOffsetX, childScrollOffsetY)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Always traverse the tree (works in both modes — topElements exists always)
|
|
||||||
for _, element in ipairs(Context.topElements) do
|
|
||||||
collectInteractive(element)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Sort by composite z-index descending — topmost wins. The composite key
|
|
||||||
-- (rootZ * ROOT_WEIGHT + depth * DEPTH_WEIGHT + ownZ) matches the ordering
|
|
||||||
-- used by sortElementsByZIndex / _zIndexOrderedElements, so the interactive
|
|
||||||
-- topmost element matches the visual draw order. This is critical for the
|
|
||||||
-- game's multi-window layout: a button inside a z=50 MainMenu window must
|
|
||||||
-- occlude a button inside a z=0 BottomBar even when both buttons default to
|
|
||||||
-- own z=0. Sorting by own-z alone (the original implementation) couldn't
|
|
||||||
-- distinguish them, so the wrong window's button could win, leaving the
|
|
||||||
-- visible button's isActiveElement=false and clicks/hover dead.
|
|
||||||
local zIndices = {}
|
|
||||||
for _, el in ipairs(interactiveCandidates) do
|
|
||||||
zIndices[el] = getEffectiveZIndex(el)
|
|
||||||
end
|
|
||||||
table.sort(interactiveCandidates, function(a, b)
|
|
||||||
return zIndices[a] > zIndices[b]
|
|
||||||
end)
|
|
||||||
|
|
||||||
local result = interactiveCandidates[1]
|
|
||||||
|
|
||||||
cache.x = x
|
|
||||||
cache.y = y
|
|
||||||
cache.result = result
|
|
||||||
cache.topElementsRef = Context.topElements
|
|
||||||
cache.frameNumber = Context._frameNumber
|
|
||||||
cache.valid = true
|
|
||||||
|
|
||||||
return result
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Invalidate the per-frame `findInteractiveAtPosition` cache.
|
|
||||||
--- Called once at the top of `flexlove.update` (the natural per-frame boundary
|
|
||||||
--- in both modes) and from `clearFrameElements` (immediate-mode mid-frame
|
|
||||||
--- rebuild). After invalidation the next lookup recomputes fresh.
|
|
||||||
function Context.clearInteractiveCache()
|
|
||||||
local cache = Context._interactiveLookupCache
|
|
||||||
cache.valid = false
|
|
||||||
cache.x = nil
|
|
||||||
cache.y = nil
|
|
||||||
cache.result = nil
|
|
||||||
cache.topElementsRef = nil
|
|
||||||
cache.frameNumber = -1
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Set the focused element (centralizes focus management)
|
|
||||||
--- Automatically blurs the previously focused element if different
|
|
||||||
---@param element Element|nil The element to focus (nil to clear focus)
|
|
||||||
function Context.setFocused(element)
|
|
||||||
if Context._focusedElement == element then
|
|
||||||
return -- Already focused
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Prevent re-entry during focus change
|
|
||||||
if Context._settingFocus then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
Context._settingFocus = true
|
|
||||||
|
|
||||||
-- Save reference to previously focused element before updating
|
|
||||||
local oldFocusedElement = Context._focusedElement
|
|
||||||
|
|
||||||
-- Blur previously focused element
|
|
||||||
if oldFocusedElement and oldFocusedElement ~= element then
|
|
||||||
if oldFocusedElement._textEditor then
|
|
||||||
oldFocusedElement._textEditor:blur(oldFocusedElement)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Set new focused element and persist its id for immediate-mode rehydration
|
|
||||||
Context._focusedElement = element
|
|
||||||
Context._focusedElementId = element and (element.id ~= "" and element.id or nil) or nil
|
|
||||||
|
|
||||||
-- Notify any registered focus change hook (e.g. FocusIndicator)
|
|
||||||
if Context._onFocusChanged then
|
|
||||||
Context._onFocusChanged(element)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Focus the new element's text editor if it has one
|
|
||||||
if element and element._textEditor then
|
|
||||||
element._textEditor._focused = true
|
|
||||||
end
|
|
||||||
|
|
||||||
Context._settingFocus = false
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Recursively search for an element by id in an element tree
|
|
||||||
---@param root Element The root element to start searching from
|
|
||||||
---@param targetId string The id to search for
|
|
||||||
---@return Element|nil The element with the matching id, or nil if not found
|
|
||||||
local function findElementById(root, targetId)
|
|
||||||
if root.id == targetId then
|
|
||||||
return root
|
|
||||||
end
|
|
||||||
for _, child in ipairs(root.children or {}) do
|
|
||||||
local found = findElementById(child, targetId)
|
|
||||||
if found then
|
|
||||||
return found
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Rehydrate _focusedElement from _focusedElementId by scanning live elements.
|
|
||||||
--- Called at the start of getFocused() in immediate mode so stale references
|
|
||||||
--- are always replaced with the current-frame object before use.
|
|
||||||
function Context._rehydrateFocus()
|
|
||||||
if not Context._focusedElementId then
|
|
||||||
Context._focusedElement = nil
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- First, try a fast linear search through all registered elements
|
|
||||||
for _, elem in ipairs(Context._zIndexOrderedElements) do
|
|
||||||
if elem.id == Context._focusedElementId then
|
|
||||||
Context._focusedElement = elem
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- If not found, recursively search from top-level elements
|
|
||||||
-- This handles cases where elements may not be in _zIndexOrderedElements
|
|
||||||
for _, topLevel in ipairs(Context.topElements or {}) do
|
|
||||||
local found = findElementById(topLevel, Context._focusedElementId)
|
|
||||||
if found then
|
|
||||||
Context._focusedElement = found
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Element with that id is not present this frame (e.g. screen changed)
|
|
||||||
Context._focusedElement = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get the currently focused element
|
|
||||||
---@return Element|nil The focused element, or nil if none
|
|
||||||
function Context.getFocused()
|
|
||||||
if Context.isImmediateMode() then
|
|
||||||
Context._rehydrateFocus()
|
|
||||||
end
|
|
||||||
return Context._focusedElement
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Clear focus from any element
|
|
||||||
function Context.clearFocus()
|
|
||||||
Context._focusedElementId = nil
|
|
||||||
Context.setFocused(nil)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get all focusable elements in tab order, regardless of mode.
|
|
||||||
--- In immediate mode this extracts from _zIndexOrderedElements (flat, z-sorted).
|
|
||||||
--- In retained mode it walks the element tree (DOM order).
|
|
||||||
--- In both modes, display:none elements are excluded.
|
|
||||||
---@return table<Element> List of focusable elements in tab order
|
|
||||||
function Context.getFocusableElements()
|
|
||||||
local focusable = {}
|
|
||||||
|
|
||||||
local function isFocusable(elem)
|
|
||||||
if elem.display == false then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
-- Use Element:isFocusable() for consistent behavior
|
|
||||||
return Element.isFocusable(elem)
|
|
||||||
end
|
|
||||||
|
|
||||||
local function collectFromTree(elements)
|
|
||||||
for _, elem in ipairs(elements) do
|
|
||||||
if isFocusable(elem) then
|
|
||||||
table.insert(focusable, elem)
|
|
||||||
end
|
|
||||||
if #elem.children > 0 then
|
|
||||||
collectFromTree(elem.children)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if Context._immediateMode then
|
|
||||||
-- Immediate mode: _zIndexOrderedElements is already in z-index order (lowest first),
|
|
||||||
-- which approximates tab order for most UIs.
|
|
||||||
for _, elem in ipairs(Context._zIndexOrderedElements) do
|
|
||||||
if isFocusable(elem) then
|
|
||||||
table.insert(focusable, elem)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Retained mode: walk the top element trees in DOM order
|
|
||||||
collectFromTree(Context.topElements)
|
|
||||||
end
|
|
||||||
|
|
||||||
return focusable
|
|
||||||
end
|
|
||||||
|
|
||||||
-- ====================
|
|
||||||
-- Navigation Context
|
|
||||||
-- ====================
|
|
||||||
|
|
||||||
--- Push current focus onto stack (for modals/dialogs)
|
|
||||||
---@param element Element?
|
|
||||||
function Context.pushFocusStack(element)
|
|
||||||
Context._navigationContext.lastFocusedElement = Context._focusedElement
|
|
||||||
if element then
|
|
||||||
Context.setFocused(element)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Pop focus from stack (return from modal)
|
|
||||||
---@return Element?
|
|
||||||
function Context.popFocusStack()
|
|
||||||
local previous = Context._navigationContext.lastFocusedElement
|
|
||||||
Context._navigationContext.lastFocusedElement = nil
|
|
||||||
Context.setFocused(previous)
|
|
||||||
return previous
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Set navigation container (scope for tab navigation)
|
|
||||||
---@param element Element?
|
|
||||||
function Context.setNavigationContainer(element)
|
|
||||||
Context._navigationContext.containerElement = element
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get navigation container
|
|
||||||
---@return Element?
|
|
||||||
function Context.getNavigationContainer()
|
|
||||||
return Context._navigationContext.containerElement
|
|
||||||
end
|
|
||||||
|
|
||||||
return Context
|
|
||||||
@@ -1,171 +0,0 @@
|
|||||||
-- Layout, flex, text, image, and ARIA enums used across FlexLove.
|
|
||||||
-- Extracted from utils so utils stays under its LOC budget; re-exported as
|
|
||||||
-- `utils.enums` for backward compatibility.
|
|
||||||
|
|
||||||
local enums = {
|
|
||||||
---@enum TextAlign
|
|
||||||
TextAlign = { START = "start", CENTER = "center", END = "end", JUSTIFY = "justify" },
|
|
||||||
---@enum TextAlignVertical
|
|
||||||
TextAlignVertical = { START = "start", CENTER = "center", END = "end" },
|
|
||||||
---@enum Positioning
|
|
||||||
Positioning = { ABSOLUTE = "absolute", RELATIVE = "relative", FLEX = "flex", GRID = "grid" },
|
|
||||||
---@enum FlexDirection
|
|
||||||
FlexDirection = {
|
|
||||||
HORIZONTAL = "horizontal",
|
|
||||||
VERTICAL = "vertical",
|
|
||||||
ROW = "row",
|
|
||||||
COLUMN = "column",
|
|
||||||
HORIZONTAL_REVERSE = "horizontal-reverse",
|
|
||||||
VERTICAL_REVERSE = "vertical-reverse",
|
|
||||||
ROW_REVERSE = "row-reverse",
|
|
||||||
COLUMN_REVERSE = "column-reverse",
|
|
||||||
},
|
|
||||||
---@enum JustifyContent
|
|
||||||
JustifyContent = {
|
|
||||||
FLEX_START = "flex-start",
|
|
||||||
CENTER = "center",
|
|
||||||
SPACE_AROUND = "space-around",
|
|
||||||
FLEX_END = "flex-end",
|
|
||||||
SPACE_EVENLY = "space-evenly",
|
|
||||||
SPACE_BETWEEN = "space-between",
|
|
||||||
},
|
|
||||||
---@enum JustifySelf
|
|
||||||
JustifySelf = {
|
|
||||||
AUTO = "auto",
|
|
||||||
FLEX_START = "flex-start",
|
|
||||||
CENTER = "center",
|
|
||||||
FLEX_END = "flex-end",
|
|
||||||
SPACE_AROUND = "space-around",
|
|
||||||
SPACE_EVENLY = "space-evenly",
|
|
||||||
SPACE_BETWEEN = "space-between",
|
|
||||||
},
|
|
||||||
---@enum AlignItems
|
|
||||||
AlignItems = {
|
|
||||||
STRETCH = "stretch",
|
|
||||||
FLEX_START = "flex-start",
|
|
||||||
FLEX_END = "flex-end",
|
|
||||||
CENTER = "center",
|
|
||||||
BASELINE = "baseline",
|
|
||||||
},
|
|
||||||
---@enum AlignSelf
|
|
||||||
AlignSelf = {
|
|
||||||
AUTO = "auto",
|
|
||||||
STRETCH = "stretch",
|
|
||||||
FLEX_START = "flex-start",
|
|
||||||
FLEX_END = "flex-end",
|
|
||||||
CENTER = "center",
|
|
||||||
BASELINE = "baseline",
|
|
||||||
},
|
|
||||||
---@enum AlignContent
|
|
||||||
AlignContent = {
|
|
||||||
STRETCH = "stretch",
|
|
||||||
FLEX_START = "flex-start",
|
|
||||||
FLEX_END = "flex-end",
|
|
||||||
CENTER = "center",
|
|
||||||
SPACE_BETWEEN = "space-between",
|
|
||||||
SPACE_AROUND = "space-around",
|
|
||||||
},
|
|
||||||
---@enum FlexWrap
|
|
||||||
FlexWrap = { NOWRAP = "nowrap", WRAP = "wrap", WRAP_REVERSE = "wrap-reverse" },
|
|
||||||
---@enum TextSize
|
|
||||||
TextSize = {
|
|
||||||
XXS = "xxs",
|
|
||||||
XS = "xs",
|
|
||||||
SM = "sm",
|
|
||||||
MD = "md",
|
|
||||||
LG = "lg",
|
|
||||||
XL = "xl",
|
|
||||||
XXL = "xxl",
|
|
||||||
XL3 = "3xl",
|
|
||||||
XL4 = "4xl",
|
|
||||||
},
|
|
||||||
---@enum ImageRepeat
|
|
||||||
ImageRepeat = {
|
|
||||||
NO_REPEAT = "no-repeat",
|
|
||||||
REPEAT = "repeat",
|
|
||||||
REPEAT_X = "repeat-x",
|
|
||||||
REPEAT_Y = "repeat-y",
|
|
||||||
SPACE = "space",
|
|
||||||
ROUND = "round",
|
|
||||||
},
|
|
||||||
|
|
||||||
---@enum ARIA Role (accessibility roles for screen readers)
|
|
||||||
ARIA = {
|
|
||||||
-- Widget roles
|
|
||||||
BUTTON = "button",
|
|
||||||
CHECKBOX = "checkbox",
|
|
||||||
LINK = "link",
|
|
||||||
MENUITEM = "menuitem",
|
|
||||||
MENUITEMCHECKBOX = "menuitemcheckbox",
|
|
||||||
MENUITEMRADIO = "menuitemradio",
|
|
||||||
PROGRESSBAR = "progressbar",
|
|
||||||
RADIO = "radio",
|
|
||||||
SCROLLBAR = "scrollbar",
|
|
||||||
SLIDER = "slider",
|
|
||||||
SPINBUTTON = "spinbutton",
|
|
||||||
SWITCH = "switch",
|
|
||||||
TAB = "tab",
|
|
||||||
TABLIST = "tablist",
|
|
||||||
TABPANEL = "tabpanel",
|
|
||||||
TEXTBOX = "textbox",
|
|
||||||
TOOLTIP = "tooltip",
|
|
||||||
TREEITEM = "treeitem",
|
|
||||||
COMBOBOX = "combobox",
|
|
||||||
GRID = "grid",
|
|
||||||
GRIDCELL = "gridcell",
|
|
||||||
LISTBOX = "listbox",
|
|
||||||
LISTITEM = "listitem",
|
|
||||||
MENU = "menu",
|
|
||||||
MENUBAR = "menubar",
|
|
||||||
TREE = "tree",
|
|
||||||
TREEGRID = "treegrid",
|
|
||||||
WINDOW = "window",
|
|
||||||
DIALOG = "dialog",
|
|
||||||
ALERTDIALOG = "alertdialog",
|
|
||||||
|
|
||||||
-- Landmark roles
|
|
||||||
BANNER = "banner",
|
|
||||||
COMPLEMENTARY = "complementary",
|
|
||||||
CONTENTINFO = "contentinfo",
|
|
||||||
FORM = "form",
|
|
||||||
MAIN = "main",
|
|
||||||
NAVIGATION = "navigation",
|
|
||||||
REGION = "region",
|
|
||||||
SEARCH = "search",
|
|
||||||
|
|
||||||
-- Live region roles
|
|
||||||
ALERT = "alert",
|
|
||||||
LOG = "log",
|
|
||||||
MARQUEE = "marquee",
|
|
||||||
STATUS = "status",
|
|
||||||
TIMERTIME = "timer",
|
|
||||||
|
|
||||||
-- Document structure roles
|
|
||||||
ARTICLE = "article",
|
|
||||||
BLOCKQUOTEBLOCKQUOTE = "blockquote",
|
|
||||||
CAPTION = "caption",
|
|
||||||
CODE = "code",
|
|
||||||
DEFINITION = "definition",
|
|
||||||
DELETED = "deletion",
|
|
||||||
DIRECTORY = "directory",
|
|
||||||
DIVISION = "division",
|
|
||||||
EMphasis = "emphasis",
|
|
||||||
HEADING = "heading",
|
|
||||||
INSERTED = "insertion",
|
|
||||||
LIST = "list",
|
|
||||||
MARK = "mark",
|
|
||||||
MATH = "math",
|
|
||||||
NONE = "none",
|
|
||||||
PARAGRAPH = "paragraph",
|
|
||||||
PRESENTATION = "presentation",
|
|
||||||
SEPARATOR = "separator",
|
|
||||||
STRONG = "strong",
|
|
||||||
SUBSCRIPT = "subscript",
|
|
||||||
SUPERSCRIPT = "superscript",
|
|
||||||
TERM = "term",
|
|
||||||
TIME = "time",
|
|
||||||
VARIABLE = "variable",
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
return { enums = enums }
|
|
||||||
@@ -1,843 +0,0 @@
|
|||||||
---@class EventHandler
|
|
||||||
---@field onEvent fun(element:Element, event:InputEvent)?
|
|
||||||
---@field onEventDeferred boolean?
|
|
||||||
---@field onTouchEvent fun(element:Element, touchEvent:InputEvent)? -- Touch-specific callback
|
|
||||||
---@field onTouchEventDeferred boolean? -- Whether onTouchEvent is deferred
|
|
||||||
---@field onGesture fun(element:Element, gesture:table)? -- Gesture callback
|
|
||||||
---@field onGestureDeferred boolean? -- Whether onGesture is deferred
|
|
||||||
---@field touchEnabled boolean -- Whether touch events are processed (default: true)
|
|
||||||
---@field multiTouchEnabled boolean -- Whether multi-touch is supported (default: false)
|
|
||||||
---@field _pressed table<number, boolean>
|
|
||||||
---@field _lastClickTime number?
|
|
||||||
---@field _lastClickButton number?
|
|
||||||
---@field _clickCount number
|
|
||||||
---@field _dragStartX table<number, number>
|
|
||||||
---@field _dragStartY table<number, number>
|
|
||||||
---@field _lastMouseX table<number, number>
|
|
||||||
---@field _lastMouseY table<number, number>
|
|
||||||
---@field _touches table<string, table> -- Multi-touch state per touch ID
|
|
||||||
---@field _touchStartPositions table<string, table> -- Touch start positions
|
|
||||||
---@field _lastTouchPositions table<string, table> -- Last touch positions for delta
|
|
||||||
---@field _touchHistory table<string, table> -- Touch position history for gestures (last 5)
|
|
||||||
---@field _hovered boolean
|
|
||||||
---@field _scrollbarPressHandled boolean
|
|
||||||
---@field _InputEvent table
|
|
||||||
---@field _utils table
|
|
||||||
---@field _Performance Performance? Performance module dependency
|
|
||||||
---@field _ErrorHandler ErrorHandler
|
|
||||||
local EventHandler = {}
|
|
||||||
EventHandler.__index = EventHandler
|
|
||||||
|
|
||||||
--- Initialize module with shared dependencies
|
|
||||||
---@param deps table Dependencies {Performance, ErrorHandler, InputEvent, Context, utils}
|
|
||||||
function EventHandler.init(deps)
|
|
||||||
EventHandler._Performance = deps.Performance
|
|
||||||
EventHandler._ErrorHandler = deps.ErrorHandler
|
|
||||||
EventHandler._InputEvent = deps.InputEvent
|
|
||||||
EventHandler._utils = deps.utils
|
|
||||||
EventHandler._Context = deps.Context
|
|
||||||
end
|
|
||||||
|
|
||||||
---@param config table Configuration options
|
|
||||||
---@return EventHandler
|
|
||||||
function EventHandler.new(config)
|
|
||||||
config = config or {}
|
|
||||||
local self = setmetatable({}, EventHandler)
|
|
||||||
|
|
||||||
self.onEvent = config.onEvent
|
|
||||||
self.onEventDeferred = config.onEventDeferred
|
|
||||||
self.onTouchEvent = config.onTouchEvent
|
|
||||||
self.onTouchEventDeferred = config.onTouchEventDeferred or false
|
|
||||||
self.onGesture = config.onGesture
|
|
||||||
self.onGestureDeferred = config.onGestureDeferred or false
|
|
||||||
self.touchEnabled = config.touchEnabled ~= false -- Default true
|
|
||||||
self.multiTouchEnabled = config.multiTouchEnabled or false -- Default false
|
|
||||||
|
|
||||||
self._pressed = config._pressed or {}
|
|
||||||
|
|
||||||
self._lastClickTime = config._lastClickTime
|
|
||||||
self._lastClickButton = config._lastClickButton
|
|
||||||
self._clickCount = config._clickCount or 0
|
|
||||||
|
|
||||||
-- FocusIndicator reference (set after initialization)
|
|
||||||
self._FocusIndicator = nil
|
|
||||||
|
|
||||||
self._dragStartX = config._dragStartX or {}
|
|
||||||
self._dragStartY = config._dragStartY or {}
|
|
||||||
self._lastMouseX = config._lastMouseX or {}
|
|
||||||
self._lastMouseY = config._lastMouseY or {}
|
|
||||||
|
|
||||||
-- Multi-touch tracking
|
|
||||||
self._touches = config._touches or {}
|
|
||||||
self._touchStartPositions = config._touchStartPositions or {}
|
|
||||||
self._lastTouchPositions = config._lastTouchPositions or {}
|
|
||||||
self._touchHistory = config._touchHistory or {}
|
|
||||||
|
|
||||||
self._hovered = config._hovered or false
|
|
||||||
|
|
||||||
self._scrollbarPressHandled = false
|
|
||||||
|
|
||||||
return self
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get state for persistence (for immediate mode)
|
|
||||||
---@return table State data
|
|
||||||
function EventHandler:getState()
|
|
||||||
return {
|
|
||||||
_pressed = self._pressed,
|
|
||||||
_lastClickTime = self._lastClickTime,
|
|
||||||
_lastClickButton = self._lastClickButton,
|
|
||||||
_clickCount = self._clickCount,
|
|
||||||
_dragStartX = self._dragStartX,
|
|
||||||
_dragStartY = self._dragStartY,
|
|
||||||
_lastMouseX = self._lastMouseX,
|
|
||||||
_lastMouseY = self._lastMouseY,
|
|
||||||
_touches = self._touches,
|
|
||||||
_touchStartPositions = self._touchStartPositions,
|
|
||||||
_lastTouchPositions = self._lastTouchPositions,
|
|
||||||
_touchHistory = self._touchHistory,
|
|
||||||
_hovered = self._hovered,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Restore state from persistence (for immediate mode)
|
|
||||||
---@param state table State data
|
|
||||||
function EventHandler:setState(state)
|
|
||||||
if not state then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
self._pressed = state._pressed or {}
|
|
||||||
self._lastClickTime = state._lastClickTime
|
|
||||||
self._lastClickButton = state._lastClickButton
|
|
||||||
self._clickCount = state._clickCount or 0
|
|
||||||
self._dragStartX = state._dragStartX or {}
|
|
||||||
self._dragStartY = state._dragStartY or {}
|
|
||||||
self._lastMouseX = state._lastMouseX or {}
|
|
||||||
self._lastMouseY = state._lastMouseY or {}
|
|
||||||
self._touches = state._touches or {}
|
|
||||||
self._touchStartPositions = state._touchStartPositions or {}
|
|
||||||
self._lastTouchPositions = state._lastTouchPositions or {}
|
|
||||||
self._touchHistory = state._touchHistory or {}
|
|
||||||
self._hovered = state._hovered or false
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Process mouse button events in the update cycle
|
|
||||||
---@param element Element The parent element
|
|
||||||
---@param mx number Mouse X position
|
|
||||||
---@param my number Mouse Y position
|
|
||||||
---@param isHovering boolean Whether mouse is over element
|
|
||||||
---@param isActiveElement boolean Whether this is the top element at mouse position
|
|
||||||
function EventHandler:processMouseEvents(element, mx, my, isHovering, isActiveElement)
|
|
||||||
-- Start performance timing
|
|
||||||
-- Performance accessed via EventHandler._Performance
|
|
||||||
if EventHandler._Performance and EventHandler._Performance.enabled then
|
|
||||||
EventHandler._Performance:startTimer("event_mouse")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if currently dragging (allows drag continuation even if occluded)
|
|
||||||
local isDragging = false
|
|
||||||
for _, button in ipairs({ 1, 2, 3 }) do
|
|
||||||
if self._pressed[button] and love.mouse.isDown(button) then
|
|
||||||
isDragging = true
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if any button is currently pressed (tracked state)
|
|
||||||
local hasTrackedPress = false
|
|
||||||
for _, button in ipairs({ 1, 2, 3 }) do
|
|
||||||
if self._pressed[button] then
|
|
||||||
hasTrackedPress = true
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Can only process events if we have handler, element is enabled, and is active or dragging or has tracked press
|
|
||||||
-- Read onEvent from element (source of truth), fallback to handler cache for backwards compat
|
|
||||||
local canProcessEvents = (
|
|
||||||
element.onEvent
|
|
||||||
or self.onEvent
|
|
||||||
or element.editable
|
|
||||||
or element._selectState
|
|
||||||
or element.selectOption
|
|
||||||
)
|
|
||||||
and element.visibility ~= "hidden"
|
|
||||||
and not element.disabled
|
|
||||||
and (isActiveElement or isDragging or hasTrackedPress)
|
|
||||||
|
|
||||||
if not canProcessEvents then
|
|
||||||
-- If not hovering and no buttons are physically pressed, reset all pressed states
|
|
||||||
-- This ensures the pressed state is cleared when mouse leaves without button held
|
|
||||||
if not isHovering and not isDragging then
|
|
||||||
for _, button in ipairs({ 1, 2, 3 }) do
|
|
||||||
if self._pressed[button] and not love.mouse.isDown(button) then
|
|
||||||
self._pressed[button] = false
|
|
||||||
self._dragStartX[button] = nil
|
|
||||||
self._dragStartY[button] = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Track hover state changes even when events can't be processed
|
|
||||||
-- Fire synthetic unhover when element becomes disabled while hovered
|
|
||||||
if element.disabled and self._hovered then
|
|
||||||
self._hovered = false
|
|
||||||
if element.onEvent or self.onEvent then
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
local unhoverEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "unhover",
|
|
||||||
button = 0,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = 0,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, unhoverEvent)
|
|
||||||
end
|
|
||||||
elseif self._hovered and not isHovering then
|
|
||||||
self._hovered = false
|
|
||||||
if element.onEvent or self.onEvent then
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
local unhoverEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "unhover",
|
|
||||||
button = 0,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = 0,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, unhoverEvent)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if EventHandler._Performance and EventHandler._Performance.enabled then
|
|
||||||
EventHandler._Performance:stopTimer("event_mouse")
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Track hover state changes and fire hover/unhover events BEFORE button processing
|
|
||||||
-- This ensures hover fires before press when mouse first enters element
|
|
||||||
local wasHovered = self._hovered
|
|
||||||
local isHoveringAndActive = isHovering and isActiveElement
|
|
||||||
|
|
||||||
if isHoveringAndActive and not wasHovered then
|
|
||||||
-- Just started hovering - fire hover event
|
|
||||||
self._hovered = true
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
local hoverEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "hover",
|
|
||||||
button = 0,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = 0,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, hoverEvent)
|
|
||||||
elseif not isHoveringAndActive and wasHovered then
|
|
||||||
-- Just stopped hovering - fire unhover event
|
|
||||||
self._hovered = false
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
local unhoverEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "unhover",
|
|
||||||
button = 0,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = 0,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, unhoverEvent)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Process all three mouse buttons
|
|
||||||
local buttons = { 1, 2, 3 } -- left, right, middle
|
|
||||||
|
|
||||||
for _, button in ipairs(buttons) do
|
|
||||||
-- Check if this button was tracked as pressed
|
|
||||||
local wasPressed = self._pressed[button]
|
|
||||||
local isPhysicallyPressed = love.mouse.isDown(button)
|
|
||||||
|
|
||||||
if isHovering or isDragging or wasPressed then
|
|
||||||
if isPhysicallyPressed then
|
|
||||||
-- Button is pressed down
|
|
||||||
if not wasPressed then
|
|
||||||
-- Just pressed - fire press event (only if hovering)
|
|
||||||
if isHovering then
|
|
||||||
self:_handleMousePress(element, mx, my, button)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Button is still pressed - check for drag
|
|
||||||
self:_handleMouseDrag(element, mx, my, button, isHovering)
|
|
||||||
end
|
|
||||||
elseif wasPressed then
|
|
||||||
-- Button was just released
|
|
||||||
-- Only fire click and release events if mouse is still hovering AND element is active
|
|
||||||
-- (not occluded by another element)
|
|
||||||
if isHovering and isActiveElement then
|
|
||||||
self:_handleMouseRelease(element, mx, my, button)
|
|
||||||
else
|
|
||||||
-- Mouse left before release OR element is occluded - just clear the pressed state without firing events
|
|
||||||
self._pressed[button] = false
|
|
||||||
self._dragStartX[button] = nil
|
|
||||||
self._dragStartY[button] = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- After processing events, reset pressed states for buttons that are no longer held
|
|
||||||
-- This handles the case where mouse leaves while button is held, then released
|
|
||||||
if not isHovering and not isDragging then
|
|
||||||
for _, button in ipairs({ 1, 2, 3 }) do
|
|
||||||
if self._pressed[button] and not love.mouse.isDown(button) then
|
|
||||||
self._pressed[button] = false
|
|
||||||
self._dragStartX[button] = nil
|
|
||||||
self._dragStartY[button] = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Stop performance timing
|
|
||||||
if EventHandler._Performance and EventHandler._Performance.enabled then
|
|
||||||
EventHandler._Performance:stopTimer("event_mouse")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Handle mouse button press
|
|
||||||
---@param element Element The parent element
|
|
||||||
---@param mx number Mouse X position
|
|
||||||
---@param my number Mouse Y position
|
|
||||||
---@param button number Mouse button (1=left, 2=right, 3=middle)
|
|
||||||
function EventHandler:_handleMousePress(element, mx, my, button)
|
|
||||||
-- Check if press is on scrollbar first (skip if already handled)
|
|
||||||
if button == 1 and not self._scrollbarPressHandled and element._handleScrollbarPress then
|
|
||||||
if element:_handleScrollbarPress(mx, my, button) then
|
|
||||||
-- Scrollbar consumed the event, mark as pressed to prevent onEvent
|
|
||||||
self._pressed[button] = true
|
|
||||||
self._scrollbarPressHandled = true
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Fire press event
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
local pressEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "press",
|
|
||||||
button = button,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = 1,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, pressEvent)
|
|
||||||
|
|
||||||
self._pressed[button] = true
|
|
||||||
|
|
||||||
-- On left click, set keyboard focus to any focusable element (not just editable).
|
|
||||||
-- Clear the focus indicator since mouse navigation doesn't use it.
|
|
||||||
local isFocusable
|
|
||||||
if type(element.isFocusable) == "function" then
|
|
||||||
isFocusable = element:isFocusable()
|
|
||||||
else
|
|
||||||
isFocusable = (element.editable == true)
|
|
||||||
or (type(element.onEvent) == "function")
|
|
||||||
or element._selectState ~= nil
|
|
||||||
or element.selectOption ~= nil
|
|
||||||
end
|
|
||||||
|
|
||||||
if button == 1 and EventHandler._Context and isFocusable then
|
|
||||||
EventHandler._Context.setFocused(element)
|
|
||||||
-- Hide focus indicator - it's only for keyboard navigation
|
|
||||||
if EventHandler._FocusIndicator then
|
|
||||||
EventHandler._FocusIndicator.setFocused(nil)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- Set mouse down position for text selection on left click
|
|
||||||
if button == 1 and element._textEditor then
|
|
||||||
element._mouseDownPosition = element._textEditor:mouseToTextPosition(element, mx, my)
|
|
||||||
element._textDragOccurred = false -- Reset drag flag on press
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Record drag start position per button
|
|
||||||
self._dragStartX[button] = mx
|
|
||||||
self._dragStartY[button] = my
|
|
||||||
self._lastMouseX[button] = mx
|
|
||||||
self._lastMouseY[button] = my
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Handle mouse drag (while button is pressed and mouse moves)
|
|
||||||
---@param element Element The parent element
|
|
||||||
---@param mx number Mouse X position
|
|
||||||
---@param my number Mouse Y position
|
|
||||||
---@param button number Mouse button
|
|
||||||
---@param isHovering boolean Whether mouse is over element
|
|
||||||
function EventHandler:_handleMouseDrag(element, mx, my, button, isHovering)
|
|
||||||
local lastX = self._lastMouseX[button] or mx
|
|
||||||
local lastY = self._lastMouseY[button] or my
|
|
||||||
|
|
||||||
if lastX ~= mx or lastY ~= my then
|
|
||||||
-- Handle scrollbar drag if scrollbar was pressed
|
|
||||||
if button == 1 and self._scrollbarPressHandled and element._handleScrollbarDrag then
|
|
||||||
element:_handleScrollbarDrag(mx, my)
|
|
||||||
self._lastMouseX[button] = mx
|
|
||||||
self._lastMouseY[button] = my
|
|
||||||
return -- Don't process other drag events while dragging scrollbar
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Mouse has moved - fire drag event only if still hovering
|
|
||||||
if isHovering then
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
local dx = mx - self._dragStartX[button]
|
|
||||||
local dy = my - self._dragStartY[button]
|
|
||||||
|
|
||||||
local dragEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "drag",
|
|
||||||
button = button,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
dx = dx,
|
|
||||||
dy = dy,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = 1,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, dragEvent)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Handle text selection drag for editable elements
|
|
||||||
if button == 1 and element.editable and element._focused and element._handleTextDrag then
|
|
||||||
element:_handleTextDrag(mx, my)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Update last known position for this button
|
|
||||||
self._lastMouseX[button] = mx
|
|
||||||
self._lastMouseY[button] = my
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Handle mouse button release
|
|
||||||
---@param mx number Mouse X position
|
|
||||||
---@param my number Mouse Y position
|
|
||||||
---@param button number Mouse button
|
|
||||||
function EventHandler:_handleMouseRelease(element, mx, my, button)
|
|
||||||
local currentTime = love.timer.getTime()
|
|
||||||
local modifiers = EventHandler._utils.getModifiers()
|
|
||||||
|
|
||||||
-- Handle scrollbar release if scrollbar was pressed
|
|
||||||
if button == 1 and self._scrollbarPressHandled and element._handleScrollbarRelease then
|
|
||||||
element:_handleScrollbarRelease(button)
|
|
||||||
self._scrollbarPressHandled = false -- Reset flag
|
|
||||||
self._pressed[button] = false
|
|
||||||
self._dragStartX[button] = nil
|
|
||||||
self._dragStartY[button] = nil
|
|
||||||
return -- Don't process click events for scrollbar release
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Determine click count (double-click detection)
|
|
||||||
local clickCount
|
|
||||||
local doubleClickThreshold = 0.3 -- 300ms for double-click
|
|
||||||
|
|
||||||
if
|
|
||||||
self._lastClickTime
|
|
||||||
and self._lastClickButton == button
|
|
||||||
and (currentTime - self._lastClickTime) < doubleClickThreshold
|
|
||||||
then
|
|
||||||
clickCount = self._clickCount + 1
|
|
||||||
else
|
|
||||||
clickCount = 1
|
|
||||||
end
|
|
||||||
|
|
||||||
self._clickCount = clickCount
|
|
||||||
self._lastClickTime = currentTime
|
|
||||||
self._lastClickButton = button
|
|
||||||
|
|
||||||
-- Determine event type based on button
|
|
||||||
local eventType = "click"
|
|
||||||
if button == 2 then
|
|
||||||
eventType = "rightclick"
|
|
||||||
elseif button == 3 then
|
|
||||||
eventType = "middleclick"
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Fire click event
|
|
||||||
local clickEvent = EventHandler._InputEvent.new({
|
|
||||||
type = eventType,
|
|
||||||
button = button,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = clickCount,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, clickEvent)
|
|
||||||
|
|
||||||
self._pressed[button] = false
|
|
||||||
|
|
||||||
-- Clean up drag tracking
|
|
||||||
self._dragStartX[button] = nil
|
|
||||||
self._dragStartY[button] = nil
|
|
||||||
|
|
||||||
-- Clean up text selection drag tracking
|
|
||||||
if button == 1 then
|
|
||||||
element._mouseDownPosition = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Focus editable elements on left click
|
|
||||||
if button == 1 and element.editable then
|
|
||||||
-- Only focus if not already focused (to avoid moving cursor to end)
|
|
||||||
local wasFocused = element:isFocused()
|
|
||||||
if not wasFocused then
|
|
||||||
element:focus()
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Handle text click for cursor positioning and word selection
|
|
||||||
-- Only process click if no text drag occurred (to preserve drag selection)
|
|
||||||
if element._handleTextClick and not element._textDragOccurred then
|
|
||||||
element:_handleTextClick(mx, my, clickCount)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Reset drag flag after release
|
|
||||||
element._textDragOccurred = false
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Fire release event
|
|
||||||
local releaseEvent = EventHandler._InputEvent.new({
|
|
||||||
type = "release",
|
|
||||||
button = button,
|
|
||||||
x = mx,
|
|
||||||
y = my,
|
|
||||||
modifiers = modifiers,
|
|
||||||
clickCount = clickCount,
|
|
||||||
})
|
|
||||||
self:_invokeCallback(element, releaseEvent)
|
|
||||||
|
|
||||||
if button == 1 and element._handleSelectRelease then
|
|
||||||
element:_handleSelectRelease()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Process touch events in the update cycle
|
|
||||||
---@param element Element The parent element
|
|
||||||
function EventHandler:processTouchEvents(element)
|
|
||||||
-- Start performance timing
|
|
||||||
if EventHandler._Performance and EventHandler._Performance.enabled then
|
|
||||||
EventHandler._Performance:startTimer("event_touch")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if element can process events
|
|
||||||
local canProcessEvents = (
|
|
||||||
element.onEvent
|
|
||||||
or self.onEvent
|
|
||||||
or element.onTouchEvent
|
|
||||||
or self.onTouchEvent
|
|
||||||
or element.editable
|
|
||||||
)
|
|
||||||
and not element.disabled
|
|
||||||
and self.touchEnabled
|
|
||||||
|
|
||||||
if not canProcessEvents then
|
|
||||||
if EventHandler._Performance and EventHandler._Performance.enabled then
|
|
||||||
EventHandler._Performance:stopTimer("event_touch")
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local bx = element.x
|
|
||||||
local by = element.y
|
|
||||||
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
|
|
||||||
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
|
|
||||||
|
|
||||||
-- Get current active touches from LÖVE
|
|
||||||
local activeTouches = {}
|
|
||||||
local touches = love.touch.getTouches()
|
|
||||||
for _, id in ipairs(touches) do
|
|
||||||
activeTouches[tostring(id)] = true
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Count active tracked touches for multi-touch filtering
|
|
||||||
local trackedTouchCount = 0
|
|
||||||
for _ in pairs(self._touches) do
|
|
||||||
trackedTouchCount = trackedTouchCount + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Process active touches
|
|
||||||
for _, id in ipairs(touches) do
|
|
||||||
local touchId = tostring(id)
|
|
||||||
local tx, ty = love.touch.getPosition(id)
|
|
||||||
local pressure = 1.0 -- LÖVE doesn't provide pressure by default
|
|
||||||
|
|
||||||
-- Check if touch is within element bounds
|
|
||||||
local isInside = tx >= bx and tx <= bx + bw and ty >= by and ty <= by + bh
|
|
||||||
|
|
||||||
if isInside then
|
|
||||||
if not self._touches[touchId] then
|
|
||||||
-- Multi-touch filtering: reject new touches when multiTouchEnabled=false
|
|
||||||
-- and we already have an active touch
|
|
||||||
if self.multiTouchEnabled or trackedTouchCount == 0 then
|
|
||||||
-- New touch began
|
|
||||||
self:_handleTouchBegan(element, touchId, tx, ty, pressure)
|
|
||||||
trackedTouchCount = trackedTouchCount + 1
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Touch moved
|
|
||||||
self:_handleTouchMoved(element, touchId, tx, ty, pressure)
|
|
||||||
end
|
|
||||||
elseif self._touches[touchId] then
|
|
||||||
-- Touch moved outside or ended
|
|
||||||
if activeTouches[touchId] then
|
|
||||||
-- Still active but outside - fire moved event
|
|
||||||
self:_handleTouchMoved(element, touchId, tx, ty, pressure)
|
|
||||||
else
|
|
||||||
-- Touch ended
|
|
||||||
self:_handleTouchEnded(element, touchId, tx, ty, pressure)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check for ended touches (touches that were tracked but are no longer active)
|
|
||||||
for touchId, _ in pairs(self._touches) do
|
|
||||||
if not activeTouches[touchId] then
|
|
||||||
-- Touch ended or cancelled
|
|
||||||
local lastPos = self._lastTouchPositions[touchId]
|
|
||||||
if lastPos then
|
|
||||||
self:_handleTouchEnded(element, touchId, lastPos.x, lastPos.y, 1.0)
|
|
||||||
else
|
|
||||||
-- Cleanup orphaned touch
|
|
||||||
self:_cleanupTouch(touchId)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Stop performance timing
|
|
||||||
if EventHandler._Performance and EventHandler._Performance.enabled then
|
|
||||||
EventHandler._Performance:stopTimer("event_touch")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Handle touch began event
|
|
||||||
---@param element Element The parent element
|
|
||||||
---@param touchId string Touch identifier
|
|
||||||
---@param x number Touch X position
|
|
||||||
---@param y number Touch Y position
|
|
||||||
---@param pressure number Touch pressure (0-1)
|
|
||||||
function EventHandler:_handleTouchBegan(element, touchId, x, y, pressure)
|
|
||||||
-- Create touch state
|
|
||||||
self._touches[touchId] = {
|
|
||||||
x = x,
|
|
||||||
y = y,
|
|
||||||
pressure = pressure,
|
|
||||||
timestamp = love.timer.getTime(),
|
|
||||||
phase = "began",
|
|
||||||
}
|
|
||||||
|
|
||||||
-- Record start position
|
|
||||||
self._touchStartPositions[touchId] = { x = x, y = y }
|
|
||||||
self._lastTouchPositions[touchId] = { x = x, y = y }
|
|
||||||
|
|
||||||
-- Initialize touch history
|
|
||||||
self._touchHistory[touchId] = { { x = x, y = y, timestamp = love.timer.getTime() } }
|
|
||||||
|
|
||||||
-- Create and fire touch press event
|
|
||||||
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "began", pressure)
|
|
||||||
touchEvent.type = "touchpress"
|
|
||||||
touchEvent.dx = 0
|
|
||||||
touchEvent.dy = 0
|
|
||||||
self:_invokeCallback(element, touchEvent)
|
|
||||||
self:_invokeTouchCallback(element, touchEvent)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Handle touch moved event
|
|
||||||
---@param element Element The parent element
|
|
||||||
---@param touchId string Touch identifier
|
|
||||||
---@param x number Touch X position
|
|
||||||
---@param y number Touch Y position
|
|
||||||
---@param pressure number Touch pressure (0-1)
|
|
||||||
function EventHandler:_handleTouchMoved(element, touchId, x, y, pressure)
|
|
||||||
local touchState = self._touches[touchId]
|
|
||||||
|
|
||||||
if not touchState then
|
|
||||||
-- Touch not tracked, ignore
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local lastPos = self._lastTouchPositions[touchId]
|
|
||||||
if not lastPos or lastPos.x ~= x or lastPos.y ~= y then
|
|
||||||
-- Touch position changed
|
|
||||||
local startPos = self._touchStartPositions[touchId]
|
|
||||||
local dx = x - startPos.x
|
|
||||||
local dy = y - startPos.y
|
|
||||||
|
|
||||||
-- Update touch state
|
|
||||||
touchState.x = x
|
|
||||||
touchState.y = y
|
|
||||||
touchState.pressure = pressure
|
|
||||||
touchState.phase = "moved"
|
|
||||||
|
|
||||||
-- Update last position
|
|
||||||
self._lastTouchPositions[touchId] = { x = x, y = y }
|
|
||||||
|
|
||||||
-- Add to touch history (keep last 5 positions)
|
|
||||||
local history = self._touchHistory[touchId] or {}
|
|
||||||
table.insert(history, { x = x, y = y, timestamp = love.timer.getTime() })
|
|
||||||
if #history > 5 then
|
|
||||||
table.remove(history, 1)
|
|
||||||
end
|
|
||||||
self._touchHistory[touchId] = history
|
|
||||||
|
|
||||||
-- Create and fire touch move event
|
|
||||||
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "moved", pressure)
|
|
||||||
touchEvent.type = "touchmove"
|
|
||||||
touchEvent.dx = dx
|
|
||||||
touchEvent.dy = dy
|
|
||||||
self:_invokeCallback(element, touchEvent)
|
|
||||||
self:_invokeTouchCallback(element, touchEvent)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Handle touch ended event
|
|
||||||
---@param element Element The parent element
|
|
||||||
---@param touchId string Touch identifier
|
|
||||||
---@param x number Touch X position
|
|
||||||
---@param y number Touch Y position
|
|
||||||
---@param pressure number Touch pressure (0-1)
|
|
||||||
function EventHandler:_handleTouchEnded(element, touchId, x, y, pressure)
|
|
||||||
local touchState = self._touches[touchId]
|
|
||||||
|
|
||||||
if not touchState then
|
|
||||||
-- Touch not tracked, ignore
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local startPos = self._touchStartPositions[touchId]
|
|
||||||
local dx = x - startPos.x
|
|
||||||
local dy = y - startPos.y
|
|
||||||
|
|
||||||
-- Create and fire touch release event
|
|
||||||
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "ended", pressure)
|
|
||||||
touchEvent.type = "touchrelease"
|
|
||||||
touchEvent.dx = dx
|
|
||||||
touchEvent.dy = dy
|
|
||||||
self:_invokeCallback(element, touchEvent)
|
|
||||||
self:_invokeTouchCallback(element, touchEvent)
|
|
||||||
|
|
||||||
-- Cleanup touch state
|
|
||||||
self:_cleanupTouch(touchId)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Cleanup touch state
|
|
||||||
---@param touchId string Touch ID
|
|
||||||
function EventHandler:_cleanupTouch(touchId)
|
|
||||||
self._touches[touchId] = nil
|
|
||||||
self._touchStartPositions[touchId] = nil
|
|
||||||
self._lastTouchPositions[touchId] = nil
|
|
||||||
self._touchHistory[touchId] = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get active touches on this element
|
|
||||||
---@return table<string, table> Active touches
|
|
||||||
function EventHandler:getActiveTouches()
|
|
||||||
return self._touches
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Reset scrollbar press flag (called each frame)
|
|
||||||
function EventHandler:resetScrollbarPressFlag()
|
|
||||||
self._scrollbarPressHandled = false
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Check if any mouse button is pressed
|
|
||||||
---@return boolean True if any button is pressed
|
|
||||||
function EventHandler:isAnyButtonPressed()
|
|
||||||
for _, pressed in pairs(self._pressed) do
|
|
||||||
if pressed then
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Check if a specific button is pressed
|
|
||||||
---@param button number Mouse button (1=left, 2=right, 3=middle)
|
|
||||||
---@return boolean True if button is pressed
|
|
||||||
function EventHandler:isButtonPressed(button)
|
|
||||||
return self._pressed[button] == true
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Invoke the onEvent callback, optionally deferring it if onEventDeferred is true
|
|
||||||
---@param element Element The element that triggered the event
|
|
||||||
---@param event InputEvent The event data
|
|
||||||
function EventHandler:_invokeCallback(element, event)
|
|
||||||
-- Read onEvent from element (source of truth), fallback to handler cache for backwards compat
|
|
||||||
local callback = element.onEvent or self.onEvent
|
|
||||||
if not callback then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.onEventDeferred then
|
|
||||||
-- Get FlexLove module to defer the callback
|
|
||||||
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
|
|
||||||
if FlexLove and FlexLove.deferCallback then
|
|
||||||
FlexLove.deferCallback(function()
|
|
||||||
callback(element, event)
|
|
||||||
end)
|
|
||||||
else
|
|
||||||
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
|
|
||||||
eventType = event.type,
|
|
||||||
})
|
|
||||||
end
|
|
||||||
else
|
|
||||||
callback(element, event)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Invoke the onTouchEvent callback, optionally deferring it
|
|
||||||
---@param element Element The element that triggered the event
|
|
||||||
---@param event InputEvent The touch event data
|
|
||||||
function EventHandler:_invokeTouchCallback(element, event)
|
|
||||||
-- Read onTouchEvent from element (source of truth), fallback to handler cache for backwards compat
|
|
||||||
local callback = element.onTouchEvent or self.onTouchEvent
|
|
||||||
if not callback then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.onTouchEventDeferred then
|
|
||||||
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
|
|
||||||
if FlexLove and FlexLove.deferCallback then
|
|
||||||
FlexLove.deferCallback(function()
|
|
||||||
callback(element, event)
|
|
||||||
end)
|
|
||||||
else
|
|
||||||
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
|
|
||||||
eventType = event.type,
|
|
||||||
})
|
|
||||||
end
|
|
||||||
else
|
|
||||||
callback(element, event)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Invoke the onGesture callback, optionally deferring it
|
|
||||||
---@param element Element The element that triggered the event
|
|
||||||
---@param gesture table The gesture data from GestureRecognizer
|
|
||||||
function EventHandler:_invokeGestureCallback(element, gesture)
|
|
||||||
-- Read onGesture from element (source of truth), fallback to handler cache for backwards compat
|
|
||||||
local callback = element.onGesture or self.onGesture
|
|
||||||
if not callback then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.onGestureDeferred then
|
|
||||||
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
|
|
||||||
if FlexLove and FlexLove.deferCallback then
|
|
||||||
FlexLove.deferCallback(function()
|
|
||||||
callback(element, gesture)
|
|
||||||
end)
|
|
||||||
else
|
|
||||||
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
|
|
||||||
gestureType = gesture.type,
|
|
||||||
})
|
|
||||||
end
|
|
||||||
else
|
|
||||||
callback(element, gesture)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return EventHandler
|
|
||||||
@@ -1,232 +0,0 @@
|
|||||||
local packageName = ... or "FocusIndicator"
|
|
||||||
local modulePath = packageName:match("(.-)[^%.]+$")
|
|
||||||
|
|
||||||
local function req(name)
|
|
||||||
return require(modulePath .. name)
|
|
||||||
end
|
|
||||||
|
|
||||||
local FocusIndicator = {}
|
|
||||||
|
|
||||||
--- Configuration
|
|
||||||
---@type KeyboardNavigationFocusIndicatorConfig
|
|
||||||
FocusIndicator.config = {
|
|
||||||
enabled = true,
|
|
||||||
|
|
||||||
--- Custom draw function to override default rendering
|
|
||||||
---@type function|nil
|
|
||||||
--- Called with: element, bounds, style - return true to skip default drawing
|
|
||||||
draw = nil,
|
|
||||||
|
|
||||||
-- Appearance
|
|
||||||
color = { 0.2, 0.6, 1.0, 0.8 }, -- Blue with 80% opacity
|
|
||||||
lineWidth = 2,
|
|
||||||
inset = -3, -- Negative value extends beyond element
|
|
||||||
borderRadius = 4,
|
|
||||||
|
|
||||||
-- Animation
|
|
||||||
animationDuration = 0.15, -- Seconds for focus animation
|
|
||||||
pulseEnabled = false, -- Enable pulsing animation
|
|
||||||
pulseDuration = 1.0, -- Seconds per pulse cycle
|
|
||||||
pulseScaleMin = 0.95, -- Minimum scale during pulse
|
|
||||||
pulseScaleMax = 1.05, -- Maximum scale during pulse
|
|
||||||
}
|
|
||||||
|
|
||||||
--- State
|
|
||||||
FocusIndicator._focusedElement = nil
|
|
||||||
FocusIndicator._animationProgress = 0
|
|
||||||
FocusIndicator._pulsePhase = 0
|
|
||||||
FocusIndicator._hidden = true
|
|
||||||
FocusIndicator._deps = nil
|
|
||||||
|
|
||||||
--- Initialize FocusIndicator module
|
|
||||||
---@param deps table Dependencies table containing Context and Color modules
|
|
||||||
---@field deps.Context table Context module for getting focused element
|
|
||||||
---@field deps.Color table Color module for color manipulation
|
|
||||||
function FocusIndicator.init(deps)
|
|
||||||
FocusIndicator._deps = deps
|
|
||||||
FocusIndicator._Context = deps.Context
|
|
||||||
FocusIndicator._Color = deps.Color
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Update animation state for entrance and pulse effects
|
|
||||||
---@param dt number Delta time in seconds since last frame
|
|
||||||
function FocusIndicator:update(dt)
|
|
||||||
if not FocusIndicator.config.enabled then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Update focus entrance animation
|
|
||||||
if FocusIndicator._animationProgress < 1 then
|
|
||||||
FocusIndicator._animationProgress =
|
|
||||||
math.min(1, FocusIndicator._animationProgress + (dt / FocusIndicator.config.animationDuration))
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Update pulse animation
|
|
||||||
if FocusIndicator.config.pulseEnabled then
|
|
||||||
FocusIndicator._pulsePhase = (FocusIndicator._pulsePhase + dt) % FocusIndicator.config.pulseDuration
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Set the focused element to render indicator around
|
|
||||||
---@param element Element? The element to show focus indicator around, or nil to hide
|
|
||||||
function FocusIndicator.setFocused(element)
|
|
||||||
FocusIndicator._focusedElement = element
|
|
||||||
FocusIndicator._hidden = element == nil
|
|
||||||
-- Reset animation when focus changes
|
|
||||||
if element then
|
|
||||||
FocusIndicator._animationProgress = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get the current scale factor for animations
|
|
||||||
--- Combines entrance scale (0.8 to 1.0) with optional pulse scale
|
|
||||||
---@return number Scale factor (typically 0.8-1.05 range)
|
|
||||||
function FocusIndicator:getScale()
|
|
||||||
local scale = 1
|
|
||||||
|
|
||||||
-- Apply entrance animation (scale up from 0.8)
|
|
||||||
local entranceScale = 0.8 + (0.2 * FocusIndicator._animationProgress)
|
|
||||||
scale = scale * entranceScale
|
|
||||||
|
|
||||||
-- Apply pulse animation
|
|
||||||
if FocusIndicator.config.pulseEnabled then
|
|
||||||
local pulseProgress = FocusIndicator._pulsePhase / FocusIndicator.config.pulseDuration
|
|
||||||
-- Smooth sine wave pulse
|
|
||||||
local pulseScale = FocusIndicator.config.pulseScaleMin
|
|
||||||
+ (FocusIndicator.config.pulseScaleMax - FocusIndicator.config.pulseScaleMin)
|
|
||||||
* (0.5 + 0.5 * math.sin(2 * math.pi * pulseProgress))
|
|
||||||
scale = scale * pulseScale
|
|
||||||
end
|
|
||||||
|
|
||||||
return scale
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get the current opacity for the indicator
|
|
||||||
--- Applies entrance animation fade-in to the configured alpha
|
|
||||||
---@return number Alpha value (0-1 range)
|
|
||||||
function FocusIndicator:getOpacity()
|
|
||||||
-- Fade in on focus
|
|
||||||
return FocusIndicator.config.color[4] * FocusIndicator._animationProgress
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Draw the focus indicator around the focused element
|
|
||||||
--- Renders a rounded rectangle border, or calls custom draw function if configured
|
|
||||||
--- Should be called from within love.draw() after all elements are drawn
|
|
||||||
function FocusIndicator:draw()
|
|
||||||
if not FocusIndicator.config.enabled then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if FocusIndicator._hidden then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- In immediate mode the stored element reference is stale (recreated every frame).
|
|
||||||
-- Always resolve through Context so we get the live object with up-to-date positions.
|
|
||||||
local element
|
|
||||||
if FocusIndicator._Context then
|
|
||||||
element = FocusIndicator._Context.getFocused()
|
|
||||||
else
|
|
||||||
element = FocusIndicator._focusedElement
|
|
||||||
end
|
|
||||||
|
|
||||||
if not element then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Get element dimensions (use border-box size which includes padding)
|
|
||||||
local x = element.x or 0
|
|
||||||
local y = element.y or 0
|
|
||||||
local w = element._borderBoxWidth
|
|
||||||
or (element.width + (element.padding and (element.padding.left + element.padding.right) or 0))
|
|
||||||
local h = element._borderBoxHeight
|
|
||||||
or (element.height + (element.padding and (element.padding.top + element.padding.bottom) or 0))
|
|
||||||
|
|
||||||
if w == 0 or h == 0 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Calculate indicator dimensions with inset and scale
|
|
||||||
local inset = FocusIndicator.config.inset
|
|
||||||
local scale = self:getScale()
|
|
||||||
|
|
||||||
local indicatorX = x + inset
|
|
||||||
local indicatorY = y + inset
|
|
||||||
local indicatorW = w - 2 * inset
|
|
||||||
local indicatorH = h - 2 * inset
|
|
||||||
|
|
||||||
-- Center the scale around the element
|
|
||||||
local offsetX = (indicatorW * (1 - scale)) / 2
|
|
||||||
local offsetY = (indicatorH * (1 - scale)) / 2
|
|
||||||
|
|
||||||
indicatorX = indicatorX + offsetX
|
|
||||||
indicatorY = indicatorY + offsetY
|
|
||||||
indicatorW = indicatorW * scale
|
|
||||||
indicatorH = indicatorH * scale
|
|
||||||
|
|
||||||
-- Get color with animated opacity
|
|
||||||
local r, g, b = FocusIndicator.config.color[1], FocusIndicator.config.color[2], FocusIndicator.config.color[3]
|
|
||||||
local a = self:getOpacity()
|
|
||||||
|
|
||||||
-- Build style table for custom draw callback
|
|
||||||
local bounds = {
|
|
||||||
x = indicatorX,
|
|
||||||
y = indicatorY,
|
|
||||||
width = indicatorW,
|
|
||||||
height = indicatorH,
|
|
||||||
}
|
|
||||||
|
|
||||||
local style = {
|
|
||||||
color = { r = r, g = g, b = b, a = a },
|
|
||||||
lineWidth = FocusIndicator.config.lineWidth,
|
|
||||||
borderRadius = FocusIndicator.config.borderRadius,
|
|
||||||
scale = scale,
|
|
||||||
opacity = a,
|
|
||||||
}
|
|
||||||
|
|
||||||
-- Check for custom draw callback
|
|
||||||
if FocusIndicator.config.draw then
|
|
||||||
local skipDefault = FocusIndicator.config.draw(element, bounds, style)
|
|
||||||
if skipDefault then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Save current love.graphics state
|
|
||||||
local prevBlend, prevAlphaMode = love.graphics.getBlendMode()
|
|
||||||
local prevR, prevG, prevB, prevA = love.graphics.getColor()
|
|
||||||
local prevLineWidth = love.graphics.getLineWidth()
|
|
||||||
|
|
||||||
-- Set blend mode for transparency
|
|
||||||
love.graphics.setBlendMode("alpha")
|
|
||||||
|
|
||||||
-- Draw rounded rectangle border
|
|
||||||
love.graphics.setColor(r, g, b, a)
|
|
||||||
love.graphics.setLineWidth(FocusIndicator.config.lineWidth)
|
|
||||||
|
|
||||||
-- Draw the rounded rectangle border
|
|
||||||
local borderRadius = FocusIndicator.config.borderRadius
|
|
||||||
love.graphics.rectangle("line", indicatorX, indicatorY, indicatorW, indicatorH, borderRadius)
|
|
||||||
|
|
||||||
-- Restore love.graphics state
|
|
||||||
love.graphics.setBlendMode(prevBlend, prevAlphaMode)
|
|
||||||
love.graphics.setColor(prevR, prevG, prevB, prevA)
|
|
||||||
love.graphics.setLineWidth(prevLineWidth)
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Set the indicator color
|
|
||||||
---@param r number Red component (0-1 range)
|
|
||||||
---@param g number Green component (0-1 range)
|
|
||||||
---@param b number Blue component (0-1 range)
|
|
||||||
---@param a number|nil Alpha component (0-1 range), defaults to current alpha if omitted
|
|
||||||
function FocusIndicator.setColor(r, g, b, a)
|
|
||||||
FocusIndicator.config.color = { r, g, b, a or FocusIndicator.config.color[4] }
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Set the stroke width for the indicator border
|
|
||||||
---@param width number Line width in pixels
|
|
||||||
function FocusIndicator.setLineWidth(width)
|
|
||||||
FocusIndicator.config.lineWidth = width
|
|
||||||
end
|
|
||||||
|
|
||||||
return FocusIndicator
|
|
||||||
@@ -1,269 +0,0 @@
|
|||||||
local modulePath = (...):match("(.-)[^%.]+$")
|
|
||||||
local function req(name)
|
|
||||||
return require(modulePath .. name)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Font cache with LRU eviction, font resolution, and cache management.
|
|
||||||
-- `ErrorHandler` and `resolveImagePath` are injected via init() to avoid
|
|
||||||
-- a cross-import into utils (utils re-exports the cache via aliases).
|
|
||||||
|
|
||||||
-- Font cache with LRU eviction
|
|
||||||
local FONT_CACHE = {}
|
|
||||||
local FONT_CACHE_MAX_SIZE = 50
|
|
||||||
local FONT_CACHE_STATS = {
|
|
||||||
hits = 0,
|
|
||||||
misses = 0,
|
|
||||||
evictions = 0,
|
|
||||||
size = 0,
|
|
||||||
}
|
|
||||||
|
|
||||||
local ErrorHandler = nil
|
|
||||||
local resolveImagePath = nil
|
|
||||||
|
|
||||||
--- Initialize dependencies
|
|
||||||
---@param deps table Dependencies: { ErrorHandler = ErrorHandler, resolveImagePath = function }
|
|
||||||
local function init(deps)
|
|
||||||
if type(deps) == "table" then
|
|
||||||
ErrorHandler = deps.ErrorHandler
|
|
||||||
resolveImagePath = deps.resolveImagePath
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- LRU tracking: each entry has {font, lastUsed, accessCount}
|
|
||||||
local function updateCacheAccess(cacheKey)
|
|
||||||
local entry = FONT_CACHE[cacheKey]
|
|
||||||
if entry then
|
|
||||||
entry.lastUsed = love.timer.getTime()
|
|
||||||
entry.accessCount = entry.accessCount + 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local function evictLRU()
|
|
||||||
local oldestKey = nil
|
|
||||||
local oldestTime = math.huge
|
|
||||||
|
|
||||||
for key, entry in pairs(FONT_CACHE) do
|
|
||||||
-- Skip methods (get, getFont) - only evict cache entries (tables with lastUsed)
|
|
||||||
if type(entry) == "table" and entry.lastUsed then
|
|
||||||
if entry.lastUsed < oldestTime then
|
|
||||||
oldestTime = entry.lastUsed
|
|
||||||
oldestKey = key
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if oldestKey then
|
|
||||||
FONT_CACHE[oldestKey] = nil
|
|
||||||
FONT_CACHE_STATS.evictions = FONT_CACHE_STATS.evictions + 1
|
|
||||||
FONT_CACHE_STATS.size = FONT_CACHE_STATS.size - 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Create or get a font from cache
|
|
||||||
---@param size number
|
|
||||||
---@param fontPath string?
|
|
||||||
---@return love.Font
|
|
||||||
function FONT_CACHE.get(size, fontPath)
|
|
||||||
-- Bucket font sizes for better cache reuse (reduces unique cache entries)
|
|
||||||
-- Small sizes (< 20): round to nearest 2
|
|
||||||
-- Medium sizes (20-40): round to nearest 4
|
|
||||||
-- Large sizes (> 40): round to nearest 8
|
|
||||||
if size < 20 then
|
|
||||||
size = math.floor((size + 1) / 2) * 2
|
|
||||||
elseif size < 40 then
|
|
||||||
size = math.floor((size + 2) / 4) * 4
|
|
||||||
else
|
|
||||||
size = math.floor((size + 4) / 8) * 8
|
|
||||||
end
|
|
||||||
|
|
||||||
local cacheKey = fontPath and (fontPath .. ":" .. tostring(size)) or ("default:" .. tostring(size))
|
|
||||||
|
|
||||||
if FONT_CACHE[cacheKey] then
|
|
||||||
-- Cache hit
|
|
||||||
FONT_CACHE_STATS.hits = FONT_CACHE_STATS.hits + 1
|
|
||||||
updateCacheAccess(cacheKey)
|
|
||||||
return FONT_CACHE[cacheKey].font
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Cache miss
|
|
||||||
FONT_CACHE_STATS.misses = FONT_CACHE_STATS.misses + 1
|
|
||||||
|
|
||||||
local font
|
|
||||||
if fontPath then
|
|
||||||
local resolvedPath = resolveImagePath(fontPath)
|
|
||||||
local success, result = pcall(love.graphics.newFont, resolvedPath, size)
|
|
||||||
if success then
|
|
||||||
font = result
|
|
||||||
else
|
|
||||||
if ErrorHandler then
|
|
||||||
ErrorHandler:warn("utils", "RES_004", {
|
|
||||||
resourceType = "font",
|
|
||||||
path = fontPath,
|
|
||||||
})
|
|
||||||
end
|
|
||||||
font = love.graphics.newFont(size)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
font = love.graphics.newFont(size)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Add to cache with LRU metadata
|
|
||||||
FONT_CACHE[cacheKey] = {
|
|
||||||
font = font,
|
|
||||||
lastUsed = love.timer.getTime(),
|
|
||||||
accessCount = 1,
|
|
||||||
}
|
|
||||||
FONT_CACHE_STATS.size = FONT_CACHE_STATS.size + 1
|
|
||||||
|
|
||||||
-- Evict if cache is full
|
|
||||||
if FONT_CACHE_STATS.size > FONT_CACHE_MAX_SIZE then
|
|
||||||
evictLRU()
|
|
||||||
end
|
|
||||||
|
|
||||||
return font
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get font for text size (cached)
|
|
||||||
---@param textSize number?
|
|
||||||
---@param fontPath string?
|
|
||||||
---@return love.Font
|
|
||||||
function FONT_CACHE.getFont(textSize, fontPath)
|
|
||||||
if textSize then
|
|
||||||
return FONT_CACHE.get(textSize, fontPath)
|
|
||||||
else
|
|
||||||
return love.graphics.getFont()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Font resolution utilities
|
|
||||||
|
|
||||||
--- Resolve font path from fontFamily and theme
|
|
||||||
---@param fontFamily string? Font family name or direct path
|
|
||||||
---@param themeComponent string? Theme component name
|
|
||||||
---@param themeManager table? ThemeManager instance
|
|
||||||
---@return string? Resolved font path or nil
|
|
||||||
local function resolveFontPath(fontFamily, themeComponent, themeManager)
|
|
||||||
if fontFamily then
|
|
||||||
-- Check if fontFamily is a theme font name
|
|
||||||
local themeToUse = themeManager and themeManager:getTheme()
|
|
||||||
if themeToUse and themeToUse.fonts and themeToUse.fonts[fontFamily] then
|
|
||||||
return themeToUse.fonts[fontFamily]
|
|
||||||
else
|
|
||||||
-- Treat as direct path to font file
|
|
||||||
return fontFamily
|
|
||||||
end
|
|
||||||
elseif themeComponent and themeManager then
|
|
||||||
-- If using themeComponent but no fontFamily specified, check for default font in theme
|
|
||||||
return themeManager:getDefaultFontFamily()
|
|
||||||
end
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Get font for element (resolves from theme or fontFamily)
|
|
||||||
---@param textSize number? Text size in pixels
|
|
||||||
---@param fontFamily string? Font family name or direct path
|
|
||||||
---@param themeComponent string? Theme component name
|
|
||||||
---@param themeManager table? ThemeManager instance
|
|
||||||
---@return love.Font
|
|
||||||
local function getFont(textSize, fontFamily, themeComponent, themeManager)
|
|
||||||
local fontPath = resolveFontPath(fontFamily, themeComponent, themeManager)
|
|
||||||
return FONT_CACHE.getFont(textSize, fontPath)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Font cache management
|
|
||||||
|
|
||||||
--- Get font cache statistics
|
|
||||||
---@return table stats {hits, misses, evictions, size, hitRate}
|
|
||||||
local function getFontCacheStats()
|
|
||||||
local total = FONT_CACHE_STATS.hits + FONT_CACHE_STATS.misses
|
|
||||||
local hitRate = total > 0 and (FONT_CACHE_STATS.hits / total) or 0
|
|
||||||
return {
|
|
||||||
hits = FONT_CACHE_STATS.hits,
|
|
||||||
misses = FONT_CACHE_STATS.misses,
|
|
||||||
evictions = FONT_CACHE_STATS.evictions,
|
|
||||||
size = FONT_CACHE_STATS.size,
|
|
||||||
hitRate = hitRate,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Set maximum font cache size
|
|
||||||
---@param maxSize number Maximum number of fonts to cache
|
|
||||||
local function setFontCacheSize(maxSize)
|
|
||||||
FONT_CACHE_MAX_SIZE = math.max(1, maxSize)
|
|
||||||
|
|
||||||
-- Evict entries if cache is now over limit
|
|
||||||
while FONT_CACHE_STATS.size > FONT_CACHE_MAX_SIZE do
|
|
||||||
evictLRU()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Clear font cache
|
|
||||||
local function clearFontCache()
|
|
||||||
-- Clear cache entries but preserve methods (get, getFont)
|
|
||||||
for key, entry in pairs(FONT_CACHE) do
|
|
||||||
if type(entry) == "table" and entry.lastUsed then
|
|
||||||
FONT_CACHE[key] = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
FONT_CACHE_STATS.size = 0
|
|
||||||
FONT_CACHE_STATS.evictions = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Preload font at multiple sizes
|
|
||||||
---@param fontPath string? Path to font file (nil for default font)
|
|
||||||
---@param sizes table Array of font sizes to preload
|
|
||||||
local function preloadFont(fontPath, sizes)
|
|
||||||
for _, size in ipairs(sizes) do
|
|
||||||
-- Round size to reduce cache entries
|
|
||||||
size = math.floor(size + 0.5)
|
|
||||||
|
|
||||||
local cacheKey = fontPath and (fontPath .. ":" .. tostring(size)) or ("default:" .. tostring(size))
|
|
||||||
|
|
||||||
if not FONT_CACHE[cacheKey] then
|
|
||||||
local font
|
|
||||||
if fontPath then
|
|
||||||
local resolvedPath = resolveImagePath(fontPath)
|
|
||||||
local success, result = pcall(love.graphics.newFont, resolvedPath, size)
|
|
||||||
if success then
|
|
||||||
font = result
|
|
||||||
else
|
|
||||||
font = love.graphics.newFont(size)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
font = love.graphics.newFont(size)
|
|
||||||
end
|
|
||||||
|
|
||||||
FONT_CACHE[cacheKey] = {
|
|
||||||
font = font,
|
|
||||||
lastUsed = love.timer.getTime(),
|
|
||||||
accessCount = 1,
|
|
||||||
}
|
|
||||||
FONT_CACHE_STATS.size = FONT_CACHE_STATS.size + 1
|
|
||||||
FONT_CACHE_STATS.misses = FONT_CACHE_STATS.misses + 1
|
|
||||||
|
|
||||||
-- Evict if cache is full
|
|
||||||
if FONT_CACHE_STATS.size > FONT_CACHE_MAX_SIZE then
|
|
||||||
evictLRU()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Reset font cache statistics
|
|
||||||
local function resetFontCacheStats()
|
|
||||||
FONT_CACHE_STATS.hits = 0
|
|
||||||
FONT_CACHE_STATS.misses = 0
|
|
||||||
FONT_CACHE_STATS.evictions = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
return {
|
|
||||||
FONT_CACHE = FONT_CACHE,
|
|
||||||
init = init,
|
|
||||||
resolveFontPath = resolveFontPath,
|
|
||||||
getFont = getFont,
|
|
||||||
getFontCacheStats = getFontCacheStats,
|
|
||||||
setFontCacheSize = setFontCacheSize,
|
|
||||||
clearFontCache = clearFontCache,
|
|
||||||
preloadFont = preloadFont,
|
|
||||||
resetFontCacheStats = resetFontCacheStats,
|
|
||||||
}
|
|
||||||